This is the official changelog for Delirium. All changes in updates, besides changes I’d like to keep secret, will show up here.
PRE-1.2
V1.1 (5/14/22)
5/14/22 1.1 Version Changelog:
New Features
-Added a new tactic for avoiding danger (but I’ll let loading screen messages tell you what it is ;D)
-Added two new badges: ‘Dev Encounter’ for meeting me, and ‘Impurity’ for finding a corruption key
Fixes
-Reworked the door code so that you no longer have to decode a complex base64 code.
-Minor item dropping fixes and tweaks
1.2+
V1.2 (12/27/22)
12/27/22 1.2 Version Changelog:
(yes I know it’s been 7 months without updates, i was trying some new projects for a little while)
New Features
Sprint has finally been added (thanks to a LOT of requests from players). Press shift on computer or tap the button on mobile to sprint. Sprinting depletes stamina, which charges over time or can be instantly restored using…
New item: Soda. Boosts speed and stamina for 10 seconds.
Some doors will now open, revealing a room behind. These rooms can spawn items, and also serve as a good hiding place.
I composed a full original soundtrack for the game, which will play throughout gameplay. There are four main tracks: “Melancholic Echoes” and “Sunken Eyes” (ambient), “Crimson Incandescence” (while being chased), and “Departure” (plays during the ending). I might release this soundtrack sometime, if there’s enough requests.
New decorations can be found throughout the game. Things such as desks, beds, plants, and paintings are now scattered about, spicing up the look of the Crimson Hotel.
The game finally has a proper ending (besides a wall saying “to be continued”). I won’t spoil it, but you can play the game to see the ending
Improvements
Added some realistic camera movement and footstep sounds, courtesy of @Maximum_ADHD
Moving objects now use tweening (a roblox system which makes objects move smoothly). This should fix the janky motions things like gates used to make.
Updated various models throughout the game, including the doorknobs and Crimtane Key. (credit to @layt_desu for making some of the new models)
Machine AI now uses the Roblox PathfindingService, which allows them to navigate while chasing players while avoiding crashing into walls. They use this same system when returning to their start point too, meaning a streamlined return to their wander pathfinding. AI will also now teleport to their targeted waypoint if they cannot reach it within 40 seconds, preventing them from becoming stuck due to closing doors or players quitting the game.
Escaping now requires corruption keys, balancing the difficulty of escaping.
A lot more small improvements that I honestly can’t remember. Basically, this update revamped everything.
Fixes
AI is now much more efficient and won’t get stuck as often.
The code to the code gate is now much less obscure, and the gate itself won’t break down anymore.
V1.2.2 (1/11/22)
1/11/22 1.2.2 Version Changelog:
(i’m a few days late to posting this, sorry)
New Features
Two new badges: Radiologist (for finding all five radios scattered throughout the game) and Lights Out (for experiencing a power outage).
The power outage; a new, randomized event that occurs every 10-40 minutes
Improvements
Created a new menu screen, and replaced the old loading screen with a simple display when you spawn in.
The aforementioned menu screen contains a badge counter that shows you which badges you have/don’t have, as well as a percentage of how many badges you have.
*There’s also a settings screen in the menu, it doesn’t do a whole lot and the settings don’t save between play sessions but it’s just something some people might find useful.
V1.2.3 (2/26/23)
2/26/23 1.2.3 Version Changelog
(smaller-sized update, but the coming updates will be much bigger).
New Features
VIP server owners will now receive an admin command panel for use in their servers. There are currently 10 commands (though I will be adding more over time), and they can be used to break the game in some pretty fun ways. There’s also some secret and unreleased content that can only be accessed with these VIP commands.
There are also three new paintings around the hotel (not a very big change lol)
There’s also an animation when you consume a soda now (again not a big change but the highlight of this update is the private server commands)
V1.2.4 (4/9/23)
4/9/23 1.2.4 Version Changelog
Summary
egg
egg badge
egg enemy
egg hunt
funny egg update (i missed april fools so i’m going all out on this one)
V1.2.5 (8/16/23)
8/16/23 1.2.5 Version Changelog
New Features
New Item: Disruptor. The disruptor can be used to detect and stun enemies in range. When equipped for the first time, it will take a few seconds to boot before it starts scanning for enemies. If any are within a certain distance of the disruptor, it will make noises to indicate this, as well as being displayed on the screen. If the disruptor is used while enemies are in range, those enemies will be stunned for 10 seconds and their aggression will be set back to 0.
New Item: Waypoint. The waypoint can be placed near the player. If the player activates it, its position and distance will be visible through walls, helping the player to find their way back if they become lost. A player can only activate one waypoint at a time, and can use other player’s placed waypoints.
New Badge: Shockwave for successfully using the disruptor to disable an enemy.
Improvements
Inventory UI has been redesigned. The game previously used the default Roblox inventory UI, which was functional but didn’t look great. It now uses a brand-new inventory system I designed, which displays images of the items in the hotbar, allows slots to swap items, etc.
Player list UI has been redesigned. The game also previously used Roblox’s default playerlist, which doesn’t allow for much customization. So, I added a custom playerlist, which displays each player’s avatar, has a different color depending on certain factors (is in group, donated, creator, etc), and has emojis/tags corresponding to those factors.
Loading Screen added. This is a smaller change, but it gives the game a few extra seconds to load before the loading screen appears. Previously, the lighting and environment would sometimes be significantly unloaded to the point where you could see through the walls on the main menu for a second. There is now a loading screen to prevent that, making sure everything is loaded in before the menu is shown.
Sprint system simplified. Sprint will now only drain while the player is moving, and it now adapts its controls to the device in use. If the player is on a mobile device, a button will appear and when pressed it will toggle sprint. If the player is on a PC, the button will be replaced with an instruction to hold shift to sprint. PC sprint is also held rather than toggled, which feels more natural.
Enemy AI Redesign.
The enemy AI system has been completely revamped to make them more intelligent, more functional, and more fun to escape from.
Detection: Previously, their detection system operated solely on a cylindrical hitbox; if you entered that hitbox, they would chase. The problem with that is that it was sometimes inconsistent, and meant they could sometimes see the player through walls if the hitbox managed to clip through the walls. Now, if the player is within a certain range, in front of the enemy, and in their line of sight, they will gain aggression depending on what the player is doing (sprinting gives most aggression, standing gives less aggression, standing in the dark doesn’t give any, etc). If the aggression passes a threshold, they chase! This makes it so you can hide behind objects like plants without being seen.
Pathfinding: Enemy pathfinding is now much smoother. They will use :MoveTo() if the player is in direct sight (making for more fluid movement), and otherwise use PathfindingService to navigate around obstacles between them and the players. The ways in which PathfindingService is used are also much smoother, as they now wait until they reach the destination before repathing (previously, enemies would call PathfindingService every half a second, leading to stuttering since it takes a moment to generate a path).
Disabling: Enemies can now be disabled using the new Disruptor item. Their AI has been adjusted so that this works. Upon being disabled, enemies will stop moving. They will begin sparking, their eyes will flash blue, and they will move their limbs uncontrollably for 10 seconds before resuming pathfinding. Players will not be killed on contact with the enemies while they are disabled.
-Added a new tactic for avoiding danger (but I’ll let loading screen messages tell you what it is ;D)
-Added two new badges: ‘Dev Encounter’ for meeting me, and ‘Impurity’ for finding a corruption key
Fixes
-Reworked the door code so that you no longer have to decode a complex base64 code.
-Minor item dropping fixes and tweaks
12/27/22 1.2 Version Changelog:
(yes I know it’s been 7 months without updates, i was trying some new projects for a little while)
New Features
Sprint has finally been added (thanks to a LOT of requests from players). Press shift on computer or tap the button on mobile to sprint. Sprinting depletes stamina, which charges over time or can be instantly restored using…
New item: Soda. Boosts speed and stamina for 10 seconds.
Some doors will now open, revealing a room behind. These rooms can spawn items, and also serve as a good hiding place.
I composed a full original soundtrack for the game, which will play throughout gameplay. There are four main tracks: “Melancholic Echoes” and “Sunken Eyes” (ambient), “Crimson Incandescence” (while being chased), and “Departure” (plays during the ending). I might release this soundtrack sometime, if there’s enough requests.
New decorations can be found throughout the game. Things such as desks, beds, plants, and paintings are now scattered about, spicing up the look of the Crimson Hotel.
The game finally has a proper ending (besides a wall saying “to be continued”). I won’t spoil it, but you can play the game to see the ending
Improvements
Added some realistic camera movement and footsteps, courtesy of @Maximum_ADHD
Moving objects now use tweening (a roblox system which makes objects move smoothly). This should fix the janky motions things like gates used to make.
Updated various models throughout the game, including the doorknobs and Crimtane Key. (credit to @layt_desu for making some of the new models)
Machine AI now uses the Roblox PathfindingService, which allows them to navigate while chasing players while avoiding crashing into walls. They use this same system when returning to their start point too, meaning a streamlined return to their wander pathfinding. AI will also now teleport to their targeted waypoint if they cannot reach it within 40 seconds, preventing them from becoming stuck due to closing doors or players quitting the game.
Escaping now requires corruption keys, balancing the difficulty of escaping.
A lot more small improvements that I honestly can’t remember. Basically, this update revamped everything.
Fixes
AI is now much more efficient and won’t get stuck as often.
The code to the code gate is now much less obscure, and the gate itself won’t break down anymore.
1/11/22 1.2.2 Version Changelog:
(i’m a few days late to posting this, sorry)
New Features
Two new badges: Radiologist (for finding all five radios scattered throughout the game) and Lights Out (for experiencing a power outage).
The power outage; a new, randomized event that occurs every 10-40 minutes
Improvements
Created a new menu screen, and replaced the old loading screen with a simple display when you spawn in.
The aforementioned menu screen contains a badge counter that shows you which badges you have/don’t have, as well as a percentage of how many badges you have.
*There’s also a settings screen in the menu, it doesn’t do a whole lot and the settings don’t save between play sessions but it’s just something some people might find useful.
2/26/23 1.2.3 Version Changelog
(smaller-sized update, but the coming updates will be much bigger).
New Features
VIP server owners will now receive an admin command panel for use in their servers. There are currently 10 commands (though I will be adding more over time), and they can be used to break the game in some pretty fun ways. There’s also some secret and unreleased content that can only be accessed with these VIP commands.
There are also three new paintings around the hotel (not a very big change lol)
There’s also an animation when you consume a soda now (again not a big change but the highlight of this update is the private server commands)
New Item: Disruptor. The disruptor can be used to detect and stun enemies in range. When equipped for the first time, it will take a few seconds to boot before it starts scanning for enemies. If any are within a certain distance of the disruptor, it will make noises to indicate this, as well as being displayed on the screen. If the disruptor is used while enemies are in range, those enemies will be stunned for 10 seconds and their aggression will be set back to 0.
New Item: Waypoint. The waypoint can be placed near the player. If the player activates it, its position and distance will be visible through walls, helping the player to find their way back if they become lost. A player can only activate one waypoint at a time, and can use other player’s placed waypoints.
New Badge: Shockwave for successfully using the disruptor to disable an enemy.
Improvements
Inventory UI has been redesigned. The game previously used the default Roblox inventory UI, which was functional but didn’t look great. It now uses a brand-new inventory system I designed, which displays images of the items in the hotbar, allows slots to swap items, etc.
Player list UI has been redesigned. The game also previously used Roblox’s default playerlist, which doesn’t allow for much customization. So, I added a custom playerlist, which displays each player’s avatar, has a different color depending on certain factors (is in group, donated, creator, etc), and has emojis/tags corresponding to those factors.
Loading Screen added. This is a smaller change, but it gives the game a few extra seconds to load before the loading screen appears. Previously, the lighting and environment would sometimes be significantly unloaded to the point where you could see through the walls on the main menu for a second. There is now a loading screen to prevent that, making sure everything is loaded in before the menu is shown.
Sprint system simplified. Sprint will now only drain while the player is moving, and it now adapts its controls to the device in use. If the player is on a mobile device, a button will appear and when pressed it will toggle sprint. If the player is on a PC, the button will be replaced with an instruction to hold shift to sprint. PC sprint is also held rather than toggled, which feels more natural.
Enemy AI Redesign.
The enemy AI system has been completely revamped to make them more intelligent, more functional, and more fun to escape from.
Detection: Previously, their detection system operated solely on a cylindrical hitbox; if you entered that hitbox, they would chase. The problem with that is that it was sometimes inconsistent, and meant they could sometimes see the player through walls if the hitbox managed to clip through the walls. Now, if the player is within a certain range, in front of the enemy, and in their line of sight, they will gain aggression depending on what the player is doing (sprinting gives most aggression, standing gives less aggression, standing in the dark doesn’t give any, etc). If the aggression passes a threshold, they chase! This makes it so you can hide behind objects like plants without being seen.
Pathfinding: Enemy pathfinding is now much smoother. They will use :MoveTo() if the player is in direct sight (making for more fluid movement), and otherwise use PathfindingService to navigate around obstacles between them and the players. The ways in which PathfindingService is used are also much smoother, as they now wait until they reach the destination before repathing (previously, enemies would call PathfindingService every half a second, leading to stuttering since it takes a moment to generate a path).
Disabling: Enemies can now be disabled using the new Disruptor item. Their AI has been adjusted so that this works. Upon being disabled, enemies will stop moving. They will begin sparking, their eyes will flash blue, and they will move their limbs uncontrollably for 10 seconds before resuming pathfinding. Players will not be killed on contact with the enemies while they are disabled.