
Lost Labyrinth News
156 EntriesForward
2016-10-18 | Lost Labyrinth Version 5.3.1 Features: - japanese translation - made game track time actually spent playing - made staff piece win active button in inventory (so one can climb on for higher score) - made throwing accessable via quickbar - allowed throwing of stones and steel balls - added effect icon for fighting unarmed - removed "immune to" messages from monsters off screen - refined fade out in light circle drawing - fixed double flaw deselection bug - made projectile animation speed depend on distance - increased visible map area in map view - made cauldron and grimoire show if used already by disabling "use" menu - added +- as additional hotkeys for quickbar row switch - added option settings to allow tweaking game difficulty Bugfixing: - fixed local highscore bug - fixed robes' effects - fixed crashbug with arcane writing & empty spell list - fixed archipelago - fixed robe "breath of winter" - fixed firedemon exit - fixed gambler music bug - fixed weapon throwing bug Balancing: - deactivated monster dodge if blind,sleeping or invisible player - fixed overpowered "witch sight" spell - star money places gold in a radius around player instead of all over the level - reduced monster spawn rate |
2015-07-29 | You have a Steam Account? Please support us in our Greenlight Campaign to get accepted by Steam. Lost Labyrinth Greenlight Campaign |
2015-07-24 | Lost Labyrinth Version 5.3.0 Loads of tweaks, balancing and bugfixes (new highscore version!) Features: - russian translation - added specific sounds to fumbling - new weapons: hammer of peltier, spear of density - new/improved curse icons - added persistent versions of mechanical traps to use at deeper levels - allowed to get out from monarch rooms via sneaking - added vampire natural batshape ability - added cast success reduction as alternative botch effect - waterskin weight change depending on water amount - allowed burning through spider webs using torches and candles - sorted duration spell display by time left - let number flash in alarm for spells ending soon - added perma mana drain trap - changed weapon value calculation to be purely formula derived - grey-out fighting style icons depending on weapon type Bugfixes: - music looping for all mods - removed collision of gfx options with displayed old Messages - tweaked item amount number position - fixed re-casting shape shift spells - fixed insect swarm - fixed fishing rod - fixed fumble animation - fixed helpful wizard - fixed bug causing a small trader to spawn in every level - fixed unmarked graves in archipelago - place some passage blockers (boulders,doors) on side passages - repaired room meta data destroyed by room editor - set cast limit for alternative timeline - made alternate timeline keep the number of nexus/sanctum charges - fixed spelunker + akolyth tile detection - stopped damage and kill messages from off screen monsters - added missing magic resistance check to genocide and blow away - stopped load game crashing in case a monster can\'t spawn - made triggers follow monsters moved by player spells - fixed broken repair cost display - made \"swiftblade\" work only if normal attack did connect as description claims - fixed fire rune trap - made creatures winning the game register for their owner instead - fixed \"whirling blade\" giving extra attack and \"swiftblade\" doing nothing - stopped \"haste\" spell granting two additional attacks instead of one - made \"haste\",\"swiftblade\" and \"fast attack\" all work idependently -> up to 3 extra - fixed genocide not looping over all levels - stopped monsterlore screen showing undetected traps - fixed levelmod \"illusionary walls\" - fixed archery weapon/ammo enchantment - fixed endless loop bug in random item generation - made tutorial text bubbles scale height with text length Balancing: - allowed items/spells to raise attributes over the natural max. - spread weapons more over the levels and scaled their damage accordingly - made charge attack and lame exclusive - stopped sorcery working for scroll lore + free magic - moved stone-& deathgaze monsters to deeper levels - buffed earth sense with stone gaze immunity - buffed monster sense with death gaze immunity - buffed trap lore skill with +detection and +max. detection - reduced waterskin to 5 sips - made weapon grandmaster ignore weight of weapons - made secret doors immune to disintegration - made drunk players get sneaking penalty - let fire mages get 1 mana back with 50% chance - mark trapdoors as detected once sombody fell through - made level mod \"no teleport\" block \"vanish\" and \"dimensional swap\" - spell school balance: moved \"vanish\" to star and \"open\" to witch - made ranged attacks alert monsters too - nerfed true sight to only provide wall penetrating sight - buffed night vision skill to give full view - but not through walls - made Scroll Lore+Free Magic rise only 1% steps but start at 50% too - spelunker now can see the exit on the map too - split curse of vexx effects into 2 separate curses vexx/hex - made lore effects work for archery too - changed might spell to only add power instead of doubling - made nailpit damage scale (slowly) with level - made shield spell reduction come before other reductions/resistances |
2014-06-15 | Lost Labyrinth Version 5.2.1 This is another bugfix release. Features: - implemented manual looping for module music - added sound for summoned items vanishing - sped up credits screen using sprites Bugfixes: - fixed lamp oil crash - fixed fumble logic - fixed plant lore not working - fixed mage lord skill not working - added missing checksum updates - made laby actually use the local settings.txt - fixed spell duration multiplayer - fixed mask of perception variable effect - fixed turn skip bug on game start - fixed 64/32 bit message in error handler Balancing: - made harmful tiles hurt when standing on them too - improved sleeping powder - reduced cost of weapon grandmastery to 4 CP |
2014-03-31 | Lost Labyrinth Version 5.2.0 This is a bugfix release. Thanks to all users that reported bugs (there were some nasty ones!) Features: - new monster ability \"see invisible\" - new items: clover, antimagic sphere - new masks: vision, purify and steel Bugfixing: - fixed ring mastery crash - made semi transparency effect for invisibility work - made poverty gold reduction really work - fixed \"clumsy\" flaw - unified behaviour of invisibility: now all melee/ranged attacks and spells disrupt the effect for the same turn - fixed crash from whirlwind attack - made elemental enchantments add damage instead of dividing - fixed \"hall of illusion\" having no teleporters - fixed counterspell not ending properly - fixed arrow crafting - fixed mushrooms blocking sanktum for unobservant players - stopped arrows and spells going through doors and boulders - fixed negative cost trainers Balancing: - nerfed syphon spell to 1/4 reduction - made first aid work with \"no magic\" flaw - made mystic attack work on \"invulnerable\" monsters again - made counterspell success depend on power vs. monsterlevel - reduced free magic /scroll lore to +2 success gain - increased cost for arcane power and free magic - made Illusion and Invisibility effects exclusive - made alarm trap spawn ambush from non ambush types too - reduced merchant skill to once every 8 levels but non random - made waterskin appear only rarely in trader items - gave 2 waterskins as start equip so trader is not required - made trapdoors increase damage and item breaking with level - made trapdoors destroy other items besides potions after level 50 - made fighting styles work for melee only - allowed dodge skill to dodge trap projectiles - reduced drunken staggering to 30% and 5% for drunken masters |
2013-10-26 | There has been an error in the release for the windows extended version. We fixed it and reuploaded it. Please download it again. |
2013-10-16 | Lost Labyrinth Version 5.0.0 Features: - permadeath mode - improved skill selection screen - new skill: Parry (dodge bonus in melee = melee attack/2, double bonus with a Shield equipped) - new skill: Drunken Master (gain bonuses and heal from alcohol, starts with alcohol and can create alcohol from certain food) - new skill: Weapons Grandmastery - tab key can now be used to switch between characters without ending turns - new Earth Magic spell: Stone to Flesh (remove petrification) - new Star Magic spell: Aurora (1 round true light and blinds monsters) - new Time Magic spell: Etheralness (allows to walk through walls) - new Star Magic spell: star money (creates some piles of money) - fighting style icons - auto-fill quickbar slots with available skills - new curse: Mana Burn - display message whenever the player takes damage (along with amount, source of damage and damage type) - display hit chance when missing - charmed monsters will now attack other non-charmed monsters - new monster trait: Blind Immunity - 7 new extended version monsters - new trap: Alarm Trap (alerts monsters and triggers an ambush) - new trap: Net Trap - 3 new alcoholic beverages: Cider, Mead and Brandy - new room: lava lake Bugfixing: - solved 2 monitor problem on windows - fixed Leylines and First Aid working double - fixed Break Boulder spell not working Balancing: - petrified players are now still a part of the game (they no longer disappear) - changed Weak Fingers into Clumsy (-2 CP, no ranged weapons and max dexterity is 10) - made whirlwind attack hit all 8 squares around player - all Plant monsters are now immune to blindness - made spell success rate grow only 1% for scroll+free magic - made shapeshifting spells change actual HP at start/end - introduced new banish resistance value - limit scroll lore to one spell per circle |
2012-11-20 | Lost Labyrinth Version 4.9.0 The game now uses opengl as graphics mode (In some cases this might cause problems in fullscreen mode) New compiler gets rid of a lot of issues we had in older versions Features: - chinese version (special thanks to red wolf for the translation!) - new icons for negative effects - player to player trade screen - better language selection screen - button to hide the menu (more space for active spells) - new option to disable screen flashes when player gets hurt - grey out spells in quickbar if ususable (mana cost, cast limit) Bugfixing: - fixed various spells not working properly on the edges of the map - fixed negative value items - repaired old maze algorithm - stopped extend spell extending effects from items - added undead sub-type to most ghost monsters thus genocide won\'t work but exorcism will - fixed a crash bug when using Caligraphy tools - made genocide remove mimics properly - fixed \"alternate timeline\" exploit - fleeing monsters no longer run through closed doors, porticuluses or unexplored rooms - crown of dragon use it\'s variable power rating Balancing: - Time Magic has been rebalanced - Anchor Teleport has been completely reworked - rebalanced enchanted arrows (no longer insanely valuable) - made genocide spell stop working on angels, demons and constructs - made hymn of death kill with only 50% chance - gave animals like slugs, spiders and such immunity to spellsongs - made break curse spell only reduce duration if caster is not white mage - made cure poison spell only reduce amount if caster is not white mage - made short sighted flaw still reduce radius with true light - short sighted now also reduces max perception (changed CP) - vampire nerf: outdoor debuff, blood = thirst, changed resistances - prevented vampires eating food and mushrooms - craft scroll can have critical success and failure now (success doubles scroll power) - denied lore+god gain from ambush/backup and similar late spawed monsters - fixed double bow equipping bug - changed leylines into activated skill - weakend song of life + regeneration spell - adjusted number of runes and nail pits |
2012-03-04 | Lost Labyrinth Version 4.8.2 This is another bugfix release Features: - tutorial for basic game - new switch to prevent loading of modified rooms (because with changed rooms highscores can\'t be uploaded) - polish, hungarian and french translations updated Balancing: - Alchemy shows if a mixture would explode Bugfixes: - fixed potion mixing - drag&drop to equip items in inventory fixed - fixed second player showing outside playing area - fixed pickaxe (did not break) - fixed items in quickbar overwriting itemmenu - fixed potion order / load problem - bug in magic lamp fixed - removed binary searches as they crashed the game sometimes |
2012-02-25 | Lost Labyrinth Version 4.8.1 This is a bugfix release. We found some terrible bugs in last release. Features: - Tutorials. This hopefully makes the gamestart for new players a lot less painful (In the future we will add more tutorials. We even want to create advanced ones with some gaming tips from the programmers :) ) - Reversed order of the speed sliders (right is faster now) and they have icons as well Bugfixing: - Improved french and made the button work - Fixed trader to not pay when he has no more space - Refined & fixed cartograph map - Display book in selected language - Fixed teleporters to always have a twin - Fixed identify spell and merchant identifying scrolls - Made potion mixing never have one of the ingedients as result - Crafting scrolls fixed - Stopped alchemy from producing potion of heros and divinity - Fixed staffs (did always break) |
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