Author Topic: Lost Labyrinth (Extended) (Now at v5.3.1) Semi-$  (Read 10856 times)

getter77

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Lost Labyrinth (Extended) (Now at v5.3.1) Semi-$
« on: November 21, 2012, 01:09:00 PM »
http://www.lostlabyrinth.com/index.php?p=news
http://store.steampowered.com/app/420920 $4.99

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Lost Labyrinth is a coffeebreak dungeon crawling game!
Compared to other games of its kind it has the following features:

    Relatively short gameplay (between 10-40 Minutes)
    Very high replayability because everything is created at random!
    Many different skills to choose from (every player needs another tactic!)
    No experience gain for killing monsters (only for reaching new levels!)
    Zelda like graphics
    Smooth scrolling
    Up to 4 players at the same machine
    Control with mouse, keyboard and joystick
    Versions for Windows and Linux
    Online Highscore
    English, German, Spanish, French, Norwegian, Hungarian and Polish

An Extended Edition is also available with extra monsters, music, save game slots, skills, flaws, spells, and priority dev suppirt/feature requests for $4.99 USD.


v4.9.0

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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


Been quite some time since the last release, but it would appear their long march to v5.0 is indeed getting there.
« Last Edit: November 02, 2016, 03:04:36 PM by getter77 »
Brian Emre Jeffears
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Legend

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Re: Lost Labyrinth (Now at 4.9.0)
« Reply #1 on: November 21, 2012, 07:48:57 PM »
does this game still have the website pop up when you exit?

Mikko Lehtinen

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Re: Lost Labyrinth (Now at 4.9.0)
« Reply #2 on: November 22, 2012, 12:16:51 AM »
It's a pretty good game, especially with another player.

The "classic" version is worth a try too:
http://laby.toybox.de/index.php?sprache=1

getter77

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Re: Lost Labyrinth (Now at v5.0.0) Semi-$
« Reply #3 on: October 17, 2013, 02:44:13 PM »
v5.0.0 after a great while:

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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
- new Star Magic spell: star money (creates ome 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
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getter77

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Re: Lost Labyrinth (Now at v5.2.0) Semi-$
« Reply #4 on: April 02, 2014, 08:26:03 PM »
v5.2.0

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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
Brian Emre Jeffears
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getter77

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Re: Lost Labyrinth (Now at v5.2.1) Semi-$
« Reply #5 on: June 16, 2014, 11:44:29 AM »
v5.2.1

Quote
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 weapom grandmastery to 4 CP
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getter77

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Re: Lost Labyrinth (Now at v5.3.0) Semi-$
« Reply #6 on: July 25, 2015, 08:31:04 PM »
v5.3.0

Quote
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

Always good to see one of the older projects out there have a new release after it has been awhile.   :)
Brian Emre Jeffears
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Re: Lost Labyrinth (Now at v5.3.0) Semi-$
« Reply #7 on: July 25, 2015, 08:52:03 PM »
Sadly the Windows 32 and 64 download links, at for the 'Extended' (paid) version, are broken. I've emailed the guy.

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Re: Lost Labyrinth (Now at v5.3.0) Semi-$
« Reply #8 on: July 26, 2015, 06:47:20 PM »
Sadly the Windows 32 and 64 download links, at for the 'Extended' (paid) version, are broken. I've emailed the guy.

It should be there now.

Every time I play Lost Labyrinth I get the title music stuck in my head. It's so catchy!

getter77

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Re: Lost Labyrinth (Now at v5.3.1) Semi-$
« Reply #9 on: November 02, 2016, 03:04:19 PM »
v5.3.1 and Extended on Steam proper now for $4.99:

http://store.steampowered.com/app/420920

Quote
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
Brian Emre Jeffears
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