Lost Labyrinth Changelog

What's new in Lost Labyrinth 4.7.0

Sep 28, 2011
  • Features:
  • Spell compendium screen
  • Animated book for reading all the books in the game (Well there is only one for now, but this will change)
  • Added ability descriptions to level up screen
  • Polish translation (Special thanks to Kamil Tajs)
  • Level Up screen now displays which spells you will gain if you increase Spell Circle
  • Added the ability to swap between 10 different quickbars
  • New options screen (A lot nicer and comes with sliders for volume control)
  • New time traveller item: Force Shield
  • Improved and updated the tavern room (2 new tiles, tables and ale kegs)
  • Improved extended version reminder screen
  • Old messages are now stored in savegames
  • Spiderwebs (you get stuck in there)
  • New spell effects for Blind, Magic Flame and Sleep spell
  • 7 new monsters for extended mode
  • Balancing:
  • Akolyth skill now reveals Altar and Sanctum in the same way as Spelunker reveals exit
  • Pit Traps only appear on level 10 and above now
  • Arcane Shot skill now costs 1 CP
  • Paladin skill now refills 1 life and mana per undead kill instead of 50% chance for gold
  • Players now start with 12 mana instead of 3
  • Pick Pocket is no longer limited to 2 per level, but to once per monster instead
  • Herb Lore now allows you to \"sense\" Healing Herbs, Mushrooms and Crysolites
  • Reduced monster base hit chance from 50% to 30%
  • Bugfixing:
  • Fixed Weapon Mastery not preventing Fumble

New in Lost Labyrinth 4.6.4 (Aug 10, 2011)

  • Features:
  • spells and bows now autotarget closest monster
  • fumbling with melee weapons implemented
  • buttons for pageup/pagedown in readmes and spellmenu
  • implemented proper crash report and error logging
  • new save game recovery option if the game crashes (automatically tries to save game if it crashes)
  • new spells: genocide, time snatch
  • new monster trait: paralysis
  • new skill: Diplomacy (extended version only)
  • new skill: Favoured of the Gods (extended version only)
  • new tiletype: altar (gives bonus depending on your divinity)
  • monsterlore now displays monster level and health bar in the main screen
  • added new timeglass cursor while game is unresponsive
  • new time traveler items: grenade, laser rifle
  • 5 new monsters for basic version (non-extended)
  • 7 new monsters (extended mode only)
  • game logo ingame removed, so we have more space for active spells
  • new option to change language ( we could do that in titlescreen only)
  • Balancing:
  • we can have more than one curse now
  • leader, magelord and pathfinder now scale with attribute level (+1 extra bonus per 4 points)
  • improved Native Magic by adding +25% cast chance
  • Bugfixes:
  • descriptions of enchanted weapons
  • crash bug when selecting heirloom skill
  • fixed feather fall spell not working
  • fixed various exploits
  • fixed some crash bugs

New in Lost Labyrinth 4.6.3 (Jul 21, 2011)

  • quickbar totally reworked. We can now store not only items in there but also spells and the abilities fighting styles and spellweaving. we can simply drag&drop the spells icons in there from the spell menu
  • all spells have icons now
  • the pieces of the staff of the last covenant are placed in different rooms now. f.e. we have to slay the ancient hydra to see if she guards a piece of it
  • new button to access all the skills that need activation (f.e. climbing, mystic bolt)
  • item durability. items do not have a chance to break anymore. they have a value that decreases with usage. when it reaches 0 the item breaks
  • new craft/enchanting system for weapons
  • new merchant in a room
  • new lore: demon lore
  • new items: maul, sunstar (fire + light morningstar), 3 new magic armors and 3 new magic kite shields, adventurer's hat, helm of mana, gloves of pickpocketing, talisman of the sun, book of sorcery, doombringer
  • new black magic spell: vampiric aura
  • new fire magic spells: inferno, soul of fire
  • new druid magic spells: reincarnation, calm
  • new star magic spell: blessing of the stars
  • new illusion spell: nightmare
  • 7 new monsters (extended version only)
  • new big monsters: great dragon, greater demon
  • fletchery can now be used to enchant ammunition with gems
  • ingame descriptions of what each fighting style does
  • fighting styles has been reworked and significantly improved

New in Lost Labyrinth 4.6.2 (Jul 11, 2011)

  • new air spell: disintegration field (disintegrate in a 3x3 area)
  • new illusion spell: counterspell
  • new items: magic rope. normal rope only usable once, candle, plated greaves
  • new magical items: robe of the archmagi, nightslayer (axe), amulet of the timelord
  • new magic school: time magic (extended version)
  • show other player stats in multiplayer game
  • buttons to switch between cinfo and inventory
  • map mode switching (tiles we have seen and tile we walked on
  • new picture for forge
  • option to turn on/off the new version check
  • 7 new monsters for extended version
  • new random treasure system
  • big monsters (only hydra so far)
  • new monster traits: Nospawn, Impassable
  • percentage progress display for loading and saving games

New in Lost Labyrinth 4.6.1 (Jun 29, 2011)

  • Features:
  • new air spell: disintegration field (disintegrate in a 3x3 area)
  • new illusion spell: counterspell
  • new items: magic rope. normal rope only usable once, candle, plated greaves
  • new magical items: robe of the archmagi, nightslayer (axe), amulet of the timelord
  • new magic school: time magic (extended version)
  • show other player stats in multiplayer game
  • buttons to switch between cinfo and inventory
  • map mode switching (tiles we have seen and tile we walked on
  • new picture for forge
  • option to turn on/off the new version check
  • 7 new monsters for extended version
  • new random treasure system
  • big monsters (only hydra so far)
  • new monstertraits: Nospawn, Impassable
  • percentage progress display for loading and saving games
  • Balancing:
  • made cartography show only fixed level features
  • but can be used several times
  • changed udjat eye skill into the Experienced skill
  • made constitution,mana skill rise maximum HP/Mana to 200
  • Bugfixing:
  • sounds of special levels when music is turned off
  • crash with open spell
  • some levelmods not working

New in Lost Labyrinth 4.6.0 (Apr 28, 2011)

  • Features:
  • whole monster system rewritten each monster has its own folder now that contains a textfile with its stats a sound and an image. This way players can easily create new monsters.
  • Comes with loads of new monsters
  • All remaining unfree pictures replaced with ones we have the permission to use them. Special thanks to all artists that gave us permission.
  • Scrolling of spellist with mousewheel
  • Traits cannot be raised over its maximum in experience screen
  • One time skills like Strength raise the maximum value now
  • New skills:
  • Precise Shot (Way of the Bow) Perception icreases to hit chance
  • Blind Shot (Way of the Bow) No penalty for invisibility or darkness
  • Arcane Shot (Way of the Bow) Use Mana for Arrows
  • new minor flaws:
  • Illiterate (Cannot read scrolls and books)
  • Unlucky (-3 luck)
  • New curses:
  • Curse of Fortuna (reduces luck by 10)
  • Curse of Vexx (Max. hp/mp = current hp/mp)
  • New room:
  • Djinni Lamp (Fullfills a wish)
  • New item:
  • Tofu
  • Stats for Archery displayed in the cinfo screen
  • Third page in cinfo screen with statistics for eating, drinking, usages
  • Darkness rendering improved. Its calculated pixelexact now. Perception raises viewing range by two pixel per point
  • Savegames show a screenshot of the gamestate now
  • options screen is now fullscreen
  • added norwegian translation
  • monsters now only spawn in dark areas the player cannot see
  • Balancing:
  • summons cost 1/2 mana for summoner
  • heirloom gives 5000 gold now
  • luck now decreases the chance of armor and weapons breaking and chance of getting robbed (3% per perception)
  • elven blood now gives +20% magic resist
  • Fruits now give some hydration
  • Poiseous tiles have different damage values now. This way levelmod poison, runetrap poison and swamp are different now
  • Spawned monsters do not leave treasure behind to stop loitering in lower levels
  • Bugfixing:
  • fixed initial gold not being reset
  • implemented illusionary walls with these the illusionary walls level mod is doable even for unobservant players
  • slowdowns on windows fixed

New in Lost Labyrinth 4.2.0 (Sep 17, 2010)

  • Features:
  • New art for a lot of rooms and special levels
  • Special thanks go to:
  • Martine Seedydeedee Davies seedydeedee
  • Cyril van der Haegen tegehel.org
  • New sounds for most of labys sound effects
  • Special thanks to everybody that contributes to the freesound project:
  • The freesound project
  • transformed cause of death to number (this way it can be displayed on the page in different languages)
  • made items bought from merchant autostack
  • Balancing:
  • prepared trader generation for predefined small traders
  • Bugfixes:
  • fixed "show traps" spell which mixed up x and y coordinate
  • stopped that spell from making found traps dodgable without any skill
  • fixed segmentation fault caused by faulty logic for monster list in load game
  • fixed: disintegration destroys monsters again (did not set monster pointer)
  • fixed :spells, special success and botching not using sound wrapper function
  • added closeFile call to load/save templates and a safety check for empty file
  • made monster poison/fire/ice breath use correct monster number again
  • made green helmet give only 7 lifepoints like it's description says
  • fixed duration calculation for helpful winds spell

New in Lost Labyrinth 4.1.0 (Sep 1, 2010)

  • Features:
  • Spells have special successes and botches now. With a new sound and animated graphics.
  • Special success means for duration based spells they last twice as long. For spells that do damage etc. they do twice the damage.
  • Botches do damage to the caster and of course do not work.
  • spellweaving reworked. The increased cost is only applied to spells that profit from it.
  • The spells also show if they are weavable.
  • looking around has been improved so that we see the field name "on the fly".
  • Translation of FAQ to german
  • Summoned creatures display the info button too. So we can see their stats.
  • the summon spells display info about the creatures.
  • picking up stackables even if inventory is full is working now
  • scroll lore and free magic spells have own section and icon in spell selection screen
  • Balancing:
  • free magic now only offer spells of same circle as actual, not those below
  • (We still considered free magic as too strong)
  • luck affects chance to get special success
  • mystic attack now always succeeds and does level to level*5 damage
  • restricted scroll lore to allow only a finite number of spells to be learned
  • (Scrollore was still too powerful)
  • Bugfixes:
  • Throwing weapons working again
  • fixed haggle formula
  • fixed bug in helpful wizard monster removal
  • fixed bug in picking up ammunition (stacking)
  • fixed bug in splitting ammunition stacks
  • made oil fill up only 1 lamp (issue 194)

New in Lost Labyrinth 4.0.0 (Aug 20, 2010)

  • The templates have been totally rewritten. Now we can save as many as we like and give them names. The keys "l" and "s" can be used to save and load them too.
  • Players skill selections are remembered now for all players. Even if we quit the game and restart it later
  • The options menu has been rewritten. Now we need only one line per option.
  • Every player can have his own mousepointer. It gets saved with the character and can be changed in the options
  • Character names are entered at gamestart now and not when we die and want to upload the score
  • In the highscores screen there is a button to delete them. They are not really deleted at first, only when we make a new highscore they are are finally written to disk.
  • New spells: Song of Wealth (every round a gold coin),Remove Runes (destroys all runes nearby),Sword to Ploughshare (transforms a weapon to food).
  • Weight fractions are shown in inventory
  • Added keys "a" and "f" in field selection screen for convinience of archery and mystic users
  • Standard equipment is already equipped at gamestart
  • When we die we can enter the characters final words. Which are displayed in the online highscore
  • Bugfixes:
  • Flickering for teleporting creatures fixed
  • fixed crash in archery triggered by autodelay()
  • disallowed dropping items on closed doors
  • no longer ranged criticals on mosters immune to criticals possible
  • fixed mix up of status for both amount and poison status of arrows
  • fixed non-stackable food items
  • fixed animation for thrown stones
  • stop automovement when detecting secret door (issue 145)
  • prettyfied select item screen
  • fixed a bug causing poison arrows to poison monsters already dead from arrow
  • moved summon skeleton to level 1
  • Debian/Ubuntu package no longer requires dev files
  • messages what we have to do with blue/green chests
  • made watermonsters hide and rise like skeletons again
  • prevented spawning of monsters on waterchests and gold
  • fixed graphical artifacts in bat animation and plant drawing
  • improved spell info in spell selection screen (power,duration etc.)
  • Linux executable no more ends in .exe
  • Readmes for Sourcecode rewritten for elice usage
  • made lamia look different from banshee by using unsused picture 178
  • fixed gfx of blood shadow,blowfish,jellyfish
  • removed skill blocking for "no attack" and monster type skills (hunter,paladin etc.)
  • as those should be available to archery or mystic users too
  • added skill blocks for "weak arms" (dual wielding,sword fighting etc.)
  • fixed some icons spell effects: helpful winds/song of travel (ca. 4 h)

New in Lost Labyrinth 3.5.4 (Aug 5, 2010)

  • Laby has versions for 64 Bit machines now too.
  • Please try them out and report to us if they are working for you!
  • stopped secret door special level setting undetectable doors (impossibly high diff ratings removed)
  • corrected error with ammunition stacking (issue 166) (elven arrows and steel balls have stack size 20 not 10)
  • fixed list pointer restoration (issues 160,164,165)
  • stopped cauldron producing unlimited potions
  • corrected message from breaking traptool
  • added the missing loading/saving of roomtrader data
  • summoned creatures can see monsters again
  • made monsters attacking creature jump animation working
  • made monster attack creature even if creature did not attack them (melee only for now)
  • stopped friendly/sleeping/blind monsters from attacking creature

New in Lost Labyrinth 3.5.3 (Apr 13, 2010)

  • fixed round-attack not being able to attack single monsters
  • gave "sword of the Last Knight" the "magic" flag
  • "monster lore" now can detect mimics
  • made monsters spawning/regenerate for all level with a living player in it
  • made crown of the sidhe use its variable power rating
  • fixed typo preventing spell "extend" from working
  • fixed pestilence + songs of sleep/suicide
  • made nail pits damage boots
  • made bard songs get 100% success even encumbered
  • made "geistertanz" work with bow, melee and monsterlore
  • save more player information in highscore table

New in Lost Labyrinth 3.5.2 (Mar 1, 2009)

  • keyboard access to player made character templates
  • no message if monster does not see us when sneaking
  • fixed keyboard triggered program exit not resetting screen resolution
  • reduced size of save game files by skipping superflous data
  • made trap graphics with opaque black to improve drawing on light floor tiles
  • small icons for circles+favourite spells
  • spell "earthen strength" now does something
  • spell "strength" corrected description
  • spell "shocking grasp" effect now visible in character screen
  • routing & water fixed (didn't stop the turn)
  • some cosmetics for archipel
  • infinite spell duration when over 20000 fixed
  • final tweaks for creature routing fixed
  • added remark in FAQ about unarmed combat
  • unified item description for inventory+pick_inventory
  • creature item pick up on water/grass fixed
  • homunculus no longer needs nexus,elemental summons no longer destroy nexus
  • switched places of "prot:poison" and "summon satyr"
  • unified item description for player inventory and merchant items in merchant screen
  • skills renamed: weaponsmith->crafting, corpulent->sturdy
  • broken items can no longer be equipped
  • creature+chars invisible in water fixed
  • renamed "Strength" spell to the more fitting "Power Strike"
  • slowed speed of mouse triggered char rotation in figure selection screen
  • sanctum+nexus now have only 3 charges regardless of player number
  • "enchant creature" spells no longer stay infinitely
  • angel needs sanctum now

New in Lost Labyrinth 3.4.4 (Feb 14, 2009)

  • completed conversion to new damage for spells
  • fixed off-by one error in load/save of potion-mix table
  • armageddon does not cost counter or item if it fails
  • changed amulet of dwarves' effect from "Sense Traps" to "Trap Sense"
  • removed udjat and heartstone from merchant stock
  • increased udjat cost to 3000
  • stopped generation of "Potion of Heroes" through alchemy
  • fixed map displaying creatures(fire+water elementar)
  • stopped load/save exploits with traps

New in Lost Labyrinth 3.4.1 (Jan 26, 2009)

  • removing one item from a stack does not not repair the rest or make them un-identified anymore
  • creatures now take damage from lava
  • scrolls stay known once learned by optaining an identified scroll
  • denied learning bard songs through free magic
  • fixed effect of amulet of luck to 2
  • "extend" no longer works on meta-magic
  • mixing potions will never generate "Potion of the Gods" exactly one potion can become
  • "Potion of Heroes" and 3 potions will explode on mixing
  • stopped load/save cheats with the potion generation from mushrooms
  • Wrong message when frozen lightning breaks fixed
  • fixed blue chests and "nimble fingers" feat
  • stopped friendly (charmed) monsters from doing ranged attacks
  • allow only one meta-magic spell to be active
  • fixed access outside laby borders for flameburst
  • fixed quick spell loading
  • quick spell triggered meta-magic no longer ends turn
  • disintegration no longer destroys entry,exit,lava and room fields
  • potions now quench only 10 thirst
  • potion types stay known once learned
  • fixed,some bard songs not stopping other songs
  • denied conjured magic armor as sacrifice
  • transmigration now requires a sacrifice
  • raised cost of "remove others curse" to 15
  • Ambush graphics fixed

New in Lost Labyrinth 3.3.5 (Nov 22, 2008)

  • made gold amount a player stat(long) thus allowing more than 32,000 gold
  • every piece of gold now has a weight of 3g so large amounts will be heavy
  • Udjat eye usage was slightly wrong
  • fixed typo in traenke.pbi concerning "view invisible"
  • made the pieces of the staff appear every 10 levels so 1st piece is on level 10-19 2nd on 20-29 etc. last (9th) on 90-99
  • added missing color mode for skill group 9 in character info screen
  • made skill triggered curse and trader pre-determined with labyrinth creation
  • mks is now also long instead of word
  • fixed some un-equip bugs
  • fixed wrong cost calculation for mana and lifepoint trainer

New in Lost Labyrinth 3.3.0 (Nov 22, 2008)

  • made dodging mechanical traps more difficult with level - no longer 100% success with only 10 dex
  • fixed the vanishing trapdoor bug
  • wirbelwind animation fixed
  • sorcery + elemental magic fixed
  • every visible tile is marked on the automap for creatures too
  • trapdoors+summoned creatures working correctly again

New in Lost Labyrinth 3.2.0 (Sep 5, 2008)

  • poison now inhibits monster regeneration (bernd)
  • New spell: freeze water (turns water into ice so that all players can walk over it. watermagic, level 10)
  • Spellschool Icons are now up to down in another position. this way we have more room (bernd)
  • The last 2 messages are always displayed in the mainscreen
  • Creatures life displayed as a bottle (like for characters)
  • Monstereye only works for fields we can see