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  3. Update: December 17th - Seeded randomness overhaul

Update: December 17th - Seeded randomness overhaul

Notes
  • This update contains a major update to the seeded randomness code as well as a new room and achievement! There's further details in the "Additions" section
  • This update is not compatible with old versions of the game since old saves rely on the old seed system. I really apologize for two updates in a row that have done this but I promise this is an outlier and will happen much less frequently moving forward


Bugfixes
  • Fixed the item swapping in the inventory lagging by up to half a second each time you swapped an item. There's still slight noticeable lag but it's not nearly as bad as before
  • Fixed the Shadow Walker's Shadow Strikes infinite throwing an error due to me mistakingly making the effect a buff instead of a debuff


Overhauls
  • Overhauled the seed system the game uses for pseudo-random numbers. The seeds before were very static. An example of this would be if you were in a room and had a choice of two different combat rooms for the next rooms. It didn't actually matter which combat room you chose, the way the seed worked meant both combat rooms would have the same enemies/spells/items in them
  • Continuing from above, the new seed system now assigns a unique value to each room and the rooms use that value to determine the random events. This means every combat room will have different enemies while preserving the seed aspect where playing a new game with the same seed will produce the same floors and rooms


Additions
  • Added health and mana bars in combat! I added these to make more visual clarity about where your characters are at a glance. The bars have differing lengths depending on their maximum values (so a 200 max health bar is longer than a 100 max health bar)
  • Added the Hermit Room! You meet a crazy hermit, how fun is that? You can buy his cane and robes off his body, which is not only morally questionable but also a way to get a unique weapon and armor that can be equipped by any party member!
  • There's a new achievement that goes alongside the Hermit Room, which requires you to purchase his smelly robes for a hefty fee!


Buffs
  • Increased the Elder Boss's unique Armor, Innervation, Damage Reduction to 75% from 50%
  • Changed the Master Archer Boss's unique Armor, Vendetta, to grant -25% Damage Taken from Archers instead of +25% Damage Taken from non-Archers


Known Issues
  • The Air Aspect armor seems to throw an error under specific circumstances. The circumstances are not fully known to me yet but I have seen a report of the issue occuring in a friend's run. I tried to isoloate the problem myself but could not recreate the issue, so this one goes unsolved for now. If you find the armor is throwing errors for you I suggest not wearing it or destroying it completely


To-Do
  • Final touches before full release! I'm slowing down adding more content so I can focus on making sure all the stuff in the game works properly