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Third update for the Prerelease is live!

This one took a little longer because I took a personal vacation for a few days. But there's a new boss here to play around with!

Changes
  • Changed effects that reflect and redirect damage to another character. The damage type that gets reflected/redirected is now based on the original damage type and not unique Reflection/Redirection damage types. This allows for things such as reflecting Basic Attack Damage, which will be interesting to see how it interacts with these effects


Additions
  • Added the Necromancer! This old boss is back with a new assortment of abilities that allow it to interact more with its Skeleton Knights! Here are the ability details:
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  • Active: On My Time - Deals Spell Damage equal to 150% of the Target's Maximum Health over 7 turns
  • Cost: 25% Mana (25 minimum); Cooldown: 7 Turns
  • Upgrade: +50% Damage Dealt
  • Upgrade: -3 Turn Duration
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  • Active: Commander - For 1 turn the Target gains 100 Attention and gets Exposed by 35%
  • Cost: 150 Mana; Cooldown: 7 Turns
  • Upgrade: Additionally Weakens by 25% for the duration
  • Upgrade: Additionally grants each Skeleton Knight +25% Lifesteal and Soulsteal for the duration
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  • Active: Reanimate - Fully Revives a Skeleton Knight, but reduces its Maximum Health by 35%
  • Cost: 35% Mana (25 minimum); Cooldown: 4 Turns
  • Upgrade: -10% Maximum Health Reduction
  • Upgrade: Additionally grants the Skeleton Knight 50% Damage Reduction for 1 turn
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  • Active: Consume Skeleton - Kills a Skeleton Knight, Healing the Necromancer by 30% of the Skeleton's Maximum Health
  • Cost: 75 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Maximum Health Heal
  • Upgrade: Additionally reduces the Cooldown of Reanimate by 1
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  • Passive: Soul Harvest - The Necromancer Heals by 15% Maximum Health on Kill
  • Upgrade: +10% Maximum Health Heal
  • Upgrade: Additionally grants the Necromancer 35% Damage Reduction for 2 turns on Kill
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  • Passive: Skeleton Army - Guarantees a Skeleton Knight will spawn on every Battle Tile, but ones that spawn this way have -35% Maximum Health and Maximum Mana
  • Upgrade: -10% Maximum Health and Mana Reduction
  • Upgrade: On Death, each Skeleton Knight Heals by 25% of their Maximum Health, Reviving any Dead Skeleton Knights in the process
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  • Infinite: Strike Fear - +1% Damage Weaken for 1 turn on all Enemies on Spell Cast per level
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  • Infinite: Skeleton Shield - +1% Damage Taken Redirects to a random Skeleton Knight per level
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  • Infinite: Undying - +0.02% Damage Reduction per 1% Missing Health per level


This update also includes the Necromancer's trusty sidekicks, the Skeleton Knights! Here's a breakdown of their abilities:
  • Active: Sword Slash - Deals 115% Attack Damage
  • Cost: 25 Mana; Cooldown: 1 Turn
  • Upgrade: Can be cast with Health if Mana is too low
  • Upgrade: Deals +35% Damage if the Target has the Necromancer's Commander Debuff
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  • Active: Iron Bones - For 3 turns the Skeleton Knight gains 30% Damage Reduction and Maximum Health
  • Cost: 25 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Buff Multiplier
  • Upgrade: Additionally grants 25% Damage Dealt for the duration
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  • Active: Defender - Grants the Necromancer 15% Damage Reduction for 3 turns, this can stack with multiple Skeleton Knights' usage of Defender
  • Cost: 30 Mana; Cooldown: 5 Turns
  • Upgrade: +10% Damage Reduction
  • Upgrade: Additionally grants the Necromancer 15% Damage Dealt per usage of Defender
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  • Active: Submit - The Skeleton Knight spends 20% Current Health to Heal the Necromancer by 100% of the Health spent
  • Cost: 20% Current Health (10 minimum); Cooldown: 4 Turns
  • Upgrade: +50% Health Multiplier
  • Upgrade: Additionally Heals the Necromancer by 15% of its Maximum Health
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  • Passive: Bone Mend - Each turn the Skeleton Knight Heals by 25% of the total Damage Taken from its previous turn
  • Upgrade: Additionally reduces Damage Taken by 20% (reducing after Heal calculation)
  • Upgrade: Additionally grants +5% bonus Health Regen
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  • Passive: Soul Bound - 20% of the Skeleton Knight's Damage Dealt Heals the Necromancer
  • Upgrade: +15% Heal Multiplier
  • Upgrade: On Death the Skeleton Knight Heals the Necromancer by 15% of its Maximum Health
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  • Infinite: Bone Army - +1% Damage Dealt per Skeleton Knight per level
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  • Infinite: Soulless - +1% chance to set this Skeleton Knight's Gold and Experience gain to 0 at the end of Combat per level
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  • Infinite: Regrowth - +1% chance to Heal by 15% of the Skeleton Knight's Missing Health per turn per level


Known Issues
  • The Combat Log sometime doesn't display the proper name of the character when a turn is taken
  • Enemies that equip party-wide bonuses don't work properly since any enemy that spawns after does not get the bonus
  • There seems to be a post-combat issue involving changing the character that's comparing the items to and then opening the inventory and changing what character you're looking at. I don't have much information because the issue only happened once and I couldn't recreate the problem. I took some steps to try to fix what it could've been, but the issue might still exist

Hotfix for the Prerelease!

I did a quick update to fix a problem with the Shrouded status effect. It wasn't actually making characters untargetable. This affected classes such as the Knight and Shadow Walker. This update fixes the problem and makes shrouded characters actually untargetable.

Second update for Prerelease is live!

This update brings a few quality-of-life additions as well as two new enemies!

Bugfixes
  • Fixed the Hunter being able to use the second cast of Tracking Shot on the enemy even if it is untargetable
  • Changed the code that generates status effect descriptions. This should fix some descriptions that had issues prior to the change. The description generation code is an automated process, so there might still exist a few status effects that don't display right, but I tried to mitigate this as much as possible


Additions
  • Made a Twitter account for my game! The Twitter link in the credits screen has been updated to navigate you to the new account
  • Added an error menu that pops up if any error occurs while playing the game. This will hopefully allow me to better fix bugs when they happen to you guys. As always, try your best to figure out exactly what is causing the errors to help me as much as possible to get fixes out fast. Any information you can give is helpful!


Added the Shadow Walker. This enemy is in the Early Access version, and as with the Corrupted Mage and the Sentry (coming up next), it received an overhaul. Here's the ability rundown:
  • Active: Disappear - Deals 100% Attack Damage and Shrouds the Shadow Walker for 2 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +25% Initial Damage
  • Upgrade: +1 Shroud Duration
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  • Active: Envelop - Deals 100% Attack Damage, Stunning and Shrouding the Target for 2 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +25% Initial Damage
  • Upgrade: Additionally Bleeds by 20% for the duration
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  • Active: Shadow's Embrace - Deals 75% Attack Damage to each Shrouded Enemy
  • Cost: 40 Mana; Cooldown: 3 Turns
  • Upgrade: +25% Damage Dealt
  • Upgrade: Additionally grants each Shrouded Enemy a 25% chance to remove all Shrouds
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  • Active: Pitch Black - Shrouds each party member for 1 turn
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally increases Damage Dealt by 25% for the duration
  • Upgrade: Additionally Heals each party member by 20% Missing Health
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  • Passive: Healing Darkness - Shrouding Heals the Shadow Walker by 10% Maximum Health
  • Upgrade: +5% Maximum Health Heal
  • Upgrade: Additionally Restores 15% Maximum Mana
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  • Passive: Shadow Retreat - Taking Damage grants a 15% chance to Shroud for 1 turn
  • Upgrade: +10% chance
  • Upgrade: Increases the Duration by 1 if activated below 25% Health
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  • Infinite: Into the Dark - +1% chance to increase Shroud Durations on the Shadow Walker by 1 on Basic Attack per level
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  • Infinite: Shadow Strikes - +1% Current Health Attack Damage Dealt to Enemies when they Shroud per level
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  • Infinite: Shroud Knowledge - +1% chance to begin each turn able to Attack and Cast Spells on Shrouded Enemies (reverts at the end of turn) per level


And finally, here's the information for the Sentry:
  • Active: Clearing Mist - Reduces each Enemy's Debuff Resist Chance by 30% for 3 turns, and each Enemy gets a 25% chance to get Purged of all Buffs
  • Cost: 75 Mana; Cooldown: 6 Turns
  • Upgrade: +20% Debuff Resist Reduction
  • Upgrade: Additionally deals 25% Spell Damage per Buff removed
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  • Active: Smoke Bomb - Reduces each Enemy's Accuracy by 35% for 3 turns
  • Cost: 40 Mana; Cooldown: 4 Turns
  • Upgrade: Additionally Poisons each Enemy by 20% for the duration
  • Upgrade: Additionally reduces each party member's Damage Taken by 25% for the duration
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  • Active: Scout Ahead - For 3 turns, reduces the Target's Damage Dealt and the Sentry's Damage Taken by 25%
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: Additionally increases the Target's Damage Taken by 25% for the duration
  • Upgrade: Additionally increases the Sentry's Damage Dealt by 25% for the duration
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  • Active: Adrenal Vapors - Grants each party member +30% Accuracy and Quickness for 3 turns
  • Cost: 45 Mana; Cooldown: 5 Turns
  • Upgrade: +20% Buff Multiplier
  • Upgrade: +2 Turn Duration
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  • Passive: Lookout - Grants +20% bonus Accuracy
  • Upgrade: +15% bonus Accuracy
  • Upgrade: Additionally grants +20% bonus Critical Strike Chance
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  • Passive: Shrapnel - Clearing Mist and Smoke Bomb apply a 10% Bleed on each Enemy for 2 turns
  • Upgrade: +5% Bleed Potency
  • Upgrade: +1 Turn Duration
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  • Infinite: Strong Eyes - -1% potency on Blinds applied to the Sentry per level
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  • Infinite: Nimble - +1% chance to reduce Damage Taken by 35% per level
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  • Infinite: Lasting Wounds - +1% chance to increase a random Debuff's Duration on an Enemy by 2 on Spell Cast per level


This next screenshot is what the new error screen looks like:



And that's it for now! Updates come out frequently so stay tuned for what's to come!

First update for the Prerelease is live!

This first update fixes a few problems and adds a new enemy, the Corrupted Mage! This is part of a new series of updates I want to start doing where I push out more frequent updates, but smaller ones in general. This is so you guys can see my progress more actively instead of getting large batch updates with large spans of time between them.

This is what has been included in this update:

Bugfixes
  • Fixed an issue where crit chance was prioritized before instant kill chance, making high crit chances negate any instant kill chance you may have
  • Fixed an issue where the combat log would get messed up if an an event happened as soon as combat started, such as a character getting a buff applied to them at the start of combat
  • Fixed some rounding issues on non-whole number stats


Changes
  • Combat rooms are less likely to spawn, but I moved the percentages around in the difficulties that determines how many enemies spawn each combat room. Generally, easier difficulties will have slightly less enemies and harder difficulties will have slightly more
  • Added the scaling enemy stat increase for each floor you progress past the final floor of the run length. Each floor enemy stats increase by 10%


Additions
  • Added the Starting Room Final. This is the room you start in on the last room of the run length. For example if you chose a run length of 6, then the Starting Room Final will only appear on floor 6
  • Added the Corrupted Mage! This mage is in the Early Access version, and now it's back and revamped. I changed several abilities, making these new ones better fit the theme of the enemy: a mage that is using the labyrinth's corrupting magic against you! Here is a rundown of the Corrupted Mage abilities:
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  • Active: Feed Corruption - Deals 75% Spell Damage and applies a stack of Corruption (up to 3) onto the Corrupted Mage for 3 turns, increasing Feed Corruption's Damage by 15% per stack
  • Cost: 10% Mana (15 minimum); Cooldown: 0 Turns
  • Upgrade: +10% Damage per stack
  • Upgrade: The first time Feed Corruption reaches 3 stacks, increase its initial Damage by 25%
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  • Active: Purge Corruption - Deals 100% Spell Damage, increased by 15% per Corruption Stack (removes all Corruption)
  • Cost: 75 Mana; Cooldown: 6 Turns
  • Upgrade: +10% Damage per stack
  • Upgrade: Additionally reduces the Cooldown of Purge Corruption by 1 per stack
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  • Active: Give Corruption - Deals 25% Maximum Health Spell Damage to a party member, but increases their Damage Dealt by 50% for 3 turns
  • Cost: 50 Mana; Cooldown: 5 Turns
  • Upgrade: +1 Buff Duration
  • Additionally grants 35% Damage Reduction for the duration
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  • Active: Tainted Aid - The Corrupted Mage takes 25% Maximum Health Damage to Heal an Ally by 30% of their Maximum Health
  • Cost: 50 Mana; Cooldown: 4 Turns
  • Upgrade: +20% Maximum Health Heal
  • Upgrade: Allows the Corrupted Mage to target themself to Heal, instead dealing the Spell Damage to a random Ally
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  • Passive: Attunement - Give Corruption and Tainted Aid deal 30% less Damage
  • Upgrade: +20% Damage Reduction
  • Upgrade: Additionally increases the initial Damage of Feed Corruption and Purge Corruption by 25%
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  • Passive: Leeching Magic - +15% bonus Spellsteal
  • Upgrade: +10% bonus Spellsteal
  • Upgrade: +20% bonus Spiritsteal
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  • Infinite: Taking Over - -1% Attack Damage Dealt, but +1.5% Spell Damage Dealt per level
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  • Infinite: Corrupted Magic - +1% chance to deal double Spell Damage to Enemies per level
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  • Infinite: Sapping Corruption - +1% Healing Taken per level

Moving forward there will be more frequent, smaller updates

As the title suggests, I want to start focusing on showing my progress live in the prerelease version (which is currently on the beta branch). Once I make a relatively significant change in the game, like for example new items or a new enemy, I want to push an update for that one specific thing instead of waiting for several significant changes in one big update. I feel this will better showcase the progress I'm making. I'll start by pushing an update later today that introduces a new enemy, the Corrupted Mage. Reworked from the early access version of the game, I'll go over all its changes when I make the update live!