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Lost Flame Free weekend

Hi!
This weekend you can try out Lost Flame for free and get it 20% cheaper as well!
Have fun!
Bartek

Lost Flame 0.8 live

Hi,
Version 0.8 is live.
Patch notes:
[h3]Content changes[/h3]
  • Hall of Candles 2 reworked
  • some missing sounds and icons added
  • new potion type
  • changed description for dying shades
  • changed sound for dying sand golem
  • flesh colossus deals slightly more damage now


[h3]QoL changes[/h3]
  • added possibility to rebind movement (via config file, see discussion here: https://steamcommunity.com/app/856570/eventcomments/2619338771815004946)
  • petrification sound is played less often for enemies getting petrified


[h3]bug fixes[/h3]
  • shield maiden's amulet not giving exp fixed
  • fixed some spelling mistakes
  • stairs to Cadell's cells have proper color now
  • truding automations/destroyers not getting disabled sometimes fixed
  • fixed mouse not working correctly on tutorial level


Cheers,
Bartek

Version 0.7 is live

Hi,
So it's been quite quiet recently and to be honest I haven't worked on Lost Flame for almost 3 months (sep-nov). The reason was quite simple, a new, mentally demanding job and really bad sales were a total downer. Now I got used to my new job so I have some mental capacity to work on Lost Flame in the afternoons and weekends, also I got over the other issue, so expect some regular updates in the next weeks/months.
Going back to 0.7. I worked on the update for around a month and the focus was removing tedious stuff and giving some options to protect yourself from lucky powerful blows that can land on you. With the recent changes I have managed to "win" the game as it is now, for the first time ever just a few hour ago.

Content changes:
  • Castle Istimid is much shorter and has more treasures worth collecting. The change is really significant, I always considered this area pretty boring and now it is no longer the case
  • some new handcrafted rooms in Castle Istimid
  • new mini boss level in the middle of Castle Istimid
  • I have reworked most of the boring amulets and added some new, now there are some options which can protect you from powerful blows (for example they grant you a huge temporary shield when a hit can kill, or almost kill, you)
  • now the character has two amulet slots, my rule of a thumb is to save one slot for a defensive amulet and use the second slot for whatever you want
  • buffed a number of rings, which previously felt bad/useless
  • stab can harm the monster in the back even if the first one survives the strike
  • very minor change in bandit fortress generation
  • buffed a number of rings, which previously felt bad/useless


QoL changes:
  • you can enable borderless mode - type "debug:borderless" in game console, type it again to disable it
  • added the possibility to change some keybindings (explained at the end of the post)


Bug fixes:
  • some long monster names were not displayed properly
  • "The" is no longer shown for identified uniques (so you won't see "+2 The Spider's Bite")
  • ring of adroit strike now works properly with lunge
  • some missing tooltips, descriptions and icons were added
  • fixed showing potential enchant effect for fabled and legendary items
  • fixed showing potential enchant effect for shields
  • fabled and legendary prefix properly affects to hit chance now
  • bucklers work as expected when restoring stamina (previously they did not work in the following turn after restoring stamina from 0)
  • ring of cobweb works properly now
  • fixed killing enemies by poison/bleed not granting experience
  • arrows can longer be generated "penetrating" (this effect was useless on them)
  • Istimid stalwart now attacks properly over chests


Keybindings:
If you want to edit keybindings, you can add new rows to options.config file in the game directory:
KEYMAPPING skill1 A
KEYMAPPING skill2 B
etc.

Valid values for key mappings are (skill1, skill2,..., skill0 and binding1, binding2,...,binding12)
skills are by default bound to numbers, "bindings" are by default bound to f1-f12 keys.

Cheers,
Bartek




0.5 on default branch, 0.6 on beta branch

Hi,
I got back from vacation yesterday and there is a small update for Lost Flame. A small 0.5 update was deployed to stable branch and 0.6 was deployed on beta branch.

The patch is not backwards compatible for saves. If you want to finish your previous game you need to switch to 'oldstable' branch. This branch wll always be one version behind main branch. After that don't remember to switch back to default branch!

Patch notes for 0.5:
New stuff:
10 new rings

For the 0.6 version on the beta branch the new stuff is rework of how poison and bleed work - now you can check how much damage you are going to receive. Poison deals much less damage in total, but it does it much faster. I've also made most of the magical afixes and unique items scale with enchantment level, so there are even more reasonable possibilities when designing your character. Some weapon types also scale better with enchant level (for example greatmaces get +2 to damage per enchant level). Also a new option was added to in-game options - "show time" - setting this to 'Yes', shows the current tick of the game world and the number of ticks last action took - this is another step in making the game mechanics more transparent. Detailed patch notes will be provided when the version goes to main branch.

roadmap can be found here:
https://docs.google.com/spreadsheets/d/1nYjSvi_5SJ7kMHYnjgDv0l1yzBHBvgTB7wBZ7nrAlRA


0.4 on stable branch, 0.5 on beta branch and vacations

Hi,
0.4 was deployed to stable branch and 0.5 was deployed on beta branch.

The patch is not backwards compatible for saves. If you want to finish your previous game you need to switch to 'oldstable' branch. This branch wll always be one version behind main branch. After that don't remember to switch back to default branch!

Patch notes for 0.4:
New stuff:
  • added description for some monsters
  • you can now "win" the game, added a first and very rough version of last area (Royal Dungeons) - later there will be some more stuff between dungeons and Annora Rise
  • added a little challenge before Annora Rise
  • added a very rough first version of second mini hub location
QoL changes:
  • added a sound effect for petrification (the sound is played when you begin to petrify+every 10 ticks - you will hear it 3 or 4 times before you die)
Balance changes:
Nothing

Bug fixes:
  • Royal Guardians' weapons are always magical
  • Sand Dragons lightning AOE does not hurt monsters to which the dragon is not hostile
  • fixed some spelling mistakes+ring descriptions
  • fixed wrong enchant description when hovering over a weapon with elemental damage


For the 0.5 version on the beta branch the new stuff is 10 new magical rings with unique effects, for example 1 ring harms all nearby enemies when you heal (from whatever source, lifesteal, phial, etc). Some new builds should be viable:)

roadmap can be found here:
https://docs.google.com/spreadsheets/d/1nYjSvi_5SJ7kMHYnjgDv0l1yzBHBvgTB7wBZ7nrAlRA


I will be going on a vacation soon, so there won't be any updates in the next 2 weeks.