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Lost Flame News

10.7 is out on default branch!

Hi all!
After some testing on beta branch the new content arrives on your standard, default branch. This update includes:
[h2]New content[/h2]
  • A bunch of new monsters, and minibosses
  • expanded poison vaults, which now sometimes can appear instead of Castle Istimid (including 2 new bosses)
  • much more variety in early levels (Hungry Caverns)
  • some new achievements

[h2]Bug fixes[/h2]
  • fixed bug with throwing readied items crashing the game
  • fixed a number of mapgen bugs
  • fixed bug which would allow opening inventory and game menu at the same time
  • fixed plenty of bugs that were added with the new content:P
  • a bunch of other bugs that I haven't noted down



Thanks everyone for helping with testing on beta branch and plenty of great ideas.

If you haven't done this already I encourage you to join our discord server: https://discord.gg/QpZ2aH7d

Cheers,
Bartek

Lost Flame update and Discord server

Hi all,
It's been some time. Check out Official Discord server.
There are new changes on beta branch:
[h2]New stuff[/h2]
  • New side level with new environment, enemies, boss and new item type
  • New elite monster in Istimid
  • Hythe monastery map generation slightly more varied
  • all axes get a new skill - "hit&swap with enemy"
  • all sabres get a new skill - "hit&jump away"

[h2]Bug fixes[/h2]
  • fixed a bug with autopicking consumables when full inventory
  • fix for lunge and jump over bugging out and hitting yourself in some scenarios
  • fix for missing path between Secluded Underpass and Annora Rise
  • there should be much less "teleport traps" (you shouldn't get stuck in some remote space if you use teleport scroll which could happen, for example, in overworld and Tower of Mirth)
  • duplicate grab and pull for some axes removed
  • some bug fixes - honestly I don't remember, I fixed them some time ago and didn't note it down
  • some fixes to high res play - fixed some visual glitches and adding graphics scaling, so you should be able to play normally in 4k

[h2]Balance changes[/h2]
  • throwing rebalanced - heavy weapons have very short range for throwing
  • first Royal Warden has ~25% more hp


If you have any questions feel free to ask them here or on Discord.
Cheers,
Bartek

Lost Flame update 12.01

Hi all,
The newest update is on live branch. It contains some bug fixes and some new stuff.

New stuff:
  • 5 new early game mini bosses
  • 2 new monsters
  • improved Hungry Caverns 3 generation a bit (some more variety in the level layout)
  • 9 new items (rings/amulets) some with completely new effects and builds possible,


Bug fixes:
  • Fixed (hopefully) ladders, campfires glitching from time to time randomly
  • Numpad can be used to navigate main menu
  • Hungry Caverns 3 should no longer generate the stairs in the middle of water
  • Current equipment popup only appears when looking at items with mouse fixed


For the next update I want to focus on high resolution issues (problems with full screen and UI not scaling)

Cheers,
Bartek

Lost Flame update - 23.12

Hi all,
Live version is updated. Last week I didn't manage to polish the end game as much as I wanted, it's a little better but still needs more work.
Patch notes:
  • new optional end-game area - obsidian mine
  • 4 new achievements
  • 2 new alternate ways of winning the game
  • fixed game crashing when you throw a shield
  • fixed one of the causes of "random" game crashes
  • Abysm levels are much smaller now
  • Hungry Caverns 1 are smaller now
  • Petrification debuff will stop any long actions (like ctrl-move or mouse-click move)
  • Fixed monsters not always getting agroed by bottle knight
  • Specters are petrification resistant now
  • Fixed Giant shaman summoning too many Living Rocks


In the next week I will focus on early game variety - items, areas and monsters.
Cheers,
Bartek

Lost Flame update - ladder mode in live branch

Hi all,
I have updated the default branch, changes are following:
  • added ladder mode
  • added another skill for 2 weapons combination (small axe/short sword) - Grab and Stab, you pull the enemy towards you with your small axe and stab him with your short sword; my aim is to have all possible 2 weapon combinations covered
  • added auto pick up for potions, scrolls and any ammo that you are already carrying
  • fixed Grand Hall of the Candles 1 generating without stairs to next area (I am like 86% sure it is fixed, if you ever encounter it again, please let me know)
  • all grabbing skills (grab and pull, grab and stab) won't work in melee anymore


Main plan for next week is to have 1 new late game area, 2 additional possible endings and polish the current ending (mostly make the boss fight more interesting). I have already done some work for this (most of the new area is done, I have recorded the VO for involved characters).

For people who have not checked beta branch, here is how ladder works:
  1. It tracks your performance across many games
  2. It is unlocked after you complete the tutorial at least once
  3. It plays on hard difficulty
  4. You get points based on how far you get in your current game
  5. You cannot save game when in this mode
  6. When you start a new game in this mode you lose 10% of your current score and when you die/finish the game you get points based on how far you got. Basically the more points you have, the further you need to get each game to get more points.


Cheers,
Bartek