Equin: The Lantern cover
Equin: The Lantern screenshot
Genre: Role-playing (RPG), Strategy, Indie

Equin: The Lantern

Tutorial Added!

Back so soon!

A few people have been doing Let's Plays of the game and a common theme I observed seemed to be a lot of "What's this do?" or "What's that stand for?" Now I'm all for a game having a fair share of secrets however the player should know what HST stands for or what that orange bar under your HUD means without being a part-time Swamii ːsteamfacepalmː


ADDITIONS




  • To that end, I've (finally) made a pretty decent tutorial section! It took approx. 12 hours over the past 2 days. This replaces the 'Official Guides' part of the start menu. I figure hey we're all on Steam anyhow and we know where to find them if we need to.



    The Tutorial goes over about 40 different aspects of gameplay, and includes stuff that will be really helpful to anybody new to the game (as well as some vets too perhaps!).

    You can move through the pages using your arrow keys / controller, and the cancel key / button to return to the start menu.




  • I've also added a blue border background on the 'Known Tips' page.



CHANGES



None this time



FIXES




  • I believe I've made it so that barrels, flowers, and chests can't spawn right next to a shop / guild door anymore. I guess we'll see!

  • There was a rare bug ErickaUnlimited reported having where upon entering a shop she sometimes would immediately exit it. I couldn't duplicate the problem but have added a couple of safety nets in there which should prevent it again.

Easter Update Pack!!

Did you think only those cute and cuddly furry bunnies would make an appearance today?
No! Here comes our gray sharkskin covered variety with a challenging new update for all!

It's a good one, so read on:


No Easter Sunday is ever safe for this poor bastard..


ADDITIONS




  • The Lantern Grows in Power!!
    Ryan wrote a great review on ETL the other day, and one of his gripes was that it seemed as if the titular Lantern didn't really do enough to warrant him caring enough. And we can't have that!
    So, without giving TOO much away, I will tell you that the different color phases now either increase or decrease the odds that specific floor events can happen. Ah hell, I'll spoil one: Inferno Floors have a higher chance of appearing during the Red Phase. OK OK that's enough, figure the rest out yourselves ːsteamhappyː

  • New Floor Event.... The Trap Floor! When active, its powers will conceal every flashing red trapped chest on the floor... And you won't know if it's safe to open until you try it!! Thankfully, this will have NO EFFECT on the Thief class, who can see right through the Lantern's deception. The good news is that the power of a Trap Floor also raises the quality of the items inside each chest and barrel by a small amount. This tricky event can happen anytime from floors 11+

  • Variants!
    I'm happy to say the new Variant scheme is also in place. What that means, is that 25% of the time the floor may spawn with different versions of the following:

    Slime-Covered Cauldrons will almost always give you much better potions when you fill your empty bottles up. The effect stacks with the Alchemy Hat, should you be wearing it.

    Ghost Flames are new, blue, ghosty-like fires that can spawn in place of normal fires. Unlike normal fires though, stepping on one will not burn your wooden gear into ashes. Also unlike normal fires they will injure you for a whopping 3HP (vs. 1HP with regular fires).

    Toadstools are purple fungi that can grow in dark or damp places. The odds of eating a poisonous one are just the same as regular mushrooms, but the effects are far stronger. So eat one and you may gain lots of HP... Or poison yourself for some pretty big damage over time. As always, consuming the Foot Powder item will negate the poison effect from your body.

    Bloody Floor Spikes are just like the regular spike traps that spawn in the mid-game, only damage you for 2HP per whack. Remember to use that WAIT command until the spikes retract to avoid this damage, folks!!

  • I've changed the 'Stretch' screen option to 'Full' screen. Now let me explain: I think it makes things look a LITTLE better, but it's not too much of a difference and I'd still recommend playing ETL with either the Default or Large windowed screen. But it's in there. Again, since the original size of the game frame is only 120 x 100 pixels there's not too much I can really do to increase the resolution at this point in the game, 6+ years later.

  • New Daily Bonus: April Fool's Day. Why that's TODAY!! Get to it!

  • A couple new sayings when you start a new game were added.




CHANGES




  • WARRIOR NERF-O-RAMA. Yes, I know this may sadden some of you however honestly the guy was just way too OP. Roguelikes are s'posed to be challenging of course! Here's what's new about this class:

    Upon leveling up- and in keeping with his Magic Prone trait- Warriors will lose -1 MDEF. So as they grow into a melee ass kicking machine they do so at the cost of becoming more and more susceptible to all things magic,.

    Warriors now also have the Butter Fingers trait. That means upon setting off a chest trap they'll take 1-2 more damage than usual. That also means that he'll have a +5% better chance to break an item when trying to use it (re-usable items only; consumables will still work 100% of the time like everyone else).

  • The "Gear Burned Away!" display was made a little easier to see, should it happen to you in battle.

  • The Cultist's "$500 Donation" option at the Cultist Den has been improved. Now, you have a chance to gain 0-2 points in each stat when you donate (vs. the old way which was 0-1 points per stat). Same great cost, way better reward. Cultists are hard enough to play as it is ːsteamsaltyː

  • The Warrior and Thief class descriptions were changed a bit to accomodate the Warrior's new weakness and the Thief's new strength (vs. a Trap Floor).



FIXES




  • Only one this time. I tried to take a screenshot of my Game Over screen and upon pressing the keyboard it jumped to the title screen too quickly. You should now be able to press and take F12 screenshots ALL THE LIVE LONG DAY from the death screen. Hooray!


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And that's about it. Overall, I've made the game harder but I've kept it closer to my original vision: A nice, deep but accessible graphical roguelike that retains its challenge and rewards its loyal playerbase.

And as always, more free content and updates for that low $3 price point. I mean holy shit, right?

Happy Easter, and here's what happened to me yesterday when a Time Bomb went off:



Even I, Del_Duio, am not immune to The Lantern's ASSHOLE-ERY.

A Nice One!

Here's a nice little update which should live up to the title "A NICE ONE" just.. ah.. nicely!

ADDITIONS



I've read in a couple places prior that some people had said that the RNG could sometimes be a bit unfair in the game. More specifically, they might not have chosen a weapon for their starter items and went many floors without getting one from a chest and etc.

Today's patch takes care of these concerns a bit. On floors 7 and 9 if you open a regular chest and are unarmed you'll always get a weapon from it that one time. Now it won't be a damned Dragonslayer or anything, but it'll be better than punching the enemy to death. There are a few new checks in place so that this can't be totally exploted- Because I'm sure it might be by somebody- but to me the positives outweigh the potential bad apple trying to cheat or whatever.


CHANGES



The regular Pickaxe is now Cultist-usable. I know it's not a knife but it just seemed a bit strange that it's the one really useful tool that she couldn't use before. As for the much stronger War Pick, that's still off-limits to our evil friend.

Lower floor dimensional rifts now are capped on how many monsters come out. The cap is a lot lower than it used to be, so super OP characters can't feed off unlimited champs anymore. I find this to keep the challenge on par for where I want it to be at those depths.

Viewing rotten food as a Cultist now shows the actual benefits of eating them. Before it would give you the HP and STM boosts but still show as being harmful to eat. Since the Cultist has the "Iron Stomach" perk by default, this change makes more sense.

The little bones you see on the ground have slightly different / better graphics. Go on, take a look. You know you want to.

The Left Hand and Right Hand icons when you view your gear have been reverted back to normal. I did this because if you looked at something that your character couldn't use you'd have a flashing hand, then a big "R" (or "L"), and then a big "NO" too. And it was wonky and blah. Not anymore.



FIXES



The Champ and Boss Death Magic resistances mentioned in the last patch turned out to be broken and didn't work right. They do now! To reiterate, All champs get a +5% death magic resistance and bosses get +15%.

__

And that's about it!
Until next time, good Friday and all that!

-Del_Duio

The Fix is In!

Hello!

I know everybody is probably sleeping however it's time for a late night hotfix! Most of these address some balance but I've finally solved the enemy freezing issue with a lot of help from ETL super player Gasil.

Without further ado... READ ON:


ADDITIONS



None. For probably the first time ever!


CHANGES




  • The RITUAL skill's damage has been slightly nerfed. Instead of incorporating the Cultist's full DEX value it's now half DEX value.

  • The DEATH spell's chance of success has been increased by 10%, however all champ monsters get a 5% resistance to it and bosses get 15%. What this effectively does is make the spell work better on regular enemies and - while it can still take out the game's bosses in a single blow - makes it slightly less possible. And when you think about it, how many games even LET you use something like an instant death spell on big bosses?

    For those who are interested, the chance of DEATH's success is:

    If Random(100) <= (40 + MAG) - Enemy Death Resistance Then dead parrot

  • Enemies coming out of late floor dimensional rifts have been capped.. sort of. What I mean is enemies will constantly continue to appear from these as long as the total enemy count is less than Int(Dungeon Floor / 2). So at floor 40 dimensional enemies will appear if there's already less than 20 enemies. So you can still have a ton of enemies, just not hundreds or anything too nuts.

  • When an enemy steals an item from your backpack it is now added to its own backpack. If you're a thief and try to steal from it there'll be a chance you can get your stolen item back. Very handy if a Mugger just stole your Weebish Blade!


FIXES




  • The rare yet nasty battle freeze bug appears to have been fixed now! I could never figure out just why this would sometimes happen but after Gasil discovered how to mega level a Thief up, dodge in battle, and use lots of high evasion gear he summised that it had to do with the Thief's ultimate ability to just be way too good at dodging everything.

    Turns out he was right! There was a couple lines of code where the equation wouldn't make any sense if you had mega DEX and super high evasion, if you also dodged during battle. The enemy's equations never made sense, and the game would hang because of it. The way I fixed it was that an enemy can never have below a 5% chance to hit, regardless of stats or gear or anything else. After testing it tonight, it appears to have solved the problem!

  • A couple of enemies had a "Speed Potion" as a possible item to be stolen from during fights. This is great, except that's OLD CODING and I had since changed the item's name to "Potion of Speed"! So if you stole a Speed Potion the game didn't recognize it and didn't give it its own picture or stats, instead displaying the values of the last item in your backpack you last looked at. Though certainly not game-breaking like the evasion freeze bug above, this had to be fixed as well and now it has.


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And that's all for tonight, thank you Gasil for finding these for me and awesome job being the first to win the game with the Cultist!

Cult-ivating!

Hello and how y'all doin' tonight?
THANK YOU, DETROIT!!

Ah yes..

Today's little patch is to improve on the Cultist class slightly. ETL player Gasil took a Cultist all the way to floor 50 but was unfortunately eaten to death by a chest monster ːsteamsadː

As not many have ever made it that far (let alone with a cultist of all things) I asked for some feedback and he reported that it seemed like a very luck-based class to play as. And that also sometimes the cultist's bread and butter skill RITUAL would hit for low damage occasionally.

Thinking on how I could improve things, I've come up with the following:

The RITUAL skill's damage has been improved, and now incorporates her DEX stat. This is doubly good because DEX isn't one of the areas they're terrible in. The exact formula is-

Damage = (Random(4) * 2) + DEX

Remember of course that this skill will always hit like an elemental spell would, yet can be used during an Anti-Magic field event.

The second big change is the cultist's new repulsion stat! Starting at level 4, she will gain 2% per level in Repulsion. (This can be viewed from the Special screen for reference.) Before every enemy turn, it will have a chance to be utterly disgusted by you and if so will freeze up and miss the turn. Not bad!

--

Some of you may have noticed lately that the main theme song had been changed to the one now featured in the store page's new trailer. I've now changed it back to the OG Lantern Theme, however this new song now plays during the end when you win. We both win!

Lastly I've changed the title screen's border from green to purple. Eh, it matches the ETL icons littered all over this joint if nothing else.

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Thanks and have a good one!

New Expansion: Cult of the Dragon King!!

Well it's been a long time (for me) but it's finally available. I present to you all now the largest and most likely last major expansion to my game, "Cult of the Dragon King"!

There are many many changes and additions so bear with me and listen to me blab all about it for an eternity now:

ADDITIONS



  • New class: The Cultist! The cultist now joins the others as the fifth playable character in the game. And for equal opportunity and all that it's a little girl! Now she plays a lot differently than the others so listen up-

    + Has very powerful dark offensive skills
    + Can eat rotten food unharmed, and gains double the stamina from said food
    + Gets a 50% Max HP discount when visiting a Cultist Den
    + Can donate $500 in gold there, with a possibility of gaining some stats
    + Gains the Instant Kill effect on the Yellow phase
    - Has serious gear restrictions and in fact can only use daggers, knives, and etc along with clothes and robes
    - Is physically pitiful, and gains stats and levels very slowly
    - She's reviled by most everyone in the dungeon, and is not welcomed at shops or guilds

    This is also the sole class that starts off being locked away to the player. To unlock the cultist class, you'll need to find 50% or more of the game's items. You can easily check your progress in the Items Found Log on the start menu.



  • New Floor Event: Disruption Floor! This magic power scrambles the magnetic fields of the dungeon, causing all your controls to be reversed while moving around and negating your compass!



  • New Floor Event: Coven Floor! It's now possible to visit an entire floor full of members of the Cult of the Dragon King while playing! Here you'll find cultists and high priests, and if you're really unlucky you might run into the Dragon King himself! This floor is also unique to the game in that there are new specific items that can only be found within locked golden and shadow chests here too.



  • 40 New items!! This now means my little game boasts a whopping 400 total! That's pretty friggin' good I think ːsteamhappyː



  • 15 New maps!! Always a good idea to make more of these.

  • New item class: Rotten Food! The game now also has a few items that are.. ah.. past their prime. Rotten food will hurt your HP yet heal your stamina a bit. Think of these as a last resort. If you're playing a cultist though, they'll get healed the HP and take double the stamina from this nasty crap.

  • Improved Chamber of Heroes! It's hard to get to, so I made the Chamber of Heroes way better than it was before. It'll totally be worth it now.

  • Class selection now has a small description for each! Unsure what a wizard does? Select him from the character select screen and a pop up appears, letting you know all about it. There's one for everybody. Go on, try it now and see!



  • New HUD addition for people who are color blind! It's unlikely but I thought hey what if somebody who was color blind tried to play this game? They'd need to know what lantern phase was currently active, right? Well now it's plain spelled out and abbreviated above the HP / STM display on the main screen. And you know what? I think it flat out looks way better for everyone!



  • New Enemies: Zombie, Wraith, Cultist, High Priest.

  • New major boss: Dragon King! This guy is the real deal:



  • If you're equipped with wooden gear it will now warn you you're fire prone on the special screen, along with the qty of items in fire peril.

  • Class inate abilities are now listed on the special screen too. For example a Warrior is Magic Prone while the Thief gains a bonus to avoid ambushes.

  • 1 New Achievement where you have to win the game as a Cultist. It's listed as hidden just in case somebody doesn't read this later and wants to be surprised.


CHANGES



  • I've gone back and changed it so that now you'll only see the USE command when an item can actually be used while inspecting it. This takes a lot of the guesswork out of seeing what does what. This works for me however like any big change if you have any issues please let me know in the forums!

    Here's an example, the "USE" no longer shows up for things like this-



  • As mentioned above, the lantern color indicator on the backpack screen has been changed to match the HUD but the color's name is fully spelled out.



  • Warriors now begin the game with -5 MDEF instead of 0. I know, I know, but honestly the Warrior was too OP. And it makes sense since he's already weak to magic as it is.

  • The MORPH ability's success rate has been lowered to 30% + your MAG stat.

  • MORPH can now change any enemy into various small / weak enemies instead of just being a slime all the time.

  • The THROW battle command now has a 100% hit rate. This change specifically affects the Old Damp Boot and Dodge Ball items.


FIXES



  • Fixed a rare bug where if you chose "no" when canceling a new game while a saved game exists and it erased the save file anyway. Holy crap I'm glad I caught this!!

  • Fixed a double dip in the Cultist Den that had Pest Scrolls for sale for both 5 & 6 HP.


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I believe that's everything. I can't believe how much I've been working on this thing lately in my spare time however I feel this game is now 100% complete. I'm very proud of my game, which has gone from a little thing on the side to share with my kids to a huge and in-depth project that I play regularly for fun myself.

So tell your friends! The game is still on sale for less than a $1 right now weeeee hooooo! If you liked the game please by all means leave a review on the store page too. This game depends not only on good gameplay but on Steam-y word of mouth as well.

Thank you and Happy New Year!

Dave / Del_Duio

Make room for the mystery man

I had to change the character select screen, to make room for this guy:



This new class will be part of a very large update, and will be ready sometime early 2018 if I had to make a wild guess.

For you new guys, every update and / or improvement on this game is always free of charge. You buy the game once, you get all the new stuff forever ːsteamhappyː

Happy holidays!

Speed / Kills Update

And here's one that gives a big advantage to some monsters and a big advantage to the players!


ADDITIONS




  • New enemy battle action: DEATH. Just like many of my favorite old games of yesteryear, ETL now has its own version of an instant death spell. Since it's so strong, only 2 enemies can cast it- The Reaper and Bob (the rare Shadow Chest boss). The chance to avoid being killed by this one is 50% + your MDEF score. You can also completely protect yourself 100% of the time if you have the Bless effect going . I guess this is extra good news for Clerics.

  • New player effect: SPEED BURST. This is a really awesome effect that I think you guys will enjoy. Characters under the Speed Burst effect can move 2 spaces to the enemies' 1 while walking around. In addition, while in battle you'll have a whopping 25% chance to gain another immediate action. And there is no cooldown phase either, so even after a free action you'd still get that 25% chance to get another one. That means you could potentially chain 2, 3, or 4+ attacks in a row upon the enemy! And if its possible, you'll gain a 100% chance to flee combat as well.

  • If you're equipped with the Fist of Fury weapon, you'll constantly be under the battle effect side of Speed Burst. The weapon also stacks with the actual Speed Burst effect, making it way the hell better than it already was!


CHANGES




  • Changed 3 of the guild tips from stuff we all already know to things we might not already know. Example being how on the class select screen it flat out tells you what special effect everybody gains like Bless, Nimble, etc.

  • Spazz Weed now has a small chance to grant the new Speed Burst effect.

  • Statues have a small chance to grant the new Speed Burst effect.

  • You can 'use' the Elf Bow to gain Speed Burst from your backpack. Like most items there's a chance this will break when used.

  • The Fist of Fury's 'use' effect was changed from Warrior Rage to Speed Burst. Like most items there's a chance this will break when used too.

  • The Bless effect now has 2 listings on the 'Special' page: Curse Immunity and Death Magic Immunity.

  • Lockpick chances for doors were lowered a bit for all classes, with the Thief still having the highest chance and the Cleric the lowest.

  • Slightly changed the wider battle menu to look better. Improvement is key!


FIXES



Nothing this time.


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And that's that. I've updated the Boss guide to include the Death magic info and now that Warrior's Holy Cross looks a little bit better than it did before. ːsteamhappyː

Sunday Update, gotta' love em

I had to go back into the game to solve a bug that spawns shadow chests inside of solid walls (!)

This time I think I've fixed things, and also I believe this also fixes the issue where the character became trapped between some walls. Both issues had to do with the recent addition of the secret walls. This should now be solved.

BUT

While I was in there I made two other things happen:

There are new mini demon enemies, roughly a big stronger than the Attack Dogs are but with the ability to cast flames and steal your stuff.

And best of all, the battle command menu now extends the full width of the screen. I think this looks way better, how about you?

http://steamcommunity.com/sharedfiles/filedetails/?id=1227693591

That's it and thanks!

Minor update, but pretty cool

Hey guys!

I was in the code trying to track down some bugs today and have added some things which I believe make the game better.

Item Usage Descriptions



Ever get an item and you USE it just to hear a little bleep or bloop and it disappears? What did it do? Was it good or bad? Not every item in the game actually told you what it did when it was used like this.

Well now they do!

These are especially good in case you use a cursed item- to gauge for negative and likely permanent effects. In rare cases where more than one aspect has been changed (Ex. maybe your HP is increased but you lose STR) the guy will say that his "vitals feel off". This doesn't happen much but that's what it means if you see it.

These special messages have also been extended for things that you know what they do as well. Drink a red or green potion and your guy will tell you all about it.

--

New Debugger Code



And also new ETL player BluePsion had a bug pop up where his guy was trapped and surrounded by walls with no means of escape. Even if this never happens to you one time is one time too many, and this new debugger is just the tool I'll need to better help you with.

To access it, from the main play screen press "Z" and then "9".

You will hear a little DING and see something like "Code # 200". If you're playing the game and happen to get stuck like this guy did, please give me this debug code which will greatly help me track down and fix the problem for everyone quickly.

It's important to note that if you quit / save and continue / reload the old file the debugger code will be set to 120 and no good to me. So if you get stuck, please get this code BEFORE quitting and saving. That's really important if this is going to work for all of us.

Thanks and I hope you never have to use this thing!

---

P.S: Today's daily bonus is for thieves and they'll start with 2 yellow potions right out of the gate.

Have a good weekend!