This week's update comes with a hefty design pass. Lots of tweaks to fighters, items, enemies and spells to squash some Optimal Strategies and change up that meta! There's more tactical emphasis on retreating and fighter positioning now so make sure to take advantage of those recall buttons. Try out some new builds and see what your favorites are!
Features:
UI and Healer spells had a visual pass
Another great track for The Dungeon from Chris Sinnott
Guild bank changed to keep your gold instead of items. You now keep some of your gold to use on the next playthrough! Soon to be upgradable through a new guild progression screen.
Stare Bear: Increased Damage
You can now fully replenish your essence after each boss!
Lowered starting health for Defender, Vanguard, and Berserker
Fly bros: Increased damage and move speed
Berserker Impact damage greatly increased
Marksman Focus ability procs faster now
Defender damage reduced
Defender's shield ability can now only affect a single fighter on area attacks, does not stack when using more than one of that class.
Paladin Area heal decreased
Bone King fight tweaked
Rez spells got another efficacy boost
Pyromancer damage increased
New Sewer Mini-boss: Goblin Bruiser
Many enemies have had their attack sets modified
Item drop rate increased
Gold drop reduced
Various cooldown and effectiveness tweaks to healer spells
Increased the item pool when starting out
Troll: Rolling speed has been reduced, Stun jump now takes longer to finish
Reduced the health of Bone King guards, increased their speed
Bugs and Fixes:
Fixed the fighter resumes to their display random flavor text
Update #11: Boss Time
This week brings three new enemies, and they're all bosses! They'll be changing a decent amount over the upcoming polish pass, so study up while you can. The community helped out big time to squash some particularly sneaky bugs for this update too, so another big thanks to everyone for their feedback as we get closer and closer to the finish line next month!
Features and Changes:
New Level Boss in The Dungeon: The Roll Troll
New Level Boss in the Depths: Fly Bros
New Level Boss in The Gutter: Rat Mother
New music for The Depths, hope you brought your subwoofer!
Tweaked fighter AI so that they will attack any nearby enemies when directed to a empty location to streamline fighter positioning
All healing gun projectiles now pass through fighters at full health
Angry ghost no longer spends essence to fire projectiles
Limit breaker now increases both incoming and outgoing damage per level
Essence Extractor now only has one level
Added Tactics Screen and Single recall button to the Control diagrams
Enemy health and damage increase by 50% on each loop
Fixes:
Fix: Necro didn't unlock after completing all floors (Thanks trapdoorbeaver and Katherine!)
Fixed a couple issues with the Deflector Shield (Thanks trapdoorbeaver)
Fixed an issue that could cause the game to crash when loading a new floor (Thanks MrMcBadass and Kiritsugu)
Teleporter Turtle no longer sends ranged fighters on top of enemies.
Update #10: Weekly Speedrun
We're back from the break and better than ever! This update adds the first of several Steam integrations: The Weekly Speedrun. Race a custom-made fighter team against the clock, then compare your best time with LFH players from all around the world!
Healers and fighter classes are also locked up now as we slowly gear the game toward a releasable state. You heard right, it's been a great summer of development and we'll be slowly transitioning to the final polish and balancing phase in coming weeks. Be sure to keep posting all of your favorite (or broken!) fighter builds and stories!
Features:
Weekly Speedrun added! Who's the fastest healer of them all?
Quitting a run now triggers a Game Over, activating the guild bank screen (Thanks Chobin and Katherine)
Fighters barks/blurbs added in-game
New Feature: Guild Mailbox
Added Healer class unlocks after certain achievements
Unlock subclasses in guild, added to the lobby
Removed the applicant screen, you now choose your next party in the lobby.
Quality of life changes to the guild
Fixes:
Fixed On Death items not proccing (Thanks Zachary!)
Update #9: New Sewer Level
Lots of great feedback this week, a big thanks for all of the suggestions and bug reports on Discord and the Steam Community. Your help and support makes every update even better! This week's update includes a brand new level, new enemies, and the first of many new music tracks from composer Chris Sinnott.
Features and Changes:
New Level: The Gutter. Put your item builds to the test with this AoE filled gauntlet.
New Enemy: Goblin Bomber
New Enemy: Slime Monster
New Enemy: Goblin Healer
New Enemy: Psycho Goblin
New Music for The Wastes
Beastmaster has a proper beast to control now
Unlockable spells and items will now repopulate after you buy them
Ice Wizard attack now affects a wide area, instead of a single target
Cave and Dungeon Enemies hit a bit now harder
Cooldown, lifespan, and balance changes on many spells and items
Essence Drop chance lowered
Demon Brute leap now damages instead of stuns, keep up that threat!
After looping back to the first floor, enemy damage is increased. But so are tokens!
Feature unlock prices raised (Thanks Valin)
Tokens spent on items and spells are now partially refunded on updates that require data wipes
Fixes
Filled the holes to the great beyond in the guild hall (Thanks Jelle and Valin)
Fixed the upgrade progression for Healy Heals. (Thanks Doomcake12345)
Fixed the Ice Wizard's attack disappearing before impact
We'll be taking a much needed vacation next week, so expect the next update to roll out around September 12th!
Update #8: Rogue-lite Progression at Last
It's been a long time coming, but it's finally here: The Progression System! Item and spell vendors are now in the guild hall to unlock all of that sweet content. Stronger enemies will now drop Spirit Gems, which you use in the guild to purchase new game features. It's a beefy update, so check out the features list to see what else is new this week!
Updates and Features:
PROGRESSION IS HERE!!! We've waiting a long time to make sure the game's core is solid, and now that it's in a good spot we're starting to lock up all of those items, sub-classes, spells, and healers. Now you'll have to earn 'em with...
Spirit Gems: Unlock new spells, and healing abilities with the new, persistent currency added to the game.
Spirit Gems have been added to combat bonuses, and item drops require an A or S rank
Game over screen now shows a death sequence so you can know why you died (Thanks Phowecy)
New Subclass: Fire Mage! Your favorite glass cannon is here.
New Subclass: Ice Mage! When crowd control is more of your thing!
Dungeon Art Pass
Holy Clam: Slowly heals fighter when standing still.
Holy Hare: You are slowly healed when moving
Porcupine Quill: You are slowly healed when no allies are near you
Essence Extractor: Chance to randomly spawn a life essence orb after killing an enemy
Shrunken head: Fully heals fighter after every enemy death
Cat's paw: Teleport fighter to safety after any damage, resets every 15 seconds
Healing-based items now have a short cooldown after each proc
Added essence as a purchasable item at the store.
Scorpion art pass
Increased the amount of essence gained by Necro on fighter death by 50%
Changed enemy death-based items to proc no matter who makes the killing blow, instead of only the fighter with the item
Dead fighter icon shows up on the UI instead of the level (Thanks Phowecy)
Removed the fusion screen for now
Items no longer increase in price as you progress through a run
Tool tips for player classes
There is now a small chance of items dropping from all enemies
Fixes:
Fixed the button icons not showing up in the tutorial when using a controller
Update #7: Combat Tuning
Enemy group AI has been reworked for this week's update. Swarms of enemies should be easier to handle as they will intelligently wait their turn to make attacks now. This should make encounters feel more fair with only a limited number of enemy actions occurring at any particular time. Enjoy!
Features and Updates:
Enemy attacks are now bottle-necked to a limited number of actions at a time, it's controlled chaos now as opposed to regular chaos!
Cave Art Pass
Traps no longer hurt friendly targets, and inflict heavy damage on enemies to be more useful in combat.
Defender Changes: Now has a percent chance to fully block an attack in range
Marksman Changes: Increases damage the longer they stay in place
Beastmaster Changes: Pet pulls more threat from enemies before going down. It's time the rat did some off-tanking!
Assassin Stun reduced to one second.
Bleed now removed much faster after Brutalizer stops attacking
Desert Grunt Art has been updated
Blunderbuss projectiles are no longer stopped by units with full health (Thanks Blunderbutt)
Healing Orb has a longer cooldown but heals faster
Changed Life God totem to release a single burst of area damage instead of an aura (Thanks Blunderbutt)
Fixes:
Fixed being unable to switch back to Priest after changing classes
Fixed incorrect projectile behavior
Fixed an issue where Bleed would never get removed
Fixed issue where the talent screen would not update after a reopen
Update #6: New Healer Classes and Spells
This next update pushes LFH into more experimental territory with the inclusion of several new healer spells inspired by action games. Give them a shot! And don't forget to post your favorites on Discord so we know how they're working out.
Features and Changes:
Did someone ask for more healer spells? You most certainly did! A big thanks to everyone who filled out the feedback form. 22 Heal, Shield, and Rez spells to mix and match between the new classes! Currently has placeholder art while we experiment with these crazy abilities. Try them while they're all unlocked!
Healing Class Changes! Healing classes now use spell slots for the three types: Heal, Shield, and Rez
Battle Medic: You got top-down shooter in my healing game...delicious! She's brought her powerful array of healing guns with her. She moves quicker than the rest, with two healing slots and a rez.
Paladin: A holy warrior with two shield slots and a rez. With a healing aura that surrounds her.
Necro: A different kind of healer... in that he doesn't heal at all! Three Rez slots and essence is drained for each downed fighter. But essence is gained for each fighter death!
Elementalist now has 2 healing slots and a shield slot, with a rez aura for dead fighters nearby.
Fresh art pass on all of the fighter classes!
The Spell Selection Screen: Choose from an array of spells to bring with you into the next run.
Bug Fixes:
Fixed an issue that would cause fighters to get stuck running after teleporting back to the healer (Thanks big z11)
For the next update we'll be making further changes to the combat encounters to further streamline the enemy AI so you can focus on what's most important: the healing! Stay tuned.
Update #5: The Talent Screen
The big feature this time around is the Talent Screen, which replaces the previous inventory screen. Now you can level up your fighters with gold, which will give you talent points to allocate to things like health, speed, and item ranks. Give it a try and let us know if what you think. The reset of the update was heavily focused on rebalancing combat encounters and level progression so jump in and see how far you can get!
Features
Inventory Screen has been changed to be the fighter Talent Screen.
Floor order is now static as well as enemy health and damage. Can you get through all 6 floors?
The Bone King is now more complex. Hope you're off-tanking with the Tactical Pause ;)
Room size has increased
Item drop table has been normalized, any item can drop at anytime!
Player Can Toggle certain item abilities in the Tactical Pause screen. Great for that last minute stun in later floors.
Healer Essence is not reset after floors now
Skeleton Warrior AI changed, area attack can be survived now
AI pass made on most enemies
Vultures no longer fly up into the air.
Hold down Send button to keep sending fighters
Lowered item slots from 4 to 3
Several Items have been changed from percent chance, to simply activate on cooldown
Quest Rooms removed for now
Poison damage halved
Armored Salmon behavior changed: Heals fighter on the next hit on CD
Enrage timer alerts and flashes when getting close
Recruit Fighter rooms removed
Changed starting locations in Applicant Room
Rogue Damage has been adjusted
Targeting reticles are more accurate now, detach from fighters after projectiles are thrown (Thanks Dawn)
Bugs and Fixes
Vulture AI Fixed
Tighter selection radius on Tactical pause (Thanks Dawn)
Pyro can spawn bats OOB (Thanks big z11)
Fixed issue that would keep the bonus letter on screen after combat rooms
Fixed issue where pressing escape would break the tactics screen (Thanks Dawn)
Update #4: Tactical Pause Screen
Ever feel like you're getting overwhelmed in combat? Or maybe you've wanted to perform more advanced micro during boss fights? Well now you can, with the Tactical Pause feature! During combat, just hit Left Shift/Trigger to freeze time and queue up one move and/or attack command on each of your fighters. This adds a whole new dimension to how you fight, so expect to see some increasingly complex battles in the near future to really push your raiding skills to the limit.
Features and Changes:
The Tactical Pause screen has been added! Hit Left Shift/Trigger to stop the flow of combat and individually direct your fighters' next moves!
Enrage Timer added to combat rooms. Take too long to clear a room and enemies will become enraged, drastically increasing their difficulty
Time Bonus shown on timer bar during combat rooms
New Combat Bonus: No Deaths
New Combat Bonus: Tank Master. For directing all damage to a single unit
New Item: Rotten Meat. Slowly damage all enemies around you with a swarm of flies
New Warlock and Pyromancer animations
Improved fighter teleportation when out of bounds
Fighters teleport to player if too far away
Game Over Screen includes a fun music slowdown
Time bonus is more accurate now
Improved the impact effect on the shield
Decreased cursor's pull on the camera
Desert Grunt projectile damage has been increased
Changed shield fairy to simply spawn a shield on the wearer instead of a chain ability (Thanks Dawn)
Lowered essence orb drop rate
Slower cooldown and velocity on warlock fireball
Bugs and Fixes
Door sound heard when no doors are present
Fixed issue where out of bounds locations made fighters stop and idle (Thanks big z11)
Cooldown UI now resets in-between gameplay
Fixed Elementalist interact button (Thanks Dawn)
Fixed a Battle Leap bug that could put the Berserker OOB (Thanks Stitch)
Week #3 Update: New Healer Class
This week gets not one, but TWO big features: The Elementalist healer, and a new and improved death system. I hope you're ready for some satisfying micro, because the new mini-bosses will put your tactics to the test!
Features and Changes:
New Healer Class: The Elementalist! Uses slower, powerful area healing spells to heal, shield and revive party members all at once! Make every heal count with the first of four planned healer additions.
Death Reimagined: Your fighters' lives are now tied to your own. Lose life essence as fighters fall in combat. Let it drain to zero and it's game over.
New Item - Healing Amulet: All healing is increased on the wearer. Great for keeping your tanks up.
New Item - Angry Ghost: Being dead is highly frustrating for you. Your ghost attacks nearby enemies every second.
New Item - Limit Breaker: You deal increased damage at the cost of life for every attack
Mini-Bosses added to combat rooms!
New Mini-Boss: Pyromancer
New Mini-Boss: Demon Brute
Bone King has increased health and is a little slower
New Pickup - Essence Orb: Refills your essence bar in the heat of battle
Added counter on the Guild Bank screen so you know how many items you can select
Healer selection added at the guild exit
Animation Pass: Cave Demons and Skeleton Warriors
Improved Volume sliders. Your volume may need to be adjusted after the update.
Barrel trap damage has been increased
And as always, we're looking forward to hearing how you like the new changes on the LFH Discord server!