So first let me talk about my decision to move on from development on the game. In my previously pinned announcement I said I would stop making more content for the game and focus on bugfixes. As much as that hurt to do since I love creating new things for this game, I felt it was best since I needed to spend my time on both moving away from the Flash programming language and onto other projects. Now I have to move on from the game entirely.
It's alluring to spend my time tinkering with this game since I've been working on it for so long and how much I can let my creative freedom take over and expand on it. But with the full abandonment of Flash by pretty much every avenue I have to stop programming in this archaic language and move on.
The last (almost) 5 years have been amazing, the game started as a hobby project to see if I could make a fully realized project and it kept growing and evolving into what the game is now. I'm so incredibly proud of myself for sticking through with this and it gives me hope for future projects.
This announcement also unfortunately means that any remaining bugs the game has will very likely not be fixed. I've messed with the idea to make the code open source but I think the community is too small for that to be viable. Maybe in the future I'll reconsider and see if there's any hardcore old school Flash people out there that would love to tackle this game.
I'll still include this game in Steam sales and I'll still try my best to respond to community questions and discussions. There's a Discord group for my game that's accessible on the main menu when you launch the game. I hope to see you there!
Now, moving on to the update notes. I found a major issue with status effects and went to fix it, and I also ran into a couple other hanging problems that I forgot to address in earlier updates. So these are the final update notes, there's not a lot here but the status effect one is bigger than you might think!
Thank you all for your support and feedback. I really hope you got your money's and time's worth out of this game and I also hope you'll be there for my future projects <3
Bugfixes
Fixed a bug in the character selection screen where the stat allocation wasn't working properly if you had auto stat allocation set in the options
Fixed the Marauder's stat allocation working improperly, giving them less stats than they should receive
Fixed the Herbalist's Toxic Cloud not applying its effects if you didn't have the first upgrade bought
Fixed the Herbalist's Cleansing Balm not healing properly
Fixed a problem with the Endless Wanderer's Past Memories buff
Fixed an issue with spells that applied multiple status effects where the additional buffs/debuffs never activated their effects
Changes
Changed the Herbalist's Toxic Cloud second upgrade to Hemorrhage equal to twice the amount of Health/Mana Regen lost. These Hemorrhage values are now capped to 25%
Update 2.0.3 - Bugfixes and boss changes!
Notes
This patch addresses several bugs as well as adds a quality-of-life change to bosses!
Bugfixes
Fixed some damage not showing negation particles+sound if it gets negated
Fixed the Sharpshooter's Keen Eye giving you more Crit Chance/Instant Kill Chance than it should have
Fixed the Shaman's Black Cloud second upgrade throwing an error
Fixed a bug with damage not properly adding to your overall Damage Taken statistic
Fixed the game throwing an error if you checked the Gameplay options tab while in combat
Fixed the shop not allowing you to buy items if you had the exact gold amount
Fixed display description issues with some effects from the Curse Room
Fixed occasional issues with spells that apply to multiple enemies instead applying to the source's allies
Fixed an issue with the Shadow Manifest's unique armor not applying its damage reduction properly
Changes
Bosses are now gated to spawn based on how far you are in the run. If you're further in the run then bosses that spawn earlier in the game can no longer spawn. This allows the later-game bosses a chance to be encountered more often as you get further in the run
Small update to fix a few problems
Quick update to address a few problems!
The Blood Mage's Hemorrhage didn't save how many times you've used the spell so it appeared to "revert" when you quit and reloaded. This was purely a description problem and you still had the damage increase but I've fixed the "revert" issue
Fixed a bug with the unique armor, Smoke Veil, when it attempted to get unequipped from its owner
Fixed new games starting you with a Perfected Bonebreaker x) I had this in because I was testing the weapon's special effect and forgot I put that piece of code in. If you managed to receive a Bonebreaker then congrats!
Update 2.0.1 now live on the default branch
Notes
After a long time in development I'm proud to announce the next update is live for The Labyinth! This update includes major changes to the stat, effect, and spell code.
The notes below go into all the details but here's the summary: preparing attacks/spells and hovering over valid targets now show much more accurate damage numbers. This takes away a bunch of micromanaging with effects and streamlines combat even further
The status effect code has been rewritten and works much more efficiently
Finally, there are TONS of spell reworks. Scroll to the Class Changes below to view them all, but every class has had some tweaks and some have had major changes!
Bugfixes
Fixed the quick/beginner start not selecting random classes from the seed
Fixed an issue where the game would throw an error if you hovered over a very specific position on the statistics page during combat
Fixed an issue with a final boss's unique buff not working properly (can't go into specifics without spoiling the boss)
Fixed several enemy spells that could potentially freeze/crash the game
Fixed the Dragon Slayer's Sacrifice second upgrade not increasing the Divine Damage Dealt
Fixed the Hunter's Tracking Shot throwing an error if you killed the target with the second cast
Fixed the Knight's Forceful Impact dealing bonus damage by 10% of your Max Health instead of the proper 15%
Fixed being able to use the White Mage's Burst Heal endlessly if you had the second upgrade unlocked
Fixed the Assassin's Assassinate dealing more damage to Bosses if their health percent was below the health threshold
Fixed the Herbalist's Supplements not activating
Fixed the Cursed Room's Shroud on enemies not making them untargetable
Fixed description typos with several spells
Overhauls
Overhauled damage/healing calculation. The game now keeps track of reduction/increase numbers to accurately reflect how much damage/healing you will deal when you target a character with them
Quick summary of the changes: Damage/healing reduction effects have remained the same, but increase effects have been nerfed. Reduction effects stack multiplicatively (which has always been the case), but increase effects now stack additively
Reduction effects stack multiplicatively. For example let's say you have two effects that reduce damage taken by 20% each. You might think that gives +40% total reduction (20% + 20%) but that's incorrect. Multiplicative stacking means you actually gain only +36% damage reduction (100%
0.8
0.8 = 64%)
Increase effects stack additively. For example let's say you have two effects that increase damage dealt by 20% each. These add together for +40%, easy peasy. This is a nerf because, before, these effects would grant an actual gain of +44% damage dealt (100%
1.2
1.2 = 144%)
Reduction effects are stronger than increase ones due to how the percentages work. For example if a target takes 25% less damage and you deal 25% more, the two 25%'s don't cancel each other out and the target actually takes 93.75% damage (100%
0.75
1.25 = 93.75%)
Additions
Added damage reflection statistics. This way all damage reflection gained will be consolodated into a single stat
Added a Critical Damage Reduction statistic. There are some effects that reduce critical damage taken and I wanted a stat to reflect this
Added an enemy stat difficulty curve as you win combat encounters. Enemy stats will gradually get higher if you win encounters without losing a lot of Health (indicating that the encounter wasn't difficult or you managed your resources effectively). I'm testing this feature in the hopes to maintain game difficulty for more skilled players
Changes
Updated the status effect code, this came with a couple changes
The code has been revamped and reorganized to prevent some issues that have been popping up occasionally
Effect descriptions have been updated if they have a multiplier value change to show both the multiplier and the flat change this represents. For example, Health Bleeds deal damage based on Missing Health, so a 10% Health Bleed will now read "-10% Missing Health Spell Damage per turn (-VALUE)" instead of just "-VALUE Spell Damage per turn"
Spell descriptions in combat now also show the cost when you have a spell queued and hover over a valid target
You can now quit combat at any time instead of having to occasionally wait
Most enemy spells have been tweaked with the idea to make the late-game encounters more difficult
Made the Cursed Room unable to spawn on the first floor of a Short run
Pierce now reduces the effectiveness of the target's Attack Damage Reduction instead of just reducing the target's effective Defense. This is a buff since Pierce now goes through all Attack Damage Reduction from every effect
For example, a target has 25% Attack Damage Reduction and you have 25% Pierce. Your Pierce increases the target's Attack Damage Taken to 81.25% (75% + 25%
25% = 81.25%)
Attack Damage Dealt can still be reduced if you are Weakened, even if you have Pierce, since Pierce doesn't reduce the effectivess of Weakens
Having a negative Defense value (such as from being debuffed) acts as being Exposed, increasing Attack Damage Taken by up to 100%
Adjusted item specials to reduce the power of Spell Damage based ones and increase the power of Attack Damage based ones since Spell Damage is inherently stronger than Attack Damage
Some stat change sources no longer activate post-stat-change effects (for example dealing Reflection Damage won't activate effects that apply after you deal damage). These stat changes will only apply pre-stat-change effects (such as Damage Reduction). This is to prevent possible recursion in rare scenarios
This is a temporary change to fix a current problem that I hope to fix in the future. I want to tweak my stat code to be more consistent with damage and effects and to prevent these kinds of issues
Changed the way spells show their description to prevent them from being so verbose when fully upgraded
Updated the game guide to relay current information that this update changed
Combat shows more info if you somehow manage to damage allies or heal enemies (the game originally ignored these fringe cases)
Class Changes
Changes that have been removed will be crossed out, changes that have been added will be bold
Berserker
Active: Raging Strike - Deals 75% Attack Damage, increased by 25% of your Missing Health
Upgrade: If cast below 50% Health, the initial Damage instead deals 125% Divine Damage
Upgrade: Instantly resets the Cooldown if this Kills the Target+100% Damage, but +1 Cooldown
----------
Active: Channel Anger - Grants +50% Maximum Health and Steals 75% of each Ally's Attention+50% Mana Cost Reduction and Health Cost Reduction for 3 turns
Upgrade: Heals by 25% Maximum Health after the Health increaseAdditionally grants +1 Cooldown Reduction for the duration
Upgrade: Additionally reduces your Health and Mana Costs by 50% for the durationAdditionally makes your damaging Spells deal bonus Divine Damage equal to 20% of the target's Max Health
----------
Passive: Berserk - Grants +1% Damage Dealt per 1%1.5% Missing Health
Upgrade: Additionally grants +1% Lifesteal per 3%2.5% Missing Health
----------
Passive: Numbness - Grants +10%+25% Damage Reduction when below 80%75% Health
Upgrade: Additionally grants +15% Damage Reduction+50% Critical Damage Reduction when below 60%50% Health
Upgrade: Additionally grants +25% Damage ReductionInstant Kill Immunity when below 40%25% Health
Templar
Active: Smite - Deals 100% Spell Damage, increased by 10% of the target's Max Mana
Cost: 75 Mana; Cooldown: 45 turns
----------
Active: Cleanse - Casting on self removes all Debuffs from each party member, casting on an enemy removes all Buffs from all enemies
Upgrade: Casting on self additionally restores each party member by 10% Missing Mana per Debuff removedincrases the duration of each party member's Buffs by 1
Upgrade: Casting on an enemy additionally prevents Buffs from being applied for 3 turnsincreases the duration of each enemy's Debuffs by 1
Dragon Slayer
Active: Sacrifice - Spends 15% Health to deal 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health spent
Cost: 15% Health (2530 minimum); Cooldown: 3 turns
Upgrade: +50% Divine Damage multiplier-1 Cooldown, but +10% Health Cost and +20 minimum Cost
----------
Active: Tunnel vision - Deals 100% Attack Damage and adds a stack to Tunnel Vision that reverts at the end of combat. Each stack grants Tunnel vision +15%, but also +5% Health Cost (up to 50%)
Upgrade: Every second stack grants a single 0-Cooldown usean additional +25% Damage
----------
Active: Bloody Death - Instantly Kills the next enemy that Kills you within 3 turns
Upgrade: Additionally increases Attention by 250sets each ally's Attention to 0 for the duration
----------
Passive: Dragon's Blessing - Killing enemies with greater Max Health than you grants a permanent +2 Bonus Damage
----------
Passive: Onslaught - 2 times per combat on Kill, all Cooldowns are RefreshedKilling enemies with your Spells resets the Cooldown of a random Spell
Active: Divine Blast - Deals Divine Damage equal to 30% of the target's Max Health. Bosses take half damage
Upgrade: Additionally deals a bonus 15% Maximum Health Divine Damage to a random enemy (cannot be the main target)If this Kills the target, reduces the Cooldown by 2
----------
Active: Melter - Drains 30% Mana from each enemy and deals Spell Damage to the target equal to half30% of the Mana drained
Upgrade: Additionally Silences each enemy for 1 turn+20% Damage
----------
Active: Arcane Form - For 5 turns you can only cast Spells but are granted Silence Immunity, +100% Mana Cost Reduction, and +2 Cooldown Reduction. This can only be used once per combat
Cost: 100% Mana (200 minimum); Cooldown: 80 turns
Upgrade: Additionally increases the Damage of your Spells by 35%grants +25% Damage Dealt, including Divine Damage, for the duration
----------
Passive: Arcane Training - While Silenced, Attack Damage Dealt converts to Spell DamageAt the start of combat, increases each enemy's Mana Costs by 50% for 2 turns
Upgrade: Additionally restores 25% Maximum Mana when Silencedincreases each enemy's Cooldowns by 2 for the duration
Upgrade: Additionally grants +50% Damage Reduction for 2 turns when Silencedreduces Damage Taken from Spells cast onto you by 50% for the duration
White Mage
Active: Energy Blast - Deals 100%75% Spell Damage, increased by 15%10% of your Missing Mana
Cost: 10% Mana (15 minimum)No Cost; Cooldown: 1 turn
Upgrade: +10%+5% Mana multiplier
Upgrade: Increases the Damage by 10%5% of the target's Max Health every second Cast
----------
Active: Energy Shield - Grants each party member +50% Damage Reduction for 3 turns
Cost: 25% Mana (100 minimum); Cooldown: 56 turns
----------
Active: Burst Heal - Heals a party member by 25% Missing Health. This can only be cast once per turn
Upgrade: Can be cast more than once per turn, but subsequent casts permanently reduce your Max Mana by 5%20
----------
Passive: Divine Protection - When a party member takes Damage greater than 5% of their Max Health, Heals them by 6.5% Missing Health5% Max Health
Upgrade: +3.5% HealAdditionally grants each party member +25% Damage Reflection
----------
Passive: Mystic Magic - Grants each party memberally +15% Mana Cost Reduction
Upgrade: Additionally grants each party memberally +1 Cooldown Reduction
Blood Mage
Active: Infusion - Deals Spell Damage to each enemy equal to 15% of their Max Health (deals half Damage to Bosses) and Heals you by 35% of the total Damage dealt
----------
Active: Bleed Out - Spends 25% Health to deal Spell Damage equal to 200% of the Health spent
Cost: 25% Health (2550 minimum); Cooldown: 2 turns
Upgrade: If this Kills the target, grants +25+1 Constitution
Shaman
Active: Death Hex - Debuffs an enemy for 68 turns, dealing Divine Damage equal to 100% of their Max Health over the durationInstantly Killing them if the duration ends. Basic Attacks and Spell casts on the target reduce the current duration by 1
Cost: 15025% Mana (100 minimum); Cooldown: 75 turns
Upgrade: +50% Health multiplierIf the Debuff is Resisted, instead deals 50% Divine Damage
Upgrade: Each turn grants a 1% chance to Instantly Kill per 2% of the target's Missing HealthIf successfully Killed, Death Hex reapplies to a random enemy for free
----------
Active: Black Cloud - Increases the duration of each Enemy's Debuffs by 2Exposes each enemy by 35% for 3 turns
Cost: 25% Mana (50 minimum)150 Mana; Cooldown: 5 turns
Upgrade: +1 durationAdditionally Weakens each enemy by 35% for the duration
----------
Active: Mass Heal - Heals each party member by 20%25% Missing Health
Cost: 25% Mana (50100 minimum); Cooldown: 45 turns
Upgrade: +15% Heal+25% Heal on party members below 50% Health
Upgrade: Increases the Heal by 10% of the ally's Max Health if they're below 50% HealthAdditionally restores each ally by 25% Missing Mana
----------
Passive: Deep Chant - Each turn, adds a stack of Deep Chant (up to 510) that lasts until your next Healthe end of combat. Healing Dealt is increased by 10%5% per stack
Upgrade: +5% Healing Dealt per stack, but -5 max stacks
Upgrade: If all 5 stacks are used at once, Heals each party member by 25% Max HealthWhen max stacks are reached, grants an additional +25% Healing Dealt
----------
Infinite: Vengeful Spirits - +2% Damage Reflection while below 50% HealthTaking Damage grants a +1% chance to put each of the source's Spells on Cooldown per level
Infinite: Deeper Energy - Grants +20+25 Max Mana, +1 Intelligence, then +0.25% Mana Regen, on a rotation, per level
Marauder
Active: Laceration - Deals 100% Attack Damage and Bleeds by 20%25% for 2 turns
Upgrade: +1 durationAdditionally increases the duration of each of the target's Debuffs by 1
----------
Active: Shred - Deals 100% Attack Damage and reduces the target's Defense by 50% for 2 turns
Cost: 4050 Mana; Cooldown: 5 turns
Upgrade: Increases the Damage by 32 times the target's Defense (calculated before the reduction)
----------
Active: Sunder - Deals 100% Attack Damage, increased by 12.5%15% per Debuff on the target
Upgrade: +7.5%+10% Damage per Debuff
----------
Passive: Infectious - Reduces the target's Healing Taken by 50% for 1 turn on Attack
Upgrade: +25% Healing reductionAdditionally reduces Healing Dealt by 50% for the duration
----------
Passive: Mercenary - Basic Attack Damage is increased by 10% of your Gold (capped at 15% of the target's Max Health)
Upgrade: Party Kills grant +75 GoldGrants an immediate, one-time +1000 Gold
Upgrade: +25% PierceIf you pass a Critical Strike check, instead deals 200% Damage
----------
Passive: Lethality - Grants +10% Instant Kill ChanceGrants Sharp Blade and Mercy a 25% chance to Instantly Kill non-boss targets if they go below 30% Health after taking Damagep
Upgrade: Additionally grants +15% Critical Strike Chance+20% Health threshold
Upgrade: Additionally grants +20% PierceIf activated, refunds the Mana cost of the Spell
Duelist
Active: Hack and Slash - Within 3 turns, your next 2 Basic Attacksactions against enemies deal bonus Divine Damage equal to 10%15% of the target's Max Health
Upgrade: +1 Attack+1 duration and +1 action
Upgrade: +5%+10% Max Health multiplier
Ninja
Active: Shadow Shroud - For 3 turns, grants Untargetable and Heals by 45% of your Missing Health over the duration
Upgrade: +1 turn durationCan be cast on an ally, but only grants them Untargetable for 1 turn
Upgrade: Additionally Heals by 45% Missing Health over 3 turnsAdditionally reduces the current Cooldown of your other Spells by 1
----------
Active: Shadow Strike - Deals 100% Attack Damage, increased to 250%200% if you're Untargetable. Removes all Shrouds
Cost: 2550 Mana; Cooldown: 4 turns
Upgrade: Additionally reduces the Cooldown of Shadow Shroud by 2 turns if you're Shrouded+50% conditional Damage
Upgrade: Reduces the duration of your Shrouds to 1 instead of removing themGrants the Damage +50% Pierce if you're Untargetable
----------
Active: Ninja Instinct - Deals 100% Attack Damage. This can target Untargetable enemies
Cost: 3035 Mana; Cooldown: 3 turns
----------
Passive: Shroud Vision - You can Basic Attack enemies that are Untargetable, but these Attacks deal 50% less Damage
Upgrade: -25% Damage ReductionThese Attacks additionally restore 20% Missing Mana
----------
Infinite: Shroud Stab - When an enemy Shrouds they take +0.5% Max Health Attack DamageGoing Untargetable deals Attack Damage to a random enemy equal to +0.5% of their Max Health per level
Sharpshooter
Active: Zero In - Deals 100% Attack Damage and, if there are at least 2 alive enemies, Exposes the target by 50%, but grants Untargetable to each other enemy, for 2 turns
Upgrade: Resets the Cooldown if the target is Killed while active+1 duration
----------
Active: True Shot: Deals 100% Attack Damage and removes all Blinds from each party member
Cost: 50 Mana; Cooldown: 5 turns
Upgrade: Additionally deals +15% bonus Damage per total Blinds removed
Upgrade: Additionally makes each party member immune to Blinds for 2 turns
Follow Up - Deals 100% Attack Damage, increased to 150% if cast on the same target as your last Spell
Cost: 50 Mana; Cooldown: 2 turns
Upgrade: +20% initial Damage and +25% bonus Damage
Upgrade: If the condition is met, Cripples by 25% for 3 turns
----------
Active: Focus - Each party member gets Cleansed of Blinds and is granted +30% Accuracy and Quickness for 3 turns
Upgrade: +20% Accuracy and Quickness
Upgrade: Additionally grants Damage Dealt equal to half the current percentBlind Immunity for the duration
----------
Passive: Steady Arm - Grants each party member+20%+15% Accuracy
Upgrade: +15%+10% Accuracy
----------
Infinite: Rapid Fire - Grants +1 SwiftnessEach turn, deals +1.5% Attack Damage to a random enemy per level
Herbalist
Active: Poison Shot - Deals 80%100% Spell Damage and Poisons by 25% for 3 turns
Cost: 3550 Mana; Cooldown: 43 turns
Upgrade: +20% initial DamageAdditionally Mana Poisons by 25% for the duration
----------
Active - Poison Cloud - Poisons each enemy by 20% for 2 turns
Cost: 25% Mana (50 minimum); Cooldown: 5 turns
Upgrade: Additionally Mana Poisons by 20% for the duration
Upgrade: Additionally sets Health Regen to 0% for the duration
Active: Toxic Cloud - Sets each enemy's Health and Mana Regen to 0% for 5 turns
Cost: 25% Mana (50 minimum); Cooldown: 5 turns
Upgrade: Additionally Hemorrhages Health and Mana equal to the respective Regen lost for the duration
Upgrade: Additionally Blinds by 25% for the duration
----------
Active: Cleansing Balm - Cleanses a party member's Debuffs and Heals by 6.5%7.5% of their Max Health per Debuff removed
Cost: 5065 Mana; Cooldown: 5 turns
Upgrade: +3.5% Heal per DebuffAdditionally reduces this Spell's Cooldown by 1 per 2 Debuffs removed
Upgrade: Additionally restores 5% Max Mana per Debuff removedAdditionally increases the duration of the target's Buffs by 1
----------
Passive: Poison Infusion - Taking Attack Damage applies a 10%15% Poison for 2 turns
----------
Infinite: Second Wind - Once per combat, Heal by +1% Max Health when brought below 35%25% Health per level
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Infinite: Poison Cure - +1% chance to resist Poisons applied to you, instead Healing 10% Max Health if it were a Health Poison or restoring 10% Max Mana if it were a Mana Poisonrestoring 10% Max Mana, per level
Hunter
Active: Tracking Shot - Deals 100% Attack Damage and allows your next Tracking Shot to be cast for free on the same target with +50%+100% Damage
Cost: 4050 Mana; Cooldown: 1 turn
Upgrade: Additionally increases the second cast's Damage by 20%25% of the target's Max Health
----------
Active: Critter Hunter - Deals 100% Attack Damage, if at least 2 enemies are alive and the target has the lowest Health among them, Stuns for 1 turnincreased by 1% per 2% difference between the target's Max Health and the enemy with the greatest Max Health
Upgrade: +20%+25% initial Damage
Upgrade: Additionally reduces the target's Damage Dealt by 50% for 3 turns if the Stun activates-0.5% Max Health multiplier
----------
Active: Beast Hunter - Deals 100% Attack Damage, increased by 1% per 15 of the target's Max Health (capped at 350% total Damage)
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Active: Trap - Deals 65% Spell Damage to each enemy and Disarms for 1 turnBuffs a party member for 3 turns, dealing 100% Attack Damage to enemies that target the party member with an action
Upgrade: Grants a 50% chance to increase the duration by 1+1 Buff duration
Upgrade: Grants a 25% chance to Stun instead of DisarmingAdditionally Heals the party member by 50% of the Damage Dealt
----------
Passive: Bullseye - Basic Attacks apply a stack of Bullseye (up to 3) for 2 turns, Crippling by 6.5%15% per stack
Upgrade: +3.5%+10% Cripple
Upgrade: +2 maximum stacksAt max stacks, permanently reduces the target's Max Health by the total Cripple
----------
Infinite: Titan Takedown - +1%+2% Damage Dealt and Damage Reduction against enemies with greater Max Health than you per level
Brewer
Active: Intoxicate - Deals 100% Spell Damage and reduces Quickness and Accuracy by 30%50% for 3 turns
Upgrade: +20%+25% Debuff multiplier
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Active: Drink Up - Grants a party member +50% Damage Reduction for 3 turns
Cost: 4050 Mana; Cooldown: 41 turn
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Active: Full Rounds - Grants each party member +10% Health and Mana Regen for 3 turns
Cost: 50% Mana (100 minimum); Cooldown: 65 turns
Update 2.0.1 pushed to the beta branch!
This update for the beta branch includes a rewritten framework for status effects. They're more efficient and have had a few issues ironed out. If you're currently playing the game on the beta branch you'll have to start new games unfortunately since old status effects cannot migrate over properly with this rework.
There's also a few miscellaneous bugfixes with enemy spells that I ran in to and some end-game content fixes as well. I can't go into specifics without spoiling but just know if you ran into some issues that they're most likely fixed now (:
As always this beta branch version might contain further issues so any that you find feel free to let me know in the discussions here or on the game's Discord!
Beta branch updated to version 2.0.0
Hey all! Version 2.0.0 is now live on the beta branch! This update has a large amount of changes that I will go into more detail when I push the update to the default branch.
The main part of this update is much more accurate damage/heal numbers. When you have an attack/spell queued and hover over a valid target the game now gives you an accurate amount of damage/healing you're going to deal to the target, taking into account most modifiers that you or the target have that can alter these numbers. The only modifiers that aren't taken into account are ones that activate on a percent chance. This should take away a ton of micromanaging on what effects you and the enemies have before you determine which targets to focus on.
The second part of this update is major spell redesigns. Many spells in the game have been tweaked, some have been reworked, and some have been replaced entirely. I'll go into much more detail about the specific changes when the update is on the default branch.
To change to the beta branch:
Go to your library
Right-click The Labyrinth
Click Properties
Click Betas
On the dropdown menu select "beta"
Confirm and the update should automatically start downloading!
I'll leave the update in the beta branch for a little bit to iron out any issues that are found before I release it officially. Have fun!
Coming soon: Update 2.0.0
Hey all! I wanted to officially announce that, after a 4 month development period, I've finally reached the final steps of finishing the next major update to the game!
This update overhauls the stat modifier system. Stat modifiers are anything that alter the final value of a stat change. Damage reduction, healing increases, exposes, weakens, etc all fall under this category. Since practically every effect and spell in the game relies on this system I had to go through and update ALL of them, so this update has taken a long time!
Tests so far are promising and take away a huge portion of micromanaging in combat which is keeping track of effects that change how much damage/healing you deal. When you prepare an attack/spell and hover over a target it now tells you exactly how much damage/healing it's going to do, accommodating for all modifiers both you and the target have.
Once I do some more testing and ensure there's no more immediate issues with the game I'll push out an update onto the beta branch, and you'll be able to switch over at any time to try out the new update!
For now I just wanted to make this announcement so you didn't think there wasn't anything in the pipeline. Stay tuned!
The Labyrinth is 50% off for the Steam Summer Sale!
While the next update is being worked on you can nab the game at half off for the Steam Summer Sale!
Update 1.1.2
Notes
This update is coming out earlier than I wanted because I realized there's stuff missing in the game that was added 2 updates ago! This was because I stupidly reset the computer I'm using to code and forgot to upload the changes to github before resetting😂 I only lost a little bit of progress thankfully so this update is coming out now to restore the Total Defense, Defense Reduction, and updated Defense stat information on the statistics screen both out of combat and in combat.
This update also has nerfs to a few classes since in the late game these upgrade spells can render any enemy encounter pretty much harmless. The classes affected are the Berserker, Arcane Mage, and Brewer.
Bugfixes
Fixed an issue with the Shadow Walker's Shadow Retreat not reverting properly and making the Shadow Walker perpetually untargetable
Nerfs
Increased the Health Cost of the Berserker's Collateral Damage to 35% (50% initial - 15% upgrade) from 20% (35% initial - 15% upgrade)
Added a percent Mana Cost to the Arcane Mage's Melter. The base cost is still 100 but there's now a 25% cost as well
Reduced the Brewer's Burning Brew second upgrade Mana Drain to 35% from the current percent of the Health percentage (45% initial to 75% with first upgrade)
Increased the Mana Cost of the Brewer's Burning Brew to 35% (100 minimum) from 25% (50 minimum)
Increased the Cooldown of the Brewer's Full Rounds to 6 from 5
Increased the Minimum Cost of the Brewer's Full Rounds to 150 from 75
Known Issues
The Berserker's Berserk passive upgrades don't set/revert the Crit Chance and Lifesteal properly, I'm looking into the cause of this problem
Hotfix for Steam stat syncing
These notes are short but it's an issue I've been meaning to fix for a while!
I updated the code that syncs stats locally to Steam and vice versa to fix issues with some stats not syncing properly. This should fix another issue that may have made Enemy Roulette and Boss Roulette not activate when it should.