Store Update: Added our new Molten Chestplate shirt which has glowing streaks of magma. This item can be purchased off our Steam item store page for $2.49.
We are also running a 25% off sale on the Expedition Pass temporarily reducing the price from $9.99 to $7.49! This sale will run from October 1st till October 8th.
Changes: Added a game update warning when your game needs an update. Swapping between controller and mouse and keyboard input is now activated by either: moving the left joystick to activate controller input, or clicking to activate mouse and keyboard input. Goblin Village event room now only spawns past floor 4. Lowered the Goblin Village's chance to spawn.
Fixes: Fixed large rock in crystal Mega room from being moveable with the player's body. Fixed refillable potion only being a recall potion. Fixed escape rope being able to be used infinitely. Fixed Lost Miner's Supply Cache items falling through the floor. Fixed Magical Beads item healing the caster twice when used. Fixed torch duration talents not being calculated correctly. Fixed gaps in the seems of some voxel models.
Hey all! 0.17.18 is live! This is another big update expanding Lost Flame in several directions. Please join Lost Flame's Discord server if you want to chat about the game, get notified about much more frequent beta branch updates or just hang around!
Autoexplore
Newest update introduces autoexplore. Just press 'z' and let your character automatically travel to the nearest unexplored tile while collecting valuable items. Once all accessible locations are explored, your character will travel to the nearest unused stairs. You can also use this function during more simple skirmishes as autoexplore will perform basic attacks and use basic skills against the enemies.
Dynamic attack markers
After this update monster attack markers will grow bigger the closer they are to landing. The most important "big" marker is shown 10 ticks before landing, so it allows to land an easy parry or lets you know that it's last opportunity to dodge (assuming you have base speed). If the marker is hovering on the player's character, the character is shown in black if the attack is <=10 ticks to landing and white otherwise. Of course some enemies are attacking faster, so the opportunity to perfectly dodge and parry will not always be there.
Encumbrance system & mobility
Ok, hear me out - this update introduces encumbrance system. Each equippable item (other than jewelry) has an encumbrance value assigned and with higher encumbrance some of the mobility skills are not available (e.g. jump over, lunge, jump away, etc.). However! now "heavy" armor items give stronger defense - most notably kite shields and tower shields. Heavy shields no longer need time to become readied, they just block 2-3 hits each turn at the cost of high encumbrance. But that's not all, now you can dual wield 2 heavy weapons (greatswords, halberds, etc) and be the heaviest hitter you can imagine, just the encumbrance cost of wielding 2 such weapons will be hefty. To flesh it out new ability is being introduced - 'tumble'. Tumble allows to cross 2 tiles in 1 action. It's cooldown is dependent on encumbrance. With super low encumbrance it has no cooldown at all and costs no stamina, so you can actually try to just grab a short sword, buckler and nothing else and you can be a super mobile agile skirmisher. Weapons and armor also got rebalanced - obsidian is the strongest but heaviest material, while silver is the lightest one, adamantite is something in between. Another related change is a feasible unarmed build - no weapons and no shields allows you to strike twice for 1 base damage and parry with very low cooldown. Attacking stunned enemies with bare hands buffs the damage a lot. Also any rings buffing on-hit damage (of damage, glacier, etc) work on both strikes. Remember that you can also wield rings and amulets for 2 more jewelry slots, which still allows you to fight unarmed!
Evocations
Unlock the secrets of arcane magic with the introduction of three distinct schools of magic: witchcraft, waxmancy, and carnomancy, each boasting five related evocations. Discover items that boost your magic skill level (e.g., witchcraft +3) and gain access to new evocations as you progress your magic skill level.
Evocations are fueled by a new stat called attunement, which can also be increased by magical items. Attunement also increases the effectiveness of some of the wands and all elemental damage that you deal, so it's not a dead stat even without magic. Additionally, many rings that previously only affected weapon attacks now also augment damage-dealing evocations.
Hythe Monastery small rework and new alternate path
Hythe Monastery has undergone a transformation. Beneath its solemn halls lies a network of catacombs leading to the Castle Istimid, however every now and then there will be a new, optional, more intense (and shorter) path available which skips Istimid completely.
Shared leadeboard
Say farewell to weekly runs, as they make way for a more inclusive shared leaderboard. Now, all your runs are recorded, complete with detailed statistics and insights. The game tracks various types of stats across multiple runs, including enemies defeated, bottle knight summons, and successful parries. You can easily access and explore these stats from the menu, with plans to expand this feature with even more stat tracking in the future.
There are also multiple smaller changes and fixes introduced:
smaller but still noteworthy:
added the option to switch left-right weapon at no stamina and time cost (hotkey 'p')
added a small area near Hythe with all tutorial tablets if you want to reread them after you've completed tutorial
blessed scrolls of teleport allow you to select where you want to teleport
cursed scrolls of teleport will teleport you to a nearby group of monsters (similar like soulless witch ability)
improved the game stability significantly
added a warning icon to enemies which have weapons with potential very high damage equipped (e.g. * of thirst, * of brutality, Smasher unique axe)
more options for crafting - added some randomized crafts too, so crafting options are not the same each game
randomized crafts and items for sale are now based on world seed
bottle knight will no longer equip identified cursed items (unless you hand it to him directly)
new randomized rooms in Abysm
new Abysm monsters
multiple new affixes, uniques, rings and wands
rings and amulets are now shown in a separate row in inventory
shades in Neith now attack anything that is not a shade, not only you
ranged enemies will be less willing to run away and will attack more aggressively, so chasing should be slightly easier
some of the staves affixes are more potent when not wielding other weapons or shields (you can still wield a ring or amulet in your offhand)
shades will now charge up before cursing your equipment, now you have around 20 ticks to either break line of sight or kill them before your equipment gets cursed
bottle knight will avoid acid and poison better
removed the penetration stat from the weapons
enemies will use their push back attacks less often and those attack have been tuned down noticeably
shortened some of the game areas (Mage's Chambers by 1 level, poison vault by 1 level, Castle Istimid has smaller maps)
reworked halberds abilities a little bit (all are faster, stab instead of halberd strike, halberd slash is much faster but no longer strikes nearby tiles)
most weapon skills now take attack speed into consideration (so slow monsters will no longer attack faster with skills such as stab, also most skills will be faster now from player's persepective)
parry is now bound to the same key for all weapons (default: 'w')
new music for Calven Duning
added on-screen notification for monsters and player standing on acid or web, or when getting petrified
most ranged enemies will appear even outside of FoW when attacking or aiming at the player (e.g flamelobbers, Nixie, all shades)
cooldown for skills which are on cooldown is now shown on the skills tab
if you hover over an enemy (with mouse or 'l'ook ability) only their attack markers will be shown, so if you want to you can analyze which enemy is attacking where in a bigger fight
added a bunch of new strong affixes to staves
less noteworthy:
fixed Arthar Duning attack marker not being accurate
added multiple missing sounds
world seed is shown in bottom right corner when starting the game
Gargoyle's Cuirass no longer pushes allies away
added the ability to attack only with right hand weapon (e.g. useful when wielding two heavy weapons, for lower stamina cost), hotkey 's'
updated tutorial with new info tablets
shield maiden's amulet no longer hurts allies
fixed Olivar Steros teleporting the player to Royal Dungeon instead of Neith
new sprites for tentacles
cleaned up some items descriptions
fixed some of the tiles not showing properly on minimap (e.g. prison bars)
changed order of skills to be more consistent with other items for long swords and great axes
fixed ctrl+move stopping at front of allies (now it will swap with them into travel direction)
fixed section selection in vendors being reset to "all" after buying or crafting an item
fixed wrong attack marker for Cyclone unique halberd
lowered the acid damage from tentacle a little bit
one new scroll
Calven Duning's sword now always has the subdual affix
ring of fires changed to exploding when hitting something (so still pretty bad for melee combat, but can be useful with evocations, or other ranged builds)
The Archmage now does not heal after escaping to Neith
staves now can parry
cleared up some in-game text messages
lowered the price for shields a little
minor performance improvements (mostly when having lots of allies)
mending stone now also heals all visible allies
now monsters which are summoned in a distorted area/world will also get distorted
fixed main menu not respecting keybindings from options.config
multishot ability is now faster
fixed some skill tooltips
Ivar will spit back any key you try to feed him
wands of summon monster will summon more powerful monsters with higher enchant
Ngotraimuucs increasing poison level will displace items that were on a poison tile
reduced the chance of enemies using shield bash attack
fixed sparkling elixirs being generated from rings with affixes
fixed swing and lunge being blocked by an enemy which died during swing part of the skill
added ambient sound to the destroyed barrier near Abysm
fixed arrows changing their enchant level randomly when being fired
reworked gladiator's ring to being active when not wielding any shields
children of Iphe will no longer transform into living obsidian
reduced the size of the circular version of hungry caverns
ctrl+move will no longer walk into acid or poison
fixed mouse incorrectly showing which tile is aimed on smaller maps
fixed polymorphed mobs not dropping their original equipment
removed doors in Cadell's cell which could potentially hardlock the player if entering the room "from the back"
fixed a bug which would freeze the game when quickly spamming enter near pyres
living obsidian can no longer be randomly summoned in Hythe Monastery
blood-soaked scoria is no longer destroyed in NG+
fixed all campfires still accessible after moving to NG+
fixed double kill notification appearing after killing a polymorphed unique monster
* Added Japanese language support * Change the rebels actions possibility and world events. * Improve the rtl support in many screens. (Arabic, Persian, Hebrew and Urdu) * Improved game UI, Speed and Stability. * Updated many countries' armies, relations and economy based on real world data. * Fixed reported issues and continue to improve Artificial Intelligence.
We plan to add countless new diplomacy & spies & war options, technologies, resources... Your support is important to us to continue developing. Thank you, iGindis Team
This update contains a new reconnect system for the master device, to prevent players from getting locked out of their game if the master device loses connection for a short amount of time, as well as a wide range of balance improvements and bug fixes.
Full changes:
Changes:
Added a new reconnect system to the master device. This should prevent games from getting locked out of the game when the master device loses connection for a short period of time.
Added the game version to the menu so players can see which build they’re playing on.
Updated the Credits.
Balance changes:
Ability Self-Interest options now affect your target by 4 instead of 3, and reduce Population by 2. This should make them slightly less appealing.
Ability Environmental options now affect your target by 4 instead of 3. This should make them slightly more impactful and appealing.
Slightly buffed the Media role in the Locust Plague disaster and added an extra question at the end of Stage 4.
Slightly nerfed the Public role in the Locust Plague disaster.
Slightly nerfed the Industry role in the Virus and Hurricane disasters.
Bug fixes:
Fixed an issue where AI Earth would always select the Virus. Additionally, AI Earth will now choose different disasters when playing multiple games in a single game session.
Fixed an issue that would cause the game to end early in Virus Stage 4.
Fixed an issue where “investigation of decision makers” in Hurricane Stage 4 would negatively affect the Media instead.
Fixed multiple issues with News Item voiceover volume levels.
Fixed multiple spelling mistakes.
Removed unnecessary “Funding received:” texts in certain research tracks.
:nonplussed_creep:System: + Updated the game engine - No longer supports Mac OS and Linux - No more checkpoints in the middle of missions + The number of lags in the game should now be smaller + The achievement of "Molten Armor" now requires not to open all the endings, but to open all the story levels (which is almost the same thing) + Redid the volume settings by analogy with Cold Shell. Now they work more stably
:sergeantbadge:Added: + After level 10, "smell hell", a mini campaign with reverse gameplay for the opposing side will appear in the level selection menu + New achievement for completing a new campaign + At the end of the "Duel" level, I added a couple of lines of dialogue linking Molten Armor and Cold Shell.
:cozyspaceengineersc:Game convenience improvements: + The difficulty level selection screen now describes the difference between them in more detail + Construction queue. Now you don't have to wait until the ordered tourrel appears to order the next one + Increasing the level of turrets now does not require clicking on the turret again + To install mines, nets and barricades, it is now enough to hold down the left mouse button, and not to click through each slot + Added a time speed indicator at the bottom of the combat interface. The space bar and F buttons switch between deceleration and acceleration, respectively) + Rocket salvo (Rapid -> Rocket) it is now possible to aim missiles at the same point + When passing level 3 (with a choice and a fork), with any choice, both of the following levels open (you no longer have to go through the 3rd level to open another branch) + When passing level 6_1, both next levels (7_1 and 7_2) open + When passing level 6_2, both next levels (7_3 and 7_4) open + At the "Wall will fall" level, the buttons for building, sending and cleaning the ram now hang on the interface and not next to the ram for better visibility + Properly finished the 10th level of "Slurp of grief". Made the interface more obvious and the management more responsive. + Slightly enlarged the mini dialog window (phrases are no longer cut off) + The boat call button (and similar interface buttons) now regularly ping that they are ready. + Third-rate characters flash in a couple of places in the game, a couple of them now have avatars.
:re3stars:Balance edits: + Bosses on Storyline and Normal difficulty now have a little more hp + Valkyrie (sniper) now he shoots further. This does not particularly affect the initial levels, but it helps at later levels. + The missile, when hit, now creates several fragments that cause little damage to the enemy + The player's trap "grid" now slows down enemies by 50% (previously 25%) + At the airplane levels (8_1 and 8_3), the number of enemies in the last third of the mission was greatly cut off because it was too long
:crossout_craft:Fixed bugs: + Fixed a bug that in some cases could block the transition to the 10th level + Fixed a bug that in some cases could open level 9_1 instead of 9_3 in the level selection menu when passing level 8_3 + + Fixed a bug that in some cases could block the completion of cutscenes in the final screensavers + Fixed a bug that in some cases could skip the political outro (text describing what happened to the characters after the game) after level 9_4 + Made some small texts a little more readable + Texts of mini descriptions of guns, barricades, heroes and skills in the lower combat menu no longer move out of their area + Fixed a few minor bugs + Corrected a few small typos in the texts that cut my eye (and which did not cut - did not correct) + Corrected several formulations in texts and dialogues that I once wrote a long time ago in a state of extreme moral and physical exhaustion.
ːsteamhappyːStory difficulty: + The rocket creates 2 times more fragments when hit + Valkyrie: rate of fire 1 shot in 1 second + Repair drone is active for 2 seconds longer (5) + Tibet: the machine gun now fires fragmentation bullets + Match: the flamethrower tank now shoots 2 times further
:happy_creep:Normal difficulty: + Valkyrie: rate of fire 1 shot in 2 seconds + Repair drone is active for 1 second longer (4) + Match: flamethrower tank now shoots 1.5 times further
It's the NOTH team here again with some news you've likely heard already; release day is just around the corner! After a 4 year journey TAGLINE will be available to play on the 5th of October!
To avoid some complications between Demo and Full game builds we are making tweaks which will erase save data for BETA players. Don't fret! - if you do wish to keep your BETA saves, you can keep them from getting erased by changing the following names in your game directory:
C:\Users\"Username"\AppData\Local\Tagline\Saved\SaveGames Change any file tilted "Save" 1/2/3etc. to "Slot"1/2/3.
This should keep your saves from being wiped with the latest update. Beyond this there's little more to say except thank you for a fantastic year of support! As you can imagine, we've been working on updates, polish, and loads of content the past month; so we've gotto catch some shut-eye!