A magic user in first place

A had to do a lot of dying and restarting in the early levels.
For a long time I could not even get in the top 10 with magic.
Did not expect someone to win the game so suddenlyKilled by Victory! ha!
This is a bug. Gem Blast is not supposed to only cost 1 mana!Gem blast + Elder Magic
This makes the speel cost 0
Ah yes, you're not supposed to be able to use Sword to Ploughshare on conjured items, that would be an exploit for free foodMagic Staff + Sward to Ploughshre
These are some very good points. I mainly tried to make the game faithful to the original, but White Magic is supposed to be the best magic type for healingWhite Magic needs some help.
I really think that White Magic should have healing spells that do not need crystals evey time. Black magic can heal using drain line without crystals, Black magic was much better for healing. The whole White Magic school feels almost useless.
Whats Dark Magic?
Year, I totally think you should look into that man. White magic has got to have some place in the game.
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Lost Labyrinth DX Version 1.6.0 "Djinni" (??.??.2019)
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* NEW FEATURE: New trait: Swiftness (1 CP: picking up items does not cost any energy)
* NEW FEATURE: New trait: Diehard (1 CP: Survive one extra turn when above 10 hp after receiving a killing blow)
* NEW FEATURE: New trait: Troll Blood (2 CP: 50% chance to heal 1 life at end of every turn and immune to Bleeding)
* NEW FEATURE: New trait: Geniekind (5 CP: Do not require food or water, +50 Lightning Resist and heal life in the Nexus)
* UPDATE: Characters with the Trap Lore trait can now attempt to auto-disarm detected traps
* UPDATE: The graphics engine has been reworked to use floating point precision instead of integers
* UPDATE: The Combat Expertise trait no longer provides the benefit of Diehard trait
* UPDATE: Elf Blood is now exclusive from the No Magic trait
* UPDATE: God of Magic is now exclusive from the No Magic trait
* UPDATE: Reverting out of shapeshift form now ends the turn
* UPDATE: The Pickaxe can now be used to destroy Ice Blocks
* UPDATE: The spell Destroy Boulder (Earth Magic) can now be used to destroy Ice Blocks as well
* UPDATE: Added new bindable keyboard button to delay turn to after the next player character (e.g hot-seat or summons)
* UPDATE: Will o' Wisps can now cause Blindness
* UPDATE: The trait Trap Lore has been renamed to Trap Expertise to avoid confusion with the lore type for traps
* UPDATE: Traps will now appear from level 3 and below (previously level 4 and below)
* UPDATE: Breaking free from webbed tiles now show chance of success
* UPDATE: Traps are slightly more dangerous to be more like the original Lost Labyrinth
* UPDATE: Traps require now to be identified with Trap Lore when detected (avoiding or triggering a trap will identify it)
* UPDATE: Percent chance to avoid traps that are not detected are now limited by the Luck ability
* UPDATE: Players gain +30% chance to avoid traps that have been both detected and identified
* UPDATE: Conjured items can no longer be the target of the Sword to Ploughshare spell
* UPDATE: High Magic can no longer shape spells that require Mana Crystals or recharging
* UPDATE: Disintegrate (Air Magic) now costs about twice as much mana to cast
* UPDATE: Portal (Earth Magic) mana cost reduced from 12 to 8
* UPDATE: Shape Magic (High Magic) now costs 5 mana instead of 4
* UPDATE: Arch-Magic (High Magic) now costs 10 mana instead of 6
* UPDATE: Etheralness (Time Magic) now costs more mana, reduced duration and can only be cast once per level
* UPDATE: The Teleport spell (Time Magic) now has max range of 3 tile plus 1 per 8 spell power
* UPDATE: Damage from starvation and dehydration now scales exponentially as it gets worse
* UPDATE: Trait selection screen had some usability improvements
* FIX: Single use bonuses like Goddess of Healing should now properly work once per player instead of only once
* FIX: Blacksmithing added Mend Item spell instead of Repair Equipment skill to the quickbar
* FIX: Dispel Magic no longer removes toggle abilities like Stealth
* FIX: Merchant Room being generated with a blocked exit causing players to be trapped (thanks to kongxinga for reporting)
* FIX: The current active player is always rendered on top of other players
* FIX: Rare bug where dying in shapeshifted form could count as a game loss
* FIX: Activating Repair Equipment while no valid target would enter a loop of invalid target messages
* FIX: Fix some minor audiovisual bugs with magic effects
* FIX: The Scimitar of Venom was Mundane instead of Rare
* FIX: The Curse Rune trap would transport player back 2 levels at 85% chance instead of 15% chance
* FIX: The examine tile ability could reveal hidden traps, doors and treasure
* FIX: Trap removal can now only be done on traps that are actually detected
* FIX: Prevent casting Alternate Timeline inside the demi-plane
* FIX: Gem Blast (Earth Magic) now correctly costs 4 mana instead of 1
* FIX: Winning the game now properly removes the completed save file
* FIX: Accolade Death Knight (Black Magic) will no longer destroy two summoned Skeletons when cast
* FIX: Etheralness not always working as it should
* FIX: Some issues with the scrollbar GUI component were resolved|
* FIX: Various distance calculation issues with levels with wrapping edges