Key Features
- turn-based
 - permadeath
 - quite flat power curve
 - tons of different viable builds
 - different weapons require different strategy in combat
 - active development and regular updates
 - cinematic music and rich sound effects
 - unique pixel art
 - procedural content
 
Hi,
So it's been quite quiet recently and to be honest I haven't worked on Lost Flame for almost 3 months (sep-nov). The reason was quite simple, a new, mentally demanding job and really bad sales were a total downer. Now I got used to my new job so I have some mental capacity to work on Lost Flame in the afternoons and weekends, also I got over the other issue, so expect some regular updates in the next weeks/months.  
Going back to 0.7. I worked on the update for around a month and the focus was removing tedious stuff and giving some options to protect yourself from lucky powerful blows that can land on you. With the recent changes I have managed to "win" the game as it is now, for the first time ever just a few hour ago.  
  
Content changes:  
- Castle Istimid is much shorter and has more treasures worth collecting. The change is really significant, I always considered this area pretty boring and now it is no longer the case
 - some new handcrafted rooms in Castle Istimid
 - [spoiler]new mini boss level in the middle of Castle Istimid[/spoiler]
 - I have reworked most of the boring amulets and added some new, now there are some options which can protect you from powerful blows (for example they grant you a huge temporary shield when a hit can kill, or almost kill, you)
 - now the character has two amulet slots, my rule of a thumb is to save one slot for a defensive amulet and use the second slot for whatever you want
 - buffed a number of rings, which previously felt bad/useless
 - stab can harm the monster in the back even if the first one survives the strike
 - very minor change in bandit fortress generation
 -  buffed a number of rings, which previously felt bad/useless
 
QoL changes:
- you can enable borderless mode - type "debug:borderless" in game console, type it again to disable it
 -  added the possibility to change some keybindings (explained at the end of the post)
 
Bug fixes:
- some long monster names were not displayed properly
 - "The" is no longer shown for identified uniques (so you won't see "+2 The Spider's Bite")
 - ring of adroit strike now works properly with lunge
 - some missing tooltips, descriptions and icons were added
 - fixed showing potential enchant effect for fabled and legendary items
 - fixed showing potential enchant effect for shields
 - fabled and legendary prefix properly affects to hit chance now
 - bucklers work as expected when restoring stamina (previously they did not work in the following turn after restoring stamina from 0)
 - ring of cobweb works properly now
 - fixed killing enemies by poison/bleed not granting experience
 - arrows can longer be generated "penetrating" (this effect was useless on them)
 -  Istimid stalwart now attacks properly over chests
 
Keybindings:
If you want to edit keybindings, you can add new rows to options.config file in the game directory:
KEYMAPPING skill1 A
KEYMAPPING skill2 B
etc.
Valid values for key mappings are (skill1, skill2,..., skill0 and binding1, binding2,...,binding12)
skills are by default bound to numbers, "bindings" are by default bound to f1-f12 keys.
Cheers,
Bartek
Minimum Setup
- OS: Ubuntu or compatible
 - Processor: 2.5 GHzMemory: 2 GB RAM
 - Memory: 2 GB RAM
 - Graphics: integrated GC with OpenGL support
 - Storage: 150 MB available space
 
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