Full notes
Full Navigating The Labyrinth update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Balance
- UI and audio
- Performance
Navigating The Labyrinth changes
This update includes various fixes made to the first two games (yay shared codebase!) in addition to many content additions. Much of this is late-game content not available in the demo since it only contains the first six zones, but there's still a bunch to report.
There's a lot to do before the full release, which is a little over three months away.
Added some quests in the town of Pherae and Catacombs areas. It is now possible for a quest to permanently change a map's contents.
Re-paved the streets of Pherae and improved the look of a few statues.
Reworked the layout of the Catacombs zone. There are still a few adjustments to be made in future updates.
Added new mini-map graphics for the City of Zakros.
Updated the game intro backgrounds.
More music added. The soundtrack is about 50% done.
Undead and golems are no longer affected by the Sleep spell. In addition, some monsters with natural resistances will have a chance to save vs. sleep. Most monsters still fall asleep easily.
Warriors now gain a permanent +1 to strength and slightly more hitpoints per level (+1 extra HP every 2 levels on average).
Warriors will now have 15% faster natural base hitpoint regen (fewer steps per hitpoint healed) and monks will have a 7% faster base hitpoint regen.
Wizards will now have 2.5% faster natural mana regen (fewer steps per point of mana regained).
Fixed an issue where loading a game with the music turned off but sound effects on would also cause sound effects to be disabled.
Fixed an issue with the sky that could cause clouds/stars to fail to render.
Translation improvements.
Source
Changelog.gg summarizes and formats this update. How we read updates.
