Last Regiment cover
Last Regiment screenshot
Genre: Strategy, Indie

Last Regiment

Latest Patch Notes (3/24/2020) - Ancient Magics

Hey everyone! Today's patch enables two new factions for multiplayer and skirmish: the Beasts and The Infected, as well as their corresponding heroes The Hand of Zangor and Thaggor, two ancient wizards wielding power over life and death!

The Beasts are adaptability unrivaled, featuring a powerful ability to transform on the go through a faction-specific power card and adapt to any situation, while boasting diverse and powerful units.

The Infected on the other hand, creep like a rot through the map, infecting their opponent's units and using the enemy's numbers to bolster their own through a variety of unique and deadly power cards!

This patch also includes our first pass at Tristan's campaign, as well as an updated Carl campaign featuring a new side mission starring our favorite merchant, Silvio!

Patch Notes (March 24, 2020)


Campaign Changes
1.) Added an extra mission under Carl's Campaign that features Silvio.
2.) Added Tristan's Campaign chapter.

Faction Changes
1.) Added Hand Of Zangor and Thaggor factions.

Unit Changes
1.) Added Buildchimps, Tusked Apes, Pocket Apes, Vampiric Lemurs, Saurian Champion, Monkeys on Monkeys, Beastmage, Sea Witch, Tentaklor, Windlords, Ivorian Warpriest, Spore Farmers, Infected Villagers, Giant Sporeslug, Blightmaster, Death Guard, Spore Patrol, Rotwyrm, Mindless Things, Disciples of Zali, Deathpriests on Vultures, Giant Spore Crayfish.
2.) Added Woodlant Native to all Plant units.
3.) Added Tenacious to Satyr.
4.) Added +1 Supply trait to Electroboom.
5.) Changed Electroboom and Explosive Immolation AoE range to 2 hexes.
6.) Changed damage range of Electroboom and Explosive Immolation to 6-12 from 11-16.
7.) Added new Upgrade Plant power to Sapling.

Power Changes
1.) Added Cloud of Death, Meteor Call, and Polymorph Beast, Lesser Polymorph, Strengthen Fungus, Willing Infection, Final Sacrifice, Fungal Frenzy, Syphon Life, Plague, Sporebloom, Plague of Zali, Curse Protection.
2.) Updated race buff cards to the following: Faeborn gets Regeneration, Beast gets Blood Rage, Plant gets Venom, Infected get Spore Touch, Goblinkin get Native multicard.
3.) Updated cost of Bivouac Rest to 10 gold.
4.) Adjusted Healing Cloud and Wave of Purification heal amount and cost.
5.) Adjusted Regeneration card heal per turn.
6.) Changed resource required for Fireblast to gold.
7.) Lowered the amount of healing done by Rites of Strength and Mana's Grace.
8.) Adjusted Mechanical Sharks movement to 8 from 4.
9.) Adjusted cost of Recruit Woodland Critter to 2 mana from 4 mana.

Bug Fixes
1.) Fixed bug with matchmaking algorithm causing server freeze.
2.) Fixed neutral AI reacting to player win events.
3.) Fixed tile decals not refreshing properly after loading from savegame.

As always, our Steam Forums and Discord server are always open for your feedback!

Latest Patch Notes (3/11/2020) - The Explorer

Hey everyone! We have a new patch for you today, enabling a brand new hero for use in Skirmish and Multiplayer - Tristan D'Amorthia, the mobile horseman and fearless explorer!

While Tristan's campaign is still under development, we thought we'd let you try him out early anyway to get your feedback. That's what Early Access is for after all!

Patch Notes (March 11, 2020)


Mechanic Changes
1.) Added a quickplay matchmaking feature for Multiplayer.
2.) Added Mana limit and starting Mana. Follows the same rules as Gold.
3.) Adjusted amount of cards that you can select at the start of a game from 6 cards to 5.

Campaign Changes
1.) Updated some dialogs and events for the last mission of Prologue chapter and first mission of Carl chapter.
2.) Campaign Regiments now require all card slots to be filled before being able to proceed with a mission.
3.) Added an objective marker on the map.

Faction Changes
1.) Enabled Tristan's faction.

Unit Changes
1.) Increased base HP of certain Construct units by 2.
2.) Increased base HP of Treant by 2.
3.) Elk Cavalry has become a Tristan exclusive unit.
4.) Added Otterkin Villager, Otterkin Hunter, Otterkin Witch Doctor, Waspeen Swarm, Elven Villager, Elven Huntress, and Stone Golem to general unit pool.
5.) Added Explode power to Mobile Aeronauts.

Power Changes
1.) Added Colonial Development, Round Up, and Rally Mounted cards for Tristan's faction.
2.) All Draw type powers now resolve on Upkeep phase.
3.) Cards that provide resources now resolve on Upkeep phase.
4.) Curse powers no longer interrupt actions.
5.) Increased gold multiplier of Bumper Crop to 2x from 1.5x.
6.) Moved Bivouac Rest to general card pool.

Structure Changes
1.) Added Mana Limit to Towns and Mage Towers.

UI Changes
1.) Disabled alliance button when the Alliance game option is set to "No Alliance".
2.) Updated button placement for Multiplayer lobby to include Quickplay button.
3.) Added a vulnerable effect on units affected by traits that increases damage received.

Bug Fixes
1.) Fixed wrong target and description text for certain cards.
2.) Fixed an issue where Unit powers won't properly activate if said unit is promoted to Elite status on the same turn.
3.) Fixed an issue where preset regiments had access to certain faction exclusive cards.

Don't forget, our Steam forums and Discord server are always available for your feedback!

Latest Patch Notes (3/3/2020) - Resource Fixes

Okay, okay, we may have gone overboard with the nerfs for mana last patch. Today's patch is aimed at fixing Zilvera's poor, broken kneecaps, as well as adding some quality of life changes along with some slight buffs and nerfs to our units.

Patch Notes (March 3, 2020)
Mechanic Changes
1.) Players in an Alliance now share vision which allows cards and powers to be used as long as there are available targets in vision.
2.) Disabled timer when Selecting cards for Skirmish mode.

Faction Changes

1.) Carl now has exclusive access to Destroy Structure card.

Unit Changes
1.) Mana-based heroes now generate 6 mana per turn from 2 mana per turn.
2.) Replaced Emergency Heal with Cure for Village Witch so the unit only uses Mana for powers.
3.) Replaced Enhance Assault with Directed Attack for Infantry Officer.
4.) Replaced Repair Ship with Aquatic Killer for Marine Officer.
5.) Reduced base HP of Chainsaw Elf from 26 to 20.
6.) Replaced Improve Morale with Melee Counter power for Clockwork Enforcer.
7.) Added Mana Gain II to Tree of Life.
8.) Reduced all Construct base HP by 2.

Power Changes
1.) Added new Directed Attack and Aquatic Killer powers.
2.) Added new Melee Counter power.
3.) Reduced Nature's Protection duration to 1 turn.

Card Changes
1.) Lowered the cost of Ritual of Oblation, Mana to Gold, and Gold to Mana.
2.) Adjusted the amount of resources given by Ritual of Oblation, Mana to Gold, and Gold to Mana.
3.) Reduced cost of Destroy Structure to 30 from 60 gold.
4.) Reduced cost of Ammunition Shortage to 10 from 15 gold.
5.) Reduced cost of Local Support to 10 from 15 gold.
6.) Reduced cost of Daring Escape to 15 from 25 gold.
7.) Reduced cost of Sniper Sight to 20 from 30 gold.
8.) Reduced cost of Marksmanship to 10 from 15 gold.
9.) Reduced cost of Pilferer and Scavenger to 10 from 15 gold.
10.) Reduced cost of New Plans to 10 from 15 gold.
11.) Reduced cost of Forward Planning to 5 from 10 gold.
12.) Increased the redraw amount of New Plans to 4 from 3.
13.) Increased the random draw options of Forward Planning to 4 from 3.

UI Changes
1.) Added a card count indicator when Selecting Starting cards.
2.) Select Starting cards button is only enabled when the player has selected a requisite number of cards.
3.) Updated behavior of ESC key to close down popups.
4.) Added a confirmation popup when deleting a regiment.
5.) Removed coloring of Starting Position flags on Map Preview.

Bug Fixes
1.) Fixed an issue that allowed duplicate player colors in Skirmish.
2.) Fixed an issue where permanent buffs didn't get properly saved.
3.) Fixed an issue where a campaign mission didn't show the Next button after completion.
4.) Fixed issues on Amplify Spell card that didn't properly apply the bonus damage to splash damage.
5.) Fixed an issue with Plant Invigoration activation.
6.) Fixed issue with Construct multicards that allowed them to be cast on units that already have one of the traits.

As always, our Steam forums and Discord server are always available for your feedback!

Latest Patch Notes (2/19/2020) - A Better Hand

Hate getting screwed over by a bad starting hand? So do we. This latest patch allows you to choose your starting hand in a match, but we no longer allow for varying Regiment sizes (no more optional slots! All spaces must be filled!)

Patch Notes (February 19, 2020)


Mechanic Changes
1.) Players are now allowed to choose their starting cards instead of choosing which ones to redraw at the start of a game.
2.) Regiments now require all 12 card slots to be filled.
3.) Added a new highlight effect for units affected by AoE powers/spells.

Campaign Changes
1.) Added additional mission for "Line in the Sand" chapter.
2.) Updated list of cards that get unlocked for each campaign mission.
3.) Added story summary for "Line in the Sand" chapter.

Editor Changes
1.) Added a Delete Map function under Workshop.

Map Changes
1.) Updated all starting Towns to be 3-star.
2.) Changed all free non-Town structures to Foundations for certain maps.

Regiment Changes
1.) Updated preset regiments to include 12 cards each.

Unit Changes

1.) Reduced Shelbia's stats to 8/55 from 10/60 Atk/HP.
2.) Reduced Battlecrawler's stats to 6/32 from 8/36 Atk/HP.
3.) Updated unit typing for certain units.

Power Changes
1.) Reduced mana cost across the board by 1 mana.

Card Changes
1.) Reduced cost of Mana-based cards.

UI Changes
1.) Added Card Sorting function that sorts cards by cost or alphabetically.

Bug Fixes
1.) Fixed missing unit art for campaign missions.
2.) Fixed missing map marker for certain campaign missions.
3.) Fixed some minion power descriptions.
4.) Fixed an issue where certain Multicards did not cost any resources.
5.) Fixed an issue where the Unique trait did not properly show up.

Any questions? Comments? Suggestions? Violent reactions? Our Steam forums and Discord server are always listening!

Latest Patch notes (2/5/2020) - March of the Machines

Part brilliant engineer, part daring adventurer, Gearmaster Shelbia comes to Last Regiment with her army of ever-evolving Constructs in tow. Deploy Minelayers to defend against incursions, surround your foes with hordes of Clockwork Footmen, rule the seas with Mechanical Sharks, and end your enemies with the fearsome Battlecrawler.

Boasting durability against missiles and the ability to adapt to any battlefield, we hope you enjoy playing Last Regiment's new faction.

Patch Notes (February 5, 2020)


Campaign Changes
1.) Added a new chapter that contains 4 new missions involving Gearmaster Shelbia and Princess Zilvera.

Faction Changes
1.) Added Gearmaster Shelbia's faction.

Unit Changes
1.) Added new units - Technologist, Clockwork Footmen, Buzzsaw Construct, Spider Carronade, Battlecrawler, Minelayer, Drillwalker, Mechanical Sharks, Flamethopters, Bovid Warrior, and Venomous Sandwyrm.
2.) Replaced Princess Zilvera's Flying trait to Armored Flying.
3.) Replaced Imperial Galleon's Artillery Fire with Artillery Bombard.

Power Changes
1.) Increased mana cost of all Mana-based powers by 1 or 2 mana depending on their effects.
2.) Increased mana cost of Mana Drip card to 4 from 3 mana.
3.) Reduced mana generated by Heroes and Elite Unique Mages to 2 from 4 mana per turn.
4.) Added Upgrade Construct, Armorize Construct, Augment Construct, Self-Awareness, and Sedition cards.

Bug Fixes
1.) Fixed issue where clicks passthrough popups while building a regiment.
2.) Fixed issue where certain powers didn't properly show visual effects.
3.) Fixed issue where all units became available in the Map Editor.

As always, our steam forums and Discord are always open for feedback. Enjoying the new units? Found something broken? Wondering why we never had any Mecha Sharks in this game earlier? Come tell us!

Latest Patch notes (1/21/2020) - The Map Editor!

Hey all!
Today's update comes with a big treat for you. A Map Editor!

*Toot*

Have you ever felt like you have what it takes to make levels for a video game? Have you ever felt like you specifically wanted to make them for strategy games? Ever felt like you could top Boomzap's level designers and you just wanted to roll up your sleeves and settle down to make some hextile-based maps that would run circles around us? Are we being a bit too specific? If you answered yes to any of these questions, download this new update right now and get to showing off your skills. You can also upload your new, super well-designed work to the Steam Workshop for other players to download and enjoy!

Oh and we've done some stat reworks for units as well as some reworks to the mana system as well. That's probably important.

Have fun!

Patch Notes (January 21, 2020)


New Features
1.) Map Editor has been added to the game. Can be unlocked after finishing the 2nd mission of the 1st Campaign Chapter.
2.) Steam Workshop feature for the Map Editor that allows players to upload the maps they've created so others can subscribe to them.

Unit Changes
1.) Adjusted Elite Stat bonuses to be % based on the unit cost. 15/30/50% increase for 30/50/80 gold cost units.
2.) Increased base stats of Hero and Unique units.
3.) Overhauled Unique units to have access to better powers compared to lower cost units.

Power Changes
1.) Increased Mana generated by Mana Gain II to 4 from 2.
2.) Adjusted the gold/mana costs of Recruit powers to be in line with the cost of the unit.
3.) Reduced Vulnerable effect to 50% increased damage from 100%.
4.) Increased Fortification amount on Structures to 4/6/8/10 from 3/5/6/7.
5.) Increased Fortification amount on Dryland, Highland, Flatland, and Farmland to 4 from 3.
6.) Increased Missile, Artillery, and Spell damage across the board.
7.) Removed cost for Transform powers.
8.) Reduced the cost of Cards across the board.
9.) Carl's Fortify Up and Fortification card now happens on Buff/Heal phase.

Structure Changes
1.) Towns no longer generate Mana.
2.) Reduced the Supply provided by Towns to 1/2/3 from 2/3/4.
3.) Reduced Gold generated by Towns to 10/15/20 from 15/20/30.
4.) Increased Supply provided by Barracks to 2/3/4 from 1/2/3.
5.) Increased Mana generated by Mage Towers to 2/4/6 from 2/3/4.

Misc Changes
1.) Added character art for the Prologue chapter.

As always, out steam forums and Discord are listening in for your feedback. Do tell us what you like and don't like about our new map editor, and let us know what we can do to make it better!

Latest Patch Notes (1/7/2020) - Gold Rush

And we're back from our Christmas break! You didn't think we would leave you with just a balance patch for everyone's stats did you?

This update features a rework to each unit's gold costs in the game, as well as massively buffing the gold generation of farms. With units now costing much more gold than before but with farms also being more powerful, you'll now be more pressured to build a few to fund your army's costs instead of razing them for more barracks space.

Speaking of, there's now a maximum limit to each map that determines how many units each player can control. This can also be turned off in the lobby if you ever wish to push your limits to how many units you can micromanage in under 60 seconds!

Patch Notes (January 7, 2020)


Mechanic Changes
1.) Added a Max Unit game option. This allows players to set a limit for how much Supply each player can get for a certain game.

Campaign Changes
1.) All tutorial messages can now be closed via the "x" button found below the message.
2.) Added Carl's campaign missions.

Unit Changes
1.) Unit costs have been increased across the board. New cost tiers are 20/30/50/80 gold.
2.) Decreased Ranged Damage by 25%.
3.) Tree of Life now Summons Treants instead of "exploding" into Treants.
4.) Tree of Life now has an AoE Heal instead of the special Draw Card ability.
5.) Druids now summon Saplings instead of Treants.
6.) Saplings now have 5 movement instead of 3.
7.) Elder Treants renamed to Rooted Treants.
8.) Fixed an issue where Elven Villagers didn't have access to their Healing ability.

Power Changes
1.) Web and Entangle now reduces movement instead of snares a unit.
2.) Web now costs 15 gold instead of 20 gold.
3.) Elite Entangle now deals damage.

Structure Changes
1.) Mage Towers now provide additional range to Buffs/Heals/Curses.
2.) Mage Towers now provide additional damage to Curses.
3.) Reduced additional damage provided by Towers and Mage Towers to +1/+2 from +2/+4 damage.
4.) Increased gold generated by Farms to 20/30/40 from 15/20/25 gold per turn.

As always, our Steam and Discord forums are here for your feedback. Happy New Year everyone!

Latest Patch Notes (12/23/2019) - Balance In All Things

Hey everyone!

While we don't have much new content for you today, we're releasing a patch that rebalances everything. That's right, everything.
After a few weeks of debate, we decided that the base values for all our stats for each unit was simply much too low to be able to nerf or buff them appropriately. Thus, we gave every unit a massive increase in stats, and then played an endless number of games internally to try to balance it to something less absurd.

But the work of a designer is never done - especially not without player feedback - and that's where you come in! We're releasing this major rebalance patch to you in hopes of seeing what you guys think. We'll be listening very closely to feedback in the next few (non-Christmas) days, and we hope you find this new patch fun. So without further ado, the patch notes:

Patch Notes (December 23, 2019)


Mechanic Changes
1.) Fortification amount on terrains and structures has been changed.

Unit Changes
1.) All units have had their stats updated.
2.) Reverted nerfs to Field Artillery.
3.) Units that have Recruit powers can now recruit Elite Units after becoming Elite themselves.

Power Changes
1.) All permanent buffs have had their numbers halved.
2.) Dying Wish now provides 2 extra cards instead of 1 when the unit with Dying Wish dies.
3.) Carl's AoE Fortification has been changed so it doesn't affect Flying or Ship units.
4.) Added elite versions of Rage, Liquid Courage, Shield, Protection, Web, Entangle, Tentacle, Vulnerability, Blades of Fire, Enrage, Enrage Beast, Improve Morale, Defiance, Improve Assault, Improve Missiles, Explosive Shot, Improve Magic
5.) Treants now become immobile when transforming to Elder Treants and Elder Treants can now go transform back to Treant form.
6.) Cards and/or Powers that provide damage multipliers have been halved due to the number updates on Units.

Bug Fixes
1.) Fixed the issue where certain traits or powers show up twice on the Unit.
2.) Fixed missing animation FX for certain cards.
3.) Fixed an issue that allowed clicks to go through certain parts of the UI while editing a regiment's emblem.
4.) Fixed map critters not properly spawning.

As always, our Steam forums and our Discord
is always available for you to tell us what you think.

Oh, and Happy Holidays from all of us here at Boomzap! We hope you have a wonderful holiday season!

Latest Patch Notes (12/2/2019) - A New Hero

We've got a small patch with a BIG treat for you today folks. We've enabled a new hero, Carl, and his faction for multiplayer and skirmish play.

It was only supposed to be a bugfix patch but then we thought, "Ahh why not? it's Early Access."

So here we are, releasing a brand new hero that might still be in need of some balancing (so do leave us feedback!) Carl grants his faction extra CP, and a wealth of artillery specialization to blow his enemies to kingdom come.

We hope you have fun with him!

Patch Notes (December 2, 2019)


Faction Changes
Carl has been made available. His faction is still subject to major changes as we do more testing.

Unit Changes
Adjusted Grenadiers attack to 1 from 2.
Removed Engineering from Grenadiers
Reduced cost of Grenadiers to 20 gold from 40 gold.
Reduced movement of Field Artillery to 2 from 3.

Power Changes
Reduced range for non-elite Artillery Fire to 2 hexes from 3 hexes. Elite Artillery Fire is untouched.
Reduced cost of Ammunition Shortage to 20 gold from 40 gold.
Reduced Discipline’s additional HP to 2 HP from 4 HP.

Bug Fixes
Fixed the issue where Fortification points did not persist after Fortify action was used during a Multiplayer session.
Fixed a text issue where it said to finish Olivia’s 2nd mission to unlock Skirmish or Multiplayer mode while only needing to finish the 2nd mission of the 1st Campaign Chapter.

Latest Patch Notes (November 27, 2019)

Hey everyone! We have a another major mechanics update for you today!

Defend has been removed with the ability to fortify on any tile instead, with fortification also giving units access to new abilities. We hope that this change further emphasizes the importance of good positioning and map control, as well as makes defensive play a lot more dynamic and interesting.

Here's the changelog for this patch:

Mechanic Changes
1.) Defend has been removed from the game.
2.) Fortify can now be used on any tile with or without a structure.
3.) Different terrains now provide different amounts of Fortification points.
4.) Raze now only reduces a structure's improvement level by one instead of entirely destroying it to a Ruined state or Foundation.

Campaign Changes
1.) Reworked Prologue missions to improve the tutorials each mission has.
2.) Second Prologue mission has been split into two to lessen tutorial overload in one mission.
3.) Updated the first half of Olivia's campaign for Ship and Charge tutorials.
4.) Updated Campaign Regiment tutorial.
5.) Players can now create their own Campaign Regiment startin on Olivia's 2nd mission.

Power Changes
1.) Armored has been renamed to Hardened and it now only reduces 25% Missile/Artillery damage from 50%.
2.) Destroy Structure now follows the Raze mechanic changes of reducing a structure's improvement level by 1.
3.) Reduced costs of Buffs and Heals.
4.) Skilled Support has been reworked to Improve Morale which is an active power that provides +2 attack around a 2-hex area.
5.) Added Buff Removal card power which removes all permanent buffs on target unit.
6.) Added Quick Fortify card power which provides Fortification points to target unit.
7.) Added Fortified Armor power which provides a unit 50% damage reduction from Missile/Artillery while Fortified.
8.) Added Fortified Shield power which provides a unit with 50% damage reduction while Fortified.
9.) Added Entrenched Artillery and Entrenched Missile power which provides bonus damage to Artillery/Missile powers while Fortified.
10.) Updated Tenacious power to provide +2 attack while Fortified.
11.) Updated Garrison power to provide +3 Fortification while unit is on a Structure.
12.) Updated Plant Regeneration powers to require them to be Fortified before regenerating HP every turn.
13.) Updated Stone Hail/Barrage powers to require Elder Treant to be Fortified before they can use said power.
14.) Improve Artillery now provides +1 damage to main target and splash target instead of just +2 damage to main target.
15.) Adjusted cost of Fog to 4 mana from 8 mana.

Unit Changes
1.) Trench Orc now has Fortified Armor instead of Hardened.
2.) Blunderbuss Infantry now have Entrenched Missile.
3.) All non-Ship or non-flying units with Artillery powers now have Entrenched Artillery.
4.) Thaumaturge now has Fortified Shield.

Structure Changes
1.) Farm now generates more gold and provides a higher Gold Limit.
2.) Standardized Gold Bonus when Razing structures.

AI Changes
1.) AI now knows how to use more Card Powers.
2.) Updated unit spawning strategy.

Misc Changes
1.) Fixed issue with Bumper Crop not properly applying bonus gold.
2.) Added more Tooltips to Regiment Create UI.
3.) Updated some power descriptions to be more readable.
4.) Added a "Summary" popup at the start of every campaign mission.
5.) Updated campaign text and cutscenes.

As always, our steam community forums and our discord server is always open to listen to your feedback!