The Last Hex cover
The Last Hex screenshot
Genre: Role-playing (RPG), Strategy, Indie

The Last Hex

Weekly Update 41 - Balance tweaks, Introduction of key bindings and more

Version: 0.8.10

Some fun updates today. The biggest is the introductions of key bindings. So more info on that below.

I have started implementing key bindings. They have been implemented for combat only at this moment as I feel that is where they are mainly needed. The plan is to expand on them (Map, rewards ect ect) as well as add the ability to customize these key bindings from the settings screen.

I have been playing with them all week and it is has been a nice addition.

You can turn on and off the key binding tool tips from the settings menu as well.

Full Patch Notes
New

  • Introducing key commands on battle screen
  • Added setting to hide key commands on battle screen


Updates

  • Removed Potions from showing up when removing a card in the inn
  • Removed old Consumed tooltip from potions
  • Potion duplicator has a new description - Potions are not destroyed on use
  • Added difficulty rating to Abandoned Farmhouse
  • Updated Odyssey class select scrollbar to have larger selection and scroll faster


Balance

  • More The Lost Nerfs
  • Void Strike Card got a buff
  • Lowered chance for undead to take a hex


Fixes

  • Removed Consumed keyword from Energy Potion
  • Fixed an issue with Iron Maiden power not showing up
  • Fixed an issue with saving odyssey wins from classes unlocked from Trials

Weekly Update 40 - Small Lost nerf and bug fixes

Version Number 0.8.9

This week comes with a lot of updates to the community. With the influx of players and then an influx of reports and posts. It is great to find some of the edge cases that are being found.

Also thanks and welcome to all the new players! Keep posting, keep sending in bug reports and do think about joining the discord community. It has been great talking with everyone and I have heard of some really great wins!

Check the full patch notes below.

Patch Notes
0.8.8.1
Potential fix for no hand drawn/hand limit reached issue when starting a fight after dying in initiate
Let me know if it still happens to you and your version says .8.8.1
- Way to work around it is to save and exit your current run and then continuing your run

0.8.9
Updates

  • Lots of spelling updates
  • Increased size of potion hit target for those using touch screens
  • Increased the size of equations and tooltips on card

Balance

  • The Lost got a slight nerf with frost and regen
  • The Lost health nerf

Bugs

  • Fixed a heal exploit on Essence Eater
  • Fixed an issue with Wolf Pack Hunt card dealing extra damage

Tested but unable to verify bug

  • Champion power not working when upgrading
  • Meditation leaves player with 1 less energy
  • Reinforce stopped working mid way through fight
  • Book of Monsters not working
  • Fury not working

The Last Hex - 40% off this week

A lot of things suck right now and there is a ton of people staying home whether it be self quarantined or mandated. Regardless, the situation is what it is and we all could use a little pick me up. It is not much but I have discounted The Last Hex by 40% for the entire week, I wish I could do more but I am doing what I can on my end.

For those who have been on the fence about picking The Last Hex up, for those who have been waiting for a good sale on The Last Hex, and to those who are just looking for something to help pass time. I hope you do pick up The Last Hex. A lot has changed and for the best, especially a lot of great changes being driven by the community. With constant updates and a plethora of content. It should keep you playing for some time.

Stay safe everyone!
Luigi

Weekly Update 39 - And I am back with a brand new update

Patch version # 0.8.8

I am back from a small break for the birth of my daughter! Everyone is doing amazing! And I really appreciate the support and kind words from the community on this huge life event for my family. Thank you!

One thing I want to bring up is that this was also a huge test to see how much breaks while I was unable to fix things. And... Things went really well, the game seems to be very stable outside of some edge cases and this is a huge success as the game gets closer to its official 1.0 release.

The main things I have been working on is some balancing of items as well as more translation fixes (thank you to the community members helping with this)

Update to unlock rates
We decided to make unlocking things easier. You will see unlocks come a lot quicker now, and it includes everything. Potions, enemies and events has seen a huge decrease in how long it takes to unlock things.

Upcoming week
This upcoming week I look to solidify the keyboard commands.

Full Patch notes
New

  • Added player and enemy consume card count


Balance

  • Death Ring is now Rare was Uncommon
  • All content is unlocked faster - With the biggest change being items and enemies/bosses
  • All status effect immunity potions are now Rare and cost 2 instead of Ultra Rare and cost 1


Updates

  • Fixed a bunch of translation issues


Fixed

  • Fixed an issue where The best offense achievement was not being unlocked via trial
  • Added in some logic to fix an issue if enemy has no more cards to play

Weekly Patch 38 - Bug fixes and the next 2 weeks

Hello everyone!

Today is a pretty interesting post for me. There are some bug fixes to talk about, an idea for keybindings to share, an infograph to share and a talk about the next 2 weeks.

The next 2 weeks


Long story short I will be working less on the game for the next 2 weeks. I will be working on any major issues that come up and some prototyping, but there is a possibility that I won't have a weekly patch for the next 2 weeks.

My wife is being induced tomorrow and soon we will be adding a new member to our family. Sorry for any inconveniences this may cause.

Infograph of player stats for the past week




Keybinding ideas


Here is what we are thinking for general keybindings

Esc - Menu interaction
1-10 to quick play a card
Number the first time - highlights + bring card to the front; number the second time - confirms play of card
Enter / 'E' to end turn
C - Character info (Inventory)
D - view player deck (Deck)
B - View Consumed Cards (Burned)

Player ideas:
D -Draw
F - Discard
G -Consumed

H - Enemy Draw
J - Enemy Discard
K - Enemy Consumed

Potions idea -
P to access potions menu - Esc to cancel or E / Enter to confirm




Patch notes
Fixes

  • Fixed an issue with Demon Lord Searing Slash showing incorrect numbers
  • Fixed an issue with Undead Guard Odyssey level 2 power
  • Fixed an issue with Vanguard Odyssey level 2 power description
  • Fixed an issue where potions are disabled after gaining extra energy in a turn
  • Fixed an issue with Succubus charm not working
  • Fixed an issue with later odyssey progression

Weekly Patch 37 - Bug fixes and question to the community about key mappings

Patch version 0.8.7

This patch is mainly bug fixes. But I do have a new info graphic on player stats which you can find below. I also have a question in regards to key mapping and what you guys want.

Players seemed to enjoy the infograph from last patch notes so I made another one.


Key mapping
I have started working more on key mapping. Both controller and keyboard support. I want to know what you guys want as far as functionality.

Things like being able to play cards in hand by hitting 1-10 or hitting escape to bring up the menu. Or space bar to end turn. That kind of thing. Any thoughts would be grand on what you expect from this kind of functionality.


Patch Notes
Updates

  • Continuation of updating scroll bar speeds
  • Updated the size of hover over card text during battles
  • Players can now change out equipment for event fights
  • Changed the rating of Reaper fight event
  • Removed normal game restriction for achievements
  • Started to remove uncleansable effects from player status effect area to enemy status effect area, to lower confusion on what is cleansable


Fixes

  • Fixed an issue with continuing odyssey runs and having the rule applied twice
  • Fixed an issue with tutorial. Equip screen was under the potion select area

Weekly Patch 36 - Health items balance and bug fixes

Patch version 0.8.6

This week comes with some balance tweaks to health items as well as a number of bug fixes which you can find at the end of this post. I have also tested out something new outside of the game but related to the game earlier this week that I want to share with you.

Earlier this week I created an info sheet of some interesting game stats. Check it out below, and if you find it interesting let me know and I will continue to make them.


Full patch notes
Balance

  • Life stone now gives 120 max health
  • Giant Brain now gives 160 max health
  • Blossom necklace now gives 50 max health
  • Iron skin potion has been nerfed slightly
  • Death Ring rebalance
  • Health Shard now gives 40 max health


Update

  • Updated Odyssey text, removed statement of only having 12 chapters. All chapters are implemented
  • Updated trial page scrolling to be faster
  • Made some tweaks to the Cursed Church quest line to be more accessible
  • Update to steam page for marketability purposes


Fixes

  • Fixed a potential issue with Gilded Fortune
  • Fixed an issue with Festering toxin text
  • Fixed an issue with Blind Run trial showing health when saving and continuing
  • Fixed an issue with Alchemize bringing up old potion bag
  • Fixed an issue with resuming Energy Trial
  • Fixed an issue where player equipment banner is not updated after starting Survival trial
  • Fixed an issue with sword breaker and the walking lost interaction

Weekly Patch 35 - Potion update issues fixed and player health rebalance

Patch version 0.8.5.3

Potion update issues
This weeks patch comes with a number of fixes to issues around items and interactions that came up because of the potion update last week. A number of items have been fixed and a number of interactions have been fixed. The biggest being Alchemize not working. Continue to let me know if other things are not working.

Along with these fixes I have done 2 things to enhance the potion update.
First being Vial of Fire can now be used on the world map
Second being potions now stack in fights.


Player health rebalance
We have had an issue for a while where player health does not seem to scale well with the player as they go. Enemies gain more health and do more damage as you go and it was a little disproportionate to the player increase. So the first step we are taking to combat this is to make health upgrades from cities and camp bosses scale.
In the level 1 areas the increase is 40 in trainers and after defeating a boss. For each area after that it increase by 10 per level. So in the final level area you will be able to gain 90 health.

We also plan to buff health items in general, but we want to see what impact this initial change has on a run.

That is all the major things this week!

Full notes
New
- Potions now are shown in stacks while in fights
- Boss fights now give increasing max health bonuses
- City trainers now give increasing max health bonuses
Update
- Moved location of where enemy card appears due to a layout issue
- Removed critical tooltip from Pummel
- Players can now use Vial of Fire from map
- Continuation of fixing up translations and layout issues caused by translations
Fixed
- Fixed Taunt wording
- Fixed a bug with intolerance
- Fixed an issue with Alchemize not working
- Fixed an issue with Rapid Fire Crossbow making high cost potions unusable after playing a card

Patch 34 - Big Potion Update

Patch verson 0.8.5

Hello everyone!

Big update today! We have revamped potions quite a bit.
But before we get into the full changes, I want to mention that we want to hear from you about the changes. What you like or dislike. Even what you would want to see added or would change. We are still refining this system and I am sure changes will be made based off feedback.

So with that, let's jump in.

So the first and most important change is that all potions are now destroyed on use. All of them, every single one.
We really want to bring more RPG elements into The Last Hex, and we believe that this change runs more in line with that mindset.

Because all potions are now destroyed on use, we have decided to make them better and cheaper.

For the most part all potions have doubled in effect.

Potions are now cheaper in cities.

  • Commons now cost 25 gold
  • Uncommons cost 60 gold
  • Rares cost 150
  • The Ultra Rares have kept their price point of 800-1000 gold


Healing potions can now be used from the map
This is one we have been talking about for a long time and has been something requested. We didn't have a proper way of balancing this in the old system, but now that potions get destroyed on use, we figured there was no reason to not let players use healing potions on the map.

We have added a new potion UI during fights
Since we want potions to be a more common and more frequently used we have removed the potion bag. We now have a spot that shows all your potions and you can now use potions without having to open the potion bag. This change will hopefully not only speed up the process for using potions but to also let players know they have potions and should be picking them up.

Class updates
With this change we had to update some classes. The Thief got a buff with Sudden Strike now adding poison 2.
The Alchemist also got a buff, potions are now added to the players potion deck and will stay there until used. And Alchemize can now be played on all potions.

So that is all the potion changes! Try it out and let us know what you think. As mentioned more changes are coming to this but we wanted to get first impressions on this.


Full Patch notes
New
- Potion rework

  • Potions are all now destroyed on use
  • Potions have been rebalanced
  • Potions now cost less
  • Potions have a new UI in battle
  • Healing potions can now be accessed on the world map
  • Thief got a buff
  • Alchemist got a buff

Balance
- Trainers are more likely to appear in cities
Fixes
- More translation updates

Patch 33 - Translation updates, bug fixes and potions update

Short update. I am continuing to update translation issues thanks to everyone sending in fixes! It helps a lot.

I have also been keeping up with bug reports being sent in.

Lastly I am almost ready to start implementing the changes to potions, I did some balancing in our spreadsheets for the potions, and should be good to be made live next weekend!

Fixes
- Continuation of translation updates
- Fixed some issues with cards not showing correct damage
- Fixed some UI issues in character info screen
- Fixed weird font in War Master

Balance
- Balance tweak to Spider Lord poison
- Balance tweak to Necromancer poison
- Removal of treant healing