Patch 32 - A lot of translation fixes, bug fixes and future potion update
Patch 0.8.3
I am back from MAGFest and working on a lot of translation items that people have sent in. Thank you so much for being so supportive and understanding with this. And thank you for helping to fix the issues! I am continuing work on this and bug fixes that have come in.
But I also wanted to talk about changes to potions that are incoming. It will heavily change how potions work in game. We want the potions to feel more RPG like, as well as be a harder to choice to use them vs saving them. Changes will include
All potions will be a one time use - Will be derstroyed on use and no longer consumed
All potions will become stronger because of the previous item
Players will be able to use healing potions outside of combat
Potions will be super cheap ~50-75 per common potion and going up from there
These changes will affect a couple classes and those classes will get a buff to work with these potion changes. Talking about the Thief and Alchemist.
Full Patch Updates - Update to potion duplicator description
Fixes - Fixed many translation related issues including cards, equipment, enemies and events - Fixed an issue with Sniper Shot giving incorrect defense - Fixed an issue with Curse Absorption having wrong formula
Can not reproduce - Shadowskin tunic not adding extra damage
Weekly Patch 31: 2020 Roadmap, Translations and a word about the past 31 weeks
Version Number 0.8.2
So this is the big year end patch and the last post of the year! I hop everyone is having a fantastic holiday so far.
This note is going to start off a bit different than the past notes and if you are looking for the update portion of this note then scroll down to the next header.
I wanted to give a huge thank you to the entire community. To those who send in comments and bug reports, to those who are active on the discord, to those I meet at events, to those who have issues with the games, to those who have spent over 200 hours playing the game, to those who stream it,to those who talk about it and to all who just play. A huge thank you for helping us create a better game. I honestly couldn't do it without all the support that everyone gives. I look forward to working on the game everyday and I strive to be as active and upfront as I possibly can. So again, another huge thank you to everyone, you really do make it possible for us to keep going.
The Last Hex had a fairly rocky start, it was fairly basic and had a decent number of issues. But over the past 31 weeks of patches, I feel it has become a much better game, a more balanced game and a better flowing game. A lot of changes happened, many from the community, many from the bucket list of things we wanted to implement and many just from testing. But regardless looking at where The Last Hex was and how it is now, it is night and day and I couldn't be happier about its progress.
Translations
Translations will be turned on! Now I know they are not going to be great translations, I do know that there are going to be issues grammatically and visually. We will work through it. Just send me reports as you see issues and I will get them fixed as soon as possible. I do really apologize for any translation issues, and I ask that you be patient while it gets worked through. Translations have been made for the vast majority of things, but some things are still not translated and I am working through those.
If you would like to help with translations please send me an email - luigi@thatindiestudio.com
You will be able to change your language in settings to one of the following languages
English
Chinese
Russian
Spanish
French
2020 Roadmap
So the big thing I want this year is to do a full launch, I am unsure of when, but I want to launch.
Things I want done for launch
Fully finish translations
Controller support
Mod support
Nice to haves before launch
15 new music tracks
Enemy sounds
Dungeons
Add in more languages
Things that are actively happening
Continue to do weekly updates (exceptions listed below)
Continue to iron out bugs
Continue to improve the UI
Some dates that I will miss weekly updates
The first week of January we are at MAGfest for almost a week showing the game. I won't be able to find time to do updates.
And In February for at least 2 weeks most likely. My wife and I are expecting and I plan to take time off for this.
Thank you everyone! Have a Happy New Years! Luigi
Full Patch Notes Sorry, I didn't really keep a good list this week so here are the major highlights.
Turned on translations
Fixed many English issues
Cost for the trainer has been reduced
Weekly Patch 30: Translation update and bug fixes
Patch version - 0.8.14
So I will cut straight to the good bit, I will be making translations live next weekend on 12/29/19. It won't be completely done and there will be updates needed to correct translation issues, but it is at a point where just about everything is translated!
The translations are currently done using google translate, which I know can be way off the mark. And so I look to the community to help me set things straight.
Current languages that will be supported Chinese, Russian, French, Spanish
Full Patch Notes New - Can now see battle log on defeat screen
Updated - Updated Tutorial to match the new fight layout - More UI updates
Fixed - Bramble Snare now triggers of each attack an enemy plays instead of just each card - Updated Darkside logic to work more reliably - Reworked how Mercenary buff works to be more reliable - Fixed an issue with Thief getting a larger discount that their moderate discount when continuing a game
Weekly Patch 29: UI reworks and basic card/potion sorting
Patch version: 0.8.12
This week comes with some interesting updates as well as the start to something many have been asking for.
The first is I have reworked a number of UIs to be cleaner and easier to read. The biggest changes are to the fight screen and the character info screen. So let me know your thoughts on the changes!
Another item that was added to the character info screen is the ability to sort cards and potions. Sorting options include by name, cost, attack or defend. This is just the start of the sorting and more will be added. So do let me know what other sorting types may be of help to you.
Full patch notes New - Basic sorting feature for potions and cards
Updates
Removed warmaster from trials
Made some tweaks to On The House to work more reliably
Added card name or equipment name to hover over status effect text
Updated Fight UI
Update to character info UI - relayout of a number of items as well as scaled down the size of cards
Fixes
Fixed an issue with Medics Advance for Vanguard not triggering
Fixed an issue with The Count's Call Vita card always healing the count
Update to Crucial Sacrifice to state non potion card and an update to its code to function more reliably
Weekly Patch 28: Some text updates but mostly backend updates and translations
Hey Everyone!
This week has been some work mainly on things that do not directly effect play. Some clean up of code, and continue work on translations.
But we are at the end of content planned for the game, and will be mostly working on bugs, translations and a couple of other surprises for awhile to get the game solid.
But I want to say thank you to everyone for all the feedback and bug finding! Keep them coming! It is greatly appreciated!
Cheers! And I will get more noticeable updates up next week.
Weekly Patch 27: Some bug fixes and a Thanksgiving break
Hey Everyone!
Not much this week, as my wife and I hosted our first family gathering for Thanksgiving. We had family in most of the week and had to do the whole hosting thing. One of the reasons why last weeks patch was as large as it was.
0.8.11.2 Fixes - Potential fix for having no cards at the start of fight
0.8.11.1
Fixed - Created a check to see if max health is below 0 on initiate - Hid the original continue survival button - Fixed an issue with continuing Survival Trial
Nominate The Last Hex for the 2019 Steam Awards
I didn't initially plan to send this out but figured why not.
The Steam 2019 award nominations run during the Autumn Sale (The Last Hex is 15% off), and I would love your nominations. I know The Last Hex is a rather small game, but we can dream of winning!
I figured the best category is The Best Game You Suck At. I feel it fits The Last Hex fairly well. From our first timers to our long time veterans playing, The Last Hex finds its way to just beat you. But it is so satisfying when you get the right combination, when you are so overpowered you feel like a god, and even just winning by the skin of your teeth. It feels satisfying to have things go your way. So after all the frustration and bad RNG rolls that may frustrate you, the feeling of overcoming such a hardship feels great.
So please vote for The Last Hex for The Best Game You Suck At Award.
Cheers! Luigi
15% off The Last Hex during the Steam Autumn Sale
Hello everyone!
The Steam Sale is on and The Last Hex is 15% off until Dec 3.
Now is a great time to get in on The Last Hex. I am updating it weekly, with community feedback, bug fixes and new content!
Weekly Patch 26: 5 new trials! New intent system implemented and balance tweaks
Version Number: 0.8.11
This is a huge week! A ton of great stuff that I am really excited to talk about!
But before we get down into things. I have a huge favor for players who have not left a review on Steam and who are willing to. We would love to hear from you, and this also can help the game grow. As a small team who wants to make games our primary jobs and not just our job on top of our current day jobs. This would be of amazing help, to not only promote the game but hopefully show we are capable of creating something fun and engaging.
But now to the real patch talk.
This week we have added 5 new trials!
- Energy Challenge - Suffer damage every card played once you have more than 3 energy - Bard - Fights no longer give gold but instead gain 1500 gold the first time you enter a city - Cursed Child - Gain a curse at the end of every fight - Blind Run - Can no longer see your current health or enemies current health - Survival - Create a character and defeat The Lost
The one thing with these is that our normal Survival mode has been temporarily removed while it is being reworked into something hopefully better.
New intent System
The new intent system is now fully implemented. For those who are unaware of the changes we made here is a TL;DR
Enemies will now either say or "do" something at the start of your turn. This will indicate what card they are going to play on their turn and its possible effects. This system is more in line with how we originally wanted intent to work. This system is also enabled for Hero difficulty.
But we will continue to refine this system as time goes.
This does not mean the old intent system is out, but we are looking to phase it out at some point. But we want to hear from you. What are your thoughts on the new intent system?
Balance tweaks
Some balance tweaks were made to enemies to be easier on normal play (initiate, adventurer, hero). We want Odyssey mode to be where players challenge themselves and where they go to play a harder game. So if you want a good challenge go try and complete Odyssey.
Let us know your thoughts about these changes or the new content. And let us know what kind of things you have been enjoying or would like to see added or changed.
Full Patch Notes New - New trial - Energy Challenge - New rare artifact - Fission Reactor - +5 Energy; Suffer 5 damage every turn for each energy above 3 - New trial - Bard - New rare necklace - Gilded Fortune - Small chance to not be charged when making a purchase in a city - New trial - Cursed Child - New rare main hand - Light Drinker - Gain 20 strength per curse at the start of fight - New Trial - Blind Run - New uncommon head - The Mind eye - Can see cards in order when looking at draw pile - New trial - Survival - New rare card - Last Stand - Set your health to 1; Cleanse everything; The next 2 enemy cards are not played; Consumed - Level 5 enemy intent sayings added - Undead enemy intent sayings added - Boss intent sayings added
Rework - Reworked tutorial to be shorter and more explicit on rules
Removed - Removed original survival mode
Balance - Level 3-5, undead and bosses made slightly easier .
Update - Updated Collar text to state non potion cards - Updated Retry button to work better - Some UI changes - mainly scaling down UI elements to be smaller
Fixes - Fixed an issue with Orb of Pestilence - Fixed an issue with Collar not always playing 3 cards - Fixed spacing on some cards - Fixed an issue with city shops not scrolling
Weekly Patch 25: Introducing a new intent system and bug fixes
Version Number: 0.8.10
The big thing this week is the introduction of a new intent system. We never really wanted to show intent so plainly like we do, but we understand why an intent system is needed. So we wanted to create our own variation of an intent system that is more inline with how we envisioned the game as well as help build the world that the players play in.
So we have added specific text to each monster card. At the start of each player turn the enemy will say something that directly correlates to the card they will play next. We are attempting to make it a little obvious on if they will attack or defend with these sayings, as well as give some kind of indication of status effects.
There is still a sense of exploration/learning with this system as you will need to learn what saying each card has, but we hope there is enough indication on the cards to at least get a feel for what they will do next.
We are leaving the current intent system turned on while we test this out, but we want to hear from you guys about this new system. So please do let us know your thoughts on it.
This system is currently built for the first 4 levels of enemies, we are working on the 5th, the undead, event enemies and the bosses through out this week and will be putting up patches as we get through them. We wanted to get an early version out there to get thoughts.
Full Notes 0.8.9.11 New - Implementing the start of new intent system for the first 4 levels of enemies
Updates - Updated Gremlin power to trigger more often - Increased odds to gain more than nothing in A Strange Alter event
Fixes - Upgrading health in cities now heals you 40 instead of 30 - Fixed an issue with Poisoner power not playing
0.8.9.10 - Small tweaks to the info screen to make it less cluttered
0.8.9.9 - Fixed an issue in initiate where the Lost continues to get stronger after continuing - Temples curse removal, small donation and large donation are now one time use each