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

The Last Hex

Weekly patch 05: Introducing equipment inventory, a battle log and bug fixes



Patch game version: 0.7.8.25

Weekly Patch 5


Hello everyone! Today's patch includes some pretty exciting new updates! Which you can read about below. The rest of the patch notes are below that.

New Features



Equipment Inventory


Part of what makes The Last Hex, The Last Hex, is the RPG aspects that we have included. We want to keep adding in more aspects of RPGs to really bring out the experience we want to create. With that said, no RPG is complete without an inventory system. So we have introduced an equipment inventory system.

With this update you will be able to carry around all the equipment you have picked up or purchased. You then will be able to swap equipment while on the map or right before battle. You will be able to see what enemy you will battle and decided to swap equipment or continue to the fight. With this, you will be able to carry around a lot more situational equipment and swap them in when needed.

This will give you a wider range of play with the equipment and give reason to pick up some of the weirder items to use for specific combats like the Necklace of Spiderkin (poison immunity) without having to commit to only using that item.

This is the first step of our inventory system, and it will evolve over time. Do let us know your thoughts on this.

Battle Log


Sometimes during fights we realize that things can happen rather quickly and with subtle visuals. We hope to visualize and make these things more noticeable as we continue development, but we also realize that having a battle log can also really help with this issue. You can access the battle log anytime during combat, via the Battle Log button. This will let you know what you and the enemy have been doing, what each of you has played, how much damage you have taken and where the damage came from. Let us know what other info we should add to the battle log.

Class Randomizer


Not sure what class to play? Let the game choose for you! We have added a randomize button to the character select, that will through you into a game with a random class.

Patch notes
New

  • Added a battle log to fights
  • Added an inventory system for equipment
  • Added randomize button on character select

Updates

  • Updated Survival to use new Map creation method
  • Survival - Each level now has 1 city randomly placed in it
  • Reworked sleep

UI

  • Fixed a display issue for number of items left to unlock in compendium
  • Clarified Skeleton King power to include removal of buffs

Bug Fixes

  • Fixed an issue with Energized boon not working
  • Fixed an issue with Cyclone slash not dealing correct damage
  • Fixed a bug with losing max energy when running away as the Farmer
  • Fixed an issue with Slowed curse not refunding
  • Reworked Loaded deck code as to not proc Highwayman power if used

Weekly patch 04: Update on translation progress, bug fixes, UI updates and Initiate mode balance



Weekly Patch 4


Hello everyone. This week is a little light on fixes and UI work and the main item this week is an update on where I am on translations.

I am currently working on translating The Last Hex into French, Spanish, Russian and Chinese. I believe I am 1/3 of the way done with translations and will be continuing to work on that and bugs this upcoming week.

Latest version 0.7.8.23

UI

  • Purification button is disabled if player does not have enough money after use
  • Sleep now has consumed keyword
  • Updated Hidden Blade description to be more detailed
  • Added enemy ran away screen
  • Added no reward screen
  • Updated Charged Gauntlet to be correct - does 10 damage not 8

Bug Fixes

  • Fixed an issue with sleep working forever
  • Fixed an issue with Hammer of smiting dealing 12 damage every card
  • Fixed an issue with Draw/Energy boons/curses giving too much or taking too much draw/energy
  • Fixed an issue in Survival where players could re roll and still obtain previously selected item/card
  • Fixed issue with saving and continuing initiate where intent was disabled on continue

Balance

  • Updated some event difficulties
  • Players now can not remove horde stacks from Death knight
  • Slowed lost progression in Initiate
  • Less lost tiles in Initiate

Weekly patch roll up week 03: Bug fixes, updated map sizes and slightly altered events



Weekly Patch 3
Hello everyone. We are back from vacation, rested and ready to jump back into continuing to improve The Last Hex. We managed to get a bit done this week as we are ramping up for the future.

TL;DR


Biggest changes this week include a couple things
- Events now have a difficulty rating. Higher the rating the more likely it will be something deadly. Because of this change, event enemies no longer scale. If you decide to go into a 3 or 4 skull event in level 1, you may have a bad time. But if you leave, the event reshuffles back into the event order and you will see it again, so you will not miss out on the rewards for the run.
- Initiate, Adventurer and Hero difficulties now have different map lengths. With Initiate being the shortest and Hero being the longest.
- Lastly I made some visual changes for damage on player and enemy to know what the damage is coming from (poison, bleed, expose, ect ect)

Latest version 0.7.8.22

New

  • Initiate, Adventurer and Hero now have different map lengths for ease of play
  • In survival you can only move forward and not backtrack now
  • Added status effects that player and enemy had to defeated screen
  • Events now have a rating system.
  • Event enemies do not level depending on where you face them because we now show difficulty. Every event crab will be the level 1 crab, every highwayman will be level 3, and every undead will be level 6.
  • Also because of the addition of showing event rating, harder events will now shuffle back into event order so that they will be seen again. this only applies when leaving the event at the start.
  • Added ability to see all unlocked cards even if unowned.
  • Added Events to compendium
  • Steam cloud has been enabled
  • Added a new trigger point for fights, certain effects and cards will only trigger if a card is played. IE Expose,bolster will only work if the card actually hits now; This also extends to potions and items - Last breath poison only works if card hits. And this should fix multi play card issues triggering multiple times with multi proc items
  • Added new text display when attacking/evading/being shocked. Saying what kind of damage was dealt and for how much.

Bugs

  • Fixed an issue with opening compendium during survival character creation breaking run
  • Fixed an issue with berserk ring giving -1 draw at the end of fight
  • Fixed an issue with The Pact giving incorrect defense
  • Fixed an issue with Blood Pact giving enemy bleed
  • Fixed an issue with Called Shot giving -50% critical due to critical update
  • Fixed issue with potions not being saved as owned - will need to obtain potions again to save correctly
  • Fixed issue with Champion enemy Combat Frenzy card
  • Fixed issue with Crack the shell and Sword breaker if enemy does not have cards
  • Fixed issue with Banshee Shriek breaking if no cards to remove from player
  • Fixed issue with Holy Rites event purification not costing money
  • Fixed issue with Death Call not working in survival mode
  • Fixed issue with Mercenary boon not lasting forever if bought that specific tier
  • Fixed issue with Meditate giving permanent +2 draw
  • Fixed issue with removing Light of the Chosen artifact
  • Fixed issue with Crucial Strike causing issues when playing "generated" cards
  • Fixed issue with Spirited boon not triggering when Hood of the Chosen was equipped
  • Potential fix for lucky rabbits foot to play certain cards more than once
  • Fixed issue with Sanctuary event breaking save files
  • Fixed issue with sleep ending after 1 turn

UI

  • Updated text of Double Down to be more specific
  • Applying weakness now updates the values when seeing next enemy card
  • Cards that the Banshee consumes are now visible in consume deck
  • Updated equation for Tainted Blood
  • Updated equation for Sentinel
  • Grammar and spelling updates
  • Removed Curse key word from Mummy attacks
  • Iron Skin Potion now shows reinforce tooltip
  • Added a vague formula to One for all
  • Items that trigger once during a fight now disappear from status effect bar once triggered

Balance

  • Initiate mode has been adjusted and made easier due to smaller map size
  • Endless rain event is now repeatable
  • Holy Rites event is now repeatable
  • Champion enemy buffed
  • Frost Adept is now consumed and gained a buff
  • Critical is now capped to 50%
  • Evasion is now capped to 75%
  • Razor ring now deals 20 damage when attacked
  • Elixir of Champions is now destroyed after use


Weekly Patch 02: Bug fixes, Survival mode, and the next 2 weeks



Hello everyone, below is the full patch notes for this week. But some of the big changes to be aware of include.

Survival mode - A mode where you create your own character and see how far you can go with them. There are no events and there is a city after every mini boss.

Quick enemy turn toggle - A toggle in settings that will turn on/off enemy quick turns. If it is off, the card that the enemy will play will stay on screen until you hit continue. This will give players time to read the card thoroughly.

Burn buff Burn got a decent buff, it is now twice as powerful. We believe this to be a good spot for burn. Even before the update we have seen people stack 200+ burn a turn. Which can now be doubled to 400+ a turn. So it is possible.

The rest are bug fixes and some balance work.

Please read this section

The next 2 weeks


My wife and I are celebrating our anniversary and will be traveling out of the country. I most likely won't be able to make any large updates and I can't promise I will make any updates at all. I will still be active on the forums though.

Sorry for any inconvenience with this. I did my best to do more updates over the past 2 weeks to get everything ready for this absence. I wanted to get the new modes and difficulties in as well as fix as much as I could before I left.

Now onto the full patch notes

Version 0.7.8.20



New



  • New mode - Survival
  • Added a toggle in settings for quick enemy turns

UI



  • Moved end turn button to below consume and draw pile
  • Fixed missing names on character select screen
  • Updated Collar description to mention that multi hit cards count as multiple cards
  • Updated Phantom Daggers calculation display
  • Updated Cyclone Slash calculation display
  • Intent is now updated when enemy deck is manipulated
  • Battle Ballad updates draw pile count
  • Added consumed keyword to contagion
  • Staggered damage indicator number when attacking
  • Made defense indicator larger on player and enemy
  • Clarified Ooze power
  • Grammar and spelling updates
  • Added a continue button once an enemy plays a card, to give players time to read
  • Enemy card is now bigger when played
  • Updated enemy consume deck to display cards as enemy cards and not player cards

Bugs



  • Fixed an issue with Sword breaker and Crack the shell.
  • Fixed an issue with wizard attempts displaying incorrectly in compendium
  • Potential fix for losing permanent energy from energy items
  • Fixed an issue with Survival mode not loading correctly
  • Fixed an issue with Survival victory screen having some issues
  • Fixed an issue with second wind not setting off paladin power
  • Potential fix for crashing issue with items that play cards multiple times
  • Possible fix to multi hit cards and equipment crashing some systems
  • Fixed an issue with bolster not removing properly
  • Fixed an issue with Claymore
  • Fixed an issue with cleanse and Wyrm Glare
  • Fixed an issue with cleanse and Phase Spider
  • Fixed an issue with Terminal curse.
  • Fixed an issue with Colar not playing last card twice
  • Fixed an issue with god items not being removed when unequipped
  • Fixed an issue with Crucial Sacrifice not triggering effects multiple times

Balance



  • Alchemize only works on potions that are not destroyed
  • Buffed burning blade
  • Buffed burning book
  • Buffed burning shard
  • Burn buffed
  • Quickstrike nerfed
  • Bravado nerfed
  • Nerfed Phantom daggers
  • Nerfed Cyclone Slash
  • Homefield Advantage destoys itself after 12 run aways.



Thank you everyone!

Introducing Survival Mode!



Hello everyone!

I have been working on something I have been wanting to get into the game for a long while now. I call it survival mode, but it boils down to a mode where you create your own character and see how far you can go with them. There are no events and there is a city after every mini boss.

This mode is still in development and will change as we continue to work on it and as we get feedback. I wanted to get this in front of people to test the waters on it and to get initial impressions on the concept. From our testing it seems to be fairly solid but I am sure some bugs will come up. It is hero level difficulty and is fairly difficult towards the end. There is some balancing that needs to be done, but this is our first public showing of the mode. With all that in mind you will not be able to get unlocks or get achievements from this mode.

This mode has its own save slot and you can have both a normal run save and a survival run save.

Happy surviving everyone!
Luigi

Weekly Patch 01: Bug fixes, new difficulties, and build your own character teaser


Patch notes for the week of 5/13/19 - 5/19/19

This week has brought a ton of great updates and fixes. Thank you to everyone who is helping us get to the edge cases that we have missed. It is greatly appreciated. I am constantly checking discord, the forums and my bug report board to see what needs to be fixed, and to also see what everyone wants to see in the game.

The biggest thing this week is the introduction of Initiate and Hero difficulty. Which you can learn more about here.

I have also included a fun little peek at what I have been working on at the end of this post.

Patch Notes



Patch Version Number - 0.7.8.15

New



  • New Trainer - Trainer is now based on specific stats purchased in an area. Specific stat price will double when purchasing for that area. Effectively making the next area's trainer more cost effective.
  • Addition of Easy mode and Hard mode to choose from when starting a game
  • Added way to view player consumed cards
  • Added ability to quickly pull up enemy deck if already beaten by clicking on their draw pile.
  • Split out cards and potions in character info

UI



  • Grammar and spelling updates
  • Clarified Hero Resolve to say cleansable negative status effects
  • Clarified Bloody Vengeance
  • Clarified that Player gets poison from ooze attacks
  • Fixed issue with collar and multi hit cards with high stats crashing game
  • Fixed issue with Quick Strikes sometimes crashing game
  • Fixed issue with Earth Golem removing strengthen
  • Updated Recycle card select text
  • Fixed display issue in compendium with enemy powers
  • Continuation to fix grammar/spelling
  • Updated Poison Orb and Burning Orb description to state card effects are doubled
  • Bandit Leader power in compendium is now visible
  • Updated Suffer damage to Lose x health
  • Turned off new effect star for equipment
  • Changed abandoned run to save and exit
  • Made potion bag button bigger
  • Grammar and spelling updates
  • Reworded Frost Hammer
  • Added some logic to change button text on camp reward screen to specify that you are taking nothing
  • Removed Curse keyword from mummy cards

Bugs



  • Fixed issue with divine strike and not having enough cards to play it
  • Fixed an issue with opening character info and then being unable to select a hex
  • Fixed an issue with killing enemy and lost with no attacks played
  • Fixed an issue with Shirt of Clotting not working on dragons
  • Fixed an issue with the discarding cards in cities and potions
  • Potential fix for no player health/no enemy health bug
  • Buffed Marchosias Ferocity
  • Fixed issue with victors ring giving +2 energy +2 draw permanently
  • Fixed an issue with Collar and Multislash breaking layout
  • Fixed issue with Mindflay and 0 draw
  • Update to Phantom Daggers and Cyclone Slash to mitigate crashes
  • Fixed issue with Forewarned setting enemy deck to 0
  • Fixed an issue with Shuffle potion if player has no discard or draw
  • Changed Mindflay to check to see if player discard is 0
  • Changed some code around for Shield of Conviction and Extra Life
  • Added some extra checks for Tunic of the Chosen resetting.
  • Fixed issue with Reaper's health
  • Stone Golem Cleanses stun, but stun icon stays. It now is removed
  • Fixed an issue where players could click through the background and hit a button on rewards and events
  • Fixed an issue with On The House not working as intended
  • Alchemize is now actually consumable
  • Changed around code in Blue Ioun Stone to try to ensure energy does not go missing
  • Changed around code in Victors Ring to try to ensure energy does not go missing
  • Changed Strategist Hat functionality
  • Fixed issue with Molten Missile not dealing damage
  • Fixed issue with Stunning Hammer
  • Fixed Ring of Regen having wrong amount of regen
  • Fixed an issue with Divine Intervention duplicating cards
  • Fixed an issue with Fortified Plate not removing bleed
  • Fixed an issue with Provoke card not giving eavasion
  • Fixed an issue with Guiding Light
  • Fixed an issue with Energy shard giving +2 draw instead of +1
  • Fixed an issue with Coflagaration
  • Fixed an issue with Crucial Sacrifice destroying itself
  • Discounts have been re applied to trainer

Balance



  • Nerfed Fortify card
  • Nerf of Divine Nectar
  • Slight nerf to Battle Fury
  • Restoration now gives regen for fight
  • Buffed Lay the Odds
  • Noble tunic rebalance to be higher rarity
  • All burn has been buffed - Monster cards included
  • Reinforce got nerfed
  • Buffed Frenzy


Build your own character mode teaser
Now for a fun thing I have been working on.

I have been working on a build a character mode. Where you have a set amount of money to spend on various aspects of your character. Each aspect cost a specific amount of gold. You can roll for cards to add, potions to add and equipment to equip. As well as select a starting skill of choice as well as purchases stats, energy and health.

I am unsure if I am going to be able to get this out before my wife and I leave for vacation, but I will try.


New Hero and Initiate difficulty; Trainer rework



Hey Everyone.

We have been watching a lot of the game play and feedback from our community, and today we pushed up a couple of new things and some large changes that many have asked for.

The first is the introduction of an easy mode and a hard mode or Initiate and Hero as we call it in game. The second being a rework on how the trainer works. Read through all this as the trainer rework does add added difficulty to a run as well.


Easy mode (initiate) / Hard mode (Hero)


When starting a new game you will now have 3 choices;

Initiate
A good way to learn the base mechanics of The Last Hex.
Enemies have 20% less health
Enemies have 20% less stats
Intent is always on

Adventurer
This is our normal mode that The Last Hex launched with

Hero
This is our hard mode that increases the difficulty of a run
Enemies have 40% more health
Enemies have 25% more stats
Intent is always off

These new difficulties are based around testing on our end, and may be tweaked over time depending on feedback. And is a start to a challenge mode / increasing difficulty mode as the system is now in place to let us do more things like this.

Trainer rework


We have a re-balance for the town trainers that we think will help smooth the curve of the game. Our new trainer system now scales by each of the three stats individually, and the more you purchase in each zone, the higher the prices will raise. To compensate, moving to then next zone will start you on the new zone's pricing table, which may end up being cheaper after buying a few stats from earlier areas.

Our goal is to help people get started but keeping early stats a little cheaper, but also incentivize moving to the next zone when player's can handle it. We hope this will balance out the experience a bit. Please do let us know what you think of the change!

As always let us know your thoughts. And let us know what else you would like to see in the game.

Patch Notes - Launch Weekend


Hello!

I wanted to start a post about some of the patches I have been making through this weekend. I will continue to add to this particular post until Sunday Night (5/12/18). After that I plan to post patch notes every Sunday, unless something big comes a long. Now lets jump into it

Patch Notes

Patch Version Number - 0.7.8.9

New


Ability to turn on an intent system in settings. This setting is off by default and is by no means necessary to turn on, but it is there if you want it. We are testing this feature for a couple weeks and may change depending on feedback.

Balance



  • Nerfed Treant regen effect
  • Plague rat update - Plague bite only gives plague if health damage is done\
  • Book of Monsters changed to give access to enemy deck in compendium if it is first time fighting the enemy
  • Slight buff to Warrior power
  • Phantom daggers equation change
  • Changed up Cursed Mummy Power
  • Hitlist now takes 10 kills to gain expertise
  • Celeste ring now needs 1500 gold per +1 to all stats
  • Late Game enemies received buff
  • Changed price for stats to better balance with gold gain.
  • Nerfed Cursed Mummy Power
  • Boosted starting health of classes 10
  • Boosted most classes starting gold to compensate for price change of trainer stats
  • Buffed Battle Fury
  • Nerfed Tainted Blood
  • Nerf to some Witch Doctor cards
  • Buffed Blight The Living expose value
  • Changed Incorporeal Strikes to enemy Suffers 50 damage
  • Buffed Rock Hammer for Stone Golem
  • Reworked Void Strike
  • Updated banshee power


Bug Fixes



  • Fixed issue with slowed curse
  • Changed Crystal Golem Crystalline Shield to an attack card
  • Added a check to three card monte to see if you have enough cards to perform the action
  • Potential fix for Thing From Below reinforce issue
  • Fixed issue with Cleansing Strike not adding effects to enemy
  • Fixed issue with Curse absorption cleansing everything before healing
  • Updated an issue with Shield of Conviction
  • Fixed issue with Crab keeping event stats
  • Fixed issue with Crystal Golem power
  • Fixed an issue with dodging The Master Stirs freezing the fight
  • Fixed issue with Assassin Hitlist not saving
  • Potential fix for starting turn with no cards
  • Fixed some bugs with Recycle
  • Fixed bug with Abandoned Mines and going to 0 health
  • Update pushed for Icicle storm causing display issues when unlocked
  • Fixed an issue with Time Bomb not working
  • Fixed an issue with royal ring not working when under 100 gold
  • Fixed an issue with low level monsters obtaining higher level monster stats.
  • Added more checks to Fortified Plate to remove bleed
  • Fixed an issue with book of monsters not working
  • Made Feel no Pain last entire fight
  • Fixed an issue with Gold Snatcher
  • Added a check in Alchemist event to turn off purchase button if no potions are available
  • Fixed an issue with sleep
  • Fixed an issue with Scry letting you play card drawn if no energy
  • Fixed an issue with Poison Orb not taking effect
  • Fixed bug with Meditate
  • Fixed an issue with Undead Assassin having incorrect stats
  • When attacking bear Intent now updates
  • Added a button in settings to sync achievements
  • Fixed bug with Curse absorption having weird heal value
  • Fixed issue with Combat Frenzy not giving defense
  • Updated a few of The Lost cards for dealing with 0 draw pile
  • Fixed issue with Guiding Light


UI



  • Updated some spelling issues
  • Removed consume tooltip for the stat elixirs
  • Updated cleanse tooltip
  • Updated cleanse info guide description to include what effects are cleansable
  • Updated Vanguard power description
  • Fixed display issue on victory screen
  • Split SFX and BG music into seperate sliders
  • Fixed issue with Wall of fire animation trigger
  • Reword of Specter Knight Power
  • Added consume keyword to Toxic Transportation
  • Added text to Falling Start Event to specify what it does
  • Updated Ooze power description
  • Updated Fury description
  • When ooze power triggers, discard count is updated
  • Added consume to Fury
  • Updated Riposte description
  • Added expose value for Blight The Living
  • Added boon/curse name to tooltips
  • Updated some boon/curse description
  • Clarified Dragon power
  • Changed the word Proc to Trigger



New Intent Functionality Test



We are testing out a new functionality for The Last Hex. I have added a toggle in the settings menu to turn on intent for enemies. This functionality will display a shield or sword icon under the enemies consume pile.

It is off by default because at the core for me and my partner, The Last Hex is a game of exploration and learning. So building your character becomes more important and there is danger around every corner. We want to keep this at the base of how The Last Hex plays but I can understand some of the frustrations around not knowing what will happen. I want to keep creating functionality that can be enabled to create a better experience for those who want more information.

We would love to hear your thoughts about all this and we will double back in a few weeks to evaluate the changes based off player feedback.

Thank you for your understanding.
Luigi

The Last Hex is now available!



Today is the day! The Last Hex is now available for purchase.

Launch Features



  • 11 classes with individual decks, starting equipment and powers
  • ~350 playable cards that change with your stats
  • 7 equipment slots to fill that can change the course of your run
  • ~70 events that could help or hinder you
  • 56 monsters with different decks and unique powers
  • Unlockable progression as you play. Unlock new classes, cards, equipment, events and monsters.
  • Randomized hex map for each new journey


Current Basic Roadmap




Streamers and Content Creators


If you stream or make videos and are interested in covering The Last Hex, please reach out to us through our website ThatIndieStudio.com or through our social media.

Reviews


We would love to hear your thoughts about The Last Hex. Reviews will help us understand what the community wants, and also helps us as a whole to continue doing what we are doing.

Bugs, Forums and Feedback


We have a Steam discussion forum that you can visit to post feedback, bugs, questions or to just chat. Find that here. Please make use of it to give us feedback on anything. Bugs, features you would like to see, content ideas, where we can improve, modes, or whatever comes to mind. We want to hear from you to make sure we are creating a quality game that is fun, engaging and full of content. Your feedback is beyond helpful and will drive and change the roadmap above.

And feel free to join our discord to talk to us in real time - https://discord.gg/thatindiestudio