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.