We are doing a new Open Beta for a few weeks, and this time we are focusing our efforts on the rework of Lakeburg, the Shop and several other changes you will see down below. This update will serve as a preparation to the Major Update (Bosses) coming in June.
If you are intrigued about the future Major Updates of The Last Spell, our new roadmap is available here:
The objective of this rework was to, among other things, have an actual lake in Lakeburg. The initial map was designed as the only map of the game, so it had to be a jack-of-all-trades. Since we now have more maps, we decided to change things up and give Lakeburg a more pronounced topography.
We kept the plains of Lakeburg for two of the sides, but tried to diversify the terrain on the top side of the map. Northwest, the now unused docks of Lakeburg create more narrow passages, akin to Gildenberg. Northeast, a bridge crosses a small river : a great chokepoint to repel the masses. The layout of the city has also changed. Sturdy walls protect the southeast, and the northern part of the city is protected by the lake - or at least it is against most enemies.
Additional changes:
Winged enemies can now appear in the first two nights of Lakeburg.
A few Bulky enemies can now appear early on in Lakeburg.
The dryad boss has been moved from Lakeburg to Glenwald and replaced by a temporary enemy wave. When the update comes out of beta, a new bossfight will replace it.
DRYADS IN GLENWALD
You can now fight a revamped version of the Dryads on the last night of Glenwald. Beware: it is stronger than before! The fight may be a little longer too...
OBTAINING EQUIPMENT
Even though random drops are a big part of roguelites, it can sometimes be frustrating to never get the weapon or piece of equipment you are looking for. With a lot of the following changes, we want to make it a bit easier for players to obtain what they want, without removing the random aspect that can make every run feel different from the previous one.
Players who focus a lot on optimizing their gold and item output may have more resources than before at the end of a run (especially when playing without apocalypse mode on), but these changes should allow for more “loose” and diverse playstyles to work.
SHOP REWORK
Up until now, shop and production buildings were often seen as opposite strategies : you either focused on one or the other. The following changes aim to make it possible to use the shop even if you focus on production, while still making it possible to focus solely on the shop.
Removed the Level upgrades from the shop. Instead, the level of offered items in the shop now increases automatically over the course of the run.
The number of offered items in the shop will now increase as the player unlocks new equipment over the course of the campaign. This will make it less frustrating to unlock weapons you dislike, as they do not dilute the item pool as much as before.
You can now sort and/or filter the contents of the shop to your liking, allowing you to easily navigate the increased contents of the shop.
Weapons and armor are slightly cheaper than before, especially at lower levels.
PRODUCTION BUILDING
Before, the common strategy when using production buildings was to build one, max it out, and then repeat the process for a second one.
We reworked production buildings in order to make it easier to have more functioning production buildings at once. On the other side, we made it a bit harder to reach high levels of production. It will now be more viable to have multiple production buildings, and these buildings will prove useful with less upgrades than before.
Shared upgrades
Item level upgrades are now shared between production buildings, meaning you only have to do each upgrade once per run, and all your production buildings (Armor Maker, Blacksmith, Bowyer and Magic Shop) profit off of it. Obviously, they’re now way more expensive than before.
Item Level +: All production buildings give level 1 and 2 items, costs 70
Item Level ++: All production buildings give level 2 and 3 items, costs 120
Item Level +++: All production buildings give level 3 and 4 items, costs 280
Item Level ++++: All production buildings give level 4 and 5 items, costs 520
As a side note, this also means that production buildings will keep their level even if they are destroyed during the night and have to be rebuilt.
Other upgrades
To make production buildings more rewarding faster, we got rid of “half gauges”: everything gives 10 units of production, or a multiple of it.
Also, keep in mind that these upgrades are still individual, they are NOT shared between buildings.
We changed the base passive production rate of production buildings, as well as passive production upgrades:
Base: 10 passive production (1 item per day)
Upgrade 1: +10 passive production, costs 100
Upgrade 2: +10 passive production, costs 125
The worker action of production buildings has been changed, as well as worker upgrades:
Base action : Spend 2 workers to gain 10 production units (Max 1 use per day)
Upgrade 1 : Spend 1 worker to gain 10 production units, costs 50
Upgrade 2 : Max uses per day from 1 to 2, costs 75
Upgrade 3 : Max uses per day from 2 to 3, costs 75
Misc
Armor maker, Blacksmith, Bowyer and Magic Shop prices from 70 to 60 gold.
Non-upgraded production buildings give lower level items (max item level you can obtain remains unchanged, as there is an additional item level upgrade).
ITEM GENERATION
Changed the way item drops are rolled. Some meta upgrades should not affect item drop chances as much as before (for example, players with respectively 2 and 7 different short swords unlocked will have the same chances of dropping a short sword, which was not the case before).
Night rewards now scale for the entirety of the run (stopped scaling after night 4 until now)
PRODUCTION REWARD REROLL
Added a feature to reroll the offered items for a single production reward, a limited amount of times a day. The feature can be unlocked in the Oraculum to get 1 reroll per day, and further unlocks can increase the number of rerolls to 3 per day.
MIST CENSERS & THIN MIST REWORK
Changed the way thin mist works: enemies under the effect of thin mist are untargetable, but can still be hit and damaged by AoE attacks, propagations, poison, etc…
Mist Censers (added by Apocalypse 3) are now destroyed at the end of every night, and new ones respawn at the start of every day in different locations.
Mist Censers now have scaling health pools (from 150 to 600 HP over the course of a run). They are now easier to kill at all stages of the game, but especially early on.
The number of Mist Censers now increases over the course of a run.
CONSTRUCTION MENU OVERHAUL
You can now easily switch between the different sections of the construction menu.
Repairing now has a dedicated section in the construction menu.
New repairing options to make repairing multiple buildings faster: Repair identical buildings, Repair structures, Repair defenses, Repair barricades and Repair walls.
OTHERS
Glenwald
Glenwald now has better night rewards (more gold and materials, slightly stronger items).
Gildenberg
The mist is now a bit further away from the city.
Enemies on night 5 are now less spread out.
Slightly reduced the number of enemies on nights 4, 5 and 6.
Level up
Available stat choices after rerolls from 5/3/1 to 5/3/2 (you will keep getting 2 choices if you keep rerolling after that).
Optimization
We’ve updated our game engine during this month and you should expect some performance increase thanks to that. But we still have a lot to do in optimization before the end of the early access.
BUG FIXES
Fix of an exploit enabling the player to have infinite gold thanks to the shop.
Fix a softlock caused by the BOOM! perk when killing an ally or when killing a Boomer.
Fix enemies stuck in the fog in Glenwald causing some nights to never end.
Heroes generated in the inn had too many experience points (the experience gain attribute was taken into account).
After some fierceful fights and your help, we have been able to locate & fix the memory leak issue some of you were having while playing The Last Spell. Thank you for your patience, and we are truly sorry you've had to experience such an annoying problem.
BUG FIX
Fixed a memory leak introduced with the new update "Over the mist & far away". The memory leak caused the game to progressively slow down as you play (framerate loss)
https://steamcommunity.com/games/1105670/announcements/detail/3222896627771752949 Thank you for playing, and see you on Discord!
The Last Roadmap: Highway to 1.0
Hello Heroes of the Night!
Since we completed our previous roadmap with the major update of March, we needed a new one and we KNEW you were eagerly waiting for it.
https://store.steampowered.com/news/app/1105670/view/3133947998942677988 Just below, we are happy to reveal our new roadmap for The Last Spell, going from now to the official release! We still have a long way to go, but we will give you updates and glimpses as we progress! We are already sharing a few things in the #sneak-peek channel on Discord.
As we did for the previous roadmaps, this one will be updated when we release the updates (TLS store page & here).
Over the Mist and Far Away - Patch 0.96.2.0
Hello Heroes!
This new update will change several things, from new feature to balancing and improvements. Have a good read!
Also, we are working on the roadmap and it will be revealed to you all very soon!
NEW FEATURES
The "Undo" action can now be used on skills that only move the hero (for example Jump Over, Enter Watchtower, Vanish...). Works also with attacks skills with the skill effect maneuver if no damage was inflicted
The skill "Jump Over" can now be used on water and crevice tiles
Improved the display in skill tooltip for self range skills with the addition of a new skill effect "Caster Effect"
Added a new option "Single-click Caster effect" allowing you to use a skill with "Caster effect" just by pressing the skill button (or using the shortcut) instead of clicking the button and then clicking the hero
A victorious haven will display a pillar of light in the world map
BUG FIX
Fix the "Back protection" perk that had some problems with the undos.
Fix the bonus of the "One by one" perk that was reset by non attacking skills.
Fix "Glass Canon" and "Organic Armor" perks that were not refreshing wounds.
Fix the "Septic Shock" perk that was not taking into account enemies' stun resistance.
Fix the skill "Fatality" that could be used with the shortcut without being displayed.
Fix a softlock caused by reloading a run with a dead hero with the night owl perk.
Fix a bug that was causing the Splitter to stay in the fog.
Fix a bug in the character equipment panel that was not showing the right item sometimes.
Fix visual bugs when having the perk "Contamination" and using some skills (for example "Bee Sting").
Fix a bug that blocked the unlock of 9 meta upgrades
Fix winged enemies crossing the mountain in Gildenberg.
PERK BALANCING
BODYBUILDER
Every 20 current Health after 120: +2% Physical Damage ➝ Every 25 max Health after 115: +2% Physical Damage.
SPIKY SKIN
Perk and Skill name : Spiky Counter.
Base damage of the skill: 20% of max Health ➝ 20 + 200% of Block.
VAMPIRE
Whenever an enemy is killed using Physical Damage: Restore 4 Health ➝ Whenever an enemy is killed using Physical Damage or Execute: Restore 4 Health.
ORGANIC ARMOR
Conversion rate: 75% ➝ 125%.
BACK PROTECTION
Tweaked to better suit our design: no more exploit, the perk saves its value throughout the current turn
HEAD-ON
Physical Damage bonus: +15% ➝ +25%.
BERSERK
Whenever the Hero is hit: +3% Damage ➝ Whenever the Hero is attacked: +3% Damage.
MANA GROWTH
Mana bonus: 2*level ➝ 4 + (2*Level).
MAGIC FUEL
Damage increase rate : 25% ➝ 30%.
SHEER POWER
Magic damage now ignores 100% of the target’s resistance ➝ Attacks now ignores 50% of the target’s resistance. This effect can be cumulated with Magic damage’s natural property.
MANA COLLECTOR
Whenever a Critical Hit is landed: Restore 1 Mana ➝ Whenever a Critical Hit is landed: Restore 2 Mana at the end of the Heroes’ turn, up to 20 per turn.
PERSEVERANCE
When a unit dodges an attack from the Hero, the next attack gets: +10% Accuracy. Every 3 units dodging an attack from the Hero: Restore 1 Action Point. ➝ Every 2 attacks from the Hero dodged by at least one unit: Restore 1 Action Points. Buff +5% Accuracy (2 Turns).
LONGER WEAPONS
Reliability malus: -20% ➝ -15%.
SEPTIC SHOCK
Base stun chance: 35% ➝ 50%.
POISONOUS
Poison damage: 20 ➝ 30.
Poison duration: 2 Turns ➝ 3 Turns.
CRITICAL MASTER
+20% Critical Power. Every 12 units killed: +15% Critical Power. ➝ +20% Critical Power. Every 5 critical hits landed : +10% Critical Power.
NIMBLE
Perk name: Nimbleness
Dodge bonus: +10% ➝ +15%.
BLOOD MAGIC
Health cost: Mana cost x3 ➝ x4.
HARVESTER
Enemies to kill: 8 -> 3.
Daily Mana Regen bonus: +2 ➝ +1.
OTHER BALANCING
Main damage attributes' max value has been increased from 100% to 200%.
Thank you for playing, and see you on the Discord!
Reddit AMA starts now – Answers at 17:00 CET
Heroes, we are here for you!
Do you have any question to ask us? Join our subreddit at r/thelastspell and post a comment! We will be answering at 17:00 CET so you’ve got some time to find the perfect (or not) question!
As the Mist is getting closer every Night, the update shines bright through the darkness! Have you been able to complete Gildenberg and its 7 Nights yet?
https://store.steampowered.com/news/app/1105670/view/3133947998942677988 Today, Robin & Victor talk you through the analysis of this major update by giving you the whys & hows! Let's dive into it!
PERKS REWORK
Reworking the perk system
Last month on the Open Beta branch, we released a major update that changed the perk tree generation system. Before that, the tree was fixed and identical for all heroes.
Each hero is now given their own tree. Perks are divided into thematic collections, presented as columns of 5 perks (1 per tier). It involves randomness, the content of each tree being determined at the time of the Hero's generation:
Some specific collections are not always present.
Main collections are always there, but behind the scenes they have several possible perks for each Tier, so the result will be different between Heroes.
But why did we choose to do this? There are mainly two observations that led us to this decision.
Firstly, the old system was not flexible enough to add content. When we tried to create more perks, we quickly got stuck. With a fixed tree common to all Heroes, we couldn't afford to increase the number of perks infinitely, or else we'd make it very difficult for the player to choose a perk each time there was up a level. This also could result in a rather cluttered interface.
Secondly, and this is related to the previous observation, we were having a hard time implementing our intention to offer as many varied builds for the Heroes.
We had multiple goals in mind while designing this new perk system:
Add more variety to enhance the rogue-like feeling.
Encourage players to experiment more.
Develop a system with more iterative potential than the previous one.
Note: When starting a new campaign, two of the columns will not be available from the get-go and need to be unlocked.
Reworking and tweaking existing perks and creating new ones
However, the system itself was not the only problem we wanted to address. We also found, and many players also pointed this out, that the quality of the perks themselves was heterogeneous, implying a content related issue.
Therefore, we did two things:
Many perks previously featured in the game have either been reworked, tweaked or removed.
New perks have been created, increasing the total from 40 to 75.
We didn't aim to make them all exciting by themselves, but we tried to increase the amount of exciting ones nonetheless. One axis we wanted to push were the potential synergies that the player could create.
Of course, with such an increased number of perks combined with a new system, the result can’t be considered perfect straight away, the idea is also to make the content more refined as we go forward, especially via balancing patches. So, your feedback matters!
Imagining new mechanics
Creating new perks was an opportunity to imagine new game mechanics. It goes along with the desire to create diversity in the way Heroes are played, not just in the choice of weapons.
Limiting randomness
In the old perk system, perks like "As Swift As the Wind" or the old "Energized" relied on a random chance to apply their effect.
Although the idea is not necessarily irrelevant, for this release we wanted to try to find more reliable alternatives for the players.
One approach we've been exploring quite a bit are counters. This principle had not been really exploited in the game before, but we believe that it is a viable way to increase the possibilities in terms of conditions.
Giving better information on perks
One thing that made the perk system unattractive was the lack of information. In the heat of the moment, it was especially easy to overlook it, beyond the most obvious effects.
In the perk tooltip, you can now view the real, dynamic value of the granted bonuses. This comes in handy if you want to have a clear idea of what a perk actually provides before and after you unlock it.
Perks providing a skill also show a preview of the one your Hero will get to add to their kit.
Adding new HUD elements
Above the skill bar, perks are now visible, which allows you to have a clear view of your Hero's build at all times. This new display also provides other features: conditional activation, highlighting when using a skill, dynamic bonus value, decremental counter, range on hover…
We also used this opportunity to display the current alterations of the selected unit. This is shown on both heroes and enemies.
NEW EARLY GAME MAPS
The Last Spell is a rather challenging game, and starting the game to immediately be given the daunting task of “finishing Lakeburg” can easily be discouraging. This is why we wanted to create intermediate maps that players would be able to complete without having to grind the Oraculum too much, giving short term goals that are attainable.
Additionally, we reworked the order and conditions of quite a lot of upgrades and unlocks. Our philosophy for upgrades is to not make them gatekeep-y, and having more maps with varying difficulties helps a lot. Veteran tactical players probably won’t need upgrades to beat the first maps, but they can really help players who are nearly there and still want to discover what’s up ahead!
Smoothing out the progress through the early stages of the game also allowed us to get a better idea of where we are headed with the general design of the maps and the storytelling of the game (keep in mind, Lakeburg was meant to be the only map at first, and last for 30 days!). Even if these maps are aimed towards new players, they let us experiment things that will help us make the next maps even more interesting.
Having multiple maps with different durations, layouts and waves has opened up a lot of “design space” for us, since some strategies will be more effective on some maps than others, instead of having to all compete on a single map. But without further ado, let’s talk about the maps themselves:
Tutorial: Swampfurt
Swampfurt is a map that will act as a tutorial for beginners. This small town is only connected to land through two wooden bridges, making it an easy place to defend. However, the magic circle does not seem as perfected as the ones in other cities… will this turn out well ?
For this map, we wanted newer players to be able to focus on the basics of combat first, without worrying about long term planning too much, so the map only lasts for one night and one day. After a few turns of the second night, a special cutscene will take place and players will be taken to the Oraculum. Forced losses can be frustrating, but with the previous version for the game, some players would try their hardest to win their first run only to discover that they were meant to lose and unlock upgrades, and that was even more frustrating.
The playable area is similar to a big corridor, making it easy to focus on the basics of the game like movement, AP, vision and enemy behavior. This is a map layout that could only work in the tutorial, because it would be way too easy to defend with some Oraculum progress, even against very strong enemies.
Gildenberg
Gildenberg is an abandoned mine, hidden deep inside the mountains. The natural obstacles make it a great place to defend against the hordes.
For Gildenberg, the objective was to make a map that would be easier to finish than Lakeburg. However, we didn’t want to just take Lakeburg and reduce the number of enemies: The Last Spell is a game about fighting hordes of enemies!
To achieve this goal, we had to find other ways to make the map less challenging. The biggest factor is that the map lasts for only seven nights. This puts less pressure on the economy or having to keep up with the number of enemies and their scaling.
Talking about enemies, the waves in Gildenberg are way less random than in Lakeburg, and features fewer types of enemies, so players will quickly know what to expect and learn to counter it.
Finally, the general layout of the map should make it easier to defend the haven : There are only three sides to defend, and there is a greater distance between the fog and the haven, making it harder for enemies to reach your Magic Circle. Additionally, a lot of obstacles will slow enemies down without hindering the vision of your heroes.
Even if the map is easier than Lakeburg, it still has most of The Last Spell’s challenges, so even veteran players should be able to enjoy a few runs on Gildenberg - especially when playing without most of the meta upgrades, or with apocalypses on.
OTHER
Reworking Opportunistic and Isolated
A smaller but still noteworthy rework concerns the attributes formerly named "Opportunistic" and "Isolated". The problem with them was relatively simple: they were too situational compared to others.
“Opportunistic” and “Isolated” are now applied to all attacks. They have been renamed as “Opportunism” and “Isolation” respectively and are now using a base-100 value (default: 100%) just like Damage and Critical Power.
Whenever your Hero's Opportunism or Isolation value is above 100%, they get bonus damage when the conditions are met, no matter what attack they use.
The corresponding skill effects (which were previously mandatory for a skill to benefit from those damage bonuses) are now referred to as “Opportunism Multiplier” and “Isolation Multiplier” and work just as advertised: the corresponding attribute's value is multiplied for this attack.
For example, if my Hero has 110% Opportunism and their skill has an Opportunism Multiplier x2, then during the attack the Opportunism attribute will be considered to have a value of 220%.
Reworking these attributes was in line with our goal to increase the possibilities for Heroes in terms of perks.
Repairable traps
One thing you may have noticed is that, previously, traps were the only buildings built by the player that could not be "repaired".
This was initially done to create a "disposable" side to them, but it could also make them more frustrating to use compared to ballistae and catapults.
Furthermore, it was not very practical that the only way to ensure that a trap had all its charges at the beginning of a night was to destroy an already activated trap and replace it with a new one.
So we decided that traps can now be repaired in exchange for materials.
Also, traps cost a few materials more than before but do not disappear anymore when they are depleted. This way they can be repaired at a lower cost (just like other buildings) rather than having to rebuild new ones for the original cost.
And that's a wrap for today! It was a long but well detailed post and we hope it was an interesting one for you! Tell us your opinion in the comments about the new update, we always welcome new feedbacks!
We are doing our best every day to bring you fixes & updates as soon as we can, even though unfortunately sometimes it can take a little bit longer than expected.
Have a great day, but more importantly great runs on these maps!
The major update was released yesterday and since then, we have been working hard to solve any issues you may have encountered during your game time. The most important issue reported to us was the softlock on Gildenberg on Night 6, which is now fixed!
Fix softlock happening during later nights in Gildenberg
Fix softlock when using the "Repel Fog" ability on the seer
Fix the fog progression in Lakeburg and Glenwald that was going too fast
Fix texts for Wildling (except for a run already started) and Demonic Blood traits
Fix item bonuses not appearing in Chinese
Fix the upload of mods on the steam workshop
Thank you for your patience, and thank you for building The Last Spell with us! See you on Discord and may your Nights be short & safe!
Over the Mist and Far Away Update OUT NOW
Heroes of the night, the new major update is now OUT! Two new early maps, Perks & Traps reworks and a few more things: all details are available below!
TL;DR:
Perks system rework: 40 -> 75 Perks
New early maps: Swampfurt (Tutorial) & Gildenberg
New ending scenes & magic circles
UI Improvements for Perks
New features
Balancing
[previewyoutube="1mkEhfVWos0;full"]
Thank you again to all the players of the open Beta: your feedbacks were extremely helpful! We hope all of you will enjoy this update, and we invite you to join our Discord to chat with us!
PERK SYSTEM REWORK
Each Hero will be given a different perk tree, increasing the diversity in builds.
Perks are now divided into thematic collections, presented as columns of 5 perks (1 for each Tier). The content of these columns is determined during the Hero’s generation, involving randomness:
Some specific collections are not always present.
Main collections are always there, but behind the scenes they have several possible perks for each Tier, so the result will be different between Heroes.
However, as before, the only condition for being able to unlock a perk is to have access to its tier. It is not at all mandatory to unlock the previous perk of a column to get access to the next one. We actually wish for the opposite, resulting in a broader experience with many fun combinations!
NEW AND REWORKED PERKS
Many perks previously featured in the game have either been reworked, tweaked or removed. Feel free to revisit the perks you think you already know!
This update also marks the creation of a lot of new perks, there currently are 75 perks in the game while there used to be 40.
New mechanics have been created for this occasion, we will let you discover them on your own...
NEW MAP: SWAMPFURT (TUTORIAL)
This map will act as the tutorial to The Last Spell. It can only be played when starting a new campaign. All other maps will have to be unlocked by new players (current players will still have access to all the maps they had unlocked up until now).
NEW MAP: GILDENBERG
This map is unlocked by finishing the tutorial. It lasts for 7 nights, and has a very specific layout with only 3 sides for the enemies to come from. Winning a run unlocks access to Lakeburg.
NEW ENDING SCENE & MAGIC CIRCLES
We slightly revised the story of the game, and the victory animation was changed accordingly. Additionally, all maps now have a different magic seal.
UI IMPROVEMENTS FOR PERKS
Better information on perks
In the perk tooltip, you can now view the real, dynamic value of the granted bonuses. This comes in handy if you want to have a clear idea of what a perk actually provides before and after you unlock it.
Perks providing a skill also show a preview of the one your Hero will get to add to their kit.
New HUD elements
Above the skill bar, perks are now visible, which allows you to have a clear view of your hero's build at all times. This new display also provides other features: conditional activation, highlighting when using a skill, dynamic bonus value, decremental counter, range on hover...
We also used this opportunity to display the current statuses of the selected unit. This is shown on both heroes and enemies.
Opportunistic and Isolated rework
“Opportunistic” and “Isolated” are now applied on all attacks. They have been renamed as “Opportunism” and “Isolation” respectively and are now using a base-100 value (default: 100%) just like Damage and Critical Power.
Whenever your Hero's Opportunism or Isolation value is above 100%, they get bonus damage when the conditions are met, no matter what attack they use.
The corresponding skill effects (which were previously mandatory for a skill to benefit from those damage bonuses) are now referred to as “Opportunism Multiplier” and “Isolation Multiplier” and work just as advertised: the corresponding attribute's value is multiplied for this attack.
For example, if my Hero has 110% Opportunism and their skill has an Opportunism Multiplier x2, then during the attack the Opportunism attribute will be considered to have a value of 220%.
Traps Rework
Traps can now be repaired in exchange for materials.
Also, traps cost a few materials more than before but do not disappear anymore when they are depleted. This way they can be repaired at a lower cost rather than having to rebuild new ones.
Modding rework
We’ve also updated the modding in The Last Spell. All mods will become incompatible because of an improvement we made on the code.
So, if you want your mod to work with the new version you will have to make some changes on it. The change concerns the config.xml file, and we made a small tutorial to update your mods to make them work with the new version.
You can read it here: https://steamcommunity.com/app/1105670/discussions/0/3183487594856484201/
New Features
Perks
The Perk system has been completely reworked (more details above)
Rework of many perks and addition of new ones : there currently are 75 perks in the game instead of 40.
Perks tooltips are now more precise with more informations
Perks are now displayed in HUD's
New Map: Swampfurt
Only playable at the beginning of a new campaign (can't be selected on the world map)
Designed to be a tutorial with a special ending at night 2
There are only 2 sides
New Map: Gildenberg
Unlocked when finishing the tutorial (if you already have a save you will unlock it when launching the game)
Last 7 days
There are only 3 sides
Heroes
Rework of the opportunistic and isolated attributes : they are now applied on all attacks
Addition of 61 new traits
Skills
Changed how the opportunistic and isolated skill effects work
Alterations from heroes' skill can now affect other heroes
Buildings
Traps don't disappear anymore when depleted
Traps can now be repaired in exchange for materials
Story
The ending cinematic has been changed to match our new direction for the story
Each haven now has a different magic circle with a different seal to break
Meta
Tweaked a lot of meta upgrades to match the new campaign progression (souls price and activation conditions)
Misc
4 new musics pack
Addition of the elite guardian
The apocalypse system is now unlocked when finishing a run in Lakeburg
Graphic assets for the world map have been reworked
QoL
Improvement on the game lexicon displayed in tooltips (examples can be seen in the health tooltip, poison damage tooltip )
Alterations are now displayed in units HUD
More ability effects are displayed when casting a skill (the little text popping above an unit)
Added some information about the ongoing run in the main menu (elapsed time, city, apocalypse level)
Optimization of the game
Balancing
Enemies
Added 15% Stun Resistance to these enemies : Winged, Splitter, Archer, Hopper, Hunter
Lakeburg
Increased a little bit the waves difficulty at the very beginning of the map
Attributes
Increased bonuses of healing received in level ups and items
Changed all bonuses of Isolation and Opportunism in level ups and items
Changed some attributes' boundaries (mostly some "max" going up)
Heroes
Changed most traits' values
Misc
Tweaked some night trophies
Dev Livestream: Over The Mist And Far Away
Heroes of the Night!
As we announced last week, a new major update is coming on March 14! And to celebrate the release, we will be hosting a livestream on Twitch & Steam.
On Tuesday, March 15 at 16:00 CET, Thomas & Robin, Game Designers on the game, will be playing The Last Spell on the new update. You'll get to see Gildenberg, an early map of 7 Nights!