We're very happy to finally release the latest update for The Last Spell! The update is called "Enemies Update", and as you might have guessed, this update will bring new enemies, among new features and changes! Our Game Designers Benjamin and Victor wrote a deep dive for this update that you can read here: https://store.steampowered.com/news/app/1105670/view/3142946404930752623
So, here's the full changelog!
Changelog: 0.94.0.7 "Enemies Update"
TLDR
New enemies: Blocker, Hopper, Hunter and Twisted
Elite enemies system: An elite is a boosted version of the normal enemy with a random gameplay modifier
Rework of the wounds system
Addition of a turbo mode
Modding: now players can add their own font into the game
New Features
New enemies
4 new enemies: Blocker, Hopper, Hunter and Twisted
Elite enemies system
An elite is a boosted version of the normal enemy with a random gameplay modifier. For now, we have implemented 6 modifiers:
Aura: Gives a buff to all enemies within a range of 2 Reinforced: Increases an attribute permanently Mirror Shield: Returns a flat amount of damage to the Hero attacking this enemy Misty: Generates thin mist in a radius of 3 tiles around the enemy Energetic: At the end of the enemy turn, this enemy will play an extra movement and attack phase Regenerative: Regenerates a percentage of Health every turn
They appear at certain days in both Lakeburg and Glenwald
For now, not all enemies have an elite version but the goal is to have all of them
Rework of the wound system
Wounds thresholds and effects are now custom for each enemy type
New wounds effects were added (wound that blocks the use a certain skill, wound that reduces an attributed to zero… )
Wounds thresholds now scale with the max Health of the unit. The more max Health a unit have, the more difficult it will be to wound them
Addition of a display for wounds in the HUD of enemies and heroes
Items
Community SuggestionWhen Health, Mana, Armor, Action points or Move points maximum value changes, the current value changes from the exact same offset (whether it’s from equipping an item, obtaining a new perk…) Example: a Hero has 90/110Health, and a new armor gives him +20HP. Upon equipping the new armor, the hero will have 110/130Health instead of 90/130.
New item: “Potion of Cleansing”, this potion will remove all your negative alterations
Heroes
Community SuggestionAddition of an option in the character sheet to dismiss the hero
Community SuggestionAddition of an option in the character sheet to hide hero’s helmet
Misc
Addition of a reroll button in the shop to refresh all the content in exchange of some gold
New option in the main menu to rewatch the intro scene (you can also now skip the intro with the escape key)
Health regen is now taken into account in the grade of the night report panel.
Modding
Addition of a new modding system to import custom fonts to support more language
Qol
Community SuggestionAddition of a “turbo mode” available during the night phase to accelerate both heroes and enemies turns (configurable in the option panel)
Community SuggestionAnimation from the night report panel can now be skipped with a button
Community SuggestionNew shortcut for heroes’ selection (by default mapped to F1, F2, F3…)
Community SuggestionUpcoming poison damage for the turn are now displayed directly in the health gauge of the unit and new feedback shows when an enemy will die from poison on his turn
Rework of the enemies turn's staging: enemies should no longer act off screen and the camera movements are smarter, accelerating the turn
Saves are now stored by steam user (allowing to play with multiples steam account on the same computer)
Optimization of the game
Balancing
Enemies Splitter:
Added new skill single target to target heroes
Reduced the damage of the skill shred
Accursed:
Replaced the skill “Curse” with a new skill “Magic Exhaustion”: drain 3 mana from the target
Waves
Reduced slightly the number of enemies in waves with elite enemies
Items
Added a new skill on the “Holy Ring” trinket: “Cleanse” 3 mana cost, 0-5 range, will remove all negative alterations from the target
Aaaaand that's all for today's update! Don't forget to update your game!
As we release the new update, we'll be hosting a stream to show you the new update and answer all your questions! This time, Victor and Benjamin, game designers on The Last Spell, will be playing the game! :)
We hope you're okay! :) We have some news about the next update for The Last Spell!
The update will be released on December 13th. That's right, in just a few days! For the occasion, we'll organize a launch stream with Benjamin and Victor, game designers on the game!
Thanks to our amazing beta testers (Thank you, you're the best! <3), we fixed some very nasty bugs. So, on December 13th, the "Enemies Update" will officially be available in the official branch!
Reminder: this next update will be part of our "End of 2021/Early 2022" batch of updates! (More info here: https://store.steampowered.com/news/app/1105670/view/3104662546553323256)
Beta Branch opening
Hello warriors ! We hope you’re doing great ! It’s finally winter here in France, so it’s officially the season of hot chocolate and plaids! But don’t worry, snow and cold won’t keep uu from bringing you the next updates for the game…
Beta Branch opening!
As you know, The Last Spell is a very complex game to make. Anytime we make a small change in the systems or the balancing, there are about 1 million parameters that are impacted, and a possible introduction of some new (and unexpected!) bugs. This is why we’ve now decided to officially open the “Beta Branch” for The Last Spell!
This branch is mostly aimed at players who really want to help us make the game. Obviously, this will allow you to try the changes and new features before other players, but we can’t promise you this will be an optimal/bug-free experience.
FAQ
What is the “Beta Branch” for The Last Spell? The Beta Branch is a version of The Last Spell containing features that are still being tested. If you want to help us develop the game, you can access it on Steam. Be cautious though! The builds that will be in this branch haven’t been 100% tested, so there may (will) be bugs and other issues. This build is not made to be played "as an official one", like the standard branch. We’re creating this branch for players who really want to help us with the development of the game! They will be able to try the newest features that we’re developing. Thanks to this branch, this will ensure our next patches are as bug-free as possible.
However, once again, if you want to play a stable version, we strongly advise you to stay in the Main Branch!
How to access this branch? To access the open beta, you need to change the branch on Steam. **However, before you make the change, we VERY STRONGLY advise you to put your saves somewhere safe! Even though they’ll be in different folders, you’re never too careful with saves!** So, before you do anything, you should get your save folders %Appdata%/../LocalLow/Ishtar Games/The Last Spell/Save and copy them on your desktop if you want! Now, you can change branch and try the beta one!
Go to your game library on Steam
Right click on The Last Spell
Click on “Properties”
Go to the “BETAS” tab
Select “open_beta
Can I use my current save in the beta branch? Yes! The game will consider the branch as an update so you can definitely use your current saves. However, you won’t be able to go back to the previous branch with those saves! For example, if you have a save in the 0.93.1.3 version, and decide to use the save in the 0.94.0.0 version, then you won’t be able to go back to the 0.93.1.3 version with those saves. So, we strongly advise you to create a backup copy of your current save files if you decide to go to the Beta Branch. Reminder: You can find your save files in %Appdata%/../LocalLow/Ishtar Games/The Last Spell/Save
How can I give feedback? For the beta branch, please only give us your feedback in our Discord Server, in the "TLS-Beta-Branch" channels. Please don’t write your feedback in the other channels, otherwise it will be quite difficult for us to differentiate the “beta feedback” and the “normal feedback”.
I’ve found a bug! To make sure our devs fix the right version, please only report your bugs in our Discord Server, in the "TLS-Beta-Branch"for the beta branch with as much info as you can: When reporting a bug or an issue, please don't forget to join the Output log: To get the logs - Search the file in your explorer by copying this: %Appdata%/../LocalLow/Ishtar Games/The Last Spell/Logs - Ideally, make an archive (.zip, .rar, etc.) with the 3 logs MAJOR, NORMAL and DETAILED. If it's not possible, just send us the DETAILED.
And now, let's dive in to the very first update available for the beta branch!
Update 0.94.0.0 changelog (Experimental Branch)
New Features
New enemies
4 new enemies: Blocker, Hopper, Hunter and Twisted
Elite enemies system
An elite is a boosted version of the normal enemy with a random gameplay modifier. For now, we have implemented 6 modifiers:
Aura: Gives a buff to all enemies within a range of 2 Reinforced: Increases an attribute permanently Mirror Shield: Returns a flat amount of damage to the Hero attacking this enemy Misty: Generates thin mist in a radius of 3 tiles around the enemy Energetic: At the end of the enemy turn, this enemy will play an extra movement and attack phase Regenerative: Regenerates a percentage of Health every turn
They appear at certain days in both Lakeburg and Glenwald
For now, not all enemies have an elite version but the goal is to have all of them
Rework of the wound system
Wounds thresholds and effects are now custom for each enemy type
New wounds effects were added (wound that blocks the use a certain skill, wound that reduces an attributed to zero… )
Wounds thresholds now scale with the max Health of the unit. The more max Health a unit have, the more difficult it will be to wound them
Addition of a display for wounds in the HUD of enemies and heroes
Items
When Health, Mana, Armor, Action points or Move points maximum value changes, the current value changes from the exact same offset (whether it’s from equipping an item, obtaining a new perk…) Example: a Hero has 90/110Health, and a new armor gives him +20HP. Upon equipping the new armor, the hero will have 110/130Health instead of 90/130.
New item: “Potion of Cleansing”, this potion will remove all your negative alterations
Heroes
Addition of an option in the character sheet to dismiss the hero
Addition of an option in the character sheet to hide hero’s helmet
Misc
Addition of a reroll button in the shop to refresh all the content in exchange of some gold
New option in the main menu to rewatch the intro scene (you can also now skip the intro with the escape key)
Modding
Addition of a new modding system to import custom fonts to support more language
Qol
Addition of a “turbo mode” available during the night phase to accelerate both heroes and enemies turns (configurable in the option panel)
Animation from the night report panel can now be skipped with a button
New shortcut for heroes’ selection (by default mapped to F1, F2, F3…)
Upcoming poison damage for the turn are now displayed directly in the health gauge of the unit and new feedback shows when an enemy will die from poison on his turn
Rework of the enemies turn's staging: enemies should no longer act off screen and the camera movements are smarter, accelerating the turn
Saves are now stored by steam user (allowing to play with multiples steam account on the same computer)
Optimization of the game
Balancing
Enemies Splitter:
Added new skill single target to target heroes
Reduced the damage of the skill shred
Accursed:
Replaced the skill “Curse” with a new skill “Magic Exhaustion”: drain 3 mana from the target
Waves
Reduced slightly the number of enemies in waves with elite enemies
Items
Added a new skill on the “Holy Ring” trinket: “Cleanse” 3 mana cost, 0-5 range, will remove all negative alterations from the target
Steam Awards Nomination - Best Game You Suck At
Hello warriors!
We hope you're alright! The team is putting the last touches on the next update that should be available "very soon"! We're also slowly getting ready for the holidays, some people in our team are already full-on "Mariah Carey-Christmas mode". We're not hearing "All I want for Christmas is you" in the studio yet, but it's a matter of days now...
Anyway! You might have seen that since yesterday, you can vote for the Steam Awards! If you liked the game this year, it would mean the world to us to see The Last Spell nominated in the "Best Game You Suck at" category!
Obviously, if you want to vote for the game in another category (like the "Best Soundtrack Award"!) we'd be super happy as well!
We hope you're alright! So today, we have a very special announcement for you! We know you've been wondering when the next update is planned to release! Don't worry, we have great news for you ;)
New release timeline for the next updates
For the Glenwald Update, we put all our efforts into releasing one BIG update. This was certainly cool for some players, but we realized that other players wanted more updates more regularly.
Although we won’t be able to give you updates that are as big as Glenwald Calling every month (we like to sleep at night ^^), we’ve decided, with our awesome publisher The Arcade Crew, that from now on, we’ll release updates more often! Instead of releasing a major update every 3-4 months, we'll release smaller updates and each of them will have one big focus.
For the next one, the "End of the year update" will be divided into 3 updates!
[H2]New "mini roadmap" for Winter 2021
Our first batch of "smaller updates" will be released this winter, up to early 2022. If everything goes as planned, there will be 3 updates to go and each of them will focus on ONE big feature of the game
Without further ado, here's the roadmap for the 3 next updates. We can't give you specific release dates yet, but the first one will be released very soon, and the last one will be released in Early 2022 :)
So, for the end of 2021/early 2022, we'll have 3 smaller updates.
The first update will focus on the enemies
The second update will focus on the perks
The third update will focus on the maps
This changes our initial roadmap so here's athe new and updated one detailing what's coming up this Winter
So yeah, the next update should be released very soon ;)
We hope you’ll keep on enjoying The Last Spell! Please feel free to join our Discord server and give your feedback to our Feature Upvote page!
Balancing patch is LIVE
Hello warriors ! This week, we have some news for you!
“Glenwald Update” Balancing issues: We have a new patch!
We hope you’re alright! So, as you remember, we released the “Glenwald Calling” update a few weeks ago. It was a huge work for us, but we’re glad you folks seem to like the new map!
However, we’ve quickly realized there were some issues with the new balancing of the game. Indeed, before the update, the game was a little too easy, and now it’s become too hard especially in Glenwald.
The Last Spell is a very hard game to balance in general, but thanks to your feedback and comments, we’re very happy to release today this balancing patch that should alleviate some of the issues that made the “Glenwald Update” too hard. Please let us know what you think of this new balancing that is detailed in the changelog
We’re very glad to have such a committed community, and it’s thanks to you that we’re able to make the game better during this early access! So, from all of us at Ishtar Games, thank you!
Changelog 0.93.1.3
Balancing
Economy
Houses:
Price: 45 Gold→ now 40 Gold
Ruins:
The overall yield from scavenging ruins has been increased. Gold is mostly noticeable on the bigger Ruins (even smaller buffs shouldn’t be disregarded, though), but the Materials increase is huge!
For 1 Worker:
Gold Focus: gives 10 Gold and 7 Materials→ now gives 12 Gold and 13 Materials
Materials Focus: gives 4 Gold and 18 Materials→ now gives 4 Gold and 38 Materials
For 2 Workers:
Gold Focus: gives 22 Gold and 14 Materials→ now gives 28 Gold and 28 Materials
Materials Focus: gives 9 Gold and 35 Materials→ now gives 9 Gold and 84 Materials
For 3 Workers:
Gold Focus: gives 36 Gold and 23 Materials→ now gives 48 Gold and 46 Materials
Materials Focus: gives 23 Gold and 58 Materials→ now gives 16 Gold and 138 Materials
For 4 Workers:
Gold Focus: gives 52 Gold and 34 Materials→ now gives 72 Gold and 67 Materials
Materials Focus: gives 21 Gold and 85 Materials→ now gives 24 Gold and 200 Materials
Tip: Scavenging Ruins is a GREAT way to kickstart your run! Keep that in mind when trying to get the Gold needed for your first batch of Workers, which in turn will be the backbone of your economy; Or when in a sudden need of an immediate influx of Materials, to build a few more defenses.
Gear
Weapons
Magic Scepter:
Increased the base damage (about 15%)
Reworked the skill set of the Magic Scepter: Magic Bash, Wind Walk (new), Shocking Touch and Hammer of Faith. Further details in the Skill section later.
Replaced the bonus attribute from The Adept’s Scepter: Stun chance bonus→ now Dodge bonus
Replaced the bonus attribute from Master's Scepter: Resistance bonus→ now Stun chance bonus (but bigger than the previous Adept’s Scepter)
Replaced the bonus attribute from Archmaster's Scepter: Propagation damage bonus→ now Move bonus
Removed the accuracy malus on the following weapons: Hammer, Spear, Power Staff.
Reworked a bit the Move points bonus scaling on the following weapons: Adamantium Hammer, Adamantium Dagger, Adamantium Crossbow, Adamantium Pistol → Higher levels will get a bigger bonus than before
Off Hand Scepter:
Now grants the skill "Hammer of Faith" instead of "Shocking Touch"
Skills
Magic Scepter:
Magic Bash :
Use per turn 3→ 4
Base damage multiplier 50%→ 100%
Momentum skill effect 50%→ 25%
Wind Walker (new skill):
Cost: 1AP
Range: 0-5 (modifiable)
Target: 1
Use per turn: +2
Buff (+3Move, +15% Dodge, 1Turn)
Shocking Touch:
Cost: 2AP, 0Mana→ 1AP, 2Mana
Use per turn3→ 2
Base damage multiplier 100%→ 120%
Debuff accuracy -10%→ -15%
Hammer of Faith:
Base damage multiplier 100%→ 70%
Stun chance 50%→ 70%
Overall difficulty
Glenwald Haven:
Enemy quantity progression is (a bit) less brutal.
Apocalypse
Apocalypse 5, Enemies have +2 Move Points→ Enemies have increased Move Points. We decreased by 1 the move point bonus for all enemies except for the Winged, Runner and Crawler which stay at +2 Move Points.
Bug fixes
Fix of freezes and some slow down caused by the mist censers.
Fix of an exploit which made enemies not able to attack any building from the mist.
The boomer won’t explode on barricade anymore.
The skill “Watchout” from the “Longbow” weapon can only be used on heroes now.
Fix of certain skills that sometimes could not be casted on heroes (for example potions skills or the skill transfer).
Using the catapult skill now reset the cancel movement history (preventing exploits with the light fog).
Improvement on some traits incompatibilities.
Offhands now have the same damage scaling as their standard equivalent.
Don't forget to update your game!
Hotfix 0.93.0.6
Hello warriors!
Thanks a lot for reporting all the bugs since the "Glenwald Calling" update! There's a new hotfix online, so don't forget to update your game! :)
Fix of a save corruption due to a bug caused by the death of heroes.
Fix of the cursor that was framerate dependant.
Fix of the huge sprites displayed sometimes on skill targeting.
Fix of Glenwald haven that was disappearing sometime on the world map.
Fix of the skill “Fatality” from the perk that could be used on any healthy enemy in range.
Fix of the conditions from meta that was reset after loading the save preventing some players to unlock major unlocks like the Seer or the Inn.
Fix of the meta condition “Build X defenses” that was only increasing with the construction of barricades.
Fix of the following perks: Mana collector, Energized, Swift as the wind, Vampire. The regen effect of these perks was stacking if the hero was at maximum in the regenerated stat and then all the stacked effect would be triggered by any skill under any condition.
Fix of Scorching Wave Scroll and Rain of Arrows Scroll not having the rotate option on targeting.
Fix of the Accursed and Bulky attacking directly after getting out of the fog instead of waiting one turn.
Fix of the perk “Potion Thrower” that was not active on every potion.
Fix of the perk’s description “Night owl” that was mentioning the turn 4 instead of the turn 5.
Fix of a very specific case where it was possible to use an attack on the caster of the skill.
Fix of a visual bug that was occurring on enemies inside light fog after destroying Mist Censers.
Fix of bug in the night reward panel that was causing a desynchronization between the displayed reward and the reward that the player receives.
Take care! <3
Glenwald Calling Update livestream!
Developer Stream
Developer Stream!
As we release the new update, we'll be hosting a stream to show you the new update and answer all your questions! (Please don't ask us about rotating buildings)