This week, we released Spirited Thief, a brand new turn-based tactical stealth game!
The Last Spell and Spirited Thief are both turn-based tactical and while in the first one you had to destroy everything coming at you, here the approach is more... Discreet. So please do not try to kill everything, it may be counter-productive.
In Spirited Thief, you will experience the same turn-based tactical goodness that we know you absolutely loved in The Last Spell. Think ahead, try things, change your skills, kill the guards or try to sneak in past behind them: you have multiple ways to succeed... or to fail!
Scout, loot, and get out in Spirited Thief, a tactical turn-based stealth game with a twist. Search ahead as spirit, Trin, and grab the goods as thief, Elaj. Just make sure you have the loot before the guards come looking!
Do not hesitate to leave a review if you enjoyed the game!
As we mentionned in our last news we had to rollback our changes of the 1.0.2.19 because of a nasty bug. Now that everything is fixed, we are releasing this version that contains the two fixes we did for the 1.0.2.19 + some fixes on localisation, here is the details :
Fixed a bug with the Inn that allowed players to recruit an infinite number of Heroes
Fixed a loading issue causing some inconstancies with waves information (number and poisitionning of arrows)
Changed some perk descriptions in russian to better reflect the original text
It's been a few months since the Release 1.0 of The Last Spell and we cannot thank you enough for your commitment to the game. Since the launch in Early Access, more than 300 000 players have fought the Night alongside the mages!
With your help, we've been able to improve The Last Spell each and every month during the Early Access, listening to your feedback, adapting the game based on both our insights, and yours, We added new maps, new (and horrible) monsters, more tools for your Heroes and also new buildings to diversify your choices.
But that's not the end. Far from it, in fact.
Starting next year, we are going to release DLCs for The Last Spell!
Each DLC will have a specific theme that will be used to develop the additional content brought to the base game. We want to add new and fresh ideas to expand the possibilities of gameplay with your Heroes.
And... that's all we are gonna say today! Stay tuned, more information will be shared with you later on.
The Last Spell - The Board Game is an epic tabletop adaptation. Prepare for an immersive cooperative experience that brings the essence of The Last Spell universe to life like never before.
In this thrilling board game, gather your Heroes and embark on a quest to defend the town against relentless hordes of enemies. With 2 to 4 players, strategize, collaborate, and unleash powerful spells to survive the onslaught.
Join the Kickstarter campaign for exclusive content and incredible rewards! For the first 48 hours, all backers will receive a free 5th Hero miniature, adding a new dimension to your gameplay. Don't miss out on this limited-time opportunity to enhance your collection!
But there's more! Face the "Sinister Shadows", a free add-on available to all backers. This expansion introduces unique monsters with new abilities, expanding the formidable horde of enemies. Prepare for even greater challenges as you delve into the depths of darkness within The Last Spell world.
Embark on this extraordinary board game adventure, deepen your understanding of the rich lore, and refine your strategies. Join us now on our Kickstarter page to secure your place in this gripping journey!
Discover more about The Last Spell - The Board Game, gather your fellow Heroes, and prepare to face the ultimate challenge. The fate of the city rests in your hands!
We are changing a few things with today's update to better fit our vision for The Last Spell: allow and encourage players to try different things while using their Heroes.
The Last Spell is a Hero-centric game and defenses (ballistae, traps, catapults) are tools that can help you ease your Nights, they are not supposed to be the main line of defense against monsters.
We are detailing our thoughts below, to give you a little more context about the balancing of the game.
BALANCING
PATCHES
The previous patch (1.0.2.14) was not intended to make the game more difficult, but rather to address a lack of diversity in winning strategies.
The Last Spell released in 1.0 last month and we are extremely happy with the state of the game. Going forward, balancing patches will be fewer but focused more on improving weaker or lacking options rather than adjusting what we think is too powerful. This is something which was already greatly improved during the Early Access and also with the 1.0 update.
We are aware that The Last Spell is a single-player game that doesn't need to be perfectly balanced to be fun, so we hope that this update reflects our actual intentions more clearly. Regarding this patch, we have decided to smooth the impact of some of our previous changes.
DEFENSES
Heroes were always what defined the Last Spell at its core when it came to base defense and tactical gameplay, and so we believe that focusing on ballistae was a too reliable, efficient and optimal method.
The main purpose of defense buildings has always been to support Heroes, not to be the focus of the game. Relying too much on ballistae also created a fundamental issue: not letting players learn how to play the game properly.
However, the cumulation of changes we brought to the game last week had more impact than expected, so we are providing some adjustments.
Ballista
Cost: 65 materials -> 55 materiaks (40 before patch 1.0.2.14, so a +37,5% cost increase instead of +62,5%)
Cost: 100 materials -> 90 materials (80 before patch 1.0.2.14, so a +12,5% cost increase instead of +25%)
Compared to before patch 1.0.2.14, we want the base ballista to be more expensive by default.
Upgrading a Ballista to a Mounted Ballista is in contrast cheaper than building a new ballista, making it less punishing to build stone walls (line of sight blockers), which are more affordable since patch 1.0.2.14.
Walls
Walls will generate 25% less panic than before, so 0.75 points instead of 1 upon complete destruction (it was unchanged in patch 1.0.2.14, so this is a straight buff)
In patch 1.0.2.14, we significantly reduced the cost of walls to compensate for the increased cost of ballistae, especially during the early-game.
However, panic gained by wall damage remains a point of friction to their effective usage, so we decided to mitigate this issue: walls will generate less panic overall.
OMENS
Our goal was not to make the game less fun for players who still want to take advantage of defenses as a viable secondary strategy. So, we are revisiting some of our decisions in this area to lessen their impact, especially since the Defensive Training perk bug fix is already quite a heavy hit to the most powerful strategies.
Omen of the Siege
DMG Bonus: +20% -> +25% (same as before patch 1.0.2.14)
Omen of the Engineer
DMG multiplier on secondary tiles (Ballista, Mounted Ballista & Catapult): x0.7 -> x0.75 (x0.8 before patch 1.0.2.14)
Omen of the Trapper
DMG multiplier on secondary tiles (Damage trap): x0.7 -> x0.75 (x0.8 before patch 1.0.2.14)
Omen of the Vulture
Resource yields are now indicated in the description
PERKS
Fortress Master (Perk)
Range: 6 -> 8 (10 before patch 1.0.2.14)
BUG FIXES
Fixed skills shortcuts disappearing when using a skill
Fixed the meta condition "Have a Hero reach X in Y attribute" that was not correctly refreshed in some cases
Fixed the effect display "Dispel" being displayed as error glyphs when using non latin language
Fixed the trophy "Night Survivor" that could be obtain in case of defeat during the boss phase of Lakeburg
Fixed the "Night owl" perk that was not loaded correctly after continuing a run
Fixed the apocalypse tooltip on the victory screen not displaying the correct percentage of tainted essance gain
Fixed the Wounded effect display that was sometimes not refreshed properly because of the Vampire perk
Fixed the Immunity effect not giving an immunity to contagion