Corpses are now slightly less effective when it comes to rewards, but playing around them is more consistent.
Corpse generation
Corpse generation has been rebalanced %-wise to serve its original purpose better as a catch-up mechanic for tough nights (or risk-reward strategy for experienced players): emphasizing stacking enemies close to the haven for better results, while still being controlled on our part in terms of maximum quantities per night.
Elite Carrion generation % is now based of the Elite’s dangerousness: the scarier an Elite is the easier it will be to get an Elite Carrion.
Generally speaking, Boss Nights now have less enemies, and the Nights leading up to them have more enemies. This should reduce the gap in difficulty between Boss Nights and the rest of the run.
Gildenberg
Slightly increased enemy quantity of Night 6
Slightly increased night length of Night 6
Lakeburg
Slightly increased enemy quantity of Nights 7, 8, 9, 10 and 11
Slightly increased night length of Nights 7, 8, 9, 10 and 11
Greatly reduced enemy quantity of Night 12
Reduced Health and Armor values on Boss and their minions
Glenwald
Slightly increased enemy quantities of Nights 6, 7, 8 and 9
Slightly reduced enemy quantity of Night 10
Elderlicht
Slightly decreased enemy quantities of Nights 1 and 14
Omens
Omen of Supplies
Material bonus: 80 -> 100
Omen of Celerity
Move Point bonus: 2 -> 3
Omen of the Vulture
Gain per Corpses: 4 Gold & 9 Materials -> 7 Gold & 13 Materials
Omen of the Siege
Bonus damage for defenses: +25% -> +20%
Omen of the Trapper
Reduced damage on Damage Trap’s secondary tiles
Omen of the Engineer
Reduced damage on Ballista’s and Mounted Ballista’s secondary tile
Reduced damage on Catapult’s secondary tiles
BUG FIXES
Fixed the Defensive Training Perk granting way more XP than intended: it was always supposed to only grant the "Killer XP bonus" (additional 30% of the enemy's XP value) to the Hero as if they were the one killing it (since the base 100% of the XP is already accounted for in the Shared XP for defenses kills, just like any kill), but instead was granting them a whole additional 100%...
Added a safety to prevent infinite night because of an enemy that couldn't spawn
Fixed Blockers staying in the mist, stuck to a corpse or a barricade
Fixed weird interaction between Human Ballista perk and Vampire perk
Fixed the contagion alteration not spreading in specific cases
Added a safety to prevent players to play the next production phase after beating the boss (instead of winning the run)
Fixed heroes turning red when attacking a mirror elite enemy
Set the maximum value for the UI scale slider setting to 120% instead of 100% when playing on smaller resolutions
Fixed exiting construction menu when right clicking to cancel the preview of a building
We are extremely happy and excited to launch The Last Spell in 1.0, after a year and half of Early Access! Thanks to your help, comments and feedback, we were able to shape the ultimate version of the game for its full release.
We cannot wait to see new players dive into this world of horrendous Nights and desperate heroes trying to fight their way out of this magical nightmare!
The Release 1.0 is bringing you The Last Map (Glintfein), The Last Boss (??), the end of the story, Achievements and a crazy lot of QoL improvements, bug fixes and balancing!
Did you ever noticed that all the names of our Major Updates were a direct reference to metal & rock music? Glenwald Calling, Over The Mist and Far Away, Fear of the Lake, Highway to Elderlicht and Master of Omens.
In 2021, we had a plan for the future of The Last Spell which we shared with you at the release in Early Access, and once again it looks like we've beaten our own expectations by bringing you:
Character customization
New monsters
New Apocalypse levels
Turbo Mode
Perks Rework
New victory animation
Lakeburg Rework
Economy & Panic Rework
Damage Rework
Meta Rework
New mechanic: Omens
New mechanic: Corpses
Controller support
4 new maps + 1 tutorial map
4 new Bosses
And a lot of balancing at every Major Update. The Commander was not the only one to be busy!
In less than two years, The Last Spell has changed a lot and so has our studio, Ishtar Games. This was made possible because of you, and we cannot thank you enough for the incredible response you gave to the game.
But today our dear Early Access players, we already have something for you: a new Deep Dive with all the information about the 1.0 update!
Since this is a pretty big article, it has been separated in two: Deep Dive 1.0 (this one) and Patch Note 1.0. You can read the full Patch Note here (it's long, like very crazy long):
Drawing ever closer to the end of magic, the Commander heads to Glintfein for the final ritual.
Glintfein is the 5th and final map of The Last Spell, unlocked after beating Elderlicht, and bringing a conclusion to the story.
Glintfein is the hardest map in the game, spanning only 7 Nights. Be prepared: these Nights are extremely intense, and you will have less time to upgrade your town and heroes. Some of these Nights might even hold a few surprises…
The town that gave name to this map has been completely corrupted by the Mist, and has become a deserted wasteland. When you start a run, only the Magic Circle and a few cheap defenses are present.
Fortunately, since the Commander expected this battle, Glintfein starts during a production phase, and with a much needed package of starting gold and materials. What will you build or buy before the first Night?
Corruption is rampant in Glintfein, and seems to have altered the very fabric of this plane. How will the ever shifting corrupted objects affect your defense?
This map has a lot of other surprises in store for you, especially when it comes to the boss.
Here’s a little tease of something you might encounter during your run. What do you think it does? Should you kill it or run away?
TUTORIAL
The Last Spell is a game with a steep learning curve and a lot of mechanics. In order to enhance the new player experience, we have revamped the tutorial popups at the start of a campaign.
Each popup is now dedicated to one mechanic, and popups are spread out through the entire tutorial. It’s always better when you have some time to process each bit of information!
Some mechanics that were not explained before, like Corpses, Bosses, Wounds, or even the use of [Left Alt] are now introduced to newcomers.
Players who have already completed the tutorial may still be presented with a few popups that trigger on specific events outside the tutorial map, e.g. on the world map or the first boss encounter. Just click on OK and it will not show up again!
The “How to Play” section has also been revamped. If you aren’t sure of how something works, you can check it out.
NEW ENEMY: KINDLED
Common enemies like Dodgers or Plated are designed to teach the impact of different defensive attributes on enemies. Additionally, it creates Nights or moments where some Heroes will be more effective than others, which can challenge the player’s strategy.
Resistance was the only defensive attribute that didn’t have its dedicated low tier enemy, but now this has been changed! Meet the Kindled: a monster with very low Health but a whole lot of Resistance!
Kindled are balanced similarly to the Plated, which means that you will be able to one shot them easily with the correct damage type (magic), but may have a harder time with other damage types, as long as you don't have resistance reduction. The roster of basic enemies is finally complete!
ACHIEVEMENTS
We know you were waiting for it! Steam Achievements have been added, as promised for the full release. We tried to limit the number of “super hardcore” achievements, exploring all the different mechanics and aspects of the game instead in order to keep them diverse. We hope all completionists can have some fun hunting them down!
BALANCING
A well balanced game is something that we’ve always been aiming for: strategic gameplay can only flourish if all options at your disposal are noteworthy. For the 1.0 release, our goal was to cement the balance of the game into a state where only minor tweaks would be necessary in the future: since the Early Access is over, we don’t want to make any big reworks anymore.
This patch contains balance changes on nearly all aspects of the game, but the biggest one is the weapons. We have been registering feedback on weapons for a long time, and have tweaked pretty much all of them., in an attempt to bring them all on the same power level.
For the weapons that were considered too strong, we mostly reduced their potency in the late game: by limiting explosive effects such as Momentum or Multi-hit, for example. Since most of these weapons were strong because of one or two skills, it also allowed us to buff their other skills, so they shouldn’t feel “nerfed to the ground”. We also reworked Momentum a bit, by making it easier to build up, but limiting its maximum damage output.
For the weapons that were considered too weak, we tried to buff them in various ways: giving them higher damage, more utility… Here too, we tried to have a better balance between the different skills of each weapon, as we didn’t like the fact that some weapons were played solely for the use of one skill. Another thing we noticed is the fact that skills with only buffs or debuffs (Acid Spray, Weakening Touch) are often deemed too weak, so we buffed them generously.
We also made a lot of significant balance changes on other items: Armors, Off-hand weapons, Potions and Scrolls should bring more interesting options than before, be it because they are stronger, or just cheaper to use.
Additionally, we also tweaked some Omens, Perks (especially Blood Magic, which has a cool new feature!) and the difficulty of maps. The full (as full as possible!) list of changes can be read further below, in the full patch notes.
QoL
As usual (actually, even more with the 1.0 target in sight!) we tried to fit as many quality of life changes to improve the overall experience. Here is a small (yet very exciting) sample, the remainder can be discovered further in the full patch notes.
Attack information panel is clearer, and shows Crit data
The attack information panel has been reworked to be clearer. The final values of the targeted enemy’s Resistance and Dodge (i.e. modified by the various factors coming from the caster/hero, like Accuracy, Res. Reduction, Magic Damage, etc.) are now displayed directly on the top-left of the attack panel, instead of “sneakily” modifying the values shown on the enemy’s panel attributes.
In addition to that, a line has been added under the Final DMG to show the crit chance and potential damage, because this definitely plays a big part in decision making!
Item comparison is more accurate than ever
Item comparison has been improved to make skill previews more accurate. When hovering over an item in the shop or stash to compare it to your currently equipped item, we would previously use the current attributes of the Hero for the skill previews of both items.
Here’s how it functions now:
The item that is already equipped uses the current attributes of the Hero
The item that is being hovered (in your stash, shop or rewards) will use the current attributes of the
Hero, add the attributes of the new item, and subtract the attributes of any items that would be unequipped by equipping this item.
Here is an example with two very similar bows that show different values in damage and range for the preview of Power Shot, since they have different attribute bonuses.
Perks planner
You can now plan your perk build on the perk tree using the right click! This is only a visual cue to remind you what you want to do with a given hero, it doesn’t do anything by itself, but it helps A LOT to remain consistent with your plans.
Obviously this is saved/loaded with your run, otherwise it wouldn’t be that dope…
Oraculum Filters & Sorting
Added Filters and Sorting options in the Oraculum
Temple & Mana Well feedback improvement
Visual feedbacks for the Temple and Mana Wells have had a lot of small improvements. To name a few:
Restore action now show the same regen icon as potions when you would use them on a Hero
A similar icon has been added for actions that increase an attribute
Feedbacks are shown on all heroes when hovering an action that would restore all heroes, but is attenuated for heroes that already have full Mana/Health
Feedbacks are shown both when hovering a hero on the field or by hovering their portrait in the top right
“Compare gear with” now shows the weapons
You can now see the active weapon set of each hero in the comparison drop down
We hope we've got you excited about the 1.0 release tomorrow! On our end, we sure are! Thank you for reading and thank you for helping us making The Last Spell the way it is.
The keybinds dedicated to skills, as well as the ordering of those skills in the skillbar, have been heavily reworked: it allowed to separately bind weapon skills, equipment skills and contextual+perk skills, while also ensuring a more robust positioning of individual skills over the course of a run. This grants a far better control when using hotkeys to cast skills!
Note: as a result of the heavy changes on the actions mapping, we had no choice but to reset all the keybinds.
The perk points count will now show “MAX” when the maximum number of perks has been reached.
Dialogues in the Oraculum can now be skipped by pressing Escape.
Entering the Oraculum when there is no narration is now faster.
The options menu now has a scrollbar and is easier to navigate. As a result some settings have been moved around.
Tooltips have been added to most of the settings in order to clarify what they do.
Added an option to manually force which type of device should be used for inputs (default: Auto).
Added an option to display the maximum value of AP (e.g. 7/10 AP), Move and Mana on the main HUD when a hero is selected, as well as on the portraits list (default: OFF).
Added an option to always display the AP, Move and Mana values on the portraits list, instead of only when being hovered (default: OFF).
Added an option to hide keyword explanations in tooltips (default: OFF)
Added an option to show keybinds in the skillbar (default: ON)
Added an option to disable the automatic centering of the camera when selecting a unit outside your screen (default: OFF)
One can now manually center the camera on the currently selected hero by clicking their portrait in the main HUD, clicking their portrait in the portrait list, and/or using the hotkey dedicated to the selection of that hero a second time.
There is also a dedicated keybind created for that if needed (unassigned by default).
Added an option to enable camera edge panning (default: ON).
Added an option to enable camera edge panning when the mouse is over UI (default: ON).
You can now see the range of your defensive buildings directly when hovering them.
It is now possible to skip end-of-map cutscenes, after watching them once.
The construction limit for a given building/group of buildings (shown in their dedicated tooltips, in construction mode) is now displayed in red when the maximum has been reached.
Improved the “Workers” panel in the Commander’s Journal: it has been split into 2 distinct sub-entries, one for the building actions with a worker cost, and the other dedicated to “free” building actions.
Removed the right-click behaving like [Escape] in the world map and Oraculum.
Streamlined a bit the flow when recruiting a new hero and placing them in the world: the game won’t re-open the Inn popup anymore, and the new recruit will be automatically selected.
ATTRIBUTES
Momentum
The bonus damage given by Momentum now caps at +400% (meaning that a Momentum attack will, at most, deal 5 times more damage).
New Skill effect, No Momentum: Using a skill with “No Momentum” will not increase the Momentum bonus. No Momentum has been added to the following skills: “Teleportation” (Warp Crystal), “Teleportation scroll” (consumable), “Blink” (perk) and “Warp” (Warp Gate). All other skills count towards the Momentum bonus.
Stun
The modified stun chance of skills (Stun chance of the skill + stun attribute, before taking Stun Resistance into account) can now exceed 100%.
For example, if you have a skill with 60% Stun Chance, and 50% in the Stun attribute, you will now have 110% Stun Chance instead of 100%. This means that, when hitting an enemy with 80% stun Resist, you will have a 30% chance of stunning them, versus 20% before.
Please note: The bounds of the Stun attribute itself remain unchanged.
Heroes (and ONLY Heroes) will now gain immunity to Stun for 1 Turn after getting stunned.
Attribute bounds
Health: 50 Min, 750 Max -> 50 Min, 1000 Max
Mana: 5 Min, 140 Max -> 8 Min, 140 Max
Move points: 1 Min, 17 Max -> 3 Min, 17 Max
Level Ups
Mana: 5/8/10 -> 7/12/15
Mana Regen: 3/5/6 -> 3/4/5
Resistance: 4/7/9 -> 5/8/10
Momentum: 5/8/10 -> 4/6/7
Equipment
Mana, Mana Regen and Momentum bonuses have been rebalanced in accordance to the level ups changes.
Action Points random affixes are now more scarce on low level items, and slightly more frequent on high level items.
Multi-hit random affixes will now only drop on items level 2 or more, with their frequency increasing with item level.
Traits
Mana and Mana regen bonuses have been rebalanced in accordance to the level ups changes
WEAPONS
All native attribute bonuses on weapon variations have been tweaked to better match the current balance of attributes, and sometimes swapped for different ones more consistent with the weapon’s skillset.
Sword
Base DMG at level 0: 80-101 -> 65-80
Slice (Skill 1):
Momentum: +5% -> +25%
Dash (Skill 2):
DMG x1.3 (104-131) -> DMG x1.65 (107-132)
Blade Rush (Skill 3):
DMG x1.3 (104-131) -> DMG x1.65 (107-132)
Hammer
Base DMG at level 0: 100-129 -> 109-129
Crush (Skill 2):
Range can now be modified by the Hero’s Skill Range attribute
DMG x0.6 (69 average damage) -> DMG x0.85 (101 average damage)
Opportunism Multiplier: x2.0 -> x1.3
Stomp (Skill 3):
Secondary effect Stun Chance: 60% -> 75%
Now also applies a Stun to the main target with 75% chance
Axe
Shred (Skill 1):
Removed Inaccurate
Axe Boomerang (Skill 3):
Increased the size of the AoE from 5 to 7 tiles
DMG x1.3 (105 average damage) -> DMG x1.4 (113 average damage)
Dagger
Base DMG at level 0: 65-84 -> 78-90
Backstab (Skill 1):
Isolation Multiplier: x2.0 -> x1.75
Perforate (Skill 2):
Replaced by a new skill, Throwing Dagger
Throwing Dagger (Skill 2):
Cost: 1AP
Uses per turn: 2
Range: 1-4
DMG x1.3 (109 average damage)
No Block
Throwing Daggers (Skill 3):
Renamed to Poison Daggers
DMG x1.0 (75 average damage) -> DMG x0.6 (50 average damage)
Multi-hit: 3 -> 4
Poison: 25 DMG (2 Turns) -> 30 DMG (3 Turns)
Two-Handed Sword
Thrust (Skill 2):
DMG x0.8 (76-103) -> DMG x0.75 (71-97)
Momentum: +20% -> +15%
Charge (Skill 3):
Cost: 1 AP, 1 Move, 1 Mana -> 1 AP, 1 Move, 2 Mana
Sledgehammer
Base DMG at level 0: 115-157 -> 110-140
Hammer Strike (Skill 1):
Range: 1-3 -> 2-3
Stun Chance: 40% -> 30%
Follow Up (Skill 2):
Range: 1-3 -> 2-3
Added Opportunism Multiplier: x1.3
Mega Stomp (Skill 3):
DMG x0.9 (122 average damage) -> DMG x1.0 (125 average damage)
Added Debuff: -33% DMG (2 Turns)
Ground Smash (Skill 4):
DMG x1.0 (136 average damage) -> x1.1 (138 average damage)
Great Axe
Base DMG at level 0: 75-114 -> 82-123
Leap (Skill 2):
DMG x1.0 (95 average damage) -> DMG x1.2 (123 average damage)
DMG x1.3 (105 average damage) -> DMG x1.1 (100 average damage)
Added Armor Piercing
Lightning Strike (Skill 4):
DMG x1.5 (121 average damage) -> DMG x1.3 (118 average damage)
Druidic Staff
Flytrap (Skill 1):
Uses per turn: 3 -> 4
Acid Spray (Skill 4 -> Skill 3):
Moved to the 3rd skill slot
Cost: 2 AP, 4 Mana -> 1 AP, 2 Mana
Uses per turn: 1 -> 2
Debuff: -100 Armor (2 Turns), up to -200 at level 5 -> -150 Armor (2 Turns), up to -300 at level 5
Bee Sting (Skill 3 -> Skill 4):
Moved to the 4th skill slot
Cost: 2 AP, 2 Mana -> 2 AP, 3 Mana
Hand-crossbow
Base DMG at level 0: 35-50 -> 49-58
Quick Shot (Skill 1):
Removed Move Points Debuff
Added Armor Piercing
Slow Death (Skill 2):
Debuff: -1 Move (3 Turns) -> -2 Move (3 Turns)
Weak Spot (Skill 3):
Removed
Blaze (Skill 4 -> Skill 3):
Cost: 2 AP, 4 Mana -> 1 AP, 2 Mana
Uses per turn: 1 -> 3
Removed Multi-hit
Propagation: 3 -> 4
Pistol
Base DMG at level 0: 70-94 -> 70-85
Pistol Shot (Skill 1):
Momentum: +10% -> +20%
Grappling Shot (Skill 2):
DMG x1 (70-94) -> DMG x1.25 (88-106)
Added Isolation multiplier x1.25
Grapeshot (Skill 3):
DMG x1 (70-94) -> DMG x1.35 (95-115)
Shortbow
Base DMG at level 0: 65-95 -> 75-109
Precise Shot (Skill 1):
Renamed to Straight Arrow
Removed No Dodge
Powershot (Skill 2):
Range: 1-5 -> 1-4
DMG x1.75 (140 average damage) -> DMG x1.45 (133 average damage)
Removed Inaccurate
Rain of Arrows (Skill 4):
DMG x2.0 (160 average damage) -> DMG x1.6 (152 average damage)
Longbow
Watchout (Skill 2):
Range: 1-10 -> 1-14
Dodge buff value increased on higher levels (value at level 5: 40% -> 50%)
Explosive Arrow (Skill 3):
Stun Chance: 50% -> 60%
Crossbow
Base DMG at level 0: 85-105 -> 90-110
Straight Shot (Skill 1):
Uses per turn: 3 -> 4
Heavy Bolt (Skill 2):
Range: 1-7 -> 1-10
Impaling Bolt (Skill 3):
Cost: 2 AP, 2 Mana -> 1 AP, 2 Mana
DMG x1.2 (114 average damage) -> DMG x1.0 (100 average damage)
Added Armor Piercing
Explosive Bolt (Skill 4):
Cost: 2 AP, 4 Mana -> 2 AP, 3 Mana
DMG x1.3 (124 average damage) -> DMG x1.45 (145 average damage)
Rifle
Base DMG at level 0: 120-154 -> 135-169
Rifle Shot (Skill 1):
Added No Dodge
Hip Shot (Skill 2):
Added Opportunism Multiplier x1.25
Assassinate (Skill 4):
Isolation Multiplier: x2.0 -> x1.5
Off-hand weapons
Changed the skills granted by off-hand weapons to the first skill of their main-hand counterparts (except Warp Cristal). Additionally, those skills now cost 0 AP and have only 1 use per turn.
Off-hand Dagger
Throwing Daggers replaced with Backstab
Off-hand Sword
Blade Rush replaced with Slash
Off-hand Axe
Axe Boomerang replaced with Shred
Off-hand Hammer
Stomp replaced with Bash
Off-hand Crossbow
Slow Death replaced with Quickshot
Off-hand Pistol
Grapeshot replaced with Pistol Shot
Off-hand Magic Wand
Magic Missiles replaced with Sword of Damocles
Off-hand Scepter
Hammer of Faith replaced with Magic Bash
Off-hand Magic Orb
Death Ray replaced with Infect
OTHER ITEMS
Armor
Increased block value on all Shields.
Brace, Fortify & Evasion (defensive skills granted by Body Armors):
Buff value has been increased, especially at higher levels
Uses per turn: 2 -> 1
Trinkets
Meteor Ring
Base DMG at level 0: 40-120 -> 85-135
Meteor Shower:
Cost: 3 AP, 10 Mana -> 2 AP, 8 Mana
Range: 6-10 -> 5-14
Added Vision
Consumables
Potions
All potions:
Range: 0-1 -> 0-3
Range can now be modified by the Hero’s Skill Range attribute
Potion of Health:
Now also applies a Dispel (All Negative)
Restoration values and amount of uses tweaked accordingly.
Potion of Dispel:
Removed
Potion of Stability:
Applies Immunity to all negative alterations (1 Turn, up to 2 Turns at higher levels)
All restoration potions have been rebalanced a bit.
All defensive potions are now stronger.
Scrolls
Scrolls mana cost now scales depending on their level, making them cheaper than before at lower levels.
Added scrolls for the following skills: Axe Boomerang, Poison Daggers, Charge, Super Spin, Grapeshot, Assassinate, Magic Missiles, Hammer of Faith and Bee Sting
Removed scrolls for the following skills: Scorching Wave.
PERKS
Spiky Counter
Base damage: 30 -> 50
Added a -20% Dodge malus
Organic Armor
Conversion rate: 125% -> 150%
Mana Growth
Base Mana bonus: 4 -> 6
Mana bonus per level: 2 -> 3
Mana Collector
Restored Mana per stack: 2 -> 1
Restored Mana cap per turn: 20 -> 10
Shorter Weapons
Added a +20% Reliability bonus
Removed the +10% Dodge bonus
Longer Weapons
Reliability malus: -15% -> -25%
Proximity Shot
Max bonus: +24% Total Damage -> +40% Total Damage
Decreases by tile: -4% -> -8%
Exploit Weakness
Isolation bonus: 75% of Reliability -> 100% of Accuracy
Opportunism bonus: 75% of Accuracy -> 100% of Resistance Reduction
Poisonous
Base Poison: 30 (3 turns) -> 35 (3 turns)
Human Ballista
Range: 1-6 Modifiable -> 2-6 Modifiable
Potion Throw
New Range: 10 -> 15
Runic Gift
Mana bonus per item level: 2 -> 3
Harvester
Every 4 enemies killed: +1 Daily Mana Regen. -> Every 4 enemies killed: +1 Daily Mana Regen, up to 25% of the Hero’s Mana.
Relentless
Whenever the Hero has 3 or less current Move Points and attacks in melee range: Restore 2 Move Points. -> Whenever the Hero has 3 or less current Move Points and attacks in melee range: Restore 1 Move Points, increased by 1 if the Hero kills at least one target.
One by One
Whenever an isolated unit is killed: +4% Damage, or +6% when using Physical Damage, up to 60%. Hitting a non-isolated unit resets the bonus. -> Whenever an isolated unit is killed: +4% Damage, or +6% when using Physical Damage, up to 60%. Hitting a non-isolated unit decreases this bonus by 6%, down to 0%.
Blood Magic
Skills now cost Health instead of Mana (4x original cost). All of the Hero’s Mana is transformed into Daily Health Regen (conversion rate: 50%). -> Skills now cost Health instead of Mana (4x original cost). All of the Hero’s Mana is transformed into Resistance (conversion rate: 30%) and Daily Mana Regen into Daily Health Regen (conversion rate: 100%).
Also, BIG change! From now on, when your Hero unlocks the Blood Magic perk, some Mana-related Perks will now be replaced with Health-related perk with equivalent effects:
Whenever a skill using the Momentum effect is cast: Restore 2 Move Points. -> Every 3 tiles traveled (excluding skills with No Momentum), the next time a skill using the Momentum effect is cast: Restore 2 Move Points.
Mana Shield
Whenever the Hero casts a skill: Buff +X Block (3 turns), where X is the skill’s Mana cost. -> Each 2 Mana spent: Buff +3 Block (3 turns).
OMENS
Omen of Supplies
Materials bonus: 60 -> 100
Omen of Wealth
Materials bonus: 80 -> 135
Omen of Vitality
Health bonus: 25 -> 35
Omen of Rejuvenation
Health bonus: 40 -> 50
Omen of Wisdom
Mana bonus: 5 -> 8
Omen of Mysticism
Mana bonus: 10 -> 12
Omen of Advanced training
Slot cost: 3 -> 2
Omen of Boxing
Slot cost: 2 -> 1
Omen of Second Chance
Slot cost: 2 -> 1
Omen of Restraint
Slot cost: 2 -> 1
Omen of the Wanderer
Slot cost: 2 -> 3
Omen of Opportunities
Slot cost 1 -> 2
Omen of the Vulture
Gain per Corpses: 3 Gold & 6 Materials -> 4 Gold & 9 Materials
Omen of the Outpost
Wooden Health bonus: +30% -> +50%
Omen of the Fortifications
Wooden Health bonus: +20% -> +40%
Stone Health bonus: +20% -> +20% (stays the same)
Omen of the Fortress
Wooden Health bonus: +30% -> +60%
Stone Health bonus: +30% -> +40%
Other defenses bonus: +50% -> +50% (stays the same)
Omen of Sturdiness
Block bonus: 10 -> 8
Omen of Steel
Armor bonus: 25 -> 40
Omen of Craftsmanship
Slot cost: 2 -> 1
BUILDINGS
Production buildings
Production upgrades:
Production + cost: 100 gold -> 120 gold
Production ++ removed
Help building upgrades:
Help + cost: 40 gold (unchanged)
Help ++ cost: 60 gold -> 70 gold
Help +++ cost: 80 gold -> 90 gold
Item Level upgrades:
Item Level + cost: 150 gold (unchanged)
Item Level ++ cost: 300 gold -> 270 gold
Item Level +++ cost: 560 gold -> 500 gold
Mana Well
Gift (3rd action):
Base Max Mana bonus: 3 -> 5
Gift + Max Mana bonus: 6 -> 10
Defences
All defences (walls, ballistas and catapults) can now be placed adjacent to other city buildings.
Warpgate:
Cost: 80 Materials -> 60 Materials
MAPS & ENEMIES
Bosses don’t keep their skills secret anymore: one can have a look at them when selecting the Boss unit, just like regular enemies.
Added short dialogues during boss phases.
Gildenberg
Minor tweaks to Nights 5 & 6 to accommodate for the new weapon balance.
Lakeburg
Minor tweaks to Night 11 to accommodate for new weapon balance.
Minor tweaks to the boss to accommodate for new weapon balance.
The large gates can now be repaired or destroyed
Glenwald
Enemies start slightly stronger than before.
Early waves are slightly bigger than before.
Minor tweaks to the boss to accommodate for new weapon balance.
Elderlicht
Enemies start slightly stronger than before
Early waves are slightly bigger than before
Minor tweaks to the boss to accommodate for new weapon balance.
Additionally, the Soulbound enemies of Elderlicht have been rebalanced.
CORPSES
Corpses have been tweaked to appear more often during early nights while being more controlled in numbers in later nights.
Corpses generation’s internal rules have been modified to feel more cohesive and granular, including Elite Carrions (elite variation to Corpses) generation.
Corpses can no longer spawn inside the Mist.
SOUND
A great part of the game’s sound design has been reworked. Let’s see what has changed:
Ambience sounds have been added to each map even Swampfurt
When there is multiple sounds at the same time, a random delay between sounds will permits to avoid to be overwhelmed by too much sound effects
Fog spawners have new sound effect
The Trophies sound effect has been reworked
Ambience sounds have been added to the worldmap
New sound effect for passing a nex level of panic
New sound effect for the night score
Heroes death has a new sound effect
The magic circle has a nex sound effect when it is destroy
The sound of the broken seal has been reworked
New sounds have been added to menus: the level up sound effect has been reworked & new sound effects has been added to rerolls buttons
The sound design of bosses has been reworked
The sound design of most enemies has been reworked:
The sound design of some (a lot) weapon skills has been reworked
The sound design of some building actions has been reworked
BUG FIXES
The Turbo Mode now stays ON even when a pop-up warning shows up.
The mist censer can no longer softlock the game
The wounded tooltips is no longer displayed on the hero when using a controller
When you are loading a night save, the elites buff stay
When upgraded with “ Specialist” perk, “Quick reload” recharge correctly skills by +1
When you save and reload a run, arrows from “Guess Where” are at the same place
Blockers went to school and from now on know how to leave the fog.
Rippers can no longer eat enemies tier 1 elite, a bit of respect please.
“Specialist” perk does no longer make character sheet stop working correctly.
“Frost Mage Set” and “Priest Set” Can be unlocked as intended… They could be useful.
The oraculum button is correctly displayed when opening then closing the game menu.
When a hero has suffered damage, the “Untouchable” trophy can no longer be unlocked.
The perk “Resupply” now works correctly.
The poisoning UI is no longer taking ALL the screen.
The “Human Ballista” perk does not softlock the game anymore after killing Lakeburg’s boss.
The amount of tainted essence granted by “Soul Harvest” is correctly saved after quitting the night and reloading it.
The Turbo Mode slider no longer shows a huge amount of decimals.
The credits are now displayed correctly.
The perks "Back protection" now work correctly when the hero stands next to a "Jeweler" or Alchemist".
Bounty hunters no longer attack mist censers with charged attacks.
The “Armor piercing” attribute no longer causes problems with the armor bar refresh.
The trap UI no longer remains displayed when you select a skill at the same time.
The "Flexibility" perk now retains the information of what damage type was used by the hero.
When you restore the mana of your hero, the character icon does refresh correctly.
Opening the level up menu with a controller using Y/Triangle does no longer use a reroll attribute charge.
Controllers are responsive again in drop-down menus.
Going back to the main menu after selecting the last entry of a drop-down menu doesn’t break controller navigation anymore.
You can now rotate a skill with a controller.
When you close the option menu with a controller, it no longer show the option window.
With a controller, the cursor has the correct behavior when you are navigating in the map.
With a controller, you can now swap equipment outside of the City Syash tab.
Closing the disclaimer from the main menu no longer makes the controller unable to select anything
The credits and the opening cutscene no longer break the controller.
With a controller, the cursor no longer comes out of the character sheet.
With a controller, spamming A no longer unlocked the first statistic during leveling up without the cursor on it.
With a controller, you can now swap characters after opening the level up interface and switching tab in the heroes menu.
With a controller, the cursor no longer goes everywhere in the main menu.
With a controller, you can now select the “Cycle through new entry” button in the oraculum.
With a controller, you can now select the boundless mode.
Selecting a perk with a controller can be made with the button A with a controller.
With a controller, the D-pad toggle correctly the turbo mode.
Thank you for reading the Patch Note, it was long, but you made it! We will see you all in game tomorrow, everyone is extremely excited at Ishtar Games!
After more than a year and a half in Early Access, the time has finally come for The Last Spell to have an official launch date:
On March 9, The Last Spell will release in 1.0!
Thank you so much for your support and feedback during the Early Access. We hope you are as excited as we are about the launch date, with just two weeks left to wait!
As you may have noticed, we haven’t released many updates for The Last Spell those past few months. As it turns out, we've been focused on the final update for the game: the 1.0 release!
EARLY ACCESS COMING TO AN END
Since December, we've been focused on finalizing the content for the 1.0 update, along with the console versions, to make sure we're ready for the official release of the game, since we're planning to release the 1.0 version on the same day as the console versions (Nintendo Switch, PlayStation 4 and PlayStation 5)!
Thus, since December we’ve been working on making sure everything is working as it should be. And if they are not, making sure they will. From new tutorials, to balancing, to new map and of course to the new monsters coming with it, everything is being tested, re-tested and approved by the QA & dev team.
Full release means also something else will be added. We have seen all of your messages about it, and yes, the Achievements will be available alongside the 1.0 release!
Speaking about the release, The Last Spell is releasing in early 2023, which means SOON! The wait is almost over, and trust us, it will be worth it. We can't wait for you to experience the ending of this story (and yes, it will be painful).
NEW PRICE
Also as detailed in December and since we are getting closer to the release, the price of The Last Spell will be increased next week, on February 1st, to 24,99€/$24,99. You and your friends still have some time to get the game at a lower price, and enjoy the full release soon after!