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
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