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Patch 1.0.2.14

Hello Heroes!

In this update, we are balancing multiple weapons, items and Omens, as well as changing a bit the Boss Nights.

A list of Bug Fixes can be found at the end of the patch note.

BALANCING


[h2]Weapons[/h2]

[h3]Axe[/h3]
Shred (Skill 1):
  • Added back Inaccurate (x1.5)
  • Opportunism Multiplier: x1.25 -> x1.35

[h3]Two-handed Sword[/h3]
Base DMG at level 0: 95-129 -> 101-138

[h3]Sledgehammer[/h3]
Mega Stomp (Skill 3):
  • Debuff: -33% DMG (2 Turns) -> -20% DMG (2 Turns)

[h3]Spear[/h3]
Base DMG at level 0: 90-120 -> 99-126

[h3]Magic Wand[/h3]
Magic Missiles (Skill 3):
  • DMG x1 (72-101) -> DMG x0.85 (61-86)

[h3]One-handed Crossbow[/h3]
Slow Death (Skill 2):
  • Poison Damage: 40 (3 Turns) -> 60 (3 Turns)
Blaze (Skill 3):
  • DMG x2 (98-116) -> DMG x1.75 (86-102)
  • Propagation bounces: 4 -> 3

[h2]Items[/h2]

[h3]Warp Crystal:[/h3]
  • Teleportation : Added a limit per turn of 3.

[h3]Power Ring:[/h3]
  • Will now appear less often

[h2]PERKS[/h2]

[h3]Poisonous[/h3]
  • Base Poison: 35 (3 turns) -> 40 (3 turns)

[h3]Lone Wolf[/h3]
  • Damage bonus (range 5): +8% -> +12%
  • Damage bonus (range 10): +12% -> +18%

[h3]Blood Magic[/h3]
  • Resistance conversion rate: 30% -> 25%

[h3]Vivified [/h3](Energized replacement when using Blood Magic)
  • Health to spend: 28 -> 42

[h3]Blood Shield[/h3] (Mana Shield replacement when using Blood Magic)
  • Health to spend: 8 -> 12

[h3]Critical Master[/h3]
  • Base Critical Power bonus: +25% -> +20%
  • Additional Critical Power bonus: +5% -> +4%

[h3]Human Ballista[/h3]
  • Base Damage: 110-140 -> 90-125

[h3]Specialist[/h3]
  • Damage bonus: +30% -> +50%

[h3]Berserk[/h3]
  • Damage bonus: +3% -> +4%

[h3]Potent Toxins[/h3]
  • Poison Damage bonus: +75% -> +100%

[h3]Fortress Master[/h3]
  • Range: 10 -> 6

[h3]Don’t Panic[/h3]
  • Total Damage bonus: +30% -> +40%
  • Accuracy bonus: +10% -> +15%

[h2]BUILDINGS[/h2]

[h3]Ballista[/h3]
  • Maximum amount of Ballista (Normal and Mounted) : 40 -> 32
  • Ballista cost: 40 Materials -> 65 Materials
  • Cost of upgrading from Ballista to Mounted Ballista: 40 Materials -> 35 Materials
  • Mounted Ballista cost: 80 Materials -> 100 Materials

[h3]Watchtower[/h3]
  • Cost: 60 Materials -> 40 Materials

[h3]Barricade[/h3]
  • Cost: 8 Materials -> 7 Materials

[h3]Wooden Wall[/h3]
  • Cost: 15 Materials -> 12 Materials

[h3]Wooden Gate[/h3]
  • Cost: 15 Materials -> 12 Materials

[h3]Reinforced Wooden Wall[/h3]
  • Cost: 25 Materials -> 20 Materials

[h3]Stone Wall[/h3]
  • Cost: 40 Materials -> 30 Materials

[h3]Stone Gate[/h3]
  • Cost: 40 Materials -> 30 Materials

[h3]Reinforced Stone Wall[/h3]
  • Cost: 50 Materials -> 40 Materials

[h3]Ruins[/h3]
1-tile ruin scavenge yields
  • Gold focus : 12 Gold/13 Materials -> 14 Gold/13 Materials
  • Materials focus: 4 Gold/38 Materials -> 4 Gold/40 Materials
2-tile ruin scavenge yields:
  • Gold focus: 28 Gold/28 Materials -> 32 Gold/28 Materials
  • Materials focus: 9 Gold/84 Materials -> 9 Gold/90 Materials
3-tile ruin scavenge yields:
  • Gold focus: 48 Gold/46 Materials -> 54 Gold/46 Materials
  • Materials focus: 16 Gold/138 Materials -> 16 Gold/160 Materials
4-tile ruin scavenge yields:
  • Gold focus: 72 Gold/67 Materials -> 80 Gold/67 Materials
  • Materials focus: 24 Gold/200 Materials -> 24 Gold/240 Materials

[h2]Corpses[/h2]

Corpses are now slightly less effective when it comes to rewards, but playing around them is more consistent.

[h3]Corpse generation[/h3]
  • 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.

[h3]Scavenge yields[/h3]
Corpses scavenge yields:
  • Gold focus: 18 Gold -> 16 Gold
  • Materials focus: 32 Materials -> 30 Materials
Pile of Corpses scavenge yields:
  • Resources focus: 20 Gold/36 Materials -> 18 Gold/32 Materials
Mountain of Corpses scavenge yields:
  • Resources focus: 1 worker for 40 Gold/72 Materials -> 2 workers for 72 Gold/128 Materials
  • Items focus: 1 worker for 2 Items -> 2 workers for 3 Items
Elite Carrion scavenge yields:
  • 20 Gold/36 Materials/1 EPIC Item -> 22 Gold/38 Materials/1 EPIC Item

[h2]Maps & Bosses[/h2]
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.

[h3]Gildenberg[/h3]
  • Slightly increased enemy quantity of Night 6
  • Slightly increased night length of Night 6

[h3]Lakeburg[/h3]
  • 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

[h3]Glenwald[/h3]
  • Slightly increased enemy quantities of Nights 6, 7, 8 and 9
  • Slightly reduced enemy quantity of Night 10

[h3]Elderlicht[/h3]
  • Slightly decreased enemy quantities of Nights 1 and 14

[h2]Omens[/h2]
[h3]Omen of Supplies[/h3]
  • Material bonus: 80 -> 100

[h3]Omen of Celerity[/h3]
  • Move Point bonus: 2 -> 3

[h3]Omen of the Vulture[/h3]
  • Gain per Corpses: 4 Gold & 9 Materials -> 7 Gold & 13 Materials

[h3]Omen of the Siege[/h3]
  • Bonus damage for defenses: +25% -> +20%

[h3]Omen of the Trapper[/h3]
  • Reduced damage on Damage Trap’s secondary tiles

[h3]Omen of the Engineer[/h3]
  • 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

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