1. The Last Spell
  2. News

The Last Spell News

New Features – part 1

[h2]Some news from the battlefront![/h2]

Hello mighty warriors!

Promises are meant to be kept, be it on the battlefield or on a devblog. So here we are, with a first weekly blogpost regarding new features. :) For this series of blogposts we've decided to go by theme, starting with the rework of the game phases and everything that's related to heroes!

[h2]Phases[/h2]

So first, we reworked a bit the flow of the different phases of the game: Production, Deployment and Night phases.



Now you can see the direction of the incoming hordes directly during the Production phase, which enables you to strategize your building plan.

This is reinforced by the fact that we also moved the construction of the defences (walls, watchtowers...) from the Deployment phase to the Production phase! Initially, we wanted to split the amount of tasks between the phases but it didn’t turn out very well.

We think it’s better to have all information and tools to counter the next wave of enemies gathered in one single step

So now the Production phase is a bit meatier, but with the use of the Commander's Journal it should be ok. The Deployment phase now serves as a final check to place your heroes where you want to resist the incoming wave, as its name implies.


[h2]Weapons[/h2]

We reworked A LOT of things when it comes to the weapons.

First, each damage type (Physical, Ranged and Magical) has some special modifiers which changes how you will use them in-game:
  • Melee Damage deals 200% Damage to Armor.
  • Ranged Damage is inaccurate (more on this later).
  • Magic Damage ignores 50% of the target's Resistance.

We reworked inaccuracy for ranged weapons: now inaccuracy increases the target's Dodge the further they are away from the caster. It's more interesting because now you can mitigate this negative effect by increasing your Accuracy, a new Secondary Stat.


[h2]Secondary Stats[/h2]


Speaking of the Devil! A lot has been done regarding the secondary stats. We now make use of all of them in the item's bonuses, we tweaked some which seemed underwhelming, removed some, added others...

For example, we added a neat Multi Hit bonus stat which increases the number of hits for your multi hitting skills. (Try to say that sentence out loud ;))

Now these secondary stats are a real part of the experience, and you'll need to build your characters around them to counter the different enemy types. Of course it meant a lot of changes, but it's really looking good for replayability and builds diversity.



One example of the big change it implies: now enemies all have some Dodge %.

At first it's really minimal, but as the horde grows stronger their stats too, and you'll have to increase your Accuracy a bit if you don't want them to regularly evade your attacks.

Secondary stats like Accuracy can also become negative (as a trade-off to another powerful bonus), and so giving a boost to enemies' stats.


[h2]Level Ups boosted[/h2]

To make sure that players have control over these mechanics, we revamped the Level Up so now you can spend:

  • 1 point in Primary Attributes
  • 1 point in Secondary Attributes (same as before, 5 stats randomly chosen, and you can reroll).





We also finished implementing the 35 Perks for you to choose from!

Now you'll only have to spend points in any Tier of the perk tree to unlock superior levels, you're not obliged to take perks on a Tier which doesn't appeal to you and your build to unlock the next Tier.

We believe these small changes give a lot more interest to the Level Ups.


[h2]Items[/h2]

ALL items stats have been revamped. Now you can get items up to level 5, with increasing bonuses. Different types of weapon variants also have new sets of attributes to diversify the builds types.



We reworked ALL the skills of the weapons too, taking into account the feedbacks about which ones didn't get enough love. So when you'll try the new version of the game, don't hesitate to try things which weren't very cool at the time of the prologue... you may surprised! (for example, Poison damages now scale with the weapon level, so Poison builds have become veeeery interesting ^^)

Some quality of life and eye candy too: now rare items have a nice glow on them, making them pop out of the crowd. And when dragging an item, we highlight the slot where it can be dropped in the UI. Very useful.



[h2]Character Generation[/h2]

Speaking of little cosmetic changes, we reworked the way the portraits of the heroes where procedurally generated, hopefully making them a bit more heroic. We also added a clothing layer to them with random armors, making seem less naked and a little more adventurous... They overall should look more baddass, with some of them still quite funny/weird thanks to the RNG gods.

As a side note... we worked on something pretty cool to customize your characters more, but... it's too soon to talk about it... ;)

We hope you're as excited as we are with this first batch of changes. Of course, this is only the top of the iceberg and we've reworked / added tons of very cool stuff to make every TLS run memorable.

See you all next monday for another blog post, that might - or might not? - feed your thirst for city related changes... ;)
-The Last Team

Some news from the frontline!

Hello survivors!

We’re not dead… It’s been a while since we gave some meaty news about the game, sorry about that, but we had a lot on our plate since the release of the Prologue. Of course there was the Covid situation, but we also had to grow the team to be able to achieve the level of content and quality we want for The Last Spell. We took all the feedbacks we could find from the players of the Prologue, shook them up with our own ideas and worked like crazies to make it all happen.

We added the last core features which were still missing, plus added something rather “big” that was not planned but which should add a lot of quality to the game. It all takes time, but we are seeing the end of it! We’re really happy about the state of the game as it is now, there are still a shit ton of things to do but… those of you who played the prologue/demo should be pleasantly surprised about all the changes and new stuff, to say the least.





We've implemented the first batch of Meta features, that include some surprises for you so we won’t say much about it. We wouldn’t want to spoil any of the fun! 😉 What you can also expect is a lot of new content, including new enemies and more tools to fight the hordes with. During the prologue/demo, we received lots of feedback regarding the quality of life, and we took them into account. Basically, we reworked many new elements, including the skills, weapons, but also the weapon type mechanics and the level up. And we've rebalanced the game like a million times since the prologue, so the game will feel very different, even for the big fans of the prologue! Stay put! More details are headed your way and you’ll know more about this very soon…

The next announcement is coming in a matter of weeks… and it should give you what you want 😉

[h2]New blogposts![/h2]
As of today, for the next 3 Mondays, we will post detailed infos about new features and systems here and on our dev blog, so keep tuned!

[h2]Wishlist the game![/h2]

So don’t hesitate to wishlist + follow the game to be notified. It really helps us indies to get some visibility on Steam. We want to thank you again for your love and support. Seeing the hype grow among the community over the game development has been a real engine for our team. It’s also thanks to your tests and feedback that we were able to make it happen. We can’t wait to show you what we’ve created and hear your thoughts!

Talk to you again real soon,
Your TLS team

Steam Game Festival AMA on Discord

Survivors!

We're sure many of you have questions about The Last Spell, its development, its gameplay and many others!

So, this friday at 5PM (GMT+1), we'll be hosting an AMA session on our Discord Server!

Benjamin and Chloé, two of our Game Designers, will answer your questions!

Watch Chloé and Thomas play the prologue of The Last Spell!

Hello survivors,

we're very happy to be taking part in the Steam Festival this month, taking place from February 3rd to the 9th.

To celebrate that, two of our game designers, Chloé and Benjamin, will be playing the prologue on Wednesday 3rd at 7PM (GMT+1)!

The broadcast will be visible on the Steam page of The Last Spell:
https://store.steampowered.com/app/1105670/The_Last_Spell/



Happy surviving!

Happy holidays from all of us at CCCP!

Hello survivors!

This year, we've been writing "We hope you're okay" a lot, but you know, 2020 and all that. But we hope you're okay!

It's our last post of the year, so we thought it would be a good time to reflect on this year, and what our plans are for next year.

[h2]What happened in 2020 for The Last Spell?[/h2]

In 2020, we progressed a lot in the development of the game! We also released the very first playable demo of the game, and in Autumn, we released the official prologue.

https://store.steampowered.com/app/1437010/The_Last_Spell_Prologue/

Although the Prologue doesn't have all the features of the final game (for example, the meta progression) and will have a lot of balancing and new content, it gave the players an idea of what the gameplay will look like when the game gets released.

The community also grew quite a bit! There are now over 60k people who wishlisted the game, and there are now nearly 2,000 people on our Discord server!


Thanks to your feedback, we were able to improve the game even more, but we still have some work to do to be able to release the game :)

The team also grew here at CCCP! We were very happy to welcome Adrien, Anthony, Eloïse, Chloé, Robin!

We also want to thank Mathieu, Chiara and Rack who helped us a lot for the development of the game this year!

And finally, we want to thank each and everyone of you who keep supporting us in this adventure!

[h2]Our plans for 2021[/h2]

As you might suspect, we can't tell you much info about the release of the game! What we can tell you is that we still need some time to work on the game so we can release it in a state we can be proud of :)

Other than that, as a studio, 2021 will be an important year, and there are some exciting news from us that we can't wait to share with you!

[h2]The Last Haven 2.0[/h2]

For those who missed it, we have a Discord minigame on our Discord server!
Here's the official synopsis:

The Last Haven is a small discord game we made just for fun, to pass time until The Last Spell is released.

This is the end of the world. After decades of war and confusion, the Mages pushed the limits of their magical knowledge just a bit too far. They discovered a new magical energy and unleashed it upon their rivals, obliterating 95% of humankind in the process.

A strange purple Mist is now aggregating everywhere, from which hordes of mutated beings come at night to devour any remaining living thing.

A few Havens are still standing against total eradication, shelters for hardened heroes and lucky sods, fighting every night to protect the last Mages alive. Not out of pity, of course, Mages are now but mere slaves who try to make amends for their sins.

You play the surviving heroes: your mission is to protect the mages until they cast a massive protection spell around the Haven to keep the Mist at bay. This could buy them some time to find a way to save the world. Maybe.

Slay all the monsters attacking the Haven every night before they kill every living thing on Earth.




As you may remember, we released a first version during this summer which our players liked a lot. However, after a few months, some players managed to "finish" the game, and our poor bot couldn't keep up with it anymore.

That's why before going on holidays, Matt reworked it and added a LOT of new features, which led to the release of The Last Haven 2.0!

If you want to check the changelog, this wayyy


And if you want to join our brave warriors, join our Discord server!

[h2]A holiday present![/h2]

Finally, we didn't want to go on holidays before offering you a little something ;)

So, if you want a badass wallpaper for your PC, we've got you covered!

You can get them here

Or download them individually on this post ;)


















Happy holidays, and see you next year, survivors!