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Changelog 1.0.2.16

Hello Heroes,

We are sorry about the save file issue some of you may have encountered.

In today's update:
  • Fixed a save corruption happening when loading a run with a hero that had the "Back Protection" Perk

If you had a save corruption because of the "Back Protection" Perk and you have not played since then, here are the instructions to recover your run:
  • Deactivate your Steam Cloud for The Last Spell: right click on the game, Properties, General



  • Go to %Appdata%/../LocalLow/Ishtar Games/The Last Spell/Save/Steam (copy/paste this path on the file explorer)
  • Open folder named with your steam ID (a sequence of numbers)
  • Open "Profile1"
  • Open "Broken": this folder contains your corrupted saves
  • Copy the Save named "GameSave__date" with the most recent date
  • Open folder "Profile1"
  • Paste the file here and rename it "GameSave"
  • Launch your game & Continue your run
  • Save & close The Last Spell
  • Reactivate Steam Cloud
  • If by relaunching The Last Spell, Steam ask you to choose between Local or Cloud Save: choose Local


Join us on Discord, Twitter & Instagram to discuss with the team and other players!

Patch 1.0.2.15

Hello Heroes!

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


[h2]PATCHES[/h2]

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.

[h2]DEFENSES[/h2]

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.

[h3]Ballista[/h3]
  • Cost: 65 materials -> 55 materiaks (40 before patch 1.0.2.14, so a +37,5% cost increase instead of +62,5%)
  • Mounted Ballista cost upgrade: unchanged compared to patch 1.0.2.14 (35 materials)

[h3]Mounted Ballista[/h3]
  • 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.

[h3]Walls[/h3]
  • 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.

[h2]OMENS[/h2]

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.

[h3]Omen of the Siege[/h3]
  • DMG Bonus: +20% -> +25% (same as before patch 1.0.2.14)

[h3]Omen of the Engineer[/h3]
  • DMG multiplier on secondary tiles (Ballista, Mounted Ballista & Catapult): x0.7 -> x0.75 (x0.8 before patch 1.0.2.14)

[h3]Omen of the Trapper[/h3]
  • DMG multiplier on secondary tiles (Damage trap): x0.7 -> x0.75 (x0.8 before patch 1.0.2.14)

[h3]Omen of the Vulture[/h3]
  • Resource yields are now indicated in the description

[h2]PERKS[/h2]
[h3]Fortress Master (Perk)[/h3]
  • 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

Join us on Discord, Twitter & Instagram to discuss with the team and other players!

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

Join us on Discord, Twitter & Instagram to discuss with the team and other players!

Changelog 1.0.2.12

Hello Heroes!

Here is the new changelog for today:

[h2]BUG FIXES[/h2]
  • Fixed the skill "Leapfrog" not taken into account for lifetime stats ("Walls jumped") and meta progression
  • Fixed bosses having a debug key name in the "Nemesis" lifetime stat
  • Fixed total essence decrease before increase when getting the collection "No time to waste"
  • Fixed the building actions UI breaking when using the UI scale option
  • Fixed Heroes not being able to be generated with Medium or Heavy armors (body armors & pants)
  • Fixed ballistae playing during victory sequence and breaking the camera in the victory cinematic
  • Fixed the meta condition "Have a Hero reach X in Y attribute" that was not refreshed when having an attribute increase due by a perk
  • Fixed "Blood Magic" perk not refreshing the replaced perks
  • Fixed unit portrait hover/click not working as intended
  • Fixed the poison damage attribute of the "Poison Daggers Scroll" not matching the Dagger's Poison Daggers skill
  • Fixed the contagion alteration behaviour: should not propagate several times during the same cast (or rather multi-hit iteration)
  • Fixed some save corruptions happening when the computer crashed (blue screens, power cuts...)
  • Units spawned by enemies' skill don't destroy traps and warp gates anymore
  • Shifting buildings on the final map are now destroyed by the fog at the beginning of the night
  • Shifting buildings and Mist censer can't spawn on warp gates anymore
  • Fixed a controller bug where the player could to buy an unselected item in the reward menu
  • Fixed a controller bug where after leaving the reward panel without choosing a reward the cursor remain displayed
  • Fixed the meta condition "Stun X enemies." which now counts every types of stun on enemies (including traps)
  • Fixed Hero attribute tooltips not updating when switching hero using hotkeys
  • Fixed a bug where players can open the Night Reward panel with the character sheet open

[h2]QoL[/h2]
  • Placing a building now moves the heroes underneath if needed
  • Improved sound mixing for skills, enemies and Corpses

Join us on Discord, Twitter & Instagram to discuss with the team and other players!

Changelog 1.0.2.10

Hello Heroes!

Here is the new changelog for today:
  • Fixed all Achievements with a progress bar in Steam
  • Fixed Achievements "Taste the pain" and "Embrace the pain" that could be unlocked with the Boundless mode activated
  • Fixed Head-on and Inertia perks incrementing their counter when reloading a run during the night
  • Fixed the Specialist perk not working when reloading a run during the night
  • Fixed the Kindled enemy not being affected by apocalypse bonuses
  • Fixed the skill hotkey in the Heroes how to play being displayed as "unassigned"
  • Fixed the level up button disappering after using the Hero customization tab
  • Fixed hero customization tab sometimes saving some attributes when leaving with the Esc key
  • Fixed Corpses sounds volume
  • Fixed some texts that were not updated after changing the name of a Hero
  • Fixed a text in the commander journal that was not displayed correctly in all non-Latin languages

Join us on Discord, Twitter & Instagram to discuss with the team and other players!