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The Last Flame News

Join the beta!

[h3]To join the beta, join our discord and follow the instructions in the #⭐join-beta channel.[/h3]
  • Note: You need to own the game to join the beta.
  • Limitation: Most of the time, the beta will only be available in English as other localization generally have a delay.




We are currently testing patch 0.6.8 which brings a lot of new content and changes:
  • A reworked version of the swap passive and reroll passive that merges both together!
  • 250+ Balance Changes
  • Reworked heroes, items and passives
  • 22 New Wildcard Passives
  • Some Item removed (4 rare recipes removed, 3 rare recipes removed but their effect merged into another recipe)
  • Enemy/Fight Balance Changes
  • Frost Debuff nerfed from 2.5% more spell damage to 2%


[h3]Check this document for an overview of the changes.[/h3]

List of the new wildcard passives (those are not final and will get rebalanced if needed before officially released):

50,000 Copies Sold!

Big News! I am thrilled to announce that The Last Flame has sold over 50,000 copies! 🥳 Thank you so much for your incredible support! The community's love for the game has always been a huge motivation for me to keep improving the game, and this is now more true than ever!



This year has numerous major updates lined up ahead! The "Balance and Passives Update" is the next update which is planned to release in the following weeks, and will feature a massive balance update with over 200+ balance changes including many reworks, 22 new wildcard passives and an improved passive reroll/swap system!

Cheers!
Hotloop - a solo dev working very hard to make TLF into the best possible game in the genre

Early Access Road Map

Patch 0.6.7

[h3]Soft Ban Automatic System[/h3]
Seen and not picked items* will be banned for a longer time period and a lot more efficiently. This will heavily reduce the chance to find an item* which you statistically are not interested in. As a result, as you play the run, you'll have a higher chance to see items that you need and that will be meaningful for your build. The "banned" recipes/heirlooms have a 100% chance to not appear in your next X draws and with time that percentage gets lower and lower. Eventually, after a very long time that item is no longer banned (0% chance to be banned upon drawing). Heirlooms ban cycle is short.

*The word "item" is used to mention all of the following: heroes, relics, origins, recipes and heirlooms.


[h3]Recipe Locking[/h3]
You can now Lock rare and legendary recipes which will freeze them during a reroll and during a new reward. The main purpose of the lock system is to counter a negative effect of the Soft Ban Automatic System which is that if you see 2 recipes that you need in one draw, if you couldn't lock one, then you would pick one of them while the other would be put at the start of the ban list, meaning that you wouldn't see that recipe for a long time and maybe even for the entire run. Additionally, the lock system can be a tool to lock a recipe which you might be unsure whether or not it is the perfect fit, and either reroll and see if something better comes up or even wait until your build is more concrete before committing to that recipe. The locking system is situational, it can help in some situations but don't worry if you are not using it all the time, this is normal.



The Forge Window now has a small section displaying the locked rare and legendary recipes so that if you forgot, you can quickly remember.

[h3]New and Reworked Unlock Perks[/h3]

New base Flame cost for rare recipe rerolls: 4 -> 3
New base Flame cost for legendary recipe rerolls: 5 -> 3

Unlock Perk #2: You now have 4 recipe/heirloom option choices up from 3.
Unlock Perk #4: you now have 4 hero option choices up from 3 (also applies to star encounter hero reward)
Unlock Perk #6: Flame cost for legendary recipe rerolls: 3 -> 2.
Unlock Perk #7: (UNCHANGED) Flame cost for rare recipe rerolls: 3 -> 2. And bigger shops.



[h3]Anti Reroll Spam[/h3]
The Flame Cost to reroll recipes now increases by 1 every reroll. Heirlooms are unchanged (2 Flame per reroll/ fixed cost). With the increase recipe choices from 3 to 4, if on average you reroll twice, you pay less Flame per item choice options on average.
The Anti Reroll System is added to counter "reroll spamming" that could be used to find a specific item which is against The Last Flame's game design philosophy that is to "adapt with the available tools" and not to force specific builds.

[h3]Advanced Section in the Guide Book[/h3]
Advanced section added in the Guide Book with more advanced mechanics and tips.



[h3]Data Analytics[/h3]
  • Data Analytics implementation for balance purposes (recipes, heirlooms, heroes, relics, origins).
  • New General Data Analytics Stats added.

The data analytics will be quite useful to further balance and rework the game which is the next goal of the Early Access!

[h3]Unlocking XP required increased[/h3]
Unlocking XP required has been increased by 50%. This is to give more time to new players to play more runs and get more experience with the current sets before unlocking new content which on average seemed to be going too fast.

[h3]Balance[/h3]
Hero:
  • [nerf] Giachi now deals split damage. Damage is unchanged. (Major damage nerf in AoE situation)
  • [nerf] Giachi active animation speed decreased by 35%. This is a nerf to the rate at which he generates mana overall (less auto attacks) but especially, it nerfs perma-casting.
  • [nerf] Celeste's active animation speed decreased by 33%
  • [nerf] Alec's active animation speed decreased by 7%
  • [nerf] Flynn's active animation speed decreased by 38%, active base damage lowered from 220 -> 190
  • [buff] Khiro HP: 1100 -> 1200, Attack Damage: 65 -> 70
  • [change] Azura's active speed was scaling with Attack Speed which was not desired. It now has a fixed active speed like most other heroes.
Recipes:
  • [buff] Crazy Mace and Spirit Hat CD: 2 - > 1.5
  • [buff / change] Powerful Staff, Powerful Dagger, Healing Helm and Shielding Hood now work with Self Surging in addition to global surging which means that these 4 items now work with Nyria's active, and these Legendaries: Crazy Mace, Spirit Hat.


[h3]Bug Fixes[/h3]
  • Fixed an issue that caused some archer heroes to perma-cast even if they were not at full mana.
  • Fixed an issue where bleed would not show up properly in the advanced damage meters if the hero had "Ethereal Infused Attacks" causing auto attack damage to be Ethereal instead of Physical.
  • Fixed an issue where the game would give you the Steam Achievement for completing a Challenge when losing to the third boss. You now need to beat the third boss to get the achievement.
  • Beating a higher difficulty will now give the Steam Achievements for all the lower difficulties. In theory, there are no ways to skip a difficulty, so this shouldn't be necessary. The reason why it got implemented is because of rare occasions where some player didn't receive some Achievements while completing a difficulty on Ascension.



[h2]A word from the dev and the road map[/h2]
Hey there! This is Hotloop the solo dev of The Last Flame. I wanted to take a quick time to say thank you so much for playing my game! There is still much in the works to make The Last Flame into the best possible game. The game just released in Early Access, and there will be numerous updates until the 1.0 launch. In a few days, the road map will be posted with everything currently planned up until the full launch!

I also wanted to mention that I do hear and read all your feedback. I am aware that some players find that the item pool gets too large as you unlock more and more content. This is a very valid feedback. The patch 0.6.5 and this patch (0.6.7) are doing their best to address this specific issue, and future updates will take this into high consideration. I also want to mention that there is no current plan to add any new archetype(s) which would amplify this issue. Instead all new content will focus on the current available archetypes. The next updates will focus on balance and reworks, and I do believe that a better overall balance will make the game feel more fair, fun to play and less "RNG".

Thank you for your support!

Patch 0.6.6

[h3]General
[/h3]
  • Bat enemy removed from first fight pool, and 2x Bat enemy removed from second fight pool. The Bat enemy was especially dangerous in Impossible and some other specific challenges which could cause an early wipe which is not intended in the first 3 fights.
  • Items and heroes appear/reroll animation has been reduced. They were slightly too fast.
  • Relic appear animation has been increased to be the same as the items/heroes.


[h3]Bug Fixes
[/h3]
  • Unequipping an item while the itembar was disabled (not visible) would cause the item to not properly be unequiped although shown as unequiped (you would still gain the effect of the item). This has been fixed.
  • Rank Up Window now properly appears on Benched Heroes. Previously, they wouldn't show unless you opened their cards (right click). Some players didn't know about the last part which left them softlocked.
  • In the Gargoyle Event Fight, enemies now spawn on the back rows of the map instead of all stacked up, which caused some of the melee enemies to stack on top of each other which looked like there was only one invincible enemy while in fact there was 4.
  • Fixed "Deal no damage with attacks" effects which would still deal full damage when dealing a critical strike
  • Fixed an issue with "Deal no damage with attacks" effects that could persist in future fights.
  • Thousand Cuts (Legendary Item) description now properly explains its effect. All auto attacks deal no damage during its effect, not only physical damage auto attacks.
  • You can no longer dismiss (kick) your Flame Bearer Hero in the Flame Bearer Challenge which caused a soft lock.
  • XZ-09, James, Elora, Giachi, Elios, Vinrak and other limited duration buffs could persist until the next fight (especially in the Endless Mode by quickly jumping from one fight to another). In this case, it could remove stats at the end of their duration (in the following fight). This got fixed.
  • Fix for clicking on map locations and not proceeding to it which causes a soft lock, and after reloading the game causes to skip the location.
  • Fix for dragging item bugs which would leave the item on the screen instead of being equiped or placed back in the itembar.
  • The Abyssal Origin now properly displays the correct cap which is 450% Ethereal Amplification gained (was showing 300% instead).
  • Zanmar's active and passive (Double Attacks) now properly trigger from all attack effects while previously they would only trigger from normal auto attacks. Example, Psychic Dagger would not work as intended with Zanmar's active and passive.
  • (English Only) Fixed an issue which caused Xeva to not have any description in the Xea God Passive Tab on its card.