The Last Spell Patch Note (Free Update + Tales of Torment DLC) - Version 1.3 Hello Heroes,
today's the day! The FINAL Major update (bringing the final DLC) for The Last Spell is finally available! This final major update brings new apocalypses, a ton of balancing, a full rework of the ballistae, and so much more!
We also have some AMAZING news: The Last Spell is now officially VERIFIED on Steam Deck!
But we KNOW what you're waiting for, the one thing some of you will read before even launching the game: the BIG changelog for this new version!!
NEW APOCS We have added 4 new Apocalypse modifiers, bringing the maximum possible Apoc level to 100. We of course don’t recommend using all of them at once, but this should let you tailor the difficulty of the game even more, especially since Tales of Torment encourages you to play with apocs on. Here are the new modifiers:
CORPSE PILES VS PANIC One issue that we wanted to address for a long time is that the rewards coming from corpse piles were worth much more than what people could get from achieving an A or S rank night, which incited players to play counter-intuitively and let enemies come into the Haven. We have rebalanced both mechanics so that both are viable and equal strategies.
DEFENSES For a while now, we have felt that defense building was a bit too one-dimensional. To address this, we have made two major changes:
First, the Ballista now has 3 different upgrades instead of just one. Each upgrade has its own unique strengths: the mounted ballista has vision and extended range, the heavy ballista has much higher damage and armor piercing, while the split ballista can hit multiple targets at once. With this change, defending your base will not just be spamming the same fully upgraded ballistas everywhere: you will have to think about your needs, and which type of ballista fits them best.
Second, all defenses now have global upgrades that improve their damage or effect. This will let them scale better in the late game.
REWORKED SKILLS Two weapon skills have been reworked for balance purposes:
The second skill of the Longbow has been replaced by a new skill, Acid Shot, which is a debuff skill with multi-hit. It can be very strong against beefy targets.
Since we don’t like to throw things away entirely, Watchout, the old skill from the Longbow, is now available to Heroes sitting inside a Watchtower.
The main skill of the Rifle has been reworked and renamed into Shrapnel Shot. It now has 1 Propagation Bounce, and still has very high damage.
And now, the full changelog!
GENERAL
Apocalypse Added 4 new modifiers :
• Hastened Enemy Scaling
• Reduced Inn Heroes Level
• Worse Hero Traits
• Super Elite Affixes
End of Night • Ending a night at rank S now grants two items instead of one. One of them is guaranteed to be a weapon.
• Ending a night at rank B now also grants an item
• Rescaled the average rarity and level of items when ending a night at rank S or A: in the first nights, their level should be higher than before. In the late nights, their rarity should be better than before.
Other • Propagation Damage: Minimum reduced from 75% to 60%
• Enemies are now capped at 95% Resistance instead of 100%
• Increased minimum of multiple damage stats from 0% to 5%
WEAPONS
Physical weapons Sword Blade Rush (Skill 3):
• Cost: 2 AP, 2 Mana > 1 AP, 3 Mana
Ranged Weapons Longbow Watchout (Skill 2) has been replaced by a new skill, Acid Shot:
• Cost : 1 AP
• 2 Uses per Turn
• Single Target
• 5-12 Range
• Multi-Hit x3
• Applies : -20% Dodge, -200 Armor
Rifle Stat malus changed from –1 Move Points to –10% Propagation Damage.
Rifle Shot (Skill 1):
• Renamed to “Shrapnel Shot”
• Added Propagation x1
Magic Weapons Tome of Magic Base Damage at level 0: 70-111 -> 76-126
Weakening Touch (Skill 2):
• Propagation Bounces: 6 > 8
Fireball (Skill 3):
• DMG x1.1 (77-122) > DMG x1.2 (91-151)
Lightning Strike (Skill 4):
• DMG x1.3 (91-144) > DMG x1.4 (106-176)
• Propagation Bounces: 9 > 10
Other Items
Fixed some levels of Teleportation Scroll having the exact same effects as the previous level by rescaling use gains between levels.
BUILDINGS Seer • Repel Mist now has 2 uses per Production phase instead of 1
Goldmine • Base Cost: 60 -> 50 Gold
• Upgrade “Production +” cost: 60 -> 75 Gold
• “Production +” upgraded effect: 40 -> 50 Gold produced
Scavenger Camp • Base Cost: 60 -> 50 Gold
• Base production: 40 -> 50 Materials
• Upgrade “Production +” cost: 60 -> 75 Gold
• “Production +” upgraded effect: 60 -> 100 Materials produced
Temple • “Blessing” worker cost: 2 -> 1 workers
• “Blessing” effect: +24 -> +20 Health
• Upgrade “Blessing +” cost: 80 -> 50 Gold
• “Blessing” upgraded effect: +32 -> +35 Health
Ruins • Increased the resource yields of all ruins :
1-Tile ruin : • Gold Focus : 14 Gold & 13 Materials > 18 Gold & 16 Materials
• Material Focus : 4 Gold & 40 Materials > 5 Gold & 50 Materials
2-Tile ruin : • Gold Focus : 32 Gold & 28 Materials > 38 Gold & 32 Materials
• Material Focus : 9 Gold & 90 Materials > 10 Gold & 120 Materials
3-Tile ruin : • Gold Focus : 54 Gold & 45 Materials > 60 Gold & 48 Materials
• Material Focus : 15 Gold & 162 Materials > 15 Gold & 210 Materials
4-Tile ruin : • Gold Focus : 80 Gold & 68 Materials > 84 Gold & 64 Materials
• Material Focus : 24 Gold & 240 Materials > 20 Gold & 320 Materials
Corpses • Reduced the average level and rarity of items obtained through corpse scavenging (except Elite Corpse Piles).
• Rebalanced the resources obtained through corpse scavenging:
• Small Corpse Pile (Gold Focus): +16 Gold > +15 Gold
• Small Corpse Pile (Material Focus): +30 Materials > +32 Materials
• Medium Corpse Pile (Resource Focus): +18 Gold & +32 Materials > +15 Gold & +48 Materials
• Large Corpse Pile (Resource Focus): +72 Gold & +128 Materials > +45 Gold & +192 Materials
• Elite Corpse Pile: +22 Gold & +38 Materials > +15 Gold & +48 Materials
DEFENSES Walls • Reduced panic generated by ~50%
Ballistae • Added two new ballista variants, Heavy Ballista and Split Ballista, which are upgrades of the regular Ballista, similar to how the Mounted Ballista works.
• Added a global upgrade to Ballistas that increases the damage of all Ballistas :
• Level 1: +0% > +25% Damage, costs 200 Materials
• Level 2: +25% > +50% Damage, costs 400 Materials
• Removed the “Seasoned Operator” upgrade (the Seasoned Operator Favor now unlocks global defense upgrades instead).
Mounted Ballista • Damage : 140-170 > 120-140
• Range : 8 > 10
Heavy Ballista • Damage : 220-280
• Range : 8
• Attack has “Armor Piercing”
Split Ballista • Damage : 80-120
• Range : 8
• Attacks 3 targets per turn
Traps Slow Trap: • Material Cost: 7 > 6
• Added a global upgrade to Slow Traps that increases the debuff from 2 to 3 Move Points
Stun Trap: • Material Cost: 10 > 8
• Added a global upgrade to Stun Traps that increases the number of uses from 1 to 2
Damage Trap: • Material Cost: 13 > 12
• Added a global upgrade to Damage Traps that increases damage from 80-130 to 120-195
Catapults • Added a global upgrade to Catapults that increases the damage of all Catapults :
• Level 1: +0% > +25% Damage, costs 200 Materials
• Level 2: +25% > +50% Damage, costs 400 Materials
Watchtower • Now grants +2 Skill Range to Heroes inside a watchtower
• Now grants the skill Watchout to Heroes inside a Watchtower
Poison Seeds • Skill range: 0-3 -> 0-5
PERKS
Dwarf Perks Jolly Drinker
• Now also grants +30% Healing Received
Hard as Rock
• Block buff duration increased from 1 to 2 turns
Against the Wall
• Bonus damage: 10% + 2 per level -> 12% + 3 per level
Stoneheart Shield
• Block gained : 6 -> 10
• Maximum block bonus : 30 -> 40
• Now also grants +40 to Maximum Block
Aggressiveness
• Armor threshold: 15 -> 10
Condensed Hate
• Hits Needed: 8 -> 3
Shower of Blows
• Stat changes now cap after 10 consecutive hits
• Damage bonus per hit: 5% -> 7%
• Accuracy malus per hit: -4% -> -3%
OTHERS • The last favors are now revealed when there are only 10 favors left, helping players track their final objectives.