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Update notes via Steam Community
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


Weapons


Axe

Shred (Skill 1):
  • Added back Inaccurate (x1.5)
  • Opportunism Multiplier: x1.25 -> x1.35

Two-handed Sword

Base DMG at level 0: 95-129 -> 101-138

Sledgehammer

Mega Stomp (Skill 3):
  • Debuff: -33% DMG (2 Turns) -> -20% DMG (2 Turns)

Spear

Base DMG at level 0: 90-120 -> 99-126

Magic Wand

Magic Missiles (Skill 3):
  • DMG x1 (72-101) -> DMG x0.85 (61-86)

One-handed Crossbow

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

Items


Warp Crystal:

  • Teleportation : Added a limit per turn of 3.

Power Ring:

  • Will now appear less often

PERKS


Poisonous

  • Base Poison: 35 (3 turns) -> 40 (3 turns)

Lone Wolf

  • Damage bonus (range 5): +8% -> +12%
  • Damage bonus (range 10): +12% -> +18%

Blood Magic

  • Resistance conversion rate: 30% -> 25%

Vivified

(Energized replacement when using Blood Magic)
  • Health to spend: 28 -> 42

Blood Shield

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

Critical Master

  • Base Critical Power bonus: +25% -> +20%
  • Additional Critical Power bonus: +5% -> +4%

Human Ballista

  • Base Damage: 110-140 -> 90-125

Specialist

  • Damage bonus: +30% -> +50%

Berserk

  • Damage bonus: +3% -> +4%

Potent Toxins

  • Poison Damage bonus: +75% -> +100%

Fortress Master

  • Range: 10 -> 6

Don’t Panic

  • Total Damage bonus: +30% -> +40%
  • Accuracy bonus: +10% -> +15%

BUILDINGS


Ballista

  • 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

Watchtower

  • Cost: 60 Materials -> 40 Materials

Barricade

  • Cost: 8 Materials -> 7 Materials

Wooden Wall

  • Cost: 15 Materials -> 12 Materials

Wooden Gate

  • Cost: 15 Materials -> 12 Materials

Reinforced Wooden Wall

  • Cost: 25 Materials -> 20 Materials

Stone Wall

  • Cost: 40 Materials -> 30 Materials

Stone Gate

  • Cost: 40 Materials -> 30 Materials

Reinforced Stone Wall

  • Cost: 50 Materials -> 40 Materials

Ruins

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

Corpses


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

Corpse generation

  • 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.

Scavenge yields

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

Maps & Bosses

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.

Gildenberg

  • Slightly increased enemy quantity of Night 6
  • Slightly increased night length of Night 6

Lakeburg

  • 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

Glenwald

  • Slightly increased enemy quantities of Nights 6, 7, 8 and 9
  • Slightly reduced enemy quantity of Night 10

Elderlicht

  • Slightly decreased enemy quantities of Nights 1 and 14

Omens

Omen of Supplies

  • Material bonus: 80 -> 100

Omen of Celerity

  • Move Point bonus: 2 -> 3

Omen of the Vulture

  • Gain per Corpses: 4 Gold & 9 Materials -> 7 Gold & 13 Materials

Omen of the Siege

  • Bonus damage for defenses: +25% -> +20%

Omen of the Trapper

  • Reduced damage on Damage Trap’s secondary tiles

Omen of the Engineer

  • 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!
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