All posts by lastregiment

Last Regiment Update 2019 – We Are Back! Major Changes Galore

 

Chris is back sharing the updates on Last Regiment as Early Access is slated to be released on Steam on August 5, 2019!

In the major update stream that was done last week, we explained about what has been happening at Boomzap, introduce the new team members in the studio, and expressed that everyone’s been working non-stop on Last Regiment since our last update last year.

From here on out, every week we’ll be releasing updates such as patch notes, art work, articles, and more. Weekly multiplayer sessions will also be happening along with the Boomzap team every Tuesdays and Fridays 10pm EST / 10am GMT+8. You are free to join us and discuss about the game on our very chill Discord server.

Major Updates

  • Major changes to the game’s AI to make it more “human-like”.
  • Introduced card mechanic to the game. A regiment now consists of 12 cards, can be any combination of Units and Power cards.
  • Unit stats and powers have been overhauled.
  • Summoning Rules have been simplified. Units can be summoned adjacent to your Town or Hero.
  • Every single unit required only 1 Control Point.
  • Overhauled the design theme of the UI.
  • Structures now allow you to draw extra cards aside from the usual card per turn.
  • Added Unique Units which are more powerful units but can only have one summoned at any given time.
  • You can upgrade your Units to Elite Units by either playing the same card on your existing unit or by using the Upgrade Unit power.

So that’s our update for this week. Catch Chris on the livestream every Wednesday 10pm EST / Thursday 10am GMT+8 on Boomzap’s Twitch channel . Also join in our growing Discord community today where you can chat with the Boomzap team and join in multiplayer sessions with fellow Last Regiment and Legends of Callasia players!

Add Last Regiment to your Steam wishlist today as we are now gearing up for Early Access!


Dev Blog #30 – Observing AI Behavior

The map building continues! As we said last week, we think the game is now pretty solid and we’re ready to start making the campaigns. With the closed beta (“Earlier Access”) coming up next week, everyone’s working hard on getting everything ready.

Watch Last Regiment Dev Blog #30: One Week Before Beta from boomzapofficial on www.twitch.tv

The designers are now going through the story and figuring out all the particulars on how to script the levels so they are super fun. The art team is working on the maps, fixing issues with the environments, and helping adjust things that can be improved.

Adding roads through farms
Updating mountain tiles

Since the campaign is basically our single-player mode, we need to think of how we can make AI smarter and powerful. This is something we need to do now, because if we make adjustments later on, we might face sudden changes in the campaign’s difficulty.

During today’s stream, we switched off the fog of war to observe AI behavior. Does it know what it needs to do?

For example, at the start of the game, do they bring a reasonable regiment? What we could do is to pre-build some regiments (like a card deck) and assign it to the different AI themes: super aggressive, super defensive, or conqueror (something in between).

But even if it has a smart deck, is the AI able to summon the right unit first and putting it in a reasonable spot? Does it know that it needs to build its economy first? How do their units interact with each other? Does the healer heal a damaged units? Do they know how to avoid bumping into each other? We need to teach the AI how to play in a reasonable manner.

Watch Last Regiment Dev Blog 30: Observing AI Behavior from boomzapofficial on www.twitch.tv


Dev Blog #29 – Building Maps

This week we’ve been playing around with the editor, and looking at the process in which we add new tiles. Take note, there are different types of tiles: walkable tiles, impassable tiles, and structures, and it takes regular playtesting to make sure the maps are fun to play.

For maps with a sporeland type terrain, players need to build a regiment of units that are immune to Infection and other spore effects.

Part of creating the map editor is trying duplicate real world things in the game. However, a lot of the maps are representational, and do not show the real sizes of things such as mountains, oceans, and villages.

Watch Last Regiment Dev Blog #29: Using the Map Editor from boomzapofficial on www.twitch.tv

We’ve also been doing a lot of fixes based on the results of our unit testing last week. At this point, we have made sure that the basic game make sense, decided what features we need, designed the different characters, and built the environment it is set in. We’re almost ready to start working on the campaigns.

Watch Last Regiment Dev Blog #29: What Have We Been Doing from boomzapofficial on www.twitch.tv

We have a bunch of maps already created, but some still need adjustment. Here’s the actual process of creating a map for Last Regiment.

Watch Last Regiment Dev Blog #29: Actual Map Making from boomzapofficial on www.twitch.tv

For our question of the week, we want to ask our players: what do you love and hate about the map editors in other games?

Watch Last Regiment Dev Blog #29: Question of the Week from boomzapofficial on www.twitch.tv

As always, send us your answers and other comments on our Discord.