All posts by lastregiment

Latest Patch Updates (09/12/2019 + 09/9/2019) – Double Kill!

Hey everyone!

They say nothing lets you catch mistakes faster than hitting publish, and ooh boy did we find them real quick upon hitting Early Access.

Thus, this week features not one, but TWO patches to help smoothen out all the kinks.

Patch Notes (September 12, 2019)
Mechanic Changes
1.) Units with Transform powers can now use them while on a Dock or a Bridge.

Campaign Changes
1.) Fixed an issue where the AI didn’t aggro the player properly on Whiteferry mission.
2.) Adjusted AI difficulty for Whiteferry mission since the AI bug fix rendered it a bit too hard.

Power Changes
1.) Updated Destroy Structure card so it can’t be played on a Unit that isn’t standing on a Non-Tower structure.

Map Changes
1.) Updated all maps so that players will always have a starting Supply of 4.
2.) Replaced some Neutral Towns with Barracks or Farms for all maps.

Bugfixes
1.) Fixed an issue that stopped the AI from summoning units even when it has enough resources.

Patch Notes (September 9, 2019)
Mechanic Changes
1.) Amphibious Units can now be summoned adjacent to a Town, Hero, or Dock.
2.) Updated formula for Victory Point (VP) requirement to trigger the VP Win condition.

Campaign Changes
1.) More balancing for Hollythorn’s Missions.
2.) Added cutscene for Hollythorn’s Missions.

Unit Changes
1.) Added Sulhan Cleric to the roster.

Structure Changes
1.) Updated Victory Point values for Towns (20 -> 15) and Settlements (0 -> 10).

Regiment Changes
1.) Updated Names and Descriptions for all Preset regiments.

Bugfixes
1.) Fixed text spill issues for a few UIs.
2.) Fixed more resolution change issues for a few UIs.

Found some more bugs crawling around our Early Access game? Have feedback on how parts of the game could be better? Wish to mock this particular writer about the hellish reality that is his flesh-prison? Swing by our Steam Forums or our Discord server and give us a holler. I promise not to cry… Too much.


Last Regiment Patch Update (9/07/19) – It’s Beginning To Look A Lot Like Early Access!

Hey all! We’re just a hop, skip, and a jump away from Early Access! The team’s doing all it can to make it as smooth a launch as possible, testing single-player, multiplayer, and just about every button we can press that looks like it could break something, all the while praying to the powers that be that nothing actually breaks.

With that being said, here’s our newest build, and what you’ll be playing on when Last Regiment releases in just a couple of days!

Mechanic Changes
1.) Updated amount of gold or mana you gain when discarding to 5 or 1 respectively.
2.) Regiments can now be changed during session setup by clicking on the regiment emblem.
3.) Added countdown timer to auto start on Multiplayer session when half of the players are ready.
4.) When disbanding your own hero, a prompt now appears before the action is sent to the unit.

Regiment Changes
1.) Updated Preset regiments for all heroes.

Campaign Changes
1.) Revamped difficulty for all available campaign missions.
Note: Olivia’s missions are playable. Hollythorn’s mission are still WIP.

Unit Changes
1.) Pirate Captain is now part of Olivia’s faction.
2.) Town Guard is now free for all.
3.) Added Sylph Healer to the roster.

Power Changes
1.) Forest Fire, Storm, Earthquake, and Lightning Strike have all been reworked.
2.) Updated numbers for all healing powers to be more inline with amount of damage dealt by ranged powers.
3.) Fine Weapons can now only be acquired from Barracks.
4.) Fine Tools can now only be acquired from Town.
5.) Local Support is now a Silvio exclusive card.
6.) Mage Armor has been removed from Mage Tower draw pile.
7.) New Plans has been removed from Town draw pile.
8.) Combined Fire has been removed from Tower draw pile.
9.) Combined Arms has been added to Tower draw pile.

Structure Changes
1.) 1-star Tower and Mage Tower now provide range +1 for their respective power types.
2.) 2-star Tower and Mage Tower now provide ranged damage +1 for their respective power types.
3.) 3-star Tower and Mage Tower now provide ranged damage +2 for their respective power types.

Map Changes
1.) Updated Map names and descriptions.
2.) Added names to the towns and docks present on the maps.

Bugfixes/Misc Changes
1.) Shortened text for Summon and Transform powers.
2.) Updated power descriptions.
3.) Added missing localization text strings.
4.) Fixed a bunch of UI/resolution issues.
5.) Updated sounds.
6.) Revamped a bunch of UIs for better usability.

Questions? Violent reactions? Words of encouragement for the monkey we chained to a typewriter to get these patch notes out as soon as we make a new build? Hop on to our Discord and come say hi! We’re always ready to chat, (and a banana might be nice too.)


Last Regiment Patch Update (8/30/19) – It’s Been Awhile!

Hey everyone! It’s been a while since our last patch on account of our lead programmer being on a bike race through Europe, but now he’s back and ready to deliver on some oh-so-juicy changes to Last Regiment.

But before we get into those, we got some more news: Chris is back and (mostly) free of whatever horrid curse was upsetting his stomach, so we’re back to our regular streaming schedule every Thursday on our Twitch!

Now without further ado, here’s what we’ve been up to since last time:

Mechanic Changes

1.) Traits and Powers from Cards while Building a Regiment can now be highlighted for more information.

2.) Adjusted time limit for Mulligan to 20 seconds from 10 seconds.

3.) Discard UI now shows how much resource and total resource you get for discarding.

4.) Removed Sight Blocker trait for all terrains.

5.) Removed Hero Death Win game option since all games should be lost if the Hero dies.

6.) Added Hotkeys to the game.

Campaign Changes

1.) Adjusted AI behavior and difficulty scaling for Olivia’s Campaign missions.

2.) Added a few branching dialogues.

Unit Changes

1.) Added new Units – Satyr, Bog troll, Blunderbuss Infantry, Boar Rider, and Deepwood Tender.

2.) All units sight range has been brought back to 3 hexes from 4 hexes.

3.) Elite Upgrades have been streamlined for better definition of unit roles (i.e. damage units, tank units, mage units, etc.)

4.) Lowered HP of Plant units due to them having Regen powers. 

Faction Changes

1.) Added Merchants as part of Trademaster Flores’ faction.

Power Changes

1.) Rebalanced all ranged attacks (missile, artillery, and spells) to lower the damage range for more consistent damage.

2.) Removed passive Mana gain from non-Elite Mage units.

3.) Buffed amount of Healing gained from Rest & Recover and Welcoming Rest to 4-6 from 2-6.

4.) Added AoE markers for Power cards.

Structure Changes

1.) Increased resource generation of higher tier Farms, Ports, and Mage Towers.

Map Changes

1.) Added 5 new maps – three 6P, one 4P, and one 2P.

2.) Fixed issues where some Towns don’t start with Walls.

Bugfixes

1.) Fixed Select Faction button not working when the regiment is empty.

2.) Fixed Power information going out of screen on certain resolutions.

3.) Fixed some Unit icons appearing larger than others.

If you’re not a part of the closed beta yet, worry not. Last Regiment releases on Early Access this September 9, so go wishlist us on Steam if you haven’t already!

And if you ever want to talk patch notes, strategy, organize some multiplayer matches or simply want to say hi, come on over to our Discord server! It’s the perfect place to give us feedback and let your voice be heard.

See you guys soon!