All posts by lastregiment

Last Regiment Has Launched!

Suck it delays! We made it!

You heard right, Last Regiment has finally launched out of Early Access, and we could not be happier to be here! Come get it here:

https://store.steampowered.com/app/845050/Last_Regiment/

Now here’s some important information as we move on to our official release:

  1. We’ll be releasing at a 40% discount until June 23. Get it while it’s cheap!
  2. If you like the game, please leave us a review. It does wonders for our visibility in the Steam store!
  3. For this next week, we’ll have Boomzap staff sitting in the lobby on certain intervals. If you would like to play multiplayer, feel free to challenge any one of us!

That’s it from us! It’s been two years of development and we’re floored at finally having made it to release. We hope you love the game as much as we do!


Latest Patch Notes (6/10/2020) – Passive Gold

Hey everyone! As we near our release date, we’ll be releasing more of these balance patches to ensure the game is at the best it can be by Monday’s launch! In this patch, we made several updates to the campaign maps as well as improved the readability of our cutscenes.

Oh, and Silvio got his passive gold back. Lazy bum.

Patch Notes (June 10, 2020)

Campaign Changes 
-Updated most of the cutscene text for better readability.
-Added Raze tutorial for P.4
-General balancing for Chapters 1 to 5.)

Campaign Changes 
-Updated most of the cutscene text for better readability.
-Added Raze tutorial for P.4
-General balancing for Chapters 1 to 5.

Unit Changes 
-Added 15 gold per turn to Silvio’s Well-Funded passive.

Faction Changes 
-Updated Preset regiments to match the changes to Faction exclusive units.

Misc Changes 
-Updated effects for Heal, Purify, and Repair abilities.
-Updated Game Guide text.
-Updated descriptions for Damage over time effects since they ignore fortification.
-Updated behavior of Neutral enemies in Skirmish maps.

Bug Fixes 
-Fixed an issue with Whirlpool not dealing damage on cast.
-Fixed an issue with Round Up which allowed it to affect Ship units.
-Fixed issue with Preparation stage keyword not actually showing up as a category for Power cards.
-Fixed the issue where the first Multicard option that shows up on the Build/Upgrade popup shows up as a placeholder icon.
-Fixed structure names for Skirmish maps.
-Fixed an issue where the Tower’s additional damage for Missile abilities also affected Charge and Assault.
-Fixed a crash issue when highlighting Neutral unit actions.


Latest Patch Notes (5/28/2020) – Goodbye to Dryland

Ladies and gentlemen, say goodbye to the Dryland tiles and Dryland native powers with them, they are gone! No more! Vamooshed out of existence!

Oh, and we got some other changes for you too. Hardened and Inorganic Construct are no longer percentage based damage reduction, and a rework to purify should see it be a better counter against those nasty flamethrowers. Read on in the patch notes below!

Patch Notes (May 28, 2020)
Terrain Changes

-Dryland terrain has been removed from the game. All previous Dryland tiles have been changed to Flatland.

Faction Changes
-Replaced Spore Patrol and Arch Sunpriest with Dragonfly Cavalry and Warmaster for Sawtooth faction.

Unit Changes
-Reduced cost of Grenadiers to 50 gold and increased HP by 5.
-Replaced Mana Gain with Builder for Imperial Scientist.
-Reduced cost of Trench Orcs by 25 gold.
-Increased attack of Elite Farm Machinery by 2.
-Replaced Protection with Fortified Shield for Palace Guard.
-Reduced cost of Arch Sunpriest by 25 gold.
-Removed unique tag for Arch Sunpriest.
-Reduced Arch Sunpriest Mana Gain by 1.
-Increased attack of Leopard Scouts by 2.
-Reduced cost of Elven Huntress by 25 gold.

Ability Changes
-Converted the damage reduction of Inorganic Construct and Hardened to flat reduction instead of %-based reduction.
-Updated the numbers on Mana to Gold and Gold to Mana abilities.
-Increased amount of HP healed by Vampiric to 10HP.
-Slow and Pain now deal damage and affect a 1 Hex AoE. Elite versions of these abilities have 3 range.
-Sun Invocation now lasts 3 turns.
-Increased Fortification bonus on Garrison by 2.
-Increased gold generated by Hunting to 10-15 gold.
-Purify now also grants a 1 turn debuff protection.

Card Changes
-Reduced gold cost of Adaptability to 0.
-Combined Lore of the Leaves and Lore of the Earth into one card.
-Changed Mage Armor card cost to 4 mana from 15 gold.

As always, we’re open to feedback on our Steam forums and on our Discord servers!