Tag Archives: christopher natsuume

Last Regiment Dev Blog Update and Patch Notes 7/3/2019 – Fixing The Big Clunks

We are just a few weeks away until Early Access to Last Regiment. To keep you caught up on what the team has done over the last week, here are the highlights of our recent stream.

Chris shared that the team’s been doing a lot of major changes over the last week after going through some notes and discussions out at our Discord server (special mention to our awesome betatester Helios!)

Although this is not really fully discussed in detail, the team appreciated the feedback about the game’s beta build updates.

The most common response from beta testers was that the “game felt clunky” and Chris greatly acknowledged this. Some players just want to dive into the game as soon as possible. Which means less things to click and go around. Back then we used to have high movement speeds which ended up players just keep chasing each other most of the time than fighting and it takes a lot more time. 

Chris covered several mechanics that the team also had to look at recently. These included Flanking, where if you have two, three, or four units surrounding your unit, that would decrease your attacking ability. He also talked about the early game economy and how our changes to gold gain affected it. The second part of the stream consisted of going through the game and talk about adding and suggesting sounds, as well as other features. 

Steam Build Notes:

We’ve been hard at work addressing the clunk, and are happy to push the following changes and new features for Last Regiment.

Mechanic Changes

  • Each level of Flanking now also reduces movement by 1.
  • Skirmish and Multiplayer locked until you finish Olivia’s 2nd campaign mission.
  • Added “coming soon” messages for Lore, Encyclopedia, and Map Editor.
  • Cards can now be discarded for either Gold or Mana during discard phase.
  • Regiment Presets have been added. Current regiments are still a work in progress.

Hero/Unit Changes

  • Captain de Roza
    • Added new Looter power.
    • Attack increased to 8 from 4.
  • Princess Zilvera
    • Attack increased to 4 from 3.
    • HP decreased to 25 from 30.
    • Replaced “Ritual of Power” with “Bonus: +2 Mana per turn” passive.
    • Added “Prayer of Healing” with “Nature’s Protection” power.

 

  • Trademaster Flores
    • Attack decreased to 1 from 4.
    • HP decreased to 15 from 30.
    • Replaced “Improve Economy” with “Taxation”.
    • Replaced “Commerce” with “Well-Funded”.

 

  • Captain Hollythorn
    • Attack increased to 5 from 4.
    • HP decreased to 25 from 30.
    • Added “Crippling Snipe”, “Arrow Shower”, “Death Mark” powers.
    • Removed “Arrow Barrage” and “Improve Missiles” powers.

 

  • Most units have been adjusted to make them more straight forward.
  • Fluttershred, Tendrilthorn, Harvest Spirit, and Wood Spirit are now summonable and can be selected by any Faction.

 

Faction Changes

  • Captain de Roza
    • Removed “Lore of the Earth” and “Colonial Training”. 
    • Added “Pilferer” and “Furious Brawl”. 
    • Note: Lore of the Earth and Colonial Training can now be selected by any Faction. 
  • Princess Zilvera
    • Replaced “Essence Conversion” and “Mage Armor”.
    • Added “Mana Conversion” and “Mana Drip”.
    • Note: Essence Conversion has been removed from the game. Mage Armor can now be selected by any Faction. 
  • Trademaster Flores
    • Removed “Bootcamp”.
    • Added “Investments”.
    • Note: Bootcamp can now be selected by any Faction.
  • Captain Hollythorn
    • Removed “Gnarled Brutality” and “Lore of the Leaves”.
    • Added “Marksmanship” and “Sniper Sight”.
    • Note: Gnarled Brutality and Lore of the Leaves can now be selected by any Faction.

 

Power Changes

  • Missile, Artillery, and Spell powers have been rebalanced (cost and damage adjustments).
  • Powers that allowed certain units to gain gold/mana have been removed from the game.
  • Dense Terrain
    • Changed to “Units on this hex take 25% less damage from Artillery and Missile attacks.” from “Unit on this hex have -1 Range for all Powers, +2 Attack when Defending, and takes 50% less damage from Artillery and Missile attacks”.
  • Trophy: Gold
    • Renamed to Looter.
    • Changed to “Gain 20 gold when Unit kills an enemy using Melee” from “Gain 2d4 gold when Unit kills an enemy using  Melee”.
  • Nature’s Protection (NEW)
    • Provide Shield to Allied units in Target Area until the next turn.
  • Taxation
    • Gain 15 gold.
  • Well-Funded (NEW) 
    • Gold Limit +50. 
  • Crippling Snipe (NEW)
    • Deal 3d4 damage and Slow a unit for 2 turns.
  • Arrow Shower (NEW)
    • Deal 2d2 damage in an area and Slow units for 2 turns.
  • Death Mark (NEW)
    • Make target unit take 25% increased damage from Missile powers.

 

Card Changes

  • Pilferer (NEW)
    • Target Unit gains Pilferer. Pilferer allows unit to gain 1d8 gold when it does a melee attack.
  • Furious Brawl (NEW)
    • All Allied Units in Area do double melee damage this turn.
  • Mana Conversion (NEW)
    • Gain 60 gold.
  • Mana Drip (NEW)
    • Target Unit gains Mana Drip. Mana Drip allows unit to gain +1 mana per turn passively.
  • Investments (NEW)
    • Gain 75 gold and draw 2 additional cards next turn.
  • Marksmanship (NEW)
    • Target Unit gains Marksmanship for 1 turn. Marksmanship doubles missile damage dealt by unit.
  • Sniper Sight (NEW)
    • Target Unit gains Sniper Sight. Sniper Sight grants +1 missile range.
  • Bloodbath
    • Fixed issue where the effect only got applied to Friendly Units.
  • Colonial Training
    • Reworked to only provide Efficient Builder passive.
  • Market Fair has been removed.
  • List of cards that can be acquired from Draw Card power from Structures have been updated.

 

Structure Changes

  • Structures have been reworked to make them more linear. There are now only 6 types of buildings in the game, namely Town, Port, Barracks, Farm, Tower, and Mage Tower.
    • Town – Generates Gold and Mana, and provides Control Points.
    • Port – Generates Gold and provides Control Points.
    • Barracks – Provides Control Points.
    • Farm – Generates Gold.
    • Tower – Provides passive buffs for Missile/Artillery powers.
    • Mage Tower – Generates Mana and provides passive buffs for Spell powers.
  • Base structures can now be upgraded twice (1 star and 2 star versions) to further increase what they provide.

 

Known Issues

  • Some powers are missing effects and use placeholder icons/art.
  • Campaign objectives and descriptions aren’t fully polished with regards to the changes to structures.

 

That’s our biggest update for this week! Add the game to your wishlist on Steam today and give us your feedback and bug reports to our growing Discord server. Your feedback will really help us out in getting Last Regiment ready for Early Access on August 5, 2019, which is just a few weeks away!

 

Chris will be doing weekly streams again every Wednesday 10pm EST / Thursday 10am GMT+8 on the Boomzap Twitch channel. We also have multiplayer sessions with the Boomzap team every Tuesday and Thursday 10am GMT+8. Join us on those dates! 


Last Regiment Blog and Patch Update 6/25/19 – The Big Beta Hubidibub

This is this week’s Big Beta Hubidibub! In this blogpost, we’re recapping last week’s Last Regiment stream(June 20), and a new patch update for the Steam Beta build. 

June 20 Stream Highlights

Last week, Chris went into detail about the die system and acknowledged that some don’t seem to get it when someone says 2d6, 2d3; and mentioned mixed feedback about the card system. All-in-all, with most audiences being unfamiliar with Dungeons and Dragons or similar dice-related games, changes to dice rolls will be made before the game gets released for Early Access. 

This stream also introduces us to Chris’ created newly catchy word Hubidibub  which means “a lot of words” or “a lot of stuff” in one place, hench the title of this post. 

Last Regiment has been a two-year project of Boomzap and Chris admits that it’s hard putting a game on Beta. He shares that while thinking of a concept for a strategy game a long time ago, he first thought of themes of the World Wars I and II, before coming up with Regiment’s colonial setting.

“This is the challenge of innovation.” Chris says on stream. There will always be risks on making a creative concept and this is the main challenge we face on Beta because there will always be people who will not like it. But with the help of the community (in this case our Discord), it helps us think of ways to make this game fun, balanced, and interesting, especially for turn-based strategy gamers. 

As we are just a couple of weeks away from Early Access, the feedback we get from our beta testers will be critical in getting Last Regiment ready upon release. 

Patch Update

Our Steam Beta build has been recently updated. Here are the things we’ve changed and added:

Game Mechanics

  • Regiment now follows a deck system instead of a weighted system.
  • Regiment can now contain 9 to 12 cards.
  • Card Rarity has been changed to Card Amount.
  • At the start of a Skirmish or Multiplayer game, players have 10 seconds to choose which cards to redraw for their first hand.

Units

  • Increased movement for all Infantry type units from 2 to 3.
  • Increased movement for all Mounted type units from 3 to 4.

Maps

  • Reduced movement cost of Flatland terrain from 2 to 1.5.

UI

  • Fixed Beta Build UI text issues on higher resolutions.
  • Updated Create Regiment UI.

Miscellaneous

  • Updated descriptions for Powers.
  • Added new visual effect for Upgrade Unit power.

That’s our update for this week! Add the game to your wishlist on Steam today and give us your feedback and bug reports to our growing Discord server. Your feedback will really help us out in getting Last Regiment ready for Early Access on August 5, 2019!

Chris will be doing weekly streams again every Wednesday 10pm EST / Thursday 10am GMT+8 on the Boomzap Twitch channel. We also have multiplayer sessions with the Boomzap team every Tuesday and Thursday 10am GMT+8. Join us on those dates! 


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!