About this mod
MORE LAST SPELL (FOR ADVANCED PLAYERS)
More enemies, enemies more powerful, more heroes, more nights, equipment redesigned, globally more challenging.
Compliance: V1.1.6.4.s.d
Available cities: see detailed description.
All credits to ISHTAR GAMES for the wonderful game they made!
Have fun!
- Permissions and credits
== DESCRIPTION ==
=================
Beware: this mod is for ADVANCED PLAYERS.
It is intended for those who have played The Last Spell for a long time and are looking for a new challenge. This mod is certainly not as polished as the vanilla version, considering that the vanilla game is quite perfect. Therefore, I strongly recommend you play the vanilla version until you feel ready for a different (and potentially greater) challenge.
Main changes:
- More heroes: up to 25 heroes (3 classes: Warrior, Archer, and Mage)
- More enemies, redesigned enemies (beware, some enemies have different skills compared to the vanilla version)
- Stronger enemies (be careful with elites + most elite skills have been randomized!)
- More nights: up to 21 days (~x2)
- Fully redesigned equipment (more consistent, hopefully more balanced)
- Globally more difficult (expected to be "hard" in "No Apocalypse" mode)
It is advised to read "Important Hints" and "Important Information" below before playing.
==================
== GAME VERSION ==
==================
Compatible with vanilla V1.1.6.4.s.d (compliant with DLC1 "Runenberg")
WARNING: Your current game will likely be broken by this mod, meaning your Meta progression will not be affected, but you will need to restart a new game from Night 1. Do not install if you want to finish your current game session first.
======================
== AVAILABLE CITIES ==
======================
Below, "finished" means "fully tested and boss beaten in No Apocalypse mode"
AVAILABLE:
- Runenberg : finished.
- LakeBurg : finished but in V1.00. Not tested since the major changes contained in V1.03, so balancing might be off. A workaround may be to play in Apocalypse mode.
- Glenwald : finished but in V1.00. Tested in V1.09 until Night 15 (redesigned to account for major changes in V1.03).
- Gildenberg: tested until Night 6 in V1.00 (not finished). Not tested since the major changes in V1.03, so balancing might be off. A workaround may be to play in Apocalypse mode.
NOT AVAILABLE:
- Elderlicht
- Glintfein
====================
== HOW TO INSTALL ==
====================
This mod contains 2 files:
- sharedassets0.assets = main data
- resources.assets = localization (beware, only English, French, German, Spanish, and Portuguese languages are updated, so Asian languages are unfortunately excluded)
Go to SteamGames\steamapps\common\The Last Spell\The Last Spell_Data
- Backup the file resources.assets (e.g., rename it resources.assets.VANILLA)
- Backup the file sharedassets0.assets (e.g., rename it sharedassets0.assets.VANILLA)
- Install the new files resources.assets and sharedassets0.assets
======================
== HOW TO UNINSTALL ==
======================
Go to SteamGames\steamapps\common\The Last Spell\The Last Spell_Data
- Delete the files resources.assets and sharedassets0.assets
- Rename resources.assets.VANILLA back to resources.assets
- Rename sharedassets0.assets.VANILLA back to sharedassets0.assets
!!!!!!!!!!!!!!!!!!!!!
!! IMPORTANT HINTS !!
!!!!!!!!!!!!!!!!!!!!!
1) OMEN "7 ADDITIONAL HEROES"
It is mandatory to activate the omen that provides "7 additional heroes" at startup, or the game will be impossible to play. This omen should be visible in the top-left corner while selecting omens for your city. Some meta progression is required for this omen to be available.
2) PLAY FIRST WITHOUT APOCALYPSE
Even if you have extensive experience in The Last Spell, it is advised to start without Apocalypse mode.
This mod is globally more challenging than the vanilla version.
3) META
Balancing has been done (for over 1500 hours) with the Meta fully discovered!
Some meta progress is required to have the "7 additional heroes" omen available.
4) SOME ADVICE FOR A GOOD START
- "Additional Heroes" glyph/omen is mandatory
- "+3 PerkPoints" glyph/omen is also helpful
- "Leapfrog" glyph/omen is useful
- Reorganize your equipment before the first night
- Build Watch Towers (more expensive but stronger), ideally in corners (next to a door) - later, protect it with heavy walls
- Enemies are much stronger, so building tanks (i.e., Warrior + 1H-MeleeWeapon/HeavyShield/HeavyArmor/HeavyPants/HeavyHelmet + improved Block/Resistance attributes) may be useful
- Save as much stone as you can for the last day, as you may need it to rebuild your walls
- Before recruiting, always check the level of your highest-level hero and renew the recruitment if necessary (this was an issue in vanilla, not sure if it's been fixed)
5) EXPERIENCE
Every killed enemy provides:
- n XP assigned to the shared experience pool (the pool is then equally shared between heroes)
- n/3 XP assigned directly to the killer
As elite enemy units provide hundreds of XP, it may sometimes be useful to decide which hero will finish off an elite unit.
6) ENEMIES
Take some time to inspect enemies, as several units have had their skills and properties changed.
===========================
== IMPORTANT INFORMATION ==
===========================
A lot of things have been redesigned. Let me highlight two important changes:
1) PERKS
i) Perks have been reorganized.
No perks are lost, but several have been moved to the Misc perk collection.
ii) The 8 perk collections (columns) are now organized as follows:
- C1: Assassin
- C2: Poison
- C3: Hex (reworked to include 3 useful perks at L2-L3-L4)
- C4: Warrior or Archer or Mage primary (displayed in Inn, on the recruitement screen)
- C5: Warrior secondary (Misc icon)
- C6: Archer secondary (Misc icon)
- C7: Mage secondary (Misc icon)
- C8: Misc (Human/Dwarf icon)
C1-C7 are fixed, meaning only C8 may change from hero to hero.
C4 contains "primary" class perks that are exclusiv to that class. For example:
- Boom could be useful to everyone BUT will be available only for Warriors
- BigGameHunter coud be useful to everyone BUT will be available only for Archers
- Range improvement (LongerWeapons, FieldStudy) could be useful to Mages BUT will be available only for Archers
- Mana improvement (ManaGrowth, Harvester, ManaCollector) could be useful to everyone BUT will be available only for Mages
- Resistance Reduction (SheerPower) could be useful to everyone BUT will be available only for Mages
C5/C6/C7 contain "secondary" class perks. Compared to previous versions, this means you can select perks from a different class than the one you want to be, even if there's less interest in doing so.
C8 contains all remaining perks for humans or dwarvish perks for Dwarves.
iii) Main (and unique) issue
Unfortunately, there is no way to link vanilla classes and perks collection. This implies 1 benefit and 1 concern.
Concern:
- at startup, you must reorganize all your heroes' equipment depending on their class perks
The "E" shortcut to jump to the next hero is very useful when reorganizing your team's equipment.
- you may have more Melee/Magical/Ranged equipment than Melee/Magical/Ranged heroes
Statistically, you will have 60% Melee heroes (heroes with the Melee perk collection), 20% Ranged, and 20% Magical, but it's possible to start with, for example, 10 Warriors, which may not be optimized.
If you're not satisfied with the current team, restart to generate a more appropriate team.
If you're not satisfied with the equipment, change it after the 1st or 2nd night.
At the end, I HOPE you will appreciate this new way of doing things, as I do.
Advantage:
- now, when you recruit a new hero, you can select the class you want: Melee, Magic, or Ranged. Indeed, since the "Class" Perk collection is set as the 4th collection, you will always see this information at the Inn.
- the Inn will now provide the main information (i.e., traits + class perks) you need to know about your new hero during recruitment (except for the Misc perk collection).
2) MORE HEROES
You will now have to manage more heroes (the initial reason for this mod).
This has several consequences:
- beware that the maximum for "Move Points" and "Action Points" has been reduced to 10 (instead of 17) for MP and 8 (instead of 12) for AP.
- Mana and Mana Regen have been completely reworked (it's now more difficult to gain mana and mana regen, especially for Warriors and Archers).
- Stat bonuses when leveling up have been decreased (e.g., +2/+3/+5 for primary stats, +4/+6/+10 for secondary stats).
- Most physical attack skills no longer depend on range.
================
== CHANGE LOG ==
================
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V1.09
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(Localization updated)
COMPLIANCE:
- Compatible with V1.1.6.4.s.d
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V1.08
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(Localization NOT updated)
CITIES:
- Glenwald: redesigned until night 15 included.
ENEMIES:
- Tanky have their stun skill made progressive (stunning chance is now from 40% to 70%, vs 100% in vanilla)
COMPLIANCE:
- Compatible with V1.1.6.2.s.d
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V1.07
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(Localization updated)
CITIES:
- Glenwald: first nights have been adjusted to make it a little bit harder (job done until night 12, job interrupted because of new V1.1.6.2.s.d)
COMPLIANCE:
- Compatible with V1.1.6.2.s.d
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V1.06
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(Localization updated)
COMPLIANCE:
- Compatible with V1.1.6.0.s.d
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V1.05
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Not shared (interrupted via last vanilla release) BUT included in V1.06
CITIES:
- Glenwald: first nights have been adjusted to make it a little bit harder (job done until night 9, job interrupted because of new V1.1.6.2.s.d)
EQUIPMENT:
- Balancing: Tome of Magic
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V1.04
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(Localization NOT updated)
CITIES:
- Runenberg: ready to play, fully tested and feasible, even if boss night is really hard, good luck
- Glenwald, Lakeburg: ready to play but not tested since V1.00, so don't know yet how much major changes contained in V1.03 impact the balancing
- Gildenberg: it is not advised to play Gildenberg as it has not been fully tested
- Elderlicht, Glintfein: not available at all
CHANGES:
- Runenberg: added 2 more nights before boss night
EQUIPMENT:
- Design reviewed for Magic Orb, Magic Staff, and Tome of Magic
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V1.03
-----
(Localization UPDATED)
COMPLETION: Runenberg DLC
CITIES:
- Runenberg: ready to play, fully tested and feasible, even if boss night is really hard, good luck
- Glenwald, Lakeburg: ready to play but not tested since V1.00, so don't know yet how much major changes contained in V1.03 impact the balancing
- Gildenberg: it is not advised to play Gildenberg as it has not been fully tested
- Elderlicht, Glintfein: not available at all
MAJOR CHANGES:
- New DLC "Runenberg" has been integrated, meaning *2 nights, new equipment made consistent and balanced, same for new perks, etc.
- Health has been raised for heroes at startup (starting now with 200-300HP, or 350-450HP for dwarves, compared to 95-105HP for Vanilla). Aim is multiple: make HealthRegen and Temple useful, and decrease the danger coming from elite "hero killers", without really making the game easier (given that healing items are unchanged).
- Health has been globally reduced for enemies, and especially downraised for elites (aim is to to make the game more dynamic)
STARTING CONDITIONS:
- As in More Last Spell you face a lot more and stronger enemies, starting conditions have been raised to +100 Materials (Runenberg only).
APOCALYPSE:
- Apocalypse sequence has been changed. Vanilla sequence I/II/III/IV/V/VI becomes III/IV/V/VI/I/II.
ELITE:
- Elite enemies: "skill" strength has been "randomized". Example: Regenerative was +30%, now it may be from +10% up to +30% (this means that you may encounter an elite with a Regenerative of +15%, and another elite with a Regenerative of +25%). Regarding auras, strength but also range have been both randomized.
HEROES:
- Traits: unit traits have been reviewed to make bonuses consistent with levelling-up values (with some impacts on levelling-up values mainly for health, armor and mana)
- Increased experience needed to level up, because of number of enemies providing a lot of XP. Aim is to gain around 1 level per night, with some heroes gaining 2 levels.
EQUIPMENT:
- Scrolls: forgot in previous releases to update scroll damage accordingly to weapons, now fixed.
- Fixed an issue that made items of highest level appear first in bone piles, before appearing in shop. From now on, Level n items appears in bone piles 2 days after they appeared in shop (as for vanilla).
- Medals: medals have been generalized (i.e., made available for any perk; Tier 1 are considered as L2 items, Tier 5 are considered as L10 items)
PERKS:
- Perks (existing as "BigGameHunter", or new as "HeartOfTheParty") have their trigger now depending on night number (e.g., for BigGameHunter, "Every 5000 HP" becomes "Every 4000 + 1000*NightNumber HP").
BUILDINGS
- Tuning made on Mana Well and Temple
WEAPONS:
- Balancing made on 1H-Crossbow (again, damned 1H-crossbow!)
OTHER BALANCING:
- Decreased the number of corpses to avoid too many free items.
- Decreased the sell value (+10%(*2) at the shop becomes +5%(*2), and omen is now +5% instead of +10%, meaning you can sell at maximum at 45% instead of 60%. This because of medals and high level items.
- Now Mana Regeneration (from equipment or spells) request some Health (+1MP => -5HP), and Health Regeneration requests some Mana (+25HP => -1MP), this for 2 purposes: 1) reduce the temptation of mana/hp farming at the end of battles 2) make the Mana Well and Temple even more useful (quite mandatory)
ISSUES:
- There is currently only one know issue: new implemented medals are not properly displayed in the "Darkshop".
COMPLIANCE:
- Compatible with V1.1.5.0.s.d
WARNING:
Finish your current game before installing this mod, because new equipment, perks, etc. implemented in this mod could break your current game
------------
V1.01 & 1.02
------------
Not shared (temporary versions used to integrate last vanilla releases)
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V1.00
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(Localization NOT updated, despite Localization has been set to V1.00 for convenience)
COMPLETION: Glenwald, Lakeburg
CITIES: Glenwald, Lakeburg
- Glenwald and Lakeburg fully tested/balanced, including Boss Night, good luck!
- Number of nights for Lakeburg reduced from 23 to 21 (compared to V0.33).
- It is not advised to play Gildenberg, as it has not been tested at all since the last major change.
ENEMIES:
- Lakeburg: Boss & Minions improved
HINTS:
Despite I had a team of 25 heroes (L21-L26), it was not easy to defeat enemies, but I finally succeeded (in No Apocalypse!). Let me share some hints:
- Glenwald and Lakeburg: beware Night 20 are overwhelming, store as much stone as you can to rebuild your walls after the battle.
- Glenwald and Lakeburg: setting stunning traps on any free cell in your city (and also outside if you can) will help a lot for last nights.
- Glenwald: having one archer specialized in hand-crossbows seems to me mandatory against bosses (Hand Crossbows + Multi-Hits + IsolatedAttacks + OpportunisticAttacks + Critical + CriticalPower)
- Glenwald: most of you must know the Spawner bosses, but beware in MLS they generate a lot more spawned units: try to kill at least 1 boss per round or it may become very very hard to win. I won in 12 turns, some more turns and it would have been insane.
- Lakeburg: last night may be quick and easy with an appropriate team (and strategy)
WARNING: To play this mod, you will have to restart from Night 0, except:
- if you were already playing under V0.31 but did not reach Day 19 for Lakeburg or Day 16 for Glenwald
- if you were already playing under V0.32 and did not reach Day 19 for Lakeburg or Day 20 for Glenwald
- if you were already playing under V0.33 and did not reach Day 19 for Lakeburg
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V0.33
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(Localization NOT updated)
COMPLETION: Glenwald
CITIES: Glenwald (completed), Lakeburg (still in progress), Gildenberg (not tested).
- Glenwald fully tested/balanced, including Boss Night, good luck!
- Lakeburg has been tested/balanced until Day 19 (as in V0.31)
- It is not advised to play Gildenberg, as it has not been tested at all since the last major change
ENEMIES:
- Glenwald: Spawner Boss & Minions improved
EQUIPMENT:
- Corrections made on Wand Of Magic and Hand Crossbow
COMPLIANCE: compatible with V1.0.2.21. Fixes of russian localization provided by V1.0.2.21 (i.e., "Changed some perk descriptions in russian to better reflect the original text") not included, as this would request several hours to redo all the changes needed for this mod.
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V0.32
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(Localization NOT updated)
CITIES: Lakeburg, Glenwald.
- Glenwald: tested/balanced until Day 20 (i.e. last night still to be performed)
- Lakeburg: tested/balanced until Day 19
- It is not advised to play Gildenberg, as it has not been tested at all
ENEMIES:
- Guardian (Shieldman) skills have been reworked to make it a real enemy support unit. Beware to not let them alive too long....
HEROES:
- Maximum for TotalHealth set to 2000 instead of 1000 because of late game
EQUIPMENT:
- Stone potion: replaced Block bonus with Resistance bonus for a better overall defense efficiency
- Priest Helmet: added Stone skill to create a kind of support unit (Stone Skill provides some resistance to targeted hero)
- Trinkets have been completely reworked, mainly due to new item levels L6-L10 (but also for a better consistency, trying to make quite every trinket useful and this especially late in the game, and taking into account max caps + 2 trinkets per hero)
- Usables are volontarily still limited to L5
- Scrolls have been updated accordingly to weapons skills (was missing)
- Fireball diameter has been increased to worth the 2AP+4MP
- Longbow skill "Rain Of Arrows" has been improved (targets: 9 => 13) to make this skill still useful compared to Longbow "Explosive Arrows" skill (9 targets + stunning effect); Vision effect from "Rain of Arrows" skill not really useful in endgame, as archers should be mainly placed in towers
- All weapons: strongest skills (2AP+4MP) have their damage being raised (+75% instead of +50%)
LEVELLINGUP:
- Given that in More Last Spell, heroes are expected to reach L20 even L25+, decreased Level Up Stats amounts according to max cap especially for stats limited to 100% (as for example Reliability, Stun Chance, Accuracy, etc.)
COMPLIANCE: compatible with V1.0.2.21. Fixes of russian localization provided by V1.0.2.21 (i.e., "Changed some perk descriptions in russian to better reflect the original text") not included, as this would request several hours to redo all the changes needed for this mod.
ERRATUM: apologies, V0.32 was apparently not compliant with V0.31, due to changes made in affixes. This has been corrected in V0.33.
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V0.31
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(Localization UPDATED)
MAJOR CHANGE: "less but stronger enemies".
This makes the game more dynamic, very different from previous version, and I hope a lot more interesting in a tactical point of view. Compared to V0.30:
- number of enemies has been divided by 2
- HP, Attack, block, resistance and armor have been increased instead
- aura range for elite enemies has been also increased (this has a really interesting impact and make some elite combinations very strong)
Several adaptations were needed, listed below.
CITIES: Lakeburg, Glenwald.
- It is heavily advised to play V0.31 instead of V0.30, as behavior is totally different and much more exciting, and I really enjoy current balancing
- It is not advised to play Gildenberg, as it has not been tested at all
- Lakeburg: tested/balanced until Day 19
- Glenwald: tested/balanced until Day 16
EQUIPMENT:
- Activated "disabled" vanilla L6-L10 for BodyArmors/Helmets/Pants and Trinkets
- Created L6-L10 for Weapons and Usables that did not exist in vanilla
- Max level for Lowest quality is L6 while max level for highest quality is L10 (meaning max level for intermediate quality is between L7 and L9). This to keep some lowest level weapons still available until the last day because of very expensive price of highest quality L8-L10 equipment and given that the shop always provide (harcoded) equipment of level {MaxLevel-2, MaxLevel}.
- L6-L10 equipment is available at bying shop only (not via production/night-success/scavenging, no way to do it)
ARMORS (balancing at high level):
- Total Block value: maximum set to 150 (vs 100 vanilla)
- Light/Medium/Heavy armors have been slightly reviewed to make it even more consistent, but no big impact
- Max Armor set to 1000 (vs 500 vanilla)
- Frost armor, despite being a Heavy Armor, will now use "Light Defense" skill (i.e., providing an armor bonus, as for Medium Armors) instead of "Heavy Defense" skill (i.e., providing a block bonus), as mage are not used to face several enemies, they have mainly to defend against archers/mages
WEAPONS (balancing):
- Poison damage and modifiers increased (Dagger, Hand Crossbow, Magic Orb and Druidic Staff) to make poison more relevant.
- Dagger skills Backstab and Dodge Throw have been improved to make the dagger more useful specifically against isolated enemies.
- Ranged weapons Sharp Eye skill (available for any ranged weapon) now provide also a bonus to isolated attacks to make archers more interesting. Archers are really useful against powerful isolated elites.
- Momentum attacks have been decreased because much too much powerful compared to others attack types. For this purpose, 1H-Sword, 2H-Sword and Spear skills have been reworked. Perks giving back movement (Warrior Class primary perk collection) are needed to keep momentum attacks useful.
- Stunning/Poisoning/MovementReduction: every skill providing either stunning capabilities (including poisonning because of perk) or movement reduction now cost at least 2 Mana
- Hand Crossbow reworked (improved) due to changes made for Stunningchange/Poisonning/MovementReduction
- OffHand weapons have been reworked to make them more interesting (especially at highest item levels) compared to the heavy protection provided by shields.
PERKS: "Big Game Hunter" perk rebalanced (now available against enemies with more than 5000HP, with an update of the bonus for every 1000HP beyond that limit)
TEMPLE: Blessing skill reviewed (set to +10Health per use).
MANA WELL: +1 use per day for "Heal Mana" skill (but still only 1 use per day for "Free Heal Mana" skill). This to allow to regenerate more mana (but at the cost of more villagers) because of some nights where you will have to spend a lot of mana to defeat enemies.
HEROES:
- starting equipment rebalanced; warrior set has more chance to contain medium or heavy armors&pants, archer set more focused on light and medium armors/pants, while mage set can only contain clothes or light armors&pants
- perkpoint omen provide now 3 skill points instead of 2 (in More Last Spell, your heroes should easily reach L20 or even L25, unfortunately there is no way to provide additional perk points above Level 11, the only way was to add 1 more point at startup)
- Scaling of PropagationDamage has been reviewed for a better sensation of progression (starts now at 75% - instead of 85% vanilla - and bonuses while levelling up or provided by items have been reduced)
BUILDINGS: Buildings HP have been updated accordingly to the raise of enemies damage attacks
ENEMIES:
- Elite enemies are more resistant to stun effect
- Guardians (or Shieldmen) and Poison Frogs skills have been updated (was missing)
- Lancers: "Armor Piercing" effect has been removed (moved to faster clawers!) and damage has been raised instead; Lancers have been downgraded to Tier 2 (no impact but more logical)
- Faster Clawers: their power has been slightly reduced; but beware to your mages and archers as faster clawers have now the "Armor Piercing" trait (instead of Lancers), making them fast and able to slightly injure your heroes (except perhaps your best tanks).
- Waves have been improved in order to add more diversity:
. sometimes more elites but less troops or the opposite
. sometimes 4 corners, other times back to 3, 2, or even 1 corner
. sometimes just easier, or harder
. sometimes a better combination of enemy types
. this way, some nights have been made "special", but let me not spoil more
GLENWALD: Number of nights raised from 19 to 21
APOCALYPSE: As number of enemies has been decreased, sequence of Apocalypse levels has been set back to vanilla
- I: tougher enemies
- II: more enemies
- III: fog spawners
- IV: costs raised
- V: faster enemies
- VI: item negative attributes
COMPLIANCE: compatible with V1.0.2.21. Fixes of russian localization provided by V1.0.2.21 (i.e., "Changed some perk descriptions in russian to better reflect the original text") not included, as this would request several hours to redo all the changes needed for this mod.
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V0.30
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(Localization UPDATED)
APOCALYPSE: Apocalypse levels have been inverted (given that this mod already raises monster's HP and number of enemies)
- I: fog spawners (previously III)
- II: costs raised (previously IV)
- III: faster enemies (previously V)
- IV: item negative attributes (previously VI)
- V: tougher enemies (previously I)
- VI: more enemies (previously II)
EQUIPMENT: weapons damage updated (MIN:-10/MAX:+10) to make the attribute "reliability" more relevant
COMPLIANCE: compatible with V1.0.2.21. Fixes of russian localization made in V1.0.2.21 not included (i.e., "Changed some perk descriptions in russian to better reflect the original text"), as this would request several hours to redo all the changes needed for this mod.
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V0.29
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(Localization UPDATED)
MAJOR CHANGE: decision has been made to reintroduce the second weapon set (aim is to use more weapon types)
PERKS: reworked + "perks tiers" changed to 0/2/5/8/10 (vs 0/2/4/6/8 for Vanilla)
EQUIPMENT: small ajustements 1H-Sword; HP malus for magic weapons set to -25HP (vs -50HP) due to reactivation of the second weapon sets
APOCALYPSE: I = +25% HP (vs +50% V0.26)
PS: 2nd weapon set and reworked Perks are available either on a new game, or, if you are currently in a game, for new heroes (but you need to reroll heroes at Inn at least once)
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V0.28
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(Localization UPDATED)
EQUIPMENT: small ajustements 1H-Crossbow / 1H-Axe
INN: +3H-300GP/+4H-400GP (instead of +2H-200GP/+3H300GP) because of night 20+ in Lakeburg becoming really hard with "only" 21 heroes (new max Heroes: 25)
BALLISTAS: "Tower Ballista" power raised
CATAPULTS: added movement reduction (-1MP 1T)
GLYPHS/OMEN: HeroPerkMorePoint: +2Perks/Cost=2 (vs +1Perk/Cost=1); AdditionalStartingHero: Cost=0 (vs Cost=3)
PERKS: Energized (+1AP every 4MP vs 7MP)
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V0.27
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(Localization NOT updated)
HEROES: Dodge stat maximum value downraised from 95% to 75%
WAVES: number of rounds reduced (+1 round every 2 nights, instead of +1 round every night). Makes enemy waves larger despite the total number of enemies remains unchanged (e.g., 500 enemies within 10 rounds instead of 500 enemies within 15 rounds)
GILDENBERG: Boss updated + Harplings strenghtened
GILDENBERG: some more enemy units (also some more XP)
EQUIPMENT: small adjustments made on some Heavy Armors (Knight Armor, Adamantine Armor, War Armor)
EQUIPMENT: small adjustments made on some Trinkets (removed annoying and not really relevant negative attributes)
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V0.26
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(Localization UPDATED)
PERKS: "Spotter" rebalanced
TOWERS: Limit is now 16 (vs 12 for Vanilla)
ELITE CAPABILITIES: Reinforced Health, Reinforced Armor, Reinforced Block updated (strenghtened)
APOCALYPSE: I = +50% HP (vs +20% Vanilla); II = +50% enemies (vs +30% Vanilla); IV = +50% Cost (vs +20% Vanilla)
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V0.25
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(Localization NOT updated)
EQUIPMENT: small adjustements for a better consistance made on Steel Helm, Heavy Armor, Reinforced Heavy Armor, Heavy Greaves and Knight Shield
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V0.24
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(Localization UPDATED)
Start tracking modifications
INN: because of night 12+ in Glenwald becoming really hard, allow to build 2 Inns (1st UPG set to: +2Heroes Cost=200 / 2nd UPG set to: +3Heroes Cost=300). Max total of Heroes is now 21.
LEVELLING UP: Block and Resistance reduced from 5/8/10 to 3/4/5 (now longer to reach BlockMax and ResistanceMax)
WEAPONS: Damage reworked for Melee and Magical weapons; 1H-Hammer/2H-Hammer (resp. MagicWand/MagicStaff) set as reference for Melee (resp. Magical), meaning damage of other weapons are now closer to the reference