The Last Maul

News and patch notes

What changed in The Last Maul, update by update. The same notes are in the game under What's New.

  1. A New BannerThe Last Maul has a new logo, on the home screen and everywhere else
  2. The Last MaulThe game has a new name: The Last Maul. Same game, same progress
  3. Keep the FlameStreak freezes: every 7 days of Daily streak earns a freeze (hold up to 2) that covers a missed day by itself
  4. Lords Laid LowBosses die in style: each one collapses its own way, the ground shakes, its soul rises in a column of light and a banner announces the kill
  5. The Town BurnsYour town now shows the siege: as the shared lives drop, roofs cave in, fires spread, walls collapse and towers topple. Clear an act and watch it rebuild
  6. Know Your FoeBriefings: before every act and every giant the game now holds until everyone presses Ready, and a short video shows what is coming and how to beat it. Watch it again from the…
  7. The Last MaulThe war goes on: the game is now 120 waves in four acts. Act I, The Gathering Dark (waves 1–30), Act II, The Long Night (31–60), Act III, The Broken Earth (61–90) and Act IV, The…
  8. Steady GroundThe Chat button now sits in the main menu next to Friends
  9. Talk to Your AlliesChat outside the game: message your friends privately, or talk to everyone online in the General channel
  10. Founders WelcomeThe Last Maul Premium is in beta: become a Founder for $2.99/month (or $29.99/year, 2 months free) and unlock all 8 races and every wave. Try it free for 3 days
  11. The Horde Breaks ThroughOur first cinematic trailer: press ▶ Watch Trailer on the home screen, or share thelastmaul.com/?trailer with your friends
  12. AscensionAscension: every top-tier tower of all eight races has a spectacular new look. Fire's Hellmouth breathes rolling walls of flame, Frost's Shatterpoint freezes its target white…
  13. The Horde ChangesTwenty new enemy looks: from wave 21 the horde changes its face, and again from wave 41, so the late game no longer feels like the same creeps on repeat
  14. New Faces of DoomTwelve new bosses: the late waves no longer throw the same four bosses at you over and over. From wave 26, every boss wave can bring a new champion
  15. Beasts of the MaulAll-new pets: thirteen battle-worn companions replace the old critters. A carrion raven, a skeleton rat, a barnacled river crab, a frost wolf pup, a root sprite, a fire imp, a…
  16. Make Your MarkLane cosmetics: decorate your own lane and show off your progress. Everyone in the game sees it (you can hide other players' decorations in Options)
  17. No More Freezing CreepsCreeps no longer stop dead for a moment when they're about to die. A creep whose killing shot is still in the air now keeps walking its path until the shot lands (most noticeable…
  18. Rise in the RanksProfiles: every game earns XP (more for wins, harder difficulties, your first win of the day and the daily challenge). Level up from your very first game
  19. Daily ChallengeDaily Challenge: one new challenge every day, the same for everyone. A fixed race, map and seed, 25 waves on Normal (about 20–30 minutes), sometimes with a small twist. Free…
  20. Desert LandmarksEndless Desert's spawn gates are now carved sandstone with rune-cut columns and a great ram skull whose eyes burn red when the gate wakes
  21. Five WorldsEvery terrain now looks like its own world, on the same maps you know: the layout, paths and build spots are identical, everything around them is new
  22. New CursorsNew hand-painted mouse cursors: a steel gauntlet with gold trim, with matching variants for selecting your towers, inspecting a teammate's, enemies, dragging the map and…
  23. Quill FixFixed the game freezing when a Quill tower (Nature) was upgraded: its new arms had no animation state, which stopped the whole scene
  24. Scout Your TeamClick a teammate's or an AI player's tower to see its stats: damage, range, speed, upgrades and whose tower it is. It's view only, so you can't upgrade or sell it
  25. No Ghost WalkersFixed creeps that seemed to run straight through your towers. A creep killed by a shot still in the air was drawn sliding on in a straight line until the shot landed, so at maze…
  26. On ImpactCreeps now lose health when a shot actually lands, not when the tower starts its attack. Health bars, hit flashes, deaths, hit sounds and the gold popup all wait for the…
  27. Fair BountiesIn team games the gold for a kill now goes to the player whose tower killed the creep. A creep that leaks out of a lane and dies in a teammate's maze pays that teammate, not the…
  28. Lobby ControlThe lobby host can kick players: a Kick button next to each player. A kicked player can't rejoin that lobby
  29. AI TeammatesPlay with AI teammates: in the lobby the host can fill free lanes with AI players. Pick a race (or Random) and a strength: Normal, or Strong, which learned from real players' mazes
  30. Build Time & LeaderboardsTowers take time to build: about 1 s for your cheapest tower, 3–5 s for mid towers and around 9 s for an ultimate. Upgrades take time too (up to 15 s for the biggest). A tower…
  31. The MixNormal is much harder. You can no longer win by building only your race's most expensive tower. Winning games now mix three kinds of tower: cheap towers to build the maze, mid…
  32. No Free WavesWaves with light ground creeps no longer melt before your maze matters. Where a wave carried far less ground-creep HP than the waves around it (often swarms, scouts and…
  33. Spawn WallsThe strip along the cliff at each spawn is now solid cliff, except the cave mouth itself. Creeps can no longer walk sideways along it round the ends of a wall you build right…
  34. Fair MazingThe anti-juggle rule no longer gets in the way of normal mazing. Building walls right in front of walking creeps, even when they have to turn round, is allowed again. Only builds…
  35. Multiplayer ScalingEvery defender adds a full set of lives to the shared pool: 20 per player on Normal (40 for two players, 80 for four). Before, eight lanes shared the same 20 lives as a solo…
  36. Race BalanceBosses shrug off part of an element weakness: a weak element now deals 0.75× to a boss instead of 0.5×. Frost and Water no longer hit a wall at the Thornwarden, and Storm's Tesla…
  37. Tier IVEvery specialised tower can now be upgraded to tier IV: all 48 branches, from Inferno to Ziggurat. Ultimates still stop at tier III
  38. Act IV: Sixty Waves and a Final BossThe game is now 60 waves long. After wave 45 comes Act IV: The Maul, fifteen new waves that end with the Furnace Colossus
  39. Harder Waves, New Creeps & a Better CameraNormal is harder: a strong player now has to think every wave, and building two cheap towers and saving up no longer works
  40. Map Editor & 8-Lane SkeletonIn-game map editor (Ctrl+Shift+E) — place trees, rocks and ground tiles by hand with pan/zoom navigation
  41. Portraits, Projectiles & Asset CatalogAI-generated race portraits on the race selection screen with animated particle overlays
  42. Races, Waves & Visual Polish8 playable races — Fire, Frost, Storm, Nature, Water, Light, Gale, Arcane
  43. First PlayableMultiplayer tower maul — up to 8 players

The Last Maul

Co-op tower defence for up to 8 players. Free to play, nothing to install.

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