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Demo 1.4.4 patch note

Hello everyone!

This patch besides the usual bugfixes, focuses on reducing the "grindiness" of the demo. Resource costs have been rebalanced, the starting gold amount has been increased, and XP gains have been improved to provide a faster progression for the player.

Combat maps got some attention as well, we felt that too much time was spent searching for the enemies, so the map sizes have been reduced by around 30%.

Balance changes:
- Increased the Redeemed health by +2. The reason for that is they are the first enemy type the player meets, and while it is intended to be easy to defeat, previously any hit would guarantee kill it. This change means 1 handed weapon and bows do not guarantee 1-hit kill them, so the players are properly rewarded when they learn and use one of the many ways that increases damage against them. This hopefully better prepares them for the harder enemies, lessening the gap between the Redeemed and other enemies.
- Increased the goblin's health by +2 for similar reasons.
- Improved the our-of-combat AI to prioritize player units to engage, which it already saw. This avoids the unlucky situations, that when the AI is closer to the player's not yet seen unit's spawn location than their actual units, they will go towards that, instead of the player. This should eliminate the end-game hide-and-seek that sometimes happened previously.
- Reduced the map size by about 30% for the same reason as above.
- Modified the Mizumori starting roster, as the previous one was a bit weak.
- Increased player's starting gold to 1000 (up from 600).
- Rebalanced resource costs of most projects and research (mostly reduced the etherglow costs).
- Reduced the time until the player's units healed after returning from a mission with an injury.
- Increased the amount of XP the player unit earns. In addition, there is a small bonus XP for successfully completing the mission, and a bit bigger one for completing it in time.
- The invader's main base generates 75 science (up from 25). The smaller bases still generate only 25 science per month.

Ui changes:
- Added 2 arrows to the unit description while setting up a team for a mission. Those arrows make it possible to change units without needing to close the unit description. Units can be changed with the arrows + A-D keyboard keys as well;

Bugfixes:
- Fixed a crash that occurs in certain situations on the inventory screen when no utility items are available.
- Fixed leaving a random skill in a unit's skill bar if ESC was being used to close the skill selection.
- Fixed the tooltip of the Combat maneuver skill not mentioning it only works with melee weapons.
- Fixed multiple typos in the base building screen.

Demo 1.4.3 hotfix

Hello everyone!

The 1.4.3 hotfix includes the fix for the missing text on certain video cards that were caused by a not compiling shader (mostly Radeon and Intel HD cards were affected).

Demo 1.4.2 hotfix

Hello everyone!

Another small hotfix has been released that corrects these problems:
- The VIP distance from the escape tile goal in the escort mission has been corrected. Previously, the VIP spawned too close to the escape tile.
- Fixed the missing summary of the exact amount of resources provided on the built buildings in the resistance base.

Demo 1.4.1 hotfix

Hello everyone!

Just a small hotfix to correct the problem with zooming with the mouse wheel on the campaign map. It will no longer zoom out as soon as the player stops zooming in.

New gameplay trailer and 1.4.0 demo patch note

Hello everyone!

I'm happy to announce that we have released our new gameplay trailer, check it out:
[previewyoutube][/previewyoutube]

And that's not all! We have finally released the final content patch for the demo as well (1.4.0) so this is the best time to try it out (or retry! ;) ) and give us your feedback to shape the full version of the game.

1.4.0 patch notes:


[h2] New features:[/h2]
- Units using two-handed hammers can break through walls for extra movement points. The amount of movement point needed depends on the level of the hammer.

- New standard combat mission where the player will need to steal the supply of the enemy army. There will be 5 of them on the combat map, and their location will be revealed after teleporting in, if not found by scrying. The player can simply teleport them home when they are adjacent to them, but only 1 can be teleported away per turn.

- Added adamantine armor and weapons that are researchable and buyable for the resistance.

- Reworked spider web and added a buyable throwing net to the utility slot for the resistance. Now, the netted unit cannot use most of its actions besides escape using its melee attack. Adjacent friendly units can help as well.

- Added healing potions, plus units can share their potions with adjacent units.
- Added a new universal skill called potion master. It increases the amount of potions the unit can bring with them to 3 (from the default 1).
- Hold ground protector skill has been reworked into shield expert skill.
- Added new passive rewards for completing the chosen resistance goals in the campaign map (different rewards for the different goals). For example, if the resistance completes the 30 smiths goal, the second utility slot will unlock for the troops.
- Reworked sprites for dark elf light armor.

- Reworked sprites for cloth armor.

- Reworked sprites for Redeemed.

- Added a new UI option that doubles the thickness of the character outlines.
- Added option to turn off v-sync and to set an FPS limit.
- Restarting is no longer necessary to correctly apply the language setting.

[h2]Balance changes:[/h2]
- Simplified gaining XP. Previously, it was calculated using the number of units in the party, modified by the individual units level compared to the defeated enemies level. Now every unit will need an increased amount of XP to reach the next level, and enemies all provide a hand-set amount of XP regardless of the level difference between them and the player units.
- The XP simplification gave higher control of the possible XP curve, so I made the first level up easier than the rest.
- The second utility slot for units can be used as well from the start.
- Etherdust research has been added as a prerequisite for Alchemy research (potions) and the time and dust requirement has been adjusted.
- Masterwork weapons reduce the critical threshold by 10 (up from 5).
- Reinforced shields increase the shield health by 10 (up from 5).
- Swapped the dwarf soldier reorganized formation skill with shield expert.
- Spider web attack now has a cooldown of 3 (up from 2).
- The priest's guiding light ability now does 6 damage, still guarantees hit but can be blocked by shields.
- Thanks to the increased power level of the resistance, reverted the change to the army level that does the final mission back to 5 (up from 3).

[h2]Bugfixes:[/h2]
- It's no longer possible to swap places with units that are unmovable (because of being webbed for example).
- The previous movement path will no longer be shown after a blue move.
- Fixed that it was theoretically possible to research etherglow analysis before finishing the gather 2 etherglow goal.
- Fixed a crash trying to load a save where the resistance goal has not been chosen.
- Fixed a rare crash that could occur when a unit is next to someone with the attack of opportunity skill.
- In the party select screen, it is no longer possible to click on units or go back to the campaign map after pushing the start mission button, but before the map has been loaded. In addition, for users that didn't finish loading while the teleport animation was ongoing, added a loading text to make it clear that it was loading the map.
- Fixed open door action being duplicated when pushed away or rotated away from the door.
- Fixed that certain profile pictures could not be clicked on on the combat map on lower resolutions.