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Slaves of Magic News

1.1.1 hotfix

[p]Hello everyone![/p][p][/p][p]This is a small hotfix to address a few things:[/p]
  • [p]Fixed the visual bug that occurred when both the engineering project and the science project finished at the same time. Now they will properly appear one at a time.[/p]
  • [p]Added a new hotkey for passing (p by default, but if the key is already bound, it could set it to none, so please check your existing keybindings).[/p]
  • [p]Because of the above change, plus because there was a key duplication in the original default keybinding for the 3 basic skills (rest, end turn, teleport home), their default keybinding has been changed as well.[/p]
  • [p]Fixed basic skills keybinding not working for the 8th skill.[/p]
  • [p]Added a warning in the teambuilder screen for the flying fortress assault that you cannot teleport back from this mission.[/p]
  • [p]Added a warning in the teambuilder screen for the holy citadel assault, that it is the final mission, and that you will need magic damage to complete it.[/p]

1.1.0 update

[p]Hello everyone![/p][p]Now that the release week is behind us, we have had some time to work on some bigger features for the game. Let's take a look![/p][p][/p][h2]Save and Exit in combat[/h2][p]Let's start with the most requested on the forums: the ability to save while in combat! The game has been designed around the idea that the player cannot save mid-combat, increasing the tension of the combat missions. But it was never meant to be a punishment for players needing to leave the game for any reason, so now the game will save when exited inside combat.[/p][p][/p][p]In addition, the game will auto-save at the start of every combat round (to the same save file), so if the game is terminated for any unexpected crash (or other reason), you can jump back to the start of the round. Furthermore, a proper ironman mod has been added as well, with its own achievements.[/p][p][/p][h2]Wall transparency[/h2][p][/p][p]I heard that it was easy to forget the walls' existence when they become transparent. Now, wall transparency has been reworked to make sure that the object behind it is visible, while making it clear that the wall is still there.[/p][p][/p][h2]Directional sound clue[/h2][p][/p][p]Finding the last enemies could sometimes take a while unnecessarily, so we added a sound clue toward the closest enemy if no enemies are seen at the start of the round. This should help, especially in distraction missions where the goal is to simply eliminate all enemies.[/p][p][/p][h2]New art for research[/h2][p][/p][p]To make the research tab a bit more expressive, all research received a header image. All Schools' research only received a generic placeholder image for now, but they will get their own in a future patch.[/p][p][/p][h2]Combat mission changes[/h2][p]In general, I felt that the steal supply and escort vip missions were a bit easier than the other combat missions. The sound clues already made the distraction missions easier, and the changes below aim to bring the other missions to a similar level of difficulty.[/p]
  • [p]Increased the amount of chest needed to be gathered (5->6) in the steal supply mission.[/p]
  • [p]On the escort mission, VIP has -1 movement speed, but starts closer to the escape points (so that it reaches them in the same number of turns) and more toward the middle of the map in general. This makes using the map edge with the VIP while still completing the mission in time for the bonus reward harder.[/p]
[h2][/h2][h2]Game pacing changes[/h2]
  • [p]Smithy projects now take time to complete, much like research. This should help smooth out the sudden power spike that occurs when the player researches tier 2-3 equipment. Research time has been reduced slightly for equipment research to compensate. [/p]
  • [p]Now the invader's holy city and their smaller forts produce different amounts of resources. In general, the holy city produces more science, while the forts mostly produce income now. This should make it easier to deny the invader's passive income while keeping their passive research relatively stable.[/p]
    • [p]Fort:[/p][p]Beginner: Science 10->5, Income 15 -> 20[/p][p]Intermediate: Science 15->5, Income 25 -> 30[/p][p]Advanced: Science: 20->10, Income 30 -> 35[/p][p]Master: Science 20->10, Income 40 -> 45[/p]
    • [p]Holy city:[/p][p]Beginner: Science 10->15, Income 15 -> 5[/p][p]Intermediate: Science 15->25, Income 25 -> 15[/p][p]Advanced: Science 20->30 , Income 30 -> 20[/p][p]Master: Science 20->40, Income 40 -> 25[/p]
  • [p]Because of the increased base research from the holy city, which is being doubled in the reinforcement event, the flat research bonus of that event has been reduced from 140->100. [/p]
  • [p]Increased first enemy base attack etherglow reward 30->40.[/p]
  • [p]Larger armies will be braver in choosing their target territory even when the resistance threat is high. This should increase mission location variety while still keeping the general focus of trying to consolidate power in regions with their own bases when fearing the resistance.[/p]
  • [p]Scrying room etherglow cost is reduced from 25->20. With the added sound clues, it felt appropriate to buff the room a bit.[/p]
  • [p]Researching magic was a bit too fast, especially the first research, so the etherglow requirement has been increased.[/p]
    • [p]Starter rune categorization etherglow cost 10->20[/p]
    • [p]Advanced rune categorization etherglow cost 35->40[/p]
    • [p]Master rune categorization etherglow cost 50->60[/p]
[p][/p][h2]Bugfixes[/h2]
  • [p]Fixed the attack of opportunity not activating if the unit did not have enough stamina for a basic attack.[/p]
  • [p]Fixed reorganize formation not working on friendly units affected by the unmovable condition.[/p]
  • [p]Fixed mind control not breaking when the mind-controlling unit is teleported home.[/p]
  • [p]Fixed an alive squad member that was mind-controlled at the end of the mission, managing to get back to base.[/p]
  • [p]Fixed counter-attack skill working while the unit is stunned or constrained.[/p]
  • [p]Fixed the obstruction symbol showing on magic skills that are unaffected by obstruction.[/p]
  • [p]Added the missing wall-breaking ability description to the two-handed hammers.[/p]
  • [p]Fixed a bug that caused to overestimation of the difficulty of the enemy flying fortress assault.[/p]
  • [p]Fixed bracers utility items not properly applying their melee defense bonus.[/p]
  • [p]Now the game defaults to borderless full-screen mode on first startup, as OBS records strangely in full-screen mode when the user is not playing at their monitor's native resolution. OBS works as expected in borderless full-screen mode.[/p]
[p][/p][h2]Closing thoughts[/h2][p]So that's it for our first major patch! As always, I will be listening to your feedback, so feel free to share what you think! And before I forget, alongside the release of the patch, the game is on a 20% sale for 1 week![/p]

1.0.22 hotfix

[p]Hello everyone![/p][p][/p][p]This is a quick hotfix for the interaction between the mind control skill and the assassinate mission objective, and to modify a few descriptions to fix typos and improve clarity.[/p][p][/p][p]Now, it will correctly count the assassinated target dead if they have been killed while mind-controlled. In addition, the mission will now end successfully if no other enemy units are alive, besides the mind-controlled targets.[/p]

1.0.21 patch

[p]Hello everyone![/p][p][/p][p]Today's patch focuses on the early game balance, with a little tutorial change for new players:[/p]
  • [p]The changes introduced in the 1.0.14 patch for the reinforcement event made it possible for the invaders to gain 3 research levels in one month, depending on circumstance, which I think was a bit excessive, considering the buff to their long-term research capacity as well. The event now provides only 140 research points when it activates for the invaders (down from 200).[/p]
  • [p]Another pattern that I see is that after players get their first powerspike in around month 2-3, they can quickly outscale the initial roster of enemies, hitting the reinforcement event fast. To combat this, the invaders' starting research points and supply have been increased at campaign start. Not enough to affect the first month, but it will make them hit their first research and supply level up faster in the following months.
    Starting research point changes: Beginner 0->40, Intermediate 50->70, advanced/master 100->160
    Starting supply changes: Intermediate 0->25, advanced/master 0->50[/p]
  • [p]Fixed the research level not gained correctly by the invaders when multiple sources caused an increase.[/p]
  • [p]Expanded the cornering tutorial. Now it is called Flanking and cornering, explaining both mechanics and their benefits. This tutorial page will automatically be opened for new players after their troops' position has been set on the battlefield and they have teleported in. This should highlight how they can improve their chances on their first combat mission.[/p]

1.0.20 patch

[p]Hello everyone![/p][p] [/p][p]Today's fixes:[/p]
  • [p]Fixed the end-of-month report text for completing an invader fortress assault.[/p]
  • [p]Fixed armyless missions (like fortress assault) are shown every month on the end-of-month report after they have been completed, not just in the month they were completed.[/p]
  • [p]Fixed headquarters bonuses only activate after reloading the game.[/p]
  • [p]Fixed weapon mastery skill not reducing weapon skill stamina cost by 1.[/p]
  • [p]Fixed not being able to help a constrained unit if the helping unit got adjacent to them by a push caused by a successful attack.[/p]
  • [p]Fixed inquisitor archer/arbarest having melee positional AI rather than ranged, making them more aggressive position-wise.[/p]