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Slaves of Magic News

1.3.6 hotfix

[p]Hello everyone!

This is a very small hotfix to fix the crash that occurs when opening the projects tab while all available smith projects have been completed.[/p]

1.3.5 patch note

[p]Hello everyone!

Another small patch, addressing bugs that have been reported to our Discord server![/p][p][/p][h2]Bugfixes:[/h2]
  • [p]Fixed resurrection skill sometimes not resurrecting the target.[/p]
  • [p]Fixed a subtle line-of-sight issue (tile might be seeable from 1 direction, but not in reverse) that could occasionally happen when looking through a narrow corridor. This previously could have led to a situation where a unit could see a tile, but couldn't shoot at the unit on it.[/p]
  • [p]Fixed retrain cost sometimes shows the wrong value.[/p]
  • [p]Fixed a few utility items not unlocking properly (like adamantine google).[/p]
[h2]Balance changes:[/h2]
  • [p]Protection aura magic skill swaps places with the sanctuary light magic skill, making it accessible sooner.[/p]
  • [p]Fire aura magic skill swaps places with enlarge, making it accessible sooner.[/p]

1.3.4 hotfix

[p]Hello everyone!

This is a hotfix primarily to solve a video card shader issue (that is most prominently causing the missing text on the main menu) on some older video cards.

In addition, the auto-saving system has been made more resilient to errors. Now it will not directly overwrite the old save. Instead, it writes into a temp file and will only replace the old save file when the writing is done.[/p]

1.3.3 patch note

[p]Hello everyone![/p][p][/p][p]Another small patch primarily addressing a difficulty spike in the early game and a bug that was introduced in 1.3.2,[/p][p][/p][h2]Balance changes:[/h2]
  • [p]The assassinate combat mission type can be a big difficulty spike if encountered very early in the campaign, as 2 leader units are a big force multiplier for the early game enemy forces. From now on, this mission type can only appear after the second month of the campaign. [/p]
  • [p]Master of magic bonus has increased the provided magic resistance and magic penetration to 3 (up from 2).[/p]
  • [p]Demoralized gods' bonus now completely stops the enemy reinforcements in the final mission, not just slows it.[/p]
[p][/p][h2]Bugfixes:[/h2]
  • [p]Fixed the bug introduced in 1.3.2 that units' turns did not automatically end when reaching 0 stamina while still having action points.[/p]
  • [p]Fixed the first enemy fortress assault, wrongly stating in the victory screen that it will provide 60 etherglow (the first fortress assault only provides 40).[/p]
  • [p]Fixed the tooltip of point blank shot, which wrongly stated that it can be used in melee.[/p]
  • [p]The tooltip has been clarified for shield bash and relentless attack. Now it says it does not count as an attack for the multiple attack penalty.[/p]
  • [p]Added the missing not an attack tooltip to the hook shield skill.[/p]
[h2][/h2]

1.3.2 patch note

[p]Hello everyone!

Another small patch to address a few bugs that surfaced, and some balance changes further tweaking the campaign progression.[/p][p][/p][h2]Balance changes:[/h2]
  • [p]Added a malleable recruits second-wave option, which lets the player choose any school at the first level-up.[/p]
  • [p]Units now have 2 starting schools to increase player choice at their first level-up.[/p]
  • [p]Reduced the time/gold cost of smith projects except the ones that provide bonus equipment points. [/p]
  • [p]Magic Focus utility item: Reduced equipment point costs to 2 (down from 4). Increased magic skill stamina reduction to 2 (up from 1). Removed magic resist penetration.[/p]
  • [p]Greater magic focus utility item: Reduced equipment cost to 4 (down from 6). Increased magic skill stamina reduction to 4 (up from 2). Decreased magic resist penetration to 2 (down from 4).[/p]
  • [p]Staff/focus magic skill stamina reduction now affects passive magic skills as well, countering the maximum stamina reduction caused by them.[/p]
  • [p]Reduced all magic staff equipment cost by 1.[/p]
  • [p]Increased the bonus melee damage provided by the enlarged condition to 6 (up from 3).[/p]
  • [p]Mastery of the mind: Removed the +1 stamina at the start of the turn. The warrior school already has skills to offset the higher stamina consumption of the additional action point usage.[/p]
[p][/p][h2]Bugfixes:[/h2]
  • [p]Fixed a crash that could occur when the invaders try to reinforce an army while they already have 2 size-5 army.[/p]
  • [p]Fixed units regaining stamina when rotating while they had 1 action point.[/p]
  • [p]Fixed that a unit could rarely end their turn prematurely after an action that left it on 1 stamina.[/p]
  • [p]Fixed rune cloth armor(Tier 3 light armor) smith project not unlocking with rune item creations research, as advertised.[/p]
  • [p]Fixed missing descriptions that the trainings that provide passive XP gains reduced units' retrain costs as well.[/p]