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Slaves of Magic News

Demo 1.2.4 patch

Hello everyone!

Welcome to the last 1.2.4 patch of the year mostly focuses on polishing up the demo according to your feedback. Before I jump into the patch notes I want to thank again everyone who shares their feedback with us!

Visual/UI changes:
  • Made the party builder more intuitive. Removed the changed button, the unit selection now opens when clicked on the character portraits. To open the character sheet to see detailed statistics and to change equipment, the player can click on the units themself.


  • Added the damaged units to the campaign map reminder so that the player can see exactly when they are healed. In addition made the reminder list scrollable, so it can contain more than the 5 most recent reminders.


  • The random time generator of the missions has been tweaked to generate more missions that are not in daylight.
  • Changed the enemy counter UI color from green to red when you see at least 1 enemy.
  • The amount of time necessary for things sometimes was represented by an icon, sometimes it was just a text. Now everywhere it will be represented by an icon.


Bugfixes:
  • Corrected main menu scaling for various resolutions. Now when scaling the original video it will not stretch it, rather it will zoom into it to fill up the screen.
  • Fixed equipment point tutorial pop-up counted as seen in the beginning.
  • Fixed that sometimes clicking on the tutorial pop-up does not open the relevant tutorial.
  • Fixed end-of-month scene not correctly displaying the mission names that were stopped by the resistance.
  • Fixed that the default team builder could build teams that are over the equipment limit.
  • Fixed when a unit position was set for teleporting in, it was shown with the wrong facing for a frame.
  • To help with future bug fixes, added session logging into the game. This can be found in the game's logs folder. Including this log with a bug report will help me to identify and fix problems.


Balance changes:
  • The resistance always starts with enough units to be able to fill up to 2 teams at the start of the game. This is to avoid the situation in which the player spends all their starting money and then can't replace their losses after a failed mission.
  • Reduced the starting gold for the resistance by 150 because of the previous point.
  • I underestimated the difficulty increase because of the improved AI, so that plus the increase of enemies felt a bit too much for new players. It represents well what I envision to be a normal difficulty for experienced players, but the demo should be on the easier side, so reverting the enemy amounts to what it was in 1.1.7.
  • Buffed ranged combatants with a general +1 damage buff. With the increase in health from our previous balance patch, we felt that they were a bit over-nerfed.
  • Reworked quick shield skill into shielded advance. This is a movement skill for 1 action that in addition adds the raised shield (+30 block) to the unit. This makes it possible for shielded units to advance at full speed while keeping their shields up in exchange for stamina.
  • Changed shield mastery skill to quick shield for the dwarf soldiers. This helps them to advance faster toward the player units.


Demo 1.2.3 hotfix

Hello everyone!

A small hotfix has been released with mostly some small visual and UI fixes, plus an important fix for certain AMD integrated video cards (Ryzen 5600G was the one we got a notice about, probably there were others affected by this issue) which had a problem rendering the texts and the world map in the demo.

Demo 1.2.1 content patch note, the arrival of the dark elves

Hello everyone!

I'm very excited to announce that our new 1.2.1 content patch for the demo is live! Let me show you some of the biggest changes:

- Dark elves have arrived. They are expert in hit-and-run and ranged combat, but fragile if you manage to get to them.



- Sadly, their pet spiders will make it a bit harder to get to them!



- The desert region is unlocked, and it brings a new skill school called trickery with 4 new skills focusing on maneuvering and critical damage. Plus it means the enemy armies can target the territories in this region as well from now on!



- Added the universal skill school with 6 new skills. The universal skills are unlocked at the beginning of the game no matter the starting location of the resistance. These are various passive skills that do not count toward the maximum amount of skill schools a character can have.

- Completely reworked new player experience. Reduced the time till the player reaches the meat of the demo, the tactical combat! In addition, broke up the tutorials into smaller more digestible parts, plus they don't obstruct the scene when they pop up anymore.

- General rebalancing of existing skills and the economy of the game. Simplified the way gold income works, territories now simply provide their gold income if they have higher than 0 loyalty.

Saves should be generally compatible with previous versions, but for full effect, I would suggest starting a new game.

Demo 1.1.7 hotfix

Hello everyone!

Another small patch has been released:

  • Fixed a crash related to vakondog enemy.
  • Some small visual bugs have been fixed, like the health value updating before an attack actually connected, spoiling the attack result before the animation.
  • Now the game saves the party composition when the player leaves the party builder for a mission. That means if the player leaves that scene for some reason to check something when he/she opens it again it will have the previously set party composition.

Demo 1.1.6 hotfix

Hello everyone!

This is a small hotfix to fix the crash caused by opening doors with the open door command.