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1.2.7 hotfix

[p]Hello everyone! This is another very small hotfix. In 1.2.6, I inadvertently broke the chest pickup skill's cooldown calculation. This has been fixed.[/p]

1.2.6 hotfix

[p]Hello everyone!

This is a very small hotfix that fixes a crash that could occasionally occur when the player teleports back their last unit from a combat mission. In addition, for consistency's sake, the teleport back skill now costs 1 action but can only be your first action, similar to how the rest skill works.[/p]

1.2.5 hotfix

[p]Hello everyone!

This is a very small hotfix, fixing 2 things:[/p]
  • [p]Some skills were still not working on friendly concealed units (like the Move order skill). This has been fixed.[/p]
  • [p]Fixed Move order being able to move webbed units.[/p]

1.2.4 patch note

[p]Hello everyone!

This is a smaller patch, slightly tweaking a few things, plus a few bugfixes.[/p][h2]Balance changes:[/h2]
  • [p]Reduced Giant bats' min/max damage by 3.[/p]
  • [p]Two-handed axe's Overhead strike skill got a bit overtuned with the recent changes, so the extra 3 damage on crits has been removed.[/p]
  • [p]Throwing daggers' min/max damage has been reduced by 1.[/p]
  • [p]Bows' min/max damage has been reduced by 1.[/p]
  • [p]Crossbows' min/max damage has been reduced by 1.[/p]
  • [p]Crossbows' point-blank shot skill now can't be used when adjacent to a melee enemy, similarly to how other ranged skills work.[/p]
  • [p]Steady aim marksman skill has been replaced by Adaptive aim skill. New effect: Gain +10 ranged attack and critical threshold (so in practice, only increasing hit chance but not crit chance) for every missed ranged attack (max +30). Resets when you hit with a ranged attack. (Note, attacks blocked by shields reset this bonus as well).[/p]
  • [p]Inquisitor arbalest perceptive skill has been replaced by the new Adaptive aim.[/p]
  • [p]Layered armour utility items now provide an additional 10/15/20 critical threshold increase per tier to attacks against the user, making them a bit harder to crit.[/p]
[h2]Bugfixes:[/h2]
  • [p]Counter attack skill no longer triggers on attack of opportunity and counter attack. This stops the silly contest between 2 units with counter attacks to see who can hit the other first (or run out of stamina). [/p]
  • [p]Fixed the relentless offensive skill, which only increased melee attack. Now it properly increases ranged attack as well.[/p]
  • [p]Fixed combat music sometimes bleeding over into the teleport room after combat.[/p]
  • [p]Open door command no longer removes concealment.[/p]

1.2.3 patch note

[p]Hello everyone![/p][p]
This new patch comes with a lot of balance and bugfixes. I want to give a shoutout to the players on our Discord, constantly sharing their feedback and reporting issues, helping us to improve the game. Thank you!

One big balance change that probably needs some context is the health and damage rebalance. In a nutshell, global health and damage have increased across the board, while armor's damage reduction has not been changed.

The reason for this change was to make the differences between weapon/armor tiers more granular, as previously, a 1-tier difference between a used weapon vs heavy armor, for example, was the difference between tanky vs nearly invincible. The amount of hits required to defeat units using the same tier equipments remains largely unaffected by these changes.
[/p][h2]Balance changes:[/h2]
  • [p]Health and damage rebalance:[/p]
    • [p]Every unit's base health increased (15 -> 20).[/p]
    • [p]Shields' health increased (10 -> 15).[/p]
    • [p]Reinforced shields' utility additional shield health improved (5 -> 10).[/p]
    • [p]Nearly all weapons got +3 min and max damage, except hammers. They got +2 min and +1 max damage.[/p]
    • [p]Base crit damage increased (4 -> 6).[/p]
    • [p]Graze damage malus incresed (4 -> 6).[/p]
    • [p]Axe overhead strike damage increased (3 -> 6).[/p]
    • [p]Crossbow point-blank shot damage increased (2 -> 4).[/p]
    • [p]Acid bomb damage increased (5 -> 7).[/p]
    • [p]Guiding bolt magic skill damage increased (6 -> 9).[/p]
    • [p]Poison ball magic skill damage increased (5 -> 7).[/p]
    • [p]Fire bolt magic skill damage increased (8 -> 11).[/p]
    • [p]Acid rain magic skill damage increased (5 -> 7)[/p]
    • [p]Fire aura condition damage increased (6 -> 8).[/p]
    • [p]Lightning strike magic skill damage increased (18 -> 23).[/p]
    • [p]Fireball magic skill damage increased (15 -> 20).[/p]
    • [p]Increase bloodrage damage modifier per counter (1->2).[/p]
    • [p]Orcs' racial trait bonus health increased (10 -> 15).[/p]
    • [p]Light dragon racial trait bonus health reduced (15 -> 10).[/p]
    • [p]Redeemed racial trait health malus increased (5 -> 7).[/p]
    • [p]Giant spider racial trait health malus increased (3 -> 5).[/p]
    • [p]Goblin racial trait health malus increased (6 -> 9).[/p]
  • [p]Reduced the base action cost of swapping weapons (2 -> 1), but increased stamina cost (1 -> 2).[/p]
  • [p]Air of command skill now reduces friendly units' initiative by 1, instead of halving it.[/p]
  • [p]Tier 2 elves now use tier 2 light/medium armor instead of tier 1.[/p]
  • [p]Tier 3 elves now use tier 3 light/medium armor instead of tier 2.[/p]
  • [p]Shadow panther now has tier 4 medium armor instead of tier 3 light armor, and their damage has been increased.[/p]
  • [p]Light dragon weapon damage has been lowered.[/p]
  • [p]Scrying room dust cost reduction of the 1.2.2 patch was not applied correctly, this has been fixed (dust 20 -> 10).[/p]
  • [p]The first enemy base assault mission will take the size 5 army as base for its defenders till the invader's reach research lvl 3. Then army size 4 for research lvl 4, and goes back to army size 3 after research lvl 5 and beyond. In practice, this makes the enemies in this mission consistently be around tier 2, which should make rushing it less rewarding.[/p]
  • [p]The final mission difficulty is no longer based on the invader's current research level, so rushing it will no longer make it easier. [/p]
  • [p]When cancelling the end-of-month report (with ESC, or right mouse click) before the paper has even arrived, instead of exiting the report screen, the paper will instantly pop up.[/p]
[p][/p][h2]Bugfixes:[/h2]
  • [p]Fixed saved games made in 1.2.2. crashing when trying to load, if they include a dead unit in the memorial with missing skills.[/p]
  • [p]Fixed a crash when using a hotkey for a skill that is no longer there (for example, throwing weapons that ran out).[/p]
  • [p]Fixed the terrorize skill from possibly being blocked by shields.[/p]
  • [p]Terrorize skill no longer counts as an attack.[/p]
  • [p]Throw acid bomb skill no longer counts as an attack.[/p]
  • [p]Units that got stunned after their turn was done will now correctly lose all of their action points for the next round, not just 2.[/p]
  • [p]The AI can no longer use the charge skill on units that are not visible to the charging or other enemy units.[/p]
  • [p]Fixed a crash when a unit with an aura was adjacent to a Nightvian while it had its globe of invulnerability.[/p]
  • [p]Fixed Nightvian being able to move out from the middle in invader's fortress assault missions because they were immune to the connected condition.[/p]
  • [p]Concealed friendly units are now targetable by other friendly units.[/p]
  • [p]Units with expert stealth will no longer lose their concealment if, at some point during planning, they were placed into an enemy's attack of opportunity zone.[/p]
  • [p]The +1 turn for the bonus objective reward now correctly affects the distraction missions as well.[/p]
  • [p]Fixed the city scroll not properly updating its buttons when the player sells etherdust while it is open.[/p]
  • [p]Fixed that units that were the target of charge and combat maneuver skill were always considered cornered.[/p]
  • [p]Fixed visual artifacts that could appear when playing in full screen while using a lower in-game resolution than the monitor's native resolution.[/p]
  • [p]Fixed the combat theme music not starting when loading into a combat save.[/p]
  • [p]Fixed the visual bug where unit health was flashing when using their charge or combat maneuver skill, indicating that they themselves would be hit by it.[/p]