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Slaves of Magic News

Demo 1.5.4 patch note

This is a small patch, addressing the feedback we have received so far on the demo.

  • Highlighted the supply chests for better visibility.
  • Fixed a bug that prevented the retrieval of a supply chest at the start of the round if there was a successful retrieval in the previous round.
  • Units now correctly face the supply chest when they start the chest retrieving process.
  • Gave a hint where the player can find the rebel base in the objective description.
  • Slightly changed the font to make + and - more distinct.

Demo 1.5.3 patch note

This small update fixes bugs that have been found since the previous patch.

  • Fixed displaced animation for raising redeemed.
  • Fixed a visual bug that if a character ends their turn when they have remaining action points but no skill to use, they still had outlines like an unactivated character.
  • Fixed that constrained units couldn't be helped by allies that moved next to them after being constrained (for example by web).
  • Fixed passive AI enemies for 1 turn when the player is the one that moves into their sight range while they were not active.
  • Corrected the colors of the sand on the desert map to properly blend together.
  • No longer automatically ending turn when a character has zero stamina, rather only if the unit has no skills to activate. This fixes the Ork Shaman who couldn't use their tireless rage skill with 0 stamina.
  • The race of the recruits generated now only depends on which regions the player has bases in rather than requiring training centers. This should increase the different types of portaits used in general.

Demo 1.5.2 patch note

[h2]New features:[/h2]
  • Finished acid rain animation:
  • Finished adding dynamic lighting for all spells.
  • Spells no longer cause blood on target where it does not make sense.
  • Added wall ruins for destroyed walls.
  • As the temperate map was the first map created, it has received a bit of a visual rework to be more on par with the rest of the maps.
  • Made the last base attack mission slightly easier as only the rank 4 army will conduct it instead of the hardest rank 5.

[h2]Bugfixes:[/h2]
  • Fixed the bug that caused the player's last unit to not be able to use its second action in specific situations.
  • Fixed missing hammer for dwarf soldiers.
  • Fixed that the acid rain skill could destroy cave walls in the rebel base.
  • Rephrased a few descriptions for clarity.

Demo 1.5.1 hotfix

Hello everyone!

This is a small patch mainly about fixing a few bugs:
  • Fixed a crash that happened if the player started the game by loading a save file and then winning a mission.
  • Fixed a movement bug, in that some player unit couldn't move even though it still had an action point to do so.
  • Added more wear and tear to the temperate map in general, as it felt a bit too clean.

Demo 1.5.0 patch note, preparation for Steam Next Fest

Hello everyone!

I'm happy to announce a very big update for the demo, in preparation for Steam Next Fest! This is a preliminary version, to iron out the bugs and to listen to your feedback about it before the fest begins.

The general thought process behind the changes is to accelerate the player's progress toward fun things and to provide more interesting decisions for the player. Some fundamental systems have been changed as well, so sadly saves from the older demo's will not be fully compatible with the version.

Major changes:
  • Official support for 2k resolutions. While the game was made aimed at a maximum 1080p resolution, over time more and more people have transitioned to 2k and 4k monitors, since the inception of this project. We don't have access to a 2k monitor so would love to hear some feedback if everything is working correctly or not. For 4k monitors, the 1080p is perfect for upscaling to 4k, so the game defaults to that resolution instead.
  • Expanded magic system with new enemies. All 3 enemy race got their spellcasters.
  • Reworked initiative system. In the new system, every turn the player will receive 6 command points, that can be spent to activate units. The unit's initiative is the cost of its activation. In layman's terms, the player can activate more faster units or fewer slower ones. This system is a lot more intuitive for players coming from games like X-COM, while still retaining the importance of the speed of the units.
  • Added a new marksman school, dedicated to improving ranged attacks.
  • Reworked escort missions to give higher emphasis on scrying before starting the mission. Now there will be 2 valid escape tiles for the VIP and the player will need to decide which one he/she will use.
  • Expanded the lighting system to add dynamic lights to various skill effects like teleport.
  • Weapons are no longer locked to regions, the starting region only defines the starting equipment. This has enabled me to rebalance the weapons to be more unique, as they will always be available for the player to buy.
  • Injury times have been rebalanced. Melee units without a shield were overly penalized with a long recovery timer for small injuries. Now, only if a unit takes more than half of its health in damage will it have longer recovery times than the default teleport sickness.
  • Every unit will get a starter school in their first level up, and the player can only choose a new skill from that school. Further level-ups are not affected. This makes it easier for newer players to learn about the available schools in smaller increments. Plus makes players try out skills they would otherwise not have.
  • The final mission arrives a month earlier than previously, in correspondence that we have made progress faster in general.


Of course, a lot of bug fixes have happened as well, and I'm planning to do another pass on the AI of the enemies till the start of the festival.

So that's it for today! As always, looking forward to hearing your feedback, which you can share in the forums or our Discord here!