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Slaves of Magic News

1.0.14 patch note

[p]Hello everyone![/p][p][/p][p]This patch is going to adjust the balance of the game a bit, mostly to address the situation that in the late game, when the player can beat all 5 armies, the invaders could be nearly completly denied of their research.[/p][p]The issue with this, beside the fact that it is fun to see new enemies once in a while, that there are objectives that become very hard to do without higher level enemies (for example, earning 7 level 8 units). These changes aim to improve the invaders ability to research when the player dominates them, while not chaging their research speed by much in other situations.[/p][p]Changes:[/p]
  • [p]Increased passive research income for the invaders from bases. (5->10 beginner, 10-15-> intermediate, 15->20 advanced and master)[/p]
  • [p]Old homeworld reinforcement event: It provided 2 (1 in beginner) levels of research and instantly made the invaders well-supplied. In return, halve both supply and research income from all bases going forward.[/p]
  • [p]New homeworld reinforcement event: It provides 2 levels of research, doubles the research of the holy city, and instantly makes the invaders well-supplied. In return, it halves only the supply income from all bases going forward.[/p]
  • [p]On advanced and master, there was a -1 combat mission time modifier, which was removed. The increased number of enemies is providing enough extra difficulty to complete the combat missions in time for the bonus, so it is unnecessary. [/p]
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1.0.13 patch note

[p]Hello everyone![/p][p][/p][p]Another small patch with these changes:[/p]
  • [p]Fixed that the the goal reward to level up 7 units to level 8, was "demoralized gods" instead of "best of the best". [/p]
  • [p]Changed how point-black shot works for crossbows. That skill now has -15 range penalty after 2 tiles, similar to throwing weapons. Farshot mastery no longer bypasses its range limitation, but instead removes the range penalty.[/p]

1.0.12 patch note

[p]Hello everyone![/p][p][/p][p]Another small patch with these changes:[/p]
  • [p]Fixed a crash that would happen if the game goes into the second year, and the invaders do not have a region to attack that is not covered by a player base.[/p]
  • [p]Fixed Elite Squad late-game goal wrongly counting units that reached level 7 instead of 8.[/p]
  • [p]Fixed aura spells being able to be equipped to units that are not spellcasters.[/p]

1.0.11 patch note

[p]Hello everyone!

Another patch note with a few changes:[/p]
  • [p]Units now do not end their turn automatically if their stamina reaches 0, but they can take any other valid action. (For example, could use relentless attack barbarian skill with bloodrage counter)[/p]
  • [p]Rest skill now ends a unit's turn regardless of how many action points they have, but needs to be the unit's first action. In layman's terms, if a unit rests, no other action can be done.[/p]
  • [p]Passive magic skills were inconsistent with the stamina cost of equipping them. All such skills now reduce the unit's max stamina by 2.[/p]
  • [p]Reorganized the starting headquarters screen, mainly to make the first 2 that a new player sees be ones that have an easier-to-use starting roster.[/p]
  • [p]The very first mission is now guaranteed to be in a region without an enemy base. This means the very first mission will always have the lowest possible enemy count.[/p]

1.0.10 hotfix

[p]Hello everyone!

Another small patch fixing a few issues:[/p]
  • [p]Fixed rebel bases being instantly built on reloading.[/p]
  • [p]Fixed a crash that could happen if the player initiated an action with a keyboard shortcut while the last animation was still ongoing, which would lead to an end-of-mission screen.[/p]
  • [p]The previous fix for the rebinding was only partial. Now all keys can be properly rebinded.[/p]