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v0.91.81 Patch Notes - Optimization, Centaur, Sawmill, Moneylender

Optimized Adventure Mode:

Optimized save speed (huge map save time reduced from dozens of seconds to 1 second, first save for new game or old save takes 5 seconds)
Optimized smoothness of larger map world
Optimized distribution of trade goods and specialties, etc.
Optimized dungeon challenge levels
Optimized establishment of Adventure Mode 1 banks and other special facilities
Optimized some UIs
Removed refresh cycle options from adventure settings (now unified to 30 days)
Fixed: lag when enter town on larger map
Fixed: bug when trigger event during crafting
Fixed: bug when trigger event for ownerless business
Fixed: certain codes that may cause corrupted saves

[h3]Adjusted town trading operations:[/h3]
Removed confirmation operations, now direct buy/sell
Left click: Single item
Right click: Entire stack
Left click + Shift: Select quantity



New Race: Centaur

Legendary hunters and skilled warriors, centaurs are part man and part horse.

The centaurs are an old race only slowly coming to accept the modern world. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities.

While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world.



New Business Types:


[h3]Sawmill[/h3]
A small business with Profession (Lumberjack) as its primary skill, producing Wood and Darkwood.

[h3]Moneylender[/h3]
A medium business with Profession (Bookkeeper) as its primary skill, producing Silver, Gold and Platinum.



Next, we'll work on (rough list):

Other adventurers and NPCs
Multiple continents and planes
Magic concentration, magic exhaustion, low and high magic area rules
Macro resource harvesting and crafting
Specific usage of all skills
Remake dungeon module
Detailed features of terrains
Battle maps adapt terrains
Monsters distribution
Main storyline
Random events
ect.

And feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.80 Patch Notes - Business Events, Feat

Business Events

Businesses don't operate in a vacuum. Various disasters, accidents, and competition can affect a business's development, and they also require customers, investors, and even competition to thrive.

These business-related events can be good or bad. Generally speaking, the more prosperous the location, the higher the business's visibility, and the better its operations, the more likely it is to encounter beneficial events.

Although businesses in their early stages are frequently affected by various negative events, in the long run, business events are necessary conditions for building great enterprises.

In terms of form, business events are divided into interactive and non-interactive types. Interactive events require owners to actively respond using various possible methods, while non-interactive ones proceed naturally without additional handling.

A business may encounter one event per month, while high-risk businesses may experience them more frequently.


[h3]Added 20+ Business Events:[/h3]
Banditry
Wounded Adventurer
Natural Disaster
Fire
Burglary
Accident
Irate Customer
Bad Competition
Infestation
Employee Unrest
Spell Gone Awry
Sabotage
Unexpected Taxes
Protection Racket
Important Customer
Spectacle
Good Competition
Booming Business
Unusual Patron
Franchise Offer
Major Order
...


[h3]New Feat: Business Savvy[/h3]
You are particularly gifted when it comes to setting up and maintaining profitable businesses.

You gain a +2 bonus on all profit checks. In addition, you get a +1 luck bonus on all attack rolls, saving throws, and checks when resolving any business-related events.


[h3]Business Related Adjustments:[/h3]
New House Rule: Interactive Business Events
New House Rule: Non-Interactive Business Events
Added event-related options to business UI
Significantly reduced town relationship requirements for businesses
Increased risk of Mine and Alchemy Workshop: 2 -> 3
Fixed: Primary-skill specialists of Fighting School cannot replace owner for profit checks


[h3]Others:[/h3]
New feature of battle UI: Locate to current character
Optimized text colors to reduce harsh color contrasts
(+5 modifications of house rules for old saves)


[h3]Next, we'll work on (rough list):[/h3]
Other adventurers and NPCs
Multiple continents and planes
Magic concentration, magic exhaustion, low and high magic area rules
Macro resource harvesting and crafting
Specific usage of all skills
Remake dungeon module
Detailed features of terrains
Battle maps adapt terrains
Monsters distribution
Main storyline
Random events
ect.

And player races (Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.79 Patch Notes - Spanish, Specialists, Feats

Spanish

Added Spanish localization (by Miguel Lara)

Specialists

As a business grows and becomes more profitable, the owner can hire specialists (at least 8 ranks in the relevant skill) to further enhance the business’s profit:

* +2 bonus on profit checks per primary-skill specialist.

* +1 bonus on profit checks per secondary-skill specialist.

* If the relevant skill bonus is higher than the owner's, a specialist may make profit checks or provide relevant bonuses.

* Primary-skill specialists or the owner not making profit checks may make aid checks to add +2 bonuses on profit checks.

* Businesses with primary-skill specialists are not affected by the owner part-time penalty, etc.


Businesses with at least +5 upgrade bonus may hire specialists, with the maximum quantity based on business size.

Specialists receive additional monthly salaries (standard employee salaries are already included in normal cost of operation).

New Business Types:


[h3]Armor Smithy[/h3]
A medium business with Craft (Armorsmithing) as its primary skill, producing all types of armor and shields.

[h3]Enchanting Workshop[/h3]
A medium business with Craft (Craft Magic Equipment) as its primary skill, producing magic weapons, armor and shields.


[h3]Business Adjustments:[/h3]
New Features: Manage Specialists, View Owner, Mark

New Options:
Show on Map
Show in Towns
- Local
- Marked
- All
------------
- Large Icons
- Medium Icons
- Small Icons
------------
- Clear Marks
------------
Reminders/Logs
- Settlement
- Products
- Upgrades
- Specialists
- Others
------------
- Invert

Decreased base profit multiplier of medium businesses: 400 -> 300
Increased operation cost of medium/large businesses: 25/30 -> 30/40
Fighting School: add Str or Dex modifier to profit bonus
Show businesses on town related UIs
Optimized business related UIs
Fixed: reputation-based business quantity limit not applying correctly
Fixed: Troupe secondary skill Perform (Any) not functioning
Fixed: University secondary skill Knowledge (Any) not functioning
Fixed: Epic Prowess training count not functioning to Fighting School profit bonus

New Epic Feats:


[h3]Fast Healing[/h3]
You heal your wounds very quickly.

You gain fast healing 3, or your existing fast healing increases by 3.

This feat does not stack with similar abilities granted by magic items or nonpermanent magical effects.

Special: You can gain this feat multiple times. Its effects stack.


[h3]Dire Charge[/h3]
You can make a full attack as part of a charge.

If you charge a foe during the first round or surprise round of combat, you can make a full attack against the opponent you charge.


[h3]Uncanny Accuracy[/h3]
You can ignore anything less than total cover or total concealment when using ranged weapons.

Your ranged attacks ignore the miss chance granted to targets by total concealment.

Special: A character with at least 11 levels of ranger can qualify for this feat even if he does not have the prerequisites for it, but can only use it when wearing light armor or no armor.


[h3]Rogue Exclusive:[/h3]

[h3]Dexterous Fortitude[/h3]
You are able to resist physical attacks with exceptional agility.

Once per round, when targeted by an effect that requires a Fortitude saving throw, you may make a Reflex save instead to avoid the effect (evasion is not applicable).


[h3]Barbarian Exclusive:[/h3]

[h3]Chaotic Rage[/h3]
Your rage is particularly damaging to lawful creatures.

Any weapon you wield while in a rage is treated as a chaotic weapon (it deals +2d6 points of damage against creatures of lawful alignment).

This feat does not stack with similar abilities.


[h3]Adventure Mode Adjustments:[/h3]
Increased max hirelings: 2 + reputation/10
Reduced crafting fee: finished product price/2 -> price/3
Warriors now appear in towns
Optimized town description
World map: hide other parties' border by default
Fixed: invalid option: Manual level-up after hiring
Fixed: Profession (Teacher) not showing in related UIs
Fixed: hirelings showing on main menu UI


[h3]Others:[/h3]
Optimized map and UI-related graphics to reduce harsh color contrasts
Adjusted player luck dice for Normal/Easy difficulties: 4/8 -> 8/12
Encyclopedia: NPC Classes: Warrior, Aristocrat, Expert, Adept, Commoner
Optional House Rule: Quarter Staff, Two-Bladed Sword, Gnome Hooked Hammer: as two light weapons when dual-wielding
Fixed: double weapons off-hand not being treated as light weapons
Fixed: Constitution items resurrect dead PCs
Fixed: may crash when switching scenes


[h3]Next, we'll work on (rough list):[/h3]
Other adventurers and NPCs
Multiple continents and planes
Magic concentration, magic exhaustion, low and high magic area rules
Macro resource harvesting and crafting
Specific usage of all skills
Remake dungeon module
Detailed features of terrains
Battle maps adapt terrains
Monsters distribution
Main storyline
Random events
ect.

And player races (Centaur), feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.78 Patch Notes - Alchemy Workshop, Fighting School

New Business Type: Alchemy Workshop

A small business with Craft (alchemy) as its primary skill, producing a variety of potions.

New Business Type: Fighting School

The fighting school represents any establishment built to train aspirants in a specific method of combat, whether that method is unarmed combat, cavalry, archery, or melee weaponry.

Unlike other businesses, the fighting school’s “primary skill” is not a skill at all. Rather, the owner uses her base attack bonus as the primary skill when running a fighting school. The owner can include any bonuses from Weapon Focus or Greater Weapon Focus, etc. to the profit check.

Gladiatorial arenas are a particularly popular form of fighting school. Fighters, monks, paladins, and rangers make good owners of fighting schools.


[h3]Business Related Adjustments:[/h3]
Adjusted secondary skills of some businesses
Businesses can convert to the top configuration at a later stage, but the cost is raised to 35% of the initial investment
+1 max crafting quantity per 10 primary skill ranks
Weapon Smithy: Chance to produce special material equipment
Wondrous Item Workshop: Magic bonus of crafted items is now based on owner's character level and primary skill rank
Wondrous Item Workshop: Primary skill rank required for crafting items increases with magic bonus
Fixed: Previous profit check failed modifier bug (should be penalty)
Fixed: Skill focus feats provide extra profit check bonuses bug


[h3]Adventure Mode Related Adjustments:[/h3]
Optimized initial distribution of Banks, Adventurers Guilds, and Artisans Guilds
More cities establish Banks, Adventurers Guilds, and Artisans Guilds as world time goes by
Decreased trade license prices and reputation requirements
Optimized Alchemist product list
Optimized site feature icons drawing
Fixed: No interest on Adventure Mode 2 banks
Fixed: NPCs such as sages do not appear in old games
Fixed: Sages incorrectly appear in smaller towns
Fixed: May laggy after long adventure time
Fixed: Crafting bug due to too much party gold pieces


[h3]Others:[/h3]
Increased Composite/Magic Guided rate: 25% -> 50%
Minor Self-healing/Major Self-healing is always displayed on panel, even triggered
Fixed: Can't use Bastard Sword/Dwarven Waraxe two-handed as martial weapon
Fixed: Right-click help navigation bug of sub-skills

Updated Italian text (by T.i.g.e.r)
Updated French text (by Soifran)
Updated Japanese text (by Rokusai Katsushika)


[h3]Next, we'll work on (rough list):[/h3]
Other adventurers and NPCs
Multiple continents and planes
Magic concentration, magic exhaustion, low and high magic area rules
Macro resource harvesting and crafting
Specific usage of all skills
Remake dungeon module
Detailed features of terrains
Battle maps adapt terrains
Monsters distribution
Main storyline
Random events
ect.

And player races (Centaur), feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.77 Patch Notes - New Businesses and Features

New Business Types:

University
Hunting Camp
Service
Workshop


Business Features:


[h3]Produce a variety of trading goods:[/h3]
Shop
Tavern
Farm
Mine
Hunting Camp

[h3]Craft weapons (masterwork rate: >20%)[/h3]
Weapon Smithy

[h3]Craft wondrous items:[/h3]
Wondrous Item Workshop

[h3]+2d4 relationship/month:[/h3]
Troupe
Service
Workshop

[h3]+1 reputation/month:[/h3]
University



[h3]Business Related Adjustments:[/h3]
Learn Farmer, Herder and other Profession skills in villages
Adjusted Horizontal Competition penalty: -4 -> -1
Same type businesses with different major skills no longer cause Horizontal Competition and Local Competition
Optimized business related UI and descriptions
Fixed: business owners not saved after level-up



New Hirable Expert NPC:


[h3]Sage[/h3]
Sages can help party members, including hirelings, level up faster.



[h3]Hirelings Related Adjustments:[/h3]
Significantly reduced hiring costs and salaries
Changed weekly pay to monthly pay
Dismissal no longer requires a fee
NPC production cycle changed from per week to per 10 days


[h3]Others:[/h3]
Substitute characters level up automatically each month
Optimized Listen/Search/Trap/Lock DCs


[h3]Next, we'll work on (rough list):[/h3]
Other adventurers and NPCs
Multiple continents and planes
Magic concentration, magic exhaustion, low and high magic area rules
Macro resource harvesting and crafting
Specific usage of all skills
Remake dungeon module
Detailed features of terrains
Battle maps adapt terrains
Monsters distribution
Main storyline
Random events
ect.

And player races (Centaur), feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).