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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).

v0.91.76 Patch Notes - Businesses

Businesses:


Most people living in this world rely on skills such as Craft, Profession, and Perform for their livelihood.

Adventurers can also use these skills to augment their income, rather than relying solely on killing monsters for treasure.

[h3]7 Business Types:[/h3]
Farm
Troupe
Mine
Shop
Weapon Smithy
Tavern
Wondrous Item Workshop

[h3]28 Craft Skills (some prepared for future business types):[/h3]
Blacksmithing
Weaponsmithing
Armorsmithing
Craft Magic Equipment
Craft Wondrous Item
Tailoring
Leatherworking
Carpentry
Bowmaking
Trapmaking
Locksmithing
Stonemasonry
Gemcutting
Jewelry
Alchemy
Calligraphy
Painting
Sculpting
Pottery
Shipmaking
Shoemaking
Weaving
Basketweaving
Bookbinding
Cloth
Clothing
Cobbling
Glassblowing



[h3]47 Profession Skills (some prepared for future business types):[/h3]
Woodcutter
Miner
Quarrier
Hunter
Fisherman
Rancher
Farmer
Herbalist
Cook
Lumberjack
Tanner
Apothecary
Miller
Baker
Brewer
Architect
Engineer
Siegeengineer
Merchant
Barrister
Courtesan
Clerk
Bookkeeper
Scribe
Librarian
Boater
Driver
Teamster
Stablehand
Stable Master
Porter
Butcher
Gambler
Gardener
Guide
Herder
Innkeeper
Midwife
Sailor
Soldier
Assassin
Laborer
Messenger
Minstrel
Sage
Spy
Thief



[h3]Others:[/h3]
Optimized skill related UIs
Fixed: NPC bar may overwrite PC bar


[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).

v0.91.75 Patch Notes - Guide, Alchemist, Potion

Hirable Expert NPCs:


[h3]Guide[/h3]
Guides can help your party move quickly through difficult terrains, and can also gather supplies.

[h3]Alchemist[/h3]
Alchemists make all sorts of potions.



[h3]Improved Potions:[/h3]
Added 17 new potions, now 29 in total:
Cure Wounds
Aid
--
Haste
Good Hope
Heroism
--
Bulls Strength
Cats Grace
Bears Endurance
Foxs Cunning
Owls Wisdom
Eagles Splendor
Rage
--
Mage Armor
Shield Of Faith
Protection from Arrows
Resist Energy
Protection from Energy
Blur
Displacement
--
Lesser Restoration
Delay Poison
Neutralize Poison
Remove Fear
Remove Paralysis
Remove Blindness/Deafness
Remove Disease
Remove Curse
--
Darkness
Daylight

Stores sell more types of potions
Adjusted prices of some potions
Right-click to use potions
Improved Aid potions
Optimized visual effects of using potions
Show condition icons on portraits out-of-combat
Show condition list in portrait tips out-of-combat


Others:
NPC weekly rate cut in half and reduced significantly hiring costs, etc.
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).