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v0.91.44 Patch Notes



[h2]New Races: Aasimar and Tiefling[/h2]

[h2]Planetouched[/h2]
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.

The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.

Aasimar and tiefling are the most common planetouched varieties. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.



[h2]Others:[/h2]
Now can choose character build from first class to all classes of the character
Show both class and build ico in character panel
Added combat descriptions of some races: Elf, Dwarf, Gnome, Halfling, Orc, Goblin, Hobgoblin, Kobold, Catfolk
Optimized descriptions of some races
Optimized physical descriptions of monster races
Optimized descriptions of level, etc.
Optimized encyclopedia structure
Optimized Create Character UI
Fixed: AC bug of player races with natural armor bonus.
Fixed: Bug that Hatred is also applied to Cure Wounds, etc.


Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to [email protected]. It's extremely useful for debugging.

v0.91.43 Patch Notes



[h3]Added 2 powerful races with level adjustment: Catfolk and Hobgoblin[/h3]

Powerful Races and Level Adjustments
Some races are more powerful than normal races. These races have a racial trait called level adjustment.

When create a powerful race character, add the level adjustment to the character level to get the effective character level, i.e. character level + level adjustment = effective character level.

When level up the character, use the effective character level to determine the experience points needed. Therefore, the character requires more experience points to level up than a normal character. In other words, powerful race characters level up more slowly than normal characters.

Powerful race characters still use the actual character level to determine other stats, such as hit points, skill points, gaining feats, etc.

Generally speaking, a powerful race character cannot be added to an adventure party as an initial character. Only a high enough level adventure party can recruit powerful race characters.



[h3]Added detailed background descriptions (Physical Description, Society, Relations, Alignment and Religion, Adventurers, Names, etc.) for following races:[/h3]
Human
Elf
Half-elf
Dwarf
Gnome
Halfling
Half-orc
Orc
Goblin
Hobgoblin
Kobold
Catfolk



[h3]Others:[/h3]
Fixed: Adventure mode Flee UI mess up
Fixed: Some too long tips of Create Character UI



Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to [email protected]. It's extremely useful for debugging.

v0.91.42 Patch Notes

[h2]10 New Spells:[/h2]

[h3]Iron Body[/h3]
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

You gain:
- Damage reduction 1/adamantine per caster level.
- Immunity to critical hits, electricity, poison, ability score damage, stunning, blindness, deafness, disease, and all spells or attacks that affect your physiology or respiration.
- Take only half damage from acid and fire of all kinds.
- +6 enhancement bonus to Str, -6 penalty to Dex (min. 1).
- Considered armed when making unarmed attacks and deal 1d6 damage (1d4 for Small characters).

But meanwhile you suffer:
- Half speed.
- Arcane spell failure chance of 50%, -8 armor check penalty.
- Special attacks that affect iron golems affect you, too.
- Can't use potions.


[h3]Mind Fog[/h3]
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.

Creatures in the mind fog take a -10 competence penalty on Wis checks and Will saves. A creature that successfully saves against the fog is not affected and need not make further saves.

Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.

The fog is thin and does not significantly hamper vision.


[h3]Mind Blank[/h3]
The subject is protected from all mind-affecting spells and effects.


[h3]Bestow Curse[/h3]
You place a curse on the subject.

Choose one of the following effects:
* -6 decrease to an ability score (min. 1).
* -4 penalty on attack rolls, saves, ability checks, and skill checks.
* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.


[h3]Remove Curse[/h3]
Remove curse instantaneously removes all curses on a creature.


[h3]Ghoul Touch[/h3]
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.


[h3]Remove Paralysis[/h3]
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell.

If the spell is cast on one creature, the paralysis is negated.

If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it.

If cast on three or four creatures, each receives another save with a +2 resistance bonus.


[h3]Flesh to Stone[/h3]
The subject, along with all its carried gear, turns into a mindless, inert statue.

If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.

Only creatures made of flesh are affected by this spell.


[h3]Stone to Flesh[/h3]
This spell restores a petrified creature to its normal state. The creature must make a DC 15 Fortitude save to survive the process.


[h3]Neutralize Poison[/h3]
Detoxify any sort of venom in the creature touched. The target suffers no additional effects from the poison, and any temporary effects are ended.

The target is immune to any poison during the duration of the spell. It need not make any saves against poison effects applied to it.

The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.


[h2]Others:[/h2]
Show class list and XP in tip of character level
Fixed: Some new races do not appear in taverns
Fixed: Materials in bank not consumed after craft and save/load game
Fixed: Bugs of pending race/class tip on Create Character UI


Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to [email protected]. It's extremely useful for debugging.

v0.91.41 Patch Notes



[h2]New Subraces:[/h2]

[h3]Half-elf Subraces:[/h3]
Half-Human Elf
Drow Half-Elf

[h3]Dwarf Subraces:[/h3]
Mountain Dwarf
Deep Dwarf
Golden Dwarf

[h3]Gnome Subrace:[/h3]
Forest Gnome

[h3]Halfling Subraces:[/h3]
Tallfellow
Deep Halfling
Strongmind Halfling
Syl Halfling



[h2]Skills Related:[/h2]

Added complete list and description of all 36 skills and 26 separated skills of SRD 3.5
(including developing skills that currently no application scenarios, just for skill-related racial traits)
Added skill synergy mechanism (developing skills can also provide synergy)
Optimized class skills entries of each class
Optimized skills UI
Completed 73 skill feats
Adjusted following skill feats:
- Persuasive :+2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks. -> +2 bonus on all Bluff checks and Intimidate checks.
- Self-sufficient :+2 bonus on all Heal checks and Concentration checks. -> +2 bonus on all Heal checks and Survival checks.
- Alertness" :+2 bonus on all Listen checks and Search checks. -> +2 bonus on all Listen checks and Spot checks.

Skill check modifiers of large creatures:
- +4 size bonus on Intimidate and Grap checks.
- -4 size penalty on Hide checks.

Skill check modifiers of small creatures:
- -4 size penalty on Intimidate and Grap checks.
- +4 size bonus on Hide checks.



[h2]Added/Adjusted Racial Traits:[/h2]

[h3]Elf (Including Subraces):[/h3]
Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
Removed Graceful Step: Ignores difficult terrain when shift.

[h3]Half-Elf (Including Subraces):[/h3]
Keen Senses: +1 racial bonus on Search, Spot, and Listen checks. A half-elf does not have the elf’s ability to notice secret doors simply by passing near them.
Integrated: +2 racial bonus on Diplomacy and Gather Information checks.

[h3]Half-Human Elf:[/h3]
No racial bonus on Diplomacy and Gather Information checks.

[h3]Dwarf (Including Subraces):[/h3]
Magic Resistance: +2 racial bonus on saving throws against spells and spell-like effects.
Poison Resistance: +2 racial bonus on saving throws against poison.
Hatred: +1 racial bonus to attack rolls against orcs and goblinoids.
Defensive Training: +4 dodge bonus to AC against monsters of the giant type.
Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities."
Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal.

[h3]Deep Dwarf:[/h3]
Magic Resistance: +3 racial bonus on saving throws against spells and spell-like effects.
Poison Resistance: +3 racial bonus on saving throws against poison.

[h3]Gold Dwarf:[/h3]
Hatred: +1 racial bonus on attack rolls against aberrations.

[h3]Gnome (Including Subraces):[/h3]
Hatred: +1 racial bonus on attack rolls against kobolds and goblinoids.
Defensive Training: +4 dodge bonus to AC against monsters of the giant type.
Keen Senses: +2 racial bonus on Listen checks.
Sharp-Nosed: +2 racial bonus on Craft (alchemy) checks.

[h3]Forest Gnome:[/h3]
Hatred: +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids (including kobolds).
Secret: +4 racial bonus on Hide checks, which improves to +8 in a wooded area.

[h3]Halfling (Including Subraces):[/h3]
Sure-Footed: +2 racial bonus on Climb, Jump, and Move Silently checks.
Keen Senses: +2 racial bonus on Listen checks.
Removed Nimble Reaction: +2 AC against AOs.

[h3]Tallfellow:[/h3]
Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
No racial bonus on Climb, Jump, and Move Silently checks.

[h3]Deep Halfling:[/h3]
Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities."
Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
No racial bonus on Climb, Jump, and Move Silently checks.

[h3]Goblin:[/h3]
Skilled: +4 racial bonus on Move Silently and Ride checks.



[h2]Encyclopedia:[/h2]

Added Skills chapter
Added Creature Types and Subtypes chapters
Added The Basics chapter
Optimized structure and text
Auto-jump last view entry
Character panel: right-click skills, feats, spells, etc. to jump to the corresponding encyclopedia entry



[h2]Others:[/h2]

Optimized Character Name and Images UI
- Change battle avatar and associated portrait
- Set portrait associated with battle avatar
- Random battle avatar (base on race and class)
- Random name and battle avatar (base on gender)

Auto-match portraits
Character panel: click battle avatar icon to change name and images
Character panel: Show Background: Large Portrait (PNG Format)

Detailed creature types
Adjusted creature types of following monsters:
- Ogre/Troll: Humanoid -> Giant
- Minotaur/Medusa: Humanoid -> Monstrous Humanoid

Optimized race description format
Optimized race tip text (rules text only)
Optimized some French/Japanese text
Fixed: prepare spell bug of Cleric/Paladin multiclass



Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to [email protected]. It's extremely useful for debugging.

v0.91.40 Patch Notes



[h3]Added 6 elf subraces:[/h3]
Gray Elf
Wild Elf
Wood Elf
Aquatic Elf
Sun Elf
Moon Elf

[h3]Added 3 playable monster races:[/h3]
Orc
Goblin
Kobold

Added 47 battle avatars
Added 220 character portraits (matching battle avatars)



[h3]Changed racial ability adjustments of the 7 core races
(from OGL PF/3.75 data to OGL 3.5):[/h3]
Human : +2 One Ability Score -> None
Elf : +2 Dex, +2 Int, -2 Con -> +2 Dex, –2 Con
Half-elf : +2 One Ability Score -> None
Dwarf : +2 Con, +2 Wis, -2 Cha -> +2 Con, –2 Cha
Gnome : +2 Int, +2 Cha, -2 Str -> +2 Con, –2 Str
Halfling : +2 Dex, +2 Cha, -2 Str -> +2 Dex, –2 Str
Half-orc : +2 Str, +2 Con, -2 Int, -2 Cha -> +2 Str, –2 Int, –2 Cha

[h3]Other race-related adjustments:[/h3]
Goblin : +4 Dex, -2 Str, -2 Cha -> +2 Dex, -2 Str, -2 Cha
Drow : +2 Dex, +2 Cha -> +2 Dex, +2 Int, +2 Cha, -2 Con
Orc/Kobold: Added Light Sensitivity
Troll: Darkvision 60 ft. -> 90 ft.
Human: Added Bonus Skills
Elf/Half-elf: Fey Blood -> Elven Immunities
Gnome: Favored class Wizard -> sorcerer (will be changed to Bard later)
Added Languages for all races
Optimized text of all races



[h3]Optimized adventurers spawn in towns:[/h3]
Adjusted races/classes rates
Set matching portrait/avatar by race/class

[h3]Others:[/h3]
2 modifications of House Rules for new game
Adjusted underground ambient illumination of adventure mode: 5% Bright / 45% Shadowy / 50% Dark -> 0% Bright / 40% Shadowy / 60% Dark
Right-click on race/class/build to jump to Help page
Polished English story text (thanks Manny / Eisenwulf)
Fixed: Cannot use Bastard Sword/Dwarven Waraxe two-handed as martial weapon
Fixed: Favored class error of races in French version
Fixed: Some typos in Japanese version


Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to [email protected]. It's extremely useful for debugging.