New Exotic/Double/Monk weapons: - Punching Dagger - Glaive - Bastard Sword - Two-Bladed Sword - Dwarven Waraxe - Dwarven Urgrosh - Orc Double Axe - Gnome Hooked Hammer - Dire Flail - Whip - Kama - Siangham - Sai - Nunchaku - Shuriken (In current version, two heads of double weapons share the same damage and enchantments)
New feats: - 15 Exotic Weapon Proficiencies - Racial Weapon Proficiency: Elf - Class Weapon Proficiency: Rogue - Class Weapon Proficiency: Wizard
New/modified weapon groups: - Light Blade - Heavy Blade - Pick - Mace - Staff Added/modified related Martial Weapon Proficiencies (Some weapon proficiencies of old characters will be replaced or reserved. Retraining can fix them.)
Modified following weapon rules according to 3.5e rules:
Classified weapons as Simple/Martial/Exotic
Changed following weapons to Simple: - Sickle - Light Mace - Heavy Mace - Morningstar - Javelin - Spear - Longspear - Heavy Crossbow - Dart - Unarmed Strike Changed Hand Crossbow/Spiked Chain from Martial to Exotic Changed Quarter Staff from Two-handed to Two-headed (Double)
Added/modified race traits about weapons: Dwarf - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Elf - Weapon Proficiency: Elves are proficient in longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons. Gnome - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. Halfling - Warslinger: +1 racial bonus on attack rolls with thrown weapons and slings. Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
Added/modified class weapon and armor proficiencies:
Fighter Weapon Proficiency: Simple weapons, 2 optional martial weapon groups. Armor Proficiency: All armor and shields.
Cleric Weapon Proficiency: Simple weapons, 1 optional martial weapon group. Armor Proficiency: All armor, light and heavy shields.
Rogue Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword. Armor Proficiency: Light armor.
Barbarian Weapon Proficiency: Simple weapons, 2 optional martial weapon groups. Armor Proficiency: Light and medium armor, light and heavy shields.
New Skill Specialization feats: - Persuasive +2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks. - Self-sufficient +2 bonus on all Heal checks and Concentration checks. - Alertness +2 bonus on all Listen checks and Search checks. - Nimble Fingers +2 bonus on all Disable Device checks and Open Lock checks. - Skill Focus: Intimidate +3 bonus on all checks involving the skill. - Skill Focus: Bluff ... - Skill Focus: Sense Motive ... - Skill Focus: Heal ... - Skill Focus: Concentration ... - Skill Focus: Listen ... - Skill Focus: Search ... - Skill Focus: Disable Device ... - Skill Focus: Open Lock ... - Skill Focus: Woodcutter ... - Skill Focus: Miner ... - Skill Focus: Blacksmithing ... - Skill Focus: Weaponsmithing ... - Skill Focus: Armorsmithing ... - Skill Focus: Craft Magic Equipment ... - Skill Focus: Craft Wondrous Item ...
Adjusted weapon proficiencies of preset builds Optimized default weapons of characters Added list of related weapons to descriptions of weapon proficiencies Changed chinese names of Weapon Proficiency/Focus/Specialization feats to traditional translations Optimized weapon descriptions of Longsword/Greatsword/Quarterstaff, etc. Replaced some item icons
Added +2 Fort to Cleric's defense bonuses Optimized feats of preset builds of Cleric Reduced DC of traps/locks in the early game New world scene option: Use First Character Avatar Replaced images of Boar/Dire Boar/Bear/Dire Bear
Fixed: Less feats when some classes level up Fixed: Sometimes cannot learn feats that require specific class level Fixed: Rogues and barbarians recruited in taverns have one more feat Fixed: Wrong levels for Rogue's bonus feats Fixed: Wrong level for Rogue/Barbarian's Improved Uncanny Dodge Fixed: Sometimes skill users are not initialized automatically Fixed: Wrong daily uses when view actions in combat Fixed: 0 or too low daily uses of some actions of monsters/NPCs Fixed: Numeric overflow in bank interest reports Fixed: Cannot be enter the mine below Willburgh Fixed: Some special symbols (such as ') in character names mess skill UI
Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
When using a melee weapon, you deal an extra damage on a successful critical hit: If the weapon’s critical multiplier is x2, add an extra 1d6 points of damage. If the weapon’s critical multiplier is x3, add an extra 2d6 points of damage. If the weapon’s critical multiplier is x4, add an extra 3d6 points of damage.
Creatures immune to critical hits can’t be affected by this feat.
Improved Sneak Attack
Add +1d6 to your sneak attack damage.
This feat may be taken multiple times. Its effects stack.
Terrifying Rage
While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check or become panicked (if its character level less than yours) or shaken (if its character level equal to or up to twice your character level) for 4d6 rounds.
An enemy with character level greater than twice your character level is not affected by this feat.
New rules for extra feats after epic level:
Fighter: Gains an extra feat at 1st level and every 2 levels thereafter (1, 2, 4...). Similar after 20th level (22, 24...). Cleric: Gains an extra feat at 1st level and every 3 levels thereafter (1, 3, 6...). Similar after 20th level (23, 26...). Wizard: Gains an extra feat at 1st level and every 5 levels thereafter (1, 5, 10...). Every 3 levels after 20th level (23, 26...). Rogue: At 10th level and every 3 levels thereafter (10, 13, 16...), gains a special ability or a general feat. Every 4 levels after 20th level (24, 28...). Barbarian: Gains an extra feat every 4 levels after 20th level (24, 28...).
Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.
You must have at least one hand free (holding nothing) to use this feat. You must be aware of the attack and not flatfooted.
Snatch Arrows
When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.
Thrown weapons can immediately be thrown back at the original attacker without Attacks of Opportunity or kept for later use. You can turn this option on/off in combat.
Stunning Fist
Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (1/2 your character level + your Wis modifier vs. foe's Fortitude), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round.
You can turn this feat on/off in combat.
Uses per day: Character level/4.
Can be used no more than once per round. A failed attack roll ruins the attempt, too.
Improved Stunning Fist
Add +2 bonus to the Fortitude saving throw of your stunning attack.
This feat may be taken multiple times. Its effects stack.
Turn, Devastating Strike: Removed limitation of once per encounter Extra Turning modified to: +4 uses per day of Turn. May be taken multiple times. Its effects stack.
Adventure: Camping can restore daily uses of abilities Arena: Added the Rest feature
Other improvements and fixes:
Now extra feats of Wizard can be chosen freely Modified Weapon Specialization to Fighter class feat Modified level in prerequisites of feat/spell to character level or class level Level of summoned creature is based on summoner's class level now New conditions: Shaken, Frightened, Panicked, Stunned Added Available Actions and Options button in battle UI Select last class by default when level up Optimized character panel Optimized some text In-game help: added Multiclass Characters section In-game help: complete feat list Fixed: All abilities +2 per 10 levels caused by last patch Fixed: Gain class feats mistakenly when multiclass characters level up Fixed: Cleric/Wizard multiclass characters sometimes use wrong spellcasting ability Fixed: Cleric/Wizard multiclass characters sometimes cast spells withou Arcane Spell Failure checks Fixed: Swap Weapon menu item bugs
Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
Multiclass: Now you can even become a Ftr/Clr/Wiz/Rog/Bbn;) Added Favored Class entries into race descriptions
Retrain Character: - Adventure mode: Adventurers Guild offers Retrain Character service - Arena mode: Right-click on characters to retrain
Optimized Create Character/Level Up UI Optimized context menu of character Optimized character panel Show unassigned skill points on character panel
Reduced prices of Resurrect and Retrain Skills Fixed bug where effective proficiency rank may exceed assigned rank after retraining skills Fixed bug where dead characters can level up and learn skills Fixed bug where barbarian's Improved Uncanny Dodge sometimes is invalid
The development of the Craft system at this stage has been basically finished. Of course, it will still be improved in future updates, with lower priority.
Next, we'll switch our focus to a series of class-related contents, including:
Multi-class, Spell Slots, New Spells, Familiars, Alignments, Deities, Domains, Retraining, and 6 New Classes: Bard Druid Monk Paladin Ranger Sorcerer
The development order and additions/deletions of above contents depends on the situation, and may need many preparations, so please be patient ;)
New craft features: - Bond Silver - Craft Composite Bow - Craft Magic Guided Crossbow - Upgrading Wondrous Items
Optimized Craft UI Added Volume Production option in Blacksmithing Added optional ammunition related crafts Automatically use materials in bank storage box when craft New option in storage box UI: Store materials into Storage Box automatically when enter city New options in Craft UI: - Show complete materials only - Show success rate > 0% only - Show success rate ≥ 50% only - Show equipped when transform existing items - Show items in backpack when transform existing items
Fixed bug of inaccurate skill success rate display (caused by a code error about skill aid checks) Fixed enchantment bug of legendary armor Reduced time-consume of chopping/mining: 3h -> 2h Rogues trained Open Lock and Disable Device by default Increased reputation growth Increased story NPCs' level Reduced difficulty of Spikes Fortress battle Added town services menu in town UI Improved description of some town functions Added description of special materials in item tips
Optimized some UIs Fixed wrong silvered affix on crossbows Fixed gibberish in recipe list of arcane residues Fixed bug where can load game before saving Fixed bug where sometimes Craftsman’s Spirit cannot be completed Fixed bug where quests may be completed incorrectly after loading game repeatedly
Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
First of all, thank you very much for your long-term support and help! Thank you for your feedback and suggestions that help us improve Low Magic Age!
As we said in the Early Access statement, we started the EA stage of LMA at a low price to thank players who have been supporting and caring about us since the prototype stage. As the game develops, the price will be progressively increased until the full release.
After the current discount event, we plan to increase the game price from 10 US dollars to 15 US dollars.
So consider this your last chance to buy it for $5!
For some unknown reason, the Early Access description on the store page of Low Magic Age just disappeared. The developer console indicates that the Early Access is over, too. But we did not modify any related settings. We are currently contacting Valve to resolve this issue. -------- The Early Access bug of Low Magic Age has been fixed by Valve!
Here is the answer from Valve:
Hi,
I've returned the app to Early Access. There's a rare bug that occurs where Early Access is removed as the primary genre. Normally the primary genre is locked for Early Access apps to prevent this (you can check now on the Basic Info tab of the store page admin), so it's not clear how it ends up getting removed.
We're looking into this issue more generally -- if you catch this issue again, please reach out to us to fix it, but if you can let us know what changes you were making beforehand, that would help us!
Just to be clear, this isn't the same as a full release out of Early Access. The main thing that changed is only that the Early Access section disappeared on the store page.
New skill: Craft Magic Equipment Abandoned Bowmaking skill (Weaponsmithing includes bows now) Bowmaking skills of characters in old saves will be automatically replaced with Craft Magic Equipment New feature: Disenchant magic items
Added 31 mines: - 8x Common Stone Quarry - 4x Precious Stone Quarry - 8x Iron Mine - 4x Noble Metal Mine - 4x Special Metal Mine - 3x Coal Mine Increased mine layers Optimized monsters distribution of mine layers Optimized material distribution of deep layers
Increased craft skill proficiency points gaining Increased craft cost of some recipes Increased craft difficulty and materials consumption of wondrous items with constant magic bonus Reduced materials consumption of Weaponsmithing/Armorsmithing Reduced grindstone consumption Reduced craft time Added recipe list in description of material items New Craft UI options: - Fast craft animations - Show floating text for craft results - Filter: Variable Magic Bonus - Filter: Constant Magic Bonus
Some monsters have high chance to drop specific items. E.g. Vampires drop Vampire Dust/Ichor. Elite/Solo monsters have higher chance to drop valuable materials Reduced amount of materials required of Artisans Guild quests Adjusted rarity of some materials Increased price of all accessories by 50% Reduced price of Cloak of Thorns Fixed issue where Armor Proficiency is ineffective at Mithril light/medium armor
Added 10 recipes: - Higher/Extraordinary Bracers of Armor - Normal/Higher/Extraordinary Amulet of Natural Armor - Belt of Mighty Constitution/Amulet of Health/Ioun Stone of Constitution
Adjusted materials of following recipes: - Higher/Extraordinary Bracers of Armor - Normal/Higher/Extraordinary Amulet of Natural Armor - Higher/Extraordinary Cloak of Spell Resistance - Cloak of Thorns - Cloak of the Salamander
Optimized some UIs No longer show skill modifiers in character panel, avoiding text wrapping Press ESC to pop up system menu in world map and dungeons Fixed wrong responses when press ESC to close menus Fixed bug of loading game if player in town Fixed crash bug when lose Spike Fortress battle
Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
New craft skill: Craft Wondrous Item 212 new recipes for 83 wondrous items 69 new talismanic components / miscellaneous materials New gemstone: Water Opal
New Mithral/Adamantine/Darkwood equipment recipes New fuel recipes Reduced Coal mining/smelting DC: 18 -> 15 Reduced Mithral/Adamantine mining/smelting DC: 30/35 -> 25 Adjusted cost of masterwork items creation
Changed equipment shops in cities to general shops that sell common materials Shops in metropolises sell more rare materials Increased materials loot of low-level encounters
Optimized Craft UI Optimized some art resources Added prompt for proficiency limit in Craft log Fixed bug where overload in resource sites Fixed bug where crossbows may be made of Adamantite Fixed text malposition in edit controls
Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
Added 4 craft skills: Blacksmithing, Weaponsmithing, Armorsmithing, Bowmaking Added dozens of craft recipes: materials, mundane equipment, masterwork equipment, ammunition, etc. Added various workshop services and new skills training in San Ayrr, Whitehawk City, Ironthorns, Bertbury Added guidance quests for new craft skills
Halved proficiency points required of gather skills Reduced gather DC of raw materials by 2~5 Swapped gather DC and drop level of Mithril and Adamantine Mithril will no longer be material of Sickle Optimized descriptions of proficiency/assigned rank Optimized skill log
Fixed some issues about damaged save games Fixed guilds disappearing bug Added save game prompt Fixed bug where some actions have no sound effects Fixed bug where some flicker animations run too fast Optimized store equipment list UI, etc. Improved selection keyboard operations of edit controls Fixed text misalignment issue of edit controls Fixed bug where keypad Enter can not trigger OK button Fixed arrangement issues of item description Fixed ambiguous part in description of champion privileges
Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.