Low Magic Age - Low Magic Studios


New Player Races: Drow Noble - Exceptional drow born with special powers.

About one out of every 20 drow is gifted with special powers from birth — the overwhelming majority of these exceptional drow are female, and as a result, drow society tends to be matriarchal in nature.

These special births are engineered and encouraged among the ruling caste, and are far more likely to occur when the mother is of noble heritage. Strangely, the status of the father seems not to increase or decrease the chances of a child being born a drow noble.

Common drow children born to nobles are usually put to death — sacrificed to one of the many demon gods to whom the drow offer worship.

It is rare for a drow noble to be born to common parents, but those who are usually murder their parents or family before they come of age in order to hide the truth of their base upbringing and to ease the processes of joining one of their society's noble houses.

Drow nobles are more powerful than the majority of their kin, and as such they quickly rise to power within their houses. Advancement through the hierarchy of a drow noble house is usually accomplished through a combination of assassination, seduction, and treachery, leading most drow in power to be overly paranoid.



Balance Adjustments:

New Optional House Rules:
Lower Abilities Compensation: +1 house rule bonus per 8 levels on a character's non highest abilities related rolls and values, including attack rolls, saving throws, AC and spell DC, etc. (default: on)
Spell DC: + character level / 2 (default: on)
Summoner's Cha modifier applies to summoned creatures' physical abilities (+6 max) (default: off)
Barbarian: Damage Reduction: = barbarian level (default: on)
Monk: AC Bonus: limit maximum bonus: If the sum of Wis bonus and Dex bonus is greater than the highest ability bonus + 4, ignore the excess of Wis bonus. In addition, limit the bonus based on monk level to +6 max. (default: on)
Paladin: Smite Evil: bonus on attack rolls: +10 max (default: on) (merged related HRs)
Paladin: Divine Grace: +5 max (default: on)
(+2 modifications of House Rules for old saves)

Some monsters armed with Deflection wondrous items
Optimized abilities growth of some monsters
Removed elite/solo monsters' bonus on Combat Maneuver Defense
Saving throw bonus from a wondrous item is up to +5
Changed robes' saving throw bonus to Spell Penetration
Changed weapon proficient bonus to –4 penalty on attack rolls when use nonproficient weapons
Player attack rolls bonus of Moderate/Easy/Relaxed difficulty: +6
Enemy attack rolls bonus of Moderate/Easy/Relaxed difficulty: +4
Weapon Finesse: ...If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Finesse: Apply to melee touch attack
Zen Archery: Apply to ranged touch attack
Spell DC: Add spell level
Removed base 10 of Fortitude/Reflex/Will
Changed rolls/checks of spells, conditions, turn, and quivering palm, etc. to standard saving throws
Changed bounce damage from 1 per action to 1 per attack
Changed Wake from standard action to move action

Bonuses of Rage no longer increase every 10 levels, but changed to Greater Rage and Mighty Rage:
- Greater Rage: Bonuses to Str and Con during rage each increase to +6, and morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
- Mighty Rage: Bonuses to Str and Con during rage each increase to +8, and morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Discarded Main-handed Weapon mechanic. Changed following 6 main-handed weapons to one-handed (except Spear as two-handed)
- Longsword
- Battleaxe
- Heavy Pick
- Warhammer
- Flail
- Spear
If a one-handed weapon is wielded with two hands during melee combat, add 1.5 times Str bonus to damage rolls.
Discarded Light/Heavy Thrown mechanic. All throwing weapons use the same rule: Apply Dex modifier to ranged attack rolls and Str modifier to damage rolls.
Changed Sling to one-handed



Improved Character Panel:
Added Equipment Information
Added Details Information
- Max Melee Attack
- Max Ranged Attack
- Melee Touch Attack
- Ranged Touch Attack
- Combat Maneuver Bonus
- Combat Maneuver Defense
- Armor Class
- Armor Class (Touch)
- Armor Class (Flat-Footed)
- Fortitude
- Reflex
- Will
- Spell Resistance
- Spell Penetration
- Caster Level
- Spell DC
- Turn
New Options:
- Expand/Collapse All
- Show/Hide Information Section
- Show All
- Hide All
- Hide Empty Items
--- Attacks Information ---
- Combine Same Type Attacks
- Show Weapon Magic Bonus
- Show Weapon Icon
- Show Weapon Name
--- Toolbar ---
- Top
- Show All Buttons
Show corresponding information as button tip
Optimized display speed



Others:
Optimized initial equipment of some classes
Optimized class structure of default party
New option of Combat Difficulty: Player doesn't multiply damage on critical hits
Auto-Combat button no longer affects subsequent combats
Changed Hunting Giant Spider's Poison Burst to Poison Spit
Fixed: Monk pre-builds learn caster feats
Fixed: Creatures continue to attack even if they die during attack
Fixed: Mithral light armor still has speed penalty
Fixed: Ignite damage not statistics

Slider control can be fine-tuned with arrow or ADWS keys
Improved descriptions of 6 abilities
Optimized descriptions of some items
Optimized bounce damage log
Encyclopedia: Improved and optimized equipment chapter
Encyclopedia: Optimized loading
Fixed: Encyclopedia sometimes crash
Fixed: Tip blinking
Fixed: Incorrect Finesse entry in description of Dart


Next, we'll work on:
Druid, Bard, class saves and BAB growth with extra attacks, new player races (Bugbear, Lizard Scion, Gnoll), more elemental creatures, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Jan 26, 2022
Low Magic Age - Low Magic Studios


New Feature: Battle Statistics
In the Battle Statistics window, you can view various battle stats of your characters, party, and enemies.

The overall stats of all battles are displayed by default. You can choose to view the last battle, average stats per battle or per round.

If you don't want to see too much detailed data, you can also choose the simple mode, or customize via the options menu.



Statistics include:

Summary:
Battles
Rounds
Wins
Loses
Flees
Win Rate
Kills
Kills (Standard)
Kills (Elite)
Kills (Solo)
Kills (Minion)
Deaths

Total Damage, Highest Damage:
All Sources
Weapon Attack
Melee Attack
Ranged Attack
Spell
Effect Area
Damage Over Time
Bounce damage
Summoned Creatures
Animal Companion
Other Sources
Cleave
Attack of Opportunity
Opportunist
Counterattack
Critical Hit
Sneak Attack
Favored Enemy
Smite Evil
Healing
Healed
Damage Taken

Actions:
Weapon Attack
Melee Attack
Ranged Attack
Regular Attack
Full Attack
Flurry of Blows
Other Weapon Attacks
Combat Maneuvers
Trip
Grapple
Spell
Offensive Spell
Beneficial Spell
Use Potion
Other Actions
Interrupted/Failed

Attacks, Hits, Hit Rate:
Weapon Attack
Melee Attack
Ranged Attack
Combat Maneuvers
Trip
Grapple
Spell
Other Attack Actions
Attacked

Other Numbers:
Roll 20
Roll 1
Cleave
Attack of Opportunity
Opportunist
Counterattack
Critical Hit
Sneak Attack
Knockdown
Charge
Move
Shift
Step
Deflect Arrows
Attacks of Opportunity Taken
Critical Hits Taken
Sneak Attacks Taken
Knockdowns Taken






Spontaneous Casting:
Clerics can channel stored spell energy into cure/inflict spells that the cleric did not prepare ahead of time. That is to say clerics can “lose” any prepared spell in order to cast any cure/inflict spell of the same spell level or lower.



Adjusted prerequisites of some feats:
Following feats no longer require fighter level, but only character level:
Improved Bleeding Critical
Improved Crippling Critical
Stunning Critical
Greater Sweeping Strikes
Perfect Two-Weapon Fighting
Improved Two-Handed Weapon Fighting
Improved Knockdown
Greater Rapid Shot
Rain of Arrows
Improved Rain of Arrows
Greater Trip
Greater Grapple
Greater Bull Rush
Greater Drag
Greater Overrun
Fixed: missing prerequisites of Improved Sneak Attack (requires Sneak Attack +8d6), Terrifying Rage (requires rage 5/day)


New Optional House Rules:
Defense/Total Defense: bonus on AC, saving throws and Combat Maneuvers Defense (unchecked by default: AC only)
(+2 modifications of House Rules for old saves)


Battlefield Menus, Action Bars, and Prepare Spells related:
New option in Prepare Spells UI: Auto-update action bar by prepared spells
Character panel new option: Show Unprepared Spells (hide by default)
New popmenu item of action bar: Fill Empty Slots - Move actions to front empty slots (if any).
New popmenu item of battlefield/character: Party Auto-Combat Settings: On
Optimized battlefield popmenu
Fixed: battlefield popmenu bug of paladin


Adjusted Drow’s Poison and some monsters' Poison Use:
Drow’s poison DC = 13 + character level / 2 + Wis modifier
Poison Use DC = 10 + character level / 2 + Wis modifier
Changed to ogl/srd 3.5 standard saving throws


Others:
Normal modifiers on attack roll/damage (e.g. bonus of Divine Favor, attack roll penalty of tower shields, etc.) are only applied on weapon attacks, touch attacks, and combat maneuvers
Player AIs don't attack asleep enemies unless all enemies are asleep
Adjusted order of spells learning of sorcerer builds
Fixed: Wis penalty applied on Monk's AC Bonus
Fixed: Abundant Step and Empty Body provoke AOs
Fixed: Ethereal Jaunt and Etherealness suffer spell resistance checks
Fixed: Dire Rat's Disease and vipers' Poison also work on undead
Fixed: Price bug of recruiting adventurers

Character Popmenu: Batch Level Up: Select characters with a pre-build and level up to a specified level automatically.
Added Faster and Ultrafast for battle animations
Added Faster and Ultrafast for adventure level up
View battle stats and battle log on victory UI
New option of battle log: Set text background transparency (default 25%)
Suppress tutorials when auto-combat
Optimized some UIs
Optimized some text
Fixed: Crash caused by missing text


Next, we'll work on:
Druid, Bard, class saves and BAB growth with extra attacks, new player races (Drow Noble, Bugbear, Lizard Scion, Gnoll), more elemental creatures, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Dec 21, 2021
Low Magic Age - Low Magic Studios


New Class: Ranger - A cunning, skilled warrior of the wilderness.

A ranger can use a variety of weapons and is quite capable in combat. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells.


Major Class Features:

Favored Enemy
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.


Animal Companion
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, horse (light or heavy), pony, snake (Small or Medium viper), or wolf.

This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

A ranger’s animal companion is superior to a normal animal of its kind and has special powers.

A ranger of sufficiently high level can select her animal companion from one of the following lists:

Level 4+: Ape, Black bear, Bison, Boar, Cheetah, Dire badger, Dire weasel, Leopard, Monitor lizard, Constrictor snake, Large viper snake, Wolverine.
Level 7+: Brown bear, Dire wolverine, Giant crocodile, Deinonychus, Dire ape, Dire boar, Dire wolf, Lion, Rhinoceros, Huge viper snake, Tiger.
Level 10+: Polar bear, Dire lion, Megaraptor, Giant constrictor snake.
Level 13+: Dire bear, Elephant.
Level 16+: Dire tiger, Triceratops, Tyrannosaurus.


Combat Style
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


Improved Combat Style
At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves.

If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


Combat Style Mastery
At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again.

If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


Spells
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells.


Exclusive Spells:

Summon Nature's Ally I
This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature's Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.


Summon Nature's Ally II
This spell functions like summon nature's ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

Summon Nature's Ally III
This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

Summon Nature's Ally IV
This spell functions like summon nature's ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.


Summon Nature's Ally List:
Level-1: Dire rat, Monkey, Small Viper Snake, Wolf.
Level-2: Black Bear, Crocodile, Dire badger, Small Air Elemental, Small Earth Elemental, Small Fire Elemental, Small Water Elemental, Medium Viper Snake, Wolverine.
Level-3: Ape, Dire weasel, Dire wolf, Lion, Constrictor Snake, Large Viper Snake.
Level-4: Brown Bear, Giant Crocodile, Deinonychus, Dire ape, Dire boar, Dire wolverine, Medium Air Elemental, Medium Earth Elemental, Medium Fire Elemental, Medium Water Elemental, Huge Viper Snake, Tiger.


New Pre-builds:
Ranger - Verdant Guardian, Wild Sentinel
(Old preset characters can be updated by clicking the Reset button)
(Adventurers with new builds in Adventure mode)



New Optional House Rules:
Favored Enemy: increase damage bonus by 1 time per 10 levels
Animal Companion: level = master's related class levels, no natural armor adjustment (unchecked: based on effective druid level)
Summon Nature's Ally: ally's level is based on summoner's related class levels (unchecked: level fixed)
Share Spells: no need to adjacent to master
Combat Maneuvers: with cool-down
Slow Speed and Graceful Step: split into 2 house rules
Optimized description of some house rules
(+2 modifications of House Rules for old saves)



Auto-Combat:
Added auto-combat: Characters fight automatically using their common attack (without using limited resources such as spells, potions, etc.). Press any button/key to abort.
(The auto-combat feature is very basic now, suitable for easy battles. More AI settings will be considered later, as well as auto-combat without battle scene, etc.)
- All party members auto-combat
- Separate auto-combat settings for characters, summoned creatures and animal companions


Two-Weapon Fighting Adjustments:
Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Greater Two-Weapon Fighting: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
Optional house rule: Two-Weapon Fighting: One extra attack with the second weapon for regular attack (unchecked: for full attack only)
Fixed: Two-weapon penalties sometimes are not applied. Now as long as you hold two weapons, even if one melee weapon and one ranged weapon, two-weapon penalties are always applied.
Rapid Shot: Only one more attack even with two ranged weapons; changed to Full-round action
Vital Strike, Devastating Strike, Sweeping Strikes, Whirlwind Attack, Manyshot, Rain of Arrows: one attack per target, no any extra attacks
Optimized description of Two-Weapon Fighting feats
Encyclopedia: Added Two-Weapon Fighting chapter


Adjusted Improved Precise Shot:
Your ranged attacks ignore any effects of cover and concealment but total cover or total concealment.
When you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. Without this feat, you must roll randomly to see which grappling combatant the attack strikes.
Fixed: Improved Precise Shot has no effect on some concealment effects
Optimized description of Improved Precise Shot


Class Related:
Paladin: Gains an extra feat at 1st level and every 10 levels thereafter (1, 10, 20). (To make up for the current lack of class features.)
Ranger: Gains an extra feat at 1st level and every 3 levels thereafter (1, 3, 6...). (To make up for the current lack of class features.)
Paladin/Ranger autofill daily spells when reach level 4
Sneak Attack: removed the once per round limit
Flurry of Blows: default action for any monk instead of monk as the highest class (can turn off in action options)
Optional house rule: Unarmed Strike: extra attacks
Optional house rule: Unarmed Strike: extra attacks for regular attack (unchecked: for full attack only)
Changed favored class of Wood Elf, Catfolk and Troll back to Ranger


Spell Related:
Optimized spell description format
Fixed: Class level requirement bug of some spells
Adjusted level of following spells for different classes:
Animate Dead
Hold Person
Cone of Cold
Disintegrate
Blindness/Deafness
Lesser Restoration
Neutralize Poison
Remove Curse
Stoneskin
Resist Energy
Protection from Energy
Bestow Curse
Contagion



Others:
Added French translation of new text since v0.91.40 (thank Soifran again)
New feat: Far Shot: When you use a projectile weapon, such as a bow, its range increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range is doubled.
Reduced cool-down of Combat Maneuvers: 3 -> 2
Battlefield movement animation speed option also applied on viewport and character switching animation speed
Adjusted the fastest animation speed to acceptable level
Show range in tips of range attacks on character panel
Show subtypes of humanoid creatures
Adjusted elementals' name and image
Replaced image of Kukri
Optimized character selection UI
Optimized learning order of feats of builds
Optimized display order of feats
Optimized description of classes
Fixed: Characters with fear or other out-of-control conditions can still make AO, flanking, and ZOC.
Fixed: Dex penalty is not applied on flat-footed AC
Fixed: Description bug of Giant and Outsider's Weapon Proficiency
Fixed: Missing images of some builds
Fixed: Class text bug in French and Japanese version
Fixed: Some non-ascii characters may cause crash
Encyclopedia: Added Combat Maneuvers chapter
Encyclopedia: Improved Monster Special Abilities chapter

Added more related infos in Party Funds tip: Party Funds, Bank Balance, Total Value of Items, Total Assets
Gold pieces related calculations are accurate to at most 2 decimal places, i.e. copper pieces
Fixed: Party Funds and Bank Balance are sometimes displayed in scientific notation


Next, we'll work on:
Druid, Bard, class saves and BAB growth with extra attacks, new player races (Drow Noble, Bugbear, Lizard Scion, Gnoll), more elemental creatures, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Nov 22, 2021
Low Magic Age - Low Magic Studios


New Player Races: Duergar (Gray Dwarf) and Troll
Added 10 Duergar character avatars
Added 20 Troll character avatars




Others:
New feat: Multiattack (for Lizardfolk)
Optimized Lizardfolk's natural weapons related content
Attacks of Flurry of Blows stack with dual-wielding or Lizardfolk's natural weapon extra attacks (take same penalties)
Haste and slow dispels each other
Only War Troll has Cooperative Rend
Optimized some monster gfx
Optimized some animals' chinese name
Optimized character panel background image of monsters
Optimized class descriptions
Fixed: Rend/Two-Weapon Rend still triggers after target dies
Fixed: Weight of equipment of different sizes
Fixed: Carrying capacity bug of characters of different sizes -
The standard figures of carrying capacity are for Medium bipedal creatures. A creature of other size can carry more or less weight depending on its size category. Quadrupeds can carry heavier loads.

Size Multiplier Quadruped
=====================
Fine 1/8 1/4
Diminutive 1/4 1/2
Tiny 1/2 3/4
Small 3/4 1
Medium 1 1-1/2
Large 2 3
Huge 4 6
Gargantuan 8 12
Colossal 16 24




P.S. A bit of good news, the Ranger class is nearly done. It'll be playable when the next update. Sorry for the long time ;)





Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).
Nov 5, 2021
Low Magic Age - Low Magic Studios


New Player Races: Svirfneblin (Deep Gnomes) and Ogre
Added 10 new Ogre character avatars



Added 32 new animal monsters:
Cheetah
Leopard
Lion
Dire Lion
Tiger
Dire Tiger

Dog
Hyena

Badger
Dire Badger
Wolverine
Dire Wolverine

Black Bear
Polar Bear

Bison
Rhinoceros
Elephant

Baboon
Ape
Dire Ape

Medium Viper Snake
Large Viper Snake
Huge Viper Snake
Constrictor Snake
Giant Constrictor Snake
Monitor Lizard
Crocodile
Giant Crocodile

Deinonychus
Megaraptor
Triceratops
Tyrannosaurus



Changed dire animals from elite monsters to normal monsters
Added disease to Dire Rat
Removed redundant bug abilities of following monsters:
- Orc Drudge
- Orc Scout
- Decrepit Skeleton
- Zombie Lord
- Horde Ghoul
- Vampire Spawn



New Grapple Rules:
Added, modified grapple related abilities:
- Improved Grab
- Rake
- Constrict
- Greater Grapple: Automatically deal damage to the target as if with an unarmed strike per turn
Optimized grapple related logs
Optimized Combat Maneuvers related descriptions


Battlefield Right-click Action Options:
- On/off: various default actions
- On/off: Attack of Opportunity and Cleave Use Smite Evil
Default ranged attack for throwing weapons only when cannot melee attack


Following conditions no longer lose Dex bonus on AC:
- Prone
- Polymorph
- Turned
- Frightened
- Mad
- Charmed


Others:
Added right-click sorting and row operations to storage box UI
Optimized encounter generation
Optimized adventure mode flee UI
Optimized descriptions of saving throws
Optimized conditions related logs
Optimized replacement images when missing character images
Optimized special ability types
Encyclopedia: added Monster Special Abilities chapter
Adjusted house rules: When certain house rules are on (or when your party has characters created based on these house rules), a bonus or penalty will be applied to enemies' attack rolls.
Fixed: Wrong Int score of some animals
Fixed: Horrid Wilting does not work on water elementals
Fixed: Troll's Rend cannot be triggered
Fixed: Sneak Attack applies to some spells
Fixed: Some AC modifiers do not apply to Touch AC and Flat-Footed AC
Fixed: -1 attack when monk not empty-handed and Unarmed Strike is on
Fixed: Sometimes no quest monster for killing quests
Fixed: Bug of adventure mode battle result 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.
Oct 2, 2021
Low Magic Age - Low Magic Studios


Monster Improvements and Adjustments:
Random enchantments for monsters' magic weapons
Monsters can use masterwork equipment and composite bows, etc.
Natural weapon damage dice advance and increase with level
Increased attacks of some monsters' natural weapons

Monsters gain feats randomly
Adjusted most monsters' feats
Some monsters no longer learn fighter-specific feats
Mindless monsters (vermin, some undead, etc.) can not gain more feats and skill points
Fixed: Skeletal Champion and Zombie Lord can not gain more feats
Fixed: Monsters may learn a large number of unrelated feats at high levels

Reduced base ability scores of most normal monsters (Elite Array: 25 buy -> Special Array: 15 buy) and changed equivalent classes from PC classes to NPC classes
Significantly reduced min level of most monsters
Limit max number of some monsters in one battle
Adjusted some monsters' equipment
Added spell resistance to golems
Changed Obsidian Golem's Magic Immunity to spell resistance



New Optional House Rules:
Remove Level Adjustment and Racial Hit Dice
Improve core races and some subraces' ability adjustments
Increase slow speed: 20 ft. -> 25 ft.; elf and its subraces gain Graceful Step

Random enchantments for monsters' magic weapons
Natural weapon damage dice advance and increase with level
Monsters gain feats randomly

Attack of Opportunity and Cleave may make multiple attacks
Add Con score to total HP
Fixed: Create new party in arena affect house rules of current party

Retraining characters of old saves can apply new house rules
+2 modifications of House Rules for old saves



Hit Points Algorithm Adjustments:
HP calculation is now based on expected value of class hit dice
Get max value of hit dice at 1st-level (Racial Hit Dice are excluded)
Changed "HP per level" to "Hit Dice" in class description
Optimized HP tip



Storage Box Optimization:
Added sorting, more options, and deposit/withdraw methods by item types
Optimized sorting order
Sorted items on top by default
Changed sorting options from global to game save
Changed Auto-store materials option from global to game save
Fixed: Auto-store materials may eat them
Fixed: Auto-merge when sort may no effect


Others:
Attack of Opportunity and Cleave make one single melee attack
Attack of Opportunity and Cleave do not trigger Smite Evil
Make extra attack of Haste with main weapon
Up to 1 alignment enchantment on a weapon
Optimized weapon damage tip on character panel
Always show full-round attack on character panel in battle
Polished some descriptions of feats
Fixed: Lizardfolk class alignment bug
Fixed: Lizardfolk multiclass level up bug
Fixed: Lizardfolk no class skills bug
Fixed: Some tip format 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.
Aug 31, 2021
Low Magic Age - Low Magic Studios


New Races: Drow (Dark Elf) and Lizardfolk


Lizardfolk's Natural Weapons:
Natural weapons are weapons that are physically a part of a creature.

Making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity.

When a creature has multiple natural weapons, one of them is the primary weapon and all the others are secondary (–5 penalty on attack rolls).

When unarmed, the melee primary natural weapon automatically replaces the unarmed attack.

Secondary natural weapons may provide additional attacks on full attacks or in certain special situations. For example, even holding a longbow, a lizardfolk can still make melee attacks with its bite.

See Encyclopedia: Equipment - Natural Weapons for details.



Lizardfolk's Racial Hit Dice:
Some powerful races are more special. These races have 2 or more racial Hit Dice.

The effective character level of a character of these races = racial Hit Dice + class levels + level adjustment.

The racial Hit Dice can be considered a “monster class” similar to normal player classes. Effectively, the character will become a multiclass character when he takes class levels. A character's “monster class” is always a favored class, and he never takes XP penalties for having it.

So his actual character level = racial Hit Dice + class levels, which determines other stats, such as hit points, skill points, gaining feats, etc.

Furthermore, he does not get a feat and four times skill points for his first class level as members of the common races do. Instead, he has already received the equivalent bonuses for his first racial Hit Die.

He can start with no class levels, i.e. choosing no class for a lower starting level. He can gain them later.



Adjustments Related to Spell Resistance Rules:
Adjusted spell resistance mechanism: from integration to saving throws to independent caster level check against spell resistance
Spell resistances provided by related abilities don't stack
Spell resistance of elite/solo monsters increases with level
New racial trait of drow monsters: Have spell resistance equal to 11 + class levels
Removed fixed spell resistance 10 of Drow Priestess and Drow Mistress
Removed fixed spell resistance 5 of other drow monsters and orog monsters
Reduced Greater Spell Penetration bonus: 5 -> 4
Fixed: Balance issue of the spell Spell Resistance and Monk's Diamond Soul at high levels
Modified descriptions of spell resistance, spell penetration and related feats
Encyclopedia: Added spell resistance chapter
Added spell resistance entry to spell descriptions
Spell resistance applies to most spells and spell-like abilities, except following:
- Grease
- Sum
- Mage Armor
- Acid Arrow
- Animate Dead
- Dispel
- Acid Fog
- Fire Cloud
- Consecrate
- Stinking Cloud
- Dancing Lights
- Daylight
- Darkness
- Detect Evil
Spell resistance is also considered ineffective against spells that target only yourself or are harmless



Drow Monsters Related Adjustments:
Changed Drow Toxin to Poison
Optional house rule: Reduce unconscious duration of drow's Poison: 10 -> 1
Fixed: Too high success rate of monster abilities Use Poison and Poison at high levels (related monsters: Greenscale Hunter, Gnoll Hunter, Wererat Crossbowman, Drow)
Added Racial Weapon Proficiency: Drow
And above spell resistance related adjustments
(+2 modifications of House Rules for old saves)



New Character Avatars:
Added 40 new character avatars (for Human, Elf, Half-elf, Drow, Drow Half-Elf, Dwarf)
Optimized some character avatars



Others:
Optimized threaten area related rules such as Flanking and Attack of Opportunity, consider “armed” unarmed attacks and non-handheld natural weapons, etc.
No cool-down for spell-like abilities in Spell Slots mode
Reduced trolls' regeneration: 10 -> 5
Dwarf monks will appear among tavern adventurers
Fixed: Powerful race characters cannot level up to max in adventure mode
Fixed: Character stats are not updated after upgrading equipment with Craft
Fixed: Dwarf's Magic Resistance also works on beneficial spells

Optimized Create/Level Up Character UI
Optimized race descriptions
Optimized action descriptions
Completed some item descriptions
Optimized some other text
Fixed: No prompt effects for touch attack misses
Fixed: No prompt effects for misses caused by shadowy illumination, etc.
Fixed: Some text missing in Craft 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.
Aug 4, 2021
Low Magic Age - Low Magic Studios


New Races: Aasimar and Tiefling

Planetouched
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.



Others:
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 support@lowmagicage.com. It's extremely useful for debugging.
Jul 8, 2021
Low Magic Age - Low Magic Studios


Added 2 powerful races with level adjustment: Catfolk and Hobgoblin

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.



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



Others:
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 support@lowmagicage.com. It's extremely useful for debugging.
Jun 23, 2021
Low Magic Age - Low Magic Studios
10 New Spells:

Iron Body
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.


Mind Fog
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.


Mind Blank
The subject is protected from all mind-affecting spells and effects.


Bestow Curse
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.


Remove Curse
Remove curse instantaneously removes all curses on a creature.


Ghoul Touch
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.


Remove Paralysis
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.


Flesh to Stone
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.


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


Neutralize Poison
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.


Others:
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 support@lowmagicage.com. It's extremely useful for debugging.
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