New Class: Druid - One who draws energy from the natural world to cast divine spells and gain strange magical powers.
Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.
Major Class Features:
Animal Companion
At 1st level, a druid 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 druid on her adventures as appropriate for its kind.
A druid’s animal companion is superior to a normal animal of its kind and has special powers.
A druid 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.
Wild Shape
At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The new form can be any animal she is familiar with. But its Hit Dice can’t exceed her druid level. At 8th level, she gains the ability to take the shape of a Large animal, a Tiny animal at 11th level, and a Huge animal at 15th level.
She acquires the physical qualities of the new form while retaining her own mind. Physical qualities include natural size, movement speed, natural armor bonus, natural weapons, Strength, Dexterity, and Constitution scores, plus extraordinary special attacks. But at the same time, the new form will limit the ability to speak, cast spells and use manufactured weapons, etc.
Wild Shape: Elemental
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. At 20th level, she may use this wild shape ability to change into a Huge elemental.
These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
Spells
Druids cast divine spells with Wisdom.
Exclusive Spells:
Summon Nature's Ally V - IX
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. Level-5: Polar Bear, Dire lion, Rhinoceros, Giant Constrictor Snake, Large Air Elemental, Large Earth Elemental, Large Fire Elemental, Large Water Elemental. Level-6: Dire Bear, Elephant, Megaraptor, Huge Air Elemental, Huge Earth Elemental, Huge Fire Elemental, Huge Water Elemental. Level-7: Dire Tiger, Triceratops, Tyrannosaurus. Level-8: Greater Air Elemental, Greater Earth Elemental, Greater Fire Elemental, Greater Water Elemental. Level-9: Elder Air Elemental, Elder Earth Elemental, Elder Fire Elemental, Elder Water Elemental.
New Pre-builds:
Druid - Earth Warden (Old preset characters can be updated by clicking the Reset button) (Adventurers with new builds in Adventure mode)
New Optional House Rules:
Vital Strike, Devastating Strike: no critical hits Wild Shape: new shape's HD = druid level (unchecked: fixed) (+2 modifications of House Rules for old saves)
Added 20 New Elemental Creatures:
Air Elementals
Air elementals speak Auran, though they rarely choose to do so.
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Earth Elementals
When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Fire Elementals
A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Water Elementals
A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Each of these four elements has six variants: Small, Medium, Large, Huge, Greater and Elder.
Related Abilities:
Air Mastery
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Earth Mastery
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on these rolls.
Water Mastery
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on these rolls.
Push
An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery also apply to the elemental’s combat maneuver checks.
Earth Glide
An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.
Burn
A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC = 10 + the elemental’s HD/2 + Con modifier) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.
Drench
The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Skills
A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Damage Reduction
A creature with this special quality ignores damage from weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective).
The amount of damage ignored equal to its level or Hit Dice. No weapon negates the damage reduction.
Others:
Rapid Shot: Removed uses limit and cool-down, can be used as default attack Protection from Energy: Ranger level-3 spell -> level-2 Adjusted types of some monsters' abilities Optimized battlefield pop menu; added show/hide and expand/collapse menu features Optimized feats of some pre-builds Optimized Animal Companion/Summon Nature's Ally selection UI Optimized class descriptions/tips Optimized racial spell-like ability descriptions Optimized shield descriptions Improved some Japanese text Added descriptions for 137 monsters (can be viewed on battle or arena scene; total 192 monsters in current version) Encyclopedia: Optimized some monster-related chapters Encyclopedia: Detailed race descriptions Fixed: Lower Abilities Compensation bug of some abilities assigning Fixed: High cure DC for healing spells Fixed: High DC for Dispel Magic Fixed: High spell DC of Troll Great Mistress Fixed: High success rate of critical effects Fixed: AI uses turn wrongly Fixed: Destruction enchantment bypass DR bug Fixed: Auras still exist after battle Fixed: Aura damage not be counted in stats Fixed: Crash when enter town Fixed: Class selection UI overlap Fixed: Blink bug of arena shop item descriptions
Next, we'll work on (rough list):
Bard, class saves and BAB growth with extra attacks, new player races (Bugbear, Lizard Scion, Gnoll), more spells, 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).
This month Steam will release a new policy of changing the developer custom discount cycle from 2 months to 1.5 months roughly. It will have some impact on our current update strategy, because we gain more new players in each round of discounts, and we want them to play the newest version.
So we decided to change the update frequency of the current dev stage from once a month to once every 1.5 months roughly to better fit the policy.
Although the frequency is lower, the quality will be higher and we will get more time for coding and testing, for example, there is a 95% chance that Druid will be released in the next update ;)
Of course, it will take time to see results and may need to be adjusted in future.
Thanks again for your long-standing support and company!
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).
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
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).
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).
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).
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:
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.
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.
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.
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.