Low Magic Age - Low Magic Studios


Prestige Classes
Prestige classes represent specializations not available to most adventurers, the culmination of extensive practice in a specific field or discipline. Prestige classes allow characters to become truly exceptional, gaining powers beyond the ken of their peers.

Unlike the basic classes, characters must meet requirements before they can take their first level of a prestige class. Also, every prestige class has a level limit: 10-level or 5-level.

Before character level 20, a prestige class can be advanced up to its level limit.

After character level 20, a 10-level prestige class can be advanced beyond 10th level. However, a 5-level prestige class can never be advanced beyond 5th level.

Prestige classes offer a new form of multiclassing. Taking a prestige class does not incur the experience point penalties normally associated with multiclassing.


Prestige Class: Dwarven Defender
A master of defending territory and holding the line at all costs.

The defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous. When dwarven defenders set themselves in a defensive stance, they place their whole effort into weathering whatever foe, conflict, or threat comes their way.

Base Classes: Most dwarven defenders are fighters, paladins, rangers, or clerics, often those desiring to be better guards for friends and allies, although ex-barbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest.

Role: Dwarven defenders are masters of melee combat, striving to prove that the best offense is a good defense. They are normally found on the front lines of battle, holding a position to cover their allies, leaping into breaches of opposing formations and holding them open for others, and guarding more vulnerable allies by acting as mobile fortifications, stable points in the ever-changing chaos of battle.

Alignment: Dwarven defenders can be as stubborn as a rock and dedicated to holding one point no matter the cost. A strong respect for order and organization is essential for learning the talents of a dwarven defender, so dwarven defenders are always lawful.

Non-adventurers: Dwarven defenders are usually soldiers in a dwarven citadel, segregated into their own units separate from regular warriors or fighters. Occasionally a lone, wandering dwarven defender can be encountered on some mission, although he usually guards his words so closely that it’s difficult to learn what his quest actually entails.


Class Special Abilities:

AC Bonus
The dwarven defender receives a dodge bonus to Armor Class that improves as the defender gains levels.

At 1st level, and every 3 levels thereafter (1, 4, 7...), this bonus increases by 1.


Defensive Stance
When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending.

He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. (The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are.)

While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position.

A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter.

A defender can only use his defensive stance a certain number of times per day as determined by his level. At 1st level, and every 2 levels thereafter (1, 3, 5...), this number increases by 1.

Using the defensive stance takes no time itself, but a defender can only do so during his action.


Mobile Defense
At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Trap Sense
The character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

These bonuses rise with the class level. Trap sense bonuses gained from multiple classes stack.

Increases:
Barbarian, Rogue: Starting at 3rd level, rise by +1 every 3 class levels thereafter (3, 6, 9...).
Dwarven Defender: Starting at 4th level, rise by +1 every 4 class levels thereafter (4, 8, 12...).


Uncanny Dodge
Retains Dex bonus to AC even flat-footed, except immobilized.

Special: When a character would gain uncanny dodge a second time (for her second class), she instead gains improved uncanny dodge, if she does not already have it.


Improved Uncanny Dodge
You can no longer be flanked (so rogues cannot use flank attacks to sneak attack you), unless the attacker has at least 4 rogue levels higher than the sum of your class levels that gained uncanny dodge.


Damage Reduction
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective), unless the attack is from a certain kind of weapon.

Description Format: The amount of damage ignored / the type of weapon that negates the ability.

Examples:
10/Magic: 10 damage ignored. A magic weapon overcomes the damage reduction.
5/Adamantine: 5 damage ignored. An adamantine weapon overcomes the damage reduction.
3/-: 3 damage ignored. No weapon negates the damage reduction.

Increases:
Barbarian: Starting at 7th level, rise by +1 every 3 class levels thereafter (7, 10, 13...).
Dwarven Defender: Starting at 6th level, rise by +1 every 4 class levels thereafter (6, 10, 14...).



New Optional House Rules:
Trap Sense: +10 Max
Perfect Self: damage reduction points = monk level / 2 and cannot be overcome
Ranger: effective druid level = ranger level - 3 (unchecked: ranger level / 2)
Inspire Courage: +5 Max
AC Bonus: +6 Max
(+5 modifications of house rules for old saves)


Adventure Mode:
Forest farms, mines: may occupied again by monsters after resource regeneration
Deep mines: always occupied again by monsters after resource regeneration; layers multiples of 5 drop more loot
Optimized resources gathering:
- Settings: Fast movement and action
- Added mouse button tooltips
- Left button: Add (by region)
- Right button: Cancel (by region)
- Middle button: Gather this type

Autocompleted and removed quest "Go on Adventures"
Quest related dungeons don't reset
Optimized some UIs
Fixed: Loading or switching scenes may crash
Fixed: Quest "The Plight of Artisans: Help others to the end" may stuck
Fixed: Loading in dungeons may reset dungeons
Fixed: Some encounters are always dire rats
Fixed: May gain 0 XP at high levels



Others:
Barbarian, Rogue: added Trap Sense
Optimized AI, monsters position strategy more suitable for their classes and weapons
Adjusted class of following monsters: Warrior -> Rogue
- Halfling Thief
- Halfling Assassin Leader
- Wererat Swordman
- Wererat Crossbowman
Fixed: Level-up class order causes base attack bonus and basic save bonus miscalculation (old characters with this bug need retraining)
Fixed: Multiclass rogue cannot gain Open Lock and Disable Device
Fixed: Poison immunity and poison resistance are invalid for Drow Poison
Fixed: Damage bug of Healing Aura, Flaming Aura, Ptomaine Aura

Options: Battlefield: Show/hide floating text
Optimized character creation/level-up UI
Optimized character panel:
- Attack section: added Base Attack Bonus
- Details section: added Base Attack Bonus, Base Attack Bonus (Epic)
Optimized class descriptions
Optimized classes chapter of encyclopedia
Optimized house rules related text
Optimized sneak attack related text
Updated Italian text (by T.i.g.e.r)



Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Bugbear, Lizard Scion, Gnoll), more feats and 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).
Low Magic Age - Low Magic Studios


Italian:
Added Italian localization ( Thank Gruppo T.i.g.e.r.: Dark Legend, Chantalion, The Ripper )

Gruppo T.i.g.e.r. is a well known group of Italian amateur translators in the Italian community.
https://business.facebook.com/TigerTraduzioni/

Italian Translation Project Completed by this group:
- Pathfinder: Kingmaker
- Atom RPG ( officialized by developer )
- Divinity Original Sin 2 ( officialized by developer )
- Divinity: Dragon Commander
- Balrum
- Willy-Nilly Knight
- Bomber Crew ( all DLC )
- Low Magic Age ( officialized by developer )





Armor Class Increases:
As a character's level increases, the character's Armor Class gains a corresponding level bonus.

Similar to average BAB, before 20th level, this level bonus is equal to 3/4 character level; after 20th level, +1 level bonus every odd-numbered level.

When Attack Bonus Increases is changed to character level / 2, this level bonus also changes to character level / 2.


Adjusted Power Attack:
Trade extra melee attack bonus for damage.

If your melee attack bonus is higher than your opponent's AC, redundant part automatically converts to damage bonus (up to your base attack bonus).

If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, or with sole primary natural weapon, this damage bonus is doubled. However, this damage bonus doesn’t apply to light weapons (except unarmed attacks or natural weapons).

Power Attack, Deadly Aim: No longer add one time damage per 10 character levels


Adjusted Enchantments:
Adjusted extra damage dice increase of weapon enchantments: add one time per magic bonus -> add one time per 2 magic bonuses (at odd numbers, e.g. +3, +5...)
Reduced rate of alignment enchantments
Optimized enchantments display order and magic item name


New Optional House Rules:
A weapon has up to one extra damage dice enchantment
Remove alignment enchantments
Invariable damage increases by one time per 10 character levels

Favored Enemy: increase damage bonus by 1 time per 10 levels (unchecked by default)
Increased initial modifications of house rules: 2 -> 10
(+4 modifications of House Rules for old saves)


Others:
Removed Greater Rapid Shot
Optimized Damage Reduction text on character panel
Optimized loading speed and disk space usage of fonts
Fixed: bugs of summoned creatures resurrecting, overlapping positions and disrupting Time Stop
Fixed: grappling bug of multiple summons
Fixed: 3 less rounds of Rage
Fixed: party name bug of quick create party in arena
Fixed: stats of substitute characters sometimes not updated


Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Bugbear, Lizard Scion, Gnoll), more feats and 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).
Low Magic Age - Low Magic Studios


Attack Bonus Increases:
A character's attack bonus increases in different ways before and after 20th character level.

Base Attack Bonus (BAB):
Before 20th level (including 20th), based on class or creature type, a character’s BAB is equal to his level (good as fighter), or 3/4 (average as cleric), or 1/2 (poor as wizard).

At 20th level, good BAB is equal to +20, average BAB is equal to +15, and poor BAB is equal to +10.
For a multiclass character, the BAB for each class are cumulative.

At BAB +6, +11 and +16, the character gains an extra attack each, but each extra attack has a BAB 5 lower than the previous one, and extra attacks are only for full attack actions.

At 20th level:
Good BAB: 4 attacks with BAB +20/+15/+10/+5;
Average BAB: 3 attacks with BAB +15/+10/+5;
Poor BAB: 2 attacks with BAB +10/+5;

Epic Attack Bonus:
After 20th level, a character’s BAB and attacks do not increase. However, he does receive a cumulative +1 epic bonus on all attack rolls every odd-numbered level after 20th (+1 at 21th, +2 at 23th, ...).



Save Bonus Increases:
A character's save bonus increases in different ways before and after 20th character level.

Base Save Bonus:
Before 20th level (including 20th), different classes or creature types have different good saves: one or more saves are higher than others. A few classes or creature types are good at all saves.

Good save bonus = class level / 2 + 2;
Poor save bonus = class level / 3;
At 20th level, good save bonus is equal to +12 and poor save bonus is equal to +6.
For a multiclass character, the base save bonuses for each class are cumulative.

Epic Save Bonus:
After 20th level, a character’s base save bonus does not increase. However, he does receive a cumulative +1 epic bonus on all saving throws every even-numbered level after 20th (+1 at 22th, +2 at 24th, ...).



Adjusted Class Weapon Proficiencies:
Fighter, barbarian, paladin, ranger, ogre characters: proficient with all simple and martial weapons
Fighter, barbarian, paladin, ranger, cleric: removed initial military weapon group selection
Fixed: when a character is already proficient with all weapons related to a weapon proficiency feat, the feat is still learnable
Fixed: wrong weapon proficiency in wizard's non-rule description


House Rules Related:
New feature: Set house rules based on default rules of Low Magic Age.
New feature: Set house rules based on OGL/SRD 3.5 rules (i.e. uncheck all).
New feature: Discard current modifications.
Optimizedd House Rules UI
+1 bonus to all abilities per 10 character levels: off by default
(+2 modifications of House Rules for old saves)

New Optional House Rules:
Armor Class: + character level / 2
Spell DC: + character level / 2
Initiative: + character level / 2
Save Bonus Increases: change to + character level / 2
Attack Bonus Increases: change to + character level / 2
Attack Bonus Increases: poor -> average
Attack Bonus Increases: extra attacks



Spell Resistance Related:
Spell resistances from all sources do not stack and only the highest value is retained.

Adjusted Spell Resistance of Monsters:
Solo : 5 -> 11 + level
Elite : 2 -> 0

Adjusted Spell Resistance Enchantments:
Spell Resistance : 2 -> 5 + 5 x Magic Bonus
Greater Spell Resistance : 4 -> 7 + 5 x Magic Bonus
Extraordinary Spell Resistance : 6 -> 9 + 5 x Magic Bonus

Related Items:
Magic armor
Magic shields
Cloak of Spell Resistance
Higher Cloak of Spell Resistance
Extraordinary Cloak of Spell Resistance
Mage Robe
Robe of the Spellcaster
Robe of the Arcanist
Robe of the Archmage


Adjusted Turn Resistance of Following Monsters:
Skeletal Champion : 5 -> 4
Zombie Lord : 5 -> 4
Ghoul : 0 -> 2
Vampire : 5 -> 4
Vampire Lord : 5 -> 8
Lich : 5 -> 8
Demilich : 5 -> 12



Others:
Adjusted natural weapons: A creature applies its full Strength bonus on damage rolls with its primary natural weapons, or 1-1/2 times its Strength bonus if the creature has only one primary natural weapon (for example, a wolf’s bite). A creature applies 1/2 its Strength bonus on damage rolls with its secondary natural weapons.
Reduced enchantment rates of monsters' weapons
Bonus HP by size for construct creatures
Initiative check: add lower abilities compensation, remove level bonus by default
Optimized initial equipment of some classes and builds
Fixed: class skills bug when Lizardfolk, Ogre, Troll characters level-up Racial Hit Dice
Fixed: success rate bug of Disruption enchantment and Disrupting Weapon spell
Fixed: magic bonus bug when craft shields or Cloak of Resistance
Fixed: Dire bear -> Dire boar in Summon Nature's Ally level-4 list
Fixed: monk's weapon bug when specify ammunition

New feature: Character List (right-click on character portrait to open)
Optimized character creation/level-up UI
Optimized character panel tips
Optimized display order of some feats
Optimized display order of some skills
Optimized BAB related descriptions of classes, creature types, multiclass characters and combat maneuvers, etc.
Optimized description of multiclass characters
Optimized and fixed description of Sneak Attack
Fixed: ranged attack cursor bug with Improved Precise Shot
Encyclopedia: Attack Bonus Increases
Encyclopedia: Save Bonus Increases
Encyclopedia: Table: Attack Bonus and Save Bonus Increases



Note: This update adjusted some core rules and changed combat rhythm and experience significantly. If you are not comfortable with these changes or prefer the original game experience, you may adjust the house rules or play the previous version v0.91.53 - No BAB.



Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (Bugbear, Lizard Scion, Gnoll), more feats and 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).
Low Magic Age - Low Magic Studios


New Class: Bard - A performer whose music works magic—a wanderer, a taleteller, and a jack-of-all trades.

A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.

In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound.

Bards have some of the skills that rogues have, although bards they are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowl-edge of local events and noteworthy items.


Major Class Features:

Bardic Music
A bard can use his song or poetics to produce magical effects on those around him.


Inspire Courage
A bard can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities.

An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1.


Inspire Heroics
A bard can use music or poetics to inspire tremendous heroism in his allies.

A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC.


Inspire Greatness
A bard can use music or poetics to inspire greatness in his allies, granting them extra fighting capabilities.

A creature inspired with greatness gains 2 bonus Hit Dice, the commensurate number of temporary hit points, a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.


Inspire Competence
A bard can use his music or poetics to help an ally succeed at a task.

The ally gets a +2 competence bonus on skill checks with a particular skill.


Countersong
A bard can use his music or poetics to counter magical effects that depend on sound.

Any creature within 30 feet of the bard that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw.


Song of Freedom
A bard can use music or poetics to create an effect. This effect frees victims from enchantments, transmutations, and curses.


Spells
Bards cast limited arcane spells with Charisma and need not prepare in advance.


New Pre-builds:
Bard - Fatesinger
(Old preset characters can be updated by clicking the Reset button)
(Adventurers with new builds in Adventure mode)


New Optional House Rules:
Weapon base damage increases by one time per 10 character levels
Remove Multiclass XP Penalty
Bardic Music: at least 3 uses per day
Inspire Competence: effect on all skill checks of all allies in range
(+2 modifications of House Rules for old saves)



Optimized Character Creation/Level-Up Module:
Added previous step function
Added skills step
Recommended abilities by default
Preset abilities: Powerful, Balanced, and more
Abilities and skills adjustment buttons can be repeating by press and hold
Optimized UI


Arena:
Added more ways to create parties
Optimized party creation menu
Abnormal exits in battle does not count as fails
Only new challenge fails break winning streak
Fixed: battle difficulty modifiers are not counted in character stats when first enter arena



Classes:
Ranger: optimized pre-builds Verdant Guardian, Wild Sentinel
Druid: added Natural Weapon Proficiency
Druid: fixed alignment bug
Druid: fixed AO bug of Wild Shape + whip
Lizardfolk: changed favored class from Cleric to Druid
Rock Gnome, Forest Gnome: changed favored class from Sorcerer to Bard
Optimized class composition of default party
Added spell list to class descriptions


Range Attacks:
Dart, Shuriken: can be held and used for Two-Weapon Fighting
New default action: Ranged Flurry of Blows
Increased characters' initial ammo
Fixed: Rapid Shot and Two-Weapon Fighting attacks not stack
Fixed: Range attacks with thrown weapons receive 1.5 times Str bonus
Fixed: When using Hand Crossbow + Sling, off-hand attacks may incorrectly abort if main hand ran out of ammunition
Fixed: may stuck when ranged attack kill + out of ammo


Others:
Haste, Slow and Disintegrate: work on all creature types
Teleport: Level 5 -> 4
Fixed: some issues may cause crashes on some systems
Fixed: crashes caused by old version saves
Fixed: crashes caused by clicking action group of battlefield menu
Fixed: position bugs after resurrection

New character panel option: Show Skill Modifiers
New character panel option: Show Trained Skills Only
Battlefield menu: Show/Expand - Weapons and Ammunition
Optimized action description format
Optimized skill-related tips
Optimized battlefield movement and defense tips
Optimized some text
Optimized some UIs
Fixed: potion description format bug
Fixed: missing tips when icon wrap
Fixed: display issues of some English/French characters (f, t, v...)



Next, we'll work on (rough list):
Some prestige classes (details TBD), 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).
Low Magic Age - Low Magic Studios


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).
Low Magic Age - Low Magic Studios
Hi Adventurers!

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!

-- AM (Thomas)
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).
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