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A troublemaker and a scoundrel who uses arcane magic to enhance her thievery and trickery.
Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.
Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane tricksters tend to use a seat-of-the-pants approach to adventuring, loading up on spells that improve their stealth and mobility.
Base Classes: The path to becoming an arcane trickster is a natural progression for rogues who have supplemented their talents for theft with the study of the arcane. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues, sorcerer/rogues, or bard/rogues, although other combinations are possible. Assassins occasionally opt for this class, but usually only if they already have wizard or sorcerer levels.
Role: With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.
Alignment: All arcane tricksters have a penchant for mischief and thievery, and are therefore never lawful. Although they sometimes acquire their magical abilities through the studious path of wizardry, their magical aptitude more often stems from a sorcerous bloodline. As such, many arcane tricksters are of a chaotic alignment.
Non-adventurers: Arcane tricksters are most often found in large, cosmopolitan cities where their talents for magical larceny can be most effectively put to use, prowling the streets and stealing from the unwary. An arcane trickster is just the sort of person that might bump into you in a crowded tavern. (Check your pockets.)
Bonus Feats: Gains an extra feat every 4 levels after 10th level (14, 18...).
Bonus Spellcasting Level: When leveling up this class, the effective spellcasting level of a spellcasting class is also increased.
Class Abilities:
Ranged Legerdemain
An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
At 1st level and every 4 levels thereafter (1, 5, 9…), the uses per day for this ability increases by 1. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.
(Added Ranged Legerdemain option to Disarm Trap UI)
Sneak Attack
If a rogue (or any other class with this ability) can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
A rogue can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Impromptu Sneak Attack
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 3rd level and every 4 levels thereafter (3, 7, 11…), the uses per day for this ability increases by 1.
Spell sneak attacks: spells with touch attack rolls and damage rolls can be used for sneak attacks, including: - Acid Arrow - Searing Lit - Scorching Ray - Polar Ray - Shocking Grasp - Chill Touch - Vampiric Touch - Disintegrate Changed sneak attack Cover check to Concealment check Optimized sneak attack prompts
New Optional House Rules:
Impromptu Sneak Attack: +2 uses per day Impromptu Sneak Attack: one use per action (unchecked: one use per attack) (+5 modifications of house rules for old saves)
Remade Arena Shop and Champion Privileges:
Added 31 shop-related privileges Added more shop features (most require corresponding privilege): Buy: - Limited Items - Mundane Equipment - Masterwork Equipment - Magic Equipment - Enchanted Equipment (Uncommon) - Enchanted Equipment (Rare) - Special Material Equipment (Silvered) - Special Material Equipment (Mithral) - Special Material Equipment (Adamantine) - Special Material Equipment (Darkwood) - Wondrous Items (Magic, Uncommon, Rare) - Potions - Ammunitions (Mundane, Masterwork, Magic, Special Materials) Crafting: - Upgrade Magic Items - Re-enchant - - Lock Enchantment #1 - - Lock Enchantment #2 - - Lock Enchantment #3 - - Lock Enchantment #4 - Craft Masterwork Equipment - Craft Magic Equipment - Craft Enchanted Equipment (Uncommon) - Craft Enchanted Equipment (Rare) - Remake Equipment (Silvered) - Remake Equipment (Mithral) - Remake Equipment (Adamantine) - Remake Equipment (Darkwood) - Craft Composite Bows - Craft Magic Guided Crossbows Maximum magic bonus of buy/upgrade magic items is equal to corresponding magic bonus of player party Limited items exclude items that can be freely purchased Can reset champion privileges Optimized Shop and Champion Privileges UI
Others:
Some monsters wear Cloak of Resistance Increased bonus of Crossbow Sniper: +1 -> +2 Critical rate in weapon description includes Keen enchantment Optimized arena UI Optimized some other UIs Optimized current character indicator and other battlefield indicators Optimized description of some feats Fixed: no lower abilities compensation for spell DC Fixed: Dex penalty on AC causes Feint against wrong AC Fixed: human/half-elf's favored class can be prestige class Fixed: set Auto-Replenish Ammunition in battle causes crash after battle Fixed: tip bug after opening encyclopedia in level-up UI Fixed: wrong value suffix in ability names Fixed: penalty of town jobs may be 0 Updated Italian text (by T.i.g.e.r)
Next, we'll work on (rough list):
Some prestige classes (details TBD), new player races (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).
Greetings, Warmasters and Candidates! This is the newsletter for December 20th, 2022, and the last update for year 2022. The scouting command for the Admiral is fully operational. There has also been some clean up and UI notification updates.
Artistic Update Up to this point, messages between the AIs or even notifications while being produced when a new research is completed or when a ship is produced, mostly went unnoticed. Now, they show up as objectives or notifications, and non-critical messages (such as notifications of something completed) will auto-delete themselves after a short period of time. Requests from the AIs will now show up as Objectives to be completed, and will remain until they are completed.
Quality of Life
The above is the pathing of multiple scouts all completely generated from the Admiral AI being told to do the scouting for you. These ever expanding series of patrol paths will keep an eye on their area of the planet to see what might cross their paths. By searching, new nodes, cities, and other events await. This is only the first implementation of what the Admiral AIs will be able to do for the player and the enemy.
To be clear, the larger glowing parts are cities, so it shows the scope of how much ground is being covered. Because of this, the enemies are about to be pushed back out of immediate attack range soon (after the Admiral updates for attack cities are done). At which point you and your enemies will have to find each other first.
Short-term RoadMap
The holidays are upon us, which means people go on vacations. While there will be some updates in the next few weeks, there won't be much. Some of the icons are being updated, and I'm hoping a graphical update will happen but I wouldn't expect too much work to be done in the next two weeks over the holidays.
That's all for this update, stay tuned for more news next time! If you'd like to give Rank: Warmaster a try for yourself, pick up a copy on Steam and begin your conquest of Mars!
Added new visualization interface element for time-based item effects (e.g. Energy Potion, etc.) Made Used Glowsticks worth one penny to avoid players being stuck with massive piles of them Improved Umbees to better recognize and consume Plums due to MASSIVE issues with their intelligence
Bug Fixes
Fixed player being able to switch scenes even after dead which led to some strange issues (e.g. Data saving incorrectly, etc.) Fixed the Lumberjack sometimes getting stuck in the creek Fixed a rare issue causing the Net not to work on some accounts Fixed the Star Banner being invisible on some Tree body styles Fixed items showing as duplicated for a second when first equipped Fixed Rex Lizards going flying through multiple universes when hit with too much fire damage
- Added an arrow that makes it easier to understand the direction of boost - Added intermediate points to some sliders and changed their positions - Fixed an error where replays and ghosts longer than 45 seconds were not saving correctly - Added a hidden slider