Every few generations, a lizard scion is born to a lizardfolk tribe. With twice the life span of a typical lizardfolk and a large and muscular stature, a scion typically rises to become the leader of her tribe.
Lizardfolk show great—often unquestioning—devotion to scions, believing they are blessings from the spirits and divine in nature. In many ways, tribes see them as living monuments to the lost greatness of their people, singing songs of an era when every lizardfolk was as large and impressive as the scion.
Some lizard scions become great protectors and voices of wisdom among their people, leading a tribe to previously unknown accomplishments and stability within its hidden enclave. Others attempt to build alliances with other lizardfolk tribes or even unite two tribes into one.
Racial Traits:
As living monuments to the lost greatness of their people, lizard scions has all racial traits of lizardfolk, with some exceptions.
+4 Str, +2 Dex, +4 Con, +2 Wis, +2 Cha, -2 Int: Compared with typical lizardfolk, lizard scions are stronger and tougher, as well as flexible and wise, with leadership qualities.
Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice.
Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Balance, Jump, and Swim. Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Racial Feats: A lizardfolk’s humanoid levels give it one feat.
Weapon and Armor Proficiency: Proficient with simple weapons and shields.
Armor: +8 natural armor bonus.
Natural Weapons: 2 claws (1d6) and bite (1d8).
Lizardfolk Blood (Ex): A lizard scion counts as a lizardfolk for all effects related to race.
Level Adjustment: +3. Powerful races with racial Hit Dice are more special.
New Epic Feats:
Armor Skin
Your skin becomes like armor.
You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus increases by 2.
This feat does not stack with similar abilities granted by magic items or nonpermanent magical effects.
Special: You can gain this feat multiple times. Its effects stack.
Penetrate Damage Reduction
You can bypass a creature’s damage reduction.
Select a special material, your melee attacks can bypass a creature’s damage reduction as if your weapon was crafted from that material.
Your melee weapons (including natural weapons) are treated as being crafted from the chosen special material for purposes of bypassing the damage reduction of any creature you strike.
None of the other special properties of special materials are gained by your melee weapons.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different special material. Your melee attacks are treated as being crafted of all chosen materials for purposes of bypassing damage reduction.
Combat Archery
You can fire a bow in melee safely.
You do not incur any attacks of opportunity for firing a bow when threatened.
Rogue Exclusive:
Self-Concealment
When in combat, your form becomes blurry and indistinct, making it difficult to land a blow against you.
Attacks against you have a 10% miss chance, similar to the effect of concealment. You lose this benefit whenever you would lose your Dexterity bonus to AC.
Paladin Exclusive:
Great Smiting
Your smite attacks are much more powerful than normal.
Whenever you make a successful smite attack, add twice the appropriate level to damage (rather than just your level).
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.
Dwarven Defender Exclusive:
Bulwark of Defense
Your defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.
Reduced wins of some achievements:
Champion of the Arena: Beaten 100 new challenges -> 50 God of the Arena: Beaten 500 new challenges -> 100 TRUE.Champion of the Arena: Continuously beaten 100 new challenges without any defeat -> 20 TRUE.God of the Arena: Continuously beaten 500 new challenges without any defeat -> 50
Others:
Can disable natural weapons Can disable portable light source (hooded lantern) Instant death is not affected by difficulty damage scaling Fixed: Favored Enemy damage bonus wrongly applies to spells, now only applies to weapon damage rolls Fixed: level up non-ranger class may increase Favored Enemy bonus Fixed: Drow Noble's Divine Favor and Shield of Faith are not improved with character level Fixed: portable light source of player race Troll and Ogre may not work
New Adventure Mode Dev Preview #3:
Artisan Camps
Settlements such as villages and cities usually have one or more artisan camps nearby. These camps are workplaces and temporary residences for artisans such as woodcutters, miners, hunters, and tanners, while farms are workplaces for other commoners such as farmers, herders, and herbalists.
Adventurers can trade with these NPCs or hire them to produce specific resources, or even rent these workplaces for use by skill specialists in their party.
Metropolises
Metropolises are larger than normal cities and have professions and specialists from all walks of life, including apothecaries, brewers, merchants, barristers, architects, librarians, and more.
Next, we'll work on (rough list):
Adventure mode, and its predecessor works: more prestige classes (Assassin), player races (Minotaur, Centaur), 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).
All fighting styles have been updated you will notice each fighting style has a unique set of animations. We have began to work with dancers to incorporate dancing animations mix with fighting animations. Our goal is to add every fighting style that exists to the game. We need your support please purchase rep coins so we can continue to add authentic animations to the game.
Horizon To Crinoa: Have Faith in Radiance -Prototype- - Noctis_Fatehart
In order to play via the new update you MUST start a new game and overwrite your previous files. Attempts to recover past data and transfer them were made, but it turned out to cause more issues than fixes. Please remember to "Start a new game and overwrite any previous save data! DO NOT load your save game from a prior version of the game!
Fixed -Fixed a large swath of issues related to saving/loading the game data. *Issues with the save/load system caused data to not properly load when returning to the game, thus resulting in infinite load times or a black screen. This should now be fixed. -Fixed issues related to combat where character switching did not perform as intended. Some instances, such as becoming stuck as one character, should be fixed and has not been able to be reproduced after testing. -Fixed some issues with performance and framerate -Fixed issue where skills assigned via menu would not reflect in combat. -Fixed issue where items could not be picked up in some scenarios. -Fixed issue where the main menu could not be loaded to from the in game menu. -Fixed issue where character audio could be heard during loading. -Fixed issue where stats would not load properly when loading a saved data. -Fixed an issue where entering the 'Control Customization' menu would cause inputs to break.
Changed:
-Several game settings have been adjusted *Volume settings have been altered. *Framerate settings have been altered to include a Vsync option. *Camera Distance and Speed settings have been altered. -Adjusted some enemy behaviors, skill logic and stats. -Several items with incorrect text or broken stats have been adjusted. -Some menus have been altered and adjusted to perform more smoothly. -Some adjustments to improve performance have been made.
Greeting to all vivid/stasis players! This is the second update for Final Landing.
- Phase 2 of Final Landing is here, bringing Candy@-Cracker by Spehs and Hexacube to the Final Landing menu!
Bug fixes: - Fixed a crash that occurs when exiting a song in Course Mode - Most options can now be changed in smaller increments by holding SHIFT when pressing left and right - Fixed a bug with the combo counter using the wrong font - Fixed some bugs with the note judgement animation
While Guardian has not yet been officially reviewed for compatibility with Steam Deck, it was designed with Steam Deck play in mind and was tested on the device throughout development.
This update was intended to be the big introduction to quests. Well the quests aren't quite ready yet so this update is intended to fix some combat issues and other details that came up during the recent expo we were presenting at.
Balance changes: - Reduced all weapons to a single damage type. Now rather than a sword doing normal damage + elemental, it will only do elemental. (Also all elemental weapons were slightly buffed) - Combined magic armor/shield into a single 'buff' - Removed shield from armors as it added unneeded complexity - Throwing knives have had their damage reworked to scale correctly on stats - All melee weapons can parry and block again. Blocking right as an enemy attacks will parry.
- Added star system: More difficult enemy variants will have a star on their health bar, two stars for even more difficult ones. Starred enemies will usually have new abilities or a different weapon. (This is still a work in progress)
- Changed intro text cutscene - Added dummies to hub - Added various Otter armors - Fixed load screen tips - Luna can now be asked for directions - Luna's teleport can now be canceled - Changed UI slightly - Made cliffside map more grassy - Fixed traveler's dialogue - Added NPCs for quests (incomplete) - Added various sounds - Prologue will now play music at a certain point - Prologue bridge gap fixed - Prologue ramp near fort and near obstacle course are fixed - Prologue checkpoint near grapplehook section has been fixed - Fixed melee combat tutorial for gamepads as it displayed incorrect information - Removed a rogue material - Changed physics objects breaking damage. Kicks will knock the objects around, but most weapons will destroy them now. - Reduced intensity of lunge - Dodge now goes backward if player is not moving in a direction - Added spell tomes and a spell tome shop (incomplete) - Fixed paper cards in shops - Added a coffee machine to the hub for obvious reasons - Fixed ghost fall damage - Added new enemy gunship model - Adjusted some text in character editor - Enemy spawn animation has been slightly updated - Old Legion Rifle now displays 'no ammo' when attempting to fire it - Old Legion Rifle light is now significantly brighter - Old Legion Rifle icon is fixed - Updated some various map sections - Updated some various dialogue
We are close to leaving Early Access for Card Craft and wanted to share an update regarding the expected features in the full release.
The full launch will come with an additional set of content updates, such as new heroes, relics, soundtracks, and enemies! Multiplayer, puzzle mode, and dungeon mode have been put on hold for the time being and will be revisited after the initial launch.
Thanks everyone for your support in helping us make Card Craft the game it is today, we are very excited to launch! Expect a launch date to be announced soon.