Sotomonte
Learned
Yes, this game definitely needs people to be able to create their own modules. if that were possible it would be one of the best games out there.
v0.91.32 Patch Notes
50 New Spells:
Burning Hands
Flame Strike
Fire Storm
Cone of Cold
Freezing Sphere
Polar Ray
Shocking Grasp
Sound Burst
Shout
Greater Shout
Sunburst
Vampiric Touch
Horrid Wilting
Circle of Death
Undeath to Death
Destruction
Disintegrate
Phantasmal Killer
Weird
Ray of Enfeeblement
Poison
Touch of Idiocy
Feeblemind
Enervation
Energy Drain
Daze
Daze Monster
Bless
Bane
Prayer
Hideous Laughter
Rage
Good Hope
Crushing Despair
Power Word Blind
Blindness/Deafness
Remove Blindness/Deafness
Ray of Exhaustion
Waves of Fatigue
Waves of Exhaustion
Shield Other
Protection from Arrows
Stoneskin
Resist Energy
Protection from Energy
Spell Resistance
Blur
Displacement
Ethereal Jaunt
Etherealness
(Clerics of old saves will learn new spells available automatically. Other caster classes can learn new spells through level-up or retraining.)
Single-target multiple attacks automatically switch to next target when current target dies
Stop subsequent useless attacks when target dies
Adjusted spell casting range: Close (3 -> 4 squares), Medium (7 -> 8 squares)
Added new energy damage type: Sonic
Removed critical hit and full attack bonus of spells and other non-weapon attacks
Added Armor Class (Touch) and Armor Class (Flat-Footed) into AC tip of character panel
Changed damage type of some death effects from negative energy to no type
Adjusted miss damage of Slay Living/Finger of Death
Added View Battle Log in adventure mode system menu
Improved tips of some buttons and menus
Added more prompts
Added Limit FPS 60 option
Added more damage dice display options
Show damage dice by default in weapon/action description
More detailed descriptions of conditions
More accurate buff/debuff prompt of 6 abilities
Highlighted action/item description text for better readability
Show ammunition items by default when craft magic equipment
Added guild/bank/... in city tip
Optimized city tip
Optimized text display for stable FPS
Optimized item enchantment text
Optimized condition/aura tips and logs
Optimized some game terms
Optimized some UI details
Optimized some action animations
Optimized audio and other options
Fixed: Unarmed Attack by monk may trigger two-handed weapon knockdown
Fixed: Dwarves no racial bonus when against wolf/werewolf's trip attacks
Fixed: Some range values are displayed incorrectly
Fixed: The spirit state Cannot view other characters under ethereal condition
Fixed: Use First Character Avatar option no effect in resource sites
Fixed: Sometimes icons of material items in inventory are missing
Fixed: Site refreshing bug when player in resource site/dungeon
Fixed: Remnant preparation spells after retraining
Fixed: Sorcerers in tavern sometimes have higher Int than Cha
Fixed: Mithril armor proficiency bug
Fixed: Focus issue of battlefield mouse zooming and character panel/scrollable windows scrolling
Fixed: Middle mouse button on resource site spaces causes wrong plan operation
Fixed: Incorrect daily uses of actions in help
Fixed: Keyboard navigation in help may cause crash
Fixed: Narrow tip in spell slot UI
Fixed: Unreplaced text codes in town quests
Fixed: Several English text errors
Fixed: Several Simplified/Traditional errors
It's good, the development is progressing and all but I'm starting to agree with all the negative posts about this game... they should stop with this kind of updates and start working on things that could give life to the game, like a quest system integrated into the workshop, so people could create and share quests, and this don't seem like much on the programming side of things, the dev don't need to spend time creating quests, the community can do it (for now).
It could breath new life into the game, and this kind of feature is what is urgently needed
v0.91.38 Patch Notes
New Class: Paladin
Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to detect and destroy evil.
Major Class Features:
Smite Evil
A paladin may attempt to smite evil with melee attacks.
She adds her Cha bonus to her attack roll and deals 1 extra point of damage per level.
Uses per day: 1 + level / 5.
Lay on Hands
A paladin with a Cha bonus can heal wounds (her own or those of others) by touch.
Healing points per day: level x Cha bonus. The healing can be divided among several uses.
This ability can also be used to strike undead: after a successful melee touch attack (doesn’t provoke AOs), the paladin can spend the points to deal damage to the undead.
Detect Evil
A paladin can sense the presence of evil.
Divine Grace
Gains a bonus equal to Cha bonus on all saving throws.
Divine Health
Gains immunity to all diseases, including supernatural and magical diseases.
Aura of Courage
A paladin is immune to fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions only while the paladin is conscious.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells.
New Pre-builds:
Paladin - Blade of Order, Hammer of Judgment
(Old preset characters can be updated by clicking Reset button at the bottom right)
(Adventurers with new builds in Adventure mode)
New Optional House Rules:
Increase initial uses per day of Rage: 1 -> 3
Increase initial uses per week of Quivering Palm: 1 -> 3
Add level x (Wis bonus / 2) to healing points per day of Wholeness of Body
Increase initial uses per day of Smite Evil: 1 -> 5
Add Cha bonus to healing points per day of Lay on Hands
(+2 modifications of House Rules for old saves)
Added classifications for special abilities of Rogue/Barbarian/Monk:
Spell-Like Ability
Supernatural Ability
Extraordinary Ability
Added secret roll hint for "Situation unknown" when Listen fails
Optimized animation effect of Wholeness of Body
Optimized descriptions of some feats/abilities
Optimized some French & Japanese text
Fixed: Boars and other creatures can Deflect Arrows and even throw them back
Fixed: Character Info UI -> Level Up -> Cancel -> Switch weapons or change equipment -> Crash
v0.91.37 Patch Notes
The Nine Alignments
Added the nine alignments:
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
Set alignments of monsters according to OGL rules
Added alignments option for custom characters creation
Added alignments descriptions and restrictions for classes
Added alignments chapter to Help
(Characters of old saves select appropriate alignments by classes automatically)
(Multi-class characters cannot continue to level up classes that alignments do not match)
(Retraining cannot change alignments)
Added 4 alignment related weapon enchantments:
Holy
Unholy
Axiomatic
Anarchic
New Pre-builds
Added 5 pre-builds:
Rogue - Skirmisher, Poacher
Barbarian - Rageblood
Monk - Flowing First
Sorcerer - Wild Mage
Optimized pre-builds of Ftr/Clr/Wiz basic classes
Replaced preset characters with new builds (old preset characters can be updated by clicking Reset button at the bottom right)
Adventurers with new builds in Adventure mode
Others
Adjusted range of Trueattack/Cruelty/Healing Aura: 4 -> 3
Optimized visual effects of auras
Optimized combat related chapters of Help
Optimized some text
Optimized some French text (by Soifran)
Fixed: Headband/Belt error in French text
Fixed: Duration bugs of potions
Fixed: UI mess when click Prepare Spells without casters
v0.91.39 Patch Notes
Redesigned battlefield FOV and light mechanics
Variable battlefield ambient illumination: Dark/Shadowy/Bright
Day and night battlefield: Adventure mode - battlefield ambient illumination depends on time and environment; Arena mode - battlefield ambient illumination can be changed by champion privileges
Added darkvision to dwarves/half-orcs/some monsters
Added low-light vision to elves/gnomes/half-elves/some monsters
Humanoid creatures (including player characters) carry Hooded Lantern as light source by default
Increased battlefield size and initial distance between the two sides
More optional battlefield sizes
Optimized initial position of monsters
AC bonus of Cover: +2 -> +4
AC bonus of Superior Cover: +4 -> +8
Ref bonus of Cover: +2
Ref bonus of Superior Cover: +4
Battlefield option: Precise illumination area
New help chapters: Cover and Concealment, Vision and Light
Optional house rule: A light source carried by a creature provides illumination for its own side only
Optional house rule: Reduced radius of shadowy illumination by 1/4
Optional house rule: Low-light vision treats shadowy illumination as bright illumination and cannot see farther
Optimized house rules UI
(+2 modifications of House Rules for old saves)
Adventure Mode
New adventure settings option: Monster Party Size - configure number of monsters according to specified number of player characters for special battle experience such as 1 vs. 10
Increased bank spawn rate
Optimized types of craft materials sold in towns, including black pearls, etc.
Fixed: No paladins in taverns
Fixed: Town scene sometimes crash
Arena Mode
Following champion privileges no longer need to be activated and have been changed to champion privilege options that can be used directly at the cost of glory points:
Map Settings
Minion Settings
Challenge Level Settings
New champion privilege option: Monster Party Size
Cost of champion privilege options: 1 -> 4 glory points
Others
Vital Strike/Devastating Strike: multiply weapon base damage -> multiply overall damage
Monk's AC Bonus ability will be disabled when wearing Robe/Bracers of Armor
Optimized character info display when pressing Alt/Middle Mouse button on battlefield
Changed default algorithm of D20: Shuffle List -> Shuffle Random
Fixed: A bug may significantly reduce FPS of battle scene
Fixed: Initial positions of monsters sometimes overlap
Fixed: Familiar +HP based on character level -> class level
Fixed: Mass Brawl damage bonus -> attack bonus
Fixed: Class list tip crash in load game UI
Fixed: Races' Favored Class and Weapon Proficiency bugs of French version
Fixed: Some typographical errors of Japanese version
2021-03-12 Patch Notes
Level requirement of general feats is now based on sum of suitable classes level (e.g. Perfect Two-Weapon Fighting requires sum of Ftr/Rog level >= 16)
New help chapter: Special Ability
Optimized Help structure and text
Optimized some UIs
Fixed: Prepare spells bug of multiclass paladins
Fixed: Stunned/Panicked causes natural weapons drop
Fixed: Monsters use combat maneuvers frequently
2021-03-09 Patch Notes
Optional House Rule: Increase damage bonus per level of Smite Evil: 1 -> 4
New Combat Difficulty Options:
Elite monsters are immune to instant kill effects
Solo monsters are immune to instant kill effects
Stunning Fist ignores targets immune to Stunned
Divine Favor: attack bonus applies to weapon attacks, combat maneuvers, and touch attacks of spells
Optimized descriptions of some abilities
Optimized some UIs
Fixed: Incorrect calculation of caster level for Divine Favor/Shield Of Faith
Fixed: Repeated consumption of Quivering Palm
v0.91.40 Patch Notes
Added 6 elf subraces:
Gray Elf
Wild Elf
Wood Elf
Aquatic Elf
Sun Elf
Moon Elf
Added 3 playable monster races:
Orc
Goblin
Kobold
Added 47 battle avatars
Added 220 character portraits (matching battle avatars)
Changed racial ability adjustments of the 7 core races
(from OGL PF/3.75 data to OGL 3.5):
Human : +2 One Ability Score -> None
Elf : +2 Dex, +2 Int, -2 Con -> +2 Dex, –2 Con
Half-elf : +2 One Ability Score -> None
Dwarf : +2 Con, +2 Wis, -2 Cha -> +2 Con, –2 Cha
Gnome : +2 Int, +2 Cha, -2 Str -> +2 Con, –2 Str
Halfling : +2 Dex, +2 Cha, -2 Str -> +2 Dex, –2 Str
Half-orc : +2 Str, +2 Con, -2 Int, -2 Cha -> +2 Str, –2 Int, –2 Cha
Other race-related adjustments:
Goblin : +4 Dex, -2 Str, -2 Cha -> +2 Dex, -2 Str, -2 Cha
Drow : +2 Dex, +2 Cha -> +2 Dex, +2 Int, +2 Cha, -2 Con
Orc/Kobold: Added Light Sensitivity
Troll: Darkvision 60 ft. -> 90 ft.
Human: Added Bonus Skills
Elf/Half-elf: Fey Blood -> Elven Immunities
Gnome: Favored class Wizard -> sorcerer (will be changed to Bard later)
Added Languages for all races
Optimized text of all races
Optimized adventurers spawn in towns:
Adjusted races/classes rates
Set matching portrait/avatar by race/class
Others:
2 modifications of House Rules for new game
Adjusted underground ambient illumination of adventure mode: 5% Bright / 45% Shadowy / 50% Dark -> 0% Bright / 40% Shadowy / 60% Dark
Right-click on race/class/build to jump to Help page
Polished English story text (thanks Manny / Eisenwulf)
Fixed: Cannot use Bastard Sword/Dwarven Waraxe two-handed as martial weapon
Fixed: Favored class error of races in French version
Fixed: Some typos in Japanese version
Purchased the game and played for about 5 hours. What I really liked?
What I disliked
- Sandbox mechanics are solid, almost in the same level of M&B. Not like bugthesda's games. Things have consequences
- A lot of options, like low level "dungeons & kobolds"? Put lv cap = 10 and ultra slow leveling speed. Wanna epic level? Put lv cap = 40 and very fast leveling.
- The AI is good which is rare
- The combat and exploring is quite fun.
- Interesting races, like Gray Elfs
- Summon cap
- HP bloat. 20+ hp on lv 1...
- No specialist wizards
v0.91.41 Patch Notes
New Subraces:
Half-elf Subraces:
Half-Human Elf
Drow Half-Elf
Dwarf Subraces:
Mountain Dwarf
Deep Dwarf
Golden Dwarf
Gnome Subrace:
Forest Gnome
Halfling Subraces:
Tallfellow
Deep Halfling
Strongmind Halfling
Syl Halfling
Skills Related:
Added complete list and description of all 36 skills and 26 separated skills of SRD 3.5
(including developing skills that currently no application scenarios, just for skill-related racial traits)
Added skill synergy mechanism (developing skills can also provide synergy)
Optimized class skills entries of each class
Optimized skills UI
Completed 73 skill feats
Adjusted following skill feats:
- Persuasive :+2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks. -> +2 bonus on all Bluff checks and Intimidate checks.
- Self-sufficient :+2 bonus on all Heal checks and Concentration checks. -> +2 bonus on all Heal checks and Survival checks.
- Alertness" :+2 bonus on all Listen checks and Search checks. -> +2 bonus on all Listen checks and Spot checks.
Skill check modifiers of large creatures:
- +4 size bonus on Intimidate and Grap checks.
- -4 size penalty on Hide checks.
Skill check modifiers of small creatures:
- -4 size penalty on Intimidate and Grap checks.
- +4 size bonus on Hide checks.
Added/Adjusted Racial Traits:
Elf (Including Subraces):
Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
Removed Graceful Step: Ignores difficult terrain when shift.
Half-Elf (Including Subraces):
Keen Senses: +1 racial bonus on Search, Spot, and Listen checks. A half-elf does not have the elf’s ability to notice secret doors simply by passing near them.
Integrated: +2 racial bonus on Diplomacy and Gather Information checks.
Half-Human Elf:
No racial bonus on Diplomacy and Gather Information checks.
Dwarf (Including Subraces):
Magic Resistance: +2 racial bonus on saving throws against spells and spell-like effects.
Poison Resistance: +2 racial bonus on saving throws against poison.
Hatred: +1 racial bonus to attack rolls against orcs and goblinoids.
Defensive Training: +4 dodge bonus to AC against monsters of the giant type.
Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities."
Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
Deep Dwarf:
Magic Resistance: +3 racial bonus on saving throws against spells and spell-like effects.
Poison Resistance: +3 racial bonus on saving throws against poison.
Gold Dwarf:
Hatred: +1 racial bonus on attack rolls against aberrations.
Gnome (Including Subraces):
Hatred: +1 racial bonus on attack rolls against kobolds and goblinoids.
Defensive Training: +4 dodge bonus to AC against monsters of the giant type.
Keen Senses: +2 racial bonus on Listen checks.
Sharp-Nosed: +2 racial bonus on Craft (alchemy) checks.
Forest Gnome:
Hatred: +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids (including kobolds).
Secret: +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
Halfling (Including Subraces):
Sure-Footed: +2 racial bonus on Climb, Jump, and Move Silently checks.
Keen Senses: +2 racial bonus on Listen checks.
Removed Nimble Reaction: +2 AC against AOs.
Tallfellow:
Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
No racial bonus on Climb, Jump, and Move Silently checks.
Deep Halfling:
Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities."
Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
No racial bonus on Climb, Jump, and Move Silently checks.
Goblin:
Skilled: +4 racial bonus on Move Silently and Ride checks.
Encyclopedia:
Added Skills chapter
Added Creature Types and Subtypes chapters
Added The Basics chapter
Optimized structure and text
Auto-jump last view entry
Character panel: right-click skills, feats, spells, etc. to jump to the corresponding encyclopedia entry
Others:
Optimized Character Name and Images UI
- Change battle avatar and associated portrait
- Set portrait associated with battle avatar
- Random battle avatar (base on race and class)
- Random name and battle avatar (base on gender)
Auto-match portraits
Character panel: click battle avatar icon to change name and images
Character panel: Show Background: Large Portrait (PNG Format)
Detailed creature types
Adjusted creature types of following monsters:
- Ogre/Troll: Humanoid -> Giant
- Minotaur/Medusa: Humanoid -> Monstrous Humanoid
Optimized race description format
Optimized race tip text (rules text only)
Optimized some French/Japanese text
Fixed: prepare spell bug of Cleric/Paladin multiclass
v0.91.42 Patch Notes
10 New Spells:
Iron Body
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain:
- Damage reduction 1/adamantine per caster level.
- Immunity to critical hits, electricity, poison, ability score damage, stunning, blindness, deafness, disease, and all spells or attacks that affect your physiology or respiration.
- Take only half damage from acid and fire of all kinds.
- +6 enhancement bonus to Str, -6 penalty to Dex (min. 1).
- Considered armed when making unarmed attacks and deal 1d6 damage (1d4 for Small characters).
But meanwhile you suffer:
- Half speed.
- Arcane spell failure chance of 50%, -8 armor check penalty.
- Special attacks that affect iron golems affect you, too.
- Can't use potions.
Mind Fog
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.
Creatures in the mind fog take a -10 competence penalty on Wis checks and Will saves. A creature that successfully saves against the fog is not affected and need not make further saves.
Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
The fog is thin and does not significantly hamper vision.
Mind Blank
The subject is protected from all mind-affecting spells and effects.
Bestow Curse
You place a curse on the subject.
Choose one of the following effects:
* -6 decrease to an ability score (min. 1).
* -4 penalty on attack rolls, saves, ability checks, and skill checks.
* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
Remove Curse
Remove curse instantaneously removes all curses on a creature.
Ghoul Touch
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Remove Paralysis
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell.
If the spell is cast on one creature, the paralysis is negated.
If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it.
If cast on three or four creatures, each receives another save with a +2 resistance bonus.
Flesh to Stone
The subject, along with all its carried gear, turns into a mindless, inert statue.
If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.
Only creatures made of flesh are affected by this spell.
Stone to Flesh
This spell restores a petrified creature to its normal state. The creature must make a DC 15 Fortitude save to survive the process.
Neutralize Poison
Detoxify any sort of venom in the creature touched. The target suffers no additional effects from the poison, and any temporary effects are ended.
The target is immune to any poison during the duration of the spell. It need not make any saves against poison effects applied to it.
The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.
Others:
Show class list and XP in tip of character level
Fixed: Some new races do not appear in taverns
Fixed: Materials in bank not consumed after craft and save/load game
Fixed: Bugs of pending race/class tip on Create Character UI
0.91.43 Patch Notes
Added 2 powerful races with level adjustment: Catfolk and Hobgoblin
Powerful Races and Level Adjustments
Some races are more powerful than normal races. These races have a racial trait called level adjustment.
When create a powerful race character, add the level adjustment to the character level to get the effective character level, i.e. character level + level adjustment = effective character level.
When level up the character, use the effective character level to determine the experience points needed. Therefore, the character requires more experience points to level up than a normal character. In other words, powerful race characters level up more slowly than normal characters.
Powerful race characters still use the actual character level to determine other stats, such as hit points, skill points, gaining feats, etc.
Generally speaking, a powerful race character cannot be added to an adventure party as an initial character. Only a high enough level adventure party can recruit powerful race characters.
Added detailed background descriptions (Physical Description, Society, Relations, Alignment and Religion, Adventurers, Names, etc.) for following races:
Human
Elf
Half-elf
Dwarf
Gnome
Halfling
Half-orc
Orc
Goblin
Hobgoblin
Kobold
Catfolk
Others:
Fixed: Adventure mode Flee UI mess up
Fixed: Some too long tips of Create Character UI
v0.91.44 Patch Notes
New Races: Aasimar and Tiefling
Planetouched
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
Aasimar and tiefling are the most common planetouched varieties. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
Others:
Now can choose character build from first class to all classes of the character
Show both class and build ico in character panel
Added combat descriptions of some races: Elf, Dwarf, Gnome, Halfling, Orc, Goblin, Hobgoblin, Kobold, Catfolk
Optimized descriptions of some races
Optimized physical descriptions of monster races
Optimized descriptions of level, etc.
Optimized encyclopedia structure
Optimized Create Character UI
Fixed: AC bug of player races with natural armor bonus.
Fixed: Bug that Hatred is also applied to Cure Wounds, etc.
v0.91.45 Patch Notes
New Races: Drow (Dark Elf) and Lizardfolk
Lizardfolk's Natural Weapons:
Natural weapons are weapons that are physically a part of a creature.
Making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity.
When a creature has multiple natural weapons, one of them is the primary weapon and all the others are secondary (–5 penalty on attack rolls).
When unarmed, the melee primary natural weapon automatically replaces the unarmed attack.
Secondary natural weapons may provide additional attacks on full attacks or in certain special situations. For example, even holding a longbow, a lizardfolk can still make melee attacks with its bite.
See Encyclopedia: Equipment - Natural Weapons for details.
Lizardfolk's Racial Hit Dice:
Some powerful races are more special. These races have 2 or more racial Hit Dice.
The effective character level of a character of these races = racial Hit Dice + class levels + level adjustment.
The racial Hit Dice can be considered a “monster class” similar to normal player classes. Effectively, the character will become a multiclass character when he takes class levels. A character's “monster class” is always a favored class, and he never takes XP penalties for having it.
So his actual character level = racial Hit Dice + class levels, which determines other stats, such as hit points, skill points, gaining feats, etc.
Furthermore, he does not get a feat and four times skill points for his first class level as members of the common races do. Instead, he has already received the equivalent bonuses for his first racial Hit Die.
He can start with no class levels, i.e. choosing no class for a lower starting level. He can gain them later.
Adjustments Related to Spell Resistance Rules:
Adjusted spell resistance mechanism: from integration to saving throws to independent caster level check against spell resistance
Spell resistances provided by related abilities don't stack
Spell resistance of elite/solo monsters increases with level
New racial trait of drow monsters: Have spell resistance equal to 11 + class levels
Removed fixed spell resistance 10 of Drow Priestess and Drow Mistress
Removed fixed spell resistance 5 of other drow monsters and orog monsters
Reduced Greater Spell Penetration bonus: 5 -> 4
Fixed: Balance issue of the spell Spell Resistance and Monk's Diamond Soul at high levels
Modified descriptions of spell resistance, spell penetration and related feats
Encyclopedia: Added spell resistance chapter
Added spell resistance entry to spell descriptions
Spell resistance applies to most spells and spell-like abilities, except following:
- Grease
- Sum
- Mage Armor
- Acid Arrow
- Animate Dead
- Dispel
- Acid Fog
- Fire Cloud
- Consecrate
- Stinking Cloud
- Dancing Lights
- Daylight
- Darkness
- Detect Evil
Spell resistance is also considered ineffective against spells that target only yourself or are harmless
Drow Monsters Related Adjustments:
Changed Drow Toxin to Poison
Optional house rule: Reduce unconscious duration of drow's Poison: 10 -> 1
Fixed: Too high success rate of monster abilities Use Poison and Poison at high levels (related monsters: Greenscale Hunter, Gnoll Hunter, Wererat Crossbowman, Drow)
Added Racial Weapon Proficiency: Drow
And above spell resistance related adjustments
(+2 modifications of House Rules for old saves)
New Character Avatars:
Added 40 new character avatars (for Human, Elf, Half-elf, Drow, Drow Half-Elf, Dwarf)
Optimized some character avatars
Others:
Optimized threaten area related rules such as Flanking and Attack of Opportunity, consider “armed” unarmed attacks and non-handheld natural weapons, etc.
No cool-down for spell-like abilities in Spell Slots mode
Reduced trolls' regeneration: 10 -> 5
Dwarf monks will appear among tavern adventurers
Fixed: Powerful race characters cannot level up to max in adventure mode
Fixed: Character stats are not updated after upgrading equipment with Craft
Fixed: Dwarf's Magic Resistance also works on beneficial spells
Optimized Create/Level Up Character UI
Optimized race descriptions
Optimized action descriptions
Completed some item descriptions
Optimized some other text
Fixed: No prompt effects for touch attack misses
Fixed: No prompt effects for misses caused by shadowy illumination, etc.
Fixed: Some text missing in Craft UI
GOG also sells it.How complete and fun this game is of today? I was planning to buy it for some time now but the downside always bummed me out. And the steam version works without steam or I'm stuck with it?
Sat, October 2
v0.91.46 Patch Notes
Monster Improvements and Adjustments:
Random enchantments for monsters' magic weapons
Monsters can use masterwork equipment and composite bows, etc.
Natural weapon damage dice advance and increase with level
Increased attacks of some monsters' natural weapons
Monsters gain feats randomly
Adjusted most monsters' feats
Some monsters no longer learn fighter-specific feats
Mindless monsters (vermin, some undead, etc.) can not gain more feats and skill points
Fixed: Skeletal Champion and Zombie Lord can not gain more feats
Fixed: Monsters may learn a large number of unrelated feats at high levels
Reduced base ability scores of most normal monsters (Elite Array: 25 buy -> Special Array: 15 buy) and changed equivalent classes from PC classes to NPC classes
Significantly reduced min level of most monsters
Limit max number of some monsters in one battle
Adjusted some monsters' equipment
Added spell resistance to golems
Changed Obsidian Golem's Magic Immunity to spell resistance
New Optional House Rules:
Remove Level Adjustment and Racial Hit Dice
Improve core races and some subraces' ability adjustments
Increase slow speed: 20 ft. -> 25 ft.; elf and its subraces gain Graceful Step
Random enchantments for monsters' magic weapons
Natural weapon damage dice advance and increase with level
Monsters gain feats randomly
Attack of Opportunity and Cleave may make multiple attacks
Add Con score to total HP
Fixed: Create new party in arena affect house rules of current party
Retraining characters of old saves can apply new house rules
+2 modifications of House Rules for old saves
Hit Points Algorithm Adjustments:
HP calculation is now based on expected value of class hit dice
Get max value of hit dice at 1st-level (Racial Hit Dice are excluded)
Changed "HP per level" to "Hit Dice" in class description
Optimized HP tip
Storage Box Optimization:
Added sorting, more options, and deposit/withdraw methods by item types
Optimized sorting order
Sorted items on top by default
Changed sorting options from global to game save
Changed Auto-store materials option from global to game save
Fixed: Auto-store materials may eat them
Fixed: Auto-merge when sort may no effect
Others:
Attack of Opportunity and Cleave make one single melee attack
Attack of Opportunity and Cleave do not trigger Smite Evil
Make extra attack of Haste with main weapon
Up to 1 alignment enchantment on a weapon
Optimized weapon damage tip on character panel
Always show full-round attack on character panel in battle
Polished some descriptions of feats
Fixed: Lizardfolk class alignment bug
Fixed: Lizardfolk multiclass level up bug
Fixed: Lizardfolk no class skills bug
Fixed: Some tip format bugs
Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.
v0.91.47 Patch Notes
New Player Races: Svirfneblin (Deep Gnomes) and Ogre
Added 10 new Ogre character avatars
Added 32 new animal monsters:
Cheetah
Leopard
Lion
Dire Lion
Tiger
Dire Tiger
Dog
Hyena
Badger
Dire Badger
Wolverine
Dire Wolverine
Black Bear
Polar Bear
Bison
Rhinoceros
Elephant
Baboon
Ape
Dire Ape
Medium Viper Snake
Large Viper Snake
Huge Viper Snake
Constrictor Snake
Giant Constrictor Snake
Monitor Lizard
Crocodile
Giant Crocodile
Deinonychus
Megaraptor
Triceratops
Tyrannosaurus
Changed dire animals from elite monsters to normal monsters
Added disease to Dire Rat
Removed redundant bug abilities of following monsters:
- Orc Drudge
- Orc Scout
- Decrepit Skeleton
- Zombie Lord
- Horde Ghoul
- Vampire Spawn
New Grapple Rules:
Added, modified grapple related abilities:
- Improved Grab
- Rake
- Constrict
- Greater Grapple: Automatically deal damage to the target as if with an unarmed strike per turn
Optimized grapple related logs
Optimized Combat Maneuvers related descriptions
Battlefield Right-click Action Options:
- On/off: various default actions
- On/off: Attack of Opportunity and Cleave Use Smite Evil
Default ranged attack for throwing weapons only when cannot melee attack
Following conditions no longer lose Dex bonus on AC:
- Prone
- Polymorph
- Turned
- Frightened
- Mad
- Charmed
Others:
Added right-click sorting and row operations to storage box UI
Optimized encounter generation
Optimized adventure mode flee UI
Optimized descriptions of saving throws
Optimized conditions related logs
Optimized replacement images when missing character images
Optimized special ability types
Encyclopedia: added Monster Special Abilities chapter
Adjusted house rules: When certain house rules are on (or when your party has characters created based on these house rules), a bonus or penalty will be applied to enemies' attack rolls.
Fixed: Wrong Int score of some animals
Fixed: Horrid Wilting does not work on water elementals
Fixed: Troll's Rend cannot be triggered
Fixed: Sneak Attack applies to some spells
Fixed: Some AC modifiers do not apply to Touch AC and Flat-Footed AC
Fixed: -1 attack when monk not empty-handed and Unarmed Strike is on
Fixed: Sometimes no quest monster for killing quests
Fixed: Bug of adventure mode battle result UI
v0.91.48 Patch Notes
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
so, they put together a d&d-like ruleset. and little more. it took them 4 years.
i heard quite a praise about this from the codex. i'm quite disappointed. kotc pisses all over this.