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Low Magic Age: OGL Of The East - now available on Early Access

Joined
Jul 8, 2006
Messages
2,964
How good is that right now? In comparison with games like Knights of the Chalice specifically. It is cheap right now, but I don't want another 2d bland game that I'll never play because it reminds me of something good of the past.

It's a very good framework, and the devs keep adding to the system to flesh it out further. However, I'd agree that there is minimal campaign to be played at this time, and that can limit how long you'll want to play, depending on your tolerance for procedurally-created content. Once it's possible for module mods, the game will be great. For me, it was well worth the price I paid at GOG launch ($5 USD).
if people start making modules from this game it will be amazing I think, and that is why I supported it.
 

Darth Canoli

Arcane
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Jun 8, 2018
Messages
5,689
Location
Perched on a tree
How good is that right now? In comparison with games like Knights of the Chalice specifically. It is cheap right now, but I don't want another 2d bland game that I'll never play because it reminds me of something good of the past.

The engine is terrible, for now, it's a low-grade Battle Brothers, the only good thing being the character creation, the map is ugly, dungeons are shit, trap mechanism is garbage and the combat engine is sluggish.

There's a good game hidden somewhere needing 4-5 years of work to emerge.

No comparison with KotC at all, you're better of playing Battle Brothers with the Legends mod (without the armor layers)
 

anvi

Prophet
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Messages
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Kelethin
How good is that right now? In comparison with games like Knights of the Chalice specifically. It is cheap right now, but I don't want another 2d bland game that I'll never play because it reminds me of something good of the past.
Wtf, KOTC is a masterpiece. This is shovelware crap. It is like a mobile game.
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,106
How good is that right now? In comparison with games like Knights of the Chalice specifically. It is cheap right now, but I don't want another 2d bland game that I'll never play because it reminds me of something good of the past.
Wtf, KOTC is a masterpiece. This is shovelware crap. It is like a mobile game.
But KOTC still isn't available on GOG, I suppose.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://steamcommunity.com/games/576770/announcements/detail/1839097781056793910
Next Dev Stage - New Classes
The development of the Craft system at this stage has been basically finished. Of course, it will still be improved in future updates, with lower priority.

Next, we'll switch our focus to a series of class-related contents, including:

Multi-class, Spell Slots, New Spells, Familiars, Alignments, Deities, Domains, Retraining, and 6 New Classes:
Bard
Druid
Monk
Paladin
Ranger
Sorcerer

The development order and additions/deletions of above contents depends on the situation, and may need many preparations, so please be patient ;)

Thanks again for your continuous support!

- AM
Low Magic Studios
 

Bara

Arcane
Joined
Apr 2, 2018
Messages
1,321
Was a patch on April 1st Mutli-classing be in

v0.91.25 Patch Notes
d270a3f0bbdd45fdc430a14f1d7b5cd22cc69e5a.jpg


Multiclass: Now you can even become a Ftr/Clr/Wiz/Rog/Bbn;)
Added Favored Class entries into race descriptions

Retrain Character:
- Adventure mode: Adventurers Guild offers Retrain Character service
- Arena mode: Right-click on characters to retrain

6ec30528cb08caccd820d61b7e55d9914da6e224.jpg


Optimized Create Character/Level Up UI
Optimized context menu of character
Optimized character panel
Show unassigned skill points on character panel

1f99be67012cbebc8f98c20038c433e0fcd9141d.jpg


Reduced prices of Resurrect and Retrain Skills
Fixed bug where effective proficiency rank may exceed assigned rank after retraining skills
Fixed bug where dead characters can level up and learn skills
Fixed bug where barbarian's Improved Uncanny Dodge sometimes is invalid

Steam Discussion says Paladin and Monk are next but others could come sooner.
 

anvi

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Meh it would take a lot more than that to make this game not shallow, repetitive and boring.
 

InD_ImaginE

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Messages
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Pathfinder: Wrath
The engine is OK I guess. Wish they would release a module creator or something so we can have full campaign instead of random adventure like right now.
 

Bara

Arcane
Joined
Apr 2, 2018
Messages
1,321
More feats in today's patch but nothing on switching to slots over cooldowns yet but I pray they do.

New epic level (after 20th level) feats: Overwhelming Critical, Improved Sneak Attack, Terrifying Rage

Overwhelming Critical

When using a melee weapon, you deal an extra damage on a successful critical hit:
If the weapon’s critical multiplier is x2, add an extra 1d6 points of damage.
If the weapon’s critical multiplier is x3, add an extra 2d6 points of damage.
If the weapon’s critical multiplier is x4, add an extra 3d6 points of damage.

Creatures immune to critical hits can’t be affected by this feat.


Improved Sneak Attack

Add +1d6 to your sneak attack damage.

This feat may be taken multiple times. Its effects stack.


Terrifying Rage

While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check or become panicked (if its character level less than yours) or shaken (if its character level equal to or up to twice your character level) for 4d6 rounds.

An enemy with character level greater than twice your character level is not affected by this feat.


New rules for extra feats after epic level:

Fighter: Gains an extra feat at 1st level and every 2 levels thereafter (1, 2, 4...). Similar after 20th level (22, 24...).
Cleric: Gains an extra feat at 1st level and every 3 levels thereafter (1, 3, 6...). Similar after 20th level (23, 26...).
Wizard: Gains an extra feat at 1st level and every 5 levels thereafter (1, 5, 10...). Every 3 levels after 20th level (23, 26...).
Rogue: At 10th level and every 3 levels thereafter (10, 13, 16...), gains a special ability or a general feat. Every 4 levels after 20th level (24, 28...).
Barbarian: Gains an extra feat every 4 levels after 20th level (24, 28...).


New Unarmed Strike series of feats:

Deflect Arrows
- Snatch Arrows
Stunning Fist
- Improved Stunning Fist


Deflect Arrows

Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.

You must have at least one hand free (holding nothing) to use this feat. You must be aware of the attack and not flatfooted.


Snatch Arrows

When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.

Thrown weapons can immediately be thrown back at the original attacker without Attacks of Opportunity or kept for later use. You can turn this option on/off in combat.


Stunning Fist

Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (1/2 your character level + your Wis modifier vs. foe's Fortitude), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round.

You can turn this feat on/off in combat.

Uses per day: Character level/4.

Can be used no more than once per round. A failed attack roll ruins the attempt, too.


Improved Stunning Fist

Add +2 bonus to the Fortitude saving throw of your stunning attack.

This feat may be taken multiple times. Its effects stack.


Added "Uses per day" rule to following abilities:

Rage
Turn
Sweeping Strikes
Whirlwind Attack
Vital Strike
Devastating Strike
Rapid Shot
Manyshot
Rain of Arrows

Turn, Devastating Strike: Removed limitation of once per encounter
Extra Turning modified to: +4 uses per day of Turn. May be taken multiple times. Its effects stack.

Adventure: Camping can restore daily uses of abilities
Arena: Added the Rest feature


Other improvements and fixes:

Now extra feats of Wizard can be chosen freely
Modified Weapon Specialization to Fighter class feat
Modified level in prerequisites of feat/spell to character level or class level
Level of summoned creature is based on summoner's class level now
New conditions: Shaken, Frightened, Panicked, Stunned
Added Available Actions and Options button in battle UI
Select last class by default when level up
Optimized character panel
Optimized some text
In-game help: added Multiclass Characters section
In-game help: complete feat list
Fixed: All abilities +2 per 10 levels caused by last patch
Fixed: Gain class feats mistakenly when multiclass characters level up
Fixed: Cleric/Wizard multiclass characters sometimes use wrong spellcasting ability
Fixed: Cleric/Wizard multiclass characters sometimes cast spells withou Arcane Spell Failure checks
Fixed: Swap Weapon menu item bugs
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/576770/view/2264694922623173396
v0.91.27 Patch Notes
b09f3a3adea4eef05204386edcb97c41da51348b.png

New Exotic/Double/Monk weapons:
- Punching Dagger
- Glaive
- Bastard Sword
- Two-Bladed Sword
- Dwarven Waraxe
- Dwarven Urgrosh
- Orc Double Axe
- Gnome Hooked Hammer
- Dire Flail
- Whip
- Kama
- Siangham
- Sai
- Nunchaku
- Shuriken
(In current version, two heads of double weapons share the same damage and enchantments)

New feats:
- 15 Exotic Weapon Proficiencies
- Racial Weapon Proficiency: Elf
- Class Weapon Proficiency: Rogue
- Class Weapon Proficiency: Wizard

New/modified weapon groups:
- Light Blade
- Heavy Blade
- Pick
- Mace
- Staff
Added/modified related Martial Weapon Proficiencies
(Some weapon proficiencies of old characters will be replaced or reserved. Retraining can fix them.)

262571bb88b57e2e11de4f75a50b4e4d144119e8.jpg

Modified following weapon rules according to 3.5e rules:

Classified weapons as Simple/Martial/Exotic

Changed following weapons to Simple:
- Sickle
- Light Mace
- Heavy Mace
- Morningstar
- Javelin
- Spear
- Longspear
- Heavy Crossbow
- Dart
- Unarmed Strike
Changed Hand Crossbow/Spiked Chain from Martial to Exotic
Changed Quarter Staff from Two-handed to Two-headed (Double)

Added/modified race traits about weapons:
Dwarf - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Elf - Weapon Proficiency: Elves are proficient in longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
Gnome - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Halfling - Warslinger: +1 racial bonus on attack rolls with thrown weapons and slings. Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.

Added/modified class weapon and armor proficiencies:

Fighter
Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
Armor Proficiency: All armor and shields.

Cleric
Weapon Proficiency: Simple weapons, 1 optional martial weapon group.
Armor Proficiency: All armor, light and heavy shields.

Wizard
Weapon Proficiency: Club, dagger, heavy crossbow, light crossbow, quarterstaff.
Armor Proficiency: None.

Rogue
Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword.
Armor Proficiency: Light armor.

Barbarian
Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
Armor Proficiency: Light and medium armor, light and heavy shields.

710312d38728ed22d0fdfe0de2833c179e944475.png

New Skill Specialization feats:
- Persuasive +2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks.
- Self-sufficient +2 bonus on all Heal checks and Concentration checks.
- Alertness +2 bonus on all Listen checks and Search checks.
- Nimble Fingers +2 bonus on all Disable Device checks and Open Lock checks.
- Skill Focus: Intimidate +3 bonus on all checks involving the skill.
- Skill Focus: Bluff ...
- Skill Focus: Sense Motive ...
- Skill Focus: Heal ...
- Skill Focus: Concentration ...
- Skill Focus: Listen ...
- Skill Focus: Search ...
- Skill Focus: Disable Device ...
- Skill Focus: Open Lock ...
- Skill Focus: Woodcutter ...
- Skill Focus: Miner ...
- Skill Focus: Blacksmithing ...
- Skill Focus: Weaponsmithing ...
- Skill Focus: Armorsmithing ...
- Skill Focus: Craft Magic Equipment ...
- Skill Focus: Craft Wondrous Item ...

Adjusted weapon proficiencies of preset builds
Optimized default weapons of characters
Added list of related weapons to descriptions of weapon proficiencies
Changed chinese names of Weapon Proficiency/Focus/Specialization feats to traditional translations
Optimized weapon descriptions of Longsword/Greatsword/Quarterstaff, etc.
Replaced some item icons

Added +2 Fort to Cleric's defense bonuses
Optimized feats of preset builds of Cleric
Reduced DC of traps/locks in the early game
New world scene option: Use First Character Avatar
Replaced images of Boar/Dire Boar/Bear/Dire Bear

Fixed: Less feats when some classes level up
Fixed: Sometimes cannot learn feats that require specific class level
Fixed: Rogues and barbarians recruited in taverns have one more feat
Fixed: Wrong levels for Rogue's bonus feats
Fixed: Wrong level for Rogue/Barbarian's Improved Uncanny Dodge
Fixed: Sometimes skill users are not initialized automatically
Fixed: Wrong daily uses when view actions in combat
Fixed: 0 or too low daily uses of some actions of monsters/NPCs
Fixed: Numeric overflow in bank interest reports
Fixed: Cannot be enter the mine below Willburgh
Fixed: Some special symbols (such as ') in character names mess skill UI
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/576770/view/2542794099146273449
New Class - Monk

a97c5ac49ae210baced6b08c1a621b078033b73c.jpg


Unarmed Strike
Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so.

A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Str bonus on damage rolls for all her unarmed strikes.

As the monk level increases, her unarmed strikes have more attacks (1 extra attack at 8th and 15th) and damage.

Small, Medium and Large Monk Unarmed Damage:
Level Small Medium Large
1 1d4 1d6 1d8
4 1d6 1d8 2d6
8 1d8 1d10 2d8
12 1d10 2d6 3d6
16 2d6 2d8 3d8
20 2d8 2d10 4d8

When this ability is actived as a switch ability, you always make unarmed strikes in melee, even holding a melee weapon.


Flurry of Blows
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy.

Lv 1: +1 extra attack. All attacks made that round takes a –2 penalty.
Lv 5: the penalty lessens to –1.
Lv 9: the penalty disappears.
Lv 11: +1 extra attack.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons. When with unarmed strikes, the extra attacks from Unarmed Strike count.

A monk always applies her full Str bonus to damage rolls of a flurry of blows.

When wearing armor, using a shield, or carrying a medium or heavy load, the monk cannot use this ability.

AC Bonus
A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks.

When unarmored and unencumbered, the monk adds her Wisdom bonus to her AC. In addition, a monk gains a +1 bonus to AC every 5 monk levels (+1 at 5th, +2 at 10th, ...).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed.

She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.


Fast Movement
A monk gains a +2 enhancement bonus to her speed every 3 levels (+2 at 3rd, +4 at 10th, ..., +20 at 30th).

A monk in armor, using a shield, or carrying a medium or heavy load loses this extra speed.


Still Mind
A monk gains a +2 bonus on saving throws against mind-affecting spells and effects, since her meditation and training improve her resistance to mind-affecting attacks.


Ki Strike
A monk's unarmed attacks are empowered with ki which improves with her monk level.

Her unarmed attacks are treated as specific types of weapons for the purpose of dealing damage to creatures with damage reduction:
Lv 4: magic weapons
Lv 7: cold iron and alchemical silver weapons
Lv 10: lawful weapons
Lv 16: adamantine weapons

In addition, +1 enhancement bonus to her unarmed strikes every 5 levels (+1 at 5th, +2 at 10th, ...).

(Cold iron and lawful weapons related monsters are in development)


Slow Fall
A monk within arm's reach of a wall can use it to slow her descent. When calculate the distance of the fall, reduce by 5 feet per monk level. At 20th level, she can fall any distance without harm.


Purity of Body
A monk gains control over her body's immune system. She gains immunity to all diseases except for supernatural and magical diseases.

(Diseases are in development)


Wholeness of Body
A monk can heal her own wounds. She can heal a number of hit points of damage equal to her monk level x (2 + her Wis bonus / 2) each day, and she can spread this healing out among several uses.


Diamond Body
A monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.


Abundant Step
A monk can slip magically between spaces once per day.


Diamond Soul
A monk gains spell resistance equal to her current monk level + 10."},-- In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.


Quivering Palm
A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires.

When this ability is actived, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds.

Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die: the monk level/2 + Wis modifier vs. the target's Fortitude. If succeed, it dies. If failed, the quivering palm effect disappears.

Creatures immune to critical hits cannot be affected.


Timeless Body
A monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. The monk still dies of old age when her time is up.

(Aging is in development)


Tongue of the Sun and Moon
A monk can speak with any living creature.

(Languages are in development)


Empty Body
A monk can enter the Ethereal Plane and become ethereal.

For the duration of the ability, the monk is in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the ability expires, she returns to material existence.

She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

For the Material Plane, she is invisible and insubstantial. However, she can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Normally, ethereal creatures and material creatures can't attack each other. Ethereal creatures treat other ethereal creatures and ethereal objects as if they were material.

As an insubstantial creature, the monk can move through solid objects, including living creatures. When the ability expires and she become material while inside a material object (such as a solid wall), she is shunted off to the nearest open space and take 1d6 points of damage per 5 feet that she so travel.


Perfect Self
A monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature.

The monk gains damage reduction 10/magic. She is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. But the monk can still be brought back from the dead.

5d3e2c1dd92df43df84570b83e259fca4be2ff2a.jpg


Adjusted Combat Maneuvers Training feats:
Combat Maneuvers Mastery: +2 bonus on Combat Maneuver Defense -> Can use all the combat maneuvers: Trip, Grapple, Bull Rush, Drag, Overrun.
Decreased level requirement of Combat Maneuvers feats:
- Combat Maneuvers Mastery: 3 -> 0
- Drag: 9 -> 0
- Improved Drag: 9 -> 0
- Greater Drag: 12 -> 6
- Overrun: 9 -> 0
- Improved Overrun: 9 -> 0
- Greater Overrun: 12 -> 6


Other improvements and fixes:
Improved Unarmed Strike: +4 proficiency bonus on unarmed strikes.
Stunning Fist - Uses per day: Character level/4 -> Monk level + Non-nonk level/4
Weapon Focus/Improved Critical - prerequisite: Simple Weapon Proficiency -> Any Weapon Proficiency
Whirlwind Attack: adjusted prerequisites. Standard action -> Full-round action
Improved Whirlwind Attack: discarded
Devastating Strike: No class prerequisite. Level: 12 -> 11

Optimized create/level-up character UI
Display the highest priority default action icon prompt only on battlefield
Added monk avatars
Replaced icons of Falchion/Flails
Optimized action description format
Optimized descriptions of some feats, such as Improved Unarmed Strike
Optimized descriptions of some classes
Added Profession/Craft skills in description of classes
Added description of bypassing damage reduction in attacks of character panel
Unified chinese translations of Trip

Fixed: No monk feature on Quarterstaff
Fixed: Wrong uses per day in action bar prompt and Wiki
Fixed: Some special symbols (such as ') in character names mess equipment comparison list of Arena shop


Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.
 

Bara

Arcane
Joined
Apr 2, 2018
Messages
1,321
Next update will get give the option to replace cooldown magic with spellslots instead thankfully. At least according to this post back on July 28th

> How closely are you planning to stick to the Pen & Paper 3.5 Edition, as time goes on?

In future developments, we plan to stick to 3.5e as close as possible except there are rules have to be adjusted to adapt CRPG. For example, next update we'll add an option to replace the cool down mechanism with 3.5e spell slots.


> Is there a place where we can read about your future plans, for Low Magic Age?

We do posted long/short-term plan topics in the forum. Afterwards, we realized that these plans and topics make little sense since our final goal is to implement 3.5e rules as many as possible, plus some good ideas from pf/2e/4e/5e, etc.

So now we just focus on the plan for the current development stage. It's more meaningful and controllable.


> Since "that Popular Pen & Paper game" has such a VAST amount of content, will you be looking for any help or volunteers, from the Community?

In early stage, we've collected plenty of ideas and suggestions from our players. Now we want to stick to the open license 3.5e SRD first. Once enough content are implemented, we may need to ask for more ideas from the community.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/576770/view/2889576979882965521
v0.91.30 Patch Notes
c3e773f412a431f484d1603e3c0b24b1e9fc5f02.jpg

New spellcasting mode: Spell Slots
Optional House Rules when new game:
- Spellcasting mode: Spell Slots (unchecked for Cool-down mode)
- Set minimum spell slots of level-1 to 3 (to balance no level-0 spell slots)
- +1 bonus to all abilities per 10 character levels (suitable for unlimited levels of Arena)
House Rules modifications (2 times) for old games

True Strike effect on weapon attacks and combat maneuvers only
Set users for Listen and Search
Optimized initial actions of action bar
Increased minimum player level required for some monster encounters:
- Human Archbishop: 5 -> 9
- Human Mage: 8 -> 9

Added more full-length portraits
Added full-length portraits of NPCs
Character avatars support multi-size
Optimized character portraits/avatars selection UIs
Show full-length portraits when browsing premade characters
Replaced portraits of premade characters (may forcely replace by Resets premade characters)
Adventurers recruited from taverns use some old portraits only by default
Added multiple background options in character panel:
- Show Background: Full-length Portrait
- Show Background: Full-length Avatar
- Show Background: Avatar

Added background icons for equipment slots
Optimized Arena UI
Optimized some misc UIs
Adjusted hotkey of Arena Storage Box: s -> d
Custom resolutions allowed to exceed desktop size

Fixed: Needless level selection UI when create new adventure games
Fixed: Negative uses of Turn
Fixed: Trade bug of Healer's Kit
Fixed: Incorrect material entries in description of chests
Fixed: FPS drop issue caused by Flurry of Blows, etc.
Fixed: Location indication issue of quest The Missing Banker - Expanding the Scope
Fixed: Needless Weapon Familiarity entry in Half-orc description
Fixed: Typo in load penalty description
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,689
Location
Perched on a tree
I was checking the patch notes yesterday and i noticed they've been on Early Access for 2 years and a half.
Also, they upgrade their game version by 0.01 every month or so.

So, there is approximately 870 month to go before the release, that's only 72 years...
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/576770/view/2918851011153454492
v0.91.31 Patch Notes
New Class - Sorcerer
3dac90848e7e92d4aade04b2aadf2e979300786b.jpg


Familiars
880cd0f25e7c58fb256043aa5e50f2231fc408c4.png


A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent.

A familiar serves as a companion and servant. Different familiars grant different special abilities to its master -
- Toad: Master gains +3 hit points initially and +1 additional hit point for each level beyond 3
- Rat: Master gains a +2 bonus on Fortitude saves
- Weasel: Master gains a +2 bonus on Reflex saves
- Snake: Master gains a +3 bonus on Bluff checks
- Bat: Master gains a +3 bonus on Listen checks
- Owl: Master gains a +3 bonus on Search checks
- Woodpecker: Master gains a +3 bonus on Woodcutter checks
- Armadillo: Master gains a +3 bonus on Miner checks

A character with more than one class that grants a familiar may have only one familiar at a time.

Added familiars to wizard class
Wizards in old games obtain corresponding familiars automatically

d58684f4c59ea8d1b79f12dccd8adfe935a8fa70.jpg


Others
Adjusted Magic Guided Crossbow: May use spellcasting ability instead of Dex on ranged attack rolls
Reduced and randomized uses of monster spells and other abilities
New house rule option: When calculate ability bonus spell slots, limit maximum effective ability score to 50 (uncheck: no limit)
Auto fill spell slots after level up
Removed +5 Resistance to Spells of caster classes
Added spell level in spell description
Optimized description of caster classes
Optimized level up UI
Adjusted hotkey of Prepare Spells: s -> p (to avoid conflicts with hotkey of world map scroll)

Fixed: Custom/retrained characters have no default prepared spells
Fixed: Some values in character panel not updated after loading game
Fixed: Adventure resource text sometimes overlapped
Fixed: Cannot use hotkeys to close dialogs in Arena
 

ProphetSword

Arcane
Developer
Joined
Jun 7, 2012
Messages
1,755
Location
Monkey Island
I want to support the game; because I love the idea of what it could be versus what it is today. I bought it when it first hit Early Access (and the price was also only $3.99), and have watched it develop over time. It's come a long way, but it still needs to go further.

While I can deal with the rogue-like nature of the game, it would be better served if it had a great narrative story to drive the action. It can be quite boring trying to find motivations to explore another dungeon for no reason. And, if I have to really knock it for anything, it would be a real lack of enemy variety. Every game I start has me fighting goblins and dire rats. Every. Battle. Sometimes just goblins...sometimes just dire rats...sometimes goblins and dire rats as a team. I mean, where are all the other monsters? And, this continues to happen whether I'm wandering around the map or exploring a dungeon or whatever, and for more than just 1st level.

I want there to be dangerous locations where I step inside a dungeon and find a squad of ogres prepared to murder me at 1st level. Even if they wipe me out and I have to reload the game, it gives me motivation to come back later and challenge them. This level-scaling bullshit is terrible in every game, but is really bad here. I mean, maybe there's something on the map somewhere that isn't level scaled, but I haven't found it anywhere. Has anyone else?
 
Joined
Nov 3, 2016
Messages
425
Location
Georgie's shitter
You make an excellent point - this title really lacks a narrative punch. The potential in the early stages now seem wasted with the now non-existent module content. It all seems more like a bloody roguelike. This COULD HAVE been a great alternative to the shite that fucking Frenchman is putting out.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
13,062
Was dirt cheap on gog just now. Picked it up along with a few other games on my radar.
 

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