Blood of Magic cover
Blood of Magic screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Blood of Magic

Hotfix Alpha 0.70.2a

Patch Notes:

-Fixed blacksmith from appearing before the player constructed it.

-Corrected exit point when leaving the market.

-Fixed freezing of outside NPC's when player starts a new game.

-Fixed the upgraded market to appear properly when constructed.

Thank you,
Stoneworks Games

Patch Alpha 0.70.2 "New Adventurer"

Patch Notes:

-New Adventurer model and ability tree can be obtained through the Red Shield Mercenary Contractor in the Inn.

-Add new adventurer model in the 2nd floor room of the Inn.

-Fixed building achievements, previous saves with the buildings already built will trigger the achievement upon loading that saved game. New players will also be able to gain achievement as soon as building is complete.

-Forest Fight scene's terrain and grass has been modified to improve FPS.

-Fixed having you entire party kicked out of the active party after interacting with the administrative desk.

-Administrative Desk will no longer keep players from interacting without after exiting it and trying to interact with it again.

-New blacksmith building added replacing the old basic blacksmith building. Player can craft outside the building at the anvil and interact with the shop inside the building.

-Added ingots to be sold in the blacksmith as well as steel ingots at the market.

-Player will now be able to attack ranged units if the last melee unit has fled the battle or in the process of fleeing.

-Added new agenda "Forest Fire" can be gained after completing the "Burn The Tents" quest.

-Changed starting party to 2x Militia and 2x Scouts removing the mercenary (Pending Update Changes) and crossbowman.

-Added redundancy spawner in combat to make sure all combatants are spawned into the battle if in the active party.

-Temporarily removed the bird noises until we can find an adequate time adjustment.

-Changed amount of supplies looted during town raids by 50%, also each supply that can be raided will now be calculated by your security percentage item to item.

-Stunned enemies will no longer be able to evade.

Thank you,
Stoneworks Games

Happy Lunar New Year!!! 10% Off Weeklong Deal

Happy lunar new year everyone!,

If you forgot to make a new year resolution or already failed yours, luckily theres a second chance with this new year.

Blood of Magic is now 10% off for the duration of the steam Lunar New Year sales. So pick up a copy or get one for a friend or family member.

We thank you for your support and we couldn't have gotten this far without you!

Thank you,
Stoneworks Games

Hotfix Alpha 0.70.1a

Patch Notes:

-Adjusted Camera speed on starting tutorial to move slower when going across the town.

-Removed text colors and add colored dots in front of reputation changing dialogues. This will help make reading the available choices easier.

-Removed adventurer from the Inn, since the player can recruit him from the red shield contractor. This is also in preparation for the adventurer model and ability tree.

-Made some typo corrections in the new tutorial dialogues

-Added a cancel quest choice for “Rock Collection” quest NPC.

-Changed forest fight music to our uniquely created track by Efe.

-Changed victory music as well.

-Fixed agendas to change your reputation pending on the choice you pick.

-Agendas will now correctly be added to the player’s administrative desk and player will be notified when said agendas are added.

-Added a new agenda after finishing “Taking Back Our Streets” quest, upon completion of quest the agenda will be added to the desk, which you can find on the top room in the Inn or the Town Hall.

Thank you,
Stoneworks Games

Patch Alpha 0.70.1 "New Tutorial"

Patch Notes:

-New tutorial with it's own story line and quests to help new players get started and ready to take on the bandits after starting a new game. Tutorial will continue to get more polishing and updates to improve it's effectiveness.

-Basic Market remodeled, market boss quest npc can be found inside when player needs to turn in any quests related to him.

-Fixed Golem positioning and will no longer be outside of the melee zone.

-Fixed notice board and will now display all available side quests correctly.

-Added ability to change character's name by clicking on their current name on the stat sheet displayed in character management.

Final Thoughts:

Next tasks will be focusing on polishing some of the character models and ability trees. Will also continue to improve current town buildings as well.

Thank you,
Stoneworks Games

Hotfix Alpha 0.70.0a

Patch Notes:

-Changed collections event to occur after starting a new game or loading a game.

-Corrected the agendas from self-duplicating.

Notes:

I highly recommended starting a new game if you are using a save older than 0.70.0. A lot of the back end was changed to implement the new system and can conflict with data in old saves.

Patch Alpha 0.70.0 "Town Management"

Hello everyone!,

We have a fantastic update for you guys today. Introducing our new Town Management system. Keep in mind everything is in it's early development, but we we plan lots and lots content to this system.

Alright, lets get started. To access the town management UI, you can either interact with the work desk either in the new Town Hall or in your room on the top floor of the Inn.

Also note, all constructions are now done from this window and building signs are no longer needed and cease to exist. So any old saves with buildings built will be deleted, however, you can still rebuild those buildings again using the new window.

You'll notice a display in the middle of the new Town Management window. It shows a reputation system of Righteous, Pragmatic, and Authoritative. Below are the town status Happiness, Security, Production, Trade, and Surplus.

The reputation is still new and only have few mechanics. When the player defeats "Jericho Ironblood" 2 new Agendas will appear in the town management window, these agendas have choices the player will choose. There is no right decision, but each decision will have some type of impact on the town. Right now there is only 2 agendas in the game, but we will be adding a lot more in the future as well as changing dialog options to effect your reputation. Reputation also effects the status of your town too.

-Happiness increases tax income, but lowers surplus.

-Security increases the chance for the town to defend against a raid, but lowers production.

-Production increases the amount of goods your builds will produce, but lowers happiness.

-Trade increases trade income, but lowers security.

-Surplus increases vendor stock (Still in development, need to rework vendor system), but lowers trade.

Tax income, resources, and trade income are generated every game day (30 minutes)

Everyday hostiles will attempt to raid your town, if you fail the raid all current town supplies have a chance to be looted by the enemies.

We have a lot of big plans for the new systems in place and we'll be working hard to continue polishing it.

I also recommend starting a new game with this update.

Patch Notes:

-Town Hall remodeled

-Lumbermill remodeled

-Achievements for turning in quests for defeating bosses now work correctly.

-Advanced barracks shop now working properly.

-Build signs were removed.


Final Thoughts:

Right now, our next task is making a more in-depth tutorial to help accommodate new players to all the new features that we have in the game.
Short-term plans are putting in new Alchemist, Looter (Adventurer), and Bard with full ability tree into the game. We also plan on redesigning the town and adding more town features too. The main quest chain is still in the works, once that's finished, we can devote more resources to the new Ebonbell zone.

Patch 0.65 "New Inn"

Patch Notes:

Replaced the old Inn with a larger structure. Interior now reflects the new exterior of the building. There's some place holders in place in the new Inn, until we can get more features out. We plan to make the Inn a lot more lively and interactive. Soon the Inn will have it's own lore and reason for all the events that can take place in the Inn. We have a lot planned for the Inn and it will play big role in the game in the future.

Additionally, the notice board has been moved to the Inn, there is still one in the town hall, but we will soon redo the town hall as well.

Final Thoughts:

The new Inn is a prelude to what we're ramping up for in 0.70. We're going to be introducing a whole new tutorial that help guides the player intimately with the game step-by-step. With the new tutorial we want to add more detail to the current lore to support the reasoning behind certain functions. Additionally, we will be remodeling the town hall and implementing the new town management feature. Not only are we going to bring in this new feature we will also add in the ground work for new reputation system!

That's right, we want to start implementing choices and decisions for players that will have a meaningful impact on the game world around them. Player decision will not only impact story forks in the Ebonbell Zone, but your rule as the new lord of Auguston. Current quests will start being changed to accommodate these new changes as we continue our updates.

Will you be a fair and just lord, bringing peace among those around you or cruel and authoritative? or even perhaps a mix?

Side note:

So this morning, I woke up, went to start working on final touches for 0.65 patch and it turned out my CPU got burned, not sure how but there we're burn marks around its slot in the motherboard. Anyways, I had to make a 180 minute trip to get to a shop that actually sold performance desktops to get a new one so I can gut it and put in parts from my old one.

Took me the whole day to get the right one and make the changes. Now I got a dell with my original power supply hanging out the back (Looks even worse inside the case lol), because dell believes their hardware sizes should be unique and different from everyone else.

The good news is I got it up and running, booted from my old drive with the project file and we're back in business. Unfortunately, I couldn't make the final additions I wanted to the Inn, but I needed to stay on my schedule, so I'll be sure to get those final touches by the 0.70 patch.

Thank you everyone! and stay tuned for more updates, stay active on the forums.

Patch Alpha 0.64c

Patch Notes:

-Added new quest "Earthen Heresy" will unlock the "Religious Freedom" quest

-Added new quest "Rock Collection" will unlock the "Rock Hound" quest

-Added 1 new enemy, the "Rock Golem" extremely difficult adversary and immune to most DoTs

-Added 1 new boss, "Geomancer Noch" controls the Obrodian Shrine.

-The new quests can be picked up by 2 new npc's in the Inn. "Arcane Priest Lemann" and "Edler John"

-Reduced "Heavy Smash" damage by 30% from 130%

-Pressing "P" no longer freezes the game, only the mechanics now.

-Added an "Exit Game" function on the battle menu in combat for players who want to quit combat, but not alt-ctrl-dlt

-Fixed backline combatants from disappearing before their death animation.

-Added door to the side of the Office.

-Changed "gold removed" to "- XX gold"

-Statistics now working

-"A Dirty Experiment" and "Broken Shield" quests have been fixed and will now work properly.

Final Thoughts:

Players may hear mention of Ebonbell, this is the new zone we've been working on, we're getting close to wrapping up the quests in Auguston, need to finish out the investigation questline and add a few more side quests for the buildings the player builds.

On another note, the Inn is getting extremely crowded and we've been working on a redesign of the Inn.

Bard model is nearing completion, so once that's done, We'll be able to get him in the game and give him a full ability tree and actual use. The adventurer model is being worked on as well and we'll be changing the name to a "Looter" with concepts being done on the new alchemist. So we have a lot more companion reworks coming with a lot of new abilities!

Patch Alpha 0.63c

Patch Notes:

Some effects may require a game restart or a new instance of that specific model.

-Added in New Rogue Model

-Added New Rogue Ability Tree

-Added 3 New Side quests for the Monster Camp area, obtainable from the notice board.

-Fixed Enemies in Melee Range to be counted as in range zone which prevented the player from attacking them with melee units.

-All melee followers will have the counter ability work properly.

-Removed blocking from Rogue

-Changed Bleed effect from 2.5% to 5%

-Changed Poison effect from 5% to 7.5%

-Changed Burn effect from 7.5% to 10%

-Arcanist will now properly cause Arcane Ripple from his attacks.

-DoT effects were not applying properly, this has been fixed, player will notice a big change in DoT effects now and will play a more dominant role in combat once again.

Thank you,
Stoneworks Games