Low Magic Age cover
Low Magic Age screenshot
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Adventure, Indie

Low Magic Age

Adventure mode has been merged into the Default branch

The Adventure mode has been tested for more than one month on the Beta branch, and we have basically concluded that the new code modules are harmless to the original arena and the core combat system, etc. So now we have updated the adventure mode to the Default branch and continue the regular EA stage development.

Now all players can update to the latest version v0.90.04 which contains the Adventure mode. Beta test players now can switch back to the Default branch. Thanks again for your testing and valuable suggestions! :trulycheers: :youtakemyheart:

Adventure Mode Beta Branch v0.90.02

v0.90.02 Patch Notes - 4/09/2018



Improved dungeon exploration
Changed most of dungeon exploration operations from automatic to manual
Added detailed dungeon exploration tips
Added skill progress animations
Added a series of dedicated options of dungeon scene
Changed prompt of treasures/traps that cannot be found due to low search skill from completely invisible to "suspicious place"
Note: after updating, there'll be some logical problems in explored dungeons of old saves. But it's not a big problem, you can continue the adventure.

Added quest indicators on both world map and mini map
Added a series of dedicated options of world scene

Adjusted level difference of player and monsters of current default game difficulty
Adjusted appearance levels of monsters

Added manual save (F5)
Returning to main menu no longer save game automatically

Fixed crash bug caused by quest expiration
Fixed sell bug when overloaded
Fixed confirmation message bug when the town is short of gold
Fixed same wandering monsters bug when new game multiple times
Fixed unreachable Forest Gnomes' Crypt
Fixed log problems when reload game


Note: after updating, there'll be some logical problems in explored dungeons of old saves. But it's not a big problem, you can continue the adventure.


v0.90.01 Patch Notes - 4/02/2018



Added mini map for world scene
Added Discard/Fast Sell feature in Inventory
Adjusted increment of the maximum carrying capacity of supplies & spell materials
Optimized distribution and favored classes of races of adventurers in towns
Adjusted sale of potions in cities
Fixed bug of cast Heal without materials
Optimized frame rate
New option: Load last adventure automatically on startup
Ammunitions auto-reload works for adventure mode too
Added some debug commands in adventure mode (similar to arena mode)


P.S. Recently, it's very difficult to access the Steam forum from our country, so please post your bug reports and suggestions in this announcement directly as comments.

If you encountered a crash bug and you know how to reproduce it. Please zip and email your save (...Steam\SteamApps\common\LowMagicAge\saves\profile_1) with the reproduction method to us at support@lowmagicage.com. It'll be very useful. Thanks again for your help!



v0.90.00 Patch Notes - 3/31/2018



First of all, thank you again for your long-term support and patience! The first beta version of the adventure mode is finally available now.

However, it's still too hasty even for a beta version. Actually, we just released it for those eager and hungry players ;)

At present, only the basic sandbox framework has been completed to show the core game mode. There is no main story line, no world events, and only some of town quests completed. Most descriptions, tips and UI are either still under refining.

So when you play the beta, you may feel that the game content is empty and repetitive. We will continue to improve gameplay, details, and add more interesting new contents!


How to update the beta version?





1. Select Low Magic Age in your library, right-click it and hit "Properties".
2. In the dialog that pops up click the "BETAS" tab.
3. Select "beta - Public beta test" in the dropdown menu. No access code is necessary.

Once confirmed, the update will start automatically.


Completed contents for now:



World Map:
A big explorable continent with various landforms and adventure elements.

Cities and Villages:
Villages, towns, cities, and metropolis of different community sizes. In these places, adventurers can replenish supplies, purchase equipment and other services.

Town Quests:
Cities, villages and other human settlements regularly issue various kinds of jobs and tasks. To help towns accomplish these tasks is an important way to improve reputation and relationship with locals.

Trade Goods and Specialties:
A wide variety of trade goods are distributed all over the world by region and town. Buying local specialties and then reselling to distant regions to earn the difference is a very profitable business.

Dungeons:
Numerous explorable multi-layer dungeons, such as caves and ancient ruins, will be generated when starting a new game.


Other updates:



Adjusted the evolutionary curve of monsters' level
Fixed the problem of Guardian's feats
Dismiss is free now
Increased text brightness of description
Show HP mask on portraits
Fixed some texture bugs


P.S. Recently, it's very difficult to access the Steam forum from our country, so please post your bug reports and suggestions in this announcement directly as comments.

If you encountered a crash bug and you know how to reproduce it. Please zip and email your save (...Steam\SteamApps\common\LowMagicAge\saves\profile_1) with the reproduction method to us at support@lowmagicage.com. It'll be very useful. Thanks again for your help!

v0.90.04

Adventure mode has been merged into the Default branch - 5/06/2018



The Adventure mode has been tested for more than one month on the Beta branch, and we have basically concluded that the new code modules are harmless to the original arena and the core combat system, etc. So now we have updated the adventure mode to the Default branch and continue the regular EA stage development.

Now all players can update to the latest version which contains the Adventure mode. Beta test players now can switch back to the Default branch. Thanks again for your testing and valuable suggestions! :trulycheers: :youtakemyheart:


v0.90.04 Patch Notes - 5/03/2018



New Adventure Settings:
---- Game Difficulties:
-------- Explorer Mode
-------- Classic Mode
-------- Hardcore Mode
-------- Rogue-like Mode
---- Level Up Speed
---- Initial party customization

---- World randomn seed:
-------- Adventure start point
-------- Town data
-------- Dungeon structure
-------- Trade goods distribution and prices

---- Wandering monsters density
---- Town refresh cycle
---- Dungeon refresh cycle

---- Hirable Adventurers:
-------- Custom character rate
-------- Reserved XP

Added adventure saves manager
Increased refresh rates of dungeons
Decreased weight of supply: 20 lb. -> 10 lb.
Fixed undeletable arena saves bug on some computers
Fixed map edge scrolling bug
Fixed a suspected crash bug
Optimized some UI


v0.90.03 Patch Notes - 4/17/2018



Redesigned most dialog boxes
New option: UI scaling - for higher or lower resolutions (4K, 640x480...)
Auto UI scaling for low resolutions to avoid UI display problems
More optional low resolutions for windowed mode

Record and display original buying price of trading goods
New option: On/off adventure tutorials

Replaced old Input Method (IME) module with native module of operation systems to solve related crash issues of Chinese versions
Fixed no town name bug in Traditional Chinese version


v0.90.02 Patch Notes - 4/09/2018



Improved dungeon exploration
Changed most of dungeon exploration operations from automatic to manual
Added detailed dungeon exploration tips
Added skill progress animations
Added a series of dedicated options of dungeon scene
Changed prompt of treasures/traps that cannot be found due to low search skill from completely invisible to "suspicious place"
Note: after updating, there'll be some logical problems in explored dungeons of old saves. But it's not a big problem, you can continue the adventure.

Added quest indicators on both world map and mini map
Added a series of dedicated options of world scene

Adjusted level difference of player and monsters of current default game difficulty
Adjusted appearance levels of monsters

Added manual save (F5)
Returning to main menu no longer save game automatically

Fixed crash bug caused by quest expiration
Fixed sell bug when overloaded
Fixed confirmation message bug when the town is short of gold
Fixed same wandering monsters bug when new game multiple times
Fixed unreachable Forest Gnomes' Crypt
Fixed log problems when reload game


Note: after updating, there'll be some logical problems in explored dungeons of old saves. But it's not a big problem, you can continue the adventure.


v0.90.01 Patch Notes - 4/02/2018



Added mini map for world scene
Added Discard/Fast Sell feature in Inventory
Adjusted increment of the maximum carrying capacity of supplies & spell materials
Optimized distribution and favored classes of races of adventurers in towns
Adjusted sale of potions in cities
Fixed bug of cast Heal without materials
Optimized frame rate
New option: Load last adventure automatically on startup
Ammunitions auto-reload works for adventure mode too
Added some debug commands in adventure mode (similar to arena mode)


P.S. Recently, it's very difficult to access the Steam forum from our country, so please post your bug reports and suggestions in this announcement directly as comments.

If you encountered a crash bug and you know how to reproduce it. Please zip and email your save (...Steam\SteamApps\common\LowMagicAge\saves\profile_1) with the reproduction method to us at support@lowmagicage.com. It'll be very useful. Thanks again for your help!



v0.90.00 Patch Notes - 3/31/2018



First of all, thank you again for your long-term support and patience! The first beta version of the adventure mode is finally available now.

However, it's still too hasty even for a beta version. Actually, we just released it for those eager and hungry players ;)

At present, only the basic sandbox framework has been completed to show the core game mode. There is no main story line, no world events, and only some of town quests completed. Most descriptions, tips and UI are either still under refining.

So when you play the beta, you may feel that the game content is empty and repetitive. We will continue to improve gameplay, details, and add more interesting new contents!


How to update the beta version?





1. Select Low Magic Age in your library, right-click it and hit "Properties".
2. In the dialog that pops up click the "BETAS" tab.
3. Select "beta - Public beta test" in the dropdown menu. No access code is necessary.

Once confirmed, the update will start automatically.


Completed contents for now:



World Map:
A big explorable continent with various landforms and adventure elements.

Cities and Villages:
Villages, towns, cities, and metropolis of different community sizes. In these places, adventurers can replenish supplies, purchase equipment and other services.

Town Quests:
Cities, villages and other human settlements regularly issue various kinds of jobs and tasks. To help towns accomplish these tasks is an important way to improve reputation and relationship with locals.

Trade Goods and Specialties:
A wide variety of trade goods are distributed all over the world by region and town. Buying local specialties and then reselling to distant regions to earn the difference is a very profitable business.

Dungeons:
Numerous explorable multi-layer dungeons, such as caves and ancient ruins, will be generated when starting a new game.


Other updates:



Adjusted the evolutionary curve of monsters' level
Fixed the problem of Guardian's feats
Dismiss is free now
Increased text brightness of description
Show HP mask on portraits
Fixed some texture bugs


P.S. Recently, it's very difficult to access the Steam forum from our country, so please post your bug reports and suggestions in this announcement directly as comments.

If you encountered a crash bug and you know how to reproduce it. Please zip and email your save (...Steam\SteamApps\common\LowMagicAge\saves\profile_1) with the reproduction method to us at support@lowmagicage.com. It'll be very useful. Thanks again for your help!

Adventure Preview #12 (the final one)

Day/Night and Camping





The most direct effect of the day and night alternation to the adventurers is the scope changing of the field of vision. Beware of wandering monsters out of sight when traveling at night.

In the case of sufficient supply, your adventure party can take a rest at any time of the day to restore damage caused by combat and exploration. If there is no rest for a day, your party will automatically consume a supply and take a rest at the end of the day.



Jurisdiction and Subordination





Various settlements will form the relationship of jurisdiction and subordination according to their size. Villages generally belong to nearby cities, and cities may govern a number of villages. The population, prosperity, and various supplies of settlements under the relationship will interact with each other.

Fortresses are an exception. As a military stronghold, a fortress generally belongs to a nearby city, thus obtaining the supplies needed. But fortresses do not have the civilian population, do not accept block trade, and generally do not accept adventurers' visit, unless visitors have considerable prestige and have a good relation with the city which the fortress belongs to.



The Final Preview?



Up to now, 12 previews of the adventure mode have been issued, basically including all the planned contents of the first version of the adventure mode. Of course, there are plenty of details that are difficult to show. We'll leave them to our adventurers to explore and experience personally ;)

The first version is expected to be released in March or April this year. ( Wish all the best in follow-up development. No bug storms, no energy exchanges between planes, and no alien kidnappings, etc. haha ;) :luckylucky:

Adventure Preview #11

The World Editor






We created a specialized world editor to help design the entire adventure world. This editor can be used to perform a variety of visual operations very easily, including location positioning, naming and parameter settings for various adventure elements, as well as supporting batchly randomization processes to improve efficiency.

While using the editor to make the official mainland of Low Magic Age, we are also improving the universality and usability of the editor itself, so as to provide for moders and ordinary players to make their own custom adventure modules.




More Informational Trading UI






As one of the core modules of the adventure mode, the trading goods system has been repeatedly redesigned on the rules and the UI. We're trying to make it an interesting gameplay that players willing to try and study, rather than a dispensable accessory.


Adventure Preview #10

Advanced Facilities in Cities




Unlike small villages that are sparsely populated and slow growing, adventurers can do much more in prosperous big cities: more formal adventure gear stores, more exciting wondrous item shops, and temples that selling various potions and scrolls.




Low Magic? High Magic?


As the name implies, the main story of Low Magic Age occurs in a low-magic world, at least in the early and middle stages of the adventure. But this does not mean that we must forbid the use of potions, scrolls and other relatively high-magic items. Especially the Potion of Heal and Scroll of Resurrect, they are essential for a smooth adventure. So, in normal and easy game difficulty, we'll allow players to obtain and use these items relatively easily.

This is a typical example of balancing reality and gameplay. Of course, in the meanwhile we will provide more challenging difficulty options that limit the use of these items to bring different adventure experience.

Carrying Capacity and Trading Goods




In the Arena mode, players only need to think about the load condition of the character himself. In the Adventure mode, we added two additional concepts about the load:

1. Carrying capacity of party backpack: All the unused equipment and other adventure gears are stored in the public party backpack. The carrying capacity of party backpack is the sum of party members' carrying capacity.

2. Carrying capacity of trading goods storage: The trading goods storage is an independent space for storing and delivering trading goods. Different from common retail items, trading goods are for wholesaling only. The total weight of goods is often unexpected. So the carrying capacity of trading goods storage must be considered carefully.

Every adventure party is initially equipped with the default trading goods delivery method that provides the carrying capacity usually ten times the base carrying capacity of party. With the adventure goes on, the party can obtain or upgrade to bigger storage and supporting delivery methods.

Adventure Preview #9

Noncombat Skills




Noncombat skills are a variety of abilities that can be used outside the battlefield, such as Listen, Search, and Disable Device, etc.. The specific value of each skill of a character depends on character's level, related ability modifier, and other miscellaneous modifiers.

Commonly Used Skills in Dungeons


Listen: Use this skill to hear monsters behind a door, to detect someone sneaking up on you from behind, or to eavesdrop on someone else’s conversation.
Search: You can find hidden treasure, traps, and other details not readily apparent.
Disable Device: Use this skill to disarm a trap, jam a lock, or rig a wagon wheel to fall off. The use of masterwork thieves’ tools enables you to make the check with a +2 circumstance bonus.

Skill Checks without Rolls


Unlike common attack rolls in combat, for most skill checks, when you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take the best result directly!


Concept of Time




Many things in the adventure involve the concept of time, such as travel, delivery goods, the consumption of supplies, and so on.

Time passes quickly by hours and days when you travel on the world map. When you explore dungeons, the concept of time will be presented in the fine level of minutes and seconds - moving between rooms and corridors takes only a few seconds, and listening carefully to monsters in a room or searching traps takes a few minutes.

v0.85.12 Patch Notes

New item type - Potion




Added 12 kinds of potions:


- Heal Potion
- Remove Fear Potion
- Shield Of Faith Potion
- Mage Armor Potion
- Bull's Strength Potion
- Cat's Grace Potion
- Bear's Endurance Potion
- Fox's Cunning Potion
- Owl's Wisdom Potion
- Eagle's Splendor Potion
- Aid Potion
- Heroism Potion


Added Heal Potion x2 to player party's starting assets
Have a chance to obtain various potions after winning new challenges
Have a chance to purchase various potions in Shop

New standard action: Use Item




Boots of Levitation functions correctly now (thanks orensatov)
- Treats all difficult terrains, including caused by spells or creatures, as normal terrains
- Immune to Web, Grease
When Helpless, treat Str score as 0 in Combat Maneuver Defense formula (thanks tudou684)
When Helpless or Grappled, doesn't provoke opportunity attacks by Irresistible Dance
More serious conditions (Helpless, Paralyzed, Irresistible Dance, etc.) cancel Defending and Grappling (thanks tudou684)
Removed incorrect Full Attack bonus for Irresistible Dance, Power Word Stun, Power Word Kill (thanks zyzy66)
Adjusted temporary HP provided by Aid, False Life, Death Knell, Divine Power, and Greater Heroism

Backup saves automatically before load and convert old version saves
Optimized rewards UI

Adventure Preview #8

Dungeon Exploration




In the previous preview "Random Dungeon Generation", all of the rooms and adventure elements in dungeons can be seen initially for demonstration purposes. In the real adventure, the room structure and adventure elements of each dungeon are all unknown in the beginning. The player party needs to explore and reveal the whole dungeon.

A Typical Dungeon Exploration Example









Adventure Preview #7

Random Dungeon Generation









When the player party visits ruins, caves, and other explorable dungeons, the game system will automatically generate local adventure maps with single or multiple layers.

A local adventure map consists of rooms of various sizes, and the rooms are linked by corridors. On local adventure maps, the player party will encounter monster groups and other adventure elements, such as assorted treasure chests, traps, etc..


Random Dungeon Generation Steps



Step 1: Split subspaces (using the BSP tree algorithm).


Step 2: Place rooms in each subspace.


Step 3: Dig corridors to connect rooms.


Step 4: Place the entrance, stairs, and other adventure elements.