Recently, we received feedback from Japanese players that the unofficial Japanese localization made by Synctam cannot be used with the new version. So we contacted Synctam and obtained permission to add the Japanese localization into game, so that it will no longer have compatibility issues with future updates.
--- Google Translation --- 日本語のローカリゼーションを追加[翻訳の進捗状況:86%] ( Synctamに感謝 - https://synctam.blogspot.com/2017/05/low-magic-age.html )
Fixed: A few typos and catachresis in French localization
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.
v0.91.34 Patch Notes
Added French localization ( Thank KillPower, Targus, JpDonald, Soifran - http://rpgjeuxvideo.eklablog.fr/low-magic-age-a166591452 ) Adjusted UIs for different localization
Added class icons in spell description and spell list of Help Polished some text Fixed: Speed enhancement bonus of items has no effect Fixed: Duplicated ability modifiers in party skill description Fixed: Item icon bug after craft
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.
Open Beta for French Localization (localisation en français)
After a few days of intensive testing, we can basically determine that there are no stability issues in the new version.
Now the latest version has been updated to the default branch. Testers can now switch back to the default branch.
We will continue to improve the French localization, and welcome players to post feedback to announcement discussions.
Thanks again everyone for testing!
--- Google Translation --- Après quelques jours de tests intensifs, nous pouvons essentiellement déterminer qu'il n'y a pas de problèmes de stabilité dans la nouvelle version.
Maintenant, la dernière version a été mise à jour vers la branche par défaut. Les testeurs peuvent désormais revenir à la branche par défaut.
Nous continuerons d'améliorer la localisation en français et inviterons les joueurs à publier leurs commentaires sur les discussions d'annonce.
Merci encore à tous pour le test!
------------------------------------------------
Good news! French translators and players (KillPower, Targus, JpDonald, Soifran - http://rpgjeuxvideo.eklablog.fr/low-magic-age-a166591452 ) have completed the French localization of Low Magic Age. Thank them for their enthusiasm and efforts!
Before the official update, we created a public beta branch (open_beta, no password) for testing. Welcome interested players, especially French-speaking players, to participate and give feedback (just post your feedback under this announcement).
Open Beta Patch Notes:
Added French localization
Polished some text Fixed: Speed enhancement bonus of items has no effect Fixed: Duplicated ability modifiers in party skill description
The test is expected to take a few days to confirm the stability and then it will be officially updated to v0.91.34.
Note: The open beta version may have some stability issues. We recommend testers backup important game saves first.
--- Google Translation ---
Salut les aventuriers !
Bonnes nouvelles ! Les traducteurs et acteurs français (KillPower, Targus, JpDonald, Soifran - http://rpgjeuxvideo.eklablog.fr/low-magic-age-a166591452 ) ont achevé la localisation française de Low Magic Age. Remerciez-les pour leur enthousiasme et leurs efforts !
Avant la mise à jour officielle, nous avons créé une branche bêta publique (open_beta, pas de mot de passe) pour les tests. Accueillez les joueurs intéressés, en particulier les joueurs francophones, pour participer et donner leur avis (il suffit de poster vos commentaires sous cette annonce).
Notes de mise à jour de la bêta ouverte :
Ajout de la localisation en français
Poli du texte Correction : le bonus d'amélioration de la vitesse des objets n'a aucun effet Correction : modificateurs de capacité dupliqués dans la description des compétences de groupe
Le test devrait prendre quelques jours pour confirmer la stabilité, puis il sera officiellement mis à jour vers la v0.91.34.
Remarque : la version bêta ouverte peut avoir des problèmes de stabilité. Nous recommandons aux testeurs de sauvegarder d'abord les sauvegardes de jeu importantes.
v0.91.33 Patch Notes
10 New Spells:
Heal Harm Mass Heal Haste Slow Doom Entropic Shield Disrupting Weapon Scorching Ray Chill Touch
Remade/adjusted following spells/spell-like abilities, applied new algorithm of spell damage and duration of conditions, etc.:
Sound Burst Shout Greater Shout Sunburst Destruction Disintegrate Phantasmal Killer Weird Fireball Incendiary Cloud Meteor Swarm Frost Nova Ice Storm Lightning Bolt Chain Lightning Acid Arrow Acid Fog Magic Missile Searing Light Cure Wounds Inflict Wounds Mass Cure Wounds Mass Inflict Wounds Slay Living Finger of Death Power Word Kill False Life Aid Death Knell Divine Power Greater Heroism Grease Web Mass Hold Person Mass Hold Monster Wail of the Banshee
Lightning Shock Mass Discharge Poison Spit Poison Cloud Poison Burst Fire Breath Acid Breath Repair
Added crit confirmation Added crit mechanism for spells with touch attack rolls Show accurate spell damage in character panel/Level-up UI/Prepare Spells UI New option: Show final damage in spell description (uncheck: show damage dice/caster level) Unified name of Spell Focus feats Added spell resistance for Elite/Solo monsters Removed mass healing ability of Human Archbishop Fixed: Immunity to instant death has no effect against certain spells Fixed: Hit percent error of auto-hit spells vs spell resistance Fixed: Characters sometimes forget to retrieve their weapons after drop weapons due to Stunned or Panicked Fixed: Shocking Grasp no +3 bonus: When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). Fixed: Resist Energy/Protection from Energy/Shield Other is no effect for indirect damage Fixed: True Strike is no effect for touch attacks Fixed: Undeath to Death targeting bug Fixed: Bug of Prayer vs spell resistance Fixed: Bug of Wanted quests Fixed: Animation bug of Acid Breath Fixed: Text missing in Create/Level-up character UI Fixed: Some English text errors
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.
v0.91.32 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
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.
v0.91.31 Patch Notes
New Class - Sorcerer
Familiars
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
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
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.
v0.91.30 Patch Notes
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
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.
v0.91.29 Patch Notes
Added 80+ character portraits (Thanks again to Norwegian artist Raymond E. Gaustadnes) Portraits support multi-size versions: - Small size: 72x72, *.jpg - Large size: 256x256, *_b.jpg, display when hover on portrait of character panel - Full-length portrait: 320x???, *_f.png, as background of character panel Added full-length portrait related options to character panel Optimized portrait selection UI: - Multi-page: Default Portraits, Old Version Portraits, Local MOD/Workshop Portraits, and All - Multi-size preview
New adventurers guild service: Recruit Adventurers (ie. create characters freely) New arena feature: Substitute Characters New option: Special music for normal battles
New common actions: End Action/Dismiss Spell Empty Body can be ended by Dismiss Spell, and remaining rounds will be returned Removed End Grapple/End Rage
Stunning Fist/Snatch Arrows changed to switch type Auto-off when switch abilities use up Optimized action bar Optimized default action prompts move-attack supports 5-foot step + Flurry of Blows when no ranged weapons Two-handed prompt in off-hand Show exact values of party funds in tips of gp labels Monk has no initial equipments Adjusted wizard's initial weapons Abbreviated long names in feat list Optimized descriptions of some feats
Fixed: Monsters learn and use combat maneuvers too frequently Fixed: Unarmed strikes made by monks are sometimes not counted as unarmed strikes in some mechanics when holding weapons Fixed: Stunning Fist has no effect when holding weapons and force unarmed strikes Fixed: Quivering Palm has no effect Fixed: Cursor cover type bug of move-attack Fixed: Multi-class description bug of Gnome Fixed: Some messy codes in english text
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.
v0.91.28 Patch Notes
New Class - Monk
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.
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 folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
v0.91.27 Patch Notes
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.)
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.
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.
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
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.