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

Low Magic Age

v0.91.35 Patch Notes

Added Japanese localization [translation progress: 86%]
( Thank Synctam - https://synctam.blogspot.com/2017/05/low-magic-age.html )




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 )

最近、日本のプレイヤーから、Synctamによる非公式の日本語ローカリゼーションは新しいバージョンでは使用できないというフィードバックが寄せられました。 そこで、Synctamに連絡して、日本語のローカリゼーションをゲームに追加する許可を得ました。これにより、将来のアップデートとの互換性の問題が発生しなくなります。


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.



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 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.

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.



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.