Low Magic Age

Low Magic Age

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Low Magic Studios  [developer] Apr 8, 2017 @ 8:37pm
Dev Plans of Low Magic Age
We have a long todos and plans list for the future Low Magic Age development. However, it's kind of too long and boring for players ;) So we picked the most major entries here.

The 11 Core Classes
  • Fighter (Done): A warrior with exceptional combat capability and unequaled skill with weapons.
  • Cleric (Done): A master of divine magic and a capable warrior as well.
  • Wizard (Done): A potent spellcaster schooled in the arcane arts.
  • Sorcerer (Done): A spellcaster with inborn magical ability.
  • Rogue (Done): A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
  • Barbarian (Done): A ferocious warrior who uses fury and instinct to bring down foes.
  • Monk (Done): A martial artist whose unarmed strikes hit fast and hard - a master of exotic powers.
  • Paladin: A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
  • Ranger: A cunning, skilled warrior of the wilderness.
  • Bard: A performer whose music works magic—a wanderer, a taleteller, and a jack-of-all trades.
  • Druid: One who draws energy from the natural world to cast divine spells and gain strange magical powers.

Some Prestige Classes
Whole List: Arcane Archer, Arcane Trickster, Archmage, Assassin, Blackguard, Dragon Disciple, Duelist, Dwarven Defender, Eldritch Knight, Hierophant, Loremaster, Mystic Theurge, Shadowdancer, Thaumaturgist.

More Spells:
http://steamcommunity.com/games/576770/announcements/detail/1429182063895905271

Playable Monster Races
Metamagic
Scrolls, magic rods and wands
Day/Night Battlefields
Equipment Comparison
Multiple Movements
Multiple Action Bars
Large Creatures
Custom Character Builds/Encounters/Campaigns + More Modding Features
Some Multi-players and Networking Features

Done:
Multiclass Characters
Spell Slots/Vancian Magic System
Combat Maneuvers
Roster
Potions
Selectable Throwing and Dual-throwing
Adventure and Story Mode (Improving)
Progress and previews:

#1: http://steamcommunity.com/games/576770/announcements/detail/1298570958167929292
#2: http://steamcommunity.com/games/576770/announcements/detail/2529180031920815984
#3: http://steamcommunity.com/games/576770/announcements/detail/1442693497298254674
#4: http://steamcommunity.com/games/576770/announcements/detail/1443821933907222464
#5: http://steamcommunity.com/games/576770/announcements/detail/1444948467616302703
#6: http://steamcommunity.com/games/576770/announcements/detail/3263278179386013126
#7: http://steamcommunity.com/games/576770/announcements/detail/1491112900123206476
#8: http://steamcommunity.com/games/576770/announcements/detail/1455085463374366792
#9: http://steamcommunity.com/games/576770/announcements/detail/1460719416325193687
#10: http://steamcommunity.com/games/576770/announcements/detail/1578940707963854117

http://steamcommunity.com/app/576770/discussions/0/1355♥♥♥♥9556984879/
Last edited by Low Magic Studios; Sep 9, 2020 @ 7:06am
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Showing 1-15 of 292 comments
Awesome, can't wait for these updates! Any time table you would like to hit?
Cap'n Darwin Apr 9, 2017 @ 9:47am 
Sounds great! Any thoughts of expanding the races?
Colosum Apr 9, 2017 @ 5:47pm 
wow can't wait to play it! Playing the arena is fun, but a whole story with all the depht of the D&D system is great! Keep the good work guys, wish you a great success with this game! :steamhappy:
Low Magic Studios  [developer] Apr 9, 2017 @ 8:17pm 
Originally posted by John Stockton:
Awesome, can't wait for these updates! Any time table you would like to hit?

Actually, we're focusing on the adventure mode now and hope to bring it to players ASAP.

So before that, there are no precise time table for those "side-quests" ;) :redhydra:
Last edited by Low Magic Studios; Apr 9, 2017 @ 10:18pm
Low Magic Studios  [developer] Apr 9, 2017 @ 8:20pm 
Originally posted by Cap'n Darwin:
Sounds great! Any thoughts of expanding the races?

Yes. We'll also add more races from dnd extensions, third parties and monster races.
Colosum Apr 10, 2017 @ 1:43am 
How is the magic system going to work? I kinda like the actual system in the arena, maybe with an expansion of the energy pool when the spellcaster grows stronger so you can cast lower spells (ex. magic missile) more frequently and don't have to "jump" a turn for the next casting.
Or is it going to be Vancian system,or maybe a mana based one?
Low Magic Studios  [developer] Apr 11, 2017 @ 5:38am 
Originally posted by Osky Re:
How is the magic system going to work? I kinda like the actual system in the arena, maybe with an expansion of the energy pool when the spellcaster grows stronger so you can cast lower spells (ex. magic missile) more frequently and don't have to "jump" a turn for the next casting.
Or is it going to be Vancian system,or maybe a mana based one?

> Vancian Magic vs. the CD mechanism

For these important rules, we'll always provide options to switch them.

We know, for a same rule, some players like it, while others dislike. So an option will be a good solution ;) :redhydra:

Other discussions about the magic system:
http://steamcommunity.com/app/576770/discussions/0/135513421441555650/
http://steamcommunity.com/app/576770/discussions/0/135513421441545836/
http://steamcommunity.com/app/576770/discussions/0/135513421441555600/
boho Apr 11, 2017 @ 5:01pm 
Love the todo list, though some of those features are gargantuan in scope! Any chance we could see your current roadmap?
Low Magic Studios  [developer] Apr 11, 2017 @ 8:56pm 
Originally posted by boho:
Love the todo list, though some of those features are gargantuan in scope! Any chance we could see your current roadmap?

Our current roadmap is kind of dynamic and mutable. It depends on the practical development and players' feedback.

Any way, there is a rough list of small features that we'll implement in the near future:

Multiple action bars
Member pool
Equipment comparison and enchantments stats
Member list on Character Info UI
Separated movement
...
biship May 12, 2017 @ 6:39am 
This isn't a road map. A road map lists tasks/deliverables on a timeline.
Low Magic Studios  [developer] May 12, 2017 @ 8:52am 
Originally posted by biship:
This isn't a road map. A road map lists tasks/deliverables on a timeline.

Corrected.
Meowella May 15, 2017 @ 5:06pm 
I think it'd be better to design a cooldown system for casters, as opposed to trying to use spell slots.

Using 5 schools (Damage, Healing, Utility, Control and Necromantic) each time you cast a spell belonging to a school it triggers the cooldown of every spell which shares a school (or adds 1 to the timer of any already on cooldown). By using 5 schools you prevent a mage from being non-stop damage spells every round, forcing them to be more varied in their strategy.

Vampiric Touch, a 3rd level spell which damages a foe and heals you for the damage, would belong to both Damage and Necromantic schools. It'd mean a Wizard who just cast fireball could still be capable of doing something useful next round, maybe a Sleep spell, instead of "throwing pointless crossbow bolts waiting on a cooldown". It'd also solve the issue of casters running out of magic, something 5th edition handled well.
Low Magic Studios  [developer] May 15, 2017 @ 6:32pm 
Originally posted by Phill:
I think it'd be better to design a cooldown system for casters, as opposed to trying to use spell slots.

Using 5 schools (Damage, Healing, Utility, Control and Necromantic) each time you cast a spell belonging to a school it triggers the cooldown of every spell which shares a school (or adds 1 to the timer of any already on cooldown). By using 5 schools you prevent a mage from being non-stop damage spells every round, forcing them to be more varied in their strategy.

Vampiric Touch, a 3rd level spell which damages a foe and heals you for the damage, would belong to both Damage and Necromantic schools. It'd mean a Wizard who just cast fireball could still be capable of doing something useful next round, maybe a Sleep spell, instead of "throwing pointless crossbow bolts waiting on a cooldown". It'd also solve the issue of casters running out of magic, something 5th edition handled well.

Good idea. We'll consider it when redesign the spell system.
Tchey May 20, 2017 @ 5:26am 
In order, i think i would like to see, for me, myself, i :

1/ rework magic, not fun to pass 3 turns to be usefull again
2/ something on Aggro, so tanks are usefull and you can at least try to save your weakest members
3/ more classes for custom team
4/ rods and wands
5/ formation to start battles in a specific group shape
6/ sandbox adventure, after better combat and balance, it's the most important aspect
...
#/ Story, for me it's the least important part

I really like the game so far, excellent job, and the plan-road-map is great.
Vargas78 May 20, 2017 @ 9:14am 
Just got the game. Good luck with the project. It's shaping up nicely!
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