Low Magic Age

Low Magic Age

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Dec 20, 2022 @ 5:33pm
v0.91.59 Patch Notes - Arcane Trickster, Remade Arena Shop
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Showing 46-60 of 62 comments
Jim Jan 22, 2023 @ 12:57pm 
I have a request. When monsters respawn on a resource node, such as a mine or quarry, the icon changes back from the green licensed icon to the monsters combat icon, and it can make it difficult to find the mines that I've already licensed. Could we get a different icon for that situation? You could probably use the same cross swords to show the monsters and add a green background to show it is a licensed node, and that would handle both situations.
Last edited by Jim; Jan 22, 2023 @ 12:57pm
Low Magic Studios  [developer] Jan 23, 2023 @ 1:21am 
Originally posted by Jim:
I have a request. When monsters respawn on a resource node, such as a mine or quarry, the icon changes back from the green licensed icon to the monsters combat icon, and it can make it difficult to find the mines that I've already licensed. Could we get a different icon for that situation? You could probably use the same cross swords to show the monsters and add a green background to show it is a licensed node, and that would handle both situations.

Thanks for the feedback. Will be improved in next update.
heartlesshound Jan 29, 2023 @ 3:18pm 
So happy to see this is still being updated! I bought it ages ago and thought it was fab in the early early access stage it was in. Just reinstalled and I'm glad to see it's progressed. Will anymore of the level up skills be added soon? Also, I echo everyone else is hoping there will be more adventure mode coming. Keep on carrying on!
Low Magic Studios  [developer] Jan 31, 2023 @ 8:19am 
Originally posted by heartlesshound:
So happy to see this is still being updated! I bought it ages ago and thought it was fab in the early early access stage it was in. Just reinstalled and I'm glad to see it's progressed. Will anymore of the level up skills be added soon? Also, I echo everyone else is hoping there will be more adventure mode coming. Keep on carrying on!

At this stage of development, we focus on classes, races, and more feats, etc.. More skills will be implemented when remaking the adventure mode.
ODST 105th Feb 4, 2023 @ 3:14am 
Is it possible to have more than 6 party members in adventure mode in the current build?
Low Magic Studios  [developer] Feb 4, 2023 @ 3:30am 
Originally posted by ODST 105th:
Is it possible to have more than 6 party members in adventure mode in the current build?

No normal way. You need to modify the save file.
GloriouSin♪ Feb 5, 2023 @ 7:06pm 
Best part: Unlike everything by Owlcat games, this actually all 105% works!
Serious mad respect to devs. You people are a shining example.
Last edited by GloriouSin♪; Feb 5, 2023 @ 7:07pm
Feb 13, 2023 @ 6:33am 
Originally posted by Low Magic Studios:
At this stage of development, we focus on classes, races, and more feats, etc.. More skills will be implemented when remaking the adventure mode.

In my humble opinion....

You don't need to remake the adventure mode, just add more stuff and polish it, you have good base to build on.

And please, for the love of god, stop adding more classes,races or feats...it feels really bad to wait a lot of time for an update and when it delivers its again more classes,races and feats...the game already has a LOT !!!

What the game is really lacking is scenery stuff / diversity on the battlegrounds and even enemy variety.

I am getting really disapointed with this product, really, really disapointed because for me it seem like you are joking, it seems you are just releasing more classes/races to make fun of the playerbase, it REALLY seems like it by the absurd amount of classes,races you already have and what ? how many more will you need before working no ADV mode ? how many more ?!?!?!?!?!?!?!?!?!?!??!??!?!?!?

I want this game to succeed but it seems you do not.
Mr. Nagasaki Feb 13, 2023 @ 6:42am 
Originally posted by H:

I am getting really disapointed with this product, really, really disapointed because for me it seem like you are joking, it seems you are just releasing more classes/races to make fun of the playerbase, it REALLY seems like it by the absurd amount of classes,races you already have and what ? how many more will you need before working no ADV mode ? how many more ?!?!?!?!?!?!?!?!?!?!??!??!?!?!?

I want this game to succeed but it seems you do not.

You do realize though that 3rd edition has a lot of classes, races and feats right? It's almost like they want to create a faithful adaptation of 3rd edition.... I understand a lot of people want more polish but have some patience. Let the developer work on what they want to work on. I don't see how they are making fun of the player base at all. I mean we all paid less than $20 for this game, I got it on sale for I think $5. It's not a triple A title being scrutinized for delays and compromises. Cut the dev some slack.

I for one think they should be fleshing out classes, races, feats and modding capability because at the end of the day that will give the game replay-ability and longevity. Which is something a D&D style game thrives on.
Last edited by Mr. Nagasaki; Feb 13, 2023 @ 6:42am
zlogic Feb 13, 2023 @ 11:30am 
I would love you to add more that makes it like an adventure simulation instead of just more classes and things. More things that can happen in dungeons randomly, maybe factions and raiding caravans, stopping an orc invasion, starting a thieves guild and going on quests to make it strong, things like that...
Last edited by zlogic; Feb 13, 2023 @ 11:30am
Plinto Feb 13, 2023 @ 11:13pm 
more intricate battle maps please.

elevation, obstacles, hazards, passages and corridors, bridges, pits, chasms, forests, ruins etc.
Last edited by Plinto; Feb 13, 2023 @ 11:16pm
Terrorblade Feb 17, 2023 @ 9:49pm 
Originally posted by Low Magic Studios:
Originally posted by ODST 105th:
Is it possible to have more than 6 party members in adventure mode in the current build?

No normal way. You need to modify the save file.
Can we get more info on this please? How to make, for example, a party of 9.

Also, how to manually edit XP? Like if I import a level-1 character, and I want to make them level 5 right away.

And finally, thank you for working on the game, it's a lot of fun! In the future please add an IMPORT/EXPORT function like in Neverwinter Nights 1 (lets you export your leveled and geared character from one game along with all their custom details, and then import it into another game or party later on). The game already tracks a character's details (level, skills, gear, etc.), and you already have a character list but it's just for level-1 characters... so it probably wouldn't be a lot of work to just expand the functionality a little bit and implement a true IMPORT/EXPORT feature.
Last edited by Terrorblade; Feb 17, 2023 @ 9:51pm
Low Magic Studios  [developer] Feb 18, 2023 @ 1:33am 
Originally posted by Pukisawa:
Originally posted by Low Magic Studios:

No normal way. You need to modify the save file.
Can we get more info on this please? How to make, for example, a party of 9.

Also, how to manually edit XP? Like if I import a level-1 character, and I want to make them level 5 right away.

And finally, thank you for working on the game, it's a lot of fun! In the future please add an IMPORT/EXPORT function like in Neverwinter Nights 1 (lets you export your leveled and geared character from one game along with all their custom details, and then import it into another game or party later on). The game already tracks a character's details (level, skills, gear, etc.), and you already have a character list but it's just for level-1 characters... so it probably wouldn't be a lot of work to just expand the functionality a little bit and implement a true IMPORT/EXPORT feature.

> Can we get more info on this please? How to make, for example, a party of 9.

Step 1. Prepare 9 character files (100x.txt and 100x.u) in your save\units folder. You may duplicate them or copy from another save.

Step 2. Add the 9 numbers to your save\my_pty.txt:pcs=1001,1002,1003,1004,1005,1006,1007,1008,1009.

Done and enjoy!


> Also, how to manually edit XP?
> In the future please add an IMPORT/EXPORT feature

In current version, you can use above solution to reuse high-level characters of your old saves.

Official IMPORT/EXPORT feature will be considered in future updates.
Terrorblade Feb 19, 2023 @ 9:53am 
Originally posted by Low Magic Studios:
Originally posted by Pukisawa:
Can we get more info on this please? How to make, for example, a party of 9.

Also, how to manually edit XP? Like if I import a level-1 character, and I want to make them level 5 right away.

And finally, thank you for working on the game, it's a lot of fun! In the future please add an IMPORT/EXPORT function like in Neverwinter Nights 1 (lets you export your leveled and geared character from one game along with all their custom details, and then import it into another game or party later on). The game already tracks a character's details (level, skills, gear, etc.), and you already have a character list but it's just for level-1 characters... so it probably wouldn't be a lot of work to just expand the functionality a little bit and implement a true IMPORT/EXPORT feature.

> Can we get more info on this please? How to make, for example, a party of 9.

Step 1. Prepare 9 character files (100x.txt and 100x.u) in your save\units folder. You may duplicate them or copy from another save.

Step 2. Add the 9 numbers to your save\my_pty.txt:pcs=1001,1002,1003,1004,1005,1006,1007,1008,1009.

Done and enjoy!


> Also, how to manually edit XP?
> In the future please add an IMPORT/EXPORT feature

In current version, you can use above solution to reuse high-level characters of your old saves.

Official IMPORT/EXPORT feature will be considered in future updates.
Thanks for the response! :)

One other thing I wanted to mention (which I hope you'll take a look at) is pre-buffing. Casters are very squishy and frail in D&D, but they get spells like Mirror Image and Stoneskin to protect themselves while adventuring. In Low Magic Age there's no pre-buffing, so every time combat starts the mage is at the mercy of the positioning algorithm - this is particularly bad in tiny dungeon rooms where the party's formation is ignored and everyone is thrown together and mixed with enemies...

What often happens is that your spellcasters appear surrounded by hostiles who often insta-kill them in one round before you can react... especially during fights with enemies that have high initiative. Like for example, when you're trying to clear a dungeon, and you enter a tiny room, and your 50hp wizard spawns in the middle of 2 orc blademasters. There's nothing to do here but Quick-Load, and it's very annoying because the Player's party is at the mercy of RNG depending on how the positioning algorithm throws them around.

You could argue that the same goes for enemy spellcasters being surrounded by your own party, but the main difference here is that the enemy (AI) has endless amounts of spawns to throw at the Player, which means players fight a war of attrition while clearing out dungeons. Losing spellcasters should happen due to poor tactical choices, not due to spawn RNG which often kills them before they even get a turn to react.

Possible solutions:

1) Simple: increase the minimum size of dungeon rooms, so that the Player has more space to maneuver. And tweak the positioning algorithm slightly so that there's a lower chance of spellcasters being surrounded by enemy mobs that always insta-gib them. It makes no sense for an adventuring party to send their spellcasters out in the front to scout rooms - if anything, that should be the rogue's job.

2) Complex: implement pre-buffing, for the true D&D experience! Allow players to cast spells out of combat (Stoneskin, Mirror Image, Blur, etc.), which would then offset positioning challenges and level the playing field by punishing players who don't make use of buffing spells while rewarding those that do. This would move the gameplay experience closer toward D&D classics like Baldur's Gate, Icewind Dale, Neverwinter Nights, etc.

Please keep in mind that everything I wrote above applies mostly to dungeon rooms. Battles on the campaign map are usually fine because there's plenty of space to move around, and your party usually starts clumped together on one side, with the enemies far away on the other (which gives the Player enough time to buff their party and engage the enemy in a planned formation with friendly spellcasters hanging around in the back).

Regardless of that, I hope you can implement prebuffing in a future update because it would make spellcasters a lot more durable. One of the great joys of playing a spellcaster in D&D games is stacking a ton of buffs, then rushing in and wrecking the enemies... and I feel this is currently missing in Low Magic Age. There's also the problem of single-target buffing spells (ex: Stoneskin) being a waste of a memorization slot since such spells are reactive (they depend on enemy engagement) and so there's no justification to take them over a proactive AoE spell (Web, Grease, Sleep, Fear, etc.) that can decide the whole battle.

IMHO right now all the spellcasting classes are operating at reduced efficiency simply due to the fact how combat is structured in the game (only 1 cast per turn, which means it's inefficient to spend it on single-target buffing spells). Adding prebuffing would solve all of these problems (ex: mage frailty), and would allow spellcasters to be played the were they were designed in D&D like the magical powerhouses they are.
Last edited by Terrorblade; Feb 19, 2023 @ 10:16am
Low Magic Studios  [developer] Feb 19, 2023 @ 5:57pm 
Originally posted by Pukisawa:
Originally posted by Low Magic Studios:

> Can we get more info on this please? How to make, for example, a party of 9.

Step 1. Prepare 9 character files (100x.txt and 100x.u) in your save\units folder. You may duplicate them or copy from another save.

Step 2. Add the 9 numbers to your save\my_pty.txt:pcs=1001,1002,1003,1004,1005,1006,1007,1008,1009.

Done and enjoy!


> Also, how to manually edit XP?
> In the future please add an IMPORT/EXPORT feature

In current version, you can use above solution to reuse high-level characters of your old saves.

Official IMPORT/EXPORT feature will be considered in future updates.
Thanks for the response! :)

One other thing I wanted to mention (which I hope you'll take a look at) is pre-buffing. Casters are very squishy and frail in D&D, but they get spells like Mirror Image and Stoneskin to protect themselves while adventuring. In Low Magic Age there's no pre-buffing, so every time combat starts the mage is at the mercy of the positioning algorithm - this is particularly bad in tiny dungeon rooms where the party's formation is ignored and everyone is thrown together and mixed with enemies...

What often happens is that your spellcasters appear surrounded by hostiles who often insta-kill them in one round before you can react... especially during fights with enemies that have high initiative. Like for example, when you're trying to clear a dungeon, and you enter a tiny room, and your 50hp wizard spawns in the middle of 2 orc blademasters. There's nothing to do here but Quick-Load, and it's very annoying because the Player's party is at the mercy of RNG depending on how the positioning algorithm throws them around.

You could argue that the same goes for enemy spellcasters being surrounded by your own party, but the main difference here is that the enemy (AI) has endless amounts of spawns to throw at the Player, which means players fight a war of attrition while clearing out dungeons. Losing spellcasters should happen due to poor tactical choices, not due to spawn RNG which often kills them before they even get a turn to react.

Possible solutions:

1) Simple: increase the minimum size of dungeon rooms, so that the Player has more space to maneuver. And tweak the positioning algorithm slightly so that there's a lower chance of spellcasters being surrounded by enemy mobs that always insta-gib them. It makes no sense for an adventuring party to send their spellcasters out in the front to scout rooms - if anything, that should be the rogue's job.

2) Complex: implement pre-buffing, for the true D&D experience! Allow players to cast spells out of combat (Stoneskin, Mirror Image, Blur, etc.), which would then offset positioning challenges and level the playing field by punishing players who don't make use of buffing spells while rewarding those that do. This would move the gameplay experience closer toward D&D classics like Baldur's Gate, Icewind Dale, Neverwinter Nights, etc.

Please keep in mind that everything I wrote above applies mostly to dungeon rooms. Battles on the campaign map are usually fine because there's plenty of space to move around, and your party usually starts clumped together on one side, with the enemies far away on the other (which gives the Player enough time to buff their party and engage the enemy in a planned formation with friendly spellcasters hanging around in the back).

Regardless of that, I hope you can implement prebuffing in a future update because it would make spellcasters a lot more durable. One of the great joys of playing a spellcaster in D&D games is stacking a ton of buffs, then rushing in and wrecking the enemies... and I feel this is currently missing in Low Magic Age. There's also the problem of single-target buffing spells (ex: Stoneskin) being a waste of a memorization slot since such spells are reactive (they depend on enemy engagement) and so there's no justification to take them over a proactive AoE spell (Web, Grease, Sleep, Fear, etc.) that can decide the whole battle.

IMHO right now all the spellcasting classes are operating at reduced efficiency simply due to the fact how combat is structured in the game (only 1 cast per turn, which means it's inefficient to spend it on single-target buffing spells). Adding prebuffing would solve all of these problems (ex: mage frailty), and would allow spellcasters to be played the were they were designed in D&D like the magical powerhouses they are.

Thank you for the advice! The prebuffing feature has been in our plan for a long time. In fact we've been thinking about how it could be implemented. Many dnd games allow players to do this, but it's tedious to do so before each battle. So we want to make it easy to use and automated, and monsters can use it automatically, too ;)

You will see the prebuffing feature in one of future updates ;)
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