Low Magic Age
Steam News 14 April 20251y ago

v0.91.78 Patch Notes - Alchemy Workshop, Fighting School

New Business Type: Alchemy Workshop A small business with Craft (alchemy) as its primary skill, producing a variety of potions. New Business Type: Fighting School The fighting school represents any establishment built t…

Update log

Full Low Magic Age update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

3 fixes0 additions5 changes0 removals
  • Workshop
  • Maps
  • Gameplay
  • Fixes
  • Balance
changedNew Business Type: Alchemy WorkshopA small business with Craft (alchemy) as its primary skill, producing a variety of potions.
changedNew Business Type: Fighting SchoolThe fighting school represents any establishment built to train aspirants in a specific method of combat, whether that method is unarmed combat, cavalry, archery, or melee weaponry.
changedNew Business Type: Fighting SchoolUnlike other businesses, the fighting school’s “primary skill” is not a skill at all. Rather, the owner uses her base attack bonus as the primary skill when running a fighting school. The owner can include any bonuses from Weapon Focus or Greater Weapon Focus, etc. to the profit check.
fixedBusiness Related Adjustments:Adjusted secondary skills of some businesses Businesses can convert to the top configuration at a later stage, but the cost is raised to 35% of the initial investment +1 max crafting quantity per 10 primary skill ranks Weapon Smithy: Chance to produce special material equipment Wondrous Item Workshop: Magic bonus of crafted items is now based on owner's character level and primary skill rank Wondrous Item Workshop: Primary skill rank required for crafting items increases with magic bonus Fixed: Previous profit check failed modifier bug (should be penalty) Fixed: Skill focus feats provide extra profit check bonuses bug
fixedAdventure Mode Related Adjustments:Optimized initial distribution of Banks, Adventurers Guilds, and Artisans Guilds More cities establish Banks, Adventurers Guilds, and Artisans Guilds as world time goes by Decreased trade license prices and reputation requirements Optimized Alchemist product list Optimized site feature icons drawing Fixed: No interest on Adventure Mode 2 banks Fixed: NPCs such as sages do not appear in old games Fixed: Sages incorrectly appear in smaller towns Fixed: May laggy after long adventure time Fixed: Crafting bug due to too much party gold pieces
fixedOthers:Increased Composite/Magic Guided rate: 25% -> 50% Minor Self-healing/Major Self-healing is always displayed on panel, even triggered Fixed: Can't use Bastard Sword/Dwarven Waraxe two-handed as martial weapon Fixed: Right-click help navigation bug of sub-skills
Increased Composite/Magic Guided rate:25% to 50%

New Business Type: Alchemy Workshop

A small business with Craft (alchemy) as its primary skill, producing a variety of potions.

New Business Type: Fighting School

The fighting school represents any establishment built to train aspirants in a specific method of combat, whether that method is unarmed combat, cavalry, archery, or melee weaponry.

Unlike other businesses, the fighting school’s “primary skill” is not a skill at all. Rather, the owner uses her base attack bonus as the primary skill when running a fighting school. The owner can include any bonuses from Weapon Focus or Greater Weapon Focus, etc. to the profit check.

Gladiatorial arenas are a particularly popular form of fighting school. Fighters, monks, paladins, and rangers make good owners of fighting schools.

Adjusted secondary skills of some businesses Businesses can convert to the top configuration at a later stage, but the cost is raised to 35% of the initial investment +1 max crafting quantity per 10 primary skill ranks Weapon Smithy: Chance to produce special material equipment Wondrous Item Workshop: Magic bonus of crafted items is now based on owner's character level and primary skill rank Wondrous Item Workshop: Primary skill rank required for crafting items increases with magic bonus Fixed: Previous profit check failed modifier bug (should be penalty) Fixed: Skill focus feats provide extra profit check bonuses bug

Optimized initial distribution of Banks, Adventurers Guilds, and Artisans Guilds More cities establish Banks, Adventurers Guilds, and Artisans Guilds as world time goes by Decreased trade license prices and reputation requirements Optimized Alchemist product list Optimized site feature icons drawing Fixed: No interest on Adventure Mode 2 banks Fixed: NPCs such as sages do not appear in old games Fixed: Sages incorrectly appear in smaller towns Fixed: May laggy after long adventure time Fixed: Crafting bug due to too much party gold pieces

Others:

Increased Composite/Magic Guided rate: 25% -> 50% Minor Self-healing/Major Self-healing is always displayed on panel, even triggered Fixed: Can't use Bastard Sword/Dwarven Waraxe two-handed as martial weapon Fixed: Right-click help navigation bug of sub-skills

Updated Italian text (by T.i.g.e.r) Updated French text (by Soifran) Updated Japanese text (by Rokusai Katsushika)

Next, we'll work on (rough list):

Other adventurers and NPCs Multiple continents and planes Magic concentration, magic exhaustion, low and high magic area rules Macro resource harvesting and crafting Specific usage of all skills Remake dungeon module Detailed features of terrains Battle maps adapt terrains Monsters distribution Main storyline Random events ect.

And player races (Centaur), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to support@lowmagicage.com (attach your saves if necessary: game folder/saves).

Source

Steam News / 14 April 2025

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