Full notes
Full Low Magic They Said update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- UI and audio
A double patch, lets go! Disclaimer, patch 3 was tested more than patch 2 hotfix 4 for obvious reasons. But not nearly enough to make me sleep well. Please share any bugs you find on our discord. Huge shout out to FoolWhip for reporting a game breaker. Big thanks!.
EA Patch 3
Combo Arts
Let's talk about Combo Arts — a relic type already live in Low Magic, They Said! that doesn't give up its secrets easily. I am about to do some changes to it so it's a good time to explain their intended mechanics and what's to come. I hope it's appreciated.
What they are Combo Arts are relics built around a hidden sequence. Each one holds a short chain of mana costs (0–2) that you have to play in the right order, in the same turn, to trigger its reward. Break the chain, and the relic resets. You only get one successful trigger per combat.
The catch? The first time you find one, you don't see the sequence or the reward. You have to figure it out by playing. Listen closely as you play your cards — the game is telling you when you're on the right track.
Two flavors Boss Combo Arts drop from bosses. Each one has a fixed sequence and a fixed reward. Once you solve it, it's stored forever in your collection under the Combo Arts tab. From that moment on, any future run that offers you this same Combo Art will show it fully revealed — even in a "pick 1 of 3" boss reward — so you can weigh it against the other options and decide if it fits your deck. These are balanced by often being expensive to pull off when the reward is strong.
Wild Combo Arts come from everywhere else. Their sequence and their reward are both rolled randomly when you find them. Solve the combo and the relic locks that reward to your save for the rest of the run, usable once per battle. Part of the fun is that a fresh Wild Combo is only 3 steps — and can be absolutely broken.
Here's where it gets spicy: if a Wild Combo Art rolls a sequence you've already discovered and can see in your collection, the game extends that combo to a 4-step chain. The first three steps stay the same, but a fourth ? gets tacked onto the end — and that fourth step re-rolls every time you find this same combo again. The reward stays the same, but in some cases it grows more powerful with the longer chain. The broken combos you unlock get to be awesome the run you first find them — then cost you an extra step going forward. That's the balance.
The current reward pool Four rewards are live right now:
Brutal Combo — all cards in the combo chain are played again for free, random enemy targets if needed Combo Breaker — draw 4 cards, skill cards cost 0 this turn Chain Combo — the last combo card replays 2x for free, random enemy targets if needed Combo Wombo — draw 1 card, gain 1 mana
Where this is going Combo Arts are a foundation, not a finished system. The reward pool is going to grow (making that juicy Brutal Combo rarer to roll — rarity tiers on rewards are on the table once we see how testing shakes out). And the system itself is designed to tangle up with other systems in fun ways down the line — linking combos across fights, completing them across multiple turns, storing rewards to trigger with specific cards, firing weapon magic, unlocking special Combo Relics, and plenty more.
One principle stays the same, though: broken runs are fun. Broken runs you can replicate every time are not. If something gets too easy to chain, we'll tune it. That's the line we're walking.
Go find a few and test them — I'd love your feedback. If you meet a stranger at a market, ask him about combat and he might hand you one.
EA Patch 2 Hotfix 4
Event Pass (54 events reviewed) - Fixed dark reading panes across 18+ events for text readability - Fixed button positions to standard template across all events - Fixed all "HP" references to "Life" / "Max Life" in player-facing text - Rewrote Succubus of Lies: now a kiss/refuse event (+10 Max Life / -50% current health, or slap for -5 Life) - Rewrote Stranger at the Market: new dialogue, 3 choices (gold/max life/combo art) - Rewrote Scroll Merchant: new character with shop-style scroll display - Rewrote Mirror Trade: shadow from a painting buys your empty-charge relics - Rewrote Skull Throne: choose an upgrade by name only, no looking it up - Rewrote Scout General: mysterious statue with lore breadcrumbs - Rewrote Old Forest: spirit prophecy event - Rewrote Painting Dimension: the retreat moves each visit - Unicorn now gives unlimited scout charges (White Sight) - Lights in Cave moved to Old Caves only - Face Trees: guaranteed escape on 3rd roll - Troll Tooth: new sound and outcome text - Mana Crystal Tower: sound added (was silent) - Fountain of Echoes: 8 new lore whispers - Multiple events received new or improved True Seeing content
Events Removed (broken, will return redesigned) - Deep Dungeon Stairs, Winter Base, Teleport Boss, Horse Carry, Relic Trader, Cave Crystal
Other - Renamed "Scout Boss" to "Boss Intel" in Tavern of Scouts - Dark Shadow General moved to higher difficulty, updated dialogue - Disabled debug tools for release
Status Discovery System - New statuses now flash red until you hover the icon for 2 seconds - Once hovered, the status is permanently marked as "seen" in your save - First encounter with the Gel Cube shows a tutorial popup explaining all its mechanics - Both features can be toggled in Settings
Gel Cube UX Improvements - Intent icon moved above the cube - Block counter shows "GAIN X BLOCK TO PUSH THE CUBE OFF" with live updates
Combo Art Relics - Name shows "Combo Art ???" until revealed - Visual feedback: green flash on correct step, red on wrong, rising pitch sounds - On completion: reward-specific color burst, particles, screen shake, unique sound - First-time tutorial popup on getting your first Combo Art - True Seeing reveals a hidden "CLICK OR" hint on unrevealed relics - Full sequence shown on relic icon (teal current, dim completed, white upcoming) - Multiple Combo Arts react independently - Wild Combo Arts can no longer roll boss sequences - Collection view split into Named Boss and Wild sections
Bug Fixes - Fixed enemies not showing attack number on first turn - Fixed keyword tooltip header color - Fixed Torch card tooltip - Boss Combo Arts show unique names when revealed - Chain Combo now replays last card 2x - Shop tooltips now use the same system as the rest of the game
Settings - Added STATUS DISCOVERY toggles - Added SHORTCUTS section with all keyboard shortcuts - Settings panel now scrollable with larger section headers
Source
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