Posted April 07, 2024
v0.91.69 Patch Notes - Minotaur, New Adventure Preview #6
====================
New Player Race: Minotaur
With the body of a powerfully built man and a bulls head, a minotaur stands more than 7 feet tall and weighs about 700 pounds.
Nothing holds a grudge like a minotaur. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls.
Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.
Racial Traits:
+8 Str, +4 Con, -4 Int, -2 Cha: Minotaurs are very strong and hardy, but they are born from curses, have a twisted mind, and are extremely vindictive.
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice.
Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
Armor: +5 natural armor bonus.
Natural Weapons: Gore (1d8).
Weapon Proficiency: Proficient with the greataxe and all simple weapons.
Special Qualities: Powerful Charge, Natural Cunning, Scent.
Level Adjustment: +2. Powerful races with racial Hit Dice are more special.
Powerful Charge
A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play.
Add additional twice gore damage to the first charge of each battle.
Natural Cunning
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability.
This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies.
Further, they are never caught flat-footed.
Adjusted arena privilege costs and glory points/reputation loot:
Major privilege costs reduced to 50%
Minor privilege costs reduced to 25%
Misc. privilege costs reduced to 50%
Increased glory points/reputation loot for easy/normal/hard/boss encounters: 25%/50%/75%/100% -> 50%/80%/100%/150
Encounter level no longer affects above loot rates
Others:
Added 10 Minotaur character avatars
Optimized some character avatars
Some elite/solo monsters appear at higher levels
Fixed: attack with a reach weapon from 2 squares away is not considered charge
Fixed: rhinoceros/triceratops' Powerful Charge tip bug
New Adventure Mode Dev Preview #6:
Non-Adventurers
Beyond adventurers, who are similar to player characters, numerous non-adventurer folk populate the game as significant components of the world, forming various social strata. They range from affluent officials and nobles, destitute refugees and beggars, to a large number of practitioners from all walks of life.
Regarding demographic distribution, large cities own aristocrats, alchemists, librarians and other prominent intellectuals, patrolling guards and traveling merchants outside the towns, while in villages live farmers, blacksmiths, and the like. Even in the wild, you can meet woodcutters, miners or hunters and other workers who are working outside.
These non-adventurers interact with adventurers through diverse means, ranging from trading to offering services or seeking assistance of adventurers.
In human-dominated communities, non-adventurers of other races are not rare. However, the jobs they engage in usually align with their peculiar racial traits and traditions. For instance, while the presence of few dwarf blacksmiths or miners in a human town wouldn't be surprising, the sight of an elf lumberjack would really go viral as a joke.
Non-adventurers typically hail from core races. Other individuals of subraces and uncommon races are relatively scarce in number and predominantly exist as adventurers.
Next, we'll work on (rough list):
Adventure mode, and its predecessor works: 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).
====================
New Player Race: Minotaur
With the body of a powerfully built man and a bulls head, a minotaur stands more than 7 feet tall and weighs about 700 pounds.
Nothing holds a grudge like a minotaur. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls.
Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet.
Racial Traits:
+8 Str, +4 Con, -4 Int, -2 Cha: Minotaurs are very strong and hardy, but they are born from curses, have a twisted mind, and are extremely vindictive.
Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice.
Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
Armor: +5 natural armor bonus.
Natural Weapons: Gore (1d8).
Weapon Proficiency: Proficient with the greataxe and all simple weapons.
Special Qualities: Powerful Charge, Natural Cunning, Scent.
Level Adjustment: +2. Powerful races with racial Hit Dice are more special.
Powerful Charge
A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play.
Add additional twice gore damage to the first charge of each battle.
Natural Cunning
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability.
This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies.
Further, they are never caught flat-footed.
Adjusted arena privilege costs and glory points/reputation loot:
Major privilege costs reduced to 50%
Minor privilege costs reduced to 25%
Misc. privilege costs reduced to 50%
Increased glory points/reputation loot for easy/normal/hard/boss encounters: 25%/50%/75%/100% -> 50%/80%/100%/150
Encounter level no longer affects above loot rates
Others:
Added 10 Minotaur character avatars
Optimized some character avatars
Some elite/solo monsters appear at higher levels
Fixed: attack with a reach weapon from 2 squares away is not considered charge
Fixed: rhinoceros/triceratops' Powerful Charge tip bug
New Adventure Mode Dev Preview #6:
Non-Adventurers
Beyond adventurers, who are similar to player characters, numerous non-adventurer folk populate the game as significant components of the world, forming various social strata. They range from affluent officials and nobles, destitute refugees and beggars, to a large number of practitioners from all walks of life.
Regarding demographic distribution, large cities own aristocrats, alchemists, librarians and other prominent intellectuals, patrolling guards and traveling merchants outside the towns, while in villages live farmers, blacksmiths, and the like. Even in the wild, you can meet woodcutters, miners or hunters and other workers who are working outside.
These non-adventurers interact with adventurers through diverse means, ranging from trading to offering services or seeking assistance of adventurers.
In human-dominated communities, non-adventurers of other races are not rare. However, the jobs they engage in usually align with their peculiar racial traits and traditions. For instance, while the presence of few dwarf blacksmiths or miners in a human town wouldn't be surprising, the sight of an elf lumberjack would really go viral as a joke.
Non-adventurers typically hail from core races. Other individuals of subraces and uncommon races are relatively scarce in number and predominantly exist as adventurers.
Next, we'll work on (rough list):
Adventure mode, and its predecessor works: 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).