MythForce Combat Action Improvement Update is Now LIVE ⚔️

MythForce

HARDER, BETTER, FASTER, STORY UPDATE NOW LIVE! Patch 1.0.5 introduces a new combat encounter system, new enemies types, faster gameplay, radical new cutscenes & much more! Stay tuned for 1.0.6!

[h1]Update 1.0.4.0 Patch Notes[/h1] [h2]The Combat Action Improvement Update[/h2] Greetings, friends! Project Director Luke here. It’s time for another big update to MythForce, and our quest to improve your gameplay experience continues. Last time we focused on cleaning up Multiplayer, ensuring that playing with friends is as reliable and lag-free as possible. After multiplayer, the next most prevalent piece of feedback we’ve been receiving is that you feel like the game is “slow,” “clunky,” and at times unresponsive. This update focuses on addressing that issue and otherwise improving your moment-to-moment player combat experience. In version 1.0.4.0, we intend to ensure that anything you, as a player, attempt to do executes as expected and as smoothly as possible. We’ve gone through every action that you can perform as a player—attacks, special abilities, movement, and everything in between. As we playtested each hero, we kept key questions in mind: Does this move execute quickly enough? Should I be able to cancel the tail end of one action and smoothly transition into another? Are all of the special abilities and their upgrades fun enough? You should notice in this update that your experience of using your weapons and abilities, and traversing the world, feel a whole lot better. Aside from action hierarchy and execution timing, we also looked at our character abilities and either strengthened parts of their core identity or removed penalties on upgrades that diminished their core identity. You should no longer find any reason not to take any given ability upgrade due to an inherent drawback. We’ve also made some quality-of-life improvements to our HUD to make Perk use more intuitive, added more character contextual barks, reworked a few of our status effects, and of course fixed a slew of bugs. There’s lots to see, so read on for the deets! [img]{STEAM_CLAN_IMAGE}/44010308/27d1fda8349cfffb9376ac6e2a3071edab55e33c.png[/img] [h1]Added Content & Features[/h1] [h2]Combat Improvements[/h2] [list] [*] Improved animation canceling between combat actions to allow more effective chaining of actions. After the active frames of many actions, it is now possible to execute another action without waiting for the previous action to resolve. This does not include attack combos, which combo at a specific pace. [list] [*] It is now possible to cancel the recovery after a shield bash or dagger slash into an attack action. [*] It is now possible to cancel into defensive actions out of most attack actions. [/list] [*] Swords [list] [*] Unified the attack recovery speed and combo window on sword swings. [*] Sped up the transition back to idle after all sword swings. [/list] [*] Maces [list] [*] Significantly improved the execution speed and velocity of mace power attacks. [/list] [*] Shields [list] [*] Increased the block radius of shields from 100° to 180°. Now you can block any attack that is coming from ahead of you. [*] Revised the perfect block animation. [*] Increased the animation speed of raising a shield to its blocking position. The blocking effect remains instantaneous. [/list] [*] Greatswords [list] [*] Revised the greatsword sprinting and sprinting attack pose. [/list] [*] Bows [list] [*] Trimmed the bow bash animation, making it execute much more quickly. [/list] [*] Books [list] [*] Trimmed the casting animation for lightning quick-cast so the projectile fires on less of a delay. [*] Trimmed the casting animation for ice quick-cast so the projectile fires on less of a delay. [/list] [*] Increased the effective hitbox length of player weapons by an additional 20%. [*] Increased the speed and movement curve of dodges. [*] Added a 0.2s window at the end of dodges where it is possible to perform another dodge without waiting for the dodge to return to neutral. [*] Reduced the stamina cost of block actions to increase their value against dodging. [*] Reduced camera sway on sprinting attack execution to reduce risk of motion sickness. [*] It is now possible to dodge at any time, even if in the middle of another attack. [*] Added the ability to target breakables and spore pods with the lightning channeled cast [*] The blizzard spell now casts on the ground instead of on top of the floor above if casting while looking at the ceiling. [*] The lightning quick cast now executes much more quickly. [*] Movement speed penalty on taking damage has been reduced slightly. [*] Recovery time from movement speed penalties after actions has been reduced. [*] Re-tuned movement speed penalties on most actions: [list] [*] Slashing with daggers no longer incurs a movement penalty. [*] All spell quick-casts no longer incur a movement penalty. [*] Bow quickfire no longer incurs a movement penalty. [*] Blocking with daggers incurs only a slight movement penalty. [*] Sword light attacks incur only a slight movement penalty. [*] Preparing a power attack with a sword incurs only a slight movement penalty. [*] Shield bashing incurs only a slight movement penalty. [*] Mace attacks incur only a moderate movement penalty. [*] Greatsword attacks and blocking, spell channeling, and shield block movement penalties remain as-is. [/list] [*] Turning 90° or more while sprinting no longer removes sprint when using the toggle sprint movement mode. [*] Added a very slight FOV bloom while sprinting. [*] Reduced the base damage variance on attacks from ±20% to ±5%. Damage values should now feel much more predictable. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/c57a291bbdc5f48ece7e0d92998dd714cdc74eab.png[/img] [h2]Maggie ability improvements[/h2] [list] [*] Snap [list] [*] The Snappier upgrade to Snap no longer applies a range penalty to the ability. [/list] [*] Familiar [list] [*] The cast animation for Familiar can now be canceled into another attack before the animation resolves. [/list] [*] Barrier [list] [*] Increased the speed that Barrier VFX appears (the effect of the Barrier has always been instantaneous). [*] Barrier can now be canceled by pressing the ability key again while it is active. [*] The Ice Wall upgrade to Barrier no longer removes the Barrier’s projectile defense property. It will now continue to stop spells and bounce arrows back. [/list] [*] Arcane Levitation [list] [*] Further reduced fall speed while Arcane Levitation is active. [/list] [/list] [img]{STEAM_CLAN_IMAGE}/44010308/02a2a291c32faf4a886b2afc36f1d4fa4d09f7bf.png[/img] [h2]Victoria ability improvements[/h2] [list] [*] Vanguard [list] [*] Added a note to the tutorial screen for Vanguard describing that you can press the button again to cancel while dashing. [*] Revised the Vanguard ending animation to be more of a shield punch. [*] Increased the impact power of Vanguard. Enemies will now be thrown a short distance when they are knocked down. [*] The Explosive Force upgrade to Vanguard no longer stops on the first enemy hit. It now applies extreme force when it stops, throwing enemies. [/list] [*] Sling Shield [list] [*] The Impact upgrade to Sling Shield now knocks down all enemies hit instead of only the first. [*] The throw animation for Sling Shield can now be canceled into another attack before the animation resolves. [/list] [*] Lion’s Roar [list] [*] Victoria now blocks all incoming attacks in a 360° radius while her shield is raised during Lion’s Roar. [*] The Inner Flame upgrade to Lion’s Roar no longer removes the impact improvement from the ability. [*] The Bolster upgrade to Lion’s Roar now also applies its aura effect to Victoria as well, instead of only to her teammates. [/list] [*] Thunderstrike [list] [*] Reduced the minimum height of the Thunderstrike ability. It is now executable from slightly above the apex of her normal jump height. [/list] [/list] [img]{STEAM_CLAN_IMAGE}/44010308/e386cc37fe9e273e6ec94740355c8e01381180b7.png[/img] [h2]Hawkins ability improvements[/h2] [list] [*] Phantom Shot [list] [*] Phantom Shot homing on enemies has been increased greatly. [*] The Phantom Shot draw animation now cancels into a shot immediately on releasing the ability key/button. [*] The Bolts upgrade to Phantom Shot no longer removes homing, since homing is now a core identity of the ability. [*] The Thrill of the Haunt upgrade to Phantom Shot now reduces the cooldown of all of Hawkins’s abilities instead of only Phantom Shot. [*] Added a HUD icon flash when cooldown is reduced by Thrill of the Haunt. [/list] [*] Rift Arrow [list] [*] The Rift Arrow draw animation now cancels into a shot immediately on releasing the ability key/button. [*] The Reverse Polarity upgrade to Rift Arrow no longer removes the gravity well effect. Instead, it applies damage regularly within its AoE and can still be exploded manually. [*] The damage penalty on the Fan-Tasm upgrade to Phantom Shot has been significantly decreased. [/list] [*] Spirit Dash [list] [*] Hawkins maintains horizontal velocity after air dashing. [/list] [/list] [img]{STEAM_CLAN_IMAGE}/44010308/b2fc8897f4868d79057a955865038d0184d12ac6.png[/img] [h2]Rico ability improvements[/h2] [list] [*] Pocket Sand [list] [*] The Mix-Ins upgrade to Pocket Sand now applies vulnerability to all elements instead of only Physical. [/list] [*] Deadly Thrust [list] [*] Deadly Thrust now counts as a Power Attack for purposes of breaking enemy blocks and triggering effects that proc based on power attacks. [/list] [*] Backslash [list] [*] Added a target indicator to the Slash & Splash upgrade to Backslash to help visualize the AoE of the ability. [*] Added a poison cloud effect to the Slash & Splash upgrade to Backslash. [*] Added a VFX indicator to enemies damage-linked by the Glitter Dust upgrade to Pocket Sand. [*] The Invigorating upgrade to Backslash no longer applies a cooldown penalty. [/list] [/list] [img]{STEAM_CLAN_IMAGE}/44010308/9206d7d70a78a7e01c81f135a4648b7007dedb68.png[/img] [h2]Creature Improvements[/h2] [list] [*] Enemy casters will no longer be able to switch targets after beginning a spell if they lose visual on a player character. [*] Enemy attacks that have an AoE no longer are locked to the player’s feet until the moment of firing. Casters now commit to a target zone and fire. [*] Added additional variety to the hit reaction animations of Skeletons. [*] Added hit reaction animations to Frostblight and Fireblight Graves. [*] Added hit reaction animations to Bats. [*] Improved Lizardman Skeleton animations. [*] Improved Beastor’s KO’d pose after defeat. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/7f04daefaa508cb2ca8c9c49f595420fd47bb786.png[/img] [h2]Perk & Enchantment Improvements[/h2] [list] [*] Brazen Charge now begins to apply its buff during any sprint, instead of requiring holding the attack button. [*] Added a buff tracking counter to the Defensive Dash HUD icon to relay the added bonus while the perk is active. [*] Added active & inactive states to the following perk HUD icons to display when the perk’s effect is active: [list] [*] Adrenaline [*] Brazen Charge [*] Defensive Dash [*] Razor’s Edge [*] Second Wind [*] Slash & Dash [*] Swashbuckler [/list] [*] Added a button to dismiss Perk & Enchantment selections without taking a choice. This will forfeit the ability to receive a bonus from that selection. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/2aa54b9aed59300af0607db8e70c973d4cf3fe08.png[/img] [h2]Status Effects Improvements[/h2] [list] [*] Corruption (Arcane) has been reworked. It now applies extra Arcane-type damage on top of any other hit received, instead of amplifying the damage taken. This will apply damage even on impacts that cause no damage, like shield bashing. [*] The Bleed status effect now does more damage on higher tiers. [*] Bleed’s damage effect is now caused by performing attack actions as well as complex move actions. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/c41565d0672f0b39c9e5748fc42c6f3206f9abf8.png[/img] [h2]Additional VO & VO improvements[/h2] [list] [*] There is now a unique line for each character when pinging treasure. [*] There is now a unique line for each character when pinging Kovina’s Crucible. [*] Characters now quip when they apply status effects to enemies. [*] Characters now comment if you are dealing a damage type the enemy is resistant to. [*] Characters now quip when a party member wastes a potion (when they drink a potion and heal more than 2x the difference to their max health). [*] Characters now have a reaction when they trigger a trap. [*] Party members also comment when a party member triggers a trap. [*] Characters now have a celebratory shout when they successfully execute a perfect defense action. [*] Characters now have a celebratory shout when they successfully perform a critical hit. [*] Party members will also comment when a party member successfully performs a crit. [*] Characters now comment when a party member triggers a spore pod and causes friendly fire damage. [*] Characters now comment when purchasing items from the Merchant’s table. [*] Characters now comment when paying to refresh the items on the Merchant’s table. [*] Characters now have a unique pain line when reduced below 50% health. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/400794070ceefcb25b72c3efd56c611000c5381a.png[/img] [h2]UI Improvements[/h2] [list] [*] Changed the interaction point for Citadel vendors on the Citadel screen to NPC character buttons to make it easier to identify the Citadel buildings and their functions. [*] Altered the Citadel screen background anchor to screen center, which should improve the user experience on 16:10 aspect ratio monitors. [*] Improved the readability of highlighted objects in Citadel menus by scaling and brightening them while active. [*] Added a Disband Party button to allow the host to remove all players instead of needing to kick every player individually. [*] Divided up the first page of the in-session tutorial screens to show less information all at once. [*] Added a visual indicator to the HUD when a trinket is stolen by a Redcap. [*] Changed the text of most “Dismiss” buttons to “Back.” [*] Improved session disconnect error messaging. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/d9aa4de90f14ca577ea3876b3d011fff1362f3b9.png[/img] [h2]Level Improvements[/h2] [list] [*] Reduced the number of rooms in Episode 1: Thicket of Bones to allow players to complete it and move to the more intense episodes more quickly. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/a69bf76fabda1c8f44465ee57332cf19af99bcc5.png[/img] [h2]Other Improvements[/h2] [list] [*] Created new models for the following trinkets to remove duplicates: [list] [*] Frugal Charm [*] Grievous Bracers [*] Alacritous Bracers [/list] [*] Added a destruction animation to the candlesticks in Deadalus’s boss fight encounter. [*] Improved the downed pose for player characters while waiting for revive. [/list] [h1]Balance Changes[/h1] [h2]Metagame Economy[/h2] [list] [*] Significantly reduced the Glyph cost to upgrade the Conclave & Emporium. [*] Significantly reduced the cost to attune trinkets in the Emporium. [*] Significantly reduced the cost to upgrade perks in the Conclave. [/list] [img]{STEAM_CLAN_IMAGE}/44010308/32aa5e8cccc2c3882a60b8bd100d188c5dfa21ba.png[/img] [h2]Other Balance Changes[/h2] [list] [*] Reduced the defensive stats of the following Minibosses: [list] [*] Reptilicus [*] Karkas [*] Fel Zealot Samson [/list] [/list] [h1]Bug Fixes[/h1] [h2]Character Abilities[/h2] [list] [*] Made the following fixes to Maggie’s abilities: [list] [*] Snap no longer triggers if the player releases the ability button after canceling. [*] Familiar no longer triggers if the player releases the ability button after canceling. [*] Barrier no longer triggers if the player releases the ability button after canceling. [/list] [*] Made the following fixes to Victoria’s abilities: [list] [*] Fixed the camera pitch on the landing of Victoria’s Thunderstrike ability. [*] Fixed an issue where it was possible to get stuck in an aim sequence loop when attempting to use Vanguard while targeting Thunderstrike. [/list] [*] Made the following fixes to Rico’s abilities: [list] [*] Fixed an issue where holding left, right, or back while jumping in mid-air prevented Fancy Footwork from triggering. [/list] [/list] [h2]Combat & Weapons[/h2] [list] [*] Fixed an issue that would get the player stuck, unable to act or swap weapons, following swapping to the bow after becoming exhausted. [*] Fixed an issue where Hawkins would have a generic sword model instead of his unique sword models in both Sword & Dagger and Sword & Shield weapon sets. [*] Fixed lag issues causing arrows to fire on a delay based on connection to the host in multiplayer. [*] Fixed a number of issues with the lightning spell. [list] [*] Fixed an issue where the channeled lightning spell was targeting on a slightly downward angle, making it harder to target enemies at distance. The lightning spell now properly targets directly forward. [*] Fixed an issue where targeting pips would continue to accumulate for a moment after canceling targeting. [*] Fixed an issue where the channeled lightning impact point could spawn below ground, failing to damage enemies. [*] Fixed an issue where the channeled lightning could deal <1 damage to breakables and fail to break them. [*] Fixed an issue where the channeled lightning would deal less damage to distant enemies due to ranged distance damage falloff calculations. [*] Fixed an issue where quickcast lightning bolts could fail to replicate for client players. [*] Removed activation delay on the AoE triggered by the lightning quickcast. [*] The lightning spell no longer applies a double hit. [/list] [*] Fixed a couple issues with the blizzard spell: [list] [*] Fixed an issue where the blizzard would continue to move after being canceled. [*] Fixed an issue where the blizzard would spawn at World 0 if looking into the sky or over a cliff edge. [/list] [/list] [h2]Creatures[/h2] [list] [*] Lightning caster AoE targeting indicator is now the appropriate size. [*] Revised hit reactions so that enemies now stagger to the side when hit from the side instead of diagonal-backward. [*] Added new VFX after Fireblight and Frostblight graves are defeated. [/list] [h2]Levels & Encounters[/h2] [list] [*] Removed room variants from Crypts of the Necromancer and Cauldron of Bats that had player-inaccessible balcony areas where some enemies could be very difficult to locate. [*] Fixed an issue with some similar variants in Crypts of the Necromancer where enemies could spawn inside a column and be very difficult to damage. [*] Fixed an issue where an ambush trap in one room in Crypts of the Necromancer could fail to spawn an enemy, trapping the player in a locked room. [*] Fixed an issue where an exit door would not open even after its room puzzle had been completed. [*] Fixed an issue where some enemies could become stuck inside their spawn closet in one variant of a room in Bastion of the Beast Lord. [*] Fixed an issue where an extra tripwire with no attached trap appeared in a room in Cauldron of Bats. [*] Fixed an issue where there was a location on a normally accessible platform in a room in Bastion of the Beast Lord where enemies could not pathfind to the player. [*] Fixed an issue where there was invisible collision at the top of a stairwell in one room in Cauldron of Bats that needed to be jumped over to progress. [*] The exit gate from the “King of the Hill” encounter against Hexstar in Episode 6 now opens only after the Warchief is defeated instead of on the timer. [*] Fixed an issue where the out-of-bounds recovery respawn would trigger if the player jumped off the top of the stairs toward the lower landing in the entrance rooms in Cauldron of Bats. [/list] [h2]UI[/h2] [list] [*] Fixed an issue where client players in multiplayer may not see damage numbers. [*] Fixed an issue where kicked players did not receive any notification when returned to the Citadel after being kicked. [*] Fixed an issue where players were unable to access the cancel button in the countdown popup after embarking in multiplayer with a controller. [/list] [h2]Audio & VO[/h2] [list] [*] Increased the priority of character banter dialogue so that it will no longer be interrupted by combat barks. [*] Fixed an issue where no audio was playing when picking up a star shard. [*] Fixed subtitles for a few dialogue lines that had discrepancies between the subtitles and the line spoken. [*] Animated cinematics volume is no longer controlled by the music slider. They are now tied only to the master volume control. [/list] [h2]Perks[/h2] [list] [*] Brazen Charge now is limited to a maximum of 100 buff stacks. Previously there was no upper limit, so damage would continue to stack infinitely while sprinting. This allowed exploitation of infinite energy in non-combat rooms to do an infinite amount of extra damage. [*] Fixed an issue where Channeler applied its EP cost reduction to any action performed while channeling, reducing the cost of using jump abilities, dodging, and other movement actions. [*] Fixed an issue where upgrading Combat Veteran to a higher tier reset its buff counter. [*] Fixed an issue where Danger Zone was applying its buff permanently after its trigger condition was fulfilled once. [*] Fixed an issue where Heavy Hitter was applying its first buff stack on the first hit against any enemy, instead of on subsequent hits. [*] Fixed an issue where Ill-Gotten Gains would not show up in the Perk pool unless all other options had been exhausted. [*] Fixed an issue where Power Lifter would not apply its buff when wielding a greatsword. [*] Fixed an issue where upgrading Thrill of the Fight to a higher tier reset its buff counter. [*] Fixed an issue where Trident was applying an inverse damage change while active, resulting in doing 0 damage at Mythic tier. The perk has now been re-enabled. [*] Fixed the displayed buff counter number on the following perks: [list] [*] Thrill of the Fight now shows total EP instead of total times EP was added. [*] Combat Veteran now shows total HP instead of total times HP was added. [*] Perfectionist now shows damage percentage instead of number of buff stacks. [*] Brazen Charge now shows damage percentage instead of number of buff stacks. [*] Vitality Link now shows total HP instead of total times HP was added. [/list] [/list] [h2]General Issues[/h2] [list] [*] Fixed an issue where rarely the game could crash when transitioning between rooms. [*] Fixed an issue where the player could become unable to move after being knocked down. [*] Fixed an issue where swapping weapons while an idle animation is playing caused the new weapon to appear equipped while the idle animation continued to play. [/list] [h1]Known Issues[/h1] [h2]Known Areas of Instability[/h2] [list] [*] Due to an EOS friends list server data issue, it is possible though rare that a network call causes a brief freeze in Citadel screens. [strike][*] We have observed a very rare crash on transition between rooms.[/strike] [/list] [h2]Multiplayer[/h2] [list] [*] Although we have greatly improved multiplayer action responsiveness, as MythForce is a Peer-to-peer game, if the client’s connection to the host is particularly poor, it is still possible for the client player to miss attacks that appear to have hit. [*] If the host disconnects during a game, there is no way to go online while in-session, meaning that other players will be unable to re-join the multiplayer session until the host returns to the Citadel and presses the “Go Online” button. [/list] [h2]Abilities[/h2] [list] [*] It is possible for Victoria’s Sling Shield with the “Barrier Bounce” upgrade applied to timeout without returning Victoria’s shield to her if it cannot find any enemies to target due to players no longer counting toward total bounces but still attempting to target players to add barriers. If this happens, swapping weapons will reset the shield. [*] It is now extremely rare, but it is possible if another action happens on the same frame that the Sling Shield projectile returns to Victoria that she may end up without a shield until another ability is used, or switching away from and back to her shield-bearing weapon set. [*] On extremely rare occasions, we have observed one instance where Victoria became temporarily unable to attack when using Lion’s Roar. The ability to attack returned after Lion’s Roar’s timer expired. [*] It is possible for Maggie’s lower body to become partially stuck in the ground if snapping at certain angles. Maggie can recover from her teleportation mishap by snapping again. [strike][*] Victoria’s Thunderstrike camera position on landing pitches too far downward.[/strike] [*] As a client in Multiplayer, the Glitter Dust upgrade to Rico’s Pocket Sand ability can fail to cause damage to linked enemies. [*] The text of the Pain Chain upgrade to Rico’s Deadly Thrust ability states that the ability reduces damage of Deadly Thrust, but the ability damage is not reduced by the upgrade. We may officially remove the damage reduction in an upcoming update. [*] For some players, on rare occasions the Fan-Tasm upgrade will not apply properly, causing Hawkins to still fire only a single arrow. [*] We have reduced the likelihood but it is possible for Rico’s Backslash to miss and fail to do damage under certain conditions. [*] Some abilities describe “auras” with specific colors but have no visual element. [/list] [h2]Weapons[/h2] [list] [*] Swords and Greatswords infrequently do not use energy when performing a light attack. [strike][*] Perfect Blocks and Perfect Parries are not currently refunding energy. [*] At noticeably high ping to the host, arrows currently fire on a delay.[/strike] [/list] [h2]Creatures & Encounters[/h2] [list] [*] Under certain rare circumstances, it is possible for Beastor to become stuck in place except for jumping attacks during his boss battle, trivializing the fight. [*] Ice elementals can be affected by chill and freeze status effects. [*] Fire elementals can be affected by the ignite status effect. [/list] [h2]Perks[/h2] [list] [*] Brazen Charge: The damage applied is inconsistent (lower) with the damage percentage displayed on the perk. [strike][*] Ill-Gotten Gains: The perk currently does not appear in perk selections until all other possible perk selections have been exhausted.[/strike] [*] Stalwart: The energy cost of blocking and parrying is unchanged regardless of tier. Movement speed improvements work as expected. [strike][*] Thrill of the Fight: The enemy counter is reset when upgrading tiers, making it confusing to know exactly how many EP have been added.[/strike] [/list] [h2]Enchantments[/h2] [list] [strike][*] Arcane Enchantment: Increased tiers of Arcane do negligible additional damage.[/strike] [*] Beastor’s Rage: Applied additional Power attack damage increase is much greater than described on the card at higher tiers. [*] Bow Mastery: The damage multiplier functions as written, but the critical hit damage multiplier is not applying correctly. [*] Poised: We have temporarily disabled the enchantment, due to an issue where Perfect Parries are not refunding any energy, making this perk useless. [*] Sword Mastery: The damage multiplier functions as written, but is applying daze instead of bleed. [*] Vengeful: Amount of additional damage is much greater than described on the card at higher tiers. [/list] [h2]Trinkets[/h2] [list] [*] Abjuring Amulet: We have temporarily disabled spawning of the trinket due to an issue with no additional Magic Resistance being applied, making the trinket useless. [*] Ironclad Amulet: We have temporarily disabled spawning of the trinket due to an issue with no additional Physical Resistance being applied, making the trinket useless. [*] Premium Charm: Rerolling with premium charm may cause the tier bonus to increment higher, offering a minor exploit to get higher tiers than the trinket should offer. [*] Sniping Charm: The difference in damage between tiers needs to be balanced higher. [/list] [h2]Status Effects[/h2] [list] [strike][*] The range of applied damage increases but only by 1 HP per tier of bleed applied.[/strike] [*] Daze does not reduce enemy turn speed. Abilities are still locked out while dazed. [*] The VFX for the chilled and frozen status effect in first person does not display on many hardware configurations. [/list] [h2]UI[/h2] [list] [*] Switching between Keyboard & Mouse and Controller may cause the D-Pad highlight to become temporarily invisible. [*] The “Do not show Tutorials again” toggle can appear to clear itself if checked while viewing tutorials. This is a visual issue only, and the tutorial will respect the last action performed with the toggle. [*] Player vitals HP may appear inaccurate. [*] Client players in a multiplayer session may be unable to see floating damage numbers in some rooms of the dungeon. [*] The Corrupted status effect appears written as Exposed in some locations. [*] There are some instances where Utility abilities are referred to in text as “Mobility abilities.” [*] Character portraits in the Vitals section of the HUD can appear pixelated. [*] On occasion, Last Enemy pings may not clear when the enemy is defeated. [/list] [h2]Audio[/h2] [list] [*] Due to Victoria’s Lion’s Roar Sound effects being part of the voice line, if the voice line when executing the ability does not play, the sound effects do not play either. [*] Some status effect barks may play the wrong voice. [*] The MythForce Overdrive musical cue while overdrive is active does not mute game music. [*] In certain areas of water or poison goop, walking may not produce a water sloshing sound. [*] Only Victoria and Hawkins have a voice line for actively reviving a party member. VO for reviving was not recorded for Maggie or Rico and so is not currently addable. [*] Disabling Character Barks in the options menu also suppresses character dialogue when adventuring through the dungeon. [*] Disabling Character Barks in the options menu also disables player voice lines and communications triggered via the Comms Wheel. [*] Some creatures do not have “wake up” sounds when aggroed. [*] Some creature attack telegraph vocalizations are not currently playing. [*] Player sounds can be heard at the same time as the intro videos in multiplayer if other players skip the video while a player is still watching. [/list] [h2]Graphics[/h2] [list] [*] Portal colors are inconsistent in the Castle, making it difficult to understand whether they are locked or unlocked. [*] First person VFX from some status effects can fail to appear. [/list] [h2]General[/h2] [list] [*] Victoria’s hands when doing the Vertical Push-Ups emote do not flatten out on the ground. [*] Extra instances of Hexstar can appear in some set piece events that idle in place. [/list] Thank you as always for playing MythForce and coming along on this journey with us. With every new update the game gets better and better, and we’re excited for you to see what’s next. In the new year, we’ll be focusing on the other half of combat: encounter flow, creature AI, level pacing, and adding a little more variety. That’s a wrap for 1.0.4.0. Happy holidays, have a fantastic new year, and we hope to see you in 2024. Stay tuned!