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 1.0.5.0 Patch Notes[/h1]
[h2]The Harder, Better, Faster, Story Update[/h2]
Greetings, friends! Project Director Luke here. It’s been a few months since our last update but we’ve been busy little bees, working hard on improving MythForce for you.
Previously, on MythForce, we did a major improvement pass on all of the player actions throughout the game. This time it’s the world and its monsters' turn for a tune-up. We’ve taken another crack at game speed.
Before, each difficulty tier bumped up enemy speed. This was uncommunicated, and I think a large factor in that perception of slowness. If you were playing on easy or normal, the game was actually slower, so that’s been removed. Since folks who have been playing in Mythic difficulties have reported the most satisfaction, we’ve brought everything up to that Mythic speed, along with a bump up in player movement and attack speed across the board.
To address pace necessitated a complete overhaul of our encounter system, which is now ready to go. Now, instead of individual waves, enemies will spawn in to reinforce while you fight, keeping the pressure on, instead of having to finish every enemy in each wave before another would spawn.
These two changes should make your adventures feel much more fast-paced and chaotic.
We also know some of you have wanted to know more about the story of MythForce. For this, we’ve finally opened the library, a repository of lore about the people and places of Eldryth.
We’ve also added some story cutscenes so you can get to know the heroes of MythForce better, and more importantly, give everyone’s favorite vainglorious vampire villain, Deadalus, his moment in the sun (Metaphorically speaking, of course. If he was to really step into sunlight, that would be bad).
All this and more! Have a read below to see what else to expect in this update.
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[h1]Added Content & Features[/h1]
[h2]New Feature: The Library[/h2]
We’ve added the newest building to the Citadel: The Library
[list]
[*] The library is run by a new NPC mentioned in various dialogues, “Adelard the Resolute.”
[*] Within the library, you can access 3 lore books:
[*] The Chronicle: An encyclopedia of lore about the people and places of the lands of Eldryth, written by Adelard the Resolute.
[list]
[*] Entries for the chronicle can be found as “missing pages” in the dungeon.
[*] Contains 55 entries about the people and places of MythForce, with accompanying art.
[/list]
[*] The Bestiary: Notes about the enemies the heroes will encounter within the Cursed Lands, written by Lena Keen-Eye for her son, Hawkins.
[list]
[*] Entries for the bestiary are unlocked by defeating the corresponding creature within the dungeon.
[*] The first enemy defeated unlocks basic information about the enemy.
[*] Defeat a certain number of that enemy to unlock additional creature stats.
[*] Most entries include voiced narration from Lena Keen-Eye (Voiced by Kimberly-Ann Truong).
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[*] The Scrapbook: A collection of scattered notes and letters written by the heroes and villains of MythForce.
[list]
[*] Deadalus’s Diary contains the story of his transformation into a vampire lord and subsequent rise to power in his own words (With narration voiced by Mark Meer).
[*] Maggie’s Research contains her notes on the various status effects that one might suffer when adventuring in the cursed lands.
[*] Beastor’s Notes to Self contain deep thoughts from everyone’s favorite giant orange oaf.
[*] Victoria’s Field Reports contain letters to Queen Ancilla from Victoria, sent during her campaign to recruit the heroes of MythForce, about her compatriots and nemeses.
[*] Entries for the scrapbook can be found as “missing pages” in the dungeon.
[/list][/list]
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[h2]Simplified Adventure Flow[/h2]
We’ve revised the adventure flow to make it faster and easier to select, change options, and get into an adventure.
[list]
[*] We’ve removed the extra screen when selecting an adventure. Setup is now controlled via a panel on the Embark screen.
[list]
[*] Difficulty can be changed by pressing the edit button on the panel
[*] The session can be marked as private, which will allow only friends to join your session, by clicking the checkbox.
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[h2]Lobby Browser and Improved Multiplayer Flow/Features[/h2]
By popular demand, we’ve re-added the Lobby Browser to the game in place of quickplay. It’s a little more old-fashioned but hey, so are we!
[list]
[*] Now to join a multiplayer game, press the “Online” button in the Embark screen.
[*] The Lobby Browser displays a list of available sessions that you can join, including the following information:
[list]
[*] Host name
[*] Episode
[*] Difficulty
[*] Number of open slots
[*] The host’s region
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[*] Selecting the adventure also displays the following information:
[list]
[*] Character portraits to show which characters are active in the session
[*] Current dungeon depth the players have reached in the session
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[*] On first launch after updating, you will be asked to select a region for matchmaking, which will be used on the lobby browser screen.
[list]
[*] Region can be changed in the “Accessibility” tab of the Options menu.
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[*] Players can now be kicked by the host from within the session.
[list]
[*] Kicking controls can be accessed from the “Manage Party” button in the pause/escape menu.
[*] Individual party members can be removed with a button by their name.
[*] The entire party can be disbanded manually by the host with the “Disband Party” button.
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[*] As the host now has manual control over kicking, the “AFK kick” feature has been removed.
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[h2]New Story Cinematics[/h2]
To tell more of the story of MythForce, we’ve added animated cinematics to “bookend” each of the adventures.
[list]
[*] When starting each episode, there is now an animated story vignette.
[*] If the players are victorious, an outro cutscene will play, some adventures including a brief moment with the heroes, and each including a personal message from Deadalus to the hero.
[*] If the party is defeated, a “defeat” cutscene plays, where Deadalus will invite you to make another attempt.
[*] All intro and outro cinematics can be skipped at any time.
[*] A new HUD element has been added to the results screen showing the status of each member of the party:
[list]
[*] Players will appear in one of 3 states: Watching the cinematic, in the results screen, or ready to return to the lobby.
[*] Once any player has pressed the “Back to Lobby” button, a 60 second timer begins, displayed for all players, including those watching cutscenes.
[*] Once all party members have pressed “Back to Lobby,” the timer will skip to the last 3 seconds and return all players to the lobby.
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[*] Additionally, the previous “Chapter promo” videos can now be accessed by pressing a new “Watch chapter intro” button that appears on the Embark screen next to the first episode of each chapter.
[list]
[*] This also adds an animatic intro for the whole campaign.
[/list][/list]
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[h2]New Enchantments[/h2]
We’ve added a set of new spellbook-specific enchantments to make your spellcasting experience a little more interesting.
[list]
[*] Electric Spellbook:
[list]
[*] [b]Strike Twice[/b] fires a second lightning bolt after the first on the Electric Spellbook charged cast.
[*] [b]Gathering Storm[/b] increases the damage a single enemy takes on subsequent hits with the spell. Changing to a different target resets the damage bonus.
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[*] Ice Spellbook:
[list]
[*] [b]Tundra[/b] increases the intensity of the charged Blizzard attack, causing it to tick ice damage more frequently, and reduce the EP cost of sustaining the blizzard.
[*] [b]Tempest[/b] increases the area of effect of the charged blizzard attack, and increases the damage of the quick cast ice spikes.
[/list]
[*] Fire Spellbook:
[list]
[*] [b]Fan the Flames[/b] increases the explosion radius of fireballs
[*] [b]Inferno[/b] throws 2 additional fireballs to the left and right of the first fireball when using the charged fireball attack.
[/list][/list]
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[h2]Support for Ultrawide and 16:10 monitors[/h2]
We now officially support most common screen resolutions between 16:10 and 32:9 (Super ultrawide), up to a maximum of 4:1 (Polyvision)
[list]
[*] Citadel vendor interiors, cinematics, and other screens with fixed width art have additional border graphics added to either side.
[*] HUD elements when displayed on 16:10 monitors scale to ensure that elements no longer move off the edge of the screen.
[*] Added “HUD Centered in Ultrawide” to the Options menu Accessibility tab, allowing you to lock HUD elements to the 16:9 frame in ultrawide (checked), or allow HUD elements to extend to the screen edges (unchecked).
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[h2]Combat Improvements[/h2]
We’ve continued our re-evaluation of combat pacing and general combat “fairness,” and made a handful of changes to make your experience in battle better.
[list]
[*] We've removed difficulty-based combat speed modifiers. Now all difficulty tiers are the same speed.
[*] We’ve increased the speed of both heroes and enemies:
[list]
[*] Player and enemy base movement speed has been increased by 20%.
[*] The speed of all player attack actions have been increased by 20%
[*] Enemy attack speed has been increased by 20%
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[*] All weapon hitboxes have been re-evaluated:
[list]
[*] Player melee weapon hitboxes have been extended to hit at greater distance.
[*] Enemy weapon hitboxes have been slightly narrowed and shortened, to prevent hitting players “unfairly” on some weapon swings as “collateral” damage.
[*] Enemy attack animation “active frames” have been revised to prevent players from being hit “unfairly” on certain follow-through and backswing motions.
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[*] Bows have been buffed significantly
[list]
[*] Bow light attacks now cause medium hit stagger on critical headshot hits
[*] Bow power attacks now cause heavy hit stagger on non-critical hits
[*] Bow power attacks now cause knockdown on critical headshot hits
[*] Bow base damage has been increased.
[*] Bow power attack damage bonus has been increased.
[/list]
[*] We now prevent hits from causing any player stagger while using abilities, which could previously cause a well-timed hit to cancel the player ability, wasting it.
[*] Dodging is no longer mutually exclusive with blocking and parrying, allowing them to be done simultaneously.
[*] The Ice Book Blizzard power attack is now unblockable and penetrates enemy shields.
[/list]
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[h2]New Cosmetics[/h2]
1.0.5 introduces a new set of skins and emotes to make multiplayer a little more fun.
[list]
[*] Added 4 new “Radical ‘80s” skins, all with a Team MythForce novelty t-shirt, available at the Boutique:
[list]
[*] Victoria: “[b]Get Physical[/b]” is an aerobics outfit.
[*] Hawkins: “[b]Hi-Tops[/b]” is jeans and hi-top sneakers, with a hi-top hairdo.
[*] Maggie: “[b]Mall Rat[/b]” is trendy torn jeans and a bulbous bouffant with a bow.
[*] Rico: “[b]Wild One[/b]” lets Rico’s hair down, with a tank top, black jeans, and wallet chain.
[/list]
[*] Added 4 new emotes, available at the Boutique:
[list]
[*] [b]Facepalm[/b] lets you express when things just didn’t go as planned.
[*] [b]Finger Guns[/b] is a radical new way to say “hi,” or express your approval.
[*] [b]Point[/b] lets you draw attention to something off in the distance.
[*] [b]Sit[/b] lets you take a load off during a tiring adventure.
[/list][/list]
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[h2]Creature Improvements[/h2]
Lizardfolk have returned to the Thicket, and we’ve made some improvements to the behavior of a number of our subclasses to give them a more clear purpose and flavor.
[list]
[*] We've added a new tier of Lizardfolk that will appear within Chapter 1.
[list]
[*] New lizards can appear as either Berserkers or Rogues
[*] New lizards are weaker than their siblings in chapters 2 and 3.
[/list]
[*] Archer accuracy is enhanced when you can see them, to encourage dodging and blocking, instead of relying on their stormtrooper aim to avoid damage.
[*] We've revised the AI behavior of enemies with the Tank sub-class to give them a more distinct identity and combat strategy:
[list]
[*] Tanks now prioritize defense. They will advance cautiously with shields up until they detect an opening to strike.
[*] While in defensive posture, any attack that would cause a heavy stagger or a knockdown will cause a guard break, any other attack will bounce off the shield.
[*] Attacks that “throw” enemies, like power attacks when using Lion’s Roar, will still pass through their defenses.
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[*] We've revised the AI behavior of enemies with the Rogue sub-class to give them a more distinct identity and combat strategy:
[list]
[*] Rogues now prioritize engaging from a flanking position, and dodge more frequently.
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[*] We've revised enemy spellcasting animations to improve visibility of their attack telegraphs.
[*] We've improved the Skeleton Bomber:
[list]
[*] Skeleton Bombers will now sprint at you instead of toddling around.
[*] Causing lethal damage to the Skeleton Bomber will now start its explosion countdown. Be sure to get out of melee range when it starts to flail around!
[*] Skeleton Bombers now have an improved animation set to show when they are about to explode.
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[*] Now potstickers spawn in pot spawning locations, so you can no longer memorize which pots are potstickers and which are normal pots.
[*] Refined Redcap strafe animations to improve their locomotion.
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[h2]Encounter Improvements[/h2]
We've performed a thorough overhaul of our encounter system to improve encounter pacing and creature placement.
[list]
[*] We’ve made some big changes to enemy spawning:
[list]
[*] Enemies no longer spawn in “Spawn closets,” except in certain setpiece events. Now all creatures teleport onto the ground with a clearly visible teleport effect.
[*] Enemies no longer spawn in areas that would require you to backtrack to find and fight them.
[*] Enemies no longer spawn in discrete waves. Now, after a threshold of enemies have been defeated, a “reinforcement” spawn will appear deeper into the room, adding more enemies to the fight.
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[*] Enemy “rosters” should now accommodate a broader and more well-balanced mix of enemies in each encounter, instead of populating each encounter with the highest-level enemies available first.
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[h2]Level Improvements[/h2]
We’ve added and tweaked a few things to make your experience adventuring through the dungeons feel more varied.
[list]
[*] We've added a few new rooms to Chapter 1, increasing the variety of rooms that you should see while adventuring in the Thicket.
[*] We've reduced the number of similar-shaped room variants, as there was a disproportionate number of variants of some rooms, causing similar rooms to appear more often than intended.
[*] We’ve added logic to dungeon generation that suppresses back-to-back repetition of similar room layouts, which should also prevent a feeling of frequent repetition.
[*] The Hexstar Boss Fight event now triggers as soon as all players have entered the room, instead of waiting for all players to jump down to the ground level.
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[h2]Multiplayer Improvements[/h2]
1.0.5 includes some small improvements to connectivity and behavior around connection loss.
[list]
[*] The host will now attempt to automatically reconnect after losing connection during a multiplayer session, allowing client players to re-join the session without the host having to return to the main menu.
[*] Players that have been kicked from a session now receive the gold that they would’ve normally received on normal disconnect.
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[h2]Ability improvements[/h2]
We’ve revised some ability VFX and made one important change to Rico’s Deadly Thrust.
[list]
[*] Revised Aura VFX across a number of ability upgrades:
[list]
[*] Victoria: Lion’s Roar > Inner Flame
[*] Victoria: Lion’s Roar > Bolster
[*] Rico: Deadly Thrust > Pick up the Pace
[/list]
[*] Reduced the explosion VFX when using Victoria’s Inner Flame upgrade to Lion’s Roar, so it no longer “flashbangs” the player.
[*] Rico’s Deadly Thrust ability has been improved to now allow critical hits.
[*] Improved performance & stability of Victoria’s Thunderstrike ability when using as a client in multiplayer.
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[h2]Additional VO & VO improvements[/h2]
We’ve added a selection of new character lines to add more flavor while adventuring, and added some systems to reduce repetition.
[list]
[*] There is now an additional mission dialogue that plays early in each chapter while adventuring.
[*] Characters now comment when after reducing a boss or miniboss below 33% health.
[*] Characters now comment when they have been revived by a party member.
[*] Characters now comment when they are revived using a Spirit Shrine.
[*] Characters can now comment when an enemy falls into a pit.
[*] Characters can now comment when a spell is disrupted due to low EP or getting hit.
[*] Characters now have unique lines when they are affected by “Rooted” status.
[*] Characters now have unique lines when they are affected by “Electrified” status.
[*] We've added a brief delay before many of our barks so they have more natural timing.
[*] We've added a cooldown to many of our barks to prevent them from triggering too often.
[*] “Crit celebration” barks now only trigger when the critical hit results in the defeat of the enemy, instead of on any critical hit.
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[h2]UI Improvements[/h2]
We’ve made some improvements to your first-time session tutorial, a few QoL improvements to navigation, and some aesthetic upgrades to fit with the narrative work we’ve done.
[list]
[*] We’ve improved the visuals of the Citadel of the Sun, making the city feel less sparse.
[*] We’ve added animation to some Citadel buildings to give it a more lively feeling.
[*] The EMBARK button on the Citadel screen now glimmers to draw attention to it.
[*] We’ve split the in-game HUD tutorial to show only part of the HUD at a time in sequence, instead of showing all HUD elements at once.
[*] The “Do not show tutorials” checkbox now persists across all pages of the tutorial.
[*] Mission details can now be reviewed in the pause/escape screen.
[list]
[*] At the top of the screen, you can find the current episode and difficulty setting.
[*] In Mythic difficulties, the active curses also appear at the bottom of the screen.
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[*] The “Hold to Reroll” UI element when making perk/enchantment/ability selections has been moved above the selection cards.
[*] Maximum FOV setting in the options menu has been expanded from 105° to 120°. Note that at 120°, there may be some visual distortion, and it may slightly affect performance.
[*] The Overdrive gauge now has a more prominent visual effect to show when it is ready to use.
[*] We’ve updated the art in the Episode loading screens.
[*] We’ve made a slight change to the Episode title text to put emphasis on the Episode instead of the Chapter.
[*] Your most recently selected hero, in their current skin, now appears in the “Press Start/Press Any Key” screen.
[*] Most non-critical HUD info is now hidden while emoting.
[*] The font for cutscene subtitles is now consistent with the font used in in-game subtitles.
[*] There is now an on-screen indicator to show that you can switch between spectated players while in spectator mode.
[*] We've improved the visual effect when upgrading a building in the Citadel with glyphs.
[*] Fixed padding on the quest “Claim” button
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[h2]Other Improvements[/h2]
[list]
[*] New ambient audio has been added to the Citadel vendors
[*] We’ve added volume sliders to control the volume of:
[list]
[*] Creature footstep volume
[*] Ambient environment sound volume
[*] Creature death sounds volume
[/list]
[*] Added an Accessibility option to turn the exhaustion screen effects off.
[*] Healing shrines now heal any drinking player up to their maximum HP.
[*] Expanded the ability to cancel upgrade selections from shrines, shards, and ability orbs:
[list]
[*] Dismissed choices from shrines return if interacting with the shrine again.
[*] Dismissing choices from a shard will drop the shard on the ground, allowing them to be shared.
[*] We’ve added a warning when an orb will not give any upgrades.
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[*] Harrowing bracers now affect Necrolytes & Elementals, as they are “Acolyte” type enemies.
[*] Mythic I difficulty is now available to all players by default. Mythic II and III still require the previous Mythic tier to be completed first.
[*] Added a failsafe to ensure that no combination of perks, curses, etc., can reduce the player below 1 max HP.
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[h1]Balance Changes[/h1]
[list]
[*] Changes to the Encounter system significantly increase the number of enemies that are likely to appear in each encounter.
[*] Reduced the time to revive a party member that has been KO’d to 5 seconds (Was 10).
[list]
[*] “Spare the Dying” values retain the same relative percentage.
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[*] Reduced the cast speed of lightning casters so they can’t spam lightning bolts as fast.
[*] Slightly reduced the projectile speed of lightning bolts thrown by enemies.
[*] Reduced the added enemy Physical & Magic Attack curve on mythic difficulties.
[list]
[*] Mythic 1 - Reduced to 125% (Was 150%)
[*] Mythic II - Reduced to 200% (Was 250%)
[*] Mythic III - Remains at 300%
[*] All of these values are relative to the power level at Hard difficulty.
[/list]
[*] Kovina’s Crucible now grants more gold: 50% of the trinket’s buy price (Was 20%)
[*] Increased the gold granted by Ill-Gotten Gains:
[list]
[*] Tier 1: Grants 6,000G (Was 1,000)
[*] Tier 2: Grants 9,000G (Was 2,000)
[*] Tier 3: Grants 12,000G (Was 3,000)
[*] Tier 4: Grants 20,000G (Was 5,000)
[/list]
[*] The Greed Altar now awards up to 20,000G when you sacrifice HP (Was 5,000)
[*] Increased the benefit gained from many trinkets:
[list]
[*] Increased the Magic Resistance gained from the Abjuring amulet
[*] Increased the Physical Defense gained from the Ironclad amulet
[*] Increased the Physical Damage gained from the Forceful Bracers
[*] Increased the Magic Attack gained from the Mystical Bracers
[*] Increased the Damage vs. Spores from the Antifungal Bracers
[*] Increased the Damage vs. Acolytes from the Harrowing Bracers
[*] Increased the Damage vs. Skeletons from the Shattering Bracers
[*] Increased the Damage vs. Lizardfolk from the Withering Bracers
[/list]
[*] Reduced the Glyph cost of upgrading the Armory to be in line with the Sun Disc.
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[h1]Bug Fixes[/h1]
[h2]Character Abilities[/h2]
[list]
[*] Fixed a rare issue that would cause Victoria's Vanguard ability to stop working.
[*] Fixed an issue that would allow Victoria’s special shield to become permanently attached to her arm.
[*] Fixed a visual issue with Victoria’s Lion’s Roar “Inner Flame” upgrade that caused the flames to appear orange instead of white to client players in multiplayer.
[*] Fixed an issue where some abilities could be executed while targeting Victoria’s Thunderstrike, causing the ability to fail to execute properly.
[*] Fixed an issue where Rico’s Backslash could fail to do damage.
[*] Fixed an issue with Rico’s “Glitter Dust” upgrade to Pocket sand only applying damage to linked enemies when attacking with physical type damage.
[*] Fixed an issue where Rico’s “Fancy Footwork” double-jump ability would fail to execute if pressing back or to one side.
[*] Fixed an issue where auras generated by certain upgrades were no longer appearing.
[*] Fixed an issue where Maggie’s Snap ability could cause her to become stuck in the ground temporarily.
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[h2]Combat & Weapons[/h2]
[list]
[*] Fixed an issue where enemy attacks would register a hit against the player if they hit the player’s “gold pickup” sphere, instead of their collision capsule.
[*] Fixed an issue that was preventing the shield raise animation from playing, making it appear that the player could not enter a blocking state while jumping or falling.
[*] Fixed an issue where the lightning quick cast counted Magic Attack twice when calculating damage. We’ve slightly buffed base damage to compensate.
[*] Fixed an issue where Maggie could become stuck in a slowed state if throwing a fireball at the moment she also jumps off a ledge while sprinting.
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[h2]Creatures[/h2]
[list]
[*] Fixed a couple issues in the Deadalus boss fight:
[list]
[*] Deadalus should no longer be able to be “cheesed” by locking him in an ineffective attack pattern with attacks from behind. He will now turn to face you as expected.
[*] Reduced the maximum height of “Man-bat” Deadalus’s flying attacks, to prevent him from sometimes getting stuck on the roof of his arena.
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[*] Fixed an issue where you could become embedded in the ground if Beastor landed directly on top of you with a jump attack.
[*] Fixed an issue where Spore berserkers would perform their charging attack, then stop before swinging their weapon.
[*] Significantly reduced occurrences of some enemies moving after being knocked down, sliding around on the ground while prone.
[*] Fixed an issue where Tank type enemies would not immediately raise their shield when entering a defensive posture, causing them to be defended when they appeared to be open to attack.
[*] Fixed an issue where Spore Rogues would appear half-embedded in the ground when returning to full size after using their shrinking ability.
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[h2]Levels & Encounters[/h2]
[list]
[*] Mitigated an issue where it was possible to become stuck between the tree roots and well in the entrance room of Episode 2. It is still possible to enter a “floating” state in a precise location, but you should be able to slide out of the stuck position.
[*] Fixed an issue where you could become stuck between stalagmites and some rubble in the Hexstar boss arena.
[*] Put safeguards in place to ensure it is no longer possible to fall through the world due to a room de-spawning while a player is still inside.
[*] Fixed an issue where multiple shrines could spawn in the same location in one of the treasure rooms in Chapter 3
[*] Fixed an issue where multiple sarcophagi could spawn in the same location in one of the rooms in Chapter 2, each individually granting treasure.
[*] Fixed an issue where a duplicate Hexstar could appear for client players in the setpiece encounter at the end of Episode 5.
[*] Fixed an issue where a duplicate Hexstar could appear for client players in the setpiece encounter at the midpoint of Episode 5.
[*] Fixed an issue where some players would not see Deadalus animating during the intro sequence of the final Deadalus boss fight.
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[h2]UI[/h2]
[list]
[*] Fixed an issue where, on game launch, the arrow indicating the currently selected character could be in the wrong location
[*] Fixed an issue where the dungeon depth progress bar would not accurately display dungeon depth, making it look like the player had “missed rooms” or completed more than were actually present.
[*] Fixed an issue where no VFX would appear in first person when suffering from the chill or frozen status effects.
[*] Moved Whirligig health bars up so that they are no longer hidden inside the chassis.
[*] Mitigated a visual issue where speedlines could become stuck on the screen if they were present when Overdrive ended.
[*] Fixed an issue where the poison effect in first person would become stuck on screen.
[/list]
[h2]Audio & VO[/h2]
[list]
[*] Revised the audio for Lion’s Roar to still play the associated sound effects, even if the voice line does not trigger.
[*] Fixed an issue where the swing sound accompanying mace power attacks could stop playing.
[*] Reduced the occurrence of character banter being interrupted by other character vocalizations. It can still happen, but is less common now.
[*] Fixed an issue where a dialogue between Deadalus and Hexstar meant to play during the Hexstar boss fight would not play until Hexstar was defeated, meaning two different dialogues would play back to back.
[*] Fixed an issue where Victoria’s “apply bleed” bark would play instead of Maggie’s when applying the bleed status effect to enemies.
[*] Fixed an issue where Maggie’s “apply bleed” bark would play when Victoria applied the shock status effect to enemies.
[*] Fixed an issue where the voice for the mission banter during Episode 9 would not play, even though the subtitles would appear.
[*] Fixed an issue where some hero banters in setpiece sequences could be interrupted by combat vocalizations.
[*] Altered the Overdrive stinger to not play for all players present in multiplayer.
[*] Fixed an issue where voice lines triggered in the communications wheel could cause hero banters to restart.
[*] Fixed an issue where client players would not hear the potion pickup sound if they already had a potion in their inventory.
[*] Pinging the Spirit Shrine previously played a line that referenced a Spirit Icon. These lines have been replaced with VO that now calls the shrines by their correct name.
[/list]
[h2]Perks/Enchantments/Trinkets[/h2]
[list]
[*] Fixed an issue where the Ironclad and Abjuring amulets were not applying a defensive stat increase. We have re-enabled the amulets to allow them to spawn again.
[*] Fixed an issue where the Stalwart perk was not reducing the EP cost for defense actions as described.
[*] Fixed an issue where the Poised enchantment would not refund any energy.
[*] Fixed an issue where the Combat Veteran perk could fail to count some defeated enemies when granting bonus HP.
[*] Fixed an issue where the damage applied by the Brazen Charge perk was lower than the damage percentage displayed in the perk description.
[*] Fixed an issue where the Exacting Charm granted far more critical damage than expected.
[*] Fixed an issue where additional arrows generated by the Trident ability could not be seen by client players.
[/list]
[h2]Multiplayer Issues[/h2]
[list]
[*] Fixed an issue where some client players would not see spirit shrines after joining a game in progress.
[*] Fixed an issue where spirit shrines could appear to be activateable when there are no player characters in need of revival.
[*] Fixed an issue where dodge animations would appear broken when viewed in 3rd person.
[/list]
[h2]General Issues[/h2]
[list]
[*] Fixed an issue with Victoria’s “Vertical Push-Ups” emote, where her hand angle would change depending on the direction players were looking when triggering the emote.
[*] Fixed an issue where the exhausted VFX could fail to trigger when entering an exhausted state.
[/list]
And that’s a wrap on 1.0.5! We’ll have our heads down for a while while we work on the next steps for [i]MythForce[/i], but we hope you enjoy the dungeon in the meantime. Thank you as always for coming along with us on this journey, and we’ll see you next time.
Stay tuned!