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Mystic News

The Mystic is here.

[h2]The mystic is releasing out of early access![/h2]

After 5 years of working on the game and improving it throughout EA we decided to release the Mystic.

Along with the release we are launching our the biggest update yet. Adding many fixes along with the full Campaign. We are also planning to add more bugfixes in the future (current patch notes down below).

We wan to thank many players that played the game in EA and submitted vital feedback. Without you it would be much harder. I also want to thank many colleagues that worked on the game and helped to make it better.

Enjoy the game!

[h3]Patch notes [/h3]

Fixes

Settings panel
Tutorial starting
Effects bugs
More than one player game fixes
Tutorial maps not included
Magic circle mechanism (magic level bonus)
Magic tower mechanism (magic level bonus)

Mechanism

Lumber and stone extractors fixed (even UI)
Neutral player (neutral villages) fixed
Fixed lightning magic level
Spell book pages overflow fixed
Winning game will finish some quest related to ending (custom map)
Destroying buildings as quest target fixed
Added target stacking in quests (like same multiple units sent to same location)
Added transition God reputation system to custom maps (custom campaigns)
Fixed Earthquake spell
Added locked tiles
Fixed allowing Monuments in custom game
Quest town upgrades fixed
Fixed city buildings
Fixed tutorial mainframe
Fixed possible screen freeze (frozen GUI object not showing)
Campaign save games
Dynamic music is triggered earlier and more intense
Save games compatible with custom games (can occur bugs with spells)
Credits

Map Editor

Fixed ritual panel
Can assign building destroy to quest
Map naming convention fix (no special characters in map name)
Tutorial maps exploit fixed
Fixed possible loading issue
Quest minor fix (linking)
Loading progress bar added
Added monument buildings
Spawning - CA fixed
Quest cancelling bug fixed
Map editor possible stuck fixed during loading a custom map
Custom maps have new Win Condition: By Monologue
Custom maps now have option to have conditional monologue selection (6 options)
Map editor Magic Towers spawning bug fixed
Fixed spawn mechanism and camera moving
Spawn button content fixed

Campaign

Balanced maps
Start campaign by Gods scene
Part I added
Part II added
Part III added
Part IV added
Part V added
Part VI added
Part VII added
Part VIII added
Continue mechanism
Save games
Remembers unlocked entities

Maps

Maps inclusion fixed (steam update), tutorials and campaign
Tutorial and Campaign maps are hidden in editor and custom maps

Console

Added command for printing out current reputation with fractions (custom maps)
Added command for setting up reputation with fraction (custom maps)
Added command to remove all achievements and stats

Visuals

Quest panel can have more than 3 active quests (added scrolling)
Quest panel minor fixes
Monologue panel text graphics
Added HD god animation graphics
Floating text is shown double the time
Added floating text to unlocking content (custom maps)
Replaced Facebook button with twitter
Save games sorted by date time
Save game panel closes after successful save
Intro - winter is coming ~~ *
Spawn effects fixes
Active quest panel

Enhanced AI

Fixed bug in custom games (starting monologue with AI scenario)
AI will now prepare scenario in custom games (free of traits)
Fixed possible AI break at custom maps (ID)

Achievements

Fixed achiev 35
Fixed stats for achievs 36, 37, 38
Added achives 1-14 (campaign-related)
Achievments 46/60 done; public, unhidden
Added achiev and stat mechanism
Added ultimate removal mechanism for achievs being collected in error
### killer (#15 - #19)
New adventure (#20)
### dungeon master (#21 - #25)
Emperor´s recruiter (#26)
Planner (#27)
Long battle (#28)
General (#29)
Massacre (#30)
Got fellow Pilgrim (#31)
Pack´s finest (#32)
Creative mind (#33)
Spark of creativity (#34)
Flame of creativity (#35)
First taste of blood (#36)
Experienced warrior (#37)
Professional warrior (#38)
First spell (#39)
Spellcaster (#40)
Spell master (#41)
Spell binder (#42)
Technology ### (#43 - #45)
Building razed (#46)
Bulldozer (#47)
Spell scroll ### (#48 - #50)
Casting, Charging, Boosting (#51 - #53)
### destroyer (#54 - #59)
Wall buster (#60)
Little explorer (#61) - a part-reward for early accessors

Tools

Implemented command line acceptance
Added CL command "-4record", slows screen movement speed, hides UI

Patch 0.6.1c Tutorials

Hi to all players.


We released a new patch. We are focusing on finishing the campaign. So there were loads of improvements done on Editor and map logic.

[h3]New Tutorials [/h3]

After listening to your feedbacks we improved the tutorial and added another two for more complex mechanics and better understanding as well as we constantly adding new records to the wiki page:
https://the-mystic.fandom.com/wiki/The_Mystic_Wiki

For more regular updates follow us on Twitter
https://twitter.com/StudioPipeDream

[h3]Mechanics[/h3]

  • Active quests in saved games (fix)
  • Stability improvements
  • Custom map can have AI scenario drive
  • Custom map can cast spells
  • Custom map can spawn units
  • Custom map can setup spawning with concentration attack and chasing
  • Custom map can setup ritual
  • Quest mechanism and spellbook fixes

[h3]Visuals[/h3]

  • Added individual spawning effect for magic units
  • Added individual effect for some faction units
  • All other units have random spawn effect from the library
  • Monologue panel visual upgrades (more to come)

[h3]Editor[/h3]

  • Added AI behavior option
  • Added spawn event system option
  • Monologue can setup AI behavior
  • Monologue can sprung spawn event
  • Monologue can access ritual
  • Ritual can spring monologue

[h3]Multiplayer[/h3]

  • Fixed LAN playing
  • More stable


[h3]Tutorial[/h3]

  • Tutorial 0 ends (can end) sooner
  • Tutorial 0 has an AI-driven scenario
  • Added Tutorial 1
  • Added tutorial choose a page in the tutorial panel
  • Added Tutorial 2

Patch 0.5.16c Lost And Foud

[h2]Hi everybody [/h2]

we are releasing a new patch. This time we are implementing back into the game a few things that got lost or postponed trough out creating the game. this includes new tiles and effects. better siege. nad many more

The second big part of this patch is improvements to the editor and campaign tools. in a ramp-up to a campaign release, these are important to us.

We also managed to find and crush several game-breaking bugs so games should be more stable and hassle-free going forward.

enjoy the game

[h3]Here are the rest of the patch notes.[/h3]

[h3]AI[/h3]
  • A mechanism for the campaign (basics)
  • Optimal. in performance
  • Game mechanisms
  • Tile highlight fixed
  • A fixed huge issue for custom maps (corrupted map load)
  • Fixed tabs blockage
  • Earthquakes broke city walls, don't destroy the city

[h3]Editor 2.0[/h3]
  • Fixed quest and monologue panels
  • Fixed tile whisperer
  • Added tooltips for users
  • Fixed faction loading
  • Locked content enhancement
  • Added highlighting tile for quests
  • Added more content for quests
  • Fixed and extended quest and monologue condition detections
  • Better notifications
  • Other small and medium fixes and user-friendly enhancements to the editor
  • Added passive option for tile description
  • Console
  • Quest management on custom maps

[h3]Tutorial[/h3]
  • Fixed possible loop in the tutorial
  • Enhanced and fixed quest panel
  • Working on 2 new tutorial maps

[h3]Visuals[/h3]
  • Fixed and reanimated some issues (not all)
  • Added city tier upgrade effect
  • Swordsmen and knights animation rerendered
  • Some formations realigned
  • Dynamic tile note show (tile description representation)
  • Texture for each faction - destroyed walls of the city
  • Added effect for broken wall city

[h3]Tools[/h3]
  • Bug report fixed and enhanced

AI patch 5.11c

[h2][h3]Hi, fellow generals [/h3][/h2]

[h3]Try to beat our new and improved AI.[/h3]

While we are working on the campaign editor and achievements. our AI is getting really dangerous. Go and defend your lands from this growing threat. Our patching and bug fixing efforts improve the game into a challenging experience.

There is still much work to be done nonetheless this is a milestone for us. If you are unconvinced so far check out this list of bug fixes.

Otherwise that - have a nice day!

[h3]AI[/h3]
  • Defending enhanced
  • Attack enhanced
  • Recruitment enhanced
  • Added Tier4 behavior
  • Modifications on behavior Tier1-Tier3
  • AI faction-based behavior (basics)
  • Difficulty modification - more press and management
  • Fixed minor bugs in resources, spell queue, movements, placements,...
  • Fixed magic circles
  • Fixed casting spells
  • Advanced exploring (fixes and extensions)
  • Added target count of entities to build orders
  • AI faction-based behavior (advanced)
  • Passive keep and active keep of minimal/maximal entities
  • Advanced building placement
  • Advanced recruitment and expansion
  • More logic to behavior
  • Pathfinding enhanced


[h3]Visuals[/h3]
  • Wiki logo changed (main menu)
  • CPU usage fixed position (intro)
  • Monologue panel
  • Tile highlight enhanced
  • Precaching screen particles


[h3]Mechanics[/h3]
  • Debug console enabled in AI game (debug-Ai game)
  • Constructions exclusion zone +2
  • AI difficulty preset to Fair


[h3]UI-friend[/h3]
  • Console help command - more friendly
  • End turn messages


[h3]Fixes[/h3]
  • Main menu faction dropdown menu fixed
  • Main menu faction selection fixed
  • Fixed UI glitch (all hexes disappear, only effects remains)
  • FPS meter
  • Campaign prelude scene
  • AI casting system
  • Tier 4 AI fixed


[h3]Console[/h3]
  • New command "camReset" - reset camera to default position


[h3]Options[/h3]
  • End turn message can be turned off in settings


[h3]Menu[/h3]
  • Map editor is under (re)construction
  • Multiplayer is under (re)construction

Patch 0.5.7

Hi everybody, we have just released a new patch. In general, we are currently working on finishing the AI and bug fixing the game. this will move us closer to creating the campaign and finishing the game.

In other news, a few days ago we passed the 4 years mark since we began work on this project. Thank all of you for your support. It makes the project worth it. All of us have learned a lot and it hopefully allows us to work on similar projects in the future. and I want to thank all who participated on the Mystic.

We will continue our work until we are finished with Mystic.

here are the patch notes: https://the-mystic.fandom.com/wiki/Alpha.0.5.7