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Hotfix 1.0.5.1 NOW LIVE

Hotfix 1.0.5.1 Patch Notes

Greetings, friends! Project Director Luke here. We hope you’ve been having fun with the 1.0.5.0 update that we released last week. We’ve been getting a lot of very helpful feedback, and we’re delighted that it seems that folks are having a good time. Among that feedback, though, we’ve caught a couple issues that we wanted to patch out quickly in a hotfix, so here goes:

[h2]Issues fixed in v1.0.5.1[/h2]
  • We’ve fixed some issues with setpiece encounters
    • Fixed an issue where Hexstar could fail to begin her boss fight setpiece encounter at the end of Episode 6, soft-locking the game.
    • Fixed an issue where client players in multiplayer may not see or hear setpiece animations, looking like the game had stopped working.
  • We’ve fixed a few issues related to ultrawide resolution support:
    • We’ve fixed an issue where no valid ultrawide resolutions appeared in the selection dropdown in video options.
  • We’ve disabled the resolution dropdown when Borderless Fullscreen is selected.
  • We’ve fixed an issue where Tank type enemies could fail to enter melee range, and idle until the player approaches instead of attacking.
  • We’ve fixed an issue that would prevent victory cinematics from appearing if the player unlocked a new Mythic difficulty tier.
  • We’ve fixed an issue that made the “Stay in Party” checkbox unresponsive when attempting to click with a mouse.
  • We’ve updated a few art pieces in the Chronicle.
  • We’ve fixed an issue that resets the Boutique when updating to 1.0.5.0, removing all previously purchased cosmetics from the account.
    • Unfortunately any players that have already experienced this issue will have already had their save data overwritten.
    • We have reduced the cost of all cosmetics in the Boutique by 50% to make it easier to get those cosmetics back.

MythForce Harder, Better, Faster, Story Update is Now LIVE ⚔️

Update 1.0.5.0 Patch Notes

[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.



Added Content & Features

[h2]New Feature: The Library[/h2]
We’ve added the newest building to the Citadel: The Library

  • 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.
    • 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.
  • The Bestiary: Notes about the enemies the heroes will encounter within the Cursed Lands, written by Lena Keen-Eye for her son, Hawkins.
    • 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).
  • The Scrapbook: A collection of scattered notes and letters written by the heroes and villains of MythForce.
    • 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.

[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.
  • We’ve removed the extra screen when selecting an adventure. Setup is now controlled via a panel on the Embark screen.
    • 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.

[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!

  • 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:
    • Host name
    • Episode
    • Difficulty
    • Number of open slots
    • The host’s region
  • Selecting the adventure also displays the following information:
    • Character portraits to show which characters are active in the session
    • Current dungeon depth the players have reached in the session
  • On first launch after updating, you will be asked to select a region for matchmaking, which will be used on the lobby browser screen.
    • Region can be changed in the “Accessibility” tab of the Options menu.
  • Players can now be kicked by the host from within the session.
    • 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.
  • As the host now has manual control over kicking, the “AFK kick” feature has been removed.

[h2]New Story Cinematics[/h2]
To tell more of the story of MythForce, we’ve added animated cinematics to “bookend” each of the adventures.

  • 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:
    • 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.
  • 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.
    • This also adds an animatic intro for the whole campaign.

[h2]New Enchantments[/h2]
We’ve added a set of new spellbook-specific enchantments to make your spellcasting experience a little more interesting.

  • Electric Spellbook:
    • Strike Twice fires a second lightning bolt after the first on the Electric Spellbook charged cast.
    • Gathering Storm increases the damage a single enemy takes on subsequent hits with the spell. Changing to a different target resets the damage bonus.
  • Ice Spellbook:
    • Tundra 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.
    • Tempest increases the area of effect of the charged blizzard attack, and increases the damage of the quick cast ice spikes.
  • Fire Spellbook:
    • Fan the Flames increases the explosion radius of fireballs
    • Inferno throws 2 additional fireballs to the left and right of the first fireball when using the charged fireball attack.

[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)

  • 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).

[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.

  • 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:
    • 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%
  • All weapon hitboxes have been re-evaluated:
    • 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.
  • Bows have been buffed significantly
    • 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.
  • 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.

[h2]New Cosmetics[/h2]
1.0.5 introduces a new set of skins and emotes to make multiplayer a little more fun.

  • Added 4 new “Radical ‘80s” skins, all with a Team MythForce novelty t-shirt, available at the Boutique:
    • Victoria: “Get Physical” is an aerobics outfit.
    • Hawkins: “Hi-Tops” is jeans and hi-top sneakers, with a hi-top hairdo.
    • Maggie: “Mall Rat” is trendy torn jeans and a bulbous bouffant with a bow.
    • Rico: “Wild One” lets Rico’s hair down, with a tank top, black jeans, and wallet chain.
  • Added 4 new emotes, available at the Boutique:
    • Facepalm lets you express when things just didn’t go as planned.
    • Finger Guns is a radical new way to say “hi,” or express your approval.
    • Point lets you draw attention to something off in the distance.
    • Sit lets you take a load off during a tiring adventure.

[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.

  • We've added a new tier of Lizardfolk that will appear within Chapter 1.
    • New lizards can appear as either Berserkers or Rogues
    • New lizards are weaker than their siblings in chapters 2 and 3.
  • 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:
    • 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.
  • We've revised the AI behavior of enemies with the Rogue sub-class to give them a more distinct identity and combat strategy:
    • Rogues now prioritize engaging from a flanking position, and dodge more frequently.
  • We've revised enemy spellcasting animations to improve visibility of their attack telegraphs.
  • We've improved the Skeleton Bomber:
    • 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.
  • 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.

[h2]Encounter Improvements[/h2]
We've performed a thorough overhaul of our encounter system to improve encounter pacing and creature placement.

  • We’ve made some big changes to enemy spawning:
    • 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.
  • 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.

[h2]Level Improvements[/h2]
We’ve added and tweaked a few things to make your experience adventuring through the dungeons feel more varied.

  • 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.

[h2]Multiplayer Improvements[/h2]
1.0.5 includes some small improvements to connectivity and behavior around connection loss.

  • 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.

[h2]Ability improvements[/h2]
We’ve revised some ability VFX and made one important change to Rico’s Deadly Thrust.
  • Revised Aura VFX across a number of ability upgrades:
    • Victoria: Lion’s Roar > Inner Flame
    • Victoria: Lion’s Roar > Bolster
    • Rico: Deadly Thrust > Pick up the Pace
  • 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.

[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.

  • 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.

[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.

  • 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.
    • 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.
  • 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

[h2]Other Improvements[/h2]
  • New ambient audio has been added to the Citadel vendors
  • We’ve added volume sliders to control the volume of:
    • Creature footstep volume
    • Ambient environment sound volume
    • Creature death sounds volume
  • 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:
    • 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.
  • 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.
Balance Changes
  • 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).
    • “Spare the Dying” values retain the same relative percentage.
  • 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.
    • 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.
  • Kovina’s Crucible now grants more gold: 50% of the trinket’s buy price (Was 20%)
  • Increased the gold granted by Ill-Gotten Gains:
    • 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)
  • The Greed Altar now awards up to 20,000G when you sacrifice HP (Was 5,000)
  • Increased the benefit gained from many trinkets:
    • 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
  • Reduced the Glyph cost of upgrading the Armory to be in line with the Sun Disc.
Bug Fixes

[h2]Character Abilities[/h2]
  • 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.

[h2]Combat & Weapons[/h2]
  • 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.

[h2]Creatures[/h2]
  • Fixed a couple issues in the Deadalus boss fight:
    • 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.
  • 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.

[h2]Levels & Encounters[/h2]
  • 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.

[h2]UI[/h2]
  • 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.

[h2]Audio & VO[/h2]
  • 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.

[h2]Perks/Enchantments/Trinkets[/h2]
  • 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.

[h2]Multiplayer Issues[/h2]
  • 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.

[h2]General Issues[/h2]
  • 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.


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 MythForce, 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!

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BUT WAIT
THERE'S MORE


The roguelite of the century (20th century) is about to get a whole lot more RADICAL
Our biggest content update yet will be dropping later this month and features:

  • A new NPC/ In-game collectibles to find
  • Cinematics for all 9 episodes
  • Lobby Browser/Multiplayer Improvements
  • Combat Improvements/ Overall Game Speed Increase
  • 4 New Radical Outfits
  • Overhauled Encounter System
  • New Forest Rooms
  • More Weapon Enchantments
  • Ultrawide Monitor support
  • AND MORE!

Stay tuned for full patch notes 👀

See you in the dungeon! ⚔️

Save 50% on MythForce during the Winter Sale! ❄️

Tis the season for dungeon crawling with friends! 🎄
MythForce is currently 50% off during the Steam Winter Sale.

Jump into the action and try out our latest Combat Action Improvement Update.⚔️
Already a MythForce vet? MythForce makes a great digital stocking stuffer!

Happy Holidays Adventurers - new and old!💗
See you in the dungeon, and in the New Year.

https://store.steampowered.com/news/app/363860/view/6864112816152092534?l=english
https://store.steampowered.com/app/363860/MythForce/

MythForce Combat Action Improvement Update is Now LIVE ⚔️

Update 1.0.4.0 Patch Notes

[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!



Added Content & Features

[h2]Combat Improvements[/h2]
  • 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.
    • 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.
  • Swords
    • Unified the attack recovery speed and combo window on sword swings.
    • Sped up the transition back to idle after all sword swings.
  • Maces
    • Significantly improved the execution speed and velocity of mace power attacks.
  • Shields
    • 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.
  • Greatswords
    • Revised the greatsword sprinting and sprinting attack pose.
  • Bows
    • Trimmed the bow bash animation, making it execute much more quickly.
  • Books
    • 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.
  • 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:
    • 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.
  • 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.

[h2]Maggie ability improvements[/h2]
  • Snap
    • The Snappier upgrade to Snap no longer applies a range penalty to the ability.
  • Familiar
    • The cast animation for Familiar can now be canceled into another attack before the animation resolves.
  • Barrier
    • 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.
  • Arcane Levitation
    • Further reduced fall speed while Arcane Levitation is active.

[h2]Victoria ability improvements[/h2]
  • Vanguard
    • 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.
  • Sling Shield
    • 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.
  • Lion’s Roar
    • 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.
  • Thunderstrike
    • Reduced the minimum height of the Thunderstrike ability. It is now executable from slightly above the apex of her normal jump height.

[h2]Hawkins ability improvements[/h2]
  • Phantom Shot
    • 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.
  • Rift Arrow
    • 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.
  • Spirit Dash
    • Hawkins maintains horizontal velocity after air dashing.

[h2]Rico ability improvements[/h2]
  • Pocket Sand
    • The Mix-Ins upgrade to Pocket Sand now applies vulnerability to all elements instead of only Physical.
  • Deadly Thrust
    • Deadly Thrust now counts as a Power Attack for purposes of breaking enemy blocks and triggering effects that proc based on power attacks.
  • Backslash
    • 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.

[h2]Creature Improvements[/h2]
  • 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.

[h2]Perk & Enchantment Improvements[/h2]
  • 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:
    • Adrenaline
    • Brazen Charge
    • Defensive Dash
    • Razor’s Edge
    • Second Wind
    • Slash & Dash
    • Swashbuckler
  • Added a button to dismiss Perk & Enchantment selections without taking a choice. This will forfeit the ability to receive a bonus from that selection.

[h2]Status Effects Improvements[/h2]
  • 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.

[h2]Additional VO & VO improvements[/h2]
  • 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.

[h2]UI Improvements[/h2]
  • 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.

[h2]Level Improvements[/h2]
  • 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.

[h2]Other Improvements[/h2]
  • Created new models for the following trinkets to remove duplicates:
    • Frugal Charm
    • Grievous Bracers
    • Alacritous Bracers
  • Added a destruction animation to the candlesticks in Deadalus’s boss fight encounter.
  • Improved the downed pose for player characters while waiting for revive.


Balance Changes

[h2]Metagame Economy[/h2]
  • 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.

[h2]Other Balance Changes[/h2]
  • Reduced the defensive stats of the following Minibosses:
    • Reptilicus
    • Karkas
    • Fel Zealot Samson


Bug Fixes

[h2]Character Abilities[/h2]
  • Made the following fixes to Maggie’s abilities:
    • 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.
  • Made the following fixes to Victoria’s abilities:
    • 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.
  • Made the following fixes to Rico’s abilities:
    • Fixed an issue where holding left, right, or back while jumping in mid-air prevented Fancy Footwork from triggering.

[h2]Combat & Weapons[/h2]
  • 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.
    • 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
    • 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.
  • Fixed a couple issues with the blizzard spell:
    • 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.

[h2]Creatures[/h2]
  • 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.

[h2]Levels & Encounters[/h2]
  • 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.

[h2]UI[/h2]
  • 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.

[h2]Audio & VO[/h2]
  • 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.

[h2]Perks[/h2]
  • 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:
    • 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.

[h2]General Issues[/h2]
  • 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.


Known Issues

[h2]Known Areas of Instability[/h2]
  • 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.
    We have observed a very rare crash on transition between rooms.

[h2]Multiplayer[/h2]
  • 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.

[h2]Abilities[/h2]
  • 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.
    Victoria’s Thunderstrike camera position on landing pitches too far downward.
  • 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.

[h2]Weapons[/h2]
  • Swords and Greatswords infrequently do not use energy when performing a light attack.
    Perfect Blocks and Perfect Parries are not currently refunding energy.
    At noticeably high ping to the host, arrows currently fire on a delay.

[h2]Creatures & Encounters[/h2]
  • 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.

[h2]Perks[/h2]
  • Brazen Charge: The damage applied is inconsistent (lower) with the damage percentage displayed on the perk.
    Ill-Gotten Gains: The perk currently does not appear in perk selections until all other possible perk selections have been exhausted.
  • Stalwart: The energy cost of blocking and parrying is unchanged regardless of tier. Movement speed improvements work as expected.
    Thrill of the Fight: The enemy counter is reset when upgrading tiers, making it confusing to know exactly how many EP have been added.

[h2]Enchantments[/h2]
    Arcane Enchantment: Increased tiers of Arcane do negligible additional damage.
  • 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.

[h2]Trinkets[/h2]
  • 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.

[h2]Status Effects[/h2]
    The range of applied damage increases but only by 1 HP per tier of bleed applied.
  • 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.

[h2]UI[/h2]
  • 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.

[h2]Audio[/h2]
  • 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.

[h2]Graphics[/h2]
  • 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.

[h2]General[/h2]
  • 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.


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!