MythForce 1.2 Beta final update (1.2.3.0 Patch Notes)
Greetings Adventurers!
As we mentioned last week on Discord, the time for our final beta update is upon us. We’ve implemented the results voted on in the community poll, and have included a number of other small and miscellaneous fixes and improvements.
We plan to keep the playtest live for one more week before taking it down, but we will continue to polish up where we can as we begin the console certification process with the goal of officially releasing the MythForce 1.2 Update on all platforms.
From the bottom of our hearts, thank you for sticking with us and providing excellent feedback over the last couple of weeks. We hope to see you all in retail soon!
[h2]Addressing Feedback and Other Requests[/h2]
Based on the results of feedback and the poll we conducted last week, we’ve implemented the following changes:
[h2]Fixes and Polish[/h2]
As we mentioned last week on Discord, the time for our final beta update is upon us. We’ve implemented the results voted on in the community poll, and have included a number of other small and miscellaneous fixes and improvements.
We plan to keep the playtest live for one more week before taking it down, but we will continue to polish up where we can as we begin the console certification process with the goal of officially releasing the MythForce 1.2 Update on all platforms.
From the bottom of our hearts, thank you for sticking with us and providing excellent feedback over the last couple of weeks. We hope to see you all in retail soon!
[h2]Addressing Feedback and Other Requests[/h2]
Based on the results of feedback and the poll we conducted last week, we’ve implemented the following changes:
- Gold now converts to XP at the end of the run
--The results screen has a new field to display this and both XP fields now have an icon - Improved various Encounter Objective text to be clearer to the player
- In the Armory, a newly purchased Enchantment will now auto-equip if you have a free slot
- In the Armory, added new text that explains that upgrading an item will grant an additional Enchantment Slot
- The icon of Skill Tree nodes that are clickable is no longer faded, to draw the player's attention a bit more to the bottom of the skill tree
- Charms have been re-added to the Emporium. Revelatory Charm is also reverted to previous behaviour
--You don't need to hit max level on a character to access it - Level 3, 5, 7 and 9 now grant 2 skill points each, meaning the player gets a total of 28 Skill Points and 24 Attribute Points
- Adjusted Abjuring and Ironclad Bracer implementations so they Add to your defenses instead of Multiply
--This makes them much more useful when you don't already have a lot of Toughness - Trinket Infusion cost reduced and effects buffed
- Buffed various Enchantments and Trinkets
- Daggers and Shields no longer display "Power Attack" stats in the Armory
- Difficulty Selection and Loading Screen now display the bonus XP granted per difficulty
- Added Mythics 4 - 7 and removed the "Coming Soon" button
- On the Difficulty Selection screen, a crown icon is now displayed beside each difficulty you've completed per-adventure
--Note: this uses stats that were not tracked prior to this change, so it won't know if your save file had beat difficulties in a previous build of the game - Added button to "Claim All" quests
[h2]Fixes and Polish[/h2]
- Optimized soul gem VFX
- Fixed clients not seeing buffs and debuffs on enemy health bars
- If the same buff or debuff is applied to the player multiple times the HUD radial timer will show the duration of the effect with the most time remaining
--Formerly, it displayed the oldest effect - Fixed an issue where the HUD radial timer would not appear if a buff or debuff transitioned from infinite to finite duration
- Added spawn portal VFX and taunt animations to the Warchief in Crypt SP2
- Fixed Copters not dropping the intended number of potions
- Fixed a broken puzzle slot in a Forest room
- Fixed a streaming issue in the Episode 1 Horde fight
- Fixed items occasionally failing to roll quality, making it possible to find a "Common Potion"
- Fixed an issue where Ability cooldowns sometimes increased instead of decreased when the player received cooldown reduction
--E.g. from the Cool Off Perk - Fixed an issue where abilities with charges sometimes coming off cooldown too early
- Fixed some issues with the active state (glow) of HUD cooldown indicators
- Fixed Phantom Shot "Spectral Shot 2" not applying cooldown refund if an enemy was killed before the ability ended
- Fixed Encounter Objective text in the HUD sometimes not updating for clients
- Fixed issues with door placement in some Forest and Crypt rooms
- Fixed an issue on client where Perfect Blocks were not behaving as intended with respect to AoEs
- Fixed clients sometimes failing to create VFX for Deadalus' blink ability
- Resolved various (harmless) Warnings and Errors in the logs
- Changed behaviour so trinkets do NOT unequip when you die, as this was causing you to lose their effects.
--This mostly affects the behaviour of the following Charms: Collectors, Frugal, Hoarder, and Revelatory - Fixed navigation issues in a Crypt room
- Added a couple of new roster templates that are all-Berserker and all-Rogue
- Updated Abjuring description to use standardized terminology
- Trinket Infusions are now displayed in a bullet list to differentiate them from the base trinket effect
- Replaced the remaining placeholder icons with final art
- Added new Maggie's Research entries to the Scrapbook
- The Glossary now displays icons for relevant buffs and debuffs
- Fixed an issue where the Merchant was not offering the correct item types
- Fixed geo issues in the Crypt where the player could get soft-stuck
- Fixed Flawless Victory quest not being granted if the player's max health was modified
- Fixed Debuff Dogpile quest auto-unlocking because it didn't filter-out buffs
- Fixed an issue where the Library would sometimes not display images for each entry
- Fixed the quest list on the results screen not displaying quest progress for quests that triggered at the very end of the game
- Fixed Encounter Objectives spawning too far in the ground in some Castle rooms