MythForce 1.2 Update Now Live
[p]Our most ambitious and content-rich update reimagines the core experience, bringing a version of MythForce that is maxed out, full power, bigger, bolder, and better than ever before![/p][previewyoutube][/previewyoutube][p]Greetings, friends! Project Director Luke here.[/p][p]Welcome to the absolutely massive overhaul of MythForce that is version 1.2. It’s a huge departure in many ways from the MythForce we launched back in 2023, almost a total re-imagining of the broader game.[/p][p]We’ve gone over all of the feedback we’ve gotten from our launch into Early Access, then since launch, looking at what we’ve done right, and wrong, with each of our previous updates, to see what resonated and what didn’t, and the big pain points that still exist in the game today. We’ve thought long and hard about what we wanted the identity of the game to be, and decided that to make MythForce the game we truly want you to experience, it was going to require us to rethink the very soul of MythForce’s gameplay.[/p][p]At its heart, MythForce is about adventuring with your friends through the Cursed Lands, slashing and bashing monsters, and getting stronger as you go. It should be a series of big, joyous moments, and you should always feel like you’re powerful.[/p][p]Many of the Roguelite elements that we were leaning on weren’t really hitting the mark - there was certainly fun to be had in the randomness and chancing on the perfect run, but too much was left to rolls of the dice, and too little was truly in your hands to choose. We want you to “have the power” in MythForce, and that means a big shift away from powering up in the dungeon, instead turning the focus on gaining power through play, then crafting the build you truly will enjoy playing.[/p][p]Though we still have plenty of randomness to keep you on your toes in the dungeon, 1.2 takes a big step back from “Roguelite” and much further into a more traditional co-op action game - We’ve turned our focus on giving you the ability power up and build out your hero to take on the challenges of the dungeon.[/p][p]There isn’t nearly enough space in our patch notes to cover all of the changes made, so you’ll have to discover some for yourself, but here are the big headlines:[/p][h2]Metagame 3.0[/h2][p]In this reimagining of MythForce, we approached the metagame from a perspective of changing the previous “Spend currency to expand your possibility space” to “Level up and create your perfect build”[/p][h3]Character leveling[/h3][p]The main method of powering your character up over time in 1.2 is via leveling up your character. After each run in the dungeon, you will receive a certain amount of XP which will contribute to the level of the character. These levels unlock access to more powerful upgrades in each of the buildings in the Citadel, as well as giving you ability points to further customize your character in the Sun Disc (see below). For those players who joined us during Early Access, this may feel familiar as a greatly powered-up version of our pre-1.0 Rank system.[/p][p]As your character’s level increases, the city will continue to be rebuilt (No more spending to upgrade buildings), and offer access to better services.[/p][h3]The Armory[/h3][p]The armory is now a place to customize your weapons. We’ve moved weapon enchantments out of the dungeon and into Sir Lucien’s capable hands. Choose your weapons and apply up to 4 powerful enchantments per weapon to take with you into the dungeon.[/p]
- [p]Weapons are no longer character-locked. Any character can carry any weapon.[/p]
- [p]Instead of specific weapon sets, loadouts are composed of a main and offhand slot.[/p]
- [p]You no longer unlock and upgrade enchantments to be found in the dungeon.[/p]
- [p]Enchantments are now applied to weapons inside the Armory.[/p]
- [p]Each weapon has a primary enchantment slot and up to 3 secondary slots.[/p]
- [p]Selected weapons in either loadout are separately enchantable.[/p]
- [p]Each character now has 3 distinct skill trees. Skill points are gained every level, which can be spent freely across all 3 trees, but points must be spent in each level of the tree to unlock access to the next step up toward the top of the tree.[/p]
- [p]Each tree also has 3 loadout slots that you can use to custom-build different builds for different playstyles.[/p]
- [p]As you level up, you also gain attribute points, which can be applied to Strength, Magic, or Toughness (Now encompassing both physical and magic defense).[/p]
- [p]A number of new trinkets have been added for each category, for a total of 15 each.[/p]
- [p]Glyphs can be spent in the emporium to permanently power up the trinkets you can take into the dungeon. Higher level upgrades are locked behind character level.[/p]
- [p]Defeat Enemies: The classic, simple combat experience. There will be a number of waves of enemies that spawn, and each must be defeated in order to move on.[/p]
- [p]Horde Mode: Once the entire party has gathered in the room, the forces of evil begin throwing everything they have at you. The horde will continue spawning until the timer expires. Upon defeating the remaining enemies after the timer expires, the exit will be unlocked.[/p]
- [p]Destroy the Crystals: There are a number of Power Crystals magically locking the exit of the room. All but one crystal at a time will be protected by a shield. Destroy each crystal in order, while defending yourself from waves of enemies, to move on.[/p]
- [p]Discharge the Relic: A large Relic powers a shield guarding the exit. Discharge it by staying in close proximity for some time while fighting a horde of enemies. After the Relic is discharged, defeat remaining enemies to unlock the exit.[/p]
- [p]Disable the Barrier: The exit is sealed with a powerful magical barrier. Fight through a horde of enemies, picking up the Soul Gems they drop. Fire the Soul Gems at the barrier to bring it down. Defeat remaining enemies to unlock the exit.[/p]
- [p]Protect the Artifact: Activate a mighty Artifact that can bring down the barrier around the exit. Protect it long enough from a horde of enemies to drop the barrier. Fail, and the Artifact will be reset and you will be forced to start again! Defeat remaining enemies to unlock the exit.[/p]
- [p]Slot the Medallions: 3 Stone Medallions have fallen out of their receptacles and are scattered throughout the room. Slot them into their receptacles while fighting off a horde of enemies to unlock the door mechanism. After all Stone Medallions have been slotted, defeat the remaining enemies to unlock the exit.[/p]
- [p]Destroy the jewels with Soul Gems: 3 blue soul jewels are located in the room. Fight through a horde of enemies, picking up the Soul Gems they drop. Destroy the Jewels by firing the Soul Gem at them. When all Jewels are destroyed, defeat the remaining enemies to unlock the exit.[/p]
- [p]Destroy the jewels in sequence: 3 green soul jewels are mounted on the wall in the room. Destroy them in sequence by attacking the highlighted jewel while fighting off a horde of enemies. Each jewel must be destroyed before the timer runs out or the sequence will be reset.[/p]
- [p]Bravado: Guarantees the next hit to be a crit.[/p]
- [p]Lethal: Lethal attacks instantly kill Non-Tough creatures and deal double damage against Tough creatures.[/p]
- [p]Tough: Only take double damage from Lethal attacks, and can’t be Knocked Back, Knocked Down, or Frozen.[/p]
- [p]Affinity: Having Affinity with an element causes you to be healed by it instead of damaged.[/p]
- [p]Weakened: Decreases damage output by the weakened creature.[/p]
- [p]Exposed: Guarantees that the next hit on the Exposed creature does Critical damage.[/p]
- [p]Damage Linked: A portion of the damage dealt to Damage Linked creatures is also dealt to other Damage Linked creatures.[/p]
- [p]Burning + Chilled = Weakened[/p]
- [p]Burning + Electrified = Exposed[/p]
- [p]Chilled + Electrified = Damage Linked[/p]
- [p]Did a consistency pass on strings where we now refer to either "buffs" or "debuffs", as well as "elemental debuffs" or "non-elemental debuffs". We don't use the term "status effect" anymore.[/p]
- [p]We have added “Uncommon” as a distinct tier across all weapons, trinkets, and perks.[/p]
- [p]Added new icons to the dungeon depth progress bar to show special rooms (Treasure icon for Treasure/Merchant, skull icon for Lieutenant/Boss/Setpiece).[/p]
- [p]Rerolls can now be used freely up to the limit per-run, instead of one reroll per shrine.[/p]
- [p]Trap damage now scales against enemies, making them always viable against enemies, even in high difficulty and late-game.[/p]
- [p]In all Mythic difficulties, all monsters that can appear in the chapter will be able to spawn in any episode in that chapter at any depth. Creature rosters will still progress more gradually in Easy~Hard difficulty.[/p]
- [p]Added button to "Claim All" quests.[/p]
- [p]Added new Maggie's Research entries to the Scrapbook.[/p]
- [p]Re-organized and simplified the display of buffs and debuffs in the HUD to make it easier to understand the state of your character during gameplay.[/p]
- [p]UI Navigation with controller has been improved and stabilized.[/p]
- [p]Champion enemies will no longer spawn in Chapter 1 on Easy or Normal difficulty.[/p]
- [p]Previous “Filler” enemies like Redcaps are now part of the regular creature roster, so they can spawn as part of enemy waves, instead of only at the beginning of a room. Only Potstickers are now “fixed spawn” enemies.[/p]