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MythForce 1.2 The Biggest Update Yet Coming June 26

MythForce 1.2, the game’s most ambitious and content-rich update yet, will launch as a free update on June 26 across all platforms. Packed with player-requested features and gameplay enhancements, this update reimagines the core experience, bringing fans a version of MythForce that is maxed out, full power, bigger, bolder, and better than ever before!

MythForce 1.2 is a true labor of love,” said Trent Oster, Beamdog CEO. “We took everything we’ve learned from players, went back to the drawing board, and turned it up to eleven. This is MythForce in its final form, bold, magical, and wildly fun.”

With full character customization, a revamped encounter system, and explosive elemental combat, MythForce 1.2 makes every run feel brand new, whether you’re soloing the dungeon or teaming up with friends.

[h3]Highlights from MythForce 1.2 include:[/h3]
  • Class Switching & Hero Customization: Choose from three distinct classes for each of the four heroes, each with their own unique skill trees. Craft your ideal loadout and play your way.
  • All-New Encounter Objectives: Fresh dungeon events like “Destroy the Crystals” and “Discharge the Relic” introduce greater challenge and build variety and strategic depth to every run.
  • Elemental Combos: Fire, Ice, and Lightning combine magical effects to unleash devastating new attack synergies that reshape solo and co-op combat.
  • Polished & Enhanced Gameplay: From console performance improvements to deeper co-op dynamics to a smoother solo experience, MythForce 1.2 delivers the most refined version of the game yet.

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:

  • 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

MythForce 1.2 Beta update (1.2.2.0 Patch Notes)

Greetings Adventurers!

We have another round of changes ready for the beta, this time we’ve focused primarily on addressing feedback relating to Trinkets, the Merchant, and the utility of gold.

[h2]Trinkets, Gold, and the Merchant[/h2]

As mentioned last week, the general consensus from the feedback was that the recent meta game changes to the in-dungeon Trinket drops, the Merchant, and the utility of gold were not quite there. To address this, we’ve done the following:

Amulets, Bracers, and Boots have been removed entirely as drops and as options from the Merchant. However, to increase early engagement with these Trinkets and to tie into some new systems details below, all players will now start with the Shattering Amulet, Bone Resistant Bracers, and Indefatigable Boots unlocked and equipped.

Charms, on the other hand, have been almost entirely removed from the Emporium. We have left the Revelatory Charm which grants a bonus to XP gained, and it is now unlocked after reaching max level on your first character. The upgrade cost on the Revelatory Charm has also been significantly decreased. By allowing players to equip the Revelatory Charm from the Emporium we hope it will be much easier to level subsequent characters after the first. Charms will serve as random drops in dungeon runs now, and will be sold at the Merchant. We hope this takes a step towards adding some in-dungeon flavour that was lost when we moved Weapons, Weapon Enchantments, and Trinkets to the Citadel while still maintaining the benefits of the new meta game.

To further mix up the run-to-run gameplay we’re also trying some new concepts: New Potions and Trinket Infusions.

[h3]New Potions[/h3]

To give players an alternative to Health Potions we are trying out 5 new Potions which confer some of the game’s strongest buffs for a relatively significant duration. We’ll let you discover for yourselves what they are, and are looking forward to hearing what you think about them. These potions will only appear at the Merchant and as possible loot from Gambling Shrines. Like Health Potions, these are available in a variety of rarities. The rarity of the potion determines the duration of the effect.

[h3]Trinket Infusions[/h3]

Even though the consensus was that the in-game Trinkets weren’t useful, much of the feedback indicated a desire for “something” to be there rather than nothing. To address this, we are trying out what we’ve termed “Trinket Infusions”. You will now find Infusion Orbs at the Merchant that will give you the option to add stats to your equipped Trinkets. These increases are small but cumulative for the duration of the dungeon. They do not persist after the run is finished. The bonuses on a particular trinket will be related to the Trinket’s type: attack-related bonuses for Amulets, defense-related bonuses for Bracers, and speed-related bonuses for Boots. Charms cannot be infused. The bonuses are tied to the Trinket that was infused, so watch out for those Redcaps!

[h3]Gold and the Merchant[/h3]

Now with Perk Orbs, Infusion Orbs, Potions, and Charms available at the Merchant and via Gambling Shrines, we hope gold is a more interesting dungeon currency to acquire and spend.

We’ve also changed the re-roll cost at the Merchant to be constant. It no longer increases with subsequent rolls. We did this to keep the re-roll mechanic from becoming prohibitively expensive and make it easier to spend gold while engaging with the Merchant.

Even with these adjustments, it’s still not fun finding gold after the last shrine or Merchant when there is no utility for it. We’ve heard this feedback loud and clear, but unfortunately, did not make any changes to address this in today’s patch. However, our desire is to convert any leftover gold at the end of the run into XP. It’s not a terrific exchange rate as we still want to encourage players to spend that gold in the dungeon rather than take it with them, but we hope this small change feels a little better than what we had before. You can look forward to it in next week’s update.

[h2]Beta Only Feature: All difficulties unlocked[/h2]

We received some feedback that unlocking Mythic difficulties was a potentially time-consuming process, especially in light of the fact that this is a Beta that we want to encourage players to play at all character levels and difficulties. Last week we added a Beta Only feature in the Observatory to allow players to adjust their Level, and this week we’re unlocking all difficulties by default. This is a beta-only feature, and when the patch is released to retain,l it will retain the current unlock requirements.

Fixes and Polish
  • Black Screen/MythForce not launching fix. We changed how cutscenes and movies are rendered. This may fix issues some players were experiencing with black screens when loading into a dungeon, or getting stuck on the splash screen when booting the game
  • Enemy navigation improved in select Forest rooms
  • Removed a trap that could kill Karkas the Lieutenant before you enter the room
  • Fix place where the player could become stuck in the Forest
  • Fix exit gate placement in one Forest room
  • Fix players sometimes spawning midair into the Crypt, causing a falling grunt sound
  • Merchant:
    --Delay between rerolls increased from 1s to 2s. Additionally, the interact prompt now properly updates during this time: it greys-out and displays some new flavour text
    --Added SFX when a reroll is done
  • Adjust UI so that "Normal" difficulty doesn't appear as a curse


MythForce 1.2 Beta update (1.2.1.0 Patch Notes)

Greetings Adventurers!

Since the beta started on April 8th, we have received hundreds of comments sharing your feedback, concerns, requests, and general thoughts about the upcoming update! More than 50 MythForce players completed our Playtest survey (so far), and we’re thankful to each and every one of you!



We’ve implemented some changes based on the feedback and are looking forward to hearing from you.

We still have more work planned, the Playtest will continue for a few more weeks, so stay tuned! The largest areas of feedback we received were the following:

[h2]Difficulty[/h2]

The general feedback was that Single Player games and Encounter Objectives that require the player to carry Soul Gems were much too intense for Easy and Normal difficulties in particular. To address this feedback, we’ve implemented the following:
  • We’ve lowered the enemy density on Easy and Normal difficulties to make combat less intense
  • Soul Gem beams now damage and Chill enemies to make related Encounter Objectives easier to manage
  • Player Max Energy no longer increases based on Player Level, it is instead now the Max Energy you would have formerly had at Max Level

--This was a modest increase to begin with, so now energy management should be easier for new players while not impacting advanced players

[h2]Levelling and Level Up Rewards[/h2]

Feedback indicated that it takes too long to get into the Skill Trees, particularly over the course of the first 10 levels. At the top end, the consensus was 25 levels per character at the current experience gain rate was more investment than most people were willing to put in for second, third, or fourth characters. To address this we have:

  • Reduced Max Level from 25 to 20 and are granting more Skill Points and Attribute Points as rewards for the earlier levels.
  • The total number of Skill Points and Attribute Points available at Max Level is the same
  • We have lowered the XP requirements to reach higher levels
  • We have changed the XP awarded from various Episodes
  • We have increased XP bonus of the Revelatory Charm to speed up the levelling process

[h2]Related Playtest Levelling Notes[/h2]
  1. If you want to experience the new changes as intended, we recommend starting with a new save file. Please reach out on Discord if you have any questions regarding the process.
  2. The feedback indicated that most players did not get the opportunity to play more than one character at a high level. To give Playtesters the opportunity to play with different characters at high level, we have added a toggle in the Observatory that allows players to manually increase or decrease their Level. This is a Playtest Only Feature, and we hope you’ll enjoy experimenting with other characters at, or near, Max Level.

[h2]Trinkets, Gold, and the Merchants Table[/h2]

The general consensus is that now that we can equip trinkets from the Emporium and take them into dungeons, the in-run Trinkets have no meaningful relevance, which also greatly impacts the utility of the Merchant Table. Related feedback around gold, particularly around gold pickings after the last Merchant Table having no utility was received as well.

For today’s update we’ve focused on difficulty and levelling, so we haven’t addressed this feedback in this patch.

[h3]Fixes and Polish[/h3]
  • Interaction button callout for puzzle items is properly greyed-out while in Spectral Detour
  • HUD notifications for gold or glyphs will now accumulate numbers for a short duration, rather than displaying a separate pop-up for each collectible obtained
  • Clients that disconnect before they spawn-in will no longer take up an (un-kickable) session slot
  • Light and Medium hit reactions no longer interrupt revives
  • Enemies no longer block line-of-sight for interaction (most noticeable when holding the button to revive a teammate)
  • Fix join-in-progress spectators seeing broken HUD widgets
  • Items in goop or water now have an additional glow FX when you're close to them, so they're easier to interact with
  • Fixed collision settings in some rooms that were blocking projectile attacks
  • New iconography for some status effects, perks, and skill upgrades
  • Fix clients jumping on shrines sometimes teleporting them out of the map. This is a mitigation and in some cases can still occur.
  • Players can now choose to skip the results screen countdown and leave party immediately
  • Lieutenant health bar and battle music now only start when a player has crossed the one-way door into a room
  • Fix issue where Rico could sometimes not walk down stairs
  • Fix issue where Rico could get stuck in a state where their movement was "slippery", their body was tilted, and/or their camera was tilted
  • Improvements to enemy pathfinding in some rooms
  • Fixed a place where players can get soft-stuck in the Forest



MythForce 1.2 Playtest Survey

First order of business,

Thank You, Adventurers!


The MythForce 1.2 Playtest has been an incredible success and the whole team has been thrilled by the amazing feedback and enthusiasm for the changes that we have seen so far from the community.

As we approach the final stages of development, we'd love to hear more from you.
We've put together a quick survey to gather your thoughts on the playtest experience and 1.2 changes.

SURVEY LINK -> CLICK HERE

Your feedback will directly shape the final tweaks and balance changes before 1.2 goes live to everyone, so don't miss your chance to have your voice heard!

This update wouldn't be possible without you - so from the whole MythForce team - Thank you!