Beamdog has put together a new early access update for their roguelite adventure MythForce. This particular one gets the game ready for some upcoming major content drops by fixing a heap of miscellaneous bugs.
Here are the patch notes:
SUMMER STABILITY UPDATE
Good morning, friends! This is Project Director Luke again, with patch notes for our 0.4.0.1.1 update. We hope you’re enjoying all the new toys from our last update, and there’s a whole slew of exciting things coming soon. Before we roll those out, though, we’re doing a little housekeeping, cleaning up some bugs both old and new, and getting the game ready for our next push.
In the interest of making sure those “next big things” are ready to roll and stable, this update is focused entirely around bug fixes. You can read the details below on what bugs we’ve squished this time around but in general, it’s been focused around making sure that we catch and fix issues with our newest features so you can enjoy them to the fullest, and addressing items our wonderful community has brought to our attention. Thank you as always for that!
We’ll be teasing some of the upcoming features in our next few updates in our socials and on Discord very soon, but for now, enjoy a more stable, somewhat more bug-free version of the game, and keep an eye on this space for what’s next.
BUG FIXES:
- Fixed a rare crash that was observed during combat on the 3rd floor of the dungeon
- Fixed a typo in the text of the Cursed Goblet of Glass. It now reads “Your Max HP” when it previously read “You Max HP”
- Fixed an issue where the player could become stuck in a parrying state if they execute a special ability while in the middle of a perfect parry action.
- Fixed an issue where the Mythic Tier of Combat Veteran would not grant HP
- Fixed an issue where the charge attack was not being treated as a power attack by certain perks and weapon modifiers
- Fixed an issue where players with the Spellsword perk would expend mana instead of stamina while dodging when holding a power attack.
- Fixed an issue where the channeling audio could get stuck and persist throughout the entire session.
- Fixed an issue where spellbook and bow idle animations would not play
- Fixed an issue that caused players to enter the exhausted state instantly if they begun a charge attack with insufficient stamina.
- Fixed an issue where the Lizardman Tank could become stuck in a ricochet animation if their Spartan Stinger ability was parried.
- Fixed an issue where the audio from shrines could get stuck and persist throughout the entire session.
- Fixed an issue where sometimes player dodges would still move at full speed while exhausted.
- Fixed an issue where stamina regeneration would be severely reduced when combining a dodge and power attack with insufficient stamina.
- Fixed an issue where the hit sound would play even if a player successfully dodged through the hit during the dodge invincibility window.
- Fixed an issue where players could sprint while holding an arrow at full draw with a bow.
- Fixed a UI issue where the Artifact panel would cover the buttons on the bottom of the menu.
- Now the player no longer barks with their “severely injured” VO line when they start an adventure with the Cursed Goblet of Glass artifact.
- Fixed an issue where Beastor would appear to instantly appear at a different location after a jumping attack for some clients.
- Fixed a UI issue where Level Up text and gold pickup text would overlap.
- Fixed a minor audio issue where the item drop sound would play when exiting form a session back to the main menu.
- Fixed an issue where Sporefolk melee units could sometimes get stuck in a specific animation frame after being blocked.
KNOWN ISSUES
PERFORMANCE ISSUES
- As multiplayer in MythForce is peer-to-peer, you may experience lag or “choppiness” depending on your connection to the host and the power of their computer.
- On first launch, performance can be low on mechanical hard drives while building shaders in the background.
GAMEPLAY ISSUES
- The game can crash on rare occasions when playing the game with out-of-date device drivers. Please ensure that your drivers are up-to-date to play MythForce.
- The effects of Vitality Link do not properly award Max HP or party healing if rapidly drinking a potion while the effects of another potion are still being applied.
- In multiplayer, The Clairvoyant perk behaves as though it is Tier 1 regardless of its actual tier for client players.
- On occasion, rooms will open before all enemies have been defeated, allowing players to progress and leave enemies behind.
- On occasion, enemies will recover from a staggered state sooner than expected.
- Infrequently, Beastor’s animation at the beginning of the boss fight does not play for clients.
- On rare occasions, it’s possible to get stuck in a knocked-down state after being hit by Beastor or being caught in the explosion of a spore pod.
- It is possible to get temporarily stuck at “walk” speed after shield bashing an enemy or breakable. Raising and lowering the shield will fix this.
- On occasion, Beastor will “activate” early in the room before his combat arena and will taunt players loudly from a room away.
- On rare occasions, after falling into a pit the player may permanently lose the ability to rotate left and right.
- In cases where some players have a slow network connection, it can appear during the Beastor boss battle that Beastor is “teleporting” from one location to another after certain attacks.
- Rift Arrow can sometimes cause colliding creatures and players to be launched into the air
- Jumping on top of certain creatures can cause players to be launched into the air.
- It’s possible to exploit a “safe zone” at the entrance door to rooms, allowing you to shoot into a room without enemies’ being able to fight back.
- There are some rare instances in which players can become stuck in the world geometry and be unable to return to the playable area.
- Clients will occasionally get kicked from the lobby while loading into the game.
UI & TEXT ISSUES
- The Floor depth indicator can sometimes misreport the number of total rooms on a floor, causing it to appear as if the player has traversed more or fewer rooms in a floor than actually exist.
- There is no confirmation dialogue on the Early Retreat menu, making it easy to select an undesired choice by mistake with no way to undo.
- Ping indicators persist to the end of their normal timeout even if the pinged object is removed.
- On rare occasions, the hotbar can appear empty after reviving. Picking up or dropping items repopulates the hotbar.
- The item comparison hotbar popup when looking at an item in the world does not compare “like for like,” reducing its usefulness.
VISUAL ISSUES
- Some door frames, and walls where door frames could appear, do not appear properly lit, looking darker than expected.
- In certain rooms, it is possible for a group of spore pods to spawn in the same location hovering above a thorn vine pit.
- There are rare instances of sections of grass mounds, rocks, and foliage from outside the playable area appearing visible within the playable area.
- When viewing a higher area from below, it is possible to see enemy shadows on the ceiling below where they are standing.
- Some breakables and treasure boxes intersect with the environment, making them hard to see.
- Some environment geometry is larger than its collision, allowing smaller items to become hidden within environmental elements like stairs and raised flagstones.
- Sporefolk clouds that appear on death are opaque, making it difficult to see through.
- Some status effect particle systems can be difficult to see on Sporefolk.
- Some water is “solid,” allowing players and monsters to walk on the surface and items to sit on top of the surface.
- On occasion, after level transition, the “time of day” may appear inconsistent between players.
- Some seams are visible on ground textures, particularly in connecting corridors.
- Sporefolk can appear to “jitter” back and forth when approaching in combat.
- There is no “key” to pick up when you defeat Beastor. You can just proceed to the final room and use the pedestal.
AUDIO ISSUES
- Sound effects from the Select Your Character screen (for example, Victoria’s polishing her shield or Maggie’s levitating) persist into other menus.