MythForce – The Controller Update Live

Beamdog has put together a new early access update for their roguelite adventure MythForce. Aside from fixing a number of bugs, the update adds controller support to the game for those of you who are not too fond of using a keyboard & mouse setup. Here are the patch notes and a few words from the game’s director Luke Rideout:

CONTENT UPDATE 6: “THE CONTROLLER UPDATE”

Greetings, friends. Project Director Luke here again with another exciting new update for MythForce. This one’s been a long time in the works and includes one of the most requested features since we launched. If you’ve been watching the MythForce socials, you know we’ve been teasing it for a while. And if you joined us at Gamescom or PAX West, you got a chance to try it out first-hand.

That’s right: I’m proud as punch to present full controller support in MythForce! Now you can set down your keyboard and mouse, pick up a gamepad, and play from the comfort of your couch – if you have a couch in front of your computer.

As always, we want you to be able to play the way you want, so this is a big step in that direction. Of course, it also includes detailed fine-tuning and button remapping. You’ll find a “Controller” sub-menu in the Controls section of the options menu where you can change various sensitivity and analog stick acceleration options, as well as select the degree of aim assist that best suits your playstyle.

In addition to the new controller support, we’ve also got a treat for your ears. There are new variations on the “Bastion of the Beastlord” background music for the second and third floors to go with the new visuals we added in v0.4.0.0, so enjoy the new tunes while you lean back with your gamepad.

Improvements

  • Controller support has been added!
    • It is now possible to navigate all menus using controllers.
    • Added a “Controller” section to the “Controls” tab of the options menu.
    • Added detailed controller tuning to the controls menu.
      • Added a toggle for “Hold to Sprint.”
      • Added control sliders for look sensitivity & acceleration for standard. camera & while drawing a bow for fine aiming as desired.
      • Added deadzone sliders for both left & right analog sticks.
    • Added Aim Assist: Adds more reticle “gravity” when passing over a valid target while using a controller, creating a “lock on” effect once the reticle is over a target. Four degrees of aim assist are selectable from the menu:
      • No Assist
      • Minor Assist
      • Moderate Assist
      • Full Assist
    • Added aim assist button remapping.
  • Added new music to the second and third floors of “Bastion of the Beastlord.”
  • Changed the intro animation to no longer respond to all inputs. Now the intro can be skipped only with ESC or Spacebar on keyboard, and the B Button on controllers, to prevent skipping the cinematic by mistake.
  • When viewing an item in the world, the most appropriate “like-for-like” item on the hotbar’s stats are now displayed for comparison.
    • When viewing a main hand or two-handed weapon, the currently equipped main or two-handed weapon is highlighted for comparison.
    • When viewing an offhand weapon, the currently equipped off-hand weapon is highlighted for comparison.
    • When viewing a trinket of any type, the trinket in the corresponding slot type is highlighted for comparison (Amulet, Bracers, Boots, or Charm).
    • When viewing a potion, the currently held potion is highlighted for comparison.

Bug Fixes:

  • Fixed an issue where it was possible for enemies to deal 0 damage if the player has a high enough defense rating, instead of the minimum damage amount.
  • Fixed an issue where the color border around champion enemies would cover their entire body, making them a solid color.
  • Fixed an issue where a large piece of ivy would sometimes appear in the middle of the starting room.
  • Fixed an issue where an emote could turn the player model solid black.
  • Fixed an issue where dying could turn the player model solid black.
  • Fixed an issue where a hole in the world geometry would allow players to fall out of the play area and potentially be unable to return.
  • Fixed an issue where lizardman archers would never perform their counterattack ability.
  • Fixed an issue where the communication wheel could become stuck open if the player died while interacting with it.
  • Fixed an issue where players could jump while performing emotes, appearing to “bounce.”
  • Fixed an issue where enemies could get stuck on top of a fire trap in one of the room variants.
  • Fixed an issue where Deadly Thrust could “glide” past the intended target and instead lock on to the enemy behind them.
  • Fixed an issue where emotes used by the host could not be seen by some client players.
  • Fixed an issue where canceling an ability in its targeting phase while having a bow equipped would cause the player to “bow bash.”
  • Fixed an issue where some water had a solid surface, so players, enemies, and items would rest on top of the water instead of becoming partially submerged.
  • Fixed an issue where the Perfectionist perk incorrectly stated that it applied a percentage to all attack attributes instead of total damage output. Now reads “When you kill an enemy gain x% to your total damage (Stacks up to 10 times). Lose all stacks when you take damage.”
  • Fixed a visual issue where killing a monster would cause its death VFX to play near its spawn point, instead of where it was defeated.
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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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