In this update3
Full notes
Full Magic Research 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Store
- Events
- Balance
- Performance
Magic Research 2 changes
A new version of Magic Research 2, version 1.3.2, is now out for everyone. Version 1.3.2 has many big changes. The biggest change is the addition of a new game mode:"Classic Mode"(formerly known as "alternate Land"), where furniture no longer consumes land. After updating, as long as you haven't completed a certain specific late-game Storyline (
Blessed Land
), you should be getting a prompt after you retire to choose your game mode.
There are also a ton of other changes, from several quality of life / UI improvements, to sweeping balance changes to the early game and to some parts of the late / post-game.
Full patch notes below. They are very long this time!
New features and changes
Re-brand "Alternate Land" as "Classic Mode" (the default Land mechanic is now "Modern Mode"), and add a single-time prompt at game start to choose a mode
Change "Toggle all auto-purchase max" into two actions
Add press and hold ability for "Transmute Materials and Item"
Add ability to "favorite" Transmutation spells
Color-code spells in Perma-Cast spell list
Cross-over spell buttons when Max Mana is not enough
Change the Storyline hint unlocks: they will no longer require you to have a current
Mind
level, and instead will look at the maximum across all your retirements
Triggering a random Storyline event will now automatically reveal the full name of all the Storylines you get via it, as well as their hints, in Stats
Change event "Curse Issues" not to appear if Rituals are unlocked
Change Essence icons to match Element icons, to distinguish better between them
Change the default behavior to hide low quality items if unlocked
After a retirement, display the MPL next to each element choice
Event "An Offer of {Element}" will not be automatically triggered if another instance is ongoing
Event "An Offer of {Element}" will not trigger for maxed-out Elements
Add buttons in Perma-Cast spell list to remove spells from the list entirely
Make it easier to see in the Wizards screen that Wizards are paused
Add clarification to Help entry for "Storyline Hints"
Add one new Easter-Egg item:
"Caliburn"
Add a "(Max)" when an item
reaches its maximum quality
Add "Exit" button to menu
Remember pinned screens when resizing (mostly) or closing the game
Other minor changes
Bug fixes
Fix behavior of some modals: add Close buttons, avoid them going off-screen
Fix some captions of Enhancements and a Storyline when playing in alternate Land mode
Fix bug where loading a save file could result in getting double the Time Pieces in some cases
Fix slightly incorrect triggers / events showing up when clearing a Challenge for the second time
Fix Enhancement "Book Factory" not correctly changing the Wizard Power requirement
Fix bug where spell Channel Four could display incorrectly if collapsed within an Element but expanded in another
Fix various caching errors related to Max Mana and spell costs
Fix Venomous Brew being used against enemies with status immunity
Fix tooltips going off-screen in certain situations
Fix UI display bug that happens in some devices when collapsing "Toggle Enhancements"
Fix upgraded equipment not being auto-equipped under certain circumstances if "Automatically combine all" is toggled on
Fix caching bugs related to
Corruption cap
Make Scythes actually drain HP instead of heal it
Fix
"Amount to transmute" selector
not correctly disabling when Essence is the limiting factor
Fix caching bug that sometimes bugged HP regeneration
Fix potential crash when trying to load pinned screens
Fix number not being formatted in tooltip when a value is overridden
Attempt to fix crash when loading a save file
Fix typo errors
Balance changes
Adjust Storyline pity system to trigger infinite times per run, but reset the pity timer if you find a random Storyline even outside of pity
Intended effect: Leaving a game idle 6-8 hours should always trigger at least one random Storyline if able
Increase likelihood of triggering early game random Storyline events by roughly 50%:
All the random Storyline events in the Training Towers
All the random Storyline events in the Sewers
Storyline "Wizard Leader"
However, random Storyline event chance will be 0 until Storyline "Posterity" is cleared
Try to increase the speed of early game (pre-Desert):
Increase Monstium drop rate of most Training Towers and Sewers enemies
Tweak Essence Catalysts: significantly increase base bonus (15% -> 18%), but reduce effect of spell Enchant Essence Catalysts (15% -> 10%) to try to quicken early game Essence production
Increase Mana Spout base Mana regen rate (+0.75/sec -> +1.00/sec) but remove Mana regen rate increase reward from Storyline "Advanced Mana Spouts"
Reduce cost of spells "Enchant Mana Spouts" (60 -> 40), "Enchant Essence Catalysts" (200 -> 120)
Reduce Wizard Power requirement for "Air Blast" (10 -> 6)
Adjust cost of spell Channel Four (reduce by 50%)
Improve messaging / story after building the first Essence Catalyst to try to make it clearer that their effects stack with each other and that they are very important for Essence production, despite their hefty cost
Change several things related to Attack Delay and some related to Attack:
Reduce effect of Storyline
"Agility of Gods" (-30% -> -25%)
Reduce duration of effect
"Rush" (30 sec -> 5 sec)
Reduce effect of
empowerment
for Imbue Flames (8x -> 6x)
Reduce Attack Delay bonuses of late-game Air weapons (
Vampiric Splitblades (-55% -> -50%; also increase spell power penalty to 10%), Divine Rippers (-55% -> -50%)
)
Rebalance Breezy Shirt (Defense 12 -> 15, Attack Delay -20% -> -10%) and
Ninja Master's Gear (Attack Delay -20% -> -15%)
Attack Delay effect on equipment now scales slower, based on a square root divisor formula rather than a linear divisor formula
Reduce base effect of spell
"Blinding Speed" (-50% -> -40%)
Reduce base effect of spell
"Monstrous" (+600 -> +500)
Reduce effect of
Boost Attack (+1% -> +0.75%) and Boost Attack Delay (1% -> 0.5%)
Effect of spell
"Shapeshift Eagle" now scales the Attack Delay logarithmically
Reduce cost of
Storage Expanders
by 75% so they are purchasable without certain specific Storylines and in Classic Mode, but increase cost scaling significantly
Spell Last Burst now causes combat to be lost when effect runs out, rather than causing all HP to be lost
Slightly reduce negative effect of item
Bangle of Critical Protection
(-50% -> -40%)
Reduce likelihood that
Death
Pilgrimage boss will use
Blood Attack
(50% -> 35%)
Adjust cost of ultimate items so they are still Transmutable in
the Primary Challenge
Adjust cost of Essence Storages and Monstruariums in Classic Mode (formerly known as Alternate Land)
Adjust Synchro effect
Mind + Space: now also affects Familiar Exploration
Rebalance effect of
Space spellcrafting
Change Frozen Protection, Stun Protection, and the secret boss's buffs to be undispellable
Adjust strategy of final boss to use Antidote more often
Slightly tweak accuracy and dodge of
Satell Transformed (450 -> 480)
Tweak secret element item
Ceremonial Knife
:
it will no longer have effect on undispellable buffs
Late-game enemy
Undead Wizard
can now drop
Rare Robe
at a very low chance
Reduce effect of late game Synchro bonuses:
Death + Time (+50% -> +25%)
,
Earth + Holy (+25% -> +10%)
Increase attack delay of boss
Avian Elephant (3.6 sec -> 4.0 sec)
Reduce base duration of spell
Petrification (10 sec -> 8 sec)
Rebalance post-game fight
Ascended Headmaster in many ways: increase Defense 12K -> 30K, make Equip effects undispellable, tweak Attack Delay when using Silver Dagger, start battle with Flawless Appearance, and more
Tweak effect of Fire
Spellcrafts: reduce their cooldown penalty to +15% / +35% for Prism and Jewel in that order
Other minor balance changes
Source
Changelog.gg summarizes and formats this update. How we read updates.
