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Steam News6 February 201511y ago

February 5th Game Update

Hey wizards and witches! We've got a small update that squashes a bunch of bugs and allows Magicmaker to support a wider number of machines and configurations.

In this update3

Full notes

Full Magicmaker update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey wizards and witches! We've got a small update that squashes a bunch of bugs and allows Magicmaker to support a wider number of machines and configurations. Additionally, we've tweaked the behavior of the Magic Boomerang material. Read on for the full notes!

What changed

7 fixes4 additions4 changes3 removals
  • Gameplay
  • Balance
  • Fixes
  • UI and audio
changedHey wizards and witches! We've got a small update that squashes a bunch of bugs and allows Magicmaker to support a wider number of machines and configurations. Additionally, we've tweaked the behavior of the Magic Boomerang material. Read on for the full notes!
addedFEATURES :Added controller sensitivity options
changedGAMEPLAY CHANGES :Altered Magic Boomerang's spell behavior: On Spell: If the spell hits an enemy, a mana boomerang is launched towards the player. Catching it restores some of the cost of the spell. Design Context: Magic Boomerang? More like Magic BoomeRANGE. In a lot of situations, the interesting decisions involved in high-grade Magic Boomerang spells included "can I click on my target" and "how high can I set my monitor resolution". They bypassed a lot of important pacing systems (namely spell range) which resulted in them being "fun because powerful" and not "fun because interesting". We're not hating on spell-snipers here, though! We love Quicksilver Gear and Rock and if you want to hit from miles away you've still got options. This change was also to help out some underappreciated materials such as Philosopher Stone and Soul Contract. By giving a skill-based avenue to mitigating these costs, we hope to have opened up some exciting paths of spellcrafting.
changedGAMEPLAY CHANGES :Rift Crystal robes are now capped at 50% dodge chance.
changedGAMEPLAY CHANGES :On-hit effects are now triggered if you execute a target on spell hit
fixedBUG FIXES :Fixed issues with fullscreen on some machines

Magicmaker changes

changedHey wizards and witches! We've got a small update that squashes a bunch of bugs and allows Magicmaker to support a wider number of machines and configurations. Additionally, we've tweaked the behavior of the Magic Boomerang material. Read on for the full notes!
addedAdded controller sensitivity options
changedAltered Magic Boomerang's spell behavior: On Spell: If the spell hits an enemy, a mana boomerang is launched towards the player. Catching it restores some of the cost of the spell. Design Context: Magic Boomerang? More like Magic BoomeRANGE. In a lot of situations, the interesting decisions involved in high-grade Magic Boomerang spells included "can I click on my target" and "how high can I set my monitor resolution". They bypassed a lot of important pacing systems (namely spell range) which resulted in them being "fun because powerful" and not "fun because interesting". We're not hating on spell-snipers here, though! We love Quicksilver Gear and Rock and if you want to hit from miles away you've still got options. This change was also to help out some underappreciated materials such as Philosopher Stone and Soul Contract. By giving a skill-based avenue to mitigating these costs, we hope to have opened up some exciting paths of spellcrafting.
changedRift Crystal robes are now capped at 50% dodge chance.
changedOn-hit effects are now triggered if you execute a target on spell hit

Feb 05 2015 - Patch Notes

FEATURES:

  • Added controller sensitivity options

GAMEPLAY CHANGES:

  • Altered Magic Boomerang's spell behavior:

    • On Spell

      If the spell hits an enemy, a mana boomerang is launched towards the player. Catching it restores some of the cost of the spell.

      Design Context

      Magic Boomerang? More like Magic BoomeRANGE. In a lot of situations, the interesting decisions involved in high-grade Magic Boomerang spells included "can I click on my target" and "how high can I set my monitor resolution". They bypassed a lot of important pacing systems (namely spell range) which resulted in them being "fun because powerful" and not "fun because interesting". We're not hating on spell-snipers here, though! We love Quicksilver Gear and Rock and if you want to hit from miles away you've still got options. This change was also to help out some underappreciated materials such as Philosopher Stone and Soul Contract. By giving a skill-based avenue to mitigating these costs, we hope to have opened up some exciting paths of spellcrafting.

  • Rift Crystal robes are now capped at 50% dodge chance.

  • On-hit effects are now triggered if you execute a target on spell hit

BUG FIXES:

  • Fixed issues with fullscreen on some machines

  • Enemies now ignore New Game+ scaling in training courses

  • Cauldrons in the Castle Zone now properly interact with Laser spells

  • Spell recipes can now be deleted from mission select crafting menus

  • Fixed an issue with spell icons not functioning properly in New Game+ mode

  • Fixed an issue with the final boss dying before being encountered

  • Fixed a rare situation where no leaf piles would spawn in the mission whose objective is to remove all leaf piles

  • Level portals no longer get embedded in the environment

  • Fixed an bug that caused erratic behavior in the tutorial during New Game+

  • Ninja Sword trail particles no longer persist longer than intended

  • Secondary effects on spells are no longer editable on graphics settings that don't display them in the first place

  • The New Game+ prompt should only show up once now

  • Fixed an issue where super clever wizards were getting negative times on training courses

Source

Steam News / 6 February 2015

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