v2.3.6 3v3 Shuffle Patch Notes

Sep 4, 2020 @ 8:26pm

BUG FIXES

  • Fixed bug that allowed you to buy restricted cosmetics anyway with controller
  • Fixed bug where Couch game would get stuck after round 11 if playing Less Random stage mode
  • Fixed bug where sometimes the online play modal would flash on and off after a match ends
  • Fixed a bug where Bubble Breaker would give healing credit to the player who popped the bubble rather than the Bubble's caster

NEW FEATURES

  • Selected quickplay game modes are now stored between play sessions
  • Damage dealt, healing applied, kills, and deaths are now shown briefly at the end of a game

v2.3.5 Just a Lil Patch

Aug 28, 2020 @ 10:13pm

BUG FIXES

  • Fixed that bug that sometimes caused number of rounds played to be set to 0, shorting players of xp and gems
  • Spacebar no longer starts a couch game if there are no players joined
  • Updated Rewired to fix a bug caused by a windows update that prevented controllers from working with Xinput Off
  • Fixed an exception in the RoundRecapManager, which ended up breaking the tutorial, so fixed that bug as well
  • Fixed an exception with Wormhole caused by a player dying before their worms cleaned up

ADJUSTMENTS

  • Pit will no longer appear in round 1

NEW FEATURES

  • Added the Lightning Bug Staff, Shoes, and Cup cosmetics for IGL Fall Season
  • Added IGL member cosmetic
  • IGL and Tournament signups active

v2.3.4 Summer Event Patch Notes

Aug 7, 2020 @ 2:34am

NEW FEATURES

  • New multi-queuing system for quickplay plus 2 new quickplay modes! Queue for ANY or ALL of these:
    • FFA
    • 1v1 (new)
    • 3v3 (new)
    • Chaos (4v4 or 5v5)
  • Ranked rewards for spring ranked season
    • Player Cards: show off your rank from last season during the draft with these card borders
    • Upgraded Spring Egghead: Plat or higher in the previous season receive the first-ever animated skin piece
  • New Summer event skin! Play 30 games this season to pick it up in the Wardrobe
  • New ranked season starts today!
    • Ranks are reset, but this season's placements will take into account your performance and IQ from last season when placing you
  • New Summer event main menu background
  • New UI online lobby

ADJUSTMENTS

  • Players are now ordered by damage dealt + healing applied instead of just damage dealt
  • Double sustain no longer stacks bounces
  • Increased windup time for Bullrush from 0.23s to 0.45s

BUG FIXES

  • Fixed bug where leaving ranked queue doesn't actually leave ranked queue
  • Fixed bug where 3 hour Friday and Saturday ranked queue didn't work if you try to start the game up after 11pm EST
  • Fixed bug that allowed spectators to queue for ranked
  • Tow Vine no longer shows up on top of everything

PERFORMANCE IMPROVEMENTS

  • Updated pathfinding library for optimal Jeff

v2.3.3 Anti-Frustration Patch Notes

Jul 13, 2020 @ 8:10pm

NEW FEATURES

  • New stage: The Berg!
  • New stage: The Pit!
  • Main menu has a beautiful new font courtesy of babiierika
  • Added new random stage option "Less Random", this is the new default for Competitive and Mirror Select presets (including ranked), and should be used for IGL matches going forward; with this stage mode:
    • Ramps stay up on Tower
    • Volcano does not erupt randomly
    • Airship propellers will hit to the center of the map
    • You will never play the same stage within 9 rounds

ADJUSTMENTS

  • Stage tweaks:
    • Airship propellers now hit for 30 instead of 20
    • Bridges will no longer appear in any 2-player matchups (not just)
  • Shark "Jeff" updates:
    • Shark was reworked to dive and deal damage on the client of the wizard who is being attacked so it feels more 1-to-1 with a local game; tldr: no more "I WAS ON LAND" or dying far away from the shark when playing online
    • Shark collider now disables when the shark dives so you can run or throw spells through dat boi
  • Ranked updates:
    • Ranked scoring has been updated to be less punishing and allow for faster climbing
    • Added ranked leaderboard to website
    • Increased Mirror Select pick time from 20 to 25 seconds
  • Spell rebalancing/bug fixes:
    • Leech: hitbox size reduced, now ignores collisions with anything it can't stick to, rather than disappearing
    • Capacitor can now stick to any unit (Pet Rock, Leech, Lightning Bug, Puck, Turtle, Spitfire, Frog, Shark), reduce cooldown by 1s
    • Capacitor now triggers before Shark attack damage, which will counter Bubble Breaking the shark
    • Capacitor now triggers on any client, not just the one who casted it -- aka if 2 wizards capacitor'd each other and walked into each other, both capacitors would go off 100% of the time
    • Somer Assault: end of short dash now halves the wizard's knockback velocity
    • Spells will no longer disappear when they hit own wizard (with the exception of return spells like boomerang or leech)
    • Chameleon now applies a 2-second 40% slow on-hit
    • Fissure: no longer randomly tilts wall colliders so that spells won't go through them and wizards won't ramp off them
    • Sustain: increased bounce height and decrease knockback to allow movement spells to counter it better -- Hot Swap will now save you on Airship / Coffin
    • Hot Swap: wind up time reduced to 0.01s to allow for mid-air swapping on Airship or Coffin
    • Boomerang and Pet Rock: increased no-hit interval to nerf vacuum combo, aka Doomerang is less OP now
    • Hinder: increased duration of slow 2.5s -> 3s
    • Flash Flood: now nullifies all knockback for 0.5s after teleport and return teleport
    • Water Cannon: increased radius of capsule collider from 0.9 to 1.2
    • Rocket: increased damage from 8->9, range, increase final explosion damage and knockback
    • Compound: windup time 0.6s -> 0.65s, winddown time 1.4s -> 1.5s
    • Clones now have 1/3 health instead of 1/2 - increased clone explosion damage 14 -> 18 and knockback 50 -> 60
    • Sunder: increased hit box radius 1 -> 1.35
    • Relapse: made status particles even more obvious
    • Vanguard: if wizard was moving when it was casted, it would sometimes end up anchored to the player wrong on other clients; this is now fixed
    • Tow Vine: no longer gets stuck on nearby walls when you cast it, unless aimed at the wall
    • Rocket no longer gets stuck in wormhole with 0 velocity
    • Wormhole no longer kills lightning bug
    • Increased hitbox of decoy 1->1.25, increased reactivation window 2.5s -> 4s
    • Increased reactivation window of Backup from 2.5s -> 4s
    • Suspend: increased slow % from 30 to 40
    • Reactivating swap for Decoy no longer leaves a disk on the ground for other clients
    • Rocket no longer goes through walls after hitting a unit
    • Boomerang no longer disappears if it hits a unit owned by you
    • Hot Swap no longer disappears if it hits an invalid unit
    • Bombshell: turtles are now 10% faster
    • You can now hit your own clones with Time Bomb now
    • Sunder and Backup will now teleport you on TOP of ground or walls rather than inside of them in specific cases

v2.3.2 Standardized Health Patch Notes

Jun 22, 2020 @ 10:09am

ADJUSTMENTS

  • Made Medium Health the new standard health for all modes
    • For classic draft modes, health starts at about the same place, but by round 7 ends up at 90 hp instead of 65 (old low standard) or 110 (old medium standard)
    • Hazard damage over time (from lava, etc) has been reduced by 33% to make low-knockback spells better given the standard health adjustment

v2.3.1 Steam Spells and Ranked 1v1 Patch Notes

Jun 18, 2020 @ 10:09am

NEW FEATURES

  • New Element: Steam!
  • New Queue: Ranked 1v1!

BUG FIXES

  • Fixed a bug where your online status would still show up as In Game to friends who were already in lobby when your game ended
  • Tow vine broken
  • Patch North Pull do not do damage after the dash
  • Practice Range doesn't show up on first main menu load because prefs file is slow to load
  • "Duplicate view ID found" on beta in practice range -- try setting Offline flag for local play

v2.3.0 Spring Event Patch Notes

Apr 18, 2020 @ 12:09am

NEW FEATURES

  • New Stage -- Airship!
  • New seasonal cosmetic!
  • New seasonal main menu background
  • Literal easter eggs added to stages for your enjoyment
  • New custom game settings (for party only and couch)
    • New spell selection option: 2 round snake draft (first 2 spells are drafted before the first round with snaked draft order)
    • New spell selection option: Random 7 mirror (requires even teams; the same 7 spells are randomly assigned to each opposing pair of players)
    • New spell selection option: Random (same as classic draft, but spells are assigned randomly)
    • Mercy rule: Game ends early if the losing team can't possibly catch up
    • New stage selection option: Random or choose a specific stage to play over and over
    • New number of rounds option: Choose any number of rounds between 3 and 20
    • New max health option: Low, Medium, or High health
    • New preset option: contains presets for all the other options (Standard, Competitive, Mirror)
  • New earnable spoils
    • First Win of the Day Bonus! Win a game daily to receive 150 xp and 25 gems; bonus is available every 20 hours
    • Party Bonus! Earn an additional percentage of xp for playing with a group: +10% for party of 2, +15% for party of 3, +18% for party of 4, +20% for party of 5+
    • Win bonuses now account for team games: 10 xp, 5 gems to winning team
    • FFA win bonuses now account for number of players: e.g. loser of a 1v1 doesn't get a "second place" bonus
    • Gems earned from kills in a team game are split evenly across all players on that team
    • Match Complete rewards are now proportional to number of rounds played: 5 + 5 * rounds
    • If Mercy Rule is on, winning team receives 5 xp and 2 gems for each round skipped due to the rule
  • Team colors that are too similar are now automatically adjusted to be different enough to tell apart
  • Existing spells are now shown during the draft if you hold Shift or a Trigger

BUG FIXES

  • Fixed bug that caused some players to skip the loading screen and be able to move and attack before the round starts
  • Fixed Chain Lightning infinite run bug (was caused by a bounce target dying before getting hit, and the spell not resolving properly)
  • Fixed a bug where sometimes after a spell is drafted, the video doesn't line up with the selected spell
  • Made random draft mode actually pick spells randomly
  • Fixed bug in tutorial that would sometimes give you Bull Rush, making the tutorial impossible
  • Updated raycast system to not count trigger colliders, fixing issues with watercannon sometimes not hitting, or wizards being able to stand on trigger regions
  • Fixed a bug where gems earned from kills were counting twice in the score screen, but not in the database
  • Fixed bug where selecting a specific map in party only (or couch) may force that map every game for quickplay afterwards
  • Made it so F1 only takes you out of convention mode and loads the main menu scene if you are actually in convention mode when you press it

ADJUSTMENTS

  • Reverse priority for damage dealt draft order so higher damage with same kills gets draft priority; for final round, ordering switches back
  • Raised the level cap to 150
  • Adjusted Earth Tomb again so it doesn't block tsunami/vanguard and you can't cast spells through it at close range
  • Player order on teams is now randomized for spawning

v2.2.39 Bug Extermination Patch Notes

Apr 4, 2020 @ 2:50am

BUG FIXES

  • Fixed bug where player ids and teams were being modified over the matchmaker mid-game, causing the following round not to initialize properly for all players (a.k.a. black bars bug -- doesn't look like someone left, just that one wizard was never created)
  • Fixed bug where someone quitting would cause game to not work for everyone but one person the following round, then another person disconnects
  • If host leaves during draft, draft no longer hangs
  • If host disconnects while loading, new host no longer kicks other players
  • If host drops on start-up, new host no longer tries to sync using round -1 instead of 0
  • Fixed bug where the final wizard or team would be invulnerable and the game wouldn't progress if last person to leave before score screen dies from leaving
  • Game now ensures match-updated message from the matchmaker fires on each client before server updates scores, roundsJoined, and draftedSpells
  • Ending a game on Islands no longer breaks the practice range

NEW FEATURES

  • Added a tip to loading screen to not stand in enemy Tonic
  • Added the room code system to Xbox One

ADJUSTMENTS

  • Reduced windwall push on Coffin by 33%

v2.2.37 MacOS Support Patch Notes

Mar 20, 2020 @ 2:50am

NEW FEATURES

  • MageQuit is now available on MacOS!
    • Unfortunately, this will not work with Catalina because MageQuit is not notarized (I don't have a Mac)
  • Tutorial now allows switching between controllers / mouse and keyboard
  • New 3s tournament functionality
    • Update web bracket view for teams
    • Discord bot (Sadbot) now creates a voice channel for each team in the MageQuit discord
    • Tournament system allows queuing as a party of 3 for teams tournaments
  • Added new costmetics:
    • Indy Gaming League Sunglasses cosmetic
    • Tournament Crown II (for online 3s tournament)

BUG FIXES

  • Fixed a bug that would cause the camera to not contain all wizards (most commonly on bridges)
  • Fixed mouse selection for 3rd row wardrobe items
  • Fixed roughly 50 exceptions that should reduce in-game bugs and help with overall stability
  • Fixed inconsistent aiming for WASD controls

ADJUSTMENTS

  • Fixed typo in Frog of Life description
  • Late join bonus no longer counts towards Pentakill achievement
  • Extended all disconnect timeouts
  • Turned off photon disconnect handler in an attempt to reduce disconnects

PERFORMANCE IMPROVEMENTS

  • Removed mesh exploding pieces from tonic as you can't see them anyway

v2.2.36 Re-Balance Bug Fixes Patch Notes

Feb 19, 2020 @ 6:18pm

BUG FIXES

  • Fixed Deflect (optimizations from the previous patch had broken Deflect online against most spells)
  • Sync late game join bonuses with all newly joining players (fixed bug that caused scores / draft order to be out of sync)

ADJUSTMENTS

  • Shrank kill feed and made it more see-through

v2.2.35 BIG RE-BALANCE Patch Notes

Feb 10, 2020 @ 9:20pm

NEW FEATURES

  • Double points for late joins
  • Kill feed to show who killed who and how during a match
  • Added scrolling to wardrobe system
  • XP is now displayed by level in player card on main menu
  • Added 4 new combos to the practice range tips
    • Supercharge
    • Supercharge+
    • Death Charge
    • Death Taxi

BUG FIXES

  • Wormhole now holds and refreshes its projectile before teleporting it (spark actually teleports now)
  • Puck now only applies knockback and damage if being knocked toward you (fixes Tow Vine backfire on puck)
  • Fixed rare bug where there would be more kills than wizards in team Sports
  • Bullrush no longer prevents first instance of knockback after the rush is over (for about 2 seconds)
  • Wizards will no longer clip through Earth Tomb!!
  • Recasting Chameleon no longer causes Fireball to go on a 10 second cooldown

ADJUSTMENTS

  • Increased range of Spark slightly
  • North Pull tweaks
    • Increased damage
    • Decreased cast time of second dash
    • Added client-side prediction to dash
  • Lightning Bug tweaks
    • Increased explosion damage 50%
    • Fixed bug with pull damaging teammates
    • Increased pull range by 10%
  • Discharge tweaks
    • Reduced duration to 4s
    • Increased cast time from 0.25s to 0.5s and cooldown from 20s to 22s
    • Changed discharge return damage to be actual projectiles with jetstream speed
  • Capacitor tweaks
    • Increased damage 25%
  • Chain Lightning tweaks
    • Decreased bounce range by 20%
    • Decreased damage over time by 50%
    • Increased impact damage slightly by 20%
    • Reduced max duration from 6s to 5s
    • Made bounces only target objects they can hit
  • Buff Tonic DoT, HoT, and AOE
    • Healing over time increased 50%
    • Damage over time increased 33%
    • Increased AoE 20%
  • Lowered cooldown of CyClone from 15 to 10 seconds
  • Frog of Life changed healing to only be 50% for enemies
  • Electric is no longer in every game
  • Bubble Breaker
    • Reduced max heal by 20%
    • Made bubble ending more elegant
  • Vacuum updates
    • Added vacuum sound for the duration
    • Now has a unique looking projectile
    • Pull no longer occasionally tips things sideways
  • Relapse now has a more obvious particle effect
  • Vanguard updates
    • Energy wave now travels through obstacles like Tsunami
    • Energy wave can now be affected by Deflect, Pillar of Fire, Vacuum, and Vanguard
  • Tsunami now does 10 impact damage instead of 15, but now also does 5 damage per second during contact
  • Boomerang and Pet Rock now have a buffer for on-hit so the interactions (with vacuum) happen predictably
  • Removed death beacons from coffin
  • Removed windwalls on Coffin for 3-team games
  • Readjusted height of lava collider / stages for Tower and Ruins so the damaging regions are more consistent
  • Water Cannon updates
    • Added raycast check for walls
    • No longer able to spin the cannon after cast, but can apply curve it to turn the wizard a set amount during the cast
    • Added more particles
  • Petrify now delays (finishing) casting a spell until petrification is complete
  • Slightly nerfed vacuum + pet rock or boomerang
  • Moved movement spell velocities to their own vectors (this means knockback during the listed movement spells will no longer be completely overridden)
    • Sustain (override this new vector while in the branches)
    • Somer Assault
    • Flame Leap
    • Bull Rush
    • North Pull
    • Chain Lightning
    • Suspend (will no longer absorb Somer Assault and Flame Leap casts)
  • Overhauled wizard movement network syncing to be much smoother (should see a lot less jitter in the movement and knockback prediction of enemy wizards online now)

PERFORMANCE IMPROVEMENTS

  • Updated overlap spheres to only check for unit, projectile, and not ground layers
  • Added a range check to the shark, so it just swims straight once it's far enough away from the stage