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#1 |
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Paradox
Join Date: Dec 2010
Reputation: 138
Posts: 308
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Magicka update 1.4.3.1
Hi,
last night the 1.4.3.1 update went live, changelog below. Time to robe up! /Paradox and the Arrowhead team __________________________________________________ __ Changelog for Magicka Patch 1.4.3.1 2011-11-15 • Added saveable checkpoints. Checkpoints will now save your progress up to that point. • Added a automatic-revive fairy for single player games. • Added an option to revisit old chapters in a campaign. • Improved server browser usability. • Improved body collision detection and overall physics. • Frame rate stuttering should be less noticeable for some users. • Extended particle system with particle lights. • Added bleed status effect, similar to the poison status effect it can be removed by healing. • Added a stunned state and stun damage property, when a character is stunned they're unable to act for a character specific amount of time. • Added gamepad rumble when a player character is revived. • The seven day cruise achievement will now display its achievement progress. • Level restart will now properly reset any active particle effects. • Both confuse and fear particle effects will now properly stop when a character drowns. • Fixed a gamepad issue in the campagin menu, where a user could reach invisible menu items. • Improved etherealize network synchronization. • The space robe's now use the correct portrait. • Characters with grab abilities will now properly play a grab-intro animation. • Increase life/arcane beam range. • Fixed a bug in the loading screen where it sometimes wouldn't rendering properly. • Fixed a bug in the credits, if a user had changed language in the same game session then the credit language wouldn't have been updated. • Charm will now properly affect other enemy players. • Collision between a projectile and a spell mine will now properly cause the mine to detonate. • Pure water barriers no longer causes push damage, earth-water barriers still do though. • Decreased Fear range from 10 to 5 units. • Decreased aura and buff intensity and details to reduce the graphics clutter. • Casting a lightning spell within an area shield will now properly target the closest target. • Overkilled frozen characters will now properly explode. • Overkilled frozen characters will now properly spawn frozen gibs. • Fixed some minor colouring issue on the health bars. • Marginally increased the health bar height on player characters. • Damage numbers caused by status effects will now properly display for network clients. • Fixed an issue which incorrectly set the players team in non-versus games. • Fixed an issue where non local characters could get stuck in casting self animation. • Beastmen will now properly crouch before jumping. • Fixed user input control when feared or panicking. • Fixed a small bug in the AI, enemies should now be much more responsive. • Fixed arcane bolt when used by the rogue robes, it will now properly shoot the projectile like with other robes. • Fixed Chapter 3 scene 2 (airship) animation bugs. • Fixed Chapter 4 scene 3 (inn) fade to black bug. • Fixed fear and panic inputs. • Fixed gamepad inputs for character select menu.¨ • Changed the resolution of: "Content\EffectTextures\ParticlesC.xnb" "Content\EffectTextures\ParticlesD.xnb" "Content\UI\HUD\CounterAnimation.xnb" This resolves the "Texture Width/Height too large" error and renders the "http://forums.steampowered.com/forums/showthread.php?t=1989214" fix obsolete. |
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#2 |
![]() Join Date: Oct 2011
Reputation: 0
Posts: 11
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At the Aristocrats the event freezes, and I can't progress after... This only happened after the patch.
As well I'm still experiencing stuterring, and i'm only able to experience less stuterring when using Window Mode, but in WM I don't have v-sync for some reason. I'm playing high at max resolution, have a AMD Phenom II x4 Black Eddition 955 at 3.2 gHz, 4 gig ram ddr3 kingstone and amd 6850 HD, I know it's not much but I should still have better performance. |
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#3 |
![]() Join Date: May 2008
Reputation: 28
Posts: 401
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At Fafnir castle, when you meet the first wizard (wirh 4 or 5 soldiers), using nullify to deny his ground bombs doesn't work. The magic disappears from around his body, but the projectile is still fired.
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#4 |
![]() Join Date: Jun 2010
Reputation: 379
Posts: 1,190
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#5 |
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Join Date: Feb 2009
Reputation: 0
Posts: 3
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I know this has been posted before long ago and I've posted a thread, but there seems to be no simple fix and this patch hasn't resolved what is a major issue for me:
When I try to bind anything to right shift, it says "Left Shift" and in game, that action is, indeed, bound to left shift. Lefties don't have a lot of buttons available to bind, so we need the right shift... Please, is there any chance there's a workaround for this? Thanks! |
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#6 |
![]() Join Date: Jan 2008
Reputation: 21
Posts: 461
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By the way, is "Banisher of Horrors" achievement fixed? It wasn't counting progress properly for lots of people, from what I've heard. If not, any atm on the matter?
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#7 |
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Join Date: Dec 2011
Reputation: 0
Posts: 4
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Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement?
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#8 |
![]() Join Date: Jan 2011
Reputation: 103
Posts: 1,670
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It should be fixed in the "soon to come" patch. ( x 6)
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