|11-15-2011, 11:59 PM||#1|
Join Date: Dec 2010
Magicka update 18.104.22.168
last night the 22.214.171.124 update went live, changelog below. Time to robe up!
/Paradox and the Arrowhead team
Changelog for Magicka Patch 126.96.36.199 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:
This resolves the "Texture Width/Height too large" error and renders the "http://forums.steampowered.com/forums/showthread.php?t=1989214" fix obsolete.
|11-16-2011, 03:19 AM||#2|
Join Date: Oct 2011
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.
|11-17-2011, 06:38 AM||#3|
Join Date: May 2008
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.
|11-18-2011, 12:10 AM||#4|
Join Date: Jun 2010
|02-14-2012, 05:36 PM||#5|
Join Date: Feb 2009
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!
|02-22-2012, 10:28 PM||#6|
Join Date: Jan 2008
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?
|02-23-2012, 09:40 PM||#7|
Join Date: Dec 2011
Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement? Banisher of Horrors achievement?