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MythForce 1.2 Patch Notes

MythForce 1.2 Patch Notes

June 23 2025 in

Greetings, friends! Project Director Luke here.

Welcome to the absolutely massive overhaul of MythForce that is version 1.2. It’s a huge departure in many ways from the MythForce we launched back in 2023, almost a total re-imagining of the broader game.

We’ve gone over all of the feedback we’ve gotten from our launch into Early Access, then since launch, looking at what we’ve done right, and wrong, with each of our previous updates, to see what resonated and what didn’t, and the big pain points that still exist in the game today. We’ve thought long and hard about what we wanted the identity of the game to be, and decided that to make MythForce the game we truly want you to experience, it was going to require us to rethink the very soul of MythForce’s gameplay.

At its heart, MythForce is about adventuring with your friends through the Cursed Lands, slashing and bashing monsters, and getting stronger as you go. It should be a series of big, joyous moments, and you should always feel like you’re powerful.

Many of the Roguelite elements that we were leaning on weren’t really hitting the mark - there was certainly fun to be had in the randomness and chancing on the perfect run, but too much was left to rolls of the dice, and too little was truly in your hands to choose. We want you to “have the power” in MythForce, and that means a big shift away from powering up in the dungeon, instead turning the focus on gaining power through play, then crafting the build you truly will enjoy playing.

Though we still have plenty of randomness to keep you on your toes in the dungeon, 1.2 takes a big step back from “Roguelite” and much further into a more traditional co-op action game - We’ve turned our focus on giving you the ability power up and build out your hero to take on the challenges of the dungeon.

There isn’t nearly enough space in our patch notes to cover all of the changes made, so you’ll have to discover some for yourself, but here are the big headlines:

Metagame 3.0

In this reimagining of MythForce, we approached the metagame from a perspective of changing the previous “Spend currency to expand your possibility space” to “Level up and create your perfect build”

Character leveling

The main method of powering your character up over time in 1.2 is via leveling up your character. After each run in the dungeon, you will receive a certain amount of XP which will contribute to the level of the character. These levels unlock access to more powerful upgrades in each of the buildings in the Citadel, as well as giving you ability points to further customize your character in the Sun Disc (see below). For those players who joined us during Early Access, this may feel familiar as a greatly powered-up version of our pre-1.0 Rank system.

As your character’s level increases, the city will continue to be rebuilt (No more spending to upgrade buildings), and offer access to better services.

The Armory

The armory is now a place to customize your weapons. We’ve moved weapon enchantments out of the dungeon and into Sir Lucien’s capable hands. Choose your weapons and apply up to 4 powerful enchantments per weapon to take with you into the dungeon.

  • Weapons are no longer character-locked. Any character can carry any weapon.
  • Instead of specific weapon sets, loadouts are composed of a main and offhand slot.
  • You no longer unlock and upgrade enchantments to be found in the dungeon.
  • Enchantments are now applied to weapons inside the Armory.
  • Each weapon has a primary enchantment slot and up to 3 secondary slots.
  • Selected weapons in either loadout are separately enchantable.

The Library

The Library is largely unchanged in 1.2, but does include the addition of a 4th book: A Glossary of terms that will help you in understanding all of the various effects that you can encounter in MythForce. The Glossary is fully unlocked without collecting any lost pages in the dungeon.

The Sun Disc

The Sun Disc has seen the largest change in 1.2, as we have completely removed the concept of shards and slotting shards into constellations. Now, the Sun Disc is the place you go to power yourself up by spending points in your character’s skill trees.

  • Each character now has 3 distinct skill trees. Skill points are gained every level, which can be spent freely across all 3 trees, but points must be spent in each level of the tree to unlock access to the next step up toward the top of the tree.
  • Each tree also has 3 loadout slots that you can use to custom-build different builds for different playstyles.
  • As you level up, you also gain attribute points, which can be applied to Strength, Magic, or Toughness (Now encompassing both physical and magic defense).

The Emporium

Keaton offers a new service in loaning out trinkets for you to take with you into the dungeon! Now you can upgrade your amulets, bracers, boots, and charms in the emporium, then bring one of each with you into the dungeon. Beware, Redcaps can (and will!) still steal your gear, so watch out! Not to worry though, any stolen trinkets will be available for your next dungeon run.

  • A number of new trinkets have been added for each category, for a total of 15 each.
  • Glyphs can be spent in the emporium to permanently power up the trinkets you can take into the dungeon. Higher level upgrades are locked behind character level.

The Conclave

There are fewer perks in MythForce than there were previously, with many former perk offerings being rolled into the player Skill Trees, but a few new perks have been added, and upgrades to perks are now instantly applied when found in the dungeon, allowing for access to much greater power without having to stack multiple choices.

The Boutique

The Boutique remains the same as it was - use Glyphs to buy cosmetics, voice lines, and emotes that can be applied to your character to use in the dungeon.

New Encounter Objectives

The biggest change to the dungeon experience is in the addition of a number of new “Encounter Objective” types that flavor the way you interact with each room as you play. Now each time you enter a new room in the dungeon, you will be given an objective that must be completed in order to progress to the next room. Some of the objectives are as follows:

  • Defeat Enemies: The classic, simple combat experience. There will be a number of waves of enemies that spawn, and each must be defeated in order to move on.
  • Horde Mode: Once the entire party has gathered in the room, the forces of evil begin throwing everything they have at you. The horde will continue spawning until the timer expires. Upon defeating the remaining enemies after the timer expires, the exit will be unlocked.
  • Destroy the Crystals: There are a number of Power Crystals magically locking the exit of the room. All but one crystal at a time will be protected by a shield. Destroy each crystal in order, while defending yourself from waves of enemies, to move on.
  • Discharge the Relic: A large Relic powers a shield guarding the exit. Discharge it by staying in close proximity for some time while fighting a horde of enemies. After the Relic is discharged, defeat remaining enemies to unlock the exit.
  • Disable the Barrier: The exit is sealed with a powerful magical barrier. Fight through a horde of enemies, picking up the Soul Gems they drop. Fire the Soul Gems at the barrier to bring it down. Defeat remaining enemies to unlock the exit.
  • Protect the Artifact: Activate a mighty Artifact that can bring down the barrier around the exit. Protect it long enough from a horde of enemies to drop the barrier. Fail, and the Artifact will be reset and you will be forced to start again! Defeat remaining enemies to unlock the exit.
  • Slot the Medallions: 3 Stone Medallions have fallen out of their receptacles and are scattered throughout the room. Slot them into their receptacles while fighting off a horde of enemies to unlock the door mechanism. After all Stone Medallions have been slotted, defeat the remaining enemies to unlock the exit.
  • Destroy the jewels with Soul Gems: 3 blue soul jewels are located in the room. Fight through a horde of enemies, picking up the Soul Gems they drop. Destroy the Jewels by firing the Soul Gem at them. When all Jewels are destroyed, defeat the remaining enemies to unlock the exit.
  • Destroy the jewels in sequence: 3 green soul jewels are mounted on the wall in the room. Destroy them in sequence by attacking the highlighted jewel while fighting off a horde of enemies. Each jewel must be destroyed before the timer runs out or the sequence will be reset.

New Potions

We’ve added a variety of new potions that can be acquired in dungeons. These potions will confer one of our new buffs to the player for a fixed period of time: Invincible, Powerful, Recharge, Relentless, and Speedy. These potions only appear at the Merchant or at Gambling Shrines. Similar to Health Potions, these can spawn as Small/Medium/Large, with the buff duration increasing by quality. Note that the Bottomless trinket works with these new potions, but Bolstering and Overflow do not.

Buffs, Debuffs, and Keywords

All status effects are now associated with a number of specific keywords, each one covered in detail within the new Glossary, which can be found in the Library in the Citadel. These tags will make the effects of all of the abilities and effects in the game much clearer. Also, every effect has been clearly sorted into the category of Buffs and Debuffs which have their own dedicated space on the screen while adventuring. Some new keywords include (But are not limited to):

  • Bravado: Guarantees the next hit to be a crit.
  • Lethal: Lethal attacks instantly kill Non-Tough creatures and deal double damage against Tough creatures.
  • Tough: Only take double damage from Lethal attacks, and can’t be Knocked Back, Knocked Down, or Frozen.
  • Affinity: Having Affinity with an element causes you to be healed by it instead of damaged.
  • Weakened: Decreases damage output by the weakened creature.
  • Exposed: Guarantees that the next hit on the Exposed creature does Critical damage.
  • Damage Linked: A portion of the damage dealt to Damage Linked creatures is also dealt to other Damage Linked creatures.

You can peruse all 37 keywords and their effects in the Glossary!

Trinket Infusions

You will now find Infusion Orbs at the Merchant that will give you the option to add stats to your equipped Trinkets. These increases are small but cumulative for the duration of the dungeon. They do not persist after the run is finished. The bonuses on a particular trinket will be related to the Trinket’s type: attack related bonuses for Amulets, defense related bonuses for Bracers, and speed related bonuses for Boots. Charms cannot be infused. The bonuses are tied to the Trinket that was infused, so watch out for those Redcaps!

Elemental Combos

Now elemental effects can be combined to create powerful magical explosions, affecting all enemies nearby. When an enemy is afflicted with Burning, Chilled, or Electrified, then applying one of the other elemental effects causes an AoE explosion causing elemental damage and applying a debuff:

  • Burning + Chilled = Weakened
  • Burning + Electrified = Exposed
  • Chilled + Electrified = Damage Linked

Mystic Forges

We’ve changed how Mystic Forges appear in your dungeon runs. Instead of alternating between forges and Skill Shrines, now they can occasionally appear randomly in dungeon rooms while exploring. They will always provide 4 choices - 1 per weapon, per loadout, or 2 for a 2-handed weapon (i.e. if you have a sword and shield, you will get 1 sword enchantment, 1 shield enchantment, or 2 enchantments for a bow). The Enchantment shrine will grant from the pool of all secondary enchantments available.

Difficulty

We’ve added Mythics 4 - 7! So please enjoy pushing your character builds to the limit. Additionally, on the Difficulty Selection screen a crown icon is now displayed beside each difficulty you've completed per-adventure.

Note: this uses stats that were not tracked prior to this change, so it won't know if your save file had beat difficulties in a previous build of the game

General Improvements, Changes, & QoL Fixes

  • Did a consistency pass on strings where we now refer to either "buffs" or "debuffs", as well as "elemental debuffs" or "non-elemental debuffs". We don't use the term "status effect" anymore.
  • We have added “Uncommon” as a distinct tier across all weapons, trinkets, and perks.
  • Added new icons to the dungeon depth progress bar to show special rooms (Treasure icon for Treasure/Merchant, skull icon for Lieutenant/Boss/Setpiece).
  • Rerolls can now be used freely up to the limit per-run, instead of one reroll per shrine.
  • Trap damage now scales against enemies, making them always viable against enemies, even in high difficulty and late-game.
  • In all Mythic difficulties, all monsters that can appear in the chapter will be able to spawn in any episode in that chapter at any depth. Creature rosters will still progress more gradually in Easy~Hard difficulty.
  • Added button to "Claim All" quests.
  • Added new Maggie's Research entries to the Scrapbook.

UI

A number of improvements to the in-game HUD

  • Re-organized and simplified the display of buffs and debuffs in the HUD to make it easier to understand the state of your character during gameplay.
  • UI Navigation with controller has been improved and stabilized.

Enemy types

  • Champion enemies will no longer spawn in Chapter 1 on Easy or Normal difficulty.
  • Previous “Filler” enemies like Redcaps are now part of the regular creature roster, so they can spawn as part of enemy waves, instead of only at the beginning of a room. Only Potstickers are now “fixed spawn” enemies.

Bug Fixes

There have been far more small bug fixes than are listed down below, but this is a list of some of the most “visible” items updated and fixed in v1.2:

Character Abilities

  • Hawkins can now use Air Dash while Spectral Detour is active.
  • Chicory (Maggie’s Familiar) now has a different colored orb in its chest and eyes depending on the type of elemental damage it has applied.
  • Fixed issues with the shield not re-equipping after using the Sling Shield ability.
  • Rico can no longer backslash teleport onto Deadalus during his monologue before the final battle.
  • Rico’s backslash ability should no longer be able to miss.

Combat & Weapons

  • Fix Enchantments: Gathering Storm, Sniping, and Strike Twice multiplying all damage you dealt while the weapon was equipped (e.g. damage dealt by abilities).
  • Lethal damage is now calculated in a consistent place in the damage calculation, and it's calculated closer to the end of the damage calculation. Should avoid possible issues of damage being reduced by Physical or Magic Defense so that it's no longer Lethal.
  • Greatsword power attacks and charging attacks no longer do a damageless AoE on attack. Previously it incorrectly appeared you were hurting enemies when you were not.
  • Perfect actions have been further stabilized and cleaned up.
  • Dodge, jump, and jump abilities are now client-authoritative, so should not rubberband or stutter in multiplayer. This also means it should be much less likely for a jump ability to fail to activate due to a bad connection to the host.
  • Improved the Shield Bash hitbox.
  • Light and Medium hit reactions no longer interrupt revives.

Creatures

  • Fixed many creature attacks so they would be less likely to miss attacks that are within range.
  • Fixed many attack ground indicators to better represent exactly where attacks will land.
  • Fixed creature AI to make better decisions about what attacks are appropriate at different engagement ranges.
  • Fixed Necrolytes getting completely stuck/lost after becoming blinded.
  • Fixed Copters not dropping the intended number of potions.

UI

  • Fixed an issue where buff and debuff effects could become stuck on screen even after the effect had expired.
  • Now the last 2 enemies in any encounter become automatically pinged, instead of 1
  • Interaction button callout for puzzle items is properly greyed-out while in Spectral Detour
  • HUD notifications for gold or glyphs will now accumulate numbers for a short duration, rather than displaying a separate pop-up for each collectible obtained
  • Enemies no longer block line-of-sight for interaction (most noticeable when holding the button to revive a teammate)
  • New iconography for some status effects, perks, and skill upgrades
  • Adjust UI so that "Normal" difficulty doesn't appear as a curse
  • Difficulty Selection and Loading Screen now display the bonus XP granted per difficulty
  • Fixed an issue where Ability cooldowns sometimes increased instead of decreased when the player received cooldown reduction
    • E.g. from the Cool Off Perk
  • Fixed some issues with the active state (glow) of HUD cooldown indicators
  • Fixed the quest list on the results screen not displaying quest progress for quests that triggered at the very end of the game

Levels

  • Items in goop or water now have an additional glow FX when you're close to them, so they're easier to interact with.
  • Fixed collision settings in some rooms that were blocking projectile attacks.
  • Lieutenant health bar and battle music now only start when a player has crossed the one-way door into a room.
  • Fix issue where Rico could sometimes not walk down stairs.
  • Fix issue where Rico could get stuck in a state where their movement was "slippery", their body was tilted, and/or their camera was tilted.
  • Improvements to enemy pathfinding in some rooms.
  • Fixed a place where players can get soft-stuck in the Forest.
  • Enemy navigation improved in select Forest rooms.
  • Removed a trap that could kill Karkas the Lieutenant before you entered the room.
  • Fix exit gate placement in one Forest room.
  • Fix players sometimes spawning midair into the Crypt, causing a falling grunt sound.

Audio & VO

  • Fixed some audio issues where SFX were not playing when hitting prone enemies, or playing incorrectly when using mace charge attacks that hit nothing.

Perks/Enchantments/Trinkets/Curses and More!

  • Fixed an issue where some trinkets could spawn that granted bonuses against enemies that would never spawn in that Chapter.
  • Fixed an issue where the Merchant was not offering the correct item types.

Multiplayer

  • Clients that disconnect before they spawn-in will no longer take up an (un-kickable) session slot.
  • Fix join-in-progress spectators seeing broken HUD widgets.
  • Fix clients jumping on shrines sometimes teleporting them out of the map. This is a mitigation and in some cases can still occur.
  • Players can now choose to skip the results screen countdown and leave the party immediately.
  • Fixed an issue on client where Perfect Blocks were not behaving as intended with respect to AoEs.
  • Fixed clients sometimes failing to create VFX for Deadalus' blink ability.

General

  • Black Screen/MythForce not launching fix. We changed how cutscenes and movies are rendered. This may fix issues some players were experiencing with black screens when loading into a dungeon, or getting stuck on the splash screen when booting the game.
  • Fixed Flawless Victory quest not being granted if the player's max health was modified.
  • Fixed Debuff Dogpile quest auto-unlocking because it didn't filter-out buffs.

Known Issues

  • Due to changes to improve the roster and spawning systems, Bestiary progress for Skeletal Lizardfolk (only) will be reset.

Known Areas of Instability

  • Due to an EOS friends list server data issue, it is possible though rare that a network call causes a brief hitch in Citadel screens.

Multiplayer

  • Although we have greatly improved multiplayer action responsiveness, as MythForce is a Peer-to-peer game, if the client’s connection to the host is particularly poor, it is still possible for the client player to miss attacks that appear to have hit.

Thank you, as always, for continuing along this journey with us through the lands of Eldryth. We hope that you’ll enjoy the updates to MythForce, and will let us know your thoughts!

Additional Console Improvements

The following covers all of the fixes and changes that were made to PC versions of MythForce prior to 1.2. These changes are all finally coming to console versions in 1.2.4.0:

New Feature: The Library

We’ve added the newest building to the Citadel: The Library

  • The library is run by a new NPC mentioned in various dialogues, “Adelard the Resolute.”
  • Within the library, you can access 3 lore books:
  • The Chronicle: An encyclopedia of lore about the people and places of the lands of Eldryth, written by Adelard the Resolute.
    • Entries for the chronicle can be found as “missing pages” in the dungeon.
    • Contains 55 entries about the people and places of MythForce, with accompanying art.
  • The Bestiary: Notes about the enemies the heroes will encounter within the Cursed Lands, written by Lena Keen-Eye for her son, Hawkins.
    • Entries for the bestiary are unlocked by defeating the corresponding creature within the dungeon.
    • The first enemy defeated unlocks basic information about the enemy.
    • Defeat a certain number of that enemy to unlock additional creature stats.
    • Most entries include voiced narration from Lena Keen-Eye (Voiced by Kimberly-Ann Truong).
  • The Scrapbook: A collection of scattered notes and letters written by the heroes and villains of MythForce.
    • Deadalus’s Diary contains the story of his transformation into a vampire lord and subsequent rise to power in his own words (With narration voiced by Mark Meer).
    • Maggie’s Research contains her notes on the various status effects that one might suffer when adventuring in the cursed lands.
    • Beastor’s Notes to Self contain deep thoughts from everyone’s favorite giant orange oaf.
    • Victoria’s Field Reports contain letters to Queen Ancilla from Victoria, sent during her campaign to recruit the heroes of MythForce, about her compatriots and nemeses.
    • Entries for the scrapbook can be found as “missing pages” in the dungeon.
  • The Glossary: A glossary of gameplay terminology and behavior.

Simplified Adventure Flow

We’ve revised the adventure flow to make it faster and easier to select, change options, and get into an adventure.

  • We’ve removed the extra screen when selecting an adventure. Setup is now controlled via a panel on the Embark screen.
    • Difficulty can be changed by pressing the edit button on the panel
    • The session can be marked as private, which will allow only friends to join your session, by clicking the checkbox.

Lobby Browser and Improved Multiplayer Flow/Features

By popular demand, we’ve re-added the Lobby Browser to the game in place of quickplay. It’s a little more old-fashioned but hey, so are we!

  • Now to join a multiplayer game, press the “Online” button in the Embark screen.
  • The Lobby Browser displays a list of available sessions that you can join, including the following information:
    • Host name
    • Episode
    • Difficulty
    • Number of open slots
    • The host’s region
  • Selecting the adventure also displays the following information:
    • Character portraits to show which characters are active in the session.
    • Current dungeon depth the players have reached in the session.
  • On first launch after updating, you will be asked to select a region for matchmaking, which will be used on the lobby browser screen.
    • Region can be changed in the “Accessibility” tab of the Options menu.
  • Players can now be kicked by the host from within the session.
    • Kicking controls can be accessed from the “Manage Party” button in the pause/escape menu.
    • Individual party members can be removed with a button by their name.
    • The entire party can be disbanded manually by the host with the “Disband Party” button.
  • As the host now has manual control over kicking, the “AFK kick” feature has been removed.

New Story Cinematics

To tell more of the story of MythForce, we’ve added animated cinematics to “bookend” each of the adventures.

  • When starting each episode, there is now an animated story vignette.
  • If the players are victorious, an outro cutscene will play, some adventures including a brief moment with the heroes, and each including a personal message from Deadalus to the hero.
  • If the party is defeated, a “defeat” cutscene plays, where Deadalus will invite you to make another attempt.
  • All intro and outro cinematics can be skipped at any time.
  • A new HUD element has been added to the results screen showing the status of each member of the party:
    • Players will appear in one of 3 states: Watching the cinematic, in the results screen, or ready to return to the lobby.
    • Once any player has pressed the “Back to Lobby” button, a 60 second timer begins, displayed for all players, including those watching cutscenes.
    • Once all party members have pressed “Back to Lobby,” the timer will skip to the last 3 seconds and return all players to the lobby.
  • Additionally, the previous “Chapter promo” videos can now be accessed by pressing a new “Watch chapter intro” button that appears on the Embark screen next to the first episode of each chapter.
    • This also adds an animatic intro for the whole campaign.

New Enchantments

We’ve added a set of new spellbook-specific enchantments to make your spellcasting experience a little more interesting.

  • Electric Spellbook:
    • Strike Twice fires a second lightning bolt after the first on the Electric Spellbook charged cast.
    • Gathering Storm increases the damage a single enemy takes on subsequent hits with the spell. Changing to a different target resets the damage bonus.
  • Ice Spellbook:
    • Tundra increases the intensity of the charged Blizzard attack, causing it to tick ice damage more frequently, and reduce the EP cost of sustaining the blizzard.
    • Tempest increases the area of effect of the charged blizzard attack, and increases the damage of the quick cast ice spikes.
  • Fire Spellbook:
    • Fan the Flames increases the explosion radius of fireballs.
    • Inferno throws 2 additional fireballs to the left and right of the first fireball when using the charged fireball attack.

Support for Ultrawide and 16:10 screens

We now officially support most common screen resolutions between 16:10 and 32:9 (Super ultrawide), up to a maximum of 4:1 (Polyvision)

  • Citadel vendor interiors, cinematics, and other screens with fixed width art have additional border graphics added to either side.
  • HUD elements when displayed on 16:10 monitors scale to ensure that elements no longer move off the edge of the screen.
  • Added “HUD Centered in Ultrawide” to the Options menu Accessibility tab, allowing you to lock HUD elements to the 16:9 frame in ultrawide (checked), or allow HUD elements to extend to the screen edges (unchecked).

Quests

  • We’ve fixed the issue causing achievements not to trigger. To ensure that you can receive the achievement, this fix will reset all of your progress in the Quest Board, but you will retain existing gold and glyphs and can claim the reward again upon re-completion.
  • We’ve moved completed but unclaimed quests to the top of the list in the Quest Board.
  • We’ve also added a red exclamation point pip to all quests that have been completed but are not yet claimed, reminding you to claim your rewards.

Encounters

  • We’ve fixed an issue in which the set piece encounter at the end of Episode 4 would not trigger sometimes due to not identifying that all players are in the combat arena.
  • We’ve also fixed an issue in the same encounter where players could exit the combat arena and get locked behind a portcullis.
  • We’ve fixed a similar issue where players could exit out of the Deadalus combat arena right before the door closed, causing them to be locked in the vestibule.
  • We applied a new fix that addresses the issue of story encounters at the end of Episodes 4 and 9 failing to progress if barks were not enabled via the "Enable Barks" toggle in the options menu.

UI

  • We’ve fixed an issue where the “Difficulty Decrease” icon duplicates in the character stats menu when it’s opened.
  • Added character jump ability descriptions to the Choose Your Character screen.
  • The results screen now shows how many Glyphs have been gathered throughout the run.
  • Changed the interaction point for Citadel vendors on the Citadel screen to NPC character buttons to make it easier to identify the Citadel buildings and their functions.
  • Altered the Citadel screen background anchor to screen center, which should improve the user experience on 16:10 aspect ratio monitors.
  • Improved the readability of highlighted objects in Citadel menus by scaling and brightening them while active.
  • Added a Disband Party button to allow the host to remove all players instead of needing to kick every player individually.
  • Divided up the first page of the in-session tutorial screens to show less information all at once.
  • Added a visual indicator to the HUD when a trinket is stolen by a Redcap.
  • Changed the text of most “Dismiss” buttons to “Back.”
  • Improved session disconnect error messaging.
  • We’ve improved the visuals of the Citadel of the Sun, making the city feel less sparse.
  • We’ve added animation to some Citadel buildings to give it a more lively feeling.
  • The EMBARK button on the Citadel screen now glimmers to draw attention to it.
  • We’ve split the in-game HUD tutorial to show only part of the HUD at a time in sequence, instead of showing all HUD elements at once.
  • The “Do not show tutorials” checkbox now persists across all pages of the tutorial.
  • Mission details can now be reviewed in the pause/escape screen.
    • At the top of the screen, you can find the current episode and difficulty setting.
    • In Mythic difficulties, the active curses also appear at the bottom of the screen.
  • The “Hold to Reroll” UI element when making perk/enchantment/ability selections has been moved above the selection cards.
  • Maximum FOV setting in the options menu has been expanded from 105° to 120°. Note that at 120°, there may be some visual distortion, and it may slightly affect performance.
  • The Overdrive gauge now has a more prominent visual effect to show when it is ready to use.
  • We’ve updated the art in the Episode loading screens.
  • We’ve made a slight change to the Episode title text to put emphasis on the Episode instead of the Chapter.
  • Your most recently selected hero, in their current skin, now appears in the “Press Start/Press Any Key” screen.
  • Most non-critical HUD info is now hidden while emoting.
  • The font for cutscene subtitles is now consistent with the font used in in-game subtitles.
  • There is now an on-screen indicator to show that you can switch between spectated players while in spectator mode.
  • We've improved the visual effect when upgrading a building in the Citadel with glyphs.
  • Fixed padding on the quest “Claim” button

Audio & VO

  • We’ve reduced the frequency of character barks when channeling spells from “always” to 20% chance on channel, so you should hear, “This will teach you a lesson” much less often when preparing a fireball.
  • We’ve also reduced the frequency of character barks when using special abilities from “always” to 50% chance on ability use.
  • Added a bark when a player drinks a potion.
  • Added a bark to alert when an item is stolen by a Redcap.
  • Added a bark when Victoria or Hawkins revives a party member.
  • Added a “thank you” bark when a player is revived by another player.
  • Added a bark when a player is revived at a Spirit Shrine.
  • Added a bark after a combat room has been completed.
  • There is now a unique line for each character when pinging treasure.
  • There is now a unique line for each character when pinging Kovina’s Crucible.
  • Characters now quip when they apply status effects to enemies.
  • Characters now comment if you are dealing a damage type the enemy is resistant to.
  • Characters now quip when a party member wastes a potion (when they drink a potion and heal more than 2x the difference to their max health).
  • Characters now have a reaction when they trigger a trap.
  • Party members also comment when a party member triggers a trap.
  • Characters now have a celebratory shout when they successfully execute a perfect defense action.
  • Characters now have a celebratory shout when they successfully perform a critical hit.
  • Party members will also comment when a party member successfully performs a crit.
  • Characters now comment when a party member triggers a spore pod and causes friendly fire damage.
  • Characters now comment when purchasing items from the Merchant’s table.
  • Characters now comment when paying to refresh the items on the Merchant’s table.
  • Characters now have a unique pain line when reduced below 50% health.
  • There is now an additional mission dialogue that plays early in each chapter while adventuring.
  • Characters now comment when after reducing a boss or miniboss below 33% health.
  • Characters now comment when they have been revived by a party member.
  • Characters now comment when they are revived using a Spirit Shrine.
  • Characters can now comment when an enemy falls into a pit.
  • Characters can now comment when a spell is disrupted due to low EP or getting hit.
  • Characters now have unique lines when they are affected by “Rooted” status.
  • Characters now have unique lines when they are affected by “Electrified” status.
  • We've added a brief delay before many of our barks so they have more natural timing.
  • We've added a cooldown to many of our barks to prevent them from triggering too often.
  • “Crit celebration” barks now only trigger when the critical hit results in the defeat of the enemy, instead of on any critical hit.

Narrative

  • The “Enable Barks” toggle now affects only barks, as intended—character banter and story dialogue are no longer affected by the toggle. It is still possible to mute voice by using the slider in the audio tab of Options.

New Monster: The Bat

  • A new bat monster has appeared in the Castle to challenge the heroes of MythForce. The bat flies, and has a dive-bomb attack that causes Bleed if it hits a player.

New Animated Endings

  • Now when Deadalus is defeated, the ending is presented as a 2D animated cartoon sequence featuring the character who struck the final blow against Deadalus.

New Cosmetics

  • Added 4 new “Radical ‘80s” skins, all with a Team MythForce novelty t-shirt, available at the Boutique:
    • Victoria: “Get Physical” is an aerobics outfit.
    • Hawkins: “Hi-Tops” is jeans and hi-top sneakers, with a hi-top hairdo.
    • Maggie: “Mall Rat” is trendy torn jeans and a bulbous bouffant with a bow.
    • Rico: “Wild One” lets Rico’s hair down, with a tank top, black jeans, and wallet chain.
  • Added 4 new emotes, available at the Boutique:
    • Facepalm lets you express when things just didn’t go as planned.
    • Finger Guns is a radical new way to say “hi,” or express your approval.
    • Point lets you draw attention to something off in the distance.
    • Sit lets you take a load off during a tiring adventure.

Invite Friends Panel

  • Pressing the Online Friends ‘+’ now opens an in-game invite panel that shows friends who are online, and adds an “Invite” button.
  • Pressing the Online Friends ‘+’ button no longer calls up the platform overlay. This resolves an issue where nothing will happen when the overlay is disabled.
  • It is still possible to invite and join friends through the platform overlay.

Quickplay Difficulty Cap Setting

  • Added the ability to set a difficulty cap for joining sessions. You should no longer be spawned into Quickplay sessions of higher difficulty than you have achieved.

Combat Improvements

  • Improved mace Power Attacks to feel more responsive.
    • Revised Power Attack camera sway to return to neutral more quickly.
    • Improved Power Attack swing speed.
    • Revised recovery animation.
  • Improved animation timing on defensive actions. Daggers and Shields should now get to full defensive stance more quickly.
  • Removed the upswing portion of Charge Attacks. They now execute more predictably.
  • Revised the shield bash animation. It now acts as a “shield punch” and executes more quickly.
  • It is now possible to animation-cancel out of the Perfect Block animation, allowing you to combo into an attack more quickly.
  • Improved animation canceling between combat actions to allow more effective chaining of actions. After the active frames of many actions, it is now possible to execute another action without waiting for the previous action to resolve. This does not include attack combos, which combo at a specific pace.
    • It is now possible to cancel the recovery after a shield bash or dagger slash into an attack action.
    • It is now possible to cancel into defensive actions out of most attack actions.
  • Swords
    • Unified the attack recovery speed and combo window on sword swings.
    • Sped up the transition back to idle after all sword swings.
  • Maces
    • Significantly improved the execution speed and velocity of mace power attacks.
  • Shields
    • Increased the block radius of shields from 100° to 180°. Now you can block any attack that is coming from ahead of you.
    • Revised the perfect block animation.
    • Increased the animation speed of raising a shield to its blocking position. The blocking effect remains instantaneous.
  • Greatswords
    • Revised the greatsword sprinting and sprinting attack pose.
  • Bows
    • Trimmed the bow bash animation, making it execute much more quickly.
  • Books
    • Trimmed the casting animation for lightning quick-cast so the projectile fires on less of a delay.
    • Trimmed the casting animation for ice quick-cast so the projectile fires on less of a delay.
  • Increased the effective hitbox length of player weapons by an additional 20%.
  • Increased the speed and movement curve of dodges.
  • Added a 0.2s window at the end of dodges where it is possible to perform another dodge without waiting for the dodge to return to neutral.
  • Reduced the stamina cost of block actions to increase their value against dodging.
  • Reduced camera sway on sprinting attack execution to reduce risk of motion sickness.
  • It is now possible to dodge at any time, even if in the middle of another attack.
  • Added the ability to target breakables and spore pods with the lightning channeled cast
  • The blizzard spell now casts on the ground instead of on top of the floor above if casting while looking at the ceiling.
  • The lightning quick cast now executes much more quickly.
  • Movement speed penalty on taking damage has been reduced slightly.
  • Recovery time from movement speed penalties after actions has been reduced.
  • Re-tuned movement speed penalties on most actions:
    • Slashing with daggers no longer incurs a movement penalty.
    • All spell quick-casts no longer incur a movement penalty.
    • Bow quickfire no longer incurs a movement penalty.
    • Blocking with daggers incurs only a slight movement penalty.
    • Sword light attacks incur only a slight movement penalty.
    • Preparing a power attack with a sword incurs only a slight movement penalty.
    • Shield bashing incurs only a slight movement penalty.
    • Mace attacks incur only a moderate movement penalty.
    • Greatsword attacks and blocking, spell channeling, and shield block movement penalties remain as-is.
  • Turning 90° or more while sprinting no longer removes sprint when using the toggle sprint movement mode.
  • Added a very slight FOV bloom while sprinting.
  • Reduced the base damage variance on attacks from ±20% to ±5%. Damage values should now feel much more predictable.
  • Enemy casters will no longer be able to switch targets after beginning a spell if they lose visual on a player character.
  • Enemy attacks that have an AoE no longer are locked to the player’s feet until the moment of firing. Casters now commit to a target zone and fire.
  • Added additional variety to the hit reaction animations of Skeletons.
  • Added hit reaction animations to Frostblight and Fireblight Graves.
  • Added hit reaction animations to Bats.
  • Improved Lizardman Skeleton animations.
  • Improved Beastor’s KO’d pose after defeat.
  • We've removed difficulty-based combat speed modifiers. Now all difficulty tiers are the same speed.
  • We’ve increased the speed of both heroes and enemies:
    • Player and enemy base movement speed has been increased by 20%.
    • The speed of all player attack actions have been increased by 20%
    • Enemy attack speed has been increased by 20%
  • All weapon hitboxes have been re-evaluated:
    • Player melee weapon hitboxes have been extended to hit at greater distance.
    • Enemy weapon hitboxes have been slightly narrowed and shortened, to prevent hitting players “unfairly” on some weapon swings as “collateral” damage.
    • Enemy attack animation “active frames” have been revised to prevent players from being hit “unfairly” on certain follow-through and backswing motions.
  • Bows have been buffed significantly
    • Bow light attacks now cause medium hit stagger on critical headshot hits.
    • Bow power attacks now cause heavy hit stagger on non-critical hits.
    • Bow power attacks now cause knockdown on critical headshot hits.
    • Bow base damage has been increased.
    • Bow power attack damage bonus has been increased.
  • We now prevent hits from causing any player stagger while using abilities, which could previously cause a well-timed hit to cancel the player ability, wasting it.
  • Dodging is no longer mutually exclusive with blocking and parrying, allowing them to be done simultaneously.
  • The Ice Book Blizzard power attack is now unblockable and penetrates enemy shields.

Other Improvements

  • Now when an enemy or other target is within attack range of the equipped weapon, the targeting reticle in the center of the screen will turn red, indicating that the enemy is in range of your weapon.
  • Glyphs are now picked up automatically when walking near them instead of requiring manual pickup.
  • Added an automatic ping to reveal the location of the last enemy in a room, making them easier to find.
  • Added an automated ping to the exit from the Deadalus boss fight arena as some players reported having difficulty finding the exit.
  • Added a “MythForce Owl Emblem” transition animation when embarking into an episode without an animated intro.
  • Added “Watch Chapter Cinematic” buttons in the Embark screen to allow players to view story animations without entering the mission.
  • Added some ambient skeleton spawns into Branch rooms to give players something to smash while adventuring.
  • Difficulty setting now persists after selection in the Embark screen on a per-episode basis.
  • Game type now persists across all sessions. Switching between Open and Friends Only will stay set until manually changed. The setting still exists on the Embark screen.

Bug Fixes

Quickplay/Join

  • Improved our session matchmaking algorithm—previously the game would prioritize finding a session early in the game. Matchmaking now prioritizes adding quickplay players to existing groups first.
  • Improved player spawning on first join. Players should now always spawn if a member of the party is in a safe room, including entrances, exits, connecting corridors, treasure rooms, and branch rooms that lead to treasure rooms.
  • Fixed an issue where some rooms that required a lever or other puzzle element to open the final exit door would not cause a recently joined player to spawn after a completed room.

General Multiplayer Issues

  • Made spell casting client-authoritative, increasing responsiveness. You should no longer experience casting any spell and the spell not executing, or appearing to execute and not doing damage as a client in multiplayer.
  • Fixed an issue where as a client in multiplayer, jump abilities would fail to execute when pressing the jump ability.
  • Improved client movement, you should no longer experience rubberbanding at high ping.
  • Fixed an issue where client players could have difficulty targeting and interacting with objects in the world, making it difficult to pick items up or use shrines.
  • Fixed an issue where client players could get stuck in an infinite loop of falling into and respawning directly above a pit.
  • Fixed an issue where players would see enemies appearing to float up into the sky when knocked down.
  • Fixed a number of issues causing client players to have a different experience from the host within levels:
    • Fixed an issue where it would sometimes appear that the exit gate had not opened in a multiplayer game. Previously client players could walk through but could still see the portcullis as closed.
    • Fixed an issue where client players in a multiplayer session could end up facing the wrong direction when passing through portals in the Castle.
    • Fixed an issue where clients would not see Beastor appear in the set piece event battle at the end of Episode 1 at all.
    • Fixed an issue where the Merchant’s table would not spawn if a client player streamed the room in ahead of the host in multiplayer.
  • Clients can now no longer continue to reroll beyond the first reroll on a single choice.
  • Fixed an issue where some client players would not see spirit shrines after joining a game in progress.
  • Fixed an issue where spirit shrines could appear to be activatable when there are no player characters in need of revival.
  • Fixed an issue where dodge animations would appear broken when viewed in 3rd person.

Character Abilities

  • Made the following fixes to Maggie’s abilities:
    • Snap no longer triggers Tripwires.
    • Snap no longer causes her to be affected by emitter traps when passing through them.
    • Snap no longer triggers if the player releases the ability button after canceling.
    • Familiar no longer triggers if the player releases the ability button after canceling.
    • Barrier no longer triggers if the player releases the ability button after canceling.
    • The cast animation for Maggie’s Familiar can now be canceled into another attack before the animation resolves.
  • Made the following fixes to Victoria’s abilities:
    • Fixed an issue where Vanguard could fail to execute as a client player in multiplayer.
    • Fixed an issue where Sling Shield ability could fail to execute, causing Victoria to have no shield due to its not returning until swapping weapons or using the ability again.
    • Fixed an issue where Sling Shield ability could fail to return to Victoria, causing her to lose access to her shield until swapping weapons or using the ability again.
    • Fixed an issue where Shield could become permanently disabled if Victoria dies while Sling Shield is active.
    • Fixed an issue where Victoria could get stuck in her Thunderstrike targeting state in multiplayer, losing the ability to attack.
    • Fixed an issue where the ground targeting VFX for Thunderstrike would not appear.
    • Fixed an Issue where if Thunderstrike ended with her landing in a pit, she would get in a state where her next jump would also cause her to appear to fall into a pit and respawn while on solid ground.
    • Fixed an issue where different video settings would cause Thunderstrike to behave differently.
    • Fixed the camera pitch on the landing of Victoria’s Thunderstrike ability.
    • Fixed an issue where it was possible to get stuck in an aim sequence loop when attempting to use Vanguard while targeting Thunderstrike.
  • Made the following fixes to Rico’s abilities:
    • Fixed an issue where Rico’s abilities could fail to do damage when he has an elemental enchantment on his weapon.
    • Deadly Thrust
      • Deadly Thrust now counts as a Power Attack for purposes of breaking enemy blocks and triggering effects that proc based on power attacks.
  • Made the following fix to Hawkins’s abilities:
    • Fixed an issue where Spirit Shot and Rift Arrow could become stuck in a bow draw state and not fire on releasing the key/button.
    • Phantom Shot
      • Phantom Shot homing on enemies has been increased greatly.
      • The Phantom Shot draw animation now cancels into a shot immediately on releasing the ability key/button.
    • Rift Arrow
      • The Rift Arrow draw animation now cancels into a shot immediately on releasing the ability key/button.
    • Spirit Dash
      • Hawkins maintains horizontal velocity after air dashing.

Combat & Weapons

  • Fixed a number of issues where players could become stuck in an unresponsive or limited state:
    • Fixed an issue where players could get stuck when attempting to swap weapons while emoting.
    • Fixed issues where players could become stuck in a defensive stance, causing the player to move more slowly and have issues attacking.
    • Fixed issues where players could become stuck in a power attack charging state, causing the player to move more slowly and have issues attacking.
    • Fixed an issue where it was possible to get stuck in a state where you could not sprinting attack with a Greatsword after performing a jumping power attack.
  • Fixed an issue where the game could register a dagger block while attempting to slash with the dagger.
  • Fixed an issue where it was possible for Hawkins to spawn without a shield when selecting the Sword and Shield weapon set.
  • Fixed an issue that would get the player stuck, unable to act or swap weapons, following swapping to the bow after becoming exhausted.
  • Fixed an issue where Hawkins would have a generic sword model instead of his unique sword models in both Sword & Dagger and Sword & Shield weapon sets.
  • Fixed lag issues causing arrows to fire on a delay based on connection to the host in multiplayer.
  • Fixed a number of issues with the lightning spell.
    • Fixed an issue where the channeled lightning spell was targeting on a slightly downward angle, making it harder to target enemies at distance. The lightning spell now properly targets directly forward.
    • Fixed an issue where targeting pips would continue to accumulate for a moment after canceling targeting.
    • Fixed an issue where the channeled lightning impact point could spawn below ground, failing to damage enemies.
    • Fixed an issue where the channeled lightning could deal <1 damage to breakables and fail to break them.
    • Fixed an issue where the channeled lightning would deal less damage to distant enemies due to ranged distance damage falloff calculations.
    • Fixed an issue where quickcast lightning bolts could fail to replicate for client players.
    • Removed activation delay on the AoE triggered by the lightning quickcast.
    • The lightning spell no longer applies a double hit.
  • Fixed a couple issues with the blizzard spell:
    • Fixed an issue where the blizzard would continue to move after being canceled.
    • Fixed an issue where the blizzard would spawn at World 0 if looking into the sky or over a cliff edge.

Creatures

  • Fixed some collision issues with enemies:
    • Fixed an issue where flying creatures like the Wraith or Elementals could clip through or get stuck in geometry when doing swooping/dashing attacks.
    • Fixed an issue where it was possible to walk through/into Beastor and Hexstar after they had been defeated.
    • Fixed an issue where the Wraith and a player character could occupy the same space and get stuck in one another.
    • Fixed an issue where the miniboss Reptilicus had some issues navigating in his miniboss arena.
    • Fixed an issue where enemies could spawn inside columns or other world geo in certain Crypt rooms.
    • Fixed various locations where enemies could get hung up on stairs and become unable to navigate to players.
  • Fixed a number of issues related to spawn closets:
    • Fixed an AI issue where Whirligigs could get into a loop of flying back into their spawn closets after being pushed out.
    • Fixed an issue where it was possible for monsters to walk into or be knocked into one-way spawn closets.
    • Fixed an issue where enemies could infrequently become stuck inside spawn closets, making them impossible to kill and soft-locking the run.
    • Fixed an issue where some creatures could become stuck in the air when exiting spawn closets above the ground.
  • Improved creature hitboxes and animations to improve hit accuracy.
  • Previously aggroed enemies will no longer return to an idle/sleeping state.
  • Fixed an issue where Hexstar would not animate in her attack phase in her boss battle.
  • Fixed an issue where Deadalus would not take damage from some character abilities while in his final form.
  • Fixed an issue where Crypt Goliath projectiles would track players even if the Goliath’s arm is pointed in a different direction.
  • Fixed an issue where elite monsters could become stun-locked after a player Perfect Blocks one of their attacks.
  • Added KO VFX to the Fireblight Grave so they now burst into flame when defeated.
  • Lightning caster AoE targeting indicator is now the appropriate size.
  • Revised hit reactions so that enemies now stagger to the side when hit from the side instead of diagonal-backward.
  • Added new VFX after Fireblight and Frostblight graves are defeated.
  • Fixed a couple issues in the Deadalus boss fight:
    • Deadalus should no longer be able to be “cheesed” by locking him in an ineffective attack pattern with attacks from behind. He will now turn to face you as expected.
    • Reduced the maximum height of “Man-bat” Deadalus’s flying attacks, to prevent him from sometimes getting stuck on the roof of his arena.
  • Fixed an issue where you could become embedded in the ground if Beastor landed directly on top of you with a jump attack.
  • Fixed an issue where Spore berserkers would perform their charging attack, then stop before swinging their weapon.
  • Significantly reduced occurrences of some enemies moving after being knocked down, sliding around on the ground while prone.
  • Fixed an issue where Tank type enemies would not immediately raise their shield when entering a defensive posture, causing them to be defended when they appeared to be open to attack.
  • Fixed an issue where Spore Rogues would appear half-embedded in the ground when returning to full size after using their shrinking ability.

Levels & Encounters

  • Closed some holes in certain levels, to prevent players from falling through the world.
  • Added a safeguard to falling out of the level. In the unlikely event that the player does encounter a hole in geometry, they will immediately be transported back to their last known valid location on the ground.
  • Fixed the following multiplayer-specific issues:
    • Fixed an issue where it would sometimes appear that the exit gate had not opened in a multiplayer game. Previously client players could walk through but could still see the portcullis as closed.
    • Fixed an issue where client players in a multiplayer session could end up facing the wrong direction when passing through portals in the Castle.
    • Fixed an issue where clients would not see Beastor appear in the set piece event battle at the end of Episode 1 at all.
    • Fixed an issue where the Merchant’s table would not spawn if a client player streamed the room in ahead of the host in multiplayer.
  • Fixed an issue where too few enemies would spawn in the Hexstar boss battle.
  • Fixed an issue where Maggie could snap through the gate into Deadalus’s Arena.
  • Fixed an issue where standing inside the connecting corridor, close to the outside edge of a spawn closet in some forest combat rooms would cause the player to be ejected into the combat room.
  • Fixed an issue where occasionally a floating shrine would appear in the Hexstar boss battle arena.
  • Fixed an issue where the gate in the set piece event battle at the end of Episode 1 is already open when the players arrive, instead of opening when Beastor pulls his lever.
  • General level art polish and cleanup.

Controller Use

  • Fixed an issue where the Perk card received was not the one the player had highlighted.
  • Fixed an issue where the right analog stick would adjust the slider previously highlighted with the D-pad rather than the slider currently highlighted with the cursor.
  • Fixed an issue where the D-pad could not access the invite friend or change hero buttons in the Citadel.
  • Fixed an issue where the “Controller Disconnected” UI could not be dismissed with mouse and keyboard
  • Fixed an issue where Perk, Enchantment, and Ability Upgrade cards could be spam-clicked, causing the “selected” effect to restart each time.

UI

  • Fixed an issue where the Results screen would misreport the amount of gold a player had received on victory.
  • Fixed the following HUD issues related to the MythForce ability:
    • Fixed an issue where the MythForce gauge would get stuck appearing to be fully charged after using the MythForce ability.
    • Fixed an issue where the MythForce screen VFX would persist for client players in multiplayer after the ability had completed.
  • Fixed some automated ping issues:
    • Fixed an issue where sometimes exit door pings would fail to appear after a room was completed.
    • Fixed an issue where the exit door ping could show high above or below the exit door due to being attached to a moving portcullis.
  • Fixed an issue where sometimes the pop-up panel in Citadel vendor screens would not appear while highlighting an item.
  • Fixed an issue where buttons on the Communication wheel appeared too small in Spanish, French, Brazilian Portuguese, and Simplified Chinese.
  • Fixed an issue where health bars in the Party Vitals section of the HUD stretch to match the length of the player name if it exceeds the default bar length.
  • Fixed an issue where the selection arrow over Hawkins in the Choose your Character screen was offset from his standing position.
  • Fixed an issue where client players in multiplayer may not see damage numbers.
  • Fixed an issue where kicked players did not receive any notification when returned to the Citadel after being kicked.
  • Fixed an issue where players were unable to access the cancel button in the countdown popup after embarking in multiplayer with a controller.

Audio & VO

  • Fixed an issue where no players would bark to inform that a teammate had been KO’d
  • Fixed an issue where barks would be repeated in multiplayer multiple times when one player falls into a pit.
  • Deadalus’s flying sword in the second phase of the boss battle now has audio.
  • Fixed an audio balancing issue in the Hexstar boss battle, where player voices would play too quietly.
  • Fixed an issue where only the host player in multiplayer sessions would not hear the MythForce Overdrive audio stinger, even when triggered by other players.
  • Fixed an issue where ambient audio volume was not affected by master volume in the options menu.
  • Footstep audio in the options menu now only controls creature footstep sounds. Player footsteps have been moved to the Sound Effects slider, to allow players to tune the audio of monster approaching sounds without being drowned out by their own movement sounds.
  • Some character exertion barks can interrupt and cancel active dialogue.
  • Characters now correctly identify items when pinging them on the Merchant’s Table.
  • Increased the priority of character banter dialogue so that it will no longer be interrupted by combat barks.
  • Fixed an issue where no audio was playing when picking up a star shard.
  • Fixed subtitles for a few dialogue lines that had discrepancies between the subtitles and the line spoken.
  • Animated cinematics volume is no longer controlled by the music slider. They are now tied only to the master volume control.
  • Revised the audio for Lion’s Roar to still play the associated sound effects, even if the voice line does not trigger.
  • Fixed an issue where the swing sound accompanying mace power attacks could stop playing.
  • Reduced the occurrence of character banter being interrupted by other character vocalizations. It can still happen, but is less common now.
  • Fixed an issue where a dialogue between Deadalus and Hexstar meant to play during the Hexstar boss fight would not play until Hexstar was defeated, meaning two different dialogues would play back to back.
  • Fixed an issue where Victoria’s “apply bleed” bark would play instead of Maggie’s when applying the bleed status effect to enemies.
  • Fixed an issue where Maggie’s “apply bleed” bark would play when Victoria applied the shock status effect to enemies.
  • Fixed an issue where the voice for the mission banter during Episode 9 would not play, even though the subtitles would appear.
  • Fixed an issue where some hero banters in setpiece sequences could be interrupted by combat vocalizations.
  • Altered the Overdrive stinger to not play for all players present in multiplayer.
  • Fixed an issue where voice lines triggered in the communications wheel could cause hero banters to restart.
  • Fixed an issue where client players would not hear the potion pickup sound if they already had a potion in their inventory.
  • Pinging the Spirit Shrine previously played a line that referenced a Spirit Icon. These lines have been replaced with VO that now calls the shrines by their correct name.

General Issues

  • Improved an issue where the game could hitch or even temporarily freeze when changing characters in the Choose Your Character screen.
  • Idle animations no longer cause any camera movement, which some players reported caused nausea.
  • Fixed an issue where rerolling Tier 2 perks and enchantments at the beginning of episodes 3, 6, or 9 would cause the rerolled cards to be Tier 1.
  • Added audio to Star Shard pickups.
  • Changed the VFX for Bleed and Corrupted status effects.
  • Fixed an issue where it was not possible to bind Ctrl, Shift, Tab, or Alt in keybindings.
  • Fixed an issue where Gambling Shrines could fail to increment cost and become unusable after first use.
  • Fixed an issue where players could fail to be returned to the Citadel screen if they lose internet connection while on the results screen.
  • Fixed an issue where characters could get stuck in a state where they became unable to move or attack.
  • Fixed an issue where players could access a higher Mythic Tier difficulty level than they had unlocked by selecting a higher difficulty level in a different episode first.
  • Other general performance improvements.
  • It is possible to activate the fall-out-of-the-world failsafe on safe ground, causing you to be teleported back after a jump or Snap.

Graphics Issues

  • Fixed an issue where the game could appear too dark on Low and Medium global illumination. It is possible you may need to reset your graphics settings once to fix any issues.
  • Limited graphics options to only 16:9 and 16:10 aspect ratios due to the game misbehaving on wide/ultrawide. Support for other aspect ratios coming in a later update.
  • Fixed an issue where Health and Energy bars could get stuck in a highlighted state.
  • Fixed an issue where targeting reticles could render over creature health bars.
  • Fixed an issue where targeting reticles could render over the Necrolyte’s buff VFX.
  • Fixed some VFX appearing pixelated or extremely low quality on low graphics settings.
  • Fixed an issue where some enemies could fail to render at distance.
  • Fixed an issue where the exit portal at the end of Episode 9 would either not show up or would show up before it was available for client players in multiplayer.
  • Fixed an issue where the sarcophagus in the Choose Your Character and Press Any Key screens appeared dark or corrupted on low graphics settings.