The Controller Update | Content Update 6: Version: 0.6.0.0
September 13 2022 in MythForce
Content Update 6: “The Controller Update”
Greetings, friends. Project Director Luke here again with another exciting new update for MythForce. This one’s been a long time in the works and includes one of the most requested features since we launched. If you’ve been watching the MythForce socials, you know we’ve been teasing it for a while. And if you joined us at Gamescom or PAX West, you got a chance to try it out first-hand.
That’s right: I’m proud as punch to present full controller support in MythForce! Now you can set down your keyboard and mouse, pick up a gamepad, and play from the comfort of your couch - if you have a couch in front of your computer.
As always, we want you to be able to play the way you want, so this is a big step in that direction. Of course, it also includes detailed fine-tuning and button remapping. You’ll find a “Controller” sub-menu in the Controls section of the options menu where you can change various sensitivity and analog stick acceleration options, as well as select the degree of aim assist that best suits your playstyle.
In addition to the new controller support, we’ve also got a treat for your ears. There are new variations on the “Bastion of the Beastlord” background music for the second and third floors to go with the new visuals we added in v0.4.0.0, so enjoy the new tunes while you lean back with your gamepad.
Improvements
- Controller support has been added!
- It is now possible to navigate all menus using controllers.
- Added a “Controller” section to the “Controls” tab of the options menu.
- Added detailed controller tuning to the controls menu.
- Added a toggle for “Hold to Sprint.”
- Added control sliders for look sensitivity & acceleration for standard. camera & while drawing a bow for fine aiming as desired.
- Added deadzone sliders for both left & right analog sticks.
- Added Aim Assist: Adds more reticle “gravity” when passing over a valid target while using a controller, creating a “lock on” effect once the reticle is over a target. Four degrees of aim assist are selectable from the menu:
- No Assist
- Minor Assist
- Moderate Assist
- Full Assist
- Added aim assist button remapping.
- Added new music to the second and third floors of “Bastion of the Beastlord.”
- Changed the intro animation to no longer respond to all inputs. Now the intro can be skipped only with ESC or Spacebar on keyboard, and the B Button on controllers, to prevent skipping the cinematic by mistake.
- When viewing an item in the world, the most appropriate “like-for-like” item on the hotbar’s stats are now displayed for comparison.
- When viewing a main hand or two-handed weapon, the currently equipped main or two-handed weapon is highlighted for comparison.
- When viewing an offhand weapon, the currently equipped off-hand weapon is highlighted for comparison.
- When viewing a trinket of any type, the trinket in the corresponding slot type is highlighted for comparison (Amulet, Bracers, Boots, or Charm).
- When viewing a potion, the currently held potion is highlighted for comparison.
Bug Fixes:
- Fixed an issue where it was possible for enemies to deal 0 damage if the player has a high enough defense rating, instead of the minimum damage amount.
- Fixed an issue where the color border around champion enemies would cover their entire body, making them a solid color.
- Fixed an issue where a large piece of ivy would sometimes appear in the middle of the starting room.
- Fixed an issue where an emote could turn the player model solid black.
- Fixed an issue where dying could turn the player model solid black.
- Fixed an issue where a hole in the world geometry would allow players to fall out of the play area and potentially be unable to return.
- Fixed an issue where lizardman archers would never perform their counterattack ability.
- Fixed an issue where the communication wheel could become stuck open if the player died while interacting with it.
- Fixed an issue where players could jump while performing emotes, appearing to “bounce.”
- Fixed an issue where enemies could get stuck on top of a fire trap in one of the room variants.
- Fixed an issue where Deadly Thrust could “glide” past the intended target and instead lock on to the enemy behind them.
- Fixed an issue where emotes used by the host could not be seen by some client players.
- Fixed an issue where canceling an ability in its targeting phase while having a bow equipped would cause the player to “bow bash.”
- Fixed an issue where some water had a solid surface, so players, enemies, and items would rest on top of the water instead of becoming partially submerged.
- Fixed an issue where the Perfectionist perk incorrectly stated that it applied a percentage to all attack attributes instead of total damage output. Now reads “When you kill an enemy gain x% to your total damage (Stacks up to 10 times). Lose all stacks when you take damage.”
- Fixed a visual issue where killing a monster would cause its death VFX to play near its spawn point, instead of where it was defeated.
Known Issues
Performance Issues
- As multiplayer in MythForce is peer-to-peer, you may experience lag or “choppiness” depending on your connection to the host and the power of their computer.
- On first launch, performance can be low on mechanical hard drives while building shaders in the background.
Gameplay Issues
- If the host player is disconnected from the internet when returning to the main menu, it is possible for the game to become stuck in an unresponsive state.
- Interrupting an emote with a special ability will cause the player to become stuck in an unresponsive state in the third-person camera view, with no way to return to normal gameplay.
- The game can crash on rare occasions when playing the game with out-of-date device drivers. Please ensure that your drivers are up-to-date to play MythForce.
- The effects of Vitality Link do not properly award Max HP or party healing if rapidly drinking a potion while the effects of another potion are still being applied.
- In multiplayer, the Clairvoyant perk behaves as though it is Tier 1 regardless of its actual tier for client players.
- On occasion, rooms will open before all enemies have been defeated, allowing players to progress and leave enemies behind.
- On occasion, enemies will recover from a staggered state sooner than expected.
- Infrequently, Beastor’s animation at the beginning of the boss fight does not play for clients.
- On rare occasions, it’s possible to get stuck in a knocked-down state after being hit by Beastor or being caught in the explosion of a spore pod.
- It is possible to get temporarily stuck at “walk” speed after shield bashing an enemy or breakable. Raising and lowering the shield will fix this.
- On rare occasions, after falling into a pit, the player may permanently lose the ability to rotate left and right.
- Rift Arrow can sometimes cause colliding creatures and players to be launched into the air.
- Jumping on top of certain creatures can cause players to be launched into the air.
- It’s possible to exploit a “safe zone” at the entrance door to rooms, allowing you to shoot into a room without enemies being able to fight back.
- There are some rare instances in which players can become stuck in world geometry and be unable to return to the playable area.
- Clients will occasionally get kicked from the lobby while loading into the game.
UI & Text Issues
- The floor depth indicator can sometimes misreport the number of total rooms on a floor, causing it to appear as if the player has traversed more or fewer rooms in a floor than actually exist.
- There is no confirmation dialogue on the Early Retreat menu, making it easy to select an undesired choice by mistake with no way to undo.
- Ping indicators persist to the end of their normal timeout even if the pinged object is removed.
- On rare occasions, the hotbar can appear empty after reviving. Picking up or dropping items repopulates the hotbar.
Visual Issues
- If a player is wielding a greatsword, their left arm will not animate properly in third-person while reviving fallen party members.
- Some door frames and walls where door frames could appear do not appear properly lit, looking darker than expected.
- In certain rooms, it is possible for a group of spore pods to spawn in the same location hovering above a thorn vine pit.
- There are rare instances of sections of grass mounds, rocks, and foliage from outside the playable area appearing visible within the playable area.
- When viewing a higher area from below, it is possible to see enemy shadows on the ceiling above where they are standing.
- Some breakables and treasure boxes intersect with the environment, making them hard to see.
- Some environment geometry is larger than its collision, allowing smaller items to become hidden within environmental elements like stairs and raised flagstones.
- Sporefolk clouds that appear on death are opaque, making it difficult to see through.
- Some status effect particle systems can be difficult to see on Sporefolk.
- On occasion, after level transition, the “time of day” may appear inconsistent between players.
- Some seams are visible on ground textures, particularly in connecting corridors.
- Some enemies can appear to “jitter” back and forth when approaching in combat.
- There is no “key” to pick up when you defeat Beastor. You can just proceed to the final room and use the pedestal.
Audio Issues
- The sound of characters and enemies walking through water can be heard regardless of distance from the sound’s source.
- Lizardman “Septic Shower” and other enemy bow draw sounds can be heard by all players regardless of distance.
- Sound effects from the Select Your Character screen (for example, Victoria’s polishing her shield or Maggie’s levitating) persist into other menus.
- Beastor’s combat music may briefly start up again for clients while progressing to the next room after Beastor has been defeated.