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MythForce Hotfix for Early Retreat Menu Issue!

MythForce Hotfix for Early Retreat Menu Issue!

July 25 2022 in ,

Version: 0.4.0.0.1

Hello everyone, Project Director Luke here with a very small hotfix for MythForce. It was brought to our attention that after the release of version 0.4.0.0, a number of players were experiencing an issue where they were being given the Early Retreat (Retreat or Continue) menu at the start of the 2nd or 3rd floors, which would result in either skipping the 2nd floor of the dungeon and going straight to the 3rd, or in some cases, skipping to a glitched version of Floor 1, if encountered on Floor 3. Unfortunately this meant that players had no option but to either skip a floor, or to quit back to the lobby early.

This hotfix addresses that issue, so that you can return to the normal flow of adventuring. We apologize to those folks who have already run into the issue, and thank everyone for their patience while we worked to fix the bug and roll out this hotfix. Thank you as always for playing!

Bug Fixes:

  • Fixed an issue where the Early Retreat menu could appear again at the start of the next floor after a floor transition, skipping the floor and, if encountered at the beginning of Floor 3, could place the players in a glitched version of Floor 1, with the Floor 3 enemy roster.

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

  • The game can crash on rare occasions when playing the game with out-of-date device drivers.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.
  • It is possible at Mythic Tier for Combat Veteran not to grant its increase in Max HP on defeating the appropriate number of enemies.
  • 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 occasion, Beastor will “activate” early in the room before his combat arena and will taunt players loudly from a room away.
  • On rare occasions, after falling into a pit the player may permanently lose the ability to rotate left and right.
  • In cases where some players have a slow network connection, it can appear during the Beastor boss battle that Beastor is “teleporting” from one location to another after certain attacks.
  • 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 the 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

  • There is a typo in the “Cursed Goblet of Glass” artifact description. The description should say “Your Max HP…” not “You Max HP…”
  • The “Level Up Available” prompt and gold-gathering HUD elements overlap one another.
  • 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.
  • The item comparison hotbar popup when looking at an item in the world does not compare “like for like,” reducing its usefulness.

Visual Issues

  • 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 below 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.
  • Some water is “solid,” allowing players and monsters to walk on the surface and items to sit on top of the surface.
  • 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.
  • Sporefolk 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

  • It is possible for the new audio for shrines infrequently to get stuck, playing in the background for the remainder of the play session.
  • Sound effects from the Select Your Character screen (for example, Victoria’s polishing her shield or Maggie’s levitating) persist into other menus.