[Dev-Blog] Patch 1.0 new map: Welcome to the Arena!
Once the home to a mysterious underwater beast has now become a haven where mages compete to become the best of the best. The 'Arena' is one of several new environments available in Patch 1.0!
Upcoming update 'Patch 1.0' brings with it a new map for single player and multiplayer. Set in the same region where our brave mages defeated the Squizzard, our new 'Arena' allows mages to duel against each other and hone their skills! This map is inspired by Medieval European Architecture combined with a splash of fantasy referencing Georgian designs dated back to the 17th century
Mages it sure has been awhile! Come checkout our new website!
Find it here at https://www.invokervr.com
We will be posting news on there shortly about our upcoming update "Patch 1.0!"
Fellow mages, prepare for combat!
0.2.4 Bug Fixes
0.2.4
Bug Fixes:
When bolt was cast, the projectiles would disappear for the client player.
Rarely, the client player would not recieve the "3, 2, 1, FIGHT!" message at the beginning of the match, causing them to be unable to throw projectiles or cast spells.
Known Issues:
Very rarely, when playing on the fire-lit hallway stage, the client player may not spawn in correctly and will be unable to see themselves or the host player.
0.2.3 Bug Fixes
0.2.3
Bug Fixes:
For certain Oculus users, the camera would appear in the floor and buttons would not respond.
Patch 0.2.2 Bug Fix
0.2.2
Bug Fixes:
Amphiptere coiled around the wrong platform and stayed there instead of uncoiling.
Patch 0.2.1 Hotfixes
0.2.1
Bug Fixes:
Audio was not playing correctly in 0.2.0.
The configuration menu was incorrectly appearing at the start of every launch of the game.
Patch 0.2.0: Fall Boss Trials
Patch 0.2.0: Fall Boss Trials has arrived!
Patch notes can be found below:
0.2.0
Added Squizzard boss fight. Requires Barrel Knight to be completed to unlock
Added Amphiptere boss fight. Requires Squizzard to be completed to unlock
Added a new duel environment: the cathedral
Updated mage models
UI Adjustments
Menu flow improvements
Slight changes to tutorial for clarity
Removed the quick teleport option in boss trials (requires holding the button down now)
Adjusted player projectile lifetime on Barrel Knight so it returns to the player's hand more quickly on a miss
Adjusted Boss Trial warning area so it's not as intrusive
Backend system changes for added stability
Added support for Windows Mixed Reality headsets (not playable on Steam yet)
Bug Fixes:
In Free practice if the trigger was held down when returning to the main menu the casting effect persisted
Fixed some effects in Barrel Knight not appearing correctly
Ice Mage Special did not split in the correct direction on some platforms during Barrel Knight
Fixed some effects like text showing up in front of other effects incorrectly
Known Bugs:
Amphiptere sometimes coils around the wrong platform
As always, please feel free to leave feedback in the discussion forums!
Good luck wizards!
Patch 0.2.0 coming October 17th!
Hey all!
We're excited to announce that inVokeR's next major content patch, 0.2.0, will be launching on October 17th!! It includes gameplay improvements, a new stage to play, new bosses, and more!
As we mentioned in our previous post, we've been hard at work on more bosses for you all to expand our single player content.
Barrel Knight was meant as your first boss challenge, it's a magically animated automaton that Rynn made for you to practice against before going against any real danger. After the patch, once you have defeated Barrel Knight and proven that you're ready to face more powerful dangers, you'll be able to take on the first of our new challenges: The Squizzard!
We don't want to spoil much about the fight, so for now here's a teaser screenshot:
We currently plan to have a total of three bosses when we launch the patch (Barrel Knight, Squizzard, and one more), so stay tuned for more details!
Bonus Barrel Knight concept art!
Progress update
Hey everyone!
We've been working hard towards our next major content patch 0.2.0, planned for release in early October!
But first, for the sake of transparency, we'd like to share some info with all of you regarding our philosophy with inVokeR moving forward.
First, we've been actively listening for feedback through as many channels as possible, and we'd like to assure you that we do hear your concerns. Currently, there are two major concerns that come up often, so we'd like to address them now:
There isn't much single player content.
Right now we have 3 modes of single player content:
Target Break Time Attack: You have 2 minutes to break as many targets as possible. We intend this mode to be a causal and fun minigame to help train throwing accuracy.
VS AI: Basic 1v1 battle against a CPU-controlled mage. 3 different difficulties. We intend this mode to be some additional training for online play, giving players a chance to learn and practice techniques in a controlled environment before going online.
Boss Trial: Battle a large boss in a new battle format, instead of being in a hallway you're in an open area that allows you to teleport between large play areas to dodge attacks and position yourself. 3 different difficulties. We intend this mode to be a challenge for players who are looking for more interesting single player content.
Of these 3, the Boss Trial is by far the most popular. We've been kicking around a few ideas in the studio on how we want to expand our single player content to address this concern, and due to the popularity of the Boss Trial, in patch 0.2.0 we're going to be expanding on that content and adding additional (and much more challenging!) bosses for players to unlock and fight. We'll be making some more posts soon with more details and teasers, so stay tuned for more details!
There aren't a lot of people online to play with.
The lack of people online is another very large concern that we share. To fix this, we're putting more effort into advertising, and we're actively looking into ideas that will help players be able to find other players more easily outside the game to schedule private matches. Outside of that, our plan is to expand our userbase with more single player content first, then add incentives for players to play online once more people own the game so that the userbase is more likely to remain stable instead of just spiking on an update and falling off again. We're also looking into options such as an in-game "Looking for match" flag that will look for players online but allow you to play any single player game modes while you wait.
We know that it's frustrating when you buy a PVP-focused game like inVokeR and there's no one to play with, and we really want to fix it. We hope you'll understand our plan moving forward.
As always, if you have any suggestions or feedback, please look over our feedback FAQ and leave us feedback! We'd love to hear from you all!