Mage Fort cover
Mage Fort screenshot
Genre: Strategy, Indie

Mage Fort

Update 1.0 Releases tomorrow May 10th!

Hello folks. Finally, after 2 years Mage Fort is ready for release!

Tomorrow May 10th Mage Fort will be available.

Many thanks to the folks who beta tested and provided feedback. I really appreciate it. I couldn't have gotten to this point without you. <3

And of course I'll continue to support this game post launch! :)




This update includes several bug fixes and some interface/control tweaks based on player feedback.

General
- The game will now stay visible if the player clicks off screen or alt tabs.
- Tutorial now includes better dialogs regarding mouse and keyboard controls

Balance:
- (Level 3) Waves of enemies decreased early on
- (Green) poison bolt explosion radius increased to 6m
- (Red) Blood beam rate of fire greatly increased (health drain decreased).

Mouse/Keyboard Controls Reference:

Attacks: 1, 2, 3, 4
Movement: Mouse 1 (Hold or Click to move)
Turning: Mouse 2
Interact: E, Enter
Dash: F, LShift
Exit/Cancel: Esc
Cannon Tilt/Turn: Arrow Keys, Q, R



Bug Fixes:
- Fixed an issue where some spells were incorrectly passing through walls/floors.
- Fixed a bug where lightning visuals would stop working but would still cause dmg.
- Fixed an issue where lightning spells would sometimes stop showing the lightning graphic (although dmg still was being dealt)
- Fixed an issue where the player would sometimes return to the lobby and not be able to interact with anything
- Returning to the Lobby while dead will no longer cause your mage to vanish and throw an exception.
- Survival mode duration was incorrectly set. Now lasts up to 12-15minutes (although it seems unlikely anyone will survive this long!)
- Gates can now be rebuilt on level 1 & 2
- Dash now works while stationary
- (Tutorial) Player should not be able to cause an error by destroying the wall during the wall building tutorial.
- (Level 1) Cat will now return home via the portal in Survival mode. Meow.


Multiplayer Fixes:
- Client spells that create a field (poison, regen, fire) no longer throw an exception
- Fixed an issue that prevented clients from quitting out of an active game properly
- Non Master-clients will now correctly sync level difficulty on Survival mode
- Cannon will correctly sync overheat/malfunction events to all clients
- Destroyed gates no longer throw an exception
- (Lobby) Mage class selection is now disabled a few moments before starting a level


Mage Fort 0.75

Hello Folks. This update includes many balance changes and some important bug fixes.



Spells (general)
- Fixed a bug where piercing spells dealt 2x dmg in some situations (ie. firewall/firenova/piercing spikes)
- Lightning spells have had their damage greatly increased
- Lightning spells range/dmg adjusted per mage class

orange
- firewall initial dmg reduced ~25%
- firewall burning effect dmg increased
- firenova cooldown increased (8s to 9s)
- firenova burning effect dmg increased

yellow
-pet's spell attack dmg and burning effect increased. It will no longer deal zero dmg.
-scatter shot dmg increased, burning effect increased

green
-pet's spell attack dmg and poison effect increased.
-poison mine's poison cloud now inflicts a very potent poison
-poison bolt's poison dmg increased

red
-blood beam damage and rate of fire increased (health drain remains same)

black
-piercing spikes dmg increased, bleeding effect increased
-skeleton minion melee dmg increased 300%

white
- sanctuary's initial burst range increased from 5m to 8m
- sanctuary now correctly inflicts dazed status on enemies hit in the burst

level 1
- timer reduced from 210s to 180s
- player movement no longer disabled during story sequence

Level 2 & 3
- Difficulty increased

Settings:
- Invert Cannon tilt is now off by default

Bug Fixes
- Fixed a bug that caused piercing type spells to hit the same target twice (firewall, piercing ice, purle vortex, etc)
- Addressed an issue causing certain actions to fail with a "duplicate network view id" followed by null reference errors. (This should resolve the various issues building walls and towers)
- Tutorial lightning tower cost text updated
- Wall destruction sounds now obey the SFX volume
- fixed an issue that sometimes would throw an exception when building a new wall during the battle

Mage Fort update 0.74

Hello Folks, This is the first update to Mage Fort on Steam, hurray! Closed beta testing has begun! Expect regular updates and more news soon on additional beta test opportunities.



Version 0.74 changes/additions

- Wall Build Areas size increased from 2m to 3.5m
(Was too easy for the player to end up on the wrong side of the wall after building it)

Tower changes:
- All towers base cost reduced by ~15%
(This will also reduce the overall cost of upgrading a tower)
- Laser Tower spell damage increased by 20%

Level_1:
-Tower Build Sites moved closer to the walls to increase their sight against enemies right up against the walls.
-All build sites correctly display unlocked towers
-Story updated! (special thanks to silver_swordsman22!)

Level_2:
-Win timer was only 10 seconds! Adjusted to correct value of 200s

Tutorial changes:
-Dialogs now include controller icons with the relevant buttons highlighted.
-First tutorial enemies are now a bit less dangerous
-Cannon Build Site (Yellow rune) now is visible. This should make it more clear where to build cat cannons
-No animals were harmed in the making of this tutorial!

Bug fixes:
- "The relic was destroyed" text should no longer get stuck if the player leave to the lobby right as the runestone is destroyed.
- Cat Cannon fx sync'd properly to all clients