Always lasts 5 seconds if triggered (will not last longer from DoT)
Winddown time increased from 0.35s to 0.55s
Cooldown increased by 2 seconds
Double Strike: final strike is now delayed by being petrified, sustained, or mid-rewind
Flame Leap: damage no longer triggers on unit collision -- it only triggers on landing
Wormhole: now collides with ground and other Wormholes, reducing unintended interactions
Urchain:
Collision now triggers on entering a Wormhole rather than yeeting players around until expiration
General velocity on pulled units is now dampened to prevent/reduce MageQuit Space Program effect
Air stages will no longer appear for players until after their first 3 element unlocks
Coffin tip now says "Move the windwall by pushing as a team"
BUG FIXES
Fixed bug where sometimes Chain Lightning would remain up for some players for the rest of an online match
Fixed bug where Steal Trap could one-shot someone if the caster died before the trapped unit landed next to another unit
Cooldown bar no longer appears during showdown if your wizard is not in the showdown
Score submission fixes
Score-submission tries up to 5 times on request failure
Scores should no longer be submitted duplicate times or zero times
Jeff The Shark no longer gets stuck circling waypoints or gets caught on terrain
Players can no longer navigate past "Do Tutorial First" message in Online using a controller
Fixed bug where some spells couldn't be clicked (or tapped on) on in the Practice Range
Fixed bug where the bug report button is sometimes autoselected and causes the player to pop open the bug report console accidentally
NEW FEATURES
Announcements now appear for Nintendo Switch
Console players can now access the special signup page in-game via QR code
Submit multiple local player scores
Spoils will now be awarded based on the top-scoring local player, rather that just the main player
The +scores discord command will now show multiple local players instead of just the main player
Updated tournament signup page
Signup page shows local time for tournament as well as an option for saving the event to Google Calendar
Players can now link their Discord accounts using the signup page
Signup page verifies that users are in the MageQuit Discord before they can sign up
PERFORMANCE IMPROVEMENTS
Updated DOTween library to reduce FPS drops
Cached GetPlayer Rewired calls to improve general framerate throughout the game
Astar Pathfinding
Astar now uses a Singleton pattern to prevent unnecessary creation and destruction of threads
Enabled multi-threading on Nintendo Switch which would previously crash the game due to thread creation limit
Stage pathfinding is now loaded from cache rather than being calculated on scene start
Reduced raycast length for "on ground" detection to improve performance
Created static duplicates of each island to improve performance -- when an island sinks, the static counterpart is disabled and the non-static one is shown
Out Now on Nintendo Switch™ with Crossplay!!
MageQuit is now available on Nintendo Switch™ with Crossplay!
Play on Steam with your Nintendo friends using the room code system or queue up against random strangers who may or may not be Nintendo fanboys.
Nintendo Switch is a trademark of Nintendo.
Custom AI Patch! [v2.4.2c]
With the Nintendo Switch™ release coming up, MageQuit now allows players to add custom bots to their online or offline matches!
Custom Bots for Party Only and Couch!
Bot difficulty can be set to 1-10
For Online Party, you can also set bot difficulty to Auto
Bots are auto-assigned to teams based on player team selection
Any matches with custom bots (with the exception of "Auto") will not update player MMR since explicit bot difficulty is hard-coded and therefore could be farmed
MageQuit League Registration Open!
REGISTRATION FOR THE MAGEQUIT FALL LEAGUE IS OPEN!!
Play one match per week over 10 weeks, winners of each tier will receive exclusive in-game cosmetics! For more information, see https://magequit.com/indy/
v2.4.2b Gotta Go Fast Patch
PERFORMANCE IMPROVEMENTS
Too many updates to list here, but the main one was updating to a new, faster post-processing library
NEW FEATURES
WASD keys can now be individually remapped to accommodate international or atypical keyboards
Sports goal pillars now match their owning team colors
New loading screen tips
To fake a clone swap, curve the reactivation
Jeff the shark always targets the nearest mage
Hints will now appear in the tutorial if the player is taking too long
How to curve a spell (hold curve button before starting the cast)
How to reactivate Somer Assault to jump
ADJUSTMENTS
All spell descriptions have been updated to be more concise
Couch UI has been visually updated to match the rest of the MageQuit UI
Spells that have not been unlocked by the player are no longer usable in the Practice Range until they've been unlocked
BUG FIXES
Fixed bug where a leaving player in quickplay teams would be replaced with a player that isn't assigned a team
Fixed bug where Frog of Life would toss the tadpole into the sky, indefinitely zooming the camera out for the rest of the round
Fixed bug where Deflect could redirect someone and apply a y-velocity, launching them into the kill-ceiling
Jeff the Shark now starts farther away on Islands so he is less likely to devour someone before the match begins
Tutorial no longer shows the Melee prompt in loading screen after the Movement spell has been learned
Mirror 7 and Mirror Select no longer highlight spells one-at-a-time in the loading screen since they've all been learned already
Can no longer get stuck in couch menu after exiting out of an empty name with B
v2.4.2 Skillbased Matchmaking Patch!
NEW FEATURES
SKILLBASED MATCHMAKING! Enjoy close matches instead of one-sided poundings
Using glicko2 (a successor to Elo) and all MageQuit match history since August 2020, hidden skill values have been seeded for all players
FFA skill is tracked by treating the match as a "race"; skill of top half of players increases, skill of bottom half decreases
1v1 skill is tracked based on final score: 3-0 is a 100% win, 3-2 is a 60% win, etc.
Teams skill is tracked based on final score like 1v1, but is adjusted based on player contribution (damage, healing, kills, etc)
Improved region-based matchmaking to include ANY good enough regions, not just the best one
If you ask me what your hidden skill value is, I will reset your skill and tell you "average"
Chosen quickplay modes are now saved and MageQuit will remember what modes were selected previously even if the game is restarted
New animated loading icon on the loading screen! Let's hear it for Chad
ADJUSTMENTS
Quickplay
2-Round Snake is now the default drafting system for quickplay
RIP Late Join Bonus for FFA: joining players now receive the average number of kills and damage and no longer receive double score for any rounds
Leaving a quickplay game and requeuing now prevents you from being put back into the game that you left
Wizards can no longer hit themselves with Glaive
Updated Reflex so that spell direction is based on wizard facing, and is cached on-hit -- this prevents the WASD advantage of aiming independently
Vacuum updates
Duration reduced from 5s to 4s
Vacuum now temporarily increases the mass of the center unit to reduce chaotic drifting
All force is now added locally, rather than being sent over the network every fixed update for each unit (aka, this will prevent Xbox One S crashing from 3+ Vacuums)
Tsunami updates
No final knockback for units who aren't touching the Tsunami
Increased mass of Tsunami so it pushes units better
Updated Earth Tomb so that the target's position is only reset if they are within a certain distance (prevents teleport resets)
Team Colors
Kill feed now shows custom colors properly
Reduced the threshold for changing the other team's colors if too similar
Secondary color is now used as well when deciding what default team color to switch the other team to
Tower Updates
Tower now always includes the center of the map in the camera view so that cooldowns aren't cut off
Ramps on Tower always stay up now
Fixed typo "an windwall"
BUG FIXES
Online
Fixed bug where sometimes player 1 wouldn't actually determine if a party only game was teams or not (caused by party leader being replaced)
Custom team colors that are too similar are now corrected for spectators (tournament or not) and midgame joiners
Updated font for late join/leaver message text and made it not wrap for long names which was causing part of it to remain on the screen
Spells
Fixed a bug that was preventing wizard collisions from being detected if the wizard was already touching when the spell became active (North Pull, Capacitor, Bull Rush, Rewind, Flameleash, Tow Vine, Flame Leap, Urchain, Chain Lightning)
Colliders for Vanguard and Rock Block are now deeper (into the ground) to prevent projectiles going under them
Fixed bug where blocking damage with Backup would still add wizard as a Double Strike target -- Backup will now cause the clone to become a target of Double Strike instead
Fixed bug where Double Strike would leave spinning indicators if the caster died
Fixed bug that prevented Tetherball from being knocked back by the Puck
Fixed bug where Urchain wouldn't connect if the caster died before it collided
Fixed bug where wizard would continue to take damage from Tonic if Hotswap or swapping with a clone was used to escape it
Fixed bug where a clone stolen by a Steal Trap would change back to its original color after taking damage
Fixed bug with Tetherball where it occasionally wouldn't attach to its target -- most prevalent on Xbox
Fixed bug with Chain Lightning where it wouldn't pull some of its targets and wouldn't appear on those players' machines -- most prevalent on Xbox
Fixed bug with Seven Tears and Rock Block where it was creating 14 tears instead of 7
Fixed corner case where stealing Reflex with Chameleon and then using it would only ever force the utility spell to be cast regardless of spells cast in between
Chainmail now works properly even if damaging wizard is already dead
Sapshot now cleans up faster so that spells like Urchain or Tow Vine are less likely to glitch around being pulled into it after it's gone
Wormhole now cleans up faster (especially when closed early) so the camera zooms back in sooner and spells like Urchain don't target it after it's gone
Upgraded our controller library "Rewired" to fix a bug involving XInput (sometimes more than 4 players weren't being supported)
Fixed dozens of additional code exceptions across the game
v2.4.1 METAL SPELLS
v2.4.0
NEW FEATURES
New Element: Metal!
New options for online party only and couch
Restrict Elements: choose a number of elements to leave out (e.g. Restrict 1: no Metal, Restrict 2: no Metal or Steam)
Include Element: you can now select an element that will always be 1 of the 4 for draft modes
ADJUSTMENTS
Spitfire Updates
Can now be moved around with knockback (most of the caster's spells will not push it, same as with other units)
Wind-down time increased from 1.5s to 2s, Wind-up time remains 1s
Now shows the color of the owning player
Resized and repositioned spell descriptions so they don't get covered by UI
BUG FIXES
Fixed an online bug with Capacitor that allowed it to be set off after the 5 seconds expired
Fixed HP bugs in the practice range
Health is no longer missing after a practice range reset (F1 or dpad left)
Health now shows the correct amount after unpausing
Fixed bug that allowed players click Play before pings were complete, causing lobby issues
Fixed super high jump bug that would sometimes happen with Somer Assault + Cyclone (caused by gravity reset from previous Somer Assault)
Fixed super high jump bug that would sometimes happen with Chain Lightning (caused by gravity reset immediately after final bounce)
Fixed bug where wizard would continue to huddle if they were Sustained and the tree was destroyed by another spell e.g. Pillar of Fire
Rewind now cleans up properly after cast
Fixed bug in wardrobe where Quill or other "outside the game" unlockables would show as unlockable if you previously highlighted another item that was unlockable
v2.4.1
NEW FEATURES
New unlockable skin: Steam!
Updated spell previews for all 63 spells, recorded by Banaa
Ranked has ended, so new ranked rewards have been assigned
Plat and higher have been assigned the Wiggly Octo Staff
Gold and higher have been assigned their respective rank borders
Added a notification when someone is pending a join in a party only or tournament game
Added metal and steam combos to practice range
BUG FIXES
Fixed a bug were Urchain wouldn't work if there was too much debris on the field. Fixing this also resulted in a performance improvement where debris is no longer in a collision layer that any spells use
ADJUSTMENTS
Deflect now changes the color of spells like Pet Rock, Lightning Bug, etc.
Lowered Islands slightly so spells and wizards don't get stuck on the edges AS MUCH
Raised the flying height of Spark so that it doesn't get caught on the ground randomly
Now that it's almost Spring again, all in-game Spring themed assets have been removed from the stages
v2.3.9 Ultimate Shuffle Patch!
We are running our second-ever shuffle tournament tomorrow at 3pm EST, so this is a just-in-time patch full of improvements/fixes to make it even better than our last one! If you haven't signed up yet, it's not too late; either sign up in game or in our discord with command +signup
BUG FIXES
Fixed bug where party only teams rejoin wouldn't properly assign the team for non-host/non-rejoiner
Match settings are no longer overwritten by someone joining the party while a match is active
Fixed bug where players weren't actually leaving the queue when they clicked Back in the online lobby
Fixed bug where if party leader leaves online queue, other party members were staying in queue
NEW FEATURES
Added South Africa to list of relay server regions
Rejoins are now supported for tournament matches
SHUFFLE TOURNAMENT IMPROVEMENTS
Shuffle tournaments are now handled completely using the in-game tournament queue, and discord for communication
Signing up for the next tournament can now be done while the current tournament is active
Placement matches automatically have mercy rule off and playoffs have mercy rule on
Shuffle tournaments now support 4v4s in the case the number of attendees not being divisible by 6
Shuffle teams will now be assigned random fun names instead of Matchup #X Team #Y
Links to stream, standings, and next tournament signup page show up on the waiting screen in game while in queue
Spectators can now also queue for tournaments so room codes no longer need to be coordinated
Players in the tournament queue who aren't signed up for the tournament are now kicked out; this previously caused bugs with seeding
Several other improvements to tournament standings and signup webpages as well as discord commands
v2.3.7 International Patch
NEW FEATURES
Automatic Region Calculation (MageQuit will now use the best region server instead of always defaulting to US East)
When entering online lobby, MageQuit will ping all 13 regions around the world for timing data
Ping is now used in quickplay matchmaking calculations, currently only allowing matches to regions within 160ms
When starting a match, matchmaker finds the lowest average ping to determine which region server to use
Lobby is still global, in that you can still invite friends to your party regardless of their region pings
Press Left Shift to see your pings in the online lobby
Team Rejoin for Party Only
Players can now rejoin a team game if they were disconnected from it
Keeps kills (as part of team score) of players who are disconnected
Reassigns "disconnected kills" back to player if they rejoin the team game
Added "press A to join" prompt in the online lobby so new players know there is multiple local player support online
BUG FIXES
Fixed flashing Play Menu bug
Fixed bug that would allow you to heal past full health and in some cases add a negative value to your healing score
Replacements in quickplay teams now properly retain the kills of leaving players
2 round snake midgame join no longer leaves a spell on the table
Fixed bug that prevented players from dying from Volcano while Deflect is active
Made lava no longer cover kill trigger of volcano after it rises to a certain height
Bubble Breaker no longer counts amount healed on each client
Fixed bug that caused inconsistent final scores from being submitted by preventing healing and damage from being scored locally after round scores are submitted to master client
ADJUSTMENTS
Wind walls now stay up for the first 10 seconds in free for all on Coffin
Adjusted spawn points on tower so that player 1 and 2 start equal distance from a ramp
Set ranked requirement back to level 15
v2.3.4 Summer Event Patch!
NEW FEATURES
New multi-queuing system for quickplay plus 2 new quickplay modes! Queue for ANY or ALL of these:
FFA
1v1 (new)
3v3 (new)
Chaos (4v4 or 5v5)
Ranked rewards for spring ranked season
Player Cards: show off your rank from last season during the draft with these card borders
Upgraded Spring Egghead: Plat or higher in the previous season receive the first-ever animated skin piece
New Summer event skin! Play 30 games this season to pick it up in the Wardrobe
New ranked season starts today!
Ranks are reset, but this season's placements will take into account your performance and IQ from last season when placing you
New Summer event main menu background
New UI online lobby
ADJUSTMENTS
Players are now ordered by damage dealt + healing applied instead of just damage dealt
Double sustain no longer stacks bounces
Increased windup time for Bullrush from 0.23s to 0.45s