MageQuit cover
MageQuit screenshot
PC XONE Switch Steam
Genre: Fighting, Sport, Strategy, Indie

MageQuit

OP stands for Optimization Patch [v2.4.3]

ADJUSTMENTS
  • Rocket: range increased by 15%
  • Suspend: adds 30% bonus to stored knockback
  • Chainmail:
    • Windup time increased from 0.25s to 0.35s
    • 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

BUG FIXES
  • Fixed bug where leaving ranked queue doesn't actually leave ranked queue
  • Fixed bug where 3 hour Friday and Saturday ranked queue didn't work if you try to start the game up after 11pm EST
  • Fixed bug that allowed spectators to queue for ranked
  • Tow Vine no longer shows up on top of everything

PERFORMANCE IMPROVEMENTS
  • Updated pathfinding library for optimal Jeff