Main menu has a beautiful new font courtesy of babiierika
Added new random stage option "Less Random", this is the new default for Competitive and Mirror Select presets (including ranked), and should be used for IGL matches going forward; with this stage mode:
Ramps stay up on Tower
Volcano does not erupt randomly
Airship propellers will hit to the center of the map
You will never play the same stage within 9 rounds
ADJUSTMENTS
Stage tweaks:
Airship propellers now hit for 30 instead of 20
Bridges will no longer appear in any 2-player matchups (not just)
Shark "Jeff" updates:
Shark was reworked to dive and deal damage on the client of the wizard who is being attacked so it feels more 1-to-1 with a local game; tldr: no more "I WAS ON LAND" or dying far away from the shark when playing online
Shark collider now disables when the shark dives so you can run or throw spells through dat boi
Ranked updates:
Ranked scoring has been updated to be less punishing and allow for faster climbing
Added ranked leaderboard to website
Increased Mirror Select pick time from 20 to 25 seconds
Spell rebalancing/bug fixes:
Leech: hitbox size reduced, now ignores collisions with anything it can't stick to, rather than disappearing
Capacitor can now stick to any unit (Pet Rock, Leech, Lightning Bug, Puck, Turtle, Spitfire, Frog, Shark), reduce cooldown by 1s
Capacitor now triggers before Shark attack damage, which will counter Bubble Breaking the shark
Capacitor now triggers on any client, not just the one who casted it -- aka if 2 wizards capacitor'd each other and walked into each other, both capacitors would go off 100% of the time
Somer Assault: end of short dash now halves the wizard's knockback velocity
Spells will no longer disappear when they hit own wizard (with the exception of return spells like boomerang or leech)
Chameleon now applies a 2-second 40% slow on-hit
Fissure: no longer randomly tilts wall colliders so that spells won't go through them and wizards won't ramp off them
Sustain: increased bounce height and decrease knockback to allow movement spells to counter it better -- Hot Swap will now save you on Airship / Coffin
Hot Swap: wind up time reduced to 0.01s to allow for mid-air swapping on Airship or Coffin
Boomerang and Pet Rock: increased no-hit interval to nerf vacuum combo, aka Doomerang is less OP now
Hinder: increased duration of slow 2.5s -> 3s
Flash Flood: now nullifies all knockback for 0.5s after teleport and return teleport
Water Cannon: increased radius of capsule collider from 0.9 to 1.2
Rocket: increased damage from 8->9, range, increase final explosion damage and knockback
Compound: windup time 0.6s -> 0.65s, winddown time 1.4s -> 1.5s
Clones now have 1/3 health instead of 1/2 - increased clone explosion damage 14 -> 18 and knockback 50 -> 60
Sunder: increased hit box radius 1 -> 1.35
Relapse: made status particles even more obvious
Vanguard: if wizard was moving when it was casted, it would sometimes end up anchored to the player wrong on other clients; this is now fixed
Tow Vine: no longer gets stuck on nearby walls when you cast it, unless aimed at the wall
Rocket no longer gets stuck in wormhole with 0 velocity
Ranked 1v1 Mirror will be dropping on June 14 at 9pm EST
3 Days: 3 Tournaments
Sign up for any, all, or none of them in-game or in our Discord with command +signup This time around, Xbox players can sign up as well (DM me in Discord for a special Xbox signup link)
Golden Item #4
Sorry Pk and Ron, but it looks like your sets are no longer complete. You will need to win the all new 1v1 tournament format to reestablish your dominance.
Some Steamy New Content
New cosmetics? A new stage? A new element? Stay tuned.
v2.3.0 SPRING EVENT UPDATE!
NEW FEATURES
New Stage -- Airship!
New seasonal cosmetic!
New seasonal main menu background
Literal easter eggs added to stages for your enjoyment
New custom game settings (for party only and couch)
New spell selection option: 2 round snake draft (first 2 spells are drafted before the first round with snaked draft order)
New spell selection option: Random 7 mirror (requires even teams; the same 7 spells are randomly assigned to each opposing pair of players)
New spell selection option: Random (same as classic draft, but spells are assigned randomly)
Mercy rule: Game ends early if the losing team can't possibly catch up
New stage selection option: Random or choose a specific stage to play over and over
New number of rounds option: Choose any number of rounds between 3 and 20
New max health option: Low, Medium, or High health
New preset option: contains presets for all the other options (Standard, Competitive, Mirror)
New earnable spoils
First Win of the Day Bonus! Win a game daily to receive 150 xp and 25 gems; bonus is available every 20 hours
Party Bonus! Earn an additional percentage of xp for playing with a group: +10% for party of 2, +15% for party of 3, +18% for party of 4, +20% for party of 5+
Win bonuses now account for team games: 10 xp, 5 gems to winning team
FFA win bonuses now account for number of players: e.g. loser of a 1v1 doesn't get a "second place" bonus
Gems earned from kills in a team game are split evenly across all players on that team
Match Complete rewards are now proportional to number of rounds played: 5 + 5
rounds
If Mercy Rule is on, winning team receives 5 xp and 2 gems for each round skipped due to the rule
Team colors that are too similar are now automatically adjusted to be different enough to tell apart
Existing spells are now shown during the draft if you hold Shift or a Trigger
BUG FIXES
Fixed bug that caused some players to skip the loading screen and be able to move and attack before the round starts
Fixed Chain Lightning infinite run bug (was caused by a bounce target dying before getting hit, and the spell not resolving properly)
Fixed a bug where sometimes after a spell is drafted, the video doesn't line up with the selected spell
Made random draft mode actually pick spells randomly
Fixed bug in tutorial that would sometimes give you Bull Rush, making the tutorial impossible
Updated raycast system to not count trigger colliders, fixing issues with watercannon sometimes not hitting, or wizards being able to stand on trigger regions
Fixed a bug where gems earned from kills were counting twice in the score screen, but not in the database
Fixed bug where selecting a specific map in party only (or couch) may force that map every game for quickplay afterwards
Made it so F1 only takes you out of convention mode and loads the main menu scene if you are actually in convention mode when you press it
ADJUSTMENTS
Reverse priority for damage dealt draft order so higher damage with same kills gets draft priority; for final round, ordering switches back
Raised the level cap to 150
Adjusted Earth Tomb again so it doesn't block tsunami/vanguard and you can't cast spells through it at close range
Player order on teams is now randomized for spawning
v2.2.39 Bug Extermination Patch
BUG FIXES
Fixed bug where player ids and teams were being modified over the matchmaker mid-game, causing the following round not to initialize properly for all players (a.k.a. black bars bug -- doesn't look like someone left, just that one wizard was never created)
Fixed bug where someone quitting would cause game to not work for everyone but one person the following round, then another person disconnects
If host leaves during draft, draft no longer hangs
If host disconnects while loading, new host no longer kicks other players
If host drops on start-up, new host no longer tries to sync using round -1 instead of 0
Fixed bug where the final wizard or team would be invulnerable and the game wouldn't progress if last person to leave before score screen dies from leaving
Game now ensures match-updated message from the matchmaker fires on each client before server updates scores, roundsJoined, and draftedSpells
Ending a game on Islands no longer breaks the practice range
NEW FEATURES
Added a tip to loading screen to not stand in enemy Tonic
Added the room code system to Xbox One
ADJUSTMENTS
Reduced windwall push on Coffin by 33%
v2.2.37 MacOS Support Patch Notes
NEW FEATURES
MageQuit is now available on MacOS!
Unfortunately, this may not work with some versions of Catalina because MageQuit is not notarized (requires a Mac and Apple Developer account ːsteamfacepalmː)
Tutorial now allows switching between controllers / mouse and keyboard
New 3s tournament functionality
Update web bracket view for teams
Discord bot (Sadbot) now creates a voice channel for each team in the MageQuit discord
Tournament system allows queuing as a party of 3 for teams tournaments
Added new costmetics:
Indy Gaming League Sunglasses cosmetic
Tournament Crown II (for online 3s tournament)
BUG FIXES
Fixed a bug that would cause the camera to not contain all wizards (most commonly on bridges)
Fixed mouse selection for 3rd row wardrobe items
Fixed roughly 50 exceptions that should reduce in-game bugs and help with overall stability
Fixed inconsistent aiming for WASD controls
ADJUSTMENTS
Fixed typo in Frog of Life description
Late join bonus no longer counts towards Pentakill achievement
Extended all disconnect timeouts
Turned off photon disconnect handler in an attempt to reduce disconnects
PERFORMANCE IMPROVEMENTS
Removed mesh exploding pieces from tonic as you can't see them anyway
v2.2.36 Re-Balance Bug Fixes Patch Notes
BUG FIXES
Fixed Deflect (optimizations from the previous patch had broken Deflect online against most spells)
Sync late game join bonuses with all newly joining players (fixed bug that caused scores / draft order to be out of sync)
ADJUSTMENTS
Shrank kill feed and made it more see-through
v2.2.35 BIG RE-BALANCE Patch Notes
NEW FEATURES
Double points for late joins
Kill feed to show who killed who and how during a match
Added scrolling to wardrobe system
XP is now displayed by level in player card on main menu
Added 4 new combos to the practice range tips
Supercharge
Supercharge+
Death Charge
Death Taxi
BUG FIXES
Wormhole now holds and refreshes its projectile before teleporting it (spark actually teleports now)
Puck now only applies knockback and damage if being knocked toward you (fixes Tow Vine backfire on puck)
Fixed rare bug where there would be more kills than wizards in team Sports
Bullrush no longer prevents first instance of knockback after the rush is over (for about 2 seconds)
Wizards will no longer clip through Earth Tomb!!
Recasting Chameleon no longer causes Fireball to go on a 10 second cooldown
ADJUSTMENTS
Increased range of Spark slightly
North Pull tweaks
Increased damage
Decreased cast time of second dash
Added client-side prediction to dash
Lightning Bug tweaks
Increased explosion damage 50%
Fixed bug with pull damaging teammates
Increased pull range by 10%
Discharge tweaks
Reduced duration to 4s
Increased cast time from 0.25s to 0.5s and cooldown from 20s to 22s
Changed discharge return damage to be actual projectiles with jetstream speed
Capacitor tweaks
Increased damage 25%
Chain Lightning tweaks
Decreased bounce range by 20%
Decreased damage over time by 50%
Increased impact damage slightly by 20%
Reduced max duration from 6s to 5s
Made bounces only target objects they can hit
Buff Tonic DoT, HoT, and AOE
Healing over time increased 50%
Damage over time increased 33%
Increased AoE 20%
Lowered cooldown of CyClone from 15 to 10 seconds
Frog of Life changed healing to only be 50% for enemies
Electric is no longer in every game
Bubble Breaker
Reduced max heal by 20%
Made bubble ending more elegant
Vacuum updates
Added vacuum sound for the duration
Now has a unique looking projectile
Pull no longer occasionally tips things sideways
Relapse now has a more obvious particle effect
Vanguard updates
Energy wave now travels through obstacles like Tsunami
Energy wave can now be affected by Deflect, Pillar of Fire, Vacuum, and Vanguard
Tsunami now does 10 impact damage instead of 15, but now also does 5 damage per second during contact
Boomerang and Pet Rock now have a buffer for on-hit so the interactions (with vacuum) happen predictably
Removed death beacons from coffin
Removed windwalls on Coffin for 3-team games
Readjusted height of lava collider / stages for Tower and Ruins so the damaging regions are more consistent
Water Cannon updates
Added raycast check for walls
No longer able to spin the cannon after cast, but can apply curve it to turn the wizard a set amount during the cast
Added more particles
Petrify now delays (finishing) casting a spell until petrification is complete
Slightly nerfed vacuum + pet rock or boomerang
Moved movement spell velocities to their own vectors (this means knockback during the listed movement spells will no longer be completely overridden)
Sustain (override this new vector while in the branches)
Somer Assault
Flame Leap
Bull Rush
North Pull
Chain Lightning
Suspend (will no longer absorb Somer Assault and Flame Leap casts)
Overhauled wizard movement network syncing to be much smoother (should see a lot less jitter in the movement and knockback prediction of enemy wizards online now)
PERFORMANCE IMPROVEMENTS
Updated overlap spheres to only check for unit, projectile, and not ground layers
Added a range check to the shark, so it just swims straight once it's far enough away from the stage
Steam Winter Sale!
Yell at your family this holiday season with MageQuit and save 20%.
Keyboard Remapper
MageQuit now allows you to customize your keyboard controls to fit your play style.
Move with mouse or WASD (aiming still done on Mouse only)