Patch 1.65 is now out and here's the list of changes:
New stuff:
- The hand with the weapon used in counter attacks is now marked in the equipment screen ( usually the right hand if possible ). Also the same hand is used in cleave attacks.
Balance changes:
- Tweaked the formula for growth of power of magic skills. It no longer scales exponentially. It's now a linear growth.
- Greatly reduced the growth of magic cost for all spells.
- Decreased the effectiveness of alchemy from .75% per point to .50% per point. This is to balance the buffs to scrolls and potions
- Increased the power of potions and scrolls.
- Earthquake has been lowered in magic cost and the area of effect is now + 1/2 range and 1/2 area bonuses on equipment + an additional hex for every 100 points in the skill.
- Everyone has at least average growth in shapeshift. Mages and Berserkers have high growth.
- Golem stats have been lowered.
- Summoned golem + shapeshifted bear claws level is now determined by the level of the golem or bear. The golem or bear get increases to their claw at level 4 / 9 / 15 / 22 / 30 / 39 and so on.
- Raised the magic cost of the shapeshift spell.
- The health of the bear from shapeshift is no longer derived from the current magic level of the caster.
- The bear from shapeshift now shares magic with the caster, when using spells in bear form the magic is deducted from the original form. However the magic cost of spells in bear form is DOUBLED.
- The bear from shapeshift shares all skills that the caster has at full strength ( even if not listed ). Previously the bear shared all the skills at only half strength.
- The earth dragon you can hatch on Map 4 now has claws level 6 ( was 4 ).
- Barbarians and Berserkers can now learn the shapeshift skill at level 6.
- Barbarians and Berserkers now have more health and magic.
- Reduced the negative effect removal power of purify. It removes negative effects at half power.
- Changed a lot of skills around for classes. Healers are now good at Wizardry and learn shield and wall at level 4. Every spell skill is at average or better for each class. Many other adjustments.
Bug fixes:
- Defending in combat now works ( was broken ). Defending raises defense by 15% and the chance to counter by 50%.
- Fixed a bug with poison damage and shapeshift.
- Tightened up the AI some more. No longer moves without attacking if it can attack.
- Fixed a bug with place units at the beginning of battle. Sometimes the Unit graphic could get stuck.
- Fixed a display bug with the leech skill.
- Fixed incorrect info on the cleave and pierce descriptions.
- Clarified some skill descriptions.
Any questions / comments just make a post on the forums : https://steamcommunity.com/app/738440/discussions/
Patch 1.53 - Small update
A quick patch to fix a few minor things:
fixed a minor issue on ios
Balance:
changed the to hit / damage / critical bonuses of CLEAVE and PIERCE to 1/2 of normal skills ( was 1/4 ).
all archer types are now good at locks
Patch 1.5 is out!
Patch 1.5 is now out and here's the list of changes:
New stuff:
- New spell animations for just about every damage spell. They should look much better.
- Now choose your starting class from over 20 unique classes. Their description now includes more detail.
- Traps have been added. Traps do damage to the entire party if they are touched. The TRAPS skill can disarm traps of an equal level. They will show on the map if your TRAPS skill is at least 1/2 the level of the trap. Otherwise they are invisible. If the trap is set off it does damage to each member of the party who does not have reflexes skill of at least equal level to the trap. Finally resistance reduces trap damage but at 1/2 strength. The TRAPS skill is learnable by all classes with all Warrior-type classes being good at TRAPS. There is a guaranteed TRAPS book on Map 2 behind a locked door early in the level.
- Locks and traps are now randomized. There is a 25% chance for a chest to be locked and no more than 20% chance for it to be trapped. Also most tiles have a chance to be trapped.. The level of trap / lock is also randomized. The level of locks and traps are +25% higher on hard and 25% lower on easy.Hard difficulty boosts the level of locks and traps by 25%.
- The three guarded chests on the last map now contain level 6 unique equipment which is sure to be useful.
Changed shapeshift from wolf to bear and made the skills in shapeshifted form fixed.
Balance changes:
- Bless and Curse still effect damage by full power but give only 1/2 power effect toward ( or against ) defense and resistance.
- Increased the magic cost of spells if you have +area of effect equipment. +33% per +1 area of effect.
- Halved the effectiveness of the power added from the skills invocation, sorcery and wizardry.
- Increased the magic cost of almost all spells.
- Ranged weapons do slightly less damage and lose more accuracy per hex.
- Many changes to unit types in terms of when they can learn skills and their skill growth.
- The health of most bosses has been boosted.
- Made claw weapons do a bit more damage.
- Raised the skill max value from 1000 to 3000.
- Reduce the strength of alchemy from 1% to 0.75% per point.
- strength opens locks if level is greater than twice the lock level.
- Increased the cost of Cleave and Pierce, and also increased the to-hit penalty from 20% to 30%. The damage bonus and bonus to critical hit are now 1/3 the damage bonus from strength or agility ( was 1/4 ). The to hit bonus has been reduced to 1/3 the bonus from Aim. Basically these skills cost more and are less accurate, but do more damage.
- The jewels now scale in usefulness. The later ones give higher stats.
- Searching for items after battle will yield a completely random item ( like a chest ), with a chance to give you skill books.
- The bonus to counter while defending was changed. Now the base chance to counter of your weapon is increased by 50% if you're defending. so for a sword with 20% chance to counter it's 30% chance to counter if you're defending.
- Items will now tend to stay longer in shops. Reduced the chance of losing items from 5% to 3%.
- Archers now can learn Wizardry at level 6 instead of sorcery at level 8.
- The game will now spawn books of sorcery, invocation and wizardry. Also cleave and pierce will now show up as books.
Quality of life improvements:
- Right click now closes out of all menu's
- There is a new save slot titled Autosave. You can only load from this slot. In the settings menu you can turn on autosave AFTER successful battles ( will not save after boss battles or any battles with a scripting sequence ). Otherwise the game will only autosave when you enter a new map.
- Secret chests will now always give gold and will never be empty.
- You can now click on your current unit to defend in combat.
- You can choose to turn enemy respawning on at the start of the game. The default is off and it's more of how I intended the game to be played. However for those who want respawning enemies you can now turn it on at the screen where you select difficulty.
- Wisdom now gives +0.3% experience per point instead of +0.2% per point. Also everyone is good with wisdom.
- Everyone is good at wealth and can be learned earlier.
Bug fixes:
- The wealth bonus is now added to the displayed gold received.
- poison no longer bypasses wall.
- fixed some minor AI problems.
- Many other bug small bug fixes ( too many to list )
Does it break the saves?
Yes, the new version cannot load saves from less than v 1.5. This unfortunately unavoidable because of some new additions to the data.
Any questions / comments just make a post on the forums : https://steamcommunity.com/app/738440/discussions/
Patch 1.5 is coming!
Here's a list of things that have been done so far:
Many changes to spell animations.
Spell screen flickering in combat has been greatly reduced.
The jewels now scale in usefulness. The later ones give higher stats.
Searching for items after a battle has a 2/3rds chance to give you a random item ( like a chest ) and a 1/3 chance to give you an item equipped by an enemy. This makes searching for items a more attractive choice.
The bonus to counter while defending was changed. Now the base chance to counter of your weapon is increased by 50% if you're defending. so for a sword with 20% chance to counter it's 30% chance to counter if you're defending.
Items have a reduced chance of disappearing from shop inventories every battle. It's 2% now, was 5%.
There is now an option to turn on enemy respawns and I'm thinking of totally removing respawns since it wasn't in line with the game design.
Archers now can learn Wizardry at level 6 instead of sorcery at level 8.
The game will now spawn books of sorcery, invocation and wizardry.
Wisdom now gives 0.3% extra experience per point instead of 0.2%, also everyone has at least average gains per level with wisdom.
Wealth is learned earlier for all classes and now everyone has at least average gains per level with wealth.
Dwarves now get average magic growth per level.
Various tweaks to the unit classes in terms of when they learn skills.
Poison strength was reduced and no longer bypasses wall.
Clarified some skill descriptions.
Fixed some minor AI problems.
----------------------------------
Things I'm still working on:
Weapons must be range 3 or greater to move screen. This is to reduce the screen jerking around so much.
Strength opens locks at 2x lock power. You don't always need someone with lockpick to open locks, someone with very high strength will do.
---------------------------------
Things that I'm still considering:
*Maybe* autosaves *Maybe* traps, would be disarmed by rogue skill ( probably change lockpick to rogue skill ) *Maybe* autobattle option, there would be some kind of penalty like less gold or something *Maybe* stealing from shops *Maybe* movement cost for terrain
Here's the forum post and you can comment there if you want: Patch 1.5 post
1.3 Update
Hi all - We will soon begin to work on an update for MazeQuest 2. Here are the list of things we are considering, based on some feedback and our own vision for the game.
(iOS/PC)
Elimination entirely of the “Frame" and D-Pad of the user interface, in favor of full screen
Enemy re-spawning
See how much MP a skill costs
See the numbers / details on every stat
Simulate battle option
Longer term:
Insert the option to play cards for gold in the tavern.
Cloud saves
Expansion to Android/Google Play
(PC Only)
Right Click Functionality
If any other reasonable concern or request didn't make it on this list, let us know.
-Will
Patch 1.27 is out, And we're no longer in early access!
This is a major patch and will not load the saves from v1.26. The game is now in full release mode.
Changes:
*Added a Samurai character to the tavern in Map 2.The samurai class starts with the cleave skill.
*Changed the level up mechanic for units. Each skill now gets a random bonus ( for instance 3 to 7 ) each level, and then you can choose to boost one skill by +5.
*Added an initiative bar under the experience bar in combat. Now you can get a rough idea of the turn order by looking at how full the bar is.
*Added the Haste spell. It both increases initiative ( turn frequency ) and also increases mobility. Target = 1 hex, however area of effect can be increased with equipment.
*Added the Slow spell. It both decreases initiative ( turn frequency ) and also decreases mobility. Target = 1 hex, however area of effect can be increased with equipment. Mobility cannot be reduced under 1 hex.
*Added the Cleave skill. This skill lets you attack all surrounding hexes with a melee weapon. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus.
*Added the Pierce skill. This skill lets you shoot all enemies in a straight line with a ranged weapon.. It penalizes hit chance by 20%, however 100% of the skill bonus add to the hit chance ( like aim ). Also adds 1/4 the skill bonus to the damage bonus and critical chance bonus.
*Removed the status effects on Holy, Ice, Fire and Lightning, they now just do damage.
*Improved the click-on-map-square animation in map mode
*There is now a skill called "Gate" Which lets you warp to any town you've already been to. There are scrolls for this skill in the scroll shops and mages and healers can also learn this skill at higher levels.
*Game saves now have a version and won't load saves from a different version.
*Lich transformation has been changed. It gives +30 magic + 60 meteor + 30 to sorcery and changes the class to lich. If the unit does not have one of the skills and can't learn a new one then that bonus does not get added. All other skills are carried over to the lich version.
*Defending now adds +10% to the bonus chance to counter attack ( adds to final bonus after reflexes and morale ).
*Fixed a bug which was preventing counter attacks.
*Most damage / healing type spells now have a per hex falloff value in combat. This means there is a loss in power the farther away from the target hex. For some spells this is steeper than others. For earthquake it adds power grows the farther away from the center hex. The values are in the skill descriptions.
*Lightning now benefits from extra spell area, however the power falloff from the center hex is 50%.
*Fixed a bug where you could hit confirm while dragging a unit in the unit formation phase of combat, causing a graphical glitch.
*Fixed a bug with alchemy and using items on the map, also changed the alchemy formula, it increases the power of potions / scrolls by 1% per level
*Fixed a bug chest on Map 4
*A level up check now runs every frame so if you get enough experience to level up from a quest you don't have to wait till you fight a battle to get the level up.
*All battles now give you a small amount of gold based on the items the enemies were carrying. It is 1/4 the amount you can get by searching after the battle.
*Fixed a bug in map mode where the AI was pathfinding when moving to a new square, even if that square was one tile away. This should increase the framerate a bit.
*You now can't restore magic to a dead unit in the Church, must revive first.
*Added a period to the naming screen.
*Changed the AI so it's smarter in combat ( or so I hope ).
*Can't un-equip Capt. Winebaud's armor until he shows up in the tavern.
*Fixed a bug in the attack animation.
*Halved the chance of shop items disappearing over time.
*Totally redid the tile engine. Tiles are now made with meshes instead of objects, this increased the frame rate by around 30%
*Fixed a long running bug that was making a slight stutter at the end of the player advancing to the next tile. Player movement should now be silky
smooth on the map world.
*Added the option to enable or disable v-sync in the settings screen. Sometimes unity has some tearing with v-sync on depending on what settings the computer has.
Merry Christmas!
Okay, as always if you have an issue or bug or comment, feel free to make a post in the forums here:
Okay first the bad news, this next patch is going to break the saves again. So the patch will not load the previous saves. Sorry about that, this was necessary because of the changes I had to make with some map data.
The good news is that there have been many improvements on the game. You can warp from town to town with a spell ( or scroll ) for instance. The maps load faster now. There are now spell like abilities for melee and ranged units in combat. There will also be at least one new unit type.
I've also fixed a ton of bugs and increased the framerate by around 30%.
The patch should be ready in a few days and I will post a full list of the fixes.
Thanks!
Chris.
Patch 1.26 is out!
This is a quick patch fixing some issues and adding a few things.
Changes:
Reduced the price of skill books
Search for potion option after battle now gives higher level potions
Increased the strength of all potions by 50%
Fixed a minor bug with the tavern
The druid shapeshift now gets lightning or earthquake at level 8
Shapeshifted units can now cast spells and inherit the spells of the druid
Druids shapeshift ability gets better claws earlier
Druids shapeshift ability now carries over effects
Added a bunch of custom rare items.
Enemies can now spawn with rare items.
Fixed some text errors
Unique mercenary items no longer get stacked with regular items ( thus making them disappear ).
When using items in combat only usable items show up in the list
Can no longer open the unit screen for a party member that does not exist by pressing a number in the map screen.
Unlocking doors gives the unlocker experience based on the lock level
Fixed some AI pathfinding issues in combat.
Okay, as always if you have an issue or bug or comment, feel free to make a post in the forums here:
Okay finally patch 1.25 is out. The list of changes is below:
Totally redid the stats and cost of scrolls and most spells can appear on scrolls.
Lowered the range on drain and SYPHON
Add higher sampled versions of the music, 128K now ( was 80K)
Added a new class - the druid. The is a spellcaster with the ability to shapeshift into a bear. The hitpoints of the bear depend on the current magic of the druid, and any damage recieved depletes the druids magic points
Mobility books should now finally be usable in all situations, also they only add +0.5 mobility ( half a hex ).
The bonus to spell range is now +1 for every 100 points in the spell ( + skills from items do count )
Double hits now decrease units life separately ( visual effect only in combat )
Penalty to hit for distance of 10% reduction to base weapon chance to hit per hex. ( i.e. a spear with 75% chance to hit would be reduced to 67% chance to hit if attacking at range 2 )
Chance to dodge, counter or critical are displayed after the event text in battle.
In battle the chance to hit is displayed under the unit. In the case of dual wielding the chance is averaged.
Redesigned GUI for shops, backpack and spells to be much more user friendly.
Wandering NPCS will now get out of the players way quicker.
When pathfinding to square on main map you can now cancel your move by clicking on another part of the screen.
Put version number on ios.
Time stamp on saves now shows AM / PM.
Added space to keyboard screen.
Fixed saving settings on iphone.
Dragon on map 2 now has more health.
Increased cost of healing magic in churches. cost = (health + magic x 2) / 6 + effects ( x 3 if dead )
Reduced the gold gained after battle.
Fixed a display issue with the spell cost.
The default values for sound and music have been adjusted.
Added kill count on units.
Fixed a bug where you have to hit escape twice to open the menu in map mode.
Bolt spell fixed a little graphically.
Difficulty is now displayed in options screen.
The rest and heal option after battle heals all status conditions.
every party member with the wealth skill now adds to the total gold bonus, previously only the party member with the highest wealth skill was counted.
Added scroll buttons to level up screen, now you can scroll down and see all the new skills available at every level up ( assuming you can learn a new skill )
Can now unlearn a skill by clicking on that skill in the unit screen and hitting "Delete".
Lightning damage increased slightly.
Buffed bows + arrows + ninja stars.
Fixed a bug where you could double load a save.
Can now cancel out of the naming window
Skills are harder to grind now, though they level quicker as you battle.
Resting after combat lowers skill train resistances ( skills can train again faster )
If you give the ring to madrick or ivan then the other one of them disappear from the game. This is to fix an exploit of hiring ivan then using his ring to hire madrick
Up / down arrows navigate between party members in the unit screen
Skills available at levelup for units have been changed, many come sooner.
Searching for items after battle gives a 50% chance to loot enemy equipment and 50% chance to get a completely random item ( just like a chest ).
And yes the saves from the previous version will not work, so don't try. Tomorrow I will do a quick playthrough myself, but right now I'm going to get some much needed sleep. If you guys find any problems, make a post on the forums.
Patch 1.25 Update
Still not here yet but I wanted to give you guys an update.
Here is a video that shows some of the new stuff so far: