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Jul

16

2013

Patch Notes PACK 15 - 06/07/2013

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Greetings,

 

The latest update is now available (pack 15). All new features were explainded few hours ealier on Twitch. You can watch the video here : Part 1 & Part 2.

 

Here’s a detailed list of improvements you’ll find in this update:

 

• Major Bug Fixes
• Hero & Gear Changes
• Attack Controls
• Creature Changes
• Economic Changes
• New Content & Visuals
• Matchmaking Changes
• Blings

 

 

Important Bug Fixes

 


We fixed gameplay bugs that were used in abusive behaviours :


1. Pathblocking : When a creature is aggro’d, it will now pass through inactive (dormant) creatures to reach its destination.


2. Chain-Linking : The tactic of waking up creatures over an excessive distance has been reduced, so that creatures from very

far away are not aggro’d. The maximum distance is 40 meters, which covers approximately one and a half rooms away.


3. Hamster Wheel : We fixed a bug that would allow Heroes to be chain-stunned by a Hamster Wheel placed too close to a wall. When hit by a hamster wheel, the hero will have a few seconds of stun immunity.


4. Hero Tombstone : Friends could create massive amounts of tombstones in one another’s castle to farm gold. We’ve changed the rules that will generate a tombstone so that only “normal attacks” using matchmaking rules (from the attack selection screen) would generate a tombstone on death.


5. Challenge Farming : Friends could create challenges to farm Gold and Life Force from the treasure chest at the end of a castle. In challenges, the treasure chests are now always locked.


Hero & Gear Changes


• Blacksmith Gear : The gear quality in the Blacksmith has been reduced from Legendary to Exceptional
• Hero Skills : Some Skills have been tweaked on the Knight, Archer and Mage based on your feedback.
• Sapphire Ring : Changed the critical damage from +80% to +8%, as it was originally intended.


Attack Controls


We’ve made changes to the Attack Controls, mostly to avoid “Missed Clicks”. This is the first part in a series of adjustments that will come over time.


- Increased the hit box of small creatures where it was excessively small.
- Reduced speed of fast fleeing creatures.
- Adjusted the weapon attack animations to be more forgiving to player input. During the start of an attack, the action cannot be canceled by moving away. During the end of the attack, you can interrupt the recovery to move away.


Creature Changes


All creatures have received modifications following your feedback. These changes range from mild stat adjustments to changes in creature behaviours. Find a complete list of the changes here


- Reduced the placement footprint of some medium sized creatures so they can now squeeze into corridors. The Defendotron, Hungerbot and Cyclops are affected by this change.


Economic Changes


- Drop Rates : We’ve more than doubled the drop rates of Life Force and Gold from creatures.
- Mines : Production of resources has also been increased to 2X.
- The cost of upgrading Mines has been reduced by 90%.
- Cost of creatures after being upgraded has been reduced so that their price at level 1 is still their price at level 30.
- However we have increased the price of upgrading a creature in the Research Lab.
- Blacksmith Exceptional gear now cost half the price of the previous Legendary gear.


Machineries


- We’ve changed the way locked content appears in each machinery, to better tease the benefit of upgrading the machinery and unlocking that new content.
- We’ve added alerts when machineries should be upgraded or an action needs to be taken. For example, when your Gold storage is full, an icon will appear on the HUD as a shortcut to upgrade your Gold Storage.
- We’ve added a Boost category to the Potion Brewery. In this category you’ll find consumables for sale.
- We’ve added tooltips to help identify machineries in your castle.


New Content & Visuals


- Two new creatures have been added to your Summoning Portal. Captain Clubbage level 20 boss, and Mega Mutton level 22 Elite.
- We’ve updated all the icons in the game, from hero gear to creatures and traps. The new icons represent more closely what the item will look like on your hero.
- We’ve revamped the Objectives popups.
- We’ve made changes to the gear quality colors. Legendary gear is now Orange, and Epic gear is now Purple. 

 


- XP Boost : We’ve added a new consumable to the Potion Brewery, which temporarily boosts the amount of XP your hero earns.

 

Matchmaking Changes


We wanted to give you more control over the castles you attack while still adhering to the game’s matchmaking rules. To that extent, we’ve added a way for you to ask the server to fetch a new selection of castles to attack. So for example, if you don’t like the selection of castles you see for whatever the reason, you can toss them out and get new ones. This button is labeled “More Castles” and using it will cost a small amount of gold coins, which increases depending on the region you’re visiting. Since this puts an additional load on our servers, we’ve put a gold cost on this button to avoid spamming the server.

 

Blings


We’ve changed how purchasing items works with Blings. You’ll no longer see Blings prices for items which are offered in either Gold or Life Force (in-game currency). As of this update, if you don’t have enough in-game currency to purchase an item, we’ll offer you the chance to purchase it with Blings instead via a popup. This means you can now purchase machinery upgrades using Blings. Everything that can be purchased using Gold or Life Force can also be purchased using Blings. We changed this to provide you with a shortcut to acquiring your item. You now have the option to spend Blings if you do not have enough in-game currency for any purchase – large or small.

 

Thanks and don't hesitate to join the discussion on the forums too!

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guest-UFq4IZUU | July 17, 2013 12:51 | Report

Come on guys.. It's true that the old tricks dont work anymore and many of the things that would get people killed... dont do it anymore. So what? Be creative. Find new ways. That's what the changes are about. I hate to see people beta testing and complaining about changes on a game. pfft.. the game is adjusting. help a little and dont give useless feedback like: This changes suck! that doesnt help. Be constructive and be creative. More changes will come, learn to adapt and to cry less. Good for those who actually care to give constructive feedback and bug reports. Keep it up, this game is on it's way to be even better.

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Dartfener91 | July 17, 2013 11:52 | Report

WTF, the 14 level boss??? It was already hard to defeat, now it is impossible!!! Great job http://cdn.meme.li/images/240x240/1121819.jpg

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guest-dy9k8eBQ | July 17, 2013 11:08 | Report

Ubisoft can i please have a key!? This game looks so awesome just from watching people play it!

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BeatSamurai | July 17, 2013 10:59 | Report

The mage is still very week at lover levels, I am testing a lev 11 mage currently and against elite mobs with a high damage output (aka peter poundmore or mr firesy) the mage doesn't have enough hp to soak the damage, mobility to avoid the damage or damage/healing to burn the opponent down. Btw the character is fully equipped in level appropriate legendary so gearing isn't the problem.

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Errok22 | July 17, 2013 10:50 | Report

Complete list of the creature changes here: https://www.themightyquest.com/en/forums/creatures-traps-and-rooms-feedback/topics/update150detailedchangestocreatures?page=1#post-35267

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UserNameTaken3 | July 17, 2013 06:03 | Report

why wont the launcher work for me it says its still under maintenance

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washiestzeuse | July 17, 2013 05:52 | Report

when will people who don't buy the pack be aloud to play

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guest-Mhd45V9N | July 17, 2013 03:40 | Report

I find it weird as some of you say stuff is easier. for me the game became impossible. could do ms firesly with my lvl 9 knight by dying once only, would kill all mobs at decent rate, after update i can barely kill first 3 mobs.

My archer that has legendary bow (just before update i bought it) lvl 9, barely damages fireslys cyclops, only with headshot.

something like Poundmoore now instantly kills me.

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XmetagodX | July 17, 2013 03:21 | Report

Some creatures now are quite easy to kill.
I haven't noticed any difference in the mage, they still suck. The only difference I can tell so far is that because monsters are so much weaker the mage can actually kill them at an acceptable pace. One thing I have noticed is that skills are sometimes unresponsive. i have clicked an attack that has a charge up time only for it to not even activate which inevitably gets me killed.
Mage still dies to pretty much anything, and some monsters just stop them in there tracks.

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guest-Ynf0HhZM | July 17, 2013 03:13 | Report

send me key pls =(