MageQuit

MageQuit Dev Tracker




04 Apr

Post
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 up...
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Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/572220/announcements/detail/2089048828950502791]here[/url].

27 Mar


26 Mar

Comment
    brettpennings on Steam Forums - Thread - Direct
Hi Ullebadulle,

Thank you for the post! Glad to hear you love the game, and sorry to hear that it's been a bit too chaotic for you recently -- it sounds like what you are referring to is the mid-game join system that will retroactively add players after a match starts to lower queuing times.

One idea we've been throwing around is scaling stages based on how many players are in the match, and focus on making the stages shrink as players die off. That would have a similar effect to "nerfing all push/pull stuff" without changing the spell metas. Does that seem like it would alleviate what you're experiencing?

Thanks!
Brett

24 Mar


23 Mar


20 Mar

Post
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 :steamfacepalm:)
  • 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
  • ...
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Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/572220/announcements/detail/1813202083209268488]here[/url].

18 Mar


15 Mar


12 Mar

Comment
    brettpennings on Steam Forums - Thread - Direct
That's the electric melee that charges up when you walk around. Literally the only spell that requires logic outside of the spell cast itself. That piece runs when the round starts and it was broken which is why it was a round 3 thing, and only if static was drafted. All fixed now though!

11 Mar

Comment
    brettpennings on Steam Forums - Thread - Direct
Alright got a new patch out -- fix is confirmed. It was an issue with the Static melee. All good now. Thanks for letting me know!
Comment
    brettpennings on Steam Forums - Thread - Direct
I've rolled back the patch for now -- if you restart steam, you should be back on the old version without this issue
Comment
    brettpennings on Steam Forums - Thread - Direct
When you say recently -- do you mean it started in the last 12 hours? I just put out a patch last night

01 Mar