Wednesday, January 14, 2015

Upcoming Magic Boomerang Changes

Hey friends. In an upcoming patch, we're looking to adjust Magic Boomerang's spell behavior (we're happy with its robe effect, this won't change). This would be the first time that we've made a change like this post-release, so we want to handle this change as carefully as possible and gather community feedback and have a discussion on the subject so we don't end up blindsiding players when the changes come.

What's wrong with Magic Boomerang?

The first problem with Magic Boomerang is that it has the potential to nullify the interesting gameplay potential of certain materials. For example, many players have discovered the powerful Ninja Sword + Magic Boomerang combination, which allows you to just summon a normally melee attack at any location on the screen- retaining the power bonuses that are normally granted for risking your HP bar by going into close range. A similar problem happens with Illusion Dust- normally to "shotgun" the extra projectiles for maximum damage, you need to pretty much be close enough to tie an enemy's shoes. With a sufficiently powerful Magic Boomerang, you can safely manifest 6 or so bolts directly in their face whenever and from wherever you please.

The second problem with Magic Boomerang is how its power rather awkwardly scales with your screen resolution. Since your resolution directly relates to how many tiles from the player you can see, and your cursor can go anywhere within your sight range, the potential benefit of Magic Boomerang gets really crazy on larger monitors. This is a really awkward way of obtaining power, completely separate from anything the player has control over in moment-to-moment gameplay.

The elephant in the room: The Steam Boomerang Achievement

Currently there's an achievement for defeating an enemy with a boomerang spell by directly clicking on them. If we change the functionality of Boomerang, we need to change this achievement too, which either means completely removing it (which may upset some people), transforming it into a different achievement (rendering the new objective unachievable for players who already completed its previous requirement), or adding a new achievement and making the old one unobtainable (which is pretty much the worst outcome). Any solution we come up with needs to address this subject, so we need your thoughts on the subject of 'chievos.

What is Tasty Stewdios doing about it?

Short answer, we're not 100% sure yet! We've discussed internally what we want out of Magic Boomerang and we have a few solutions that we're looking to prototype and experiment with, but nothing is completely confirmed. Here's what we're currently thinking:

Magic Boomerang:
On Spells: On collision with an enemy, the spell returns towards the wizard. If the player catches the returning bolt, a percentage of the mana cost is returned.

%returned mana scales with material grade, ignores spellpower, mana/health returned based on resource used.

This is so far the most attractive solution for a couple of reasons. One, it more closely resembles the behavior people expect from a boomerang- you throw it and it comes back to you. Secondly, it adds a skill-based mana sustain option. And third, it addresses the issue where Philosopher Stone spells are somewhat unappealing unless you have modifiers to your maximum MP.

Got a different idea?

Post your thoughts and ideas here so we can discuss solutions as a community! At the end of the day we're making this change to make Magicmaker a more interesting game for you all- the players. We'll be watching this discussion over the next few days and responding as frequently as possible.

Monday, December 15, 2014

December 15th Game Update

Season's Greetings, witches and wizards!

We've got an awesome new update cooked up for you! We've added FIVE MORE MATERIALS! This brings the spell count to well over 3.5 million. But wait- there's more! Have you ever felt limited by four material slots? Are hordes of enemies not challenging enough for a spellcaster of your caliber? Take on NEW GAME+ mode! The enemies grow fiercer, but so do your spells! Earn up to seven total material slots on your spell, wand, and robe! How many spells are there to craft now? Drumroll please... over 200 TRILLION! Fire up your wand, and read the patch notes below!

Dec 15 2014 - Patch Notes

FEATURES:

  • Added 5 new materials:
    • Artichoke:
      • On Spells: Spells have a chance to critically hit, dealing triple damage!
      • On Robes: Allows you to heal beyond your maximum HP. This extra HP slowly wears off.
    • Extract of Monday:
      • On Spells: Projectiles start slow and weak, but speed up and increase spellpower over time.
      • On Robes: A cloud follows you, pouring down damaging rain to enemies nearby and below!
    • Green Belt:
      • On Spells: Every third hit on a target delivers a knockout strike that deals bonus damage.
      • On Robes: Build up speed as you run! After running a certain distance, an explosion triggers when you stop, damaging nearby enemies.
    • One-Sided Coin:
      • On Spells: Curses on hit. Curse grows stronger with each hit. Cursed targets explode on death, dealing damage to nearby enemies.
      • On Robes: Charges a shield that grants immunity to negative status effects.
    • Quiver:
      • On Spells: Uses ammunition, instead of mana. Ammo can be retrieved after being used.
      • On Robes: Creates a shield that negates all damage. Shield only recharges upon starting a new level.
  • A new Alchemy color has been added: Pink. All new materials have an alchemy color of Pink.
  • Added New Game+ Mode
    • New Game+ is unlocked after all story (gold) quests have been completed, the player has upgraded all of their equipment, and defeated the final boss.
    • New Game+ starts the adventure over, but keeps all materials, artifacts, and previous unlocks
    • Acquiring new unlocks increases the number of materials available in spells
    • Monster health and damage increases as you progress further into New Game+
    • New Game+ is followed by New Game++ and New Game+++. Same rules apply.
    • Players who have already met the unlock conditions for New Game+ must first defeat the final boss again.
  • Each zone has a new rare, large monster:
    • Forest Zone: Golem
    • Castle Zone: Haunted Statue
    • Desert Zone: Antlion
    • Cavern Zone: Yeti
    • Temple Zone: Phantom Mask
  • Refactored Artist/Spell customization menu for clarity
  • Inventory can now be sorted by material icon color


GAMEPLAY CHANGES:

  • Necrom-nomicon's minions have been adjusted to increase diversity between high-power, single-summon spells and "slime swarm" spells.
  • Minion damage has increased dependency on spellpower
  • The minion type summoned determines its number of attacks, movement speed, and lifetime. Stronger spells summon higher tier minions.
  • Slime minions have reduced movement speed, can only attack once before expiring, and quickly disappear if they haven't attacked.
  • Doll minions have higher movement speed, can attack multiple times, and last longer.
  • Robot minions last even longer and can attack many times.
  • Vampire Tooth now restores a percentage of the player's maximum health instead of being based on enemy health.
  • Reduced the dodge chance on Rift Crystal robes
    • Dodge chance on stacking Rift Crystals on robe now capped at 50%
  • Cauldrons in the castle now destroy ghosts effectively at higher difficulties
  • Rock, Crystal Ball, and Rift Crystal's robe visual effects have been improved
  • Fixed certain Castle Zone levels spawning gems in unreachable areas
  • Fixed several cases of Forest Zone levels spawning gems out of reach
  • Adjusted level generation in the Desert Zone to have fewer contiguous areas underground
  • Gems can now spawn above ground in the Desert Zone
  • The cursor trail effect now properly scales with different cursor sizes
  • Cobra miniboss enemy is now immune to knockback effects
  • Soul Contract spells now always consume at least 1 HP
  • Adjusted the volume on several SFX
  • "POWER HIT" and "RESIST" now only appear once per half-second per enemy
  • The final boss is now immune to knockback effects
  • Several enemies have been given better names (MOUTH_CORE is not a name)
  • Improved level name VFX

BUG FIXES:

  • Fixed a bug where the finale sequence would be impossible to complete on large screen resolutions
  • Turrets now comply with Illusion Dust robes
  • Fixed a crash caused by going to the tutorial after a cavern level
  • Fixed an issue where the title music wouldn't play when returning to the title screen
  • Fixed a bug where Illusion Dust robes would cause the controller cursor to reposition
  • Fixed some cases of the Desert Boss digging too deeply into the ground
  • Fixed a bug where treasure chests would contain stuff they shouldn't
  • Fixed a bug where Ninja Sword + Owlbear Trap would cause traps to persist longer than intended
  • Cavern Boss's particles no longer persist longer than intended
  • Desert Boss's wings now properly fall when defeated
  • Fixed an issue where the player would violently distort when moving at high speeds
  • Damage text size no longer scales infinitely
  • Adjusted the finale sequence to eliminate cases where the player would lose materials (they return to your inventory)

UNDER THE HOOD:

  • Optimized level portals
  • Optimized castle flying books
  • Improved performance of Caustic Ichor's visual effects

Saturday, December 13, 2014

Friday, October 31, 2014

Halloween Update is now available on Steam, GOG, and Shinyloot!

Happy Halloween, witches and wizards!  The Magicmaker Halloween update is now available, with a new mission, a new artifact, and SPOOKTACULAR bugfixes.

FEATURES:

  • Added Event: A Very Magicmaker Halloween Spooktacular!
  • This side story can be accessed via a portal to the left of the Alchemist once all of the story missions (gold colored quests) have been completed.
  • New Artifact: Pranksgiving Cornucopia
  • Cursor size can now be customized in the UI options



BUG FIXES:

  • Fixed an issue where dying or using Explosive Powder's robe effect explosion would conflict with cutscenes
  • Fixed an issue where the Forest Zone's random loadout challenge progress was not saving
  • Necrom-nomicon's crows no longer target regenerating ice
  • Fixed a crash involving the final boss and Necrom-nomicon's minions
  • Fixed a problem where certain machines would have no audio
  • Fixed an issue with spellcast kickback during the finale
  • Improved Optic Lens (laser) spell hitboxes
  • Art customization should now load properly
  • Fixed an issue where Soul Contract spells could cause the player to be unable to heal beyond 99 HP