• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Mattias Lilja

Deputy CEO
Paradox Staff
1 Badges
Sep 14, 2009
205
28
www.paradoxinteractive.com
  • The Kings Crusade
Hi,

last night the 1.4.3.1 update went live, changelog below. Time to robe up!

/Paradox and the Arrowhead team

____________________________________________________

Changelog for Magicka Patch 1.4.3.1 2011-11-15

• Added saveable checkpoints. Checkpoints will now save your progress up to that point.
• Added a automatic-revive fairy for single player games.
• Added an option to revisit old chapters in a campaign.
• Improved server browser usability.
• Improved body collision detection and overall physics.
• Frame rate stuttering should be less noticeable for some users.
• Extended particle system with particle lights.
• Added bleed status effect, similar to the poison status effect it can be removed by healing.
• Added a stunned state and stun damage property, when a character is stunned they're unable to act for a character specific amount of time.
• Added gamepad rumble when a player character is revived.
• The seven day cruise achievement will now display its achievement progress.
• Level restart will now properly reset any active particle effects.
• Both confuse and fear particle effects will now properly stop when a character drowns.
• Fixed a gamepad issue in the campagin menu, where a user could reach invisible menu items.
• Improved etherealize network synchronization.
• The space robe's now use the correct portrait.
• Characters with grab abilities will now properly play a grab-intro animation.
• Increase life/arcane beam range.
• Fixed a bug in the loading screen where it sometimes wouldn't rendering properly.
• Fixed a bug in the credits, if a user had changed language in the same game session then the credit language wouldn't have been updated.
• Charm will now properly affect other enemy players.
• Collision between a projectile and a spell mine will now properly cause the mine to detonate.
• Pure water barriers no longer causes push damage, earth-water barriers still do though.
• Decreased Fear range from 10 to 5 units.
• Decreased aura and buff intensity and details to reduce the graphics clutter.
• Casting a lightning spell within an area shield will now properly target the closest target.
• Overkilled frozen characters will now properly explode.
• Overkilled frozen characters will now properly spawn frozen gibs.
• Fixed some minor colouring issue on the health bars.
• Marginally increased the health bar height on player characters.
• Damage numbers caused by status effects will now properly display for network clients.
• Fixed an issue which incorrectly set the players team in non-versus games.
• Fixed an issue where non local characters could get stuck in casting self animation.
• Beastmen will now properly crouch before jumping.
• Fixed user input control when feared or panicking.
• Fixed a small bug in the AI, enemies should now be much more responsive.
• Fixed arcane bolt when used by the rogue robes, it will now properly shoot the projectile like with other robes.
• Fixed Chapter 3 scene 2 (airship) animation bugs.
• Fixed Chapter 4 scene 3 (inn) fade to black bug.
• Fixed fear and panic inputs.
• Fixed gamepad inputs for character select menu.¨
• Changed the resolution of:
"Content\EffectTextures\ParticlesC.xnb"
"Content\EffectTextures\ParticlesD.xnb"
"Content\UI\HUD\CounterAnimation.xnb"
This resolves the "Texture Width/Height too large" error and renders the "http://forums.steampowered.com/forums/showthread.php?t=1989214" fix obsolete.
 
• Added saveable checkpoints. Checkpoints will now save your progress up to that point.

Thanks for the patch. Saveable checkpoints alone is a big a enough reason for me to pick this game up again from the virtual shelf! Great work.
 
Awesome update - it was the lack of saveable checkpoints that was holding me back from this, and the revive fairy sounds good as well. Not sure if this has been balanced more to number of players yet or been given difficulty settings (my last hope, as I'm mainly an SP Magicka player), but this will definitely get me getting my robe on - thanks :).
 
Not sure if anyone from the designers would read this, but I want to write my idea anyway. I think that would be great for a DLC / patch to allow the players to plan their own wizard, I mean customize their base robe, weapon and wizard stuff. I have been waiting so long for such a possibility.