Himalaya Studios

Public Forums => News => Topic started by: GameDevChris on February 21, 2019, 06:44:49 AM

Title: Mage's Initiation v.1.1 Update Released
Post by: GameDevChris on February 21, 2019, 06:44:49 AM
A new build of Mage's Initiation has been rolled out.

Version 1.1 (http://www.himalayastudios.com/magesinitiation.php) addresses the majority of bugs and issues that have been reported since launch. This build won't break your existing save-games and will allow you to continue playing from where you left off. However, to get the optimal experience, starting a new game is recommended.

The main feature addition to this patch is the inclusion of a "no combat" mode, which allows you to disable random combat encounters (in the forest and wastelands) completely. Only boss battles will be mandatory, but they, too will be much easier. This feature is intended to allow people to play through the game more like a pure adventure game if they don't want to deal heavily with the combat or RPG elements.

To use "no combat" mode, simply drag the Combat Difficulty slider all the way to the left. You'll see a textual indication saying that combat is disabled in the lower text window.

Some experimental code has also been added, which attempts to unhook the player, should they get stuck on scenery objects (i.e. bushes, rocks, trees, logs etc.) and unable to run during combat. A full list of further additions and bug-fixes is listed below.

The new v.1.1 build is now available on Steam, GOG, and the Humble Store for Windows, Linux, and MacOs. Steam and GOG Galaxy clients should download and update the game automatically. However, people who purchased the game via Humble will need to uninstall v1.0 and then install v1.1 (Save-game files and other settings will not be lost when uninstalling).

Buy it Here (http://www.himalayastudios.com/magesinitiation.php).
Title: Re: Mage's Initiation v.1.1 Update Released
Post by: GameDevChris on February 21, 2019, 06:49:46 AM
Patch Notes v1.1

***WARNING SPOILERS BELOW***
Title: Re: Mage's Initiation v.1.1 Update Released
Post by: Darcplayer on February 21, 2019, 09:47:55 AM
Its really fine as I said...but if it helps you ''I am not complaining'' it is much better than previous build in every way and would not have it back''...but your more likely to get stuck now in 1.1, (no matter: if you wait for more enemies you get unstuck on your own) so no big deal. I expect its a side effect of a useful feature that prevents a problematic rare bug ''never got stuck at all before except by Li on his over priced stuff''...besides you can reload every single fight. Other than simple polish there is no need to address it. Also  you can kill your sparing partner as an earth mage, but that is more like a fun egg, or an assumption ''void spell''.
Title: Re: Mage's Initiation v.1.1 Update Released
Post by: GameDevChris on February 21, 2019, 11:05:42 AM
In v1.1, it should not be more likely to get stuck than in v1.0.

To clarify this, the fix in v1.1 doesn't actually prevent you from getting stuck at all. It's still possible. But now, every 2 seconds, some code is executed that attempts to bump D'arc back onto the nearest walkable area if he's stuck outside of it. So, in theory, if you get stuck, you should only remain stuck for 2 seconds or so.
Title: Re: Mage's Initiation v.1.1 Update Released
Post by: Darcplayer on February 21, 2019, 12:07:12 PM
Quote from: GameDevChris on February 21, 2019, 11:05:42 AM
In v1.1, it should not be more likely to get stuck than in v1.0.

To clarify this, the fix in v1.1 doesn't actually prevent you from getting stuck at all. It's still possible. But now, every 2 seconds, some code is executed that attempts to bump D'arc back onto the nearest walkable area if he's stuck outside of it. So, in theory, if you get stuck, you should only remain stuck for 2 seconds or so.

Maybe its random in my case. Perhaps I just happened to not get stuck before in other build. statistically its possible. Also quake dose not work the same as other class specific similar abilities. Then again its another spell, it plays differently with balance of other abilities I guess. it would have been to much to root them and knock them down repeatedly, perhaps.

The void spell is also a big thing. I was also allowing multiple corpses to pile up on the screen looking for a specific creature or items when I noticed it the most. Early on I just ran through back and forth. I tended to void this fish to make room, because after you have enough meat, they don't tend to often drop much that is useful. Penalty of having no pockets I guess.

The sand worms can have gold, but I suspect when you swallow people whole, that would get stuck. So makes sense. Bandit gold. The fish having arms would eat differently.