Magicka

  • Online Co-Op: 4 Players
  • Couch Co-Op: 4 Players
  • LAN Co-Op: 4 Players
  • + Co-Op Campaign
  • + Co-Op Modes
  • + Combo Co-Op
Magicka Patch Released, Numerous Fixes Abound
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Magicka Patch Released, Numerous Fixes Abound

The team from Arrowhead Games have just released a huge patch for Magicka on Steam, its the first to come for the game in 3 days due to Steam not updating games on the weekend.  Because of that the patch is extra large in fixes and enhancements with numerous improvements for co-op play and hopefully less crashes.

There are also several play balance changes including increased difficulty on some bosses - now if they could only make that damn snake boss easier to hit.  There's also still a list of known issues including some network issues, server sorting enhancements, and rips in the time space continuum when you cross the streams.

Issues

  • Fixed Move orders such as the one in Chapter 12 (For real this time).
  • Fixed trigger ID sync over network (Should fix Chapter 7 crash).
  • Fixed uninitialized AI crashing.
  • Fixed crashes due to messages arriving early in high latency games.
  • Fixed Vlad incorrect clothes in Chapter 3.
  • Fixed server list bug, which caused users to connect to wrong game.
  • Fixed joining a password protected game through steam overlay.
  • Fixed falling damage not working properly.
  • Fixed "OMG they killed yellow.." achievement awarded when killing purple (Good theory on the LA Lakers)
  • Improved disconnect notice.
  • Improved damages over network.
  • Improved cut scene skip in early Chapter 1.
  • Improved chat position.
  • Improved challenge level selection indicator.

Features/Balance

  • Added Checkpoint to the party in Chapter 1
  • Added missing boss titles in Chapter 1 and 12.
  • Balanced Dwarf Priests (Swedish Chef Brigade); is now more difficult.
  • Balanced Chapter 9 boss; is now more difficult.
  • Balanced Chapter 12 boss; is now more difficult.

Known Issues

  • Beam spells merging sometimes crashes game with stack overflow (for real)
  • Self-shields sometimes get out of sync
  • Players are still able to have too many summons (Changed because of community feedback)
  • Server list sorting not implemented
  • Network congestion on high ping (>400ms) connections still problematic.
  • Game stutters slightly on some systems despite good performance (cause known, fix pending)
  • Steam attempts to install XNA framework every time game is launched or rare occasion
  • Game sometimes hogs uplink bandwidth - (Being researched)
  • "Too fancy for fireballs" achievement is sometimes not awarded
  • Quitting the game while the credits are rolling will not award a game complete.
  • Mouse outside screen in full screen with multiple monitors will minimize the game.

 

Update: Another patch has just been submitted and should be up shortly. There's a ton more bug fixes again.

Changelog for Patch #5 (1.3.3.4)- January 31st 
Fixed issues/bugs

  • Fixed save games disappearing when disconnecting from online game. (For real this time)
  • Fixed crash for alternative character models appearing in cutscenes. (Chapter 7, Chapter 12).
  • Fixed crash caused by conjuring large quantities of elements.
  • Fixed crash due to beams merging.
  • Fixed crash where Chapter 11 boss collided with shield.
  • Fixed crash where Clients and servers would send old messages when reconnecting.
  • Fixed high-end machine jitter.
  • Improved network batching. (should result in serious network performance increase).
  • Improved startup routine to prevent threading problems.
  • Improved authentification on connect. (should result in fewer auth-failed)
  • Fixed a missing file that resulted in french text not appearing correctly.
  • Fixed immovable objects jittering.
  • Fixed issue where characters would get stuck during cutscenes.
  • Fixed issue where scripted player movement would remain after a cutscene.
  • Fixed missing boss titles.
  • Steam join through overlay fixed.
  • Fixed Chapter 1 collision. (behind door)
  • Fixed Chapter 3 collision. (you can now fall down the well)
  • Fixed Chapter 7 cutscene lockups and other issues.
  • Fixed Chapter 8 cutscene lockup.
  • Fixed Chapter 8 navigation fixed.
  • Fixed Chapter 9 cutscene lockups.
  • Fixed Chapter 11 teleport issue.
  • Fixed Chapter 12 cutscene lockup.
  • Conflagration is now properly synced over network.

New features/balancing
  • Chapter 3 now has proper pirates by the picnic.
  • Chapter 8 now has manual exit at the end of level.
  • Fire Damage increased from 40 to 60.
  • Spawned summons now capped at 16 per player.
  • Goblin Pirate damage reduced from 155 to 72.
  • Added server list filter option for “Password”.
  • Removed obsolete port option of game hosting (always hosted on 27016 anyways).
  • Sever list sorting added (klick on the header).

Known Issues
  • Self-shields sometimes get out of sync
  • Network uplink bandwidth, while improved, can be demanding
  • Steam attempts to install XNA framework every time game is launched or rare occasion
  • "Too fancy for fireballs" achievement is sometimes not awarded
  • Quitting the game while the credits are rolling will not award a game complete.
  • Mouse outside screen in full screen with multiple monitors will minimize the game.



Source: Store.steampowered.com

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