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MageQuitNewsv2.4.2 Skillbased Matchmaking Patch!
Major update

v2.4.2 Skillbased Matchmaking Patch!

MageQuit · published 19 May 2021, 03:05 UTC

All newsPlayers around this dateRead on Steam

NEW FEATURES

  • SKILLBASED MATCHMAKING! Enjoy close matches instead of one-sided poundings
    • Using glicko2 (a successor to Elo) and all MageQuit match history since August 2020, hidden skill values have been seeded for all players
    • FFA skill is tracked by treating the match as a "race"; skill of top half of players increases, skill of bottom half decreases
    • 1v1 skill is tracked based on final score: 3-0 is a 100% win, 3-2 is a 60% win, etc.
    • Teams skill is tracked based on final score like 1v1, but is adjusted based on player contribution (damage, healing, kills, etc)
    • Improved region-based matchmaking to include ANY good enough regions, not just the best one
    • If you ask me what your hidden skill value is, I will reset your skill and tell you "average"

  • Chosen quickplay modes are now saved and MageQuit will remember what modes were selected previously even if the game is restarted
  • New animated loading icon on the loading screen! Let's hear it for Chad

ADJUSTMENTS

  • Quickplay
    • 2-Round Snake is now the default drafting system for quickplay
    • RIP Late Join Bonus for FFA: joining players now receive the average number of kills and damage and no longer receive double score for any rounds
    • Leaving a quickplay game and requeuing now prevents you from being put back into the game that you left

  • Wizards can no longer hit themselves with Glaive
  • Updated Reflex so that spell direction is based on wizard facing, and is cached on-hit -- this prevents the WASD advantage of aiming independently
  • Vacuum updates

    • Duration reduced from 5s to 4s
    • Vacuum now temporarily increases the mass of the center unit to reduce chaotic drifting
    • All force is now added locally, rather than being sent over the network every fixed update for each unit (aka, this will prevent Xbox One S crashing from 3+ Vacuums)

  • Tsunami updates

    • No final knockback for units who aren't touching the Tsunami
    • Increased mass of Tsunami so it pushes units better

  • Updated Earth Tomb so that the target's position is only reset if they are within a certain distance (prevents teleport resets)
  • Team Colors

    • Kill feed now shows custom colors properly
    • Reduced the threshold for changing the other team's colors if too similar
    • Secondary color is now used as well when deciding what default team color to switch the other team to

  • Tower Updates

    • Tower now always includes the center of the map in the camera view so that cooldowns aren't cut off
    • Ramps on Tower always stay up now

  • Fixed typo "an windwall"

BUG FIXES

  • Online
    • Fixed bug where sometimes player 1 wouldn't actually determine if a party only game was teams or not (caused by party leader being replaced)
    • Custom team colors that are too similar are now corrected for spectators (tournament or not) and midgame joiners
    • Updated font for late join/leaver message text and made it not wrap for long names which was causing part of it to remain on the screen

  • Spells

    • Fixed a bug that was preventing wizard collisions from being detected if the wizard was already touching when the spell became active (North Pull, Capacitor, Bull Rush, Rewind, Flameleash, Tow Vine, Flame Leap, Urchain, Chain Lightning)
    • Colliders for Vanguard and Rock Block are now deeper (into the ground) to prevent projectiles going under them
    • Fixed bug where blocking damage with Backup would still add wizard as a Double Strike target -- Backup will now cause the clone to become a target of Double Strike instead
    • Fixed bug where Double Strike would leave spinning indicators if the caster died
    • Fixed bug that prevented Tetherball from being knocked back by the Puck
    • Fixed bug where Urchain wouldn't connect if the caster died before it collided
    • Fixed bug where wizard would continue to take damage from Tonic if Hotswap or swapping with a clone was used to escape it
    • Fixed bug where a clone stolen by a Steal Trap would change back to its original color after taking damage
    • Fixed bug with Tetherball where it occasionally wouldn't attach to its target -- most prevalent on Xbox
    • Fixed bug with Chain Lightning where it wouldn't pull some of its targets and wouldn't appear on those players' machines -- most prevalent on Xbox
    • Fixed bug with Seven Tears and Rock Block where it was creating 14 tears instead of 7
    • Fixed corner case where stealing Reflex with Chameleon and then using it would only ever force the utility spell to be cast regardless of spells cast in between
    • Chainmail now works properly even if damaging wizard is already dead
    • Sapshot now cleans up faster so that spells like Urchain or Tow Vine are less likely to glitch around being pulled into it after it's gone
    • Wormhole now cleans up faster (especially when closed early) so the camera zooms back in sooner and spells like Urchain don't target it after it's gone

  • Upgraded our controller library "Rewired" to fix a bug involving XInput (sometimes more than 4 players weren't being supported)
  • Fixed dozens of additional code exceptions across the game

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