- Patch 1.65 Released! - 9 June 2020
Patch 1.65 is now out and here's the list of changes: New stuff: - The hand with the weapon used in counter attacks is now marked in the equipment screen ( usually the right hand if possible ). Also the same hand is used in cleave attacks. Balance changes: - Tweaked the formula for growth of power of magic skills. It no longer scales exponentially. It's now a linear growth. - Greatly reduced the growth of magic cost for all spells. - Decreased the effectiveness of alchemy from .75% per point to .50% per point. This is to balance the buffs to scrolls and potions - Increased the power of potions and scrolls. - Earthquake has been lowered in magic cost and the area of effect is now + 1/2 range and 1/2 area bonuses on equipment + an additional hex for every 100 points in the skill. - Everyone has at least average growth in shapeshift. Mages and Berserkers have high growth. - Golem stats hav…
- Patch 1.53 - Small update - 17 April 2020
A quick patch to fix a few minor things: fixed a minor issue on ios Balance: changed the to hit / damage / critical bonuses of CLEAVE and PIERCE to 1/2 of normal skills ( was 1/4 ). all archer types are now good at locks
- Patch 1.5 is out! - 8 April 2020
Patch 1.5 is now out and here's the list of changes: New stuff: - New spell animations for just about every damage spell. They should look much better. - Now choose your starting class from over 20 unique classes. Their description now includes more detail. - Traps have been added. Traps do damage to the entire party if they are touched. The TRAPS skill can disarm traps of an equal level. They will show on the map if your TRAPS skill is at least 1/2 the level of the trap. Otherwise they are invisible. If the trap is set off it does damage to each member of the party who does not have reflexes skill of at least equal level to the trap. Finally resistance reduces trap damage but at 1/2 strength. The TRAPS skill is learnable by all classes with all Warrior-type classes being good at TRAPS. There is a guaranteed TRAPS book on Map 2 behind a locked door early in the level. - Locks and traps…
- Patch 1.5 is coming! - 13 March 2020
Here's a list of things that have been done so far: Many changes to spell animations. Spell screen flickering in combat has been greatly reduced. The jewels now scale in usefulness. The later ones give higher stats. Searching for items after a battle has a 2/3rds chance to give you a random item ( like a chest ) and a 1/3 chance to give you an item equipped by an enemy. This makes searching for items a more attractive choice. The bonus to counter while defending was changed. Now the base chance to counter of your weapon is increased by 50% if you're defending. so for a sword with 20% chance to counter it's 30% chance to counter if you're defending. Items have a reduced chance of disappearing from shop inventories every battle. It's 2% now, was 5%. There is now an option to turn on enemy respawns and I'm thinking of totally removing respawns since it wasn't in line with the game design.…
- 1.3 Update - 22 March 2019
Hi all - We will soon begin to work on an update for MazeQuest 2. Here are the list of things we are considering, based on some feedback and our own vision for the game. (iOS/PC) Elimination entirely of the “Frame" and D-Pad of the user interface, in favor of full screen Enemy re-spawning See how much MP a skill costs See the numbers / details on every stat Simulate battle option Longer term: Insert the option to play cards for gold in the tavern. Cloud saves Expansion to Android/Google Play (PC Only) Right Click Functionality If any other reasonable concern or request didn't make it on this list, let us know. -Will
- Patch 1.27 is out, And we're no longer in early access! - 24 December 2018
This is a major patch and will not load the saves from v1.26. The game is now in full release mode. Changes: *Added a Samurai character to the tavern in Map 2.The samurai class starts with the cleave skill. *Changed the level up mechanic for units. Each skill now gets a random bonus ( for instance 3 to 7 ) each level, and then you can choose to boost one skill by +5. *Added an initiative bar under the experience bar in combat. Now you can get a rough idea of the turn order by looking at how full the bar is. *Added the Haste spell. It both increases initiative ( turn frequency ) and also increases mobility. Target = 1 hex, however area of effect can be increased with equipment. *Added the Slow spell. It both decreases initiative ( turn frequency ) and also decreases mobility. Target = 1 hex, however area of effect can be increased with equipment. Mobility cannot be reduced under 1 hex. *…
- Patch 1.27 Update - 19 December 2018
Okay first the bad news, this next patch is going to break the saves again. So the patch will not load the previous saves. Sorry about that, this was necessary because of the changes I had to make with some map data. The good news is that there have been many improvements on the game. You can warp from town to town with a spell ( or scroll ) for instance. The maps load faster now. There are now spell like abilities for melee and ranged units in combat. There will also be at least one new unit type. I've also fixed a ton of bugs and increased the framerate by around 30%. The patch should be ready in a few days and I will post a full list of the fixes. Thanks! Chris.
- Patch 1.26 is out! - 27 October 2018
This is a quick patch fixing some issues and adding a few things. Changes: Reduced the price of skill books Search for potion option after battle now gives higher level potions Increased the strength of all potions by 50% Fixed a minor bug with the tavern The druid shapeshift now gets lightning or earthquake at level 8 Shapeshifted units can now cast spells and inherit the spells of the druid Druids shapeshift ability gets better claws earlier Druids shapeshift ability now carries over effects Added a bunch of custom rare items. Enemies can now spawn with rare items. Fixed some text errors Unique mercenary items no longer get stacked with regular items ( thus making them disappear ). When using items in combat only usable items show up in the list Can no longer open the unit screen for a party member that does not exist by pressing a number in the map screen. Unlocking doors gives the u…
- Patch 1.25 is out! - 24 October 2018
Okay finally patch 1.25 is out. The list of changes is below: Totally redid the stats and cost of scrolls and most spells can appear on scrolls. Lowered the range on drain and SYPHON Add higher sampled versions of the music, 128K now ( was 80K) Added a new class - the druid. The is a spellcaster with the ability to shapeshift into a bear. The hitpoints of the bear depend on the current magic of the druid, and any damage recieved depletes the druids magic points Mobility books should now finally be usable in all situations, also they only add +0.5 mobility ( half a hex ). The bonus to spell range is now +1 for every 100 points in the spell ( + skills from items do count ) Double hits now decrease units life separately ( visual effect only in combat ) Penalty to hit for distance of 10% reduction to base weapon chance to hit per hex. ( i.e. a spear with 75% chance to hit would be reduced t…
- Patch 1.25 Update - 15 October 2018
Still not here yet but I wanted to give you guys an update. Here is a video that shows some of the new stuff so far: https://www.youtube.com/watch?v=b1JJ0t-FUdI&feature=youtu.be at this point it's looking like maybe around the 20th for the 1.25 patch.
- Patch 1.25 delayed a bit - 10 October 2018
Seems we have added a lot more stuff to change for the next patch, including the new druid character. In addition to that I'm making a lot of changes to how the data is stored so as to not have to break the saves when I change things in the future. Also in addition I'm redoing some of the GUI to make things a lot more convenient like item use ( you currently have to click like 4 times to use a heal potion, I'd like to get that down to 1-2 clicks ). I estimate the patch might come out sometime this weekend if all goes well. I will keep you guys updated.
- New starting character: Druid - 9 October 2018
The druid will be a selectable character class from the start screen in patch 1.25. The druid will start with the ability to shapeshift to a powerful animal. Here is the artwork for the druid character: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33605979%2F27756076b906dc11338fc50b176ce418c3b510d1.jpg Here is a video of me making the art: https://www.youtube.com/watch?v=Hr3ymdlXBCM
- Patch 1.25 Plans - 7 October 2018
Big plans for the next patch. Yes it WILL break saves, so I'm waiting a little while for this one. Also there is a ton of changes planned: Some of the changes planned so far: Redo the way items are stored ( instead of a look up table store the stats with each item individually ) * MAYBE * Make churches charge more for healing magic Raise amount shops pay for items to 35% ranged penalty for targets at longer range and show chance to hit % over target Navigate hexes to move or cast spell on in combat with arrow keys or controller Add secondary skills for weapons, like spear skill, bow skill etc. Also add unnarmed skill for a new monk class Fix some AI issues Perhaps make some skills like undead slayer and dragon slayer, probably just item skills Possibly implementing traps ( was planned originally but never finished ) Already done: fixed bug with not being able to cast a spell even though…
- MazeQuest 2 soundtrack available on ITunes + Google Play + Amazon - 5 October 2018
The MazeQuest 2 sound track by Christopher Getman is now available on 3 more platforms: ITunes: https://itunes.apple.com/us/album/mazequest-2-original-soundtrack/1438160441 Google Play: https://play.google.com/store/music/album/Mazedude_MazeQuest_2_Original_Soundtrack?id=B3qmzorvoqwl3ujpmhbbpxcx6au Amazon: https://www.amazon.com/dp/B07HXRP3J3 Enjoy!
- MazeQuest Patch 1.2 is out! ( sequel to 2.1, I'll explain.. ) - 3 October 2018
The patch numbering has been switched a bit, the last patch was 2.1, because it was mazequest version 2 and the first patch would be .1, however that has now been changed and we are now calling the last patch 1.1 and this new patch is 1.2. Sorry for all the confusion. So now the actual patch ( BTW this one does NOT break your old saves ): *Add an option to stop the flipping of sprites - This is in the settings menu where you can change the sound volume etc. There is a button called "ANIM" and clicking on it will enable or disable the sprite flipping animation if you so desire. *Music sample rate increased. The artist, Christopher Getman said we had down-sampled the music a bit too much in our effort to shrink the filesize, so I upped the sample rate a bit and the music should sound a bit better. *Problem with using mobility books has been fixed. There was an issue where if you used a mo…
- MazeQuest 2 soundtrack available! - 30 September 2018
I forgot to post this earlier. Christopher "Mazedude" Getman has released the soundtrack on bandcamp, available here: https://mazedude.bandcamp.com/album/mazequest-2-original-soundtrack Go pick it up when you get a chance.
- Patch 2.1 is out! - 30 September 2018
Okay so let's just pretend we started with this one in the first place :-) Lots of bug fixes / balance changes and even a new enemy, the cyclops! List of balance changes: Totally changed the way experience is dished out, you now have a lot more and can level up much higher. More gold and lowered prices for everything. Stronger heal potions. Meteor spell looks a lot better. New ranged enemy, the cyclops - shows up on map 3 & 5. Lots of health and shoots ninja stars. Rebalanced dispel, wall, shield and a few more spells. Upped defense on equipment and lowered the total impact defense has on damage reduction. This was to fix what I saw as defense being way too powerful in reducing damage. Also the same goes for resistance which was also overpowered. Stronger joinable characters. Changed the way skills work, now agility only helps you dodge melee attacks and defense helps you dodge ranged a…