'Forge Quest' Update: Latest Patch Adds New Combat Mechanics, Gameplay Tweaks, Bug Fixes, Network Changes And More!

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"Forge Quest" was recently updated on Steam and the devs released the full patch changelog.

These are all the changes made in the recent update for "Forge Quest".

This update has a good mixture of both bug fixes and content additions. It ended up being a lot larger then originally intended. The most notable additions are weapon charge attacks and support for multiple network interfaces. 

Content Changes

  • Some weapons now have charge attacks, hold in the attack key to charge, and then release once the charge effect appears. These attacks do more damage and increase the interactiveness of weapon combat. 
  • Weapon damage numbers have been modified to assure balance. 
  • Some weapon's basic attacks are now changed, Pistol and Alchemy Bomb 
  • Added shop and items to the chicken vendor. Super secret way to unlock it. 
  • Added a OpenGL version checker at the beginning of the game. This isn't a perfect checker, but in most cases will tell you if your not able to play the game due to poor OpenGL support. I still get many crash reports from people that are not sure why they crash, this should help inform them. 
  • Updated a bit of the in-game character menu UI. Now has top and bottom bars and added a bunch of blue color. Overall I think it makes the UI a bit more understandable.

Balancing

  • In a previous update we added a damage increase on rarities of weapons. We are not changing this, but we shifted the range from +0% - +50% to -25% - +25%. This balances weapons more with the monster health algorithm.

Fixed - Major

  • Added a number of extra checks for bugs in which were reported but not able to be reproduced. Should fix a few issues, but not guaranteed for any particular issue. 
  • Fixed crash that could sometimes happen when using the dialog. 
  • Fixed crash that would be caused by pets when exiting to the main menu. 
  • Fixed memory leak, weapon objects were not deleting due to a circular reference 
  • Fixed, bug that caused crafting to cost more then it showed when in a multiplayer game. 
  • Fixed bug that allowed players who were still upgraded for the tutorial to use that character in the game by connecting to different host game.

Fixed - Minor

  • Only one hover view for an item will show at a time. Before this could be bothersome when drag equipping an item, as the hover view would stick until you moved your mouse into that item again. 
  • Fixed a number of dialogs that wouldn't let you escape button out of. 
  • On some machines, the glLineWidth didn't work, meaning some UI interfaces had odd looking borders. This was most notable in the class tree views. A workaround was added to simulate the line width correctly on these machines. 
  • Fixed, store menus wouldn't update player's gold amount properly.

Network Interfaces


An additional configuration option is now available, you can select a preferred network adapter (listed by their IP address). For most people you won't need to touch this, but if you have multiple network interfaces such as wired AND wireless, multiple cards, or make use of VPN software like hamachi/tunngle/etc to play your games then this setting will help you. 

For example, suppose I have a local ethernet address of 192.168.1.100 and a Tunngle address of 7.104.171.150 currently active. If I wish to play a LAN game with my friend who just came over, I would want to go into the network options and be sure that it is going to use "192.168.1.100". 
Only local LAN traffic, and any forwarded by my router will reach me. But if I instead wish to play with a friend across the internet via Tunngle, I would select "7.104.171.150" as the adapter to use. 

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