Mage Knight Apocalypse patch v1.02 now available

Mage Knight Apocalypse

For some of the happy campers here who per fer spending their Saturday mornings playing tabletop collectible card games like Magic: The Gathering and miniature games such as Warhammer Fantasy Battles, you might be familiar with the Mage Knight franchise. Now if you are, might we offer you a much-requested-for patch for Mage Knight Apocalypse from WizKids Games themselves?

In this patch, it’s all about changes, additions, and fixes. They’re not much of a “patch”, really. But with the amount of stuff in the changelog, it should be called a “patch the size of Mt. Everest” sort of patch. It’s huge. And all these were acted upon in response to user comments and suggestions. See? Speaking out to the developers does have its benefits!

Here’s a portion of the changelog involving general code changes:

  • A “Chase Camera” mode has been added to the game. To enable it, go to OPTIONS ==> CONTROLS and click on the “Chase Camera Control” button. NOTE: This “Chase Camera” mode is most useful to players that use “click to move”. WASD users may not find this mode very useful at all. See below.
  • A “Recenter View” hotkey has been created. To use it, just press “F” at any time during the game. The camera view will then recenter to behind the character. NOTE: This key is most useful to users using WASD movement. You can easily utilize the regular free-camera to look anywhere, and then you can just simply tap “F” to recenter the view behind you. This key is remappable in the CONTROLS section.
  • You can now remap the “Camera Control” key. By default, that key is either the middle mouse button or SPACEBAR. However, you can now remap that key to any button or key press, as desired.
  • The gameport input is now being ignored so that the “continuous spinning” issues that customers with Saitek Keyboards or other devices plugged into their gameports were experiencing. This should no longer occur and those devices can safely be plugged back in while playing MKA.
  • If a skill has DOT damage (damage over time, like poisons and burning effects) then that DOT damage is now properly amplified by Mastery rankings and INT bonuses. This will make DOT skills (like the Vampire’s Poison Touch skill) much more effective in the long-run now.
  • Some skills that did damage per second in an area of effect (like the Elf’s Light of Consecration) were doing damage multiple times per second instead of only once per second. That has been fixed now and those skills are doing reduced, but proper, amounts of damage now.
  • If your sound card is not properly detected, the game will now default to “Generic Software” drivers for your sound card. This should avoid the “screeching” sound effects that a few users experienced, and should help users with non-Sound Blaster cards with other issues.
  • You can now return to the Vurgra Divide after leaving it and entering other missions. (Previously, there was no entry on the Portal Map to get you back to Vurgra Divide after you entered any other mission area besides a town. That is now fixed.)
  • When you die and revive at a Portal Stone, your NPC sidekicks will teleport to your location also, to make regrouping easier.

Download: [Mage Knight Apocalypse patch v1.02]

Mage Knight Apocalypse

For some of the happy campers here who per fer spending their Saturday mornings playing tabletop collectible card games like Magic: The Gathering and miniature games such as Warhammer Fantasy Battles, you might be familiar with the Mage Knight franchise. Now if you are, might we offer you a much-requested-for patch for Mage Knight Apocalypse from WizKids Games themselves?

In this patch, it’s all about changes, additions, and fixes. They’re not much of a “patch”, really. But with the amount of stuff in the changelog, it should be called a “patch the size of Mt. Everest” sort of patch. It’s huge. And all these were acted upon in response to user comments and suggestions. See? Speaking out to the developers does have its benefits!

Here’s a portion of the changelog involving general code changes:

  • A “Chase Camera” mode has been added to the game. To enable it, go to OPTIONS ==> CONTROLS and click on the “Chase Camera Control” button. NOTE: This “Chase Camera” mode is most useful to players that use “click to move”. WASD users may not find this mode very useful at all. See below.
  • A “Recenter View” hotkey has been created. To use it, just press “F” at any time during the game. The camera view will then recenter to behind the character. NOTE: This key is most useful to users using WASD movement. You can easily utilize the regular free-camera to look anywhere, and then you can just simply tap “F” to recenter the view behind you. This key is remappable in the CONTROLS section.
  • You can now remap the “Camera Control” key. By default, that key is either the middle mouse button or SPACEBAR. However, you can now remap that key to any button or key press, as desired.
  • The gameport input is now being ignored so that the “continuous spinning” issues that customers with Saitek Keyboards or other devices plugged into their gameports were experiencing. This should no longer occur and those devices can safely be plugged back in while playing MKA.
  • If a skill has DOT damage (damage over time, like poisons and burning effects) then that DOT damage is now properly amplified by Mastery rankings and INT bonuses. This will make DOT skills (like the Vampire’s Poison Touch skill) much more effective in the long-run now.
  • Some skills that did damage per second in an area of effect (like the Elf’s Light of Consecration) were doing damage multiple times per second instead of only once per second. That has been fixed now and those skills are doing reduced, but proper, amounts of damage now.
  • If your sound card is not properly detected, the game will now default to “Generic Software” drivers for your sound card. This should avoid the “screeching” sound effects that a few users experienced, and should help users with non-Sound Blaster cards with other issues.
  • You can now return to the Vurgra Divide after leaving it and entering other missions. (Previously, there was no entry on the Portal Map to get you back to Vurgra Divide after you entered any other mission area besides a town. That is now fixed.)
  • When you die and revive at a Portal Stone, your NPC sidekicks will teleport to your location also, to make regrouping easier.

Download: [Mage Knight Apocalypse patch v1.02]

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