Hello, all the great wizards.
Thanks to your long-term support and the unremitting efforts of the development team, MagiCraft met with a small number of magicians on 18 August in the form of a closed beta test.
Compared with the early demo version and the offline trial version of BW and CJ events, we have made adjustments and optimisations from character modelling, map production, interface UI and other aspects.
After the end of the test, we are also working hard to fill in and rectify according to the suggestions of the magicians, hoping to bring you a more comfortable magic feast in the future~!
What changes will be made in the future is surely where you'll be most concerned, and backing off, I'm going to start highlighting them!
First, August test summary
In August closed test recruitment period, we deeply feel the enthusiasm of everyone, willing to participate in the test questionnaire accumulated 1W +, but due to the limited number of places, we can only bear the pain of screening, and ultimately in the whole network invited to 500 users to participate in this test.
After the opening of the test, the activity of everyone exceeded our expectations, with the help of players, we located 100+ BUGs, due to the limited space, we picked the fixed part of the BUGs with more feedback to show:
The infinite fire bug caused by fuse, we did multiple versions of fixes and are also monitoring every new version in an effort to eliminate the issue;
Fixed the case where Multishot + Magic Guide Book would cause the second Magic Guide Book to have no magic drain and no cd;
Fixed the bug where the Chase Bomb Curse would spawn bombs and explode when a character was unable to move through a map, recast, etc. Now when a character is unable to move, no chase bombs are spawned;
Lightning Dash series of bugs, now using Lightning Dash will not cause any blood deduction, at the same time, if you use Lightning Dash to dash out of the map, it will teleport back to the map;
Stored power series bugs, all of them have been fixed, at the same time, the mechanism of not being able to cross the map when storing power has been added;
Of course, for your comments, we also continue to make optimisation updates:
For example, the shortcut keys that everyone cares about, we have done the corresponding filling according to the collected suggestions, and you can explore in the future, and custom keys will also be iterated online;
Many players feedback want female protagonist, but taking into account the worldview, as the Chosen Son of the protagonist to replace the other NPC tour a little bit can not be said, so we had the bright idea to add a new transgender potion, not only retained the protagonist is still the protagonist of the setting, but also have a female as the protagonist. (Ahem, definitely not just let the protagonist female clothing.)


There are also many players feedback that the game does not have an invincibility frame setting, often a large pile of bullets paste up on the second, feel very uncomfortable. So we made up our mind and increased the invincibility time by 0.2 seconds.
We have also rewritten the logic after recasting magic, and in the future, there will be a better display when recasting, so as to avoid the occurrence of mistaken recasting;
NPC5, NPC6 and the new dress-up have been included in the design and production;
The grading of special effects after spell stacking will be better displayed in the future, and so on. For more optimisation items, please wait and see, Great Wizards!
In the future, we will also launch the test, you must remember to give us more suggestions on the intensity if you have the energy!
Second, the current version of the user Q & A answer
Q:Spell effect description is not clear enough, lack of attribute description.
A:Because there are too many attributes of spells, such as the number of bounces, the number of penetrations, duration, flight speed, recoil, knockback and so on. This kind of attributes all listed out may scare the new students, so we will not directly display in the spell panel, but we will display some of the attributes in the chart. Also for spells like Summoner Boo Boo that have too simple a description, we'll add a description of lifesteal and second damage. There are also some attributes that can't be understood even if they are displayed, such as Simultaneous Shot and Multiple Shots, which we will add a manual-like thing to describe in detail.
Q: Often players wonder why they can't release spells.
A: 99% of the time it's because of not enough mana due to stacking a lot of gain spells that add magic consumption. We will display the magic cost of the spells that have been changed, as well as the damage, scatter, blast, radius of effect, and so on.
Q: It's hard to understand the back panel of the staff.
A: Similarly, it would be very complicated to make this clear in the staff panel, so we'll make it simple with plot dialogue and explain it in detail in the manual.
Q: The boss damage-free room trigger mechanic is incomprehensible.
A: This is a tricky issue, there is always a need for some hidden elements in the game, and it would be a lot less fun to explore if every single thing was told to the player. But if most players feedback this problem, it means it's really a problem, so we plan to use the plot dialogue to briefly hint at it, and then no more hints after that.
Q: About the monster values rising off a cliff in Chapter Three.
A: We intend to address this in 2 steps, the first step is to nerf this cliff-like increase, and the second step is to offer multi-difficulty options like other games do, with a slight increase in values and introduction of more content in multi-difficulty. This is so that players encountering Chapter 3 for the first time won't be overly frustrated, and so that players who have cleared it will have new content to pursue.
Q: Some of the character additions are too strong, some are too weak, and the peripheral resources are overflowing.
A: This kind of problem is better solved, the strong weakened, the weak changed to strong ..... Resource overflow is better solved, because we also plan to do more periphery. (Please prepare liver protection tablets, ehehe.)
Q: The game's periphery has a sense of purpose.
A: The current periphery of the game is actually done rather roughly and doesn't give players enough sense of purpose and desire to replay, we intend to put in NPCs that can unlock spells to enhance the sense of purpose. We plan to put in NPCs that can unlock spells to enhance the sense of purpose, and increase the difficulty options to enhance replayability.
Q: The plot is better than nothing.
A: Currently, the plot is also rather rough, just focusing on advancing the process. We intend to increase the portrayal of character and the introduction of the worldview while advancing the process.
Q: Game Performance Optimisation
A: Originally we planned to use ECS architecture to do optimisation, but after fully understanding this technology, we found that by changing the architecture, the whole game is almost redone, and the time for the game to meet everyone is even further away. So we used a more traditional way to do the optimisation, and the performance is now almost doubled, although there will still be performance pitfalls at a later stage. In order to race against the clock, we decided to replace the ECS architecture while changing the content.
Q: Amount of game content
A: The amount of content we expect is still far from what we have in mind, we believe that the full game should contain 5 chapters, 100+ spells, and a smooth and lag-free gameplay experience. (Official version, not EA version)
III. Future opportunities to meet with you all
In order to keep you informed of our development progress, we have corresponding plans for September and October!
Exhibiting in September [Nuclear Fusion 2023 Beijing Station
September 9 (Saturday), September 10 (Sunday)
Beijing - Beiren Yichuang International Convention and Exhibition Centre.
Unsurprisingly, we plan to start a new round of beta testing at the end of September to validate the feedback and suggestions you've provided so far. At the same time, we will also participate in the Steam New Products Festival in October, and we hope you will support us!
Last but not least, we would like to invite all wizards to follow our official account and join the official gathering place. We will, as always, listen to players' suggestions and continue to improve the game to bring you a better gaming experience.
B station account: https://space.bilibili.com/3494364057701297
Official website: https://game.bilibili.com/magicraft
QQ Official Group 1: 851267023
QQ Official Group 2: 692422128
Add a wishlist and follow Magic Craft on Steam to receive the latest updates about the game's content!
Great wizards who want to participate in the online test can join our official group~!
We'll be waiting for you!
