Marvel Puzzle Quest R345 Release Notes (Week of Aug 17th)

Performance Improvements

We have continued to maintain our efforts on generally improving the performance of MPQ. For 345, we focused on what could be done to improve the initial load time, as well as attempting to reduce the number of softlocks and crashes the game experiences.

Optimizations to improve the initial load speed

  • We found that there were inefficiencies in the initial game loading, so we have utilized some more efficient and modern techniques for handling initial loading, as well as tightening up existing data structures to be more efficient, which we hope will also generally improve efficiency throughout the game.

  • We also found that during the initial load of the game, there were processes running that were causing the game to not only take longer to process the data, but was also using far more RAM than it should have. We have reduced the wastage in this initial load.
    (And who wants to waste RAM… in this economy. -Hadleigh)

  • Additionally, we have made changes to the general Saving and Loading of data to improve performance and filesizes. Marvel Puzzle Quest has been around for a while and technologies in this area have improved, so we’ve just brought this part of the game more up to the modern day.

Download Retries

In our investigation of performance issues, we found that there were a lot of instances where, due to MPQ requiring an active internet connection, the game would softlock or otherwise get into an unrecoverable state if an internet connection became unstable and the game quietly gave up on retrying.

While we can’t impact network stability, what we could do was at least have the game communicate that something had gone wrong, give players a chance to recover, and improve systems to stop the game from just sitting around without trying to do anything.

  • If the game is unable to download an asset, then a new Popup will be displayed allowing it to retry downloading the asset.

  • An error message is also displayed which explains what has gone wrong. If the text gets too long, a Copy to Clipboard button will become available to view the whole text.

  • Assets which must be downloaded will pop up with the error message immediately.

  • Any assets which the game can still function without (e.g. Images) will now show a Notification message in the bottom left corner of the screen showing that it will retry automatically.

    • If this continues to retry without succeeding, it will show the full popup. This will also provide an Ignore button. Pressing Ignore will stop the popup from showing up again for an extended period of time for any of these optional assets.

We are still investigating other areas to apply this to, because there are definitely other systems that get into a similar state.

UI

  • Added a loading bar to the Marvel loading screen to show loading progress

  • The loading percentages on the initial load screen should now be more granular, and more accurate showing the actual progress

  • Roster and Team Select sorting filters now have more fallback search criteria - e.g. if you have duplicate comics, they will be further sorted by:

    • Level
    • Then number of covers
    • Then number of shards

Miscellaneous

  • Removed BCS logo from the loading screen

Bug Fixes

Gameplay & Heroes

  • Rebalanced characters - including those from pre-344 release (e.g. Green Goblin (Norman Osborn)) - should no longer have health or healing issues:
    • Characters whose max health was increased - if they were full health in the Team Select screen, they will be at full health in the Battle screen, not pre-damaged
    • Characters whose max health was decreased - using health packs will heal them to full health, not partially heal them, or waste health packs with no effect
  • A few less issues with the new character headshot images:
    • The headshots of non-playable characters are no longer missing
    • Team Up character headshots are more in-frame now, in the pre-battle Versus screen.
  • Mojo (Mojo Master)’s Drama tiles will render as Drama tiles in a battle with Mephisto (Lord Of Hell), not (sometimes) Hellfire tiles.

UI

  • Added gradient behind season pass time remaining for visibility
  • Fix white box when viewing supports equipped to no characters
  • Tutorial prompts should be appearing again.

Performance

  • Fixed the images needing to reload and redraw if it has already been loaded before

344 Character Bug Fixes

Note: The following were all fixed during the live release of 344 via data patches and are summarized below.

Hero Fixes:

  • Teams at full AP in their strongest color won’t lose AP when making matches in that color while Celestial BrawnBuster is on the board.
  • Doop (Green One)’s Crescent Darts ability description says the number of turns rather than NumTurns.
  • Spider-Horse (Widow) has the Spider-Verse affiliation.
  • Spider-Man (Original)’s number of stun turns now increases by 1 at ability level 3.
  • Doctor Octopus (Otto Octavius) now has the Spider-Verse and Spider-Foes affiliations.
  • Arnim Zola (Digital Scientist)’s Head Of The Hydra ability no longer changes from Black to Green.
  • Scorpion (Brand New Day)’s face is visible in the team-up image.
  • Ghost (Quantum Thief) has the Thunderbolts affiliation.
  • Boomerang (Frederick Myers)’s Major League Pitcher ability now:
    • Activates for allies, not just Boomerang.
    • Reduces damage dealt from the initial attack.
    • Does not rebound damage, including when Downed.
  • Miles Morales (Spider-Man) and Miles Morales (Spider-Fit) have the Spider-Friends affiliation.

Other:

  • The tutorial hand on the Roster screen points to the comic, rather than above and to the left of it.
9 Likes

No mention of sound improvement?
Or a way to disable the new 344 tactile/touch sounds. (besides mute all sounds)

I really hope that:

“Fixed the images needing to reload and redraw if it has already been loaded before”

Is the performance issue that was introduced in 344.

Maybe they fixed the download assets issues never completing, not really clear?

Improving performance, removing soft-locks and crashes are always appreciated.

4 Likes

The R344 Character Bug fixes had no mention of all the issues introduced to the “buffed”characters such as Luke Cage or Venom. Or the ascended versions being weaker than the base versions.

Fix when?

4 Likes

The fact they call it Comics, rather than Covers, shows to me how much opportunity space there still is for the Devs to be part of our community and understand our shared language (plus, you know, play the actual game.)

5 Likes

Sounds good so far but will wait till we See how it works out

Firstly, sounds like a lot of work has gone in to bug sorting. Thanks for that, team! Enjoy a nice cool [beverage of choice] over the weekend!

Secondly, almost definitely reading too much into this but is Doctor Strange in the banner a clue to the next heroic affiliation?

1 Like

Are there any planned character rebalances coming with this release? Or are they on hold until 346?

I ask because we lost power for the most commonly boosted toons (1-5s etc) and from May, leaving the meta space mostly filled by boost toons when decent (not many are) or SamJuggs. So many SamJuggs teams. I thought that was a nerf target.

Also simulator sure has a lot of Chasm now, thanks to the Cart fix, and you can’t avoid the stuns anymore.

Thanks for that. (YES I KNOW. SIMULATOR IS ONLY FOR FARMING. This is an utter design failure if that’s all a whole season long PVP mode is good for. Also I don’t have M’baku because I assume he’s getting nerfed too.)

Oh, that’s not fair. Simulator is also for completely ignoring, which I’ve been doing for like 5 or 6 years and will continue to do forever unless they change something up.

Pick-3 is a terrible format in general, and PvP without boosted characters is just boring.

6 Likes

Same here so glad I gave up on that. Just PVE/boss events and puzzle ops and I’m good

I want it to be a cool place to try different combos but that probably requires locking out the meta guys and no one will do that.

So it’s mostly just boring and annoying instead. I do the 50 wins and try to have a little fun with weird winfinite teams when I can, but Chasm ubiquity makes that a lot harder to do.

1 Like

Wait… if we cant try different combos there, what the heck have I been doing all this time?!

2 Likes

Wait until all your supports are maxed. Skipping Puzzle Ops is the best feeling in the game.

4 Likes

I like playing Shield SIM on the last few days coz of all the 75 points targets I can use to bump up my season score. Pick 3 has always been rubbish apart from that, same slog of same teams.

1 Like

Yeah, after fixing the cart support I’d say I’m seeing about 1 team in 7-8 that don’t have Chasm on them. The numbers are probably reversed while the cart was bugged, I’d usually only see Chasm once every 10 fights or so. I don’t think that comes as much of a surprise to anyone here.

I only do the last two Puzzle Ops nodes which isn’t so bad, the ones this time were a walk in the park.

Like a lot of stuff in MPQ, Puzzle Gauntlet was fun the first few times, but it’s ruined by endless repetition. If the puzzles got refreshed every so often it’d be fun. As it stands, I’ve done all of them so many times that it’s just boring. I’d probably be skipping it even if I needed the rewards.

I like puzzle gauntlet. Its one of the few places I get different win conditions and other than the occasional frustrating 1v1 nodes I find it refreshing.

I’d also love new conditions of course.

KGB

I’m definitely on the opposite end of the spectrum. Can’t stand it and frustrates me to no end. I know the game itself is RNG but PG takes it to the Nth level and I personally don’t enjoy it at all. Glad it is there for those who like it and I can just ignore it.

3 Likes

I suspect this is because of where you and I are in the game. As a 550 player im guessing all your battles in PvE and PvP are done in 2 or 3 moves tops. That includes winfinite when needed.

Mine on the other hand are not. Its not uncommon now with May nerfed for a PvP battle to take 5 to 8 moves and a CN in PvE to take double or triple that. I find in that time that about 50 percent of battles suffer brutal RNG like cascades to crits or the AI firing some health pack needing power with next to no health left. So for me RNG is awful in regular battles and not bad at all in puzzle quest.

KGB

quick comment in here (before I get to my other thread I need to edit and readdress)

r345’s patch notes are just intended to share a summary about everything in this client build specifically and call out anything else we fixed between updates (r344>345)

Any mention of character balancing we will address separately to patch notes.

The issue with hero health is intended to be resolved before we do anything else with character balances. Currently, we are hoping to have that fix go out in r346.

helps if i post in the correct thread!

2 Likes