Hey Wizards! We hope you're doing well and having a nice year so far. We're excited to share some updates with you all. We have been hard at work making improvements to the game and we're thrilled to share what's coming your way! Firstly, we're introducing some much-anticipated quality of life upgrades. We've heard your feedback and are working on adding new passives that will bring fresh gameplay elements to Fictorum. In addition, we're making passives permanent, so you can fully embrace your character's progression and build them up to their fullest potential. But that's not all! We understand the importance of inventory management, and we're taking steps to address it. We're working on inventory stash upgrades to provide you with more storage options, making it easier for you to collect and manage your loot without the hassle. And for all you Fictorum adventurers who love a challenge, we're also focusing on boss upgrades to keep you on your toes and bring even more excitement to those encounters. We want to acknowledge that development has been challenging for both of us, as we've been balancing our day jobs, families, and our passion for Fictorum. We appreciate your patience and understanding as we work diligently to bring these updates to you as soon as possible. Your support means the world to us, and we're committed to making Fictorum the best it can be. We're grateful to have such an amazing community, and we're excited to continue this journey with you all. We're dedicated to making Fictorum an even more immersive and enjoyable experience, and we can't wait for you to experience these improvements firsthand. Thank you for your continued support and feedback. Stay tuned for more updates, and as always, happy gaming! Stay magical, Chip & Greg
[ 2023-04-07 02:11:59 CET ] [ Original post ]
Hey wizards! We've been quiet for a bit over the summer, we hope you've had a great one so far. We've been gradually working on a decent sized patch with some good quality of life enhancements and bug fixes.
Enhancements
- You're now able to rotate the Fictorum in the character customization menu
- The tooltip for ability/passive extraction on the enchanting window will now clearly convey the extracted item's name, description, and quality
- Ability cooldown bars are now slightly transparent and are slots are fully shown when the ability is castable
- The Shaping Bonus attribute no longer has any negative effect on runes
- Efficiency runes now scale with Shaping Bonus
- The mana cost for Multishot has been reduced
- The mana cost of Spread runes has been increased
- Channeled spells will now properly damage shield spells
- Haven's spell effect has been optimized
- Channeling templates will now use caster time dilation
- The Fictorum is automatically put back on his feet when teleported out of the miasma
Bug Fixes
- Fixed a bug with rewriting history that would put you on the wrong location in some instances
- Fixed a bug with summoned sentinel towers that would prevent aegis crystals from being automatically destroyed if the tower was destroyed quickly enough
- Efficiency, Blood, and Stamina scale better with shaping bonus
- Fixed the indestructible bridge pieces on the Inquisition Swamp map
- Fixed the floating nexus on the Winter Peak Town map
- Cone spells have been updated to scale more consistently with range and radius
- Defense attributes will now turn red when negative in item tooltips
- Fixed a bug that would cause inconsistent inventories from stores after moving to a new location
- The mouse cursor will be displayed properly with all resolutions
- Falling into the miasma pit in the center of the final level will properly teleport the character out of the miasma
- Fixed a bug with fire damage over time that would prevent the debuff icon from disappearing
- Changing the observer default speed text field will now update settings properly
- Fixed a bug that would cause error sound effects by equipping a passive scroll
- Fixed a bug that would cause a control lock if there is a conflict in the control mappings menu
- The Grathia quest will no longer auto complete at the start of the level
- Traps can now be triggered by rolling projectiles (Tremor and the like) and projectiles that only deal point damage
- Damage popups will now scale with time dilation
- Fixed a possible crash with piecing spells
- You can no longer spam healing while resting to regain full health during a rest
- Lights inside buildings will be properly destroyed with the structure
[ 2022-08-16 03:33:59 CET ] [ Original post ]
Hey wizards!
There was an issue with it that would cause improper loading of the settings file in v2.2.8. There is a chance that the file was corrupted in the process. As a result, we've added a couple of checks to prevent this from happening and help with recovery if it does.
If you were affected, please see this for help and if reach out to us if you need extra support.
[ 2022-04-30 03:25:27 CET ] [ Original post ]
Hi Wizards. My sincere apologies, v2.2.8 introduced some serious errors that could cause progress loss. We have reverted to v2.2.7 and are working on some automatic recovery methods for v2.2.9. If you've had issues on the first ever load of the game, it should have no issues on this version. If you've played before AND encountered the fatal error, you are in at risk of losing data. Please hold off until v2.2.9 is officially out (this weekend at the absolute latest) to play the game. I'm sorry for this bug, it was completely unforeseen and we're working on it. Thank you for your patience.
[ 2022-04-28 04:16:20 CET ] [ Original post ]
Hey Wizards, I hope you are having a great week so far! steamhappy Here are a few fixes for the latest version of Fictorum:
- If a spell collision radius is larger than spell radius, the spell radius will be increased to the collision radius
- Fixed a bug that would occasionally prevent certain destructibles from going transparent when in front of the camera
- Cull distances for castle walls have been increased
- Airwing will now have wings
- Fixed a bug on the main menu that prevented character colors and inventory from loading properly
- Massive runes will now affect Downvote
- Fixed a bug with dash that would occasionally cause unlimited flight
[ 2022-04-26 00:59:14 CET ] [ Original post ]
Hey Wizards! We're ready to put our largest content patch in two years into your hands! This patch has eight new runes that can drastically change how your spells work! Additionally, multiple runes of the same type are now allowed in the same runeset. Plus, we've added many quality of life upgrades!
Major Changes
New Runes
Blood Damage is vastly increased, but health will be used instead of mana to power the spell
Stamina Damage is vastly reduced, but stamina will be used instead of mana to power the spell
Drain A portion of spell damage is leeched as energy
Implosion Deals a percentage of radial damage every .1s
Doom Spell is automatically cast when you kill someone, but can no longer be directly cast
Wrath Spell is automatically cast upon hitting an enemy, but can no longer be directly cast
Pain Spell is automatically cast upon being hit, but can no longer be directly cast
Fury Spell is automatically cast along with any other spell, but this one can no longer be directly cast
Runeset Changes
Multiple runes of the same type are now allowed in the same runeset! Ever wanted to have 50 multishot fireballs? Well, now you can!
Minor Enhancements
- Rune mana cost is now applied based on the amount shaped (initial rune power for base cost and current shaping amount for channeling)
- The tutorial is now skippable and, once skipped, opens a quick tips screen showing the key features of the game
- The time between key presses to toggle flight/vault has been reduced from <=.5s to <=.2s
- Added a Toggle Flight hotkey
- Dash has been overhauled to have better aiming, better animation, and smoother movement
- Incendium's mana cost has been reduced 20-->13
- Rune negative values will no longer roll beyond the maximum negative amount
- Added a Purge History button in the developer menu which will erase the character history in order to reduce load time
- Magic, Rare, and Unique runes have smaller, more appropriate stat ranges, making them more consistent
- Chain rune strength increases will now diminish the damage loss for chain reactions
- Trap runes are now compatible with projectile spells
- Nova runes are now compatible with projectile spells
- A new perk is available for selection
- The ending credits can now be skipped
- Automatically generated runesets will now pick runes of the same type as a last resort
- The reduced channeling cost grace period for projectile and area spells has been reduced from .5s --> .2s
- The grace period of draining health once mana has been depleted has been reduced .5s --> .25s
- Walking momentum is kept when flight is toggled and vice versa
- Concentrate, Efficiency, Magic's Reach, Bounce, and Massive runes have been rebalanced
- Base elemental projectiles created by Chaos, Order, and Spiral will now include damage bonuses
- Spell slots will visually update when they can and can't cast be cast
- You can no longer equip/unequip an item that would reduce your health or mana to 0
- There is now no maximum essence cost for disenchanting and purchasing items
Bug Fixes
- Fixed a bug that would prevent movement while in observer mode
- Fixed a bug that would cause enemy weapons to float in mid-air if their wielder was killed mid-swing
- Cancelling Spellblade no longer spawns a persistent glow
- Fixed a bug for the Bulwark that would cause Sentinel runes to increase channeling cost
- Fixed a bug that would prevent clairvoyance during the Brazmek boss fight
- The playthrough statistics screen will now show value ranges for magical-unique runes
- Map location focusing on the world map with gamepad has been significantly improved
- The fictorum is no longer invisible after toggling observer mode while using the first person camera
- Inventory camera transition has been slightly improved
- Reward choices now have a substantially lower chance of spawning exactly the same item
- Fixed a bug that could cause inconsistent event selection behavior when overlapping the inquisition legion
- The cast animations for Candy Cane and Snowball have been improved
- Fixed a bug that would clear falling lateral friction and flying breaking deceleration after flying
- Familiars and Sentinels will now properly target summoned shamblers
- Fixed a rare bug that could cause a crash when destroying a physics-simulated piece of loot or furniture
- Chlorobeam no longer knocks down trees
- Fixed a bug that would prevent Echo runes from working with Area spells
- Familiars can no longer affect the player with their spells
- Fixed a bug that could cause staircases within castle structures to float in midair
- Chaos on Chlorobeam will no longer only hit the ground in front of the player
- Fixed a rare bug with the enchantment window that could cause spellcasting to be locked
- Projectile rune interactions have been standardized for Pierce, Bounce, Trap, Chain, and Echo
- Adds will now spawn with the proper material during the balmur fight
- Sentinels will now properly fire roller projectiles (Fire Wave, Tremor, etc.)
- Fixed a bug that would prevent Master Modifier from triggering
- Fixed a bug that could cause bosses to permanently target a sentinel or familiar
- Fixed a bug that would show improper mana values when a penalty to mana was applied from a passive
[ 2022-03-29 13:22:10 CET ] [ Original post ]
Hey Wizards! We've got (what we hope is) our last update to beta before our release of v2.2 on Tuesday!
Patch notes
- The tutorial is now skippable and, once skipped, opens a quick tips screen showing the key features of the game
- Certain starting titles will receive the Arcane Inflexibility passive which prevents usage of Blood and Stamina runes
- Caeleste will no longer dash off the map during his second phase
On the hunt for an error
We've been tracking an issue that will cause a Fatal Error, but still allows you to play so long as you don't click the Close Application button on the error. We haven't been able to replicate it, but if you encounter this bug, please let us know what spells and runes you were using, along with any other useful information that happened before the error so that we can try to get this resolved. Enjoy! Feel free to reach out if you have any feedback or issues.
[ 2022-03-27 22:26:54 CET ] [ Original post ]
Hey Wizards, We've just updated our beta version to v2.2.5! v2.2 is stable and all of the major features are complete at this point. We are just cleaning up a few minor bugs over the next week before release on March 29th. If you're willing, there's a few things we'd like to ask you all of you magical folks. [olist]
Patch Notes
- Chlorobeam no longer destroys trees (for real this time)
- Walking momentum is kept when flight is toggled and vice versa
- Invigorate casting is no longer allowed while casting a channeled spell
- Map location focusing on the world map with gamepad has been significantly improved
- Dash has been tweaked to have less gravity while dashing
[ 2022-03-22 13:12:56 CET ] [ Original post ]
Hey Wizards! This is a teeny beta patch fixing a few things that were broken in v2.2.3 and added a few new things in.
Patch Notes
- Interaction pop-ups are no longer blank for keyboards
- Incendium will work once again
- Fixed a bug that would clear falling lateral friction and breaking deceleration after flying or dashing
- Dash has been overhauled to have better aiming, smoother movement, and better animations
- Added a Toggle Flight hotkey
[ 2022-03-19 19:12:01 CET ] [ Original post ]
Hey wizards! We've got another beta patch ready for you to break. steamhappy Also, we have exciting news: Fictorum v2.2 will be officially releasing in two weeks on 3/29! We are stoked to finally have this patch in your hands! v2.2.3 Patch Notes
- Enchanting has been reworked to be more favorable for new runes
- Spell slot UI widgets have slight visual improvements and will now properly show as castable when you have the required energy
- Projectile rune interactions have been standardized for Pierce, Bounce, Trap, Chain, and Echo
- Fixed a bug with roller projectiles (like Fire Wave and Tremor) and Trap
- All passive runes will properly have an accuracy shown
- Fixed a UI visual bug with ability enchantment
- The time between key presses to toggle flight/vault has been reduced (<=.5s to <=.2s)
- Fixed a rare bug that could cause a crash when destroying a physics-simulated piece of loot or furniture
- Chaos on Chlorobeam will no longer only hit the ground in front of the player
- Familiars can no longer affect the player with their spells
- Chlorobeam no longer knocks down trees
[ 2022-03-16 04:03:08 CET ] [ Original post ]
Hey Wizards! v2.2 is coming along and our bug lists are getting shorter and shorter! Here's are patch notes for the latest beta version:
- Familiars and Sentinels will now properly target summoned shamblers
- Incendium's mana cost has been reduced 20-->13
- Added a Purge History button in the developer menu which will erase the character history in order to reduce load time
- Fixed a bug with Familiar rune that would cause accuracy rating to decrease with rune power
- Shaping values are no longer reversed for initial and max on tooltips
- Final images for new runes have been added
[ 2022-02-15 02:26:30 CET ] [ Original post ]
Hey wizards! We've just updated our beta version to v2.2.1b. Patch Notes:
- Hotkey icons for spell slots are now fixed for gamepad
- Magic's Reach rune tooltips are fixed in playthrough statistics
- Magic's Reach can once again be applied to projectiles
- Targeting has been improved for roller projectiles with a Nova rune
- Negative knockback numbers wih properly show on tooltips
- Spells using a Blood rune are no longer free for the invulnerability period at the start of a level
- The percentage loss for Chain Reaction runes now only applies to damage, radius, and collision radiusAll other spell effects are unaffected
- The Fictorum will no longer be invisible when observer mode is toggled while in first person
- Passive runes will now appear properly in used runes statistics
- Familiars and Sentinels will no longer cast channeling spells from the Fictorum
- Fixed a bug that would cause spells with Wrath runes to trigger spells with Wrath runes
- New rune descriptions and tooltips have been improved for clarity
- Fixed a bug that would cause store runes generated prior to v2.2 to be missing bonuses
- Pierce is no longer mentioned twice on meteor
- Implosion screenshake has been significantly reduced
- Invigorate is now properly increasing mana regeneration rate
- Fixed a bug that would prevent the Master Modifier achievement from triggering
- Master Modifier and Master Wizard achievements will now attempt triggering on the title screen
[ 2022-02-06 15:26:20 CET ] [ Original post ]
Hey Wizards! We're ready to put our largest content patch in two years into your hands. This update includes eight brand new runes, updated rune balancing, and allows multiple runes of the same type to be applied to spells! We hope this will open up new playstyles and creativity for you! If you'd like to try out the update, follow these instructions. Enjoy! Feel free to reach out if you have any feedback or issues.
[ 2021-11-21 23:54:41 CET ] [ Original post ]
Hey wizards, This is a small patch to fix some issues we created in v2.1.16.
- Fixed a serious bug with Construct Specialty that prevented Sentinels from attacking
- Fixed a serious bug that gave standard enemies a massive health boost on New Game+ playthroughs
- Fixed a bug that made bosses able to be repeated on expanse mode
- Fixed a bug that would hide the Fictorum's skin on the title screen if the game was previously played in first person
[ 2021-10-20 02:41:49 CET ] [ Original post ]
Hey wizards! We have an exciting new update to Fictorum to share with you. This includes overhauled spell and rune tooltips for increased transparency!
Major Change
Previously, our rune and spell tooltips were fairly vague, leaving the final calculations up to speculation. We've received a couple of questions about this and thought it could use some improvement. Now, all runes and spell tooltips will clearly show their contributions to final spell output. You can also hover on shaping runes to show initial and maximum shaping output with all shaping bonuses applied or hover on spell slots (beneath equipped spell tomes) to view the overall spell with runes applies.
You can also enable Show Shaping Details in the settings menu to view the contributions dynamically while shaping.
v2.1.16 Patch Notes
- Spell and Rune tooltips have been overhauled to show more detail and transparency in their contribution to overall spell output
- The mana cost increase from spell enchantments has been removed
- Chain, Pierce, and Spread runes will now have greater output on area spells
- New Game+ changes: On each additional playthrough, boss damage has been increased (50->100% per playthrough) and health has been increased (slow exponential curve)
- The number of loot drops from enemies have been increased for all difficulties except Reese Mode
- Cast frequency has been increased for storms created by Storm runes
- Upon continuing after defeating the Grand Inquisitor, your playthrough history will be automatically consolidated to reduce load times
- Your history save will automatically be recreated if you have manually deleted it
- The Mythril Signet unique has been improved
- Radial damage will now be shown from the killing spell in damage popups if an enemy dies from point damage
- Rintara's Familiar has been substantially weakened and his Plasma Ball no longer has Chain Reaction
- Chain Reaction is properly reducing spell damage by 30% after each hit
- Fixed a bug that would occasionally prevent radial damage from being applied to enemies directly hit by a projectile
- Fixed a bug that would show blank items in reward choices
- Fixed a bug that could cause spell radius to go negative
- Fixed a bug that would cause Invigorate to grant 900% mana regeneration instead of 300%
- Shamblers are now fooled by Decoy
- Character details will now load properly in Run History
- Fixed a bug that would occasionally load the last viewed void character on startup
[ 2021-10-10 18:54:22 CET ] [ Original post ]
This is another quick update to address a recently introduced bug. Patch Notes for v2.1.15
- Fixed a bug that would allow new and incomplete passives to spawn on items
- Fixed a bug that would allow spellcasting and movement before the loading screen had faded
[ 2021-09-21 14:31:13 CET ] [ Original post ]
Hey Wizards! This is a lighter patch, mainly to address an issue with summoned added that was introduced with v2.1.13. Patch Notes for v2.1.14
- Fixed a bug that prevented bosses (like Giama and Balmur) from spawning additional enemies
- Mana Threshold has been removed from the game and will be converted into % Damage goes to Mana instead
- Continuing into further chapters after defeating the Grand Inquisitor will grant the character a cumulative +2.5% attribute bonus to future runes dropped (up to a maximum of 100%)
- Runes will consistently roll rarity in later chapters, instead of eventually only being unique
- Corrected a bug that would cause incorrect data to show in the character details panel
- Decoy with a High Explosive rune is no longer disappointing
- Weather will no longer disappear after using observer mode
[ 2021-09-15 11:53:26 CET ] [ Original post ]
Hey Wizards!
With the summer drawing to a close, Chip has returned from his break and is back to development (when his day job and fianc allow it)! This latest patch includes an overhaul of damage tooltips and an minor improvements to the Grand Inquisitor battle.
Patch Notes for v2.1.13
- The grand inquisitor AI has been improved, a few new long range abilities have been added, and the arena has been revamped to deter exploits
- Damage popups are cleaner, easier to read, and have a substantially longer view distance
- Moving out of bounds of a level will prefer rescuing the player in exchange for health (much like moving into Miasma) over killing them outright
- Frenzy's boost to cast/attack speed has been reduced (50->25%)
- Fixed a bug that would cause inconsistent mana drain while viewing with the observer camera
- Fixed a bug that would prevent some building materials from becoming transparent
- Max essence has been changed from 500,000 to 999,999,999
- Fixed a bug that would make extracted active ability scrolls are dependent on cast speed
- Fixed a bug with faster spells that would occasionally cause the player to be hit by their own spells
- Damage scaling will now properly occur with transcribed weapon abilities
- Fixed a bug with the inventory that could lose controller focus in rare instances
- Building pieces will no longer go transparent while in first person
- Passive ability scrolls can no longer be transcribed
[ 2021-09-08 03:11:52 CET ] [ Original post ]
Hey Wizards, Hope you all are having a great weekend! Here's an update to handle some lingering issues from v2.1. Patch Notes for v2.1.12
- The game version will now appear on the bug logger
- Fixed issues with using Witchslap and Spellblade
- Fixed a movement lock that could occur with Spellblade and Blink Strike
- Revived enemies will now show up as blue while using clairvoyance
- All bosses can now target the Fictorum through rock walls, glaciers, and other obstacles
- Fixed an issue with bolt spell VFX when being cast via Storm, Familiar, and Sentinel
- Fixed a rotation bug that would occur when flying into the Miasma
- Enemies will no longer spawn within a rock on the Inquisition Swamp map
[ 2021-05-08 17:34:44 CET ] [ Original post ]
Hey wizards (including the 18,000-ish new ones!),
We are completely overjoyed with the outpouring of feedback, bug reports, and reviews from our new players over the last week! Thank you so much for the suggestions and helping us make our game even better. steamhappy
I forgot to mention this in our previous announcement, but a MASSIVE, HIGH EXPLOSIVE THANK YOU to all of our v2.1 beta players! Being the small, but mighty team of two that we are, we simply could not deliver quality patches without your crafty experimentation, dedicated playtesting, and detailed bug reports.
We appreciate you so much.
Patch Notes for v2.1.11:
- Navigating the Expanse world map with a gamepad will be substantially better/easier
- Inquisition legion at a location will no longer override a boss
- Closing the game or returning to the main menu after clicking to move to a map location will no longer prevent the event from loading
- Bosses on expanse mode will no longer show the reward event twice
- Revived enemies will now get their weapons back after being revived
- Fixed a bug that would instantly end an expanse chapter after choosing to start another chapter
- Fixed a bug that would allow the player to go any clicked location regardless of distance on expanse mode
- Fixed a bug that would caused rubble to be permanently transparent
- Banish's implosion radius has been reduced from 250 --> 125, but will now properly scale with radius modifiers
- Receiving small amounts of Miasma damage over time will return the player to safety
- Fixed various untextured models in the lumber mill, castle roofing, and tavern flooring
- Fixed a bug with Blink Strike that could cause the Fictorum to be stuck in the ground
- Defend quests will now have the Aegis disabled
- Sentinel + Storm will now properly work with Meteor
- Filled a hole on the Bridge Network level
- Trees have proper destruction effects
- Channeling spells in first person will properly follow the reticle
- The inventory tooltip will properly adjust to avoid being offscreen
- Once a tree is destroyed, all collision is removed from the debris
- Motion blur no longer breaks observer
- Roller projectiles (like Tremor, Fire Wave, and Megalith) will navigate hills better and will more closely follow spell targeting
- Fixed a bug with observer that would prevent repossessing the Fictorum
- Blink strike's targeting VFX have been improved
- The reduced casting mana cost period for non-channeling spells has been reduced from 3 seconds to .5 seconds
[ 2021-04-26 03:05:45 CET ] [ Original post ]
Hey wizardsthank you for all of the feedback and responses to Fictorum v2.1! We've been keeping track of all of them and are working hard to deal with bugs as they arise. Here are the patch notes for v2.1.10
- Fixed a serious bug that would cause Aspirants to heal each other on lower difficulties
- Fixed a visual bug with the lumber mill
[ 2021-04-20 07:02:16 CET ] [ Original post ]
Hey wizards, We've just released a brand new patch to Fictorum! This one was primarily focused on performance and quality of life fixes, but there's a bit of new content in there too.
Major Improvements
New accessories are available and can be unlocked
You can now unlock accessories based on the number of titles you've unlocked. We've also added in a few new ones, specifically one that we probably should've had at release.
The third person camera has been significantly improved
We've received a bunch of feedback on our third person camera and we've worked hard to improve this. It's now faster, adjusts better to the environment, and will do it's darnedest to stay out of the way of your current spell. In addition, we've nixed our adjustable indoor boom and now use indoor transparency trackingmeaning your camera boom length will no longer need to adjust when entering houses.
A new statistics window has been added to the main menu
We wanted to provide you with more about your progress in the game and a tool to assist you with getting some of the more difficult achievements unlocked (like Master Modifier and Master Wizard). So we created this new statistics screen that shows the number of playthroughs, victories, losses, spell usage, and rune usage!
Enhancements
- Upgraded our Unreal Engine version from 4.18 to 4.25
- Falling deep enough into the miasma will teleport player back to a safe position on lower difficulties
- Spellblade and Blink Strike can now be charged. Damage will scale from 33% damage to 100% damage over 2s.
- Concentrate will now reduce area and collision radius
- The hard cap for damage taken from mana has been increased from 75% to 100%
- Stat descriptions have been added to the character details
- Roller spells (e.g. Tremor, Fire Wave, and Gust) velocity will be boosted by 50% of player forward speed
- All standard projectile spells have a minimum velocity clamp of 125% of the player's forward velocity
- Doombolt's damage has been doubled
- Flamethrower has been reworked and is significantly better
- Aspirant channeling spells have been nerfed
- Successive, rapid hits of rubble damage are ignored
- It is now much more obvious when on map locations when the Inquisition will arrive
- Flash's Thunderhead Arrows will now be slightly slower have less Spread applied
- Previous/next spell can now be bound to hotkeys
- Tooltips will appear for starting title buttons while using gamepad
- Sell cost will appear for equipped items on equipment comparisons
- Game mode tooltips will now have more information
- New items and affixes have been added that will affect arcane bonus damage
- A backup of the settings file will be created upon opening the main menu and loaded if there are issues with the primary save.
- Discord button has been added to the main menu
- Passives will now display on the Character Details panel
- Storm runes will now provide a significant bonus to maximum range
- Familiars and Sentinels will now shoot at quest targets
- Initial mana costs have been lowered by 50% for channeling spells
- Loading in between levels will have better fade in/fade out and more consistent load progress
- Extra clarity added and action required for Delete All Starting Titles
- Forsaken archers will have less seek applied to their Eldritch Blasts
- Familiars cast times will now scale with familiar rune strength
- Touching enemy shields (Talisman and Phalanx) will no longer yeet the player off the map
- The Bulwark starting title has been reworked
- Rising Shadow's cooldown has been reduced 7->5 seconds
- Burrow's channeling cost has been reduced from 60->25 mana/sec
- The opening splash screen has been removed
- Sparkwhip will no longer launch bosses and will only launch champions under 50% health
- Eldritch Blast's description provides more useful information about the spell
- It's no longer possible to make spell radii too small to deal radial damage
- Storm has a higher spawn weight at the center
- Targeting opacity can now be adjusted from game settings
- Storms have a faster cast frequency and a ludicrously high maximum input (have fun!)
- Events will no longer occur within the same chapter
- The event tooltip will display that the final battle will have the inquisition legion
- The game will be saved after selecting all rewards from an event
- Channeling sentinels with annihilator beam have an easier time aiming at sentinel towers
- First reachable chapter locations will now always be unavoidable combat
- Destroying a house with items inside will now give full disenchant essence amount
- The blizzard event has been tweaked for clarity
- Annihilator Beam's VFX have been improved
- Sentinels are now immune to self harm
Bug Fixes
- Cast actors + non-offensive spells will work properly
- Fixed a bug that would cause softcore players to enter a soft game lock when dying from an event
- Fixed a bug that would cause defense goals to still show in clairvoyance after completing the location's quest
- Canthick's miasma has been lowered
- Hidden chests will no longer spawn empty
- Fixed a bug that would cause a strong character rotation offset if the player was knocked down while flying
- Fixed some oddly rotated decorations in town halls
- Cyclone, skull grenade, and arcing ball's visual effects will properly scale with collision radius
- Fixed a bug that would occasionally cause enemy weapons, bows, and shields to float in midair after death
- The shaping triangle UI will now properly update visuals for all spell schools
- Most instances of floating objects remaining after destruction will no longer happen
- Fire Beam sound effect volume has been increased
- Fixed a bug that would cause fall damage if landing while shaping, slowed, or regenerating mana
- World map music will fade out when killed by an event
- The Fictorum's head will no longer be visible through the helmet of shame
- Destroyed doors no longer have stone-like visual effect
- The inventory can no longer be opened while traveling to a new world location
- Sentinels, Familiars, and Storms no longer care about draw time for arrows, airblades, and windshots
- Fixed a bug that would prevent the Grand Inquisitor from floating in phase 2
- Fixed a bug that would cause certain bosses to permanently aggro a sentinel or familiar if it was cast fast enough
- Fixed a casting lock that could occur when casting certain spells after Rising Shadow
- Incendium will properly delay its explosion after a chain reaction
- Invigorate's visual effects will show properly and the animation has been improved
- Fixed a bug that would prevent removal of items
- Fixed a bug that would prevent the inventory background from fading on the world map
- Burrow will no longer lock jumping if cancelled before hitting the ground
- Fire manifestations will properly despawn
- Rintara's Battleground and the tutorial has had some landscaping done to fill holes
- Pressing the directional keys on the map will no longer switch spells
- Storm and Chaos will now properly work together
- Fixed several issues with Blink Strike
- Fixed a bug that would occasionally load the wrong spell slot icons on the world map
- Fixed a bug that would prevent some items from being sold or disenchanted
- Fixed a bug that would occasionally cause projectile shields block friendly spells
- Spells should no longer block the third person camera
- The poorly scaled fullscreen issue has been resolved (we think)
- Projectile spell VFX and meshes (like spears) will properly scale with collision radii when cast from NPCs
- Sparkwhip's lasso effects will properly stop on landing
- Mastery achievements, Master Modifier, and Master Wizard will properly trigger once achieved
- Trees move more predictably when receiving hits and while falling
- Gamepad focus has been improved across all interfaces
- Using gamepad shoulder buttons to change spell on the world map will work better
- Javelin and arrow have had their collision radii reduced
[ 2021-04-19 13:35:06 CET ] [ Original post ]
Hey wizards! We have some exciting news... v2.1 will be released on 4/19! This patch will include loads of performance improvements, quality of life enhancements, bug fixes, and even little bit of new content.
Here are patch notes for v2.1.7b:
- Gamepad world map focusing is much more accurate and will cause fewer issues
- Sentinels are now immune to self harm
- Javelin and arrow have had their collision radii reduced
- Using gamepad shoulder buttons to change spell on the world map will work better
- Destroyed sentinel crystals will properly cause sentinel towers to be ignored with clarivoyance
[ 2021-04-17 23:11:30 CET ] [ Original post ]
This is a quick fix to handle something found by our amazing beta players. Here are patch notes for the latest update:
- Non-offensive spells will properly be used by Sentinels and Familiars
[ 2021-04-14 05:05:16 CET ] [ Original post ]
Hey wizards! Our beta has been updated to v2.1.5b! We are expecting this to be the final beta update for v2.1. If all goes accordingly to plan, the release version will solely be removing the "b" from the version. Here are patch notes for the latest update:
- Sparkwhip will no longer launch bosses and will only launch champions under 50% health
- Eldritch Blast's description provides more useful information about the spell
- It's no longer possible to make spell radii too small to deal radial damage
- Storm has a higher spawn weight at the center
- Projectile spell VFX and meshes (like spears) will properly scale with collision radii when cast from NPCs
- Sparkwhip's lasso effects will properly stop on landing
- A targeting opacity control has been added to the game settings
- Storms have a faster cast frequency and a ludicrously high maximum input (have fun!)
- Events will no longer occur within the same chapter (and possibly longer)
- The event tooltip will display that the final battle will have the inquisition legion
- The game will be saved after selecting all rewards from an event
- Channeling sentinels with annihilator beam have an easier time aiming at sentinel towers
- Mastery achievements will properly trigger once achieved
- First reachable chapter locations will now always be unavoidable combat
- Fixed a bug that would prevent Aegis visuals from showing up
- Destroying a house with items inside will now give full disenchant essence amount
- Trees move more predictably when receiving hits and while falling
- The blizzard event has been tweaked for clarity
- Gamepad focus problems on the reward selection screen have been resolved
- Annihilator Beam's VFX have been improved
- The hovered world location will have better camera focus when using gamepad
[ 2021-04-12 02:32:52 CET ] [ Original post ]
Hey wizards! Our beta has been updated to v2.1.4! Here are patch notes for the latest update:
- Fixed some oddly rotated decorations in town halls
- The hard cap for damage taken from mana has been increased from 75% to 100%
- The shaping triangle will now properly update visuals for all spell schools
- Fixed a bug that would occasionally cause enemy weapons, bows, and shields to float in midair after death
- Fixed a bug that would cause a strong character rotation offset if the player was knocked down while flying
- Starting maximum mana has been standardized to 150 (without a difficulty multiplier) for most titles on medium, hard, and nightmare
- Cyclone, skull grenade, and arcing ball's visual effects will properly scale with collision radius
- World map music will fade out when killed by an event
- Fixed a bug that would incorrectly cause fall damage if landing while shaping, slowed, or regenerating mana
- The Fictorum's head will no longer be visible while wearing the helmet of shame
- Clicking a world location will prevent opening the inventory
- Enemies will no longer spawn through destructible structures
- Destroyed doors no longer have stone-like visual effect
[ 2021-03-29 05:42:58 CET ] [ Original post ]
Hey wizards! Our beta has been updated to v2.1.3! Here are patch notes for the latest update:
- Doombolt's damage has been doubled
- All standard projectile spells have a minimum velocity clamp of 125% of the player's forward velocity
- Roller projectiles (e.g. Tremor, Fire Wave, and Gust) velocity will be boosted by 50% of player forward speed
- Fire Beam SFX volume has been increased
- Fixed an issue that would cause the hovered world map location to lose focus while using a gamepad
- Passives details will properly show associated times instead of {amount}
- Canthick's miasma level has been lowered
[ 2021-03-02 06:00:14 CET ] [ Original post ]
Hey wizards! We've just updated our beta to v2.1.2! Here are patch notes for the latest update:
- Touching enemy shields (Talisman and Phalanx) will no longer yeet the player off the map
- The Bulwark has been reworked and will receive new passives
- Permanent passives will now appear on the Character Details panel
- Sentinels will last longer and will now target enemy structures
- Familiars cast times will now scale with familiar rune strength
[ 2021-02-23 01:35:07 CET ] [ Original post ]
Hey wizards, We've updated the beta with some fixes to some prominent bugs!
- Fixed a bug with certain bosses that could cause them to permanently aggro a sentinel or familiar if it was cast fast enough
- Fixed an issue that would ignore ability mana cost reduction
- The font for event choices is more consistent with events
- Gamepad UI focus will not be lost after transcribing
- Gamepad inventory focus is more logical
[ 2021-02-15 05:11:41 CET ] [ Original post ]
Hey Wizards!
Exciting news for youWe've just set beta live for v2.1!
This new version will have loads of quality of life updates, performance improvements, bug fixes, and new unlockable accessories!
If you'd like to opt in, please follow these steps. Bear in mind that you will almost certainly encounter bugs, however!
If you'd like to track what we're working on, please check our Trello.
Feel free to reach out if you need help or have questions!
[ 2021-02-13 18:59:58 CET ] [ Original post ]
Hey Wizards!
It's been a quiet few months from us and I owe you an update. We are still developing v2.1 and are excited to get that in your hands once it's ready! Our goal is to get it into beta by the end of the month and, depending on how smoothly that goes, we could be releasing as soon as the end of the year.
If you're interesting in seeing what we've worked on or seeing what we have left to do, check out our Trello here.
Stay safe, everyone.
<3
SBG
[ 2020-11-03 03:17:15 CET ] [ Original post ]
Hey wizards! I hope you all are staying healthy during the current pandemic and we are sending all of our best wishes to you and your families.
We've enjoyed a few months away from Fictorum and are slowly getting back to it. We have fixed a few minor bugs and added one or two quality of life changesWe know we certainly have more to fix. But most importantly, we've made fantastic progress on our Unreal Engine upgrade from 4.18 to 4.24! This will include loads of performance and stability enhancements to the upcoming version of Fictorum.
Be well and remember to practice social distancing!
Contact us if you need anything. steamhappy
[ 2020-04-16 06:12:56 CET ] [ Original post ]
It's a new year and we're starting it off with a fresh patch of bug fixes for Fictorum!
- Enemy spawning during Inquisition Legion encounters will now be throttled when there are high numbers of enemies in the level
- Enemies teleporting in during Inquisition Legion encounters will now have VFX and SFX
- Fixed a bug that would cause the final encounter to occur during Legion encounters
- The HUD will no longer fade twice after boss enounters
- Beam VFX from projectiles will function normally with Bounce and Chain
- Mayhem percentages (percentage of enemies/townsfolk killed, buildings destroyed, etc.) will be properly reflected in playthrough statisitcs
- The Arogath and Snake's Head Ravine events will now properly heal and damage the player
- Tooltips will show "Sell Value" when in a store and sell instructions will show on currently equipped items
- Fixed a bug that would cause the Battlemage title/achievement and Librarian achievement to unlock from vendor slots
[ 2020-01-01 22:46:20 CET ] [ Original post ]
- The Verdant Incinerator achievement should properly unlock
- Fire manifestations will once again do damage to structures
- The Shinsfield event will properly give a reward
- Lightning Bolt and Doombolt effects will behave properly when spawned from a storm or chaining
- Runes will properly be purchased for the listed price
- Adding a scroll to a spell slot will no longer clear all runes
- Killing Giama will properly end the boss event
- Phalanx and Talisman has had their knockback reduced by 75% when used by NPCs
- Clairvoyance has had its maximum range increased
- Victory music will properly adjust to music volume
[ 2019-12-21 16:13:02 CET ] [ Original post ]
We couldn't have made it this far without all of you, and we appreciate all the feedback and support you guys have given us over the years.
We'd be greatly honored if you nominated Fictorum for the "Labor of Love" award.
[ 2019-11-29 20:00:35 CET ] [ Original post ]
- Hopeful fix for boss crashes with lower-end processors
- Initial resolution bugs have been resolved
- Particle effects for lightning bolts spawned from Chaos, Order, or Spiral runes will no longer attach to the player
- Achievements will no longer trigger from previous playthroughs
- Fixed a bug that would allow selecting a different location while moving to a new location
- The Galazad event will now have quest progress bars
- The aspirants in Galazad will have more spells than Fire Beam
- Aspirant's fire beam's damage has been reduced by 80%
- Taking damage while in Observer mode will display a health bar
- Rewards received in hard and nightmare difficulties will mirror medium difficulty
- Damage over time has been rebalanced
[ 2019-11-21 16:08:09 CET ] [ Original post ]
Hey wizardsWe've got another fresh batch of bug fixes for 2.0. This should hopefully resolve all reported crashes. Please let us know if you experience any others.
- Fixed crashing for AMD processors on the Desert Gauntlet level
- Fixed crashing for some machines that would occur upon killing either Giama and Caeleste
- Fixed a bug that would instantly unlock unearned achievements and starting titles
- Resolution scaling will always default to Epic when detecting settings
- The Starcaller will no longer be unlocked instantly
[ 2019-11-18 06:57:10 CET ] [ Original post ]
Hey wizardsthis quick update is to fix some important bugs we've had reported in v2.0.
- Fixed a crash with fire spells
- The softcore save will be properly loaded if the primary save becomes corrupted
- Fixed a bug that could cause the player to encounter the Grand Inquisitor in a Inquisition Legion event
- Airwing and Quickfire will work properly now
- Fixed a bug that would prevent mastery achievement from being unlocked in some occasions
- Mastery achievements have been clarified
- Numpad 5 can properly be bound to actions
- Clicking cancel after the control binding menu has been opened will properly close the settings menu
- Tooltips for runes will properly display the usable schools
- Game over is properly suppressed after killing the final boss
- Snow beam will properly damage structures
[ 2019-11-17 19:24:44 CET ] [ Original post ]
Today's Deal: Save 75% on Fictorum!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Saturday 11/16 at 10AM Pacific Time
[ 2019-11-14 18:10:00 CET ] [ Original post ]
After over a year of development, v2.0 is released! This massive content update includes three new spell schools, twenty new enemies, and five new bosses, improved enemy AI, a new game mode, a new rune, an improved chapter map, an improved player camera, loads of new achievements, reworked starting titles, and scores of quality of life improvements and bug fixes.
[previewyoutube=X-oCNpwhGLo;full][/previewyoutube]
v2.0 Major Updates
New Spell Schools and Abilities
Three new spell schools (Corrupted, Earth, Wind) have been added to the game, adding dozens of new spells for you to unleash and titles to unlock! We've also created a six new movement and utility abilities for you!
New Bosses
Five new bosses have been added to the game and boss fights will always occur at the end of a chapter. In addition, defeating a boss will now grant you a choice between three guaranteed unique items!
New Enemies and Improved AI
We've added over 20 new enemies into the game! Enemies have been added to all factions, each using magic from specific schools, and they will use much more challenging abilities and spells.
- Inquisition will now use Fire magic
- Outcasts (formerly bandits) will use Lightning and Wind magic
- Debilor will use Ice and Earth magic
- Corrupted will still use Corrupted magic
New Chapter Map Markers
Our wonderful artist, Leif, has crafted some really cool map markers for our chapter map, which correspond to the difficulty and faction in the location. Difficulty locations can be risky, but will grant better loot!
New Expanse Mode
We've added a new way to experience Fictorum! This single-chapter Expanse mode of Fictorum is a large, dangerous chapter and is drastically different every time!
Improved Camera and Targeting Reticle
We've listened to your feedback about our third-person camera and have overhauled it to be smoother and perform better across the board. Appropriate channeling spells will even use a targeting reticle and adjust the aiming camera to provide a clearer aiming.
Starting titles have been improved!
We felt that several of our previous starting titles were derivative, odd, or just didn't work. After plenty of internal and external discussion, many starting titles have been drastically changed! Titles will have permanent passives (some of which are drastic and unique to the title) and will now appear on a starting title tooltip. Additionally, many of the unlock conditions for starting titles have been changed to improve progression and title unlocks will be triggered from prior playthroughs on game load. Lastly, three new unlockable titles have been added to the game, each utilizing one of the new spell schools
28 new achievements have been added
We've loaded a whole bunch of new achievements for you to unlock! Happy hunting steamhappy
Bug Fixes and Minor Enhancements
- The new Spiral rune can now be found through the world
- Health will be completely restored after defeating a boss
- Many enemies and bosses will now use area spells
- Chaos and Order will now work on Area spells
- Bosses are now immune to knockdown
- Using a Nova rune with a Storm rune will now create a storm that follows the player
- Spells and runes dropped in combat will now correspond to the faction's element(s)
- Title selection has been improved to show attribute modifiers
- Choosing a victory option on Classic mode will display a confirmation window
- The standard animation for area spells will now take drastically less time to complete. (Was 1.2s, now .33s for the Fictorum and .5s for enemies)
- Clairvoyance outlines for defense structures are removed on quest completion/failure
- A grace period has been added after defeating a boss to clear trash slots
- Fixed a bug that would show completed quests as incomplete in the quest tracker
- The initial loading screen has been improved
- Trees will properly simulate physics when they are hit the first time
- Hitting a frozen solid enemy with a projectile will apply an impulse in the proper direction
- Dragging a rune from a runeset into an open slot will move the associated rune and remove it from the runeset
- Fixed bugs that would cause cooldown timers to either not display or display improperly
- Liches will now cast Skull Grenade (in addition to Nefarium) and their spell damage has been increased
- The Giftbringer will no longer start with a mana bonus
- Holiday spells have had their mana costs revised
- The unlock condition for the Verdant Incinerator has been changed
- Incendium's spell multipliers have been reworked
- Items will now spawn with +Earth, Corrupted, and Wind damage
- Frost nova now has a new visual effect, a damage increase, and a minimum slow percentage/slow duration
- Diminishing returns have been added for all negative status effects
- A close button has been added to save slot selection
- A UI indicator has been added for walking
- Doors will now shatter when forced
- Unique drop chance has been reduced from +1% to +.5% x (chapter - 1)
- A Colorblind Assist option has been added to the settings menu
- The Fictorum will get up more smoothly after a knockdown
- The settings and control binding menus have been improved visually and functionally
- Area spread will now curve around the player for non-surface snapping spells
- Rintara has been given new abilities, AI, and enemy adds
- Abridged is now the recommended mode
- Characters in the Run History screen can now be deleted
- Flare's effects have been improved
- Quest indicators will no longer flash when on low or medium effects
- A negative value for negative status effect duration will no longer appear as red
- Fixed a bug that would prevent improper imbues but still consume essence and the passive/ability scroll
- The ambush event at Hangium will properly have an ambush
- Fixed a bug that would always return 0% quest completion on Ducombe
- Tips in the tutorial level are now substantially easier to read and their placement has been adjusted
- Enemy spells will properly attenuate over distance
- Chandeliers candle effects will properly fade after being destroyed
- Fixed a crash that occasionally happens when shattering frozen enemies
- Starting Title buttons will have a different border if you've beaten the game with that title
- Casting, energy shield, mana threshold, and damage sound effects will now properly attenuate while using the observer
- Screen shake intensity has been reduced by 33% in most situations
- Proper default observer time speed will now be loaded
- Higher destruction lifespan settings will cull important destructible meshes much less often
- Quests have been streamlined and will no longer be added to the map, they will instead be resolved within the current location.
- The post-processing effect for Clairvoyance has been improved
- Spell impact decals have been improved slightly
- Jadon's Peak will give an essence reward in addition to slowing the Inquisition Legion
- Traveling through the nexus has a new visual effect
- Fixed a bug with drinking health potions that could crash the game in rare instances
- Expanse store rerolls on rest or movement (or load if you want to save scum it up)
- Grand Inquisitor has a variety of new spells to murder you with
- Collision is now properly removed from completed projectile spells
- Defeating a boss with Slow Time active will no longer halt the game indefinitely
- Fixed a bug with some combat events that would fail or succeed despite any player action
- Spells cast by NPCs will be further restricted by their current rotation
- Projectiles attached to the Fictorum will disappear after 5 seconds
- Fall damage for all characters has been reduced by 25%
- The cast animation for Christmas present is now substantially quicker
- The amount of loot on Nightmare and Hard difficulties is now the same as Medium
- X% Mana Leech and +X Mana after Kill will now appear on items
- Bigger enemies will cull equipment meshes at longer ranges
- Legion spawns will be consistently higher
- Damage over time will no longer ignore mana threshold
- Double-jumping will trigger Vault even as an equipped scroll
- Returning to the main menu with observer mode active will unfreeze time properly
- Runeset auto-movement has been improved slightly
- The fall damage threshold will be increased when jump height is increased
- Teleporting next to an loot container will no longer remove the contained loot
- Mount Ganyar's item reward is now a random item instead of a choice of item
- Cast actor runes (Storm, Sentinel, and Familiar) on spells using a bow will use a proper animation
- Snow Beam's channel sound effect will properly adjust to sound settings
- Fixed the inner materials within some of the destructible meshes
- The chapter map has been slightly improved visually
- Transcribing abilities into tomes will consume the displayed amount of essence, instead of undercharging
- Fixed a bug with Inquisition fortifications that would load the wrong level for Expanse mode
- The third-person camera will zoom in more quickly while clipping under the landscape
- Character history details screen has been overhauled to show more information
- Using channeling spells with Order, Spiral, and Chaos runes will work properly
- The Bulwark will now start with a unique Sentinel rune and the Construct Specialty passive
- Clicking on a mountaintop before an event has loaded will no longer work
- Damage from early Debilor enemies has been lowered slightly
- Fire manifestations will have more reasonable collision radii
- Reduce chances of randomly selecting night
- Destruction effects have been improved across the board
- Sentinels created by runes will now fire at sentinel towers
- Abandon with Shocking Shuriken will use a more appropriate animation
- Sentinels created from runes will now fire faster, are more accurate, and are significantly better at finding targets
- Boss music has been added
- Sentinel tower crystals have had their AI logic improved
- Weather will be more appropriate to the various settings
- Lighting visual effects will no longer remain after candles, braziers, torches, etc. are destroyed
- Pressing the close button on the inventory screen while on the main menu will properly close the inventory
- Enemies that channel spells will stop aiming or channeling if line of sight is lost
- Chapter map music will change properly based on the distance to the Inquisition Legion
- Observer has been disabled while in the developer menu
- New start of chapter perks have been added and some existing ones have been rebalanced
- If a slot is available, newly purchase runes will properly be added to the current runeset
- Friendly Sentinels will now attack townsfolk quest enemies
- Shaping speed is now available as a stat
- Fixed a bug that would cause close range rolling projectiles to fire at the proper angle
- Fixed a bug that would cause the observer control rotation to shift after releasing a spell
- Runes in runeset will no longer try to go to the rune enchantment slot when item is already in it
- Summoning SFX have been increased in volume and are given a higher priority
- Toggling out of the run history will show the proper equipment and accessories for the current slot
- Spell overlap effects have been removed from the game
- Flavor text has been added to the game over screen when killed by a boss
- The splash and impact damage of many spells have been rebalanced
- Fixed an animation lock that could occur when canceling melee spells
- The observer can now perpetually rotate around objects with the Run/Walk toggle
- Using the main menu command will properly save settings and control mappings on the settings menu
- There is now a back button when choosing a reward item/rune
- Seek will do a better job of tracking targets and searching for individual targets
- Highly powered Seek runes will maintain velocity after collisions
- The cursor will now appear over the selected mountain in the chapter map for extra clarity
- Disenchanting an item will grant the full sell value
- The damage bonus on High Velocity has been reduced
- New loading screen tooltips have been added
- The shop window has been moved to a new spot on the screen for ease of use
- An option has been added to the fountain event
- Archers and mages will now spawn on castle battlements
- The world map will dim when it is not selected
- Channeling spells will deactivate projectile shields
- Resting/waiting is no longer allowed in the tutorial
- Duplicate abilities are now viable and will trigger an independent cooldown
- Navigation on the title menu has been improved
- Snow beam and Fire Beam have new visual effects
- Frozen enemies will be turned into snowmen once killed if playing as the Giftbringer
- The inventory has been visually improved
- Fixed a bug that would lock the Grand Inquisitor in a teleporting loop
- Destructibles will once again do damage to the player (mwahahaha, foolish mortals)
- Enemies will now move if they aren't rendered (whoops)
- Indicators will appear for enemy dynamic angle spells (e.g. meteor)
- Healing costs from vendors have been significantly reduced ceil(playthrough progress*3)
- An additional failsafe has been added to prevent the Fictorum from falling through the earth
- Engaging the Grand Inquisitor in combat will stop the Inquisition Legion from teleporting in
- Fixed a serious bug that gave casting speed a ceiling of 100%
- Enemies are significantly easier to hit with melee abilities
- Fixed a bug that would allow clicking through the reward screen to a chapter location
- The Main Menu will properly reset after the initial click delay
- Fixed a bug that would prevent the inventory from opening automatically after the store is generated on the location.
- Initial and maintain mana costs for channeling spells with Familiar, Storm, and Sentinel will now be more consistent for channeling spells
- Christmas Tree will now match the size of it's targeting mesh
- Fixed a bug that will prevent houses exploding outwards from minimal damage
- Storms will fire area spells at landscapes significantly below the storm cloud
- Casting sound effects will now play for enemy, familiar, sentinel, and storm channeling spells
- Projectiles will now launch characters in the direction of the projectile, not the direction of the hit
- Enemies will be much easier to hit at very close range with surface projectiles (dreidel, flame wave, etc.)
- Fixed a very rare bug where the loading screen would infinitely loop
- Enemies will no longer halt their casting animations if you're not looking at them
- Game UIs will properly remain active or inactive while in observer mode
- Familiars can no longer be damaged by their creator's spells
- Fixed a bug that would sometimes give a mirror image item or rune from an event
- Fixed a bug that would cause Telekinesis to occasionally get stuck on itself
- Fixed a rare bug that would prevent locations on the chapter map from being selected with a gamepad
- Dropdown boxes are now easier to navigate on the settings menu
- Extra safeguards have been added for bosses that have fallen through the world, are stuck in the miasma, or are falling indefinitely
- The difficulty window on the main menu will properly show changes to enemy damage, health, movement speed, and accuracy
- Many spell descriptions and icons have been improved
- Fire manifestations have been drastically improved
- Manifest and Echo are now properly incompatible with certain transcribed abilities
- Lightning bolt will properly display visual effects when used with a Storm rune
- The Full Heal button will no longer show negative values
- Slow time animation and effects are synched properly
- Resting at a store will no longer reopened the inventory
- Fixed a bug that would show spell tomes to have a mana cost of zero when viewed in an event
- Fixed a bug that would occasionally prevent channeling spells from being cast from NPCs
- Resting in shop locations will no longer reopen the shop window
- Fixed a bug that would cause incorrect values for additional/reduced mana cost to show on reward runes
- Fixed an issue that would cause some rune sets to load incorrectly
- Switching to the first-person camera while during the inventory transition will no longer lock the camera behind the player
- Fixed a visual bug with raised yards
- Fixed a bug that would occasionally move the player location in the tutorial
- Inventory can no longer be toggled while using observer mode
- Difficulty health modifiers have been changed from 5./.75/1/1.25/1.5 to .25/.5/1/1.5/2
- Selecting the option to return to chapter one with all current gear will actually return to chapter one
- The bug logger menu will no longer be permanent if toggling into or out of observer mode
- Cooldown reduction scaling per chapter has been significantly reduced
- Tutorial no longer shows the history scroll upon death
- Control of observer will no longer be lost after completing a spell
- Fixed a bug that would show the time of death/victory as 1/1/1900
- Rune descriptions have been edited for clarity
- The Vizier event has been changed for clarity
- If the game is minimized, Clairvoyance will no longer remain active if it was being used immediately prior
- Larger enemies will have an easier time getting up from a knockdown
- Killing/fearing large groups of enemies at once will no longer cause a performance hit
- Maximum projectile range will once again be reflected while targeting
- Projectile aiming when looking up or down has been improved
- Observer mode will properly set FOV controls once active
- Fixed a bug that would cause screen discrepancies when switching to observer mode
- Haven will now properly when used with transcribe
- Classic and Abridged will more consistently spawn two paths
- Holding the cancel hotkey for one second will cancel all active spells.
- Fixed a bug that incorrectly caused fleeing folks to show up on clairvoyance
[ 2019-11-14 18:08:35 CET ] [ Original post ]
Hey wizards, 2.0 is stable and essentially donevery little will change between now and our release on Thursday. If you already own the game, you would be doing a us a huge favor by opting into our beta and trying it out. If you find any bugs or game-breaking issues, please let us know as soon as possible so that we can iron those out before release.
- The initial loading screen has been improved
- Fixed a bug that would show completed quests as incomplete in the quest tracker
- Trees will properly simulate physics when they are hit the first time
- Hitting a frozen solid enemy with a projectile will apply an impulse in the proper direction
- Dragging a rune from a runeset into an open slot will move the associated rune and remove it from the runeset
- Fixed bugs that would cause cooldown timers to either not display or display improperly
- Liches will now cast Skull Grenade (in addition to Nefarium) and their spell damage has been increased
- The Giftbringer will no longer start with a mana bonus
- Holiday spells have had their mana costs revised
- The unlock condition for the Verdant Incinerator has been changed
- Incendium's spell multipliers have been reworked
- Items will now spawn with +Earth, Corrupted, and Wind damage
- Blitz will spawn a visual effect at the location prior to teleport
- Coiled Wyvern will no longer be unlocked instantly upon starting the game with a hardcore character
- The Inquisition Captain's Sentinel will properly be destroyed if it's owner is killed
- Collision radius on Eldritch Blast has been reduced from 50-->35
- Fixed a bug that would occasionally cause Sentinels to spawn improperly
- Familiars will properly follow the player when they are not following a target
- Battlemage will no longer be unlocked with a Spellblade on a vendor slot
- Killing Balmur will properly end the boss battle
- The floating cube above the player start on Bridge Network map has been removed
- Starcaller will no longer be unlocked instantly
- Seeking power has been improved on lower quality runes
[ 2019-11-12 17:41:59 CET ] [ Original post ]
- Fixed a bug that would lock map movement after completing the tutorial level
- Quest indicators will no longer flash when on low or medium effects
- A negative value for negative status effect duration will no longer appear as red
- Fixed a bug that would prevent improper imbues but still consume essence and the passive/ability scroll
- The ambush event at Hangium will properly have an ambush
- Fixed a bug that would always return 0% quest completion on Ducombe
- Tips in the tutorial level are now substantially easier to read and their placement has been adjusted
- Enemy spells will properly attenuate over distance
- Chandeliers candle effects will properly fade after being destroyed
- The Soul Ring will spawn with less mana after kill
- New item attributes will properly affect item essence value
- Order runes will properly work on channeling spells again
- An additional check has been added to prevent projectile spawn collision
- Fixed a bug that would cause specific boss encounters to occur more than once in a playthrough
- Fixed a bug with the player camera that would cause jitter when the player's back was to a wall or cliff
- Seeking has been improved at lower outputs
[ 2019-11-07 16:07:56 CET ] [ Original post ]
Hey wizardsHere's a fresh update to the Fictorum beta for you, with the most important change being:
28 new achievements have been added
We've loaded a whole bunch of new achievements into Fictorum for you! Happy hunting steamhappy
Minor Enhancements and Bug Fixes
- Fixed a bug that would cause casters to have a large damage boost
- Fixed a bug that would cause Pavise and Hoplite shield textures to be blurry at a distance
- Fixed a bug that would cause close range rolling projectiles to fire at the proper angle
- Fixed a bug that would cause the observer control rotation to shift after releasing a spell
- Fixed a bug with Strike's melee hits that could cause mid-air floating
- Runes in runeset will no longer try to go to the rune enchantment slot when item is already in it
- Summoning SFX have been increased in volume and are given a higher priority
- Toggling out of the run history will show the proper equipment and accessories for the current slot
- Spell overlap effects have been removed from the game
- Flavor text has been added to the game over screen when killed by a boss
- The splash and impact damage of many spells have been rebalanced
- Fixed an animation lock that could occur when canceling melee spells
- The observer can now perpetually rotate around objects with the Run/Walk toggle
- Using the main menu command will properly save settings and control mappings on the settings menu
- Projectiles will have a much easier time hitting opponents at point blank range
- Fixed a bug that would cause the third-person camera to clip through the landscape in some places
- Ending a boss level will no longer play the travel effect
- Melee damage received will no longer be recorded as other damage
- Removed camera jitter when the player is looking up
- Enemies will hit themselves with their own spells very rarely, if at all
- Fixed a bug that would occasionally not remove structures from clairvoyance on quest completion
- Clicking the close button on the inventory will properly reset the camera
- Stagholm should show up correctly as a corrupted level on the map now
- Channeling spells will apply effects and damage much more consistently
- Fixed an issue with Character Statistics that would cause odd text wrapping
[ 2019-11-05 07:06:42 CET ] [ Original post ]
- Fixed a crash that occasionally happens when shattering frozen enemies
- Starting Title buttons will have a different border if you've beaten the game with that title
- Casting, energy shield, mana threshold, and damage sound effects will now properly attenuate while using the observer
- Screen shake intensity has been reduced by 33% in most situations
- Proper default observer time speed will now be loaded
- Higher destruction lifespan settings will cull important destructible meshes much less often
- Clairvoyance outlines for defense structures are removed on quest completion/failure
- Quests have been streamlined and will no longer be added to the map, they will instead be resolved within the current location.
- The post-processing effect for Clairvoyance has been improved
- Spell impact decals have been improved slightly
- Jadon's Peak will give an essence reward in addition to slowing the Inquisition Legion
- Traveling through the nexus has a new visual effect
- Camera controls are now based on observed time
- Annihilator Beam and Christmagheddon will behave properly with Storm and Nova runes
- Rolling projectiles should no longer get stuck
- Damage taken will be recorded more consistently
- The sentinel crystals before the final boss will once again be active
- Enemies will no longer get stuck on top of Pillar
- The corpse explosion passive will now work properly
- Channeling crosshair will be hidden if your current spell will create a storm, familiar, or sentinel
- Power crystals will no longer count as quest enemies on the tracker
[ 2019-10-28 05:46:23 CET ] [ Original post ]
Hey wizards! This is a smaller update to fix a game-breaking bug with a level
- Aegis can now properly be deactivated on Corian
- Static Shuriken is now Prismatic Star, which is an arcane spell that can use any colored rune
- New start of chapter perks have been added and some existing ones have been rebalanced
- If a slot is available, newly purchase runes will properly be added to the current runeset
- Friendly Sentinels will now attack townsfolk quest enemies
- Shaping speed is now available as a stat
[ 2019-10-20 22:56:39 CET ] [ Original post ]
- Fixed a bug with Inquisition fortifications that would load the wrong level for Expanse mode
- The third-person camera will zoom in more quickly while clipping under the landscape
- Character history details screen has been overhauled to show more information
- Using channeling spells with Order, Spiral, and Chaos runes will work properly
- The Bulwark will now start with a unique Sentinel rune and the Construct Specialty passive
- Clicking on a mountaintop before an event has loaded will no longer work
- Damage from early Debilor enemies has been lowered slightly
- Fire manifestations will have more reasonable collision radii
- Reduce chances of randomly selecting night
- Destruction effects have been improved across the board
- Sentinels created by runes will now fire at sentinel towers
- Abandon with Shocking Shuriken will use a more appropriate animation
- Sentinels created from runes will now fire faster, are more accurate, and are significantly better at finding targets
- Boss music has been added
- Sentinel tower crystals have had their AI logic improved
- Weather will be more appropriate to the various settings
- The channeling spell targeting reticle will be hidden while viewing the inventory
- Lighting visual effects will no longer remain after candles, braziers, torches, etc. are destroyed
- Telekinesis will properly use targeting reticle while it is channeled
- Pressing the close button on the inventory screen while on the main menu will properly close the inventory
- Enemies that channel spells will stop aiming or channeling if line of sight is lost
- Chapter map music will change properly based on the distance to the Inquisition Legion
- Observer has been disabled while in the developer menu
- Player-resurrected enemies assigned to an enemy captain will no longer attack the player
- Earth Slam can now be canceled
- Tremor's mana cost and damage have been increased by 50%
- Fixed a bug that would cause the embellishment event to not have a minor negative reward on one of the options
- Spread/Multi-shot will once again work on channeling spells
- Aegis collision on the nexus has been fixed
- Fixed a clipping tree on the WinterDefense level
- Order will once again aim properly at nearby enemies
[ 2019-10-17 00:59:21 CET ] [ Original post ]
Hey wizards! We have a fresh batch of enhancements and bug fixes for you! The most important being...
Starting titles have been improved!
We felt that several of our previous starting titles were derivative, odd, or just didn't work. After plenty of internal and external discussion, many starting titles have been drastically changed! Titles will have permanent passives (some of which are drastic and unique to the title) and will now appear on a starting title tooltip. Additionally, certain starting titles will only have spells drop from their associated school. And lastly, many of the unlock conditions for starting titles have been changed to improve progression and title unlocks will be triggered from prior playthroughs on game load. These titles are very much still in-flux, so if you have any thoughts on them, please let us knowwe would love to hear them!
Bug Fixes and Minor Enhancements
- Fixed a bug with drinking health potions that could crash the game in rare instances
- Expanse store rerolls on rest or movement (or load if you want to save scum it up)
- Grand Inquisitor has a variety of new spells to murder you with
- Collision is now properly removed from completed projectile spells
- Defeating a boss with Slow Time active will no longer halt the game indefinitely
- Removed player collision while burrowed
- Unburrowing will destroy any overlying structures or props
- Rune-created sentinels will have new visual effects while active
- Spells using Echo will create area indicators
- A depth of field control has been added for observer mode
- Nightmare and Hard difficulty will no longer reduce mana or mana regeneration
- Spread for meteor-like spells has been reworked
- Siegers for defend missions have improved AI and appropriate spells for their faction
- Boots will now use the leather color, not the accent color
- Projectiles attached to the main character will be removed after 5 seconds
- Lightning strike has an improved visual effect
- A camera smoothing option has been added to settings
- Settings on initial load have been changed
- While fullscreen mode is selected aspect ratios that are not supported by the monitor will no longer be shown or accepted
- If the game window mode has been changed to fullscreen or windowed mode outside of the settings menu, the display settings will be updated and saved
- Fixed a bug that would cause the mouse to improperly track when certain aspect ratios and fullscreen mode were selected
- Lightning Bolt with bounce will have proper visual effects
- Releasing a spell while shaping will no longer cause a visual change in shaping triangle
- Incendium's visual effect has been improved
- Teleportation Arrow will go through objects much less often
- The Storm rune should no longer cause a permanent FPS drop for channeling spells
- Corrupted enemies will no longer target you, regardless of having not seen you
- Channeling spells will apply target and splash damage much more consistently
- Stone and wood destructible meshes with have less friction
- The burial event has been rewritten
- Fixed a bug that would cause an event reward preview to be different from actual reward received
- Frost nova's damage and mana cost have been significantly reduced, freezing effects and duration have been increased
- Enemy damage, attributes, movement speed, and casting speed scaling has been reworked for all modes
- Text at the edge of the history scroll will now be easier to read
- Defend quests will spawn townsfolk closer to the player
- Shald Hill has been edited to provide a better choice
- Knockback from spells and melee attacks have had their maximum allowable output increased by 10x
- Area spells will no longer be cast on top of the Grand Inquisitor while he is shielded
- FIxed a rare bug that would cause projectiles that have collided with the landscape to float in the air
- Glacier's targeting mesh will now properly scale to the spell size
- Fixed a bug with multishot with area spells that would cause the first multishot instance to be cast at the primary spell location
- Witchslap visual effects have been improved, knockback has been increased, and mana cost has been reduced
- When Defending Pazin you will now start in the tavern as the event suggests
- High Velocity's boost to velocity has been reduced by 50%
- Fireball's velocity has been increased by 30%
- Some hidden damage types (e.g. shambler death from exploding) will no longer show on damage popups
- Guard quests have been reworked to be easier to complete
- Fire beam sound effects will properly scale to distance
- Aspirant AI has been improved
- On rune tooltips "impact damage" is now "target damage"
- Health has been reduced on nightmare and hard (was 1.5, 2.0 and now 1.25, 1.5)
- The mana cost and damage for all Earth magic has been properly balanced
- Familiars will properly strafe at appropriate heights
- Sentinel towers are no longer better at killing themselves than the player
- Mana cost has been added for blitz and other abilities
- Cyclone's visual effect has been fixed
- Flame wake will no longer spawn a massive swath of flame
- Hoplites will no longer target the ground with Phalanx
- Forsaken weapons will no longer be held upside-down
- Wind Mittens will no longer spawn with a ridiculous amount of mana regeneration
- Forsaken voices have been lowered
- Shades will now do something other than killing themselves next to you
- Fixed a bug that would occasionally prevent an enemy caster from taking action
- The Grand Inquisitor will no longer spawn next to the player start in Expanse mode
- Debug menu spawning rotation has been fixed
- Debug menu spawning can now spawn full enemy squads
- Archers and Outcast Champions will once again cast spells
- Channeling spells that follow the targeting reticle will ignore targets that are close to the camera and not close to the player character.
- Spiral runes will have a random starting yaw for the spiral
- Observer can no longer limit to 0% time movement
- Channeling spells will maintain aim when Observer mode is toggled
- The third-person camera will be less snappy
[ 2019-10-08 20:57:14 CET ] [ Original post ]
Hey Wizards! We're chugging our way along to a 2.0 release, we've fixed some of the bugs with the beta and are bringing you a sweet new map for Prostmore!
- Fixed a bug with some combat events that would fail or succeed despite any player action
- Spells cast by NPCs will be further restricted by their current rotation
- Projectiles attached to the Fictorum will disappear after 5 seconds
- Fall damage for all characters has been reduced by 25%
- The cast animation for Christmas present is now substantially quicker
- The amount of loot on Nightmare and Hard difficulties is now the same as Medium
- X% Mana Leech and +X Mana after Kill will now appear on items
- Bigger enemies will cull equipment meshes at longer ranges
- Legion spawns will be consistently higher
- Damage over time will no longer ignore mana threshold
- Double-jumping will trigger Vault even as an equipped scroll
- Returning to the main menu with observer mode active will unfreeze time properly
- Runeset auto-movement has been improved slightly
- The fall damage threshold will be increased when jump height is increased
- Teleporting next to an loot container will no longer remove the contained loot
- Mount Ganyar's item reward is now a random item instead of a choice of item
- Cast actor runes (Storm, Sentinel, and Familiar) on spells using a bow will use a proper animation
- Snow Beam's channel sound effect will properly adjust to sound settings
- Fixed the inner materials within some of the destructible meshes
- The chapter map has been slightly improved visually
- Transcribing abilities into tomes will consume the displayed amount of essence, instead of undercharging
- Killed actors will no longer leave area spell indicators
- Forsaken will now show up in clairvoyance after self-reviving
- Prostmore has a new map
- Doombolt's mana cost has been reduced from 25-->18
- Caster strafing will be less erratic
- The red marker at the end of the tutorial map will appear once again
- The Fictorum will now die faster in the hole in the center of the earth boss battle
- Aegis no longer interferes with Camera
[ 2019-09-21 13:29:46 CET ] [ Original post ]
After a year of development, v2.0 (formerly named v1.3) is now in beta! This massive content update includes three new spell schools, twenty new enemies, and five new bosses, improved enemy AI, a new game mode, a new rune, an improved chapter map, an improved player camera, and loads of bug fixes/enhancements.
v2.0 Major Updates
New Spell Schools and Abilities
Three new spell schools (Corrupted, Earth, Wind) have been added to the game, adding dozens of new spells for you to unleash and titles to unlock! We've also created a six new movement and utility abilities for you!
New Bosses
Five new bosses have been added to the game and boss fights will always occur at the end of a chapter. In addition, defeating a boss will now grant you a choice between three guaranteed unique items!
New Enemies and Improved AI
We've added over 20 new enemies into the game! Enemies have been added to all factions, each using magic from specific schools, and they will use much more challenging abilities and spells.
- Inquisition will now use Fire magic
- Outcasts (formerly bandits) will use Lightning and Wind magic
- Debilor will use Ice and Earth magic
- Corrupted will still use Corrupted magic
New Chapter Map Markers
Our wonderful artist, Leif, has crafted some really cool map markers for our chapter map, which correspond to the difficulty and faction in the location. Difficulty locations can be risky, but will grant better loot!
New Expanse Mode
We've added a new way to experience Fictorum! This single-chapter Expanse mode of Fictorum is a large, dangerous chapter and is drastically different every time!
Improved Camera and Targeting Reticle
We've listened to your feedback about our third-person camera and have overhauled it to be smoother and perform better across the board. Appropriate channeling spells will even use a targeting reticle and adjust the aiming camera to provide a clearer aiming.
Bug Fixes and Minor Enhancements
- The new Spiral rune can now be found through the world
- Health will be completely restored after defeating a boss
- Many enemies and bosses will now use area spells
- Chaos and Order will now work on Area spells
- Bosses are now immune to knockdown
- Using a Nova rune with a Storm rune will now create a storm that follows the player
- Spells and runes dropped in combat will now correspond to the faction's element(s)
- Title selection has been improved to show attribute modifiers
- Choosing a victory option on Classic mode will display a confirmation window
- The standard animation for area spells will now take drastically less time to complete. (Was 1.2s, now .33s for the Fictorum and .5s for enemies)
- A grace period has been added after defeating a boss to clear trash slots
- Three new unlockable titles have been added to the game, each utilizing one of the new spell schools
- Frost nova now has a new visual effect, a damage increase, and a minimum slow percentage/slow duration
- Diminishing returns have been added for all negative status effects
- A close button has been added to save slot selection
- A UI indicator has been added for walking
- Doors will now shatter when forced
- Unique drop chance has been reduced from +1% to +.5% x (chapter - 1)
- A Colorblind Assist option has been added to the settings menu
- The Fictorum will get up more smoothly after a knockdown
- The settings and control binding menus have been improved visually and functionally
- Area spread will now curve around the player for non-surface snapping spells
- Rintara has been given new abilities, AI, and enemy adds
- Abridged is now the recommended mode
- Characters in the Run History screen can now be deleted
- Flare's effects have been improved
- There is now a back button when choosing a reward item/rune
- Seek will do a better job of tracking targets and searching for individual targets
- Highly powered Seek runes will maintain velocity after collisions
- The cursor will now appear over the selected mountain in the chapter map for extra clarity
- Disenchanting an item will grant the full sell value
- The damage bonus on High Velocity has been reduced
- New loading screen tooltips have been added
- The shop window has been moved to a new spot on the screen for ease of use
- An option has been added to the fountain event
- Archers and mages will now spawn on castle battlements
- The world map will dim when it is not selected
- Duplicate abilities are now viable and will trigger an independent cooldown
- Navigation on the title menu has been improved
- Snow beam and Fire Beam have new visual effects
- Frozen enemies will be turned into snowmen once killed if playing as the Giftbringer
- The inventory has been visually improved
- Fixed a bug that would lock the Grand Inquisitor in a teleporting loop
- Destructibles will once again do damage to the player (mwahahaha, foolish mortals)
- Enemies will now move if they aren't rendered (whoops)
- Indicators will appear for enemy dynamic angle spells (e.g. meteor)
- Healing costs from vendors have been significantly reduced ceil(playthrough progress*3)
- An additional failsafe has been added to prevent the Fictorum from falling through the earth
- Engaging the Grand Inquisitor in combat will stop the Inquisition Legion from teleporting in
- Fixed a serious bug that gave casting speed a ceiling of 100%
- Enemies are significantly easier to hit with melee abilities
- Fixed a bug that would allow clicking through the reward screen to a chapter location
- The Main Menu will properly reset after the initial click delay
- Fixed a bug that would prevent the inventory from opening automatically after the store is generated on the location.
- Initial and maintain mana costs for channeling spells with Familiar, Storm, and Sentinel will now be more consistent for channeling spells
- Christmas Tree will now match the size of it's targeting mesh
- Fixed a bug that will prevent houses exploding outwards from minimal damage
- Storms will fire area spells at landscapes significantly below the storm cloud
- Casting sound effects will now play for enemy, familiar, sentinel, and storm channeling spells
- Projectiles will now launch characters in the direction of the projectile, not the direction of the hit
- Enemies will be much easier to hit at very close range with surface projectiles (dreidel, flame wave, etc.)
- Fixed a very rare bug where the loading screen would infinitely loop
- Enemies will no longer halt their casting animations if you're not looking at them
- Game UIs will properly remain active or inactive while in observer mode
- Familiars can no longer be damaged by their creator's spells
- Fixed a bug that would sometimes give a mirror image item or rune from an event
- Fixed a bug that would cause Telekinesis to occasionally get stuck on itself
- Fixed a rare bug that would prevent locations on the chapter map from being selected with a gamepad
- Dropdown boxes are now easier to navigate on the settings menu
- Extra safeguards have been added for bosses that have fallen through the world, are stuck in the miasma, or are falling indefinitely
- The difficulty window on the main menu will properly show changes to enemy damage, health, movement speed, and accuracy
- Many spell descriptions and icons have been improved
- Fire manifestations have been drastically improved
- Manifest and Echo are now properly incompatible with certain transcribed abilities
- Lightning bolt will properly display visual effects when used with a Storm rune
- The Full Heal button will no longer show negative values
- Slow time animation and effects are synched properly
- Fixed a bug that would show spell tomes to have a mana cost of zero when viewed in an event
- Fixed a bug that would occasionally prevent channeling spells from being cast from NPCs
- Resting in shop locations will no longer reopen the shop window
- Fixed a bug that would cause incorrect values for additional/reduced mana cost to show on reward runes
- Fixed an issue that would cause some rune sets to load incorrectly
- Switching to the first-person camera while during the inventory transition will no longer lock the camera behind the player
- Fixed a visual bug with raised yards
- Fixed a bug that would occasionally move the player location in the tutorial
- Inventory can no longer be toggled while using observer mode
- Difficulty health modifiers have been changed from 5./.75/1/1.25/1.5 to .25/.5/1/1.5/2
- Selecting the option to return to chapter one with all current gear will actually return to chapter one
- The bug logger menu will no longer be permanent if toggling into or out of observer mode
- Cooldown reduction scaling per chapter has been significantly reduced
- Tutorial no longer shows the history scroll upon death
- Control of observer will no longer be lost after completing a spell
- Fixed a bug that would show the time of death/victory as 1/1/1900
- Rune descriptions have been edited for clarity
- The Vizier event has been changed for clarity
- If the game is minimized, Clairvoyance will no longer remain active if it was being used immediately prior
- Larger enemies will have an easier time getting up from a knockdown
- Killing/fearing large groups of enemies at once will no longer cause a performance hit
- Maximum projectile range will once again be reflected while targeting
- Projectile aiming when looking up or down has been improved
- Observer mode will properly set FOV controls once active
- Fixed a bug that would cause screen discrepancies when switching to observer mode
- Haven will now properly when used with transcribe
- Classic and Abridged will more consistently spawn two paths
- Holding the cancel hotkey for one second will cancel all active spells.
- Fixed a bug that incorrectly caused fleeing folks to show up on clairvoyance
[ 2019-09-13 21:48:45 CET ] [ Original post ]
Hey wizards! I'm really excited to announce that we're finally getting close to beta for v1.3! The new patch will feature new enemy types, five new bosses, three brand new spell schools, and a new rune. We'll be streaming on our Twitch on 8/5 at 7:00 PM PT to catch bugs and get your feedback. We'd love for you to join us if you can make it. If you'd like to contact us developers for any reason, feel free to reach out to us in whatever way works best for you.
[ 2019-07-30 18:06:52 CET ] [ Original post ]
Hey, current and future wizards! Fictorum is currently 75% off for the Steam Summer Sale! This is the lowest price we've ever offered the game, so if you're ready to become an overpowered god-wizard, there's never been a better time. [img=https://giant.gfycat.com/MeaslySnivelingBluebird.gif][/img] For those new to our game, we are currently a massive patch that we've been working on over the last year that will just about double the number of spells and will add new runes, events, enemies, and much more. We're planning to have this out to you all by late August, with beta launching sometime in July. Also, we love feedback and sharing ideas with our players. If you'd like to contact us developers for any reason, feel free to reach out to us in whatever way works best for you.
[ 2019-06-25 18:02:03 CET ] [ Original post ]
Hey wizards, You haven't heard from us in a bit and wanted to give you a quick update. We're still working hard on v1.3. What started as the "simple" act of adding new spell schools back in September has ballooned into a combined overhaul of several systems, UI pieces, and it's taken much longer than we've expected. The upside to this is that, once this update is done, Fictorum will run and look better than it ever has, and will have loads of new content! Our list of confirmed changes is finally starting to surpass our list of intended changes and we are close to having 1.3 beta ready (expecting 2-4 weeks) with the release planned in mid to late summer. If you're interested in seeing what specific changes we have planned, feel free to check out our Trello here. [img=https://giant.gfycat.com/LightSlightJaeger.gif][/img] [img=https://giant.gfycat.com/WellmadeComfortableFly.gif][/img] [img=https://giant.gfycat.com/GrimySecondDiamondbackrattlesnake.gif][/img] As always, if you'd like to contact us developers for any reason, feel free to reach out to us in whatever way works best for you.
[ 2019-05-22 17:58:25 CET ] [ Original post ]
Hey current (and potential) wizards,
Fictorum is currently on sale for 75% off at chrono.gg for the next 24 hours, which is the lowest price we've ever sold the game.
Buy it for your friends. Buy it for your mom. Buy it for yourself. Unleash magical might upon the unworthy, and then reach out with bug reports and feedback.
<3<3
SBG
[ 2019-04-29 16:07:14 CET ] [ Original post ]
Magicians,
We just cranked out a fresh patch full of improvements, just in time for the weekendSeems like a good time for some Fictorum!
Bug Fixes and Minor Enhancements
- Rintara and the Debilor battle will both grant large amounts of essence
- The trash panel will now appear if you have chosen a new item from an event and are overburdened
- Fixed a bug that would occasionally prevent progression after defeating a boss
- Fixed a bug that would in rare instances cause the final boss to lose collision and permanently float
- Fixed a bug that would occasionally prevent loot from being distributed from enemies
- Fixed a bug that would cause focus issues for gamepad on character customization
- A random warlock will no longer appear in Corian
- Enemies will once again spawn on the final level
- Fixed a bug that would occasionally prevent traps from being triggered
- Aegis will now spawn with the proper shape and collision
- Lightning strike has too much stun on it
- Abilities will no longer trigger spell cooldowns
- Storm channeling spells will once again move slightly
- New quest notifications will properly display when a quest has been added to the next chapter
- Haven will absorb 25x more damage before before dissipating
- Flight height distance will now be calculated based on the distance over destructibles as well as the landscape
- Traps will be sprung upon taking any damage
- An observer can no longer trigger traps
- Shockwave mana cost has been reduced
- Spells will be quieter when colliding at long distances
- Lightning orb has a new explosion visual and new sound effect
- Sparkwhip sound issues have been resolved
[ 2019-03-08 16:16:42 CET ] [ Original post ]
Hey wizards! We've just uploaded a new version of Fictorum full of fixes, a brand new Transcription feature, and a deadlier final boss!
Transcription
This will allow you to spend essence to transform abilities into spells and vice versa, opening up all new possibilities for spell shaping and inventory customization. I'm already surprised by the combinations our beta players have come up with!
Improved Final Battle
We've received a number of complaints about our final boss being too easy and/or boring. Having taken another look at it, we had to agree! We've given the final boss new phases with plenty of tricks up his sleeves, making the encounter more challengingeven more so on harder difficulties! Good luck... steamhappy
Minor Enhancements/Bug Fixes
- Slow Time's mana cost and cooldown have been reduced by half
- Phalanx and Talisman will knock down enemies that come in contact with the shield
- Characters will now animate appropriately while under the stun effect
- Cooldowns are now tied to the item (not the spell or ability) so multiples of the same ability will have independent cooldowns
- The number of items and runes that will drop has been reduced on higher difficulties
- Health potions will be more common
- Warriors will no longer lose their target if they are too close to the enemy
- Some of the harder-to-read tutorial tips have been modified to improve readability
- Fixed a bug that would show "{Spell}" in choices with a spell condition
- Fixed a bug that would have a blank item affix spawn on an item
- Rintara's health has been significantly increased
- Channeled spells with Storm, Familiar, or Sentinel in the runeset will cause more initial mana, but will not require the animation to begin before casting
- Enemies will do a substantially better job of spotting and tracking the player without needing to resort to their psychic powers
- Crashes related to Fire Manifest/Flame Wake have been fixed
- Fixed a bug that would victory-based starting titles too early
- Splash Radius will properly show a decimal
- Enemies will no longer spawn underground
- The Corrupted Hulk's frost breath will properly animate and is no longer infinite
- Decoy will properly aggro enemies
- Fixed bugs that would occasionally prevent quest tracking bars or prompts from showing
- The quest in Cethorp will properly show Kiri as the only quest enemy
- Completing a level will automatically revert any performance-based slowdown
- Exiting through the nexus will no longer cause a massive amount of canceled sound effects
- Slow Time will no longer slow time permanently (whoops!)
- In our infinite wisdom, someone decided that the mesh used for health potions should also be used as decorationThis is no longer the case!
- Abandon and Earth Slam (beta spell) can now be used together properly
- Damage over time will display in the negative status effects UI again
- Fixed a bug with channeling spells that could lock the player in an uncastable state
- Camera shake is less intense
- Lightning strike will look normal with Storm runes again
- Witchslap and Spellblade will function better
- Numerous typos have been fixed
- Surface snapping spells (Flame Strike, Glacier, Pillar, etc.) will always snap to the ground, regardless of runes equipped
- Enemies will no longer spawn and subsequently get stuck underground
Community Art Spotlight
We have our first ever community art spotlight coming from our longtime players and early supporters: Nicktree! He created a pixelized version of the Fictorum and, though his pixel count may be small, his power is mighty. Send us your Fictorum creations and we'll feature whatever we can in the next update. steamhappy We hope you enjoy this updateIf you haven't left us a few, we'd simply love that! Also, if you'd like to try out the new spell schools we've been working on, you may want to opt into the Fictorum beta! Thank you for playing (or lurking) and if you have any feedback, please let us know! We're only two people and we certainly won't see or think of everything, but we love talking with our player community! Feel free to reach out to us in whatever way works best for you.
[ 2019-02-26 23:20:46 CET ] [ Original post ]
Hey wizards!
We've just uploaded a new version of Fictorum full of fixes and a brand new Transcription feature!
This will allow you to spend essence to transform abilities into spells and vice versa. This opens up all new possibilities for spell shaping and inventory customization!
Follow these steps if you'd like to opt into the beta.
Thank you for playing and please keep those bug reports coming, they help us improve Fictorum! Feel free to reach out to us in whatever way works best for you.
[ 2019-02-23 20:12:57 CET ] [ Original post ]
Howdy, spellcasters! Fictorum is 50% off for Steam's Lunar Sale! Help us spread the word to fellow magicians. We've just dropped a brand new update into Fictorum which is mostly tweaks for 1.2.10, but we've also improved Seek and Familiar runes!
Familiar Enhancements
Familiar received a lot of love in this update. Their movement has been significantly improved and will do a much better job of staying close to their master. They'll also target enemies from a further range and avoid firing spells into each other!
Seek Improvements
Seeking projectiles will now prioritize targets better and, if fired in a cluster, they will try to find a unique target.
Bug Fixes and Minor Enhancements
- Archers will no longer run right up to you when you get to a certain range
- Boulder targeting has been improved
- Warlocks in the Debilor power struggle will no longer give up on their dreams, standing in place, doing nothing
- Fixed a layout bug on the Character Details window
- Fixed a bug that prevented unlocking of starting titles based on difficulty
- The Gregarious Garnet will no longer display an impossible amount of jump height
- Abilities will no longer increase their displayed base spell multiplier if enchantment does not affect the spell output
- Debilor Vanguards will properly attack again
- Font scaling has been added to event choices and loading screens
- Pressing Disenchant All will also close the window
- Rune Starting Position has been renamed to Rune Initial Power
- Enemy projectile spells will be cast over a short time period
- Warlock movement has been improved
[ 2019-02-06 22:00:46 CET ] [ Original post ]
Hey wizards! We've been receiving a boatload of feedback over the last month and we've been using it to improve Fictorum. This patch contains loads of suggestions and bugs found by our community. If you've sent us a bug report or a suggestion for our game, we heartily thank you!
Larger Font Option
We've received a few requests for improving the readability of some of our screens, so we've added a new feature in 1.2.10 that increases the font size of text by 25%! You can access this on the display tab of the settings menu.
Disenchant All
Let go of that shift key! A disenchant all button has been added to the trash window. In addition, items in your trash will now be disenchanted instead of being trashed upon leaving a mountain on the world map.
Christmas Spells
Sadly, it's time for us to finally take the Christmas lights down and throw out the sad, dying tree. Christmas spells now will only drop for The Giftbringer starting title, but this title will be available year round!
Destructible Lifespan Improvements
We've improved the Destructible Lifespan option in the Display settings: Decals and dead bodies will now be removed automatically after a time, which can greatly increase performance.
Bug Fixes and Minor Enhancements
- We've changed the condition to unlock the Verdant IncineratorSimply beat the game on Abridged mode
- More event choices will show their outcomes prior to being selected
- All spells, echoes, storms, sentinels, and familiars owned by the player will be destroyed upon crossing through the nexus
- The number of trash runes has been increased from 12 to 18
- Warlocks/grenadiers are no longer psychic
- Enemies can now move closer if you're flying
- Shambler movement speed has been increased from 180 to 200
- Additional spell/ability clarity and a slight animation has been added to the runes panel within the inventory
- Fire Wave, Terraform, Dreidel, Gust, and Tremor will no longer get stuck on the landscape
- Enemies will never cast spells or fire arrows after fleeing
- Flare will properly disappear after bouncing/piercing
- Projectiles will now work better with echo
- Archers will no longer be spotted floating above their destroyed towers
- Projectiles will no longer stick to the player while in first-person mode
- Downvote, Upvote, and Heart Tome enchantments are no longer free
- Arcane, physical, and corrupted spells will no longer spawn a fire effect when hitting the ground.
- Aegis will now protect from all sources of damage, save for miasma damage
- Area spell sound effects will be audible from a much larger range
- The drop chance for the Ring of the Eleventh Thief has been increased by 150%
- Area spells that spawn meshes (Glacier, Christmas Tree, etc.) will no longer occasionally spawn in midair
- Phalanx animation has been improved
- Disenchanting will now play a different sound effect
- The Essence icon will now appear on the reward selection panel
- Incredibly massive spells can now be targeted effectively
- Inventory highlight is no longer off-target on higher resolutions on the world map
- An attribute ceiling has been applied to many critical attributes
- Aegis will no longer block targeting
- Channeling spells can now be started by pressing the spell shaping hotkey
- Bouncing projectiles will properly collide in place after they've lost all momentum
- Echo output has been reduced
- Disenchanting and enchanting tooltips and buttons will all display the proper cost
- Fixed a rare bug that would occasionally assign incompatible runes to a spell's runeset
- Witchslap's range has been increased
- Arc and Shockwave have a much higher knockdown rate and impact
- The history scroll will properly focus after scrolling to the current event
- Items will now be for sale at the tutorial vendor
- Specific enemies will still be visible with clairvoyance after they are fleeing
- Multishot and Spread area targeting has been improved for spells that do not snap to the surface (e.g. Flame Strike, Blink)
- Unlocking achievements for a difficulty will unlock achievements for all easier difficulties
- Chip's Challenger will now spawn with Enhanced Damage and Rune Starting Position
- Edric the Betrayer will now properly appear skewered
- Living characters should never clip through the level
- The player can no longer stand on Familiars
- Item drop frequency within a level has been reduced for higher chapters
- Telekinesis is now substantially easier to target
- Fixed a bug that would sometimes lock a player in slow mode, even though frame rate had recovered
- The third person camera will operate slightly better around debris
[ 2019-02-02 07:57:22 CET ] [ Original post ]
🎮 Full Controller Support
- Fictorum Linux Depot [12.01 G]
A reign of terror never feels so satisfying as when you leave a literal pile of rubble in your wake. Giving wizards a much-needed makeover, Fictorum is an action role-playing game that features fully-destructible structures, a randomized node-based world map, and a satisfying magic system with on-the-fly spell shaping and customization.
In Fictorum, your mage wields real, legendary power right from the start—unlike those found in most magic-centric games. Our magic system uses a dynamic and intuitive spellcasting and shaping system that grants the player an unrivaled level of customization and reconfiguration. Up to three runes can be applied to a spell, each affecting a different spell characteristic. The runes are easily swapped to suit the player’s current need, interest, or whim. You might amplify ice blasts to freeze enemies in place, expand the radius of a fireball explosion to crumble a bridge and hinder pursuers, or chain a lightning attack together to strike several targets in a cluster. Shaping makes spellcasting much more tactical and satisfying.
Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge. Yet challenge is abundant—the wizard must bring down a sprawling empire by himself, besting scores of bandits, cadres of Inquisitors, and hordes of corrupted abominations on his quest for vengeance. The protagonist has access to unlimited magical powers, making the game less about spamming that one spell that works passably well until it becomes upgradable. The experience is more about tailoring your magical arsenal, giving the player a wide range of freedom and the ability to effectively, efficiently, and enthusiastically destroy every obstacle. The randomly-generated world map features locations where every structure (from large buildings to bookshelves to tables to even a lone fork) can be demolished.
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