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
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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
v2.2.12 is Now Available!
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
Shaping Bonus 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
If you were affected, please see this for help and if reach out to us if you need extra support.
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.
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.
v2.2.8 is Now Available!
Hey Wizards,
I hope you are having a great week so far! ːsteamhappyː 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
Enjoy! Feel free to reach out if you have any feedback or issues.
Fictorum v2.2 is out now, featuring eight new runes and rune system upgrades!
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 hiyting 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
Enjoy! Feel free to reach out if you have any feedback or issues.
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.
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.
Opt into beta, try out v2.2, and let us know if you run into any bugs.
If you haven't already done so, leave us a review with your thoughts about the game!
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
Enjoy! Feel free to reach out if you have any feedback or issues.