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. ːsteamhappyː
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
Enjoy! Feel free to reach out if you have any feedback or issues.
Hey wizards—thank 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
Feel free to reach out if you have any feedback or issues!
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 tracking—meaning 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
We hope you enjoy the changes! Feel free to reach out if you have any feedback or issues.
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
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
If you'd like to preview the patch, please do and let us know if you run into any issues!