Fictorum
Update v2.0.5 (01 January 2020)
- 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
Update v2.0.4 (21 November 2019)
- 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
Update v2.0.3 (18th November 2019)
- 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
Update v2.0 (14th November 2019)
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
Each faction will only drop spells and runes of their associated schools/types, so plan your routes accordingly!
In addition, we also have completely overhauled our enemy AI, giving them more natural movement both in and out of combat. Casters will be more transparent about the spell they are casting and melee fighters will attack and move more realistically. Archers will spawn on battlements and position themselves to best attack. Some enemy factions will even move in formations!
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
- Corrupted Mastery - Complete Fictorum using only Corrupted Spells (Abilities are okay)
- Wind Mastery - Complete Fictorum using only Wind Spells (Abilities are okay)
- Earth Mastery - Complete Fictorum using only Earth Spells (Abilities are okay)
- Physical Mastery - Complete Fictorum using only Physical Spells (Abilities are okay)
- Arcane Mastery - Complete Fictorum using only Arcane Spells and Abilities
- Classic Victory - Complete Fictorum on Classic mode
- Abridged Victory - Complete Fictorum on Abridged mode
- Expanse Victory - Complete Fictorum on Expanse mode
- The Uniquest - Have a unique item in every equipable slot
- Librarian - Have more than 10 spells in your inventory at once
- Master Wizard - Cast each spell in the game at least once
- Master Modifier - Cast a spell with each type rune at least once
- The Grand Inquisitor - Defeat the Grand Inquisitor
- The Earth Golem - Defeat Brazmek, the Earth Golem
- The Frost Giant - Defeat Balmur, the Frost Giant
- The Arch Mage - Defeat Rintara, the Archmage
- The Master Summoner - Defeat Giama, the Master Summoner
- Ventas' Favored - Defeat Ventas' Favored
- The Angel of Wind - Defeat Caeleste, the Angel of Wind
- The Bulwark - Unlock the Bulwark Starting Title
- The Chronomancer - Unlock the Chronomancer Starting Title
- The Voidbringer - Unlock the Voidbringer Starting Title
- The Galebender - Unlock the Galebender Starting Title
- The Earthmolder - Unlock the Earthmolder Starting Title
- The Giftbringer - Unlock the Giftbringer Starting Title
- The Titanic - Unlock the Titanic Starting Title
- The Thunderborn - Unlock the Thunderborn Starting Title
- The Bottom of the Barrel - Unlock the Bottom of the Barrel Starting Title
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
Update v1.2.13 (8th March 2019)
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
Update v1.2.12 (2nd February 2019)
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 challenging—even more so on harder difficulties! Good luck... :)
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 decoration—This 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
Update v1.2.11 (2nd February 2019)
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
Update v1.2.10 (2nd February 2019)
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 Incinerator—Simply 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
If you haven't left us a review yet, please consider doing so! We love reading about your experiences.
Update v1.2.9 (19 January 2019)
- Various bug fixes that should improve performance and prevent crashes, especially when using fire spells.
- Character customization will now properly allow "None" for Accessory, Mustache, and Beard
- Shops now show the new Tome icons under all circumstances
- The Fictorum should once again receive fall damage, be careful!
- The Fictorum has the proper sound effects based on armor type
- Shaping no longer reduces movement speed
- The impulse from fireball has been lowered a bit
- AI should not improperly gain sight of you
- Healing potions should spawn correctly
- Aiming while channeling should be improved in First Person
- Background Mountains now have LODs
- Familiars will no longer take damage from friendly fire
Patch v1.2.9a notes
- Plasma Ball once again deals damage, whoops!
Patch v1.2.7 (07 January 2019)
Bug Fixes
- Players will no longer go back to chapter 2 after completing chapter 6
- All numpad keys are available for control binding
- Observer controls will no longer be hindered upon toggling
Patch v1.2.5 (25 December 2018)
- The player should be more resistant to being launched by spells.
- Victory Achievements should unlock more consistently
- Townsfolk are no longer registered as hostile and spells will not auto-target them.
- Abandon will have a better animation for non-thrown spells
- Annihilator Beam will work correctly
- Defensive Teleport will work properly
- Phalanx no longer has 2 Phalanxes (Phalanxi? Phalanx?)
- The Warlock Battle event should now end more consistently
Patch 1.2.4 (23 December 2018)
Major Changes
Holiday spells & Giftbringer title
We’ve developed brand new spells for Christmas and Hanukkah in this patch—Spread some Holiday cheer by crushing your enemies with cheery magical doom!
Event system overhaul
We’ve been inspired by some of the other games that we’ve played recently, which has caused us to completely rethink our event system. You’ll now see rewards before choices are taken and can even choose between possible rewards! Also, at the start of an Abridged mode game, you’ll be granted a choice between four options that can drastically change your character. In addition, we’ve removed or reworked all “flavor text” events that provide no choices, rewards, nor combat. And finally, the possible rewards or hindrances have been vastly expanded.
Channeling Spell Improvements
Channeling spells were the most often overlooked type of spell prior to 1.2.4. Many runes didn’t work with them, they were terribly inconsistent, and, as a result, were rarely used. With this update to channeling, the working number of runes have been tripled, allowing you more versatility with these spells. But be warned, your enemies will be taking advantage of the enhancements as well!
Targeting Improvements
Targeting has also received an overhaul in this update. Now, you’ll see the placement and trajectory of every instance of the spell that you cast, and the targeting trajectory will scale based on the collision radius. This can be performance intensive, but you can change the maximum number of projectile paths/area targets in the settings menu. Additionally, area spells will now use a trajectory-based targeting and will adjust smoothly to minor changes to pitch and landscape. You can also press the rotate view hotkey while casting a spell will activate the aiming camera, which snaps the camera close to the shoulder and reduces aiming sensitivity by 50%.
Animation improvements
Nearly all animation sets will look much better all around. Now, the Fictorum will take a different idle stance while in combat and can even use different animation sets based on the type of spell being cast.
Completely reworked tutorial
The tutorial has been streamlined and contains much better information, as well as a short chapter map. Upon dying in the tutorial, you’ll be returned to life in a safe location with tips corresponding to how you died. We hope this flattens the learning curve of our game!
Minor Changes
- We've standardized damage for the player and enemies—All player spell damage, enemy health, and destruction thresholds have been reduced to 5%. This should have no effect on playthroughs, but it will make the developer's lives easier.
- Abridged is now the primary game mode
- Facial hair customization has been enhanced
- Game sounds will now change in pitch based on the time speed
- Townsfolk will flee more consistently
- Hair colors will now be three times more vibrant
- Spell purchase and enchanting costs are now much more consistent for all qualities
- Starting the tutorial will now bring you to a special tutorial chapter map
- Pierce and Seek runes on projectile spells will work significantly better
- Characters hit by projectiles will have more realistic impacts
- Fixed a bug that would prevent area spell pierce instances from appearing while looking down
- An Aegis will now absorb spells
- An animated quest prompt will now appear upon entering certain levels
- Enemy movement speed will now be scaled based on movement direction
- Clairvoyance will now show tunnel vision when mana is low
- Camera shake will now behave better while time is slowed
- Flight will now drain mana based on the current altitude of the player
- The inventory tooltip should denote when an item has reached the max level of enchanting
- Clicking a location button in the history scroll will now show any rewards received at that time
- Completing Fictorum will now grant titles/achievements of lower difficulties than the difficulty completed
- Pressing Interact while casting will no longer change shoulders
- Jump height has been increased by 25% for all new characters
- Slight movement for downward channels from storms
- Quests completed will be properly removed from the chapter map
- Resolution and Window mode options in the video settings will now change when hovered with gamepad
- Lightning bolt visual effects will look better over all distances
- Fog and snow VFX will no longer flicker when transitioning the camera distance
- The maximum range of spells with a Familiar or Sentinel rune have been reduced to 50m (was 500m)
- Event choices can no longer be selected while the history is scrolling
- Light plate armor and pauldrons can now be found in-game
- NPC quest markers will behave better when an enemy is knocked down
- Chronomancer will no longer start with a High Velocity rune and will now start with Arcing Ball instead of Fireball, Frost Spear, and Lightning Bolt
- Casters will no longer look like they're casting a nonexistent spell after spotting the player
- Meteor will no longer become invisible after a chain reaction or bounce
- Projectile impacts will be applied similarly to targets in air and on ground
- The Infinite Dragon will now start with Flare
- A short animation will play in the UI when quests are complete/incomplete
- Ascended will now start with a completely different set of runes and Concussion instead of Lightning Bolt
- Flare can now spawn with any color and is much more obvious when being channeled by spellcasters
- Townsfolk will now appear as a light gray in Clairvoyance when they are not part of a quest
- Arrow speed has been increased from 1800-->3000
- Stun has been removed from flare, and will no longer stun briefly upon hitting
- Characters will now pivot vertically to face where they are looking
- The shaping HUD will quickly fade in/out when toggled
- The maximum range of spells with a Storm rune have been reduced to 150m (was 500m)
- Fire, Ice, and Lightning Resistances have been replaced by Magic Resistance
- Targeting materials will become more transparent when closer to the camera
- Loading screen tips will properly keep during the entire level load process
- The currently selected event choice is now much more obvious
- Floating objects remaining after destruction will happen much less frequently.
- Spark Whip and Flareus will now have a more appropriate purchase and enchanting cost
- Stamina will no longer generate while falling
- Removed unnecessary health potions from the tutorial
- Doors will no longer get stuck upon forcing them open
- Clicking the current location on the chapter map will no longer count as an action
- Pierce will accurately detect overlap locations again
- Order and Chaos will now always stop upon final collision
- Going on long walks through houses and towns with Flame Wake should no longer crash the game
- Continue is no longer available after retiring to the void
- Flamethrower tome will now properly display a radius in the description
- Fine bookshelves will properly populate their shelves
- Fixed a bug that would cause weapons to collide with characters after being dropped
- Characters will have a much easier time navigating doors
- Enemies that are knocked off out of level bounds will still be counted for quest completion
- The inventory tooltip will properly display immediately when the inventory is toggled
- Sparkwhip will now drop properly in-game
- Fictorum will no longer turn wildly when walking on debris
- Projectiles fired will properly collide with targets in extreme close range
- Mana regeneration will now be slightly delayed after a cast
- Fixed a bug that would occasionally prevent unlocking an achievement/starting title after a victory
- Townsfolk will no longer be auto-targeted by spells
- Fixed a bug that would occasionally cause a piercing projectile to pierce an enemy multiple times on a single overlap
- Seeking projectiles will no longer enter orbit around targets
- The inventory tooltip offset will now be adjusted based on the screen resolution
- The trash panel on the inventory is now easier to navigate with a gamepad
- Incendium's mana cost has been reduced from 30 to 20.
- The transition into and out of Observer mode has been improved
- The camera can now be rotated while flying
We hope you enjoy these improvements!
Patch 1.2.2 (19 July 2018)
V1.2.2 fixed Corrupted Assassin's, they should no longer remain invisible when close to the player.
If you'd like to chat with us about suggestions to improve our game or share any issues you encounter, we'd love to hear from you! Feel free to reach out to us in whatever way works best for you.
Patch 1.2.0 (25 June 2018)
Major Change: New Runes
New runes can be found throughout the world! These powerful spell augments are Sentinel, Storm, Familiar, Bounce, Chaos, and Order.
Major Change: New Spells and Abilities
New spells and abilities can now be found throughout the world! They are Flareus, Sparkwhip, and Witchslap.
Major Change: New Game Mode
We put together a new shorter, hardcore only game mode for players to try. This is still in its preliminary stages and may evolve in the future.
Major Change: Observer Mode
Players can now take control of an observer and view the world in slow-motion.
Major Change: Cone of Cold Improvements
Cone of Cold has been significantly improved by granting the player the ability to create walkways, bridges, and ramps.
Minor Improvements and Bug Fixes
- Miasma is now discussed in the tutorial
- Removed the magical properties of furniture that allowed them to float in midair after their surroundings were destroyed
- Cone of Cold's radius and reach has been extended
- Fixed a bug that would occasionally prevent a tooltip from appearing on found items/runes in the history scroll
- All titles that do not require a victory to unlock can now be unlocked appropriately
- The inventory will no longer lose gamepad focus when moving between the items and runes panels
- The chapter map will properly load the previously opened event if the player leaves the map by quit to desktop or returning to the main menu
- Impact decals will no longer attach to sheilds
- Fireplace fires will properly have logs again
- Many animation sets have been improved
- Fictorum will perform better on levels having a high number of structures
- Health, mana, and stamina bars have slightly improved textures
- Vault has improved VFX
- Scrolls extracted from rings will now show the appropriate item quality
- The game HUD will now fade after traveling through the nexus
- The third-person camera angles have been slightly improved
- Damage pop-ups can now be toggled from the settings menu
- The title screen has been enhanced visually
- Players will be asked to retire an existing character in a slot (if one exists) before starting a new one
What's Next?
Now that we've improved the overall quality and internal structure of Fictorum, we are ready to focus our efforts on adding new content. Additionally, we're on a much more recent version of the Unreal Engine and have no plans to upgrade again (which was the source of most of our dev time in releasing this version), which means that we can get future updates out much more frequently.
Here are a few of the things that we're planning:
Add new events into rotation
Add new capabilities to events
Create new bosses, champions, and standard enemies
We hope you're as excited about these changes as we are. If you'd like to chat with us about suggestions to improve our game or share any issues you encounter, we'd love to hear from you! Feel free to reach out to us in whatever way works best for you.
Patch 1.1.05 (01 June 2018)
- Frozen Spear should now correctly deal point damage.
- The Bug Logger can now be rebound (default key is "L"). You'll need to reset bindings to default to see the new binding option.
- Tutorial text and quest indicators will be easier to see
- The Tutorial is no longer affected by the current save slot difficulty
- Typos fixed in Rutilius and Gerolt events
- Gamepad slider visual will be hidden upon switching to mouse and keyboard
- The Options button in the main menu works again
Patch 1.1 (10 May 2018)
Major Change: Performance Improvements
We've made massive performance boosts throughout Fictorum! The areas that you'll see the biggest changes are:
- Initial load time significantly reduced
- Projectile targeting is now much more responsive, especially with faster projectiles
- Lag removed from death and looting
- Lag removed after selecting a new mountain or starting a new event
- Lag significantly reduced when switching difficulty/title in character screen
- Lag significantly reduced when changing equipment
Major Change: Camera Improvements
- The camera will switch to an over-the-shoulder view while inside buildings for a more consistent experience. Additionally, you can now play over the left or right shoulder (available in the settings menu or press the interact hotkey while casting a spell to switch in-game).
Major Change: Gamepad UI Improvements
- We've ditched the joystick mouse cursor plugin we previously used and reworked all of our UI to work beautifully and seamlessly with a gamepad. Additionally, we've added an auto-sort feature to make managing the inventory with the gamepad even easier.
Major Change: Event Rewrites
- We've been working with Nathan Fierro—the author of The Demon of Cliffside—to improve our existing events and add new ones. Every single event has been either edited, rewritten, or removed and he has done an amazing job crafting the confident, brutal, and vengeance-fueled voice of our game.
New Starting Text:
- It was impossible, of course. But Acanthio was a Fictorum, the last one, and by stretching the very limits of his power and of creation itself he survived his own execution. Such power comes with a price, however, and his body was warped with corruption, his mind scarred with the brief, blazing glimpse of the world that moment gave him, of the horrors within the Miasma. And of the Inquisition, its endless armies already stirring, a hound scenting the magical trace of his miracle. The Firebrand could not run away, not forever, but he could run toward. He cast his vision onto his map, marking the way to the Grand Inquisitor. Marked with red, marked with blood. It was the Grand Inquisitor who had decreed The Firebrand would die, and it was death he would receive.
Major Change: AI Improvements
- One of the main complaints of our game was the AI. Upon spotting the player, enemies would run as fast as they could towards the player in the absolute, most direct line. With this version, we've significantly improved their formerly bad behavior—they'll now search for alternate routes to overwhelm the player in small groups of mixed forces, working together to bring the player down. This has also laid the framework allowing us to do even more for our enemies later on...
Major Change: Physics Improvements
- Another common comment that we saw when we posted to Imgur or reddit was that our destructible meshes lack weight and move too much like foam once shattered. After adjusting the physical materials of our meshes, they now move much more realistically.
Major Change: Enemy Spell Variation
- We made a big mistake when we were first setting up our enemy spellcasters in that they all had their own individual spells that were specific to the caster, even if it was essentially the same spell. They worked differently, had inconsistent damage and physics, caused loads of bugs and balancing issues, and were an overall pain to maintain. Eventually, we realized that we should rework all spellcasters and archers to use the same spells available for the player and then add any additional output (damage tweaks, multi-shot, chain reaction, etc.) that we'd like for them. As a result, casters are more varied, putting to use spells that you can also find in-game. We even have more we'd like to do with these capabilities, but that's for another patch...
- Minor Improvements and Bug Fixes
- Fictorum has been upgraded to Unreal Engine 4.18
- Normal items will only ever be received at the very start of the game and will spawn as a magical item instead (does not apply to runes)
- Mana costs and drain have been completely rebalanced
- Fixed a bug that would prevent some achievements from registering
- Projectile spells with Pierce will now penetrate trees
- Arrows now have a trail particle effect and are much easier to spot
- Fixed a bug that would occasionally not go to the follow-up event for dispatching Revan
- Character auras will no longer flicker when knocked down
- Fire manifestation will no longer eat processors for breakfast
- If the starting titles have been reset, a new character will no longer bring in the last title of a character if it has not been unlocked.
- Fixed a bug on the Inventory tooltip that would display keyboard instructions while using a gamepad
- Fires crackling within homes will no longer be heard over a long distances
- Enemies will get stuck around carts much less frequently
- Fixed a bug that would prevent the history window from scrolling down far enough to the event choices right after combat
- Items with no stats will no longer appear
- Projectiles will no longer be frozen in the air after hitting a spell shield
- Characters in ragdoll will both collide with the world and receive fall damage much more consistently
- Fixed a bug that would occasionally cause the player to jump unintentionally upon landing or prevent a jump entirely
- Cooldowns will now properly round to a single digit
- The Vasshorn event has been removed
- Equipping an item while flying no longer causes the character to move up a little
- Healing will no longer be available from vendors when at full health
- Wake passives will no longer activate with great fervor on the title screen
- Fixed a bug that would allow selection of disabled event choices
- Fixed bug that would occasionally make locations on the chapter map difficult to mouse over
- Enemies will content themselves with your death, ceasing their attack after your demise.
- Enchantments will no longer cost double while in a shop location
- Notifications for new title unlocks will not repeat
- Haven will no longer block targeting if it is your spell
- Having the enchanting slot filled and hovering over items in inventory will no longer cause a hit to FPS
- Opening the trash tab then dragging an item into it will no longer cause the trash open animation to happen again
- Fixed bug that on rare occasions prevented interaction with the world map
- Having 100% rune shaping start position will no longer negatively affect spell shaping
- AOE effects (auras, traps) no longer appear on walls and props
- Casters no longer wait for you to return to your feet before shooting
- Negative effects on items will no longer increase during enchantment
- Lightning Orb will no longer persist permanently with an Echo rune
- Lightning Damage is now properly shown in the "Details" section of the inventory
- Death, knockdown, or traveling through the nexus will automatically end the Slow Time ability
- Rune images will update properly if you switch spells while casting
- Highly enchanted projectiles will no longer seek enemies without a Seek rune
- Retiring to void will properly to move the save to the void and prevent continuing the game
- Efficiency runes will now lower mana drain (in addition to mana cost) and will properly have their effects increased via enchanting
- Destructible mesh hitboxes will now properly despawn for Rock Wall and Glacier
- Goatee and chin facial hair will properly display when selected on the character customization window
- Fix a bug that allowed runes to be assigned to an ability upon initial spawn
- Health/Mana/Stamina values will no longer remain visible if an associated bar was hovered while the inventory is closed
- Enchanted ability tooltips will now properly reflect actual cooldown duration
- Meteor's visual effect now properly scales with the size of the spell
- Loot found will now properly overflow into the next row in the history scroll
- Dash will now properly scale with Slow Time
- Fixed a bug that would show incorrect information for passive scrolls in spellbook slots
- Mouse X and Mouse Y are much less sensitive when binding controls
- Candles/torches will properly be destroyed instead of occasionally floating in midair
- Cooldown timers will be correctly displayed with duplicate abilities
- Nexuses on boss levels can no longer be seen via clairvoyance
- The player will no longer float into the sky when frozen solid
- Several spelling and grammar errors have been fixed throughout the game
- Parts of the nexus will no longer ignore projectile collision
- Treasure chests will no longer spawn underground
- Voice hit responses will no longer play from landing damage if the player has been killed
- Characters will no longer play their death sound effects if frozen solid or badly burned
- Shockwave will properly play a sound when activated
- Area spells with the Nova rune will now always spawn on the player instead of the final targeting location
- Difficulty, hardcore, and title buttons are now more obvious when hovered
- Unlock conditions for titles have been clarified on the Start Game menu
- Plasma ball damage has been nerfed
- Item values will be increased based on enchantment level
- Interior props will have greater variation
- Character details now show attributes after passive modifiers have been applied
- Quest objectives and loot can be seen through debris while clairvoyance is active
- The Flaming Bulwark starting title will now start with the Flare spell
- Seek will prioritize targets closer to the final targeting location over targets closer to the projectile
- Projectile spells with Pierce will behave better in general
- Vault targeting has been improved
- Final encounters have been improved
- Loot containers will now be limited within levels based on difficulty
- Incendium Impulse has been greatly lowered
- Rune attributes will scale better with their rarity
- Fire propagation from Manifest is now more realistic and performs better
- Escape now controls the settings window on the start map
- The Grand Inquisitor is now more challenging and will use a new array of spells to end your journey
- Attribute weights for item values have been rebalanced
- The Starcaller starting title will now only start with a Seek rune
- Stamina drain while sprinting reduced to 20/sec
- Invigorate now has a 10-second cooldown, enchanting reduces the cooldown
- Shaping bonus has been reduced overall on affixes and will scale with chapters
- Difficulties details are now shown on the New Game menu
- Chapter tabs have been improved and a scrollbar allows for easier viewing
- Most abilities have had their mana cost significantly reduced, several have had their cooldowns increased.
- Rewriting History will now set your health to a minimum of 50% of max health
- Items will no longer be auto-equipped when picked up
- The Character Customization window is now available on the developer menu
- Color parameters for all armor types have been improved
- Chip's Challenger can now be found as a unique
- Runes have had their effects rebalanced on area spells
- Enchanting costs have been doubled for spells
- Clairvoyance can now be used while casting a spell
- Daggers have been removed as possible weapons for enemies
- The inventory tooltip has been improved to always show the currently hovered item closest to the cursor, then currently equipped items next to it
- The history scroll can now be moved with the joystick
- The New Game and Customize Character windows have been improved
- Visual improvements have been made to the projectile targeting spline
- Chain will do a much better job of targeting nearby enemies
- Haven visual effects have been improved
- Flight control improvements and toggle (see action bindings)
- Due to redundancy with Clairvoyance, the Void projection Scroll will no longer be found in-game
- Special conditions with spells will be more commonly available as choices in events
- The font has been changed for spell slots to increase clarity for their corresponding hotkeys in the UI
- Stamina no longer regenerates while the player is airborne
- Vendor will now heal for a percentage of maximum health, versus a static amount
- You can now heal as much as you can from the full heal option, even if you can't afford it a full heal
- Hex/HTML codes can now be used for colors on Character Customization
- Shamblers will no longer wait politely for characters to rise to their feet before exploding
- A short delay and sound effect has been added for the Corrupted shambler prior to exploding
- Area spells with a Spread rune will now alternate sides to create spell instances (example: create 3 to the right, 4 to the left), versus creating maximum equal amounts on both sides (same example: create 7 right and 7 left)
- Debris will refrain from instant killing the player (except on Nightmare where it has no mercy)
- Sentinel flares will now do non-elemental damage and cannot be reduced by any damage reduction
- Flamethrower no longer applies any damage on contact, but persist and manifest multipliers have been increased
- Default runesets are now visible on the Start Game—Show Inventory screen
- Items that drop in later chapters will be slightly better
- Visual effects will be shown in the characters hands while casting a spell
- Radial damage will no longer be increased on High Explosive runes
- Fireball, Ice Blast, and Incendium have had their radial damages increased
- The projectile targeting mesh has been improved
Patch 1.0.6 (24 August 2017)
- Added GOG Galaxy achievements
- The Tutorial has been improved with more information
- Two new titles have been added into Fictorum.
- The "invisible wall" on the title screen should no longer appear. If it still does press alt+enter.
- Walby Pass will no longer break your saves under some circumstances.
- Vendors on the world map will have slightly more items and runes available for sale
- Fixed a bug that would overwrite the character's inventory in very rare cases
- Open Inventory tabs will be closed when the screen is closed
- Character armor will be slightly easier to see against the landscape
- Weapons will no longer float in the air after a character has been frozen solid and then shattered
- Indoor quest indicators disappear when the character goes outside
- Nalf's Peak will now correctly give a quest
- Glaciers and Rockwall will never damage the Fictorum
- Fixed a bug that would prevent the game from focusing on the Victory screen
- Falling enemies in ragdoll will never cause damage to the Fictorum
- Void Projection will drop much more often and will no longer be seen by enemies
- Perks will immediately be reflected in the character's attributes after selecting one.
- Pyromancer, Cyromancer or Electromancer achievements should now be unlockable.
- Characters can no longer be locked in a ragdoll state
- Color from the current character slot is automatically loaded when the game starts
- Tiny candles have been properly scaled up, even though Greg really wanted to leave them as they were
- Hardcore and difficulty modes default to last setting of the character slot
- The shaping menu can no longer be accessed while casting an ability
- Various typos have been corrected throughout the game
- Health potions will spawn on a level basis, versus an individual spawn roll per health potion
- The enchanting tooltip will now properly update for runes while hovering over the Enchant button
- Starting title, difficulty, and current chapter properly appear on details panel
- The Ascended should be unlockable now
- Debris damage has been capped to 300 and is registered as physical damage (therefore, can be resisted)
- Arrows have been slowed considerably
- Easter Egg "Rain Down" has been hidden in a level
- Camera settings are now consistent between the first and third person camera
- Feared characters will flee their home when the Fictorum is nearby
- Dash VFX has been improved slightly
- Added more particle effects to destruction when Effects are set to "Epic"
- Corrupted Shamblers (the suiciders) have more aggressive AI
- Enemies should attack a bit more consistently with melee attacks
- Enemies will not always face the player at far distances
- The same level should not spawn right next to each other.
- Maps that are unable to be completed should no longer be generated
- The shield around the final level will now properly appear
- A couple of events are now correctly flagged as Starting Events.
Patch 1.0.5 (10 August 2017)