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 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 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%.
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.
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!
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!
Also, 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.
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