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high rated
Changelog for patch 1.0.5 (added 10 August 2017):

- Minor bug fixes.
high rated
Changelog for Patch 1.0.6 (added 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
- Inputs from non-english keyboards and Steam controllers can now be bound.
- 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
high rated
Changelog for Patch 1.1 (added 10 May 2018) - Part I:

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...
Post edited May 10, 2018 by HypersomniacLive
high rated
Changelog for Patch 1.1 (added 10 May 2018) - Part II:

* 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
high rated
Changelog for Patch 1.1 (added 10 May 2018) - Part III:

* 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
high rated
Changelog for Patch 1.1.05 (added 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
high rated
Changelog for Patch 1.2.0 (added 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.


Changelog for Patch 1.2.2 (added 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.
high rated
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
high rated
v1.2.5 Patch Notes:

*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
Post edited December 26, 2018 by Vincere
high rated
v1.2.6 Patch Notes

Major Change

We received several complaints about poor performance with the latest update. After a bit of testing, we found that our decorated interiors are pretty performance intensive. We've added a new Spawn Detailed Interiors option (off by default) in the settings menu that allows you to toggle them on and off.

Bug Fixes and Minor Enhancements
*Abandon will properly be canceled and can no longer happen for multiple spells simultaneously
*Auto-slomo will no longer occur after traveling through the nexus.
*Preferred runes for spells will be loaded and saved consistently
*Enemy movement speeds have been significantly reduced on higher difficulties/chapters and the maximum speed modifier has a limit of +50%
*Observer controls will no longer be slowed for the first few ticks
*NPC bodies will properly be removed after a duration
*Glokkotron quest will only spawn a single chieftain
*Dropped bows will no longer bounce oddly
*Traps will now include the trap rune symbol on them instead of Stun
*Traps will be sprung more consistently
*The main menu button will now work properly on the tutorial chapter map
*Arrows will now have a more realistic size
*Surface locking spells will now properly have their range removed while a Nova rune is equipped
*Fixed a bug that could cause infinite storms/sentinels/familiars with Manifest
*Hovering over Rune slots will be less performance intensive
*The maximum number of shots fired been reduced for Chaos (Output x 10-->5)
*Unique items will have much higher bonuses in later chapters
Post edited January 05, 2019 by Vincere
high rated
1.2.7 patch notes

*Players will no longer reset to chapter 2 after completing chapter 6.
high rated
Changelog for Patch v1.2.7 (added 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
high rated
Changelog for Patch v1.2.8a:

Major Change

- Based on a suggestion from one of our players, we've added new tome icons for each spell school! Existing tome icons will be converted as well.

Bug Fixes and Minor Enhancements

- Beta players can now find the Hammer Time scroll!
- Achievements for beating with certain titles should work again
- The level selection on a playthrough should be more varied
- We've added a workaround to allow Nexus travel in the rare chance that the Nexus loses collision
- Witchslap and Spellblade will now have more consistent impacts
- Fixed a bug that would cause a Familiar to spawn in the wrong location
- Familiar's range has been reduced to 10m and can be placed in the air
- The gorget for the Infinite Dragon's Red Dragonscale has been fixed
- Spells will once again require the animation to finish prior to starting another cast
- Defensive blink on your boots will no longer cause your own spells to blow up in your face
- The delay before beginning Spellblade attacks have been substantially reduced
- Aiming has been improved for channeled spells in first-person
Post edited January 09, 2019 by Vincere
high rated
Patch v1.2.9 notes

- 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

Patch v1.2.9a notes
-Plasma does damage again
Post edited January 20, 2019 by Vincere
high rated
Patch V1.2.10 Note

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