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