Howdy mages—One more beta patch down! We’ve replaced all of our old destructible castles and towers with brand new ones. Additionally, the amulet slot has been changed to a pauldron slot, allowing for more dynamic characters.
Gameplay Demo
We submitted for PAX West last week and needed a three minute video of unedited gameplay, so Chip put together this video introducing our game!
Fictorum 0.9.3 Beta
Major Change: New Destructible Castles and Towers
All of our levels have brand new castle assets, designed by our own Leif Drace.
https://gfycat.com/OrangeUnlinedBasenji
Major Change: New Pauldrons Slot
We made the choice to replace all of our amulets with pauldrons. Seeing as how pauldrons actually appear on the character model, we thought this was a much more interesting way to do our itemization. If you have an existing character, your amulets will be changed to either a cloth or plate pauldron.
https://gfycat.com/JubilantMedicalHorse
Bugs Fixes and Minor Enhancements
- The Grand Inquisitor is now much more challenging
- Casting animations and transitions have been improved
- Performance during destruction has been significantly improved—Be sure to turn off Fracture Low Priority Destructibles in the video settings
- Killing the Grand Inquisitor a few seconds after dying will still count as a victory
- Sell tooltips will always be shown on runes
- The Blink ability will teleport the Fictorum into walls and floors much less frequently
- The Frost Nova visual effect has been improved
- Warlocks and Liches will hit themselves with their spells less frequently
- Enemy magic will not be fired with a high arc
- Feared enemies will move at a minimum 600 movement
- Male townsfolk will properly get back up from a knockdown
- Enemy spells will now create decals
- Lightning Orb projectile collision has been reduced significantly
- Tooltip for the end location on final chapter is now different
- The fracture materials have been properly set for the blacksmith, town hall, and lumber mill
- Fireball explosions will no longer attach to enemies
- Verellus combat properly opens a level
- Quest bars will no longer appear over the Inventory screen
- Dash will now always follow controller direction
- Logic has been added for the Seek rune to search for a new target if its current target is a destroyed aegis crystal
- Hangium combat now loads the proper level
- Spell cooldown is now rounded on spell tooltips
- Enemy navigation has been improved on bridges
- Torchlight effects and light will remain active when the character is further away
- First person will no longer be forced when walking under trees
- Enemies and townsfolk will no longer spawn on top of carts
- Fixed a bug that would occasionally force first person at the start of a level while playing in third person
- In-house POV will properly stay in first person
- Enemies will always aggro properly
- All area spell emitters will scale for the area of effect
- The player will no longer be able to use the Dash ability to clip through the world and into buildings
- Fixed a bug that would show an unattached protect quest emitter in some levels
- Starting location of a chapter will no longer be a store
Coming Weeks
Greg will be joining Chip in Seattle, therefore, we’re going to shift our developer Twitch stream to be on Monday, 5/22 at 8pm PT while he’s in town. We hope to see you then!
Talk to you next time! Updates can come straight to you by subscribing to our newsletter below:
We also have more fun stuff posted on Twitter and Facebook, so follow and like us there.
2 Comments
I’ve been following you guys for a minute on Reddit. I think you guys have nailed it. This will be a game to remember.
Thank you so much—We hope so!