In this update5
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Full Fictorum update
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Repeated intro
Hey Wizards!
What changed
- Gameplay
- Balance
- UI and audio
- Store
- Fixes
Fictorum changes
We're ready to put our largest content patch in two years into your hands! This patch has eight new runes that can drastically change how your spells work! Additionally, multiple runes of the same type are now allowed in the same runeset. Plus, we've added many quality of life upgrades!
Major Changes
New Runes
Blood Damage is vastly increased, but health will be used instead of mana to power the spell
Stamina Damage is vastly reduced, but stamina will be used instead of mana to power the spell
Drain A portion of spell damage is leeched as energy
Implosion Deals a percentage of radial damage every .1s
Doom Spell is automatically cast when you kill someone, but can no longer be directly cast
Wrath Spell is automatically cast upon hitting an enemy, but can no longer be directly cast
Pain Spell is automatically cast upon being hit, but can no longer be directly cast
Fury Spell is automatically cast along with any other spell, but this one can no longer be directly cast
Runeset Changes
Multiple runes of the same type are now allowed in the same runeset! Ever wanted to have 50 multishot fireballs? Well, now you can!
Minor Enhancements
Rune mana cost is now applied based on the amount shaped (initial rune power for base cost and current shaping amount for channeling)
The tutorial is now skippable and, once skipped, opens a quick tips screen showing the key features of the game
The time between key presses to toggle flight/vault has been reduced from <=.5s to <=.2s
Added a Toggle Flight hotkey
Dash has been overhauled to have better aiming, better animation, and smoother movement
Incendium's mana cost has been reduced 20-->13
Rune negative values will no longer roll beyond the maximum negative amount
Added a Purge History button in the developer menu which will erase the character history in order to reduce load time
Magic, Rare, and Unique runes have smaller, more appropriate stat ranges, making them more consistent
Chain rune strength increases will now diminish the damage loss for chain reactions
Trap runes are now compatible with projectile spells
Nova runes are now compatible with projectile spells
A new perk is available for selection
The ending credits can now be skipped
Automatically generated runesets will now pick runes of the same type as a last resort
The reduced channeling cost grace period for projectile and area spells has been reduced from .5s --> .2s
The grace period of draining health once mana has been depleted has been reduced .5s --> .25s
Walking momentum is kept when flight is toggled and vice versa
Concentrate, Efficiency, Magic's Reach, Bounce, and Massive runes have been rebalanced
Base elemental projectiles created by Chaos, Order, and Spiral will now include damage bonuses
Spell slots will visually update when they can and can't cast be cast
You can no longer equip/unequip an item that would reduce your health or mana to 0
There is now no maximum essence cost for disenchanting and purchasing items
Bug Fixes
Fixed a bug that would prevent movement while in observer mode
Fixed a bug that would cause enemy weapons to float in mid-air if their wielder was killed mid-swing
Cancelling Spellblade no longer spawns a persistent glow
Fixed a bug for the Bulwark that would cause Sentinel runes
Source
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