Fictorum + OST GOG

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vastyr
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Fictorum + OST GOG

Post by vastyr »

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Fictorum + OST

Genre: Action - Role-playing - Fantasy
Works on: Windows (7, 8, 10)
Languages: Audio and text: English.
Features: Single-Player - Controller Suypport - Cloud Saves - Overlay
Released: August 9, 2017
Size: 6.18 GB
Company: Scraping Bottom Games / Scraping Bottom Games
Installer version: 2.1.13_(64bit)_(49862)
Included goodies: soundtrack (WAV) + soundtrack (mp3)
Store page: https://www.gog.com/game/fictorum

About: A reign of terror never feels so satisfying as when you leave a literal pile of rubble in your wake.
Fictorum is an action role-playing game that features fully-destructible structures, a randomized node-
based world map, and a satisfying magic system with on-the-fly spell shaping and customization.

In Fictorum, your mage wields real, legendary power right from the start—unlike those found in most
magic-centric games. Our spellcasting and shaping system grants the player an unrivaled level of
customization and reconfiguration. Up to three runes can be applied to a spell, each affecting a different
spell characteristic, and can be changed to suit the player’s current need, interest, or whim. You might
amplify ice blasts to freeze enemies in place, expand the radius of a fireball explosion to crumble a bridge
and hinder pursuers, or chain a lightning attack together to strike several clustered targets. Shaping makes
spellcasting tactical and satisfying; an experience more about tailoring your magical arsenal to effectively,
efficiently, and enthusiastically destroy every obstacle.

Yet, challenge is abundant—the wizard must bring down a sprawling empire by himself. Your journey across
the randomly-generated world map features locations chock full of enemies and structures to destroy.

Main Features:

A new kind of spell-casting:
Arm yourself with a wide array of spells and then unleash their true, destructive potential by altering their
effects on the fly with spell-shaping.
Destructible environments:
Turn villages and castles against their inhabitants with well-placed spells, reducing them to deadly, flying
debris.
Choose your own adventure:
Navigate a procedurally generated world map as you make choices that will alter the flow of your journey.
Do you stop to help a wealthy town in need, or do you save your energy for later?
Relive your past lives:
● Visit the Void to read up on the exploits of your previous incarnations, examining the choices that led
them to their ultimate fate.

Image

About: A dramatic and bombastic soundtrack, composer Jeff Dodson (Neverwinter Nights 2: Mask of the
Betrayer, X-Men: The Official Game, Stardrive) takes you on a journey through the world of Fictorum.
Comprised of 18 tracks.
► System requirements
Minimum system requirements - Windows: 7 / 8 / 10
Processor: Core i5 or equivalent
Memory: 8 GB RAM
Graphics: GTX 760 or equivalent
Hard Drive Space: 10 GB
Mouse, Keyboard
► Outdated
► ChangeLog
Update v1.2.13 (8th March 2019)
Bug Fixes and Minor Enhancements
Rintara and the Debilor battle will both grant large amounts of essence
The trash panel will now appear if you have chosen a new item from an event and are overburdened
Fixed a bug that would occasionally prevent progression after defeating a boss
Fixed a bug that would in rare instances cause the final boss to lose collision and permanently float
Fixed a bug that would occasionally prevent loot from being distributed from enemies
Fixed a bug that would cause focus issues for gamepad on character customization
A random warlock will no longer appear in Corian
Enemies will once again spawn on the final level
Fixed a bug that would occasionally prevent traps from being triggered
Aegis will now spawn with the proper shape and collision
Lightning strike has too much stun on it
Abilities will no longer trigger spell cooldowns
Storm channeling spells will once again move slightly
New quest notifications will properly display when a quest has been added to the next chapter
Haven will absorb 25x more damage before before dissipating
Flight height distance will now be calculated based on the distance over destructibles as well as the landscape
Traps will be sprung upon taking any damage
An observer can no longer trigger traps
Shockwave mana cost has been reduced
Spells will be quieter when colliding at long distances
Lightning orb has a new explosion visual and new sound effect
Sparkwhip sound issues have been resolved

Update v1.2.11 (2nd February 2019)
Familiar Enhancements
Familiar received a lot of love in this update. Their movement has been significantly improved and will do a much better job of staying close to their master. They'll also target enemies from a further range and avoid firing spells into each other!
Seek Improvements
Seeking projectiles will now prioritize targets better and, if fired in a cluster, they will try to find a unique target.
Bug Fixes and Minor Enhancements
Archers will no longer run right up to you when you get to a certain range
Boulder targeting has been improved
Warlocks in the Debilor power struggle will no longer give up on their dreams, standing in place, doing nothing
Fixed a layout bug on the Character Details window
Fixed a bug that prevented unlocking of starting titles based on difficulty
The Gregarious Garnet will no longer display an impossible amount of jump height
Abilities will no longer increase their displayed base spell multiplier if enchantment does not affect the spell output
Debilor Vanguards will properly attack again
Font scaling has been added to event choices and loading screens
Pressing Disenchant All will also close the window
Rune Starting Position has been renamed to Rune Initial Power
Enemy projectile spells will be cast over a short time period
Warlock movement has been improved

Update v1.2.10 (2nd February 2019)
Hey wizards! We've been receiving a boatload of feedback over the last month and we've been using it to improve Fictorum. This patch contains loads of suggestions and bugs found by our community. If you've sent us a bug report or a suggestion for our game, we heartily thank you!

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
If you haven't left us a review yet, please consider doing so! We love reading about your experiences.

Update v1.2.9 (19 January 2019)
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
Familiars will no longer take damage from friendly fire

Patch v1.2.9a notes
Plasma Ball once again deals damage, whoops!

Patch v1.2.7 (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

Patch v1.2.5 (25 December 2018)
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

Patch 1.2.4 (23 December 2018)
Major Changes
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
We hope you enjoy these improvements!

Patch 1.2.2 (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.

Patch 1.2.0 (25 June 2017)
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

Patch 1.1.05 (01 June 2017)
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

Patch 1.1 (10 May 2017)
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...

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
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

Patch 1.0.6 (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.

-------------------------------------------------

Patch 1.0.5 (10 August 2017)

Minor bug fixes.
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Post by vastyr »

Update!
  • added version, 1.2.11_(64bit)_(27196).
  • added missing Soundtrack (WAV).
  • updated ChangeLog.
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Post by pulverizor »

btw what's it in the game that take 7gb ?? there's no voice acting & no cutscenes
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Post by JohnnyMic »

pulverizor wrote: 18 Nov 2019, 13:48 btw what's it in the game that take 7gb ?? there's no voice acting & no cutscenes
ehm the Game it self? graphics, physics, ki, gameplay and everything else what u need for a game lol. 7Gb is normal for an 3d rpg from 17 i think
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Post by pulverizor »

JohnnyMic wrote: 18 Nov 2019, 13:58 ehm the Game it self? graphics, physics, ki, gameplay and everything else what u need for a game lol. 7Gb is normal for an 3d rpg from 17 i think
but textures look simple this could be a 2007 game
how does physics & gameplay take space?
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Post by JohnnyMic »

:facepalm: forget what i said.
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Post by eraz »

pulverizor wrote: 18 Nov 2019, 14:09 but textures look simple this could be a 2007 game
how does physics & gameplay take space?
by inefficient data file packaging?
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Post by catastic »

MWH wrote: 20 Nov 2019, 07:33 Fictorum_2.0.3_(64bit)_(34035)
► Changelog
Fictorum v2.0.3 Patch Notes
Fictorum - scrapingbottomgames
Hey wizards—We've got another fresh batch of bug fixes for 2.0. This should hopefully resolve all reported crashes. Please let us know if you experience any others.

Fixed crashing for AMD processors on the Desert Gauntlet level
Fixed crashing for some machines that would occur upon killing either Giama and Caeleste
Fixed a bug that would instantly unlock unearned achievements and starting titles
Resolution scaling will always default to Epic when detecting settings
The Starcaller will no longer be unlocked instantly
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Post by catastic »

MWH wrote: 26 Nov 2019, 20:26 Fictorum_2.0.4a_(64bit)_(34196)
► Changelog
Fictorum v2.0.4 Patch Notes
Fictorum - scrapingbottomgames

Hopeful fix for boss crashes with lower-end processors
Initial resolution bugs have been resolved
Particle effects for lightning bolts spawned from Chaos, Order, or Spiral runes will no longer attach to the player
Achievements will no longer trigger from previous playthroughs
Fixed a bug that would allow selecting a different location while moving to a new location
The Galazad event will now have quest progress bars
The aspirants in Galazad will have more spells than Fire Beam
Aspirant's fire beam's damage has been reduced by 80%
Taking damage while in Observer mode will display a health bar
Rewards received in hard and nightmare difficulties will mirror medium difficulty
Damage over time has been rebalanced
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Post by mjr_awesome »

Fictorum v2.0.6 (35276) [full installer]
Goodies [mp3]
Changelog
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Post by sammuggleton »

To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
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Post by Cheefy »

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Post by catastic »

Cheefy wrote: 26 Aug 2022, 10:55 fictorum_2.2.12a_(64bit)_(58249)
► Changelog
v2.2.12 is Now Available!

Hey wizards!

We've been quiet for a bit over the summer, we hope you've had a great one so far. We've been gradually working on a decent sized patch with some good quality of life enhancements and bug fixes.

Enhancements

Image

You're now able to rotate the Fictorum in the character customization menu
The tooltip for ability/passive extraction on the enchanting window will now clearly convey the extracted item's name, description, and quality
Ability cooldown bars are now slightly transparent and are slots are fully shown when the ability is castable
The Shaping Bonus attribute no longer has any negative effect on runes
Efficiency runes now scale with Shaping Bonus
The mana cost for Multishot has been reduced
The mana cost of Spread runes has been increased
Channeled spells will now properly damage shield spells
Haven's spell effect has been optimized
Channeling templates will now use caster time dilation
The Fictorum is automatically put back on his feet when teleported out of the miasma



Bug Fixes

Fixed a bug with rewriting history that would put you on the wrong location in some instances
Fixed a bug with summoned sentinel towers that would prevent aegis crystals from being automatically destroyed if the tower was destroyed quickly enough
Efficiency, Blood, and Stamina scale better with shaping bonus
Fixed the indestructible bridge pieces on the Inquisition Swamp map
Fixed the floating nexus on the Winter Peak Town map
Cone spells have been updated to scale more consistently with range and radius
Defense attributes will now turn red when negative in item tooltips
Fixed a bug that would cause inconsistent inventories from stores after moving to a new location
The mouse cursor will be displayed properly with all resolutions
Falling into the miasma pit in the center of the final level will properly teleport the character out of the miasma
Fixed a bug with fire damage over time that would prevent the debuff icon from disappearing
Changing the observer default speed text field will now update settings properly
Fixed a bug that would cause error sound effects by equipping a passive scroll
Fixed a bug that would cause a control lock if there is a conflict in the control mappings menu
The Grathia quest will no longer auto complete at the start of the level
Traps can now be triggered by rolling projectiles (Tremor and the like) and projectiles that only deal point damage
Damage popups will now scale with time dilation
Fixed a possible crash with piecing spells
You can no longer spam healing while resting to regain full health during a rest
Lights inside buildings will be properly destroyed with the structure
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