Three new spell schools (Corrupted, Earth, Wind) have been added to the game, adding dozens of new spells for you to unleash and titles to unlock! We've also created a six new movement and utility abilities for you!
Five new bosses have been added to the game and boss fights will always occur at the end of a chapter. In addition, defeating a boss will now grant you a choice between three guaranteed unique items!
We've added over 20 new enemies into the game! Enemies have been added to all factions, each using magic from specific schools, and they will use much more challenging abilities and spells.
Each faction will only drop spells and runes of their associated schools/types, so plan your routes accordingly!
In addition, we also have completely overhauled our enemy AI, giving them more natural movement both in and out of combat. Casters will be more transparent about the spell they are casting and melee fighters will attack and move more realistically. Archers will spawn on battlements and position themselves to best attack. Some enemy factions will even move in formations!
Our wonderful artist, Leif, has crafted some really cool map markers for our chapter map, which correspond to the difficulty and faction in the location. Difficulty locations can be risky, but will grant better loot!
We've added a new way to experience Fictorum! This single-chapter Expanse mode of Fictorum is a large, dangerous chapter and is drastically different every time!
We've listened to your feedback about our third-person camera and have overhauled it to be smoother and perform better across the board. Appropriate channeling spells will even use a targeting reticle and adjust the aiming camera to provide a clearer aiming.
We felt that several of our previous starting titles were derivative, odd, or just didn't work. After plenty of internal and external discussion, many starting titles have been drastically changed! Titles will have permanent passives (some of which are drastic and unique to the title) and will now appear on a starting title tooltip. Additionally, many of the unlock conditions for starting titles have been changed to improve progression and title unlocks will be triggered from prior playthroughs on game load. Lastly, three new unlockable titles have been added to the game, each utilizing one of the new spell schools
We've loaded a whole bunch of new achievements for you to unlock! Happy hunting
The new Spiral rune can now be found through the world
Health will be completely restored after defeating a boss
Many enemies and bosses will now use area spells
Chaos and Order will now work on Area spells
Bosses are now immune to knockdown
Using a Nova rune with a Storm rune will now create a storm that follows the player
Spells and runes dropped in combat will now correspond to the faction's element(s)
Title selection has been improved to show attribute modifiers
Choosing a victory option on Classic mode will display a confirmation window
The standard animation for area spells will now take drastically less time to complete. (Was 1.2s, now .33s for the Fictorum and .5s for enemies)
Clairvoyance outlines for defense structures are removed on quest completion/failure
A grace period has been added after defeating a boss to clear trash slots
Fixed a bug that would show completed quests as incomplete in the quest tracker
The initial loading screen has been improved
Trees will properly simulate physics when they are hit the first time
Hitting a frozen solid enemy with a projectile will apply an impulse in the proper direction
Dragging a rune from a runeset into an open slot will move the associated rune and remove it from the runeset
Fixed bugs that would cause cooldown timers to either not display or display improperly
Liches will now cast Skull Grenade (in addition to Nefarium) and their spell damage has been increased
The Giftbringer will no longer start with a mana bonus
Holiday spells have had their mana costs revised
The unlock condition for the Verdant Incinerator has been changed
Incendium's spell multipliers have been reworked
Items will now spawn with +Earth, Corrupted, and Wind damage
Frost nova now has a new visual effect, a damage increase, and a minimum slow percentage/slow duration
Diminishing returns have been added for all negative status effects
A close button has been added to save slot selection
A UI indicator has been added for walking
Doors will now shatter when forced
Unique drop chance has been reduced from +1% to +.5% x (chapter - 1)
A Colorblind Assist option has been added to the settings menu
The Fictorum will get up more smoothly after a knockdown
The settings and control binding menus have been improved visually and functionally
Area spread will now curve around the player for non-surface snapping spells
Rintara has been given new abilities, AI, and enemy adds
Abridged is now the recommended mode
Characters in the Run History screen can now be deleted
Flare's effects have been improved
Quest indicators will no longer flash when on low or medium effects
A negative value for negative status effect duration will no longer appear as red
Fixed a bug that would prevent improper imbues but still consume essence and the passive/ability scroll
The ambush event at Hangium will properly have an ambush
Fixed a bug that would always return 0% quest completion on Ducombe
Tips in the tutorial level are now substantially easier to read and their placement has been adjusted
Enemy spells will properly attenuate over distance
Chandeliers candle effects will properly fade after being destroyed
Fixed a crash that occasionally happens when shattering frozen enemies
Starting Title buttons will have a different border if you've beaten the game with that title
Casting, energy shield, mana threshold, and damage sound effects will now properly attenuate while using the observer
Screen shake intensity has been reduced by 33% in most situations
Proper default observer time speed will now be loaded
Higher destruction lifespan settings will cull important destructible meshes much less often
Quests have been streamlined and will no longer be added to the map, they will instead be resolved within the current location.
The post-processing effect for Clairvoyance has been improved
Spell impact decals have been improved slightly
Jadon's Peak will give an essence reward in addition to slowing the Inquisition Legion
Traveling through the nexus has a new visual effect
Fixed a bug with drinking health potions that could crash the game in rare instances
Expanse store rerolls on rest or movement (or load if you want to save scum it up)
Grand Inquisitor has a variety of new spells to murder you with
Collision is now properly removed from completed projectile spells
Defeating a boss with Slow Time active will no longer halt the game indefinitely
Fixed a bug with some combat events that would fail or succeed despite any player action
Spells cast by NPCs will be further restricted by their current rotation
Projectiles attached to the Fictorum will disappear after 5 seconds
Fall damage for all characters has been reduced by 25%
The cast animation for Christmas present is now substantially quicker
The amount of loot on Nightmare and Hard difficulties is now the same as Medium
X% Mana Leech and +X Mana after Kill will now appear on items
Bigger enemies will cull equipment meshes at longer ranges
Legion spawns will be consistently higher
Damage over time will no longer ignore mana threshold
Double-jumping will trigger Vault even as an equipped scroll
Returning to the main menu with observer mode active will unfreeze time properly
Runeset auto-movement has been improved slightly
The fall damage threshold will be increased when jump height is increased
Teleporting next to an loot container will no longer remove the contained loot
Mount Ganyar's item reward is now a random item instead of a choice of item
Cast actor runes (Storm, Sentinel, and Familiar) on spells using a bow will use a proper animation
Snow Beam's channel sound effect will properly adjust to sound settings
Fixed the inner materials within some of the destructible meshes
The chapter map has been slightly improved visually
Transcribing abilities into tomes will consume the displayed amount of essence, instead of undercharging
Fixed a bug with Inquisition fortifications that would load the wrong level for Expanse mode
The third-person camera will zoom in more quickly while clipping under the landscape
Character history details screen has been overhauled to show more information
Using channeling spells with Order, Spiral, and Chaos runes will work properly
The Bulwark will now start with a unique Sentinel rune and the Construct Specialty passive
Clicking on a mountaintop before an event has loaded will no longer work
Damage from early Debilor enemies has been lowered slightly
Fire manifestations will have more reasonable collision radii
Reduce chances of randomly selecting night
Destruction effects have been improved across the board
Sentinels created by runes will now fire at sentinel towers
Abandon with Shocking Shuriken will use a more appropriate animation
Sentinels created from runes will now fire faster, are more accurate, and are significantly better at finding targets
Boss music has been added
Sentinel tower crystals have had their AI logic improved
Weather will be more appropriate to the various settings
Lighting visual effects will no longer remain after candles, braziers, torches, etc. are destroyed
Pressing the close button on the inventory screen while on the main menu will properly close the inventory
Enemies that channel spells will stop aiming or channeling if line of sight is lost
Chapter map music will change properly based on the distance to the Inquisition Legion
Observer has been disabled while in the developer menu
New start of chapter perks have been added and some existing ones have been rebalanced
If a slot is available, newly purchase runes will properly be added to the current runeset
Friendly Sentinels will now attack townsfolk quest enemies
Shaping speed is now available as a stat
Fixed a bug that would cause close range rolling projectiles to fire at the proper angle
Fixed a bug that would cause the observer control rotation to shift after releasing a spell
Runes in runeset will no longer try to go to the rune enchantment slot when item is already in it
Summoning SFX have been increased in volume and are given a higher priority
Toggling out of the run history will show the proper equipment and accessories for the current slot
Spell overlap effects have been removed from the game
Flavor text has been added to the game over screen when killed by a boss
The splash and impact damage of many spells have been rebalanced
Fixed an animation lock that could occur when canceling melee spells
The observer can now perpetually rotate around objects with the Run/Walk toggle
Using the main menu command will properly save settings and control mappings on the settings menu
There is now a back button when choosing a reward item/rune
Seek will do a better job of tracking targets and searching for individual targets
Highly powered Seek runes will maintain velocity after collisions
The cursor will now appear over the selected mountain in the chapter map for extra clarity
Disenchanting an item will grant the full sell value
The damage bonus on High Velocity has been reduced
New loading screen tooltips have been added
The shop window has been moved to a new spot on the screen for ease of use
An option has been added to the fountain event
Archers and mages will now spawn on castle battlements
The world map will dim when it is not selected
Channeling spells will deactivate projectile shields
Resting/waiting is no longer allowed in the tutorial
Duplicate abilities are now viable and will trigger an independent cooldown
Navigation on the title menu has been improved
Snow beam and Fire Beam have new visual effects
Frozen enemies will be turned into snowmen once killed if playing as the Giftbringer
The inventory has been visually improved
Fixed a bug that would lock the Grand Inquisitor in a teleporting loop
Destructibles will once again do damage to the player (mwahahaha, foolish mortals)
Enemies will now move if they aren't rendered (whoops)
Indicators will appear for enemy dynamic angle spells (e.g. meteor)
Healing costs from vendors have been significantly reduced ceil(playthrough progress*3)
An additional failsafe has been added to prevent the Fictorum from falling through the earth
Engaging the Grand Inquisitor in combat will stop the Inquisition Legion from teleporting in
Fixed a serious bug that gave casting speed a ceiling of 100%
Enemies are significantly easier to hit with melee abilities
Fixed a bug that would allow clicking through the reward screen to a chapter location
The Main Menu will properly reset after the initial click delay
Fixed a bug that would prevent the inventory from opening automatically after the store is generated on the location.
Initial and maintain mana costs for channeling spells with Familiar, Storm, and Sentinel will now be more consistent for channeling spells
Christmas Tree will now match the size of it's targeting mesh
Fixed a bug that will prevent houses exploding outwards from minimal damage
Storms will fire area spells at landscapes significantly below the storm cloud
Casting sound effects will now play for enemy, familiar, sentinel, and storm channeling spells
Projectiles will now launch characters in the direction of the projectile, not the direction of the hit
Enemies will be much easier to hit at very close range with surface projectiles (dreidel, flame wave, etc.)
Fixed a very rare bug where the loading screen would infinitely loop
Enemies will no longer halt their casting animations if you're not looking at them
Game UIs will properly remain active or inactive while in observer mode
Familiars can no longer be damaged by their creator's spells
Fixed a bug that would sometimes give a mirror image item or rune from an event
Fixed a bug that would cause Telekinesis to occasionally get stuck on itself
Fixed a rare bug that would prevent locations on the chapter map from being selected with a gamepad
Dropdown boxes are now easier to navigate on the settings menu
Extra safeguards have been added for bosses that have fallen through the world, are stuck in the miasma, or are falling indefinitely
The difficulty window on the main menu will properly show changes to enemy damage, health, movement speed, and accuracy
Many spell descriptions and icons have been improved
Fire manifestations have been drastically improved
Manifest and Echo are now properly incompatible with certain transcribed abilities
Lightning bolt will properly display visual effects when used with a Storm rune
The Full Heal button will no longer show negative values
Slow time animation and effects are synched properly
Resting at a store will no longer reopened the inventory
Fixed a bug that would show spell tomes to have a mana cost of zero when viewed in an event
Fixed a bug that would occasionally prevent channeling spells from being cast from NPCs
Resting in shop locations will no longer reopen the shop window
Fixed a bug that would cause incorrect values for additional/reduced mana cost to show on reward runes
Fixed an issue that would cause some rune sets to load incorrectly
Switching to the first-person camera while during the inventory transition will no longer lock the camera behind the player
Fixed a visual bug with raised yards
Fixed a bug that would occasionally move the player location in the tutorial
Inventory can no longer be toggled while using observer mode
Difficulty health modifiers have been changed from 5./.75/1/1.25/1.5 to .25/.5/1/1.5/2
Selecting the option to return to chapter one with all current gear will actually return to chapter one
The bug logger menu will no longer be permanent if toggling into or out of observer mode
Cooldown reduction scaling per chapter has been significantly reduced
Tutorial no longer shows the history scroll upon death
Control of observer will no longer be lost after completing a spell
Fixed a bug that would show the time of death/victory as 1/1/1900
Rune descriptions have been edited for clarity
The Vizier event has been changed for clarity
If the game is minimized, Clairvoyance will no longer remain active if it was being used immediately prior
Larger enemies will have an easier time getting up from a knockdown
Killing/fearing large groups of enemies at once will no longer cause a performance hit
Maximum projectile range will once again be reflected while targeting
Projectile aiming when looking up or down has been improved
Observer mode will properly set FOV controls once active
Fixed a bug that would cause screen discrepancies when switching to observer mode
Haven will now properly when used with transcribe
Classic and Abridged will more consistently spawn two paths
Holding the cancel hotkey for one second will cancel all active spells.
Fixed a bug that incorrectly caused fleeing folks to show up on clairvoyance
Hey wizards!
We've just uploaded a new version of Fictorum full of fixes, a brand new Transcription feature, and a deadlier final boss!
This will allow you to spend essence to transform abilities into spells and vice versa, opening up all new possibilities for spell shaping and inventory customization. I'm already surprised by the combinations our beta players have come up with!
We've received a number of complaints about our final boss being too easy and/or boring. Having taken another look at it, we had to agree! We've given the final boss new phases with plenty of tricks up his sleeves, making the encounter more challenging—even more so on harder difficulties! Good luck... :)
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!
If you haven't left us a review yet, please consider doing so! We love reading about your experiences.
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!
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 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 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%.
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.
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!
We hope you enjoy these improvements!
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.
New runes can be found throughout the world! These powerful spell augments are Sentinel, Storm, Familiar, Bounce, Chaos, and Order.
New spells and abilities can now be found throughout the world! They are Flareus, Sparkwhip, and Witchslap.
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.
Players can now take control of an observer and view the world in slow-motion.
Cone of Cold has been significantly improved by granting the player the ability to create walkways, bridges, and ramps.
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.
We've made massive performance boosts throughout Fictorum! The areas that you'll see the biggest changes are:
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