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Patch Notes: v0.9.9.8 – May 10, 2017

Today’s patch includes performance fixes for the Safeguard maps, balance changes to spells, and bug fixes. In addition, four spells got some big changes, like Lightning 1A Shock which can now heal allies at short range making it possible to have support spells in all slots. Another change is that Earth 4B Bedrock will now explode after 2-5 seconds dealing massive damage nearby. Lightning 1B Chain Lightning can now bounce 4 times and it can hit the same enemy more than once. The last big change to spells is that Fire 1B Ignite is now a single cast spell instead of sustained or channeled casting which makes it great to throw into a AOE Fire wizard’s spell rotation. In case you missed it last week we also just added new website.

Follow us on Twitter and Facebook for the latest news and updates. Join us on Discord for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EST & Sat at 3 PM EST.


  • FFA_Ruins – Added more spawns to FFA Ruins. Fixed some minor layout issues and cosmetics.
  • Health Regen In Combat increased from 1 per second to 2 per second.
  • Health Regen Out of Combat increased from 10 per second to 20 per second.
  • Added culling volumes to some maps (minor performance fixes).
  • Added a new font.
  • Minor UI improvements.
  • Fixed all instances of non-coplanar polygons on blocking volumes on maps..


  • Earth 2B Tremor – Fixed a problem where the range indicator was longer than the spell range.
  • Lightning 2 Lightning Bolt – Fixed a bug where this spell’s particle effects weren’t showing up in multiplayer.
  • Stoneskin – There is a bug where your first person character model will display the wrong texture after using Stoneskin on all classes except Earth.
  • Fire 1B Ignite – No hand animation plays when this spell is used.
  • Server browser/Esc Menu bug – If you leave a server and return to the Main Menu using the Esc menu, then try to join a different server, it will take you back to the original server you were on.
    Temporary fix – If you want to join a different server just exit the game and then restart and navigate back to the server browser. The first server you join after opening the game for the first time is the one you will be “tied” to until you exit.
  • Fixed a bug in Safeguard where some sounds were unaffected by the volume controls.
  • Fixed performance issues on all Safeguard maps.


  • Lightning 1A Chain Lightning – Can now hit the same target more than once and bounces 4 times instead of 3. Changed damage range from 10-15 -> 11-13.
  • Ice 2B – Reduced time to fully charge, increased speeds, and reduced damage.
    Time to full charge: 3s -> 2s. Cooldown from 3s -> 2.5s.
    Base: Speed 1000 -> 2800. Damage 40 -> 25.
    Half: Speed 1800 -> 3000. Damage 45 -> 30.
    Full: Speed 2000 -> 3000. Damage 50 -> 35.
  • Lightning 2A Energize […]
By | 2017-05-10T11:26:37+00:00 May 10th, 2017|Patch Notes|0 Comments

Patch Notes: v0.9.9.7 – May 5, 2017

This week’s patch isn’t large but with it we have completed a big goal: All 48 new progression spells are now in-game and we have new first person models for each class. There are 4 brand new spells in just this patch and we just launched a new website.

Follow us on Twitter and Facebook for the latest news and updates. Join us on Discord for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EST & Sat at 3 PM EST.

The four new spells in action.


  • Added first person arm models for all classes.
  • Reduced the “Glow” of some Fire explosion effects that were causing a lot of visual clutter.
  • Added movement and utility spells to the help overlay “H” and made it larger so it’s easier to read.
  • Replaced Earth 2B Granite with a new spell: Tremor – Shatter rocks in the ground at the targeted location to do 28-30 damage in a medium radius and tossing any enemies caught into the air.
  • Replaced Earth 3A Daze with the old Earth 2B Granite.
  • Replaced Earth 4B Molten Rock with a new spell: Bedrock – Cast a large rock that does 35 damage in a large radius around where it lands and lasts for 15s.
  • Replaced Lightning 2B Frequency with a new spell: Ball Lightning – Cast a compacted ball of electricity which travels quickly exploding on impact with players or objects and dealing 28-32 damage in a medium radius.
  • Added Fire 3A Lavaflow to the game after fixing a bug where it’s particle effect would never disappear.
  • Updated all tooltips to reflect patch changes.


  • Nature 2A Anima Blast: Changed max charge time from 4s -> 2s. Changed Min-Max from 20-25 -> 21-23. Added sound cues for casting and charging the spell.
  • Earth 1B Fragment: Changed Max speed from 2000 -> 2500.
  • Earth 3B Rolling Boulder: Damage Multiplier reduced from 1.25 -> 0.5.
  • Fire 3B Implosion: Changed DMG Multiplier on Direct Hit from 125% to 50%. Changed speed from 1800 -> 1500.
  • Earth 2A Concussive: Cooldown from 4s -> 1s. Damage nerfed on all.
    Base: Min-Max Fuse time reduced from 4-4 -> 1-2. Damage Multiplier reduced from 1.25 -> 0.5.
    Half: Min-Max Fuse time reduced from 4-4 -> 2-3. Damage Multiplier reduced from 1.25 -> 0.5.
    Full:  Min-Max Fuse time reduced from 4-4 -> 3-4. Damage Multiplier reduced from 1.25 -> 0.5.
  • Ice 4A Stormfront: Cooldown increased from 25s -> 45s. Spell range reduced from 2000 -> 1600.
  • Lightning 1A Chain Lightning: Increased spell range from 1000 -> 2000. Decreased damage range from 20-25 -> 10-15. Reduced cooldown from 2s -> 1.5s.
  • Fire 3 Magma Bomb: Reduced collision size so this spell should be easier to use without accidentally hitting random objects.
By | 2017-05-06T13:49:52+00:00 May 6th, 2017|Patch Notes|0 Comments

Patch Notes: v0.9.9.6 – April 26, 2017

This week we have a smaller patch with some major changes to FFA Ruins and minor changes to FFA Sanctuary. The changes to FFA Ruins come directly from the great feedback gathered from the community playtests. Join our Discord (http://discord.gg/8fphjqy  ) for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EST & Sat at 3 PM EST!


FFA Ruins:

  • Removed the third level platforms around the map.
  • Added blocking volumes to smooth pathing in many areas.
  • Removed spawns from bottom level positions and randomly around map. All players will now spawn within one of four main spawn rooms.
  • Many paths have been widened and others have had cover added to them.
  • The central area has been modified greatly. It is no longer an octagon and is instead in a square shape. This created a larger play area on top as well as within the central room.
  • Added and modified the cover on top of and inside of the central area.
  • Prettied up some of the static meshes with texture painted moss.
  • Added four new paths which lead from the bottom of one side of the spawn rooms and then connect to new center paths which lead under the central area.
  • Adjusted the lighting in various areas. Some will be darker and others lighter.
  • Adjusted reverb volumes within the new underground tunnels.
  • Added wind.
  • Added pathnodes so the AI can navigate properly.

FFA Sanctuary:

  • Removed the basement water area. This area was very frustrating to fight in and was a bad middle ground between a dangerous area and a normal one.
  • This map also got beautified by texture painted moss.
  • Changed out of bounds collision from AllButWeapons to BlockAll.
  • Changed the out of bounds rocks to more closely match those on FFA Ruins as both maps are in the same geographical location within the world.
  • Minor layout and collision changes in various areas.


  • Fixed an issue where the game version shown on the bottom left was hard to read.
  • Removed an unnecessary package (Grim_TestingGrounds) from the Startup Packages which are always loaded. This should be a minor performance help for some players.
By | 2017-05-05T12:47:04+00:00 April 28th, 2017|Patch Notes|0 Comments

Patch Notes: v0.9.9.5 – April 17, 2017

Patch Notes: v0.9.9.5 – April 17, 2017
Today’s patch is a mix of spell balancing and bug fixes. In addition we now have a new main menu, updated credits, and server browser. Also included is the introduction of Arcane points. As we get closer to F2P we will be testing out the new systems. Today’s patch is another big piece of the F2P puzzle. As always please send us your feedback and join our awesome community in Discord for a inside look at development.

Fire 1A Fireballs – Spell fires 3 projectiles per second.
Fire 2B Flash Fire – Changed blind effect from grey to white.
Fire 2A Hot Spot – Changed collision height from 8 -> 16 and radius from 4 -> 8.
Fire 4 Meteor Storm – Increased cooldown from 35s -> 60s.
Fire 4A Focus Fire – Increased cooldown from 1s -> 25s. Damage increased from 40-50 -> 45-55. (Created new Archetype for projectile, was previously using same as meteor storm)
Fire 4B Meteor Shower – Cooldown increased from 35s -> 60s.
Ice 1B Frigid – Removed gravity effect from projectile (Changed from Phys_Falling to Phys_Projectile).
Ice 4 Blizzard – Changed cooldown from 25s -> 45s. Changed damage range from 4-6 -> 5-6
Ice 4A Stormfront – Increased cooldown from 25s -> 60s. Changed damaging rate from 0.5 -> 0.25
Lightning 1A Chain Lightning – Increased distance needed for bounce attack.
Lightning 2A Energize – Increased cooldown from 1.5s -> 2s.
Lightning 3 Thunderstrike – Changed spell delay from 0.75s -> 1s. Changed damage range from 25-35 -> 30-35.
Lightning 4 Lightning Orb – Increased cooldown from 20s -> 45s. Increased damaging radius from 512 -> 768.
Lightning 4B Static Cloud – Increased cooldown from 20s -> 45s. Increased damaging radius from 512 -> 1024.
Ice 1 Ice Lance – Increased cooldown from 0.5s -> 1s. Changed size of particle effect slightly.
Nature 2A Anima Blast – Increased thickness of particle effect.
Nature 3A Groundskeeper: Changed healing rate from every 1s to every 0.5s. Also doubled the amount of each heal.
Nature 3B Ancient – Cooldown increased from 8s -> 15s. Attack Delay increased from 1.1s -> 2s. Damage decreased from 40 -> 35.
Nature 4 Tree of Life – Lasts for 15s. After 2s it heals for 15 per second. Cooldown increased from 45s -> 60s.
Nature 4B Entangling Roots – Lasts for 12s. After 2s heals allies for 10 every second. Slows any players hit by 30% for 6s. Cooldown increased from 45s -> 60s.
Earth 4 Lodestone – Increased cooldown from 35s -> 45s.
Earth 4A Rock Armor – Increased cooldown from 35s -> 60s. Increased damage from 30 -> 50.

Selectable Spells – Fixed a bug that was causing incorrect spells from being selected. All of the movement and utility spells should now be selecting and spawning properly.
FFA Futhark – Fixed a bug where ground casted spells weren’t working on some ramps. Also potential fix for some players FPS issues on this map.
Fixed a bug where some Nether spells weren’t doing damage in Safeguard.
Fixed various reported map bugs.

Added a new main menu and lowered music volume. Updated […]

By | 2017-05-02T13:43:38+00:00 April 17th, 2017|Patch Notes|0 Comments

Patch Notes: v0.9.9.2 – Feb. 22, 2017

By | 2017-05-02T13:43:43+00:00 February 22nd, 2017|Patch Notes|0 Comments

Patch Notes: v0.9.9.1 – Feb. 15, 2017

This week’s patch introduces a new game mode called Arena. There were requests in Discord chat for a easier way to play 1v1 and other small number games. This inspired me to dust off the cobwebs from a old game mode from early Alpha testing (Pre-Steam) days.

Arena is a round based gamemode where each player gets one death per round. First team to win 7 rounds wins the map. Rounds are 3 minutes long with 10 second delay between rounds.

Join us for a playtest tonight at 9 PM EST and please let us know how you like it!

New gamemode: Arena. Three maps: Arena_Castle, Arena_Duel, Arena_Caves

Nether 3B Nether Blast – Increased range from 300 -> 512.
Earth 2A Concussive – Base: Reduced Proj collision from 32 height to 16. Reduced Bonus Damage on DH from 10 -> 5. Reduced Damage Multiplier on DH from 50% to 25%. Half: Reduced Proj collision from 48 height to 24. Reduced Bonus Damage on DH from 10 -> 5. Reduced Damage Multiplier on DH from 50% to 25%.
Ice 4 Stormfront – Increased damage range from 18-20 -> 24-28.
Lightning 1B Spark – Increased Spell Range from 360 -> 512.

Fixed a bug where Earth 3 Erupt’s particle effect wasn’t playing.

Quarry maps – Changed up the layout around the tavern’s table areas so that they are easier to navigate.

By | 2017-05-02T13:43:48+00:00 February 15th, 2017|Patch Notes|0 Comments

Patch Notes: v0.9.9.0 – Feb. 4, 2017

Today’s patch is a mix of balance changes, spell bug fixes, and map polish. As we get closer to F2P the frequency of patches will increase while we balance and polish. We are extremely thankful for any feedback and bug reports. Please join us on Discord[discord.gg] or simply email (admin@omniconnection.net) to let us know what you think!


  • The following spells are now correctly replicating particle effects: Lightning 1, Lightning 2B Energize, Fire 1, Ice 1A Gust
  • Earth 4A Rock Armor – Fixed a bug where the character’s material wasn’t changing and Movement spells were disabled.
  • Fixed bugs with Earth and Fire’s first person hand particle effects. Visibility should be much better now.
  • Fire 1A Fireballs – Fixed a bug where the firing sound was playing continuously.
  • Earth 4B Molten Rock – Fixed a problem with the spell’s projectiles which were colliding with the initial rock.


  • Ice 1A Gust – Reduced damage from 22-25 -> 11-13 because the spell is hitting twice.
  • Fire 3B Implosion – Reduced Damage Multiplier on Direct Hit from 2 -> 1.25.
  • Lightning 2B Frequency – Changed Cooldown from 0.25s -> 1s. Increased Damage Range to 15-18. Increased Trace Extent to 10.
  • Fire 3B Implosion – Increased pulse range from 96 -> 100.
  • Lightning 3B Energy Storm – Increased Thunderstrike Rate from 0.25 -> 0.5
  • Lightning 2 Lightning Bolt – Shortened the lifetime of the particle effect. Increased cooldown from 1.5s -> 2s. Increased min damage from 26 -> 30. Increased Trace Extent to 10.
  • Nether 2 Rift – Increased tick rate from 0.25s -> 0.5s. Increased damage per tick from 4 -> 8.
  • Nether 2A Manafeast – Increased tick rate from 0.25s -> 0.5s. Increased damage per tick from 2 -> 4.
  • Nether 2B Folded Space – Increased tick rate from 0.25s -> 0.5s. Increased damage per tick from 2 -> 4.
  • Ice 1 Icelance – Increased trace extent from 5 -> 10. Increase trace range from 768 -> 1024. Increased cooldown from 0.1s -> 0.5s. Increased damage to 10-15.


  • FFA and Conquest Temple – Reduced ambient sound volume by 50%.
  • FFA and Conquest Market – Reduced ambient sound volume by 50%.
  • FFA Quarry – Fixed the loading screen.
  • FFA and Conquest Quarry – Fixed multiple spots where players could get stuck.


  • Changed the third person camera perspective back to normal.
By | 2017-05-02T13:43:54+00:00 February 4th, 2017|Patch Notes|0 Comments

Customizable class update with 48 new spells, new maps, and a new game mode!

We have exciting news this week, after 8 months of development followed by a furious last few weeks of bug fixing, we are now finally launching a huge update. This is a major step towards launching the Free-to-Play transition and represents much of the content you will see in that update.

For the next few weeks your help will be crucial for helping us balance and bug test the customizable class system with it’s 48 new spells, new maps, and a new game mode. If you have been watching and waiting, now is the time to jump in and play!

There are many great changes and bug fixes between the old build and this new one so instead of going through every single detail I am just going to highlight the main features. If anyone would like to see detailed Patch Notes they can always be found on our Discord[discord.gg] channel.

Major Features:
– Customizable class system with 48 new spells – Mix and match each class’s 4 spell slots with 8 new spells to fit your personal playstyle.
– Safeguard – a single player wave survival game mode with 3 difficulty levels.
– 4 new maps – Conquest Market, FFA Temple, FFA Market, and FFA Futhark.
– Updated environment art and refined layouts for all maps.
– Tooltips with detailed descriptions for all class spells.
– Updated character models and textures.

The bi-weekly playtests will continue Wednesdays at 9 PM EST and Saturdays at 3 PM EST but don’t worry if you can’t make it! By joining our Discord[discord.gg] server you can easily find people to play with, as well as discuss the latest updates and class builds.

We are incredibly happy to be finally releasing this to the public and can’t wait to hear your feedback so please let us know what you think! I’d like to give a huge Thank You to all the people who have helped us over the past months and also to the whole community for being patient with the development pace. With your help we can make Grimoire great!

By | 2017-05-02T13:44:03+00:00 December 21st, 2016|Announcement|0 Comments

DevBlog #47 – General F2P update and a new map preview!

Hello everyone! This DevBlog will be focused on a general update and will also include a preview of our newest map, FFA Futhark. As I have mentioned previously the latest version of the game can be found on the beta version which can be downloaded by following these[omniconnection.net] steps. If you have any questions or comments please feel free to join us in our official Discord[discord.gg] server. This is the best place to get updates and find other people to play with.

The Free-To-Play update is coming along well but there have obviously been some delays since the last DevBlog. Saishy, our lead programmer, recently wrote a response to our most commonly received question.

Why the (F2P) delay?
“A person was hired to make the system that would put it all together, the menu to select the new spells, the server check to see if you owned things, the store system to buy new things, and so on…

Unfortunately the person due to unforeseen circumstances left without finishing the job, leaving us with a game that work worse than before, making us unable to push a broken game to release.

Now not only we had to wait until the occupied members had time to start working on the system after their previous set work, but we also have to undo all the problems that the unfinished system has set and start from zero again. A terrible job might I say.

Sorry everyone for the wait, but believe me when I say it’s worse on our hearts :’c”

We aren’t looking for sympathy but she is absolutely right when saying that this is really tough on us. However please know that we are working incredibly hard on fixing things (especially Saishy) and are 100% committed to getting it done. As I mentioned in previous posts the first update major game update will come before the actual F2P switch and will include most of the 48 new spells. The only thing holding this back right now is a bug which affects a lot of the new spells. As soon as that bug is squashed we will launch a huge update that will include everything you can find in the latest beta build along with a bunch of new stuff including our newest map – FFA Futhark.

Now on to the newest map. Some of you may recognize the layout from the early block out which has been on the beta version for a couple months now. After playtesting (Thanks all) I have used one of our environment packs to add in final art and it is now ready for release and final playtesting.

This map will introduce a unique play area with three height levels where strategic use of movement spells will be extremely important. The multiple levels and a maze like ground level come together for what should be very intense and challenging gameplay.

I have high hopes for this map and can’t […]

By | 2017-05-02T13:44:10+00:00 December 3rd, 2016|Dev Blog|0 Comments

DevBlog #46 – Biweekly Dev Playtests starting again this week!

Greetings all! I am happy to announce that starting tonight we will once again be playing the twice weekly Dev Playtests – Wednesdays at 9 PM EST and Saturdays at 3 PM EST. Now that we have 34 of the 48 new spells in game it is important that we start getting in some solid play time so that we can balance and bug fix. In addition to the new spells we also have 2 new maps Conquest – Market and FFA Futhark as well as spell tooltips, various changes to all maps, and new team stylized looks for each class.

In case you missed last week’s DevBlog the image below shows the easy steps to enable the beta testing version on Steam. You will need to download and install this version to participate in the next few Dev Playtests.

As a bonus this version also includes an unfinished version of our single player wave survival game mode called Safeguard. You can find this and it’s three difficulty settings on the Play menu of the beta version (v0.9.8.4).

Both the multiplayer and single player in v0.9.8.4 is still a work in progress so bugs and crashes should be expected. If you come across any problems please report them so that we can fix them. As always thank you all for being patient with us as we finish up this huge update. Please join us at the playtests and show us some new ideas for spell combinations!


Follow us on Twitter and Facebook or join us on Discord[discord.gg] for the latest news and updates!

By | 2017-05-02T13:44:15+00:00 September 14th, 2016|Dev Blog|0 Comments