Blog 2017-04-28T19:39:31+00:00

Patch Notes: v1.2.2.0 – November 26, 2017

Servers will be down for 5-10 minutes while they update and restart.

Today’s patch is focused on the Conquest maps and adds a new map called Forest plus some major layout changes to Quarry, Temple, and Market. There are also some minor bug fixes and other changes to other maps. I’ve also removed the “Alpha Notice” from the options menu. This was unintentionally left in the post-Early Access patches. I was confused as to why some people were reviewing the game as “Alpha” and so I just want to apologize for the confusion this has caused. The game as it currently stands should be considered a final product and there will be no major changes made unless I am able to find an investor or buyer. I’ll be posting a DevBlog explaining all of this in more detail next week.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! You can support us directly by visiting our website to buy concept art prints, classes, or make a donation.

Conquest Forest

This new map is now the game’s largest and is centered on a small fishing village. It features a easily defended center with only 3 very narrow paths and a walled central area.

Outside of the village itself the layout is more wide open than other maps and it will be important to use long range classes like Lightning as well as player made cover like the placeable shield.

Some of our more veteran players will remember an older version of this map from back in 2015 and I hope it is as well received now as it was then. As always I welcome any and all feedback.

Conquest Market

One thing I’ve been wanting to fix for awhile is a consolidation of the paths on many maps. This will help to better funnel combat especially when there are only a few people on each map. On Market the major problem area was in the raised platform area that could be easily reached from the outer paths in the central area.

I’ve reduced the high ground advantage of these areas and also removed a large portion of the area in general making it easier to catch and fight flankers. I’ve also removed the bridges from the outer center paths to these areas so players are forced to at least use a Manashift to reach them.

Conquest Quarry

The combat flow on this map felt pretty good to me already but I wanted to remove the outermost flanking path on the high ground areas near each team’s starting point.

By | November 26th, 2017|Categories: Patch Notes|0 Comments

Patch Notes: v1.1.9.0 – November 10, 2017

Servers will be down for 5-10 minutes while they update and restart.

First off, I want to give a big welcome to all the new players. It is really great to see so many people having fun with the game and the feedback has been excellent. Also, a HUGE thank you to everyone who has purchased classes. This goes a long way towards helping us pay the bills and it is very much appreciated. I’ll have a DevBlog coming out soon with my short-term plans for the game and the upcoming changes including at least 2 new maps.

This week we have a small patch with some more optimization and balancing. I’ve also gotten the invisible wall problem fixed on Conquest Slums as well as Conquest and FFA Market. This was an extremely annoying bug to fix as I had to do full game builds just to test out my fixes. Anyways, that is now fixed and I’ve gotten a good workflow for fixing this in the future.

Most of the performance tweaks this week are map based and I still haven’t decided if it’s worth it to remove the character lights but I am almost certainly going to include it in next week’s build. Please send in feedback on your FPS changes (or lack of changes) with these last two patches so I can better gauge how well this is working.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! You can support us directly by visiting our website to buy concept art prints, classes, or make a donation.

Lightning 1A Chain Lightning – Reduce the number of bounces from 3 -> 1 and buffed the damage dealt from 11-13 -> 20-22.
Earth 2A Cluster Bomb – Fixed the bounce on this spell which was accidently changed last patch.
Lightning 3 Energy Well – Increased healing radius 300 -> 400.

FFA and Conquest Market – Tweaked the falling snow to be more efficient, fixed some materials that were causing FPS drops in some areas, consolidated and improved collision in many areas especially around the forge and the central point.
Conquest Slums – Improved collision in many many areas, fixed the invisible wall bugs, and tweaked some of the particle effects to be more efficient.
FFA Sanctuary – Huge amount of collision tweaks which should boost FPS by quite a lot for lower-end PC players.
FFA Futhark – Fixed some layout issues where paths were accidently blocked.
FFA Ruins – Fixed pathing issues, bots should now be properly patrolling the map.

Player icon on Conquest minimap should now be easier to see.

By | November 10th, 2017|Categories: Patch Notes|0 Comments

Patch Notes: v1.1.5.0 – November 1, 2017

Servers will be down for 5-10 minutes while they update and restart.

This week’s patch is focused on optimization and balance. While most people didn’t have a big problem there are some who have been experiencing framerate drops and especially while in combat on servers with 10+ people. I was able to narrow down the problem to three main areas: overly complex collision and mesh count in some maps, unnecessary collision on many projectile spells, and the dynamic light in each player’s hand.

Fixing these problems should help a lot with stabilizing and increasing framerates so this will be a major focus over the next few weeks. In this patch I’ve optimized the dynamic player lights, consolidated collision in many maps, and removed the collision on all projectiles that didn’t need it. With these changes I’ve seen 30-50% FPS increases on my lower-end test laptop as well as a stabilization of FPS on the main machine.

There are still many optimizations to come but please keep sending in feedback. I especially want to hear if you were previously having major problems with less than 60 FPS while having at least the minimum PC specs. (2.4+ GHz processor, 4+ GB Memory, 512MB VRAM. ATI Radeon 3850 or higher, NVIDIA GeForce 8400 or higher.)

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! You can support us directly by visiting our website to buy concept art prints, classes, or make a donation.



Removed collision component from most projectiles.
Disabled dynamic lighting on all static meshes on all maps. Each character carries a dynamic light around with them which helps illuminate the character and show class colors. However, this seems to be the #1 cause for low framerates, especially in high population servers. In this patch I have kept the light but it will only light up the characters and not anything in the world.
Consolidated collision on the Market and Quarry maps. Slightly done on Slums. More to come in later patches.
Tweaked map based particle effects to be less demanding and on some maps removed effects that were causing large issues.
Switched back in some old Fire spell effects that were falsely suspected to be causing performance problems.
Conquest Slums – Minor layout changes, lighting changes, removed drifting fog, and various performance tweaks.
Conquest spawn time – Reduced from 20s -> 15s waves.



Nature 1A Anima Spores – Increased projectile speed from 1200 -> 1600.
Nature 2A Anima Blast – Lower lifetime of spell particle effect.
Nature 4A Four Ancients – Added a new sound for when the ancients are triggered.
Nature 3 Wisp – Fixed the retrigger icon.

Fire 1 Flames – Reduced the size of the spell effect so that it is easier to see your target.
Fire 1A Barrage – Increased projectile speed from 2000 -> […]

By | November 1st, 2017|Categories: Patch Notes|0 Comments

Grimoire: Manastorm Launches Today!

Today, Grimoire: Manastorm has officially transitioned from an Early Access title to Omniconnection’s first full release! Speaking for our small team, we are incredibly excited to reach this point and can’t wait to see what you all think of all the changes.

We love online shooters, but we also feel there’s a lack of variety from major studios. As a small indie studio, we can take risks and we saw the opportunity to create a game that may not be AAA in scope, but one that offers players a unique experience motivated by creative passion.

Grimoire originally started out as a much larger project and was eventually refined to something more manageable as development went on and team members came and left. However, at it’s core the game has always been about delivering a unique and engaging multiplayer experience.

What we have today represents the work of six people and a handful of contractors but we could have never done it without our small but wonderful community. A huge thanks to all of you for everything and especially those who spent so much time helping us with bugs and balancing.

This has been a crazy journey for all of us and although we are proud to be releasing our first game we are going to focus on continuing to make impactful updates as long as possible. For now, please enjoy the game and as always we would love to hear what you think!

By | October 26th, 2017|Categories: Announcement|0 Comments

Patch Notes: v1.1.0.0 – October 24, 2017

Servers will be down for 5-10 minutes while they update and restart.

This will most likely be the last patch before the final release on Thursday Oct 26th. We still haven’t gotten all of the larger bugs finished yet (known bug list coming soon) but just because we are releasing on Thursday doesn’t mean development will completely stop.

Today’s patch isn’t a big one but with it we finally have real spawn rooms for Conquest and some much needed bug fixes. We also got in a fix for the sound bug that was causing some issues with certain effects not playing when the volume slider was below 25%. Also, Earth took a nerf this week with his passive damage resistance being reduced. We have some nice trailers coming soon so stay tuned and see you all on Thursday!

House Validus

House Magnus


Reduced the speed buff duration from 3s -> 1s on Galvanize.
Nature 1 Thorns – Reduced damage from 5-6 -> 4-5.
Nature 2B Fly Swarm – Reduced  the seeking range by 50%.
Earth Passive – Reduced from 30%/20%/10% to 25%/15%/10% damage reduced based on mana. 100 mana = 25% damage reduction.
Lightning 3B Thunderstorm – Reduced damage of each strike from 21-23 -> 20-21.


Changed the effect on various spells.
Changed the Conquest respawn timer from 20s -> 10s.
Replaced the long mid-game music with shorter tracks.
Added spawn rooms on Conquest maps for each team.
Added a frontend background scene.
Reduced volume of some SFX that were ~50% too loud such as hit, death sounds, and ambience.
Fixed a bug with the volume slider bar sometimes removing some sounds when below 25%.
Performance tweaks to Quarry maps and Market maps.

By | October 24th, 2017|Categories: Patch Notes|0 Comments

Patch Notes: v1.0.9.0 – October 14, 2017

Servers will be down for 5-10 minutes while they update and restart.

Today we have big updates to survival mode including much needed bug fixes and a whole new map called Shadows. Survival Shadows is the new ‘hard’ difficulty map and is inspired by extremely difficult games like Devil Daggers and is not meant for new players. Survival mode has also gone from a 10 minute victory timer to about 5 minutes so that it’s easier to try out multiple classes.

We also have added in music in various places and made some changes to the on hit enemy health bar so that it gives better information. Last of the notable changes are bug fixes and nerfs to Nature’s passive spell that allows her to turn into a rabbit. This passive should now be more balanced with the other classes spells.


Survival Mode

Replaced the old hard difficulty map with a new one called Shadows. It is based on a new scenario and has a much higher difficulty level. This new map is for more experienced players looking for a challenge.

Added a Victory/Defeat screen to Survival mode with restart and other buttons.

Fixed a bug where the character select menu was coming up a 2nd time.

Added a music track.

Added opening screens which include some backstory and objectives.

Fixed hit effects on the golems.

Updated the help overlays.

Survival Normal (Orinfell): Removed cinematic. Reduced time to start from 30s -> 10s. Fixed a bug with the enemy mage not spawning. Reduced victory time from 10 minutes to 5 minutes. Fixed a bug where the golems were getting stuck on houses.


Updated opening screens for FFA and Conquest.

Added ambient sounds to Quarry and Futhark maps.

Added ambient sounds to FFA_Futhark.

Added music that plays after each FFA and Conquest game.

Added game start music for FFA and Conquest. (Might not be working right)

Added mid-game music for FFA and Conquest. (Can be muted by pressing ‘M’)


Ice 4 Blizzard – Reduced damage rate from 5-6 every 0.5s to 4 every 0.5s.

Nature Passive – The rabbit form will now start with 25% health instead of 50%. Rabbit is now 425 speed instead of 450 (Player characters are 375).


Fixed a bug where some sounds weren’t affected by the volume slider.

Nature Passive: Fixed multiple bugs related to the rabbit including spell casting during the change, the health bar not working, and possibly fixes to some of the collision issues that sometimes happened.


Changed the way the on-hit enemy health bars are displayed to be more readable and user friendly.

Added a warning about the map reset to the victory/defeat text in Conquest.

Increased the speed of some of the new animations.

Fixed the color on some of the first person hand lights and fixed some performance problems.

Added “long descriptions” for each class’s unlock screen on the character select menu.

By | October 14th, 2017|Categories: Patch Notes|0 Comments