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

Patch Notes: v1.0.4.0 – August 12, 2017

This week we are testing out some big changes so please check out this patch and let us know what you think! First up, we have a increase in the movement speeds of all classes from 300 to 375. This may or may not be a temporary change and there are a few other speeds that we have in mind so please send feedback. Next up there is now a health bar that will pop-up above enemy players when you hit them. With this change we are also considering removing the floating damage numbers and changing each classes model from a team specific color to a color that is based on their class element.

Also with this patch are some changes to this week’s focused class: Lightning. This class is overall pretty well balanced and so there weren’t many changes needed but they can be found below and include a few nerfs.

Reduced cooldowns of the following primary spells so that they will always more readily available to use.
Fire 1 Flames – Reduced DPS from 40-50 -> 40. Changed cooldown from 0.3 -> 0.1s. Reduced the size of the spell effect by 25% so it’s easier to aim.
Fire 1A Barrage – Changed cooldown from 1s -> 0.33s.
Ice 1 Ice Lance – Changed cooldown from 0.5s -> 0.33s.
Ice 1B Frigid – Changed cooldown from 0.5s -> 0.33s.
Lightning 1 Electricity – Changed cooldown from 0.2s -> 0.1s.

Lightning 1B Defibrilate – Changed effect so that it disappears quickly. Increased range from 512 -> 768.
Lightning 2B Ball Lightning – Reduced the hit size of the spell’s fully charged version.
Lightning 3B Thunderstorm – Reduced AoE from 512 -> 386. Increased damage from 20-25 -> 23-25. Reduced size of the spell effects and decreased the vision blocking aspects. Increased cooldown from 15 -> 20. Increased number of bolts per second from 2 to 3.

Nature 2A Anima Blast – Changed spell effect so it will disappear more quickly. Reduced max charge time from 2s -> 1s. Max damage reduced to from 40+ to 33.
Nature 2B Fly Swarm – Increased mana cost from 10 -> 20.

Ice 3A Cold Snap – Changed particle effect to better warn enemy players. Changed movement slow from 80% to 50%.

Nether 1 Chakram – Added momentum transfer which will pop-up a enemy if they are hit at the feet.
Movement Speeds changed from 300 -> 375 for each class.

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! Especially the new volunteer Devs who contributed directly to this patch.

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.

By | August 12th, 2017|Categories: Patch Notes|0 Comments

Patch Notes: v1.0.3.0 – August 5, 2017

This week’s patch should be called the Ice patch. Besides fixing the server bugs the main focus right now is finalizing the spells and classes. Right now there are some spells that are weak or don’t fit well with their class. Over the next 5 weeks there will be changes coming to all classes. Most will be minor tweaks but others will be major changes. One of the later is with Ice and was our focus for this week. Some excellent feedback from the community confirmed a lot of my own problems with the class and I have decided to make some big changes. There is even one new spell, Cold Snap which is replacing Glacial’s special spell slot.

Cold Snap – Throw down a projectile of packed ice that lasts for 10 seconds and deals minor area damage on impact. This spell can be retriggered to explode the ice sending shards into nearby enemies dealing 20 damage and slowing their movement speed by 80% for 2s.

Triggerable Projectile        Cooldown: 10s    Max Range: 1024

Cold snap can be used as a player triggered movement trap. Toss out the projectile on a likely path and wait for an enemy to walk by it. Once they are close by hit the spell button again and it will damage them drastically slowing their movement speed for 2 seconds. It can also be used as a quick cast in the middle of a fight as it can be triggered again as soon as you cast it.

There have also been other Ice spell changes. Icicles has been replaced by Glacial which has been buffed significantly. Ice Lance is now a channeled spell which can be rapidly fired. Gust has gained a knock back effect but be aware it now has a smaller hitbox and must be aimed much more precisely. Hypothermia has also gotten a buff and is now much easier and more effective to use.

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! Especially the new volunteer Devs who contributed directly to this patch.

You can support us directly by visiting our website to buy concept art prints, classes, or make a donation. Thanks!

Ice 1 Ice Lance – This spell can now be channeled to fire every 0.33s dealing 8-10 damage. Fixed effect so that it doesn’t last longer than the shots.
Ice 1A Gust – Added knockback, decreased cone of effect, changed sound, increased range to 768, and increased damage to 25-28.
Ice 1B Frigid – Increase projectile speed from 3800 -> 4000. Decreased duration from 1s -> 0.5s>. Changed spell range from X -> 2000. Added 32 damage radius. Fires projectiles every 0.33s that deal 10-11 damage.

Ice 2A Icicles – Replaced with Glacial: Deals 5 damage and drains 5 mana every 0.25. Lasts for 4 seconds. Cooldown 3s.
Ice 2B Penetrating Cold – Buffed max speed of base projectile […]

By | August 5th, 2017|Categories: Patch Notes|0 Comments

Patch Notes: v1.0.2.0 – August 1, 2017

In today’s patch Lightning will replace Nature as a starting class. We also have some balancing and changes to two of the maps. Out of combat health regen has also been increased from 5 to 10 per second.

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 EDT & Sat at 3 PM EDT.

If you like what we are doing you can support us here by purchasing a class, high quality concept art posters, or making a donation. Thanks!

Nature 1B Needle Thorns – Add to tooltip that it drains mana. Changed damage from 10-12 -> 12-14. Increased projectile speed from 2500 -> 3000.
Nature 3A Groundskeeper – Increased min healed from 5 -> 8. Decreased radius from 512 to 386.
Lightning 1 Electricity – Changed damage interval from 0.25s -> 0.1s. Removed damage range. Changed DPS from 20-25 -> 30. (Note: The interval change will make it much easier to do consistent damage.)
Lightning 2 Lightning Bolt – Decreased max damage from 36 -> 32.
Earth 2B Tremor – Reduced the delay from 0.5s to 0.25s.
Rolling Boulder and Magma Bomb – The collision size was too high, this caused the spells to frequently get caught on objects where it seems like it should have passed easily. Reduced the collision size.
Ice 4B Whirlwind – Increased speed from 200 -> 250. Increased damage from 7-8 -> 10-12.
Changed out of combat health regen from 5 -> 10 per second.

FFA & Conquest Temple:
Fixed a bug where ground-casted spells couldn’t be cast on the walkway.
Added a 2nd story to inside of temple. Only accessible by spell. (Testing out making this point more defensible).
Added 2 additional ramps on each team’s side of the inside of the temple that go up to the 1st story.
Removed some clutter from the center area
Reduced the size of most fences. These should now act more as intended, as half cover not full cover with players able to shoot back and forth over them.

Conquest Slums:
Added large cover along main path from spawn to middle point.
Blocked out backalley under Church
Fixed some places under walkways where players could get stuck.

Fixed a bug where ground casted spells couldn’t be cast on the length ways walkway in the middle of the map.

Changed default resolution to 1920×1080 instead of 1280×720
Turned back on announcer sounds. You should now hear a kill announcement for kill streaks.

By | July 31st, 2017|Categories: Patch Notes|0 Comments

Free-To-Play and State of the Game

Welcome to all the new players, and a huge thanks to everyone for the great feedback. My name is Brent Caulfield and I am the Lead Developer and Owner of Omniconnection. In case someone missed it, Grimoire: Manastorm is now Free-To-Play! A detailed description and FAQ can be found on our website.

Overall, the Free-To-Play patch has been a success. As of today, there have been 7,000 new downloads, and the revenue will cover basic maintenance costs. There were two big bugs, one with Arcane Points displaying incorrectly and another which was crashing entire servers. These were uncommon and have been patched.

Unfortunately, revenue has been well below what was expected. Our marketing efforts have not met our goals and although the sales conversion rate is close to where it needs to be the total number of new players is simply too low to pay anything but server bills.

Grimoire has been developed over the last 4 years by a very small independent team and has been about 95% self-funded, with the rest coming from donations and Early Access sales. When we co-founded Omniconnection we were determined to make our ideal game into a reality. After a failed Kickstarter and a poor Early Access release my co-founder, the lead programmer, left the project. This was a devastating blow to the game and the programmer who replaced him also left later on that year. Although we have seen a good amount of setbacks, we have also pushed through with successes and recently released Free-to-play with custom classes and 48 new spells. The reason for bringing this up is because we want to give some context for the rest of the post and the state of the game. Although we have been able to find some great help (Thanks Saishy and Rachel!) the costs involved in replacing these key team members has been very high. I have been forced to cut many features and delay bug fixes in order to simply continue with developing the foundations of the game.

With all of that said, part of today’s announcement is that in about 3 months Grimoire: Manastorm will be leaving Steam Early Access and have its final release.  In this forum post you can see the changes we can afford to do with the current budget.

There are many things missing from this list including new movement/utility spells, countless minor bugs, simple upgrades to game modes like spectator mode, and of course no new classes. The reason for this is simple, without an increase in budget we can only afford one month of full-time contracted programming work.

This isn’t the announcement we were hoping to make after the F2P switch but it is the current state of the game and its future. The above list is what will be added to the game for its final release if nothing changes.

If you want to help us with the current final release list we can always use help reporting new bugs and testing bug fixes, submitting balance reports and […]

By | July 28th, 2017|Categories: Announcement|0 Comments

Patch Notes: v1.0.1.7 – July 26, 2017

Small patch today to try out a new style of Out of Combat health regeneration with a nerf from 20 per second to 5 per second, a couple of balance tweaks, and hopefully a fix for the server crashing bug. This bug was crashing entire servers full of people and we believe is also related to false player numbers on the server browser as well as a bug where players were unable to reconnect to servers after crashing on them. Please let us know if you experience any of these bugs again after this patch. Big thanks to all of the people who have been playing and a special thank you to those that have been reporting bugs and discussing balance. If you want to join the conversation please join us on Discord and our new Forums.

Fight the Devs in twice weekly playtests:
Wednesday: 6 PM EST (3 PM PST, 12 AM CET)
Saturday: 3 PM EST (12 PM PST, 9 PM CET)

-Out of combat Health Regen changed from 20 per second to 5 per second.
-Fire 2A Flash Fire – 22-24 base damage depending on charge. Removed the range of the secondary damage from 12-18 to 12.
-Fire 1 Flames – Reduced DPS from 30-40 to 30.
-Earth 1A Pebbles – Increased mix damage from 11 -> 14. Now deals 14-16 damage on hit.

-Potential fix for a bug that was causing entire servers to crash.

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

Patch Notes: v1.0.1.6 – July 24, 2017

Fire 1 Flames – Reduced range from 1024 to 768. The effect and the spell range should now be very similar.
Ice 2B Penetrating Cold – Increased min damage from 33 -> 35.
Ice 1B Frigid – Reduced effective range from 6k to 3k. Fixed a sound problem where this was playing fire sounds.
Nature 2B Fly Swarm – Reduced size of effect and changed it slightly. Reduced the lifespan from 3s -> 1s decreasing its effective range to 2000. Increased cooldown to 2s. Costs 10 mana per projectile.
Earth 1 Burst – Increase the size of the projectiles to be closer to the old size. Reduced spread slightly.
Nether 3A Blackhole – Reduced Increase in damage per projectile from 1.5 -> 1.25. The projectile appears closer to the caster now.
Nether 1A Leech – Increased projectile speed from 1500 -> 1800.

Nature 4 Tree of Life – Fixed a bug where this spell wasn’t healing and was healing past the spell effect. Heals every 0.5s for 7.
Fixed a bug that was causing the following spells to not properly hit enemies when there was an object too close to the beam: Fire 1 Flames, Ice 1 Icelance, Lightning 1 Electricity, Lightning 1B Shock, Lightning 2 Lightning Bolt, Lightning 2A Energize, Nature 2A Anima Blast.
More performance tweaks to some Fire spell effects.

By | July 25th, 2017|Categories: Patch Notes|0 Comments