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Wizordum News

Hotfix v0.2.2.1

  • Secret Achievement 'Happy Accident' is now correctly triggered
  • If did one or more Timed Runs without getting the Achievement, the achievement should now be triggered appropriately when entering the menu.
  • Damage dealt by fallen Chandelier slightly increased
  • Bug where older save files are not loaded fixed
    For yesterday's update, we changed the map file format, and in the process, some object IDs got mixed up, which broke the save games made before v0.2.2.0. We updated the levels so the IDs match an old save game work. However, this might break saves that were made after yesterday's event. Sorry for another batch of troubles regarding the save games.

Update v0.2.2.0

This is the last update before the Episode 2 content update. We tried to solve as many issues as possible and changed a few things for a better experience as well. At the same time, we understand that there are still many things left for improvement, but we want to focus entirely on Episode 2 now and leave the rest for that update.

[h3]ːCotcKeyː ADDED[/h3]
  • Mace Charged Attack Hold an alternative attack button to make a charged mace attack, dealing x2 of the current damage to everything in front of you.
    [previewyoutube][/previewyoutube]
  • Difficulty selection for User Adventures
  • Dark Theme for the Map Editor (toggle option)


[h3]ːCotcTorchː UPDATED[/h3]
  • When running out of mana, you will be switched to the next best weapon now (Pyroblast & Magic Orb bombs are ignored)
  • Music for the 'Grimbrook Outskirts" & "Canal Streets" updated & extended to avoid repetition
  • On the Level End screen, you need to press the "Fire" key now to avoid unwanted continue action
  • You can speed up the stats counting in the level end screen by pressing a “Fire” key
  • Dead Mage Body lying on the ground has a bigger interaction area, so it's harder to miss it now
  • [Map Editor] Improved object connection process to avoid accidental connections
  • [Map Editor] Removed all unused stuff from the level editor, so you can't place those anymore
  • [Map Editor] We limited the User Adventure description to 250 characters, which is a limit on Mod.io otherwise, Adventure won't get uploaded.
  • [Map Editor] You can now shade tiles by holding the middle mouse button instead of clicking
  • [Map Editor] Increased the amount of maps that can be included in the adventure (active or non-active)
  • [Map Editor] Block-fill action keys changed from X/C to C/V
  • [Map Editor] Edge Fence block type variations are now switched with "X" key instead of the Right-Click
  • [Map Editor] Max Par Time limit increased from 999 to 9999 seconds


[h3]ːCotcMiningCartː FIXED[/h3]
  • Boss is not visible anymore before it sees you
  • [Achievement fixes]
    - Fortune Finder
    - Treasure Hunter counter is increasing more reliably
  • Selecting Save Game in the main menu will properly select that save now
  • Flame Walls animation stops in E1M06
  • Bat’s animation frame stray black pixel removed
  • The Black Bar artifact in the main menu was removed
  • You won’t get stuck anymore when changing weapons while doing the Divine Touch
  • Haystacks won't reappear after being destroyed / on load
  • Lanterns & Lantern Poles won't appear as lit after destroying them anymore
  • Some Elite Ogre issues with save/ load fixed
  • On some occasions, enemies won't pass the spikes
  • When the body of water rises, enemies can now walk over it
  • The main menu navigation is fixed for the User Content (Play) menu.
  • All Candle Poles collisions adjusted
  • Water ripples are showing correctly now in the game and level editor.
  • Cases, where some enemies couldn't traverse open paths (most noticeable with Oozelings in the Sewers), are fixed
  • Enemies won’t twitch on alert anymore, which moved them slightly away from the starting position
  • Magic orb bombs will less likely to reflect from the enemies instead of exploding
  • Hanging Skeleton won’t show "Blood hit" fx when hit anymore
  • Treasure Goblin won’t count towards the global enemy count after spawning.
  • Bug fixed where opening a Map revealed everything for a quick moment
  • [Map Editor] When placing the Treasure Goblin Spawner object without target nodes, the goblin will now spawn on the object's position instead of triggering an error
  • [Map Editor] Bug where ‘Create new Adventure' is displayed over existing adventure fixed
  • [Map Editor] Bug where not all maps from the adventure are listed fixed


We hope this will bring you a better experience!

If you missed our previous Roadmap post, we are planning for more significant changes to the game, like balancing, a new spell system, changing how some of the consumables work, merchant and more!

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Thank you for your support and happy adventuring! ːCotcTorchː

Wizordum Mapping Jam #1 has ended

Wizordum Mapping Jam #1 has ended and here is a quick preview of all entries! ːCotcKeyː

[previewyoutube][/previewyoutube]

It was beyond amazing to play all of the entries and seeing how much creativity went into them. Unique puzzles, great visual achievements, challenging encounters, custom textures and more. All the participants did an amazing job and we hope we'll see you again on our next mapping jam, because there are many more to come!

Participating Authors and their Maps:
  • Lonely Tower (Slinc)
  • The Solitary Spire (Vortale)
  • Digbar's Tower (Quxxy)
  • The Tower Grounds (animalcrackerats)
  • Chaos, Slime and Holy Flames (Blood 'n Brain)
  • Raven's Peak (Primoz Vovk)


We wholeheartedly recommend to play all of the entries to see what participants came up with.
You can download and play all the entries in the game but you can also find theme online on here:

Our community member Adelion also played and reviewed all the entries on YouTube (playlist):
[previewyoutube][/previewyoutube]

This is only the first of the many mapping jams yet to come. If you want to start mapping for Wizordum, you can start by checking out our official guides or join us on Discord and discuss map creations with others.

Note: we are releasing a Wizordum patch/update tomorrow

Best,
Primoz

Mapping Event - Lonely Tower

We hope you were training your mapping skills, for we are hosting our very first Wizordum Mapping Event. Even if you haven't used the Map Editor yet, this is a perfect opportunity to get started!



The idea is simple - create a level with the given theme and try to do one or more extra challenges. It is desirable to follow the theme to challenge your creativity and to see everyone's take on it. However, if you feel uninspired, you are free to create something else. Creating maps and having fun is the priority, after all.

[h3]ːcc_candleː Event Details[/h3]
Theme: Lonely Tower
When: Jan 24 - Feb 7 Challenges:
  • Place a "Lonely Tower" somewhere on your map.
  • Lock the Tower/Tower grounds entrance with a key door.
  • Have at least two secret areas
  • Create at least one ambush event with Enemy Spawners
  • Place at least one Treasure Chest


Please note that you don't have to stick to the dates; you can start working on the map today and finish your map after the event if you want to take more time with it, but the time limit is there mainly if you want an extra challenge.

We will also be hosting a Stream on Twitch when the event starts, where we will start working on our jam entry while answering your questions about the level editor.

If you are starting out, please go over this Quick Editing Guide to learn about the level editor basics.

[h3]Share your progress and discuss the event[/h3]


If you are not participating as a map creator, you are encouraged to join the event and support the creations by playing the maps made for this event.

We can't wait to see what you create, have fun! ːCotcMiningCartːːCotcMiningCartːːCotcMiningCartːːCotcMiningCartː

Wizordum Roadmap

First of all, I would like to thank everyone for playing the game! We are thrilled to see the game standing at the Very Positive rating, and we appreciate every bit of the feedback we received from you so far!

We have said this many times, but we are reading your feedback on all possible channels. This roadmap might not show every little detail we have in store for you, but we'll keep doing more of what you love and making some drastic but positive changes to the game.



I'm sure you have questions after going over this Roadmap, so I will go ahead and add some clarifications.

[h3]New Spell System[/h3]
We watched a lot of streams and videos of Wizordum, and we've noticed that most players don't even use consumable items and spells. Lots of feedback was given about this issue as well.
Because of that, we will introduce a Spell System that will make using spells more practical and fun. We will still have consumables, but they will be used for Potions, Torches, and other items. We will talk more about the system in the near future.

[h3] Merchant & Coins[/h3]
Treasure in Wizordum was always meant for bonus points only so that you could climb up the online leaderboards. However, it turns out most of you would prefer to have a store in the game where you could exchange that treasure for something more practical. With this system, you will be able to spend your coins to upgrade your Spells and weapons and buy a few other things. Rest assured, score hunters, the classic score hunting, will stay as well.

[h3]Alternative attacks for all Weapons[/h3]
Lots of you asked for alternative attacks to make weapons even more fun, and we're going to do just that. So far, only the Frostweaver has the alternative attack, and we are releasing an update soon with the Mace's alternative attack, but are already planning some great alternatives for the rest.

[h3]New Playable Character[/h3]
With the new Spell System in place, we would like to introduce additional playable characters as well with a different spell arsenal, stats, and possibly even some weapons so you can re-play the game in a different way.


[h3]Last Update Before the Next Big Content Update[/h3]
We want to stabilize the game with one final update so we can focus 100% on the next big update - Episode 2. There's a lot to do, and we would like to keep the focus there.


[h2]What about other stuff?[/h2]
There are other minor and more significant changes we are planning to do over the course of the Early Access or for the v1.0. Here are some of them without a specific date or order.
  • Changing the Sewers level from Episode 1 to make it more fun
  • Possibly splitting the City of Ember from Episode 1 into two maps while adding something extra to both.
  • Rebalancing levels (adjusting pickups, enemies, etc.)
  • Adding Collectible Lore Scrolls to the levels, which will reveal bits of the story
  • Updating the AI to make enemy encounters more fun
  • Additional input support (e.g., consumable / weapon selection wheel)
  • Map Editor improvements
  • Animated Story Screens


Please remember that everything can change slightly, from features to dates, but this is the active plan we are following. That also means that any new feedback is still very valuable.

I hope you like what you're seeing on the Roadmap. Is there anything specific you are incredibly excited about? Let us know!

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