Wolcen: Lords of Mayhem - Synce0
Hi everyone!
Today we are happy to present you the female character!
It was a stretch goal during our kickstarter, and one of the most demanded feature, so here is a small video presenting her, and her customization options:

https://www.youtube.com/watch?v=8OuGnvXCIpk

This update comes with lots of fixes and improvements, including localization for weapons and armors, and somes some new cool weapons



Here is the full changelog:


GENERAL:
New: Female character !
You can now customize your character with following options :
Skin color
Morphology using 5 parameters : Fat, Muscular, Thin, Skinny and Bust
6 haircuts with customizable colors
11 eyes preset
Fixed: Mouse double click ignored
Fixed: Various rare issues that would override player’s character customization options
Improved: Character list & character selection camera
Modified: The location of the saves is now in “User/savegames/”
Improved: Performances improvement related to skill use & damages
New: Localization for Weapons and Armors!


ENVIRONMENT:
Improved: Greatly improved visual quality of Mountain Cave architecture
Improved: Rendering of character selection
Improved: deleted annoying vegetation
Fixed: the prefab in the oblivion dungeon
Fixed: reconnect navmesh at the driller location
Fixed: Playerlight not disabled when going to character list from a dungeon

CHARACTERS:
New: Female character !
Improved: feet of player entering in the ground in the menu
Improved: Butcher behaviour
Improved: Spider behaviour

ANIMATION:
New: Animations for new character female


UI & VISUALS:
New: Exit to desktop (community suggestion)
New: Match hair & beard colors (community suggestion)
Improved: Slightly modified the appearance of the loot
Fixed: A bug where magic trails weren’t going all the way along the weapon. It also should fix a few visual artifacts with dynamic weapon trails.
Fixed: Rare bug where the equipment wouldn’t morph according to player’s morphology
Fixed: Rare save rollback
Improved: small adjustments on the main resource HUD
Improved: The Innkeeper is now displayed on the minimap
Improved: New way to show the framerate

GAMEPLAY:
New: Cool weapons
Fixed: amulets and rings that increase Power now modify your current Umbra value and not just your max value.
Fixed: Crash when player reaches level 30
Modified: the way loot is balanced and calculated
Modified: the way magic affixes are rolled, and their level calculated
Fixed: Dungeon keeper not appearing at the beginning of the last quest
Fixed: Bug with the luthor’s quest

LOCALIZATION:
Improved: The localization files are now splitted into different .xml for better editing. They will be internally cleaned and organized in the future.
New: Localization for Weapons and Armors.
Fixed: English typos
Fixed: Missing strings EN / FR.
Thanks again for all the community translations!

Known issues:
-There is still white flashes at the end of the first cave
-The player can get stuck, you can use the “stuck” command in the console if it happens
-Some animations are slow down

As we modified the location of the save (this was necessary) and changed a lot of things, the saves are wiped again, sorry :(

We are working on a very exciting game-changing feature, and we can't wait to present it to you! See you soon on the next update!
Wolcen: Lords of Mayhem - Synce0
Hi everyone!
Today we are happy to present you the female character!
It was a stretch goal during our kickstarter, and one of the most demanded feature, so here is a small video presenting her, and her customization options:

https://www.youtube.com/watch?v=8OuGnvXCIpk

This update comes with lots of fixes and improvements, including localization for weapons and armors, and somes some new cool weapons



Here is the full changelog:


GENERAL:
New: Female character !
You can now customize your character with following options :
Skin color
Morphology using 5 parameters : Fat, Muscular, Thin, Skinny and Bust
6 haircuts with customizable colors
11 eyes preset
Fixed: Mouse double click ignored
Fixed: Various rare issues that would override player’s character customization options
Improved: Character list & character selection camera
Modified: The location of the saves is now in “User/savegames/”
Improved: Performances improvement related to skill use & damages
New: Localization for Weapons and Armors!


ENVIRONMENT:
Improved: Greatly improved visual quality of Mountain Cave architecture
Improved: Rendering of character selection
Improved: deleted annoying vegetation
Fixed: the prefab in the oblivion dungeon
Fixed: reconnect navmesh at the driller location
Fixed: Playerlight not disabled when going to character list from a dungeon

CHARACTERS:
New: Female character !
Improved: feet of player entering in the ground in the menu
Improved: Butcher behaviour
Improved: Spider behaviour

ANIMATION:
New: Animations for new character female


UI & VISUALS:
New: Exit to desktop (community suggestion)
New: Match hair & beard colors (community suggestion)
Improved: Slightly modified the appearance of the loot
Fixed: A bug where magic trails weren’t going all the way along the weapon. It also should fix a few visual artifacts with dynamic weapon trails.
Fixed: Rare bug where the equipment wouldn’t morph according to player’s morphology
Fixed: Rare save rollback
Improved: small adjustments on the main resource HUD
Improved: The Innkeeper is now displayed on the minimap
Improved: New way to show the framerate

GAMEPLAY:
New: Cool weapons
Fixed: amulets and rings that increase Power now modify your current Umbra value and not just your max value.
Fixed: Crash when player reaches level 30
Modified: the way loot is balanced and calculated
Modified: the way magic affixes are rolled, and their level calculated
Fixed: Dungeon keeper not appearing at the beginning of the last quest
Fixed: Bug with the luthor’s quest

LOCALIZATION:
Improved: The localization files are now splitted into different .xml for better editing. They will be internally cleaned and organized in the future.
New: Localization for Weapons and Armors.
Fixed: English typos
Fixed: Missing strings EN / FR.
Thanks again for all the community translations!

Known issues:
-There is still white flashes at the end of the first cave
-The player can get stuck, you can use the “stuck” command in the console if it happens
-Some animations are slow down

As we modified the location of the save (this was necessary) and changed a lot of things, the saves are wiped again, sorry :(

We are working on a very exciting game-changing feature, and we can't wait to present it to you! See you soon on the next update!
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !
In today’s devblog, we’ll be giving you a sneak peak at the current state of the housing system.

You may remember the housing from our kickstarter video. Needless to say we’ve made huge progress since then but the core stayed the same : offering you the possibility to build your very own home, from the floor and walls to the furnitures.
Your house is also a place where you’ll be able to rest, store items, put the legendary armors and weapons you are not using on display using arms rack and much more !

Once you’ve purchased the land, you’ll have to lay down the foundations of you home by placing some floor and walls chosen from a wide range of options : stone, wood, marble...



As you may notice, we automatically place walls on the outside of your house to make it easier for you and so you have a better overview of the space you are building. However, you can replace any of those walls at any time.



Once you are happy with the space, it’s time to furnish and decorate everything. You will have at your disposal a vast choice of furnitures : tables, chairs, shelfs, plants…





Here are some examples of what you will be able to achieve using Wolcen’s housing:






We are very close to having a first playable version of the housing for you guys and we can’t wait to see your creations!

Stay tuned, as we are working on a huge, game-changing update that will transform the way the game is played. This is something that we have been teasing for a while, and is almost ready to be released.

See you on the forums !
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !
In today’s devblog, we’ll be giving you a sneak peak at the current state of the housing system.

You may remember the housing from our kickstarter video. Needless to say we’ve made huge progress since then but the core stayed the same : offering you the possibility to build your very own home, from the floor and walls to the furnitures.
Your house is also a place where you’ll be able to rest, store items, put the legendary armors and weapons you are not using on display using arms rack and much more !

Once you’ve purchased the land, you’ll have to lay down the foundations of you home by placing some floor and walls chosen from a wide range of options : stone, wood, marble...



As you may notice, we automatically place walls on the outside of your house to make it easier for you and so you have a better overview of the space you are building. However, you can replace any of those walls at any time.



Once you are happy with the space, it’s time to furnish and decorate everything. You will have at your disposal a vast choice of furnitures : tables, chairs, shelfs, plants…





Here are some examples of what you will be able to achieve using Wolcen’s housing:






We are very close to having a first playable version of the housing for you guys and we can’t wait to see your creations!

Stay tuned, as we are working on a huge, game-changing update that will transform the way the game is played. This is something that we have been teasing for a while, and is almost ready to be released.

See you on the forums !
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !
In today’s devblog, we’ll be giving you a sneak peak at the current state of the housing system.

You may remember the housing from our kickstarter video. Needless to say we’ve made huge progress since then but the core stayed the same : offering you the possibility to build your very own home, from the floor and walls to the furnitures.
Your house is also a place where you’ll be able to rest, store items, put the legendary armors and weapons you are not using on display using arms rack and much more !

Once you’ve purchased the land, you’ll have to lay down the foundations of you home by placing some floor and walls chosen from a wide range of options : stone, wood, marble...



As you may notice, we automatically place walls on the outside of your house to make it easier for you and so you have a better overview of the space you are building. However, you can replace any of those walls at any time.



Once you are happy with the space, it’s time to furnish and decorate everything. You will have at your disposal a vast choice of furnitures : tables, chairs, shelfs, plants…



Here are some examples of what you will be able to achieve using Wolcen’s housing:






We are very close to having a first playable version of the housing for you guys and we can’t wait to see your creations!

Stay tuned, as we are working on a huge, game-changing update that will transform the way the game is played. This is something that we have been teasing for a while, and is almost ready to be released.

See you on the forums !
Wolcen: Lords of Mayhem - Synce0
Hello everyone, today we present you Megascans!



Megascans is one of the world’s largest online scan resources, with thousands of standardized and physically based surface scans, vegetation scans and 3D scans.

When I met Teddy, the CEO of Quixel, a year and a half ago, we shared the same passion about realistic rendering, and the same vision about his project Megascans. I was (and still am) very excited about it and its possibilities. The quality/accuracy along with the simplicity of production would allow 3D artists to do amazing things. At this moment, we entered in the private beta, and it became clear that it could be a great match with Wolcen. We were four people at that time, and Quixel tools would allow us to realize our ambitions.



Building an Open World, with a dynamic time of day, and many different environments is a great challenge. Both from the technical and artistical perspective. Hopefully, the Quixel team would help us to achieve this task. They worked for more than a decade to build the biggest scan library, with an Ecosystem Philosophy.



The technology used is called photogrammetry, you may have heard of it, it consist of taking photographs of an object/surface from different points of view, to re-create it in 3D. To make it usable in a renderer, you'll then have to extract the albedo/normal/roughness/reflectivity and delete all lighting information. This technique is easy to handle, but hard to master.



All the scanned elements are physically based, which means every texture or asset in the game looks and feels consistant no matter the lighting condition.



With different other techniques, we use a variety of optimized materials, that can fit with many different objects. This way, we keep our production efficient, we maintain visual quality and save ressources for better performance. Here is some materials of our internal library.



A tool called Studio let us mix different materials, making them more complexe, and unique. This is something we haven't used a lot yet, but it looks promising.


We use the Quixel SUITE to texture (almost) all our assets in the game. By example, each piece of armor we create use scanned materials. It is of course not all automatic, many things are hand crafted (with love from our 3D artist Benjamin).



These tools are powerful enough that we can match AAA graphics even as a small indie company, and their efficiency allows us to better concentrate on the artistic and gameplay side of the game.

I must say that it is a great honor and pleasure for me to work with assets of this quality, and to be in touch with the great team behind it.
Their passion and work for years have created a whole new step forward in the world of realistic computer graphics.

If you want to know more about Megascans, visit their website https://megascans.se
The Beta just got open to everyone, so you can try it at home!
And here is the Suite's website http://quixel.se/suite/

Simon,
Wolcen Studio
Wolcen: Lords of Mayhem - Synce0
Hello everyone, today we present you Megascans!



Megascans is one of the world’s largest online scan resources, with thousands of standardized and physically based surface scans, vegetation scans and 3D scans.

When I met Teddy, the CEO of Quixel, a year and a half ago, we shared the same passion about realistic rendering, and the same vision about his project Megascans. I was (and still am) very excited about it and its possibilities. The quality/accuracy along with the simplicity of production would allow 3D artists to do amazing things. At this moment, we entered in the private beta, and it became clear that it could be a great match with Wolcen. We were four people at that time, and Quixel tools would allow us to realize our ambitions.



Building an Open World, with a dynamic time of day, and many different environments is a great challenge. Both from the technical and artistical perspective. Hopefully, the Quixel team would help us to achieve this task. They worked for more than a decade to build the biggest scan library, with an Ecosystem Philosophy.



The technology used is called photogrammetry, you may have heard of it, it consist of taking photographs of an object/surface from different points of view, to re-create it in 3D. To make it usable in a renderer, you'll then have to extract the albedo/normal/roughness/reflectivity and delete all lighting information. This technique is easy to handle, but hard to master.



All the scanned elements are physically based, which means every texture or asset in the game looks and feels consistant no matter the lighting condition.



With different other techniques, we use a variety of optimized materials, that can fit with many different objects. This way, we keep our production efficient, we maintain visual quality and save ressources for better performance. Here is some materials of our internal library.



A tool called Studio let us mix different materials, making them more complexe, and unique. This is something we haven't used a lot yet, but it looks promising.


We use the Quixel SUITE to texture (almost) all our assets in the game. By example, each piece of armor we create use scanned materials. It is of course not all automatic, many things are hand crafted (with love from our 3D artist Benjamin).



These tools are powerful enough that we can match AAA graphics even as a small indie company, and their efficiency allows us to better concentrate on the artistic and gameplay side of the game.

I must say that it is a great honor and pleasure for me to work with assets of this quality, and to be in touch with the great team behind it.
Their passion and work for years have created a whole new step forward in the world of realistic computer graphics.

If you want to know more about Megascans, visit their website https://megascans.se
The Beta just got open to everyone, so you can try it at home!
And here is the Suite's website http://quixel.se/suite/

Simon,
Wolcen Studio
Wolcen: Lords of Mayhem - Synce0


Hi everyone !
Today is update day, and we're excited to bring you Character Customization ! From now on you'll be able to change how your character looks during the character creation process.
We've prepared a short video showcasing the character customization window.
Please take a look :
https://youtu.be/vMU6EPCSKrA

We've also decompressed the game's files, which increases the file size of the game but should decrease loading times. Saved games are wiped with this update too.

Here is the complete changelog :
GENERAL:
New: New character customization!

You can now morph your character with following options :
  • Skin color
  • Morphology using 4 parameters : Fat, Muscular, Thin, Skinny
  • 5 haircuts with customizable colors
  • 5 beards with customizable colors
  • 11 eyes preset
Improved: Shorter loading times. Two short instead of one long. It is also designed for future multiplayer mode.
Fixed: Save reset

ENVIRONMENT:

New: Lighting in character selection (you can rotate it with middle click)
Improved: Many fixes and improvements in the open world
Improved: Lighting optimizations
Fixed: Various fixes in randomly generated dungeons
Fixed: Visual particle mess on login screen
Fixed: Red placeholder balls
Fixed: View distance of stairs
Fixed: Player chest in dungeons

IA:
Improved: Improved IA for quest companion - they now randomly pick a target and attacks it until it dies. Companion will only reconsider its target if it collides with another enemy.

UI:
New: New UI for the character selection !
New: Introduction logos
Improved: Portrait icon
Improved: Reworked reward window
Fixed: Text dialogs displayed over the head of characters now has its intended duration
Fixed : some skills were overlapping themselves in the Active skills window under Brutality category
New: The character selection screen now display the current quest of the player instead of “unknown location”
Fixed : The name of the character is now correctly shown in the character sheet (instead of “Dude”)
Modified: The minimap is now always on the top right of the screen (especially for 21/9)

GAMEPLAY:
Fixed: Erratic movement
Fixed: A glitch where you could unlimitedly use skill books
Fixed: Rings are now properly saved/loaded
Fixed: Restored 3 missing weapons
Fixed: Character no longer run to a random location after revive
Fixed: Quests bugs
New: Added Ranged tab in the skill selection menu
New: Added Blood Ammo spell
Modified: Reduced drop chance on rings and amulets
Modified: Butcher will now enrage when at 50% health
Modified: Kamikaze will explode when killed
Fixed: “Rage Increased” passive should now work as intended
New: New attacks for the Skeleton Overlord
Fixed: Skill overleveling
Improved : Damage, Armor, Health, Stamina, Rage, Dodge, Crits ands stats calculation (on the way to a global rework).
Fixed : The frozen snare trap of orc Warlock doesn’t totally freeze the player anymore
Modified: Ammo spells will now reserve a portion of the player’s resources
Fixed : Critical chances are now properly applied
Fixed : Critical chances are now re-rolled for cleave hits if the original hit was critical
Fixed : Rage generation with melee hits now works properly, depending on the cleave factor of hits
Modified: Increased the gold reward for killing the Skeleton Overlord
Modified: Doubled dodge time during a dodgeroll
Modified: some affixes like CDR cannot roll on all armor parts
Modified: +percent and +pts affixes for the same stat cannot roll on the same item
Modified: Removed the slowing totems on the Orc Champion
Modified: Removed the Bone Crush spell form the loot tables

AUDIO:
Fixed: multiple musics at the same time (that was super annoying)

CHARACTERS:
New: Male character for character customization !
New: Peasant clothes for player
New: New armor for Orcs
Improved: Templars & Templars armors for player

ANIMATION:
Modified: Animations for new character male

LOCALIZATION:
Minor text fixes


Known issue: sometimes, your equipment won’t have the right size, a simple restart the character should fix it.

We can't wait to see your characters ! See you on the forums !
Wolcen: Lords of Mayhem - Alan [Wolcen]


Hi everyone !
Today is update day, and we're excited to bring you Character Customization ! From now on you'll be able to change how your character looks during the character creation process.
We've prepared a short video showcasing the character customization window.
Please take a look :
https://youtu.be/vMU6EPCSKrA

We've also decompressed the game's files, which increases the file size of the game but should decrease loading times. Saved games are wiped with this update too.

Here is the complete changelog :
GENERAL:
New: New character customization!

You can now morph your character with following options :
  • Skin color
  • Morphology using 4 parameters : Fat, Muscular, Thin, Skinny
  • 5 haircuts with customizable colors
  • 5 beards with customizable colors
  • 11 eyes preset
Improved: Shorter loading times. Two short instead of one long. It is also designed for future multiplayer mode.
Fixed: Save reset

ENVIRONMENT:

New: Lighting in character selection (you can rotate it with middle click)
Improved: Many fixes and improvements in the open world
Improved: Lighting optimizations
Fixed: Various fixes in randomly generated dungeons
Fixed: Visual particle mess on login screen
Fixed: Red placeholder balls
Fixed: View distance of stairs
Fixed: Player chest in dungeons

IA:
Improved: Improved IA for quest companion - they now randomly pick a target and attacks it until it dies. Companion will only reconsider its target if it collides with another enemy.

UI:
New: New UI for the character selection !
New: Introduction logos
Improved: Portrait icon
Improved: Reworked reward window
Fixed: Text dialogs displayed over the head of characters now has its intended duration
Fixed : some skills were overlapping themselves in the Active skills window under Brutality category
New: The character selection screen now display the current quest of the player instead of “unknown location”
Fixed : The name of the character is now correctly shown in the character sheet (instead of “Dude”)
Modified: The minimap is now always on the top right of the screen (especially for 21/9)

GAMEPLAY:
Fixed: Erratic movement
Fixed: A glitch where you could unlimitedly use skill books
Fixed: Rings are now properly saved/loaded
Fixed: Restored 3 missing weapons
Fixed: Character no longer run to a random location after revive
Fixed: Quests bugs
New: Added Ranged tab in the skill selection menu
New: Added Blood Ammo spell
Modified: Reduced drop chance on rings and amulets
Modified: Butcher will now enrage when at 50% health
Modified: Kamikaze will explode when killed
Fixed: “Rage Increased” passive should now work as intended
New: New attacks for the Skeleton Overlord
Fixed: Skill overleveling
Improved : Damage, Armor, Health, Stamina, Rage, Dodge, Crits ands stats calculation (on the way to a global rework).
Fixed : The frozen snare trap of orc Warlock doesn’t totally freeze the player anymore
Modified: Ammo spells will now reserve a portion of the player’s resources
Fixed : Critical chances are now properly applied
Fixed : Critical chances are now re-rolled for cleave hits if the original hit was critical
Fixed : Rage generation with melee hits now works properly, depending on the cleave factor of hits
Modified: Increased the gold reward for killing the Skeleton Overlord
Modified: Doubled dodge time during a dodgeroll
Modified: some affixes like CDR cannot roll on all armor parts
Modified: +percent and +pts affixes for the same stat cannot roll on the same item
Modified: Removed the slowing totems on the Orc Champion
Modified: Removed the Bone Crush spell form the loot tables

AUDIO:
Fixed: multiple musics at the same time (that was super annoying)

CHARACTERS:
New: Male character for character customization !
New: Peasant clothes for player
New: New armor for Orcs
Improved: Templars & Templars armors for player

ANIMATION:
Modified: Animations for new character male

LOCALIZATION:
Minor text fixes


Known issue: sometimes, your equipment won’t have the right size, a simple restart the character should fix it.

We can't wait to see your characters ! See you on the forums !
Aug 2, 2016
Wolcen: Lords of Mayhem - Dany
Hello everyone,

We released a patch that should improve stability of the game.
It also improves moving while carrying a ranged weapon.
You will not shoot at enemy targets while carrying a ranged weapon and holding the mouse button to move your character.

Let us know if stability is better with this patch!
...