Wolcen: Lords of Mayhem - Synce0
Hi everyone !
Today we are releasing update 0.3.6, which finally brings Mage Staves to the game !

EDIT : The patch is now released

Each Staff comes in four variety, depending on its elemental type. As you’ll see, each element has a different attack style ! We’ve included Fire, Frost, Lightning and Umbra staves, and more elements will be added in the future. Using staves will let you damage the enemy while letting your umbra regenerate. Because of this, Unlimited Power has regained its status as a proper spender.


https://www.youtube.com/watch?v=2azbbEb5xKc&feature=youtu.be

Our animator has also worked hard to add hit reaction to every enemy in the game. Combat should feel more satisfying now, as monsters will express pain with each blow they take.

]

We’ve made a number of changes in order to prepare for big upcoming updates (including new enemies, amors, a complete rebalance of the game and more)
You’ll find them in the changelog below. Have fun !
VISUALS:
* Modified: Orc Crossbowmen now wield an appropriate Orc Crossbow.
* Improved: The rendering in the open world is now slightly brighter, with a greater range of eye adaptation.
* Modified: Protection Shield (pink bowl) - Sparks will be less reactive to wind now
* Fixed: Random render crashes, usually happening in cave dungeon

UI:
Fixed: Ring item comparison not showing in player chest

HOUSING:
* Fixed: Various mouse manipulation for items placement

AUDIO:
* Improved: Mob/Horde mix
* Improved: Large group fire FX (set a large mob on fire!)
* New: Inventory sounds
* New: Skill tree enter and exit sounds
* New: Quest and objective sounds
* New: Master effect to control very loud gameplay moments (limiter)
* New: volume compensation for camera distance. Far out camera is no longer much quieter than zooming in close to the player character
* Fixed: Teleport sound cutting out and not resolving smoothly
* Fixed: Distinction made between simple crossbow shot sound and triple shot.

ANIMATIONS:
* New: Several hit animations triggered by melee attacks for all enemies in the game except the Ghoul
* Fixed: Many “character sliding” issues on stairs
* Fixed: Player direction issue when blown away
* Fixed: Many collision and “flying” character issues

GAMEPLAY:
* New: Mage Staves ! There are 4 staves in the game at the moment, each divided between 4 elements. Each staff comes with a skill combo!
  1. Fire - 5 Skills combo
  2. Frost - 5 Skills combo
  3. Lightning - 5 Skills combo
  4. Umbra - 5 skill combo
* New: A Stats and requirements system have been added, but the requirements themselves will be added in the next patch. Item will have required level of 1 until then.
* New: Orc Crossbow
* New: Orc Axe
* Modified: Player’s movement inertia removed (heavy feeling when starting a movement)
* Modified: Drop rates of magical and rare items has been slightly increased.
* Modified: The gloves slot has been removed, and gloves are now attached to their respective arm armors.
* Modified: Strength now grants 0.2% melee damage per point.
* Modified: Power now grants 0.2% spell damage per point.
* Modified: Dexterity now grants 0.2% ranged damage per point.
* Modified: Skeleton Overlord doesn’t jump backwards anymore.
* Modified: Skeleton Overlord has less health.
* Modified: Armor parts are now splitted into three categories (Heavy, Medium, Light) instead of four.
* Fixed: Bug teleporting the player back the player few meters away in some places
* Fixed: Base attack sometime costs Umbra ressource
* Fixed: Ranged AI will not run away forever anymore
* Fixed: Shield will now disappear when you die

AFFIXES:
* New: Keyword system for affixes generation, which allows for more logical affix distribution on a per-item basis.
* Modified: Every affix in the game has been modified to work with the keywords system, and will generally roll on more items than before.
* Modified: The Life-On-Hit affix has been improved.
* Modified: The All Resistances affix has been tweaked.
* Modified: Glove-specific affixes now roll on arm pieces.
* Modified: The Assassin Waistband now has an added critical chance of 5%.

ACTIVE SKILLS:
* Modified: Multishot now fires 4 bolts instead of 3.
* Modified: Rapid Fire now fires 5 bolts instead of 3.
* Modified: Unlimited power is now a bit more powerful and has an umbra cost again.

PASSIVE SKILLS:

Assassin:
* Modified: The Practical Weapons skill now grants 25% increased critical chance.

Hunter:
* Fixed: The Precise Shot bonus was stacking indefinitely.

Elementalist:
* Fixed: The Protective Storms skill was sometimes resetting itself.
* Modified: Cold Hands, Absolute Zero and Snow Storm have been rebalanced.
Wolcen: Lords of Mayhem - Dany
Hi everyone !
Today we are releasing update 0.3.6, which finally brings Mage Staves to the game !

EDIT : The patch is now released

Each Staff comes in four variety, depending on its elemental type. As you’ll see, each element has a different attack style ! We’ve included Fire, Frost, Lightning and Umbra staves, and more elements will be added in the future. Using staves will let you damage the enemy while letting your umbra regenerate. Because of this, Unlimited Power has regained its status as a proper spender.


https://www.youtube.com/watch?v=2azbbEb5xKc&feature=youtu.be

Our animator has also worked hard to add hit reaction to every enemy in the game. Combat should feel more satisfying now, as monsters will express pain with each blow they take.

]

We’ve made a number of changes in order to prepare for big upcoming updates (including new enemies, amors, a complete rebalance of the game and more)
You’ll find them in the changelog below. Have fun !
VISUALS:
* Modified: Orc Crossbowmen now wield an appropriate Orc Crossbow.
* Improved: The rendering in the open world is now slightly brighter, with a greater range of eye adaptation.
* Modified: Protection Shield (pink bowl) - Sparks will be less reactive to wind now
* Fixed: Random render crashes, usually happening in cave dungeon

UI:
Fixed: Ring item comparison not showing in player chest

HOUSING:
* Fixed: Various mouse manipulation for items placement

AUDIO:
* Improved: Mob/Horde mix
* Improved: Large group fire FX (set a large mob on fire!)
* New: Inventory sounds
* New: Skill tree enter and exit sounds
* New: Quest and objective sounds
* New: Master effect to control very loud gameplay moments (limiter)
* New: volume compensation for camera distance. Far out camera is no longer much quieter than zooming in close to the player character
* Fixed: Teleport sound cutting out and not resolving smoothly
* Fixed: Distinction made between simple crossbow shot sound and triple shot.

ANIMATIONS:
* New: Several hit animations triggered by melee attacks for all enemies in the game except the Ghoul
* Fixed: Many “character sliding” issues on stairs
* Fixed: Player direction issue when blown away
* Fixed: Many collision and “flying” character issues

GAMEPLAY:
* New: Mage Staves ! There are 4 staves in the game at the moment, each divided between 4 elements. Each staff comes with a skill combo!
  1. Fire - 5 Skills combo
  2. Frost - 5 Skills combo
  3. Lightning - 5 Skills combo
  4. Umbra - 5 skill combo
* New: A Stats and requirements system have been added, but the requirements themselves will be added in the next patch. Item will have required level of 1 until then.
* New: Orc Crossbow
* New: Orc Axe
* Modified: Player’s movement inertia removed (heavy feeling when starting a movement)
* Modified: Drop rates of magical and rare items has been slightly increased.
* Modified: The gloves slot has been removed, and gloves are now attached to their respective arm armors.
* Modified: Strength now grants 0.2% melee damage per point.
* Modified: Power now grants 0.2% spell damage per point.
* Modified: Dexterity now grants 0.2% ranged damage per point.
* Modified: Skeleton Overlord doesn’t jump backwards anymore.
* Modified: Skeleton Overlord has less health.
* Modified: Armor parts are now splitted into three categories (Heavy, Medium, Light) instead of four.
* Fixed: Bug teleporting the player back the player few meters away in some places
* Fixed: Base attack sometime costs Umbra ressource
* Fixed: Ranged AI will not run away forever anymore
* Fixed: Shield will now disappear when you die

AFFIXES:
* New: Keyword system for affixes generation, which allows for more logical affix distribution on a per-item basis.
* Modified: Every affix in the game has been modified to work with the keywords system, and will generally roll on more items than before.
* Modified: The Life-On-Hit affix has been improved.
* Modified: The All Resistances affix has been tweaked.
* Modified: Glove-specific affixes now roll on arm pieces.
* Modified: The Assassin Waistband now has an added critical chance of 5%.

ACTIVE SKILLS:
* Modified: Multishot now fires 4 bolts instead of 3.
* Modified: Rapid Fire now fires 5 bolts instead of 3.
* Modified: Unlimited power is now a bit more powerful and has an umbra cost again.

PASSIVE SKILLS:

Assassin:
* Modified: The Practical Weapons skill now grants 25% increased critical chance.

Hunter:
* Fixed: The Precise Shot bonus was stacking indefinitely.

Elementalist:
* Fixed: The Protective Storms skill was sometimes resetting itself.
* Modified: Cold Hands, Absolute Zero and Snow Storm have been rebalanced.
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

In one of the previous article, we showcased one of the new monster that were being designed, the Ghoul.
This time we’d like you to meet the Skull Crusher !
And we made sure the big guy deserves his nickname. Now twice as big as before, and wielding a gigantic maul, the Skull Crusher is ready to crush skulls, including the player’s.



The Skull Crusher has five new attack types skills. The following footage is still Work In Progress, so the particle effects you are seeing are placeholders :

https://youtu.be/_tiQZNxqCLM

His first attack will smash its target straight on. However, should one or several target stay in proximity, the Skull Crusher will transition into a rotating sweep that will send his enemies flying.
To deal with foes from afar, the Skull Crusher has no need for ranged weapon or spells. The incredible size of his weapon combined with his sheer strength will create multiple shock-waves. Do not get caught by these !
Should he be harmed, the Skull Crusher will grab a bite in order to heal up. Since Ogres eat people, we’ll make sure he eventually eats something alive.
Finally, when his blood gets boiling the Skull Crusher will shout so loudly that the mightiest of warriors will feel their body tremble.

The Skull Crusher will have a few other tricks up his sleeve, but we’ll let you discover that for yourself !
Also, the current Skull Crusher (in his smaller form, without the armor) will be known as the Ogre. He too will get a few new skills and animations, and will fight with his bare hands.

These new monsters will soon make their way into the game, and we hope you’ll have fun fighting them !
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

In one of the previous article, we showcased one of the new monster that were being designed, the Ghoul.
This time we’d like you to meet the Skull Crusher !
And we made sure the big guy deserves his nickname. Now twice as big as before, and wielding a gigantic maul, the Skull Crusher is ready to crush skulls, including the player’s.



The Skull Crusher has five new attack types skills. The following footage is still Work In Progress, so the particle effects you are seeing are placeholders :

https://youtu.be/_tiQZNxqCLM

His first attack will smash its target straight on. However, should one or several target stay in proximity, the Skull Crusher will transition into a rotating sweep that will send his enemies flying.
To deal with foes from afar, the Skull Crusher has no need for ranged weapon or spells. The incredible size of his weapon combined with his sheer strength will create multiple shock-waves. Do not get caught by these !
Should he be harmed, the Skull Crusher will grab a bite in order to heal up. Since Ogres eat people, we’ll make sure he eventually eats something alive.
Finally, when his blood gets boiling the Skull Crusher will shout so loudly that the mightiest of warriors will feel their body tremble.

The Skull Crusher will have a few other tricks up his sleeve, but we’ll let you discover that for yourself !
Also, the current Skull Crusher (in his smaller form, without the armor) will be known as the Ogre. He too will get a few new skills and animations, and will fight with his bare hands.

These new monsters will soon make their way into the game, and we hope you’ll have fun fighting them !
Wolcen: Lords of Mayhem - Caracole
Hi everyone !

In today’s devblog, we are going to talk about one of our most awaited feature: multiplayer and the play online mode. A lot of work have been done in the past few months on the network side of Wolcen and we are now ready to give you an overview of what we have today, some of the features that are currently being worked on and what you can expect to see released in the upcoming months.

In the upcoming weeks, we will be releasing what we call the “Play Online mode” on the beta branch. In this mode, you will have the same experience as when you were playing offline but your save files will be stored on our server to avoid cheating and you will have access to online-exclusive features ! Just to be clear, we are not talking about coop here!

Introducing the Daily Dungeon

The Daily Dungeon is a feature that will only be available in the play online mode and that could be summed up as “Randomly generated dungeon with a speedrun twist”.
Everyday, a randomly generated dungeon will be available to all players. This generated dungeon will be different from the random dungeon you have access through the bounty NPC and will be the same for every players.
Your goal is to find the boss room and exit of the dungeon as fast as possible while crushing everything in your way. Your performance will be scored by a combination of time and monster killed and displayed in a leaderboard. At the end of the day, the player with the best score will receive a special reward.

We think daily dungeons offer a new and interesting way to play Wolcen mixing grinding, speedrun and indirect player vs. player.

We cannot wait to hear your feedbacks regarding the Daily Dungeon and see what crazy builds you come up with.

Multiplayer

Now… onto the question on everyone’s lips : where is co-op multiplayer ?
So there is no misunderstanding: the play online mode, isn’t co-op multiplayer. You won’t be able to play with your friends with its release.
Unfortunately, multiplayer isn’t ready yet. However, the play online mode is the first step on the long road toward playing in the same game with your friends.
Before we can allow multiple players to join the same game, we have to develop a number of networking systems that will synchronise the player’s data. To do that, those data have to be stored on our servers so we can send to you, for example, the characters of the friends you are playing with.
This is what the Play Online mode is all about : lay the foundations on which the multiplayer but also all our online ecosystem will be built on.
This game mode is opening a lot of opportunity for us to make new features like the daily dungeon we mentioned above. It will also allow us to start implementing technical features invisible for our players like telemetry so we can have statistics about the game, the skills and builds you are using and a lot of various data we will be using for balancing.

What’s next ?

In the upcoming months, we will be working on improving server performances, fixing network related bugs, scaling up our networking infrastructure to support more concurrent players and developing all the systems required for multiplayer.

Of course, we will still be working on improving the game in general, adding content and new features to keep you guys busy ;)
Here is an incomplete, non exhaustive, in no particular order list of the things you will be seing added to the games in the next months :
  • A brand new quest system with a new UI that will allow us to start implementing the first act of the game and introduce in-game cinematics
  • New sections of the passive skill tree
  • New skills in the active skill tree
  • New ennemis, boss and AI behaviors
  • New weapons, armors and items
  • And much more…

sneak peak of the work in progress new main menu

These upcoming gameplay features will be showcased in more detail in their own devblogs.

Thank you all for your continuous support.
Cheers !

Wolcen: Lords of Mayhem - Synce0
Hi everyone !

In today’s devblog, we are going to talk about one of our most awaited feature: multiplayer and the play online mode. A lot of work have been done in the past few months on the network side of Wolcen and we are now ready to give you an overview of what we have today, some of the features that are currently being worked on and what you can expect to see released in the upcoming months.

In the upcoming weeks, we will be releasing what we call the “Play Online mode” on the beta branch. In this mode, you will have the same experience as when you were playing offline but your save files will be stored on our server to avoid cheating and you will have access to online-exclusive features ! Just to be clear, we are not talking about coop here!

Introducing the Daily Dungeon

The Daily Dungeon is a feature that will only be available in the play online mode and that could be summed up as “Randomly generated dungeon with a speedrun twist”.
Everyday, a randomly generated dungeon will be available to all players. This generated dungeon will be different from the random dungeon you have access through the bounty NPC and will be the same for every players.
Your goal is to find the boss room and exit of the dungeon as fast as possible while crushing everything in your way. Your performance will be scored by a combination of time and monster killed and displayed in a leaderboard. At the end of the day, the player with the best score will receive a special reward.

We think daily dungeons offer a new and interesting way to play Wolcen mixing grinding, speedrun and indirect player vs. player.

We cannot wait to hear your feedbacks regarding the Daily Dungeon and see what crazy builds you come up with.

Multiplayer

Now… onto the question on everyone’s lips : where is co-op multiplayer ?
So there is no misunderstanding: the play online mode, isn’t co-op multiplayer. You won’t be able to play with your friends with its release.
Unfortunately, multiplayer isn’t ready yet. However, the play online mode is the first step on the long road toward playing in the same game with your friends.
Before we can allow multiple players to join the same game, we have to develop a number of networking systems that will synchronise the player’s data. To do that, those data have to be stored on our servers so we can send to you, for example, the characters of the friends you are playing with.
This is what the Play Online mode is all about : lay the foundations on which the multiplayer but also all our online ecosystem will be built on.
This game mode is opening a lot of opportunity for us to make new features like the daily dungeon we mentioned above. It will also allow us to start implementing technical features invisible for our players like telemetry so we can have statistics about the game, the skills and builds you are using and a lot of various data we will be using for balancing.

What’s next ?

In the upcoming months, we will be working on improving server performances, fixing network related bugs, scaling up our networking infrastructure to support more concurrent players and developing all the systems required for multiplayer.

Of course, we will still be working on improving the game in general, adding content and new features to keep you guys busy ;)
Here is an incomplete, non exhaustive, in no particular order list of the things you will be seing added to the games in the next months :
  • A brand new quest system with a new UI that will allow us to start implementing the first act of the game and introduce in-game cinematics
  • New sections of the passive skill tree
  • New skills in the active skill tree
  • New ennemis, boss and AI behaviors
  • New weapons, armors and items
  • And much more…

sneak peak of the work in progress new main menu

These upcoming gameplay features will be showcased in more detail in their own devblogs.

Thank you all for your continuous support.
Cheers !

Wolcen: Lords of Mayhem - Synce0
Hi everyone !
The team is now ready to deliver the first update of 2017 !
Patch 0.3.5 brings new gameplay features, bugs fixes, performance improvements and quality of life changes to the game.



The merchant will now restock every day in the morning. No need to quit the game anymore !




DoTs and status ailments have been streamlined and will now stack. You can check your dot damage per stack on your character sheet.
To go with that, three new types of status ailments have been added. Frailty and Weakness will weaken your foes in different ways, and Curse will spread status ailments and dots to other enemies.

New potions and elemental poisons are now available too. Also, they can now drop as magical items and can give you a boost when drinking or using them.
Experiment with them to complete your playstyle !



Of course, all those colorful potions won’t be much use if you can’t equip them. No worries, you’ll now unlock additional potion slots by leveling up.
Skill Slots 5 and 6 can also be unlocked in the same way now too !




Some of our players may also notice performance improvements with this update, as we’ve made progress with optimization. We’ve also packed many bug fixes, as you would expect.

Because of the many changes made to the game, we have to wipe your characters and houses, unfortunately.

We’ll soon have more to share about upcoming content and gameplay changes, so stay tuned !

You can read the full changelog below. Have fun !

GENERAL:
* New: The merchant will now restock every 24 in-game hours (everyday at 6:00 a.m). You can sleep at Amarth’s Inn to wait until next restock.
* Improved: As evoked in the previous update, the DoT system has been refactored. All DoT can now be stacked and their treatment has been optimized. They now have a base Damage value or Efficiency per stack and those values (shown in your Character Sheet) increase with your level, attributes and specialization. DoT sources can now inflict one or more stacks, depending on the intended power. Durations also vary from one source to another. Sources that previously caused DoT damage now put a specific number of stacks instead. Visual indicators will show you the different stacks of each enemy in the future.
* Improved: Improved mouse actions pipeline performances
* Improved: Improved AI performances
* Improved: Improved Mobs spawning performances
* Improved: Minor performance improvements in multiple game’s system

VISUALS:
* Fixed: Fog in dungeons when graphic settings changed
* Fixed: White fog in swamp area when ‘performance mode’ is active
* Fixed: Zooming inside the passive skill tree no longer zoom in-game camera
* Fixed: Zooming inside the housing construction mode no longer zoom in-game camera
* Fixed: Boss cast-effects weren’t properly removed.

UI:
* Fixed: keybinding menu not disappearing when pressing escape
* Fixed: Equipping ring wasn’t working as expected
* Fixed: Could equip item in wrong inventory slots (now display an error message)
* Fixed: Inventory item slot highlight wasn’t cleared in some cases
* Fixed: Clicking in the inventory could open the passive skill tree in some cases
* Fixed: No item icon for templar amulet in inventory
* Fixed: Default attack (LMB) could be replaced with any skill
* Fixed: Switching between Left & Right ring when comparing item in the merchant shop wasn’t working.
* Fixed: Wrong item price displayed in the reclaim panel
* Fixed: The metallic clip will now properly disappear in the belt slot when equipping a potion.
* Fixed: A bug where Potions weren’t equipped at the same height on the Belt.
* Fixed: A few one-handed Axes had wrong icon sizes.
* Fixed: Pressing “s” then “,” keys was opening the Passive Skills Tree.
* Modified: Removed the ability to assign skills to your skill bar using the left click (one click on the skill you want to assign, one click on the slot you want to assign). Skill assignation is now only possible using drag & drop.
* Modified: The Character Sheet has been modified in order to display new fields and tooltips (Status Ailments and Survivability sections).

HOUSING:
* Due to major changes in the housing code & associated systems, we had to wipe the houses. Sorry for the inconvenience.
* Fixed: Crash when entering housing

AUDIO:
* New: weapon impact and gore sounds
* New: town gate open and shut
* New: sounds for the Ghoul
* New: critical attack charge-up and unleash sounds
* New: Town teleport audio
* New: Burning torch melee swing sounds
* New: Menu button sounds
* Improved: sync on dual wield attack swings
* Improved: general audio mix
* Improved: NPC crossbow fire mix and positioning (easier to distinguish now)
* Modified: Audio menu settings are now set to full (1.00) by default

ENVIRONMENT:
* Fixed: Various navigation problems in dungeons
* Modified: The time of day is now static in the tutorial area

LOCALIZATION:
* New: The game is now translated in Czech! Thanks to Bedek!
* Improved: Chinese, german, hungarian and russian has been updated by the community. As always, thank you very much guys!

GAMEPLAY:
* New: the “Curse” DoT has a chance to propagate other DoT the target suffer to its surrounding allies. It lasts generally longer than other Status Ailments and ticks less often. The propagated DoT make use of all the traits of your specialization (passives, gear, …), like increased durations, Damage bonuses, etc. When adding more Curse stacks on the same enemy, the propagation chance each tick increases.
* New: the “Frailty” DoT lower all your target’s Resistances except physical, including its raw Resistance to Spells.
* New: the “Weakness” DoT lower all Damage done by your target, and also reduces its Stamina Regeneration.
* New: All raw Shadow damage sources have a chance to trigger Curse stacks
* New: All raw Sacred damage sources have a chance to trigger Weakness stacks
* New: All raw Umbra damage sources have a chance to trigger Frailty stacks
* New: When killing an enemy, you can now trigger an “Overkill”, meaning that this kill is critical and gives you a small Attack Speed / Casting Speed bonus. This will also trigger an additional drop roll for globes and gold on this enemy. Overkill chances depend on the last Damage taken by the enemy, and may be of elemental type depending on the majoritary type of your attack. In the future, Overkills will have special visual effects depending on their type, while right now only the Physical Overkill has a special effect.
* New: All Potions can now roll magic affixes just like other items : a Potion can be Magic or Rare (not Legendary for now) and have various magic effects that are briefly active when you drink them.
* New: A Rage Potion that instantly gives you Rage points.
* New: A Stamina Potion that instantly gives you Stamina points.
* New: All base Potions (Health, Umbra, Rage and Stamina) now exist in 4 different sizes, with different visuals, charges, refill times, cooldowns and values.
* New: Several Poisons have been added to the game, giving magical effects to your melee and ranged hits : Cursing, Burning, Bleeding, Freezing, Shocking and Weakening. They can be looted at a rather high level.
* New: You can now automatically unlock new skills slots 5 and 6, by reaching respectively level 10 and 20. This is a temporary way of giving you more skill slots, but may change in the future.
* New: You can now automatically unlock new Belt slots for potions at level 3, 7, 11 and 15. This is a temporary way of giving you more potion slots, but may change in the future.
* New : Three new rings.
* Modified: Changes to enemy spawns for a smoother early-game experience.
* Modified: Ranged Gameplay has been slightly modified : simple shots now generate Rage on hit just like Melee attacks, and Special shots like Spreadshot or Rapid Fire cost Rage instead of Umbra. This will allow us to create new mechanics and interactions in the future, rethink ammunition skills and balance the whole thing.
* Modified: Enemies should inflict less damage during the introduction sequence.
* Modified: Decreased amount of Umbra given by Power by a factor of ten.
* Modified: Poison Vials have been modified : when you use them, they no longer work for only one hit, but for a short duration instead. During this time, all your hits with weapons (melee & range) will inflict one Poison stack. If you use the same Poison several times, the number of stacks you inflict each hit will increase, up to a maximum stacks number that is defined by the Poison Vial itself. This way, you can prepare for a tough fight by using different Poisons and inflict severe Damage for a short period of time.
* Modified: Rage and Umbra Globes no longer give you instant resources, but fill your Rage and Umbra Potions up instead if you have one ore more equipped in your belt. Health Globes and Globes-related passive skills remain unchanged.
* Modified: Increase health per level for the ghoul.
* Modified: Decreased the amount of items in the Elder Ghoul lootsplosion.
* Modified: Decreased the amount of damage reflected by the return damage bossmod.
* Fixed: Books selling price was wrongly calculated.
* Fixed: Rapid Fire had a high cooldown reduction per level, allowing players to fire in fully-automatic mode within a few level-ups.
* Fixed: Templars should not perma-knockdown enemies anymore.

AFFIXES:
* New: Potions can now randomly roll a few on-use affixes. Right now they’re only main attributes bonuses, but we’ll add more in the future for a wide diversity of Potions.
* Modified: Tweaked movement speed affix.
* Modified: Shields, maces, hammers, daggers and capes now have default affixes.
* Modified: Changed most default affixes on rings and amulets.
* Modified: Accessories do not always roll as magical items anymore.


ACTIVE SKILLS:
* Modified: Removed the base damage added by elemental ammo skills.
* Modified: The Hemorrhage buff now does not stacks and provide one additional openwound stack.
* Modified: The Rend Skill now inflicts two openwound stacks on enemies.
* Modified: Chain Lightning has a quicker transfer time.

PASSIVE SKILLS:

Assassin
* New Skill: Hitman, which prevent you to enter Fight Mode for the first hit done / taken (which means you continue to benefit from all the “Out of Fight” bonuses).
* Modified: Enhanced Toxin Usage has been rebalanced to fit the new active Poisons.

Hunter
* New Skill: Isolated, which gives you a Ranged Damage bonus if there’s no enemy around you in a close radius.
* New Skill: Distant Outburst, which increases the Rage gain of your Shots the further you are from your target.
* New Skill: Strategist, which increases your Rage gain on first strike / first shot if you’re not in a fight.
* New Skill: Marksman, which increases your Critical Chance with Weapons and Spells the further you are from your target.
* Modified: A few new links and two new exit skills will allow you to select more specific skills in the the tree and still reach its end.
* Modified: Light Armor Mastery and Retreat have been moved to the Thief section.

Thief
* Modified: In addition to the freshly acquired Retreat and Light Armor Mastery skills, new links have been added in order to reach the end of the section in 9 points instead of 12 (more consistent with the other sections of the first ring).
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !
The team is now ready to deliver the first update of 2017 !
Patch 0.3.5 brings new gameplay features, bugs fixes, performance improvements and quality of life changes to the game.



The merchant will now restock every day in the morning. No need to quit the game anymore !




DoTs and status ailments have been streamlined and will now stack. You can check your dot damage per stack on your character sheet.
To go with that, three new types of status ailments have been added. Frailty and Weakness will weaken your foes in different ways, and Curse will spread status ailments and dots to other enemies.

New potions and elemental poisons are now available too. Also, they can now drop as magical items and can give you a boost when drinking or using them.
Experiment with them to complete your playstyle !



Of course, all those colorful potions won’t be much use if you can’t equip them. No worries, you’ll now unlock additional potion slots by leveling up.
Skill Slots 5 and 6 can also be unlocked in the same way now too !




Some of our players may also notice performance improvements with this update, as we’ve made progress with optimization. We’ve also packed many bug fixes, as you would expect.

Because of the many changes made to the game, we have to wipe your characters and houses, unfortunately.

We’ll soon have more to share about upcoming content and gameplay changes, so stay tuned !

You can read the full changelog below. Have fun !

GENERAL:
* New: The merchant will now restock every 24 in-game hours (everyday at 6:00 a.m). You can sleep at Amarth’s Inn to wait until next restock.
* Improved: As evoked in the previous update, the DoT system has been refactored. All DoT can now be stacked and their treatment has been optimized. They now have a base Damage value or Efficiency per stack and those values (shown in your Character Sheet) increase with your level, attributes and specialization. DoT sources can now inflict one or more stacks, depending on the intended power. Durations also vary from one source to another. Sources that previously caused DoT damage now put a specific number of stacks instead. Visual indicators will show you the different stacks of each enemy in the future.
* Improved: Improved mouse actions pipeline performances
* Improved: Improved AI performances
* Improved: Improved Mobs spawning performances
* Improved: Minor performance improvements in multiple game’s system

VISUALS:
* Fixed: Fog in dungeons when graphic settings changed
* Fixed: White fog in swamp area when ‘performance mode’ is active
* Fixed: Zooming inside the passive skill tree no longer zoom in-game camera
* Fixed: Zooming inside the housing construction mode no longer zoom in-game camera
* Fixed: Boss cast-effects weren’t properly removed.

UI:
* Fixed: keybinding menu not disappearing when pressing escape
* Fixed: Equipping ring wasn’t working as expected
* Fixed: Could equip item in wrong inventory slots (now display an error message)
* Fixed: Inventory item slot highlight wasn’t cleared in some cases
* Fixed: Clicking in the inventory could open the passive skill tree in some cases
* Fixed: No item icon for templar amulet in inventory
* Fixed: Default attack (LMB) could be replaced with any skill
* Fixed: Switching between Left & Right ring when comparing item in the merchant shop wasn’t working.
* Fixed: Wrong item price displayed in the reclaim panel
* Fixed: The metallic clip will now properly disappear in the belt slot when equipping a potion.
* Fixed: A bug where Potions weren’t equipped at the same height on the Belt.
* Fixed: A few one-handed Axes had wrong icon sizes.
* Fixed: Pressing “s” then “,” keys was opening the Passive Skills Tree.
* Modified: Removed the ability to assign skills to your skill bar using the left click (one click on the skill you want to assign, one click on the slot you want to assign). Skill assignation is now only possible using drag & drop.
* Modified: The Character Sheet has been modified in order to display new fields and tooltips (Status Ailments and Survivability sections).

HOUSING:
* Due to major changes in the housing code & associated systems, we had to wipe the houses. Sorry for the inconvenience.
* Fixed: Crash when entering housing

AUDIO:
* New: weapon impact and gore sounds
* New: town gate open and shut
* New: sounds for the Ghoul
* New: critical attack charge-up and unleash sounds
* New: Town teleport audio
* New: Burning torch melee swing sounds
* New: Menu button sounds
* Improved: sync on dual wield attack swings
* Improved: general audio mix
* Improved: NPC crossbow fire mix and positioning (easier to distinguish now)
* Modified: Audio menu settings are now set to full (1.00) by default

ENVIRONMENT:
* Fixed: Various navigation problems in dungeons
* Modified: The time of day is now static in the tutorial area

LOCALIZATION:
* New: The game is now translated in Czech! Thanks to Bedek!
* Improved: Chinese, german, hungarian and russian has been updated by the community. As always, thank you very much guys!

GAMEPLAY:
* New: the “Curse” DoT has a chance to propagate other DoT the target suffer to its surrounding allies. It lasts generally longer than other Status Ailments and ticks less often. The propagated DoT make use of all the traits of your specialization (passives, gear, …), like increased durations, Damage bonuses, etc. When adding more Curse stacks on the same enemy, the propagation chance each tick increases.
* New: the “Frailty” DoT lower all your target’s Resistances except physical, including its raw Resistance to Spells.
* New: the “Weakness” DoT lower all Damage done by your target, and also reduces its Stamina Regeneration.
* New: All raw Shadow damage sources have a chance to trigger Curse stacks
* New: All raw Sacred damage sources have a chance to trigger Weakness stacks
* New: All raw Umbra damage sources have a chance to trigger Frailty stacks
* New: When killing an enemy, you can now trigger an “Overkill”, meaning that this kill is critical and gives you a small Attack Speed / Casting Speed bonus. This will also trigger an additional drop roll for globes and gold on this enemy. Overkill chances depend on the last Damage taken by the enemy, and may be of elemental type depending on the majoritary type of your attack. In the future, Overkills will have special visual effects depending on their type, while right now only the Physical Overkill has a special effect.
* New: All Potions can now roll magic affixes just like other items : a Potion can be Magic or Rare (not Legendary for now) and have various magic effects that are briefly active when you drink them.
* New: A Rage Potion that instantly gives you Rage points.
* New: A Stamina Potion that instantly gives you Stamina points.
* New: All base Potions (Health, Umbra, Rage and Stamina) now exist in 4 different sizes, with different visuals, charges, refill times, cooldowns and values.
* New: Several Poisons have been added to the game, giving magical effects to your melee and ranged hits : Cursing, Burning, Bleeding, Freezing, Shocking and Weakening. They can be looted at a rather high level.
* New: You can now automatically unlock new skills slots 5 and 6, by reaching respectively level 10 and 20. This is a temporary way of giving you more skill slots, but may change in the future.
* New: You can now automatically unlock new Belt slots for potions at level 3, 7, 11 and 15. This is a temporary way of giving you more potion slots, but may change in the future.
* New : Three new rings.
* Modified: Changes to enemy spawns for a smoother early-game experience.
* Modified: Ranged Gameplay has been slightly modified : simple shots now generate Rage on hit just like Melee attacks, and Special shots like Spreadshot or Rapid Fire cost Rage instead of Umbra. This will allow us to create new mechanics and interactions in the future, rethink ammunition skills and balance the whole thing.
* Modified: Enemies should inflict less damage during the introduction sequence.
* Modified: Decreased amount of Umbra given by Power by a factor of ten.
* Modified: Poison Vials have been modified : when you use them, they no longer work for only one hit, but for a short duration instead. During this time, all your hits with weapons (melee & range) will inflict one Poison stack. If you use the same Poison several times, the number of stacks you inflict each hit will increase, up to a maximum stacks number that is defined by the Poison Vial itself. This way, you can prepare for a tough fight by using different Poisons and inflict severe Damage for a short period of time.
* Modified: Rage and Umbra Globes no longer give you instant resources, but fill your Rage and Umbra Potions up instead if you have one ore more equipped in your belt. Health Globes and Globes-related passive skills remain unchanged.
* Modified: Increase health per level for the ghoul.
* Modified: Decreased the amount of items in the Elder Ghoul lootsplosion.
* Modified: Decreased the amount of damage reflected by the return damage bossmod.
* Fixed: Books selling price was wrongly calculated.
* Fixed: Rapid Fire had a high cooldown reduction per level, allowing players to fire in fully-automatic mode within a few level-ups.
* Fixed: Templars should not perma-knockdown enemies anymore.

AFFIXES:
* New: Potions can now randomly roll a few on-use affixes. Right now they’re only main attributes bonuses, but we’ll add more in the future for a wide diversity of Potions.
* Modified: Tweaked movement speed affix.
* Modified: Shields, maces, hammers, daggers and capes now have default affixes.
* Modified: Changed most default affixes on rings and amulets.
* Modified: Accessories do not always roll as magical items anymore.


ACTIVE SKILLS:
* Modified: Removed the base damage added by elemental ammo skills.
* Modified: The Hemorrhage buff now does not stacks and provide one additional openwound stack.
* Modified: The Rend Skill now inflicts two openwound stacks on enemies.
* Modified: Chain Lightning has a quicker transfer time.

PASSIVE SKILLS:

Assassin
* New Skill: Hitman, which prevent you to enter Fight Mode for the first hit done / taken (which means you continue to benefit from all the “Out of Fight” bonuses).
* Modified: Enhanced Toxin Usage has been rebalanced to fit the new active Poisons.

Hunter
* New Skill: Isolated, which gives you a Ranged Damage bonus if there’s no enemy around you in a close radius.
* New Skill: Distant Outburst, which increases the Rage gain of your Shots the further you are from your target.
* New Skill: Strategist, which increases your Rage gain on first strike / first shot if you’re not in a fight.
* New Skill: Marksman, which increases your Critical Chance with Weapons and Spells the further you are from your target.
* Modified: A few new links and two new exit skills will allow you to select more specific skills in the the tree and still reach its end.
* Modified: Light Armor Mastery and Retreat have been moved to the Thief section.

Thief
* Modified: In addition to the freshly acquired Retreat and Light Armor Mastery skills, new links have been added in order to reach the end of the section in 9 points instead of 12 (more consistent with the other sections of the first ring).
Wolcen: Lords of Mayhem - Alan [Wolcen]


Hi everyone !

It is now the start of a new year for the team at Wolcen Studio, and work as begun on very exciting features that we cannot wait to share with our community and players.
Before the end of the week, we wanted to give you a small preview of the upcoming mage elemental staves.

https://youtu.be/IQCrCsIWKvY

A mage staff will launch a series of spells depending of the staff’s elemental affinity. The damage inflicted by the spell will depend on the staff’s own damage value, and is augmented by the spell damage bonus from umbra. The spell has no cost, so magic-oriented players can fight while their umbra is regenerating.

This also means that Unlimited Power will not stand as the default mage spell anymore, and will be a regular spender again.
Each elemental combo will be slightly unique too, so ice or lightning staves will behave somewhat differently than the Fire Staff that you can see in the video above.

That is all for today, see you next week for another look at work in progress features !
Have a safe weekend, and happy new year !

Wolcen: Lords of Mayhem - Alan [Wolcen]


Hi everyone !

It is now the start of a new year for the team at Wolcen Studio, and work as begun on very exciting features that we cannot wait to share with our community and players.
Before the end of the week, we wanted to give you a small preview of the upcoming mage elemental staves.

https://youtu.be/IQCrCsIWKvY

A mage staff will launch a series of spells depending of the staff’s elemental affinity. The damage inflicted by the spell will depend on the staff’s own damage value, and is augmented by the spell damage bonus from umbra. The spell has no cost, so magic-oriented players can fight while their umbra is regenerating.

This also means that Unlimited Power will not stand as the default mage spell anymore, and will be a regular spender again.
Each elemental combo will be slightly unique too, so ice or lightning staves will behave somewhat differently than the Fire Staff that you can see in the video above.

That is all for today, see you next week for another look at work in progress features !
Have a safe weekend, and happy new year !

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