Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

While developing update 0.5, progress has been made on a major feature that many of our players have been requesting for a long time : the minimap !
So here is update 0.4.2, feature a working minimap and overlay in dungeons, improved auto-dashing and more changes !

The new minimap is still work-in-progress and will be refined and improved in update 0.5, but is precise-enough for players to orient themselves within even complex environments.



Players can also bring up an overlay map in dungeons, which helps navigation in a big way. Fog-of-war will be added in a future update.



Dashing is now also more reliable and visually improved.



The transparency system has been improved too, and cases of flickering and visual artifacts have been eliminated.
We hope you’ll enjoy these new features ! Work on update 0.5 resumes.

Here’s the changelog with the rest of the changes :

GENERAL:
  • New minimap in dungeon !
  • New Dash system! It is now a short range teleport with a warm up animation. Includes particles and sound!
  • Items left on ground will now be automatically removed after 24 in-game hours
  • Minimap overlay toggle, force move, force attack and item comparison left/right switch keys have been added to the keybinding menu

TECHNICAL:
  • Greatly reduced particle emitters CPU usage
  • Fixed various bugs with the transparency system
  • Fixed AI pathfinding high CPU usage issue
  • Fixed a very rare crash on online autosaving
  • Fixed a rare random crash when exiting dungeon
  • Fixed a rare random crash when transitioning between dungeon floors
  • Fixed the issue causing some players to not generate error.dmp when crashing
  • Fixed a physic related memory corruption crash
  • Fixed multiple raycast related crashes

UI:
  • Small CPU optimization related to on ground items name display UI
  • New spell icons for Conflagration and Holy Dive.
  • Fixed the bug that caused characters to lose all their attribute points after resetting stats to the lore master then clicking on cancel
  • Level 0 rings, amulets and capes bug has been fixed. Note that items dropped previous to this fix will still be displayed as level 0.
  • Rebinded skill shortcuts are now properly displayed in the skill bar

HOUSING:
  • Fixed a bug that caused walls on the border of the map to not be removed when removing the floor under it
  • Fixed a placement bug for wall furnitures that allowed to place paintings on ceiling chandeliers
  • Fixed a bug causing items stored on the mannequin not to be saved properly

AUDIO:
  • New Dash sounds
  • New Rain Fire sounds
  • New Lightning Orb sounds (and for AST variants)
  • New Gravedigger/keeper sounds
  • New Fire Breath sounds
  • New Brutal Strike sounds
  • New corpse explosion (Gibs) sound
  • Enabled reverb for footsteps
  • Legendary Item drop sound falloff increased

CHARACTERS:
  • Undead Warriors are wielding a weapon again.

GAMEPLAY:
  • The undead are now roaming the land.
  • Monster elites now spawn later in the game.
  • Fixed targeting issue with the Lightning Staff (ray attack)
  • Improved collision detection between the player and enemies projectile

ITEMS
  • Tweaked effects and randomness of item qualities.
  • Fix some parts of the lightning staff combo not inflicting the weapon’s damage.

AFFIXES:
  • Removed the stamina regen malus on heavy armor.
  • Rage Loss bonus of heavy armor has been moved to medium armor.
  • Rogue armor now increases dexterity.
  • Removed the resource pool percent bonus on mage armor.
  • Mage armor now increases power.

ACTIVE SKILLS:
  • Active Skills now also get statistical upgrades at level 5, 10, 15, 20 and 25.
    Frost Nova
  • Fixed the cooldown increasing with spell level.

PASSIVE SKILLS:
    Legionary
  • Rush now only increases dash distance since the new dash is instantaneous.

Useful links :
Wolcen's Roadmap
Wolcen's Feedback tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's FAQ
Help us us fix crashes here

Community websites:
German Fan Site : http://www.wolcen-game.de/
French Fan Site : Wolcen France
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

While developing update 0.5, progress has been made on a major feature that many of our players have been requesting for a long time : the minimap !
So here is update 0.4.2, feature a working minimap and overlay in dungeons, improved auto-dashing and more changes !

The new minimap is still work-in-progress and will be refined and improved in update 0.5, but is precise-enough for players to orient themselves within even complex environments.



Players can also bring up an overlay map in dungeons, which helps navigation in a big way. Fog-of-war will be added in a future update.



Dashing is now also more reliable and visually improved.



The transparency system has been improved too, and cases of flickering and visual artifacts have been eliminated.
We hope you’ll enjoy these new features ! Work on update 0.5 resumes.

Here’s the changelog with the rest of the changes :

GENERAL:
  • New minimap in dungeon !
  • New Dash system! It is now a short range teleport with a warm up animation. Includes particles and sound!
  • Items left on ground will now be automatically removed after 24 in-game hours
  • Minimap overlay toggle, force move, force attack and item comparison left/right switch keys have been added to the keybinding menu

TECHNICAL:
  • Greatly reduced particle emitters CPU usage
  • Fixed various bugs with the transparency system
  • Fixed AI pathfinding high CPU usage issue
  • Fixed a very rare crash on online autosaving
  • Fixed a rare random crash when exiting dungeon
  • Fixed a rare random crash when transitioning between dungeon floors
  • Fixed the issue causing some players to not generate error.dmp when crashing
  • Fixed a physic related memory corruption crash
  • Fixed multiple raycast related crashes

UI:
  • Small CPU optimization related to on ground items name display UI
  • New spell icons for Conflagration and Holy Dive.
  • Fixed the bug that caused characters to lose all their attribute points after resetting stats to the lore master then clicking on cancel
  • Level 0 rings, amulets and capes bug has been fixed. Note that items dropped previous to this fix will still be displayed as level 0.
  • Rebinded skill shortcuts are now properly displayed in the skill bar

HOUSING:
  • Fixed a bug that caused walls on the border of the map to not be removed when removing the floor under it
  • Fixed a placement bug for wall furnitures that allowed to place paintings on ceiling chandeliers
  • Fixed a bug causing items stored on the mannequin not to be saved properly

AUDIO:
  • New Dash sounds
  • New Rain Fire sounds
  • New Lightning Orb sounds (and for AST variants)
  • New Gravedigger/keeper sounds
  • New Fire Breath sounds
  • New Brutal Strike sounds
  • New corpse explosion (Gibs) sound
  • Enabled reverb for footsteps
  • Legendary Item drop sound falloff increased

CHARACTERS:
  • Undead Warriors are wielding a weapon again.

GAMEPLAY:
  • The undead are now roaming the land.
  • Monster elites now spawn later in the game.
  • Fixed targeting issue with the Lightning Staff (ray attack)
  • Improved collision detection between the player and enemies projectile

ITEMS
  • Tweaked effects and randomness of item qualities.
  • Fix some parts of the lightning staff combo not inflicting the weapon’s damage.

AFFIXES:
  • Removed the stamina regen malus on heavy armor.
  • Rage Loss bonus of heavy armor has been moved to medium armor.
  • Rogue armor now increases dexterity.
  • Removed the resource pool percent bonus on mage armor.
  • Mage armor now increases power.

ACTIVE SKILLS:
  • Active Skills now also get statistical upgrades at level 5, 10, 15, 20 and 25.
    Frost Nova
  • Fixed the cooldown increasing with spell level.

PASSIVE SKILLS:
    Legionary
  • Rush now only increases dash distance since the new dash is instantaneous.

Useful links :
Wolcen's Roadmap
Wolcen's Feedback tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's FAQ
Help us us fix crashes here

Community websites:
German Fan Site : http://www.wolcen-game.de/
French Fan Site : Wolcen France
Wolcen: Lords of Mayhem - Caracole
Hi everyone !

My name is Lucas, I am a gameplay, network and UI programmer here at Wolcen Studio and you may know me as Caracole on the game’s Discord and Steam forums.
I have been working on Wolcen: Lords of Mayhem for over a year now and have been responsible for the development of the housing system, cloud mode and all the new UI that we’ve been rolling out for a year now (the new main menu, new character sheet, item comparison system, and so on…).
Internally, I am also known as “the guy who like to clean up his room” because I regularly do some cleanup, formatting, refactoring and optimization of the code in order to keep everything clean and maintainable as the project has some code that is a few years old, not necessarily up to date or still used.

On a daily basis, I am mainly working with Alexandre, our 2D artist, regarding UI integration and Hadrien when he requires UI for, for example, the passive skill tree, the active skill tree or his new quest manager.

Recently, I have been working on the Dungeon Challenge, a game mode in which you will build your very own dungeon, using the same system as the Housing, to mine precious resources. However, you will have to defend your dungeon and mines against other players trying to steal you and will have at your disposition creatures but also traps, which are today’s subject.
We will detail the dungeon challenge game mode and mechanics in a dedicated devblog.


                                                 Rotating turrets spin right round...

Traps will come in various flavor: blades, turrets, bombs… and you will not only find those in the dungeon challenge but also in the open world as we will be using them to bring diversity and challenge to the open-world level design.


            Guillotine, swinging blade and moving saw...there is never a dull moment in Wolcen

For this reason, I had to create a system that would make it easy for our environment artists and level designers to create new traps, place them in the open world and parameter them accordingly to their level design needs but also allow to spawn traps we previously setup specifically for the dungeon challenge. I also had to develop a system versatile enough so it would work no matter the trap: a blade dealing damages when you touch it, a turret firing projectile, a spring board that sends you in the air and knock you back when you step on it…

                                           
                                                                   Guillotine in game

                                           
                                                                 Moving saw in game

To achieve that, I used an animation-driven state machine. Each trap has 5 animations: deactivated, activating, activated, attacking and deactivating with events placed on the animation timeline to send events to the code. Associated to that is an attribute system used to parameter the general behavior of the trap (if it’s a rotating turret, a turret that aim at the player before firing, a trap that deals damage on collision…), it’s rate of fire, the skill it will cast when attacking and various other parameters.
Additionally, traps can be setup to trigger when the player is at a given distance of the trap, if the player enter a trigger area or if the player collide with the trap. Everything is stored in a XML for easy access and editing.

                                           
                                                                   Jumpers in game

That’s all for now. See you soon for another devblog and thank you for your support :)

Lucas,
Wolcen Studio.
Wolcen: Lords of Mayhem - Louis-Philippe Vermot
Hi everyone !

My name is Lucas, I am a gameplay, network and UI programmer here at Wolcen Studio and you may know me as Caracole on the game’s Discord and Steam forums.
I have been working on Wolcen: Lords of Mayhem for over a year now and have been responsible for the development of the housing system, cloud mode and all the new UI that we’ve been rolling out for a year now (the new main menu, new character sheet, item comparison system, and so on…).
Internally, I am also known as “the guy who like to clean up his room” because I regularly do some cleanup, formatting, refactoring and optimization of the code in order to keep everything clean and maintainable as the project has some code that is a few years old, not necessarily up to date or still used.

On a daily basis, I am mainly working with Alexandre, our 2D artist, regarding UI integration and Hadrien when he requires UI for, for example, the passive skill tree, the active skill tree or his new quest manager.

Recently, I have been working on the Dungeon Challenge, a game mode in which you will build your very own dungeon, using the same system as the Housing, to mine precious resources. However, you will have to defend your dungeon and mines against other players trying to steal you and will have at your disposition creatures but also traps, which are today’s subject.
We will detail the dungeon challenge game mode and mechanics in a dedicated devblog.


                                                 Rotating turrets spin right round...

Traps will come in various flavor: blades, turrets, bombs… and you will not only find those in the dungeon challenge but also in the open world as we will be using them to bring diversity and challenge to the open-world level design.


            Guillotine, swinging blade and moving saw...there is never a dull moment in Wolcen

For this reason, I had to create a system that would make it easy for our environment artists and level designers to create new traps, place them in the open world and parameter them accordingly to their level design needs but also allow to spawn traps we previously setup specifically for the dungeon challenge. I also had to develop a system versatile enough so it would work no matter the trap: a blade dealing damages when you touch it, a turret firing projectile, a spring board that sends you in the air and knock you back when you step on it…

                                           
                                                                   Guillotine in game

                                           
                                                                 Moving saw in game

To achieve that, I used an animation-driven state machine. Each trap has 5 animations: deactivated, activating, activated, attacking and deactivating with events placed on the animation timeline to send events to the code. Associated to that is an attribute system used to parameter the general behavior of the trap (if it’s a rotating turret, a turret that aim at the player before firing, a trap that deals damage on collision…), it’s rate of fire, the skill it will cast when attacking and various other parameters.
Additionally, traps can be setup to trigger when the player is at a given distance of the trap, if the player enter a trigger area or if the player collide with the trap. Everything is stored in a XML for easy access and editing.

                                           
                                                                   Jumpers in game

That’s all for now. See you soon for another devblog and thank you for your support :)

Lucas,
Wolcen Studio.
May 15, 2017
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !
Thanks to community feedback, we've been able to fix a number a crashes and issues introduced in update 0.4.1.
Many of you send us your error.dmp files which helped us a lot. If you encounter crashes, please refer to this post so you can send us your files and help us fix them.

Here's the changelog for the hotfix:

VISUAL:
  • Chests now have a particle indicating their rarity

TECHNICAL:
  • Fixed dynamic dungeon system memory leak causing a cryengine lua fatal error
  • Fixed a crash related to enemy spawning
  • Mouse picking of PST was malfunctioning in Dungeons

GAMEPLAY:
  • Shocking Damage can’t cause another Shock right away anymore. Only genuine Lightning Damage will cause Shocks.
  • Shields Damage were sometimes wrongly calculated, resulting in 1-Damage hits.
  • Improved enemy detection under mouse for some specific enemies
  • Improved enemy projectile collision detection

ITEMS:
  • Fixed the visuals of two shields.

ACTIVE SKILLS:
    Lightning Strike
  • Weapon on the left hand now disappear while casting the skill.
    Disruption
  • Fixed incorrect leveling requirements.
    Holy Dive
  • Sacred Damage of the Spell was misinterpreted as Shadow Damage.
    Bladeslinger
  • The range loss of the Throwing Axe variant is now mentioned in the description.
  • Throwing Axe increases damage even more now.
May 15, 2017
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !
Thanks to community feedback, we've been able to fix a number a crashes and issues introduced in update 0.4.1.
Many of you send us your error.dmp files which helped us a lot. If you encounter crashes, please refer to this post so you can send us your files and help us fix them.

Here's the changelog for the hotfix:

VISUAL:
  • Chests now have a particle indicating their rarity

TECHNICAL:
  • Fixed dynamic dungeon system memory leak causing a cryengine lua fatal error
  • Fixed a crash related to enemy spawning
  • Mouse picking of PST was malfunctioning in Dungeons

GAMEPLAY:
  • Shocking Damage can’t cause another Shock right away anymore. Only genuine Lightning Damage will cause Shocks.
  • Shields Damage were sometimes wrongly calculated, resulting in 1-Damage hits.
  • Improved enemy detection under mouse for some specific enemies
  • Improved enemy projectile collision detection

ITEMS:
  • Fixed the visuals of two shields.

ACTIVE SKILLS:
    Lightning Strike
  • Weapon on the left hand now disappear while casting the skill.
    Disruption
  • Fixed incorrect leveling requirements.
    Holy Dive
  • Sacred Damage of the Spell was misinterpreted as Shadow Damage.
    Bladeslinger
  • The range loss of the Throwing Axe variant is now mentioned in the description.
  • Throwing Axe increases damage even more now.
May 12, 2017
Wolcen: Lords of Mayhem - Dany
Hello,
We just released an hotfix that improve navigation and mouse targetting a lot!

GENERAL:
  • Fixed navigation in some areas

GAMEPLAY:
  • Improved enemy under mouse cursor detection.
  • Fixed enemies Damage calculation.
  • Fixed Rage on Kill affix.
  • Fixed Chests loot orientation.

PASSIVE SKILLS:
  • Fixed Lethal Strikes passive (Trickster).

KNOWN ISSUES:
  • Crossbow bolt can hit multiple enemies at once in certain conditions
May 12, 2017
Wolcen: Lords of Mayhem - Dany
Hello,
We just released an hotfix that improve navigation and mouse targetting a lot!

GENERAL:
  • Fixed navigation in some areas

GAMEPLAY:
  • Improved enemy under mouse cursor detection.
  • Fixed enemies Damage calculation.
  • Fixed Rage on Kill affix.
  • Fixed Chests loot orientation.

PASSIVE SKILLS:
  • Fixed Lethal Strikes passive (Trickster).

KNOWN ISSUES:
  • Crossbow bolt can hit multiple enemies at once in certain conditions
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

While the team is heavily focused on building the world and quests for update 0.5, work has continued toward improving other aspects of the game.
This update adds new spells and items to the game, and adds the highly requested force-move key !

https://www.youtube.com/watch?v=uu0wNmrFbKI

Use Conflagration to ignite your foes by throwing fire from the tips of your fingers. You can even use both hands !
Thunderbolt will throw electric orbs that will damage anyone who stands in their path. With the right upgrade, they can fire electric arcs and even explode !
Holy Dive makes a return and now inflicts sacred damage. Fall from the skies and smite your enemies at the landing point !
Disruption also makes a comeback with its own modifiers. Use your powers to plant umbral bombs that will detonate after a few seconds !

We’ve also added a new combo for shielded combat, and to go with that ten new shields can now drop from monsters. This is only the first pass at shielded combat, as we are working on shield-specific skills with unique mechanics that will boost survivability while offering offensive options for players.

You can find all the various fixes and tweaks added by update 0.4.1 in the changelog below. As for us, we’re continuing to work on update 0.5. Have fun !

Changelog :
GENERAL:
  • Force Move has been added ! Use control-click to move to the cursor position. Force move will be added in the keybinding menu in a later update.
  • Four new spells have been added !
  • New Shields ! Shield gameplay is currently being reworked, but in the meantime we add 10 new shields to the game for a total of 13.
  • Once the effect of a skill or a attack is triggered, you can now interrup the animation and move freely

TECHNICAL:
  • Fixed a memory leak caused by elemental Storms
  • Small optimizations related to CryEngine .lua entities scripts
  • Optimizations on dismembered parts.

VISUALS:
  • Lightning strike arcs are now properly attached to caster hands
  • The PST textures should now preloads correctly

UI:
  • Bladeslinger’s tooltip window now displays the spell’s cooldown timer.
  • A new option in the Game settings allow you to disable tutorial messages.

AUDIO:
  • Player and NPC Footstep and surface type sounds overhauled.
  • Player death and respawn sounds.
  • Umbral Blast skill sounds.
  • Laceration skill sounds.
  • Fireball skill sounds.
  • Potion item ‘use’ sound.

ENVIRONMENT:
  • Replaced obsolete assets with new ones

LOCALIZATION:
  • Corrected a typo.
  • Added missing french localization string for the Gothic Belt.

GAMEPLAY:
  • Shield attacks now use a 4-hit combo with new animations.
  • Umbra and Rage pools have been increased to 1000 points. This is allow for a much finer and granular control of resource costs.
  • Skill costs have been modified to accommodate for the above change.
  • The dual daggers combo does not give additional open wound stacks, this is now a random affix.
  • Fixed SpellDamage affix and a few SpellDamage Passive skills not working properly.
  • The Orc Warlock has learned to cast explosive glyphs on the ground.
  • The ghoul should not inflict long open wounds.
  • The health and damage output of the Ghoul has been decreased.
  • Chests now release their loot in front of them, not regarding your position.
  • Resource points and spell critical chance points given by Power points have been decreased.
  • Decreased the health bonus of Dungeon Bosses.
  • Decreased health and damage of the Stalkers.
  • The damage output of the Ogre has been modified.
  • Fixed the final lightning staff combo not inflicting weapon damage.
  • Chests not giving loot should be fixed.
  • Improved enemies under mouse cursor detection

ITEMS
  • Heavy armor now decreases Dexterity.
  • Leg pieces now have 15% armor efficiency, lowering average efficiency to 65%.

AFFIXES:
  • Ten new shields have been added into the game.
  • Blue items now always roll with at least one suffix.
  • The range of many affixes has been tweaked to add more variety.
  • New Life on Kill affix.
  • New Rage on Kill affix.
  • Resource-related affixes have been adjusted to accommodate the news resource pools.
  • Attack Speed will now roll some light armor pieces, axes and crossbows.
  • Fixed Steel Right Pauldron not having default affixes.
  • Gothic Armor pieces now have heavy armor default affixes in addition to its default affixes.
  • Rage conservation percent affix can now roll on weapons and armors.
  • Physical Damage should not roll on staves anymore.
  • Open Wound stacks bonus can now roll on daggers, axes and swords.
  • Decreased the amount of physical resistance given.

ACTIVE SKILLS:
    Conflagration
    • Added to the game. Shoot fire from the palms of your hands!
    Thunderbolt
    • Added to the game. These orbs of electricity inflict damage while passing through enemies.
    Holy Dive
    • Added to the game. Fall from the skies, releasing a sacred nova upon reaching the ground.
    Disruption
    • Plant umbral bombs, which detonate after a short time.
    Arrows Rain
    • Fixed damage being way too low and increased rate of fire.
    • Added a cooldown time.
    • Rate of fire is now displayed in the tooltip.
    Rain of Fire
    • Decreased the effectiveness of the cooldown time reduction rune.
    • Decreased damage.
    • Increased resource transfer time.
    Fire Ball
    • Slightly decreased the explosion radius.
    Brutal Strike
    • Fixed the harassment rune reducing the spell’s rage cost.
    Whirlwind
    • Fixed damage computation.
    Seismic Rift
    • Fixed damage computation.
    • Fixed the high damage given by the exponential blast rune.
    Umbral Blast
    • Fixed the reduced umbra cost rune not decreasing the umbra cost of the spell.
    Lightning Strike
    • Decreased the rate of fire bonus given by the Discharge rune.
    Bladeslinger
    • Increased damage.

PASSIVE SKILLS:
    Arcanist
    • Increased the Umbra cost reduction given by Spellcaster to 10%.
    • Increased the spell casting speed bonus given by Chain Cast to 10%.
    Warden
    • Increased the strength bonus given by Physical Preparation to 10%.
    • Increased the strength bonus given by Benediction to 10%.
    • Decreased the healing factor given by Instant Blessing to 6%.
    Hunter
    • Increased the dexterity bonus given by Steady Aim.
    • Increased the duration of the head hunter passive bonus.
    Elementalist
    • Umbra Reshaping has been reworked for a better compatibility with Elemental Storms : Damage from other types (Umbra, Sacred, Shadow) should now trigger Storms of the right Element.
    • Decreased the damage output of elemental storms.
    • Ardent stacks can be added only once per second to prevent abuse.
Wolcen: Lords of Mayhem - Alan [Wolcen]
Hi everyone !

While the team is heavily focused on building the world and quests for update 0.5, work has continued toward improving other aspects of the game.
This update adds new spells and items to the game, and adds the highly requested force-move key !

https://www.youtube.com/watch?v=uu0wNmrFbKI

Use Conflagration to ignite your foes by throwing fire from the tips of your fingers. You can even use both hands !
Thunderbolt will throw electric orbs that will damage anyone who stands in their path. With the right upgrade, they can fire electric arcs and even explode !
Holy Dive makes a return and now inflicts sacred damage. Fall from the skies and smite your enemies at the landing point !
Disruption also makes a comeback with its own modifiers. Use your powers to plant umbral bombs that will detonate after a few seconds !

We’ve also added a new combo for shielded combat, and to go with that ten new shields can now drop from monsters. This is only the first pass at shielded combat, as we are working on shield-specific skills with unique mechanics that will boost survivability while offering offensive options for players.

You can find all the various fixes and tweaks added by update 0.4.1 in the changelog below. As for us, we’re continuing to work on update 0.5. Have fun !

Changelog :
GENERAL:
  • Force Move has been added ! Use control-click to move to the cursor position. Force move will be added in the keybinding menu in a later update.
  • Four new spells have been added !
  • New Shields ! Shield gameplay is currently being reworked, but in the meantime we add 10 new shields to the game for a total of 13.
  • Once the effect of a skill or a attack is triggered, you can now interrup the animation and move freely

TECHNICAL:
  • Fixed a memory leak caused by elemental Storms
  • Small optimizations related to CryEngine .lua entities scripts
  • Optimizations on dismembered parts.

VISUALS:
  • Lightning strike arcs are now properly attached to caster hands
  • The PST textures should now preloads correctly

UI:
  • Bladeslinger’s tooltip window now displays the spell’s cooldown timer.
  • A new option in the Game settings allow you to disable tutorial messages.

AUDIO:
  • Player and NPC Footstep and surface type sounds overhauled.
  • Player death and respawn sounds.
  • Umbral Blast skill sounds.
  • Laceration skill sounds.
  • Fireball skill sounds.
  • Potion item ‘use’ sound.

ENVIRONMENT:
  • Replaced obsolete assets with new ones

LOCALIZATION:
  • Corrected a typo.
  • Added missing french localization string for the Gothic Belt.

GAMEPLAY:
  • Shield attacks now use a 4-hit combo with new animations.
  • Umbra and Rage pools have been increased to 1000 points. This is allow for a much finer and granular control of resource costs.
  • Skill costs have been modified to accommodate for the above change.
  • The dual daggers combo does not give additional open wound stacks, this is now a random affix.
  • Fixed SpellDamage affix and a few SpellDamage Passive skills not working properly.
  • The Orc Warlock has learned to cast explosive glyphs on the ground.
  • The ghoul should not inflict long open wounds.
  • The health and damage output of the Ghoul has been decreased.
  • Chests now release their loot in front of them, not regarding your position.
  • Resource points and spell critical chance points given by Power points have been decreased.
  • Decreased the health bonus of Dungeon Bosses.
  • Decreased health and damage of the Stalkers.
  • The damage output of the Ogre has been modified.
  • Fixed the final lightning staff combo not inflicting weapon damage.
  • Chests not giving loot should be fixed.
  • Improved enemies under mouse cursor detection

ITEMS
  • Heavy armor now decreases Dexterity.
  • Leg pieces now have 15% armor efficiency, lowering average efficiency to 65%.

AFFIXES:
  • Ten new shields have been added into the game.
  • Blue items now always roll with at least one suffix.
  • The range of many affixes has been tweaked to add more variety.
  • New Life on Kill affix.
  • New Rage on Kill affix.
  • Resource-related affixes have been adjusted to accommodate the news resource pools.
  • Attack Speed will now roll some light armor pieces, axes and crossbows.
  • Fixed Steel Right Pauldron not having default affixes.
  • Gothic Armor pieces now have heavy armor default affixes in addition to its default affixes.
  • Rage conservation percent affix can now roll on weapons and armors.
  • Physical Damage should not roll on staves anymore.
  • Open Wound stacks bonus can now roll on daggers, axes and swords.
  • Decreased the amount of physical resistance given.

ACTIVE SKILLS:
    Conflagration
    • Added to the game. Shoot fire from the palms of your hands!
    Thunderbolt
    • Added to the game. These orbs of electricity inflict damage while passing through enemies.
    Holy Dive
    • Added to the game. Fall from the skies, releasing a sacred nova upon reaching the ground.
    Disruption
    • Plant umbral bombs, which detonate after a short time.
    Arrows Rain
    • Fixed damage being way too low and increased rate of fire.
    • Added a cooldown time.
    • Rate of fire is now displayed in the tooltip.
    Rain of Fire
    • Decreased the effectiveness of the cooldown time reduction rune.
    • Decreased damage.
    • Increased resource transfer time.
    Fire Ball
    • Slightly decreased the explosion radius.
    Brutal Strike
    • Fixed the harassment rune reducing the spell’s rage cost.
    Whirlwind
    • Fixed damage computation.
    Seismic Rift
    • Fixed damage computation.
    • Fixed the high damage given by the exponential blast rune.
    Umbral Blast
    • Fixed the reduced umbra cost rune not decreasing the umbra cost of the spell.
    Lightning Strike
    • Decreased the rate of fire bonus given by the Discharge rune.
    Bladeslinger
    • Increased damage.

PASSIVE SKILLS:
    Arcanist
    • Increased the Umbra cost reduction given by Spellcaster to 10%.
    • Increased the spell casting speed bonus given by Chain Cast to 10%.
    Warden
    • Increased the strength bonus given by Physical Preparation to 10%.
    • Increased the strength bonus given by Benediction to 10%.
    • Decreased the healing factor given by Instant Blessing to 6%.
    Hunter
    • Increased the dexterity bonus given by Steady Aim.
    • Increased the duration of the head hunter passive bonus.
    Elementalist
    • Umbra Reshaping has been reworked for a better compatibility with Elemental Storms : Damage from other types (Umbra, Sacred, Shadow) should now trigger Storms of the right Element.
    • Decreased the damage output of elemental storms.
    • Ardent stacks can be added only once per second to prevent abuse.
...