Wolcen: Lords of Mayhem - calistaen


You know him as Nyhlus on the Wolcen Discord server, he’s one of the programmers for Wolcen: Lords of Mayhem. Today, I invite you to know a little more about him and his work at Wolcen Studio.


Hello Nyhlus ! What can you tell us about yourself ?
I’m Hadrien, I am 25 years old and I come from Marseille on the French Riviera. I have a Master in digital imagery specialized in 2D/3D development, and I am a Gameplay Programmer for Wolcen.
I started my studies with an IT DUT (equivalent BTEC) in Aix-en-Provence then came back to Marseille for the bachelor degree. I’ve also worked on a Software for an ending-study project to semi-automatically detect and validate craters on Mars. Got really proud of that one!


How do you know Wolcen: Lords of Mayhem ?
I’ve known Wolcen for a long time actually. In its early Kickstarter days, a friend showed me this project. I really liked the game, called Umbra at the time, and I became a backer.


And how did you come to work for Wolcen Studio ?
At the end of my studies I had to find an internship and I decided to be bold and sent an email to Solarfall Games. I was highly motivated to join this project and placed high hopes that there would be needs in the studio for my skills. 6 hours and a Skype interview later, it was settled and I joined the team.
That was two years ago, we were 7 in the studio at that time.


What is a classic day for you at Wolcen Studio ?
First thing first. One to two coffees are mandatory. Then I go to my desk and start programming the features planned in my schedule. Regularly we make meetings with Alan, the Game Designer, to polish the additions we want to implement in the game, but mostly my day is all about programming and fix bugs.


What are the tasks you’re focused on for Wolcen: Lords of Mayhem ?
First of all, the Passive Skill Tree. It’s my baby, I worked hard on all the skills and we meet together with Alan to improve it regularly. We still have 9 classes to make and it’s going to be mostly what I’ll do in the next months.
In the programming team I’m the closest to the Gameplay features. I make a lot of integrations for skills, enemies, and Gameplay formulas (such as Defense, Attributes, and Ressource Opposition System). I like being close to the game design and we work a lot with Alan to make the game enjoyable for players.


What was the most challenging or unforeseen difficulty you had to face during your time at Wolcen Studio?
Although I’m an adaptive person, it can be difficult for me to face changes. When I first arrived at Wolcen Studio we were all multitasking, everyone made what they could to make the game work. As the team grew I had to reorganize my daily work and let go of special tasks to let more qualified persons do them. For instance, I used to do the text for quests, but we have someone dedicated to that now. I’m glad of these changes though, now the game is being built by more specialized people and it can only make the game even better.


Do you have a special pride on something you’ve worked on for Wolcen: Lords of Mayhem ?
The Passive Skill Tree of course. We didn’t know if it was going to work but players were receptive to that feature and the feedbacks were really positive. Also, when I arrived the game was not in Early Access yet, so I’ve seen the game, the team, and the success grow. The feeling of being part of that success is also greatly rewarding.


Can you give some advices to people who would want to follow your path ?
Don’t be afraid to put your guts in a project and always be ready to learn. What made Wolcen work is that everyone here is passionate and spends countless hours working on the game. It’s tough on a daily basis but it takes what it takes to make a project work. If you want your work to be valued and your project to work, you just can’t do a half job.


Back to more cool stuff for our last questions: what are your favorite games ?
The first I have in mind is The Elder Scrolls III: Morrowind. It’s not taking you by the hand, you only have a diary of people you’ve been talking to as a quest log, and I really felt a different experience of gaming.
I’ve also enjoyed a lot Guild Wars 2 and the Monster Hunter series.


And what games are you currently playing ?
Xenoblade Chronicles 2, Dying light. I don’t have that much time to play so I generally play small sessions with portable consoles. When I have a little more time, I play co-op with my colleagues. I’ll soon start Divinity: Original Sin II in co-op for instance.


That’s all friends! I hope you enjoyed knowing a little more about one of the key members of the team. If you did, we have a lot more to talk to you about. Don’t hesitate to ask questions for the developers in your replies to this post and we’ll be happy to answer them later in a new blog 😊


Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ
Help us fix crashes here

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


You know him as Nyhlus on the Wolcen Discord server, he’s one of the programmers for Wolcen: Lords of Mayhem. Today, I invite you to know a little more about him and his work at Wolcen Studio.


Hello Nyhlus ! What can you tell us about yourself ?
I’m Hadrien, I am 25 years old and I come from Marseille on the French Riviera. I have a Master in digital imagery specialized in 2D/3D development, and I am a Gameplay Programmer for Wolcen.
I started my studies with an IT DUT (equivalent BTEC) in Aix-en-Provence then came back to Marseille for the bachelor degree. I’ve also worked on a Software for an ending-study project to semi-automatically detect and validate craters on Mars. Got really proud of that one!


How do you know Wolcen: Lords of Mayhem ?
I’ve known Wolcen for a long time actually. In its early Kickstarter days, a friend showed me this project. I really liked the game, called Umbra at the time, and I became a backer.


And how did you come to work for Wolcen Studio ?
At the end of my studies I had to find an internship and I decided to be bold and sent an email to Solarfall Games. I was highly motivated to join this project and placed high hopes that there would be needs in the studio for my skills. 6 hours and a Skype interview later, it was settled and I joined the team.
That was two years ago, we were 7 in the studio at that time.


What is a classic day for you at Wolcen Studio ?
First thing first. One to two coffees are mandatory. Then I go to my desk and start programming the features planned in my schedule. Regularly we make meetings with Alan, the Game Designer, to polish the additions we want to implement in the game, but mostly my day is all about programming and fix bugs.


What are the tasks you’re focused on for Wolcen: Lords of Mayhem ?
First of all, the Passive Skill Tree. It’s my baby, I worked hard on all the skills and we meet together with Alan to improve it regularly. We still have 9 classes to make and it’s going to be mostly what I’ll do in the next months.
In the programming team I’m the closest to the Gameplay features. I make a lot of integrations for skills, enemies, and Gameplay formulas (such as Defense, Attributes, and Ressource Opposition System). I like being close to the game design and we work a lot with Alan to make the game enjoyable for players.


What was the most challenging or unforeseen difficulty you had to face during your time at Wolcen Studio?
Although I’m an adaptive person, it can be difficult for me to face changes. When I first arrived at Wolcen Studio we were all multitasking, everyone made what they could to make the game work. As the team grew I had to reorganize my daily work and let go of special tasks to let more qualified persons do them. For instance, I used to do the text for quests, but we have someone dedicated to that now. I’m glad of these changes though, now the game is being built by more specialized people and it can only make the game even better.


Do you have a special pride on something you’ve worked on for Wolcen: Lords of Mayhem ?
The Passive Skill Tree of course. We didn’t know if it was going to work but players were receptive to that feature and the feedbacks were really positive. Also, when I arrived the game was not in Early Access yet, so I’ve seen the game, the team, and the success grow. The feeling of being part of that success is also greatly rewarding.


Can you give some advices to people who would want to follow your path ?
Don’t be afraid to put your guts in a project and always be ready to learn. What made Wolcen work is that everyone here is passionate and spends countless hours working on the game. It’s tough on a daily basis but it takes what it takes to make a project work. If you want your work to be valued and your project to work, you just can’t do a half job.


Back to more cool stuff for our last questions: what are your favorite games ?
The first I have in mind is The Elder Scrolls III: Morrowind. It’s not taking you by the hand, you only have a diary of people you’ve been talking to as a quest log, and I really felt a different experience of gaming.
I’ve also enjoyed a lot Guild Wars 2 and the Monster Hunter series.


And what games are you currently playing ?
Xenoblade Chronicles 2, Dying light. I don’t have that much time to play so I generally play small sessions with portable consoles. When I have a little more time, I play co-op with my colleagues. I’ll soon start Divinity: Original Sin II in co-op for instance.


That’s all friends! I hope you enjoyed knowing a little more about one of the key members of the team. If you did, we have a lot more to talk to you about. Don’t hesitate to ask questions for the developers in your replies to this post and we’ll be happy to answer them later in a new blog 😊


Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ
Help us fix crashes here

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

The last year has been significantly important for the development and the evolution of Wolcen. From version 0.3.5 to 0.5.0.4a we released a dozen patches and pushes at least as many hotfixes.
2017 was about giving our players substance to start enjoying the content of the game and the core features of Wolcen and we worked hard to update the game twice every month.
2017 also was the one-year-anniversary of the Early Access of Wolcen:
https://www.youtube.com/watch?v=kH_DBnb4wyU
And our first trailer !
https://www.youtube.com/watch?v=zBuxRGmPPC0
Finally, 2017 was the year we also learned and grew.

Although we originally planned to release the game much faster, our ambition for Wolcen increased and we’re now moving forward with the idea of making an even Greater game. With a big G. We know that this will cause some delays, but in the end we want you to feel it was definitely worth waiting.

We learned a lot from our previous year thanks to the feedback of our Community and from the experience we gathered.

But for now, let’s go back a little bit on this 2017 year and remind what happened, before we move on to 2018’s plan.

2017, the year of Birth

Scenario
2017 saw the introduction of the universe of Wolcen with a new world map and new quests presenting the first area of the game and some elements of the lore. We didn’t add anything more so far to use this testing ground for the core gameplay content of the game. We had to choose between the lore and the core features and since we want players to enjoy the gameplay and experiment different game styles, it felt more important to focus on the implementation of the core elements of the game.

Gameplay
Focusing on the Gameplay allowed us to implement lots of new features, even some we didn’t originally planned for 2017 :
  • New map and quests
  • New quest system
  • The Online mode, first step to the multiplayer
  • The dungeon traps
  • The DoT system refactored
  • The Character Sheet revamped
  • We added more than 120 new skills
  • The daily dungeon
  • The bounties
  • The arenas
  • New enemies, bosses and AI behaviors (Skull Crusher, Bandits, Orc Warlock, Grave Keeper…)
  • The Fog of War
  • New weapons, armors and items including uniques
  • New potions and elemental poisons
  • Permanent effects on potions
  • Gems and the Jeweller
  • The active skill tree
  • The Archivist and active skill currency
  • New spells
  • The Signature Skills
  • Sigils (semi-passive spells)
  • Charged spells
  • Improved the targeting system
  • Revamped the Defense and Resistance mechanics
  • The cadaver mechanic (introducing the necromancer)

And last but not least, we made tons of balancing. That’s it for the major stuff on the Gameplay for 2017.

Localization
Thanks to our great Community, we were able to add and improve localization of the game for :
  • French (of course !)
  • German
  • Spanish
  • Chinese
  • Russian
  • Czech
  • Hungarian
  • Finnish
  • Korean
Wolcen is proudly expanding in the world today thanks to all your support and effort. We’re really really grateful about that.

Audio
The audio has also been improved. We added a lot of new sounds from inventory to PST to quest or enemies and some new musics as well. The game now has its theme, as well as some areas in the game. We didn’t implement as much music as we wanted but focused on the sounds to make the gameplay enjoyable.

Environments
2017 saw the growth of the team to improve the workflow, speed and quality. The whole world was updated with the 0.5.0, with a lot of new areas, assets, dungeons and more. It seems that everyone was happy with this update, but let me reassure you, a lot more is coming.
To give you a brief overview of what have been done:
  • We remade the main menu, it is now a bit more sexy than a black background
  • We remade the tutorial area
  • We reworked amarth, with higher quality models and textures, as well as a better space organisation to welcome our new NPCs
  • Dhur evolved from a small village to a big city
We added new areas:
  • Evergrave
  • Huntsman vale
  • Hailstone bay
  • Silvercrown
  • Ravengard
  • Ashenrock temple
  • Ashenrock bridge
  • Dungeons
  • Orcs architecture
  • Corruption architecture
  • Black old civilisation architecture
  • Necromancer architecture
  • Pithus architecture
  • House Caves
We also improved the existing ones.
With a new world and many improvements in our workflow, 2017 leads the path to a greater 2018 year.

VFX
The development of the particles continued, and many changes have been made to improve existing effects, create new ones for new spells, and optimize everything.
We also developed a new system to optimize all the environment particles.
Particles in 2017 were not made by a particular department, but this is about to change for 2018 ;)

Concept art
Regarding the art concept work, 2017 was about exploring and testing new designs for the foes and factions, a lot of time refining the UI and design the UI for the new features. There also was a lot of efforts made to improve the workflow for future productions such as environments, characters, weapons and mods. Alexandre did an amazing work and agreed to show some exclusive artwork made this past year.




Of course, there is not a single improvement we add without the implication of the animation team. All the various postures, the way your pistols make you look that cool, the characters and enemies movements, the specificities linked to your character looks, all goes through them and their hard work.

2018, the year of Rebirth

We’re putting a lot of hopes in 2018 and made the proper arrangement to make these hopes come true. We are still in the process of planning the additions to the game and calculating the time and efforts needed to achieve our goals, but we plan to sweat a great deal this year. And not only because we’re on the French Riviera.

Updates status
With the team growing and the development reaching a critical point for the future of the game, we plan to apply updates every 2-3 months with major and quality content addition.
The pace we had didn’t allow us to optimize the game and reduce significantly the amount of crashes as well as making the proper testing. We want to provide more quality to Wolcen, we heard the need for more optimization, content, and less crashes despite the Alpha status of the game and we want to improve on that. This will lead the next patch to be pushed in March.

Linux version status
Wolcen has proven to be a very challenging game to make and maintain, and we’re all highly motivated to lead it to its release and even more. Despite that passion, we’re facing the real problem of time required by all the corrections and additions we must make to make this game great. Knowing that, having a second version of the game for created content as well as maintenance would present a very high difficulty with our current staff, specially without penalizing the Windows version itself. As much as we would like to provide the Alpha and Beta version to Linux users, we must face the fact that this will be more time consuming than productive for the game. Therefore we have decided that the Alpha and Beta version will not be implemented on Linux.

Scenario
The last month was very productive and we anchored the core elements of the 5 acts storyline.
Regarding the way we’re going to tell the story, we want to innovate on the narrative style, and we hope that you will enjoy what we plan.
We will also use the social networks to introduce the main characters, villains, and areas, without spoiling too much of course ! Wolcen Studio now has a hero fully dedicated to that side of the development and we’re confident things will move forward much faster thanks to him.

Gameplay
There will be a lot of improvements in the Gameplay as well. Here is a non-exhaustive list of what we plan for this year:
  • Shrines
  • Crafting
  • Multiplayer
  • Minions
  • New PST sections
  • New skills in active skill tree
  • New spells
  • New monsters, bosses, and AI behaviors
  • New NPCs
  • New item types including weapons (bows!), armors and trinkets
  • More new music and sounds
  • Combo improvements
  • Apocalyptic form !
We will also internally work on the future content of the game’s scenario but so far we don’t plan to release it for the Alpha or the Beta to provide a testing environment for spoiler sensitive players.

Animation & FX
Addition to the team will allow us to improve the animations, characters and FX in the game to make it even more epic and enjoyable. We want to keep the same visual quality for Wolcen and even improve it if we can.
We also plan to work on the player's characters, both male and female, to improve their looks and behaviors, as well as providing cool options to personalize your experience of the game.

Environment
With the development of the scenario, we plan to create a lot of new environments that will support the story of the game and allow players to explore the world of Wolcen, including new areas for the Republic faction and new corrupted zones, as well as other new areas we prefer to keep silent at the moment to avoid spoiling.

Audio
We plan to add voices in the game to improve the game experience and the immersion. They will not be implemented until we’ve finalized the content, but they are planned. New musics are also in the pipes.

In conclusion
The 2018 calendar for Wolcen is very fraught with content. We will continue to focus on the gameplay content more than the scenario release. The gameplay elements need much more testing than the story, and we don't want players to refrain from testing because they're worried of being spoiled. We will then focus on the endgame content to allow player to have fun while testing the game and its features.
Patches applied less often will allow us to add more content in a more stable environment so our Community can enjoy the game while testing it.
Don't forget your feedbacks will always help us to make the game even better so do not hesitate to provide them to us, it’s really important for us to know how you feel when you play Wolcen: Lords of Mayhem.

Of course, we didn’t cover everything you should know regarding this year, but we will continue to update you on the status of our team, so you will know soon enough :)

Once more, thank you all for your support. This means a lot to all of us.

The Wolcen Team

Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ

Help us fix crashes here

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

The last year has been significantly important for the development and the evolution of Wolcen. From version 0.3.5 to 0.5.0.4a we released a dozen patches and pushes at least as many hotfixes.
2017 was about giving our players substance to start enjoying the content of the game and the core features of Wolcen and we worked hard to update the game twice every month.
2017 also was the one-year-anniversary of the Early Access of Wolcen:
https://www.youtube.com/watch?v=kH_DBnb4wyU
And our first trailer !
https://www.youtube.com/watch?v=zBuxRGmPPC0
Finally, 2017 was the year we also learned and grew.

Although we originally planned to release the game much faster, our ambition for Wolcen increased and we’re now moving forward with the idea of making an even Greater game. With a big G. We know that this will cause some delays, but in the end we want you to feel it was definitely worth waiting.

We learned a lot from our previous year thanks to the feedback of our Community and from the experience we gathered.

But for now, let’s go back a little bit on this 2017 year and remind what happened, before we move on to 2018’s plan.

2017, the year of Birth

Scenario
2017 saw the introduction of the universe of Wolcen with a new world map and new quests presenting the first area of the game and some elements of the lore. We didn’t add anything more so far to use this testing ground for the core gameplay content of the game. We had to choose between the lore and the core features and since we want players to enjoy the gameplay and experiment different game styles, it felt more important to focus on the implementation of the core elements of the game.

Gameplay
Focusing on the Gameplay allowed us to implement lots of new features, even some we didn’t originally planned for 2017 :
  • New map and quests
  • New quest system
  • The Online mode, first step to the multiplayer
  • The dungeon traps
  • The DoT system refactored
  • The Character Sheet revamped
  • We added more than 120 new skills
  • The daily dungeon
  • The bounties
  • The arenas
  • New enemies, bosses and AI behaviors (Skull Crusher, Bandits, Orc Warlock, Grave Keeper…)
  • The Fog of War
  • New weapons, armors and items including uniques
  • New potions and elemental poisons
  • Permanent effects on potions
  • Gems and the Jeweller
  • The active skill tree
  • The Archivist and active skill currency
  • New spells
  • The Signature Skills
  • Sigils (semi-passive spells)
  • Charged spells
  • Improved the targeting system
  • Revamped the Defense and Resistance mechanics
  • The cadaver mechanic (introducing the necromancer)

And last but not least, we made tons of balancing. That’s it for the major stuff on the Gameplay for 2017.

Localization
Thanks to our great Community, we were able to add and improve localization of the game for :
  • French (of course !)
  • German
  • Spanish
  • Chinese
  • Russian
  • Czech
  • Hungarian
  • Finnish
  • Korean
Wolcen is proudly expanding in the world today thanks to all your support and effort. We’re really really grateful about that.

Audio
The audio has also been improved. We added a lot of new sounds from inventory to PST to quest or enemies and some new musics as well. The game now has its theme, as well as some areas in the game. We didn’t implement as much music as we wanted but focused on the sounds to make the gameplay enjoyable.

Environments
2017 saw the growth of the team to improve the workflow, speed and quality. The whole world was updated with the 0.5.0, with a lot of new areas, assets, dungeons and more. It seems that everyone was happy with this update, but let me reassure you, a lot more is coming.
To give you a brief overview of what have been done:
  • We remade the main menu, it is now a bit more sexy than a black background
  • We remade the tutorial area
  • We reworked amarth, with higher quality models and textures, as well as a better space organisation to welcome our new NPCs
  • Dhur evolved from a small village to a big city
We added new areas:
  • Evergrave
  • Huntsman vale
  • Hailstone bay
  • Silvercrown
  • Ravengard
  • Ashenrock temple
  • Ashenrock bridge
  • Dungeons
  • Orcs architecture
  • Corruption architecture
  • Black old civilisation architecture
  • Necromancer architecture
  • Pithus architecture
  • House Caves
We also improved the existing ones.
With a new world and many improvements in our workflow, 2017 leads the path to a greater 2018 year.

VFX
The development of the particles continued, and many changes have been made to improve existing effects, create new ones for new spells, and optimize everything.
We also developed a new system to optimize all the environment particles.
Particles in 2017 were not made by a particular department, but this is about to change for 2018 ;)

Concept art
Regarding the art concept work, 2017 was about exploring and testing new designs for the foes and factions, a lot of time refining the UI and design the UI for the new features. There also was a lot of efforts made to improve the workflow for future productions such as environments, characters, weapons and mods. Alexandre did an amazing work and agreed to show some exclusive artwork made this past year.




Of course, there is not a single improvement we add without the implication of the animation team. All the various postures, the way your pistols make you look that cool, the characters and enemies movements, the specificities linked to your character looks, all goes through them and their hard work.

2018, the year of Rebirth

We’re putting a lot of hopes in 2018 and made the proper arrangement to make these hopes come true. We are still in the process of planning the additions to the game and calculating the time and efforts needed to achieve our goals, but we plan to sweat a great deal this year. And not only because we’re on the French Riviera.

Updates status
With the team growing and the development reaching a critical point for the future of the game, we plan to apply updates every 2-3 months with major and quality content addition.
The pace we had didn’t allow us to optimize the game and reduce significantly the amount of crashes as well as making the proper testing. We want to provide more quality to Wolcen, we heard the need for more optimization, content, and less crashes despite the Alpha status of the game and we want to improve on that. This will lead the next patch to be pushed in March.

Linux version status
Wolcen has proven to be a very challenging game to make and maintain, and we’re all highly motivated to lead it to its release and even more. Despite that passion, we’re facing the real problem of time required by all the corrections and additions we must make to make this game great. Knowing that, having a second version of the game for created content as well as maintenance would present a very high difficulty with our current staff, specially without penalizing the Windows version itself. As much as we would like to provide the Alpha and Beta version to Linux users, we must face the fact that this will be more time consuming than productive for the game. Therefore we have decided that the Alpha and Beta version will not be implemented on Linux.

Scenario
The last month was very productive and we anchored the core elements of the 5 acts storyline.
Regarding the way we’re going to tell the story, we want to innovate on the narrative style, and we hope that you will enjoy what we plan.
We will also use the social networks to introduce the main characters, villains, and areas, without spoiling too much of course ! Wolcen Studio now has a hero fully dedicated to that side of the development and we’re confident things will move forward much faster thanks to him.

Gameplay
There will be a lot of improvements in the Gameplay as well. Here is a non-exhaustive list of what we plan for this year:
  • Shrines
  • Crafting
  • Multiplayer
  • Minions
  • New PST sections
  • New skills in active skill tree
  • New spells
  • New monsters, bosses, and AI behaviors
  • New NPCs
  • New item types including weapons (bows!), armors and trinkets
  • More new music and sounds
  • Combo improvements
  • Apocalyptic form !
We will also internally work on the future content of the game’s scenario but so far we don’t plan to release it for the Alpha or the Beta to provide a testing environment for spoiler sensitive players.

Animation & FX
Addition to the team will allow us to improve the animations, characters and FX in the game to make it even more epic and enjoyable. We want to keep the same visual quality for Wolcen and even improve it if we can.
We also plan to work on the player's characters, both male and female, to improve their looks and behaviors, as well as providing cool options to personalize your experience of the game.

Environment
With the development of the scenario, we plan to create a lot of new environments that will support the story of the game and allow players to explore the world of Wolcen, including new areas for the Republic faction and new corrupted zones, as well as other new areas we prefer to keep silent at the moment to avoid spoiling.

Audio
We plan to add voices in the game to improve the game experience and the immersion. They will not be implemented until we’ve finalized the content, but they are planned. New musics are also in the pipes.

In conclusion
The 2018 calendar for Wolcen is very fraught with content. We will continue to focus on the gameplay content more than the scenario release. The gameplay elements need much more testing than the story, and we don't want players to refrain from testing because they're worried of being spoiled. We will then focus on the endgame content to allow player to have fun while testing the game and its features.
Patches applied less often will allow us to add more content in a more stable environment so our Community can enjoy the game while testing it.
Don't forget your feedbacks will always help us to make the game even better so do not hesitate to provide them to us, it’s really important for us to know how you feel when you play Wolcen: Lords of Mayhem.

Of course, we didn’t cover everything you should know regarding this year, but we will continue to update you on the status of our team, so you will know soon enough :)

Once more, thank you all for your support. This means a lot to all of us.

The Wolcen Team

Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ

Help us fix crashes here

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

Following the experimental version of patch 0.5.0.4, and thanks to the great help of our Community and the hard work of our developers, we are now ready to release the update for everyone. The update 0.5.0.4a brings lots of hotfixes in order to improve your experience on our latest additions to the game.

In addition to this update, we inform you that Wolcen is 20% off on Steam during the Steam Winter Sale, setting the cost to 15,99€.

http://store.steampowered.com/app/424370/Wolcen_Lords_of_Mayhem/

You can find the global presentation of the update on Steam, where we introduced the Jeweler, the Archivist, Pistols, the Maleficient and all the new features added in this update. The changelog we're providing you now merges the old changelog with the hotfix, and some additions to clarify certain features we added.

Once again, thank you all for supporting us. All the Wolcen Team joins to wish you all very happy holidays !

CHANGELOG

GENERAL:
  • All characters and stashes have been reset in order to avoid conflict between the old and the new content.
  • Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
  • Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can’t see.
  • Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
  • Gems and corresponding gem sockets have been added to the game.
  • The Game should properly handle inverted Left and Right mouse buttons.
  • Fixed the invisible corrupted enemies issue
  • Fixed the gem required level mechanic
  • Fixed various game crashes
  • You can now hit Corrupted Hearts with Pistols
  • Fixed gems gold value
  • Fixed belt items unlocking
  • The bandit camp has been opened. You’ll find two new enemies to fight there.

VISUALS:
  • The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
  • Frenzy and Fear particles have been reworked.
  • The game now starts at night time.
  • Fixed “replace me” textures in corrupted area

UI:
  • The whole character sheet UI has been revamped and many displayed values have been tweaked.
  • The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
  • Top-screen Health bars are now shown for Corrupted Nodes and Hearts.

TECHNICAL:
  • Fixed a memory leak related to the merchant items
  • Improved performances for item instantiation

AUDIO:
  • We’ve added a New Housing music !

ENVIRONMENT:
  • Various small improvements and optimizations.

CHARACTERS:
  • Weapons are now 10% smaller on the female player character.
  • The female character’s idle position has been slightly improved. More improvements will come later regarding her global animations.
  • An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
  • A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!

LOCALIZATION:
  • A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.

GAMEPLAY:
  • Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we’re sure you’ll find investing in attributes more useful than ever.
  • A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You’ll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
  • Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
  • The Pistols weapon class is now available. Pistols can be used single-handedly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
  • Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
  • Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
  • Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.
  • The blown away mechanic has been improved. Characters do not fall to the ground anymore, resulting in smoother gameplay.

MONSTERS:
  • New monster: the Corrupted Cerebellum
  • New monster: Brigand Trapper
  • New monster: Brigand
  • New monster: Blazing undead
  • New monster: Frozen undead
  • New monster: Shocking undead
  • The Ogre has a new attack.
  • A variety of ghosts variants of monsters will now appear at night.

ITEMS
  • New gems types: Topaz, Lapis-Lazuli, Diamond, Amber, Silverstone, Sapphire, Emerald, Ruby, Copperstone, Goldstone, Beryl, Cyanite, Amethyst and Alexandrite.
  • New weapon models: Chronos, Ice Shard, Hydra, and a Templar set.
  • New armor model: Redeemer armor. It can be won at the arena.
  • Using Rage Potions will now trigger your Rage Conservation.

AFFIXES:
  • The affixes generation system has been reworked.
  • Several new magic effects have been added to the game, such as Damage or Damage Reduction against special kinds of foes (Undeads, Orcs, etc.) or Combo hits modifiers.

PASSIVE SKILLS:
  • New section: Maleficient! Unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. This new section feature two unique Signature skills and 43 new passive skills!
  • All the “Masteries” skills have been refactored, and now bear a bonus that triggers on Critical hits with a specific weapon in addition to a flat Damage bonus when wielding that weapon (stackable between both hands). They also regroup One-Handed and Two-Handed variants of weapons under the same Mastery (ex: the Sword Mastery will work for Swords and Broadswords). More weapon-specific skills are likely to come in the future.
  • All flat Attributes modifiers have been streamlined and you will now find them on every node of the PST, depending on the skill’s rarity: at least 1 Attribute point for a Bronze skill, 2 for a Silver, 3 for a Gold and 4 for a Signature one, with the possibility to have higher values for specific nodes. This way, we make sure you earn part of you Attributes points through the PST and always have minimal requirements when you play a specific archetype. In addition to that, most passive skills related to attributes have been rebalanced and harmonized.

    Legionary:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path.
    • New skills: Weapon Expertise (Shields, Swords, Axes, Hammers, Daggers, Crossbows, Light & Heavy), Steady Heartbeat, Obdurate, Soldier, Self-Defense.
    • Time Warp and Melee Lunge have been removed from the game since they were based on obsolete mechanics.
    • Hard Punch trigger chance is now 15% instead of 4%.
    • Enraged bonus is now 3% instead of 1%.

    Arcanist:
    • New Skill: Weapon Mastery (Staves).

    Guardian:
    • New Skill: Drum Shield, replacing Provocation (which has been moved to Gladiator).
    • Inner Shield displaying bug has been fixed.

    Thief:
    • Quickness description has been changed and its effect increased.

    Hunter:
    • Since the Crossbow Mastery now bears a different effect, the old effect has been moved into a new skill called Twin Bolts.
    • Vulnerabilities chance to trigger went up from 5% to 10%.
    • Precise Shot has been rebalanced to reach higher bonus while taking longer to stack. It’s resetting condition has been fixed.

    Elementalist:
    • Umbra Reshaping has been modified to use the new Damage Conversion mechanic, and has been rebalanced to still allow hybrid gameplays (only 50% of Elemental Damage are converted to their matching type).
    • Master of Elements has been reworked to cut only 50% of your Physical Damage.

    Assassin:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path, with more specialized and flavoured sub-trees.
    • New skills: Havoc, Coated Blade, So Taught Sarisel, Shade, Nocturnal, Overkill: Agility, Born Killer, Decapitation, Grim Reaper, Genocide, Deficiency, Death Sentence, Punisher, Infected Wound and Hammer of Doom.
    • Confusion Serum trigger chance is now 5% instead of 1%.
    • Practical Weapons has been reworked and now works for Daggers, Swords (1H & 2H), Axes (1H & 2H) and Crossbows and is stackable between both hands.
    • Critical Dash is now called Aggression.
    • Venom and Fracture have been reworked ton inflict Weakness stacks instead of flat resistance reduction.

    Gladiator:
    • The whole section has been revamped, with a brand new layout and plenty of new skills. We believe you will find progressing into Gladiator more coherent and rewarding, with a Battle-orientated flavour that was kind of missing until now.
    • New Skills: Unyielding, Eminent, Dismember, Provocation, Galvanized, Battle Cry, Bolt Cutter, Overkill: Ferocity, Overkill: Toughness, Everlasting Ire and Breathing Control.
    • Wide Reach and All Against One have been removed from the game since they were based on obsolete mechanics.
    • Trained Eye Armor piercing value has been doubled.
    • Butchery Critical Chance bonus went up from +3 to +8.
    • Heavy Strike Critical Damage bonus went up from +1 to +6.
    • Brutality now increases all the direct Damage you do, not just of the Physical type.
    • Healing Dash computation has been fixed.

ACTIVE SKILLS:
  • New skill: Contagion.
  • New skill: Nightcrawler.
  • New skill: Killer Instinct.
  • New skill: Searing Chain.
  • New skill: Gaze of Ot-Mah.
  • Skills Combos have been revamped and a new system has been set up. We can now make a combo out of every kind of skills, with loopable parts and sequences, and use your true active spells (with their AST level and variants) inside combo trees. This is used only for weapon combos for now but will allow us to densify spells and weapons interactions in the future. This should also fix several issues induced by the old system: inconsistent attack speed or skills chaining, displaying errors, stances and ammo bugs, etc.
  • To avoid incompatibility issues, Stances or Ammo skills are now reset when you modify them through the PST or unique items (they instantly jump to the first state of the skill).

    Hunting Ground:
    • The base Damage has been increased to fit the new difficulty curve.

    Impairing Ammunition:
    • The Poison Shot is now properly working.

    Whirlwind:
    • When wielding a Pistol and a Melee weapon, Whirlwind’s range is now calculated through Melee weapon only.
    • Now with a melee weapon in each hand, the mean between their range is used for the range of the skill.

MISC:
  • The sound and VFX delay when teleporting on Waypoints have been tweaked.
  • Old magic effects have been removed from the game, lowering the probability of having display errors in affixes and tooltips.
  • It is now impossible to open the Passive Skills Tree during a locked sequence.

Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen’s Instagram Page
Wolcen's Official Discord server
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 - calistaen
Hello everyone !

Following the experimental version of patch 0.5.0.4, and thanks to the great help of our Community and the hard work of our developers, we are now ready to release the update for everyone. The update 0.5.0.4a brings lots of hotfixes in order to improve your experience on our latest additions to the game.

In addition to this update, we inform you that Wolcen is 20% off on Steam during the Steam Winter Sale, setting the cost to 15,99€.

http://store.steampowered.com/app/424370/Wolcen_Lords_of_Mayhem/

You can find the global presentation of the update on Steam, where we introduced the Jeweler, the Archivist, Pistols, the Maleficient and all the new features added in this update. The changelog we're providing you now merges the old changelog with the hotfix, and some additions to clarify certain features we added.

Once again, thank you all for supporting us. All the Wolcen Team joins to wish you all very happy holidays !

CHANGELOG

GENERAL:
  • All characters and stashes have been reset in order to avoid conflict between the old and the new content.
  • Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
  • Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can’t see.
  • Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
  • Gems and corresponding gem sockets have been added to the game.
  • The Game should properly handle inverted Left and Right mouse buttons.
  • Fixed the invisible corrupted enemies issue
  • Fixed the gem required level mechanic
  • Fixed various game crashes
  • You can now hit Corrupted Hearts with Pistols
  • Fixed gems gold value
  • Fixed belt items unlocking
  • The bandit camp has been opened. You’ll find two new enemies to fight there.

VISUALS:
  • The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
  • Frenzy and Fear particles have been reworked.
  • The game now starts at night time.
  • Fixed “replace me” textures in corrupted area

UI:
  • The whole character sheet UI has been revamped and many displayed values have been tweaked.
  • The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
  • Top-screen Health bars are now shown for Corrupted Nodes and Hearts.

TECHNICAL:
  • Fixed a memory leak related to the merchant items
  • Improved performances for item instantiation

AUDIO:
  • We’ve added a New Housing music !

ENVIRONMENT:
  • Various small improvements and optimizations.

CHARACTERS:
  • Weapons are now 10% smaller on the female player character.
  • The female character’s idle position has been slightly improved. More improvements will come later regarding her global animations.
  • An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
  • A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!

LOCALIZATION:
  • A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.

GAMEPLAY:
  • Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we’re sure you’ll find investing in attributes more useful than ever.
  • A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You’ll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
  • Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
  • The Pistols weapon class is now available. Pistols can be used single-handedly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
  • Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
  • Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
  • Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.
  • The blown away mechanic has been improved. Characters do not fall to the ground anymore, resulting in smoother gameplay.

MONSTERS:
  • New monster: the Corrupted Cerebellum
  • New monster: Brigand Trapper
  • New monster: Brigand
  • New monster: Blazing undead
  • New monster: Frozen undead
  • New monster: Shocking undead
  • The Ogre has a new attack.
  • A variety of ghosts variants of monsters will now appear at night.

ITEMS
  • New gems types: Topaz, Lapis-Lazuli, Diamond, Amber, Silverstone, Sapphire, Emerald, Ruby, Copperstone, Goldstone, Beryl, Cyanite, Amethyst and Alexandrite.
  • New weapon models: Chronos, Ice Shard, Hydra, and a Templar set.
  • New armor model: Redeemer armor. It can be won at the arena.
  • Using Rage Potions will now trigger your Rage Conservation.

AFFIXES:
  • The affixes generation system has been reworked.
  • Several new magic effects have been added to the game, such as Damage or Damage Reduction against special kinds of foes (Undeads, Orcs, etc.) or Combo hits modifiers.

PASSIVE SKILLS:
  • New section: Maleficient! Unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. This new section feature two unique Signature skills and 43 new passive skills!
  • All the “Masteries” skills have been refactored, and now bear a bonus that triggers on Critical hits with a specific weapon in addition to a flat Damage bonus when wielding that weapon (stackable between both hands). They also regroup One-Handed and Two-Handed variants of weapons under the same Mastery (ex: the Sword Mastery will work for Swords and Broadswords). More weapon-specific skills are likely to come in the future.
  • All flat Attributes modifiers have been streamlined and you will now find them on every node of the PST, depending on the skill’s rarity: at least 1 Attribute point for a Bronze skill, 2 for a Silver, 3 for a Gold and 4 for a Signature one, with the possibility to have higher values for specific nodes. This way, we make sure you earn part of you Attributes points through the PST and always have minimal requirements when you play a specific archetype. In addition to that, most passive skills related to attributes have been rebalanced and harmonized.

    Legionary:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path.
    • New skills: Weapon Expertise (Shields, Swords, Axes, Hammers, Daggers, Crossbows, Light & Heavy), Steady Heartbeat, Obdurate, Soldier, Self-Defense.
    • Time Warp and Melee Lunge have been removed from the game since they were based on obsolete mechanics.
    • Hard Punch trigger chance is now 15% instead of 4%.
    • Enraged bonus is now 3% instead of 1%.

    Arcanist:
    • New Skill: Weapon Mastery (Staves).

    Guardian:
    • New Skill: Drum Shield, replacing Provocation (which has been moved to Gladiator).
    • Inner Shield displaying bug has been fixed.

    Thief:
    • Quickness description has been changed and its effect increased.

    Hunter:
    • Since the Crossbow Mastery now bears a different effect, the old effect has been moved into a new skill called Twin Bolts.
    • Vulnerabilities chance to trigger went up from 5% to 10%.
    • Precise Shot has been rebalanced to reach higher bonus while taking longer to stack. It’s resetting condition has been fixed.

    Elementalist:
    • Umbra Reshaping has been modified to use the new Damage Conversion mechanic, and has been rebalanced to still allow hybrid gameplays (only 50% of Elemental Damage are converted to their matching type).
    • Master of Elements has been reworked to cut only 50% of your Physical Damage.

    Assassin:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path, with more specialized and flavoured sub-trees.
    • New skills: Havoc, Coated Blade, So Taught Sarisel, Shade, Nocturnal, Overkill: Agility, Born Killer, Decapitation, Grim Reaper, Genocide, Deficiency, Death Sentence, Punisher, Infected Wound and Hammer of Doom.
    • Confusion Serum trigger chance is now 5% instead of 1%.
    • Practical Weapons has been reworked and now works for Daggers, Swords (1H & 2H), Axes (1H & 2H) and Crossbows and is stackable between both hands.
    • Critical Dash is now called Aggression.
    • Venom and Fracture have been reworked ton inflict Weakness stacks instead of flat resistance reduction.

    Gladiator:
    • The whole section has been revamped, with a brand new layout and plenty of new skills. We believe you will find progressing into Gladiator more coherent and rewarding, with a Battle-orientated flavour that was kind of missing until now.
    • New Skills: Unyielding, Eminent, Dismember, Provocation, Galvanized, Battle Cry, Bolt Cutter, Overkill: Ferocity, Overkill: Toughness, Everlasting Ire and Breathing Control.
    • Wide Reach and All Against One have been removed from the game since they were based on obsolete mechanics.
    • Trained Eye Armor piercing value has been doubled.
    • Butchery Critical Chance bonus went up from +3 to +8.
    • Heavy Strike Critical Damage bonus went up from +1 to +6.
    • Brutality now increases all the direct Damage you do, not just of the Physical type.
    • Healing Dash computation has been fixed.

ACTIVE SKILLS:
  • New skill: Contagion.
  • New skill: Nightcrawler.
  • New skill: Killer Instinct.
  • New skill: Searing Chain.
  • New skill: Gaze of Ot-Mah.
  • Skills Combos have been revamped and a new system has been set up. We can now make a combo out of every kind of skills, with loopable parts and sequences, and use your true active spells (with their AST level and variants) inside combo trees. This is used only for weapon combos for now but will allow us to densify spells and weapons interactions in the future. This should also fix several issues induced by the old system: inconsistent attack speed or skills chaining, displaying errors, stances and ammo bugs, etc.
  • To avoid incompatibility issues, Stances or Ammo skills are now reset when you modify them through the PST or unique items (they instantly jump to the first state of the skill).

    Hunting Ground:
    • The base Damage has been increased to fit the new difficulty curve.

    Impairing Ammunition:
    • The Poison Shot is now properly working.

    Whirlwind:
    • When wielding a Pistol and a Melee weapon, Whirlwind’s range is now calculated through Melee weapon only.
    • Now with a melee weapon in each hand, the mean between their range is used for the range of the skill.

MISC:
  • The sound and VFX delay when teleporting on Waypoints have been tweaked.
  • Old magic effects have been removed from the game, lowering the probability of having display errors in affixes and tooltips.
  • It is now impossible to open the Passive Skills Tree during a locked sequence.

Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen’s Instagram Page
Wolcen's Official Discord server
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 - calistaen
Hello everyone !

This update is temporarily in experimental mode.
To access the branch:
-Go into game properties
-Beta tab, and opt in.

First news is:  Fresh start ! The major changes applied by this patch required us to wipe all characters and stashes in the game in order to avoid conflicts with deprecated features.
We are aware that this may be seen as an inconvenience, but unfortunately this is occasionally needed if we want the game to be tested properly.

So ! We've been presenting you these features for a few weeks now. The day has come to enjoy them !

As mentioned in our previous devblog, the four Attributes defining your character have been completely revamped and streamlined, giving useful bonus regardless of your playstyle and making investing in them interesting at all level tiers. You will now be able to spend points in Ferocity, Toughness, Agility and Willpower each level and instantly see their effects on your character in the brand-new Character Sheet UI. In this regard, all Attributes modifiers of the game has been rebalanced, especially the ones from the PST which have been heavily streamlined for a steadier progression: all PST nodes now give Attributes points regardless of their main effect, and the amount of points is determined by the node’s rarity.



Continuing on the matter of build-crafting, The Maleficient PST section has been added to the game: unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. The Maleficient is a Battle Mage than can be played with any kind of weapons and spells, but will likely use Status Ailments as its main Damage source. This new section features two unique Signature skills and 43 new passive skills, and is the first class to use the Corpses mechanic. It’s the first step towards Wolcen’s long-awaited Necromancer and fits into most playstyles as soon as you wish to inflict Status Ailments to your enemies.



Since Maleficient is a 2nd ring section, many changes have been brought to the PST: Assassin is now the first 3rd ring section and has been totally reworked, with 15 new passive skills and its first Signature skill.



Gladiator has also been heavily changed with 19 new skills and a Signature skill too, a brand new layout, revamped Masteries skills and a true Battle-orientated flavour that was lacking in this section until today.



Other classes have received changes in order to fit this new quality level and the work brought to Attributes and the character sheet, and the whole update brings a total of 89 new passive skills to the game !



Here comes a new feature which will please Ranged-oriented players: Pistols have been added to the game! They are our first firearms class and play really differently from crossbows. You can pair them together for a high number of shots per second or with a Melee weapon for hybrid attacks and aggressive playstyle. In the future, they will also be compatible with Shields and create a mobile-bunker typed gameplay we would all like to play. You’ll find two different Pistols in the game when this patch is released, but more will come soon.



Regarding weapons - and more globally, items - a new core mechanic from the looting system has been added to Wolcen: Gems and Sockets! Coming with a new inventory UI, Gems allow you to customize your gear by bearing affixes which have different effects depending on the socket you put them into (Offensive, Defensive or Support). Coming along with the new Jeweler NPC, they are a first step towards a complete crafting system and a wider choice of gear specialization. For now, they take the same room as other small objects in the inventory but in the future they will use a stacks system for a more compact storage !



Last but not least, the Archivist has been added to Amarth and other important locations, allowing you to sell your spellbooks for a specific currency and use it to increase the experience level of your other spells. We believe you will find this much more useful than selling your tomes for gold !



As usual, the update comes with a lot of minor features and various fixes, new skills, new weapons, new enemies and more !



Without further ado, here’s the detailed changelog:

GENERAL:
  • All characters and stashes have been reset.
  • Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
  • Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can’t see.
  • Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
  • Gems and corresponding gem sockets have been added to the game.
  • The Game should properly handle inverted Left and Right mouse buttons.

VISUALS:
  • The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
  • Frenzy and Fear particles have been reworked.
  • The game now starts at night time.

UI:
  • The whole character sheet UI has been revamped and many displayed values have been tweaked.
  • The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
  • Top-screen Health bars are now shown for Corrupted Nodes and Hearts.

TECHNICAL:
  • Fixed a memory leak related to the merchant items
  • Improved performances for item instantiation

AUDIO:
  • New Housing music.

ENVIRONMENT:
  • Various small improvements and optimizations.

CHARACTERS:
  • Weapons are now 10% smaller on the female player character.
  • The female character’s idle position has been slightly improved. More improvements will come later regarding her global animations.
  • An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
  • A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!

LOCALIZATION:
  • A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.

GAMEPLAY:
  • Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we’re sure you’ll find investing in attributes more useful than ever.
  • A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You’ll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
  • Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
  • The Pistols weapon class is now available. Pistols can be used single-handledly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
  • Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
  • Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
  • Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.

ITEMS
  • Adding 14 new Gem types for Offensive, Defensive and Support.
  • New weapons have been added.
  • Most rings and amulets have been changed in order to bear affixes related to the existing gems of the same color.
  • Using Rage Potions will now trigger your Rage Conservation.

AFFIXES:
  • The affixes generation system has been reworked.
  • Several new magic effects have been added to the game, such as Damage or Damage Reduction against special kinds of foes (Undeads, Orcs, etc.) or Combo hits modifiers.

PASSIVE SKILLS:
  • New section: Maleficient! Unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. This new section feature two unique Signature skills and 43 new passive skills!
  • All the “Masteries” skills have been refactored, and now bear a bonus that triggers on Critical hits with a specific weapon in addition to a flat Damage bonus when wielding that weapon (stackable between both hands). They also regroup One-Handed and Two-Handed variants of weapons under the same Mastery (ex: the Sword Mastery will work for Swords and Broadswords). More weapon-specific skills are likely to come in the future.
  • All flat Attributes modifiers have been streamlined and you will now find them on every node of the PST, depending on the skill’s rarity: at least 1 Attribute point for a Bronze skill, 2 for a Silver, 3 for a Gold and 4 for a Signature one, with the possibility to have higher values for specific nodes. This way, we make sure you earn part of you Attributes points through the PST and always have minimal requirements when you play a specific archetype. In addition to that, most passive skills related to attributes have been rebalanced and harmonized.

    Legionary:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path.
    • New skills: Weapon Expertise (Shields, Swords, Axes, Hammers, Daggers, Crossbows, Light & Heavy), Steady Heartbeat, Obdurate, Soldier, Self-Defense.
    • Time Warp and Melee Lunge have been removed from the game since they were based on obsolete mechanics.
    • Hard Punch trigger chance is now 15% instead of 4%.
    • Enraged bonus is now 3% instead of 1%.

    Arcanist:
    • New Skill: Weapon Mastery (Staves).

    Guardian:
    • New Skill: Drum Shield, replacing Provocation (which has been moved to Gladiator).
    • Inner Shield displaying bug has been fixed.

    Thief:
    • Quickness description has been changed and its effect increased.

    Hunter:
    • Since the Crossbow Mastery now bears a different effect, the old effect has been moved into a new skill called Twin Bolts.
    • Vulnerability’s chance to trigger went up from 5% to 10%.
    • Precise Shot has been rebalanced to reach higher bonus while taking longer to stack. It’s reseting condition has been fixed.

    Elementalist:
    • Umbra Reshaping has been modified to use the new Damage Conversion mechanic, and has been rebalanced to still allow hybrid gameplays (only 50% of Elemental Damage are converted to their matching type).
    • Master of Elements has been reworked to cut only 50% of your Physical Damage.

    Assassin:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path, with more specialized and flavoured sub-trees.
    • New skills: Havoc, Coated Blade, So Taught Sarisel, Shade, Nocturnal, Overkill: Agility, Born Killer, Decapitation, Grim Reaper, Genocide, Deficiency, Death Sentence, Punisher, Infected Wound and Hammer of Doom.
    • Confusion Serum trigger chance is now 5% instead of 1%.
    • Practical Weapons has been reworked and now works for Daggers, Swords (1H & 2H), Axes (1H & 2H) and Crossbows and is stackable between both hands.
    • Critical Dash is now called Aggression.
    • Venom and Fracture have been reworked ton inflict Weakness stacks instead of flat resistance reduction.

    Gladiator:
    • The whole section has been revamped, with a brand new layout and plenty of new skills. We believe you will find progressing into Gladiator more coherent and rewarding, with a Battle-orientated flavour that was kind of missing until now.
    • New Skills: Unyielding, Eminent, Dismember, Provocation, Galvanized, Battle Cry, Bolt Cutter, Overkill: Ferocity, Overkill: Toughness, Everlasting Ire and Breathing Control.
    • Wide Reach and All Against One have been removed from the game since they were based on obsolete mechanics.
    • Trained Eye Armor piercing value has been doubled.
    • Butchery Critical Chance bonus went up from +3 to +8.
    • Heavy Strike Critical Damage bonus went up from +1 to +6.
    • Brutality now increases all the direct Damage you do, not just of the Physical type.
    • Healing Dash computation has been fixed.

ACTIVE SKILLS:
  • New skill: Contagion.
  • New skill: Nightcrawler.
  • New skill: Killer Instinct.
  • New skill: Searing Chain.
  • New skill: Gaze of Ot-Mah.
  • Skills Combos have been revamped and a new system has been set up. We can now make a combo out of every kind of skills, with loopable parts and sequences, and use your true active spells (with their AST level and variants) inside combo trees. This is used only for weapon combos for now but will allow us to densify spells and weapons interactions in the future. This should also fix several issues induced by the old system: inconsistent attack speed or skills chaining, displaying errors, stances and ammo bugs, etc.
  • To avoid incompatibility issues, Stances or Ammo skills are now reset when you modify them through the PST or unique items (they instantly jump to the first state of the skill).

    Hunting Ground:
    • The base Damage has been increased to fit the new difficulty curve.
    Impairing Ammunition:
    • The Poison Shot is now properly working.

MISC:
  • The sound and VFX delay when teleporting on Waypoints have been tweaked.
  • Old magic effects have been removed from the game, lowering the probability of having display errors in affixes and tooltips.
  • It is now impossible to open the Passive Skills Tree during a locked sequence.
Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen’s Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ
Help us fix crashes here

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

This update is temporarily in experimental mode.
To access the branch:
-Go into game properties
-Beta tab, and opt in.

First news is:  Fresh start ! The major changes applied by this patch required us to wipe all characters and stashes in the game in order to avoid conflicts with deprecated features.
We are aware that this may be seen as an inconvenience, but unfortunately this is occasionally needed if we want the game to be tested properly.

So ! We've been presenting you these features for a few weeks now. The day has come to enjoy them !

As mentioned in our previous devblog, the four Attributes defining your character have been completely revamped and streamlined, giving useful bonus regardless of your playstyle and making investing in them interesting at all level tiers. You will now be able to spend points in Ferocity, Toughness, Agility and Willpower each level and instantly see their effects on your character in the brand-new Character Sheet UI. In this regard, all Attributes modifiers of the game has been rebalanced, especially the ones from the PST which have been heavily streamlined for a steadier progression: all PST nodes now give Attributes points regardless of their main effect, and the amount of points is determined by the node’s rarity.



Continuing on the matter of build-crafting, The Maleficient PST section has been added to the game: unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. The Maleficient is a Battle Mage than can be played with any kind of weapons and spells, but will likely use Status Ailments as its main Damage source. This new section features two unique Signature skills and 43 new passive skills, and is the first class to use the Corpses mechanic. It’s the first step towards Wolcen’s long-awaited Necromancer and fits into most playstyles as soon as you wish to inflict Status Ailments to your enemies.



Since Maleficient is a 2nd ring section, many changes have been brought to the PST: Assassin is now the first 3rd ring section and has been totally reworked, with 15 new passive skills and its first Signature skill.



Gladiator has also been heavily changed with 19 new skills and a Signature skill too, a brand new layout, revamped Masteries skills and a true Battle-orientated flavour that was lacking in this section until today.



Other classes have received changes in order to fit this new quality level and the work brought to Attributes and the character sheet, and the whole update brings a total of 89 new passive skills to the game !



Here comes a new feature which will please Ranged-oriented players: Pistols have been added to the game! They are our first firearms class and play really differently from crossbows. You can pair them together for a high number of shots per second or with a Melee weapon for hybrid attacks and aggressive playstyle. In the future, they will also be compatible with Shields and create a mobile-bunker typed gameplay we would all like to play. You’ll find two different Pistols in the game when this patch is released, but more will come soon.



Regarding weapons - and more globally, items - a new core mechanic from the looting system has been added to Wolcen: Gems and Sockets! Coming with a new inventory UI, Gems allow you to customize your gear by bearing affixes which have different effects depending on the socket you put them into (Offensive, Defensive or Support). Coming along with the new Jeweler NPC, they are a first step towards a complete crafting system and a wider choice of gear specialization. For now, they take the same room as other small objects in the inventory but in the future they will use a stacks system for a more compact storage !



Last but not least, the Archivist has been added to Amarth and other important locations, allowing you to sell your spellbooks for a specific currency and use it to increase the experience level of your other spells. We believe you will find this much more useful than selling your tomes for gold !



As usual, the update comes with a lot of minor features and various fixes, new skills, new weapons, new enemies and more !



Without further ado, here’s the detailed changelog:

GENERAL:
  • All characters and stashes have been reset.
  • Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
  • Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can’t see.
  • Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
  • Gems and corresponding gem sockets have been added to the game.
  • The Game should properly handle inverted Left and Right mouse buttons.

VISUALS:
  • The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
  • Frenzy and Fear particles have been reworked.
  • The game now starts at night time.

UI:
  • The whole character sheet UI has been revamped and many displayed values have been tweaked.
  • The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
  • Top-screen Health bars are now shown for Corrupted Nodes and Hearts.

TECHNICAL:
  • Fixed a memory leak related to the merchant items
  • Improved performances for item instantiation

AUDIO:
  • New Housing music.

ENVIRONMENT:
  • Various small improvements and optimizations.

CHARACTERS:
  • Weapons are now 10% smaller on the female player character.
  • The female character’s idle position has been slightly improved. More improvements will come later regarding her global animations.
  • An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
  • A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!

LOCALIZATION:
  • A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.

GAMEPLAY:
  • Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we’re sure you’ll find investing in attributes more useful than ever.
  • A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You’ll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
  • Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
  • The Pistols weapon class is now available. Pistols can be used single-handledly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
  • Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
  • Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
  • Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.

ITEMS
  • Adding 14 new Gem types for Offensive, Defensive and Support.
  • New weapons have been added.
  • Most rings and amulets have been changed in order to bear affixes related to the existing gems of the same color.
  • Using Rage Potions will now trigger your Rage Conservation.

AFFIXES:
  • The affixes generation system has been reworked.
  • Several new magic effects have been added to the game, such as Damage or Damage Reduction against special kinds of foes (Undeads, Orcs, etc.) or Combo hits modifiers.

PASSIVE SKILLS:
  • New section: Maleficient! Unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. This new section feature two unique Signature skills and 43 new passive skills!
  • All the “Masteries” skills have been refactored, and now bear a bonus that triggers on Critical hits with a specific weapon in addition to a flat Damage bonus when wielding that weapon (stackable between both hands). They also regroup One-Handed and Two-Handed variants of weapons under the same Mastery (ex: the Sword Mastery will work for Swords and Broadswords). More weapon-specific skills are likely to come in the future.
  • All flat Attributes modifiers have been streamlined and you will now find them on every node of the PST, depending on the skill’s rarity: at least 1 Attribute point for a Bronze skill, 2 for a Silver, 3 for a Gold and 4 for a Signature one, with the possibility to have higher values for specific nodes. This way, we make sure you earn part of you Attributes points through the PST and always have minimal requirements when you play a specific archetype. In addition to that, most passive skills related to attributes have been rebalanced and harmonized.

    Legionary:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path.
    • New skills: Weapon Expertise (Shields, Swords, Axes, Hammers, Daggers, Crossbows, Light & Heavy), Steady Heartbeat, Obdurate, Soldier, Self-Defense.
    • Time Warp and Melee Lunge have been removed from the game since they were based on obsolete mechanics.
    • Hard Punch trigger chance is now 15% instead of 4%.
    • Enraged bonus is now 3% instead of 1%.

    Arcanist:
    • New Skill: Weapon Mastery (Staves).

    Guardian:
    • New Skill: Drum Shield, replacing Provocation (which has been moved to Gladiator).
    • Inner Shield displaying bug has been fixed.

    Thief:
    • Quickness description has been changed and its effect increased.

    Hunter:
    • Since the Crossbow Mastery now bears a different effect, the old effect has been moved into a new skill called Twin Bolts.
    • Vulnerability’s chance to trigger went up from 5% to 10%.
    • Precise Shot has been rebalanced to reach higher bonus while taking longer to stack. It’s reseting condition has been fixed.

    Elementalist:
    • Umbra Reshaping has been modified to use the new Damage Conversion mechanic, and has been rebalanced to still allow hybrid gameplays (only 50% of Elemental Damage are converted to their matching type).
    • Master of Elements has been reworked to cut only 50% of your Physical Damage.

    Assassin:
    • The whole section layout has been shuffled, for a more coherent progression and a more generic central path, with more specialized and flavoured sub-trees.
    • New skills: Havoc, Coated Blade, So Taught Sarisel, Shade, Nocturnal, Overkill: Agility, Born Killer, Decapitation, Grim Reaper, Genocide, Deficiency, Death Sentence, Punisher, Infected Wound and Hammer of Doom.
    • Confusion Serum trigger chance is now 5% instead of 1%.
    • Practical Weapons has been reworked and now works for Daggers, Swords (1H & 2H), Axes (1H & 2H) and Crossbows and is stackable between both hands.
    • Critical Dash is now called Aggression.
    • Venom and Fracture have been reworked ton inflict Weakness stacks instead of flat resistance reduction.

    Gladiator:
    • The whole section has been revamped, with a brand new layout and plenty of new skills. We believe you will find progressing into Gladiator more coherent and rewarding, with a Battle-orientated flavour that was kind of missing until now.
    • New Skills: Unyielding, Eminent, Dismember, Provocation, Galvanized, Battle Cry, Bolt Cutter, Overkill: Ferocity, Overkill: Toughness, Everlasting Ire and Breathing Control.
    • Wide Reach and All Against One have been removed from the game since they were based on obsolete mechanics.
    • Trained Eye Armor piercing value has been doubled.
    • Butchery Critical Chance bonus went up from +3 to +8.
    • Heavy Strike Critical Damage bonus went up from +1 to +6.
    • Brutality now increases all the direct Damage you do, not just of the Physical type.
    • Healing Dash computation has been fixed.

ACTIVE SKILLS:
  • New skill: Contagion.
  • New skill: Nightcrawler.
  • New skill: Killer Instinct.
  • New skill: Searing Chain.
  • New skill: Gaze of Ot-Mah.
  • Skills Combos have been revamped and a new system has been set up. We can now make a combo out of every kind of skills, with loopable parts and sequences, and use your true active spells (with their AST level and variants) inside combo trees. This is used only for weapon combos for now but will allow us to densify spells and weapons interactions in the future. This should also fix several issues induced by the old system: inconsistent attack speed or skills chaining, displaying errors, stances and ammo bugs, etc.
  • To avoid incompatibility issues, Stances or Ammo skills are now reset when you modify them through the PST or unique items (they instantly jump to the first state of the skill).

    Hunting Ground:
    • The base Damage has been increased to fit the new difficulty curve.
    Impairing Ammunition:
    • The Poison Shot is now properly working.

MISC:
  • The sound and VFX delay when teleporting on Waypoints have been tweaked.
  • Old magic effects have been removed from the game, lowering the probability of having display errors in affixes and tooltips.
  • It is now impossible to open the Passive Skills Tree during a locked sequence.
Useful links :
Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen’s Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ
Help us fix crashes here

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

The patch is coming very soon, and with it, new cool features that we wish to introduce in today's devblog before we release the full patch note.
Let's talk about one you probably already know of, and another you probably don't know of ;)


Because guns are cool

We made it real. Guns will be available ! Faster than crossbows and very stylish, you will be able to experiment different play styles with them.

Single-shot:


Dual-wield:


Gun and melee weapon:


As you can see, while wielding a gun and a melee weapon, the base attack is a melee combo, but shift-clicking will allow to attack at range.

Guns and shield will not be available at the moment but we plan to add this possibility in a future patch.

We've also improved the way combos are handled. Gun combos can extend their combo by playing the last attack in a loop. The number of times this attack can be triggered is now a gameplay element, and can be increased by items and skills.
With time, every combo animation will be improved and added with a final loop attack.
Also, each combo style will have a stackable bonus for each consecutive hit (like bonus damage per hit, attack speed per hit, etc.). We hope that this will add a real incentive to extend combos.

 
Gate of Fates : the Maleficient

The Maleficient is a willpower build allowing characters to curse and dot with shadow and poison. But that's not all ! The Maleficient can also use cadavers of their enemies to perform devastating attacks, as long as these corpses are usable for him.

This allows us to introduce the cadaver mechanics which will be used as well for the necromancer :
- Each time you kill an enemy, you will have a chance to "drop" a cadaver
- That chance can be increased with passives and items



Beware though, you will not be the only one who can interact with them. In the future, even monsters will be able to use theses cadavers.

Amongst other passive skills available in the Wheel of Fates, the Maleficient also has its own signature skills : Contagion and Nightcrawler.

Contagion creates a toxic area around the player, which depletes umbra over time. It can also contaminate cadavers :



Nightcrawler fires a shadow projectile that consumes cadavers along the way, exploding at the end. The damage of the explosion depends on the amount of cadavers absorbed by Nightcrawler :



And that is all for today ! We hope that you enjoyed today’s Devblog and that you are as enthusiastic as we are on the incoming patch.

See you soon for new announcements !

Useful links :
Wolcen's Roadmap
Wolcen's Feedback tracker
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Official Discord server
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 - calistaen
Hello everyone !

The patch is coming very soon, and with it, new cool features that we wish to introduce in today's devblog before we release the full patch note.
Let's talk about one you probably already know of, and another you probably don't know of ;)


Because guns are cool

We made it real. Guns will be available ! Faster than crossbows and very stylish, you will be able to experiment different play styles with them.

Single-shot:


Dual-wield:


Gun and melee weapon:


As you can see, while wielding a gun and a melee weapon, the base attack is a melee combo, but shift-clicking will allow to attack at range.

Guns and shield will not be available at the moment but we plan to add this possibility in a future patch.

We've also improved the way combos are handled. Gun combos can extend their combo by playing the last attack in a loop. The number of times this attack can be triggered is now a gameplay element, and can be increased by items and skills.
With time, every combo animation will be improved and added with a final loop attack.
Also, each combo style will have a stackable bonus for each consecutive hit (like bonus damage per hit, attack speed per hit, etc.). We hope that this will add a real incentive to extend combos.

 
Gate of Fates : the Maleficient

The Maleficient is a willpower build allowing characters to curse and dot with shadow and poison. But that's not all ! The Maleficient can also use cadavers of their enemies to perform devastating attacks, as long as these corpses are usable for him.

This allows us to introduce the cadaver mechanics which will be used as well for the necromancer :
- Each time you kill an enemy, you will have a chance to "drop" a cadaver
- That chance can be increased with passives and items



Beware though, you will not be the only one who can interact with them. In the future, even monsters will be able to use theses cadavers.

Amongst other passive skills available in the Wheel of Fates, the Maleficient also has its own signature skills : Contagion and Nightcrawler.

Contagion creates a toxic area around the player, which depletes umbra over time. It can also contaminate cadavers :



Nightcrawler fires a shadow projectile that consumes cadavers along the way, exploding at the end. The damage of the explosion depends on the amount of cadavers absorbed by Nightcrawler :



And that is all for today ! We hope that you enjoyed today’s Devblog and that you are as enthusiastic as we are on the incoming patch.

See you soon for new announcements !

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

Community websites:
German Fan Site : http://www.wolcen-game.de/
French Fan Site : Wolcen France
...