Wolcen: Lords of Mayhem - calistaen
Hello everyone!

[German translation]
[French translation]

We’ve been pretty busy this week but here is a little update on the ongoing work.

Wolcen global roadmap

I’ve made a new informative Roadmap about the progression of the team on the final content for Wolcen: Lords of Mayhem. It’s more specific about the skills and gameplay features you can currently test in game, those we’re currently working on, and the planned ones.

Wolcen Global Roadmap - 2018 Edition

The elements you will find in this Roadmap are here to reflect the overall advancement of Wolcen: Lords of Mayhem so you can keep track of the progress separating the actual version from the release version.

These features are not related to the planned updates during the Early Access Alpha or the Beta and are still subject to changes during the development of the game. Meaning that even if some elements are “in progress”, it will not mean that it’s planned for the next update. For instance, Act II, III, IV and V are not supposed to be accessed during the Alpha or the Beta version of the game, only at the release, but you will know when we’ll be working on them.

I’ve used some tags on the different elements so you’ll be well informed, here is a little explanation about them:

Red - Important Read me Really: Means you really should read
Green - Completed: Just means it's done
Orange - In Alpha testing: Currently available in the EA Alpha of Wolcen: Lords of Mayhem but still in testing so still subject to changes
Purple - In progress: Means we're currently working on it
Dark Blue - Pending refactor: Means we're currently revamping it
Light Blue - Planned: Means we will be working on it later

We hope that this new Roadmap will give you a better global vision on the actual status of the game and its progression.

When is patch day?

The patch is planned for release on March 27th. It will include a lot of bug and crash fixes, some optimization, UX improvements, bows and new spells. We’ve focused a lot on the feedback we received to solve the current issues in game and allow a more enjoyable test environment for our community.

If you feel like you’ll be nostalgic about some of these issues in the future, enjoy it while you can and take pictures, because it will be fixed in the next update:
  • Lightning issues
  • Dodgeroll issues
  • You will no longer get stuck in water
  • The invisible walls in random dungeons should not occur anymore
  • The game will update quest objectives even if the inventory is full
  • Issues with duplicate/crashes/infinite gold/incapacity to use items
  • The items will no longer risk being downgraded after a logout
  • Items will no longer disappear when you remove gems with a full inventory
  • “Machine gun” attack speed exploit with pistols will not be possible
    anymore
  • You won’t be able to keep templar weapons when leaving the training area
  • Overheating will no longer kill the character
We’re also changing the time in game and replace it with the system time. And last but not least, the gems will have their own color on the ground so you won’t miss them anymore.

And that’s all for this week!

As always thank you all for your support and see you next week with a nice screenshot of the month presenting you exclusively one of our latest enemy and environment 😊


Useful links :
Wolcen's Global Roadmap: 2018 Edition
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!

[German translation]
[French translation]

We’ve been pretty busy this week but here is a little update on the ongoing work.

Wolcen global roadmap

I’ve made a new informative Roadmap about the progression of the team on the final content for Wolcen: Lords of Mayhem. It’s more specific about the skills and gameplay features you can currently test in game, those we’re currently working on, and the planned ones.

Wolcen Global Roadmap - 2018 Edition

The elements you will find in this Roadmap are here to reflect the overall advancement of Wolcen: Lords of Mayhem so you can keep track of the progress separating the actual version from the release version.

These features are not related to the planned updates during the Early Access Alpha or the Beta and are still subject to changes during the development of the game. Meaning that even if some elements are “in progress”, it will not mean that it’s planned for the next update. For instance, Act II, III, IV and V are not supposed to be accessed during the Alpha or the Beta version of the game, only at the release, but you will know when we’ll be working on them.

I’ve used some tags on the different elements so you’ll be well informed, here is a little explanation about them:

Red - Important Read me Really: Means you really should read
Green - Completed: Just means it's done
Orange - In Alpha testing: Currently available in the EA Alpha of Wolcen: Lords of Mayhem but still in testing so still subject to changes
Purple - In progress: Means we're currently working on it
Dark Blue - Pending refactor: Means we're currently revamping it
Light Blue - Planned: Means we will be working on it later

We hope that this new Roadmap will give you a better global vision on the actual status of the game and its progression.

When is patch day?

The patch is planned for release on March 27th. It will include a lot of bug and crash fixes, some optimization, UX improvements, bows and new spells. We’ve focused a lot on the feedback we received to solve the current issues in game and allow a more enjoyable test environment for our community.

If you feel like you’ll be nostalgic about some of these issues in the future, enjoy it while you can and take pictures, because it will be fixed in the next update:
  • Lightning issues
  • Dodgeroll issues
  • You will no longer get stuck in water
  • The invisible walls in random dungeons should not occur anymore
  • The game will update quest objectives even if the inventory is full
  • Issues with duplicate/crashes/infinite gold/incapacity to use items
  • The items will no longer risk being downgraded after a logout
  • Items will no longer disappear when you remove gems with a full inventory
  • “Machine gun” attack speed exploit with pistols will not be possible
    anymore
  • You won’t be able to keep templar weapons when leaving the training area
  • Overheating will no longer kill the character
We’re also changing the time in game and replace it with the system time. And last but not least, the gems will have their own color on the ground so you won’t miss them anymore.

And that’s all for this week!

As always thank you all for your support and see you next week with a nice screenshot of the month presenting you exclusively one of our latest enemy and environment 😊


Useful links :
Wolcen's Global Roadmap: 2018 Edition
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


[German version]
[French version]

Hello everyone !

Atropos joined the Wolcen team in December 2017 and worked since then on the lore and storyline for Wolcen: Lords of Mayhem. Today, I would like to introduce him and his work so you can know a little more about him and have a little preview of what's coming for the storyline of the game.


Hello Atropos! What can you tell us about yourself ?

My name is Eric, 30, and I’m the Game Writer for Wolcen: Lords of Mayhem. I previously worked on video games, and I’ve also tried book writing and cinema which allowed me to learn the specificity of each media. The video game media is my favourite, especially in a small structure where you can truly find creative freedom: big enough to be ambitious, and small enough to be free from the shackles of big structures. The fact that we are a human-sized studio also allows me to exploit my game and level design skills to coordinate with the different developers.
Also, I love cheese. Very very much. Except in my stories 😊

Why “Atropos” ?

Atropos is one of the three Moirai, in charge of cutting the thread of life. Since I have to choose the characters fates, it seemed to fit well!

How did you come to work for Wolcen Studio ?

I worked in Lille for a cool 2D MMO called Dead Maze, but I needed to explore new horizons, start a new adventure, so I applied at Wolcen Studio. I passed a test and voilà ! Here I am. I’m glad I was able to join this project to shape a very promising new Intellectual Property.

What is a classic day for you at Wolcen Studio ?

“Hello” to everyone of course! Then I alternate between my stationary and my mobile work. My stationary work starts with choosing the emotional/epic/movie music that will stimulate my imagination. Then I check what lore aspects I have to provide to each department, I work on the staging, the dialogues, and the quest design. My mobile work consists on ensuring the global understanding of the narrative content by other production aspects throughout the company.

What are the tasks you’re focused on for Wolcen: Lords of Mayhem ?

Presently I’m working on the lore to provide material for the Concept department including the environments, characters, factions. I’m also working on the dialogues’ tone.

What has been determined on the storyline so far ?

All 5 acts are defined, all environments, the story, the creatures, the characters and the cutscenes. All we have to do now is bring all these elements to life and fill the boxes.

Aiming low wasn’t part of the instructions I was given. And boy, what a ride it’s going to be. It’s action packed, unforgiving, brutal and in its own special way : heartwarming. It’s both familiar to what you may have experienced in other hack’n’slash, and way more character-centric than what this game-genre have explored so far. The story is carried by and for the characters and they will not be soulless quest givers waiting for you to do the job. You will succeed together or fail together: but you will rely on them as much as they rely on you. No messiah syndrome in Wolcen.

What was the most challenging or unforeseen difficulty you had to face during your time at Wolcen Studio?

Actually, it’s more of a global problematic whenever you’re working on lore and scenarios. The challenge is always the same: establish rules and “no-noes” then convince artistic minds to follow them and conceptualize inside that perimeter rather than in free space. When a cool idea is shared, I have to ensure that it fits in the Wolcen universe, if not, I try to find a way to make this possible and “lore friendly”.

Do you have a special pride on something you’ve worked on for Wolcen: Lords of Mayhem ?

The emotional climax around the story of Wolcen. I’m really eager to see the feedback of the community about this.

Can you give some advice to people who would want to follow your path ?

Be curious about everything, anything can be a source of inspiration. Don’t be afraid of criticism, write dialogs and make them read by other people. If you face your own shortcomings and learn from them, you will do better and better until one day, you can tell yourself “I know how to write dialogues”. Same applies for every skill : Game design ? You will make boring games and learn why. Narrative design ? You will make a story structure without flow and pacing, and learn as well. Always get back on the battlefield until you win the war for your skills!

Also be prepared to explain and share your vision with other people around a project. This requires quite a good knowledge of the human nature and training in public-speaking and presentation.
Oh and portfolio guys. Your first breakthrough in the industry will almost entirely rely on that. Make it short, to the point, and professional looking.

Do you play any games ?

I do! I play on a Neverwinter Nights RP server called “Arelith”. It’s an English server so I can practice the language, it’s a very immersive community and… it’s cool! I also play Heroes of the Storm, Hearthstone, Witcher 3, Fallout, Dead Maze, and many more.
In a game I’m globally looking for challenge, I like the rewarding feeling when you overcome a difficulty.

Finally, can you give our community some preview on what's to come in the scenario ?

I can share some of my intentions.
One thing I regret is that some recent licenses and movies define heroism as having a big sword, be ‘the boss’ from the get go, and slash big creatures easy-peasy. To me, it doesn’t work that way. Heroism is earned, not given. Felt, not told. I see heroism as continuing the right fight despite suffering, despair or defeat.
I also regret when major adversaries and creatures seem trivial and I want to ensure a certain respect for them. Take demons for instance. Slaying huge packs of demons reduces their individual value and weakens the idea that a demon should be a scary foe. To avoid this, even in a hack’n’slash, steps can be taken to make sure the player respects the greater foes thrown at him.
Finally, Wolcen: Lords of Mayhem will provide an experience allowing the player to live a unique adventure with his companions, with quality interactions between the characters.

To resume, there will be inspirations from Lord of the Rings exotic journey feeling, Constantine's characters and overall treatment/themes, Madmax:fury road's chase, action and epicness, The Witcher 3 character depths and relations (or at least trying), and Dunkirk's tension and harassment.

____________

And that's all folks :) Thank you for reading this interview. I know you all wait for the next update as well so I'll give you some ETA: we're finalizing it and it will be applied in the second half of the month.

As always, thank you all for your support !

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


[German version]
[French version]

Hello everyone !

Atropos joined the Wolcen team in December 2017 and worked since then on the lore and storyline for Wolcen: Lords of Mayhem. Today, I would like to introduce him and his work so you can know a little more about him and have a little preview of what's coming for the storyline of the game.


Hello Atropos! What can you tell us about yourself ?

My name is Eric, 30, and I’m the Game Writer for Wolcen: Lords of Mayhem. I previously worked on video games, and I’ve also tried book writing and cinema which allowed me to learn the specificity of each media. The video game media is my favourite, especially in a small structure where you can truly find creative freedom: big enough to be ambitious, and small enough to be free from the shackles of big structures. The fact that we are a human-sized studio also allows me to exploit my game and level design skills to coordinate with the different developers.
Also, I love cheese. Very very much. Except in my stories 😊

Why “Atropos” ?

Atropos is one of the three Moirai, in charge of cutting the thread of life. Since I have to choose the characters fates, it seemed to fit well!

How did you come to work for Wolcen Studio ?

I worked in Lille for a cool 2D MMO called Dead Maze, but I needed to explore new horizons, start a new adventure, so I applied at Wolcen Studio. I passed a test and voilà ! Here I am. I’m glad I was able to join this project to shape a very promising new Intellectual Property.

What is a classic day for you at Wolcen Studio ?

“Hello” to everyone of course! Then I alternate between my stationary and my mobile work. My stationary work starts with choosing the emotional/epic/movie music that will stimulate my imagination. Then I check what lore aspects I have to provide to each department, I work on the staging, the dialogues, and the quest design. My mobile work consists on ensuring the global understanding of the narrative content by other production aspects throughout the company.

What are the tasks you’re focused on for Wolcen: Lords of Mayhem ?

Presently I’m working on the lore to provide material for the Concept department including the environments, characters, factions. I’m also working on the dialogues’ tone.

What has been determined on the storyline so far ?

All 5 acts are defined, all environments, the story, the creatures, the characters and the cutscenes. All we have to do now is bring all these elements to life and fill the boxes.

Aiming low wasn’t part of the instructions I was given. And boy, what a ride it’s going to be. It’s action packed, unforgiving, brutal and in its own special way : heartwarming. It’s both familiar to what you may have experienced in other hack’n’slash, and way more character-centric than what this game-genre have explored so far. The story is carried by and for the characters and they will not be soulless quest givers waiting for you to do the job. You will succeed together or fail together: but you will rely on them as much as they rely on you. No messiah syndrome in Wolcen.

What was the most challenging or unforeseen difficulty you had to face during your time at Wolcen Studio?

Actually, it’s more of a global problematic whenever you’re working on lore and scenarios. The challenge is always the same: establish rules and “no-noes” then convince artistic minds to follow them and conceptualize inside that perimeter rather than in free space. When a cool idea is shared, I have to ensure that it fits in the Wolcen universe, if not, I try to find a way to make this possible and “lore friendly”.

Do you have a special pride on something you’ve worked on for Wolcen: Lords of Mayhem ?

The emotional climax around the story of Wolcen. I’m really eager to see the feedback of the community about this.

Can you give some advice to people who would want to follow your path ?

Be curious about everything, anything can be a source of inspiration. Don’t be afraid of criticism, write dialogs and make them read by other people. If you face your own shortcomings and learn from them, you will do better and better until one day, you can tell yourself “I know how to write dialogues”. Same applies for every skill : Game design ? You will make boring games and learn why. Narrative design ? You will make a story structure without flow and pacing, and learn as well. Always get back on the battlefield until you win the war for your skills!

Also be prepared to explain and share your vision with other people around a project. This requires quite a good knowledge of the human nature and training in public-speaking and presentation.
Oh and portfolio guys. Your first breakthrough in the industry will almost entirely rely on that. Make it short, to the point, and professional looking.

Do you play any games ?

I do! I play on a Neverwinter Nights RP server called “Arelith”. It’s an English server so I can practice the language, it’s a very immersive community and… it’s cool! I also play Heroes of the Storm, Hearthstone, Witcher 3, Fallout, Dead Maze, and many more.
In a game I’m globally looking for challenge, I like the rewarding feeling when you overcome a difficulty.

Finally, can you give our community some preview on what's to come in the scenario ?

I can share some of my intentions.
One thing I regret is that some recent licenses and movies define heroism as having a big sword, be ‘the boss’ from the get go, and slash big creatures easy-peasy. To me, it doesn’t work that way. Heroism is earned, not given. Felt, not told. I see heroism as continuing the right fight despite suffering, despair or defeat.
I also regret when major adversaries and creatures seem trivial and I want to ensure a certain respect for them. Take demons for instance. Slaying huge packs of demons reduces their individual value and weakens the idea that a demon should be a scary foe. To avoid this, even in a hack’n’slash, steps can be taken to make sure the player respects the greater foes thrown at him.
Finally, Wolcen: Lords of Mayhem will provide an experience allowing the player to live a unique adventure with his companions, with quality interactions between the characters.

To resume, there will be inspirations from Lord of the Rings exotic journey feeling, Constantine's characters and overall treatment/themes, Madmax:fury road's chase, action and epicness, The Witcher 3 character depths and relations (or at least trying), and Dunkirk's tension and harassment.

____________

And that's all folks :) Thank you for reading this interview. I know you all wait for the next update as well so I'll give you some ETA: we're finalizing it and it will be applied in the second half of the month.

As always, thank you all for your support !

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
German translation available here
French translation available here

Hello everyone !

For today's news I wanted to keep you updated on some features and additions to the game we're currently developing. First of all, hang tight...

BOWS!
You’ve been asking them for a while now, and here they finaly are! Bows will be implemented on the next update with new animations and combos. Unleash the fury of arrows on your foes and discover our fancy bow models. We have 6 models so far, but if the toy department make more, then there will be more of them ;)



NEW TARGETING SYSTEM
Hadrien/Nyhlus is working on a new targeting system that may be partially implemented in the next update. This should solve most of the targeting issues with various spells and weapons and improve considerably the gameplay comfort. Here are a few words from him to explain that feature:

Until now, the calculation of the trajectory for some spells could be imprecise or unpredictable. We use several different techniques, depending on the attack: physical projectiles, explosions, proximity calculation, raytracing and such.

Thus we decided to develop a simpler system in order to streamline spells handling and make the gameplay clean and predictable, without any surprise or mistake during target acquisition. On the other hand, the creation of such a system would allow us to see and debug in real time the calculations done by the spells during the targeting phase, how it behaves and what’s the issue when it doesn’t work.

In a few words, the new system works like this:
We have several types of 2D shapes: circle, ring, rectangle, arc, cone and trapezium, to which we can apply different parameters and create on-the-fly when we cast a spell or an area of effect. The shapes can be rotated, moved and scaled in time so they can track the evolution of the spell (for instance: a damage area shrinking as the spell moves forward), and we can associate several shapes to the same spell in order to allow a more complex acquisition of targets.

First, we perform a 3D test to capture all the valid targets in the bounding box which contains the shape (updated when the shape is modified), allowing a large tolerance in height because everything is not always on a plane. This acquisition remains efficient because the targets are already referenced on a pre-established grid of entities. Then, we check that every target is contained in the shape by only taking into consideration its 2D position (ignoring its height). In order to do that, we use a tolerance equal to the radius of its collision capsule, which allows us to hit enemies with large meshes, and even if their world position is out of the shape itself. This last calculation is purely mathematics (thus, very performant), and changes according to the shape.

With this method we end up with a performant system paired with prior checks so the only targets hit are the eligible entities (not the environment, loots, etc.). It allows us to have a precise and clean gameplay, with a method that we can use for a great number of attacks and which ensures that targets are always valid. By going even further, we can also create boss spells or patterns following complex forms, or moving and growing shapes, forcing the player to perform a dodge at the right time or placing himself in a safe zone. The only limit is our imagination… and geometry!

Here are examples on some weapons.

Two-handed sword


Two-handed Mace


Dual-wield



OVERKILL EFFECT
The overkill effect exists for a while in Wolcen but its visual effect was not reflecting it the way we wanted. Overkill occurs when you kill a creature with high damage compared to the remaining health it has. Since there are various skills in the PST related to this feature, it was necessary to have a proper visual effect to make it noticeable.
We’ve improved that effect so you won’t miss it anymore!




LIGHTNING & OVERHEATING ISSUES
We’ve also been working hard on this issue to solve it and now I'm very pleased to announce you that we have! The lightning issues will be fixed in the next update, including the crashes and the lightning effect remaining on screen.

We’ve also noticed from the community feedback that there are quite a few players victim of the overheating skill in the Passive Skill Tree. Until we redesign it, we will reduce the effect of Overheating on the next update to avoid sudden death of characters.

And that's all for today!

There are a lot I wish I could share with you but so far all I can tell you is that we're also working on a lot of major features and content, including the new character creation, the final version of act I, multiplayer (of course), new creatures, new weapons, the apocalyptic forms, pets... we will communicate on all of these features as we move closer to their implementation.

Thank you all for your support and your feedback!

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
German translation available here
French translation available here

Hello everyone !

For today's news I wanted to keep you updated on some features and additions to the game we're currently developing. First of all, hang tight...

BOWS!
You’ve been asking them for a while now, and here they finaly are! Bows will be implemented on the next update with new animations and combos. Unleash the fury of arrows on your foes and discover our fancy bow models. We have 6 models so far, but if the toy department make more, then there will be more of them ;)



NEW TARGETING SYSTEM
Hadrien/Nyhlus is working on a new targeting system that may be partially implemented in the next update. This should solve most of the targeting issues with various spells and weapons and improve considerably the gameplay comfort. Here are a few words from him to explain that feature:

Until now, the calculation of the trajectory for some spells could be imprecise or unpredictable. We use several different techniques, depending on the attack: physical projectiles, explosions, proximity calculation, raytracing and such.

Thus we decided to develop a simpler system in order to streamline spells handling and make the gameplay clean and predictable, without any surprise or mistake during target acquisition. On the other hand, the creation of such a system would allow us to see and debug in real time the calculations done by the spells during the targeting phase, how it behaves and what’s the issue when it doesn’t work.

In a few words, the new system works like this:
We have several types of 2D shapes: circle, ring, rectangle, arc, cone and trapezium, to which we can apply different parameters and create on-the-fly when we cast a spell or an area of effect. The shapes can be rotated, moved and scaled in time so they can track the evolution of the spell (for instance: a damage area shrinking as the spell moves forward), and we can associate several shapes to the same spell in order to allow a more complex acquisition of targets.

First, we perform a 3D test to capture all the valid targets in the bounding box which contains the shape (updated when the shape is modified), allowing a large tolerance in height because everything is not always on a plane. This acquisition remains efficient because the targets are already referenced on a pre-established grid of entities. Then, we check that every target is contained in the shape by only taking into consideration its 2D position (ignoring its height). In order to do that, we use a tolerance equal to the radius of its collision capsule, which allows us to hit enemies with large meshes, and even if their world position is out of the shape itself. This last calculation is purely mathematics (thus, very performant), and changes according to the shape.

With this method we end up with a performant system paired with prior checks so the only targets hit are the eligible entities (not the environment, loots, etc.). It allows us to have a precise and clean gameplay, with a method that we can use for a great number of attacks and which ensures that targets are always valid. By going even further, we can also create boss spells or patterns following complex forms, or moving and growing shapes, forcing the player to perform a dodge at the right time or placing himself in a safe zone. The only limit is our imagination… and geometry!

Here are examples on some weapons.

Two-handed sword


Two-handed Mace


Dual-wield



OVERKILL EFFECT
The overkill effect exists for a while in Wolcen but its visual effect was not reflecting it the way we wanted. Overkill occurs when you kill a creature with high damage compared to the remaining health it has. Since there are various skills in the PST related to this feature, it was necessary to have a proper visual effect to make it noticeable.
We’ve improved that effect so you won’t miss it anymore!




LIGHTNING & OVERHEATING ISSUES
We’ve also been working hard on this issue to solve it and now I'm very pleased to announce you that we have! The lightning issues will be fixed in the next update, including the crashes and the lightning effect remaining on screen.

We’ve also noticed from the community feedback that there are quite a few players victim of the overheating skill in the Passive Skill Tree. Until we redesign it, we will reduce the effect of Overheating on the next update to avoid sudden death of characters.

And that's all for today!

There are a lot I wish I could share with you but so far all I can tell you is that we're also working on a lot of major features and content, including the new character creation, the final version of act I, multiplayer (of course), new creatures, new weapons, the apocalyptic forms, pets... we will communicate on all of these features as we move closer to their implementation.

Thank you all for your support and your feedback!

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 !

Here is the changelog for the hotfix applied today.
GENERAL
  • Fixed various crashes.
  • Fixed a crash occurring when hovering the mouse over some high rank enemies.
  • Fixed a item dupe using a shield and a crossbow.

VISUALS
  • On-ground books icons now have their dedicated color.

UI
  • UI elements are now properly hidden when using the “Game Options” button from the UI.
  • Archivist and jeweler now have a reclaim panel

TECHNICAL
  • Merchant-related RAM optimization.
  • RIP cheat engine.

MONSTERS
  • Return damage should appear less often on monsters. The amount of returned damage has been decreased, and the time between pulses lengthened.

ITEMS
  • Rebalanced the drop rarity probabilities (more magic and rare).
  • Shields should drop again from monsters.
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 !

Here is the changelog for the hotfix applied today.
GENERAL
  • Fixed various crashes.
  • Fixed a crash occurring when hovering the mouse over some high rank enemies.
  • Fixed a item dupe using a shield and a crossbow.

VISUALS
  • On-ground books icons now have their dedicated color.

UI
  • UI elements are now properly hidden when using the “Game Options” button from the UI.
  • Archivist and jeweler now have a reclaim panel

TECHNICAL
  • Merchant-related RAM optimization.
  • RIP cheat engine.

MONSTERS
  • Return damage should appear less often on monsters. The amount of returned damage has been decreased, and the time between pulses lengthened.

ITEMS
  • Rebalanced the drop rarity probabilities (more magic and rare).
  • Shields should drop again from monsters.
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 !

[German translation]

First of all we would like to address a big welcome and a huge thank you to all the players who have joined us these last few days and support Wolcen: Lords of Mayhem. We owe a very special thank you to Rhykker for his video presenting Wolcen: Lords of Mayhem, due to his video the word has spread about Wolcen, and we’re very grateful about that.

https://www.youtube.com/watch?v=pr3G7M_pqqE

It's a pleasant surprise for us and we’re glad to welcome all these new members in the Wolcen Community. Know that this peak of activity in our community can lead to some delays in the answers we can provide by email or on forums/Social medias, and I apologize for that.
Finally, we want to thank you all for the feedback and the bug reports you provided to help us make the game better, these are very precious data to us. We know that crashes and bugs are still frequent at this stage of development, and we’re working hard to fix them as soon as possible.

In order to help you I wanted to make a special FAQ in this devblog to answer some of the most popular questions I’ve had during the last week.
The official FAQ will also be updated soon as well thanks to the help of CoTTo from the Wolcen German Fansite.

FAQ for our latest community members

My game crashed, what can I do ?
You can help us fix the crashes by providing the files generated in your Wolcen folder. Just follow these steps and voilà.

How can I report the bugs ?
There are several ways to report bugs. You can use the Discord #bug-reporting channel, use the Steam forums or the Official forums. Known bugs are listed on the Trello bug tracker board. Of course, you can also send us an email as well to feedback at wolcengame dot com.

For crashes and bugs, you will be happy to know that a reporting tool is planned and hopefully will be implemented soon.

How can I provide feedback and share my ideas for Wolcen: Lords of Mayhem ?
There are also many ways to provide your feedback, the Discord #feedback channel, the Steam forums and the official forum as well. Some feedbacks are also submitted to the community for votes on our Trello suggestion board.
Finally feedbacks can be sent by email to feedback at wolcengame dot com.

Will there be Multiplayer/Coop and when ?
Yes, we have Mutilplayer/Coop planned for Wolcen, but we have no ETA to provide yet. This will be implemented during this year.

When will the game be released ?
No ETA on that point as well, but the development is now on the highway so much more features are to be expected during 2018.

Will there be a console version of Wolcen: Lords of Mayhem ?
If the game is successful we will. We would love to make a console version of Wolcen, but first we want to finish the Windows and Linux versions.

Will there be a Mac version of Wolcen: Lords of Mayhem ?
No Mac version is planned.

Does Wolcen: Lords of Mayhem support controllers ?
It doesn’t for the moment but it’s planned.

Can I make streamings of Wolcen: Lords of Mayhem ?
Yes, you can.

Now for the news !

We plan to push a small hotfix this week to solve some important issues and some minor ones we fixed to improve your fun while testing Wolcen: Lords of Mayhem.
We will provide the full changelog when we apply the hotfix, I will just give you a few words to sum it: trash loots, shields, reflect damage, orc warlock boss ;)

Some other good news ? Fine, we’re also working on a new light armor.



Some new cool creatures are also preparing to join your list of victims, here are a few examples of what’s to come.
Introducing the Flying Pithus:


The range attack giant worm:


And the melee giant worm:


These foes will join Wolcen: Lords of Mayhem pretty soon !

Of course, we have much more new features in the pipes, new skills, more new creatures, armors, weapons, and some major features we prefer to keep silent about for the moment, including new environments and lore content.

That’s all for today. See you soon !

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 !

[German translation]

First of all we would like to address a big welcome and a huge thank you to all the players who have joined us these last few days and support Wolcen: Lords of Mayhem. We owe a very special thank you to Rhykker for his video presenting Wolcen: Lords of Mayhem, due to his video the word has spread about Wolcen, and we’re very grateful about that.

https://www.youtube.com/watch?v=pr3G7M_pqqE

It's a pleasant surprise for us and we’re glad to welcome all these new members in the Wolcen Community. Know that this peak of activity in our community can lead to some delays in the answers we can provide by email or on forums/Social medias, and I apologize for that.
Finally, we want to thank you all for the feedback and the bug reports you provided to help us make the game better, these are very precious data to us. We know that crashes and bugs are still frequent at this stage of development, and we’re working hard to fix them as soon as possible.

In order to help you I wanted to make a special FAQ in this devblog to answer some of the most popular questions I’ve had during the last week.
The official FAQ will also be updated soon as well thanks to the help of CoTTo from the Wolcen German Fansite.

FAQ for our latest community members

My game crashed, what can I do ?
You can help us fix the crashes by providing the files generated in your Wolcen folder. Just follow these steps and voilà.

How can I report the bugs ?
There are several ways to report bugs. You can use the Discord #bug-reporting channel, use the Steam forums or the Official forums. Known bugs are listed on the Trello bug tracker board. Of course, you can also send us an email as well to feedback at wolcengame dot com.

For crashes and bugs, you will be happy to know that a reporting tool is planned and hopefully will be implemented soon.

How can I provide feedback and share my ideas for Wolcen: Lords of Mayhem ?
There are also many ways to provide your feedback, the Discord #feedback channel, the Steam forums and the official forum as well. Some feedbacks are also submitted to the community for votes on our Trello suggestion board.
Finally feedbacks can be sent by email to feedback at wolcengame dot com.

Will there be Multiplayer/Coop and when ?
Yes, we have Mutilplayer/Coop planned for Wolcen, but we have no ETA to provide yet. This will be implemented during this year.

When will the game be released ?
No ETA on that point as well, but the development is now on the highway so much more features are to be expected during 2018.

Will there be a console version of Wolcen: Lords of Mayhem ?
If the game is successful we will. We would love to make a console version of Wolcen, but first we want to finish the Windows and Linux versions.

Will there be a Mac version of Wolcen: Lords of Mayhem ?
No Mac version is planned.

Does Wolcen: Lords of Mayhem support controllers ?
It doesn’t for the moment but it’s planned.

Can I make streamings of Wolcen: Lords of Mayhem ?
Yes, you can.

Now for the news !

We plan to push a small hotfix this week to solve some important issues and some minor ones we fixed to improve your fun while testing Wolcen: Lords of Mayhem.
We will provide the full changelog when we apply the hotfix, I will just give you a few words to sum it: trash loots, shields, reflect damage, orc warlock boss ;)

Some other good news ? Fine, we’re also working on a new light armor.



Some new cool creatures are also preparing to join your list of victims, here are a few examples of what’s to come.
Introducing the Flying Pithus:


The range attack giant worm:


And the melee giant worm:


These foes will join Wolcen: Lords of Mayhem pretty soon !

Of course, we have much more new features in the pipes, new skills, more new creatures, armors, weapons, and some major features we prefer to keep silent about for the moment, including new environments and lore content.

That’s all for today. See you soon !

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
...