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
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
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
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
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!
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
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!
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
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
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