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Wolcen: Lords of Mayhem
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Avatar de Cräxiüm
Cräxiüm
Alpha & Oméga
 
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Il est prévu que ce jeu sorte en multi-joueur?
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Snupxo
Dieu / Déesse supérieur(e)
 
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Il est prévbu que ce jeu sorte en multi-joueur?
Oui et pleins de surprises pour le multi avec du pvp et des monstres .
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Sadd Black
Alpha & Oméga
 
Ptite question au niveau des contrôles, c'est uniquement du point&clic ou y'a aussi l'option clavier (déplacements en zqsd) ?
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Snupxo
Dieu / Déesse supérieur(e)
 
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Ptite question au niveau des contrôles, c'est uniquement du point&clic ou y'a aussi l'option clavier (déplacements en zqsd) ?
Uniquement click et sa bug pas mal en ce moment ! Les touches sont surtout pour les popos tu en a plusieurs de différents types comme la vie et l'umbra enfin ( la mana ) la popo de rage et d'autres encore .

Mais je ne vais pas t'en dire plus parce que en alpha tout peux changer tu peux faire des demande directement via message facebook ou sur steam tu aura une réponse rapidement en plus ils sont Français .

Au passage Wolcen est bien surtout si il y a le multi le problème c'est que sa fait vraiment longtemps qu'il est en alpha et que ce projet avance mais vraiment petit a petit ... Il est sorti trop tôt il n'y avais que 1 quête et maintenant avec la 0.5 normalement il y en aura ....

Mais je n'est pas encore test la 0.5 parce que c'est la 4 ème fois qu'il supprime les personnages ... Avec des promesses que c'était la dernière .... BLABlA j'espère qu'il tiendrons paroles et terminerons ce jeu ...
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JOL Peredur
Alpha & Oméga
 
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A aucun moment il n'a été annoncé que la remise à zéro des personnages serait la dernière.
Et on peut être sûr qu'il y en aura de nouvelles d'ici la sortie du jeu : il y a encore beaucoup de mécaniques qui ne sont pas implémentées et il y a des changements prévus pour celles qui le sont.
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Urleur
Dieu / Déesse souverain(e)
 
Il est en bonne voie pour être en phase final, je vais attendre, pas pressé.
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allegretto
Comte / Comtesse
 
M'enfin que de chemin parcouru depuis le prototype de la GDC... Depuis, le début de l'early-access, il y a un peu plus d'un an, le jeu progresse régulièrement.
C'est le but de l'early-access et il n'y a qu'à jeter un œil sur les patch-notes pour se rendre compte que le jeu avance.
Clairement, le jeu n'est pas prêt d'être fini et pourtant rien qu'avec l'état du jeu actuel et le suivi assuré par le studio, il est facile de deviner en quoi le jeu s'annonce prometteur.
Se plaindre car y'a des wipes, bugs et autres désagréments... Ba c'est ça une early-access, on peut suivre l'exemple de Grim Dawn ou même de Path of Exile (qui n'est pas passé par l'early-access) qui a eu une phase d'alpha/beta de 2 ans avant de sortir.
Donc personnellement, hormis critiquer des points précis spécifiques du jeu, il n'y a pas vraiment matière à critiquer l'avancement du jeu.
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gorius
Dauphin / Dauphine
 
Petit HOTFIX 3 éme du nom Patch 0.5 ici

Citation:
GÉNÉRAL

  • Correction de multiples bugs aléatoires
  • Correction concernant les interactions avec les portails
  • Correction du ciblage des racines arctiques et des portes

UI

  • Correction de l’interface pour les objets uniques et objets de quêtes dans le coffre et showcase du logement du joueur

QUETES

  • Les objets de quête mis à terre (ex: Digger Heart) persistent dans le temps.
  • Les dialogues durent plus longtemps à l’écran.
  • Le marqueur de flèche pointant sur Seren dans la quête « The Alchemist » ne devrait plus être buggé.
  • L’obtention d’une récompense de quêtes avec un inventaire complet entraînait une chute de l’objet au sol avec une visibilité réduite de l’objet en question.

AUDIO

  • Le son de la pluie a été corrigé. Les boucles de répétition du son ne se faisaient pas correctement
  • Correction du début des effets sonores du squelette Overlord, qui se faisait de manière brusque

ENVIRONNEMENT

  • Ajout de nouvelles salles et de couloirs pour le donjon de la Civilisation ancienne.

PERSONNAGES

  • Correction d’un bug où les Pithus morts ne pouvaient pas jouer leurs animations de mort, ce qui vous bloquait pendant quelques secondes.
  • Correction du Juggernaut corrompu qui était bloqué après avoir effectué une attaque à distance
  • Correction des Undead Vomitter qui pouvaient rester bloqués.

GAMEPLAY

  • Amélioration du comportement du Juggernaut corrompu.
  • Correction des dégâts de shocking Aura qui étaient trop bas.
  • Modification des dégats sortants et le taux de proc des sorts de l’Orc Warlock.

COMPETENCES ACTIVES

  • Correction de la courbe XP des sorts qui était trop faible.
  • Modification des dégâts par niveau de nombreuses compétences.
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Nufazeop
Duc / Duchesse
 
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Il est en bonne voie pour être en phase final, je vais attendre, pas pressé.
Idem, patience, patience!
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gorius
Dauphin / Dauphine
 
gros patch du 1 août update 0.5.0.1 ( 2.6 GB sur Steam )

se patch mérite une bonne actualité !

https://wolcengame.com/update-0-5-0-...orms-and-more/
Citation:
Hi everyone!
Since the release of update 0.5, the team has continued working on story content and gameplay features. While we aim to deliver high-quality story and world content, we also need to improve our core gameplay mechanics and ensure player experience is as smooth as possible.
Update 0.5.0.1 improves many aspects of the game, including a new targeting and player input system.
You can now lock onto enemies, easily move through hordes and more. The game should feel more responsive now!
With the new input system, auto-attack when holding the mouse button ans switching targets is now deactivated by default, but you can still turn it on in the game settings.
Elemental storms have been redesigned too, for a result that is far closer to the initial idea of elemental interaction. The old elemental storms will be turned into powerful area-of-effect spells that will add to the arsenal of elemental mages.



Citation:
KNOWN ISSUE:

  • Your characters may not appear at first, but they have not been deleted.
GENERAL:

  • Targeting system improvement and new input buffering system.
  • Camera rotation is now also bound to keyboard left/right keys.
  • Force move has been reworked to work as a direct button, not a button to hold in addition to the move button anymore.
  • Some AI related systems are now multithreaded.
VISUALS:

  • More calibrated brightness, especially at night.
  • Improved fog at night, for a better reading of distance.
  • Improved the templar and wooden crossbow icons.
  • Improved rendering in the main menu.
UI:

  • New option “Auto attack” in game settings.
  • 3rd skill slot cooldown is now properly displayed.
  • Inventory slot highlight is now properly cleared when dropping an item.
  • Enlarged PST details window.
  • Death screen’s “Exit Wolcen” option has been replaced by “Return to main menu”.
  • Fixed the merchant reclaim menu not removing the right items when full.
QUESTS:

  • The Pithus cave is now shorter and more linear, which makes going through it a smoother experience.
  • Fixed a bug that happened when resetting the weather in the first quest after being killed by the SkullCrusher, and caused visual errors.
  • Fixed a bug that could prevent you to cross the bridge to Ravengarde Fortress after achieving the two Locks quests.
  • Fixed a bug causing your last Quest checkpoint to be invalidated when loading your save file, forcing you to start at Amarth.
AUDIO:

  • Optimized audio streaming.
  • Fixed a bug where multiple music tracks could overlap.
ENVIRONMENT:

  • Fixed invisible walls in dungeons.
  • New dungeon architecture during Ravengarde quest.
  • Various improvements in the open world.
  • Improved preloading.
  • Various fixes in the weather system.
  • Weather now has a chance to change when sleeping at the Inn.
  • Fixed a white screen bug in the tutorial (fog bug).
  • Improved color grading in Thornwood.
  • Particles optimization.
  • Navmesh size optimization.
  • New waypoint in Ravengarde Fortress.
GAMEPLAY:

  • Fixed a bug causing skill cost to be consumed when casting when knocked down.
  • Templars should not be targetable in Melee anymore.
  • Shield hits now incur a 50% main weapon damage penalty.
  • Default shield angle is now 60°.
  • Shock Damage bonus per level has been slightly decreased.
  • Conflagration, Lightning Strike and Whirlwind now have a minimum cast duration.
  • The bug where DoTs could become permanent has finally been crushed. That should not happen anymore.
  • Fixed a bug preventing Flames to spread on the ground with Sacred Damage converted to Fire.
  • Fixed the crossbow fire bug where the character wouldn’t orient in the direction you were firing.
  • Fixed a bug that caused the passive block to work against attacks coming from behind.
  • Fixed a bug in the ROS causing the Umbra regeneration to decelerate with time near the end of the bar.
  • Umbra regeneration won’t trigger if there are only Umbra costs being transferred, to prevent weird auto-feeding cases with Umbra-only gameplays. This small change to the ROS allows better defined transfers and improved readability of the resource bars.
  • Fixed some gameplay values wrongly displayed in the Character Sheet.
  • Fixed a bug that caused Whirlwind to attract enemies to you.
  • Fixed a bug with Umbra & Rage globes, preventing them to refill potions.
  • Fixed the globes drop chance calculation.
MONSTERS

  • Monster density has been reduced in the tutorial area.
  • Decreased the spawn frequency of Undead vomitters in the open world.
  • The undead in the starting area now give experience points upon death.
  • Increase the ogre’s ground pound cooldown time.
  • Decreased the amount of health healed by ogres and skull crushers.
  • Decreased the health bonus of the “Tough” elite modifier.
  • Grave Diggers now have less chances to dig out strong monsters like butchers.
  • Ice monsters are now very resistant to freezing.
  • Monster spawns in dungeons have been updated and improved.
  • Fixed a bug in the elites enemies health formula.
  • Some monster don’t appear anymore in the open-world until you’ve met them in the story for the first time.
  • Decreased Halaku’s health points.
  • Zombies now have a lower rotation speed.
ITEMS

  • A brand new set of weapons : the Hand-forged set (8 new weapons).
  • New weapons : Orcish Club and Smith’s Hammer.
  • Gold values have been slightly reworked and adjusted, for a better perception of a “better” item from another. Old items in your inventories will still have their old gold value, so the comparison with freshly looted items could be a little unsure.
  • Decreased weapon damage on staves.
  • Merchants items are now rerolled each time you gain a level.
PASSIVE SKILLS:
Trickster:



      • Offensive Roll and Defensive Roll stacks limit is now 10 instead of your max Stamina level.


Hunter:



      • Evasion Trap was not always launched when rolling.


Elementalist:


    • The whole tree has been reorganized in order to have Storm passives separated from the rest, and the possibility to take only one element between Fire, Frost and Lightning and still take all the generic passives.
    • New Skills : Elemental Affinity (Fire / Frost / Lightning), which increase your raw Damage with one of the three Elements.
    • Elemental Storms have been reworked : it is now a single passive node instead of three, and does not perform Damage itself anymore : it is an elemental combo zone that allow you to spread lightning and flames on the ground with your elemental attacks and that improves the freeze effect inside it. You can always stack Storms on the same spot, increasing the bonus they give you, and place as many as you want at the same time. This should really help rebalance the Elementalist tree.
    • Ardent stack burn chance has been reduced.
    • Frostbite duration is now 12 seconds instead of 4 and its Damage has been increased.
    • Hardened Ice bonus went up from 15% to 50%.
    • Pyromancer propagation chance has been increased.

ACTIVE SKILLS:

  • Modified transfer times of several skills.
  • Burn Damage description in AST and skill tooltips now correctly display stacks number.
  • Fixed a display bug in the Details list of skills. Bladeslinger
    • Now increases the player’s critical chance instead of adding critical chance on top of it.
    Arrows Rain

    • Tooltips now display the skill’s weapon damage percent per second.
    Poison Ammo

    • Cooldown is now 0 sec instead of 3, for consistency with other ammunition skills.
    Conflagration

    • Now has a default 30% chance to inflict 1 burning stack per hit.
    • Burn duration has been increased to 5 seconds.
    • Elemental Storms are not triggered by this skill when it does not hit anymore, and the position of the Storm will now be the target’s position instead of the player’s position.
    • Targeting has been improved.
    • Hit angle is now 50°.
    Fire Rain

    • Increased Cooldown Time to reinforce the “kill everything on screen” aspect of the spell.
    • Increased the Cooldown reduction of the “Cooldown Reduced” rune.

MISC:

  • Several random crashes have been fixed.
  • Fixed a bug that caused the game options not to be saved in certain conditions.
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Arialia [JoLia]
Déesse créatrice
 
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ça commence a vraiment bien augurer, les donjons sont sympas et ça commence à avoir de la gueule graphiquement et côté gameplay.

Petits détails :
les touches pour les potions ne sont pas indiquées et pour l'instant non modifiables , c'est indiqué "q" "w" "e" "r" "y" mais sur un clavier azerty ce sont bien les touches physiques "a" "z" "e" pour les autres je ne sais pas encore je n'ai pas débloquer les autres emplacements.

Crash encore fréquents

Franchement j'aimerais mieux un inventaire à la diablo3 , certaines armes prennent vraiment beaucoup de place.
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Tetsuryu
Dieu créateur
 
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Il y a eu une MaJ qui a rajouté les Arenes et certaines modifications dont voici le Lien
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gorius
Dauphin / Dauphine
 
petit hotfix 0.5.03 sur Wolcen

Hi everyone!

Today we’re releasing a small update that should fix a number of issues introduced with update 0.5.0.3, notably the level requirement issue with some unique weapons, a few crashes and minor sound issues.
We are also aware of performance issues experienced by some players, and are aiming to improve this in update 0.5.0.4.

This is the changelog for this hotfix:
GENERAL:

  • Fixed various crashes
  • Minor performance improvements
  • Endless Arenas will properly work after wave 100 and onward.
  • Endless Arenas monsters will become stronger much faster.
  • Dying at the same time you kill the last enemy of an arena challenge will no longer leave you dead on the ground.
  • Monsters spawn location should be spread more evenly in the Arena.
  • Pithus corpses no longer block projectiles and spells.

VISUALS:

  • Arena time of day adjustments
  • Improved some lens flare occlusion

UI:

  • Damaged enemy health bars are now properly removed when the player dies.

QUESTS:

  • A new quest points you to the location of the Arena once you have achieved the main quest.
  • It should not be possible to kill Seren with Thunderbolt under the rain anymore.

AUDIO:

  • Black doors now have sounds.
  • Reduced volume of Spellbinder.
  • Reduced volume of Rain of arrow skill.
  • Fixed ambient rain glitch.
  • Improved town ambience mix, elements such as birds too loud.
  • NPC GUI sounds for dialog boxes and panels (Merchant, innkeep, etc…).
  • Personal chest interaction sound.
  • Added fades to ambiences where they were missing.
  • Optimised world sounds, fewer voices are active at the same time.
  • Fixed music not playing in tutorial

ENVIRONMENT:

  • A healer has been added in the Arena lobby.
  • Teleport from a waypoint to another is now a bit longer in order to reduce loading artifacts.

LOCALIZATION:

  • Arena “Exit” and “Next Floor” portals are now localized.
  • Quest “NEW” text is now localized.
  • Spanish update, thank you Idtime
  • Hungarian update, thank you lostprophet

ITEMS

  • Items with required level 255 now use their correct required level.

MISC:

  • It is no longer possible to open the PST during cutscenes.
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Eronir
Alpha & Oméga
 
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Y'a des gens qui suivent encore le dev? Ca avance ou ca vivote?
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gorius
Dauphin / Dauphine
 
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Envoyé par Eronir Voir le message
Y'a des gens qui suivent encore le dev? Ca avance ou ca vivote?

je suis l évolution du jeu

https://wolcengame.com/wip-bows-target-overkill/

la gestion des armes et bug fixes


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.









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!

Dernière modification par gorius ; 21/03/2018 à 09h56.
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