Wolcen: Lords of Mayhem (Jeux hack 'n' slash)

Wolcen passe en 0.5

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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.
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, 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

This is the changelog for this hotfix:

  • 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.


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


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


  • 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.


  • 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


  • 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.


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


  • It is no longer possible to open the PST during cutscenes.
Citation :
Publié par Eronir
Y'a des gens qui suivent encore le dev? Ca avance ou ca vivote?

je suis l évolution du jeu


la gestion des armes et bug fixes

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.




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!



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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