Wolcen Status update: Gate of Fates, secondary areas, and style
Community translation: Deutsch - Français
Hello everyone!
It’s time for us to prepare for the last stretch leading us to the release of Wolcen, and we’re happy to announce that the game is shaping really well!
Currently, we’re working on a lot of things that will be available at the release, including polishing new skills and the additional modifiers for the current skills. We will share more information about this with you in later news.
We’ve also added a lot of other new things! And here are a few information about a few of them:
First of all, on an exploration note, secondary areas will be available again. Like in the Alpha, you will have the possibility to find them during your journey and achieve optional objectives, including meeting sub-bosses with special boss modifiers.
These are placed in new environments specially made for secondary areas and offer various rewards.
You can see on these screenshots that the HUD has been completely redesigned to integrate the Apocalyptic gauge(at the center) and the final available skill slots. You will have 4 slots for your skills during the campaign, and a 5th that you will be able to unlock in the endgame.
Difficulty modes are also confirmed for the campaign at the release of the game. You will have access to a Story mode allowing you to go through the campaign without worrying about the difficulty, and a Normal mode fitting our design for difficulty in Wolcen: Lords of Mayhem.
At the release, Wolcen will offer a very refined tinting system with at least 100 different dyes to loot with various rarities. This system will be available in the Cosmetic inventory where you will also be able to swap skin for each piece of armor.
Weapons will not be eligible for tinting, but you will be able to swap their skins with the same weapon type.
Among other things, the Gate of Fates class names have also been decided, and we would like to share a few information about the sub-classes and their associated gameplay fantasy. Keep in mind that the mechanics and values are still subject to change.
The flames of Fury scorch flesh raw, draw out the beast in a man, send him howling, thrashing, biting what he might once have loved.
Major node example:
When you hit an enemy who is burning, your hits have a chance to consume your burn stacks on the enemy and deal X% Damage bonus.
There is no adversary she hasn’t defeated, no weapon she hasn’t mastered, no technique she hasn’t learned and tossed aside; what is left to conquer when she’s made herself a mistress of war?
Major node example:
If you block, you immediately counter attack, dealing X% of your weapon damage.
Arrows break against his armor as he makes his slow advance into enemy fortifications, the juggernaut of the battlefield.
Major node example:
While stationary you gain a stack of Fortress every X seconds.
Each stack of Fortress gives you -X% Move Speed and +X% Damage.
Moving removes stacks of Fortress over time.
The impious cower beneath his holy light, striking at him in vain till he runs them through with his sword, the emblem of dawn burning inside them.
Major node example:
When your Health is under 20%, you pray.
Praying inspires your allies, giving gives them an X All Resistance bonus during X seconds. All allies who are Down raise again to resume battle.
Prayer has an X minutes cooldown.
The natural world used to be chaos. Only a true prophet can muster the elemental discord of those days gone by.
Major node example:
When you use Lightning Skills, you have X% chance to launch a lightning strike.
When you use Fire Skills, you have X% chance to launch a fire meteor.
When you use Frost Skills, you have X% chance to launch X frost lances in front of you.
Born in decay, he made rot his trade, trailing armies of undead behind him and drawing his power from the agony of the masses.
Major node example:
You share a part of your soul with your minions. You lose X% of your Health/Force Shield and your minions take X% less damage.
The Abyss is a noiseless, lightless void, hostile to the existence of all things, and she made it her ally, binding parties of demonic vessels and half breeds in contracts, blood pacts, and curses through the Abyss’ tendrils.
Major node example:
Every stackable Ailment you inflict is also inflicted to you.
Every time you reach 10 stacks, you are purged, removing the corresponding Ailment.
You and your allies gain a bonus depending on what Ailment you purged.
Stasis: +X% movement speed during X seconds
Curse: +X% All Resistance during X seconds
Weakness: +X% Damage during X seconds
Other (Burn, Shock, Bleed, Poison): Restore X Health and X Force Shield
The clock ticks. Soon, her younger self will make an irreparable mistake. The traveler must seize any tool to stop it, walking along multiple timelines in any direction she pleases to meet her own end.
Major node example:
When you hit an enemy affected by stasis, the damage you inflict echoes through time. After X seconds, X% of the hit is inflicted again to your enemy.
She dances on the breeze, blades spinning around her before she melts into smoky blackness, the shadow at the corner of your eye.
Major node example:
When you use an Active Dodge, you automatically attack everybody in the path and leave a decoy on your initial position.
He was raised into mechanical discipline as a Republic assassin, it only made sense to integrate mechanics into his body: bio-powered turrets, kinetic boosters, every step to eliminate his targets.
Major node example:
When you use an auto-attack, you get one charge of Focus that increases your damage. When you use a skill, it gains twice this bonus and you lose every charge.
Wandering through the tundra, he makes the ghosts of the battlefield manifest, bodies frozen in death by his heartless arrows.
Major node example:
The projectiles of your auto-attacks bounce to an additional target one time with an additional Frost Damage bonus.
Flintlock pistol in one hand, sanctified blade in the next, he has a banishing curse tattooed on his skin for every demon he’s ever met.
Major node example:
You have 5 Bullets that replenish after X seconds. You also replenish X Bullets when you use the Active Dodge.
For every active Bullet, you gain X% Projectile Damage.
For every inactive Bullet, you gain X% Melee Damage.
We hope that you appreciate this glimpse on the third ring sub-classes if you have any eedback we’ll be glad to read it!
Don’t forget that you can track our progression and what we’ve been working on on the Trello Roadmap. Although it’s difficult to update the entire panel because there are a lot of features and content, and it would quickly become messy, you can consult the weekly report on the right to see what we worked on during the past few weeks.
Thank you for your continued support and Happy Holidays!
Replies: 22
Created: 4 years, 4 months ago
Category: Announcements