Patch 0.2.0 : Redesigned main UI and Major gameplay changes!

Hi everyone !
Patch 0.2.0 took a long time to make, as it brings some game changing features to the alpha.

The Resource Opposition System (Umbra vs Rage) is now implemented, and a whole new UI has been designed for it !
The new melee system and magical effects shown in our devblog video are now released !

We really wanted combat in Wolcen to feel visceral and satisfying, and weapons to represent more than just a bunch of statistics.
Now your basic weapon attack (left click) will be replaced with a combo skill depending on the type of weapon equipped. Each combo is different and features unique animations, ranges and cleave angles, as well as special effects like a chance to stun.
Experienced players will be able to take advantage of mid-combo bonuses by timing their strikes, and more casual players will get to enjoy awesome animations.

This is the very first iteration of this system, for this reason there might be a few minor issues, but we really want to hear your feedback on this. The next versions will add a special move assigned to right click (like a charged attack or a guard if you have a shield equipped), and an auto-dash feature, allowing you to close-in on the enemy with a fast attack.
https://www.youtube.com/watch?v=

Our second big feature is one we call “Resource Opposition System”.
Early during development it became clear to the team that resource management was an issue in the game. Being classless, it featured three different resource pools: Mana, Rage and Stamina.
Players were able to empty one of those resources, and they would still have enough to cast powerful spells with the other, and then still have enough for defensive spells that used Stamina.
Our solution was a system we affectionally dubbed “Le Sablier”
Le Sablier was an hourglass-shaped resource gauge that could rotate on itself. It featured a single resource pool that changed type between mana and rage depending on which side of the hourglass it was in.
Mana flowed into Rage when it was up, and Rage slowly dripped into Mana. This system would in theory solve many issues of the old one and would add a lot of depth to the gameplay.

In the first iteration of this system you could shift the hourglass-vial whenever you wanted to, but it was too confusing to do that in the middle of combat. We then switched to an automatic system.
Because this system imposed a strict rule that resources had to transfer from the top section to the bottom one, the hourglass had to shift every-time a resource was spent.
This had the unfortunate side effect of slowing the gameplay down, so we made the difficult choice of cancelling this system.

We then developed a system not so different using simpler gauges, that allowed for resources to transfer quickly both-ways. Stamina was streamlined into points, and rolling uses one stamina point. It also was the perfect opportunity to finally rename Mana into Umbra, the magical energy of the game.

With this new system called Resource Opposition System, both Umbra and Rage will be useful, whether you play as a mage, warrior or a hybrid type of character. Because each resource fills the other in some way, every spell in the game can be useful no matter what your play style.
New passives will allow warriors to transfer Umbra into rage when hit, or delay the time before Rage starts to fill Umbra. Mages will be able to accelerate the rate at which Rage gets transferred into Umbra.
There is only one resource pool, and players will have to manage how it is spread across Umbra and Rage.

We can’t wait to hear your feedback and to improve on this system with the help of the community.

We obviously needed a new UI to go with the new system, and after many prototypes, here it is:

Unfortunately, due to the dramatic changes in the game code, old saves will not be compatible with the new version. We hope you understand and will enjoy having a fresh start in the game.

Now, here is the changelog !

GENERAL:
New : ROS (for Resource Opposition System) : a brand new system for managing resources.
New : Combo attacks for all weapon classes, with new animations and passive effects.
Changed : Mana is now called Umbra.
Improved: Low graphic settings are more optimized. Now displays lower texture resolution.
Several new weapon trails are implemented
Added a new system for spawning particle over magic weapons.

ENVIRONMENT:
New: A temple replace the dark forest. It is still WIP.
Various changes and optimizations
Fixed an inaccessible zone at the beginning
Fixed a physic problem at the same zone
Fixed: torchs shadows
Lighting improvements in Amarth, depending on the weather.

LOCALIZATION:
Fixed: Russian language is now in the menu selection
Fixed: Lots of corrections and improvements in both EN and FR

IA:
Fixed NightStalkers not reacting to ranged attacks

UI:
Whole New HUD (for ROS)!
New: Option to choose the scale of the HUD.
Right click should now equip any item on the correct slot.
Fixed a bug allowing players to equip weapons on armor slots.
While dual wielding, removing the item in the left hand will automatically set the right hand item in the left hand.
Fixed the size of some weapon items
Fixed a bug that was not removing active effects icons.
Added description over active effects icons
Added tooltip for almost all UI elements

GAMEPLAY:
New : Umbral Catalyst spell. Unleash devastating spells for a few seconds !
Slightly changed the camera angle

RENDERING:
New: Reworked default trails for all weapon combos
New: added new particle effects for magic weapons
Improved: directional blood for base combos

CHARACTERS:
Modified : Ogres variants are now a little heavier
Fixed : Body’s material of the Butcher Zombie has been modified : the spine and eyes should no longer appear alone.

ANIMATION:
Added more than 25 new animations for per weapon combo system

As always, thank you for your patience and support. Have fun!

Replies: 0

Created: 7 years, 11 months ago

Category: Announcements

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