[IN DEV] Wolcen: Lords of Mayhem GOG

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[IN DEV] Wolcen: Lords of Mayhem GOG

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Wolcen: Lords of Mayhem

Genre: Action - Role-playing - Fantasy
Works on: Windows (7, 8, 10)
Languages: Audio and text: English. Text only: 中文, Deutsch, español, français, magyar, 한국어, русский
Features: single-player - in development
Released: March 24, 2016
Size: 11 GB
Company: Wolcen Studio / Wolcen Studio
Installer version: v0.5.0.5c_(20168)
Store page: N/A - Game removed from GOG games catalog, or try web-archive

About: An isometric, open world action-RPG in a corrupted world falling apart, featuring
intense action and deep character creation system.

In Wolcen: Lords of Mayhem, you are a former officer of the Human Republic army, forced to flee
the death penalty because of the magic powers you have unwillingly developed. Being tracked
down by humans, and hunted by the monsters of the Wild, you are recruited by a mysterious
group of Templars. And thus, an epic adventure begins in which you will wander the world to
fight inhuman, mutated monsters and discover the terrible secret of the extinguishing mankind.

● Open world featuring a day and night system affecting gameplay
● Elemental Effect Interaction, managing the reaction of Lightning, Water, Fire and Ice - Use
the right skill in the right environement for optimal effects!
● Deep and rich character customization without any class restriction, allowing you to add any
skill, weapon or armor to your arsenal!
► System requirements
Minimum system requirements - Windows: 7 / 8 / 10 - 64 bit only
Processor : Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2GHz
Memory : 4 GB
Graphics: NVIDIA series 400, Radeon HD 6000 Series or better
DirectX 11
Mouse, Keyboard
 i Message from: ADMIN
Game is currently in development!
Support the software developers. If you like this game, BUY IT!

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[IN DEV] Wolcen: Lords of Mayhem GOG

Post by Tom a Jerry »

► Patchnotes
Patch 0.5.0.5 (12th April 2018)
GENERAL:

Lightning related crashes have been fixed.
Several (tons of) game crashes have been fixed.
VISUALS:

Each overkill type now has an associated visual effect.
The silhouette visual feedback when hovering characters or objects with mouse has been reworked.
The blinking on-hit visual feedback has been reworked.
Added golden effect on Elite enemies.
UI:

Merchants no longer restock if you have the merchant UI open.
Time displayed under the minimap is now the real time instead of the in game time.
Gems will now appear Teal-colored on the ground.
Fixed the left hand item not being unequipped when resetting the passive skill tree and having titan strength.
Fixed the close button of the bounty UI.
Fixed a bug allowing players to put items in locked player chest panels.
Fixed a bug causing gem sockets artefacts to appear in the inventory grid when unsocketing gems from an item.
QUESTS:

Picking up a quest item with a full inventory will properly update the quest objective.
TECHNICAL:

Merchant NPC RAM optimization.
Pressing a skill key during a dodge roll as a male character will no longer cast the skill two times when exiting the dodge roll.
Changing the AST of a skill after it was cast, and before it was triggered, will now correctly use the initial skill parameters when triggered.
ENVIRONMENT:

You should no longer get stuck in a water area if you don’t try to push too far in depth.
You should no longer get blocked between two random dungeon parts in random dungeons.
Corrupted Random Dungeon is deactivated for maintenance.
Halaku’s door has been fixed.
Missing Materials in the corrupted area have been replaced.
GAMEPLAY:

Passive damage resistance formula has been modified and its impact on gameplay has been increased.
A few ROS transfers were not making use of your transfer time modifiers.
Snaring enemies by Dashing on them was not always working. We fixed it.
Ironguard passive effect no longer disappears when using it.
It is not possible to equip Ironguard without a Shield anymore.
Fixed a bug allowing you to keep a templar weapon from the Weapons Tutorial quest.
Fixed the “machine gun” attack speed issue with pistols.
The level 5 requirement has been removed on tier 1 gems.
Fixed a bug causing the players to go through the ground when knocked down, teleporting them to random locations.
The attack range of melee and ranged weapons has been unified.
All basic weapon combo now uses 2D shapes for their targeting, resolving several issues and allowing to cleave on many targets with one hit.
Fixed various bugs with the Active Dodge/Dodgeroll.
MONSTERS

New enemy: Undead Butcher! The Butcher is a powerful foe wielding a Cleaver and a Hook at the same time. Beware of its belly-mouth!
New enemy: Pithus Watcher.
New enemies: Wormaggot and Corrupted Wormaggot.
Halaku now inflicts less damage.
Halaku’s skulls now inflict physical damage, making it less punishing for melee characters.
The corrupted slug will now move faster upon detecting a target.
ITEMS

New weapon type: Bows!
Several issues about items, gems and potions have been fixed (items duplication, crashes, infinite gold, incapacity to use, etc.).
Fixed a bug causing items to disappear when unsocketing a gem with a full inventory.
Fixed a bug causing items to be downgraded on character loading.
PASSIVE SKILLS:

Assassin:

Mass Murder’s description has been changed to avoid confusion.
Elementalist:

Decreased Overheating damage, which should decrease the amount of unwanted deaths.
ACTIVE SKILLS:

New Active Skill: Frost Lance.
New Active Skill: Frost Comet.
Reworked Active Skill: Frost Nova.
Patch 0.5.0.4a (18 January 2018)
GENERAL:
All characters and stashes have been reset in order to avoid conflict between the old and the new content.
Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can’t see.
Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
Gems and corresponding gem sockets have been added to the game.
The Game should properly handle inverted Left and Right mouse buttons.
Fixed the invisible corrupted enemies issue
Fixed the gem required level mechanic
Fixed various game crashes
You can now hit Corrupted Hearts with Pistols
Fixed gems gold value
Fixed belt items unlocking
The bandit camp has been opened. You’ll find two new enemies to fight there.
VISUALS:
The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
Frenzy and Fear particles have been reworked.
The game now starts at night time.
Fixed “replace me” textures in corrupted area
UI:
The whole character sheet UI has been revamped and many displayed values have been tweaked.
The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
Top-screen Health bars are now shown for Corrupted Nodes and Hearts.
TECHNICAL:
Fixed a memory leak related to the merchant items
Improved performances for item instantiation
AUDIO:
We’ve added a New Housing music !
ENVIRONMENT:
Various small improvements and optimizations.
CHARACTERS:
Weapons are now 10% smaller on the female player character.
The female character’s idle position has been slightly improved. More improvements will come later regarding her global animations.
An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!
LOCALIZATION:
A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.
GAMEPLAY:
Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we’re sure you’ll find investing in attributes more useful than ever.
A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You’ll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
The Pistols weapon class is now available. Pistols can be used single-handedly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.
The blown away mechanic has been improved. Characters do not fall to the ground anymore, resulting in smoother gameplay.
MONSTERS:
New monster: the Corrupted Cerebellum
New monster: Brigand Trapper
New monster: Brigand
New monster: Blazing undead
New monster: Frozen undead
New monster: Shocking undead
The Ogre has a new attack.
A variety of ghosts variants of monsters will now appear at night.
ITEMS
New gems types: Topaz, Lapis-Lazuli, Diamond, Amber, Silverstone, Sapphire, Emerald, Ruby, Copperstone, Goldstone, Beryl, Cyanite, Amethyst and Alexandrite.
New weapon models: Chronos, Ice Shard, Hydra, and a Templar set.
New armor model: Redeemer armor. It can be won at the arena.
Using Rage Potions will now trigger your Rage Conservation.
AFFIXES:
The affixes generation system has been reworked.
Several new magic effects have been added to the game, such as Damage or Damage Reduction against special kinds of foes (Undeads, Orcs, etc.) or Combo hits modifiers.
PASSIVE SKILLS:
New section: Maleficient! Unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. This new section feature two unique Signature skills and 43 new passive skills!
All the “Masteries” skills have been refactored, and now bear a bonus that triggers on Critical hits with a specific weapon in addition to a flat Damage bonus when wielding that weapon (stackable between both hands). They also regroup One-Handed and Two-Handed variants of weapons under the same Mastery (ex: the Sword Mastery will work for Swords and Broadswords). More weapon-specific skills are likely to come in the future.
All flat Attributes modifiers have been streamlined and you will now find them on every node of the PST, depending on the skill’s rarity: at least 1 Attribute point for a Bronze skill, 2 for a Silver, 3 for a Gold and 4 for a Signature one, with the possibility to have higher values for specific nodes. This way, we make sure you earn part of you Attributes points through the PST and always have minimal requirements when you play a specific archetype. In addition to that, most passive skills related to attributes have been rebalanced and harmonized.
Legionary:
The whole section layout has been shuffled, for a more coherent progression and a more generic central path.
New skills: Weapon Expertise (Shields, Swords, Axes, Hammers, Daggers, Crossbows, Light & Heavy), Steady Heartbeat, Obdurate, Soldier, Self-Defense.
Time Warp and Melee Lunge have been removed from the game since they were based on obsolete mechanics.
Hard Punch trigger chance is now 15% instead of 4%.
Enraged bonus is now 3% instead of 1%.
Arcanist:
New Skill: Weapon Mastery (Staves).
Guardian:
New Skill: Drum Shield, replacing Provocation (which has been moved to Gladiator).
Inner Shield displaying bug has been fixed.
Thief:
Quickness description has been changed and its effect increased.
Hunter:
Since the Crossbow Mastery now bears a different effect, the old effect has been moved into a new skill called Twin Bolts.
Vulnerabilities chance to trigger went up from 5% to 10%.
Precise Shot has been rebalanced to reach higher bonus while taking longer to stack. It’s resetting condition has been fixed.
Elementalist:
Umbra Reshaping has been modified to use the new Damage Conversion mechanic, and has been rebalanced to still allow hybrid gameplays (only 50% of Elemental Damage are converted to their matching type).
Master of Elements has been reworked to cut only 50% of your Physical Damage.
Assassin:
The whole section layout has been shuffled, for a more coherent progression and a more generic central path, with more specialized and flavoured sub-trees.
New skills: Havoc, Coated Blade, So Taught Sarisel, Shade, Nocturnal, Overkill: Agility, Born Killer, Decapitation, Grim Reaper, Genocide, Deficiency, Death Sentence, Punisher, Infected Wound and Hammer of Doom.
Confusion Serum trigger chance is now 5% instead of 1%.
Practical Weapons has been reworked and now works for Daggers, Swords (1H & 2H), Axes (1H & 2H) and Crossbows and is stackable between both hands.
Critical Dash is now called Aggression.
Venom and Fracture have been reworked ton inflict Weakness stacks instead of flat resistance reduction.
Gladiator:
The whole section has been revamped, with a brand new layout and plenty of new skills. We believe you will find progressing into Gladiator more coherent and rewarding, with a Battle-orientated flavour that was kind of missing until now.
New Skills: Unyielding, Eminent, Dismember, Provocation, Galvanized, Battle Cry, Bolt Cutter, Overkill: Ferocity, Overkill: Toughness, Everlasting Ire and Breathing Control.
Wide Reach and All Against One have been removed from the game since they were based on obsolete mechanics.
Trained Eye Armor piercing value has been doubled.
Butchery Critical Chance bonus went up from +3 to +8.
Heavy Strike Critical Damage bonus went up from +1 to +6.
Brutality now increases all the direct Damage you do, not just of the Physical type.
Healing Dash computation has been fixed.
ACTIVE SKILLS:
New skill: Contagion.
New skill: Nightcrawler.
New skill: Killer Instinct.
New skill: Searing Chain.
New skill: Gaze of Ot-Mah.
Skills Combos have been revamped and a new system has been set up. We can now make a combo out of every kind of skills, with loopable parts and sequences, and use your true active spells (with their AST level and variants) inside combo trees. This is used only for weapon combos for now but will allow us to densify spells and weapons interactions in the future. This should also fix several issues induced by the old system: inconsistent attack speed or skills chaining, displaying errors, stances and ammo bugs, etc.
To avoid incompatibility issues, Stances or Ammo skills are now reset when you modify them through the PST or unique items (they instantly jump to the first state of the skill).
Hunting Ground:
The base Damage has been increased to fit the new difficulty curve.
Impairing Ammunition:
The Poison Shot is now properly working.
Whirlwind:
When wielding a Pistol and a Melee weapon, Whirlwind’s range is now calculated through Melee weapon only.
Now with a melee weapon in each hand, the mean between their range is used for the range of the skill.
MISC:
The sound and VFX delay when teleporting on Waypoints have been tweaked.
Old magic effects have been removed from the game, lowering the probability of having display errors in affixes and tooltips.
It is now impossible to open the Passive Skills Tree during a locked sequence.

Patch 0.5.0.4
GENERAL:
All characters and stashes have been reset.
Monster density has been overhauled, with less monsters on screen at the same time and more space between packs in most areas. This should help with both performance and balance for melee-oriented characters.
Monsters have slightly reduced detection range, which should help players engage enemies on their own terms, and reduce the feeling of being overwhelmed by monsters that you can’t see.
Inventory and item sizes have been revamped. The inventory size is now 10 columns, 6 rows. Items now take either 1 cell, or 2 cells (vertically).
Gems and corresponding gem sockets have been added to the game.
The Game should properly handle inverted Left and Right mouse buttons.
VISUALS:
The visuals of the PST links, rings and nodes have been reworked to improve readability at both close and far zoom level.
Frenzy and Fear particles have been reworked.
The game now starts at night time.
UI:
The whole character sheet UI has been revamped and many displayed values have been tweaked.
The UI icon for customizing a spell when it levels up is now only displayed when the spell reaches a step where it can unlock a new variant.
Top-screen Health bars are now shown for Corrupted Nodes and Hearts.
TECHNICAL:
Fixed a memory leak related to the merchant items
Improved performances for item instantiation
AUDIO:
New Housing music.
ENVIRONMENT:
Various small improvements and optimizations.
CHARACTERS:
Weapons are now 10% smaller on the female player character.
The female character’s idle position has been slightly improved. More improvements will come later regarding her global animations.
An Archivist NPC is now available in Amarth and other locations. You can sell Spellbooks to him and earn Knowledge, which you can use to increase the experience level of your other spells.
A Jeweler NPC is now available in Amarth and other locations, and will remove the socketed gems from your favorite items for a reasonable fee!
LOCALIZATION:
A global unification pass has been done over the Character Sheet, Passive Skills, Active Skills and all gameplay strings of the game. In particular, Poison Damage is now called Toxic, while Poison designates the Status Ailments inflicted by this Damage type. The same goes with Rend Damage which inflicts Bleeding.
GAMEPLAY:
Attributes calculation and effects on gameplay have been completely refactored, changing the whole dynamic of the gameplay. Balancing this may take a little time, but we’re sure you’ll find investing in attributes more useful than ever.
A true Damage Conversion feature has been added to the game. Conversion is applied very early in the Damage calculation process, meaning that you will benefit from the Damage bonus modifier and the Status Ailments of the converted type, not the original type. You’ll begin to find Damage Conversion in the game from time to time, starting with PST skills for now.
Corpses have been added to the game: when killing an enemy, it has a chance to leave one or more corpses bits on the grounds, which are used as Resource for Spells and passives. This will be a very important mechanic for Necromancers, and Maleficients already make a small use of them.
The Pistols weapon class is now available. Pistols can be used single-handledly, in pair or mixed with a Melee weapon (and soon with a Shield). Shift-clicking while holding a hybrid gear will force the use of the equipped Ranged weapon instead of moving into Melee. In the future, they will work with everything that affect Crossbows (Ammunitions, bouncing, splitting, etc.) but right now they only take Ammunitions into account.
Several modification have been brought to Corrupted nodes and hearts regarding spells compatibility and targeting, with the exception of Arrows Rain which will be fixed in the future.
Just like other Damage types inflict their own Status Ailments, all Physical Damage sources now have a chance to Stun enemies.
Insta-kill mechanic (PST) has been fixed and should not trigger Overkills of all types anymore.
ITEMS
Adding 14 new Gem types for Offensive, Defensive and Support.
New weapons have been added.
Most rings and amulets have been changed in order to bear affixes related to the existing gems of the same color.
Using Rage Potions will now trigger your Rage Conservation.
AFFIXES:
The affixes generation system has been reworked.
Several new magic effects have been added to the game, such as Damage or Damage Reduction against special kinds of foes (Undeads, Orcs, etc.) or Combo hits modifiers.
PASSIVE SKILLS:
New section: Maleficient! Unleash the wild forces of Shadow, Poison and Fear to curse and incapacitate your enemies while inflicting them heavy Damage over time. This new section feature two unique Signature skills and 43 new passive skills!
All the “Masteries” skills have been refactored, and now bear a bonus that triggers on Critical hits with a specific weapon in addition to a flat Damage bonus when wielding that weapon (stackable between both hands). They also regroup One-Handed and Two-Handed variants of weapons under the same Mastery (ex: the Sword Mastery will work for Swords and Broadswords). More weapon-specific skills are likely to come in the future.
All flat Attributes modifiers have been streamlined and you will now find them on every node of the PST, depending on the skill’s rarity: at least 1 Attribute point for a Bronze skill, 2 for a Silver, 3 for a Gold and 4 for a Signature one, with the possibility to have higher values for specific nodes. This way, we make sure you earn part of you Attributes points through the PST and always have minimal requirements when you play a specific archetype. In addition to that, most passive skills related to attributes have been rebalanced and harmonized.
Legionary:
The whole section layout has been shuffled, for a more coherent progression and a more generic central path.
New skills: Weapon Expertise (Shields, Swords, Axes, Hammers, Daggers, Crossbows, Light & Heavy), Steady Heartbeat, Obdurate, Soldier, Self-Defense.
Time Warp and Melee Lunge have been removed from the game since they were based on obsolete mechanics.
Hard Punch trigger chance is now 15% instead of 4%.
Enraged bonus is now 3% instead of 1%.
Arcanist:
New Skill: Weapon Mastery (Staves).
Guardian:
New Skill: Drum Shield, replacing Provocation (which has been moved to Gladiator).
Inner Shield displaying bug has been fixed.
Thief:
Quickness description has been changed and its effect increased.
unter:
Since the Crossbow Mastery now bears a different effect, the old effect has been moved into a new skill called Twin Bolts.
Vulnerability’s chance to trigger went up from 5% to 10%.
Precise Shot has been rebalanced to reach higher bonus while taking longer to stack. It’s reseting condition has been fixed.
Elementalist:
Umbra Reshaping has been modified to use the new Damage Conversion mechanic, and has been rebalanced to still allow hybrid gameplays (only 50% of Elemental Damage are converted to their matching type).
Master of Elements has been reworked to cut only 50% of your Physical Damage.
Assassin:
The whole section layout has been shuffled, for a more coherent progression and a more generic central path, with more specialized and flavoured sub-trees.
New skills: Havoc, Coated Blade, So Taught Sarisel, Shade, Nocturnal, Overkill: Agility, Born Killer, Decapitation, Grim Reaper, Genocide, Deficiency, Death Sentence, Punisher, Infected Wound and Hammer of Doom.
Confusion Serum trigger chance is now 5% instead of 1%.
Practical Weapons has been reworked and now works for Daggers, Swords (1H & 2H), Axes (1H & 2H) and Crossbows and is stackable between both hands.
Critical Dash is now called Aggression.
Venom and Fracture have been reworked ton inflict Weakness stacks instead of flat resistance reduction.
Gladiator:
The whole section has been revamped, with a brand new layout and plenty of new skills. We believe you will find progressing into Gladiator more coherent and rewarding, with a Battle-orientated flavour that was kind of missing until now.
New Skills: Unyielding, Eminent, Dismember, Provocation, Galvanized, Battle Cry, Bolt Cutter, Overkill: Ferocity, Overkill: Toughness, Everlasting Ire and Breathing Control.
Wide Reach and All Against One have been removed from the game since they were based on obsolete mechanics.
Trained Eye Armor piercing value has been doubled.
Butchery Critical Chance bonus went up from +3 to +8.
Heavy Strike Critical Damage bonus went up from +1 to +6.
Brutality now increases all the direct Damage you do, not just of the Physical type.
Healing Dash computation has been fixed.
ACTIVE SKILLS:
New skill: Contagion.
New skill: Nightcrawler.
New skill: Killer Instinct.
New skill: Searing Chain.
New skill: Gaze of Ot-Mah.
Skills Combos have been revamped and a new system has been set up. We can now make a combo out of every kind of skills, with loopable parts and sequences, and use your true active spells (with their AST level and variants) inside combo trees. This is used only for weapon combos for now but will allow us to densify spells and weapons interactions in the future. This should also fix several issues induced by the old system: inconsistent attack speed or skills chaining, displaying errors, stances and ammo bugs, etc.
To avoid incompatibility issues, Stances or Ammo skills are now reset when you modify them through the PST or unique items (they instantly jump to the first state of the skill).
Hunting Ground:
The base Damage has been increased to fit the new difficulty curve.
Impairing Ammunition:
The Poison Shot is now properly working.
MISC:
The sound and VFX delay when teleporting on Waypoints have been tweaked.
Old magic effects have been removed from the game, lowering the probability of having display errors in affixes and tooltips.
It is now impossible to open the Passive Skills Tree during a locked sequence.

Patch 0.5.0.3a (29 November 2017)

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.
Patch 0.5.0.3 (29 November 2017)
GENERAL:

Arena system has been added to the game.
Local navmesh has been, allowing for smooth player navigation between monsters.
Fixed several random crashes.
Game now save before exiting when hitting alt + F4
The player does not abusively lean anymore when rotating
Spell tomes can now only be read once, as giving a percentage of a spell's required XP was too powerful. We will soon add the archivist, an npc that buy your tomes and gives you xp for any spell you know.
VISUALS:

Introducing lens flares to the game.
Fixed a bug causing Infiltration to permanently cloak your weapons until unequipped.
Fixed Frost Giant warcry particle not appearing anymore.
Brutal Strike look.
Fixed the fog bleeding in house caves.
Fixed a bug causing some skill-bound weapon trails to remain on screen indefinitely.
Current stacks number is now displayed on DOT icons, and all DOT icons have been reworked to better fit the new passive skills icons.
New portal visuals
New magic effect globe
UI:

Umbra, Rage and Health values can now be permanently displayed in the gameplay options. Values are now displayed on top of each gauge.
In game time of day is now displayed in the top right of the screen
Active effect tooltip is not removed anymore when the effect expires, but lasts until you move your mouse.
Defense Regeneration value is now shown in your character sheet.
QUESTS:

The “Advanced tutorial : Weapons types” quest is now unlocked directly at the end of the “Getting Out” quest.
ENVIRONMENT:

Fixed a bug that could prevent the ice traps in Hailstone Bay from hitting you.
Increased the number of chests in the open-world and added new Unique chests locations.
No more enemies popping when teleporting to Ravengard Fortress
Fixed a bugging causing Amarth’s blacksmith to disappear.
Optimization on the PST ring animation.
Dhur is now bigger, with the Arena entrance at the north of the city.
Two new Bounty architecture : A fully Corrupted Dungeon and an overgrowth version of the Oblivion Temple.
Improved the Dungeon architecture “Oblivion Temple”.
CHARACTERS:

Skeleton warriors have new walks animations.
The Corrupted Juggernaut is now bigger.
The giant skeleton boss, Halaku, has his death animation.
The giant skeleton boss has a blow away animation.
LOCALIZATION:

Added Chinese localization (Thank you very much wynick27)
Hungarian, Spanish, German localization update
Once again, thanks to our awesome community to update localization!
GAMEPLAY:

The new Defense mechanic is now active for the player.
Globally improved the responsiveness of the player’s movement
Fixed a bug causing the Dual Wield Damage penalty to be applied permanently after some time.
Practice targets (ex: strawmen in the Amarth arena) are now targetable like regular enemies.
Fixed a bug causing props and static entities (ex: Corrupted Heart) targeting to fail in Melee depending on the weapons used.
Zombies in the starting area have their intended health amount again.
Increased the animation speed of the Greatsword weapon style by 33%.
Decreased the animation speed of the two-handed dual wield weapon style by 15%.
Fixed the female staff attack animation being slower than intended.
Fixed a bug causing Rage Generation on received hits to be applied twice.
Changes have been brought to Damage computation (Resistances, Frozen shatter, etc.), making things clear, simpler and more predictable.
Fixed a Health computation bug, causing enemies to have incomplete health bars from time to time.
Fixed an explosion radius calculation bug affecting several skills.
The DOT Damage and effects computation has been totally reworked, and will lead to a better balancing in the future.
Inflicting Frailty stacks to enemies slowly depletes all their Protections, at a rate that depends on your Frailty Efficiency.
Frailty now cuts off your Defense regeneration and your enemies Protections regeneration.
Weakness now reduces the efficiency of Defense Shattering / Protections Shattering (depending on the Weakness Efficiency).
Rage-on-hits affixes may now get a chance to apply instead of being a 100% sure thing.
Decreased the spell damage bonus given by mage staves.
Teleport will not appear as a champion affix anymore until it is improved.
MONSTERS

The health and damage values of every monster have been rebalanced.
Halaku will now always drop its unique sword, in addition to the regular lootsplosion.
Fixed Halaku having 220% more health than intended.
Ogre’s ground pound will now slow and stun their targets, but its damage has been reduced.
Undead vomitters will now only vomit a single toxic undead at a time.
Toxic Undead do not emit a poisonous aura anymore, but their attacks can inflict poison.
Skull Crusher and most orcs now have armor by default.
Frost monsters from the tundra now have Frost Protection by default.
Toxic undead and toxic pithuses now have poison resistance by default.
Skull Crushers now regenerate armor by eating instead of health.
Skull Crushers attacks now inflict stun.
Increased the maximum number of zombies spawned by the Grave Digger, but increased the cooldown time of the charge. This should reduce cases of zombies dying in mid-air, and makes the fight slightly less hectic.
The Grave Digger now stuns you with its shovel.
Elemental auras will now only roll on champion rank 2 monsters and above.
Champions now have a chance to spawn with a random protection instead of a resistance.
ITEMS

All base stats of your weapons and armors have been rerolled.
Fixed the Glass Sword damage not being appropriate for a level 20 weapon.
Fixed a bug causing permanent potions effects to be cleared when sleeping at the inn.
A new system allow 2H weapons position to be adjusted in hand when wielded in 1H (Titan’s Strength). This will result in less awkward stances when Dual Wielding.
Fixed light arm armor pieces being inverted (left/right) on male characters.
Spell Books may now have a required minimum level for being read.
AFFIXES:

Rage on hit received affixes now has a chance to trigger when hit. This notably makes heavy armor less overpowered for melee-oriented characters, but less penalizing for caster-oriented characters if they only wear of few pieces.
Decreased the amount of physical resistance given by items.
PASSIVE SKILLS:

Glowing links between rings have been improved, and now better fit the path you are taking in the tree in the event of sections with multiple end-skills.
You can now cancel a point spent in the PST by re-clicking the node, as long as you have not confirmed it yet and it doesn’t create irregular trees (like orphan nodes).
The PST camera movement has been slightly tweaked in prevision of future rings accessibility at any zoom level possible.
Legionary:

Confrontation Damage reduction has been doubled.
Arcanist:

Umbra Pool Extended is now called Resourceful and now directly increases your Resource pool instead of tweaking your attributes.
Lethal Magic computation has been modified in prevision of the upcoming Attributes refactoring.
Guardian:

Heavy Armor Mastery is now called Fencer.
Guard Mastery is now called Bumping Guard.
Hunter:

Precise Shot bonus is no longer removed when you start moving.
Enhanced Reflex computation has been modified in prevision of the upcoming Attributes refactoring.
Trickster:

Ranged Mastery is now called Gunslinger.
Assassin:

-Light Armor Mastery is now called Lightweight Gear.

Gladiator:

Titan Strength now specifically states working for Melee weapons only.
Medium Armor Mastery is now called Chainmail.
The two skills that improve Killing Chain are now called Killing Spree and Carnage.
ACTIVE SKILLS:

The damage and cost values of every skill have been changed.
Lasceration

Now inflicts bleed damage instead of physical damage.
Increased base weapon damage percent.
Holy Dive

Is now obtained by buying the tome from the templar merchant at level 14.
Ironguard:

The semi-passive Blocking chance bonus is no longer implicit, but is now shown in the spell detail window and with an effect icon & tooltip.
Brutal Strike:

Decreased both its base and upgraded radii. Brutal strike is intended to be used as a means to deliver high damage in small radius in front of the players, and not as the perfect answer to every melee fight.
Tremor:

Fixed the reduced cooldown rune increasing cooldown.
Whirlwind:

Now generates some Rage when hitting enemies.
MISC:

Fixed a bug where the reviving button would not work upon death.
Hit-particles have been optimized to prevent renderer crashes on huge explosions.
Orcs are very rude, and will sometimes point their finger at the player when spotting him/her.
Fixed the end of the two-handed dual wield combo animation.
Improved the weather system code to prepare for thunderstorm & snowy weather.
Improved the day/night cycle system code to display the in-game time of day.
Fixed a bug that caused the player character to sleep indefinitely.
Patch 0.5.0.2a (14 September 2017)
GENERAL:

Multiple crashes have been fixed.
Items versioning wasn’t causing a reroll for items in your chest, only the ones in your inventory. Since this is now fixed, you will have rerolled stats on chest items when you launch the game for the first time.
Fixed the issue that was causing the picked up gold not to be added to the inventory
Fixed a multithreading CPU performance leak
Fixed a bug causing temporary potions effects to be permanent after being used once.
UI:

Fixed the avatar healthbar placement
Fixed a bug that caused the player to move when drag & dropping a skill signature in certain resolutions/aspect ratio
PASSIVE SKILLS:

Practical Weapons (Assassin) skill’s effect is now correctly display in the character sheet.
Several effects affecting Dual Daggers and Crossbows were wrongly applied.
On-tick effects like Untouchable, Lethal Strikes or Elemental Boost will now be instantly removed when you deactivate their related passive skill (through respec or rings rotation).
AUDIO:

Fixed missing sound on item & gold pickup
Patch 0.5.0.2 (14 September 2017)
GENERAL:

The game’s lighting has been slightly reworked to deliver a better readability of the player and the enemies in the different environments.
VISUALS:

Handforged Dagger magic effects are now correctly placed on the blade.
Missing material in old civilization architecture
Fixed rare occurrence of overlapping armors
UI:

The way temporary effects icons are displayed above the ROS has been reworked and improved, and keep positive and negative effects separated while allowing to stack a higher number of different icons. The tooltips of those icons can now bear colors (green / red) to quickly tell positive and negative effects apart inside the same global effect.
Improved multi-resolution/multi-aspect ratio support for item info UI solving multiple positioning issues
Enlarged item & skill info UI
On ground items text will now appear when hovering the item, removing the need to press alt
Fixed flash rendering issue
Optimized skills icons (size divided by 4)
QUESTS:

Fixed a bug where you could exit right after killing the first Corrupted Heart and respawn with it being still there.
Fixed a bug preventing you from achieving certains quests goals involving Nodes destruction depending on the weapons you were using.
Fixed a few occurrences where Seren could run and roam around on loading.
NETWORK:

Optimization of the network messages resulting in a 80% bandwidth usage reduction (in average) when sending messages to our cloud servers.
ENVIRONMENT:

Various improvements in the Open world
Overhaul of Dhur surroundings
New rooms for house caves
Most chests and containers now have a chance to appear when you load the world, they won’t necessarily be at the same spot every time (except for a few fixed chests).
A new type of chest has been added : unique chests. You will recognize them from their red glowing effect, and they will likely contain Unique or Rare items, even Legendaries if you’re lucky enough, and will have a small chance to appear in unexpected places - thus rewarding the most attentive explorators.
Interaction radius with the PST is now 50m instead of 25m.
Fixed a bug where the player could walk on an invisible bridge leading to the Ravengarde Fortress.
Fixed some Bounty generation issues.
Improve randomness in deep level of Bounty.
CHARACTERS:

New optimized models for all the orcs!
GAMEPLAY:

A new value is now shown in the Character Sheet : the Presence level. Presence is assimilated to your current visibility level to enemies : at 100%, enemies target you in a regular way. Below, they start making more time to see you and lose targeting more quickly, whereas above 100% they are much quicker at spotting you. At 0% presence, you are invisible to them. This will allow us to create interesting interactions in the future and will be a complementary system to aggressivity. The only enemy that doesn’t handle Presence level for now is the Ghoul since it uses a different AI system, but we’ll fix this in the future. For now, let’s just say the Ghoul has very sensitive senses!
Modified the scope of many of the game’s values. To sum up, player health, armor and enemy damage has been halved, while player damage (from spells and weapons) and enemy health has been doubled.
All passive skills working on the Movement status of your character will now work as intended and be more forgiving, to be used easily.
Increased default Stamina regeneration time from 3 to 4 seconds.
Fixed a bug causing the player to get Cursed instead of inflicting Curse to enemies.
Maximum Status ailments stacks number you can inflict or receive is now 15 per ailment instead of 10.
ITEMS

Most unique items have been redesigned and new uniques have been added, including some that can add modifiers to Active Skills. This is the first pass of the unique items redesign, and many more will be added in the future.
You can only equip the same unique item once.
Various optimizations have been brought to our Items system.
Potions have been enhanced, and now bear permanent effects that are active as long as the potion is equipped and has at least one charge. Thus, all thematic potions will give you permanent bonus accordingly (ex: Umbra potions give a passive Umbra regeneration bonus) and complementary effects when used. Potions will only be truly inactive when completely empty. We believe this will be a great way to create synergy with existing systems in the future, and one more way of perfecting your own choice of gameplay.
To accompany this modification, most Potions and Poisons have been rebalanced.
Ten new weapons have been added to the game!
Light armored Pauldrons have now been added to the game!
Templar weapons now also deal sacred damage.
Fleshbane can now summon skeleton that fight by your side.
Nyhlus now sells exclusive rare templar gear in amarth, as well as the Harvester, a weapon that hits multiple time with each swing!
The merchants in Dhur now sell rare glass weapons and the Gothic armor set.
Cleave Damage is now consistent between weapon types.
The range of most weapons is now more consistent.
Crossbow Damage has been further increased.
Increased the attack speed of most two-handed swords.
Dagger damage has been decreased.
Decreased the default Stamina regeneration bonus on rogue gear by one point.
Saved items are now versioned and can be flagged as deprecated depending on your game version.
Items stats are now versioned and we can force the reroll of all your items stats at launch if a new patch requires it (Damage, Armor, etc.).
Fixed a bug causing Poisons to malfunction.
AFFIXES:

Armor points will now roll on all armor types.
PASSIVE SKILLS:

Many passive skills that give you temporary bonuses have been given icons, so that you know when they are active, with relevant stacks numbers and informative tooltips. That’s almost 70 new icons!
All contextual timers such as passive skills triggering “right after” performing an action (kill, dash, dodge, etc.) have been increased, resulting in more forgiving margins and easiest usage of those features.
All first skills for the first ring sections now unlock Signature skills, that allow you to quickly get a few utility skills that are class-bounds and will prove useful during your progression and even at higher levels. Two Ammunition spells are also present in the tree as Hunter and Trickster Signature skills. In the future, all sections of the tree will contain at least one Signature skill.
The layout of several sections has been deeply changed for a better and more consistent progression, giving you the possibility to take skills based on the gameplay mechanics you want without being forced to take others that are too different from the main purpose of the class. The only true exception is Gladiator, which still needs a profound rework in order to feel as good as we would want to, but this will come in an other update.
Fixed a bug which could cause the PST links between two sections to be misplaced.
Performance when using the PST has been greatly improved, which mean you’ll encounter fewer issues when quickly rotating rings or spending points.
Legionary:

New skill : First Step (Legionary), which unlocks the Signature skill Battle Art.
New skill : Combat Stance, which gives Battle Art two new powerful active effects.
New skill : Exposure, which allow Battle Art to generate Rage on hits done / received (depending on the stance you are currently using).
Change of Mind Strength bonus is now 6% instead of 1%.
Time Warp bonus has been doubled.
Healing Strike behaviour has been changed, and increases now your true Health Regeneration value instead of giving you a temporary one. Its bonus has jumped from 2% per hit to 5% per hit.
Arcanist:

New skill : First Step (Arcanist), which unlocks the Signature skill Spellbinder.
New skill : Debilitate, which increases your chance to cause Frailty with all Umbra Damage.
New skill : Sorcery, which reduces all Rage and Umbra costs of spells during a short time when using Spellbinder.
New skill : Umbral Leech, which generate Umbra for each enemy around you when you launch Spellbinder.
Volatile Nature efficiency is now 8% instead of 5%.
Globes Magnet max bonus is now 50% instead of 30%.
New section exit link through the Battlemage skill.
Guardian:

New skill : First Step (Guardian), which unlocks the Signature skill Ironguard.
New skill : Deflection, which makes your passive block work against all attack types, not just physical ones.
New skill : Deviation, which allows our Ironguard to deviate projectiles.
New skill : Provocation, which increases your Visibility for a short time each time you kill an enemy (Visibility can exceed 100%).
New skill : Joining the Fray, which gives you a Damage bonus depending on your Visibility level when it exceeds 100%.
Most “old” passive skills about Shield blocking have been reactivated and modified to be used with Ironguard (Guard Mastery, Mirror Shield, etc.)
Mirror Shield Damage return is now 10% instead of 5%.
Inertia Armor cap is now 10 instead of 20.
Shards Damage bonus is now 2% per stack instead of 1%.
Thorn value is now 8 instead of 4.
Metallic Aura radius is now 6m instead of 4m.
Thief:

New skill : First Step (Thief), which unlocks the Signature skill Infiltration.
New skill : Shadow step, which makes your Infiltration spell go through enemies but prevent you to attack when cloaked.
New skill : Ghost, which decreases your Visibility when using Infiltration in passive mode.
New skill : Shroud, which allows you to drink potions without depleting their charges when you are invisible (not necessarily because of Infiltration).
Hunter:

New skill : First Step (Hunter), which unlocks the Signature skill Hunting Ground.
New skill : Impairing Shots, which unlocks the Signature skill Impairing Ammunition.
New skill : Pitfall, which increases the number of traps you can set up with Hunting Ground.
New skill : Deployment, which allows Hunting Ground to work at long distance, instead of placing traps at your feet.
New skill : Imbued Charge, which makes your Ammunition skills work with Hunting Ground.
New skill : Killing Floor, which makes Hunting Ground leave a Frailty area on the ground after exploding.
New skill : Accuracy, which give Impairing Ammunition a chance to regain a charge each time you perform a Critical Strike
New skill : Crossfire, which give extra maximum charges to Impairing Ammunition but makes it trigger a cooldown if you spend the last charge.
Warden:

Offensive Protection bonus is now 0.1% instead of 0.01%.
Muscularity bonus is now 6% instead of 2%.
Elementalist:

Frostbite Damage output has been doubled.
Lightning Strike is now called Shock and its bonus went up from 5% to 10%.
Trickster:

New skill : Power Coating, which unlocks the Signature skill Elemental Ammunition.
New skill : Extended Magazine, which give extra maximum charges to Elemental Ammunition.
New skill : Quick Reload, which give Elemental Ammunition a chance to regain two charges each time you perform a Dodgeroll.
New skill : Elemental Fury, which makes Elemental Ammunition regain two charges when cycling through the different shots of the spell.
New skill : Bouncing Shots, which makes your Ranged shots bounce against walls.
New skill : Sub-ammunition projectiles, which gives Bouncing Shots a chance to split into 3 shots when bouncing.
New links allow to get the Lethal Strikes skill without being forced to get all the Dash-related skills.
Rough Trick duration is now 2.5 sec instead of 1.5.
Assassin:

New skill : Furtivity, which permanently decreases your Visibility.
New skill : Light Step, which decreases your Visibility even more when all your equipped armor parts are of the Light type.
Sneak Strike duration is now 5 seconds instead of 2.
Sequencing duration is now 3 seconds instead of 1.5 and its Critical Chance bonus went from 5% to 10%.
ACTIVE SKILLS:

New Signature skills : Ironguard, Spellbinder, Battle Art, Infiltration, Hunting Ground, Impairing Ammunition and Elemental Ammunition. Signature skills don’t have AST progression, experience or levels. They have, however, passive skills that affect them in many ways, and will remain balanced at high level.
Detail points in the AST window are no longer necessarily displayed in alphabetical order. Some of them will bear colors (green / red) for a better distinction of positive against negative effects.
Charged spells have been added to the game, and several existing spells have been modified to use charges.
Sigils have been added to the game, and Spellbinder and Infiltration already benefit from this system.
All previous Ammunitions spells have been removed and replaced by the new Elemental Ammunition and Impairing Ammunition spells, combining Fire, Frost and Lightning shots on one side, and Poison, Bleed and Critical shots on the other.
Bladeslinger

Now uses charges instead of a flat cooldown timer. The skill gains charges over time, and can stack up to two charges by default.
Its whole AST has been reworked and Bladeslinger is now the first fully complete skill, with 10 functional variants in its tree.
It is now considered at many levels as a Ranged attack, meaning it is affected by Ranged skills (ammunitions, bouncing projectiles, splitting projectiles, etc.). This give a great feel to the spell and we are sure you will enjoy throwing knifes on walls to split them in three and hit enemies behind your back.
Its base Damage has been rebalanced.
Lasceration

Slightly decreased the default and enhanced range of the skill.
Conflagration

Flames spread on ground by this spell will now start at the position of the target instead of the player’s feet, and will spread only if an enemy is hit.
Umbra Blast

Fixed the Cost Reduced variant increasing its umbra cost.
MISC:

Fixed a bug causing unlocked skill-slots to re-lock on loading.
Patch 0.5.0.1 (09 August 2017)
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.
Patch 0.5.0 Hotfix C (04th July 2017)
GENERAL:

Fixed multiple random crashes
Fixed portals interaction
Fixed staff targeting arctic roots & doors
UI:

Fixed unique & quest item background for player chest & housing showcase UI
QUESTS:

Looted quest items on ground (ex: Digger Heart) are now persistent.
Dialogs last longer on screen.
The arrow marker pointing to Seren in the quest “The Alchemist” should not bug out anymore.
Getting quests reward with a full inventory was dropping the items on ground but messing with the loot particle, resulting in a badly-visible loot.
AUDIO:

Fixed rain sound which was not seamlessly looping
Fixed Skeleton Overlord skeletal aura abrupt start
ENVIRONMENT:

Add new rooms and corridors for the Ancient Civilization dungeon.
CHARACTERS:

Fixed a bug where dead Pithuses could not play their death animation, thus blocking you for a few seconds.
Fixed the Corrupted Juggernaut being stuck after performing a close range attack
Fixed the Undead Vomitter being stuck in an interrupted state.
GAMEPLAY:

Improved the Corrupted Juggernaut’s behavior.
Fixed Fire and Shocking Aura damage being too low.
Modified the damage output and rate of fire of the Orc Warlock’s spells.
ACTIVE SKILLS:

Fixed the XP curve of spells being too low.
Modified the damage per level of many skills.
Patch 0.5.0 Hotfix B
GENERAL:
Mouse selection strongly improved once again
Several random game crashes have been fixed.
Enemies mouse detection has been tweaked
Enemies projectile collision has been tweaked
Fixed player sometime flying in the character selection menu

VISUALS:
Improved dungeon entrances visual feedback
Modified Fireball explosion and trail

QUESTS:
Fixed a rare bug where character saving could lead to a corrupted quests progression if the game was shut down right after achieving an objective.
Fixed initialization issues for many quests (ex: Corrupted Hearts still present during Ravengarde quests, Ravengarde bridge not crossable after a game reload, etc.)
Elite monsters like the ghoul or gravedigger shouldn’t randomly spawn too early during the “Lost amongst the ruins” quest anymore.

AUDIO:
Main theme music is now affected by the music volume slider
Skull Crusher’s death sound is now correctly played
Skull Crusher’s footsteps sounds won’t loop after its death anymore
New sounds when buying / selling items

ENVIRONMENT:
Improved rendering of the black architecture dungeon
Improved rendering of the fog in dungeon

LOCALIZATION:
Fixed a few missing NPC names strings

GAMEPLAY:
Corrupted Heart, Nodes and Eggs are now hittable with Thunderbolts.
Fixed Halaku’s forward dash hit range.
Halaku’s Skeletons now spawn at a slower rate when he is low-life.
Getting hit by Halaku’s flaming skulls will now spawn more skeletons in the last boss phase.
Improved targeting of non Actor entities
No AI should fall anymore in the Halaku’s arena

ACTIVE SKILLS:
Tweaked Rain of Fire damage output per level.
Patch 0.5.0 Hotfix A
GENERAL:

Mouse selection strongly improved
Fixed the white screen issue
Fixed items that disappeared when teleporting to Amarth
Fixed the dark shadows. A GI shader compilation error is the cause. It is now disabled until we fix the problem.
VISUALS:

The death screen is now fitting every resolution
UI:

Fixed minor issues with the quest reward window
QUESTS:

It’s not possible anymore to gather endlessly the same Arctic root by dropping it. They no longer appear in the inventory.
A rare bug if the game crashed during a save where you couldn’t complete the Corrupted Heart of Ravengarde if you had already unlock the two next quests.
Fixed a bug where you could spawn in a crater after finishing all the quests.
AUDIO:

improved audio mix (music and ambience up, some skills down, some enemy voices down etc)
additional Pithus spider death sounds (and made generally less repetitive)
fixed non-looping Boss music
Armath machinery ambience now audible
enabled reverb for player foley (footsteps, dodge roll)
fixed duplicate dodgeroll
balanced skill mix levels
boosted the volume of legendary drop sound
ENVIRONMENT:

RGD portal is now hidden at the game start.
CHARACTERS:

Fixed a bug in Halakus behavior that caused him to stop moving
GAMEPLAY:

Halakus can no longer raise infinite number of skeletons.
Patch 0.5.0
GENERAL:

Brand new world! Forget all you knew about the open-world of Wolcen, because we’ve changed everything. This new open-world is still in its early stage, but we’ll update it each time we’ll add quests and content.
New quests ! You now have access to roughly half of the first act, a better tutorial, and although true boss-fights are not ready yet, the quests themselves are better and longer than before so we hope you will enjoy them. Secondary quests will come later and will lead you to explore each corner of the map.
Lots of new characters, both friendly and unfriendly ones !
Cloud mode servers have been moved to France (previously in Australia)
VISUALS:

Color grading is now functional and help defining each environment
Main menu rendering tweaks
AUDIO:

New main theme in the main menu!
New dodge roll sound.
New ambient sounds for the new world locations! (lots of content).
Fixed waypoints increasing audio volume.
Improved sound mix.
Fixed a number of ambiance seeking issues, where ambiance would restart from the beginning instead of picking a random starting point.
UI:

Reworked Quests tracking UI
New Quests acceptation pop-up
New Quests reward pop-up
New World map
Reworked background for Unique items.
New item rarity : Quest item, with its own background, loot particle & text color.
New available stats points and passive skill points notification buttons
Skill level up is now directly displayed on the skillbar
Clicking on a skill in the skillbar will now open the active skill tree
Skillbar shortcuts are now displayed uppercase
New minimap
New set of minimap icons
Added Fog Of War to the minimap
Reworked and added book icons
New tutorial icons
New Spell Books icons
New quest tracking arrow
Reworked death screen
Reworked gameplay error message animation (not enough rage, etc...)
CHARACTERS:

New enemy : Beware of the unpredictable Grave Digger ! He’ll use his shovel to dig all sorts of things to launch at you, but mostly other Undeads. He is sort of the Grave Keeper’s angrier and older brother.
New enemy : The first boss of act 1 is in, Halaku, the dreadful Bones Lord. Although we’ll improve the bossfight in the future with more attacks and patterns (and boss phases), this is already a powerful foe and the first true boss of the game.
New enemies : The Corruption has spread to the East, and bring forth a terrible army. While slaughtering the Corrupted Warriors and Berserkr will be quite straightforward, handling the mighty Juggernaut or the dangerous Slug could be a challenge for those who are not prepared.
New enemies : In the Hailstone bay to the North, the constant low temperature has affected some of the resident creatures in a bad way. There, you’ll find new variants of enemies you already know, sharing an affinity to the cold : the impressive Ice Crusher, the deadly Storm Keeper and the Iced variants of the Pithus and Pithus Warrior.
New enemies : The existing Pithus have been reorganized and a few members have been added to the family. We now have the regular Pithus, the Pithus Warrior, the uncatchable Pithus Outrider and the venomous Pithus Spewer and Infector.
New enemies : the new Skeletal Guards and Warriors serve as the bulk of the Bones Lord army and although they die easy, don’t underestimate them when they’re in large groups.
New NPC : Seren
ENVIRONMENT:

Regarding the work that has been put in the new open-world, it would be hard to list the bulk of the environment changes. Anyway, you’ll find that most areas are now more readable and clearly defined, sometimes using biomes or color-grading, and that they contain many new assets.
Chests : since we want to reward exploration, the new open-world contains many chests, sometimes hidden ones, so that you won’t need to farm Dungeons to find interesting loot. We’re currently working on many different types of containers (furnitures, trash, cadavers, etc.) in order to give chests a better variety in the future and a better readability gameplay-wise (ex: equipment racks that only loot weapons or armors, etc.).
Indoor locations : We’ve added a few indoors areas to the world, and will design a lot more in the future, so that the total walkable surface of the game will be even bigger and exploration will be more interesting. They can be randomly chosen (ex : house cave) or static (ex : pithus dungeon) and will contain their fair share of rewards and foes.
New automated Doors system with one-sided Doors that can serve as shortcuts.
Various signposts have been placed in the world, indicating the location of main areas.
Fixed the issue that caused some players to encounter invisible walls in dungeons
New Dungeon : Pithus cave
New Dungeon : Ancient Civilization
New Dungeon : House Cave
We now use a progressive system for time. This can result a more flickering shadows, but we are working on a fix for that.
LOCALIZATION:

The Quests file has been wiped and replaced by a new one containing all the new dialogs and gameplay strings. This represents almost 200 new lines.
GAMEPLAY:

Visual spawners : the new world now contain advanced spawners that are represented by objects (tombs, eggs, etc.) that look just like regular props, but will start to shake when you are near and explode after a short time, revealing the enemy they contained. We hope this will bring diversity to the regular enemies that just happen to raise from the ground, and maybe surprise the careless adventurers.
Spreading Nodes : in certain areas of the world, you’ll find entities that extend their influence on the ground over time and endlessly spawn foes. You’ll need to destroy them quickly if you don’t want to be overwhelmed, but keep in mind that you can’t use them to farm experience or loot because the node only will reward you, not the enemies that it spawned. But know also that those rewards get better the more advanced is the progression of the node when you destroy it, so it may be interesting to let it extend, survive the spawned enemies, then destroy it when it’s the strongest.
New Support AI : the way following allies (ex: Brother Leon) behave has been totally changed and this is a first step in the direction of interesting pets or mercenaries.
Traps have been added to the game. You’d better watch your step if you don’t like being stunned, burned or if you don’t want to die prematurely.
Monster density has been overhauled and spawn locations carefully chosen.
AFFIXES:

New Umbra On Kill affix for mage equipment.
Decreased the spell damage bonus on staves.
Patch 0.4.2 (07th June 2017)
GENERAL:

New minimap in dungeon !
New Dash system! It is now a short range teleport with a warm up animation. Includes particles and sound!
Items left on ground will now be automatically removed after 24 in-game hours
Minimap overlay toggle, force move, force attack and item comparison left/right switch keys have been added to the keybinding menu
TECHNICAL:

Greatly reduced particle emitters CPU usage
Fixed various bugs with the transparency system
Fixed AI pathfinding high CPU usage issue
Fixed a very rare crash on online autosaving
Fixed a rare random crash when exiting dungeon
Fixed a rare random crash when transitioning between dungeon floors
Fixed the issue causing some players to not generate error.dmp when crashing
Fixed a physic related memory corruption crash
Fixed multiple raycast related crashes
UI:

Small CPU optimization related to on ground items name display UI
New spell icons for Conflagration and Holy Dive.
Fixed the bug that caused characters to lose all their attribute points after resetting stats to the lore master then clicking on cancel
Level 0 rings, amulets and capes bug has been fixed. Note that items dropped previous to this fix will still be displayed as level 0.
Rebinded skill shortcuts are now properly displayed in the skill bar
HOUSING:

Fixed a bug that caused walls on the border of the map to not be removed when removing the floor under it
Fixed a placement bug for wall furnitures that allowed to place paintings on ceiling chandeliers
Fixed a bug causing items stored on the mannequin not to be saved properly
AUDIO:

New Dash sounds
New Rain Fire sounds
New Lightning Orb sounds (and for AST variants)
New Gravedigger/keeper sounds
New Fire Breath sounds
New Brutal Strike sounds
New corpse explosion (Gibs) sound
Enabled reverb for footsteps
Legendary Item drop sound falloff increased
CHARACTERS:

Undead Warriors are wielding a weapon again.
GAMEPLAY:

The undead are now roaming the land.
Monster elites now spawn later in the game.
Fixed targeting issue with the Lightning Staff (ray attack)
Improved collision detection between the player and enemies projectile
ITEMS

Tweaked effects and randomness of item qualities.
Fix some parts of the lightning staff combo not inflicting the weapon’s damage.
AFFIXES:

Removed the stamina regen malus on heavy armor.
Rage Loss bonus of heavy armor has been moved to medium armor.
Rogue armor now increases dexterity.
Removed the resource pool percent bonus on mage armor.
Mage armor now increases power.
ACTIVE SKILLS:

Active Skills now also get statistical upgrades at level 5, 10, 15, 20 and 25.
Frost Nova
Fixed the cooldown increasing with spell level.
PASSIVE SKILLS:

Legionary
Rush now only increases dash distance since the new dash is instantaneous.
Patch 0.4.1 Hotfix 2
VISUAL:

Chests now have a particle indicating their rarity
TECHNICAL:

Fixed dynamic dungeon system memory leak causing a cryengine lua fatal error
Fixed a crash related to enemy spawning
Mouse picking of PST was malfunctioning in Dungeons
GAMEPLAY:

Shocking Damage can’t cause another Shock right away anymore. Only genuine Lightning Damage will cause Shocks.
Shields Damage were sometimes wrongly calculated, resulting in 1-Damage hits.
Improved enemy detection under mouse for some specific enemies
Improved enemy projectile collision detection
ITEMS:

Fixed the visuals of two shields.
ACTIVE SKILLS:

Lightning Strike
Weapon on the left hand now disappear while casting the skill.
Disruption
Fixed incorrect leveling requirements.
Holy Dive
Sacred Damage of the Spell was misinterpreted as Shadow Damage.
Bladeslinger
The range loss of the Throwing Axe variant is now mentioned in the description.
Throwing Axe increases damage even more now.
Patch 0.4.1 Hotfix
GENERAL:

Fixed navigation in some areas
GAMEPLAY:

Improved enemy under mouse cursor detection.
Fixed enemies Damage calculation.
Fixed Rage on Kill affix.
Fixed Chests loot orientation.
PASSIVE SKILLS:

Fixed Lethal Strikes passive (Trickster).
KNOWN ISSUES:

Crossbow bolt can hit multiple enemies at once in certain conditions
Patch 0.4.1
GENERAL:

Force Move has been added ! Use control-click to move to the cursor position. Force move will be added in the keybinding menu in a later update.
Four new spells have been added !
New Shields ! Shield gameplay is currently being reworked, but in the meantime we add 10 new shields to the game for a total of 13.
Once the effect of a skill or a attack is triggered, you can now interrup the animation and move freely
TECHNICAL:

Fixed a memory leak caused by elemental Storms
Small optimizations related to CryEngine .lua entities scripts
Optimizations on dismembered parts.
VISUALS:

Lightning strike arcs are now properly attached to caster hands
The PST textures should now preloads correctly
UI:

Bladeslinger’s tooltip window now displays the spell’s cooldown timer.
A new option in the Game settings allow you to disable tutorial messages.
AUDIO:

Player and NPC Footstep and surface type sounds overhauled.
Player death and respawn sounds.
Umbral Blast skill sounds.
Laceration skill sounds.
Fireball skill sounds.
Potion item ‘use’ sound.
ENVIRONMENT:

Replaced obsolete assets with new ones
LOCALIZATION:

Corrected a typo.
Added missing french localization string for the Gothic Belt.
GAMEPLAY:

Shield attacks now use a 4-hit combo with new animations.
Umbra and Rage pools have been increased to 1000 points. This is allow for a much finer and granular control of resource costs.
Skill costs have been modified to accommodate for the above change.
The dual daggers combo does not give additional open wound stacks, this is now a random affix.
Fixed SpellDamage affix and a few SpellDamage Passive skills not working properly.
The Orc Warlock has learned to cast explosive glyphs on the ground.
The ghoul should not inflict long open wounds.
The health and damage output of the Ghoul has been decreased.
Chests now release their loot in front of them, not regarding your position.
Resource points and spell critical chance points given by Power points have been decreased.
Decreased the health bonus of Dungeon Bosses.
Decreased health and damage of the Stalkers.
The damage output of the Ogre has been modified.
Fixed the final lightning staff combo not inflicting weapon damage.
Chests not giving loot should be fixed.
Improved enemies under mouse cursor detection
ITEMS

Heavy armor now decreases Dexterity.
Leg pieces now have 15% armor efficiency, lowering average efficiency to 65%.
AFFIXES:

Ten new shields have been added into the game.
Blue items now always roll with at least one suffix.
The range of many affixes has been tweaked to add more variety.
New Life on Kill affix.
New Rage on Kill affix.
Resource-related affixes have been adjusted to accommodate the news resource pools.
Attack Speed will now roll some light armor pieces, axes and crossbows.
Fixed Steel Right Pauldron not having default affixes.
Gothic Armor pieces now have heavy armor default affixes in addition to its default affixes.
Rage conservation percent affix can now roll on weapons and armors.
Physical Damage should not roll on staves anymore.
Open Wound stacks bonus can now roll on daggers, axes and swords.
Decreased the amount of physical resistance given.
ACTIVE SKILLS:

Conflagration- Added to the game. Shoot fire from the palms of your hands!
Thunderbolt - Added to the game. These orbs of electricity inflict damage while passing through enemies.
Holy Dive- Added to the game. Fall from the skies, releasing a sacred nova upon reaching the ground.
Disruption- Plant umbral bombs, which detonate after a short time.
Arrows Rain- Fixed damage being way too low and increased rate of fire. Added a cooldown time. Rate of fire is now displayed in the tooltip.
Rain of Fire- Decreased the effectiveness of the cooldown time reduction rune. Decreased damage. Increased resource transfer time.
Fire Ball- Slightly decreased the explosion radius.
Brutal Strike- Fixed the harassment rune reducing the spell’s rage cost.
Whirlwind- Fixed damage computation.
Seismic Rift- Fixed damage computation. Fixed the high damage given by the exponential blast rune.
Umbral Blast- Fixed the reduced umbra cost rune not decreasing the umbra cost of the spell.
Lightning Strike- Decreased the rate of fire bonus given by the Discharge rune.
Bladeslinger- Increased damage.
PASSIVE SKILLS:

Arcanist

Increased the Umbra cost reduction given by Spellcaster to 10%. Increased the spell casting speed bonus given by Chain Cast to 10%.

Warden

Increased the strength bonus given by Physical Preparation to 10%. Increased the strength bonus given by Benediction to 10%. Decreased the healing factor given by Instant Blessing to 6%.

Hunter

Increased the dexterity bonus given by Steady Aim. Increased the duration of the head hunter passive bonus.

Elementalist

Umbra Reshaping has been reworked for a better compatibility with Elemental Storms : Damage from other types (Umbra, Sacred, Shadow) should now trigger Storms of the right Element. Decreased the damage output of elemental storms. Ardent stacks can be added only once per second to prevent abuse.

Patch 0.3.7 (02nd March 2017)
VISUALS

New visual effect for the Damage Return effect on enemies.
AUDIO

New sound effects for the Skullcrusher.
Improved the way the sound listener moves between the player and the camera.
Improved sound Spatialization.
ENVIRONMENT

A portal now brings to the new boss.
The Inn Keeper is now closer to the merchant.
CHARACTERS

New Skullcrusher monster.
GAMEPLAY

Ranged gameplay and mouse targetting has been improved
Warrior Artificial Intelligence has been improved. Warriors enemies now try to surround the player.
Orc footmen may now try to escape if their health is too low
New Ranger Medium armor.
New Apprentice light armor.
New Thief light armor.
The Skullcrusher, a big ogre wielding a gigantic maul has been added. You can find him in the grass fields near dhur.
Skull Crushers use up to 4 different type of skills : Mace Attack, Expulse Blow, Healing, Charge and Speed Buff.
Improved Orc Charger. The Charger will now turn during his charge and can be knocked down if he hits an obstacle.
Orc charger particle effects improved
Monsters with boss ranks have a higher chance to drop magical and rare items.
NightStalkers have been replaced by enraged zombies.
Constitution Points now give an additional 0.2% health per point.
Elite monsters like the ghoul or the skullcrusher now drop more loot.
Monsters that spawn at night time have a high chance of dropping more loot.
The Ghoul can now be interrupted, especially when she is casting a skill.
The Ghoul’s jump attack has a slightly higher cooldown, making her more manageable for melee characters.
The king of the ogres now stands in the heavens.
New "Extra Damage" Boss Modifier.
Fixed: Some items stats weren’t properly saved, resulting in lower item’s stats after dying/exiting and reloading your character.
Several new enemies can trigger Pulverize effect (gore explosion)
Health bar placement improved (tall enemies had their health bar located too low)
AFFIXES

Default Affixes on items should not be overridden anymore.
ACTIVE SKILLS

Fixed: Tome of Deep Strike had a very low drop rate.
Warcry particle has been improved.
PASSIVE SKILLS

Trickster:
Modified: Lethal Strikes now grants 3% increased damage per stack and can stack up to 10. It now only ticks when in combat mode and stacks are reset when out of combat.
Modified: Lethal Strike Extended now grants 1% additional damage and increases the maximum of stacks to 20.
Patch 0.3.6 Hotfix
CHANGELOG:

GENERAL:

Fixed: negative damages bug
VISUALS:

Fixed: Removed Poison Phial VFX on staves.
GAMEPLAY:

Fixed: Random affixes were sometimes overriding default affixes.
Fixed: Default affixes weren’t stacked when wielding two identical items.
Fixed: A mage Staff had incorrect damage values.
AFFIXES:

Fixed: The block chance affix wasn’t working properly.
Fixed: The cooldown reduction affix on potions added cooldown instead of reducing it.
ACTIVE SKILLS:

Fixed: Explosive Wave had no Rage cost
Patch 0.3.5
VISUALS:

Modified: Orc Crossbowmen now wield an appropriate Orc Crossbow.
Improved: The rendering in the open world is now slightly brighter, with a greater range of eye adaptation.
Modified: Protection Shield (pink bowl) - Sparks will be less reactive to wind now
Fixed: Random render crashes, usually happening in cave dungeon
UI:

Fixed: Ring item comparison not showing in player chest

HOUSING:

Fixed: Various mouse manipulation for items placement
AUDIO:

Improved: Mob/Horde mix
Improved: Large group fire FX (set a large mob on fire!)
New: Inventory sounds
New: Skill tree enter and exit sounds
New: Quest and objective sounds
New: Master effect to control very loud gameplay moments (limiter)
New: volume compensation for camera distance. Far out camera is no longer much quieter than zooming in close to the player character
Fixed: Teleport sound cutting out and not resolving smoothly
Fixed: Distinction made between simple crossbow shot sound and triple shot.
ANIMATIONS:

New: Several hit animations triggered by melee attacks for all enemies in the game except the Ghoul
Fixed: Many “character sliding” issues on stairs
Fixed: Player direction issue when blown away
Fixed: Many collision and “flying” character issues
GAMEPLAY:

New: Mage Staves ! There are 4 staves in the game at the moment, each divided between 4 elements. Each staff comes with a skill combo!
Fire - 5 Skills combo
Frost - 5 Skills combo
Lightning - 5 Skills combo
Umbra - 5 skill combo

New: A Stats and requirements system have been added, but the requirements themselves will be added in the next patch. Item will have required level of 1 until then.
New: Orc Crossbow
New: Orc Axe
Modified: Player’s movement inertia removed (heavy feeling when starting a movement)
Modified: Drop rates of magical and rare items has been slightly increased.
Modified: The gloves slot has been removed, and gloves are now attached to their respective arm armors.
Modified: Strength now grants 0.2% melee damage per point.
Modified: Power now grants 0.2% spell damage per point.
Modified: Dexterity now grants 0.2% ranged damage per point.
Modified: Skeleton Overlord doesn’t jump backwards anymore.
Modified: Skeleton Overlord has less health.
Modified: Armor parts are now splitted into three categories (Heavy, Medium, Light) instead of four.
Fixed: Bug teleporting the player back the player few meters away in some places
Fixed: Base attack sometime costs Umbra ressource
Fixed: Ranged AI will not run away forever anymore
Fixed: Shield will now disappear when you die
AFFIXES:

New: Keyword system for affixes generation, which allows for more logical affix distribution on a per-item basis.
Modified: Every affix in the game has been modified to work with the keywords system, and will generally roll on more items than before.
Modified: The Life-On-Hit affix has been improved.
Modified: The All Resistances affix has been tweaked.
Modified: Glove-specific affixes now roll on arm pieces.
Modified: The Assassin Waistband now has an added critical chance of 5%.
ACTIVE SKILLS:

Modified: Multishot now fires 4 bolts instead of 3.
Modified: Rapid Fire now fires 5 bolts instead of 3.
Modified: Unlimited power is now a bit more powerful and has an umbra cost again.
PASSIVE SKILLS:

Assassin:

Modified: The Practical Weapons skill now grants 25% increased critical chance.
Hunter:

Fixed: The Precise Shot bonus was stacking indefinitely.
Elementalist:

Fixed: The Protective Storms skill was sometimes resetting itself.
Modified: Cold Hands, Absolute Zero and Snow Storm have been rebalanced.
Patch 0.3.5 (25th January 2017)
GENERAL:

New: The merchant will now restock every 24 in-game hours (everyday at 6:00 a.m). You can sleep at Amarth’s Inn to wait until next restock.
Improved: As evoked in the previous update, the DoT system has been refactored. All DoT can now be stacked and their treatment has been optimized. They now have a base Damage value or Efficiency per stack and those values (shown in your Character Sheet) increase with your level, attributes and specialization. DoT sources can now inflict one or more stacks, depending on the intended power. Durations also vary from one source to another. Sources that previously caused DoT damage now put a specific number of stacks instead. Visual indicators will show you the different stacks of each enemy in the future.
Improved: Improved mouse actions pipeline performances
Improved: Improved AI performances
Improved: Improved Mobs spawning performances
Improved: Minor performance improvements in multiple game’s system
VISUALS:

Fixed: Fog in dungeons when graphic settings changed
Fixed: White fog in swamp area when ‘performance mode’ is active
Fixed: Zooming inside the passive skill tree no longer zoom in-game camera
Fixed: Zooming inside the housing construction mode no longer zoom in-game camera
Fixed: Boss cast-effects weren’t properly removed.
UI:

Fixed: keybinding menu not disappearing when pressing escape
Fixed: Equipping ring wasn’t working as expected
Fixed: Could equip item in wrong inventory slots (now display an error message)
Fixed: Inventory item slot highlight wasn’t cleared in some cases
Fixed: Clicking in the inventory could open the passive skill tree in some cases
Fixed: No item icon for templar amulet in inventory
Fixed: Default attack (LMB) could be replaced with any skill
Fixed: Switching between Left & Right ring when comparing item in the merchant shop wasn’t working.
Fixed: Wrong item price displayed in the reclaim panel
Fixed: The metallic clip will now properly disappear in the belt slot when equipping a potion.
Fixed: A bug where Potions weren’t equipped at the same height on the Belt.
Fixed: A few one-handed Axes had wrong icon sizes.
Fixed: Pressing “s” then “,” keys was opening the Passive Skills Tree.
Modified: Removed the ability to assign skills to your skill bar using the left click (one click on the skill you want to assign, one click on the slot you want to assign). Skill assignation is now only possible using drag & drop.
Modified: The Character Sheet has been modified in order to display new fields and tooltips (Status Ailments and Survivability sections).
HOUSING:

Due to major changes in the housing code & associated systems, we had to wipe the houses. Sorry for the inconvenience.
Fixed: Crash when entering housing
AUDIO:

New: weapon impact and gore sounds
New: town gate open and shut
New: sounds for the Ghoul
New: critical attack charge-up and unleash sounds
New: Town teleport audio
New: Burning torch melee swing sounds
New: Menu button sounds
Improved: sync on dual wield attack swings
Improved: general audio mix
Improved: NPC crossbow fire mix and positioning (easier to distinguish now)
Modified: Audio menu settings are now set to full (1.00) by default
ENVIRONMENT:

Fixed: Various navigation problems in dungeons
Modified: The time of day is now static in the tutorial area
LOCALIZATION:

New: The game is now translated in Czech! Thanks to Bedek!
Improved: Chinese, german, hungarian and russian has been updated by the community. As always, thank you very much guys!
GAMEPLAY:

New: the “Curse” DoT has a chance to propagate other DoT the target suffer to its surrounding allies. It lasts generally longer than other Status Ailments and ticks less often. The propagated DoT make use of all the traits of your specialization (passives, gear, …), like increased durations, Damage bonuses, etc. When adding more Curse stacks on the same enemy, the propagation chance each tick increases.
New: the “Frailty” DoT lower all your target’s Resistances except physical, including its raw Resistance to Spells.
New: the “Weakness” DoT lower all Damage done by your target, and also reduces its Stamina Regeneration.
New: All raw Shadow damage sources have a chance to trigger Curse stacks
New: All raw Sacred damage sources have a chance to trigger Weakness stacks
New: All raw Umbra damage sources have a chance to trigger Frailty stacks
New: When killing an enemy, you can now trigger an “Overkill”, meaning that this kill is critical and gives you a small Attack Speed / Casting Speed bonus. This will also trigger an additional drop roll for globes and gold on this enemy. Overkill chances depend on the last Damage taken by the enemy, and may be of elemental type depending on the majoritary type of your attack. In the future, Overkills will have special visual effects depending on their type, while right now only the Physical Overkill has a special effect.
New: All Potions can now roll magic affixes just like other items : a Potion can be Magic or Rare (not Legendary for now) and have various magic effects that are briefly active when you drink them.
New: A Rage Potion that instantly gives you Rage points.
New: A Stamina Potion that instantly gives you Stamina points.
New: All base Potions (Health, Umbra, Rage and Stamina) now exist in 4 different sizes, with different visuals, charges, refill times, cooldowns and values.
New: Several Poisons have been added to the game, giving magical effects to your melee and ranged hits : Cursing, Burning, Bleeding, Freezing, Shocking and Weakening. They can be looted at a rather high level.
New: You can now automatically unlock new skills slots 5 and 6, by reaching respectively level 10 and 20. This is a temporary way of giving you more skill slots, but may change in the future.
New: You can now automatically unlock new Belt slots for potions at level 3, 7, 11 and 15. This is a temporary way of giving you more potion slots, but may change in the future.
New : Three new rings.
Modified: Changes to enemy spawns for a smoother early-game experience.
Modified: Ranged Gameplay has been slightly modified : simple shots now generate Rage on hit just like Melee attacks, and Special shots like Spreadshot or Rapid Fire cost Rage instead of Umbra. This will allow us to create new mechanics and interactions in the future, rethink ammunition skills and balance the whole thing.
Modified: Enemies should inflict less damage during the introduction sequence.
Modified: Decreased amount of Umbra given by Power by a factor of ten.
Modified: Poison Vials have been modified : when you use them, they no longer work for only one hit, but for a short duration instead. During this time, all your hits with weapons (melee & range) will inflict one Poison stack. If you use the same Poison several times, the number of stacks you inflict each hit will increase, up to a maximum stacks number that is defined by the Poison Vial itself. This way, you can prepare for a tough fight by using different Poisons and inflict severe Damage for a short period of time.
Modified: Rage and Umbra Globes no longer give you instant resources, but fill your Rage and Umbra Potions up instead if you have one ore more equipped in your belt. Health Globes and Globes-related passive skills remain unchanged.
Modified: Increase health per level for the ghoul.
Modified: Decreased the amount of items in the Elder Ghoul lootsplosion.
Modified: Decreased the amount of damage reflected by the return damage bossmod.
Fixed: Books selling price was wrongly calculated.
Fixed: Rapid Fire had a high cooldown reduction per level, allowing players to fire in fully-automatic mode within a few level-ups.
Fixed: Templars should not perma-knockdown enemies anymore.
AFFIXES:

New: Potions can now randomly roll a few on-use affixes. Right now they’re only main attributes bonuses, but we’ll add more in the future for a wide diversity of Potions.
Modified: Tweaked movement speed affix.
Modified: Shields, maces, hammers, daggers and capes now have default affixes.
Modified: Changed most default affixes on rings and amulets.
Modified: Accessories do not always roll as magical items anymore.
ACTIVE SKILLS:

Modified: Removed the base damage added by elemental ammo skills.
Modified: The Hemorrhage buff now does not stacks and provide one additional openwound stack.
Modified: The Rend Skill now inflicts two openwound stacks on enemies.
Modified: Chain Lightning has a quicker transfer time.
PASSIVE SKILLS:

Assassin

New Skill: Hitman, which prevent you to enter Fight Mode for the first hit done / taken (which means you continue to benefit from all the “Out of Fight” bonuses).
Modified: Enhanced Toxin Usage has been rebalanced to fit the new active Poisons.
Hunter

New Skill: Isolated, which gives you a Ranged Damage bonus if there’s no enemy around you in a close radius.
New Skill: Distant Outburst, which increases the Rage gain of your Shots the further you are from your target.
New Skill: Strategist, which increases your Rage gain on first strike / first shot if you’re not in a fight.
New Skill: Marksman, which increases your Critical Chance with Weapons and Spells the further you are from your target.
Modified: A few new links and two new exit skills will allow you to select more specific skills in the the tree and still reach its end.
Modified: Light Armor Mastery and Retreat have been moved to the Thief section.
Thief

Modified: In addition to the freshly acquired Retreat and Light Armor Mastery skills, new links have been added in order to reach the end of the section in 9 points instead of 12 (more consistent with the other sections of the first ring).
Patch 0.3.4a Hotfix (23rd December 2016)
Fixed: a resilient bug that was removing clothes from the player
Patch 0.3.4a (22nd December 2016)
GENERAL:

Fixed: Naked characters.
New : Keybinding menu
New: Return of the Ghoul, including Audio voice and effects The Ghoul can now use three different Skills : Jump Attack : Quickly jump and deal open wounds to the target Hidden Lurker : The Ghoul digs and hides underground, moving faster and tries to attack when coming back on the ground Spike Throw : Ranged attack casting several projectiles in a cone
Fixed: Player character could lost his pants in certain conditions
Improved: We’ve optimized the way some elements are cached. There shouldn’t be small freeze when certains elements appears (includes UI elements, textures, enemies, spells… Still WIP)
Improved: Minor performances improvement in various parts of the code.
Improved: Part of Damage calculation have been refactored, in order to improve DoT management in the future and introduce new DoT types.
Modified: Ghouls now have a stun cooldown.
Modified: The merchant now has only one copy of each item in stock.
Fixed: A bug preventing Crossbow hits to apply “Life On Hits” affixes.
Fixed: A bug during Damage calculation of high-level items.
VISUALS:

Modified: New impact and trail effects for crossbow
Fixed: Same result in PST with and without GI (missed something in the last update)
Modified: The camera shake is now strong by default and has been tweaked
Improved: The mode has been optimized and improved. The SSDO is now disabled, as well as other post process. An optimized fog is now present, and the engine use a tiled forward shading for transparent objects, which is more efficient, but breaks some features, like the hairs. This feature is still experimental.
Improved: Shading of metal armors
Improved: Shadow caching update ratio
UI:

New: Overhauled Merchant UI
New: Keybinding menu !
New: You can know press Left Shift when comparing rings and weapons to switch between left & right. Right-clicking on an item in your inventory while maintaining Left Shift will equip the item in the correct slot.
New: Colored Silhouettes for enemies, usable objects and allies can now be toggled off in the game menu.
New: Breakables no longer have red silhouettes.
New: Damage Numbers can now be toggled off in the game menu.
New: Contextual text like “Dodged” or “Blocked” can now be toggled off in the game menu.
Fixed: Blacksteel Armguard [R] was equipped in the wrong inventory slot
Fixed: Right clicking on items in the player chest wasn’t transferring the item to the player’s inventory
Modified: Attack Speed is now displayed in categories (slow, fast, very fast, etc.) on weapons tooltips.
Modified: Unlimited Power has a new icon.
Improved: Enemies health bar readability
Improved: Lot of internal cleaning
Improved: Some tooltips in the menu
AUDIO:

Fixed: Music state when entering a dungeon
ENVIRONMENT:

Improved: We now load a saved navigation mesh at startup, resulting in less CPU charge during the first minutes.
Fixed: Ghouls won’t be able to fall anymore in the Driller’s arena
ANIMATIONS:

Improved: Expulse blow animations were improved. Some issue remains.
Improved: Ghoul character
New: Orc crossbow
LOCALIZATION:

Fixed: @ui_vignettingTT (text_ui_menu.xml) wasn’t localized.
New: Usual measurement units are now localized in magic effects strings, and are located in the text_ui_passiveskills.xml file.
Fixed: The black templar cape was wrongly named.
Fixed: ToolTips of ‘Play Online’ and ‘Play Offline’
GAMEPLAY:

New: Redesigned Ghoul.
New: Orc Crossbowman.
New: Pulverize effect - Killing enemies with high amount of damage may trigger a gore explosion.
New: Poison Aura boss modifier.
New: Umbral Nova boss modifier.
New: Fire Nova boss modifier.
New: Fire resistance boss modifier.
New: Frost resistance boss modifier.
New: Lightning resistance boss modifier.
New: Meteor Rain boss modifier.
New: Armored boss modifier.
New: Item Quality is now visible in the tooltip. Unlike Rarity which is linked to the magic effects of an item, Quality slightly determines its base attributes (Damage, Armor, Gold value, …) and is affected by level and Rarity for now.
New: Raw Poison Damage sources may inflict Poisoning on time.
New: Raw Bleeding Damage sources may inflict Open Wounds.
Modified: After stretching his arms for so long, the Driller had to take a break from his exercise and is temporarily replaced by a something really nasty ;)
Modified: The Skeleton Overlord should drop loot again.
Modified: Tweaked enemy health curve.
Modified: Decreased the cooldown reduction per level of the teleport boss modifier.
Modified: Removed several enemies from the game (elemental zombies and shamans) as their special abilities are now generic boss modifiers.
Modified: Raised overall chance of encountering an enemy with a boss rank.
Modified: Various tweaks to enemy spawns
Modified: Increased the damage of most enemies special attacks and spells.
Modified: Slightly increased spell damage per power point.
Modified: Rebalanced Dodge Chance.
Modified: Rebalanced summoned creatures health and damage per level.
Modified: Slightly rebalanced Gold Values calculation and Selling price multiplicator.
Modified: Poison effect now stacks up to 10 times.
Modified: Decreased drop chance of books.
Modified: Raise minimum level for some books to drop.
Modified: Damage of a few legendary items will now scale with their level.
Modified: Dual Daggers Rend now has a fixed range of 3 meters.
Modified: Attack speed and animation scaling have been refactored, for a more controllable and smooth gameplay.
Modified: Removed damage added by weapon combos.
Modified: Gothic Belt now has armor points and armor efficiency as default affixes.
Modified: Reduced channeling time of two handed hammer charged attack.
Fixed: Ammo skills damage were wrongly calculated and passive bonus like Increased Elemental Damage weren’t considered by Ranged shots.
Fixed: Return Damage boss modifier was malfunctioning.
Fixed: Gothic Belt did not always drop as a magical item.
Fixed: Demonic Berserkers and other summoned creatures will no longer spawn at level 0.
Fixed: The ROS should no longer take time to update your max mana when adding Power points.
AFFIXES:

Modified: We’ve changed the way suffixes number is calculated when an item is generated, and it is now harder to get more suffixes for the same rarity tier.
Modified: Impulse chance affix has been tweaked and now only rolls on one and two handed hammers.
Modified: Tweaked Root Chance affix.
Modified: Attack Speed bonus from the affix has been reduced.
Modified: Attack Speed affix no longer rolls on amulets and rings.
Modified: Tweaked elemental damage affixes.
ACTIVE SKILLS:

Modified: Decreased Umbral Ray damage.
Modified; Tweaked XP gains of several skills.
Modified: Decreased Whirlwind’s damage to 55-65% weapon damage and added some weapon damage percent per level.
Modified: Increased Brutal Strike’s damage to 300-400% weapon damage instead of a fixed value.
Fixed: Ignite should burn the ground again as intended.
PASSIVE SKILLS:

New: A whole new layout for the Elementalist, a few new skills and a lot of balancing : those are the main reasons for this week’s PST wipe. We have now entered the deep-balancing phase of the first two rings and Passive Skills should fit the gameplay a lot better without breaking it like it used to. However, all DoT-related passive skills may still be over-powerful while the new DoT system is being revamped.
Assassin

Modified: Swapped Assassination and Surgeon.
Modified: Frantic, Practical Weapons, Chained Executions, Serial Skiller, Dual Daggers Mastery, Merciless, Blood Lust, Enhanced Toxin Usage, Physiological Assault, Confusion Serum, Sneak Strike, Brawl Starter, Venom, Deadlier Poison, Critical Dash, Path to Darkness, Bloodthirst, Counter-Attack, Diversion, Backstab, Treachery, Silent Death, Unexpected Trouble, Sequencing, Bloodshed, Assassination, Blood Thinner, Momentum Absorption, Vein Cutter and Severing have been rebalanced.
Elementalist

Modified: The whole tree has been redesigned and it now has a better organization, with skills grouped by elements for the most part and Storm skills on the central path. We heard your feedback about what a mess this Tree was, and we hope you will enjoy this new version, more balanced and friendly.
Modified: High Voltage, Thunder, Lightning Strike, Static Discharge, Conductivity, Recharging, Powerful Magic, Primary Energy, Extended Storms, Absolute Zero, Hardened Ice, Frostbite, Icefall, Icebreaker, Path to Destruction, Elemental Reversion, Status Alteration, Master of Elements, Energy Conservation, Ardent, Fire Embrace, Inflammable and Elemental Boost have been rebalanced.
Modified: Unstable Orbs is no longer automatic, but have a chance to activate instead.
Modified: Icebreaker no longer works on elite monsters.
Hunter

Modified: Quick Targeting Dexterity bonus has been replaced by a SpellCasting Speed bonus, which makes this skill fully compatible with all builds.
Modified: Quick Targeting, Head Hunter, Enhanced Reflex, Keen Eye, Steady Aim, Retreat, Light Armor Mastery, Aggravated Shots, Weakening Poison, Crippled, Vulnerability, Incapacitating Strikes, Evasion Trap, Meticulous Killer, Dishonor, Precise Shot and Crossbow Mastery have been rebalanced.
Gladiator

Modified: Battleaxe Mastery, Swift Warrior Weaponry, Trained Eye, Prediction, Expert, Renowned target, Medium Armor Mastery, Tough Head, Anticipation, Warhammer Mastery, Tough, Commotion, Greatsword Mastery, Sturdy Warrior Weaponry, Butchery, Wide Reach, Brutality, All Against One, First Aid, Healing Knowledge, Weaponized Dance, One-Handed Mastery, Crossed Strikes, Dual-Wielding Mastery, Killing Chain and Killing Chain Extended have been rebalanced.
Trickster

New: Bayonet Skill, which gives your ranged shots an Armor Piercing bonus the closest your target is. We think this is a must-have for this hybrid class since it encourages using Ranged Weapons at short distance.
New: Perfect Shot has been replaced by a new Skill, Perseverance, which may double your ranged shots against a precise enemy if you continuously shoot it without changing targets, which creates a good synergy between the Trickster and the Hunter.
Modified: Counter-Shot, Umbral Ammunition, Charge, Critical Roll, Defensive Roll, Offensive roll, Kinetic Onslaught, Thrilled, Barrage, Artery Slicing, Gifted, Evasion Extended, Path to Betrayal, Momentum, Heat-Seeking Ammunition, Lethal Strikes and Lethal Strikes Extended have been rebalanced.
Guardian

Modified: Adrenaline, Guard Point, Resilience, Shield Of Anger, Metallic Aura, Thorn, Determination and Shards have been rebalanced.
Warden

Modified: Elemental Affinity, Elemental Absorption, Stone Skin, Immune System, Recuperation, Natural Healing, Benediction, Endurance, Iron Health, Unmovable, Umbral Constitution, Blessing Alchemy, Static Defense, Rooted, Chainbreaker, Instant Blessing, Protection Extended, Offensive Protection, Healing Stamina, Muscularity, Path to Preservation, Chosen, Champion, Elemental Regeneration and Experimental Alchemy have been rebalanced.
Fixed: A bug with the Rooted Skill where the invulnerability bonus was active too long.
Arcanist

New: Lethal Magic now includes a Power bonus.
Modified: Chain Cast, Spellcaster, Magical Affinity, Critical Cast, Composure, Mystical Forces, Rage Globe Understanding, Globes Magnet, Health Globe Understanding, Quick Rest, Lethal Magic, Umbra Pool Extended, Power Boost, Longer Power Boost, Extended Power Boost, Rage Globe Catalyst, Umbra Globe Catalyst, Battlemage, Magical Globes Understanding and Battle-Ready have been rebalanced.
Modified: Swapped Globes Magnet and Magical Globes Understanding.
Legionary

Modified: Weaponizer, Confrontation, Unfair Fight, Rush, Impact, Anger Burst, Wrath, Forcing The Luck, Enraged and Change of Mind have been rebalanced.
Thief

Modified: Acrobatics, Evasion, No Rest, Exhilarating Strikes, Extinguisher, Weakness Exploit, Invincible, Urgent Withdrawal, Critical Opening, Vigorous Strikes, Untouchable and Vitality have been rebalanced.
Patch 0.3.3 hotfix (08th December 2016)
GENERAL:

Modified: Since a few alterations have been made to the organization of the Tree, we had to reset your progression.
VISUALS:

Improved: More visual variety for the Orc Brutes.
Fixed: The ambient player light was disabled by default
Improved: svoTI DiffuseBias in the Passive Skills Tree, to have the exact same render with and without GI
Fixed: Shadow quality was set to low at startup
UI:

New: Interaction progression bar for book learning, teleporting back to town and charged attacks
New: Generic popup window to display messages and errors (brace for error 37)
New: New item details and items comparison UI. Numerous bug related to the old UI have been fixed.
Fixed: Magic Find was sometimes wrongly displayed in the Character Sheet.
Fixed: ROS Delimitation Bars were sometimes showing a little at the center of the UI when not using skills
Fixed: Pressing the worldmap shortcut on the character list/customization screen twice displayed the in-game UI.
Fixed: Pressing the “Next” arrow button on the dialog menu could cause the player to move in certain resolutions, causing the dialog to abort
Modified: Important numbers in Passive Skills tooltips are now colored in white.
Modified: 7 new .pak dedicated to UI for smaller patches
Modified: The durability have been removed from the UI as it has no effect in the game yet
Improved: Icons weapon size and quality
Improved: UI Z-order using layer system
HOUSING:

Improved: Lighting quality of some windows in Very High Quality (shadows)
Improved: UI images compression, size divided by 3 for the same quality
AUDIO:

New: Melee, impact, and gore sounds for every weapon. Still WIP
ENVIRONMENT:

Fixed: When you changed character from a dungeon or when it rains, not everything was reinitialized.
Improved: Adjustments on the time of day and the fog
Improved: Optimization of some dungeons, improving loading times and performance
ANIMATIONS:

LOCALIZATION:

Fixed: “Cannot replace default skills” string was not localized.
Fixed: “Saturation” string in the character customization was not localized
New: Weapons types are now localized.
New: Potions types are now localized.
New: Potions, Ingredients, Gems and Tomes are now localized.
Community localization updates
GAMEPLAY:

New: Six new daggers.
New: Six new belts.
New: Two new amulets.
New: Two new rings.
Modified: Harvester and Prosecutor weapons will now drop as legendaries.
Modified: Item Gold Values have been revamped and are now function of the Item itself, its type, level, rarity, quality, durability and affixes number and power. It will take a little time to balance gold and price curves.
Modified: Item now sell for approximately 1/13 of their Gold Value, instead of 1/20.
Modified: Increased average health of enemies per level.
Modified: Amulets and Rings shouldn’t drop before level 4 now.
Modified: Removed damage penalty for dual wield’s final hit of the combo.
Modified: Tweaked Combo Cleave Angles to better match attack animations.
Modified: Removed Armor Efficiency from the templar boots.
Modified: Slightly raised drop chance of gloves.
Modified: Balanced Default Gameplay values : Base Critical Chance and Spell Critical Chance, Critical Chance per Dexterity point, Spell Critical Chance per Power point, Critical Damage per Strength point, Movement Speed per Dexterity point.
Modified: Reduced base Bleeding Damage per stack at High level.
Modified: Critical Damage percent affix has been tweaked and now only rolls and rare or legendary weapons.
Modified: Cleave Factor is now set on a per-weapon basis, based on the weapon’s sharpness.
Modified: Tweaked weapon ranges to better match their visual.
Modified: Removed damage per level on some combos.
Modified: Removed Armor Efficiency from capes.
Modified: Decreased base Health of the Skeleton Overlord.
Modified: Brutal Strike now drops at level 6.
Modified: Increased health pool of butchers, vomitters, orc champions and skull crushers.
Modified: Added some armor to most orcs.
Modified: Removed base damage point that was added to all melee attacks.
Modified: Increased spell damage per power point.
Modified: Decreased drop chance of accessories and potions.
Fixed: Daggers now have 7% armor piercing by default instead of 50%.
AFFIXES:

New: Gold Find affix (rolls on amulets, rings, belts and gloves).
Modified: The “All attributes” affix should not roll on magical items anymore.
Modified: Decreased amount of attributes points given by affixes.
Modified: Decreased amount of Thorns given by affixes.
Modified: Various balance changes to affixes.
ACTIVE SKILLS:

Modified: Decreased Brutal Strike transfer time.
Modified: Decreased Chain Lightning damage per level.
Modified: Added a transfer time to weapon special attacks.
Modified: Whirlwind’s rate of fire has been increased.
Modified: Whirlwind’s transfer time has been decreased.
Modified: Whirlwind now deals 80% weapon damage.
Fixed: Dual Daggers Rend does not do damage based on maximum health anymore. It now inflicts a static amount of bleed damage per second.
PASSIVE SKILLS:

New: 2 new skills in the Assassin section.
Legionary

Modified: Hard Punch has been rebalanced.
Trickster

Modified: Moved Range Mastery and Offensive Roll, in order to have a more generic central path that can be enjoyed by almost all play-styles.
Modified: Perfect Dodge is now called Gifted and works for Block as well as Dodge.
Modified: Gifted, Close Hunt, Concussive Dash, Range Mastery and Evasion Extended have been rebalanced.
Modified: Swapped Counter-Shot and Path to Betrayal.
Modified: Swapped Artery Slicing and Gifted.
Modified: A new exit link has been added at the end of the “Ranged” branch of the section, so that access to the third ring can be done through each branch.
Modified: Exit link in the “Dash” branch is no more made through Offensive Mobility, but through Lethal Strikes.
Assassin

New: Fracture skill, which lower your enemy’s Resistances on Critical Strike, very useful against Elites and Bosses.
New: Perforation skill, which increases your Armor Piercing on Critical Strikes, useful against well protected foes.
Modified: Mercyless now also works on Bleeding enemies, not just Poisoned ones.
Modified: Swapped Mercyless and Surgeon.
Modified: Swapped Furtivity and Dual Daggers Mastery.
Modified: Mercyless, Surgeon, Assassination, Chained Executions, Deadlier Poison, First Strike, Unexpected Trouble and Venom have been rebalanced.
Modified: Deadlier Poison and Venom have been moved away from the central path.
Gladiator

Modified: Wide Reach and Heavy Strike have been rebalanced.
Warden

Modified: Offensive Protection, Elemental Regeneration, Muscularity, Iron Health and Rooted have been rebalanced.
Guardian

Modified: Protective Gear, Inner Shield and Heavy Armor Mastery have been rebalanced.
Thief

Modified: Vulnerable Opening has been rebalanced.
Patch 0.3.2 (29th November 2016)
GENERAL:

New: Player chest ! The player chest is now available in Amarth. You will also find a player chest in the housing furnitures for you to access your gear from your house. The player chest is shared between your characters.
New: audio assets and audio system, triggering “horde” sound according to the number of enemies around
Improved: Many of the content has been splitted for better loading times and, in the future, smaller updates. It should be the last 8Gb update! We now have 68 .pak, and we plan to split the data even more.
Improved: Faster loading times. We once again optimized many files and you should gain a few seconds.
Fixed: Plants near the river will now only give ferns, so players will always have enough to complete “The Cure” quest.
Improved: The camera position has been slightly adjusted
Removed: Halloween event dungeon.
UI & VISUALS:

The ROS has been reworked and the white overlay is now combined with arrows to indicate the current flow direction and bars to delimitate the different costs in the queue. Skills can now have different transferring speed from one resource to the other, and this will help us to balance resource exchanges in the future. Since we haven’t find the right transfert time for each skill yet, you may experience situations were lots of costs queue on the interface (lots of small bars in Umbra or Rage) but this will be fixed in the future.
Improved: Some particle optimizations (rock polygon count and textures)
Improved: timing of combo particles
Improved: Character sheet UI
Improved: Inventory UI
Fixed: A player light was disabled when leaving a dungeon
Fixed: A rare bug when the wrong time of day was loaded in a dungeon (finally!)
HOUSING:

Modified: Housing is now shared across all your characters. Due to this change, we had to wipe the houses. However, you can retrieve your house by going to Wolcen’s installation folder/user/savegames/ and by renaming your old house file (“YOURCHARACTERNAME_house.xml”) into “House.xml”.
HOUSING ITEMS:

New: Chests
New: Two wall cages
New: Couches
AUDIO:

New: crossbow shooting sounds
New: sounds for each Ammo type
New: impact sounds for crossbow
New: zombie sounds
New: “hord” sound system triggering different audio according to the number of enemies in an area
New: Zombie Horde sounds have been configured
New: Burning Hord sounds have been configured
Fixed: Ambient sound wasn’t set correctly in game start
Improved: Ambiance sound in Amarth was too loud and inconsistent, still WIP
ANIMATIONS:

New: Idle_air for Player
LOCALIZATION:

New: CharacterSheet Localization and tooltips, located in the text_ui_player.xml file.
Fixed: All the “Zombies” strings in the Creatures file weren’t working since the keys were wrong.
Fixed: issue with the “Key Color” formatting in Dungeons.
GAMEPLAY:

New: A Block mechanic for shields and some other items. Shields have now a chance to block a physical attack (melee, shot or physical spell) at all times, and a “Block Efficiency” parameter that represent the Damage reduction from the Blocked attack (80 Block Efficiency = you take only 20% of the Blocked Damage). Channeling with the Shield will result in a 100% Block Chance on frontal attacks. Those new values will be affected by Passive Skills and Magic Effects in the future.
New: Legendary pickaxe, “The Ice Breaker”. Does bonus damage to frozen enemies.
Modified: Raised default Time Before Rage Loss to 5 seconds.
Modified: Slightly lowered drop chances on enemies.
Modified: Raised Legendary Item drop chance.
Modified: Movement Speed is now a little less affected by Dexterity
Modified: Increased movement speed of the Skull Crusher.
Modified: Increased drop chance of potions and poisons.
Fixed: Shooting with Ammo Skills toggled on will now grant XP to the Skills.
Fixed: Some skills were sometime spending several times the resource amount while being cast only once.
Fixed: Some skills could be casted at the same time.
Fixed: Two Handed Hammer charged attack was putting enemies on the ground for too long.
Fixed: Many items could not roll with magical properties.
Fixed: Some Magic effects in Passive Skills and Loot were stacking way more than they should in the first place.
Fixed: Some parts of the Loot Generator were broken, resulting in high Legendaries drops and affixes spawning at the wrong level.
AFFIXES:

New: Frost Damage percent affix (rolls on amulets and rings)
New: Umbra Damage percent affix (rolls on amulets and rings)
New: Physical Damage percent affix (rolls on amulets and rings)
New: Spell Damage percent affix (rolls on amulets, rings and capes)
New: Physical Damage Resistance affix (rolls on amulets, rings, shields and chest armors)
New: Resistance against all elements affix (rolls on amulets, rings, capes and chest armor)
New: Stun Resistance affix (rolls on amulets, rings, chest armors, belts and shields)
New: Stun Duration Reduction affix (rolls on amulets, rings, chest armors, belts and shields)
New: Stun Duration Bonus affix (rolls on one and two handed hammers)
New: Poison damage affix (rolls on melee and ranged weapons)
New: Weapon damage points affix (rolls on melee and ranged weapons)
New: Weapon damage percent affix (rolls on melee and ranged weapons)
New: Health points affix (rolls on all armor pieces, jewelry and accessories and shields)
New: Health Regen points affix (rolls on all armor pieces, jewelry and accessories and shields)
New: Rage Per Strike affix (rolls on all melee weapon types and shields)
New: Rage Per Hit Received affix (rolls on shields)
New: Rage Loss affix (rolls on amulets and rings)
New: Resource Pool percent affix (rolls on amulets and rings)
New: Umbra Cost Reduction affix
New: Shield Angle affix (rolls on shields)
New: Dodge Chance affix (rolls on amulets, rings and chest armors)
New: Root Chance affix (rolls on all weapon types)
New: Block Chance percent affix (rolls on shields)
New: Melee weapon range affix (rolls on all melee weapons except daggers)
New: Thorns damage affix (rolls on armor pieces, shields and jewelry)
New: Spell Critical Chance affix (rolls on amulets, rings and capes)
New: Spell Critical Damage affix (rolls on amulets, rings and capes)
New: Spell Casting Speed affix (rolls on amulets and rings)
New: Spell Resistance affix (rolls on amulets, rings, belts, capes and all other armor types)
New: Magic Find affix (rolls on amulets, rings and belts)
New: Pick Radius affix (rolls on amulets, rings, belts and gloves)
New: Potion Healing affix (rolls on belts)
Modified: Rare items now have a minimum of 4 affixes and a maximum of 6 affixes (2 prefixes and 4 suffixes).
Modified: Legendary items now roll with a minimum of 7 affixes and a maximum of 9 affixes (3 prefixes and 6 suffixes).
Modified: Movement Speed affix is now a suffix.
Modified: Attack Speed affix is now a suffix.
Modified: Attack Speed affix now rolls on belts, gloves, amulets and rings.
Modified: Dexterity pts affix should not roll on shields anymore.
Modified: Armor pts and percent affixes can now roll on boots and helmets.
Modified: Cooldown Reduction affix can now roll on belts and capes.
Modified: Rage Cost Reduction affix can now roll on helmets,belts and melee weapons.
Modified: Movement Speed affix can now roll on rings and amulets.
Modified: Fire Resistance affix now rolls on shields and capes.
Modified: Lighting Resistance affix now rolls on shields and capes.
Modified: Frost Resistance affix now rolls on shields and capes.
Modified: Umbra Resistance affix now rolls on shields and capes.
Modified: Strength points and percent affixes are now suffixes.
Modified: Dexterity points and percent affixes are now suffixes.
Modified: Power points and percent affixes are now suffixes.
Modified: Constitution points and percent affixes are now suffixes.
Modified: Strength points affixes can now roll on all armor pieces.
Modified: Strength percent affixes can now roll on amulets and rings.
Modified: Dexterity points affixes can now roll on all armor pieces.
Modified: Dexterity percent affixes can now roll on amulets and rings.
Modified: Power points affixes can now roll on all armor pieces.
Modified: Power percent affixes can now roll on amulets and rings.
Modified: Constitution points affixes can now roll on all armor pieces.
Modified: Constitution percent affixes can now roll on amulets and rings.
Modified: Health points affix can roll again on weapons.
Modified: The “all attributes” points and percent affix now rolls on all item types.
Modified: Numerous changes to affix values, frequencies and levels.
Modified: Numerous changes to affix groups, so better combinations of affixes can roll on items.
Fixed: Armor percent affix should now roll on amulets and rings as intended.
Fixed: Cooldown Reduction affix should now roll on amulets and rings as intended.
Fixed: Rage Cost Reduction affix should now roll on amulets and rings as intended.
Fixed: Critical Chance bonus should now roll on amulets and rings as intended.
Fixed: Physical Damage increase affix should now roll on amulets and rings as intended.
Fixed: Frost Nova autocast affix should now only roll on amulets and rings as intended.
Fixed: Fire Damage increase affix should now roll on amulets and rings as intended.
Fixed: Lightning Damage increase affix should now roll on amulets and rings as intended.
Fixed: Fire Resistance affix should now roll on amulets and rings as intended.
Fixed: Lighting Resistance affix should now roll on amulets and rings as intended.
Fixed: Frost Resistance affix should now roll on amulets and rings as intended.
Fixed: Umbra Resistance affix should now roll on amulets and rings as intended.
Fixed: Critical Damage affix should now roll on amulets and rings as intended.
PASSIVE SKILLS:

Modified: Power Attribute was poorly represented in the Tree, so several Power bonus (Points and Percentages) have been added to existing skills.
Arcanist

Modified: Battle-Ready, Mystical Forces, Umbra Regeneration and Magical Affinity now include a Power bonus.
Modified: Umbra Pool Extended has been rebalanced.
Elementalist

Modified: Master of Elements and Absolute Zero now include a Power bonus.
Assassin

Modified: Chained Executions now includes a Power bonus.
Thief

Modified: Time-Slowing Leap now includes a Power bonus.
Gladiator

Modified: Path to Glory, All Against One, Expert and Killing Chain have been rebalanced.
Legionary

Modified: Change of Mind and Enraged have been rebalanced.
Trickster

Modified : Momentum, Lethal Strikes and Lethal Strikes Extended have been rebalanced
Guardian

Modified : Thorn, Metallic Aura and Shards have been rebalanced
Patch 0.3.0 Hotfix (20th October 2016)
Fixed various issue that were mising but included in the previous changelog
Fixed: Debris of destroyable object will not block the player anymore
Patch 0.3.0 (19 October 2016)
GENERAL:

New: New Passive Skills Tree
New: Automatic Dash Attacks with all melee weapons that can be toggled On/Off
New: Options in the Game Settings for Auto-Equipping Armors, Skills and Potions when you have unused emplacements.
Modified: Utility level for active skills has been removed from the game until the entire system is redesigned (soon!).
Modified : Heal Shaman, Blessing Shaman and Ghoul have been removed until they are redesigned.
Modified: Skills now level up automatically (without any user interaction) when their xp bar is filled. The skill level up notification will still appear on the right of your screen.
Modified: Player level is now capped to 20, in order to begin a true balancing pass of the whole game.
Modified: Attributes Damage are deactivated for now, we will reintegrate them soon.
Fixed: XP gained after
Fixed: Stats of purchased ring and amulets were different from the ones at the merchant
Fixed: All items were level 0 at the merchant
Fixed: Several crashes
Fixed: Incorrect playtime (now displayed in minutes) & kill count in player save file
Fixed: Exit to desktop now save correctly the settings
Fixed: It was not possible to pick up twice the same Potion
Fixed: Housing save wasn’t delete when deleting a character
Fixed: Globes weren’t properly looting with crossbows
HOUSING:

New: Housing !
You can access the housing by talking to the house master in Amarth (near the bridge and the water mill), after the quest “stalkers”.
Info: For optimization purpose, the windows only cast shadows in very high
ENVIRONMENT:

Improved: 14 new rooms for randomly generated level
Improved: Some room optimization
Various fixes and improvements
Improved: Global quality overall of caves generated dungeons
Improved: The key in the dungeons is now more reachable
Fixed: Some trees weren’t correctly casting shadows
Fixed: Some chests were not looting in dungeons
ANIMATION:

Improved: Ghoul animations.
Improved: Female Character.
Improved: Skeleton Giant animation.
Improved: Male Character.
New: Orc Mage.
Fixed : Player were sometimes stuck with basic attack or Dual wielding
IA:

Fixed: Special enemies (blue) spawn with ⅓ of their life.
UI & VISUALS:

New: The Character Sheet is partially hidden, since it’s being totally reworked
Fixed: Items were piling on top of each other when looted from Chests or removed from inventory
Fixed: Charges for Potions in Belt
Improved: hitbox of switch menu
AUDIO:

New: Sounds for the new PST
Improved: Amarth various tweaks
Fixed: Ambience volume is now saved
LOCALIZATION:

New: text_ui_passiveskills.xml, new file containing all the Names, Descriptions and Lore of the new skills and sections. Most of the Lore sentences are currently missing in the file, we will add them in the future.
New: We use formatting in our string (if you see %1, %2 or %3, please keep their position in mind when translating).
Modified: since all magic effects (for loot too) are now described in this new file, several strings aren’t used anymore or are deprecated. A global enhancement of the file organisation will come soon, and we will sort strings into more files, grouping active effects, active skills etc. It should be easier to spot and correct Localization mistakes in the future, and easier for our community to translate. During the transition, you may have to translate deprecated or overlapping strings and we apologize for that.
New: text_ui_housing.xml
GAMEPLAY:

Modified : New XP requirement curve. Getting to level 20 should new be easier.
Modified : Changed Player Health.
Modified : Decreased default Health Regeneration.
New: More Damage types ! Sacred Damage and Shadow Damage will be very important for some Sections of the 3rd and 4th ring, whereas Umbral Damage, Bleeding Damage and Poison Damage has been fixed and given consistency.
New: A Thorn effect, that depends on your Character and not on the incoming damage (different from Return Damage).
New: Umbra Potion (instant Umbra gain).
New: Equippable Poisons. When used, set your next attack (melee or ranged) to automatically poison your enemy.
New : Global difficulty curve modifier that applies on top of individual monster health and damage, to account for the player’s rise in power.
New : Two-handed dual wield combo, with an alternative third attack.
Modified: You now gain 2 Passive Skill Points per level instead of 1, in order to let you test different configurations of the Passive Tree.
Modified: Open Wounds and Burning effects now stack on enemies instead of being replaced with the max values.
Modified: The way Return Damage works.
Modified: You now have 2 Potions slots since it’s currently impossible to unlock them when progressing.
Modified: Permanent chance to Shock enemies with all Lightning attacks, to Freeze them with all Frost attacks and to Burn them with all Fire attacks.
Modified: Whole new Armor formula, based on both Armor points and Armor Efficiency.
New: Armor efficiency parameter. Total armor efficiency dictates how many percent of damage is being reduced in your total armor range. Efficiency is clamped to 90 by default.
Modified: Effects of several Globes and Potions.
Modified: Loot tables have been redone from scratch. Loot (including tomes) will now start to drop depending on the player’s level.
Modified : Weapons damage values and armor values have been set depending on the level they start to drop at. In a future update we mean to separate required level from the item’s level.
Modified : Monster damage and health values have been adjusted to better reflect the changes made to weapon damages.
Modified : Accessories like amulets, rings and belts will always drop with magical properties.
Modified: Drop chance of Legendary, Rare and Magical items.
Modified: Removed penalties from armor types until we have light and medium armors.
Modified: Combo attack animations have been rescaled to allow for proper attack speeds on weapons (exemple: Hammers are now slower than daggers)
Modified: Potions are now lootable.
Modified: Bigger Picking Area for Dungeons keys.
Modified: Removed the default damage bonus on handed attacks (it’s available as a passive skill now) and slightly decreased the damage penalty on dual-wield attacks.
Modified : Cleave factor is clamped to a Maximum value.
Modified : Drastically reduced amount of xp required to get from lvl 1 to lvl 20.
Modified : Amount of xp given by monsters.
Modified : Increased Health given by Constitution to 20 HP.
Modified : Reduced chance to stun enemies with melee attacks.
Modified : Potions can now be used anytime, even when casting Skills or being blown away. The only exceptions are Stun and Free effects, since they strictly forbid you to act.
Modified : Decreased the price of Ammo Skill Books at the merchant
Modified : Invoked monsters during the intro will not spawn with a boss rank anymore.
Modified : Tweaked charging time of Charged attacks.
Two-handed hammer charged attack can reach greater maximum damage but at the cost of a longer charging time.
Dual wield charged attack can be charged almost instantly for lower maximum damage (only one charge level).
Two handed sword charged attack is a mix of the two and requires more finesse. It can be charged quickly but has three charge levels. You will need to time your release to ensure maximum output.
Fixed: Temporary Magic Effects are properly removed when you die.
Fixed: Expulse Blow behaviour.
Fixed: Bleeding Resistance for Driller and skeletons warriors.
Fixed: The player will now stop when interacting with NPCs.
Fixed: Crossbow firing in the wrong direction.
Fixed: Bloodbath Spell now deals Bleeding damage (and thus doesn’t affect skeletons). It should no longer crash on Bleeding-Resistant foes.
Fixed: Attack Speed calculation with Shields.
Fixed: A bug with charged attacks where you could spam right click to refill your Umbra without casting the Skills all the way.
ACTIVE SKILLS :

Improved: balance damages, costs, and count downs
PASSIVE SKILLS :

Yeah that’s right, Passive Skills have their own category now. We’ve reworked everything and planned a LOT of new features, so here’s a list of the skills that are already working as planned. If you see grey skills in the tree that don’t have effects, that means they aren’t implemented yet.
New Section, Arcanist (1st ring)

New Skill, Spellcaster: Reduces the Umbra cost of all spells
New Skill, Umbra regeneration: Increases the Rage loss
New Skill, Composure: Reduces the cooldown of all spells
New Skill, Mystical shield: Gives a physical resistance when Umbra is at maximum
New Skill, Chain cast: Increases the casting speed of spells
New Skill, Mystical forces: Increases all non-elemental damage
New Skill, Umbra pool extended: Increases the Umbra gained per Power point
New Skill, Lethal magic: Increases the Spell Damage bonus given by your Power level
New Skill, Critical cast: Grants you a spell critical chance bonus depending on your current Umbra level (higher Umbra = higher bonus)
New Skill, Umbra recovery: Cancels the Time Before Rage Loss if your Umbra is empty
New Skill, Quick rest: Increases your Rage loss if you’re not in a fight
New Skill, Globes magnet: Increases the picking radius of globes depending on your current Health level (lower Health = higher bonus)
New Skill, Health globe understanding: Health globes refill health potions
New Skill, Magical globe understanding: Picking globes of any type slashes your current spells cooldowns
New Skill, Rage globe understanding: Picking a Rage globe increases your move speed
New Skill, Umbra globe understanding: Picking an Umbra globe increases your spell-casting speed
New Skill, Battlemage: Your Strength increases the damage of your spells
New Skill, Power boost: Generate stacks that increase your Power on each kill
New Skill, Extended power boost: Increases the maximum number of power stacks you can have
New Skill, Longer power boost: Increases the duration of power stacks
New Skill, Umbra globe catalyst: Picking an Umbra globe increases your Power
New Skill, Rage globe catalyst: Picking a Rage globe increases your Strength
New Skill, Magical affinity: Increases your Rage loss depending on your Umbra level (lower Umbra = higher Rage loss)
New Skill, Battle-ready: Increases the damage of your spells depending on your Umbra level (higher Umbra = higher bonus)
New Section: Legionary (1st ring)

New Skill, Fighter: Reduces the Rage cost of all spells
New Skill, Rage generation: Increases the amount of rage generated on melee strikes
New Skill, Enraged: Gives a Strength bonus depending on the current Rage level (higher Rage = higher bonus)
New Skill, Change of mind: Gives a Strength bonus when switching targets
New Skill, Confrontation: Reduces damage coming from the front
New Skill, Unfair fight: Increases Strength for each enemy around the Player
New Skill, Wrath: When reaching the maximum level of Rage, locks the Rage loss and gives a Damage bonus for a few seconds.
New Skill, Fury: Increases your Rage Conservation
New Skill, Temper: Greatly increases the melee Rage generation when your Rage is empty
New Skill, Forcing the luck: Increases the drop chance of Health globes if low-life
New Skill, Healing strike: Increases the health regeneration on each hit if low-life
New Skill, Time Warp: Increases the Combo Timer with all Skills
New Skill, Hard Punch: Chance to Knock-down Stunned enemies
New Skill, Anger Burst: Increases the Damage of your Dash attack each time you spend Rage
New Skill, Rush: Increases the Range and Speed of your Dash attack
New Skill, Outbreak: Your Dash attack can now generate Rage on hits
New Skill, Impact: Increases the Damage of your Dash attack
New Section: Thief (1st ring)

New Skill, Runner: Increases move speed
New Skill, Acrobatics: Increases dodge chance when moving
New Skill, Stamina recovery: Increases Stamina regeneration when Stamina is empty
New Skill, No rest: Increases Stamina regeneration when moving
New Skill, Evasion: Increases move speed for each enemy around the Player
New Skill, Weakness exploit: Increased dodge chance for each enemy around the Player that isn’t full-life
New Skill, Exhilarating strike: Increases your move speed each time you hit an enemy
New Skill, Quickness: Increases Attack speed depending on Move speed
New Skill, Vigor: Chance to instantly regenerate a Stamina point on each kill
New Skill, Extinguisher: Chance to clear a Burn effect when performing a dodge-roll
New Skill, Rejuvenation orb: Chance to instantly regenerate a Stamina point when picking up a globe
New Skill, Stamina increased: Gives 1 extra Stamina point
New Skill, Urgent withdrawal: Chance to perform a free dodge-roll if low-life
New Skill, Resumption: New alternative (and quicker) animation for getting back on your feet after a Knock-down
New Skill, Vigorous strikes: Gives a damage bonus depending on your Stamina level (higher Stamina: higher bonus)
New Skill, Critical opening: Increases critical chances after a dodge-roll
New Skill, Untouchable: Stacks Health Regeneration every second
New Skill, Vulnerable opening: Increases critical damage after a dodge-roll
New Skill, Vitality: Dexterity bonus depending on the current Health level (higher health = higher bonus)
New Skill, Invincible: Increases the invulnerability time of the dodge-roll
New Skill, Spectral dodge: Allows to go through enemies with the dodge-roll
New Section: Hunter (1st ring)

New Skill, Shooter: Increases Ranged Damage
New Skill, Quick Aim: Increases Attack Speed with Ranged Weapons
New Skill, Crossbow mastery: Give you Attack Speed Bonus on each 8th shot with a Crossbow
New Skill, Precise shot: gives “Precision” stacks (Crit Chance) each second when you’re not moving and wield a Ranged weapon
New Skill, Meticulous killer: gives “Lethal” stacks each time you shoot on the same enemy
New Skill, Incapacitating shots: Ranged shots may slow enemies down
New Skill, Aggravated shots: Critical shots may cause Open Wounds
New Skill, Vulnerability: Chance to immobilize enemies on each strike depending on their health (lower Health = higher Chance)
New Skill, Crippled: Increases Crit Chance against immobilized enemies
New Skill, Steady Aim: Increases Dexterity when not moving
New Skill, Light armor mastery: Dexterity bonus if in full Light armor
New Skill, Cold blooded: You keep all your “Lethal” stacks when your target dies
New Skill, Evasion trap: Leaves a slowing trap on the floor when dodge-rolling
New Skill, Weakening poison: Chance to immobilize when Poisoning
New Section: Guardian (1st ring)

New Skill, Heavy armor mastery: Armor bonus, even more if you’re wearing a full Heavy armor
New Skill, Inner shield: Part of Max Health added to Armor
New Skill, Adrenaline: Increases armor when your health is low
New Skill, Inertia: Strength bonus depending on your total Armor
New Skill, Mirror shield: small Return Damage when blocking attacks with a Shield
New Skill, Guard point: Prevent incoming damage shortly when you raise your Shield
New Skill, Shield of anger: Armor bonus depending on your current Rage level (higher Rage = higher bonus)
New Skill, Parry: Increases the protection angle of your shield
New Skill, Resilience: Armor bonus from unused Stamina
New Skill, Guard proficiency: You can block Knock-back and Knock-down effects with your Shield
New Skill, Resolute stance: You generate Rage when hit
New Skill, Miracle: Allows you to avoid Death and keep 1 PV
New Skill, Guard mastery: You can return Knock-down effects to the attacker shortly when raising your shield
New Skill, Shards: Increases your Thorns Damage on each strike
New Skill, Metallic Aura: Increases your Thorns Damage for each enemy surrounding you
New Skill, Thorn: Gives you a permanent Thorns Damage
New Skill, Challenge: Increases Damage taken from the last hit enemy but decreases Damage taken from other enemies
New Section: Assassin (2nd ring right now, will be 3rd ring)

New Skill, Practical weapons: Increases Crit Chance with Assassin Weapons
New Skill, Dual Daggers Mastery: Increases Open Wound Chance with dual daggers
New Skill, Enhanced toxin usage: Equipped Poisons refill faster
New Skill, Physiological assault: Enemies suffer more Poison Damage when attacking
New Skill, Chained executions: Reduces Spell costs shortly after a kill
New Skill, Sneak strike: Increases Attack Speed when backstabbing
New Skill, Deadlier poison: Increases Poison Damage
New Skill, Venom: Poisoning enemies reduces their resistances
New Skill, Mercyless: Increases crit chance against poisoned enemies
New Skill, Momentum absorption: Increases dodge chance and crit damage when you are hit
New Skill, Momentum transformation: Increases the efficiency of Momentum Absorption
New Skill, Vein cutter: Increases Bleeding Damage
New Skill, Counter-attack: strikes back when dodging
New Skill, Frantic: Increases the Damage Rate of your Open Wounds depending on your Attack Speed
New Skill, Brawl starter: Reduces enemies max health on first strike (Melee)
New Skill, Backstab: Increases Crit Chance in the back of enemies (Melee)
New Skill, First strike: Increases Critical Damage against full-health enemies
New Skill, Blood lust: Increases Attack Speed and Critical Damage after a kill
New Skill, Diversion: Increases Crit Chance against stunned enemies
New Skill, Assassination: Increases Crit Chance against isolated enemies
New Skill, Invisible executor: 100% Crit Chance against full-life unalerted enemies
New Skill, Bloodshed: Striking Bleeding enemies will make them Bleed faster
New Skill, Confusion serum: Chance to cause Frenzy with Poison
New Skill, Blood thinner: Increases Poison Damage on Bleeding enemies
New Skill, Serial skiller: Decreases active cooldowns on each kill
New Skill, Path to darkness: Massive Attributes change
New Skill, Unexpected trouble: Increases Critical Damage against unalerted enemies
New Skill, Silent death: Chance to kill instantly when backstabbing
New Skill, Treachery: Chance to cause Open Wounds on back-stabs
New Skill, Severing: Chance to cause Open Wounds when Dodge-rolling
New Skill, Surgeon: Chance to cause Open Wounds on Critical Melee attacks
New Skill, Bloodthirst: Your Open Wounds can deal critical Damage
New Skill, Critical Dash: Critical Chance and Damage bonus for the Dash attack
New Skill, Heavy Load: the Dash attack may hit several enemies
New Skill, Sequencing: Killing an enemy will reset your Dash cooldown and increase your Dash critical chance for a short period of time
New Section: Warden (2nd ring)

New Skill, Elemental affinity: Increases elemental resistances
New Skill, Stone skin: Increases max health and prevent a small amount of all incoming Damage
New Skill, Elemental absorption: Increases your Resistance to an element when being hit by that element
New Skill, Recuperation: Increases Health Regen when your Rage is empty
New Skill, Immune System: Reduces the Duration of received DoT
New Skill, Blessing alchemy: Chance to clear a random DoT when drinking a Potion
New Skill, Natural healing: Increases Health regen depending on your Health level (lower Health = higher bonus)
New Skill, Benediction: Attributes bonus when Health full
New Skill, Rooted: Replaces the Dodge-roll with a Protection Form
New Skill, Iron health: Armor bonus when Health full
New Skill, Instant blessing: Heals part of Max Health when using the Protection Form
New Skill, Umbral constitution: Umbra generation bonus when Health full
New Skill, Offensive protection: Physical Damage bonus from Constitution in Protection Form
New Skill, Endurance: Stamina Regen bonus when Health full
New Skill, Healing stamina: health regen bonus for each unused Stamina point
New Skill, Experimental alchemy: Grants you a Resistance when drinking a potion
New Skill, Muscularity: Strength bonus from Constitution
New Skill, Elemental regeneration: Heals you from the “resisted” part of an elemental damage
New Skill, Chosen: All Resistances increased
New Skill, Champion: All attributes bonus
New Skill, Biological defense: Chance to clear a random DoT each second
New Skill, Life ingestion: health potions grant a health regen bonus instead of healing
New Skill, Static defense: Increases Const and Armor but reduces Dodge Chance
New Skill, Physical preparation: Strength bonus when Health full
New Skill, Chainbreaker: Break Stun when using the Protection Form
New Skill, Path to preservation: Massive Attributes change
New Skill, Elemental embrace: Massive Resistance change
New Skill, Unmovable: Spell Resistance if health full
New Skill, Protection extended: Increases the invulnerability window of the Protection Form
New Section: Gladiator (2nd ring)

New Skill, Heavy strike: Critical Damage bonus
New Skill, Prediction: faster Channeling Time
New Skill, Trained eye: Armor piercing bonus
New Skill, Expert: Dexterity bonus for each enemy surrounding you
New Skill, Titan strength: Allows to wield 2 two-handed weapons at the same time
New Skill, Tough head: Reduces the duration of taken Stun effects
New Skill, Medium armor mastery: Strength bonus when wearing a full medium Armor
New Skill, Retaliation: Crit Chance bonus when being hit
New Skill, First aid: Bleeding Resistance
New Skill, Healing knowledge: Increases the efficiency of Healing potions
New Skill, Tough: Physical Resistance bonus
New Skill, Weaponized dance: Attack Speed bonus in Dual Wield
New Skill, Anticipation: Dodge successful after a kill
New Skill, Commotion: Longer Stun effects inflicted
New Skill, Butchery: Crit Chance bonus against Bleeding enemies
New Skill, Brutality: Physical Damage bonus
New Skill, Wide reach: Increases Cleave factor for each target successively hit by the same Cleave
New Skill, All against one: Cleave Factor bonus
New Skill, Path to glory: Massive Attributes change
New Skill, Killing chain: Strength and Dexterity stack for each kill. Red sparks will give a visual clue of your current killing chain level.
New Skill, Killing chain mastery: increases duration of killing chains
New Skill, Killing chain extended: increases max stacks number of killing chains
New Skill, Renowned Target: Dexterity and Strength bonus the more enemies target you
New Skill, Battleaxe Mastery: Cleave Factor bonus on each strike
New Skill, Greatsword Mastery: Cleave Angle bonus on each strike
New Skill, Warhammer Mastery: Physical impulse chance bonus on each strike
New Skill, Sword And Shield Mastery: Shield angle bonus on each strike
New Skill, One-Handed Mastery: Damage bonus with One-handed weapons
New Skill, Dual Wield Mastery: Damage factor bonus
New Skill, Sturdy Warrior Weaponry: Increases Melee Damage but decreases Ranged Damage
New Skill, Swift Warrior Weaponry: Increases Melee Attack Speed but decreases Ranged Attack Speed
New Skill, Crossed Strikes: Damage reduction against enemies that you just hit
New Skill, Deep Wounds: Open Wounds Chance on all melee attacks
New Skill, Healing Dash: Instantly heals a part of your Health when launching the Dash attack
New Section: Elementalist (2nd ring)

New Skill, Ardent: Fire over-time AoE (stackable) when launching Fire spells
New Skill, Fire embrace: Ardent stacks increases Fire attacks efficiency
New Skill, Overheating: Reaching the max Ardent stacks will trigger a Fire Nova and reset your stacks
New Skill, Enraging flames: Chance to cause Frenzy on Burning DoT
New Skill, Elemental reversion: Elemental Damage bonus (single element) when hit by an element
New Skill, Path to destruction: Massive Attributes change
New Skill, Elemental boost: stacks Elemental Damage each second (reset when doing a non-elemental Damage)
New Skill, Status Alteration: Damage increased against Frozen, Burning or Stunned enemies
New Skill, Conductivity: Propagated Lightnings bonus (Damage and Chance)
New Skill, High Voltage: Shocking Chance bonus
New Skill, Umbra Reshaping: Change Non-Elemental Damage types to Elemental
New Skill, Master of elements: Greatly increases elemental Damage but other Damage types are reduced to 1
New Skill, Lightning Strike: Shock Damage bonus
New Skill, Thunder: Shock Area Size bonus
New Skill, Static Discharge: Chance to cast a Lightning Nova when killing enemies with Lightnings
New Skill, Recharging: Umbra generation bonus when taking Lightning Damage
New Skill, Unstable Orbs: Casts Elemental Nova when picking up a Globe
New Skill, Inflammable: Longer Burning effects
New Skill, Focused energy: Lightnings can cause Burning effects
New Skill, Wounded Flesh: Burning effects block the Health Regeneration of enemies
New Skill, Pyromancer: Fire Propagation Chance
New Skill, Primary Energy: Elemental Damage and DoT duration bonus
New Skill, Energy Conservation: Increased Globes drop Chance when using elemental attacks
New Skill, Powerful Magic: Elemental DoT can be Critical
New Skill, Icefall: Chance to cast a Frost nova when killing a frozen enemy
New Skill, Hardened ice: Armor bonus when Frozen
New Skill, Icebreaker: Chance to instantly kill frozen enemies
New Skill, Frostbite: Your Weapon gain Frost Damage when hitting a frozen enemy
New Skill, Cold Hands: Freeze duration bonus
New Skill, Absolute Zero: Critical Chance and Freeze Chance bonus with Frost attacks
New Skill, Lightning Storm: Hitting the same area several times with lightning attacks will breed a Lightning storm that can shock enemies inside. Stackable with other Storm types.
New Skill, Snow Storm: Same as Lightning Storm but with Frost attacks. Snares enemies in the zone.
New Skill, Fire Storm: Same as Lightning Storm but with Frost attacks. Burn enemies in the zone.
New Skill, Extended Storms: Increases the duration of Storm zones.
New Skill, Destructive Storms: Gives Elemental Damage stack when you are in Storm zones, depending on the Storm combined elements and stacks.
New Skill, Protective Storms: Gives Elemental Resistance stack when you are in Storm zones, depending on the Storm combined elements and stacks.
New Skill, Cataclysm: Destructive and Protective Storms work even if you’re not in a Storm zone
New Section: Trickster (2nd ring)

New Skill, Evasion extended: Dodge Chance bonus
New Skill, Perfect dodge: Attributes bonus when dodging
New Skill, Artery slicing: Chance to slow enemies down with Open wounds
New Skill, Counter-shot: Attack Speed bonus with ranged weapons when you are hit
New Skill, Ranged mastery: Attack Speed and Damage bonus with Ranged weapons
New Skill, Extended dodge-roll: longer Dodge-roll
New Skill, Critical roll: Next hit critical after a Dodge-roll
New Skill, Thrilled: Attack Speed bonus for each enemy surrounding you
New Skill, Rough trick: Physical Damage bonus after a Dash
New Skill, Offensive mobility: Free Dash after a Dodge-roll
New Skill, Umbral ammunition: Adds Umbral Damage to all shots
New Skill, Lethal strikes: Physical Damage bonus each second
New Skill, Lethal strikes extended: Greater bonus and max stacks number for Lethal Strikes
New Skill, Close hunt: Critical Damage bonus for each enemy surrounding you
New Skill, Stamina increased: same effect as in the Thief section
New Skill, Path to betrayal: Massive Attributes change
New Skill, Momentum: Physical Damage and Attack Speed bonus when moving and shortly after stopping
New Skill, Momentum extended: Momentum duration bonus
New Skill, Charge: Attack Speed bonus after a Dash
New Skill, Defensive roll: Dodge Chance bonus for each used Stamina point
New Skill, Offensive roll: Critical Chance bonus for each used Stamina point
New Skill, Concussion Shots: Chance to Stun close enemies with ranged weapons
New Skill, Barrage: Chance to Knock-back close enemies with ranged weapons
New Skill, Heat-seeking Ammunition: Chance for shots to bounce between enemies
New Skill, Kinetic Onslaught: Chance to knock-down surrounding enemies when dodge-rolling
New Skill, Concussive Dash: Critical Damage and Damage bonus for the Dash attack
New Skill, Debilitating Charge: Snares enemies with the Dash attack
New Skill, Unstoppable: Cooldown reduction for the Dash attack
Known issues

Housing: Suppression mode not highlighting/deleting the object under the mouse
Housing: Shopping list not cleared
Patch 0.2.8 Hotfix (26 September 2016)
GENERAL:

New: Female character !
You can now customize your character with following options :
Skin color
Morphology using 5 parameters : Fat, Muscular, Thin, Skinny and Bust
6 haircuts with customizable colors
11 eyes preset
Fixed: Mouse double click ignored
Fixed: Various rare issues that would override player’s character customization options
Improved: Character list & character selection camera
Modified: The location of the saves is now in “User/savegames/”
Improved: Performances improvement related to skill use & damages
New: Localization for Weapons and Armors!
ENVIRONMENT:

Improved: Greatly improved visual quality of Mountain Cave architecture
Improved: Rendering of character selection
Improved: deleted annoying vegetation
Fixed: the prefab in the oblivion dungeon
Fixed: reconnect navmesh at the driller location
Fixed: Playerlight not disabled when going to character list from a dungeon
CHARACTERS:

New: Female character !
Improved: feet of player entering in the ground in the menu
Improved: Butcher behavior
Improved: Spider behavior
ANIMATION:

New: Animations for new character female
UI & VISUALS:

New: Exit to desktop (community suggestion)
New: Match hair & beard colors (community suggestion)
Improved: Slightly modified the appearance of the loot
Fixed: A bug where magic trails weren’t going all the way along the weapon. It also should fix a few visual artifacts with dynamic weapon trails.
Fixed: Rare bug where the equipment wouldn’t morph according to player’s morphology
Fixed: Rare save rollback
Improved: small adjustments on the main resource HUD
Improved: The Innkeeper is now displayed on the minimap
Improved: New way to show the framerate
GAMEPLAY:

New: Cool weapons
Fixed: amulets and rings that increase Power now modify your current Umbra value and not just your max value.
Fixed: Crash when player reaches level 30
Modified: the way loot is balanced and calculated
Modified: the way magic affixes are rolled, and their level calculated
Fixed: Dungeon keeper not appearing at the beginning of the last quest
Fixed: Bug with the luthor’s quest
LOCALIZATION:

Improved: The localization files are now split into different .xmls for better editing. They will be internally cleaned and organized in the future.
New: Localization for Weapons and Armors.
Fixed: English typos
Fixed: Missing strings EN / FR.
Thanks again for all the community translations!
Known issues:

There are still white flashes at the end of the first cave
The player can get stuck, you can use the “stuck” command in the console if it happens
Some animations are slowed down
Patch 0.2.7 (26th August 2016)
GENERAL:

New: New character customization!
You can now morph your character with following options :
Skin color
Morphology using 4 parameters : Fat, Muscular, Thin, Skinny
5 haircuts with customizable colors
5 beards with customizable colors
11 eyes preset
Improved: Shorter loading times. Two short instead of one long. It is also designed for future multiplayer mode.
Fixed: Save reset
ENVIRONMENT:

New: Lighting in character selection (you can rotate it with middle click)
Improved: Many fixes and improvements in the open world
Improved: Lighting optimizations
Fixed: Various fixes in randomly generated dungeons
Fixed: Visual particle mess on login screen
Fixed: Red placeholder balls
Fixed: View distance of stairs
Fixed: Player chest in dungeons
IA:

Improved: Improved IA for quest companion - they now randomly pick a target and attacks it until it dies. Companion will only reconsider its target if it collides with another enemy.
UI:

New: New UI for the character selection !
New: Introduction logos
Improved: Portrait icon
Improved: Reworked reward window
Fixed: Text dialogs displayed over the head of characters now has its intended duration
Fixed : some skills were overlapping themselves in the Active skills window under Brutality category
New: The character selection screen now display the current quest of the player instead of “unknown location”
Fixed : The name of the character is now correctly shown in the character sheet (instead of “Dude”)
Modified: The minimap is now always on the top right of the screen (especially for 21/9)
GAMEPLAY:

Fixed: Erratic movement
Fixed: A glitch where you could unlimitedly use skill books
Fixed: Rings are now properly saved/loaded
Fixed: Restored 3 missing weapons
Fixed: Character no longer run to a random location after revive
Fixed: Quests bugs
New: Added Ranged tab in the skill selection menu
New: Added Blood Ammo spell
Modified: Reduced drop chance on rings and amulets
Modified: Butcher will now enrage when at 50% health
Modified: Kamikaze will explode when killed
Fixed: “Rage Increased” passive should now work as intended
New: New attacks for the Skeleton Overlord
Fixed: Skill overleveling
Improved : Damage, Armor, Health, Stamina, Rage, Dodge, Crits ands stats calculation (on the way to a global rework).
Fixed : The frozen snare trap of orc Warlock doesn’t totally freeze the player anymore
Modified: Ammo spells will now reserve a portion of the player’s resources
Fixed : Critical chances are now properly applied
Fixed : Critical chances are now re-rolled for cleave hits if the original hit was critical
Fixed : Rage generation with melee hits now works properly, depending on the cleave factor of hits
Modified: Increased the gold reward for killing the Skeleton Overlord
Modified: Doubled dodge time during a dodgeroll
Modified: some affixes like CDR cannot roll on all armor parts
Modified: +percent and +pts affixes for the same stat cannot roll on the same item
Modified: Removed the slowing totems on the Orc Champion
Modified: Removed the Bone Crush spell form the loot tables
AUDIO:

Fixed: multiple musics at the same time (that was super annoying)
CHARACTERS:

New: Male character for character customization !
New: Peasant clothes for player
New: New armor for Orcs
Improved: Templars & Templars armors for player
ANIMATION:

Modified: Animations for new character male
LOCALIZATION:

Minor text fixes
Known issue: sometimes, your equipment won’t have the right size, a simple restart the character should fix it.
Patch 0.2.6 hotfix 3 (hotfix 2 in-game)
Fixed a bug freezing the mouse interaction after player's death
Patch 0.2.6 hotfix 2 (02nd August 2016)
Improves stability of the game.
It also improves moving while carrying a ranged weapon.
You will not shoot at enemy targets while carrying a ranged weapon and holding the mouse button to move your character.
Fixed a crash occuring very often in Dungeon
Fixed a bug with character moving in random direction
Fixed the spawn of Amulet and Rings
Fixed some typo in the French localization
Patch 0.2.6 (28th June 2016)
GENERAL:

General stability improvement - Crashes deleting saves should be less frequent.
Fixed: The merchant stock is now reset when logging in.
Fixed: Merchant price for magic, rare & higher tier items.
ENVIRONMENT:

Various particles improvements
UI:

Improved damage feedback icons
Improved: Tutorial window
Improved: Dialog window
Modified: Reduced top screen enemies health bar scale
GAMEPLAY:

Crossbows are back ! You can find them or buy them at the merchant
New Ammo Skills :
Fire Ammo
Frost Ammo
Electric Ammo
Explosive Ammo
Poison Ammo
Kinetic ammo
Ammo can be Toggled on or off. You can combine several ammo for more destructive effects!
New Crossbow skills:
MultiShot
Burst Shot
Crossbow skills can be combined with Ammo too.
New Skill:

Blizzard
New One-Handed combo with new animations.
Modified: Drasticaly reduced Unlimited Power damage increase per level
XP gain for various spells has been adjusted
New Weapons ! Rusty Pike, Rusty Spade, Rusty Axe, rusty Shovel, Rusty Big Axe
Amulets have been added to the loot drops and are sold by the merchant too.
Rings have been added to the loot drops and are sold by the merchant too.
The merchant now sells Spell Tomes !
Capes should now be more affordable, even though style has no price.
Electric Damage can now shock enemies, with a visual effect
Raised Ghouls spawn Chance at night.
Added passive vampiric Strike to Ghouls
Added weapon type requierements for ranged and melee skills
Removed the Rage Cost on Frost Nova
ROS Rage gain now works properly
Weapon Combos will now reset to zero instead of going down a level
Slightly raised Rage Gain for two handed weapons combos
Removed the strait damage points given by Strength, implemented Stats Damage Ratios per weapon types.
Two handed mauls will increase in damage by Strength, while daggers and crossbows will benefit from dexterity.
Two handed swords require more finesse so they benefit from both strength and dexterity.
Axes benefit from strength and a little from dexterity.
Increased base critical hit chance and critical hit chance per agility point
Increased dodge chance per agility point
Dodge Roll doesn't prevent damage anymore, it gives 100% dodge chance for a few instants.
Reduced stun chance on Mauls
Reduced expulse chance on Mauls
Item level now depends on the enemy's level
Weapon Damage now scales with its level
Lowered the minimum level of some enemy spawns
Patch 0.2.5 (30th June 2016)
Fixes bugs regarding the loot of gold and melee combat sometime missing targets.
Patch 0.2.4 (27th June 2016)
Note: Due to a refactor of many gameplay elements, old saves are not compatible with this version. Please excuse us for the inconvenience. Please remember that the game is still in Early Access, and this kind of character reset may happen quite often.

GENERAL:

Fixed: Your progression is now correctly saved when going back to main menu.
Fixed: Books no longer appear on the Amarth's waypoint when sold to the merchant.
Fixed: Templars and enemies now all have their weapons in hand
Fixed: The hero model don't appear in the character selection pannel if you have no character created
ENVIRONMENT:

New: Villagers in Amarth
New: Particle FX on waypoints
Improved: reduce fog density during night time
Improved: SVOTU diffuse bias is now 0.05
Improved: Waypoints now have smaller selection range
Modified: Waypoints outline is now blue instead of yellow.
Fixed: rain in dungeons
Fixed: some navmesh bad connections in randomly generated dungeons
Fixed: Luthor's stash particle now disappears when the object is picked up.
Fixed: some layer switch override problems
Fixed: Multiple spellbooks issue.
Fixed: Rare bug where time of day would not set when entering a randomly generated dungeon
IA:

New: Butchers can now hit surrounding mobs.
Fixed: Mobs should now properly target the player when using melee charge.
UI:

New: Antialiasing modes in advanced graphic settings (SMAA 1X, SMAA 1TX, SMAA 2TX)
New: Vignetting in advanced graphic settings
Modified: Localization update by the community: Korean, Chinese, German, Hungarian. Thanks guys!
Improved: Death screen (now animated)
Fixed: Player position is now correctly displayed on the world map.
Fixed: Minimap no longer appear in the player's health globe
Fixed: Can no longer open the world map in the main menu or in the pause menu
Fixed: Main menu does not show the game in background anymore
Fixed: Remaining stats points are now correctly displayed after death
Fixed: Incorrect stats requierements displayed on item details panel
Fixed: Prevent default skills (combos, charged attacks) to be overriden by other skills.
GAMEPLAY:

New weapon: Woodcutter axe
New: Charged attacks for each weapon class, except one handed.
New: Shield block
Modified: Utility and power skill upgrades nerfed
Fixed: Lightning damage are now correctly affected by water (+100%) and rain (+10%).
Fixed: Damage reduction is now correctly calculated for lightning spread.
Fixed: Destroyable objects no longer give rage when hit.
Fixed: Proper orientation of player when casting skills.
Fixed: Teleportation bug where player got stuck in the environment.
Fixed: Expulse blows (Skullcrusher) and charge from orc chargers shouldn't hit the player anymore if he is too far away.
Fixed: The Zombie charge attack now hits properly.
Fixed: You can no longer teleport from anywhere on the map. You now have to be near a waypoint.
Fixed: You can now chain skill casting properly while holding keys.
Fixed: Holding both mouse buttons no longer stops the player if you can't cast the right button skill.
Fixed: Luthor's stash does not appear after the quest's end anymore
Fixed: Camera now correctly follows the player when teleporting
Fixed: A rare crash when using the Deep Strike spell.
CHARACTERS:

New : Multi peasants.
Fixed: The shield no longer disappears when another weapon is equipped.
Fixed: Spiders now bleed correctly (and have new dark green blood particles and decals).
Fixed: Fixed a rare bug where the player would fall through the map when entering a dungeon
ANIMATION:

New: peasant animations
New: skeletons_giant attack
Various animations for spider, ghoul, ogre and player added and modified
KNOWN ISSUES

• White flashes can appear the first time the game in launched, at the exit of the cave. This is due to compiling shaders.
• Using charged attacks and default attack is not very fluid at the moment. It will be updated soon
• Loot icons stuttering happens sometime and will be fixed in a future update – The whole system will change
Patch 0.2.3 (20th June 2016)
Mana Bonus Globe (blue) are working fine now
Rage Globe (yellow) are working fine now
Fixed a crash occuring with AI in tight environements
Smalll performance improvements when spawning new AI and loots
Patch 0.2.1 (27th May 2016)
People that were stuck in mission 2 should be more lucky now too
Also, we improved a bit navigation (the player was sometime moving to its last valid position, reported as "player moving in the opposite direction" bug
Patch 0.2.0 (27th May 2016)
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

Patch 0.1.10 (06 May 2016)
GENERAL:

New: Item type "dagger" and dagger weapon
Fix: Navigation in randomly generated dungeon was sometime problematic due to some ignored click for character deplacement. This issue should be fixed now. Let us know how it goes for you.
Improve: The "Controls" page now displays how to use potions and "active dodge"
Fix: Merchant is now displaying item names and details correctly
ENVIRONMENT:

Numerous corrections in the Open World
The zone around Amarth has been modified. This allow not lose the player, to more focus to the quests and make the open world more important, as it is less accessible. It is completely WIP and it will probably be modified a lot in the future.
6 new rooms for randomly generated dungeons
Various fixes for the weather sytem
The water displays now correctly the rain ripples
Pickable vegetation objects such as mushrooms are not displayed with a Barrel placeholder anymore.
LOCALIZATION:

Chinese update thanks to ngacnlcq!
German update thanks to CoTTo!
UI:

Improved items and potions icons in the inventory
Great mushroom item has now an image
ANIMATION:

Several animation redesign.
Patch 0.1.91 (28 April 2016)
A small patch to fix some issue from the latest patch. Here is the changelog :
GAMEPLAY:

Fixed : Navigation with mouse was not targetting the right enemy nor moving in the pointed direction when the button was pressed.
Fixed an issue not displaying the "Return To Amarth" option for newly created character in the Death Screen menu.
Fixed skill bar not reinitializing correctly for newly loaded characters.
Fixed player not teleporting back out of a randomly generated dungeon when leaving using the entrance.
Modified : Butcher Open Wound effect reduced again.
Patch 0.1.9 (28th April 2016)
GENERAL:

Huge performance improvements. The performance shouldn't decrease over time now.

New: Weather system version 1.0. The sky is now more dynamic, with giant clouds blocking the sun, and rain all over the world of Wolcen.
New: Dynamic weapon trails! The system is now fully fonctionnal. It will alow use to add nice trail effects to all weapons and skills using sets of particles. Most weapon particles are currently WIP.
New: Once dead, you can only respawn in Amarth. Enemies will respawn. Every looted items on the ground will disappear.
New: Merchant purchases will now use gold limitation.
New: Active Effect for various magic icons (burn, open wound, movement speed) - Still WIP, some effects are not displaying icons at the moment.
Fixed various crashes involving enemies projectile
UI:

Improve: The HUD displaying loot icons is now running in 60 frame per second - Icon struttering is fixed.
Fixed: Waypoints name weren't displayed on minimap.
Fixed : various bug displaying item details
New : Tooltip for Character Sheet details have been added
Improved: The Book tutorial will not appear out of the tutorial area
Fixed: Missing icons in the Passive Skill tree
LOCALIZATION:

Improved: English localization thanks to Squidcake!
New: Spanish localization by ldtime. Thank you ldtime!
New: French localization.
Fixed : A lot of missing strings have been replaced in both English and French.
So Wolcen is now in English, Spanish, French, Chinese, German, and soon hungarian! Thanks to our awesome community. Thank you guys you are doing a great job ;) The fonts are work in progress.

GAMEPLAY:

Improved: Dead impulse is now more realistic. Most enemies doesn't feel like weighing 20kg anymore.
New weapons to loot !
Improve: Enemies with elemental aura and affinity don't have a permanent aura anymore - The effect is now active for a limited time, then disappears, and appears again (regular pulse)
Fixed a glitch allowing the player to move fast after a dodge (space bar)
Greatly reduced bleed damage inflicted by butchers
Improved: Dialog boxes stay now 15secondes instead of 7.
Fixed: All enemies are now affected by the dead impulse (some of them were just falling on the ground).
Fixed: The player will never be blocked in a non walkable area (fixed - the previous patch was not 100% working)
ENVIRONMENT:

Improved: Optimize the polycount of the ferns by approximately 200%
Improved: Ennemies spawning on screen
New Megascans assets with an area reworked.
CHARACTERS:

Fixed : Capes are now properly saved and loaded
ANIMATION:

Various fixes for player animations
Ogre default attack modified
Patch 0.1.8 (25th April 2016)
GENERAL:

New: Potion system is now working correctly. Potions takes time to refill, but Globes will refille 33% of the given potion ressource (Health globe for Heath potion, Mana globes for Mana potion ect)
New: German localization by Cotto (Thanks Cotto!)
New: Chinese localization by ngacnlcq (Thanks ngacnlcq!)
New: The blood is now directional, it goes depending of how you hit the ennemy
New: The dead impulse is also now directional
Improve: Many performance upgrade on various systems, making the game smoother during long play session. More significant performance upgrade are in progress too.
ENVIRONMENT:

Improve: small performance improvement when outside Amarth (more layer switch)
Improve: less physic collision problems around Amarth
Improve: Various things in the open world, especially the area under Amarth
Improve: New fog settings
UI:

Improve: Loot icons position update depending of the graphic quality. Very smooth in High and Very High mode, a bit less for Medium and Low, for optimization.
Fix: show fps option is now saved
New: Camera shake option in Game Settings
New: Quest Markers option in Game Settings
New: Gore Mode option in Game Settings
New: Items dropped in the inventory or in the belt now play a quick animation.
CHARACTERS:

Fix: the player is no longer leaning when suddenly changing direction
ANIMATION:

Modified: Ghoul animations
Modified: Ogre animations
Patch 0.1.7 (08th April 2016)
GENERAL:

New: (Game changing) Dodge system: Press the space bar to perform a quick escape move. It costs 5 stamina points, available per default. New: 13 new Skills New/Fix: Magic effects for weapons and armor are now generated as normal adding a lot of new items modifiers in the game New: Added a minimap arrow pointing to the current quest Objective (gold for main quest, silver for secondary quest) New: Added a small animation for newly equipped items in the Equipped Slot of the Inventory Fix: graphical options are now saved (low effect mode, SVOTI, and distant depth of field) Fix: Camera rotation issue Fix: Camera stuttering - The player acceleration has been increased while the basic inertia stays smooth Fix: Dual Wielded weapons were not correctly restored when loading a characters Fix: Several crashes involving Orc skills Improve: the random generated dungeons are now less subject to invisible walls, we are working on a full solution. Modify: The max camera distance has been increased by 10%

UI:

Fix: Various missing localization (@ui_something) Fix: Dialog Box border removed Improve: Active Skills UI: Tooltip on Power and Utility Improve: Top screen health bar design Improve: Passive Skill Panel looks decent now Modify: Text font for each UI panels Modify: Close button is now similar in each main UI windows

ENVIRONMENT:

Fix: Unending night in the open World Modified: new lighting for the Character Selection Fix: remove the player chest in the dungeons

AUDIO:

Modified: Replaced the (annoying) sound when you learn a spell Fix: Some sounds were ignoring the Volume parameters

CHARACTERS:

New: Level of Details of "Ogre". New: Level of Details of "Pythus". New: Level of Details for "Old Zombie". New: Level of Details for "Champion Orc". Improve: Burn particle for Pithus based models and skeleton models Improve: Driller model has new detailed texture (but the Improve: Eye shader for the player

AI:

Modified: NightStalkers no longer chase the player. However, they will teleport and attack if the player comes to close Improve: Fluid movement for Infernal Dogs

ANIMATION:

New: Default dodge animation for one handed and two handed poses New: Idle animation for NightStalker Improve: Dual wielding movement animations Improve: Dual wielding right attack animation Modified: Ghoul animations

PARTICLE EFFECTS:

New: Two handed Glass Hammer (looking really good :)) Improve: Effect of used Rage Globe on Player Improve: Explosion and trail of the Fire Rain Skill Improve: Effect of Charger Orc

GAMEPLAY

New Skills: Each of these skills can be looted on enemies. Each skills has various chances to be found. List: Umbra Ray: Cast multiple magic rays to nearby enemies. Only works if enemy are present Blizzard: A small blizzard will damage and snare affected enemies Chain Lightning: Lightning strikes several targets, bounding from one to another Deep Strike: Strike a group of enemies by teleporting on them. You will have a chance to stun them on landing. Lightning Bolt: Combo spells striking fast moving projectile all around Magnetic Strike: A fast casted, localized, lightning explosion Bloodbath: Enemies can no longer target you, and you steal health of the enemies nearby Force Shield: Provide you a chance to drop incoming attack or projectile Mass Frenzy: Enemies start to attack each other Ground Stomp: Stun all enemies nearby Umbral Bomb: A powerful explosion after a long delay in a localized area War Cry: Increase you armor and rage rating during a limited amount of time Absorption Shield: Absorb incoming damage and make projectile bounce (can possibly strike enemies nearby)
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Post by ADMIN »

updated to latest version v0.5.0.4a_(17961)
Support the software developers. If you like this game, BUY IT!
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Post by Archdregs »

Good day.

Please update.

Thanks.
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Post by ADMIN »

updated to v0.5.0.5c_(20168)
Support the software developers. If you like this game, BUY IT!
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Post by vastyr »

 i Message from: vastyr
This game has been removed from GOG!
chandra GOG wrote:We’d like to inform you about the removal of Wolcen: Lords of Mayhem.

Despite their best efforts, the devs behind Wolcen: Lords of Mayhem will not be able to maintain update parity between GOG.COM and other platforms. We've mutually agreed that it's best to delist the game from our catalog.

If you own the game on GOG.COM, you'll of course get to keep the game in your library.
If you have additional questions, please reach out to our support team.
quote source: https://www.gog.com/forum/general/remov ... yhem/post1
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Post by robicabu »

vastyr wrote: 27 Apr 2019, 01:44 This game has been removed from GOG!
I was searching the full game and hoped to find it a GOG version but sadly found this info i didn't knew about... ahh well i guess i will wait for codex version.
Best regards!
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Post by gopnik_martian »

Game was garbage anyway the last time I played it and it's been in early access since the dawn of time. Fuck em'.
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Post by ptsock1 »

robicabu wrote: 13 Feb 2020, 22:34 i will wait for codex version
It's out:

Wolcen.Lords.of.Mayhem-CODEX

You can find it on most warez sites/torrent trackers.

JohnnyMic will probably have it up here in a day or two. ;)
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Post by robicabu »

ptsock1 wrote: 14 Feb 2020, 03:50It's out:

Thanks i hope it will be better than the last i played...3-4 years ago.
Best regards!
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Post by JohnnyMic »

robicabu wrote: 14 Feb 2020, 19:47 Thanks i hope it will be better than the last i played...3-4 years ago.
Best regards!
dont have too big hopes on it, the official version 1.0.0 (i only heard it. no prove from me) is still very very buggy like it should be better if the dev. stay in EA (and online is current not possible cause of the massive hype since the release). But its recommend enough i think if the steam rate drops from 93% to ~80% and that in a few hours (and the game released directly in top 10 with numbers on players so thats enough players thats not normal that the rate drops down like this even the game is not running/perform so well) :ninja:

If anyone wanna try it i have cdx rls on my drive so make a request (in the right req topic ;) ) and i post it. Cause at the moment its nearly useless for me to post many stuff with gdrive (cause the guappy is falling in love to me and stalking me and all my doing. now i know how GR feels :fool: )
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Post by robicabu »

JohnnyMic wrote: 14 Feb 2020, 20:34 at the moment its nearly useless for me
Ok thanks for making time to reply, i will wait then (i am playing Terminator- resistance atm and is awesome).
Best regards!
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Post by JohnnyMic »

robicabu wrote: 14 Feb 2020, 22:11 Ok thanks for making time to reply, i will wait then (i am playing Terminator- resistance atm and is awesome).
Best regards!
thats on my toplay list too but what im talking theres probably a lot on my list that i have finally to finish :whistle: :facepalm:
how ever if u search for something ask in the recent topics (like scene or gog or p2p requests topic) and 90% of all searchings can we find :good: :victory:
(and the other 10% are mostly requests for releases where the normal guy first have to think "this release really exist, never heard from" :D :D :D everytime people with his exotic search :kosak: )

Well shortly im trying to say: your welcome :drinks:
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Post by robicabu »

JohnnyMic wrote: 14 Feb 2020, 23:41 Well shortly im trying to say: your welcome

Thank you verry much for all the info! :drinks:
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