Wolcen now on Early Access on Steam

They changed mana to umbra, and the resource system

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

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

Well it’s supposed to make hybrids better :slight_smile:

Weapon Based Combos

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

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

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

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

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

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

New melee skills/combos and resource system for v0.2 in action
Looks pretty cool and dynamic - built in “cleave AOE” for melee

the skill system is weird

anyways i bought it last week. they have npc parties, generative dungeons and plan to have modding so thats a win for me

Still very much in development, but it is interesting to play what is there so far. I agree that the skill system is strange, particularly the book drops.

I wish the patches were smaller. The latest is 5.2GB.

Well the skill system is a bit like Path of Exile, being drops/vendor bought and books instead of gems. And they level with use, rather than global XP gain or assigned.

So it doesn’t feel all that strange to me

Dismemberment incoming


İ not like…

Why? The power of that engine looks amazing

We also have more footage for Two Handed Axe Combos as well as special attacks for weapons. Those will consume Rage (and refill Umbra), with various effects and synergies. The Dual Daggers Rend will make all enemies around bleed for a small amount of damage, but each strike form the combo will increase the bleed damage significantly.
The Two Handed Sword Charged attack will strike enemies in a straight line for massive amounts of damage that increases with each enemy pierced. Make sure to impale as many enemies as you can ! The Two Handed Axe Charged attack strikes in an arc in front of the players, hitting all foes caught in the blast.
The damage and range of charged attacks will vary depending on how much you charged it. Release the button too soon and it will be cancelled, too late and you won’t do maximum damage. Timing will be of the essence !
The version you are seeing right now isn’t finalized. The final one will have particle effect to make it awesome and help you see the charge levels.

Finally, we revamped the camera system. The new version is much smoother, while remaining highly customizable.
By default the camera now has a smoothing effect that always the players to veer off center, allowing you to see more of the world. There’s a slider to control the amount of sway, and a dissociated camera option to always have the player on the center of the screen. Raise the slider and uncheck the dissociated camera option to return to a traditional camera style (but still smoother than it was before), or put the slider to the minimum for a super-immersive and cool looking console-style camera. The choice is yours !

IMO, this “Resource Opposition System” either needs to go, or needs some heavy tweaking, because it just made it a pain to play with “pure” characters…

You need to attack with magic to fill your Rage bar, so that you’re able to attack with melee skills… looks pretty stupid for me :eek:

Doesn’t the basic auto attack fill the rage bar?

Odd… when I was attacking, my Rage didn’t filled up, but after I logged back and attacked an enemy, it started to fill up… Maybe it was bugged for me :eek:

Nope, not going to buy it just yet, I’m going to wait until it’s done. I bought Grim Dawn very early and I regretted it (I love the game but wish I had experienced it complete the first time).

Finally an ARPG with custom character creation!

Is it me or this game has a lot of gimmicks they are trying to sell to us?
They need to focus on making the game play smooth first.

Yeah I’ve noticed this as well. I feel like this game is going to fail. It’s just a mish mash of ideas and concepts and there’s no real clear direction on what it’s suppose to be.

Starting to regret funding it, honestly…

The patches are REALLY tiny and limited and only come out maybe once every other month or so unlike they said at the rate of 1 per.

Well, the game has been on EA for what, 2 or 3 months?

Meanwhile, GD has been on EA for over 2 years, so don’t expect the game to have some extensive content and improvements until next year.

Yeah. I haven’t backed yet and probably won’t for a while, but I am watching it as I am very interested but I am waiting for more solid stuff…