Wolcen: Lords of Mayhem cover
Wolcen: Lords of Mayhem screenshot
Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie

Wolcen: Lords of Mayhem

Monthly Development Update - December 2022

Greetings, Ascended!

Last month we shared details on the Chapter IV character conversion process, and how the chapter’s accompanying balancing pass will necessitate a reset. If you have not read it yet it is well worth your time. This month’s news is going to be numbers-heavy, as we share exact details on what you can expect with the reductions in Experience and City Building costs, showcase some of the skills that are being tweaked with Chapter IV’s balancing pass, and reveal the sheer number of new Unique items that will be coming to the game in the new chapter.

Levelling Cost Reductions



We will be reducing the overall XP requirements per level after level 40 with Chapter IV’s release. The most dramatic reductions will be toward the end of the experience curve: up to 45%! We are doing this partly because of the upcoming character conversion, but also because the XP curve is too demanding in its current iteration and unsuitable for seasonal progression in the future. Note that these numbers are potentially subject to change.

[table]
[tr]
[th]Level Bracket[/th]
[th]1-40[/th]
[th]41-45[/th]
[th]46-48[/th]
[th]49-50[/th]
[th]51-59[/th]
[th]60-70[/th]
[th]71-80[/th]
[th]81-84[/th]
[th]85-90[/th]
[/tr]
[tr]
[th]XP Reduction[/th]
[td]0%[/td]
[td]5%[/td]
[td]10%[/td]
[td]15%[/td]
[td]20%[/td]
[td]25%[/td]
[td]30%[/td]
[td]40%[/td]
[td]45%[/td]
[/tr]
[/table]

While the final few levels will still be a challenge to attain, in the traditional Wolcen-style, they will be far more reasonable.

[table]
[tr]
[th]Level[/th]
[th]Current XP[/th]
[th]Chapter IV XP[/th]
[/tr]
[tr]
[th]85[/th]
[td]1,697,144,000[/td]
[td]933,429,200[/td]
[/tr]
[tr]
[th]86[/th]
[td]2,121,430,000[/td]
[td]1,166,786,500[/td]
[/tr]
[tr]
[th]87[/th]
[td]4,242,860,000[/td]
[td]2,333,573,000[/td]
[/tr]
[tr]
[th]88[/th]
[td]8,485,720,000[/td]
[td]4,667,146,000[/td]
[/tr]
[tr]
[th]89[/th]
[td]21,214,300,000[/td]
[td]11,667,865,000[/td]
[/tr]
[tr]
[th]90[/th]
[td]38,185,740,000[/td]
[td]21,002,157,000[/td]
[/tr]
[/table]



City Building Cost Reductions



Likewise, we will be dramatically reducing the costs of key City Building projects in Champion of Stormfall mode in terms of gold, primordial affinity (PA), and production. This will reduce endgame grind, promote a more satisfying sense of progression, and allow you to focus on the new endgame gameplay loop accompanying Chapter IV. Generally, the costs of repeatable projects will not change, but the costs of building infrastructure upgrades to increase your production generation towards projects will be significantly reduced. A few examples (potentially subject to change) are shown in the table below:

[table equalcells="1"]
[tr]
[th] [/th]
[th]Gold Cost Change[/th]
[th]PA Cost Change[/th]
[th]Productivity Cost Change[/th]
[/tr]
[tr]
[th]Primordial Insitute, West (5th skill slot)[/th]
[td]200,000 > 50,000[/td]
[td]20,000 > 200[/td]
[td]5000 > 1000[/td]
[/tr]
[tr]
[th]“Theatre” Productivity Upgrade[/th]
[td]800,000 > 500,000[/td]
[td]N/A[/td]
[td]30,000 > 25,000[/td]
[/tr]
[tr]
[th]“Energy Crystal Mine” Productivity Upgrade[/th]
[td]5,000,000 > 1,000,000[/td]
[td]N/A[/td]
[td]500,000 > 50,000[/td]
[/tr]
[/table]



Skill Balancing



As part of Chapter IV’s balancing pass, nearly all Active Skills have been changed at a baseline level and/or in terms of their Active Skill Modifiers. Here we want to highlight a few of the skills that will receive much-needed buffs, change identity slightly to give them more of a unique niche, or receive an increased risk/reward proposition. Bear in mind that the balancing pass will also affect the nodes in the Gate of Fates and shake up the meta in general, and as such, the following changes do not exist in a vacuum. As always, these numbers are subject to change and are for demonstrative purposes.

[table]
[tr]
[th]

[/th]
[td]

Eclipse

[/td]
[/tr]
[tr]
[th]
[/th]
[td]We wanted to give Eclipse a stronger identity and a greater sense of impact. To that effect, we are turning it into the magical equivalent of a shotgun. Eclipse will see its base weapon damage multiplier increase from 600% to 1000%. To offset this, the base resource cost will increase from 100 willpower to 250. Additionally:

  • The Rushing for Curfew modifier will generate 30 willpower on hit, up from 15.
  • The Unseelie Gale modifier will have a stun duration of 0.75s, up from 0.6s.

[/td]
[/tr]
[tr]
[th]

[/th]
[td]

Talon Shot

[/td]
[/tr]
[tr]
[th]
[/th]
[td]Talon shot will be reworked to make it easier to use and promote a better feel during gameplay. Instead of pressing a separate key to detonate the skill’s projectiles, you will be able to press the skill’s keybind a second time to detonate. This change gives the skill more fluid and mobile feel.

The skill’s costs will be reduced, with the base rage per second cost going from 100 rage per second to 80 rage per second, and the cost to detonate lowering from 80 to 10. The base weapon damage multiplier will increase from 260% to 300%, and higher skill levels will have increased damage scaling. The trade-off will be a reduced range for the skill, in keeping with this more mobile iteration’s philosophy.

  • The Coordinated Blitz modifier will have its damage per active projectile multiplier increased by 5% to 25%.
  • The Impaling Perch modifier will have its damage multiplier increased from 1.5 to 2.
  • The Ido’s Movement will have its damage multiplier increased from 1.0 to 1.2.

[/td]
[/tr]
[tr]
[th]
[/th]
[td]

Gunslinger’s Brand

[/td]
[/tr]
[tr]
[th]
[/th]
[td]Gunslingers, rejoice. The skill will see an increase of 50% to its baseline weapon damage multiplier, increased scaling at higher skill levels, its resource consumption time reduced by 0.5 seconds to 1.5 seconds, and will also receive a piercing strength of 1 (up from 0). Various skill modifiers for Gunslinger’s Brand will also have their damage multipliers increased:

  • Flak Handcannon: 1.0 to 1.3.
  • Order Through Chaos: 1.0 to 1.5.
  • Scattering Blast: 0.9 to 1.0.
  • Wild Gunman: 0.8 to 0.85.

[/td]
[/tr]
[tr]
[th]

[/th]
[td]

”Deathgazer” Railgun

[/td]
[/tr]
[tr]
[th]
[/th]
[td]The bane of many an expedition boss in Wolcen, the “Deathgazer” Railgun will become even more of a risk/reward skill, with increased damage at the expense of higher costs and longer warm-up time. The base rage cost will increase by 30 to 150. Additionally, the charge time will increase with each stage, up to 1 second, instead of the current flat 0.5 seconds per stage.

In return for this, the damage per stage is being increased: 100% > 100% > 200% > 400% > 700% will change to 100% > 200% > 350% > 500% > 900%.

  • Reckless Gunner will have its rage gain tuned down to 250 from 350.
  • Shrapnel Trail’s delay will increase from .33 to .66 and have its damage multiplier trimmed to 0.1 from 0.3.
  • Internal Detonation's damage multiplier on targets in stasis or slowed will be reduced by 10% to 30%.

[/td]
[/tr]
[tr]
[th]

[/th]
[td]

Bladestorm

[/td]
[/tr]
[tr]
[th]
[/th]
[td]Bladestorm go brrr! Bladestorm will receive some love, with a base weapon damage multiplier increase to 200% (from 180%) and significantly increased damage scaling at higher skill levels.

  • Unfettered Determination's damage multiplier will increase to 0.85 (from 0.75)
  • Echoes of Meadhalls’ life leech will be decreased to 0.01%
  • Chaining Wrath’s lightning proc chance will be increased by 5% to 25%.
  • Unrelenting Strikes will have the damage multiplier for its waves increased from 2.5 to 3.0, and the wave duration increased from 0.7s to 1.0s.

[/td]
[/tr]
[/table]
This was just a selection of example skills from the balance pass. Nearly all Skills will be adjusted, as well as the nodes in the Gate of Fates.

New Uniques



And, finally, something of a tease.
Last month we showcased a few new unique items, which many of you seemed rather excited about! That selection, however, was not the full selection of unique items that will be coming with Chapter IV. We are excited to reveal that dozens of new unique items will be available for looting and experimenting with in Wolcen’s next chapter! This will include unique items with the new auto-cast affix we highlighted last month, new elemental variants of existing unique items to shake things up, and some other surprises!

[table noborder="1" equalcells="1"]
[tr]
[th] [/th]
[th] [/th]
[td]

[/td]
[td]

[/td]
[td]

[/td]
[th] [/th]
[th] [/th]
[/tr]
[/table]

That’s all for this month, folks. We hope you have an excellent new year, and we cannot wait for you all to get your hands on what we have been cooking and what 2023 will bring!

Monthly Development Update - November 2022

Greetings, Ascended!

Last month we gave you a general overview of what to expect from Chapter IV and the many changes that will be coming with it: including new story elements, new endgame mechanics, a dynamic boss fight, new unique items, and a truly massive balancing pass. Even more things are coming with Chapter IV, but we will save those for future monthly updates! Today, we want to give you a few examples of new unique items we’ll ship with Chapter IV, and address how the upcoming changes will impact your existing characters.

New Unique Items



One of our goals with Chapter IV is to shift the meta and allow for new types of builds and character types to shine, both during the campaign and in the end game. To achieve that, alongside the massive balancing pass we have been working on, we’re planning on shipping a lot of new unique items. Here are a few examples:

Disclaimer: Names and values shown may differ from the release version depending on the internal balancing tests we will be doing until then.


Projectile Ring

  • -35% Projectile damage multiplier.
  • +2 Projectiles
+30% critical damage
+50 Ferocity
-75 Wisdom


Critical Damage Belt

  • Each time you drink a ressource potion (rage/willpower), you gain +40% critical damage for 6s.
  • +30% chance to gain doubled potion charge on kill.
+1500 Maximum Health
+60 Ferocity


Damage Chest

  • -300 Max Willpower and Rage
  • +60% Attack Critical Strike Chance Score
  • +60% Spell Critical Strike Chance Score
  • +60% Critical Damage
+22-42 Physical damage on your attacks
+22-42 Physical damage on your spells

Auto Cast Unique Items



If you have been playing Wolcen’s end game (Or if you’re very lucky), you may have heard, or even get your hands on the infamous Trial Belt. With Chapter IV, we will be adding new Auto Cast Unique Items, here are a few examples:

Eclipse Shield

  • On Block 100% chance to cast Eclipse (with 360% explosion modifier) – This effect can occur every 1.0s.
+10% Block Chance on this item
+60 Toughness
+45-67 aether damage added to spells
+100% All resistances on this item

Nova Boots

  • On Block 100% chance to cast Winter’s Grasp on the player position – This effect can occur every 4.0s.
+5% Block Efficiency
+45 Wisdom
+22-33 Frost damage added to spells
+20% Movement speed
+100% Health on this item
+100% Force Shield on this item

Bleeding Edge Gloves

  • On Hit 20% Chance to cast Bleeding Edge (with Duration increased modifier) – This effect can occur every 3.0s.
+10% Rend Damage Multiplier
+50 Ferocity
-25 Toughness
+75% to Material Resistances

Anomaly Ring

  • On Hit 100% chance to cast Anomaly (with the increase AOE modifier, the multiple pull modifier, and the duration bonus modifier) – This effect can occur every 10.0s.
+10% Occult Damage Multiplier
+50% Occult Ailment Score
+200% force shield on this item
+50 Wisdom

A (Somewhat) Fresh Start



Much like the beginning of a traditional ARPG season, the sheer depth and scope of the changes coming with Chapter IV mean that a fresh start is required. Doing so will ensure that everyone can experience the new content properly and enjoy the game as intended well into the future, instead of being left behind as with prior iterations. However, we don’t want to negate players’ hard work and lock them off from enjoying the new content and challenges at the cost of abandoning the characters that have journeyed with them through Wolcen’s story thus far.

Our intent is to convert characters that are at least level 45, or have previously completed the Chapter III, into Chapter IV-ready versions. All character types that fit these criteria will be converted, be they Legacy, Standard, or Bloodtrail. Characters that have not completed Chapter III, or are below level 45, will remain unaffected. Any newly created characters will start from The Prologue and proceed into Chapter I as normal.

So that players can experience the new Chapter as intended, converted characters will have their level adjusted to 40 but will retain all their skills, unlocked cosmetics, storage space, gold, and primordial affinity. (Note that Legacy characters will receive a large lump sum of gold and primordial affinity instead of their original amounts). To offset this, the experience curve will be greatly flattened, by up to 45% for some higher levels, as part of Chapter IV’s balancing pass.

All items will be retained and scaled to around item level 40. Items with affixes will retain their existing affixes but have their values re-rolled in line with the new balancing meta.

City Building and War Table progress will be reset. We are investigating the possibility of carrying over City Building progress in terms of specific buildings and projects, however there are some technical hurdles to overcome. In parallel with the reduced experience requirements, we will be significantly reducing the Gold and Productivity costs of the City Building projects with the Chapter IV patch.

This is a lot of information and change, so to reiterate and lay it out plainly our current plan is:

  • All characters that are at least level 45 or have completed Chapter III will be converted, regardless of the game type they were created in (Legacy, Standard, or Bloodtrail).
  • Eligible Legacy or Standard characters will effectively become Bloodtrail characters when converted, bringing everyone into a unified player pool and content tier moving forward.
  • Once converted, all characters will be level 40. The experience requirements per level will be dramatically reduced by up to 45%.
    • All converted characters will receive:
    • 39 Gate of Fates points,
    • 390 Attribute points,
    • All previously unlocked dyes and armour skins,
    • All previously unlocked Aspects of Apocalypse,
    • Standard and Bloodtrail characters will retain their Gold and Primordial Affinity.
    • Legacy characters will have their Gold and Primordial Affinity reset and replaced with a large lump-sum of both.

  • All items in character inventories and personal storage will be retained and scaled to approximately item level 40. Any items with affixes will retain their affixes and have their values rerolled in-line with the new balancing meta.
  • War Table progress will be reset.
  • Stormfall City Building will be reset, though we are investigating the possibility of carrying over progress in certain projects. City Building costs are being massively reduced with Chapter IV to offset this.
  • A system will be in place to prevent personal storage collisions when a player has converted both Bloodtrail personal storage and Legacy or Standard personal storage. We will be detailing this at a later time.

These changes are substantial but necessary if we are to continue refining Wolcen further and deliver our seasonal plans for the game in the future. With this character conversion, we will be bringing everyone to the same player pool and allowing everyone to experience the same content and balancing – something we were unable to do previously. Further, we hope that by providing a sense of continuity with your characters, as opposed to a completely blank slate, we can make that transition easier and more enjoyable.

That’s all for the month! As always, you can join us on the Official Discord and have a chat, or you can find the previous Monthly Update here. If you have any specific questions about the conversion process, please contact support@wolcengame.com, or Tyber#0143 on Discord, so that they may be gathered and addressed in future updates.

Patch 1.1.6.9

Hello, Ascended!

Here is bugfixing patch 1.1.6.9., which fixes an issue that caused skills to become unresponsive, resolves several softlocks, and adds some more tweaks to Wolcen's online component.

Please keep your issue reports coming! You can also reach out to us on our Discord.




  • Fixed an issue which would cause active skills and dodging to not respond to player input after interacting with certain objects.
  • Fixed a backend issue which would sometimes cause a "Disconnected from Server" error when loading into characters with large amounts of items.
  • Plugged various server-side memory leaks.
  • Revised the targeting behaviour for player Summons. They should now be less clingy and more eager to engage enemies.
  • Fixed a navmesh issue which could sometimes cause the player to be trapped or have limited movement during the "What Lies Below" mission.
  • Fixed an issue where the the hunt trail would fail to spawn correctly during the campaign's Hunt Tutorial sequence.
  • Fixed an issue which would prevent the player from being able to complete the "Clear the area" objective of Chapter II's The Darkest Dusk mission.
  • Resolved an issue where the environment map of an Expedition's third level would fail to load, sending the player into the hungering void.
  • Fixed a curious issue which would cause the player to die if they stayed idle for an extended period of time after killing certain bosses in the campaign.
  • Resolved an issue in multiplayer where Player A would not see Player B's movement or rotation, and instead see them "teleport" around.
  • Resolved an instance where the player's quest feed would fail to update for some time after dying during Chapter III's "The Gates of Fury".
  • Fixed several visual issues that would result from quitting to the main menu and reloading during Chapter II's "Cordial Invitation".
  • Fixed an interaction between Wings of Ishmir and Bladestorm which would negatively impact player damage.
  • Fixed an issue where Aether Jump's "Spatial Puppeteer" ASM would incorrectly place enemies depending on game latency.
  • We've kindly asked Wolcen's monsters to stop spawning out of bounds or below the ground during certain endgame operations.
  • Fixed a desynchronisation of the cursor graphic and its actual position when switching to a resolution of 1600x1200.
  • Prevented Sovereign Shout from briefly affecting the lighting in certain level environments.
  • Closed an item duplication exploit. Naughty.
  • Closed a crafting rollback exploit that would cause a server crash.
  • Cleaned up graphical elements in the small cave secondary area.

Patch 1.1.6.8

Salutations, Ascended!
On today's menu is bugfixing patch 1.1.6.8., featuring an important fix for offline players.




  • Offline players can once again be FABULOUS. We have fixed an issue where newly collected dyes and armour skins would not save to the Cosmetics Menu after ending an offline play session.
  • Fixed an issue for gamepads where input would be partially lost when opening a menu after receiving a notification.
  • Fixed an issue which could cause the player to teleport unexpectedly to a different area when using certain abilities in certain spots.
  • Further checks have been put in place around the online use of enneracts and dyes to prevent potential desynchronisation.
  • Fixed an issue where a pending notification would display on the Friends List button if the request was accepted and the friend subsequently removed.
  • Fixed an issue where a pending notification would display on the Friends List button even if the request was declined by both players.
  • Adjusted controller SFX to sync more cleanly with user input on the inventory wheel.

Patch 1.1.6.7

Greetings, Ascended. Bug squashing patch 1.1.6.7 is now live, you can find the details below.

This patch will appear in-game as 1.1.6.6 due to a backend adjustment.

A big thank you to everyone who has submitted bug reports to us! If you don't see a fix here for a bug that you have previously reported be assured we will tackle it when and where possible in future patches.


  • Fixed an issue that would cause some online players to receive a "Disconnected from server" error when loading into an online game. This particular cause was related to pending city rewards that had failed to deliver correctly from the old back-end.
  • Resolved an online issue where, if the player cancelled their action when consuming an enneract, that enneract would still be deleted on the back end. This, in turn, would cause further issues when the player tried to re-use the 'ghost' enneract. Enneracts will now properly stay in your inventory until consumed!

    Extra checks have been put in place around enneracts and dyes.
  • Resolved the underlying issue that would trigger Error 815 when consulting the City Building menu in Champion of Stormfall mode online, prompting players to return to the main menu.
  • Resolved a case-specific server crash when buying stackable items from particular merchants. We have also expanded the scope of our online logging to help investigate other crashes.

Wolcen: Lords of Mayhem is -50% off for the Autumn Sale!

Hello everyone,

Wolcen: Lords of Mayhem is currently -50% off until November 1st! You can get it for 17,49€ (19,99$)

Whether you're using Mouse & Keyboard or a Controller, now is the time to try Wolcen, solo, or online with a friend!

If you missed it, you can take a look at October's Monthly Update, giving you an overview of what to expect with Chapter IV, the new systems that will be accompanying it, and the game-wide balance pass.

Have a great day!

Monthly Development Update - October 2022

Greetings Ascended,

This month we will be giving you an overview of what to expect with Chapter IV, the new systems that will be accompanying it, and the balance pass.

Storm’s Fall



Whilst we want to keep narrative specifics under wraps until you can experience the Chapter for yourselves; here is a tease, a taster, of what is at stake in Chapter IV:

“Rest now, Ascended. You are free.”

The events at Crimson Keep hang over the mind of the Ascended, an endless nightmare from which they felt they’d never wake. A family torn asunder, and a foe unleashed.

Meanwhile, sinister forces conspired to harness the power of Oshara, the ancient dragon matriarch and Voice of Naedre. Though their effort ultimately failed, it did uncover a new target, a new opportunity, sequestered away in the halls of Stormfall Palace.

Now, the city falls under the hungry gaze of a being more powerful, more cunning, and more dangerous, than any you have directly fought before. A being whose machinations have led you, the Ascended, to this moment. All you have fought for, all you have lost, the allies you have gained, and the family that was broken, are poised to burn away in a tide of ash, fire, and Fury.

You must prepare. Stormfall must prepare.

Ahriman comes...



The Ultimate Boss Fight



The boss fights that have capped off Wolcen’s chapters are memorable, intense, sometimes even charming, and above all: tough. We want to continue that grand tradition in Chapter IV, but with a twist. Ahriman, the grand architect of your fate, is a foe unlike any other you have faced. You most certainly will not win if you rush in blind.

In fact, we guarantee it.

So, even with all your power, how can you succeed? The Fallen Duke of Fury has legions at his command, powerful lieutenants, and the collective fury of all those he has pacified which manifests in truly devastating abilities beyond count. You must remove these elements. Chapter IV will incorporate and expand upon the War Table and City Expansion systems with new features, which will be used to weaken The Blind Prince and improve your chances, whilst weaving in narrative and thematic elements.



New Experiences and Mechanics



Chapter IV will not only be a continuation of Wolcen’s story, but it will also add new layers to the game and its systems which will appeal to even the seasoned endgame player. As we did with Bloodtrail’s release, we are taking the opportunity to make some sweeping changes that will improve the existing core gameplay and systems, as well as allow for greater flexibility in the future in terms of seasons.

The update will bring:

  • The Lieutenants system: an expansion of the War Table’s loop in Chapter IV and Endgame. As they complete operations, players contribute progress to unlocking important missions, where they must face down an elite enemy who wields one of Ahriman’s many deadly abilities. If the player is triumphant, Ahriman will have a weaker version of that ability when he is finally confronted.
  • A Curses and Blessings system: a new series of modifiers that are triggered by progressing through the Lieutenants system in Chapter IV, or according to the difficulty level selected at endgame. These modifiers sit on top of the War Table’s existing mission modifiers in Chapter IV and Endgame. While they are far fewer in number, they are much more powerful and unique. They will enable, or require, more strategic play. Work-in-progress examples include:

    • Curse: Thunderous Wrath.. A lightning storm rages over the battlefield, periodically striking at the player unless evaded. Will you avoid the strikes or bear the damage and harness the power of the skies?
    • Blessing: Impurity Incarnated. Claim the power of the zealots that would dare to hunt you. Hitting enemies applies a vulnerability effect, increasing the damage they take from all sources for a brief time.

  • New City Building projects, which will be key to increasing Stormfall’s defences and providing you with powerful buffs to aid you in your fight against Ahriman.
  • A new rhythm to endgame: Ahriman’s siege of Stormfall will periodically trigger during endgame, culminating in a dynamic Ahriman fight and powerful rewards…should you survive.
  • Infinitely scaling difficulty. Currently, higher difficulties in endgame are unlocked by accumulating Skull Points, which are awarded from successfully completing Operations at the highest available difficulty. You may have noticed that, upon reaching the current difficulty ceiling of 217, Skulls still appear on the rewards screen. With Chapter IV, you will be able to accumulate Skulls at 217 and then use them to launch Operations at as high a difficulty as your stockpile (and bravery) permits. Push the limits of your skill and builds: ever greater rewards and challenges await!
  • Chapter IV will also bring a few new toys for players to... play with. There will be several new Unique items to open new playstyle possibilities. We will be detailing these at a later date!


On top of all that, as we have communicated previously, Chapter IV will be accompanied by a massive balancing pass. This will touch on:


  • All skills,
  • All skill modifiers,
  • All nodes in the Gate of Fates,
  • Specific nodes in the Gate of Fates reworked to help boost 2-handed play,
  • A general reduction to the XP curve for player levels,
  • A general reduction in City Building costs,
  • Unique items, with a significant increase in power for underperforming items.


This of course has just been a general overview of Chapter IV and what features and improvements are coming with it. We’ll reveal more information and present some deeper dives into specific topics in the following months.

As always you can join us on the Official Discord and have a chat, or you can find the previous Monthly Update here.

Patch 1.1.6.6

Greetings, Ascended.

Bug fixing patch 1.1.6.6 is now live, you can find the details below.

A big thank you to everyone who has submitted bug reports to us! If you don't see a fix here for a bug that you have previously reported be assured we will tackle it when and where possible in future patches.



  • Fixed an issue which sometimes caused changes in the "Graphics Quality" menu not to apply.
  • Fixed an issue where the player could open their inventory in the Stormfall Overview screen and subsequently be unable to interact with it.
  • Fixed an issue that, when manually rearranging the inventory, could cause items to disappear entirely from the inventory under specific circumstances.
  • Fixed an issue which prevented gamepads from navigating away from the World Map after keyboard input had been used.
  • Fixed an issue on gamepad which prevented the input prompt bar from appearing on the Death Screen in multiplayer.
  • Fixed an issue in the Cosmetic Inventory which sometimes prevented collapsed categories from expanding again.
  • Fixed an issue that would trigger Error 733 when stacking a newly-learned dye.
  • Fixed an issue which would cause the player to inadvertently move when accepting a trade invitation with a mouse.
  • Fixed an issue which would cause the player to inadvertently move when using the Crafting Screen's scrollbar with a mouse.
  • Fixed an issue in the Cosmetic Inventory where clicking and holding the mouse cursor would cause the inventory to scroll.
  • Fixed an issue on gamepad which allowed the Aspect of Flesh's skill "Rapid Assimilation" to damage a targeted enemy even if said enemy was not in the skill's path.
  • Fixed an issue in the Group Members list of the Friends List UI where only one group member would display when a third member joined.
  • Fixed an issue which could prevent Friends List notifications from being displayed.
  • Fixed an issue which caused inconsistencies in the Gate of Fate's gamepad prompt bar when switching input modes.
  • Fixed an issue where a removed friend would remain in the Friends List if they had been removed whilst grouped with the player.
  • Fixed an issue which caused the player HUD to disappear after using and closing the trading window with a gamepad.
  • Fixed an issue on gamepad where the crafting window would sometimes fail to have input on opening.
  • Removed the redundant "Not enough room in inventory." warning which appeared when accessing Dark Market and Transmutation Forge projects with a full inventory.
  • Fixed an issue on gamepads which prevented some skin lists in the cosmetic menu from being scrollable.
  • Fixed an issue which cause the progress gauge of certain Hunt events to be misaligned.
  • Fixed an issue where the clickable area of the "Send Request" and "Cancel" buttons in the Add Friends UI was larger than the actual button.
  • Sent party invitation popups now actually include the name of the player!
  • Fixed an issue where gamepad input would be lost after sending a friend request.
  • Resolved several instances of controller SFX overriding game SFX.
  • Removed an instance of controller SFX incorrectly triggering when adjusting zoom in the Gate of Fates screen.
  • Removed an instance of controller SFX incorrectly triggering when rotating the player character in the Cosmetics Menu.
  • Removed an instance of controller SFX incorrectly triggering during crafting.

Personal online stash error

Hello everyone!

We are aware of the online stash issue and working on a fix, which should be released soon!

Greetings

Monthly Development Update - September 2022

Greetings Ascended,

We are still hard at work on Chapter 4, and we want to announce a couple of the extra changes, big and small, that will be coming with Wolcen’s new Chapter, as well as what to expect afterwards. If you missed Chapter 4’s announcement, you can find it here!

Life after Chapter 4



We are happy to confirm that we intend to introduce seasons to Wolcen after Chapter 4’s release, along with infinitely scaling end game activities.

This is of course something we will be discussing in the future: we have plenty of other exciting things to tease you with before then!

Changes for Legacy Characters



Last year we released Bloodtrail, a significant update that bought new narrative events to the game, massive changes to itemisation and stats, and a necessary reset to the game economy. An unfortunate side effect of that release was splitting player characters into multiple types. Older characters were labelled as ‘Legacy’ and locked out of the newer content, whilst newer characters had no means to interact with 'Legacy' characters, as well as being divided between 'Standard’ and ‘Bloodtrail’ types themselves.

Thus, we are happy to reveal that, with Chapter 4’s release, all character types will be automatically converted into one single unified type and will once again be able to interact, trade, and play together as well as enjoy all the content Wolcen has to offer! In essence, all characters will be converted into Bloodtrail characters and join a single pool. Due to the sheer difference between the gear and stats of Legacy and modern Wolcen’s, we are still refining the details of the conversion process, but we will share details with you all closer to the time.

Character Selection screen idle animations



Your Ascended have faced many challenges, battled fierce foes, overcome armies, and even dared to haggle with Mohabi, but have they ever struck a pose?



A small but fun change coming with Chapter 4 will be the addition of new idle animations for your characters whilst in the main menu. These motion-captured animations will change dynamically based on the weapon types you have equipped.

Online Downtime Completed



We are happy to announce that the backend change has been completed successfully and Wolcen’s online components can be accessed once again. We once again remind you that player friends lists were cleared as part of the switch. If you encounter any unexpected issues, please contact us via support@wolcengame.com.

That's all for this month, folks. As always you can join us on the Official Discord and have a chat, or you can find the previous Monthly Update here (Covering the back-end change that happened earlier this month, our balancing plans, and upcoming improvements for controllers and the UI).