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Wolcen: Lords of Mayhem [Umbra]

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    Wolcen: Lords of Mayhem [Umbra]

    Moin Moin,

    habe bis jetzt noch keinen Thread gefunden und am 24. März startet der Early Access.
    Gibt bis jetzt noch nicht so viel zu sehen, aber ich finde es sieht ganz nett aus. Was meint ihr so?

    Spoiler: 
    Die Macher versprechen eine Mischung aus der Freiheit von Skyrim, dem Action-Stil von Diablo 3, der Atmosphäre von Diablo 1 und der grafischen Power von Crysis.




    Umbra Kickstarter Trailer (Umbra war der alte Name vom Game)


    HOMEPAGE

    #2
    Zitat von d-Lame
    Spoiler: 
    Die Macher versprechen eine Mischung aus der Freiheit von Skyrim, dem Action-Stil von Diablo 3, der Atmosphäre von Diablo 1 und der grafischen Power von Crysis.
    natürlich :D

    e: trailer reißt mich nicht vom hocker. also mal abwarten angesagt bei mir.

    Kommentar


      #3
      Wird sich bei mir mit POE messen müssen, was die Builds angeht. Wenn das in etwas gleichwertig ist und die Atmo passt, es aber noch Grafisch und vom Schnick-Schnack was oben drauf gibt bin ich dabei. Sollte es aber langweilig sein was Skillung etc angeht, ist halt direkt uninteressant.

      Kommentar


        #4
        Version 0.1.3 - many crash and bug fixes - more to come !

        Spoiler: 
        Modified: Save system entirely reworked Known Issue : It may happen that a new character starts immedialty at quest2. It will be fixed in the next update, tomorrow. However, the newly created character can play as normal. Fix: Several crashes from various gameplay elements Fix: Several Crashes when leaving a Randomly Generated Dungeon from the entrance Fix: Crashes when creating a randomly generated dungeon Fix: Various quest events not sent (templar starting with the player in the begining of quest 1, Father Gernez not giving instruction nor quest reward...) Fix: Health Icons not removed from a Randomly Generated Dungeon to another, removing useless icons from the screen Fix : Issue when a character started Quest 2 in the first area of the game, blocking the progression of the game Fix: Checkpoints not resetting when a new character was loaded, causing quest progression to be blocked Fix: Luthor no longer disppear when player dies (blocking event for quest 2) ENVIRONMENT: We are still working to bring the dynamic grass back. It has been disabled because it caused crashed on the lower configuration. Fix: rock disappearing in the open world AI: Invoked Skull Crusher movement speed increased CHARACTERS: Fix: Removed Ground Alignement of Charger Knight model causing crashes Fix: Infernal Dogs flying over the ground without animation New: Butcher Zombie is now carrying a Cleaver SOUNDS: New: Added sounds for Zombie Dogs ANIMATIONS: Fix: Butcher Zombie movement animation bug New: Butcher Zombie spawn animation


        Habs mir vor paar Tagen auch geholt, bin relativ angetan davon, sieht nett aus etc alles , bisschen langsamer im Vergleich zu d3 aber abwarten wie es sich entwickelt

        Kommentar


          #5
          sieht iwie genau wie grim dawn aus

          Kommentar


            #6
            Zitat von quiN
            sieht iwie genau wie grim dawn aus
            sehen alle irgendwie gleich aus Kappa , ne Spaß beiseite Wolcen nutzt die Cry Engine daher optisch schon nen Schmankerl und was mir aufgefallen ist das wenn man Zauber nutzt es wie bei Dive Divinity ist , also im Wasser mit Blitzen = Supi :D , selbst als Krieger kann man Zaubern , SKill Tree ist etwas wie in Diablo 3 , mit Magic und Gold Find zum Skillen und Movement Speed und Klassen abhängig dann gehts weiter .

            Kommentar


              #7
              bewertungen ja nich so prall bisher.

              Early Access is a bit of an overstatement. The game right now is closer to a tech demo.
              Right now i can not recommend this game. Outside of wanting to pay to help the team fix their bugs inside the game. The video you see of the game that was showed 8 to 9 months ago is the same build u are given today.
              dazu single player only. iwie nich so prall für ein arpg

              Kommentar


                #8
                Zitat von quiN
                bewertungen ja nich so prall bisher.

                Early Access is a bit of an overstatement. The game right now is closer to a tech demo.
                Right now i can not recommend this game. Outside of wanting to pay to help the team fix their bugs inside the game. The video you see of the game that was showed 8 to 9 months ago is the same build u are given today.
                dazu single player only. iwie nich so prall für ein arpg
                Die Alpha ja, Multiplayer ist aber Fest geplant

                http://www.wolcen-game.de/cms/artikel/artikel.php?id=11

                Kommentar


                  #9
                  Werde mir wohl nen zugang kaufen sobald der mp läuft

                  Kommentar


                    #10

                    Kommentar


                      #11
                      bin richtig heiß ^^

                      die sollen mp raushauen dann steige ich ein ^^

                      Kommentar


                        #12
                        Wolcen: Lords of Mayhem is now available in German and Chinese thanks to our awesome community! So a big thank you to CoTTo and ngacnlcq! You can now change the language in the Game Settings (a restart of the game is needed)

                        Patch Notes Verlauf

                        Spoiler: 



                        Patch 0.1.1

                        The patch we just released fixes some small gameplay issues :
                        * The "Utility Level" for active skills now works normally
                        * When clicking on the Active Skill level up button, the Active Skill menu opens and selects the given skill automatically. (clicking on the icon moves your character, this will be fixed real soon)
                        * Amarth Waypoint is now automatically unlocked once you reach Amarth (end of the first quest)
                        * Fixed waypoints not unlocking when the player quickly jumps ingame once game is started


                        0.1.2 - Early game crash fix

                        GENERAL
                        Fix: crash at the end of the cave, close to the second spell book, entrance of the temple
                        This fix is caused by a bug of the renderer, we applied a temporary fix that transform the dynamic vegetations into normal vegetations. We look forward to make a full fix.

                        ENVIRONMENT:
                        Fix: Correct version ID not appearing
                        Fix: Volumetric fog at startup
                        Fix: River sometime disapearing in the open world
                        Fix: Some Rocks disapearing in the open world


                        CHARACTERS:
                        new: Zombie Dogs Level of Details, improving performance

                        ANIMATIONS:
                        Fix: Skull Crusher using the default pose
                        Fix: Many issue with Bandits being stuck in certain animations
                        Fix: Player Crossbow idle pose
                        Modified: All ghoul animation are updated
                        New : Ghoul have new attack animation


                        Version 0.1.3 - many crash and bug fixes - more to come !

                        Modified: Save system entirely reworked
                        Known Issue : It may happen that a new character starts immedialty at quest2. It will be fixed in the next update, tomorrow. However, the newly created character can play as normal.
                        Fix: Several crashes from various gameplay elements
                        Fix: Several Crashes when leaving a Randomly Generated Dungeon from the entrance
                        Fix: Crashes when creating a randomly generated dungeon
                        Fix: Various quest events not sent (templar starting with the player in the begining of quest 1, Father Gernez not giving instruction nor quest reward...)
                        Fix: Health Icons not removed from a Randomly Generated Dungeon to another, removing useless icons from the screen
                        Fix : Issue when a character started Quest 2 in the first area of the game, blocking the progression of the game
                        Fix: Checkpoints not resetting when a new character was loaded, causing quest progression to be blocked
                        Fix: Luthor no longer disppear when player dies (blocking event for quest 2)

                        ENVIRONMENT:
                        We are still working to bring the dynamic grass back. It has been disabled because it caused crashed on the lower configuration.
                        Fix: rock disappearing in the open world

                        AI: Invoked Skull Crusher movement speed increased

                        CHARACTERS:
                        Fix: Removed Ground Alignement of Charger Knight model causing crashes
                        Fix: Infernal Dogs flying over the ground without animation
                        New: Butcher Zombie is now carrying a Cleaver

                        SOUNDS:
                        New: Added sounds for Zombie Dogs

                        ANIMATIONS:
                        Fix: Butcher Zombie movement animation bug
                        New: Butcher Zombie spawn animation


                        Patch 0.1.4 -Many fixes, Passive Skill and Character Sheet UI redesign in the next version!

                        GENERAL:
                        Fix: Full fix for dynamic vegetation! We re-enabled dynamic grass, if you have any problem, please let us know!
                        Fix: Many blocking events in quests - known issue : sometime, quest 1 may start in Amarth (for newly created character). This will be dixed in the next release)
                        New: Text tooltip for quest 5 : Quest 5 is now about exploring the open world. New scripted quest will come next week, when the game will be a bit more stable.
                        Fix: Bug triggering an attack when talking to an NPC
                        Fix: Player no longer moves when talking to an NPC
                        New: Amarth's door will not open in the beginning of Quest 2. You need to talk to Father Gernez first
                        Modified: Even if activated, waypoints outside Amarth are not usable until the end of quest 2
                        Fix: Quest 2: Grabbing Luthor Stash will now automatically
                        Fix: Issue when saving Passive Skills. This part may still have issues, but the real fix will come with the redesign of the Passive Skill UI within the end of this week.
                        Fix: Templars were sometime showing up in the begining of Quest 1

                        ENVIRONMENT:
                        Modified: General performance improvements during the night
                        Modified: Performance improvements during temple fight (mission 1)
                        Modified: Performance improvements during night time at Amarth
                        Modified: Improving quality of light shadows at Amarth
                        Fix: Wrong Time of day selection was sometime triggered in the begining of Quest 1

                        CHARACTERS:
                        new: Templars NPC and AI Level of Details added
                        new: Villagers Level of Details added
                        Modified: NightStalker particles effects optimized

                        ANIMATION:
                        Modified: Zombie Dog animation
                        New: Zombie Blown Away animation
                        Fix: Ogre model entering T pose
                        Fix: Skeleton model entering T pose

                        AI:
                        Removed: Zombie Warrior and Zombie dog no longer use the fluid AI system (will be restored later, when fully implemented)
                        Butcher Zombie speed increased

                        GAMEPLAY:
                        Modified: The Orc Battle Mage shouldn't be a purple-ball-firing-machine-gun anymore


                        Patch 0.1.5(bis): Performance improvement, Character Sheet and passive Skill UI reworked and various fixes

                        GENERAL:
                        Global optimization: this may result a strong performance gain for every configuration
                        Modified: UI of the Character Sheet modified (Work in progress)
                        Modified: UI for Passive Skills: It is now a bit clearer to use. Several issues are known and will be soon fixed. This UI is temporary until we completely change the way passive skills work in the game.
                        Fix: Passive Skill not saved correctly
                        New: Work in progress tooltip explaining passive skills effects
                        Fix: “Random” crashes, happening anytime, anywhere for no real appearing reason.
                        Modified: The 'low effects' mode has now SSDO, with minimum performance impact
                        Modified: The windowed mode is now borderless


                        ENVIRONMENT:
                        Improved: various elements in the open world
                        Modified: Slightly improved performance in Amarth
                        Modified: The time of day cycle is now 1.5x faster
                        Fix: physic bug with tents

                        GAMEPLAY
                        Modified: Re-worked the loot-tables
                        Modified: Skill Books should drop less often
                        Modified: Numerous balance improvements
                        Modified: Partial re-design of the NightStalkers

                        CHARACTERS:
                        Modified: Improving "Level of Details" of Bandits.

                        ANIMATION:
                        Modified: Zombie Fat run animation
                        Modified: Several Animations for Zombie Butcher
                        New: Butcher can now carry a two handed weapon with the associated animation
                        Fix: T Pos for Ogre model
                        New: Attack animation for Ogre model


                        Hotfix 0.1.6(1)

                        GENERAL:

                        Fix: a bug in quest 4, achieving the quest to early and not spawning the Skeleton Overlord
                        Fix: Fixed a bug reducing the speed of charging AIs
                        Fix: Passive skills not unlocking at the correct level. New passive skills are now available each 6 levels
                        Fix: The correct version now appears on top of the screen
                        Fix: Increase the amount of Spell Books loot
                        Fix: Ferns items now has the correct HUD image
                        New: added markers on the minimap for quest 3. An arrow to lead you during quest will be added within next week.



                        Patch 0.1.7: 13 new Skills, New Dodge system, magical item fix and more!

                        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)



                        Patch 0.1.8 - Direction blood, Potion system, performance upgrade

                        GENERAL:
                        Improve: It should be impossible for player to get stuck in non accessible area anymore. (falling from levels - ending on the ceiling after Deep Strike ect...)If it happens, please let us know on the forum!
                        New: Potion system is now working correctly.
                        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 animation
                        Modified Ogre animations


                        Kommentar


                          #13
                          Habs mir nun gegönnt. Ist wirklich noch sehr weit in der Alpha Phase. Sieht gut aus, aber den Weg wo das spiel hingehen wird, kann man mMn noch nicht so erkennen. Trotzdem bereue ich es nicht und hoffe ständig auf gute updates.

                          Kommentar


                            #14


                            Hi everyone ! This is a very exciting day for us, as we have been working hard on what lead up to today’s reveal. We are proud to present you the brand new Passive Skills Tree of Wolcen : Lords of Mayhem, which will be added to the game in the next update. In the video below you’ll see some WIP footage (containing some placeholders) but most of the Tree is already done and working, so enjoy. :) As you can see in the video, handling of the Passive skills will be fun and will, we think, add a necessary depth to the entire gameplay experience. We are planning on releasing hundreds of Passive Skills at once so balancing things will take a little time, but this way you will be able to test a functional version of the PST real soon.

                            Kommentar


                              #15
                              Gibt jetzt nen neuen großen patch + Housing und neuen Passive Skilltree

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