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Changelog for Patch 0.1.7 (added 08 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

IA:

- 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)

---

Changelog for Patch 0.1.8 (added 25 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
Post edited October 20, 2016 by DeMignon
high rated
Changelog for Patch 0.1.9 (added 28 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

---

Changelog for Patch 0.1.91 (added 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.
Post edited October 20, 2016 by DeMignon
high rated
Changelog for Patch 0.1.10 (added 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.

---

Changelog for Patch 0.2.0 (added 27 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
Post edited October 20, 2016 by DeMignon
high rated
Changelog for Patch 0.2.1 (added 27 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

---

Changelog for Patch 0.2.3 (added 20 June 2016):

- ana 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

---

Changelog for Patch 0.2.4 (added 27 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
Post edited October 20, 2016 by DeMignon
high rated
Changelog for Patch 0.2.5 (added 30 June 2016):

- Fixes bugs regarding the loot of gold and melee combat sometime missing targets.

---

Changelog for Patch 0.2.6 (added 28 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

---

Changelog for Patch 0.2.6 hotfix 2 (added 02 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

---

Changelog for Patch 0.2.6 hotfix 3 (hotfix 2 in-game):

- Fixed a bug freezing the mouse interaction after player's death
Post edited October 20, 2016 by DeMignon
high rated
Changelog for Patch 0.2.7 (added 26 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.

---

Changelog for Patch 0.2.8 Hotfix (added 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
Post edited October 20, 2016 by DeMignon
high rated
Changelog for Patch 0.3.0 / GOG-17 (Windows) (added 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

(continued in following post)
Post edited October 20, 2016 by DeMignon
high rated
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

(continued in following post)
Post edited October 20, 2016 by DeMignon
high rated
PASSIVE SKILLS (continued):

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

(continued in following post)
Post edited October 20, 2016 by DeMignon
high rated
PASSIVE SKILLS (continued):

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
Post edited October 20, 2016 by DeMignon
high rated
Changelog for Patch 0.3.0 Hotfix / GOG-18 (Windows) (added 20 October 2016):

- Fixed various issue that were missing but included in the previous changelog
- Fixed: Debris of destroyable object will not block the player anymore
high rated
Changelog for patch 0.3.2 / GOG-19 (Windows) (added 29 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.

(continued in following post)
Post edited November 30, 2016 by DeMignon
high rated
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
high rated
Patch 0.3.3 hotfix / GOG-20 (Windows) (added 08 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.
high rated
Changelog for patch 0.3.4a / GOG-21 (Windows) (added 22 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.

(continued in following post)
Post edited December 23, 2016 by DeMignon