On August 31, we applied Patch 0.12.4, which reintroduced some in-game equipment that had previously been disabled for balancing reasons. We suspected that this update would receive a lukewarm reception. Let us explain.

When a game is released in early access, the main goal is to get feedback, suggestions, bug reports, and comments from players who agree to venture into an early version of the game that is still under development. The game's evolution and refinement can be seen here: WAVEN isn't yet available in its final ("Gold") version because it requires iterations to move toward the most accessible, stable, complete, and fun experience possible, thanks to you.
When we announced that early access would start on August 16, we made it clear that the experience wouldn't be complete and game content would evolve until the official release at the end of the year. This early access is an opportunity to contribute actively to the game's development process; this invitation is transparent and honest.
However, we fully understand the sense of dissatisfaction it can cause when reality catches up with us. It's frustrating to invest your free time in intensive gaming sessions, only to find that a balancing update means that your character or equipment no longer lives up to your expectations or no longer represents the hours of farming you've done. And this frustration is just as bad for us as it is for you.
We've read all your recent comments. We didn't speak out immediately because we still needed time to think and analyze the situation internally before we could provide you with accurate, coherent answers that met your expectations. Your reaction to the reintroduction of the previously disabled rings and armbands – proof of your attachment to the game, your characters, and their equipment – came as a bit of a shock. In all honesty, we hadn't considered a resource refund feature to be a priority, given the early-access nature of this version of the game. So, we decided to prioritize other features that were more enticing and important – fundamental, even.
We're dealing the cards again.
In a future WAVEN update, we'll be introducing a system whereby invested resources can be refunded. This system will be automatic and non-retroactive, and it won't be controlled by players. Here is a breakdown of the initial version of the feature:
System Structure
When we make changes to equipment, spells, or heroes, we will specify whether these changes will result in a refund of invested resources. These changes may take the form of balancing, an overhaul, or a temporary deactivation.
If the change results in a refund, an interface showing the changed equipment, spells, or heroes will appear in the game when you log in, listing each item that has changed.
Refunded resources will be sent and stored directly in a letter (the envelope in the top-right corner of the screen) when the update is applied. You'll just need to claim them for the resources to be reinvested. Stored resources will have no expiry date.
Possible Scenarios
The various changes are as follows:
- The item (equipment, companion, spell) has been reworked;
- The item (equipment, companion, spell) has been rebalanced;
- The item (equipment, companion, spell) has been removed from the game;
- One of the item (equipment, companion, spell) skills has been reworked;
- One of the item (equipment, companion, spell) skills has been rebalanced;
- The hero's passive has been reworked;
- The hero's passive has been rebalanced;
- One of the upgrades for the hero's passive has been reworked;
- One of the upgrades for the hero's passive has been rebalanced;
- An Ether spell has been reworked; and
- An Ether spell has been rebalanced.
Depending on the situation, the action may take the form of:
- A reset of the item (equipment, companion, spell) level to level 1;
- A recovery of the number of items (equipment, companions, spells) consumed to evolve it;
- A reset of the item (equipment, companion, spell) skill;
- A recovery of the runes invested in the item (equipment, companion, spell);
- A recovery of the kamas invested in the item (equipment, companion, spell); or
- No action.
What Action(s) for What Situation?
The item (equipment, companion, spell) has been reworked:
- The item level is reset to level 1;
- The items consumed to evolve it are recovered;
- The item skills are reset;
- The runes invested in the item are recovered; and
- The kamas invested in the item are recovered.
The item (equipment, companion, spell) has been rebalanced:
- No action.
The item (equipment, companion, spell) has been removed from the game:
- The runes invested in the item are recovered; and
- The kamas invested in the item are recovered.
One of the item (equipment, companion, spell) skills has been reworked:
- The item skill is reset to level 1; and
- The runes invested in the item are recovered.
One of the item (equipment, companion, spell) skills has been rebalanced:
- No action.
The hero's passive has been reworked:
- The hero's skills are reset.
The hero's passive has been rebalanced:
- The hero's skills are reset.
One of the upgrades for the hero's passive has been reworked:
- The hero's skills are reset.
One of the upgrades for the hero's passive has been rebalanced:
- The hero's skills are reset.
An Ether spell has been reworked:
- No action.
An Ether spell has been rebalanced:
- No action.
Why not make it possible to recover – in whole or in part – the resources invested in an item in exchange for a fee?
We think that recovering resources invested in skills shouldn't be seen as a feature of convenience in the game, even in exchange for a fee. Allowing this would mean overstepping the Wakfu Fragments game plan. We prefer players to spend their time in dungeons and against monarchs rather than in interfaces, playing with investment, or resetting resources in their skills, even though theorycrafting is a core aspect of the game.
What Next?
The initial balancing patches enabled us to quickly rectify combinations of items and skills that we considered to be too powerful. The goal behind this balancing wasn't to detract from the fun of some builds, but to clean up the deckbuilding base. Some combinations enabled you to complete very high-level quests with builds that weren't supposed to enable this, not in the way we envisioned progress.
Also, the notion of balancing means that we'll be reworking other combinations with little or insufficient power to enhance them. We want the balance to be as fair and harmonious as possible. It's worth noting that further balancing patches are in the pipeline, and some of your heroes, equipment, spells, companions, etc. will also receive special attention over upcoming updates. Our analysis tools enable us to identify what combinations are being shunned by players, among other things. However, balancing is a medium- to long-term task in the life of a game, especially in a turn-based strategy game. So, this early access is a useful way of testing this aspect of the WAVEN development process.
We are looking forward to your feedback and comments, and we hope this system will enable you to make the most of your future theorycrafting and builds for your characters and items.
The WAVEN Team
