Posted June 24, 2021
Hi everyone !
These last days have been quite busy, to say the least! We've received a lot of feedback about the game, some of them good - and of course some of them bad. So we've been essentially bug shoveling for the last two weeks. And today is the day we’re finally able to push that most sizeable patch.
We realise that Edge of Eternity still needs work, it is a huge game and we're a small studio: for this reason your feedback is an invaluable guidance on where we need to focus our efforts, whether it's here on Steam or elsewhere.
For this, we wanted to thank you, and for the overwhelming support you've shown us too!!
Balancing:
- Removed energy cost from Sprinting and Attack in exploration
- Removed time / quantity limit from material shopkeepers
- Improved monster loot tables
- Reduced material costs to craft armor and weapons
- Grouped shopkeepers close to the crafting tables areas to prevent having to run through the city to buy all the required materials
- Modified monster EXP reward curve to give more EXP especially in late chapters
- Less buried burrower through the world to have a better balance between burrowers and rewards
- Changed bonus effect from Technomage and Draconic crafting serie
- Improved crystal tree of Draconic crafting serie
- Rebalanced peek a boom quest encounter
- Minor Balancing on Mercury and M4nt1s
- Increased EXP given by sidequests
- Rebalanced normal monsters encounters when getting 3 then 4 party members to be harder
- Minor balancing to defense stats scaling
- Reduced Ysoris base HP pool
- Increased Selene base HP / Speed / MagHaste pool
- Monster groups will now always include all the linked monsters instead of just the closest ones
- Improved taunt behaviour
- Modified Gurrn series shamatic stats
Performances and Stability:
- Minor CPU performances improvements
- Fixed multiple crash source
- Diminished streaming texture latency (high resolution textures will show up more quickly)
Polish and improvements:
- Reworked crystal crafting, you can now control the color of the target crystal, preview the result and shuffle it until it’s the result you want, merging will also now grant +1 level to the target crystal per merged crystal (when using similar tiers crystal)
- Added equipment stats comparison
- Added fastloot ui when picking up collectibles on the world so the full loot prompt will not be displayed when picking up collectibles allowing smoother exploration
- Reworked graphic ambiance of the battlefield scene in the Chapter 0
- Reworked the character shader to have a better reaction to shadows (prevent some weird wrinkles during cutscenes)
- Forcing selection on ballista tutorial
- Reordering weakness icon on interfaces to keep readability
- Reducing First Tutorials length
- Merchants sell without limit
- Loot on mobs is more rewarding
- More variety of battle items at the end of the fight
- Materials/weapons/armor require less resources
- Merchant all together to avoid the return trip
- Added new animations to multiple NPCs in Inel
- Improved rendering and lighting in multiple scenes
- Added a new sidequest “A Matter to Platter” in the Herelsor Ruins (Chapter I)
- Added new environment assets near the first inn
- Added facial expressions for Selen's special attack
- Added facial expressions for Fallon's special attack
- Added lipsync for Daryon's Special Attack
- Minor animation improvement in Inn scenes
- Minor animation improvement in taint and honor quest
- Minor animation improvement in choice of words quest
- Polished some cutscenes in chapter 0, 1, 7 and 8
- Improved Daryon model in chapter 0
- Minor improvement on Sil model
- Replaced Trent model
- Added multiple VFXs and SFXs
- Enemies status bar in battle will now fade when the camera is too close in battle to prevent view obstruction
- Switched wake up clock to 24h format
- Improved transitions of multiple cutscenes
- Improved taunt behaviour
- Cleaned up eyelashes in cutscenes with Daryon 3D model
- Cleaned up eyelashes in cutscenes with Zandra 3D model
Bugfixes:
- Fixed some weapons recipes weren’t accessible
- Fixed one obsidian tablet that wasn’t easily accessible
- Fixed Morom keeping on trying to reach crystal when player was blocking access
- Fixed rare softlock occuring during backstab tutorial
- Fixed rare softlock occuring when interrupting Kora during Duel
- Fixed Nekaroo Tutorial not appearing if a fight was initiated before
- Fixed focus lost when browsing through the status UI
- Fixed Null Description when scanning Bunker aura
- Fixed element not set for "Won't catch me" and "Cyclone Slasher" skills
- Fixed possibility to scroll beyond map bounds in open world map view
- Improved Ozar AI during Tyr Caelum battle
- Fixed Gurrn casting Acceleration on Player party member
- Fixed "Kill marked enemy last/first" Battle Objectives not validating when killing several enemies at the same time
- Fixed Drop Dead Spell Bypassing enemy sleep resistance
- Remove Accessory filter from inventory interface
- Counter Attack and Death Mark will no longer proc if Daryon is not in range for an basic attack
- Fixed an issue causing backstab to not triggering
- Fixed a softlock that could occur after a teleportation when pressing the inventory button during the loading screen
- Fixed multiple softlock blocking collider cases through the game
- Fixed Big Orokko from the legendary hunts that was sometime getting stuck during his pathing
- Fixed some culling / clipping issues in the Morom Cave (especially on the bridge)
- Fixed weather affecting the Gideon Cave
- Fixed multiple battle camera issues on the last bosses
- Fixed a bug that was causing the battle camera to sometime go underground in cinematic camera
- Fixed multiple battle camera focus issues in tactical camera
- Fixed some enemies that were not using correctly their AI
- Removed random weather in some areas
- Improved and cleaned up multiple crystal trees
- Fixed a bug that could scale Daryon’s weapon when spamming attack in exploration
- Fixed holo decoy not working
- Fixed a rare bug where a subscene could not be loaded
- Fixed an UI overlaps case with the Nekaroo race UI
- Fixed a bug where a shopkeeper state could be transferred to another save in rare situations
- Removed controller / kbm layout hotswap to prevent some issues with tutorials, you have now to choose a layout in the settings menu
- Fixed multiple speaker names missing in cutscenes
- Fixed a rare softlock case with Griff quest in the jungle after fighting the red widow
- Fixed game was stuck on the press button screen when certain type of controllers were plugged in (like thrustmaster wheels)
- Fixed Selene spells weren't working on some specific enemies (like Zenzurs)
- Fixed some localization typos
These last days have been quite busy, to say the least! We've received a lot of feedback about the game, some of them good - and of course some of them bad. So we've been essentially bug shoveling for the last two weeks. And today is the day we’re finally able to push that most sizeable patch.
We realise that Edge of Eternity still needs work, it is a huge game and we're a small studio: for this reason your feedback is an invaluable guidance on where we need to focus our efforts, whether it's here on Steam or elsewhere.
For this, we wanted to thank you, and for the overwhelming support you've shown us too!!
Balancing:
- Removed energy cost from Sprinting and Attack in exploration
- Removed time / quantity limit from material shopkeepers
- Improved monster loot tables
- Reduced material costs to craft armor and weapons
- Grouped shopkeepers close to the crafting tables areas to prevent having to run through the city to buy all the required materials
- Modified monster EXP reward curve to give more EXP especially in late chapters
- Less buried burrower through the world to have a better balance between burrowers and rewards
- Changed bonus effect from Technomage and Draconic crafting serie
- Improved crystal tree of Draconic crafting serie
- Rebalanced peek a boom quest encounter
- Minor Balancing on Mercury and M4nt1s
- Increased EXP given by sidequests
- Rebalanced normal monsters encounters when getting 3 then 4 party members to be harder
- Minor balancing to defense stats scaling
- Reduced Ysoris base HP pool
- Increased Selene base HP / Speed / MagHaste pool
- Monster groups will now always include all the linked monsters instead of just the closest ones
- Improved taunt behaviour
- Modified Gurrn series shamatic stats
Performances and Stability:
- Minor CPU performances improvements
- Fixed multiple crash source
- Diminished streaming texture latency (high resolution textures will show up more quickly)
Polish and improvements:
- Reworked crystal crafting, you can now control the color of the target crystal, preview the result and shuffle it until it’s the result you want, merging will also now grant +1 level to the target crystal per merged crystal (when using similar tiers crystal)
- Added equipment stats comparison
- Added fastloot ui when picking up collectibles on the world so the full loot prompt will not be displayed when picking up collectibles allowing smoother exploration
- Reworked graphic ambiance of the battlefield scene in the Chapter 0
- Reworked the character shader to have a better reaction to shadows (prevent some weird wrinkles during cutscenes)
- Forcing selection on ballista tutorial
- Reordering weakness icon on interfaces to keep readability
- Reducing First Tutorials length
- Merchants sell without limit
- Loot on mobs is more rewarding
- More variety of battle items at the end of the fight
- Materials/weapons/armor require less resources
- Merchant all together to avoid the return trip
- Added new animations to multiple NPCs in Inel
- Improved rendering and lighting in multiple scenes
- Added a new sidequest “A Matter to Platter” in the Herelsor Ruins (Chapter I)
- Added new environment assets near the first inn
- Added facial expressions for Selen's special attack
- Added facial expressions for Fallon's special attack
- Added lipsync for Daryon's Special Attack
- Minor animation improvement in Inn scenes
- Minor animation improvement in taint and honor quest
- Minor animation improvement in choice of words quest
- Polished some cutscenes in chapter 0, 1, 7 and 8
- Improved Daryon model in chapter 0
- Minor improvement on Sil model
- Replaced Trent model
- Added multiple VFXs and SFXs
- Enemies status bar in battle will now fade when the camera is too close in battle to prevent view obstruction
- Switched wake up clock to 24h format
- Improved transitions of multiple cutscenes
- Improved taunt behaviour
- Cleaned up eyelashes in cutscenes with Daryon 3D model
- Cleaned up eyelashes in cutscenes with Zandra 3D model
Bugfixes:
- Fixed some weapons recipes weren’t accessible
- Fixed one obsidian tablet that wasn’t easily accessible
- Fixed Morom keeping on trying to reach crystal when player was blocking access
- Fixed rare softlock occuring during backstab tutorial
- Fixed rare softlock occuring when interrupting Kora during Duel
- Fixed Nekaroo Tutorial not appearing if a fight was initiated before
- Fixed focus lost when browsing through the status UI
- Fixed Null Description when scanning Bunker aura
- Fixed element not set for "Won't catch me" and "Cyclone Slasher" skills
- Fixed possibility to scroll beyond map bounds in open world map view
- Improved Ozar AI during Tyr Caelum battle
- Fixed Gurrn casting Acceleration on Player party member
- Fixed "Kill marked enemy last/first" Battle Objectives not validating when killing several enemies at the same time
- Fixed Drop Dead Spell Bypassing enemy sleep resistance
- Remove Accessory filter from inventory interface
- Counter Attack and Death Mark will no longer proc if Daryon is not in range for an basic attack
- Fixed an issue causing backstab to not triggering
- Fixed a softlock that could occur after a teleportation when pressing the inventory button during the loading screen
- Fixed multiple softlock blocking collider cases through the game
- Fixed Big Orokko from the legendary hunts that was sometime getting stuck during his pathing
- Fixed some culling / clipping issues in the Morom Cave (especially on the bridge)
- Fixed weather affecting the Gideon Cave
- Fixed multiple battle camera issues on the last bosses
- Fixed a bug that was causing the battle camera to sometime go underground in cinematic camera
- Fixed multiple battle camera focus issues in tactical camera
- Fixed some enemies that were not using correctly their AI
- Removed random weather in some areas
- Improved and cleaned up multiple crystal trees
- Fixed a bug that could scale Daryon’s weapon when spamming attack in exploration
- Fixed holo decoy not working
- Fixed a rare bug where a subscene could not be loaded
- Fixed an UI overlaps case with the Nekaroo race UI
- Fixed a bug where a shopkeeper state could be transferred to another save in rare situations
- Removed controller / kbm layout hotswap to prevent some issues with tutorials, you have now to choose a layout in the settings menu
- Fixed multiple speaker names missing in cutscenes
- Fixed a rare softlock case with Griff quest in the jungle after fighting the red widow
- Fixed game was stuck on the press button screen when certain type of controllers were plugged in (like thrustmaster wheels)
- Fixed Selene spells weren't working on some specific enemies (like Zenzurs)
- Fixed some localization typos