Vastly improved loading performances and reduced game size by implementing data compressions on datapacks (already active since yesterday)
Fixed an issue on auto-cutscenes that could sometime snap wrongly a character at the wrong height
Fixed a bug that was allowing to teleport even if the teleporter is locked using the confirm button instead of clicking on the teleporter
Cleaned up minor visual issues in quests: Bare necessities, Biting the hand, Sunken Cathedral
Experimental: Deployed experimentally a change that attenuate the strength of character facial expressions during cutscenes for feedback purpose (don't hesitate to give us feedbacks with that change on the EOE discord)
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Summer Update #6
Bugfixes and ajudstments:
Added ES localization
Updated global localization
Added haptics vibrations throughout the game
Revamped loot chances / tables of a lot of drops throughout the game
Improved a few cutscenes
Added new shading for teethes of characters
Savepoints are now grouped by areas
Locked savepoints will now be displayed in red instead of being invisible
Enabled new dynamic events
Added a feedback VFX on world collectibles
Fixed a bug where collectibles on the world could not disappear after looting
Ordo will not take a death stance during the tutorial battle when defeated
Fixed Selene eyelashes not following blendshapes
Muted a few SFX during cutscenes and combats (savepoints for example)
Minor Update
Added local minimap to cities (Herelsor, Tyr Caelum, Jagholm, Wurldendz)
Added raymarched dithering to vegetation during battles to prevent camera obstruction from the vegetation
Added new "generic" battle AI for non scripted enemies (will be able to use decor interacts like balistas for humanoid and crystals for humans and non humans against the player / heal & buff their friends and try to use different strategies against the players)
Fixed an issue with choices DPad button mapping
Fixed a timing issue that could restore the UI during a dialog (and in some extreme case could cause a softlock
Fixed a potential infinite loading issue when teleporting from a specific teleporter to another
Fixed a minor popup issue in battle with KBM configuration
Collisions fixes
Animations cleanup
Added new SFX in various cutscenes
Fixed a bug that could load twice a submap
Dampened "vibrations" when using the cinematic battle camera with the mouse
New Dynamic Events
We are improving on the Dynamic Events system in Edge Of Eternity. While this feature had been implemented since alpha release, we wanted to expand it to new areas and make the map more lively. You can now encounter over a dozen new events when exploring the Herelsor and Solna plains.
Key locations
Dynamic Events will start around 3 different type of places:
Marketplaces from Herelsor and Solna plains
Stonehenges from Herelsor and Solna plains
Arena next to the Lighthouse on Solna plain
https://youtu.be/FGk5pkb99n0 Many events will take place in those exact locations, but some can occur within a 500 meters radius, or get in your way directly. Those quests will change over time so you won't get the same objective twice in the same place: for example if you have to look for a certain treasure chest, the next occurrence may not be in the same area.
https://youtu.be/R24JGnuODKA Don’t forget that you can get the game on Steam (or wishlist it that helps us a lot!) here:
Fixed a softlock case on some specific quest and dialogs with the recent changes
Fixed a bug that could prevent the Save UI from opening when the Save UI have been automaticaly removed
Fixed some wrong footsteps SFX material definitions
Fixed a bug that could remove the music after a loading (like unstuck) after a battle
LipSync improvements
Added SFX in various cutscenes
Adjustment of a few postprocessing areas
Removed deprecated end of chapter cutscenes
Summer Update #5
Features:
Added the first 15 inn character scenes
Unlockable through the game, those character scenes will deepen the bonds between characters and give more informations about the lore of each character
(Warning: this video contains a scene that is part of those 15, don't watch it if you don't want to be spoiled) [previewyoutube="MGdxTt1DZVo;full"] More characters scenes are coming in the future!
Added new accessibility options in the game settings menu
You can now choose the default battle camera mode in the game settings menu (between cinematic and tactical).
There is also an option to display the full battlegrid while in tactical camera, you can select the opacity of the battlegrid display in the game settings menu.
Variable ATB cost and move action ATB cost changes
We introduced a new mechanic of variable ATB cost, meaning that an action *can* cost less than 1 ATB, for the moment we added it only to the move action that now cost 0.5 ATB instead of 1 ATB. The ATB cost is displayed as a yellow overlay ontop of the ATB bar while hovering a skill (Keyboard/Mouse) or selecting it (Controller). The "haste" stat is now affecting skill that have variable ATB cost, meaning that having more haste can reduce further the ATB cost of the move action up to 0.3 ATB with a very high "haste" value.
Level Sync Improvement
Level sync have now been extended and have three options selectables from the interface and difficulty menu: Enemy (Scale the enemy level to your level if the enemy is higher level, easy mode), Disabled or Player (Scale the player level to the enemy level if the enemy is lower level, hard mode).
Bugfixes and improvements
Modified damage feedbacks
Modified weakness and resistance feedbacks
Improved Ordo face blendshapes
Improved LipSync and Face animations in a few cutscenes
Improved a few cutscenes
Nerfed Borborygm boss
Fixed timing of a few FX
Added animation transition for "animation pose fixed" entities on the world
Fixed a bug with some dynamic events that was ignoring the state requirements
Minor lighting upgrades on some cutscenes
Removed battle rating as it was a bit redundant with battle objectives
Fixed a bug that could softlock the Mantis boss on a very specific situation
Fixed missing music at some locations
Fixed a few audio volume issues
Fixed a bug that could prevent some visual FX from spawning during battles when animations are too short
Fixed a missing UI prompt during the camera tutorial
Rework of the doppleganger shader
Added new 2D portraits for secondary characters (autocutscenes)
New Dynamic Events on Herelsor Plain / Solna Plain / Heretic Trail
Fixed a graphic bug that could corrupt the screen when framerate is very low or when the game have microfreezes
Rework of the cutscene completion save system to prevent some save corruption issues in some autosave reload situations
New Monster Families!
As we focus on your gaming experience with this polish update for the Beta Release, we are improving monsters and classing them by type creating “families”. Lands will look more lively thanks to the addition of some monsters including two great families, one which started on Chapter V release and the other is totally new to the game. Please welcome the Slimes and the Dododiluses!
Slimes
Slimes are a common trope to most RPGs. These slimy masses from the swamps of Heryon are masters when it comes to adapting - not only to their environment, but also to the attacks of adventurers trying to take them down. They easily shrug off physical attacks, and keep on evolving to resist the elements you use against them! The first slimes you might encounter, in the Herelsor Swamp, are sure to give you nightmares! Their expertise at disguising themselves might surprise you; they blend into the landscape so well that in some places, like the Clockwork Fields, they are nigh invisible.
Dododilus
Despite its less than athletic appearance, this reptile is not to be taken lightly. The dododiluses haunt the depths of Herelsor plain and hunt for adventurers who lack preparation. They won’t be gentle with you and their powerful, bladed tails might make you regret ever crossing their paths - not to mention their strong jaws.
While slimes are already in game, dododiluses will make their first appearance in the Beta Update.
And about that, we have good news for you:
The Beta Update is coming on August 12th instead of August 14th!
We are moving forward this date for internal reasons but nothing to worry, you will have all the promised content as announced!
Summer Update #4 (Bugfix update)
Bugfixes and adjustments
- Added new title screen background. - Threaded auto-save code to reduce stuttering while crossing the world. - Improved multi-choices UI. - Fixed a bug that could make the camera underground during some auto-cutscenes. - Fixed a bug that could make some characters disappearing during auto-cutscenes. - Reworked a few chapter 1 cutscenes / sidequests cutscenes to the auto-cutscene system. - Fixed a bug that could make references to some textures lost after teleporting back and forth to a far point of the map. - Fixed a bug that could make the UI appear during a cutscene sequence in between two cutscenes. - Changed location of the "Gurrn" boss battle scene to prevent some positionning issues. - Reduce fog effect of the "Heavy Snow" weather. - Added an option in the game settings menu to extend controller support (if your controller is not working with the game it can make it work), activating extended controller support will disable controller specific features like rumble. - Improved Camera Feedbacks on "Mercury" boss. - Improved a bit loading performances by making map loading sequential instead of parallel. - Added new dynamic events. - Fixed a bug that was causing an infinite casting on drone missiles. - Ambient occlusion and screen space reflections will now ignore Skin and Hair shaders (will fix some ghosting issues on those). - Fixed cloth infinite stretching during cutscene pauses. - Added safeties to a few UI to prevent UI stacking. - Replaced the spell puzzle in the forest by a new puzzle. - Fixed a softlock case on some specific battlegrid calculations in a rare case. - Improved a few shader elements on the scenery of Elysian FIelds. - Added new character portraits for the auto-cutscene system. - Improved SFX overworld.