In this update15
Full notes
Full Eden Universe update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- Balance
- UI and audio
- Events
Eden Universe changes
Steam post imagePrototype 0.0.8 - Upcoming Major Update
A massive new update for Eden Universe is approaching.
Prototype [c]0.0.8[/c] introduces one of the biggest technological and gameplay overhauls in the project so far. The game now features a rebuilt engine structure powered by OpenGL and mkxp, improved world streaming performance, a global world minimap, advanced economy systems, expanded army management, stealth mechanics, dynamic wind simulation, and large-scale gameplay improvements across nearly every core system.
This update also lays the foundation for future content planned for Early Access, including Avatars, expanded warfare systems, living settlements, and deeper world simulation.
Below is the full list of changes included in Prototype [c]0.0.8[/c].
If you'd like to help us develop this wonderful world, feel free to join our Discord community:
Official Discord
Full Changelog
Engine / Performance
Added OpenGL support
Improved engine structure by replacing [c]game.exe[/c] with [c]mkxp.exe[/c]
Added chunk loading system to improve performance
Added object teleportation system between world segments
Added transfer support for armies, trees, and world objects between segments
Numerous map and object bug fixes
World Minimap
Added world minimap with optional toggle
Minimap now displays:
player position,
active battles,
army transfers between map segments
Influence / Kingdom Systems
Every settlement is now treated individually
Economy now works on a shared kingdom-wide resource and role pool
Added settlement expansion system
Expansion now interacts with the economy system
Economy
Added advanced economy system
Added villager and “Inspired” needs system
Added new gameplay configuration files:
[c]EconomyBalance.txt[/c]
[c]ExpansionBalance.txt[/c]
Dynamic Audio
Added new CORE Audio system
Added [c]AudioMapSystem.txt[/c] configuration for map BGS handling
Added new ambient sound effects
Added new music tracks
Units / Army Systems
Added new army recruitment segment
Added [c]UnitsBalance.txt[/c]
Added 100+ new voice and sound effects for units
Added new combat commands
Units can now gain levels from 0–9
Units gain experience through combat and training
Added unit training system ([c]Ctrl + T[/c])
Added reinforcement/replenishment system ([c]Ctrl + R[/c])
Added aggressive “attack at all costs” command ([c]Ctrl + A[/c])
Added forced stop command ([c]Ctrl + S[/c])
Added new unit graphics and animations:
Ballista
Scout
Global Army Groups
[c]G + 0–9[/c] creates offensive global groups
Pressing [c]G[/c] recalls global groups to the current map segment
Group transfers now require travel time
Arrival timers are displayed on the UI
Towers Defender
Added defensive tower structures
Defensive structures can now:
be destroyed,
change ownership after settlement capture
Day / Night System
Replaced the old day/night system
Added new real-time clock-based day/night simulation
Terrain Systems
Added new terrain definitions:
meadow,
river,
tall grass,
desert,
mesa,
swamp,
corrupted land,
sulfur terrain,
magma
Fire System
Tall grass can now be ignited
Units entering fire, burning forests, or burning grass can die
Wind System
Added dynamic wind system
Wind changes every 30 minutes of in-game time
Wind affects:
fire spread,
archer range
Archers may gain up to [c]+2[/c] range with the wind
Archers may lose up to [c]-2[/c] range against the wind
Wind does not affect slingers or ballistas
Stealth System
Forests and tall grass can hide units from enemies
Hidden units can attack without immediate retaliation
Units detect enemies within 2 tiles in forests/tall grass
Scouts can detect hidden enemies from up to 8 tiles away
Production / Buildings
Production buildings now have global production control panels
Profiles
Added game profile support
Profiles store:
save files,
language settings,
volume settings
UI
Reworked UI layout
Temperature, wind, and warning indicators were redesigned and moved near the minimap
Marching armies are now displayed in the lower-left corner of the screen
LAND 1/2
LAND 1 and 2 world map implementation reached approximately 95% completion
Seasonal Event
Added Easter event
Future Development
Work continues on:
animated guard units,
cavalry animations,
lore card/story systems for the world of Eden Universe.
Source
Changelog.gg summarizes and formats this update. How we read updates.
