In this update7
Full notes
Full Edge Of Eternity update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Store
- Gameplay
- Balance
- Performance
- Maps
Edge Of Eternity changes
Halloween Event is Back
It’s time for Heryon to turn spooky! Starting today 6pm UTC we will be running the Halloween Event. Re-discover all the main cities with Halloween design from Herelsor to Elysian Fields’ middle camp. As for last year we will be running a main event quest in Herelsor and Herelsor Plain and some Dynamic Events are always a nice touch. You will be able to hunt Haunters: spooky creatures haunting the Herelsor Plain, Solna Plain and the Kaladaan Coast’s cemeteries.
Don’t forget to turn the sound on: an unique music and special noises are going to give you some goosebumps! For those who already completed the event last year we added some more Halloween skins to late content (Chapters 4-5) and you get a new chance to use your collected pumpkins.
Psssst: We also added an option to disable the event if you’re not an Halloween enthusiast!
New Daryon Design is Live
As announced in our previous article, we've been doing a HUGE rework of Daryon's Face Design, it's time to present him to you and let you play with this new skin! You've been a lot to give your feedback and it's been very appreciated!
If you missed it here is a small comparative image for you (before|after):
Cutscene Animations Rework
Our new animator was hard at work and reworked a large part of the cutscenes from the beginning of the game in terms of animations, we also removed our “expressions limiter” that was reducing the intensity of face expression until we reworked them, we are also expanding our auto-cutscene system with emotes animations and stances starting with Daryon, Selene and Fallon.
Reworked Chapter 0 cutscenes
Adding auto-cutscenes animation for Daryon, Selene and Fallon
Characters and equipment stats rebalancing
We had a lot of feedback regarding balancing especially that the weapons and armors had very little impact on the outcome of battles so we rebalanced the stats to transfer a part of the character power to the weapons and armors so they will feel more rewarding, we also added a power stat to help identifying quickly a better weapon and finally we squished the stats to prevent numbers going skyhigh
Lowered character stats and transferred the percentage of removed stat to weapons and equipment (especially weapons)
Added new stat “Power” to weapons that summarize the efficiency of the weapon for a character (for example a weapon for Selene will have power depending on mag / mag haste / speed stats)
Squished stats to use smaller numbers (visual only, internally it use the same values for calculations so you will not lose damages due to that)
Major Performance improvements
As we are getting closer to the release of the game we had to work a lot on optimization for consoles and so the PC is getting the optimization that we done for them resulting in a far better framerate and quality than before, we also added the AMD Contrast Adaptive Sharpening filter that is automatically enabled when using sharpening or resolution scale improving the quality of the image that make it looks like a higher resolution image, this is not the last performance and image quality improvement feature but we will save that for later!
Improved GPU usage by 150% by doing a lot of small optimizations
Improved open world terrain CPU performance by 300%
Minor CPU optimizations on a lot of small modules resulting on a global improvement of CPU usage by 20%
Reduced memory (RAM) footprint of the game by about 1.5GB and more if using streaming in texture settings
Added AMD CAS upscaling / sharpening filter
Improved loading speed by ~25%
Replaced previous HBAO by new GTAO for ambient occlusion (more performant and more accurate)
Audio Improvement and leveling
Improving Sound Design is one way to improve the player's immersion in EOE. We replaced a lot of placeholders sound effects in cutscenes and boss fights, to offer something closer to a final version: Spells’ sounds, foleys (all movements noises and footsteps), ambient sounds... We also levelled all audio content for an even more immersive experience. In JRPGs, battles are at the core of the game, so to improve the experience even further, we've decided to add evolutive battle themes: as the group of heroes grows, several of the characters' battle themes will begin to play out during combats.
Fixed lot of too loud sounds out of volume mixers
Fixed some visual FX that were not correctly rotated
Adding all missing sound design in cutscenes from chapter 0 to chapter 5 including foleys and visual fx sounds
Adding and tweaking sound design for all game’s Boss from chapter 0 to chapter 5 including foleys, spells
Tweaking 3D sounds
Balancing voices volume and equalization
Music amelioration in cutscenes
Better music transitions in cutscenes
Adding some battle music depending on the team's members. Each character has his very own theme.
Bugfixes and adjustments
Fixed a bug that could softlock the lighthouse when failing to generate the floor
Fixed a bug that could make the game crash when the lighthouse floor was too complex during the generation
Fixed a bug with footsteps sounds where the first milliseconds were ignoring the sound settings
Fixed a bug on some cutscenes where Daryon could end up in T-Pose after the cutscene
Fixed a bug that could prevent camera shake to work when temporal anti-aliasing was enabled
Fix tentative for Fallon piercing shot spell random crash
Fixed a bug that could make special attack do damage to an invulnerable entity
Fixed a bug that could make damage display remain after an attack
Added an option to disable seasonal events in the game settings menu
Fixed a bug that could make some creatures not patrolling in the overworld
Fixed a rare bug that could break the reflections calculations
Added UI feedback on spells & skills about the primary stat that affect the spell
Fixed stuttering when some monsters (especially humanoids) were moving during battles
Fixed a bug that could make the auto-cutscene system not find a protagonist in some rare conditions
Fixed a softlock when an animation is not available to the auto-cutscene system
Fixed a bug with the ambient occlusion that was not fetching normal data correctly from the skin & hair shader
Fixed a bug in the ocean shader that could corrupt the depth buffer
Fixed a bug that could make a caster, switching to a friendly target when the initial target dies
Fixed Crystal Fruit quest that was not updating when having the required amount of fruits
Fixed a bug that could display interact button on element that are not interactive
Fixed a bug that could prevent player from targeting a nexus that was full
Easy mode allows players to resist boss spells that might one shot in harder mode
Corroded Plant Boss Clingy cooldown highly increased in order to let enough time to free trapped characters.
Don’t forget that you can get the game on Steam (or wishlist it, that helps us a lot!) here:
https://store.steampowered.com/app/269190/Edge_Of_Eternity/
You can also follow Edge Of Eternity on Twitter & Facebook and Dear Villagers on Twitter & Facebook to stay up to date on the game.
Source
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