Full notes
Full Edge Of Eternity update
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What changed
- Gameplay
- Store
- Balance
- Events
- Performance
- Server
Edge Of Eternity changes
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
Added stats description in the character status UI
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
Source
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