Update 2
- Added area quest markers (will show an area instead of a specific point) and switched hunting quests to them
- Fixed a bug that was triggering a black screen when failing a puzzle
- Reduced haze at evening
- Added a few SFX
- Fixed a bug that was making monster animations "sliding" after a battle
- Improved a few materials
- Pressing escape on the full screen map UI will no longer toggle the pause menu
- Added an additional indicator when an item is equiped in the inventory full UI
- Improved the stats readability of weapons and armor on the equipment menu, the full inventory menu and the shopkeeper menu
- Fixed a few minor issues with the crystal tree weapon system
- The teleport UI is now useable with a mouse
- Improved the main character input controller
- Fixed a bug that was decreasing the movement friction when the framerate was < 30 fps (creating a feeling of sliding characters)
- Added an "auto-add skeleton bone" feature to the model swap mods to ensure correct placement of weapons
- Minor optimizations
- Fixed a bug that was making monsters on the field unable to move to interest points
- Added map visualization of teleport points on the teleport interface
- Fixed a bug that was preventing items to work with dead entities
- Fixed tutorial crystals that were not consumed during crystal merging
- Fixed a graphical bug with Herelsor door
- Fixed a bug that could start scripted battles at the wrong position (like the big orokko outpost quest)
- Fixed the twitch plugin that was failing to connect to the plugin server (it should work correctly now)
- Inverted Axis option now works also with the battle camera
- Fixed a bug that was settings the use range of items at infinite distance in battle
- Fixed a bug that was allowing the camera to interact with decor elements like pressure plates
- Fixed a bug that was allowing infinite loot on world objects in rare cases
- Fixed a bug that was causing an "infinite attack" that was blocking the game in rare cases after using a siege weapon or a case spell (like earthgrave)
- Fixed some cases of invalid datas override (like a spell targeting the wrong entity or the wrong case)
- Few collider fixes
- Added unique crystal pattern for "Diviner Staff"
- Added correct sell price on craft components
- Fixed a bug that was triggering periodic effects of decor interact during the victory animations
- Balancing tweaks for concentration system
- Minor optimizations
- Added field skills system (will be used on chapter II)
- Added an "unstuck" button in the pause menu if you get stuck (will be removed before the final release)
- Fixed a bug that was wrongly adding barriers in the swamp at the wrong step of the main quest
- (Modding) Added a system to do MonoBehaviour scripts embedded in a mod and use it on a scene (serialization partially supported, objects references are not yet supported), will be improved over time
- Fixed a bug that could crash or cause a massive frame drop the game after looting a world object (mine, plants, trunks)
- Added a flee confirmation window when trying to flee a battle
- Fixed a bug that could start the battle with the corroded croctas undermap and so causing an autoflee
- Modified the position of a savepoint that was undermap with the latest terrain modifications
- The gurrns on the plain cannot spawn anymore ontop of the house ruins and tents
- Tutorial Boxes won't hide cursor anymore in battles
- Disabled by default motion blur (must be enabled manually in the options menu)
- Added a sharpness filter to decrease the blurriness caused by the temporal anti-aliasing
- Moved the hunting board in the inn area to prevent UI overlapsing
- (Modding) Added a node grouping feature for the Dialog Tree Editor
- Improved general GPU performances of the game
- Implemented resolution scale option feature (save gpu performance)
- Fixed a few cases of massive framedrop with world lootable objects
- Fixed a few cases of world lootable objects not disappearing after interact
- Added doors at the Herelsor entrance to prevent falling on the ground if the loading is not complete when reaching the entrance
- Fixed chinese and japanese characters not showing on the map interface
- Few quest marker fixes
- Fix a voice stacking issue on the last cutscene of chapter 1
- Selen won't stay stuck anymore in the snow scene
- Fixed a few issues on the cutscene after the Orokko battle in the camp
- Fixed a bug that could allow putting the leader of the party on the reserve team on some rare cases
- Fix some colliders issues
- Increased the dialog trigger size of the captain in the outpost
- Save UI cannot be stacked anymore with chest UI or battle UI
- Fixed a bug that could do damage in line on the wrong hexes
- Modified some color codes
- Added a teleport system between savepoints (if you have any feedbacks please post them on the forum or on the discord thanks!)
- Nuggets won't stay anymore in the follower party in rare cases after the quest "The Volunteer"
- Fixed a bug that could softlock the game when having multiple event triggers launched at the same time (was causing the bug of double characters + controls unblocked during cutscenes + softlock)
- Fixed some cases of terrain disappearance
- Triggers are now ignored by the battle navigation generation (could block some battle or trigger instant flee to protect the game from softlocking)
- Fixed a bug that could trigger multiple times the sound of aggro
- Bosses can now be affected by dot effects and stats modifications debuff (like defense breaker)
- Improved Uralik/Ur-Dunnrir attack animation
- Added physic simulation on some Uralik/Ur-Dunnrir body part
- Improved pathfinding precision and fixed more issues at pathfinding tiles edges
- Followers weapons will now be updated visually when switching them in the menu
- Increased the Big Orokko boss HP by 30%
- Corrected a few emissive values on some assets that were too bright
- Cast animation will now be cancelled when a character is casting and the battle is ended so it won't stay in cast visual phase during the fanfare
- Improved crystal merging UI
- VSync by default is now on 60fps cap instead of unlimited fps cap
- Fixed a bug that could cumulate a cutscene trigger + a npc dialog if done quickly (and generate a softlock)
- Fixed a bug that was preventing the stats of a weapon to be displayed while trying to sell it to a NPC
- Fixed a bug that was preventing the crystals to be consumed during crystal merging
- The Caravan Attack NPC seller won't sell the sword "Wildfang" anymore
- Added new lipsync on Derek & Gavin
- Fixed a framerate drop when having the full map UI open for a long time
- Fixed some wrong speaker names during cutscenes
- Tweaked a few audio volumes
- Fixed a few free roam dialogue timing
- Selene will now follow you on the snow scene even if you go quickly away from her
- Removed a duplicate ambiance sound on Herelsor
- Fixed a bug that was making the nearest pathfinding tiles unstable after a battle
- Fixed a bug that could cause monsters pathfinding issues in the edge part of pathfinding tiles (caused monsters weird pathing sometimes)
- Fixed a bug that could trigger an invalid cutscene in case of loading a savefile that have a saved position on a trigger (and would even mess saves in some cases)
- Fixed game time display on save slots
- Removed a rock that could block access to a crystal fruit
- The injured npc dynamic event won't lockup the game anymore if you choose to help the npc or to heal him
- Fixed a dynamic event that was spawning under map
- Removed an invisible collision on the bridge after the first puzzle in the forest area
- Improved dialogs and audio synchronization during free roam dialogs
- Fixed a bug that was breaking the terrain rendering on the following GPUs: "RX Vega", "RTX2080", "RTX2070"
- Pausing the game will now correctly interrupt the freeroam dialog and the audio and will resume correctly afterward
- Fixed a collision issue that was making in rare cases some characters fly
- Fixed the hunt quest marker on the croctas queen that was in the wrong place
- Siege weapons cannot do critical damages anymore (behind and flank)
- Added missing lipsyncs on a few cutscenes
- Improved Uralik animation
- Fixed an interaction bug that was able to retrigger a NPC interact that occured long time ago
- The Uralik will now use his special skill "Division" directly at the start of the battle
- Fixed a few spelling errors
- Reduced the inertia of the character in exploration
- Modified the volume balance of the game, the game is now louder to match standard levels
- The volume slider in the options menu is now linear and working properly
- Fixed a bug that was preventing to cast an AOE spell to be casted on a case full of ennemies with the gamepad
- Fixed the collider of the wood plank of the bridge that connect the plain to the bridge at the end of chapter 1 will not block the player anymore
- Moved the recipes for crafting to another NPC to make it easier to interact
- Added a quest marker on Ril for the last uralik
- Collider improvement
- Fixed a few softlock issues when refusing some choices during specific dialogs
- The tree near the penitent quest have now a collider
- The color of the lootable plants in the forest are now orange instead of blue to make them more visible
- Fixed a bug in the initial last uralik cutscene making the characters appear in double during the cutscene
- Fixed a bug making an hunter NPC invisible during the last uralik quest
- Fixed a few texture seams
- Added new visual assets in the Uralik scene area
- Added a VFX on the Orokko Charge
- Modified VFX of Thunderline of the Corroded Croctas boss
- The tree at the exit of the forest is now grounded
- Fixed a bug preventing item consumption for craft or when selling when the item count was maxed
- Increased items cap to 999
- Fixed a double opening animation issue on chests
- Bug report UI won't block the game anymore if the game is not able to write the screenshot or to send the report
- Increased variance of items modifiers (it should give differences of stats on rarity tiers of items even on low level gear and so a rare armor will be more powerful than a normal armor)
- New optimizations for low end hardware, the sky quality setting have now more impact on the framerate
- Added exclusive fullscreen mode in addition to the borderless fullscreen mode (it should also give a few more FPS in exclusive fullscreen)
- Fixed an issue preventing the graphic resolution setting from saving
- Crafting recipes already learned won't show up again on shopkeepers
- Feature : Concentration System
Replaced the actual interruption system with a new system called the concentration system.
Characters and ennemies will get a new bar visible when they'll get hit in battle by physical attacks while casting.
When the concentration bar reach 0 the entity cast is interrupted.
The concentration value is reset at each spell cast.
The amount of damage a character must receive to be interrupted is dependent of the stat "Resolve"
Files
Get Edge of Eternity
Edge of Eternity
Wage epic turn-based battles as you follow Daryon on his tale of hope and sacrifice.
Status | In development |
Publisher | |
Author | Dear Villagers |
Genre | Role Playing, Action, Adventure, Strategy |
Tags | 3D, Exploration, Fantasy, Singleplayer, Story Rich, Unity |
Languages | German, English, French, Japanese, Chinese |
More posts
- Edge Of Eternity - Chapter II now availableMar 09, 2019
- EOE - Patch 1Dec 07, 2018
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