Eden Rising - brente


Surprise - The Challenge of the Thulian Masters is now available to ALL players! Our apologies for going dark recently, but hopefully this makes up for it. Regardless of whether you have the free Explorer or Ascendant Edition you can hop in and experience the new content today!

This update adds a new Crucible and Arena to Eden Rising featuring endless, procedural challenges with no need to craft ahead of time - between rounds you'll receive random turrets and consumables to use as you see fit. Fight for survival and win ever-increasing quantities of nanochips, but when you fail it's back to the beginning!

On top of the new content, there have been a number of exciting changes and additions across the game. First of all, in the new update the Tech Tree tiers have been unlocked, eliminating the need to complete Crucible tiers to access tech nodes. This means if you're having trouble with a siege in the main world you'll be able to head to the highly-variable Challenge Zone to earn nanochips that will now be easily translated into tech!

Next, there's new tech: Overclocked versions of every turret, more Power Perks and Supreme Pastes with very significant buffs. And unlocking the tech doesn't just allow you to craft them in Eden - it causes them to drop between rounds in the Challenge Zone as well.

These are all pretty big, but two new systems accessible through tech should really get you excited: Omega Weapons and Item Conversion.



Every weapon and glove tree now has a new layer at the bottom of each branch featuring the Omega version of that item. When you forge an Omega Weapon the visuals change and the damage increases.

You can continue to improve the Omega level on a piece of gear FOREVER - with ever-increasing costs. If you want to last as long as possible in the challenge zone, you'll definitely need to take advantage of this system.



Forging Omega gear requires Omega Batteries, for which there are TWO blueprints, available from the Valley and Fungal Preserve trees.

One allows you to craft an Omega Battery directly with Nanochips (available in abundance in the Challenge Zone), while the other uses copious amounts of Mana Droplets.



So how do you get Droplets in such ridiculous quantities? Well, the new Essence Conversion tech in the Fungal Preserve tree gives you the power to convert almost any resource. Just right-click on the item stack and choose "Convert" and you'll have the option to change it into a pile of Droplets based on the resource's value (now visible in the item's tooltip).

Those of you with a massive hoard in storage will be able to get a big jump on Omega Weapons, and everyone will have many more options when it comes to crafting endgame turrets.

You'll need everything you can get to take on the Challenge, and particularly the new Thulian Master bosses. As mentioned in previous updates, the Ghostmaster and Elementalist may pop up to challenge you in the Arena. But the Thulian Crabmaster has his own themed siege in the Challenge Crucible:



Aggressive versions of the common Edenian Crustacean are surprisingly prominent in the Challenge Crucible, and eventually you'll have to challenge their master.

Survive two waves of crab hordes and the Crabmaster himself will arrive. He fights with sulphur barrages and rapid charges while crabs continue to pour down the lanes, and summons giant crabs to assault your barriers and crucible. And like the other Masters, defeating him grants access to a new Core with a totally unique effect for you to discover.

We believe the Challenge of the Thulian Masters contains some of the best content in the game and offers a true challenge for those who have already mastered Eden. Good luck in there, and feel free to drop into our Discord if you need tips or friends to hunt with!
Eden Rising - brente


The new Crucible and Arena in the Challenge of the Thulian Masters zone offer infinite survival content, but if it’s not difficult enough for you it’s time to add some curses!

Between every siege you can choose to take an additional curse that makes the run harder but significantly increases your Nanochip rewards. Your curse is randomly assigned when you request it and immediately takes effect. It may be something basic (turrets take increased damage), or more exotic (random exploding electrosylphs seeded among enemy spawns).



Some curses even have multiple levels that can randomly unlock. For example, you may get a curse early on that prevents your character from regenerating, but if you keep taking curses you might eventually see that curse change into a “Vampire” effect that constantly drains health, forcing you to kill enemies in close range to restore it.



Curses add a lot of variety to the Challenge zone experience and piling them on is definitely the most efficient way to earn Nanochips (if you’re good enough). But beware – once you take a curse you’re stuck with it for the rest of the run!



Of course, there’s a lot of variety to be found in the sieges themselves, particularly in the Mutator rounds that add big modifiers to gameplay while you fight “simulated” enemies. For example, you might have to battle frequent spawns in the Arena as fireballs drop constantly around you, or you may hit the “Tower Defense” modifier where your own weapons barely dent the monsters while your turrets get a massive damage boost.

As always, these rounds grant defenses appropriate to the challenge that you can take to the next siege if they survive.



In addition to the Elementalist, there’s a second Thulian Master to be found in the Arena: the Ghostmaster. This boss fires blasts of psychic energy and summons Thulian Echoes like those found in the new Typhon Pass lair. However, these Echoes can only be put down temporarily so you’ll have to manage them throughout the fight.

As you might imagine, the Challenge Crucible and Arena can get TOUGH! However, there’s a new infinite progression system coming alongside the infinite challenge. Next time we’ll cover the new tech as well as new economic systems that allow you to convert resources and nanochips directly into improved weapons and gloves. Stay tuned!
Eden Rising - brente
It’s been a while since the last patch but that’s because the team at Nvizzio has been hard at work at the biggest post-launch update yet – The Challenge of the Thulian Masters adds procedural survival challenges to the game with new bosses, new enemies, tech and more!



In the new content, accessible from the Valley early on and free for those with the Ascendant Edition (although it will also be available separately) you can choose to partake in one of two challenges by yourself or with up to 8 players. Inspired by roguelike mechanics, you won’t be bringing turrets or consumables to the Challenge Zone - instead you’ll receive them procedurally between sieges. Anything left after a siege is completed persists to the next round but you won’t be able to bring any into your next run - use them while you can!



This creates a very different strategy compared to the rest of the game – rather than relying on the same tools over and over you’ll now have to make do with what you have to survive. The Corrosive and Essence Cylinders become invaluable weapons when that’s all you have. If you get an Electro-Turret in the first round you may the Polarity Rod to be the best tool in your arsenal!

After each round you’ll receive Nanochips that can be used in the newly expanded tech trees (as well as on a new mechanic to be detailed in a future post). However, the items that you get during a run in the Challenge Crucible are drawn from those you’ve unlocked already so you can improve your chances by investing in the tech trees. In addition, there are unique rare items to be found - exclusive to the Challenges - if you last long enough.



The Challenge zone contains a strategy-oriented Crucible and a fast-paced Arena so you can make progress in either play style, alone or with others. But you’ll want to spend some time in both because they each contain unique bosses with their own Cores. There are three new Thulian Masters that we believe make up the most challenging and interesting encounters in the game thus far.



The Thulian Elementalist can be seen above and we’ll detail the other two in the next couple posts. There’s a lot more to be said about the Challenges themselves, such as the Curse and Mutator mechanics, as well as the economy improvements and rewards being added. Stay tuned!
Jul 24, 2019
Eden Rising - brente
We're hard at work on the "Challenge of the Thulian Masters" - new procedural content for all levels of play that will be added to Eden Rising in the near future. New bosses, endgame tech, and more - expect details soon!




Eden Rising - adamb


Hi Wardens!

The Eden Rising Summer Update is LIVE!

We've replaced the Typhon Pass Outpost with a Lair where players can now unlock Rift Gloves! These new combat gloves will allow Wardens to place damaging zones in front of them that persist as long as your mana holds out. These are great for piling on the damage on the fly during a wilderness fight or for covering a bottleneck during sieges. Those of you that love Aggravating Hives as much as I do will love them even more for their ability to draw a bunch of creatures into your damage zones.

We've also given ranged weapons some love. We've worked on animations and projectile effects to make Slingers and Bombards look and feel better. The snipers among you will appreciate how Slingers now do more critical damage and can stagger weaker monsters when shooting them in weak points. We've also adjusted Bombard damage so it's better at destroying clusters of monsters.

More details on this and a bunch of fixes to community-reported issues in the patch notes! As always, we'd love to hear what you think on Discord!

PATCH NOTES v1.0.258
Features
  • Added Rift Gloves! These new gloves (Rift, Cloudkill and Nullspace) create a damaging zone that persists as long as your mana holds out
  • Changed the Typhon Pass Outpost into a challenging lair that rewards the new glove (and the Conversion Rod has been moved to a different lair in the Searing Coast)
  • Slingers have new effects and significantly higher crit multipliers and somewhat lower base damage. They can also now stagger weaker monsters when hitting weak points
  • Bombards have new effects and have had their damage flattened so they deal the same damage to all enemies in their AoE (they have effectively been buffed against multiple targets and nerfed against single targets). Charge time and penetration have been increased
  • The Bombard is now available from the start of the game, and the Slinger has been moved to the North-West Valley Outpost
  • The Chitin Slinger is now available in the Fungal Preserve
  • If you are playing in solo you will occasionally get notifications to let you know when other players are playing in the same area
  • Pillars can now be picked up during recharge and have had their build timing adjusted
  • Players can now drop quantities of items less than an entire stack
  • “Always Show Chat” now available in the options menu
  • Storage now gives proper feedback and info if it’s blocked due to World Host restrictions
  • The Crafting Screen now informs you if you will use items from storage
  • Using gloves and aiming ranged weapons now interrupt sprinting (this primarily affects controllers)
  • Link earned at Crucibles, Outposts and Lairs is now visible on the World Map
Balance Updates
  • Radiation Zones now apply stronger radiation, but the monsters in them apply less on proximity
  • Some weapons that previously lost attack power on upgrade to a new type have had their values adjusted

Fixes & Adjustments
  • Equipment in a slot on the gear screen is now ordered more sensibly
  • Fixed a large number of locations where players reported getting stuck
  • Fixed issue where the Crucible Improvements Screen wouldn’t display correctly after spending modules
  • The Cloudkill Glaive now works as described
  • Fixed an issue where mastery could be unlocked in the bestiary without receiving the appropriate core
  • Interacting with the crafting screen should be smoother now
  • Extraction gloves (including the Gravitic Extractor) now correctly improve their speed as they get upgraded
  • Fixed issue where host server options could not be changed if World Access was set to "Invite Only"
  • Completing Lairs now shows the Results Screen
  • Armored Thulians and Hydras now correctly dissolve on death
  • Fixed some issues with Russian localization in the tutorial


Thank you for playing Eden Rising!


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Eden Rising - adamb
Hey Wardens,

The Eden Rising Community Update v1.0.248 is LIVE!

We've been paying close attention to your feedback in the forums and Discord. This update includes some immediate fixes to community-reported issues, as well as some welcome balance and environment touch-ups!

PATCH NOTES v1.0.248
Features
  • Thulians now have weak spots when getting hit by ranged attacks
  • Resources will play a visual effect when they are being harvested with gloves
  • Lair Type Outposts now have a distinct icon on the Map
  • The World Map now shows an outline of the total accessible game area
Balance Updates
  • Increased the amount of several rare monsters (Thulian Oracle, Myrmidon corroders, etc.) across all zones
  • Factories in the Valley and Ultima Thule Crucibles have been adjusted or replaced, as well as had their production timers reduced
  • Myrmidon Corroders are now harder to stagger and will no longer damage players outside of the ground effect of their ranged attack
  • Combat Gloves can no longer cause critical damage
Fixes & Adjustments
  • Players will no longer get stuck in turrets when placing them
  • Glove resource extraction area has been slightly increased
  • Ascendant players can now correctly set player limits in World Options
  • Improved Visual Effects for all Living Walls
  • Adjusted several floating resources and rocks
  • Adjusted Terrain height and fixed several locations where players could get stuck
  • The Minimap zoom has been increased slightly for better visibility of the surroundings. As a result, the overall visible area is slightly reduced
  • The controller buttons shown in the inventory screen now match the actual controls when using a gamepad
  • Core slots in the equipment screen no longer show the "New Item" icon when no new cores have been unlocked for that slot
  • Fixed an issue that caused unlocking technology with nano-chips to deduct the full amount even if some cost had already been deposited
  • Fixed an issue with Thulian Oracles not correctly awarding experience when killed during sieges
  • Fixed an issue that caused the Steam achievement related to the Irradiated Chimera to not unlock properly
  • Fixed an issue where crucible turret boost areas would appear before you purchased them
  • Fixed an issue where bombard weapons would sometimes trigger their splash damage twice
  • Fixed an issue where notifications for previously unlocked technology would be shown again when logging back into a server
  • Fixed an issue where the currency count was sometimes not updated properly when completing a siege
  • Fixed an issue causing text to display incorrectly when switching languages in the options menu

Thank you for playing Eden Rising!


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Eden Rising - [Nvizzio] Chickadee
Hey Wardens,

We’ve heard your feedback about the free version, and we are updating the messaging on the Steam page and in the game. We realize the messaging was not clear enough, and we understand this may have caused some confusion for some players.

We know our business model is pretty new, so we’re working hard to make sure it’s getting better and clearer.

Here’s what we want you to be able to do:
  • Play and discover the base game of Eden Rising for free in solo or multiplayer mode. The Free Explorer Edition lets you do exactly that and, unlike a demo, you get to keep your progression

  • Your friend has bought the Ascendant Edition expansion and you want to join them to play everything (base game + Ascendant expansion) for free in multiplayer. The Free Explorer Edition lets you do exactly that

  • Make it so only one friend needs to get the Ascendant Edition for your group of friends to have access to all the game content (base game + Ascendant expansion)!

The Explorer Edition will not be called “free-to-play” anymore. We feel from the reactions that this sets a certain expectation among players regarding pacing, microtransactions, the gameplay, etc. Instead, let’s just call it “free.”

In addition, we just released a new update to the Free Explorer Edition. It opens up much more of the gameplay in the free base game. You can now play 3 times more sieges, unlock more tech, etc. With this update, we feel there is now at least 12 hours of solo gameplay in the free base game, if not more.

The updated free version remains FULLY COMPATIBLE with the Ascendant expansion, and if you join an Ascendant Edition server, you have access to all the game content.

For clarity, this Free Explorer Edition is not (at least, in our opinion) a demo. Steam’s “demo” designation doesn’t allow you to keep your save data once you play the full game. On top of that, demos don’t have the ability to connect to any games except other demo versions. We chose not to use this distinction for these reasons, but also because the content you receive in the free version is much more than a demo -- it essentially gives you hours and hours of gameplay as well as a free multiplayer client to access absolutely all the game content (base game + Ascendant expansion). This is what allowed us to offer the unique ability to let one friend buy the game and the rest of your friends to join.

Again, we’re happy to chat with anyone who has questions or would like to discuss with us, especially on Discord. :) We hope to continue improving Eden Rising, including the messaging around this new business model! Please check out the updated infographic below!

- The Eden Rising team


Infographic Update (click to enlarge):



PATCH NOTES v1.0.244

FEATURES
  • Unlocked Explorer Edition access to 20 ADDITIONAL SIEGES and associated Tech Tiers in the Valley and Fungal Preserve Crucibles.

BALANCE UPDATES
  • Forge patterns requiring large counts of very rare monster resources (Thulian Veils, Stygian Organs) have had their costs reduced.
  • Interesting resources that don't get used enough (Deep Ore) have had costs increased in their Forge patterns.
  • The Valley Tier 3 Siege "RAPIER" has had its time requirements adjusted to make it possible to get higher link results.
  • Increased cost of some Crucible Improvements to match the total cost with the available module count.
  • Monster drop containers now last 5 minutes instead of 2 minutes.

FIXES AND ADJUSTMENTS
  • Fixed Searing Coast map to properly reflect deep sulphur areas.
  • Blast, Blaze and Gamma gloves now play their sounds properly.
  • Browser queries now prioritize searches for world name, if entered.


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Eden Rising - [Nvizzio] Chickadee
EDIT: Hi again Wardens!

We have a new post with the latest update regarding the free edition of the game. Please see the latest update here for more information!

--

Hi Wardens,

We’d like to address the concerns players have about the free-to-play (F2P) version and the Ascendant Edition.

The F2P version is not a demo. While certain parts of the game are limited, this version does not have restrictions regarding your unlocks/gear, your character’s abilities, etc. As we do not offer microtransactions, we do restrict certain content behind the Ascendant Edition.

However, the F2P version is FULLY COMPATIBLE with the Ascendant Edition. If you join an Ascendant Edition server, you have access to that content.

This is also a way for you to experience the co-op of Eden Rising! Our main motivation with the F2P and Ascendant Editions is to build community. If you only want to play with friends and not public servers, only one friend needs to buy the Ascendant Edition for you all to have the content!

We know this is a new kind of business model. The Ascendant Edition is sort of like buying an expansion for a game, plus a few extra perks.

We’re happy to chat with anyone who has questions or would like to discuss with us. :)

- The Eden Rising team

Edited again to add the updated Edition comparison chart. Click for a larger image:




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Eden Rising - [Nvizzio] Chickadee


Hi Wardens!

Eden Rising is NOW LAUNCHED! Woooooo!

We now have a free-to-play version with no microtransactions, the Explorer Edition, and the Ascendant Edition for $24.99 US! You can also pick up the new and improved Crystal Weapons Pack as DLC for $6.99 US!

From the Eden Rising team, thank you to all of our Early Access supporters! Your input and energy has been invaluable on the journey to make Eden Rising the best it can be!

Stay tuned in the future for updates, but for now, please join us in celebrating the launch!

Patch notes below. :)

- The Eden Rising team

--

PATCH NOTES v1.0.0
FEATURES AND POLISH ITEMS
  • Created a free to play version! Welcome new players! :)
  • Created the Ascendant Edition! Welcome players old and new!
  • Created new DLC: the Crystal Weapons Pack!
  • Created new Steam achievements.
  • Updated the starting questline for all new characters: New quests, new cutscenes, new rewards!
  • Updated the Chimera Prime and Irradiated Chimera Prime -- new attacks, new animations, new VFX.
  • Added a warning for new players when accessing the Browse Worlds list for the first time.
  • Added spawn protection when logging into a world; moving or attacking will disperse the protection.
  • Players joining a server that has reached the Valley Crucible will now teleport to be near the host and skip the tutorial.
  • Added two combat glove forge trees and improved the Repair Glove. Equip one for even more variety in your combat styles!
  • Re-added the improved Symbiote Rod as a reward for a new arena.
  • Updated server browser and added filters to search.
  • Added the ability to specify the server language (does not affect in-game localization).
  • Full weapon balance pass, including significant improvements to ranged weapons (see below).
  • Balance pass on blueprints, including a significant reduction in costs for top-tier defenses.
  • Increased the duration time on special attacks for melee weapons.
  • Reduced size of damage and critical hit numbers, so fighting groups is not overwhelming.
  • Converted the Power-saving Ballista to the Rad Ballista.
  • Added Turret++ factories and bulb gardens for the final siege.
  • Polish pass on the final boss' abilities and updated VFX.
  • Balance pass on monster populations in the Fungal Preserve and Shattered Causeway.
  • Improved the razorgnat zone in the Fungal Preserve and updated their VFX for clarity.
  • Added new telesite towers to the Fungal Preserve cave.
  • Adjusted Fungal Preserve cave monster population.
  • Updated the lair VFX.
  • Improved blending between monster animations.
  • Polish sound pass for monsters, weapons, UI, etc.
  • Added a cone to the minimap to show which way the camera is facing.
  • Polish pass on the ground textures.
  • Optimization pass on vegetation.
  • Updated the Main Menu to show available DLC if players don't own it.
  • Updated the game logo and game icon.

BALANCE UPDATES
  • Fixed the all weapons in the polarity and conversion rod trees to correctly use their 4 step combo.
  • Conversion rod heavy attacks now correctly build the special meter.
  • Healing from the Parasite Glaive's life steal now provides a consistent value across all upgrades.
  • The Gauss Slinger's special shot is now available on a correctly reduced cooldown.
  • Normalized all DoT damage so that it is consistent and is no longer multiplied or mitigated based on the direction of its initial application. DoTs will also no longer be multiplied by withering turrets or similar effects.
  • Base Damage done by most DoTs has been increased.
  • Bleed effects from the Razor Glaive and Razor Bident can now stack.
  • Bleed effects from the Saw Glaive and Saw Bident can now stack.
  • Bone Hammer now completely penetrates armor, but no longer applies armor break.
  • Chitin Hammer now correctly increases the aggro generated by the wielder.
  • The Chitin Hammer now applies the Cripple effect (damage debuff) with its heavy attack, base damage has been adjusted accordingly.
  • Null stack weakness now only applies to null weapons, and null weapons no longer count as electric.
  • Damage debuffs have been unified under the cripple status effect, these effects no longer stack but applying a new status will refresh the duration of the most potent of these debuffs.
  • Weapons in the Bone Bombard tree now completely penetrate armor.
  • Normalized the Damage on Polarity Weapons.
  • Improved the Damage over Time applied from the alternate phase of the Gemini Batons, Phase switching out of the alternate phase will also leave a short additional Damage over Time effect.
  • Combo steps 1 - 4 with all Glaive weapons now increase the special meter by a slightly lower amount, combo step 5 increases the special meter by a slightly higher amount.
  • A larger proportion of the damage dealt by the Strombringer Bident is assigned to its Chain Lightning effect.
  • Alkali and Corrosive monsters now correctly have fire resistances as indicated by their bestiary entries.
  • Increased the multiplier for successful backstabs for all weapons in the Claw Bident branch.
  • Adjusted the base damage of the weapons in the Claw Bident branch to better suit their purpose.
  • Increased the damage multiplier on the Polarity Bident's discharge.
  • Increased the critical damage done by hitting weakspots with weapons in the Chitin Slinger tree and adjusted the base damage of these weapons.
  • Added Radiation buff stacks to the standard attacks of weapons in the Gamma Slinger tree.
  • Increased the damage of all Bombard weapons to be more competitive against Slinger weapons.
  • Reduced the damage dealt by un-aimed blast shots on all Slingers so that precision shots are more optimal.
  • Weapons in the Bone Bombard tree take longer to charge their shots but deal significantly higher damage.
  • Fragmentation Bombard has a larger blast radius.
  • Special shot from the Quake Bombard has a more powerful stun effect.
  • Napalm Bombard now correctly deals fire splash damage and applies burning through the special attack.
  • Increased the strength of the fire vulnerability debuff applied by Firefeeder weapons.
  • Circuit charger can now hit an additional target with chain lightning.
  • Infectious Slinger special attack now reliably behaves as described.
  • Cloudkill Bombard and Glaive special attacks now behave as described.
  • Static Storm special attack now behaves as described.
  • Increased the Damage over Time dealt by Corrosion and Radiation.
  • Reduced the base damage of corrosive and radiation weapons.
  • Added additional damage alongside corrosion stacks to the Corrosive Cloud applied by Cloudkill weapons.
  • Slightly increased the rate of radiation application from the Radstrike Glaive.
  • Increased the rate of corrosion application from the Acidburst Glaive.
  • Increased the corrosion applied by the Corrosive Glaive's special attack.
  • Significantly increased the Damage over Time caused by Burning.
  • Reduced the damage done by the Blazestorm Hammer's Fire Spiral, but the attack now causes targets to burn.
  • Slightly reduced the base damage on Fire and Electrical weapons.
  • Burning status from Pyro Slinger, Infernal Slinger, Napalm Bombard, Blazestorm Hammer, and Igniter turrets is now able to stack.

FIXES AND ADJUSTMENTS
  • Swapping to an empty weapon slot will no longer lock character movement.
  • Fixed equipment unlock notifications so they don't spam on login.
  • Weapons, gloves, and turrets should now correctly trigger death effects on monsters based on damage type.
  • Fixed the polarity bident discharge attack.
  • Fixed an issue where a player could bypass inventory restrictions by using the quick transfer method if using a keyboard.
  • Fixed a lair being unable to trigger at the Searing Coast.
  • Fixed an issue where equipping the Bone Bombard would reduce stamina to zero.
  • Enveration Pillar variants should now behave as described.
  • Fixed an issue where a freeze would sometimes occur if joining a world from your own world.
  • Fixed an issue where a large portion of the deep water in the Searing Coast would not trigger a death state when the player fell in.
  • Fixed the camera rotating wildly when using lock-on on enemies in very close melee range.
  • Fixed the looping animation on ranged weapons when viewing other players.
  • Updated the lore biome locations.
  • Monster kills should now correctly increase the timer at outpost sieges.
  • Fixed an exploit where players could interact with traps after detonation to redeploy them indefinitely.
  • Fixed an issue where using a hammer special on a downed Gorgon would cancel the attack opportunity.
  • Ranged weapons (and the added gloves) should properly deal damage to the back of armored enemies.
  • New lore and bestiary entries should properly indicate they're new.
  • Consuming items while wearing the Bone Cuirass or its upgrades should no longer result in the player being stuck for a second.
  • Critical multiplier values on equipment should display correctly in tooltips.
  • Tooltip comparison values should display correctly when a piece of equipment lowers a stat.
  • The proximity corrosion cylinder now correctly applies corrosion to all types of Gorgons.
  • Music and background sounds should now consistently play in Ultima Thule.
  • Updated the lair siege UI for clarity.
  • Scarab Trap pulses now hit monsters not within the initial aggro radius.
  • Fixed an issue where the number of defenses or consumable displayed on the HUD will not properly decrease if the player's inventory contains more than 10 units of that defense or consumable.
  • The message concerning the siege's difficulty vs. the number of players displayed before starting a siege should not give the proper message.
  • It is now possible to dodge while in build mode.
  • Sprinting and strafing while hard locked now plays the proper character animation.
  • Fixed an issue where pressing the dodge button and the switch to build mode button at the exact same time creates a state where the defense preview is displayed while the weapon mode is still enabled.
  • The map now properly displays the telesites and Crucible where you can respawn in the Shattered Causeway.
  • Monsters' knockbacks now push the player in the correct direction.
  • Fixed the healing pillar's animations.
  • The charging bar now hides if the activation time of an ability is small.
  • Cave gorgon's roar now plays at the correct time.
  • Fixed an issue where the controller buttons wouldn't be properly recognized if the controller was used during loading.
  • Fixed the mouse button used to place a waypoint on the map.
  • The Thulian Oracle's animations play properly after using his fire attack.
  • Pressing the back button in the options menu while in-game no longer performs a dodge with the character.
  • Mortar turrets don't go invisible when switching from idle to attack mode.
  • Finale ambush barriers now have sounds when destroyed.
  • The dark green indicator on the health bar no longer gets stuck when the player is hit.
  • Fixed an issue where pressing specific keys together at a certain time caused the Main Menu to disappear or bundle with other menus.
  • Fixed an issue where secondary weapon icons would show other players' weapon.
  • The Manticore's flurry attack should now correctly hit the player if the player moves into range after the attack starts.
  • Fixed an issue where the Manticore would sometimes momentarily freeze on aggro.
  • Pressing A-D correctly switches view when dying out of sieges in multiplayer.
  • Player can no longer jump over the Living Wall leading to the Fungal Preserve.
  • VFX displayed on the ground no longer display over the character if she steps on it.
  • Scarab Traps and Gorgon Subjugators can no longer be damaged by monsters before detonating.
  • The host can no longer kick themselves out of their own World.
  • Fixed an issue where if two players place a defense at the exact same time while the power left will only allow one more defense, one of the players would enter a broken state.
  • Fixed an issue where players could aggro siege monsters and jump out of reach causing the monsters to go back to where their original position instead of finding the next waypoint on their pathing.
  • Fixed an issue where the stamina bar would deplete if the player held shift and quickly tapped a movement key.
  • Siege monsters should not bounce or clip over the edges of a lane while progressing towards the Crucible.
  • Fixed an issue where the Start Siege UI would clip with other UI elements.
  • Roaming monsters should now correctly gain aggro on defense items placed far away from them.
  • The player can no longer jump on activated or de-activated turrets.
  • The background properly loads after unlocking the next tier of a Crucible.
  • Removed z-fighting from low-lying sulfur areas.
  • Fixed an issue where the forge button had to be clicked twice to forge equipment.
  • The Eden and Ascendant Armors now display the correct stats in the results panel of the Forge Equipment screen.
  • Players can no longer activate a different Crucible while a ready check is in progress. They can, however, still teleport between Crucibles during that time.
  • Fixed various stuck bugs.



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Eden Rising - [Nvizzio] Chickadee
Hi Wardens,

This week, we’ve got another preview for you. Gloves are back with all new powers!

Gloves are one of your best support items in the game. We wanted to make sure they were as useful as possible -- during combat! We’ve added all-new glove mods, each with a different combat ability. Also, every glove mod allows you to gather ore, so you don’t have to switch whenever you come across some metal.

Thanks to our previous updates, gloves have a quick key on the HUD, allowing you to seamlessly switch between your favored weapons and your newest glove modification. Whether it’s a quick jolt of electricity or channeling flames against a pack of medusae, there’s a combat glove for everyone!

Here’s one in action:


You can get your hands on these gloves with our update on May 17th -- launch day! Just two more days to go!



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