- Rewrote internally how the main quest with the Orokko work and how the outpost quest work (should work as intendend in all cases now)
- New feedbacks when the energy bar diminish
- Added more feedback on the world about monster levels (for example if an ennemy is too powerful his level will be shown in red and a skull icon will appear)
- Added a partial auto save mechanic in the lighthouse (an autosave will be made each floor and at each chest opening but the save will be outside of the lighthouse meaning that you won't loose your levels and stuff but your progression in the lighthouse will reset, you need to take the continue option on the main menu after the gameover to get back your progression)
- Fixed some case of broken generation in the lighthouse (that was potentially blocking the game)
- Fixed a bug that was preventing in the teleport point UI to move the map to the target point using the mouse
- Added missing name on the worm boss
- Fixed a few graphical glitches in the lighthouse
A few days ago we rebranded Playdius to Dear Villagers, as you can see here in our announcement trailer. Considering we cannot rename this page we kindly invite you to keep following us on the new one: Dear Villagers on Steam.
Note that we also just announced two new very exciting games:
Fast-paced free-moving roguelite platformer. Help Kyhra to explore the unknown and to slash her way through the ancient machines guarding the seal of her past, and maybe the redemption of humanity.
And not forgetting a new major update for the ongoing Early Access of JRPG Edge Of Eternity!!
Looking forward to fully release these games and unveil even new ones!
- Added a condition for entering the Anselm's Vein, you have now to take first the quest of the Jagholm Mayor before being able to enter it preventing an issue where defeating the boss first would block the main quest
- Fixed the black bar issue during the dream cutscene
- Fixed a NaN propagating issue on the sky that could turn the screen completely black or corrupt some parts of the frame after seeing a specific part of the sky
- Fixed some issues with NVidia Ansel implementation
- Fixed a bug exploit with the Morom boss where if you were sitting on the targeted crystal case the boss was moving around and was not attacking anymore
- Fixed a lighting issue with weather effects that could break the lighting of the game
- Fixed a few weather issues
- Moved a crystal fruit that was not reachable
- Fixed a bug that could corrupt saves and make the main character invisible (the fix is retroactive, corrupted saves are now useable)
We worked on more fixes for community and bug tracker top issues today, we'll work on more fixes through the week-end
- Fixed a bug that could start a puzzle undermap after completing the caravan dynamic event
- Fixed a bug that was adding the quest marker of Moeba even if the quest was not tracked
- Improved weathers, now each weather have different durations and so aggressive and dangerous weathers like acid rain have now a smaller duration than snow for exemple), also the fog has been diminished on rain and acid rain and the amount of particles has been dimished.
- Nerfed Morm Cave (made levels of monsters progressive through the dungeon, diminished by 2 levels monsters and boss)
- Fixed a bug that was auto cancelling the attacked npc event when the battle was starting
- Moved some crystal fruits that were not accessible
- Fixed a bug that was preventing earthgrave from triggering the weakness discovery on the earth element
- Fixed issues on a few cutscenes
- Added area circle POI on the map UI instead of the previous placeholder that was here (big quest objective marker) for area objectives
- Fixed some bugs with spawn conditions on quests and NPCs from chapter II
- Fixed a bug that could make the Morom cave very dark when entering the cave after a rain weather
- Fixed a bug that was setting the floor to floor 11 in the procedural dungeon after loosing at floor 10 and reloading the save
- Improved battle camera during some puzzles
- Animation fixes for some creatures
- Fixed a bug that could duplicate Myrna or Argentis after reloading a save
- Added defeat path on the Mandrake dynamic event
- Performance improvement on NPC rendering (CPU improvement)
We'd like to thanks everyone for reporting issues encountered on the chapter II, we started to work on recurring issues on the bug tracker, we'll continue tomorrow as it is very late in France!
- Fixed a bug that was preventing adds to be summoned and was softlocking battles (like Ur-Dunnrir or Innkeeper)
- Fixed a bug that was making hair looking like metal on NPCs LOD1
Important info about localization: We had very few time to do the localization of the chapter II so there is a few dialogs not translated yet and achievements, their translations is in progress and should be integrated in a few days, our apologies for the delay.
We playtested the new chapter as best as possible with some members of the community and internally but we recommend backuping your save located in steam/userdata/<youraccountid>/269190 before starting the chapter II.
FEATURES
Sprint
You can now use the action button to make your character sprint in exploration, your character have a stamina bar, if you continue to run when the stamina bar is depleted your energy is consumed instead, the stamina bar refill over time.
Nekaroo ride
A fluffy companion that you will be able to ride, he will increase your running speed and also the nekaroo have multiple abilities like finding hidden chests and tracking npcs, monsters and rewards by following scents.
Nekaroo races
Available as part of the story and as dynamic events Nekaroo races will make their grand debut, it’s a very early version but it will be improved and expanded over time!
New weathers
Weathers are now a lot more important than before and also there is new ones and the rendering of them has been improved, weathers now can also change the balance of battles by applying some special effects during battle, for example during acid rain all entities get damaged periodically and the energy is consumed more quickly, during sandstorms physical attacks have high miss rate etc…
New weathers are: Snow, Acid Rain, Sandstorm they are added to the existing Rain and Clear weather.
Weakness Discovery system
A new interface has been added during battles ontop of monsters showing their weaknesses and resistances but you have to find them, by using elemental skills and magics you’ll be able to discover the weaknesses and HPs of your enemies and memorize them for next battles.
Procedural dungeon - The Lighthouse
The lighthouse is a very unique secret and optional dungeon, each floors are procedurally generated and each floor is harder than the previous one, no save inside but you can exit at any time but the dungeon reset when you leave it and you’ll have to break through each floors again, who knows what the ultimate 100th floor contains?
BUGFIXES AND IMPROVEMENTS
The chapter II comes with more than 100 bugfixes alongside a lot of usability improvements like a new load screen, improved crystal UI, etc…
CONTENT
The chapter II features a lot of new content, a new area of the openworld map that is twice as big as the chapter I area, a new dungeon, a new city, a new playable character, 4-5 hours of main story content and a lot more in sidequests, dynamic events and more.
There is also 8 new puzzles that reward high quality equipment, a new crystal tiers, new spells, new weapons and armors, new dynamic events, new achievements and much more!
Thanks everyone for your support, we hope you’ll enjoy the second chapter of EOE!
Last but not least, it’s time for our final dev introduction!
Now, the circle is complete. The Midgar Studio team has escaped the void. We have been presented to the world, and our power shall finally unleash!
Now back to the basement to work on the game…
“Hi, I’m Jeremy I’m the final boss of Midgar Studio and I eat lost adventurers that wander into my dungeon. In my free time I also work on programming, technical art (shaders and vfx) and game design (mostly combat design, balancing, UI, rewards and level design) on Edge Of Eternity.
I’m currently working on some critical aspects of chapter II for Edge Of Eternity, like the new skills, boss design and improvements to the weapons/armors modifiers.
New character skin / eye shader
New crystal modifiers, new crystal tiers, glow effect depending on how powerful an item is, crystal UI overhaul
Global UI overhaul and the new glow effect on weapons and armors
My favorite part is about doing VFX, I like sparky explosive world destruction effects and if I could allocate all my time doing that kind of thing I would, unfortunately there is a lot of other things to handle *demoniac laugh* !”