- Added a new monster category on the beach area - Improved openworld loading times - Added a savepoint and a campfire at Gideon gate - Improved memory usage of the openworld terrain system - Reduced micro stuttering while crossing the openworld - Global terrain system minor CPU performances improvements - Fixed terrain "bending" being too strong on assets - Fixed wind parameters not correctly passed to terrain assets - Fixed player minimap marker "jumping" when mounting on a Nekaroo - Improved some LODs transitions - Fatigue stats modification will not be updated in realtime during a battle (prevent max stats to diminish after using an action in battle) it is sampled only at the beginning of the battle - Fixed some errors in the pathfinding system that was causing some NPCs/ Monsters to fly - Minor pathfinding performance improvements - Added a safety system to battle scripts (Auras / AI / Mechanics) to prevent that an error inside them softlock battles (for example recent issues with the Tough Love battle mechanic that was blocking a character in an "attack" loop) - It is not possible anymore to interact with a NPC while mounted on Nekaroo (aside from specific quests where you need to pick scent with a Nekaroo), fix some rare case where the party leader disappear after a cutscene when it was mounted on a Nekaroo - Fixed loading screen getting stuck when starting a battle during load screen - Fixed Petrus quest that was softlocking with a black screen
The fishermen's village of Inel is happy to welcome you
Surrounded by sea and mountains, Inel remains spared by the torments of war. Nevertheless, this peaceful village is not a restful stop on Daryon's journey.
Taking place between Chapter 0 and Chapter I, this new open playground is the best way to apprehend the game’s core gameplay mechanics. In addition, new players will be able to go in depth with Daryon’s personality.
This new content include :
A new location with the small village of Inel
A Nekaroo Farm
Some new sidequests
New main story input
Take advantage of the current 30% discount to immerse yourself in the universe of Edge of Eternity during its Early Access.
UI
Reworked sprint bar
Cleaned up transitions between menus
Added a fade when the UI will be disabled
Fixed a bug that was creating inconsistent zoom levels on the minimap depending on the situation
World markers are now faded instead of being displayed at infinite distance (exception of quest / objectives / dynamic events markers)
Added markers to NPCs that have conversation
Cleaned up tutorial box apparition transition
Interact button will not appear if the character have no conversation with the current quest progression
Improved markers positioning with humanoids
Graphics
Fixed a bug where the ocean could clip when viewed from far away
Reworked Nexus display and added a transition with steepiness
Improved low end ambient occlusion setting
Improved sky shadows updating, it will now update in realtime instead of stuttered update
Added model clipping to followers when too close
Fixed contact shadow stuttering with low physic frequency
Fixed technobandits that were flying
Fixed a shader bug that was causing the stalker canon to have weird squares instead of distortion
Fixed Anselm vein blocking slope
Fixed flying asset in chapter 0.5
Gameplay
Fixed multiple imprecisions in Nexus Line calculations
Nerfed battle initiative damage and stun duration
Improved pursue and flee behaviors of enemies, it now use a pathfinder to prevent going back and forth
Added new monster “Dodilus”
Added an initial random delay for dots to prevent them ticking at the same time (make the battle easier to read)
Fatigue consumption of spells is now constant and not variable between spells (exception of special attacks that are still costing a major part of the fatigue)
Nerfed Conclave boss
Reworked Archelite Amplifier decor interact
Modified Mantis boss encounter
Balancing pass on stats
Balancing pass on loot tables
Fixed camera “locking” and “teleporting” when talking to a NPC while sprinting
Performances
Added DLSS auto mode
Improved volumetric fog performances
Improved openworld terrain performances
Improved game startup time
Speeded up all assets loading
Fixed a bug that was preventing resources from being released correctly from memory after unloading
Reduced memory usage of the game to ~2GB (will prevent crash on some low end platforms with 8GB of memory like Geforce Now or low end computers)
Fixed a mini stutter when changing terrain tile due to collision recalculations, now those are done in another thread to prevent stuttering
Fixed a freeze that was caused in some case by tutorial boxes
Cutscenes & Animation
Improved cutscene transitions
Fixed a few cutscene lock case
Fixed some case where the UI would stay during a cutscene
Fixed a bug where Daryon could be not present during an autocutscene if he is in the reserve party in some rare case
Fixed some characters that were still animated while supposed to be dead in the intro
Other
Fixes multiple softlock sources
Cleanup a few collider issue
Multiple bugfixes for NVIDIA Ansel
Improved multiple grounding behaviors to prevent flying NPCs in some cases
Welcome friend! To celebrate the Intermediate Chapter update, the trip to Heryon is 30% off until Monday 22nd 7pm CET | 1pm EST | 10am PST!
Lead Daryon and Selene for find a cure for the Corrosion, a terrible sickness spread by the Archelites invaders, who infected the world of Heryon. Currently in early access, {LINK REMOVED}Edge of Eternity includes six entirely playable chapters, diverse environments and a dynamic combat system offering 60+ hours of gameplay. Designed in the pure old J-RPG tradition, {LINK REMOVED}Edge of Eternity is an authentic experience with an original story set to music by the Japanese composer Yasunori Mitsuda.
Please welcome the long awaited feature: DLSS support!
If you are playing with a NVIDIA card DLSS-compatible, you can now turn it on to enjoy the game with beautifulest graphics! You can configure the different activation levels on Options > Graphic Settings page: Off, Ultra-Performance, Performance, Balanced or Quality.
If you missed it, we already shared in our Discord a comparative table to check how enabling DLSS in Edge Of Eternity will better your performance:
As you can see your FPS are going to grow without any quality loss! Also note that all these tests were before the latests optimizations so it might get even better on your computer.
For achieving this we also want to thank the NVIDIA team who got really involved in the development, giving advices and helping us as we are the very first game made with Unity joining the DLSS family. To accompany this accomplishment here is a comparative video made by us with the support of NVIDIA.
NVIDIA DLSS is now available for NVIDIA RTX GPU in Edge Of Eternity, it can be enabled from the graphic settings menu.
DLSS allow to achieve much higher framerate by rendering at lower resolution internally and using AI upscaling, oftenly the differences with native resolution are not noticeable and it offers a huge boost of performances.
December 5th marked a new anniversary of our early access: it has now been 2 years since we launched our first chapter in 2018. The game has seen an impressive evolution since then with 3 chapters in its first year, and 3 more this year.
However, the content was not the only axis of improvement this year, indeed this year was also illustrated by the passage of the game to the beta phase! We have also started to anticipate the final release of the game with features like the Modifiers that arrived with Chapter VI.
We still have work to do for 2021 but nothing is impossible. For the coming year we have a chapter much bigger than any currently available, as well as the final release!
Today this phase of Early Access is useful as it allows us to have your feedback to create thanks to you a JRPG that will be remembered! We also took the opportunity to give you our own feedback through a video presented by three members of our team:
This chapter brought a lot of novelty to the gameplay with a new tutorial, a plot as captivating as it is moving. For those who had started playing in the first year of early access, this chapter also taught you a bit more about the source of Daryon and Selene's quest to save their mother.
After encountering an unexpected ally, the team had to face Corrosion by crossing a clockwork field as part of their quest to save Heryon. This chapter brought a new playable character, at least if you managed to get to the end of its dungeon!
Although this is not a full chapter we have worked hard to improve the game from the introduction to the last available chapters. This summer was an important step for Edge Of Eternity since we reworked many systems including the Battle Cam, Dynamic Events and even the Crafting System. We've also redraw all the expressions and animations in cutscenes since the beginning of the game!
Last chapter to date, he was able to bring many optimizations in the cities but also in the open world! A huge part of the story was unlocked at the end of the content of the previous chapter of course but also in the previous chapters since the Etheral Being that you encountered in the introduction was added to chapters 1, 2 and 5!
If we plan the final release of the game for Spring 2021 we still have a lot of work, including the upcoming chapter, the final boss, but also other optimizations to allow you to run the game to its full potential. However, we can already tell you that DLSS will arrive in a few weeks!
Announced in September, the Chapter "0.5" is coming very soon to allow you to explore the Open World within the first hour of play! You can already test it out by enabling the "Chapter 0.5" option on Experimental Features but as it's experimental some features might not work [TEST AT YOUR OWN RISK], don't hesitate to join our Discord for support if you are stuck!