
For reference, all of our Worlds to date have been Speed Worlds, including Thor's World event. They run x10 faster than Classic. If you've loved the fast paced competitive landscape of the previous Worlds, then expect nothing short of the same, with all of the latest gameplay improvements and tighter numbers. If you've found in the past that the time commitment was a bit overwhelming, or you simply like the idea of engaging with slower burning World and its denizens over a period of weeks and months, then please consider signing up to our very first Classic World - my personal favourite version of EDYN!
Mac Support Added
We've been testing a Mac build of EDYN in-house throughout the week and we're happy that it's stable enough for us to deploy. Mac users can now download and play on Steam. We'll update the store page with the system specs we've tested on. Please let us know how you get on.
Skeev's Shop Open For Business!
We're testing out Skeev's shop with a couple of basic items for now, and enabling the purchase of EDYN's cosmetic exchange currency "Shards", a reference to the fragments of EDYN's meteorite found strewed across the land. Skeev bestows great value on these Shards and will trade cool cosmetic goodies in return. We plan to use Skeev's shop as a hub for our incoming quest system and also be a place where ranked rewards can be found. More info coming soon!
Gameplay
- Research building v0.5 is now live. The Research building was always intended to be utilised as an end game resource burning option, we've now just implemented the first step of its functionality. As the Research building is upgraded, it will increase the colony's "Tech Level" by 0.3%. The Tech Level is applied to attacking forces only. The unique trait of this building is that you can continue to upgrade it beyond level 30. The Tech Level will continue to scale indefinitely. With Research v1.0 that we are working on, it will add a talent tree style system where you will be able to purchase nodes to apply powerful global effects all of your armies and colonies.
- If all units die in a raid, a report is not generated for the defeated army - nobody has survived to tell the tale!
- Barrack/Factory perk updates - Both buildings now have a new level 30 perk that will unlock the ability to train two unit different unit types at once.
- We've relaxed the Colony unit's recruitment increment from +1:00:00 to +00:45:00 per order (not applicable to Classic Worlds).
- Resource numbers and building costs have been tuned to ensure a smoother overall levelling experience and should result in less wasted overflow at max level/end game.
Visual Improvements
- You can now preview all of the incoming and previously unlocked building perks from the building upgrade UI. Tooltips have been added to explain their function (We're in the process of adding tooltips literally everywhere!).
- We've added a new radial variation for selecting colonies that are controlled by the player. This allows you to "Set Active" a colony, which is a shortcut and the equivalent of using the drop down menu from the top of the UI.
- We've refined and expanded the drop down list that displays your colonies. You can see many more now and additional information.
- Your Alliance banner is now displayed above your colony nameplate.
General and Fixes
- We've done an optimisation pass that has mainly targeted textures bringing down the entire install size by 30%~. This has made an improvement to memory size and loading times. We will be doing a lot more to improve the speed of the scene loading times. This is a top priority for us now.
- Players will need to have the latest version of the game to join a World.
- A new font has been added to increase text legibility
- Mission tab now hides when inspecting a building.
- Mission counter refreshes faster now.
- Fixed an issue with settings preferences failing to carry over to the next application launch.
- Fixed text and scale alignment issues in both the upgrade and recruitment building UIs
- Fixed a bug in the War Room that would fail to update the mission type to 'Transfer' from 'Guard' if the player changed the origin colony via the drop down menu.
- Fixed several frontend display errors in the battle reports. Notably the Siege unit failing to show its health adjustment during combat.
- Fixed Message Centre loading/latency issue. Should be super snappy now.
- Fixed an animation glitch related to a building upgrade being completed while not in focus.
- Fixed an issue with reports not being generated during a colony capture.
- Fixed several shader and texture issues related to buildings and character props. Also resolved the low quality texture problem of the Withered skins.
- Fixed several building nameplate scale inconsistencies.
- Fixed 'instance of reference not found' error.
Known Issues
- The Mech Krok cannot equip any body/head slots currently. Working on a fix ASAP.