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Patch Notes: 10/1/25

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Patch Notes: 10/1/25

Our first big update for 2025 is driven almost exclusively by community feedback! Thank you to everybody that's been contributing feedback and suggestions. We've finished our internal Q1 roadmap and plan to share that with the community next week. We've got tons of new features and improvements scheduled for the next couple of months, plus events and marketing planned to share EDYN to a much wider audience.

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Also a note on announcement pings, we'll be setting up roles so that you can tag yourself into channels that you wish to be updated by, such as announcements, world-updates etc. and we'll be avoiding using [at]everyone in future (unless it's a super important announcement!)

Gameplay

  • Wall chip damage has now been implemented. The attacker's combat margin will now influence how much siege structure damage will be inflicted. If the battle is won the total siege damage will proportional to the attacker combat % margin. Stronger victory = more destruction. Defeated attackers can now inflict structure damage - this is calculated at a lower ratio (combat % margin / 2).
  • We've added an interactive graphic to the Factory and Barracks that lets you see your recruitment progress. You can also hover over these to see your queue progress and order backlog.
  • The Report Centre has been updated and now Guard, Transfer and Deliver missions all have summary pop-ups that lets you see how many units and resources have changed hands. This works for both sender and receiver.
  • The Raid mission summary pop-up now includes spoils to save having to open the full report every time.
  • All mission summaries now have animations to increase the visual appeal of the results!
  • (Backend) We've now got Speed Worlds and Classic Worlds being managed by two different control panels. This will allow us to tune both modes independently to enrich the gameplay of both, and also try more fun experimental settings outside of "go slower or go faster". We'll be doing a PTR for Classic World #2 soon using these new values.

General + Fixes

  • Changing settlement now instantly refreshes the resource display instead of waiting for the next tick.
  • Increased the texture and fur render quality of all War Rooms and most characters.
  • Fixed a character creation issue which resulted in the first appearance option being impossible to select.
  • Fixed "Set Active" settlement shortcut button in the World Map.
  • Fixed Numanz building deploy radial missing certain elements from the thumbnails.
  • Fixed a bug preventing 'Defeated' players from being able to log in to their characters... we like hardcore PvP but that was a bit much!
  • Fixed very rare occurrences of battles ending 50 - 50. On such occasions the defender will now be rounded to a victory 51 - 49.

Known Issues

  • Unit health bars in reports always indicate that they started combat as full health, even if wounded. The backend calculation is still being carried out correctly.
  • Old Guard, Transfer and Delivery missions likely won't display the correct numbers with the new pop-up system but new ones should be fine.
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