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Patch Notes: 14/1/25

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Patch Notes: 14/1/25

We've set up new react roles in role-setup where you can opt into pings from these announcement bulletins and the world-updates channel. We'll be using @announcements and @world-updates mentions for more routine posts going forward and reserving [@]everyone for more major updates.

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Below is the team's current production plan. One thing I really want to emphasise is that this timeline is completely mailable. We're ultimately a small indie team and the benefit outside of being perpetually sleep deprived is that we can easily manoeuvre and course correct. We've made this game because we love the concept and we think the core gameplay loop is seriously fun with a lot of potential. We've now got a great foundation to build from and would love to work with all of you to refine and evolve EDYN.

Friday's Patch Notes (Preview)

When we launched into Early Access in late November we knew it was going to be a trial by fire and that players would find every possible bug, imbalance and exploit conceivable - and that's a good thing! Last week we dedicated our development towards resolving such issues and implementing additional features that were unanimously requested. We're doing the same again this week.

New World + Pacing Improvements

Now that we can tune each World independently, over the coming weeks we are going to be running some experimental settings in order to hone in and double down on what makes each World type special. Two weeks is too long for a Speed World, we've typically seen that the game is concluded within a week. This Friday we are going to deploy the test 'Flurry World' to evaluate some new gameplay changes that will be adapted to our future Speed Worlds if popular.

  • Speed World #4 will conclude and close at January 17, 2025 7:00 PM.
  • Flurry World will open at January 17, 2025 7:00 PM.
  • Flurry World will run for exactly one week.
  • Flurry World will run faster than a standard Speed World.
  • Flurry World will allow 2 units types to be trained simultaneously from the Barracks.
  • Level 30 Barracks can train all 4 unit types at once.
  • Currency rewards will be granted as normal to the top 10.
  • Crown rewards will be disabled for this experimental mode.

We've seen that our existing Classic World progressed far too quickly. Over the next couple of weeks we'll be tuning Classic World #2 behind the scenes to ensure that it fulfils its role as the slower paced, long term, grand strategy campaign that we know it can be. We'll be using data and gameplay improvements from our experimental Worlds to help inform this process.

Addressing Settlement Scaling

We've heard the feedback and have seen first hand the exponential settlement expansion rate even with our current incremental time system. We knew that adding the increment delay would only be a band-aid and have since looked at alternative systems. We've explored adding scaling costs and saw suggestions to copy systems from other games. Rather than start over, we want to refine our current system, this way we can iterate much faster. For Friday's experimental World we are going to test having a global coloniser unit recruitment timer. Essentially this means that once you place an order for a coloniser unit, the ability to place an additional order at a different settlement will be restricted until the first order completes. To compensate for this, the colonise unit's initial recruitment time will be approximately 30 minutes and the increment will be +30 minutes thereafter.

Why?

We want the acquisition and exchange of settlements to be a significant gameplay event, with each attempt being a calculated decision resulting in great elation (or frustration!). So far we've seen that players will play the game in the most efficient way humanely possible. Outside of the modest gamble of stretching too fast and too far, the tactic of mass capturing settlements is -- if you have the time -- overwhelmingly the strongest tactic to single-handedly take over an entire World and reign supreme. The problem is this sucks for everyone. New players and people that don't have comparable time on their hands cannot compete. Not only this, but it's also bad for the players that want to play perfectly. You are forced to expand this way because it is demonstrably the most efficient playstyle, and in doing so results in the gameplay becoming a monotonous cycle of micromanaging dozens of settlements, bypassing the need for strategy and politics. With the proposed changes we hope to dramatically reduce the maximum number of settlements that top players are required to manage, and trigger a shift towards gameplay focused on spending more time on fortifying, deploying armies, and then making tactical expansions. We want to see smaller players having the opportunity to form Alliances and coalitions to topple bigger threats.

Protecting Starting Players

We want to disincentivise established players from immediately cannibalising late joining or inexperienced players before they've had a fighting chance or been able to figure out the ropes. As a sandbox style PvP game we want to do this in the least intrusive way possible so we're going to implement the following system:

  • Your starting settlement is considered your 'main' and it can no longer be captured.
  • Attackers will receive a message if they try to send a coloniser unit notifying that it will fail.
  • Your main settlement and others will have a special shield graphic on its nameplate in the World Map.
  • Raids and siege damage can still happen. This protects against colonisation only.
  • It does not protect your second+ settlement.
  • Once you capture your fifth settlement this protection will be removed.
  • You will get a warning confirmation when you go to send your fifth coloniser unit out on a mission.

With the above changes we expect that larger players will not bother expending valuable resources attacking protected settlements... unless badly provoked. This should give new players an opportunity to build up a strong army and establish diplomatic ties in the local area. More ambitious players will need to think carefully before expanding too aggressively during the mid-game, else risk being defeated! Are you confident that your rapid growth won't put a target on your head?

Combat Score

By popular demand, we are working hard to make this happen in time for Friday's Flurry World. Your score will now be composed of two components:

  • 'Expansion' works exactly as the current score does. Reflects the sum of your settlement points. Can be lost.
  • 'Conquest' is the new component that is granted for destroying units in battle and inflicting siege damage. Cannot be lost.

The leaderboard will be updated so that you can hover over a player's current score to see a breakdown.

Deleting Characters Restricted

Sadly we've seen folks exploit the delete character function to repeatedly spawn in extra Scuttlers for an early game advantage. For now we are restricting the delete button to only enable if you character is in the 'defeated' state as a fast fix. In future we'll likely add a timer or have the newly spawned settlements despawn, but we'd rather focus on more important tasks for now.

Q1 Roadmap

In addition to the major features listed below we will be constantly adding smaller to moderate QoL additions, optimisations and of course bug fixes along the way.

Imminent

Rat Logic!

We have grand ambitions for our ratty denizens. The Scuttlers currently have an important early game role of supplementing the resources of proactive raiders, however we intend for them to remain relevant into the late game beyond just being easy real estate to snatch. We are working on giving them some basic intelligence and then gradually expanding on this system throughout the year, making PvE centric playstyles much more engaging. Here's what to expect:

  • Scuttler settlements will slowly grow over time.
  • Scuttlers will train very small armies and randomly raid local settlements.
  • If the player to Scuttler ratio reaches 1:1 then new Scuttler settlements will spawn in.
  • If the above condition is met there will be a small chance of a Boss Scuttler spawning.
  • Boss Scuttlers start with a very high building level and a large army.

Character Customisation

We are working on a facelift for the character creation process which will also replace the in game character editor. This upgrade will enable full character editing during gameplay and introduce a host of new appearance options that can be unlocked via the new XP system. We want to separate this from Skeev's shop. You will be able to preview all locked appearances and plan which ones that you want to save up for without any time gate or rotations.

Soon

Research Centre

  • Will add a new resource type 'Grisly Token' that will be stored globally instead of by settlement.
  • These are rewarded instantly from combat by defeating units.
  • Used to progress through a talent tree found inside the research centre.
  • More Research Centres = more nodes can be researched at the same time.
  • Tune the gameplay to your playstyle! Nodes unlock global benefits.
  • Examples are improving combat RNG swing by +1% or boosting all Vanguard combat power by 10%.

Near Future

Achievement Centre to track lifetime statistics.

  • Titles and goodies will be unlocked automatically for certain milestones.
  • Prestigious appearances and items for the most difficult challenges.
  • Tracks your mastery of each Faction.

Later

Settlement customisation.

  • Periodic decorations will drop that you can use to to set dress your settlement with for others to see!
  • Integrable with the Steam marketplace so you can collect, trade or sell with others.

Not So Soon

New faction

  • Will come with a new map biome and all of the usual trimmings!
  • We will bring in a big sponsor with a themed event to celebrate.

Likely Q2+

  • Alternative World Map
  • Ports to other platforms
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