Patch Notes: 31/1/25
This week we've been very focused on preparing our backend systems for a special event (planned for the 7th) and the incoming major Research Centre update. Today we're rolling out the first part of that system alongside Classic World 2 in order to ensure that players will be able to fully take advantage of that new gameplay feature as soon as it's released in the very near future.
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Gameplay
Grisly Tokens
Killing or wounding most enemy unit types during battle will now award an additional resource. These are granted to both the attacker and defender. These gruesome trophies are instantly stored at the character level (not like typical resources at the settlement level) and can soon be exchanged at any of your Research Centres to carry out research that will bestow powerful global upgrades to all settlements and armies under your rule. There's one caveat: The factions of EDYN will not take trophies from their own kind! You can track how many you've earned by accessing the new page inside the Research Centre.
World Switching Feature
Many of our players expressed the desire for more convenient switching between different active Worlds. Typically when we have an active event, players like to focus on the faster paced event, but also have an active session on the slower classic style world in the background that they want to be able to quickly jump in and out of at the same time. We've added a World Selection menu to the pause screen that now facilitates this ability.
General and Fixes
- We've done further optimisation to the world Map. It loads nearly twice as fast now.
- Optimisation has been done to all of the Settlement scenes. These are loading about 10 - 20% faster but we will be getting these a lot faster soon too.
- All of the War Rooms have also had minor to moderate optimisation.
- New formula implemented for looted resources to make the distribution a little more even.
- Several of the UIs have been refined and have improved placements/padding.
- Fixed several issues relating to the new rat AI.
- Fixed a display bug that would cause flickering of certain UI elements on 4K resolution.
- Fixed incorrect settlement display formatting when visiting external settlements.
- Fixed resources displaying the placeholder '000K' after visiting external settlements.
Ending Imminently: Rat Logic! & Classic World #1
Rat Logic!
The usual placement rewards will be issued at January 31, 2025 8:00 PM for the top 10 players of Rat Logic! We're really happy with the Scuttler's new sentience and will be incorporating the logic into all future World types, with some of the behaviour toned down. We will continue to build on their intelligence as time goes on, and the Rat Logic! event will return in future with improvements and exaggerated AI. The next weekly style event world will be the following Friday the 7th. We're cooking up another experimental game mode for EDYN that rhymes with "Sing of the Will".
Classic World #1
We want to make sure that the players who commit to the long campaigns of our traditional worlds feel like their commitment is graciously rewarded and we've got some exciting ideas in mind to that effect - I'll be reaching out to the top 3 players to discuss next week. In the meantime we'll be issuing the currency rewards for placements at 10x our standard rate. AnubisScar and Brentos will 100% be getting 'The Insane' title for their phenomenal performance.
World 2 Opening
World 2 will be opening as the other two worlds close at January 31, 2025 8:00 PM. From the player feedback and pacing data gathered from World 1, we're going to experiment by doubling down with a much more relaxed pace. We don't want players to feel like they are falling behind between minor breaks in gameplay. We want the growth of the settlement and any expansions beyond to be steady and deliberate. We want the world to suit players that desire to have the game in the background and remain competitive around school / work commitments. With our new control panel we are testing out some very different numbers for World 2 - pretty much everything is tuned differently. The units train for different costs and have different combat powers. Their looting capacity is different. Resource generation is much slower compared to World 1, and building times are longer. The upgrade path for most buildings has also been changed to suit the different pacing. Getting the first new settlement will take substantially more time. We sincerely hope players that love the pacing of more traditional games in this genre will appreciate these changes. As always, we'll be monitoring closely and listening to feedback. Hopefully this is a big stride in the right direction and everything we learn from this new world will be passed on to the next, getting us closer to perfection!