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Patch Notes – 28/3/25

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Patch Notes - 28/03/25

Big one today. This might not seem like the most exciting update, but it's nonetheless a vital one. When we first went live in November, one of the biggest aspects we wanted to test for was the responsiveness of our servers, especially in regards to handling hundreds of concurrent players, with thousands, sometimes even tens of thousands of simultaneous missions active. What we found was that when armies started reaching the millions of units, in extreme cases, some battles started to take up to a minute to calculate. Even sending large forces could lead to several seconds of delay.

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We've been doing lots of fixes and patches to improve our systems over the last few months, but we ultimately we needed to redesign the underlying architecture to not only fix the issue, but ensure that we can achieve our ambition of having the potential to host hundreds, if not, thousands of players. From today we want to test this new architecture for the first time in a special experimental Flurry World.

Flurry World #2 Launch

an hour ago Stress test the game edition! Here it is, we're hoping this will be the ultimate test to see how our servers can cope with virtually unlimited armies. All units will recruit 100x faster (colo units still have 30+ min increments), and we've doubled the infantry resource generation to help get things moving! We are testing running this World at 12.5x, which is approximately 20% slower than the previous event modes. For clarification, we've been running the events at 15x, so this new Flurry World is set at 12.5x, which is halfway between the OG Speed World (10x) and KOTH #2. Your feedback is important and helps us tune the game for your enjoyment. Please let us know in 🎤feedback or 💬general how you feel about the gameplay. If we've found the sweet spot - great! If you preferred it faster, or somewhere in-between, please let us know! Known issues:

  • This is a highly experimental mode, please bear with us as we're certain things will break. Keep us posted in 🪰bugs!
  • Unit healing and unit XP are disabled. We will be hotfixing these back in ASAP.
  • Scuttlers will not send raids.
  • We're working on a fix for broken leaderboard that opens when you join the World.

World #3 Launch

an hour ago We have taken onboard feedback from World 2 and have made the following pacing and colonisation improvements:

  • This World is set at 1.2x speed (20% faster than World 2).
  • Your first colo unit will now take 6 hours (down from 12) and each increment will be 6 hours (down from 12).
  • New: We've introduced a new limit on the maximum possible time it can take to recruit colonise units (48 hours).

World #2 Closing Soon + Reward Hoodies!

an hour ago It seems the World itself has been kneaded into soft dough beneath the unyielding claws of the Crazy Cookie Croc. A subtle scent of ginger lingers on the breeze as the sun dips below the horizon, casting its golden light over a sprawling Kingdom now blanketed in frosting and adorned with gleaming gumdrop buttons. No soul could resist the intoxicating allure of such sweetness, and in the annals of EDYN's history, this day shall forever be remembered. Well done to the top 3 who will be eligible for custom hoodies. We'll be able to get these arranged much faster than the previous batch. CrazyCookieCroc Lorilynn Loirise Hoodies from World #1 have been added with today's patch. We hope you enjoy! AnubisScar Bentros Loirise

KOTH #2 Closing Soon!

an hour ago Special shout out to our returning King , it's looking like he's going to keep his title! Thanks for being such a good sport, and going out of your way to put forward great feedback and suggestions to help us improve the game. Same goes to Lorilynn and LichLordAnubis!

General & Fixes

We've introduced a cap to our recruitment duration increments for colonise units that can be tuned per World. These have been set to 48 and 5 hours for Classic and Speed Worlds respectively (assuming Factory is max level). This simply means that recruitment times will never exceed these thresholds, regardless of how many colonise units are recruited.

  • Leaderboards updated
  • Fixed missing scroll bar from settlement dropdown
  • Fixed reported typos
  • Fixed Mech Croc and Bone Jackal mesh display issues during the character creation process
  • Fixed a number of message centre bugs (please keep us informed about on-going message anomalies - they can be difficult to reproduce! We are working on offline notifications.)
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