Intermediate Chapter is available!
The fishermen's village of Inel is happy to welcome you
Surrounded by sea and mountains, Inel remains spared by the torments of war. Nevertheless, this peaceful village is not a restful stop on Daryon's journey.
Taking place between Chapter 0 and Chapter I, this new open playground is the best way to apprehend the game’s core gameplay mechanics. In addition, new players will be able to go in depth with Daryon’s personality.
This new content include :
A new location with the small village of Inel
A Nekaroo Farm
Some new sidequests
New main story input
Take advantage of the current 30% discount to immerse yourself in the universe of Edge of Eternity during its Early Access.
UI
Reworked sprint bar
Cleaned up transitions between menus
Added a fade when the UI will be disabled
Fixed a bug that was creating inconsistent zoom levels on the minimap depending on the situation
World markers are now faded instead of being displayed at infinite distance (exception of quest / objectives / dynamic events markers)
Added markers to NPCs that have conversation
Cleaned up tutorial box apparition transition
Interact button will not appear if the character have no conversation with the current quest progression
Improved markers positioning with humanoids
Graphics
Fixed a bug where the ocean could clip when viewed from far away
Reworked Nexus display and added a transition with steepiness
Improved low end ambient occlusion setting
Improved sky shadows updating, it will now update in realtime instead of stuttered update
Added model clipping to followers when too close
Fixed contact shadow stuttering with low physic frequency
Fixed technobandits that were flying
Fixed a shader bug that was causing the stalker canon to have weird squares instead of distortion
Fixed Anselm vein blocking slope
Fixed flying asset in chapter 0.5
Gameplay
Fixed multiple imprecisions in Nexus Line calculations
Nerfed battle initiative damage and stun duration
Improved pursue and flee behaviors of enemies, it now use a pathfinder to prevent going back and forth
Added new monster “Dodilus”
Added an initial random delay for dots to prevent them ticking at the same time (make the battle easier to read)
Fatigue consumption of spells is now constant and not variable between spells (exception of special attacks that are still costing a major part of the fatigue)
Nerfed Conclave boss
Reworked Archelite Amplifier decor interact
Modified Mantis boss encounter
Balancing pass on stats
Balancing pass on loot tables
Fixed camera “locking” and “teleporting” when talking to a NPC while sprinting
Performances
Added DLSS auto mode
Improved volumetric fog performances
Improved openworld terrain performances
Improved game startup time
Speeded up all assets loading
Fixed a bug that was preventing resources from being released correctly from memory after unloading
Reduced memory usage of the game to ~2GB (will prevent crash on some low end platforms with 8GB of memory like Geforce Now or low end computers)
Fixed a mini stutter when changing terrain tile due to collision recalculations, now those are done in another thread to prevent stuttering
Fixed a freeze that was caused in some case by tutorial boxes
Cutscenes & Animation
Improved cutscene transitions
Fixed a few cutscene lock case
Fixed some case where the UI would stay during a cutscene
Fixed a bug where Daryon could be not present during an autocutscene if he is in the reserve party in some rare case
Fixed some characters that were still animated while supposed to be dead in the intro
Other
Fixes multiple softlock sources
Cleanup a few collider issue
Multiple bugfixes for NVIDIA Ansel
Improved multiple grounding behaviors to prevent flying NPCs in some cases