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Eternal Return News

Minor Patch - 0.20.3 (2020. 12. 02)

Hello friends. Aesop here bringing you patch 0.20.3. It’s just a small patch - notice only the last digit has changed! We’ve got just some small balance adjustments and a few bug fixes for you this week.

[h2]Character[/h2]

[h3]Adriana[/h3]
  • Damage dealt in duo mode 92% → 88%


[h3]Chiara[/h3]
  • Stigma (Passive) Movement speed at 4 stacks 4/7/10% → 4/6/8%
  • Depraved Prayer (W) Cooldown 15/14/13/12/11s → 16/15/14/13/12s


[h3]Fiora[/h3]
  • Fente(Q) Range / Width 4m/1.2m → 5.5m/1.3m
  • Attaque Composée(W) 2nd Attack Damage ratio 20/35/50/65/80% → 20/30/40/50/60%
  • Garde(R) Attack Power ratio 10/20/30% → 6/18/30%


[h3]Hart[/h3]
  • Damage dealt in squad mode 97% → 99%
  • Base Attack Power 25 → 22
  • Attack Power per level 2.8 → 3


[h3]Hyunwoo[/h3]
  • Attack Power per level 2.4 → 2.7


[h3]Silvia[/h3]
  • Silvia Pistol Attack Speed 0.525 → 0.535
  • Radar Gun(Q) Damage 25/50/75/100/125 → 30/60/90/120/150


[h3]Li Dailin[/h3]
  • Health regen per level 0.09 → 0.07


[h3]Yuki[/h3]
  • Health regen per level 0.06 → 0.05


[h3]Magnus[/h3]
  • Health regen per level 0.08 → 0.05


[h3]Sissela[/h3]
  • Play With Us!(E) projectile is a little harder to hit and has a more accurate hitbox.
  • Projectile Width 1.6m → 1.5m
  • Projectile Speed 12.5 → 11.8 m/s


[h3]Zahir[/h3]
  • Gandiva(W) is now a little slower.
  • Projectile speed 15.5 m/s → 14m/s


[h2]Weapon[/h2]

[h3]Pistol[/h3]
  • Skill Amplification per level 1.7% → 1.9%


[h3]Assault Rifle[/h3]
  • Gatling Gun Extra Normal Attack Damage 14 → 12


[h3]Spear[/h3]
  • Eighteen Foot Spear Attack Power 110 → 100


[h3]Guitar[/h3]
  • Teen Spirit Extra Normal Attack Power 23 → 20


[h3]Axe[/h3]
  • Harpe Skill Amplification 50 → 45


[h3]Dagger[/h3]
  • Vibroblade Attack Power 50 → 53


[h3]Rapier[/h3]
  • Durendal Mk 2. Attack Power 48 → 51


[h3]Glove[/h3]
  • Divine Fist Attack Power 38 → 42
  • Brasil Gauntlet Attack Power 45 → 48


[h3]Shuriken [/h3]
  • Petal Torrent Extra Normal Attack Damage 140 → 130
  • Azure Dagger Extra Normal Attack Damage 33 → 29


[h3]Throw[/h3]
  • David’s Sling Attack Power 70 → 75


[h2]Armor[/h2]
  • Creed of the Knight Critical Damage Increase 25% → 20%


[h2]Mastery [/h2]

  • Increased required experience for Defense Mastery. Level 2: 200, each level increased by 250 → Level 2: 230, each level increased by 270.
  • Increased required experience for Hunting Mastery. Level 2: 180, each level increased by 120 → Level 2: 180, each level increased by 150.


[h2]System[/h2]
  • While reducing the LP system points for position, the general LP gain has decreased a bit.
  • We’ve adding some weight to Player kills in Solo mode and “Squad Wipes” (kill of entire teams in team modes)
  • (Since the LP system is a point system, you may wonder “how many points you receive per kill” or “how many points do I get for placing 1st in solo?” Unfortunately, there should not be a generalization of this - eliminated targets are different per each person, greatly varying final LP.)


[h2]Bug Fix[/h2]

  • Characters no longer frequently repeat voice lines when opening boxes.
  • Indicator no longer incorrectly moves in the direction of the mouse cursor when using Breath of the Dragon (Nunchaku weapon skill)
  • Silvia's sound effects have been adjusted and fixed to be in line with game sounds.

Quantum Blink has been cancelled

Hello dear survivors of Lumia Island.

Aesop here with an update to the update we shared last week.

Following our announcement of Quantum Blink, we read all of the feedback you gave us over the weekend. After much debate, we have decided to cancel Quantum Blink.
In the future, we'll work on better ways to fit “Battle Royale” characteristics, but for now we will continue to focus on more important parts for the players.

For example, we’ve received a lot of requests to implement the ability to make more saved routes -- we’d love to do that, but doing so drastically increases server load. We need to allocate space for X players, Y characters, and Z routes. Every time a new player joins and every time a new character is released, server load exponentially increases.

To implement a larger number of saved plans, and prevent unmanageable server load, we are planning to develop a system where only the players who want to create more saved plans can do so with A-Coin.
The addition of a ‘buying saved plans slots’ feature will be implemented in December, and we're going to give enough A-coins to buy 3 slots, so the players who want to experience it can do so.

We're also going to continue to develop many other functions that we have been requested through your feedback -- such as searching the name of items. We will also continue to do our best to fix bugs as fast as we can.

Thanks for always supporting us.

Now, onto Quantum Blink.

So. The developer team at Eternal Return is small.

Other games have teams with hundreds of members - but we’re relatively small and always looking for ways to improve.

In big development teams, the materialization of ideas likely takes a long time.
Until now, our main strategy has been to develop and publish ideas quickly and then receive your feedback as fast as possible.
This is how we have come to develop our many systems.

At the start, many were opposed to the launch of mastery and team modes -- and even the opinions on the Hyperloop and security consoles were quite divided.
When that happened, we implemented the feature so that we could receive your feedback. If it didn't work, we’d take it out. With this process, a few ideas of ours were removed.

Looking at other games, there were instances where the community opposed a new feature, but the company pushed ahead and succeeded! There are, however, many other cases in which a game went against the community, implemented something, and failed. That's why we believe that there isn't always a right answer.

The important thing is to read the reasons why an idea is opposed or look into alternative solutions that are offered in the feedback to try to find a better answer - even if it’s just the tiniest improvement.
We read your feedback about Quantum Blink and realized that we didn’t entirely think of every scenario that would come along with it.

Eternal Return still lacks a lot of things, so we believe that we will need to have more trials and changes. However, our team is growing and we feel our changes will need to be implemented systematically in the future.

We have a development goal in creating a Public Beta Environment for players to test game features and leave feedback. The server will be open at various different occasions, almost like an event. Having a separate period of focused feedback where we can reflect on big changes will be immensely helpful.
As for now, we feel that we should continue to focus on feedback doing basic improvements before moving on to bigger changes.

We didn’t want this announcement to be only words with no actionable change. Although we have only mentioned one new feature, we will continue to work hard to fix all of the current inconveniences and shortcomings in the game as soon as we can.

Thank you so much to everyone who has played the game and supported us this far.

Introducing Jackie's top player! [Shouix]

Shouix, one of the top players of Eternal Return, has a knack for killing as the Serial Killer of Lumia: Jackie.

[previewyoutube][/previewyoutube]
This is the third in our series of videos showcasing top players and their favorite characters, so be sure to
SUBSCRIBE TO OUR OFFICIAL YOUTUBE CHANNEL to see more high level play in the future.

Want something created by you that you'd like to see all across Eternal Return's official channels? Join the Eternal Return Creator Program for that and more cool rewards!

Nominate Eternal Return for Steam Awards!

https://store.steampowered.com/steamawards/nominations

Hey gang, Aesop here again.

Recently we asked for your help to nominate Eternal Return to the 2020 Steam Awards. You all voted on Discord, and after tallying all the votes from every language, the award you chose to nominate us for was the "Better With Friends Award"

So!
Head over to the nomination page, and next to "BETTER WITH FRIENDS AWARD", nominate your favorite game, Eternal Return: Black Survival.

(Best Game You Suck At was a close 2nd)
If you all work together and nominate Eternal Return, it would be incredible for us, and the game!
Thanks so much for your support. ❤❤

Roadmap Update (Nov. 27, 2020)

Hello all survivors of Lumia Island.

It’s your friend Aesop here with a look into the (near) future of Eternal Return.

First, the roadmap has been updated.
https://playeternalreturn.com/roadmap

We created this roadmap as a reference for anyone to check what’s coming -- but it should not be interpreted as the “official schedule”. This schedule is highly likely to change during development.

Balance changes, bug fixes, and other small updates are excluded from this roadmap.

Improving security

The use of illegal programs is one of the biggest enemies for all games as it undermines the value of fair-play.
We cannot share the exact details of the process on the patch notes or the roadmap, but improving security has become one of our current main goals for upcoming updates.
  • We will keep adding new features to detect and prevent the use of illegal programs in each update.
  • In our current system, there are many instances where the encryption process is entered or server checks happen which adversely affects performance. Going forward, we will conduct security improvement simultaneously with optimization.
  • If you experience a decline in performance after these updates, please give us as much feedback as possible in order for us to respond quickly to these issues.


Ranked mode and Reconnection
Ranked mode and Reconnection features have been pushed back two weeks to give priority to the security improvements.
  • We will not be using the "animal" league names that were used in the original Black Survival, but instead will use a more familiar system. More details to come soon.
  • We are also planning on having an Open API ready around the time Ranked mode will be out so that anyone can access game data.

Quantum Blink

We will also be implementing a new feature: Quantum Blink.
  • Quantum Blink is a short-distance teleport feature with a long cooldown given to all characters. (similar to "Flash" in… some other games)
  • Although Saved Plans and builds play a big part in deciding the victories and losses, we want to introduce additional variables through mechanics and outplay potential.


Quantum Blink may very likely make a big difference in gameplay patterns.
  • More diverse ways to initiate combat.
  • Adding more ways to weave skills together (Quantum Blink + skill) or dodge enemy skills.
  • Giving more opportunities to some characters that lack lockdown or chase more potential to secure the kill on their enemies.
  • Diversifying ways to kill enemies by allowing combination of basic movement features with Quantum Blink.


New changes can always have unforeseen side effects.
For example, as Quantum Blink makes it easier to escape, games may slow down.

It's important (and fun) to have dynamic and aggressive gameplay, so we will prepare a number of additional measures to ensure that new features are used aggressively and actively.
  • After the introduction of Quantum Blink, we will quickly try to adjust balance according to the newly-improved advantages and disadvantages of each character.
  • Similar to how we increased the weight of the number of kills in Solo mode, it will allow us to keep increasing and adjusting modes in the future.
  • We will be able to add effects when killing a player, like decreasing the cooldown of Quantum Blink, recovering HP/SP, etc.

Adding new weapon types to 3 existing characters + Character-Weapon balance

Here are the new weapon types to be added in our December update:
  • Xiukai - Dagger
  • Sissela - Throw
  • Yuki - Dual Swords


We will continue to add new weapon types to existing characters in future updates.
  • As we mentioned in our Q&A, we want each character to have a variety in weapon choices. Excluding characters with a very specific weapon (like Hart), we plan on adding at least two different weapon types per character.


Adjustments based on Character-Weapon-Mode values
  • As the number of character and weapon combinations increases, it is becoming increasingly difficult to balance the game merely by looking at character and weapon pairs - for example, Hyejin-Shuriken.
  • Because the current mode-specific adjustment values are only applied per character, each mode now has a specific weapon that is difficult to use. For example, Hyunwoo has poor performance with Tonfa in Solo, but uses it more efficiently in Squad
  • We want to add character-weapon adjustments per mode, allowing each character to be playable no matter the mode.
  • Theoretically, by analyzing current data, stats for Hyejin-Shuriken should need a buff in each mode.


New character Emma will be joining Lumia Island in December.

Sudden changes may occur during development, so please understand if any sudden changes occur and keep supporting us in the future. You all have been incredible so far and we’re absolutely floored and humbled by all the love you have given us.

Thank you.