1. Eternal Return
  2. News

Eternal Return News

Lumia Mania 2 - NA Squad Invitational

Good morning, afternoon, or evening everyone.

Aesop here with the best kind of announcement for you -- Lumia Mania 2, featuring some of your favorite streamers, is coming very soon!

Tune in, watch some kickass gameplay, and earn some DROPS.



[h2]Roster[/h2]

Lumia Mania 2 will feature six teams


HOTS Players

Come To Brazil

Scarra Fan Club

The Saint

Fevi’s Friends

Sojo
Lumia Mania 2 will be broadcast LIVE on the official Nimble Neuron Twitch channel!!!


DROPS will be enabled, so tune in for 2 hours to earn up to 2,500 A-Coin!
*Redemption Expiration Date: Tuesday, April 13rd 11:59 PM (PT)

*Matches will take place on the NA server and the broadcast will be in English



Season 2 Ranked Updates

Hello there again all you precious test subjects. It actually hasn’t been that long since we talked, but there’s something else we’d like to discuss today: Ranked.

Ranked modes are easily the most competitive feature of any game with any sort of strategy involved.

You place on the ladder, bragging rights, and rewards are often the main driving forces behind ranked gameplay.
We gathered a ton of feedback from all of you during Season 1, and we’re planning on utilizing your suggestions to improve the ranked system for Season 2.

[h3]1. Promotion ‘Extra Life’[/h3]
Getting promoted to higher tiers is why we play ranked, but it’s also the most stressful part of the climb. (We’ve all heard of ranked anxiety, right?)

Losing a ranked match sucks, but it feels even worse when you lose a promo match.

We’ve read a ton of your feedback about the promotion system. Promotion matches in particular were discussed a lot - although promoting with extra LP feels better, it’s more disheartening when you lose all your additional LP by failing promotion.

However, if we just deduct from the additional LP when a player loses their promos, it defeats the entire purpose of the system. We talked about removing promotion matches entirely, but we thought that tiers would devolve to merely ‘scores’ and kind of take away from the tier system as a whole.

To help lighten the burden - while also preserving the meaning of promotion, we plan to provide a “redemption round” for players who fail their promos but have extra LP.

If you lose a game and LP, those points will be deducted from your extra LP pool. If there is any LP remaining, you’ll get another shot at your promotion!

The second time players lose LP, the promotion will automatically be unsuccessful.

The “redemption round” is also possible for players who received 0 points in their last promotion game.

[h3]2. 0 point guarantee[/h3]

In high elo matches where the average LP and the killer’s LP are both significantly low, there were times where players would receive negative points despite placing in the top 3.

It feels bad to fight all the way to the end game… and then lose LP.

In the long term, we think that increasing reasons to fight mid-game, making it harder for ratting, but awarding survival will make for a more enjoyable game.

We still have to see full results of the final red zone revamp and other changes, but we plan to remove negative LP gain in high position finishes.

[h3]3. Minimum Rank Calibration[/h3]

The 0 point guarantee is usually a problem in high elo. Cheesing is more of a problem in lower elo.

Although higher elo players are able to predict and change their routes on the fly, players in lower elos consider cheesing to win the unwinnable.

Through minimum rank calibration in lower elo, players won’t be able to increase their points but decrease the points they lose

For tiers lower than Gold, the 18th place’s points will be calibrated to match the one as 16th place. The calibration system can help boost your negative points up to the 14th place depending on your tier or harder matchmaking.

The lowest place in Team modes is boosted up one place if placed last.

[h3]4. Multi character support (unconfirmed)[/h3]

In the current state of the game, it takes a lot of work to master multiple characters. Still, the ability to handle a wide roster does not really help you in today’s rank system.

We plan to change how the game starts by combining character and location select in hopes of encouraging large character variety.

Even though we would like to solve this problem using in-game methods, we also want to carefully introduce the idea of trying new characters in Ranked.Trying out new characters in Ranked is not ideal due to the prospect of losing points, but we’d like to ensure players not lose a significant amount of points when trying new characters.

When using a new character in Ranked, points are calibrated to at least 14th place (Up to 5 times per character)

This part is not fully confirmed so please provide us with all your feedback!

[h3]5. Team modes Kill (Downed) scores[/h3]

We’ve discussed the implementation of kill scores in team modes, but we were faced with some problems.

By balancing points based off of confirmed kills, we are worried that the meta will shift to relentless early game fights.

Calculating points for killing a subject that has been revived will result in double points. This could be a bigger problem because it would encourage downed players to just quit rather than waiting for a revive.

Awarding points only once per down will result in 0 point kills, which is confusing for players and counterintuitive.

We’re continuously taking in feedback and hoping to provide a better and more polished system than systems of Eternal Return past.

In season 2 the team wipe score will be removed and scores will be distributed based on downs.

Points are obtainable by downing enemies.
Points will only be awarded once per enemy.
For Squad, a total of 15 points can be obtained (3 Players X 5 Teams)

Everytime a teammate is downed, scores will be deducted.
Scores are deducted for only the first down but will not be deducted from the second knockdown and so on.

For Squad, a squad can lose points up to three times.

The scores will be shown as combined team kills. (TK)

This displays the combined number of kills on the team separate from individual kills.

Downing an enemy that has already been downed will count only towards individual kills and will not be added to team kills.

In summary,
  1. Individual kills will be more intuitive. Points will be awarded for downing an enemy. Players will also be aware that points can’t be stacked by downing the same enemy multiple times.
  2. Individual kills will have value in clutch situations. Getting an additional kill will affect your score - even if you ultimately lose.
  3. Situations where no points are awarded for winning a squirmish because you failed to take down just one enemy character will be removed.

We want to avoid weird gameplay becoming the standard. A main problem of a down/ kill system, farming downed enemies, will not happen due to the inability to farm points from one enemy.

We will continue to monitor gameplay and try to be proactive in preventing abuse to create a more robust and advanced system.

Thank you.

*Note that this is somewhat of an exentsion to a previous entry to our dev letter series as seen here:
https://store.steampowered.com/news/app/1049590/view/3042715219436864921?l=english

Pre-Season: Battle Prologue

Hello friends,
Season 1 has come to an end and we're all looking forward to Season 2, so we'll be putting on some exciting events to help you all prepare!



[h3]Event 1: Double Daily Mission Rewards![/h3]
Daily mission rewards are now doubled. Complete those missions and start raking in the A-Coin. (Don't worry, we're not going to make them any harder either. No "Kill Wickeline x50 for 200 A-Coin…)
  • When: April 6th, after maintenance ~ April 27th, before maintenance (PT)

[h3]Event 2: Double Character Rotation![/h3]
We started with a free rotation of 6, but the characters just keep on comin'. Beginning April 14th, for 2 weeks, the free rotation will be upped to 12!
There are a ton of exciting new changes coming up in Season 2, so try out some new characters while you have the chance! Practice every character throughout the pre-season to find one that totally matches your playstyle.
  • When: April 13rd, after maintenance ~ April 27th, before maintenance (PT)

[h3]Event 3: Haymaker[/h3]
It ain't easy getting to the last restricted zone.
It's even harder getting to the last zone and still be lookin' fly as hell.
Though, you can always give it a try with Lumia's shining beacon of love, ambition, and friendship: Hyunwoo.
We're giving away Street Fiend Hyunwoo to anyone who plays just 10 games during this event period. Style on your opponents with Street Fiend Hyunwoo as you bust your way into Season 2!

Character: Hyunwoo
  • Collection Period: Wednesday, April 28th 08:00 AM (PT) (Redemption Expiration Period: Friday, May 28th 08:00 AM (PT))
  • Drop target: All survivors who have accessed the game from after April 6th maintenance until April 27th maintenance
  • If you already own Hyunwoo, your reward will be converted to 8,020 A-Coins.
Skin: Street Fiend Hyunwoo
  • Drop Period: Wednesday, April 28th 08:00 AM (PT) (Redemption Expiration Period: Friday, May 28th 08:00 AM (PT))
  • Drop target: Anyone who has played at least 10 games from after April 6th maintenance until April 27th maintenance
  • Play a combined total of 10 games from either Normal or Ranked (Solo, Duo, or Squad) to receive the reward.
  • Players who already possess Street Fiend Hyunwoo will be gifted 1,075 NP.

* Games that are intentionally surrendered or games that consist of otherwise abnormal behavior will be automatically discarded and will not count towards the reward.

[Maintenance Notice]



Eternal Return will undergo temporary maintenance from 7 PM to 10 PM PT to apply the 0.29.1 update.

※ The game will be unavailable during the maintenance period.
※ Please restart your client after the update.

Thank you for your patience!

Minor Patch 0.29.1 (Apr 7th, 2021) - Edited

Hello my lovely Lumia locals. Aesop here with a piping hot dish of Patch Notes.
As usual, it's a minor patch to help settle all the big changes we made last week.
The servers will go down to apply the 0.29.1 update for 3 hours, give or take, starting 7PM (PT) tomorrow.

[h2]System[/h2]

  • Kills bonus in Solo mode

    • [20 + (Character level X 2)]% → (10 + character level X 2)%

    • Restricted area count increase 7s→ 10s

  • We have reduced the LP bonus and penalties by 30% based on MMR difference between the player and whoever has killed them.

  • Dodge penalty duration reduced 24h → 12h

[h2]Character[/h2]

Due to the recent overhaul of the restricted area system, we've made some changes to some characters to compensate.

Nadine

  • Monkey Wire (E)
    • Cast time 0.2s → 0.16s


Lenox

Lenox's ult feels lackluster at times, so we're giving it a little extra power to help her strength across all modes.

  • SP per level 13 → 16

  • Recoil (Q)

    • Cooldown 4.5s → 4s

  • Blue Viper (R)

    • True Damage 10/15/20 → 15/20/25

    • Enhanced Damage 20/30/40 → 30/35/40


Luke

Luke benefited a bit from the last area changes, so we're toning him down a bit.

  • Attack Power per level 2.5 → 2

  • Neat 'n Tidy (P)

    • HP recovery when killing Wickeline 20/25/30% → 10/15/20%

  • Clean Sweep (Q)

    • Cooldown 16/14/12/10/8s → 18/15.5/13/10.5/8s

  • Elbow Grease (W)

    • Attack speed increase per stack 10% → 8%

    • CC duration reduction 15% → 12%


Li Dailin

  • Dialed In (P)

    • Damage dealt with second attack: Attack Power 50/75/100% → 40/60/80%


Barbara

Her burst was pretty high, (R > W anyone?) so we're pushing for Barbara to deal more sustained damage instead.

  • Now available in Ranked!

  • A-Coin Cost Reduced (9,900 → 8,020)

  • Defense per level 1.6 → 1.9

  • HP per level 60 → 66

  • Retrofit (P)

    • Sentry Gun improvements per Barbara's level:

      • Attack Power 7.5% → 6.5%

      • Defense 4% → 4.5%

  • Free-Electron Laser (W)

    • Damage40/80/120/160/200 (+Attack Power 35%) → 40/75/110/145/180 (+Attack Power 25%)

  • Overclock (R)

    • Free-Electron Laser (W) Damage increase with ultimate 5/15/25% → 5/10/15%

    • Particle Storm (E) Duration Duration 4s → 5s

    • [NEW] Reactivation Cooldown 0.5s

    • Cooldown 100/85/70s→ 95/80/65s


Shoichi

  • Attack Power 30 → 27

  • Phony Deal (P)

    • Damage 10/45/80 (+Attack Power 30%) → 10/45/80 (+Attack Power 40%)


Sissela

  • Go Get 'Em Wilson!(Q)
    • Cast time 0.1s → 0.07s

  • Attack Speed 0.12 → 0.15


Silvia

  • Power Slide (On-Bike Q)

    • Cooldown 3.7/3.2/2.7/2.2/1.7s → 3.5/3/2.5/2/1.5s


Xiukai

  • Heavy Meal (W)

    • Slow amount 10/20/30/40/50% → 20/27.5/35/42.5/50%

  • Burnt to a Crisp (R)

    • Passive Ratio 0.9 → 1.0


Adela

  • Attack Power 37 → 34

  • Control the Center (P)

    • Attack power ratio for every 0.1 attack speed 0.2/0.5/0.8 → 0.2/0.6/1.0


Emma

  • SP per level 18 → 22


Jackie

  • Leaping Strike (E)

    • Slow amount when hit 20% → 25%

    • Slow amount when bleeding 40% → 45%


Cathy

Cathy is performing slightly too well in all modes. These changes should promote and reward a bit of skill based gameplay.

  • Under the Knife(P)
    • Shield HP 100/150/200 (+Attack Power 30%) → 100/150/200 (+Attack Power 20%)

  • Amputation (W)

    • Damage 40/75/110/145/180 (+Attack Power 40%) → 35/70/105/140/175 (+Attack Power 30%)

    • Extra damage on outer edge 40 (+Attack Power 10%) → 45 (+Attack Power 20%)


Hart

  • Evolved Delay(Q)
    • Slow amount 35/50% → 30/50%

  • Evolved Overdrive(W)
    • Defense reduction 30/40% → 30/45%

[h2]Weapon[/h2]

Due to the formula changes, skill amp became slightly weak. We're making up for that in some of the scalings of weapon types.

Pistol

  • Skill Amplification per mastery level 2.1% → 2.3%

  • Devil's Marksman

    • Attack Power 35 → 38

  • Electron Blaster

    • Attack Speed 50% → 55%


Glove

  • Per mastery level:

    • Attack speed 3.6% → 3.3%

    • Skill amplification 1.6% → 1.8%

  • White Claw Punch

    • Critical Strike Chance 30% → 33%


Guitar

  • Love &...(D)

    • Charm Duration 1.5s → 1.2s

    • Cooldown 30s → 27s

  • Bohemian

    • Attack Power 50 → 53

    • Max HP 380 → 350

  • Satisfaction

    • Extra Normal Attack Damage 13 → 15
Assault Rifle

  • Type 95

    • Attack Power 72 → 75

    • Normal Attack Range 0.5 → 1

  • XCR

    • Attack Power 63 → 66

  • Agni

    • Attack Speed 33% → 25%


Rapier

  • Needle

    • Critical Strike Damage 25% → 15%

  • Fencing Rapier

    • Critical Strike Damage 25% → 15%

  • Apricot Sword

    • Attack Power 21 → 25

    • Critical Strike Damage 25% → 15%

  • Durendal Mk2

    • Critical Strike Damage 30% → 25%

  • Volticletto

    • Critical Strike Damage 25% → 15%

  • Meteor Claymore

    • Critical Strike Damage 20% → 15%

  • Joyeuse

    • Critical Strike Damage 30% → 20%

  • Mistleteinn

    • Attack Power 33 → 35


Hammer

  • Per weapon mastery level

    • Attack speed 0.4% → 0.8%

    • Skill amplification 1.5% → 1.8%


Dual Swords

  • Per mastery level

    • Attack speed 2.3% → 2.0%

    • Normal Attack Amplification 2.8% → 2.5%

  • Lloigor & Zahr

    • Extra Skill Damage 36 → 38


Nunchaku

  • Attack speed per mastery level 1.5% → 1.7%


Shuriken

  • Caltrops (D) Cooldown 35s → 30s

  • Wind and Fire Wheels

    • Attack Power 51 → 53

  • Death Rune

    • Skill amplification 23% → 25%

  • Petal Torrent

    • Attack Power 80 → 85

    • Critical Strike Damage 50% → 30%


Spear

  • Gentian Silver Gun

    • Attack Power 105 → 108

  • Eighteen Foot Spear

    • Attack Power 100 → 104

  • Lance of Poseidon

    • Cooldown Reduction 5% → 7%


Whip

  • Thunder Whip

    • Attack Power 30 → 40

  • Plasma Whip

    • Attack Power 60 → 64

  • Bloody Nine Tails

    • Extra Skill Damage 40 → 44


Throw

  • Spiky Bouncy Ball

    • Healing Reduction (Skills) 40% → 25%

  • Ruthenium Marble

    • Healing Reduction (Skills) 40% → 25%

  • Grenade of Antioch

    • Extra Normal Attack Damage 95 → 100


Tonfa

  • Quick Spin (D): Reflected Damage 50/70% → 60/90%


Bow

  • Elemental Bow

    • Extra Skill Damage 38 → 45

    • Healing reduction (Skills) 40% → 25%

  • Twinbow

    • Attack Power 70 → 74

    • Healing reduction (Normal Attacks) 40% → 25%

  • Ancient Bolt

    • Extra Normal Attack Damage 45 → 48
  • Composite Bow
    • Healing reduction (Normal attacks) 40% → 25%

[h2]Armor[/h2]

Same as the weapons. Skill amp is showing to be slightly weak following the formula changes.
Chest

  • Mithril Armor

    • Defense 60 → 55
Head

  • Chinese Opera Mask

    • Out of Combat Movement Speed 0.35 → 0.3

  • Imperial Crown

    • Max HP 330 → 350

  • Elysian Halo

    • Attack Power 40 → 35


Arm

  • Cube Watch

    • Cooldown Reduction 6% → 8%

  • Radar

    • Defense 18 → 15

  • Bracelet of Skadi

    • Extra Skill Damage 24 → 27


Leg

  • Maverick Runners

    • Movement Speed 0.2 → 0.25

    • Out of Combat Movement Speed 0.45 → 0.35

  • Straitjacket Sneakers

    • Extra Skill Damage 10 → 12

  • Mithril Boots

    • Defense 22 → 20

  • Glacial Shoes

    • Extra Skill Damage 20 → 24

    • Movement Speed 0.25 → 0.3

    • Out of Combat Movement Speed 0.4 → 0.35
Accessory

  • Emerald Tablet

    • Attack Power 15 → 18

    • Defense 15 → 18

[h2]Consumables[/h2]

  • Spicy Fish Stew

    • Recipe: Carp + Boiling Water → Cod + Boiling Water

    • Quantity per Craft 3 → 2

    • HP Recovery 450 → 550

  • Fish Fillet with Egg

    • Recipe: Cod + Egg → Carp + Egg

  • Boiling Water

    • SP Regen 300 → 350

[h2]Mastery[/h2]

  • Weapon Mastery Experience

    • EXP per Item Rarity 100/200/350/600/1000 → 100/200/350/600/900

    • Player Kill 200 → 150

[h2]Area[/h2]

  • Pond

    • Hat 7 → 8

    • Snare 5 → 4

  • Avenue

    • Nail 9 → 10

    • Fan 8 → 9

    • Can 6 → 5

    • Playing Cards 8 → 7

  • Hospital

    • Surveillance Camera 6 → 5

    • Alcohol 4 → 5

  • Archery Range

    • Bow 4 → 3

    • Paper 6 → 7

  • Factory

    • Bandage 7 → 8

    • Fedorova 4 → 3

  • Chapel

    • Bow 4 → 3

    • Whiskey 4 → 3

    • Glass Bottle 6 → 7

    • Bicycle Helmet 6 → 7

[h2]Team Mode Adjustments[/h2]

Barbara

  • Bat

    • Damage Dealt in Duo Mode 100% → 96%

    • Damage Dealt in Squad Mode 100% → 94%


Zahir

  • Shuriken

    • Damage Dealt in Duo Mode 92% → 90%

    • Damage Dealt in Squad Mode 88% → 85%

  • Throw

    • Damage Dealt in Duo Mode 90% → 88%

    • Damage Dealt in Squad Mode 86% → 84%


Cathy

  • Dagger

    • Damage Dealt in Duo Mode 95% → 93%

    • Damage Dealt in Squad Mode 92% → 90%

[h2]Bugs & Improvements[/h2]

  • Match scoreboard for team modes now accurately reflects killcount.
  • Silvia: Radar Gun(Q) no longer heals Barbara's sentry gun.
  • Barbara: Particle Storm(R-E) no longer repeats under certain conditions.
  • Adela: The icons for Promotion(Q) stacks are now properly displayed.
  • Adela: Updated her skill preview and play guide description.
  • Emma: Previously queued move commands will be properly canceled after using Change★(R).

  • Adjustments have been made to some tooltips.