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Lost Eidolons News

Lost Eidolons Patch Notes (10/31/2022, Completed) + Additional Hotfix

Tacticians,

[Update] Additional small hotfix will be also released to fix one of the issues we encountered right after the update: if you play optional battle with turn limits off and if you play more than turn 16, you might not be able to end the game.

If you have experienced the issue, after the hotfix, please move to title screen, continue, take any action, end turn and you will see the battle end screen.

The hotfix version GM1.01.01.R310 will be released at:
  • 11 PM PDT, October 31, 2022
  • 2 AM EDT, November 1, 2022
  • 7 AM CET, November 1, 2022
  • 3 PM KST, November 1, 2022


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We have released version GM1.01.00.R308 to apply the following fixes and improvements outlined in the Two-Week Recap.

The patch was live at:
  • 5 PM PDT, October 31, 2022
  • 8 PM EDT, October 31, 2022
  • 1 AM CET, November 1, 2022
  • 9 AM KST, November 1, 2022


Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Lost Eidolons.

Now, here's a word about this patch from Jin Sang Kim, our Creative Director of Lost Eidolons.


Hey guys,

It's been a really wild, eye-opening couple of weeks since the game launched on October 12th. After a short celebration, we scrambled to gather all the feedback and suggestions that poured in from various channels.

As you may know, the set turn limit was the hottest topic after launch, which I had not anticipated at all. After a brief moment of shock, my team and I got to work. We spent hours discussing how to deliver the best experience for all our players including those who liked or did not mind the turn limit. As this touched upon the core mechanic of the game, there were a lot of technical hurdles to overcome to remove the limit completely. Our initial conversations prioritized the speed at which we can address the issue, as we really wanted to tell the disappointed players as quickly as possible that we remedied their problem. And had we kept speed as the top priority, we would have been able to turn off the limit last week but at a cost--you wouldn't have been able to save the game after certain turns. After more discussions, we decided that it was much more important to address the issue at its core and that delivering quality is a higher priority than speed.

So a big thank-you to those who waited patiently for us to address the turn limit issue. You can now choose to turn off the limit when you start a new game. For those who do not mind, you can keep it on as the default setting.

Another thing that took me by surprise (maybe not everyone on the team) was the issue of long cutscenes, especially when you first start the game. As a story-driven game, I had placed a lot of importance on delivering the story and the context via cutscenes and dialogs. But I've learned that it was perhaps a bit too much in the beginning and that you prefer to quickly get to the heart of the game--the gameplay-- and unravel the story as you go. Therefore we've removed the first three cutscenes in order to get you to the first episode battle more quickly.

We continuously look at what you tell us, so please make suggestions or vote for others' suggestions you agree with on our Lost Eidolons Feature Upvote board! If you look at the board, you will see that we are already working on our next set of QoL changes like manual dialog advancement in cutscenes.

-Jin Sang



[h3]Patch Notes[/h3]
 
Optional Turn Limit 

  • Option to choose turn limit on/off has been added. When starting a new game, you can turn off the turn limit or keep it on as you select the game mode and difficulty.

FPS Unlocked

  • Option to choose between frame rate of 30/60/Unlimited has been added.

Shorter Path to EP01 

  • The three cutscenes preceding the start of Episode 1 battle have been removed. You now start with the tutorial and intro video and move right into Episode 1 battle.

EP01 Battle Balance 

  • Episode 1 battle has been rebalanced to adjust damage taken by the allies.

Battle/Camp Map Brightness

  • Improved the lighting of the nighttime battlefield and camp to make them a little brighter

Improved Game Stability

  • Fixed an issue that could cause an exception to destabilize the build when the battle AI is running.
  • No Sound Mode was made to address the issue where some PCs’ sound settings prevented you from entering the game. This should fix the "infinite loading screen" issue for many players.
  • DOF filter applied to the background of dialogue cutscenes has been removed to improve game performance.

Various Bug Fixes

  • The Assassin class bug that allowed primary weapons to be equipped as both primary and secondary weapons was fixed. 
  • The skill bug that revived all the spent skills after swapping out equipped Unique primary to secondary weapons was fixed.
  • The bug that caused the equipped magic to look abnormal upon opening the grimoire from the Inventory was fixed. You can check the grimoire in the Equipment or Grimoire menu.
  • The bug that sometimes caused the selected aide to change when they were turned on/off in the battle’s Formation menu was fixed.
  • The bug where you couldn’t change the formation after clicking on the battlefield tile with the Formation window open was fixed.
  • The very small Chinese font in the battlefield’s terrain guide window, the camp, and the codex were fixed. (We will continue to improve the font sizes.)
  • The Episode 27 progression blocker bug where the game UI disappeared if you press ESC when the enemy moves as a group was fixed.
  • Fixed the gamepad vibration not working.
  • Fixed the error where the battle camera was incorrectly applied when using the "Quick Attack" skill with a bow equipped.
  • The bug that prevented hotkeying from Options > Controls menu was fixed.


Thank you for your patience as we continue to fix issues and provide more improvements per your suggestions.

If you would like to report issues and/or suggestions of your own, please use our Feature Upvote board!

https://store.steampowered.com/app/1580520

A Letter from Ocean Drive Studio: Two-Week Recap

Hello Everyone!

Since we hit the two-week mark of the official release today, I wanted to provide a quick update on a few important topics.

[h3]Upcoming Patch Next Week[/h3]
We are planning a QoL improvements patch for next week (Week of Oct 31). This update will include the following changes and fixes.


  • Optional Turn Limits: We are making turn limits optional! Please read more about it from the One Week Recap post HERE 

  • FPS Unlocked: Currently the FPS is locked at 60 for performance reasons, but with the new update you will be able to choose 30, 60 or no limit.
  • Cutscene Improvement: The blur effect on the background during the conversation cutscenes will be removed for better visual immersion.
  • Cutscene Changes to the First Chapter: You will enter the battle right after the cinematic cutscenes.
  • More Brightness Adjustments: Camp and battleground in the nighttime will be made brighter.
  • Infinite Loading Issue: the update won’t fix the issue for everyone, but most players with the infinite loading issue will see an improvement.
  • Other Bug Fixes: Many other community-reported issues will be fixed including the font size issues. Please wait for detailed patch notes next week.

Please note that the above list can change as we finish QA testing and that there can be even more updates as we are continuously working on more improvements and fixes. We are sharing our progress on our Feature Upvote page with the tags and comments so please visit the board regularly to learn what we are working on! This Feature Upvote page is the definitive list we review as a team, so this is the best place to share your suggestions!

[h3]Next Content Update[/h3]
Apart from the immediate fixes and improvements, we are also working hard on designing and developing the New Game Plus Mode (NG+) and Console/Debug Mode as the next major content update. As we work on the NG+ Mode, we want to capture your thoughts to ensure that we fulfill the community’s needs.

So please join the conversation in any of the channels below and share your suggestions and ideas.


 
We are constantly reading these community channels and taking feedback so please continue to share your feedback and insights!

Thank you for joining the community and for all the great feedback throughout the first two weeks!

Best,

Jungsoo Lee, Head of Global Business

 

Hot Fix Patch Note - 10/20/2022

Tacticians,

We have a small hotfix today to address some of the crash and stability issues.
We are going to release version GM1.00.11 to apply the following fixes.

The patch will be live between:
  • 1 AM - 4 AM PDT, October 21, 2022
  • 4 AM - 7 AM EDT, October 21, 2022
  • 10 AM - 1 PM CEST, October 21, 2022
  • 5 PM - 8 PM KST, October 21, 2022
Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Lost Eidolons.

[h3]Improvements[/h3]
  • We have added additional fix to address title screen issue - for those players who could not proceed from the title screen, please check if it is working now. The fix is not 100% verified as we could not reproduce issues on our PC, but we have applied fix for the suspected issue!
  • We have added fix for the save files not properly showing up issue - we are adding a ways to fix the issue if you are not seeing the save files in your game


Thank you for your patience as we continue to fix issues and provide more improvements per your suggestions. If you would like to report issues and/or suggestions of your own, please use our Feature Upvote board!

ODS Team

A Letter from Ocean Drive Studio: One Week Recap

Hello Everyone,

It has been already a week since we launched the game! First of all, we would like to thank everyone for the support and all the great feedback you have provided. We are grateful to have players like you passionately sharing suggestions and insights on how we can improve further.

As we have stated, we worked on Lost Eidolons to make something meaningful for the fans of the genre, and every feedback you provide is helping us shape future of the game. We want to continue to build upon Lost Eidolons to make it into a series, and hope to create more games in the Lost Eidolons franchise!

Can’t believe it has been already a week since the release!

Today, I would like to provide you with a quick recap of how we are doing, and what our plans are after taking notes from the community on Lost eidolons.

[h2]Studio-Side Updates[/h2]
The team at Ocean Drive Studio had quite an eventful week. With Lost Eidolons being the studio’s first game, we have been diligently reviewing feedback, discussing our response to them, and listing up things to work on since the game’s release. Also, it was interesting to get reviews from media, as well as seeing OpenCritic and Metacritic scores come up.

Our main focus has been reviews coming from players, and we are reading every single review coming up on Steam. Believe it or not, we literally read them all, listed up all of them, and had extensive meetings to discuss our next steps.

In terms of content creator reviews and media reviews, we are generally happy! Overall, we are getting positive reviews. It was especially exciting to get a “BUY” rating from ACG, as lots of us love his content! Also, we were pleasantly surprised by Mortismal Gaming posting a Review After 100% in a very short period time!

Feel free to watch ACG's review again and share it with your friends:
[previewyoutube][/previewyoutube]
Overall, it was an exciting week for the team, and now we are very focused on taking action to make improvements! Please join our Discord and chat with us and the community so that we can discuss more Lost Eidolons!

[h2]Future Plans[/h2]
I would like to discuss plans in three sections as I have shared in our letter on launch day.

[h3]Communication and QoL Improvement[/h3]
Based on the feedback and suggestions we have received, we are planning lots of updates and would like to discuss a few important ones below:
  • Turn Limit Off Mode: We finalized our execution plan after reviewing technical issues. We are going to make a separate mode option at the title screen. We are looking at first week of November to bring this update to you. (This new mode requires us to change some of the technical structure related to saving undo information and mid-battle records, so it is taking more time than we have anticipated. If everything goes well, we’ll be able to add it earlier!) Please see the details on how we are going to implement them below:
    • New Turn Limit Option in Title Screen: You can toggle between Turn Limit On and Off when you start a new game.
    • Temporary Save Mid-Battle: We performed work on the backend so that your ability to leave to Title and come back to continue the battle works the same for Turn Limit Off Setting
    • Undo: We made adjustments in the backend so that you still have same access to the Undo feature when playing with Turn Limit Off Setting
    • Turn Bonus: You still get bonus EXP by clearing the stage with a lower number of turns when playing on Turn Limit Off Setting – we reviewed completely taking them out, but we wanted to consider this as part of growth strategy – getting more EXP with other tactics in battle by using more turns, or taking bonus with minimal use of turns. Also, if this is not there, the latter difficulty level can be too high vs. Turn Limit On Setting
  • Story Telling Improvements: We have taken a few notes from watching Lost Eidolons videos on YouTube and Twitch, and also studied lots of reviews. We have started exploring a few ideas to streamline the overall storytelling. This will be taken in several steps, and we will continue to optimize them. Also, we will be testing internally to make decisions on what kind of improvements to apply
    • As the first step, we are reviewing the first few chapters and seeing if we can improve the storytelling and potentially reduce the number of cutscenes
    • For the second step, we are reviewing improving the quality of the cutscenes
      • Making improvements on animations to make it match with the lines
      • Potential change in the structure of the cutscenes, including changing the blurred backgrounds, reducing the pauses between lines, showing two characters on the screen instead of having too many fade-ins and fade-outs
In addition to the two areas above, we are reviewing lots of other topics including: Ultrawide Monitor Resolution Support, UI Font Size Change Options, Prestige Quest UI Improvements, Steam Deck Compatibility, and more.
You can always visit our Feature Upvote Board to look at what kind of suggestions are made, and how we are taking care of them! Please visit the site and join the community to provide your feedback for the game.

Also, I want to share a note that, when we review the feedback, we always see if the suggestions or feedback fit with our design philosophy. As the creative director and the team have very specific pillars in mind when we made the game, we will closely review each feedback and ensure it aligns with our philosophy. Lots of the game design aspects can be subjective areas, and when we make decisions we will make sure to share the reason behind the decision!

[h3]Game Content Plans[/h3]
Currently, we have so many cool ideas to work on, and the first major update (schedule not decided yet) will be New Game Plus mode and Console/Debug mode.
The reason behind prioritizing these is because both can provide more replayability and can let you create your own Lost Eidolons experience!

We are currently taking a deep dive into the how we want to design and implement these features, and will work to bring them to you as soon as possible. As we have always done, we will make sure to share the progress we make for New Game Plus and Console/Debug modes. If you haven’t already, you should follow our social channels (YouTube/Twitch/Twitter/Facebook) so that you can hear when we share progress updates with you!

[h3]Platform Expansion[/h3]
As we have shared before, we are working on a version for Xbox Series S and X. For those of you who want to see our game on Xbox Game Pass, we cannot share any news yet. We want to be there, but it involves business decision from Xbox, and we will focus on making a great Xbox build and share more news about launch details as soon as we have them. Again, the Xbox version of Lost Eidolons is scheduled for Q1 next year!

And for PS5 and Switch – we are discussing a few options internally. This can include working with other partners who can help us go there earlier! We don’t have any detailed plans yet, so we will share them with you as soon as we have them. But what’s very important here is that we want to be on PlayStation and Switch, so please stay tuned for future updates on the platform expansion.

Thank you for being very supportive, and everyone at Ocean Drive Studio is happy to have you as our community. If you are reading this update, you are part of our community, and we would like to continue to work on the game with you. As you can see on the Steam Community, Discord and Twitter, every staff at Ocean Drive Studio cares about our players and we really want the game to succeed so that we can work on more Lost Eidolons games. If you want to share any thoughts, or face any problem with the game, please feel free to connect with us. We are here to chat with you!

We are diligently working to resolve reported bugs, make quality-of-life improvements, and design future updates! We humbly ask for your continued support.


Best Regards,
Jungsoo Lee, Head of Global Business

Hotfix Patch Note - 10/20/2022


Tacticians,

As promised, we are continuing to work on more improvements and fixes!
We are going to release version GM1.00.09 to apply the following fixes and improvements outlined in the Day 1 Recap. Again, more changes are in the works and as soon as we test them, we will make updates.

The patch will be live between:
  • 4 AM - 8 AM PDT, October 20, 2022
  • 7 AM - 11 AM EDT, October 20, 2022
  • 1 PM - 5 PM CEST, October 20, 2022
  • 8 PM - 12 AM KST, October 20, 2022
Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Lost Eidolons.

[h3]Improvements[/h3]
  • Now fully supporting PS4, PS5, and Switch Controllers - please try to use them and let us know if it is working fine now!
  • We reviewed difficulty level of Chapter 17, and made a change to one of the boss's skill - now Rush skill will heal 50 instead of 100
  • Improved Stability of the Game - Found few issues when game is loading saved files which will be fixed with the hotfix
  • Battle not ending properly after clearing the boss NPC has been fixed


Thank you for your patience as we continue to fix issues and provide more improvements per your suggestions. If you would like to report issues and/or suggestions of your own, please use our Feature Upvote board!

ODS Team