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Edge of War News

Next up: Combat and VFX improvements

Hi all,

Will try to start more regular habit of sharing here as small news on the plans we have and what is currently going on.

The first major content update is now done and dusted, and seems to be stable enough to not have need for bigger patch updates, so it is time to be working on something to add on the game. The big learning point with that content update was that making bigger updates can become extremely long process when working on the spare time, so better focus now on bit smaller increments. Therefore it is currently likely that we will be sharing smaller updates in about update per two months interval. Sometimes they might take less and sometimes more time.

So, what are we working on currently?

There are multiple things to polish and add, but two of the major ones we are currently working on are VFX and combat system improvements. VFX improvements are especially important for some enemy skills missing VFX totally, but also for things like adding VFX for aura effects. It is after all nice to know when you step into that Death Aura of Juurukko instead of just trying if you'd be lucky.

Some work for aura VFX has already been done and can be seen in attached image.



How about combat system?

The combat is quite fun in many places already, but there is still things to improve. Some of the things in combat and character development that we would like to improve, include:
  • Variety between weapons is very small. It does not matter that much if it is sword or axe of same size. We would like them to give some tactical difference.
  • Variety between weapon sizes (including unarmed combat) is something we would also want to improve. Unarmed combat has been pretty useless so far and usually it has been most valuable to just invest the biggest weapons. However, we are looking at things like adding weapon speeds into the game that will affect AP costs of the weapon based skills and then planning possible some other adjustments as well to see that you can build for very different combat styles.
  • Equipment progression is bit flat for our taste at the moment. For example, you will pretty quickly get quite high level mundane armor. We would like to increase the steps on that path, starting with lower level equipment and steadily moving to higher. This does not mean any level restrictions or such for equipment, but providing more variety and adjusting their availability.
  • Make full-armored build be only one option. Currently the game plays in a way that best tactic is usually to pile up all of your characters with as much armor as possible. We have some plans on adjusting this so that unarmored or lightly armored builds would also have their advantages. We have some ideas how we could better utilize dodge as well as ability point bonuses in a way that would make it viable to have that fully armored tank, or lightly armored berserker.


In that sense, quite a lots of things we want to do. But in a way lots of those are balancing things with small additions and changes to combat logic, which already works nicely on its core.

Currently the work has already been started with implementing different weapon speeds and at that phase there will likely also be some work to do with damage ranges and such.


If you have any questions, thoughts you want to share or just want to have a chat, give us a word either here or in our Discord community.

Patch Update 0.5.88 out now to fix a critical bug with broken feats

Hi all!

We have released a small patch update to address reported critical patch of feats getting broken in game when visiting overworld map.

Contents of the update:

Bug fixes:
  • (CRITICAL) Feats got broken when visiting overworld map and did not function in that current save game anymore after that.
  • Attack of opportunities chance for enemies were sometimes shown wrongly. This could lead to seem like casting skills with battlecaster feat would still give attack of opportunities and other such situations.


Changes:
  • Frog movement animations updated back to use jumping instead of walking.
  • Added improvement error handling in some cases where there were reported errors that did not have enough detail to fix them

Edge of War joins the celebration of #TurnBasedThursdayFest

Edge of War is proud to join this year's #TurnBasedThursdayFest!

In addition to our brand new update a couple of days ago, we joined the celebration of turn-based video games.

Turn-based games stand apart in a world buzzing with real-time action. They offer the rare gift of time – time to strategize, to outsmart, and to feel the true weight of every decision.

Unlike their frantic counterparts, these games are chess matches disguised as fantastical adventures. They reward not reflexes, but cunning. Depth and intelligent gameplay are their hallmarks. In turn-based games, stories can unfold with nuance and your choices carry meaningful consequences.

They're a testament to the timeless allure of games that engage your mind as much as your fingers.

Join the fest now and check out all the hundreds of games here:
https://store.steampowered.com/sale/TurnBasedThursdayFest

Edge of War: A World Transformed

Get ready for a thrilling new update to Edge of War, packed with new adventures, tactical improvements, and a more immersive world! Check out these key highlights:

[h2]Adventure Awaits
[/h2]
  • Discover and explore all-new locations and complete 8 exciting quests!
  • Face a dangerous new enemy faction. Can you survive?
  • Interact with unique NPCs and engage in compelling dialogue.


[h2]Enhanced Gameplay
[/h2]
  • Revamped resource gathering! Mine ore with your pickaxe, fill bottles, and craft bandages.
  • Brew potent potions with the new alchemy system.
  • Unlock chests with keys for hidden treasures.
  • Dynamic faction powers that respond to your in-game actions.
  • Smoother trading, combat animations, and camera controls.


[h2]Quality of Life Updates
[/h2]
  • Customize your graphics with multi-stage VSYNC support.
  • Enjoy a deeper understanding of the world with an insightful introduction.
  • Optimized performance for smoother play.


This massive update is yours to explore now. Sharpen your blades and prepare for the challenges that lie ahead in Edge of War!

First content update moves to community testing

Hi all!

It's been a (way too) long since last update, but we are still here and we have not been idle meanwhile. We have been working hard to get our first content update done and available for all and we are getting close to that moment. Even so close that we can provide our community members a chance to try it out early on!

As we are working with game on our spare-time and the game is quite big and has procedural elements, it is pretty much impossible for us to catch all the issues out there by ourselves. Or even catch all the major issues that there might be. Therefore we try to take an approach that we invite interested members of our community to help to test the new version before we push the update available for all.

So, if you have the game in your library and want to join community testing to give us a hand (or just to be one of the first ones to get your hands to our upcoming content update), we are happy to welcome you to join this mighty quest with us!

You can learn more and find more detailed instructions about joining the community testing in our Discord-server.