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Edge of War News

The Great Beard Update

The war in the Northlands is a hairy business. And also beard-y. This update brings beards onto the warrior's faces.

[h2]New features:[/h2]

  • Facial hair is now available for human and peycko males.
  • Facial hair can now be selected for characters in character creation.




[h2]Changes:[/h2]

  • Updated NPC and PC character appearances. Many now have facial hair, and there are also adjustments in character heights, skin color and such.
  • Some tweaks on visual appear of both PC and NPC portraits.
  • Disabled non-functional portrait selection arrows in character creation.
  • Disabled hair color selection for Hirwio, as it had no effect for them.
  • Some adjustments on inventory character lighting
  • Big batch of inventory icons (especially for wearable equipment) was changed.
  • Adjustments on some frog damages, which were bit over the top after previous damage changes.
  • Improved portrait generation to have better camera distance for peycko and hirwio portraits.


[h2]Bugfixes:[/h2]

  • Opening inventory screen in world map caused PC portraits with wrong lighting
  • Empower Vaeki - skill had some errors happening on background, which could lead to it not working properly in all cases.
  • Set of smaller bug fixes in character creation to fix things like characters losing their hairs when switching race or gender.

Content Update 0.5.95

[h2]Content update 0.5.95 is now available for all![/h2]

[h3]New features:[/h3]
  • Added attack speeds for weapons. Attack speed of equipped weapon has an effect for AP cost of the weapon based skills.
  • Added VFX for Juurukko death aura


[h3]Other changes:[/h3]
  • Improved VFX for poison spit.
  • Improved some hit damage vfx placement that was earlier placed on feet of character instead of body.
  • Weapon damage ranges changed to bring more variety between weapons and better support the new attack speed feature.
  • Some updates to roosterfish setups with some skill changes and polish.
  • Updated all enemies with natural weapons to take new attack speeds in account.
  • Lots of improvements on different tooltips (skill, status, feat and item), providing additional detail to make it easier to understand what the real effect is. There is still work to do with these, but they are some amount better than before already.
  • Disabled Vaeki Caller feats for now, as they were buggy and need rethinking in their functionality.
  • Encumbered status effect now causes AP penalty instead of movement speed penalty
  • Disabled fatigue from overworld travel. As resting is still missing lots of functionality, the forced rest through fatigue was mostly annoying. Fatigue system will be brought back in future when we have other supporting systems in place for it to make sense and contribute to fun.
  • Disabled hit VFX for Trapper’s Shot skill. This is done temporarily to see if something with that VFX causes some crashes that have been reported to happen with Trapper’s Shot.


[h3]Bugfixes:
[/h3]
  • Experienced Sneak Attacker feat provided only 0.5% damage boost when it was supposed to be 50%
  • Big Game Hunter increased damage received from big or huge creatures, when it was supposed to increase damage dealt to them
  • Some targeting data was corrupted whenever new game was started, which could lead into situations where targeting ranges were wrong for some skills. This could lead to situations where PCs or NPCs were able to attack from long distance with melee weapons.
  • Attack of Opportunity threatening was not correctly updated when character was knocked back, causing attack of opportunities to occur when they were not supposed to.
  • Night icon on overworld map was offset.
  • Attack of Opportunity was always testing against being able to avoid AOOs when using range weapon, causing situations when combat archer could also remove AOOs when casting spells or such.

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

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