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Edge of War News

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.

Patch Update 0.5.63 is now available!

The Patch Update 0.5.63 is now available, with main focus on some major bugs.

Changes:
  • Disabled disease for now as there were many separate bugs related to them. Will be enabled at later point (and also likely include more diseases to catch then as well).
  • Updated Unity version. Hopefully this will help with some of the crashes that were caused by Unity internal functionality in earlier builds.


Bug fixes:
  • Some (unknown) encounter was causing error due to misconfiguration and could lead encounter into instable state. Improved error handling to keep game stable even though could still cause some encounter with no enemies appearing.
  • Improved error handling on refreshing nodes on world map which sometimes could caused instability in world map.
  • Cauldron’s location had some misconfigurations that could cause to unexpected exceptions, breaking for example some highlights.
  • Same disease could be added multiple times for same character, keeping disease stacking forever.
  • HDR monitors with HDR10 enabled had color issue and showed everything very dark and high contrast
  • Fixed bug on resting in camp causing some errors. Did not cause any visible issues to player, but was still unnecessary bug on background.
  • Diseases tried to proceed one extra phase when disease was already supposed to end, causing errors and in some case making disease to never disappear on time.
  • After fighting frost spiders and re-entering location where you had fought them, the game got into unstable state and you could not even move with your characters anymore. This happened to many in Trapper’s Glade when going to cave and exiting it.
  • Encumbered status did not update always properly when switching equipment. There are still some cases where there can be issues with this that need some fixes later on.

Patch Update 0.5.60

The first patch update (0.5.60) is now available:

Changes
  • Shove skill now triggers attacks of opportunity.
  • Jump skill cost set to 3 AP from previous 2.
  • Defensive stance damage reduction lowered to 10 from previous 25.
  • Tutorial dialogue has been tweaked slightly.
  • Overworld map adjusted.
  • Current villages are now visible on the map even when player hasn’t visited them.
  • Some location names are visible at the start.
  • Encounter variation increased for all locations and paths.
  • Encounter chances updated to reduce chance of getting into masses of overworld encounters after each other
  • Katajanma cave and encounter adjusted.
  • Katajanma can now be traded with upon talking to them a second time.
  • The cauldron in the cave can be used as a poison source.
  • Herb baskets in Katajanma’s cave no longer include herb bouquets.
  • Peycko enemy variation added. Peycko Wayfarer and Peycko Herder and large Hornsnout enemytypes created.
  • Peycko cloth banners have new art that ties in with the Peycko culture.
  • Peycko banner cloth simulation added.
  • Bandit enemy variation increased with some new bandit enemies. Hound, Bandit lvl2 and Drunkard added.
  • Added “Select Single” button to go along with the “Select All” button
  • Character portraits and inventory has new lighting.
  • New special encounter “The Collector” added.
  • Updated a selection of damage type icons.
  • Increased requirements for tactical retreat feat
  • Reduced size of tutorial notification buttons
  • Some minor performance improvements on GPU memory usage
  • Small tweaks on various enemy configurations
  • Improved Tactical Retreat and Battle Caster feat descriptions to better tell what they really do
  • Improved exception handling in couple of places that could’ve caused game to end up in instable state


Bug fixes
  • Fixed players not able to reach max level, effectively making level cap one lower (now you can level up to level 7 which is the current level cap)
  • Going into stealth while in caves could cause unexpected errors and also did not show proper visual indications of characters being hidden
  • Cave enemy and NPC spawning related bug fixed. Caves could spawn multiples of the same character in one grid if exiting and re-entering cave.
  • This also applied many settlements, which could cause major performance issues in Turso or villages. The performance issues persist still in old save games.
  • Inventory: Fixed multiple issues with weapon sets / loadouts
  • Inventory: Fixed equipping items by clicking for non-active characters
  • Inventory: Fixed belt inventory not always working properly when switching characters in inventory screen
  • Inventory screen no longer shows mismatched character info when equipping items to non-active character
  • Tutorial widgets are no longer shown on top of inventory / character sheet, trade or level up window
  • Fixed hidden enemies showing up at wrong times
  • Fixed hidden enemies not having outlines after they’ve become visible
  • Fixed game sometimes soft-locking when entering combat
  • Fixed bug where frog quest did not display the amount of frogspawn needed to finish quest.
  • Esi Isä animations fixed
  • Random encounter levels adjusted and many bugs fixed related to enemy spawning.
  • Stalker Spider Hatchling often was passive while hiding
  • Resting while diseased could lead game to be come instable
  • Quests did not always get all their props spawned correctly (caused sometimes Remains quest to not
  • Spawn placement of enemies was not always desired which could lead to some ambush encounters not to start in combat
  • Enemies often started with reduced armor, especially in encounters
  • Improved rules for starting combat as earlier it was possible to just run into combat and combat only started when movement had ended
  • Made chests to not show health as they could not really be destroyed in any case
    spawn all the required props)


Edge of War is out now on Early Access

Today is an extremely interesting day as we are going to have our latest game released to Early Access. What makes it very strange though, is that by the end of the month none of us are working in the company anymore. And what makes it even stranger is that we have told nobody about the game before the release!

The game itself is a CRPG with grid based combat, called Edge of War. It has some cool features, such as dynamic destructible environments that take advantage of runtime physics simulations. The setting is also pretty unique and takes lots of inspiration from Finnish folklore. However, the main idea that we have built the game around is emergent storytelling and high replayability. Of that, we unfortunately can scratch only the surface in the start of the Early Access journey.

[h2]See the official trailer:[/h2]

[previewyoutube][/previewyoutube]

If you feel like CRPGs are your kind of thing or you’d just want to support us somehow, all the feedback, help and support is welcome either through participating in EA or spreading the word around. ¨

[h2]Get the game now[/h2]

https://store.steampowered.com/app/1786070/Edge_of_War/