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Eden Rising LAUNCH DAY!

Eden Rising · Community Announcements · May 17, 2019

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Hi Wardens!

Eden Rising is NOW LAUNCHED! Woooooo!

We now have a free-to-play version with no microtransactions, the Explorer Edition, and the Ascendant Edition for $24.99 US! You can also pick up the new and improved Crystal Weapons Pack as DLC for $6.99 US!

From the Eden Rising team, thank you to all of our Early Access supporters! Your input and energy has been invaluable on the journey to make Eden Rising the best it can be!

Stay tuned in the future for updates, but for now, please join us in celebrating the launch!

Patch notes below. :)

- The Eden Rising team

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PATCH NOTES v1.0.0


FEATURES AND POLISH ITEMS




BALANCE UPDATES




FIXES AND ADJUSTMENTS


  • Swapping to an empty weapon slot will no longer lock character movement.
  • Fixed equipment unlock notifications so they don't spam on login.
  • Weapons, gloves, and turrets should now correctly trigger death effects on monsters based on damage type.
  • Fixed the polarity bident discharge attack.
  • Fixed an issue where a player could bypass inventory restrictions by using the quick transfer method if using a keyboard.
  • Fixed a lair being unable to trigger at the Searing Coast.
  • Fixed an issue where equipping the Bone Bombard would reduce stamina to zero.
  • Enveration Pillar variants should now behave as described.
  • Fixed an issue where a freeze would sometimes occur if joining a world from your own world.
  • Fixed an issue where a large portion of the deep water in the Searing Coast would not trigger a death state when the player fell in.
  • Fixed the camera rotating wildly when using lock-on on enemies in very close melee range.
  • Fixed the looping animation on ranged weapons when viewing other players.
  • Updated the lore biome locations.
  • Monster kills should now correctly increase the timer at outpost sieges.
  • Fixed an exploit where players could interact with traps after detonation to redeploy them indefinitely.
  • Fixed an issue where using a hammer special on a downed Gorgon would cancel the attack opportunity.
  • Ranged weapons (and the added gloves) should properly deal damage to the back of armored enemies.
  • New lore and bestiary entries should properly indicate they're new.
  • Consuming items while wearing the Bone Cuirass or its upgrades should no longer result in the player being stuck for a second.
  • Critical multiplier values on equipment should display correctly in tooltips.
  • Tooltip comparison values should display correctly when a piece of equipment lowers a stat.
  • The proximity corrosion cylinder now correctly applies corrosion to all types of Gorgons.
  • Music and background sounds should now consistently play in Ultima Thule.
  • Updated the lair siege UI for clarity.
  • Scarab Trap pulses now hit monsters not within the initial aggro radius.
  • Fixed an issue where the number of defenses or consumable displayed on the HUD will not properly decrease if the player's inventory contains more than 10 units of that defense or consumable.
  • The message concerning the siege's difficulty vs. the number of players displayed before starting a siege should not give the proper message.
  • It is now possible to dodge while in build mode.
  • Sprinting and strafing while hard locked now plays the proper character animation.
  • Fixed an issue where pressing the dodge button and the switch to build mode button at the exact same time creates a state where the defense preview is displayed while the weapon mode is still enabled.
  • The map now properly displays the telesites and Crucible where you can respawn in the Shattered Causeway.
  • Monsters' knockbacks now push the player in the correct direction.
  • Fixed the healing pillar's animations.
  • The charging bar now hides if the activation time of an ability is small.
  • Cave gorgon's roar now plays at the correct time.
  • Fixed an issue where the controller buttons wouldn't be properly recognized if the controller was used during loading.
  • Fixed the mouse button used to place a waypoint on the map.
  • The Thulian Oracle's animations play properly after using his fire attack.
  • Pressing the back button in the options menu while in-game no longer performs a dodge with the character.
  • Mortar turrets don't go invisible when switching from idle to attack mode.
  • Finale ambush barriers now have sounds when destroyed.
  • The dark green indicator on the health bar no longer gets stuck when the player is hit.
  • Fixed an issue where pressing specific keys together at a certain time caused the Main Menu to disappear or bundle with other menus.
  • Fixed an issue where secondary weapon icons would show other players' weapon.
  • The Manticore's flurry attack should now correctly hit the player if the player moves into range after the attack starts.
  • Fixed an issue where the Manticore would sometimes momentarily freeze on aggro.
  • Pressing A-D correctly switches view when dying out of sieges in multiplayer.
  • Player can no longer jump over the Living Wall leading to the Fungal Preserve.
  • VFX displayed on the ground no longer display over the character if she steps on it.
  • Scarab Traps and Gorgon Subjugators can no longer be damaged by monsters before detonating.
  • The host can no longer kick themselves out of their own World.
  • Fixed an issue where if two players place a defense at the exact same time while the power left will only allow one more defense, one of the players would enter a broken state.
  • Fixed an issue where players could aggro siege monsters and jump out of reach causing the monsters to go back to where their original position instead of finding the next waypoint on their pathing.
  • Fixed an issue where the stamina bar would deplete if the player held shift and quickly tapped a movement key.
  • Siege monsters should not bounce or clip over the edges of a lane while progressing towards the Crucible.
  • Fixed an issue where the Start Siege UI would clip with other UI elements.
  • Roaming monsters should now correctly gain aggro on defense items placed far away from them.
  • The player can no longer jump on activated or de-activated turrets.
  • The background properly loads after unlocking the next tier of a Crucible.
  • Removed z-fighting from low-lying sulfur areas.
  • Fixed an issue where the forge button had to be clicked twice to forge equipment.
  • The Eden and Ascendant Armors now display the correct stats in the results panel of the Forge Equipment screen.
  • Players can no longer activate a different Crucible while a ready check is in progress. They can, however, still teleport between Crucibles during that time.
  • Fixed various stuck bugs.



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