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Elysium›Events›Elysium Weekly Devlog #3
Community

Elysium Weekly Devlog #3

Elysium · published 3 months ago

All eventsPlayers around this dateRead on Steam

Hello everyone,

Enes here from the Elysium Dev Team, your favorite developer.

Over the last two weeks, we took a step back and rethought some parts of Elysium. We gave ourselves a simple challenge: spend two weeks experimenting with fun, weird, and unexpected mechanics to see what would make the game more exciting. While doing these, we also continued stabilizing the game.

Here is what we tried:

Flying Behemoth

  • We added a massive Behemoth flying high above the islands.

  • It does not attack directly, but it drops enemy-spawning pods onto the world below. These pods crash down near players and release new threats into the area, turning exploration into something much less predictable.

  • So even when you think you are safe, you might want to look up.

Tripix Launcher Mortar

  • Yes, exactly what it sounds like. We added a mortar that launches Tripixes into the battlefield, turning them into tiny flying problems for the player to deal with. You can shoot flying Tripixes in air if you don't want any trouble.

Kamikaze Robots (Kamikazix)

  • We also added kamikaze Tripixes. They chase you down and explode if you are not careful. Tripix launcher mortar throws them on your face.

Turrets

  • We started prototyping turret enemies as another way to make combat more dynamic.

  • They create pressure from a distance and force players to move, take cover, or find ways to disable them.

Also we continued to improve the game:

Input Rebinding & New Setting Controls

  • We finally added input rebinding, as requested. You can now easily rebind any button or control directly from the settings menu, without leaving the game.

New Visuals

  • Added Elysiorite and Lithanite resources to corrupted fores.

  • Added stun animations to creatures.

  • Added new LIT Tower model and statues.

  • Added new ancient ruin models.

Bugfixes & Quality of Life

  • Fixed AI error where enemies does not switch targets in multiplayer mode, causing them to chase you forever.

  • Improved flee logic of passive creatures. Now deers and rabbobos run smarter by being aware of surroundings without being stuck in narrow areas.

  • Improved Luminex behavior, for not chasing player when in range.

  • Improved smoothness of enemy NPC animations.

  • Fixed network synchronization errors about NPCs.

  • Reduced performance cost of enemies.

  • Made a few item balance and drop rate adjustments. Also adjusted player speed.

  • Fixed torch light and fire particle effects not working properly.

  • Wood collected with Nimblix now goes directly into the mount’s inventory.

  • Fixed a bug where players could become immortal ghosts after leaving the game while dead.

  • Fixed a bug where some items would not automatically stack when collected.

  • Fixed an issue where the client could get stuck when their mount dies.

  • We’ve also been working on some internal tools to help us add cool new content more easily. Maybe one day we’ll make some of these tools available to players for custom content too. Who knows?

  • On the inventory side, we added more quality-of-life features, including sorting, depositing existing items, and a few other small improvements to make inventory management feel smoother.

What’s Next

We gave ourselves one more week to keep experimenting with interesting ideas, so expect even more weird things soon.

Also, we have started working on the next island: Tenvil.

That’s all for these 2 weeks. See you next Monday!

Enes @ Elysium Dev Team

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