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QA August 20th

Undone

Codemaster
Stormhaven Studios
Characters migrated from Live --> QA as of August 20th, 2024.
  • Fixed issue where Cor'duun were incorrectly calling for Exiles to help them
  • Fixed an issue preventing the Bulletin Board UI from saving its position.
  • Fixed an issue where chat windows were not properly being saved/loaded between sessions.
  • Fixed Alchemy toggle buttons from being activated via keybind if they are not visible.
  • Fixed some rocks were showing a bit darker than they should have been.
  • Fixed tooltip issue when inspecting consumables.
  • Fixed an issue where Event mobs were awarding more Bloops than intended
  • Drag/Drop audio is now played when right clicking to move an item (to equip, or move to bank, etc).
  • Increased Event mob damage slightly
  • Increased the max amount of damage that NPCs can absorb. For most mobs this does not change anything; rather it adds more flavor to mobs that should feel more "armored". Their relative health amounts have been reduced to compensate. Note that this does not impact any boss mobs at this time.
  • Reduced Scorpion's call for help range
  • Adjusted some prop LODs
  • Adjusted some log spawns in Dryfoot to better match the level of mobs in the area.
  • If an NPC has any health left it will show as 1% (0% now means dead).
  • Dead NPC nameplates will sink slightly to differentiate them from live ones.
  • Dead NPC portraits will be dimmed.
  • Highland Hills
    • Updated Vagabond camps in to be 1^ content.
    • Added a new Bulletin Board Taskfor killing Vagabonds.
    • Added new Raccoon Dens. These are solo-able dynamic content similar to Ant Hills
  • Gimstone Canyon
    • Updated boar task to now require any animals as a secondary kill objective.
    • Added a Bulletin Board Task for killing Drolscs.
    • Reduced the number of Stonecoats required for the southern Bulletin Board Task.
    • Stag and Doe Task combined into one.
  • Dryfoot Stronghold rear entrance is now 1^ content.
  • Minor performance tweaks to some networking code.
  • Replaced stagnant water audio with something more appropriate.
  • Added water audio to Dryfoot Fortress and Grimstone Canyon water.
  • Adjust Ley Finder lines in Meadowlands and Northreach to reduce the finder from clipping through the terrain.
  • Smarter chat focusing
  • Slightly reduced the XP required per level at 20+
  • Slightly increased the Task XP awarded for level 20-30 Bulletin Boards
  • Added a "Toggle All" keybind that is unbound by default. In the interface options you can set which windows toggle with this keybind.
  • Added a new dropdown in the audio options that allows you to select a different audio clip played upon receiving a tell.
  • Added a footstep audio slider
  • Adjusted volume slider logic which required all volume sliders be reset for your local client.
  • Music can now be pumped up a bit louder than previously
Set Bonuses
We are introducing Set Bonuses! While initially planned for GP2 we decided to backfill some sets for fun flavor. These currently exist on Outer Armor, Inner Armor, and Jewelry. Some sets require 3 pieces, some have bonuses at 2/4, some 3/5, and some 3/5/8.

Stat Consolidation
Consolidation of Resist Types
We currently have 4 damage/debuff types in the game: Chemical, Mental, Ember and Physical. Of these Ember and Physical are the most commonly used and had the most clear indications of their presence. Ashen utilizing Ember and most other attacks/debuffs being Physical. This caused a lot of resist types to be undervalued by players and largely ignored. Looking at the world's use of these types and how to best reconcile the gameplay with this we have decided to move all resist types into only two groups: Physical and Ember.

Debuff Resists
For debuff resists we have rolled Mental Debuff Resist into the existing Ember Debuff Resist and Chemical Debuff Resist into the existing Physical Debuff Resist.

With this adjustment the stat weights of Physical Debuff Resist and Ember Debuff Resists have increased slightly. So you may notice if you had a piece of gear that previously had only one resist type the value may have decreased slightly, although is now applicable to more debuff types.

Damage Resists
Damage resists have been consolidated in a different way. Physical Damage Resist has been unchanged and still remains a very strong stat.

Chemical Damage Resist and Mental Damage Resist have been rolled into the existing Ember Damage Resist stat giving it substantial weight in dealing with incoming ability damage and Ashen mobs.

Incoming Debuff and Damage Types
To provide more clear indications we've limited incoming damage and debuff types from all non-Ashen mobs to be physical and all Ashen specific attacks and debuffs to be Ember based. Bosses and other special mobs may have both Physical and Ember based attacks in their arsenal.

Changes to Ability Scaling
With the above change we are able to scale certain effects with the user's weapons instead of having flat damage of type Chemical/Mental. These abilities include Provoke, Roar, Despiar, Dread Bellow, and Venom Shock.

Changelist Summary:
  • Warlord ability Dread Bellow now deals Physical Damage and scales with the user's weapon damage.
  • Warlord ability Despair now deals Physical Damage and scales with the user's weapon damage.
  • Defender ability Provoke now deals "Physical" Threat and scales with the user's weapon damage.
  • Juggernaut ability Roar now deals "Physical" Threat and scales with the user's weapon damage.
  • Warden ability Venom Shock now deals Physical Damage and scales with the user's weapon damage.
  • Spider's innate Chemical Damage Resist replaced with Physical Debuff Resist
  • Bat's innate Mental Damage Resist removed
  • All Ashen specific abilities will check Ember Damage Resist or Ember Debuff Resist
 
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  • Slightly reduced the XP required per level at 20+
  • Slightly increased the Task XP awarded for level 20-30 Bulletin Boards

Hooooooray! Almost 20 on my first character and seeing how long it took me (nothing against the game I took a break or 4 since launch) I am excited to see this. Very helpful and needed seeing that that range is the toughest from what I read, in so much as, players have quit because of either lack of groups (separate issue I feel but don't want to digress) or unreal expectations on leveling speed (which I think now, Alchemy helps a crap ton with).
 
I really like this. Please also consider consolidating the rest of the resist types, like stun/daze/confuse/movement.
This is not going live this patch. We ran into some unexpected design issues and are putting it on hold. However, even if we moved forward with that it is unlikely we would consolidate CC resists as they are all quite unique and much easier to identify when compared to damage types.
 
However, even if we moved forward with that it is unlikely we would consolidate CC resists as they are all quite unique and much easier to identify when compared to damage types.
Hm, ok. I thought "undervalued by players and largely ignored" would fit these too. Maybe it's just me, but I think they are too situational. You may have a dungeon with a lot of daze mobs, then don't really encounter them anymore for the next 10+ levels. Not worth building a specific gear set for. Not to mention that you don't have the equipment space for various resistance sets and a comfortable way to switch between them. And if you are just going for a wild mix, not really stacking a specific one, you won't really notice these resistances doing anything. A daze that lasts an 8s eternity will then last a 7s eternity...
 
Hm, ok. I thought "undervalued by players and largely ignored" would fit these too. Maybe it's just me, but I think they are too situational. You may have a dungeon with a lot of daze mobs, then don't really encounter them anymore for the next 10+ levels. Not worth building a specific gear set for. Not to mention that you don't have the equipment space for various resistance sets and a comfortable way to switch between them. And if you are just going for a wild mix, not really stacking a specific one, you won't really notice these resistances doing anything. A daze that lasts an 8s eternity will then last a 7s eternity...
I think the primary difference is that identifying daze/stun/etc is very clear in combat. Whereas the difference between chemical damage and physical damage is not so clear. And sure, I understand you're likely not building a set for a specific CC resist, but we also can't just consolidate 4 CC resists into a single mega stat. There is a lot of lost nuance in the design of these merges which is what gives us pause.
 
I think the primary difference is that identifying daze/stun/etc is very clear in combat. Whereas the difference between chemical damage and physical damage is not so clear. And sure, I understand you're likely not building a set for a specific CC resist, but we also can't just consolidate 4 CC resists into a single mega stat. There is a lot of lost nuance in the design of these merges which is what gives us pause.
I am definitely hitting a crisis point in storage, but I don't want to see the very different resists merged. It's a build choice like any other, and I am going to have decide where I want to be strong and where I want to be weak. Stun/daze/confuse are, as you said, very obvious and very motivating to build resistance to, as are movement debuffs (which confuse kind of is so that I could see getting merged, but it's also a distinction between physical/mental movement). The others are not obvious and I agree that's probably a big reason players give them lower priority. Also it's just more damage and we have healers for that. We do not, as many games do, have many abilities to cleanse conditions and debuffs, so having resists against those feels much more important. I'm not sure we have abilities to boost resists, for that matter! But then we only have so many buttons on the hotbar to work with.
 
Stat Consolidation
Consolidation of Resist Types
I don't really like this. You can't have useful stats without useless stats. Obviously, players are going to prioritize physical damage resist, but having items with other resists on them adds character and keeps things interesting.

Clearly, there must be a balance. I feel like two is just too few damage types. Four was already a very small amount. Where other games have fire, frost, lightning, acid etc., all effects like this have already been consolidated into "chemical". Plus, "mental" is an uncommon and interesting category.
 
I don't really like this. You can't have useful stats without useless stats.
Don't worry, there are plenty left ^^

Clearly, there must be a balance. I feel like two is just too few damage types. Four was already a very small amount. Where other games have fire, frost, lightning, acid etc., all effects like this have already been consolidated into "chemical". Plus, "mental" is an uncommon and interesting category.
It's a result of the low fantasy setting. In a world without magic, how could an animal or human (and that's basically the only 2 mob categories that can exist) do frost or lightning damage?
 
Don't worry, the stat consolidation stuff is on the back burner for now. And we strayed away from the standard trope of elemental damage types because we wanted to try something a little different.
 
Don't worry, there are plenty left ^^


It's a result of the low fantasy setting. In a world without magic, how could an animal or human (and that's basically the only 2 mob categories that can exist) do frost or lightning damage?
Uh, there are real life animals in our non-magical world that do lightning damage. You say "low fantasy", but I see walking tree people.
 
Uh, there are real life animals in our non-magical world that do lightning damage. You say "low fantasy", but I see walking tree people.
I mean I get why they call it low fantasy, but yeah walking tree people!

And of course in lore folks were doing mighty high stuff with Alchemy.
 
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