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December 13th; what's new?

Undone

Codemaster
Stormhaven Studios
What's new?
This week is once again mostly bug fixes and minor updates. We are also happy to report that the server's memory upgrade allowed us to go an entire week without having to restart any zones. Granted, these zones are still eating up way too much memory but at least the server is stable. In the coming weeks I plan to slowly enable memory leak code fixes in chunks so that we can better pinpoint the cause of the server deadlocks and work around it.

We here at Stormhaven Studios want to wish you all a happy holiday season and thank you for all of your continued support.

Reminder: next patch is scheduled for January 3rd. We may schedule a server restart on December 27th but that's still up in the air. Keep an eye on the events in Discord.

Bug fixes / improvements:
  • Tech
    • Emberdrift spawning tech has been overhauled. They are now guaranteed to be up 100% of the time. The entrances will still migrate around the map, but they will exist (they never despawn, only move). We have also migrated two Emberdrifts from Northreach to Meadowlands. The totals are now 2x Northreach, 2x Dryfoot, and 3x Meadowlands.
    • Added toggle to gameplay options "Disable Camera Collision Smoothing". There appears to be a bug with the camera system causing it to jitter considerably when it is backed up against an object. By enabling this toggle the camera will no longer smoothly zoom in/out when encountering a transition but instantly snap. While this does resolve the jitter in close quarters it is not the ideal experience. This toggle is also not a permanent solution and could in fact make it worse by making the camera even more jerky depending on your particular situation. This bug has been submitted to Unity.
    • Fixed a bug causing mobs stunned while feared to continue fleeing.
    • Fixed target acquisition bug with guards targeting some NPCs they were set to ignore.
    • Fixed AoE targeting to be more reliable. This is most noticeable with the ability Halt.
  • Environment / Art
    • Misc. bug fixes to Meadowlands
    • Misc. bug fixes to Redshore & Redshore Ridge
    • Further separated Redshore & Redshore Ridge scene props to improve performance in both scenes.
    • Fixed a number of stuck spots throughout the world.
  • UI:
    • Group window nameplate will be highlighted if your group member is selected as a defensive target.
    • Updated Redshore map.
    • Added discoveries to Redshore Ridge map (still a WIP and is currently only areas and ember rings)
    • Fixed incorrect cooldown displays when hasted
  • Design:
    • Repair Kit Crate cost greatly reduced
    • Repair Kit recipe only requires one of each material.
    • All purchased materials that have player crafted versions are considered Raw Components. They will now be allowed in the gathering bag and lower the level of consumables made with them.
    • Stags in Redshore replaced with Elks
    • The abilities Screen, Guts, and Brace no longer stack.
    • Marshal ability Draw Fire is now an AoE around the player.
    • Increase hunting refinement recipe experience gains.
    • Added some bears to Redshore around the new ridgelines
    • Ruptures added to Redshore Ridge.
Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.

Some of the updates that are currently on QA coming in January 2023:
  • DOTs gaining a benefit from heavy/critical hits
  • Debuffs/DOTs can land on +3/+4 red mobs with reduced durations
  • Fixes to "fully rested" regen timers in some situations
  • More item linking fixes
  • Extended range on Provoke
  • Extended range for XP and loot rolls.
  • New outdoor dungeon in Redshore?
  • ....lots more to come!

Patch Size (ongoing)
We are working on migrating our scenes to a new loading system that will reduce the overall size of patches. At the moment all scenes are lumped together into a large ~3gb file. Any time data within this file changes it must be redownloaded - even if those changes are small. By breaking our data up into smaller chunks those downloads will ideally be minimized to smaller individual files moving forward. The end result will be saving us bandwidth (money), and saving you download time on patch day. The tech required to do this loading has been implemented. The work remaining is breaking the scenes up into individual files along with creating the shared bundles that contain assets used by multiple scenes.

Known Issues:
  • Occasionally a loot roll may be skipped entirely and a carcass will be given. When this happens please provide any relevant details as we are still trying to track this one down.
  • Deconstructing crafted items returns junk 100% of the time.
  • Not all clothing/armor has visuals
  • Dragging a group-nameplate in the group window will set the wrong pivot point for the group window and the whole thing will drag a bit weird.
  • Typing chat text may occasionally become invisible. Unfocus your chat window and trying again a few times typically resolves this.
  • MacOS:
    • Zooming the camera while holding the right mouse button can cause your chat window to scroll. This is not intended behavior.
    • At some camera angles the sun may go dark. This should not happen frequently but is readily reproducible at some locations. Investigating a fix.
 
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The highlight for the group member interface will be nice. When I do heal, I watch that section closely so having that clear indicator which I have selected will be nice.
 
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