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LIVE February 25th; what's new?

Undone

Codemaster
Stormhaven Studios
This month's patch includes updated vegetation shaders, a new boss in Dryfoot, and an auction house.

Reminder that the game has TEMPORARILY gone completely free to play for everyone including all subscriber perks. For further details on the reasons why please read our most recent press release.
  • Tech / NPCs
    • Upgraded the project to the latest Unity 2022 subversion. This includes minor engine bug fixes and improvements.
    • Upgraded Vegetation Shaders to the latest version which are more computationally efficient.
  • Environment / Art
    • Fixed some env issues in Grimstone Canyon.
    • Fixed some env issues in Redshore Forest.
  • UI
    • Fixed a number of toggles in the options menu and cleaned up their tooltips.
    • Fixed a bug where the merchant window may not always update the proper items when holding shift.
    • Refactored "Exposure Adjustment" slider in the video options to be more intuitive. It is now called "Night Brightness" and increasing the value will increase the night time brightness.
    • Player link cursor is now a text bubble as opposed to a glove.
    • Clamped expiration time on Ember Drift tooltips to 0s.
    • Added open/close audio to mailbox UI.
    • Abilities that trigger combat on execution now only show as disabled if you have an invalid target. Once you have a valid target they show the red overlay indicating if you do not meet the distance/angle requirements.
    • Replaced ellipsis on banks with the Edit Currency button seen elsewhere in the game.
    • Macros:
      • Macro Edit dialog now has tab navigation.
      • Macros can now be rearranged left/right up/down via context menu actions.
    • Currency Picker Dialog:
      • Revamped validation logic to be more reasonable.
      • Fixed a bug where it could sometimes initialize with the wrong values.
  • Design
    • Added a new level 23 boss mob to Dryfoot.
    • Adjusted stackable postage costs.
    • Added a crafting station to Grimstone Canyon
    • Refactored crab meat consumable:
      • The level 20 version is the only version created by the recipe.
      • Recipe only requires 5 meat per combine and creates 5 consumables to match.
      • The resulting consumable now has a higher chance of proccing the regeneration.
      • The proc duration has been extended to 60s.
      • The proc stacks up to 5 times and resets when the duration expires.
    • Increased crab meat drop rate.
    • Shrieks in the Grimstone Canyon EVs will now count towards any Grimstone Canyon Bulletin Board task.
    • Normalized drop rate of Grizzled Peaks boss armors to account for different specializations that share armor sets.
    • Specialization bonuses for Knight, Marshall, Juggernaut, and Warlord have changed:
      • Knight: +Block
      • Marshall: +Parry
      • Juggernaut: +Damage
      • Warlord: +Haste
    • Duelist specialization bonus to combat movement speed increased.
    • Slight increase to some legendary equipment stats.
    • Adjusted haste potions to be more in line with other offensive potion types.
    • King's potions are again only considered "offensive" potions and should stack with "defensive" potions.
Auction House
This patch introduces an auction house to Newhaven City! A bulletin board has been added near each bank which acts as our auction house. We hope to have updated and more unique art for this interactive at a later date. We tried to keep things simple with the goal to enable asynchronous offline trading.

With the UI you will find 3 primary panels: "New Auction", "Bid / Purchase", and a list of available items. The footer contains text saying how many items match your given filters, your available currency, and how many auctions you are currently winning and have active.
d03eGbA.png


The "New Auction" panel located in the upper left. Here you will find an empty slot you can drop items into to enable the new auction controls. The two toggles "Buy It Now" and "Auction" dictate what type of auction you will be posting along with controls to set their respective values. Note here that the buy it now price must be greater than the auction price. Deposit shows the money required to post this item up for auction - hovering over this element will show a tooltip explaining how the auction house cut works. Finally you will find buttons for 2 and 5 days which dictates how long this auction is listed for. The extended option (5 days) is available to subscribers only.
RjO74e8.png

How does the cut work? The Auction House takes either the deposit or 10% (5% for subscribers) of the sale price of the item, whichever is larger. If the item does not sell, then the auction house retains your deposit and ships the item back to via post.

Selecting a current auction will populate and unlock the "Bid / Purchase" panel (for auctions that are not your own). Here you can elect to buy the item immediately if the lister had "Buy It Now" checked, which will place the item directly into your inventory, or mail it to you if your bag is missing or full. The second option is placing a bid at an amount of your choice not to exceed the buy it now price (if present). Whoever is winning the bid when it expires will be shipped the item in the post.
4fgVV4X.png

Finally we come to the filters and auction listings panel. Here you will find toggles for:
  • My Listings: shows your auctions from all characters on your account.
  • Currently Winning: show any auctions that any of your characters are currently winning.
  • Auctions: show any listing with auction enabled.
  • Buy It Now: show any listing with buy it now enabled.
  • Can Use: only show items that you can equip or use.
  • Level: Show only items that meet this level threshold. Applies to equipment/items level requirements, and minimum material levels.
  • Sort: sorts the list by a predefined set of criteria

The auction house has a few caveats and/or notes to keep in mind:
  • Listings will update in real time while the auction house window is open. During this time, if you are outbid on an item an audio queue will play indicating as such.
  • Listings are limited to 10 per account.
  • Listings can be cancelled via a right-click context menu. This applies to any of your account's auctions. Note that your deposit will be lost and the item and/or payments will always be returned to the original lister.
  • The only transaction that attempts to put items directly in your inventory is Buy It Now. All other transactions transport items via post.
  • Your account auctions are denoted by a blue seller name, and blue triangles as seen in the above screenshot for Flexo. Any of your auctions will show a tooltip denoting the roughly exact time remaining, while the auction house listing itself will be far more vague in the time remaining to dissuade bid sniping.
  • Any auctions you are currently winning will show a blue background to the "Current BId" value with a tooltip indicating as such.
  • You cannot bid on or purchase your own auctions.
  • Subscriber benefits include an extended listing time (5 days), and reduced auction house fees (5%)
 
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OMG OMG OMG

Thanks so much for these updates, I am so happy to see the progress in this great game.

@x1101011x
Feel free to not use the AH. But there is a large portion of players that have lamented the fact this isnt around. I want more population, more groups and more fun. And hopefully this helps in achieving that ahead of the steam release. Play times vary for many of us and to have the ability to get gear or resources for crafting at any time far outweighs any fears I have about the "economy" or "player interactions" that might arise from the AH.
 
OMG OMG OMG

Thanks so much for these updates, I am so happy to see the progress in this great game.

@x1101011x
Feel free to not use the AH. But there is a large portion of players that have lamented the fact this isnt around. I want more population, more groups and more fun. And hopefully this helps in achieving that ahead of the steam release. Play times vary for many of us and to have the ability to get gear or resources for crafting at any time far outweighs any fears I have about the "economy" or "player interactions" that might arise from the AH.
My concern is that the auction house facilitates trade without counters in place to prevent market saturation or to encourage actually playing the game. It provides more incentive to lvl as quickly as possible to make more gold, so you can just purchase the items you want.

Games like WoW addressed this problem by making nearly all significant drops from group content soulbound. It doesn't seem like there is a mechanism in place for this game. The AH right now appears to be a time bomb waiting to go off -- if the Steam release is successful, and the population makes a comeback, that is.
 
My concern is that the auction house facilitates trade without counters in place to prevent market saturation or to encourage actually playing the game. It provides more incentive to lvl as quickly as possible to make more gold, so you can just purchase the items you want.

Games like WoW addressed this problem by making nearly all significant drops from group content soulbound. It doesn't seem like there is a mechanism in place for this game. The AH right now appears to be a time bomb waiting to go off -- if the Steam release is successful, and the population makes a comeback, that is.
Getting gold is not easy in this game at the starting levels and up to 30s IMHO. Most new players wont be bypassing anything as they will not have the money to do so early on. Also looking at the AH today I see most gear is 20+. People want to use their currency in game as they see fit, not how you tell them to play. This feature will shake out as a good thing as most player like the slow pace and I do not think the AH will speed that up drastically. I met 3 new players today actually, 1 started yesterday, she was saying how she wants to enjoy the journey. I hear that alot in my interactions with new players and AH will make a lot of new players happy, happy players are subs when it goes online again, SO the devs get paid for this great game and all the time they put into it.
 
Getting gold is not easy in this game at the starting levels and up to 30s IMHO. Most new players wont be bypassing anything as they will not have the money to do so early on. Also looking at the AH today I see most gear is 20+. People want to use their currency in game as they see fit, not how you tell them to play. This feature will shake out as a good thing as most player like the slow pace and I do not think the AH will speed that up drastically. I met 3 new players today actually, 1 started yesterday, she was saying how she wants to enjoy the journey. I hear that alot in my interactions with new players and AH will make a lot of new players happy, happy players are subs when it goes online again, SO the devs get paid for this great game and all the time they put into it.
If new players can't afford to interact with the auction house, then how does the auction house make new players happy?

In WoW, whenever I made a new player, I would take all gathering professions and then put low lvl mats on the AH and make a ton of gold -- much more than a new character at that lvl should have. That's because higher lvl characters valued gold less, as they gained it much more easily, and the AH did its job by distributing resources and reducing arbitrage in the market.

The AH will help new players get the gold they need to make purchases to bypass playing the game.

But you don't need the best items to lvl up. Already many people race to get to 50 as fast as possible (for no apparent reason). Why incentivize that behavior?

I'd like to emphasize that I'm not saying there shouldn't be an AH, but I'm concerned because there doesn't seem to be much to prevent problems associated with having an auction house in the long term.

Other mmos became terrible slowly over time as they caved to player demand. Players don't know what they want. This game isn't unpopular because it didn't have a compass or an auction house; it's unpopular because it doesn't have enough players, and it doesn't have enough players because it wasn't developed enough when it released over two years ago, and people left.

Well, the game is in a much better state now, but people have already judged it. Perhaps the Steam release will give it the jolt it needs to get enough players at once for people to realize it's actually good, but I won't hold my breath.
 
I disagree on why popularity was an issue, my list of reasons is long, none have been about player population, I remember having multiple "layers" because of population, and most of my concerns are from this time. Also talking and reading some of the issues folks have been having (which the devs have listened and tried to address thankfully) has been a HUGE factor in what I think.

Again I am about MORE fun and population not "gatekeeping" or punishing new players for not knowing how to navigate this game, I have witnessed early on rudeness at new players from "regulars" and all that did was make the population shrink which those "regulars" then complained about and a ton of those same "regulars" left this game.

I respect your thoughts. I am not trying to change your mind, merely ADD to the discussion so more ideas are brought forward in a EQUAL manner.
 
I think we can all agree that the game didn't live up to our expectations when it comes to population. All we can do is move forward and hope Steam gives us the boost we desperately need.
 
I think we can all agree that the game didn't live up to our expectations when it comes to population. All we can do is move forward and hope Steam gives us the boost we desperately need.
Years ago when I was naive and happy, looking for new games, somebody told me to create a Steam account.
I was shocked to see that small companies make games and call themselves "indie".
I had to come up with a "theory" to explain that: I told myself that developers who are really good and would excel in a serious AAA game development environment, decide to leave to make games by themselves because the development process slows them down. They cut the overhead, they take good decisions fast and they make no mistakes. And that's how the overwhelmingly positive games happen.
 
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