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QA January 15th

Undone

Codemaster
Stormhaven Studios
Please see and comment on the "Feedback Focus" section at the end of this post.

Characters have been migrated from Live as of January 14th, 2025 at 9am Central Time.
  • Fixed typo in Quick Strike Alchemy description
  • Fixed floating trees in Redshore
  • Fixed Ley Compass clipping into the ground in parts of Redshore
  • Fixed a bug where your chat would immediately clear if you could not speak in a specific channel.
  • Fixed loot table for high level frogs that were dropping invalid Flask items.
  • Fixed issues with respawning from the boss frog room in Flooded Ruins.
  • Alchemy I/II now have separate cooldowns
  • Large 2H weapons now use longsword locomotion animations (walk/run). Note that idle and combat anims remain the same. Goodnight sweet swaggle.
  • Ley Compasses now move a little faster.
  • Added UI Compass. Note that the magnetic fields of big blue make it act a little quirky. And for some reason ember features seem to exacerbate the quirkiness.
  • Added /follow command for subscribers. This only works on group members.
  • Back slot renamed to "Utility"
  • Viperid Toxins no longer stack from multiple Wardens.
  • Doubled the maximum number of visible items in the loot roll window from 4 to 8.
  • Items from bosses now have 2x extended loot timers
  • Crafting itemization v2 (see below)
  • All named mobs that do not drop legacy items have had their placeholder spawns removed. In other words: they will always spawn. See the below crafting update for more info.
  • Updated role descriptions on character creation from the website.
  • Added specialization descriptions to each selected role on character creation from the website.
  • Increased respawn rates in Blightroot Grove and Torchbug Tunnels solo loops
  • Adjust spawn rates on some mobs in Dryfoot.
  • Snatchscale Snatcher has returned to Redshore.
Updates to Crafting:
The long-awaited itemizationv2 update to crafting has been completed. In short it brings better crafting coverage across all levels and materials, better stacking for consumables, more sources of flux, more uses for flux, a new type of flux, ammo improvements, additional positional bonuses, more consistent access to recipes and a new crafter-only item for those who choose to craft on their adventuring characters.

Goals: Along with rebalancing crafting to bring it in-line with the current dropped gear, we wanted to offer mechanisms to work towards higher quality gear with additional benefits. As well as creating more distinct differences between various material types which better align with character stat preferences.

At a Glance: Here's a few examples of what the new crafting outputs look like. Advanced, Imbued and Radiant Imbued:
P90jOwS.png


List of Crafting changes:
  • Bring crafted consumables and gear in line with current itemization.
  • All basic crafted gear is now Advanced (Green Items) with their associated material bonuses.
  • Reworked Arrows and Bolts for better stacking and improved innate stats with not having an offhand.
    • Arrows increase +ranged damage
    • Bolts increase +healing
  • Reworked Crafted Food/Drink
    • Normalized durations for Food/Drink
    • Regular versions last 30 minutes
    • Smoked Meats and Sap Teas (new recipe) last 60 minutes
  • Added new "Enhanced" versions of Potion recipes
    • Use flux similar to Imbued gear
  • Added recipes to have full coverage of primary material recipes:
    • Silver/Iron Recipes
    • Elm/Oak Recipes
    • Silk/Mandrake/Mangrove/Noble Equipment Recipes
  • Corrected base damage balance for crafted weapons.
  • Updated crafted Leather Armors to match dropped progression of +Positional values
  • Changed how creature-resource recipes are obtained (Mandrake, Mangrove, Noble Elk)
    • Basic Recipes (Gathering Refinement, Food/Drink, and non-Imbued) will be found more readily from the source creatures around the level of the recipes.
    • Advanced Recipes (Imbued Equipment, Enhanced Food/Drink) are rare drops from the same creatures types.
    • Boss drops for these Gathering Refinements have been replaced with the rare Imbued/Enhanced recipes.
  • New Recipes added for Crab Meat.
  • Updated Throwing Knives
    • Higher level knives add additional threat to the hit.
    • Imbued Knives will add a short snare to the target to assist with pulling.
  • Added temporary crafting section to Quartermaster's Alcove including:
    • Merchants with all materials across all levels, including Flux and Radiant Flux
      • Note: Some material/level combinations present on QA do NOT exist in the live game.
    • Merchants with all Basic and Advanced recipes across all levels
    • Trainer to change professions
    • Local Stash and Shared Bank
    • Crafting Station
  • Reworked all material bonuses (materials may give bonuses to different stats.).
  • Added new tier of flux called "Radiant Flux". Gathering professions can obtain a new recipe at their recipe merchants. Radiant flux requires 20 normal flux to create, but is capable of outputting Mythical level (Purple) crafted Equipment.
  • In conjunction with other changes all named mobs that do not drop Legacy items now have had their placeholders spawns removed. These named mobs have a chance of dropping flux or a recipe instead of their normal items.
    • This should greatly increase the flux present in the world and help with building towards Radiant crafted gear.
  • Each Crafting Profession (Armorsmith, Outfitter, Tinkerer, Weaponsmith, Woodworker, Provisioner) has access to new recipes to create items for the Utility Slot (Previously the back slot). These items are Soulbound and represent an additional benefit to those who choose to pursue a crafting profession as an adventurer.
Note that current crafted weapons will have the same base stats (damage dice) as before. However, if these weapons are made again then they might be slightly better. This upgrade did not allow us to do a full in-place conversion on the back end.

Feedback Focus:
  • Separate Alchemy I/II Cooldowns
    • Does it function as expected?
    • Are the UI elements easy to understand when both are active? What about when one is active and the other is not?
    • Any other feedback is welcome here.
  • UI Compass
    • Thoughts on the functionality? We do not have plans to add POIs to the compass but may consider it at a later date.
    • Thoughts on the quirkiness from big blue and Ember features?
    • Do you like/hate that it exists?
    • Does it detract from the game requiring you to "learn" the zone?
    • Is it helpful?
    • Do you think it will increase the chances of new folks sticking around?
  • Follow Command
    • Does it work as expected?
    • Any comments on functionality? The primary reason we made it group only was to reduce griefing opportunities (i.e. if someone is following you, then you can leave the group).
    • How are the follow distance, stopping distance, too far distance, etc?
  • Crafting Updates
    • Does the gear in this update make crafting more or less competitive with adventuring gear?
    • How do you feel about the higher tiered flux?
    • Thoughts on specific soulbound utility gear pieces for specific crafters?
    • Thoughts on removing most named placeholders?
    • Examine current crafted items for issues.
      • Consumables / Ammo will likely have some odd stacking issues with newly created items but that is to be expected due to the backend changes required.
 
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Initial impression of the compass, I wish it lined up with the buttons to the right.
i.e. if the thin white line was where the thick white line is and the zone name below it rather than above.
OR - it was movable.
If not movable I will probably turn it off, but I do get why some people want it.

And yeh I still wish its alpha could reduce to about 25% when moving.

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The Alchemy 2 being active on the Aid (leaf) skill is intuitive to me and overall I think it's a very nice solution.

The only thing I'm questioning is the need for the Alchemy 1 skills to pulse.
I'm wondering how the Alchemy 1 skills would look without the pulse.

I like this for the separate cooldowns, very nice.

1737000226958.png
 
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The Alchemy 2 being active on the Aid (leaf) skill is intuitive to me and overall I think it's a very nice solution.

The only thing I'm questioning is the need for the Alchemy 1 skills to pulse.
I'm wondering how the Alchemy 1 skills would look without the pulse.
They should only pulse when the bubble is active and the ability is not on cooldown.
 
Random thoughts incoming....

The 2H animation is so much better now.

Surprised by the lack of GPU being used on my 1060 potato, nice.
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Totally offtopic: I wish I had more reasons to revisit the lower EV's on my main toons.
Noting I do have 1. Hunting log, 2. reagents, 3, a little EE

Not finding any regression issues so far.

The more I think about it, the more I dislike the movement of the compass whilst standing still in the EV, it's drawing my focus and makes me want to disable the compass.
I love the glistening on the water etc, but yeh, I'll be turning the compass off.

And I would like to toggle off the Alchemy pulsing.

No comment on the /follow and crafting yet.
I'm not a crafting expert, so standing aside on that one.
I will say I'm a huge fan of the /follow being sub only and group only, but I can't test the distances just now.

Will do some more regression later today (visitors coming over soon).
 
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it was but then I had to add the zone name text
I would make a snarky comment about people not even knowing what zone they were in, but when I stumbled into Redshore Ridge at level 16, I had no clue it had happened. Of course, the map told me I was in Redshore....
 
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