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QA January 16th

Undone

Codemaster
Stormhaven Studios
Character's have been migrated from Live-->QA as of January 16th, 2024 @ 10am central.
  • Rolled back client to Unity 2021 for this month. The Unity 2022 update will likely hit at the end of February.
  • Fixed a number of stuck spots.
  • Fixed some environmental prop issues in Grimstone Canyon and Northreach
  • Fixed some lingering nav mesh issues in Highland Hills
  • Removed keybinds for group members 7 & 8
  • Cha-cha-cha: some work has been done to mitigate the "cha-cha-cha" effect on larger creatures. Please give these a test and let us know if these battles are less of a pain.
  • Server Memory Leak: early last year we made an attempt at patching our server's memory leak only to have the engine dead lock on us after deployment. This had me scrambling to push out another server build to disable these fixes. This year I have taken another stab at patching our server's memory leak, but this time the toggles for the code now live in the database. Which is a short hand version of saying that we will be performing some experiments on live in the near future. These code paths are currently enabled on QA :insert cross fingers emoji:
  • Added solo loops for Torchbug Tunnels, Watcher's Folly, and Flooded Ruins
  • Re-itemized stats for the following armor sets: Dark Chitin & Carved Leather
  • 2^ mobs adjusted to deal more damage and have less health.
  • Mire health increased to compensate for lack of armor.
  • Reduced Ashen Bear ability weapon contribution modifiers.
  • Decreased damage over time on low level Deep Bat bleeds.
  • Additional cleanup of mobs wandering into solo loops.
  • Fixed Rockmender Hammer dropping from higher level mobs/chests.
  • Remove unused Ramie leaves from level 50 chests.
  • Prevented Ashen Muckripper ability "Mud Bath" from re-triggering VFX.
  • Fixed duplicate resists on Lab Barrier Shield.
  • Sentinel abilities Replenish, Treatment, and Overprovision cooldowns reduced by 25% (20s -> 15s)
  • Increased range of Defender A1/A2 First Strike, Perforate, and Crushing blow to be 16m up from 12m
  • Assailing strike A2 armor damage increased (more armor damage adjustments coming)
  • Marshal adjusted Alchemy Abilities:
    • Halt A1/A2 range increased
    • Hal2 A2 root is changed to a Stun, targets struck when stunned take extra damage
    • Pressure A1 duration increased
    • Pressure A2 all offensive stats of the target are reduced instead of just haste
    • Pursuit A1/A2 range increased
    • End Around A1 additionally stuns nearby targets
    • End Around A2 stun is a hard stun
    • Quick Strike A1/A2 execute type mechanic added (bonus damage multiplier the lower the target's health is)
    • Parry A1/A2 additionally adds stamina regen
(NOTE that the above ability changes are subject to change before hitting live)
 
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  • Cha-cha-cha: some work has been done to mitigate the "cha-cha-cha" effect on larger creatures. Please give these a test and let us know if these battles are less of a pain.
I'd like to note that this effect doesn't just affect large creatures. It occurs with EVERY mob, it only becomes more obvious the larger the creature is, as the magnitude scales with their size.
But a humanoid sliding around 5m is equally annoying as a raven going 20m.
 
I'd like to note that this effect doesn't just affect large creatures. It occurs with EVERY mob, it only becomes more obvious the larger the creature is, as the magnitude scales with their size.
But a humanoid sliding around 5m is equally annoying as a raven going 20m.
There are a few different NPC issues we are working towards fixing. The "cha-cha-cha" refers to when large creatures move back too far, then forward too far, then back too far while in a fight.
 
  • 2^ mobs adjusted to deal more damage and have less health.
How did you guys come up with the reasoning to increase damage though? It's already a PITA, defenders and supports are already lacking in offensive damage.

Isn't the goal to make things a lil bit more solo friendly? What do you feel is a good "down time" between fights when you are soloing? 3 minutes resting? 5 minutes? 10 minutes?
 
How did you guys come up with the reasoning to increase damage though? It's already a PITA, defenders and supports are already lacking in offensive damage.

Isn't the goal to make things a lil bit more solo friendly? What do you feel is a good "down time" between fights when you are soloing? 3 minutes resting? 5 minutes? 10 minutes?
2^ mobs are designed for small groups of 2-3 people. This change does not impact the soloability of 1^ mobs.
 
There are a few different NPC issues we are working towards fixing. The "cha-cha-cha" refers to when large creatures move back too far, then forward too far, then back too far while in a fight.
Yes, that's what I meant too. It happens with ALL mobs, it's just more obvious the bigger they are.
sliding_2-a.gif
 
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