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QA July 2023

Undone

Codemaster
Stormhaven Studios
Since last month's QA was a bit late, we figure why not make this one a bit early? Our timeline for this month is extremely short (content deadline of July 14th) due to various factors but rest assured we are chipping away at many things!

On the docket for this month but not guaranteed:
  • Highlands polish
  • King's Quest
  • Hunting Log
  • Well Travelled Roads
  • Additional quests and lore objects
  • New armor visuals

(THE FOLLOWING POINTS ARE IN QA)

June 29th:
Intended for the upcoming July 4th live patch:
  • Fixed: dead targets can no longer be hailed
  • Fixed: spider web effect now considers movement debuff resists
  • Fixed: prevent "Sheath Weapons after Combat" from sheathing your weapons if you are currently executing an ability
  • Fixed: prevent portable crafting station from being deployed in Newhaven City
  • Fixed: blank dialogue issues with Cintya
  • Fixed: quest logs potentially not updating if the category was collapsed
  • Updated logic to social list updates to help clear up and track down lingering social issues.
  • Removed "Center Self" ability from any Marshall's who had it. This ability was depreciated shortly after launch and was never meant to be available to players.
  • Highlands:
    • Fixed: monolith cost issues
    • Fixed: stuck spots
    • Fixed: removed problematic ladders
    • Fixed: cleaned up some ore spawning on the road
    • Vegetation adjustments/cleanup.
Custom Chat Colors
Custom chat colors are now possible! Currently this is done via JSON text file editing, but at some point in the future will be moved to in game GUI elements. We are implementing a more technical approach first to get it into your hands a bit quicker. To take advantage of this you will need to add a new file to the StreamingAssets folder. The file you want to create should be named "chatColors.json" and the default contents are as follows:
JSON:
{
    "Say":"FAEBD7",
    "Yell":"FF0000",
    "Tell":"FF00FF",
    "Party":"00FFFF",
    "Guild":"32CD32",
    "Zone":"009900",
    "World":"ADDFAD",
    "Officer":"008080",
    "Trade":"FF8199",
    "Subscriber":"CCADDF"
}
The first item in quotes is the channel name and the second item is the hex color. By placing this file in your "StreamingAssets" folder of your QA client the colors you define will be used.
  • Windows: "<launcher directory>\client\qa\Embers Adrift_Data\StreamingAssets"
  • MacOS: you will first need to right click on the launcher and select "Show Package Contents", then navigate to "client\qa" where you will see the Embers Adrift app. Right click that app and again select "Show Package Contents". Now navigate to "Contents/Resources/Data/StreamingAssets"
Once in game if you can modify the text file at any time. To reload any changes you make while the game is running execute the chat command "/reloadchatcolors" to re-parse the file and update associated colors. Patches may erase this file so make sure you keep a backup outside of the cilent directory! If you ever forget the path to this file executing /reloadchatcolors will dump a notification into chat telling you where it could not find it as a reminder.

Intended for July's end-of-month patch:
Well travelled roads
We have added tech to give you a slight speed boost while moving along well traveled roads. This is not determined by the textures on the terrain because the texture used for the road may also be used by other non-road areas. Instead, these roads are manually defined at design time. The core idea here is to have the "main roads" of a zone act as sort of a highway in which you can move along faster if you so choose. This means that not all roads get this speed boost. We are still tweaking the main roads in each zone so feel free to send in a /report if you feel that a road that is not included should be; no promises that it will be added. This feature is still very much experimental so your feedback is critical!

Note that we have excluded Newhaven Valley for a few reasons. Mainly that it's another piece of information that could easily confuse players. Not to mention it will likely immediately feel "bad" when they start ON a road and the instant the move off of it they move slower. Basically we don't have an easy way right now for the player to "learn" how to move faster on the roads so we are shortcutting this by just not implementing it until players are North of the wall.

Another note is that your +Movement stat will not be altered by this speed boost. Finally, this only works if your weapons are sheathed. If we find that this is in any way exploitable for combat (i.e. makes kiting far easier) we will remove it while you are in combat.

From a technical perspective we are handling it similarly to how we handle Ember Ring regen: with an icon that shows up on your nameplate.
3fzPzum.png

When this icon is present you are receiving a passive increase to your +Movement speed.


July 11th:
  • Fixed lingering issues with well traveled roads. Buff increased to +15 movement.
  • Improved display of the globe-icon tooltip on social windows. It now includes:
    • Sun/Moon icon to indicate day/night next to the time
    • Approximate time for the next two sunrise/sunset events.
  • Fixed: prevent need/greed/pass key presses when chat is open.
  • Fixed: show loading screen when returning to selection or login scene.
  • Fixed: NPC stuns/roots/fears now break on mental damage
  • Fixed stuck spots in Northreach and Highland Hills
  • Fixed: consumables now consider the server-corrected time when displaying cooldowns
  • Doubled the angle forgiveness that occurs when executing an ability. By the time an ability reaches 100% execution the allowed angle will be expanded by 60 degrees (up from 30). Abilities such as heal that have a 120 degree requirement will expand to 180 degrees during execution (the required start angle is still 120 degrees)
  • Tiered water added to merchants. This will fix Tea not giving experience at high levels. Previously, one water item was used for all tea recipes but now it more closely aligns with potions. Tiers are 1: pond water, 10: river water, 20: spring water, 30: filtered water, 40: clarified water, 50: purified water.
  • Drastically increase NPC acceleration parameters when the NPC is close to their stopping distance. This should allow NPCs to more accurately stop at the right spot and result in less frequent overshoots.
  • Improved how NPCs calculate if they are too close to the player. This should result in NPCs adjusting their position and backing up more frequently if they are too close to the player.
  • Improved targeting for Drolscs.
  • Improved targeting for Ravens.
  • Adjust distance buffers for large bears, slagjacks, terradiles, muckrippers, redmanes, shrieks, and woodclaimed (will allow you to attack from a slightly greater distance)
  • Updated Unity subversion to the latest revision. This should bring minor stability and performance improvements.
  • Updated a number of internal Unity packages. This should also bring minor stability and performance improvements.
The updates to the Unity engine and NPC adjustments need to be tested thoroughly!

9TWOcJN.png



July 13th:
  • We are tinkering with King's Potion stacking with other potions so things are in a weird state right now. Don't expect these changes to stay for long.
  • Increased the speed in which Mandrake, Mangroves and Woodclaimed can spot you
  • Mantor's Shield (Scales of the Mantor) given new visuals
  • Added new Sentinel ability Overprovision at lvl 20. This is a group buff that lasts for 30 seconds. If a player is hit while having the buff, it will be consumed giving the player a brief heal over time effect. This ability can be purchased from the Sentinel trainer.
  • Hemo Strike can now proc off over time effects as well as direct hits.
  • Fixed NPC Followthrough animation putting their weapons through their body
  • Reduce damage on Scorpion's Pursue ability Venom Shot
  • Added an AFK timer to character selection/creation scene. You will be automatically logged out after 15m of inactivity.
  • Added merchant NPCs to Highlands
  • Further adjustments to NPC backing up and deceleration parameters.
  • Moved the time component of the globe tooltip to a new time icon on your chat window. The icon shows as a sun/moon depending on the current time of day.
9iOOurw.png


July 18th:
  • Fixed: when multiple auras are on a group the highest level one takes priority over lower level ones. The exception to this is that you always get your own aura.
  • Fixed some animation issues with Drolscs
  • Fixed stuck spots in Central Veins, Forgotten Depths, Highland Hills, Grimstone Canyon, Dryfoot Stronghold, and Northreach
  • Fixed a bug that allowed non-subscribers to split items into subscriber-only bank slots
  • Moved some trees in the Meadowlands' Ember Oasis to increase the visibility of the egress point.
  • Kings potion now includes Daze resist and once again does not stack with resist potions.
  • Reduced Overprovision HOT slightly
  • Added "/poi" commands. This is similar to "/qa" in that it can take you to specific locations. Current available locs are: brookhollow, fd2, molebear, stronghold, freehold, emberoasis. Run "/qa" with no arguments to see the available spots. If you have suggestions of POIs to add for testing please send a /report so we can capture the location!
  • Added forsaken mobs to Northern Highland Hills
  • Added a red bar to the bottom of merchant buyback items showing what fraction of time is left before the item expires
  • Added new visuals for Assassin's Pauldrons
  • Added more Highland Hills NPCs to replace merchant tables.
  • Leveraging our merchant buyback tech we have added a new bag recovery merchant to Newhaven City near the sewers. When you forfeit your bag the contents will now show up on this merchant (money in your bag is still lost). You will have 2 hours from the time of forfeit to purchase individual items (stacks count as a single item) at an inflated price. The cost of an item is equal to the price a merchant would sell it for + a "finder's fee"; this fee increases dramatically with your character's level as this method of recovering your items is meant to be a backstop for emergency situations where traditional bag recovery is too difficult.

July 20th:
  • Woodclaimed and Mangroves will now more quickly spot players.
  • Fixed issues with Ashen Drolscs
  • Fixed stuck spots in an Ember Vein.
  • Reduced Venom strike execution time to 1s
  • Added "Recovery Cost" to item tooltips in your bag while it is missing.
  • Fixed potential ammo exploit with new bag merchant. Items tied to your role (starting items) are now removed from the bag merchant upon forgetting your role.
  • Fixed a typo in Sentinel trainer dialogue.
 
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A good place to grab some hex codes.
 
After adding the defaults into the file:

1688192377697.png

1688192411006.png

Changed the Party colour

1688192606876.png

Ran /reloadchatcolors

1688192556975.png

Success.

Updated the /say to the same colour because I'm an idiot and there was noone online to test party chat with.

1688193004719.png

1688193028009.png

More success.
 
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- Fixed lingering issues with well traveled roads. Buff increased to +15 movement.
- Improved display of the globe-icon tooltip on social windows. It now includes:
-- Sun/Moon icon to indicate day/night next to the time
-- Approximate time for the next two sunrise/sunset events.


1689128393230.png
- Fixed: prevent need/greed/pass key presses when chat is open.

- Fixed: show loading screen when returning to selection or login scene.

- Fixed: NPC stuns/roots/fears now break on mental damage
- Fixed stuck spots in Northreach and Highland Hills
- Fixed: consumables now consider the server-corrected time when displaying cooldowns
- Doubled the angle forgiveness that occurs when executing an ability. By the time an ability reaches 100% execution the allowed angle will be expanded by 60 degrees (up from 30). Abilities such as heal that have a 120 degree requirement will expand to 180 degrees during execution (the required start angle is still 120 degrees)

- Tiered water added to merchants. This will fix Tea not giving experience at high levels. Previously, one water item was used for all tea recipes but now it more closely aligns with potions. Tiers are 1: pond water, 10: river water, 20: spring water, 30: filtered water, 40: clarified water, 50: purified water.

1689129626163.png

- Drastically increase NPC acceleration parameters when the NPC is close to their stopping distance. This should allow NPCs to more accurately stop at the right spot and result in less frequent overshoots.
- Improved how NPCs calculate if they are too close to the player. This should result in NPCs adjusting their position and backing up more frequently if they are too close to the player.
So much better now !!!


- Improved targeting for Drolscs.
- Improved targeting for Ravens.
- Adjust distance buffers for large bears, slagjacks, terradiles, muckrippers, redmanes, shrieks, and wood claimed.
- Updated Unity subversion to the latest revision. This should bring minor stability and performance improvements.
- Updated a number of internal Unity packages. This should also bring minor stability and performance improvements.
 
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Tested the below and marked in green things that believe working and red things that aren't.


Fixed: dead targets can no longer be hailed

Fixed: prevent portable crafting station from being deployed in Newhaven City


blank dialogue issues with Cintya
Don't see any difference here. Is there a condition to seeing Dialogue choices that needs to be met?

Custom Chat Colors

Well travelled roads


Fixed lingering issues with well traveled roads. Buff increased to +15 movement.

Improved display of the globe-icon tooltip on social windows. It now includes:
Sun/Moon icon to indicate day/night next to the time
Approximate time for the next two sunrise/sunset events.

Drastically increase NPC acceleration parameters when the NPC is close to their stopping distance. This should allow NPCs to more accurately stop at the right spot and result in less frequent overshoots.

Improved how NPCs calculate if they are too close to the player. This should result in NPCs adjusting their position and backing up more frequently if they are too close to the player.

See some issue with this with larger mobs attack angles being too low and having to rotate too much from small adjustments in player they are engaged with. Suggest increasing available attack angle for targeting

Adjust distance buffers for large bears, slagjacks, terradiles, muckrippers, redmanes, shrieks, and woodclaimed (will allow you to attack from a slightly greater distance)
Bow attack range is not quite right. I had to overlap the mob about 1-2m before it registered as in range.

Increased the speed in which Mandrake, Mangroves and Woodclaimed can spot you
Tested this with Mandrakes and it doesnt feel like they "spot" you faster. Honestly feels like they ignored me for a good 20s while I was running into their models and all around.

Further adjustments to NPC backing up and deceleration parameters.
See Issue with this where patrolling exiles at time of attack are moving quickly in the direction they were travelling before turning to face and pursue you. Same issue was seen with exile who was staring at a wall that moved in that direction before attacking.

Moved the time component of the globe tooltip to a new time icon on your chat window. The icon shows as a sun/moon depending on the current time of day.
 
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Adjust distance buffers for large bears, slagjacks, terradiles, muckrippers, redmanes, shrieks, and woodclaimed (will allow you to attack from a slightly greater distance)
Bow attack range is not quite right. I had to overlap the mob about 1-2m before it registered as in range.
Could you expand upon this? I had to make some additional adjustments to the larger creatures which may negate the "slightly greater distance".
 
Could you expand upon this? I had to make some additional adjustments to the larger creatures which may negate the "slightly greater distance".
I was targetting the mob and using the range indicator on a shortbow. For larger mobs I should be able to hit them as they were showing up in the range of the skill to attack, but it took me moving closer than the range displayed to fire the skill.
 
I was targetting the mob and using the range indicator on a shortbow. For larger mobs I should be able to hit them as they were showing up in the range of the skill to attack, but it took me moving closer than the range displayed to fire the skill.
Hrm which mobs specifically? Just tested it to be working as expected with a drolsc, ridgeback, and raven with my shortbow at max range.
 
  • Moved some trees in the Meadowlands' Ember Oasis to increase the visibility of the egress point.
    • While this is good, I suggest this location as a more visible egress: MjAxfCgyNTQuOTcsIDE4Ni43NzgsIC0xNDI2LjQwOCwgMTYyLjE0KQ==
  • Kings potion now includes Daze resist and once again does not stack with resist potions.
  • Added "/poi" commands. This is similar to "/qa" in that it can take you to specific locations. Current available locs are: brookhollow, fd2, molebear, stronghold, freehold, emberoasis. Run "/qa" with no arguments to see the available spots. If you have suggestions of POIs to add for testing please send a /report so we can capture the location!
  • Added a red bar to the bottom of merchant buyback items showing what fraction of time is left before the item expires
  • Added new visuals for Assassin's Pauldrons
    • These are sweet
  • Added more Highland Hills NPCs to replace merchant tables.
    • Ha ha Vinny was great
  • Leveraging our merchant buyback tech we have added a new bag recovery merchant to Newhaven City near the sewers. When you forfeit your bag the contents will now show up on this merchant (money in your bag is still lost). You will have 2 hours from the time of forfeit to purchase individual items (stacks count as a single item) at an inflated price. The cost of an item is equal to the price a merchant would sell it for + a "finder's fee"; this fee increases dramatically with your character's level as this method of recovering your items is meant to be a backstop for emergency situations where traditional bag recovery is too difficult.
    • The finder's fee is ridiculous at higher levels tbh. I'm not sure how this scaling works. It was 1.60g at 32 and 4g per item at 38, but it looks like it will be so high that only a super rare item will be recovered. These amounts need to be adjusted somehow based on the quality of the item not just tack a finders fee on every item. A single finders fee at the amount provided would also be a fair solution. As it stands now, this is simply out-pricing the usefulness of this vendor.
 
  • Leveraging our merchant buyback tech we have added a new bag recovery merchant to Newhaven City near the sewers. When you forfeit your bag the contents will now show up on this merchant (money in your bag is still lost). You will have 2 hours from the time of forfeit to purchase individual items (stacks count as a single item) at an inflated price. The cost of an item is equal to the price a merchant would sell it for + a "finder's fee"; this fee increases dramatically with your character's level as this method of recovering your items is meant to be a backstop for emergency situations where traditional bag recovery is too difficult.
    • The finder's fee is ridiculous at higher levels tbh. I'm not sure how this scaling works. It was 1.60g at 32 and 4g per item at 38, but it looks like it will be so high that only a super rare item will be recovered. These amounts need to be adjusted somehow based on the quality of the item not just tack a finders fee on every item. A single finders fee at the amount provided would also be a fair solution. As it stands now, this is simply out-pricing the usefulness of this vendor.
As I mentioned in the notes this is meant to be a backstop, a last resort if you will. It's supposed to be painful and costly. The current costs are as follows (in between levels are linearly interpolated):
LevelFinders Fee per ItemFinders Fee for 20 items (full bag)
11s20s
53s60s
1010s2g
1515s3g
2020s4g
2540s8g
301g20g
352g 50s50g
405gp100g
457g 50s150g
5010g200g
Ideally you never have to use this merchant's services. And when you do, you will either have to have an excess of coin or be selective about what you want to keep. Mind you we can always change this in the future if feedback really dictates that the costs are too high. But, you must keep in mind this is an emergency recovery service, not something we want used on the regular.
 
Id think that if you cut it to 1/4 to 1/2 itd be better but the 4g per item I was seeing at 38 was just ugh. Would love to hear from higher players on this. Maybe they dont care so much. I know you can make about 1g per good run at 32 or so. if you can make 10g per run at 50 then maybe its not an issue. Suggests theres a problem with loot value though at higher levels.
 
Id think that if you cut it to 1/4 to 1/2 itd be better but the 4g per item I was seeing at 38 was just ugh. Would love to hear from higher players on this. Maybe they dont care so much. I know you can make about 1g per good run at 32 or so. if you can make 10g per run at 50 then maybe its not an issue. Suggests theres a problem with loot value though at higher levels.
Faced with the alternative of not even having the option of getting your stuff back (current state of the game) - isn't a high cost a better alternative?
 
Eh maybe, If its too expensive though its a false option, Kinda of like how augments soulbind your gear. I dont consider options that are too cost prohibitive.
 
bags don’t expire or decay. why is this an issue to go back and get your bag another day when you have more time?
 
Cost increases per 5 levels

1689723754407.png

A simple double per 5 levels to get to the same endpoint would be:

1689723931640.png

Not arguing it either way, because I don't plan to use it and can't comment about gold gains past level 25, just showing the numbers.

1689724939293.png
 
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The collider for Filtch may be a little small.
Had to click on his shorts for the mouse cursor to change to the dialogue one.


His dialogue is *chef's kiss*

1689732776401.png
Tested the edge condition of buying back from him when there was nothing in my bag before I died - all good.

1689733149557.png


- Travelled to the emberoasis, moved towards the entrance of the wolfs cave (at night), died to 3 or 4 spiders on the path back into the wolfs cave, was ported to the ember ring south of brookhollow rather than to the ember oasis. Intended behaviour, not sure. If I was in a group and that happened, it may not be ideal.

1689735176222.png
 
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User error

**Just had a bug with the buyback.

Had an empty bag.
Mined 4 ore, killed one emberfly for a husk.

Let myself die to another emberfly.

Went back to Filtch using /QA
Bag recovery merchant window is empty.

(WIll go back to brookhollow now to see if there is anything in the bag I left there)


1689736929795.png

Recovered the actual bag and the items were in there.

Died to some more emberflies. Gave up.


1689737122741.png
 
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**Just had a bug with the buyback.
Items do not show on the merchant until the bag is forfeited.

- Travelled to the emberoasis, moved towards the entrance of the wolfs cave (at night), died to 3 or 4 spiders on the path back into the wolfs cave, was ported to the ember ring south of brookhollow rather than to the ember oasis. Intended behaviour, not sure. If I was in a group and that happened, it may not be ideal.
There is no hallow at the ember oasis; it is NOT a respawn point - so this is intended.
 
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