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QA June 11th

Undone

Codemaster
Stormhaven Studios
  • Unity Engine upgraded from major version 2021 to 2022
  • Fixed a number of carts without colliders.
  • Fixed a nav issue in Mammoth's cave.
  • Fixed an issue with nameplates fading in and out while running in first person mode.
  • Added "Reset Position" context menu option for target-of-target nameplate.
  • Adjusted Quillback camps for smaller groups in Meadowlands.
  • Enabled instance indirect vegetation rendering on macOS (increased performance)
  • Clamp vegetation rendering distance to clip plane (performance saving)
  • Can no longer take a screenshot or toggle the UI while input is prevented i.e. when chat is active.
  • Loading screen now displays more information regarding the unloading/loading progress.
  • The respawn times for skull bosses are now stored in the database. This means that their respawns will not be impacted by server restarts.

Dense Nodes:
We have smoothed out the Gathering profession progression with changes to Dense nodes. Dense nodes have been repurposed to add additional tiers of progression. Experience gained from gathering is determined by the difference between your level and the required level of the node. This meant that certain levels (lvl 19 skinning lvl 10 required corpses for example) were slower than desired to progress. This change adds a step between here so that at 19 killing mobs 15-19 would have a lvl 15 skinning required corpse to skin. These "dense" versions all have increased yields over the earlier tier versions, but still provide the same items.Dense Resource Node changes:
  • Dense nodes have been given updated visuals to make them more distinct from their non-dense counterparts.
  • Dense nodes have had their required level increased by 5.
  • Dense nodes will now spawn in locations with similarly level mobs.
  • Dense nodes provide additional resources.
  • Similar to the nodes, skinning requirements now increment every 5 levels with additional resources awarded for the higher required skill level.

Non-alchemy Ability Visuals:
Added Visuals and Sound Effects for all Non-Alchemy abilities. These effects are more minimal in comparison to the Alchemy effects, but help improve overall game feel and skill identity. This is still a Work-In-Progress, all specialization skills except for Warlord have had an initial implementation at this time.

Damage Target Offsets for VFX:
We have added a positional offset for VFX application. Previously, VFX would trigger "inside" of an NPC resulting in only a small bit of the VFX visible; this was obviously worse on larger creatures due to their size. Each creature now has a custom offset which moves the VFX towards the source ensuring that most of the VFX is no longer shown inside of the NPC when triggered. In addition, many of the larger creatures now have additional VFX damage targets to improve VFX placement (i.e. feet, tails, etc).

Health Regen Refactor:
To make +Regen more impactful we have revamped when and how it is applied. +Regen now allows you to regenerate health at all times including combat. While the amount you can regen in combat is not a huge, it is certainly an improvement over previous configurations. The real benefits of health regen will be felt outside of combat where it will give you a leg up on your "fully rested bonus"; this is the boosted regen rate that gets larger the longer you spend outside of combat. +Regen essentially accelerates the internal clock that keeps track of how long you have been out of combat. In other words: +regen will allow you to gain a larger out of combat regen rate faster. I won't get into the nitty gritty details but will simply ask you to give it a shot and let us know what you think. In our internal testing it has reduced downtime significantly for large health pools.

In Progress (not available for player testing):
  • City monolith tech and art
  • New quests (fortress+others)
  • Crafting improvements
  • Gathering & Crafting task design improvements. While we thought these tasks might be ready this month our internal testing showed these to be a bit lackluster. We did some brain storming on how to improve these tasks and think we have a good direction - we are hoping to get these rolling in July.
 
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