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QA November 19th

Undone

Codemaster
Stormhaven Studios
Characters restored from Live as of November 18th @ 11pm Central Time.

Bugs/Tech
  • Fixed missing audio profile for Dislodged Great Axe
  • Fixed water protruding from rocks in a dungeon room
  • Fixed spelling of Sheath in game options to use the verb form Sheathe
  • Fixed some navigation issues in Dryfoot Stronghold.
  • Assigned proper category for Ancient Bear Short Bow and Brookhollow Great Axe
  • Reduced level requirement for second and third trade skills from 6/12 to 3/6.
  • Hail will now prioritize your defensive target over your offensive target.
  • Added the ability to invert the priority of your hail command if you are holding shift while pressing your hail keybind.
  • Added "Hail Offensive Target First" toggle to gameplay options which prioritizes offensive target before defensive during a Hail command.
  • Added "Keep Alchemy Active on Cancel" toggle to gameplay options which is defaulted to false. This deselects alchemy when cancelling an ability that was queued for alchemy. To restore previous functionality toggle this to ON.
  • Your character is no longer targeted when cycling defensive targets via tab.
  • Fixed shader issue on grass prefab in a dungeon room.
  • Updated vegetation shaders to their latest version in prep for potential Unity 6 upgrade. Please let us know if anything seems off with the vegetation (grass, bushes, trees, far tree imposters, etc).

Design/Content/Env
  • Lots of GP2 design work
  • Fixed stuck spots in Dryfoot Stronghold, Dryfoot, Grizzled Peaks, Meadowlands, Newhaven Valley, Northreach, Central Veins, and Aquifer.
  • Falling unconscious or giving up inside of the Proving Ground's PvP volume will no longer apply wounds.
  • Added adventuring XP bonus to the following content (combat log will indicate a bonus was included):
    • Raccoon Dens
    • All Named mobs
  • Added a candle near a mailbox in Grimstone Canyon
  • Highland Hills north merchant now additionally sells level 30 goods.
  • Moved locked chest away from quest alter in Forgotten Depths.
  • Giant Crocadile is more giant.
  • Duelist Hemorrhaging Strike effects can now proc from Serration and Lingering Strikes
  • Berserker Fury now enables auto attack on use.
  • Reduced additional execution time for Alchemy II from 2s to 1s. Both Alchemy I/II now only add 1s to the execution time.

Increasing Player Health per level:
One thing discussed with the community recently is the leveling experience and the impact of leveling and we believe we can offer additional character growth to align more with player expectations. This effort will be broken into multiple steps for us. The first step is to increase the character's health gained per level, and aligning the other numbers of the game to increase likewise, being NPC damage, healing abilities, consumables, durability loss and health regeneration. For content of the same level, the game should feel exactly as it was before, mobs should seem as dangerous and downtime should be the same. But your per-level character increases will be more pronounced. Along with this change we have also increased the gap between Defender and non-Defender health, providing Defenders an additional advantage when compared to non-Defender roles to consider for tanking.

We will get feedback around this change before moving ahead with the next step of this process. The next step, which likely will be in the coming month, focuses on increasing the per-rank impact of combat abilities to continue with our focus on improving how the game's progression feels.

Note that this change will likely be pushed to December given how late in the month we are putting it on QA. Bottom line is we badly need feedback on this change and how it impacts the players. Also note that Ember Ring regen rates have not been adjusted to compensate for this change so they may be a little lackluster right now but it's in the queue.
 
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  • Hail will now prioritize your defensive target over your offensive target.
  • Added the ability to invert the priority of your hail command if you are holding shift while pressing your hail keybind.
  • Added "Hail Offensive Target First" toggle to gameplay options which prioritizes offensive target before defensive during a Hail command.
What if my keybind for Hail already includes Shift? Wouldn't it be simpler to just have keybind for "Hail Offensive Target" and "Hail Defensive Target"?

(I know, I know, there are already so many. A collapsible grouped list (movement, targeting, hotbar, etc.) would be a nice addition to the keybind pane. But of course, Priorities!)
 
What is the significance of a candle near a mailbox? Is it so you can read your messages in the dark? :-D
Alice asked for one

What if my keybind for Hail already includes Shift? Wouldn't it be simpler to just have keybind for "Hail Offensive Target" and "Hail Defensive Target"?

(I know, I know, there are already so many. A collapsible grouped list (movement, targeting, hotbar, etc.) would be a nice addition to the keybind pane. But of course, Priorities!)
I'll just add another keybind to hit with inverted priority.
 
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