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LIVE November 26th; what's new?

Undone

Codemaster
Stormhaven Studios
November and December's patches will continue to be light on content as most of our design time is spent on the upcoming zone Grizzled Peaks II. However, similar to last month we were able to sneak in a few fixes and design changes. We are also making headway on Steam integration and we hope to have the store page up relatively soon.

Reminder that the game has TEMPORARILY gone completely free to play for everyone including all subscriber perks. For further details on the reasons why please read our most recent press release.
  • Tech / NPCs
    • Fixed a bug that allowed you to open locked chests when the key was in a missing bag.
    • Fixed some navigation issues in Dryfoot Stronghold.
    • Your character is no longer targeted when cycling through defensive targets via tab.
    • Updated vegetation shaders to the latest revision. This brings minor bug and performance updates in preparation for an upgrade to Unity 6 in the near future.
  • Environment / Art
    • Fixed a missing audio profile on the Dislodged Great Axe.
    • Fixed water protruding from rock border in a dungeon room.
    • Fixed a shader cutoff issue on some grass in certain dungeon rooms.
    • Fixed stuck spots in Dryfoot, Dryfoot Stronghold, Grizzled Peaks, Meadowlands, Newhaven Valley, Northreach, Central Veins, and Aquifer.
    • Added a candle near the mailbox in Grimstone Canyon as per a player request.
    • Giant Crocodile is now more giant.
  • UI
    • Fixed spelling of Sheath in game options to use the verb Sheathe.
    • Hail command now prioritizes your defensive target over your offensive target.
    • Added a new keybind to invert your hail priority (unbound by default).
    • Added "Hail Offensive Target First" toggle to game options which changes the priority of Hail.
    • Added "Keep Alchemy Active on Cancel" toggle to game options which is defaulted to false. This deselects Alchemy when cancelling an ability that was queued for it. To restore previous functionality toggle this to ON.
  • Design
    • Assigned proper categories for Ancient Bear Short Bow and Brookhollow Great Axe.
    • Reduced the level requirement for your second and third trade skills from 6/12 to 3/6.
    • Falling unconscious or giving up within the Proving Ground's PvP volume will no longer apply wounds.
    • Added adventuring XP bonus to the following content (combat log will indicate that a bonus was included):
      • Raccoon Dens
      • All Named mobs.
    • Highland Hills North merchant now additionally sells level 30 goods.
    • Locked chest in Forgotten Depths moved away from the quest alter.
    • 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 2 seconds to 1 second. Both Alchemy I and II now only add 1 additional second to the execution time.
 
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November and December's patches will continue to be light on content as most of our design time is spent on the upcoming zone Grizzled Peaks II.
Please don't add bulletin boards there.
I see them as a cheap, immersion breaking feature.
A better approach would be to have a few NPCs exchanging things with players, not for gold but for services, services which can be performed only if they have the means to offer them.

Also make the NPCs walk and talk with each-other, spread rumors, with their own personalities, some worried about their situation, others optimistic when things improve.
There could be a hidden mood, memory and reputation system too, where players would get different treatment, not easily predictable.
 
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