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November 3rd; what's new?

Undone

Codemaster
Stormhaven Studios
What's new?
This week brings a number of bug fixes, a few new keybinds, and a new Emberdrift!

Feature development was a bit slower this week as focus had to be shifted towards fixing some critical backend bugs. On Sunday we encountered an issue with the social server which left many of you unable to login for a short period of time - we have a good idea what was causing this and have made changes to reduce the likelihood of it happening again in the future. In addition, we have found that high traffic zones (such as Meadowlands) are showing appreciable memory leaks that we are working to identify and resolve. Until such time we may occasionally ask that you switch to a new instance so that we can reboot the leaky zones. Thank you for your patience while we hunt these bugs down!

Bug fixes / improvements:
  • Tech
    • Fixed: another issue with Riposte that was causing it to hit for more than it should have
    • Fixed: NPC pursue abilities now consider LOS before executing
    • Added: Loot roll keybinds. You can now bind need/greed/pass for the top-most item in the loot roll UI.
    • Fixed: NPCs that con red were ignoring all of your armor. They now only ignore some of it.
    • Fixed: an issue where stun was not taking hold if the npc was feared.
    • Fixed: The method in which we select a respawn point for players in the dungeon has been overhauled. The previous system was yielding inconsistent results with players potentially popping up in an entirely different wing of the dungeon. Now, each section of the dungeon has a designated respawn point regardless if you have discovered it or not. Groups should no longer be split when giving up if everyone gives up in the same room.
    • Nav meshes for all zones have been rebaked using new settings. Previously the max angle an NPC could navigate was 45 degrees (which restricted the nav mesh on some steeper surfaces). Their angle has been increased to 60 degrees matching the player's max angle. This should result in far less Wrath hits on steeper surfaces and overall more consistent NPC pathing with respect to player movement.
  • Environment / Art
    • Fixed: missing collider in the Aquifer
    • Fixed: various holes in dungeon room walls
    • Adjusted: various creature sizes and size ranges.
  • UI:
    • Added: container icon for equipment
    • "Banner" equipment type renamed Offhand Accessory
    • Fixed: inconsistency in equipment header size when compared with other windows.
    • Fixed: the red progress indicator for specs now renders on top of the grey blocker (which covers levels 1-6).
    • Added: the top-most loot roll is now highlighted with a blue background. This is mostly to indicate which loot roll your keybinds are active for (if bound).
    • Added: your need/greed/pass selection is now echoed to chat when selected.
    • Added: chat notification when an augment wears off
    • Added: durability-like bar on items that are augmented for a quicker visual reference to their status.
  • Quests:
    • Quest rewards for killing the Overseer have been upgraded in level to represent the higher level challenge.
  • Design:
    • Reworked Basilisk Armor Plates ability to not fully resist hits.
    • Fixed skinning level for Gullet and Ancient Croc.
    • Reduce low level 1-chevron mob damage to be back in line with previous values.
    • Quillback social aggro behavior increased. Quillbacks will now assist each other more likely than before.
    • Ant and Anthill social aggro behavior increased.
    • Rats now have short range social aggro.
    • Exile and Newhaven Laborers have been changed to friendly targets so you can all stop killing the poor souls hoping for rare drops.
    • Dryfoot content revamped to better serve specific group sizes.
      • Anthills now have multiple 3-chevron ants nearby that will grant normal exp.
      • Anthills are much more common across the zone.
      • Mountain Pass Ruins reduced level of these mobs and changed to be of full-group difficulty.
      • Populated Marauder camp north of Mountain Pass Ruins.
    • Slightly increased 3-chevron mob density in large Central Veins South room.
    • NPC Venom Strike ability will no longer apply the damage over time component to their target if Parried/Dodged/Blocked.
    • Ability Perforate given a unique ability icon to differentiate from Weak Point.
    • Basic tea available at many general merchants in outposts.
    • Imbued Wooden Buckler recipe added to loot tables.
    • Updated description on Open Wound to better communicate that it has a chance to deal damage on hit.
    • All ability upgrades added up to to lvl 50. Auras cannot be upgraded and will require a new ability. These new abilities will likely be added to your spec trainer in the coming weeks along with new 30+ abilities.
    • Fixed issue that was causing mobs that run faster than the player to be unable to hit the player while chasing.
    • A new Emberdrift dungeon has been added to Dryfoot.
Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.

Item Linking (timeline 1-3 weeks)
We have started work on item linking in chat. However, there are a few usability issues that we are working through so the timetable is unclear at this point.

More Ashen! (timeline 1-2 weeks)
More ashen creatures were slated to make it in sooner than later, but as always other bugs took priority and this has been punted another week. This includes raccoons, doe/stags, and others.

Repair Cost (timeline: 2-3 weeks)
We are looking into improving how repair costs are calculated to mitigate repair costs at higher levels. Still some work left to do but just wanted you to know we are working on it! We should have this updated by the time players get to high enough levels where this starts to become a pain point.

New Zones?! (timeline 2-3 weeks)
We are still whittling away at new zones. This week we have brought you a new Emberdrift dungeon to Dryfoot. We will next swing back around to some more static dungeons for Meadowlands and Dryfoot, followed by an outdoor dungeon for Redshore.

Quest Changes (timeline 1 week)
The quest changes to prominent quests (such as the Ancient bear) mentioned last week made their way through rewrites. However, due to some tech attention being diverted to the social server these changes did not make it into the build this week.

Known Issues:
  • Occasionally a loot roll may be skipped entirely and a carcass will be given. When this happens please provide any relevant details as we are still trying to track this one down.
  • Not all ember rings and/or POIs are proper map discoveries.
  • Deconstructing crafted items returns junk 100% of the time.
  • Not all clothing/armor has visuals
  • Dragging a group-nameplate in the group window will set the wrong pivot point for the group window and the whole thing will drag a bit weird.
  • Typing chat text may occasionally become invisible. Unfocus your chat window and trying again a few times typically resolves this.
  • Sometimes when you respawn you don't end up at the proper Ember Ring --> if this happens please report the position where you died via the "/report" command or "/debugposition" (if using debugposition you'll need to paste the value here)
  • MacOS:
    • Zooming the camera while holding the right mouse button can cause your chat window to scroll. This is not intended behavior.
    • At some camera angles the sun may go dark. This should not happen frequently but is readily reproducible at some locations. Investigating a fix.
 
Last edited by a moderator:
What's new?
This week brings a number of bug fixes, a few new keybinds, and a new Emberdrift!

Feature development was a bit slower this week as focus had to be shifted towards fixing some critical backend bugs. On Sunday we encountered an issue with the social server which left many of you unable to login for a short period of time - we have a good idea what was causing this and have made changes to reduce the likelihood of it happening again in the future. In addition, we have found that high traffic zones (such as Meadowlands) are showing appreciable memory leaks that we are working to identify and resolve. Until such time we may occasionally ask that you switch to a new instance so that we can reboot the leaky zones. Thank you for your patience while we hunt these bugs down!

Bug fixes / improvements:
  • Tech
    • Fixed: another issue with Riposte that was causing it to hit for more than it should have
    • Fixed: NPC pursue abilities now consider LOS before executing
    • Added: Loot roll keybinds. You can now bind need/greed/pass for the top-most item in the loot roll UI.
    • Fixed: NPCs that con red were ignoring all of your armor. They now only ignore some of it.
    • Fixed: an issue where stun was not taking hold if the npc was feared.
    • Fixed: The method in which we select a respawn point for players in the dungeon has been overhauled. The previous system was yielding inconsistent results with players potentially popping up in an entirely different wing of the dungeon. Now, each section of the dungeon has a designated respawn point regardless if you have discovered it or not. Groups should no longer be split when giving up if everyone gives up in the same room.
    • Nav meshes for all zones have been rebaked using new settings. Previously the max angle an NPC could navigate was 45 degrees (which restricted the nav mesh on some steeper surfaces). Their angle has been increased to 60 degrees matching the player's max angle. This should result in far less Wrath hits on steeper surfaces and overall more consistent NPC pathing with respect to player movement.
  • Environment / Art
    • Fixed: missing collider in the Aquifer
    • Fixed: various holes in dungeon room walls
    • Adjusted: various creature sizes and size ranges.
  • UI:
    • Added: container icon for equipment
    • "Banner" equipment type renamed Offhand Accessory
    • Fixed: inconsistency in equipment header size when compared with other windows.
    • Fixed: the red progress indicator for specs now renders on top of the grey blocker (which covers levels 1-6).
    • Added: the top-most loot roll is now highlighted with a blue background. This is mostly to indicate which loot roll your keybinds are active for (if bound).
    • Added: your need/greed/pass selection is now echoed to chat when selected.
    • Added: chat notification when an augment wears off
    • Added: durability-like bar on items that are augmented for a quicker visual reference to their status.
  • Quests:
    • Final quest Rewards for the Missing Apprentice have been upgraded in level to represent the higher level challenge.
  • Design:
    • Reworked Basilisk Armor Plates ability to not fully resist hits.
    • Fixed skinning level for Gullet and Ancient Croc.
    • Reduce low level 1-chevron mob damage to be back in line with previous values.
    • Quillback social aggro behavior increased. Quillbacks will now assist each other more likely than before.
    • Ant and Anthill social aggro behavior increased.
    • Rats now have short range social aggro.
    • Exile and Newhaven Laborers have been changed to friendly targets so you can all stop killing the poor souls hoping for rare drops.
    • Dryfoot content revamped to better serve specific group sizes.
      • Anthills now have multiple 3-chevron ants nearby that will grant normal exp.
      • Anthills are much more common across the zone.
      • Mountain Pass Ruins reduced level of these mobs and changed to be of full-group difficulty.
      • Populated Marauder camp north of Mountain Pass Ruins.
    • Slightly increased 3-chevron mob density in large Central Veins South room.
    • NPC Venom Strike ability will no longer apply the damage over time component to their target if Parried/Dodged/Blocked.
    • Ability Perforate given a unique ability icon to differentiate from Weak Point.
    • Basic tea available at many general merchants in outposts.
    • Imbued Wooden Buckler recipe added to loot tables.
    • Updated description on Open Wound to better communicate that it has a chance to deal damage on hit.
    • All ability upgrades added up to to lvl 50. Auras cannot be upgraded and will require a new ability. These new abilities will likely be added to your spec trainer in the coming weeks along with new 30+ abilities.
    • Fixed issue that was causing mobs that run faster than the player to be unable to hit the player while chasing.
    • A new Emberdrift dungeon has been added to Dryfoot.
Works in progress:
To see a full list of what is currently in progress head on over to this thread. I will do my best to update this list on a weekly basis and highlight the differences from the previous week with bold font. Below I will highlight some of the upcoming changes in more detail.

Item Linking (timeline 1-3 weeks)
We have started work on item linking in chat. However, there are a few usability issues that we are working through so the timetable is unclear at this point.

More Ashen! (timeline 1-2 weeks)
More ashen creatures were slated to make it in sooner than later, but as always other bugs took priority and this has been punted another week. This includes raccoons, doe/stags, and others.

Repair Cost (timeline: 2-3 weeks)
We are looking into improving how repair costs are calculated to mitigate repair costs at higher levels. Still some work left to do but just wanted you to know we are working on it! We should have this updated by the time players get to high enough levels where this starts to become a pain point.

New Zones?! (timeline 2-3 weeks)
We are still whittling away at new zones. This week we have brought you a new Emberdrift dungeon to Dryfoot. We will next swing back around to some more static dungeons for Meadowlands and Dryfoot, followed by an outdoor dungeon for Redshore.

Quest Changes (timeline 1 week)
The quest changes to prominent quests (such as the Ancient bear) mentioned last week made their way through rewrites. However, due to some tech attention being diverted to the social server these changes did not make it into the build this week.

Known Issues:
  • Occasionally a loot roll may be skipped entirely and a carcass will be given. When this happens please provide any relevant details as we are still trying to track this one down.
  • Not all ember rings and/or POIs are proper map discoveries.
  • Deconstructing crafted items returns junk 100% of the time.
  • Not all clothing/armor has visuals
  • Dragging a group-nameplate in the group window will set the wrong pivot point for the group window and the whole thing will drag a bit weird.
  • Typing chat text may occasionally become invisible. Unfocus your chat window and trying again a few times typically resolves this.
  • Sometimes when you respawn you don't end up at the proper Ember Ring --> if this happens please report the position where you died via the "/report" command or "/debugposition" (if using debugposition you'll need to paste the value here)
  • MacOS:
    • Zooming the camera while holding the right mouse button can cause your chat window to scroll. This is not intended behavior.
    • At some camera angles the sun may go dark. This should not happen frequently but is readily reproducible at some locations. Investigating a fix.
 
Any chance of adding a "buy back" option from npc merchants?

When you add silver coins into the bank and it reaches 100 it auto converts into gold. But you can't convert your gold into silver pieces. Sometimes people only have gold and need silver coins!
 
Repair costs need to be different for plate vs cloth etc. A tank in plate acquires a far larger value due to being beat on constantly...or reduce the amount of durability loss on plate vs other items
 
Item Linking (timeline 1-3 weeks)
We have started work on item linking in chat. However, there are a few usability issues that we are working through so the timetable is unclear at this point.
Thank the Gods of Blupiter.
 
  • Haha
Reactions: CWB
Any chance of adding a "buy back" option from npc merchants?

When you add silver coins into the bank and it reaches 100 it auto converts into gold. But you can't convert your gold into silver pieces. Sometimes people only have gold and need silver coins!
if you use the slider instead of trying to type it converts it how ever you want it
 
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