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Hot Fix November 7th

Undone

Codemaster
Stormhaven Studios
  • Fixed damage multipliers not being properly accounted for on tooltip damage range values. This impacted the tooltip for a number of Alchemy abilities.
  • Fixed a tooltip issue for new alchemy abilities that use chain targeting logic not showing that it was a "Chain" (i.e. zerker's Arc).
  • Fixed an issue where skills would notify you Alchemy II was unlocked when moving them around your action bar.
  • Fixed a number of stuck spots in Newhaven Valley, Central Veins, Newhaven City, Redshore, and Dryfoot.
  • Fixed a navigation issue in Meadowlands causing resources to spawn in the air.
  • Fixed a floating ruin in Dryfoot.
  • Fixed some navigation issues in Highlands preventing Mandrakes from chasing you onto the rocks.
  • Fixed Noble Carcass incorrectly labeled as "Lean Carcass".
  • Fixed some backwards logic with Rupture Ashen probability. Silly me wrote the code so that the chance of going Ashen was higher the farther away from the rupture you were. This has now been corrected and the closer you are to the Rupture the higher the chance a mob will go Ashen.
  • Ember Drifts (Ember Vein entrances) now have a mini-rupture surrounding them allowing creatures to turn Ashen.
  • Updated Recipe Component descriptions for refining raw materials to be more specific.
  • Repair Kits and Augments can now be placed in and used from the consumable pouch
  • Kills in Newhaven Valley will now give Hunting Log credit for players above level 10 as long as the mob is green/blue/white/yellow/red. In other words: grey mobs will not give Hunting Log credit in Newhaven Valley.
  • Added a new confirmation dialog for selling and destroying items. This dialog will now show the item's Icon, Name, and Location (which bag) more prominently while also giving you access to the item tooltip for validation purposes. The confirmation text has also been colored up a bit to highlight the action you are doing.
  • Added an audio queue and overhead notification to when you attempt to equip/unequip an item but cannot because you are in combat stance.
  • Improved the dialogue in the Haunted Hills quest to more clearly describe the location of the medallion.
  • Ichabod, Turnip heads and associated decorations are gone for the season.
  • Newhaven's banner has been restored.
  • Scavenger Ant will no longer go Ashen.
  • Fixed No Time To Die Alchemy II missing Damage Shield component.
  • Fixed Fading Strike Alchemy I description to indicate it lasts for the full duration.
  • Reduced VFX size of Viperid Toxins for Alchemy I/II
  • Duelist's Disengage increased threat reduction amount.
Initial feedback of the Alchemy system has been very positive. There are a few Alchemy abilities which were described as being unimpressive, uninteresting, too slow or cause too much spam. These adjustments are to address this concerns:
  • Striker:
    • Strike Alchemy 1/2 cause auto-attacks to "double-attack" instead of dealing additional base damage.
    • Bleeding Strike Alchemy 1/2 increase damage per tick instead of duration.
  • Duelist: Serration Alchemy 1/2 allows procs on ability attacks instead of duration.
  • Berserker: Intimidate Alchemy 1/2 now reduces threat in an AoE instead of duration.
  • Warlord:
    • Terrors of War Alchemy 1/2 now fully roots targets instead of a snare.
    • Frightful Visage Alchemy 1/2 now fully roots targets instead of a snare.
    • Rallying Call Alchemy 1/2 now increases haste bonus instead of duration.
    • Energizing Battle Chant Fixed progression of Alchemy by level to be more consistent, overall power slightly reduced. Reduced Alchemy 2 combat log spam.
    • Rejuvenating Hymn Fixed progression of Alchemy by level to be more consistent, overall power slightly reduced. Reduced Alchemy 2 combat log spam.
    • Renewing Resonance Fixed progression of Alchemy by level to be more consistent, overall power slightly reduced. Reduced Alchemy 2 combat log spam.
  • Warden:
    • Rockhide Alchemy 1 includes all resist types, Alchemy 2 increases the bonus instead of removing Trigger Count and increasing Parry.
    • Sedation Dart Alchemy 1 adds an additional target instead of duration.
    • Acid Strike Alchemy 1/2 increased armor damage over a shorter period.
    • Viperid Toxins Alchemy 1/2 now deals additional damage when targets take "Over Time" damage instead of dealing damage when the target attacks.
 
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  • Ember Drifts (Ember Vein entrances) now have a mini-rupture surrounding them allowing creatures to turn Ashen.

Nice, thanks. Is the size of the ashen trigger radius assigned to ember drifts similar to that of ember rifts? Does ashen probability similarly scale with proximity to the ember drift?
 
Nice, thanks. Is the size of the ashen trigger radius assigned to ember drifts similar to that of ember rifts? Does ashen probability similarly scale with proximity to the ember drift?
I believe Ruptures are about 200m while Drifts are about 50m (ruptures are more "unstable" and hence spew energy farther). And yes, the probability scales with proximity to the drift as they use the same code.

edit: corrected to 200m and 50m
 
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dang the first patch after alchemy release and we gettin nerfed lol, alchemy enhanced abilities should be OP no need to reduce power on any of it. especially how quick yall are to buff mobs in the game, i think yall cater to low levels without thinkin about how it affects high level ppl, like gettin ember essence at 45+ is way limited compared to level 20-30 ppl
We stated that balance passes were to come. The change says "slightly" which typically means a minor change. We have also stated many times that we know getting essence at 45+ is sub-optimal; we are working on Grizzled Peaks right now for a release later this month to address this.
 
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