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LIVE October 29th; what's new?

Undone

Codemaster
Stormhaven Studios
This month's patch is a bit light on content as most of our design time has been spent on the upcoming zone Grizzled Peaks II. However, we were able to sneak in a few fixes and design changes. Also note 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
  • Updated engine to the latest minor revision (minor bug fixes and improvements).
  • Fixed an issue where VFX was played on the wrong target if you had changed targets mid execution.
  • Fixed target reticles not showing on proving grounds platform.
  • Ground Gizmos (holding alt while hovering over an ability) are now projected on the same layer as target reticles. This should resolve a number of issues where they were not showing (i.e. Forgotten Depths).
  • Ashen creatures now properly inherit the initial position from their parent creature. This should improve the reliability of Ashen creatures returning home when they have no targets.
  • Environment / Art
    • Disabled anniversary decorations in NHV and Newhaven City.
    • Disabled confetti bombs on Ember Rings.
    • Fixed stuck spots in Newhaven City, Northreach, Dryfoot, Redshore, Grimstone Canyon, Forgotten Depths.
    • Fixed a hole in the ground in Redshore Ridge.
    • Fixed bendy Sycamore trees in Highland Hills.
    • Fixed render distance on a specific set of trees in Grizzled Peaks who would fade out before their imposters were shown.
    • Fixed floating props in Newhaven City & Dryfoot.
    • Adjusted LOD on some props.
  • UI
    • Added missing bulletin board on the Redshore map.
  • Design
    • Adjusted mob sensors and calls for help in Dryfoot Fortress to make things a bit less chaotic.
    • Improved player respawn location reliability when giving up inside the ruined Redshore manor.
    • Increased bag drag distance by 2 meters.
    • Added level 30 purchasables to North Highland Hills merchant.
    • Frogs and Toads should now only call their own for help rather than any nearby animal.
    • Reduced the presence of predators in Southern Highland Hills (Spiders, Wolves, and Bears).
    • Emberflies outside of Torchbug Tunnels can now spawn as a level lower.
    • Increased the range of Pursuit from 8m to 12m.
    • Defender's Resistance skill is now an instant execution.
    • Berserker's Fury will now enable auto attack when used.
    • Added Bloop purchasable cosmetic for "Kaet's Kilt".
    • Reverted change to triggered effects that were passing stats and threat along from the applier of the original buff rather than the one triggering the effect. This behavior is now reserved for Overprovision. Skills such as Quillback Spines will return to providing threat to the one the buff is applied to and not back to the Warden.
  • Quests / Dialogue / Tasks
    • Marsh Mires are now counted for the Mire Bulletin Board Task.
    • Reduced Task requirement for predators in Southern Highland Hills (Spiders, Wolves, and Bears).
New Stuff
Introducing Locked Chests
We have added Locked Chests that appear in a few possible locations in dungeons. These can be opened by the corresponding key and contain substantial rewards that you may typically find within the same dungeon. The keys have been misplaced and picked up by some rather Crafty Raccoons. These can be found in the following dungeons:
  • Central Veins
  • Aquifer
  • Dryfoot Marauder Camp
  • Undercroft
  • Forgotten Depths
  • Dryfoot Fortress
  • Freehold
Loot Roll Changes
To prevent future headaches for no-trade drops we have made it so that you can no longer roll NEED on no-trade/soulbound items that your character cannot use due to role, spec, or profession. In these cases the need button will be grayed out and the tooltip will have a reason as to why you cannot roll need on a specific item. This change ignores level requirements and only considers roles, specs, and professions. This extends to:
  • Items that can be equipped. This includes weapon, armor, clothing, and ammo.
  • Tools. You can only roll need on tools relevant to your current professions.
  • Reagents. You should only be able to roll need on reagents that work for your base role or specialization.
  • Recipes. You can only roll need on unknown recipes that match your current professions. Known recipes cannot be needed.
  • Learned Abilities. You can only roll need if you match the specialization and do not already know the ability.
Note that the behavior of the GREED button has not changed. You can exercise greed to your heart's desire.
 
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This the first month in quite a while where we didn't get any new quests. I'm glad you did do the changes you did, and I can see that they must have had priority over quests.
Well done!
 
This the first month in quite a while where we didn't get any new quests. I'm glad you did do the changes you did, and I can see that they must have had priority over quests.
Well done!
It is :(

Unfortunately, the Digital River issue (see press release) threw us for a loop along with a few other backend things that delayed a bunch of stuff.
 
  • Disabled confetti bombs on Ember Rings.

I like this change. Please don't add them again ever.

UI
  • Added missing bulletin board on the Redshore map.

I used bulletin boards in New World too and similar features in other games.
I would prefer to have guards nearby them, to be sure exiles and other bandits don't place some fake requests.
Otherwise add such fake tasks too, where players can be ambushed and have to pay something to negotiate their freedom.
 
I like this change. Please don't add them again ever.
I thought I had gotten used to them, but after they were removed, for two ways whenever I ran by one and it didn't explode, I realized how much I'd been tensing up on approach. It's a relief to have them gone.

I used bulletin boards in New World too and similar features in other games.
I would prefer to have guards nearby them, to be sure exiles and other bandits don't place some fake requests.
Otherwise add such fake tasks too, where players can be ambushed and have to pay something to negotiate their freedom.
Hah! That'd be kinda funny.
 
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