This month's patch includes a number of QoL improvements, bug fixes, and a revamp of Redshore. During the month of October we will also be celebrating our 2 year anniversary! Keep an eye on Discord/socials for more info on upcoming events so you can earn yourself some Bloops.
New Ground Ability Indicators
This patch replaces the previous ground indicators (holding alt while hovering a skill) with improved visuals. Up until this point they were simple images initially intended to serve as a debugging tool. This upgrade uses a new decal shader which should make things far more readable on uneven surfaces. There is still some work to do here (it is not drawing on top of everything it should yet) but it should be a step in the right direction. See the quick video below to see them in action.
Movable UI Elements
Have you ever wanted to move a specific UI element in the game but found it to be impossible? Not anymore! This patch introduces the "Move UI" keybind (bound to "u" by default) which when held will allow you to move the execution bar, the action bar, the upper right buttons, self nameplate, offensive nameplate, and the defensive nameplate. Each window movable in this manner has an individual reset button in the upper right which allows you to reset the position to default. Given that the nameplates are now included in this the right click context menu to lock/unlock these windows has been removed. Check out the video below to see it in action.
Revamped Character Selection + Additional Character Slots for Subscribers
One of the larger hurdles with allowing more character slots is that we had no where to put them on the character select screen. This patch introduces a new character list on the right side of the selection screen which can show more than the default 5 characters. Characters visible at the camp are sorted to the top while those not visible are sorted below with a non-visible indicator. You can easily swap a non-visible character to the camp by right clicking a visible character and selecting "Swap with <name of non-visible character>". Note that a character does not have to be visible at the camp in order to play them; the camp is merely for your visual enjoyment.
There are likely a few visual kinks to work out in some circumstances but overall we feel this is an improvement that allows us to show the camp while allowing for more than 5 characters. Speaking of which...subscribers are now allotted 4 additional character slots for a total of 9.
Redshore Revamp
Redshore is one of our largest zones in terms play space. Shortly after the game's launch we revamped the zone by blocking off the middle which allowed us to increase the mob density in other locations. After adding the Monolith system however, many players found the zone to lack a good "flow" and it just felt a little off.
Today we rectify that issue with a second Redshore Revolution! In today's Redshore you will find that the middle section has re-opened while the left & right "channels" are now blocked. This central region now contains the monolith, some new POIs, and reduced forest density for visual variety. We have also added a third Bulletin Board in the south east region of the map near the revamped Ember Ring area to go along some of the new tasks added. Now that we have better group coverage for this level range much of the content in this region is focused on solo playability. We hope you enjoy this region as much as we did putting it together.
Note that if your character was camped in Redshore you have been moved to a safe spot.
2 Year Anniversary
You will find a number of small changes to celebrate our upcoming two year anniversary. A small hot fix is planned for next week to enable more anniversary features and fix any reported bugs. If you find something get it /reported! As I mentioned up top we have some events lined up so keep an eye on discord & our socials for more info!
- Tech / NPCs
- Fixed an issue causing stats and set bonuses to not properly update during some equipment swaps involving the cosmetic slot.
- Fixed issues with some taller creatures not giving a valid line of sight when the upper portion of their body was clearly visible. This change impacts Large Bear, Scarabax, Slagjack, Elk, Gaunt, Mangrove, Drolsc, Raven, Shriek, Nocturne, Stonecoat, and Woodclaimed.
- Fixed an issue where conal AoE angles were twice what they should have been. The visual shown when holding alt displayed the correct angle but NPCs were collected as targets at twice the angle - this has been corrected.
- Added new tech for consumable titles. This works in much the same way as consumable emotes (grants you a new emote) in that they grant you a new title. Some can be found at Marta in the city.
- Additional humanoid loading optimizations.
- The group "/invite" command will now use your defensive target if no name is supplied.
- Updated the skybox shader to correct some artifacting issues.
- Added a new toggle to the Gameplay Options called "Use Target at Execution Complete" that is defaulted to OFF. In this state (off) your abilities will land on the target you had selected when you began your execution; this is typically the default behavior in most MMOs which was causing confusion for many players. To restore the previous Embers Adrift behavior you will want to toggle this option ON which will allow you to switch targets mid execution. The important part here is that the default behavior has changed - if you want to restore the previous behavior you need to actively check this box.
- Environment / Art
- Fixed some floating props in Northreach.
- Fixed a visual issue with back facing normals on some tents and flags.
- Fixed trees in Redshore bending slightly as you pass.
- Fixed an issue where learning a new emote via consumable did not display the book during the learning animation.
- Fixed stuck spots in Dryfoot, Dryfoot Stronghold, Grimstone Canyon, Newhaven Valley, Newhaven City, Redshore, Ember Veins
- UI
- Fixed chat command list not fully populating.
- Fixed an issue with incorrect chat tab activations.
- Fixed a sorting issue with guild rosters.
- Fixed an issue with extra spaces in emotes with blank prepositions.
- Fixed missing portrait for Garrik.
- Added an inbox/outbox empty message.
- Design
- Fixed Alchemy Quillback Spines incorrectly using the previous tier's damage scaling.
- Added a set bonus for the Shaman set from Oscric's Rest.
- Reduced spawn density around Ember Drifts but increased their respawn rates.
- Reduced the strength of NPC Viperid Toxins.
- Heal over time from Overprovision now uses the Sentinel's +Healing instead of the target's.
- Overprovision VFX now shows on all affected targets.
- Wicked Jack can now defend himself.
- Verdigrax loot drop count doubled.
- Various spawn adjustments to reduce the chances of hostile creatures entering Ember Ring or Hallow areas.
- Marta (event merchant) has new Emotes, Titles, Fireworks, and Confetti.
- Quests / Dialogue / Tasks
- Fixed a typo in a Consortium log document.
- Wishing for a Well quest now rewards 10 Life Water.
- Alden now has a new dialogue option after completing the Wishing for a Well quest which allows you to purchase more Life Water.
- Reduced required scorpion count for Grimstone Canyon task.
- New Quests:
- What Ales Ichabod? - starts at Ichabod in Newhaven City.
- At the Vagabond's Behest - starts at Wicked Jack in Dryfoot.
- (note that Ichabod should have more anniversary goodies for you next week similar to last year)
New Ground Ability Indicators
This patch replaces the previous ground indicators (holding alt while hovering a skill) with improved visuals. Up until this point they were simple images initially intended to serve as a debugging tool. This upgrade uses a new decal shader which should make things far more readable on uneven surfaces. There is still some work to do here (it is not drawing on top of everything it should yet) but it should be a step in the right direction. See the quick video below to see them in action.
Movable UI Elements
Have you ever wanted to move a specific UI element in the game but found it to be impossible? Not anymore! This patch introduces the "Move UI" keybind (bound to "u" by default) which when held will allow you to move the execution bar, the action bar, the upper right buttons, self nameplate, offensive nameplate, and the defensive nameplate. Each window movable in this manner has an individual reset button in the upper right which allows you to reset the position to default. Given that the nameplates are now included in this the right click context menu to lock/unlock these windows has been removed. Check out the video below to see it in action.
Revamped Character Selection + Additional Character Slots for Subscribers
One of the larger hurdles with allowing more character slots is that we had no where to put them on the character select screen. This patch introduces a new character list on the right side of the selection screen which can show more than the default 5 characters. Characters visible at the camp are sorted to the top while those not visible are sorted below with a non-visible indicator. You can easily swap a non-visible character to the camp by right clicking a visible character and selecting "Swap with <name of non-visible character>". Note that a character does not have to be visible at the camp in order to play them; the camp is merely for your visual enjoyment.
There are likely a few visual kinks to work out in some circumstances but overall we feel this is an improvement that allows us to show the camp while allowing for more than 5 characters. Speaking of which...subscribers are now allotted 4 additional character slots for a total of 9.
Redshore Revamp
Redshore is one of our largest zones in terms play space. Shortly after the game's launch we revamped the zone by blocking off the middle which allowed us to increase the mob density in other locations. After adding the Monolith system however, many players found the zone to lack a good "flow" and it just felt a little off.
Today we rectify that issue with a second Redshore Revolution! In today's Redshore you will find that the middle section has re-opened while the left & right "channels" are now blocked. This central region now contains the monolith, some new POIs, and reduced forest density for visual variety. We have also added a third Bulletin Board in the south east region of the map near the revamped Ember Ring area to go along some of the new tasks added. Now that we have better group coverage for this level range much of the content in this region is focused on solo playability. We hope you enjoy this region as much as we did putting it together.
Note that if your character was camped in Redshore you have been moved to a safe spot.
2 Year Anniversary
You will find a number of small changes to celebrate our upcoming two year anniversary. A small hot fix is planned for next week to enable more anniversary features and fix any reported bugs. If you find something get it /reported! As I mentioned up top we have some events lined up so keep an eye on discord & our socials for more info!
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