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Ember Knights News

Hotfix Update v0.6.1

Hello Knights!

With a new area dropping, there was bound to be a few issues to fix. Please see below for the full list of what's been fixed in this update!

Note: items marked with 🔥 are a result of player feedback.


Fixes
  • Fixed a bug that was preventing Eruption from using Skill Aim Assist 🔥
  • Fixed a few other issues with aiming Eruption
  • Added Perfect cast descriptions for Eruption and Judgment 🔥
  • Increased the timing window for Perfect casting Eruption and Judgment
  • Fixed a visual bug on the death animation of Overlord Mack’s minions that was causing them to remain visible too long
  • Fixed an Aim Assist bug that was targeting voltage traps in Overlord Mack’s room
  • Fixed a minor visual bug with Scrap Chief Mack’s intro animation
  • Fixed a bug that was causing players to get trapped by voltage traps during the Praxis buff sequence
  • Fixed a bug that was causing an old map layout in Anville to appear 🔥
  • Fixed a bug that was preventing the Volley mod from using Weapon Aim Assist
  • Fixed a bug that was causing weapon mod icons to persist on the HUD when switching save files 🔥
  • Fixed a bug that was preventing the Praxis crystals from being poisoned or burned when rolling through them while using the Poison Wheel or Fire Wheel relics
  • Fixed an issue that was causing the Nexal Staff to become transparent 🔥
  • Fixed a minor visual issue with the player while dying and having the hammer equipped
  • Fixed an issue with the Warrior Wisps that was causing them to occasionally get stuck in walls
  • Fixed a few issues with the leap attack of the Weald Wolf
  • Fixed a minor visual issue with the Forlorn’s ghost shot attack
  • Fixed an issue that was occasionally causing enemies to not spawn
  • Fixed a few various animation bugs for enemies in Wightsbury
  • Fixed a visual issue with the Vanguard’s attack effects
  • Fixed a bug that was causing enemies to occasionally get stuck on props in the Steadfast Citadel
  • Fixed a bug that was causing players to get softlocked before the Ash sequence starts
  • Fixed an issue with Bob's Containment Field that was not showing on-hit effects for clients in multiplayer games
  • Fixed a bug with the shop that was displaying mutiple instances of the same unstackable relics 🔥
  • Fixed a bug that was occasionally causing a softlock when rerolling a skill selector
  • Fixed a visual issue that was showing purple lightning strikes hit the weapon podiums randomly
  • Fixed a minor visual issue with Evee's intro animation
  • Fixed an issue that was not showing player and Steward movements while speaking to NPCs
  • Fixed a multiplayer issue that would allow hosts to advance NPC dialogue for clients





Join the Community!


As always, if you want to stay on top of the news, see new content before it's live, share your favorite memes, or simply chat strategy about the best weapons and skills, join us on Facebook, Instagram and Twitter!

We will also be especially grateful for your feedback and suggestions during the Early Access and beyond, so be sure to join our Discord to share your comments directly with our development team!

Stay tuned for more news and updates!

Anville Update

Hello Knights!

We come to you today with a very special update. For the first time, a brand new area joins the Ember Knights Universe! Without further ado, let’s dive into the details of this momentous update!

[previewyoutube][/previewyoutube]
New content and features
  • Anville, The Great Forge
    • Another Prime World has been discovered!
    • Area 4 is now in and includes new enemies, traps, miniboss and boss!
  • New Skill – Judgment
    • Mark the ground to call a storm of lightning bolts to damage enemies
  • New Skill – Eruption
    • Conjure the Welder’s drill to burst through the ground damaging and burning enemies
  • New Relic – Pilot Light
    • A new area means a new Evee Care Package
  • MARV1N Relocation
    • Marvin has been moved to his final destination, Anville
    • New players will need to find him and then recover his arm to unlock weapon modding
    • Players who already have access to modding will continue to have it


Evil machines, deadly traps!


As you've realized by now, you're looking at the biggest update since the release of the Early Access. It also adds an electrifying new feature that will really liven things up! In Anville, you will be faced with the Volts, small electric enemies that, even though they are powerless on their own, have the ability to supercharge the machines they come into contact with. When your enemies (and traps) become supercharged, they unlock new attacks and properties! Naturally, this status will also apply to boss fights, meaning you can expect more depth in your confrontations. Word of advice? Deal with the Volts quick, before they supercharge the entire room!



Twin Sails Publisher Weekend


From October 20th to October 25th, Ember Knights will be 20% off. A perfect opportunity for your friends to tag along as you take your first steps through Anville.

https://store.steampowered.com/app/1135230/Ember_Knights/



Balancing


To accommodate the new area, we've made the following adjustments and balance changes:
Note: items marked with 🔥 are a result of player feedback.

  • Phantom Spear Skill
    • Reduced the max charges from 2 to 1
    • Increased the hits to charge from 10 to 15
    • Reduced the damage from 20/30/40 to 10/12/14
    • Removed the ability to stun
  • Overcharged Gauntlet Relic
    • Greatly reduced the ability to infinitely cast skills
    • Removed the limit on stacking
    • Changed rarity to Epic
  • Harvest Scythe Relic
    • Can no longer be stacked for significant damage increases
    • Reduced max owned from 3 to 1
    • Increased bonus damage from 100% to 150%
    • Changed rarity to Legendary
  • Adjusted the Frost Needle relic to apply Crit on weapon attacks only
  • Updated the Fire Wheel relic to allow players to roll through drops and attempt to cook them
  • Updated Fire Wisps to cook food when they die
  • Updated jumping over pits to queue a skill if holding the skill use button while landing 🔥
  • Added a setting in Options to toggle the visibility of various text callouts (Burn, Freeze, Perfect, Missed, etc.) 🔥
  • Adjusted Evee’s Care Package to be interactable after opened so players can view the times 🔥
  • Added a visual indicator underneath the player for when the Spark mod is active 🔥
  • Made various visual quality of life improvements to multiple areas (added effects to the Phantom’s lasers, added screen shake to Skrixxa Za’s door when opening and closing, increased the stars in parts of the void)
[h2]Dev notes about the design changes[/h2]

Hello! I'm Clint from the design team and I wanted to share our thoughts behind some of the more noticeable changes coming with the 0.6 update!
We've been keeping a close eye on a few interactions and feel now is the time to address them. I'm really excited to talk about this stuff so let's jump right into it.

Phantom Spear
Since release, Phantom Spear has been THE "go-to" skill powerhouse for killing everything on the screen and burning through bosses in record time.
Its base damage was roughly 3 times that of any other skill that worked relatively the same way. It had a stun value rivalling skills that CC as part of their design and it pierced enemies cross-screen.
While it created powerful moments for players, it did so simply by choosing it and negated much of the challenge or skill required to unlock it in the first place.

For these reasons, we've made some pretty sweeping changes to Phantom Spear with the understanding that this skill was never meant to clear entire screens in a few shots.
Its primary function was meant to be the mass application of poison while still doing some damage when it was cast. The changes outlined below are much more in line with how this skill was meant to be used.
Players will still be able to use it to great effect, especially with the recent buffs to poison from the last patch, but it will no longer be the "one-shot nuke" it was in the past.

Overcharged Gauntlet
Overcharged Gauntlet has been a bit of a silent performer in that it enables some of the most busted interactions in the game while not being the "flashy payoff" that gets noticed, like Phantom Spear.
Players love having a way to refresh their skills faster and get as close to "infinite casting" as possible. That said, Overcharged Gauntlet, in combination with a few other relics, made this far too easy to achieve.
We wanted to allow players the ability to do this but wanted them to work a little harder to achieve it. With the addition of a new level and more opportunities to get relics, we felt this was the right time to implement a change.

Harvest Scythe
This one was a little less straightforward than the rest.
Harvest Scythe was obviously good, nay, GREAT. A flat increase to damage if you could just hit an enemy with a status inflicting attack first. I think we all know what this lead to *cough* Phantom Spear *cough*.
After trying a few things, we came to the decision that "players want this, but it restricts future choices in that you feel like you have to pick it when it's presented." It kills variety by having to pick it multiple times. This leads to a homogenization of builds where players aren't really encouraged to explore new relics or choose something different. For these reasons, we've decided to BUFF the Scythe and limit it to 1 per player.
Builds created with this relic will still function similarly; they just won't be getting upwards of 400% extra dmg for stacking one relic multiple times.




Bugs


And last but certainly not least, more bug fixes!
  • Fixed an issue with the Vanguard’s stun state while charging its attack
  • Fixed a desync issue with relics Overcharge Gauntlet and Razor Bangle when killing an enemy with a Crit
  • Fixed a few other desync issues with relics Overcharge Gauntlet, Burning Resolve and Overloading Necklace
  • Fixed a bunch of visual sorting issues in the Nexus
  • Fixed a few animation issues with various props in Steadfast Citadel and Wightsbury
  • Fixed a bug with the Mimic King’s Consort relic that was preventing the rewards to spawn if the player died
  • Fixed an issue that was causing the Praxis buff effects to persist on Effigeist when killed while the effects were being applied
  • Fixed a bug that was preventing Esper and Evee dialogue from appearing after identifying a Relic Orb or Skill Tablet
  • Fixed a visual issue with the Bow’s aiming indicator




Join the Community!


As always, if you want to stay on top of the news, see new content before it's live, share your favourite memes, or simply chat strategy about the best weapons and skills, join us on Facebook, Instagram and Twitter!

We will also be especially grateful for your feedback and suggestions during the Early Access and beyond, so be sure to join our Discord to share your comments directly with our development team!



Stay tuned for more news and updates!

Nexus News - MARV1N Log

Hello Knights!

With our biggest update right around the corner, we wanted to put together a special edition of Nexus News to give you a sneak peek at the newest area to hit the Ember Knights Universe - Anville, The Great Forge!

Get ready because it's going live October 20th!

Without further ado, let's recap our las...

...
..
.



"This place looks a lot less… spooky."
"It seems like my arm is *bzzzt* missing."
"I must have lost it on my way here… but where is *bzzzt* here?"



"Anville? I must have been *bzzzt* scrapped."
"Let me check my memory banks and see what I can find…"



"I recall *bzzzt* that rotund creature. It was piloting that awful scrapping machine."
"It seemed quite intrigued by that fancy rock. What good is a rock with a *bzzzt* drill carving anyway?"
"What else…?"



"These squishy guys seem to have some *bzzzt* serious upgrades."
"They’re more nimble than they look *bzzzt* thanks to those jetpacks."



"These orbular bots carry raw energy inside their core."
"It’s best to *bzzzt* watch out if you don’t need a recharge."



"Peculiar little *bzzzt* guys, jumping around everywhere. They never sit still."
"They’ve got a lot of power stored inside their chops."



"*bzzzt*... not good."
"My battery seems to…*bzzzt*... be running dry."
"I recall seeing a location I could *bzzzt* get a boost."



"That seems like it would *bzzzt* do the trick."
"If only I had my *bzzzt* arm… or a lit...tle… h...e…lp…"




See you October 20th!

Doom Turtle

Hotfix v0.5.3

Hello Knights!

As usual, we’ve got some important fixes that we felt couldn’t wait until our next scheduled update. Please see below for what we addressed in v0.5.3!

Note: items marked with 🔥 are a result of player feedback.


Balancing
  • Added a toggle in the Options menu to disable the flashing red effect on enemies when they take damage or are low on health. Also includes the white damage flash on bosses and minibosses 🔥
  • Updated a bunch of Ember Tree upgrade descriptions to better clarify their effect and how it pertains to individual or shared upgrades
  • Changed the color of the 3x Perfect arrows to be blue instead of yellow when using the Slow Arrows mod
  • Updated logos and names for Twin Sails Interactive
Bugs
  • Fixed a bug that was preventing players from reviving from bosses, minibosses and healing rooms in local multiplayer games 🔥
  • Fixed a bug that was preventing clients from accessing their own Ember Tree selector reroll upgrades in multiplayer games 🔥
  • Fixed a visual issue with the game over screen not displaying the correct bonus Ember from running on different difficulties 🔥
  • Fixed a bug that was not resetting the difficulty modifiers after playing a multiplayer game where the host used them
  • Fixed a bug with the Rift Hammer’s 3rd attack sending enemies into the stratosphere
  • Fixed a bug that was causing enemies buffed from Praxis to buff other enemies
  • Fixed a bug that was allowing enemies to be stunned while already in their stun state
  • Fixed a multiplayer bug that was preventing clients from seeing healing numbers from the Ember Tree’s Regeneration upgrade
  • Fixed a bug that was hiding the flames around the skill slot on the HUD when exiting to the menu while having the Nexal Staff equipped
  • Fixed an issue with the Effigeist’s animation in the Compendium
  • Fixed a few description issues with the enemies in the Compendium





Join the Community!


As always, if you want to stay on top of the news, see new content before it's live, share your favourite memes, or simply chat strategy about the best weapons and skills, join us on Facebook, Instagram and Twitter!

We will also be especially grateful for your feedback and suggestions during the Early Access and beyond, so be sure to join our Discord to share your comments directly with our development team!

Stay tuned for more news and updates!

September Update

Hello Knights!

As we prepare for the introduction of our newest area, Anville – The Great Forge, to join the Ember Knights Universe, we wanted to get another quality update out for you. We have a new skill, new and updated relics and more multiplayer progress in the form of using your own Ember Tree in multiplayer games!

We’ve included much more as well as addressing a bunch of feedback from our community. Check out the full list below!

Note: items marked with 🔥 are a result of player feedback.

New content and features
    New Staff Skill – Arcane Orb
    • When choosing the Nexal Staff, players will automatically start with the brand new Arcane Orb skill equipped
    Ember Tree – Multiplayer Support and Revive Changes
    • In online multiplayer games, players will now be able to access, equip and upgrade their own individual Ember Tree 🔥
    • Soul Link (previously Lease on Life) will share up to 4 revives across all players
    • Second Wind (previously Soul Shelter) will now only apply to the player with this upgrade equipped
    • Soul Link and Second Wind cannot be equipped at the same time
    New Freeze Relics
    • Glacial Light
    • Shivering Touch

    Added the ability to roll cancel charging Skills 🔥

    Added bonus Ember rewards for running on different difficulties 🔥

    Many UX improvements across various screens


Balancing


We’ve also made the following tweaks and adjustments:
    Weapons
      Guardian Bow
      • Increased arrow speed by 50%
      • Increased base HP by 10
      • Set the piercing arrows to pierce minibosses; no change to bosses
      • Perfect shots can now chain together
      Nexal Staff
      • Decreased the charge time by 10%
      • Added the ability to cancel the final hit of the charge attack via rolling
    Relics
      Toxic Bangle
      • Applies a poison stack on all attacks, not just the first
      Poison Wheel
      • Applies a poison stack on every roll
      Bruma’s Ring
      • Applies the Frozen status to anything in its expanding ring
    Status Effects
      Frozen
      • Added diminishing returns to multiple freeze applications
      • Minibosses and bosses can now be frozen. While not immobilized like regular enemies, their movement and attacks will be slowed
      Poison
      • Each time a poison stack is applied, the lifetime is reset for all poison stacks
      Burn
      • Increased the lifetime from 6s to 15s
      Stun
      • Added diminishing returns to multiple stun applications
  • Adjusted charge reduction from 20% to 15% for the Nexal Staff mod Focus
  • Adjusted the Rakkling Nest so it can be stunned
  • Updated The Forlorn’s laser VFX to be more consistent with their hit box 🔥
  • Added spawn indicators for the flags in the Steadfast Citadel’s miniboss room 🔥
  • Revive now requires a press and hold to prevent accidental revivals 🔥
  • Disabled the run timer in the Offering Pit, secret rooms, Evee’s intro room and the level exit rooms 🔥
  • Set HP bar icons to hide for disconnected players 🔥
  • Removed collision on a bunch of small props in the Wightsbury miniboss room
  • Added an idle animation to the worlds in the area loading screens


Bugs


And finally, more bug fixes! Those include:
  • Fixed a bug with Skrixxa Za getting stuck in its jump state if players die while it’s jumping
  • Fixed a bug with Weald Wolf where the attack indicator disappeared after attacking him once
  • Fixed some collision issues in the Steadfast Citadel’s miniboss and preboss rooms
  • Fixed a bug with auto revive that was reviving fully after a miniboss instead of 50%
  • Fixed a bug with auto revive that wasn’t checking for disconnected players
  • Fixed an issue with the Rift Hammer’s Fissure mod AOE not working properly for clients in multiplayer games
  • Fixed a desync bug related to rerolling relic and skill selectors
  • Fixed an online multiplayer bug that was causing players to start subsequent runs with the host’s mods instead of their own
  • Fixed an input bug when disconnecting a controller in multiplayer games
  • Fixed a roll invincibility input bug
  • Fixed a visual bug that was not showing the damage flash for clients
  • Fixed a visual issue in multiplayer games where the client was not seeing the enemy stun bar
  • Fixed a bug with the Ember Tree where players were having their original upgrades equipped after dying and restarting in multiplayer games
  • Fixed a few bugs related to the Ember Tree restoration sequence
  • Fixed a visual bug with drops where animations weren’t resetting properly
  • Fixed a few bugs that were preventing props from being destroyed
  • Fixed a bug with the Bow mod Decoy that was causing the player’s eyes to disappear
  • Visual fixes and tweaks to Burma’s Ring relic
  • Fixed a bug regarding the rounding of ATK stat boosts
  • Fixed a bug where the game would get stuck on the loading screen when manually switched to Offline Mode
  • Fixed some visual issues related to player disconnect messages
  • Fixed a few various sound bugs where the sound wasn’t playing





Join the Community!


As always, if you want to stay on top of the news, see new content before it's live, share your favourite memes, or simply chat strategy about the best weapons and skills, join us on Facebook, Instagram and Twitter!

We will also be especially grateful for your feedback and suggestions during the Early Access and beyond, so be sure to join our Discord to share your comments directly with our development team!

Stay tuned for more news and updates!