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Nexus News - New area and community appreciation!

Greetings, Knights!

We hope that you’ve been enjoying the release of Anville, the latest Prime World to join the Ember Knights Universe! Bringing The Great Forge to life was no small undertaking for our small team and has made v0.6 our biggest update yet. We’ve been amazed at the reception and want to thank you for your continued feedback and support!

Now, let's take a look at what we've been working on!


[h3]Area 5[/h3]
After chasing Praxis through the four Prime Worlds, you’ll enter a new and unusual realm. Although Area 5 is still very early in the planning stages, we’ve got some big ideas! Our biggest goal for this area is to make it as unique as possible. Part of our plan includes something quite different from the previous areas, breaking the flow of the standard linear layout. This will give you more choice as to how you progress. We’re going to be really pumping things up for this area and it'll be up to you to determine the best way to conquer it.

Here’s a note from our Lead Designer, Kyle:
Originally posted by Kyle
Area 1 to 4 have been largely the same in terms of layout, flow, etc. I want area 5 to be shorter than the previous areas but just as intense, have a different method of completing it, add some mystery to what you're going to encounter, and maybe some last minute decision making before you hit the final boss.

Here are some early art concepts from Tom:



[h3]Community Appreciation[/h3]
We're constantly reminded that we have the best community around!
We recently hit a very big milestone for us, an overall 94% Very Positive rating on Steam! From the bottom of our hearts, thank you all so very much for your continued support!




As always, we love showing off the amazing work our community has made! Take a look at this incredible one of a kind wooden sculpture carved by Discord member, AlexKairis#4694:




Another amazing piece we'd like to share comes from Discord member, LostIllustrator#3589. Lost has created the first page of a huge project titled, "Ember Tales". Check it out!




Finally, if you haven't had a chance to explore Anville yet, take a peek at Short and Mad as he takes on the challenge with his "Fire and Ice" build. He blazes through with chilling speed!

[previewyoutube][/previewyoutube]

If you've made any sort of Ember Knights related creation, please share it with us in the Official Ember Knights Discord. We're always looking for amazing content to share!


Now, before we go, we've got a little sneak peek of the November Update, dropping next week!
You've been asking for new player colors and we listened. But, it'll be up to you to discover them!



Until next time!

Doom Turtle

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!