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Patch Notes v0.2.1 b3085

Hello Knights!

With v0.2, we had a few small issues that we’ve wanted to address. Please see below for the full list of fixes and balancing changes for this patch!

Balancing


  • Added a red circle to the Snow Witch’s ice spikes
  • Reduced the volume on the lightning and tear in the Nexus by 50%
  • Added additional details for the Poison Wheel relic


Bugs


  • Fixed a bug where resetting the Ember Tree didn’t remove the previous effects
  • Fixed a bug where auto aim wasn’t targeting ice traps and Phalanx flags
  • Fixed a bug where the boss/miniboss HP bar was still showing after the player died
  • Fixed a bug with the Conduit Spike relic not triggering with the Staff
  • Fixed a bug with the Ripe Elderberry and Surge Pendant relics where the status effects weren’t being applied for levels greater than 1
  • Fixed a bug with the fade to black not taking up the entire screen during death
  • Fixed a bug with Arlan’s dialogue in the Nexus
  • Fixed an issue where dying in a solo game would prevent input in the Nexus on a new run
  • Fixed a few issues related to players getting stuck during boss/miniboss sequences


As always, a big thanks to our community for continuing to provide valuable feedback!


Doom Turtle

Update v0.2 Overview

Praxis is staring silently in the dark. He is satisfied with your failed attempts to disrupt his plans, and already planning his next move. Your vain efforts are a great source of entertainment to him
and each and every one of your misteps brings him closer to victory.
"Now", he finally lets out. "Let's see how they fare against this."




The first update of the Early Access is now live! And with it comes a new weapon, the Nexal Staff, a bunch of new relics, balance changes and, as you may have noticed, the option to adjust the difficulty settings directly in the game!

The Nexal Staff


The Nexal Staff is the first new weapon to be introduced in the Early Access. Picking the Nexal Staff gives your Ember Knight a wizardly look, very distinct from your usual fighter's garment. Of course, not only does it look different, it calls for a very unique playstyle based on the enhancement of skills.

Single attacks with the Nexal Staff deal small bursts of mid range electrical damage. These are not as powerful as arrows or sword blows, of course, but as you can expect, this is not where the Nexal Staff truly shines.


[h3]25% extra skill damage, bonus choice in skill selectors! [/h3]

It wouldn't be a magic staff if it didn't grant extra skill damage now would it? So here you have it, 25% more damage on skills. Aditionnally whenever your are prompted to choose between skills you will be offered an extra option to better refine your build. But there is another reason why choosing the Nexal staff may be right for you, and that is... Hold attacks!



Hold attacks zap enemies in a cone in front of you. It deals more damage than single attacks while also replenishing your skills, which makes it a much more desirable attack type than single hits. This comes at a cost however since you won't be able to move when channeling.

Therefore, finding the right balance between effectiveness and mobility is the key to mastering the Nexal Staff.



Too hard? Too easy? Adjust the difficulty!


Before you start a run, you can now go to the altar located near the tear and tailor the difficulty settings to your own liking. With several options to adjust individually, such as the number of enemies, their attack speed or their damage output, you are now able to set yourself up for an unimaginable challenge, or on the contrary make things a little easier for you (or, you know, "your coop friends").



If you don't want to mess with each setting yourself, you can also pick one of the pre-set difficulty levels: default, advanced, hard, expert, insane, and, our personal favourite... Doom! Good luck with that.

Note that in order to access the difficulty modifier, you will first have to defeat the area 3 boss at least once, so you can't just kill the challenge instantly!

Yes, the purple areas on the ground are still going to be poison, and no, you cannot turn that boss into a kitten. At least not yet.




New relics


Last but not least, the update introduced a number of interesting new relics for you to enjoy.

If you stumble upon the Fiery Imbuement, your weapon attacks will burn your foes after you use your skills!

Because the best offense is sometimes defense, we made the Archangel's Scythe: whenever you heal, nearby enemies take damage! This should open up some interesting combinations.



With the Withercore relic, your poison effects will last longer, making it the perfect addition to your Poison build alongside the Toxic bangle and the Decayed Scepter.

If you are more into crowd control, you will enjoy the Artic Axe, it deals damage over time to frozen enemies! Very useful when using Frostwall!

We will let you discover all of them in your next playthroughs!



This concludes the overview of our first content update since the launch of the Early Access. If you are familiar with our roadmap, you already know that we have much more planned for the coming months, including another weapon, even more relics and items, but also new monsters, bosses and environments to explore.

In the meantime, 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!

Patch Notes v0.2 b3083

Hello Knights!

Our first scheduled update is here! With that, we have a ton of cool things we think you’ll love, now available in version 0.2!

New content and features


  • New weapon – the Nexal Staff
    • Overview:
    • Quick 1, 2, 3 chain attack that can hit multiple targets, refilling skill charges quickly
    • Charge attack deals steady damage to anything in its AoE that replenishes skill charges. After the charge is complete it will zap all enemies inside the range. It deals bonus damage based on how many skill refreshes you got, so the best strategy is to do this on multiple enemies right after you depleted your skills
    • Staff players get an additional choice at skill selectors and a 25% bonus to Skill damage as passive bonuses right out of the gate
  • 5 new relics, to be included in the regular relic pool
    • Fiery Imbuement
    • Archangel’s Scythe
    • Withercore
    • Thundering Hammer
    • Arctic Axe
  • 3 new and unique relics for the timed chest rewards after beating each area
    • Poison Wheel
    • Bruma’s Ring
    • Urn of Vengeance
  • Difficulty modifier, available after beating the Phantom for the first time
  • Secrets
  • New level complete screen
  • New Praxis animation on the game over screen


Additional Features:


  • Aim assist now available for weapons and skills independently
  • Added a “Reset Player Position” to the Options menu
  • Added an option to reset Ember Tree progress
  • Added the option to skip identification sequences if already viewed at least once
  • Gold changes
    • All gold to be distributed evenly, including gold earned from relics
    • Increase gold collect radius and acceleration of collection
  • Added an auto save after identifying any items in the Nexus
  • Added attack circle indicator to Phalanx flag attacks
  • Added a counter to the perfect bow shot
  • Added the “Perfect” description to skill descriptions


Balancing



We’ve also made a bunch of balancing changes. The full list can be seen here:

  • Updated/fixed A3 enemy behaviors
  • Effigeist
    • Fixed timing with its projectile spawns
    • Fixed glitches with the skull spawning animation
    • Fixed sorting order with skull
    • Increased spawn projectiles 1 > 3
    • Adjusted skull HP to 1
    • Removed skull dying from contact with walls
    • Added skull dying from contact with players, wisps or ballistas
    • Added red damage indicator for skull death
    • After 0.75s, it blows up
  • Weald Wolf
    • Added red attack indicator
    • Removed fatigue state
    • Adjusted instances where it would leap
  • Pox Rat
    • Removed Putrid Rat and merged with Pox Rat
    • Added secondary stage (purple) which includes 25% more damage, 25% more speed and 25% faster attack cooldown
    • Removed melee attack, only shoots projectiles

  • Craven
    • Added dive bomb attack
    • Explodes on contact with the player
  • The Forlorn
    • Changed chain attack to be a Herald-style projectile that applies chain status effects
    • Changed old sentry attack to a laser
    • Added dash movement towards and away from players, similar dodge as the Scout

  • Condemned
    • Modified melee attack
    • Reworked dodge attack to stab and if misses, gets stuck and takes twice the damage
    • Updated A3 enemy spawn configurations to accommodate their changes
  • Bow tweaks
    • Multishot reduction 3 > 2
    • Increased damage on charge shot
    • Crit stat adjustment 5% > 4%
    • Move speed stat adjustment 10% > 15%
    • Burn duration increased from 3s > 4s
  • Relic adjustments
    • Overloading Necklace – now 100% chance to lightning when using a skill
    • Rejuvenation Glove – now Epic, can no longer stack
    • Gilden Remains – now Epic, drops 5 gold instead of 1
    • Giant Mace – now Epic, deals 50% more damage
    • Harvest Scythe – increased bonus damage 50% > 100%
  • Updated Evee dialogue; added a few new lines, shortened the lengthy ones


Bugs


And finally, we’ve addressed some annoying little bugs. Those include:

  • Bunch of fixes for controllers not being recognized
  • Fixed an issue with the bow that was queueing an attack but not firing the arrow
  • Fixed an issue with Chakram not targeting Stewards in the credits minigame
  • Fixed a bug with the Phantom boss projectiles
  • Fixed a bug with the Effigeist where the room would clear but the skull was still alive
  • Fixed a bug with the player walk sliding
  • Fixed a bug where Stewards could block an interaction point
  • Fixed a bug where you could cook/slice food items in the shop
  • Fixed a bug where The Condemned could become forever invincible in multiplayer games
  • Fixed a visual issue with The Condemned, Weald Wolf and Rakkling enemies becoming stunned or immobiled while jumping – will now snap to the nearest safe node
  • Fixed a bug with some enemies becoming invincible while frozen
  • Fixed a bug with the Phantom stake enemies not taking damage while frozen
  • Fixed a bug with players being able to walk through doors while a drop was in its collection state
  • Fixed a bug with the Phalanx miniboss door that was causing players to get stuck
  • Fixed a bug where the end of room reward wouldn’t spawn if the player died as the room was completed
  • Fixed an issue with the stereo curve on a lot of sounds
  • Fixed a bug where the sound continues to decrease as you beat Area 3
  • Fixed a bug with the health bars for some enemies in Area 2
  • Fixed a bug with Ripe Elderberry's status duration
  • Fixed a bug with Ornate Glove giving gold from the training dummy
  • Fixed a bug with the MaxHP stat gem that was healing for twice the amount
  • Fixed a tilemap issue where players could get stuck in the Phantom’s room
  • Bunch of fixes to the interaction and sounds in the healing room




We hope you love all the improvements! Feedback is super important to us so please be sure to let us know what you think!


Doom Turtle

Patch Notes v0.1.3 b3004

Hello Knights!

Another hotfix for today! We'd like to extend a special thanks to our Discord community for making us aware of the issue with the relics. Thank you!

Bug fixes


  • Fixed a bug that was not presenting additional unlocked relics (34) in selectors from the relic pool. They were only showing in shops.

  • Fixed a bug where the skill/relic being equipped wasn’t matching the skill/relic chosen from the skill/relic selector screen.



That's it for now. Enjoy!

Patch Notes v0.1.2 b3000

New Features/Content & Main Changes


  • Added patch notes and dev message buttons to the main menu
  • Set lobby to default to 4 players
  • Reintroduced skill swapping
  • Added button tips for charging and perfecting a Skill shot


Balancing
  • Moved the skill and relic rooms up in order for subsequent runs


Bugs
  • Fixed player charge sound looping infinitely in multiplayer
  • Fixed a bug where the player can get stuck in the door of boss prep room in Area 3
  • Fixed networking error with Hailstone Armor
  • Fixed a bug with the Area 3 boss dying from Meteor while the player is reviving
  • Fixed a bug for Area 3 where players get stuck in a cutscene state
  • Fixed a bug where the compendium was logging areas visited instead of areas completed
  • Fixed a few issues with the Healing Room VFX and SFX
  • Fixed an audio bug regarding lightning and a new save file
  • Fix for syncing gold values in multiplayer