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February Update - Relics, relics and more relics!

Hello Knights!

We’re back with another update for everyone!

For 0.10, we've added some new relics, improved a few more, added another secret color, included some quality of life improvements and fixed a bunch of bugs. We hope you enjoy this update and thank you for joining us on the journey to 1.0!

As always, items marked with 🔥 are a result of player feedback.

New Content & Features


[h3]New Relics 🔥[/h3]
  • Red Dwarf - Third weapon attacks shoot a giant fireball across the screen
  • Razor Claw - Crits now deal twice the damage
  • Spell in a Bottle - Whenever an enemy is defeated, a skill is refreshed by 1 hit
  • Magic Tome - Whenever a skill is refreshed, AOE damage is dealt
  • Smoldering Toxin - Whenever an enemy is burned, they're also poisoned
  • Trusty Wizard’s Hat - Whenever an enemy is stunned, 6 seconds of additional skill damage is applied
  • Traumatic Blow - Whenever a regular enemy is stunned below 20%, they're instantly killed

[h3]Improved Relics 🔥[/h3]
  • Chronograph - Skills refresh quicker in every combat room, not just boss and miniboss rooms
  • Empowered Bangle - Each first skill hit to an enemy deals bonus damage, not just the first skill hit in a room
  • Decayed Scepter - Now, every skill hit to an enemy poisons them. A normal cast applies 1 poison stack, a charged cast applies 2 poison stacks, and a perfect cast applies 3 poison stacks
  • Tainted Conduit (previously Venomous Necklace) - Poison ticks have a chance to conjure lightning
  • Lethargic Brew - Now, in addition to slowing enemies, their attacks are also slowed
  • Shock Troop - Increased the number of skill charges that are refreshed
  • Doom Shell - Now, the Doom Shell triggers on the first perfect skill cast and not when taking damage
  • Urn of Vengeance - No longer requires taking damage to release the collected souls. Now, a ghost is released whenever an enemy is defeated

[h3]New player color (and secret room...) 🔥[/h3]
There's a new player color that's sure to be electrifying!



Balancing


In addition to the new content and features, we’ve also made the following changes:
  • Reduced the amount of enemy HP scaling per additional player in multiplayer games 🔥
  • Made the snowy Nexus turn on and off based on the date
  • Updated the weapon info and mod screens for 6 weapons
  • Reduced the volume of music in the Mimic King room 🔥


Bugs


And finally, we've tackled the following big list of bugs:
  • Fixed a few bugs that were causing some scenarios where players couldn't roll-cancel 🔥
    • Ember Blade’s third attack - can't roll during weapon attack
    • Razor Wind's third attack - can't roll during weapon attack
    • Guardian Bow's Volley mod - can't roll during cast animation
  • Fixed a bug that was causing players to get stuck on a black screen before the start of the opening cinematic 🔥
  • Fixed a bug that was preventing the proper button icons from showing when using different controllers 🔥
  • Fixed a bug that was causing an occasional crackling sound 🔥
  • Fixed a few bugs related to enemy shadows causing issues
  • Fixed a bug that was moving the player during certain cutscenes due to a camera clamping issue
  • Fixed a bug with the Steadfast Citadel’s minibosses where they could end up out of bounds
  • Fixed a few issues where enemy projectiles could spawn out of bounds
  • Fixed a few bugs responsible for players occasionally getting stuck with Knight’s Charge 🔥
  • Fixed a bug with Hypercharger that was causing lag
  • Fixed a bug with Rakklings and Rakknids spawning and not being able to be killed in the Skrixxa Za boss fight 🔥
  • Fixed a bug with pets (Wisps, Ballistas, etc.) that was causing their death animation to not play while frozen
  • Fixed a bug with Hypercharger that was allowing it to jump during certain cutscenes
  • Fixed a bug that was allowing Shockers to move while spawning
  • Fixed a few visual issues with The Forlorn’s laser
  • Fixed a few visual issues with Barrier Pendant in multiplayer games 🔥
  • Fixed a bug that would have the player’s shadow disappear after beating the game
  • Fixed some minor spawning issues with various enemies 🔥
  • Fixed a bug that was preventing the “Waiting for all Players” message to appear in Anville
  • Fixed a bug with Ember Blade’s Fortune mod that was giving the same relic instead of a random relic 🔥
  • Fixed a visual issue that was causing the transition visuals to stay on the screen after exiting to the main menu during a room to room transition 🔥
  • Fixed a few bugs with seeing Arlan’s shop the first few times
  • Fixed a bug that was preventing players from equipping the energized weapon skin with their mouse 🔥
  • Fixed a bug with Effigeist that was causing its VFX and crystals to remain when killed during its Praxis buff
  • Fixed a bug with Effigeist that was causing the gem reward to take excessively long to spawn when killed while buffed by Praxis
  • Fixed an issue with the Nexal Staff and Effigeist where the staff was hitting twice
  • Fixed a few visual issues with the Phantom’s VFX
  • Fixed a few visual issues with the Overlord Mack’s VFX
  • Fixed a few issues related to the gameover screen in multiplayer games
  • Fixed a multiplayer issue where a player’s visuals would appear in the game after they disconnected from the lobby while the game is starting
  • Fixed a visual issue with Lord Bruma where his VFX were playing while he was invisible 🔥
  • Fixed a few collision issues with the miniboss variants in Scoggfirth
  • Fixed a bug that was preventing the healing numbers of the Scoggfirth miniboss to be shown to clients in multiplayer games
  • Cleaned up a few visual issues with Blast Bomb when multiple bombs are detonated
  • Fixed a bug that was causing the lock icon to disappear on Ember Tree upgrades if many are purchased too quickly




Join the Community!


As usual, 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!

Hotfix Update v0.9.1

Hello Knights!

We've found a few bugs with the previous update and as usual, we've decided to put out a hotfix to address them!

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


Fixes
  • Fixed a bug that was preventing Razor Wind from slicing pies with its charge attack
  • Fixed a few visual issues with Razor Wind’s charge attack
  • Fixed a bug that was preventing Eruption from dealing its charged damage immediately after a perfect cast
  • Fixed a bug that was causing players to get stuck behing the chest prop in the Mimic King room 🔥
  • Fixed a few issues related to volume and key bindings when no local save exists
  • Fixed an issue with Regeneration and dying at the same time a room is cleared 🔥
  • Fixed a bunch of visual bugs with the Compendium’s UI
  • Fixed a bug that was preventing the proper rarity VFX from showing on the relics received from the Offering Pit
  • Fixed some minor visual issues with Ember Fire
  • Fixed an issue with the VFX for the horns in Steadfast Citadel
  • Fixed a few minor visual bugs with the inventory screen
  • Fixed a minor visual bug with the water in Scoggfirth when changing the aspect ratio
  • Fixed a few visual issues with Anville’s props
  • Fixed a few minor visual bugs with various weapon mods
  • Fixed a sound bug with the burn status effect


Thank you to our amazing community for always helping identify and troubleshoot some of these issues!

That's it for now. We hope you enjoy!




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!

January Update - Are you feeling lucky?

Hello Knights!

We’re ready to kick off 2023 with a packed update for you! We’ve added a new skill, new relics, a bunch of quality of life improvements, and much more!

Arlan's Lucky Dice


Calling all gamblers! We've introduced a new skill that will be sure to surprise you each and every time it's used.
With this update, Arlan's Lucky Dice has been added to the default pool of skills so roll the dice and take your chances!



New Relics & Armor


It was time for another look at our current pool of relics and we've identified a bunch of relics that needed some work.
Based on your feedback, we've learned that "on roll" relics weren't that popular. We also noticed that the relics that trigger off of taking damage weren't picked very often. Simply put, they're not that exciting.

We've come up with a better way to reward defensive play while also allowing newer players the time and safety to learn the different enemy behaviors.
We've decided to greatly expand the Armor mechanic.

Previously available with weapon mods, we've now implemented Armor in a bunch of redesigned relics. With these new relics, you'll have ways to generate Armor, as well as triggering various effects from that Armor generation.

A quick explanation about Armor
  • Armor acts like temporary max HP. When a player has Armor and takes damage, the Armor is removed instead of losing HP. For example:
    • If you have 15 Armor and take 10 damage, you end up with 5 Armor and full HP
    • If you have 15 Armor and take 25 damage, you end up with 0 Armor and lose 10 HP
  • Armor has a max of 15 but can be increased with certain relics
  • Players can generate Armor via relics and mods up to their max Armor
  • Armor does not heal and is not considered HP for the purposes of HP triggers, effects, etc. It simply prevents damage
Visual Clutter Improvements


Thanks to your feedback, we've been able to make a significant improvement to the visual noise that can occur, especially in 4-player games. For this update, we've looked at weapons, skills, relics and a bunch of miscellaneous instances where we feel we could still convey the effect we want but without unnecessarily contributing to the overall noise.

Here are a few examples:

Ember Fire before & after

Heal VFX before & after

Pilot Light before & after

Bronze Rat before & after

Blast Bomb before & after

Take a look below for the full list of visual improvements as well as everything else that's included with this update!



Complete Patch Notes

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

[h2]New content and features[/h2]
[h3]Arlan's Lucky Dice[/h3]
The latest skill to be introduced and it's available in the starting pool of skills!

[h3]New Relics 🔥[/h3]
  • Bone Plate (previously Winter's Reply) - Gain base Armor. Gain Armor by defeating enemies
  • Ornate Glove - While over a minimum amount of gold, get bonus move speed and bonus crit
  • Wizard's Fleece (previously Scorching Sandals) - Gain bonus skill damage for each Armor. When Armor is removed, skills are refreshed by the amount of Armor lost
  • Twisted Firestarter (previously Static Aegis) - Your first weapon hit burns and deals bonus damage
  • Steel Greaves (previously Bulwark) - Gain Armor when dodging an attack
  • Spite Shield - Gain bonus weapon damage for each Armor. When Armor is removed, deal that much damage to enemies around you
  • Guard Scepter (previously Swamp Stompers) - Gain Armor when casting a perfect skill

[h3]Visual Noise Improvements 🔥[/h3]
Weapons & Mods
  • Rift Hammer - reduced amount of particles and lifetime of crack FX
  • Rift Hammer Smite mod – adjusted to render behind players and enemies
  • Rift Hammer Detonate mod – reduced number of particles
  • Ember Blade Lunge mod – reduced number of particles and rotated based on the player’s direction
Skills
  • Blast Bomb – adjusted to render smoke behind players and enemies
  • Ember Fire – reduced lifetime, reduced quantity and opacity of particle FX
  • Arcane Bolts – adjusted to render some particles behind players and enemies
  • Frost Wall – adjusted to render behind players
Relics
  • Plague Bomb VFX - reduced lifetime, adjusted to render behind players and enemies
  • Volatile Grimlock explosion - reduced lifetime, simplified the smoke, adjusted to render behind players and enemies
  • Pilot Light fire burst - reduced lifetime, adjusted to render behind players and enemies
  • Bronze Rat freeze - reduced lifetime, adjusted to render behind players and enemies
  • Conduit Spike static charge - reduced lifetime
  • Ignition Break VFX - reduced noise, adjusted to render behind players and enemies
  • Shivering Touch VFX - reduced lifetime, reduced the amount of VFX that render on top of players
  • Ripe Elderberry VFX - reduced lifetime, reduced overall particles and amount rendered on top of players
  • Surge Pendant VFX - reduced lifetime, reduced overall particles and amount rendered on top of players
  • Hunter Grasp VFX - reduced lifetime, reduced overall particles and amount rendered on top of players
  • Storm Ward VFX - reduced lifetime, disabled lightning from spawning when no enemies are present
Misc
  • General hit VFX - reduced lifetime, reduced overall size, added a small offset. Applies to weapons, crits, props and general hits
  • Lightning Wisps static charge - reduced lifetime
  • Heal VFX - reduced lifetime, reduced overall particles and amount rendered on top of players
  • Adjusted target indicator for Vanguard
  • Removed camera shake when enemies die from burn or poison
  • No longer shows damage and heal numbers from teammates in multiplayer games
  • Adjusted damage numbers on bosses to appear closer to where the hit occurred
  • Set a maximum number of damage numbers that can appear on an enemy at any one time
  • Reduced the size of the popup that appears with a stat gem
  • Disabled the increased stat popup when picking up a stat during battle

[h3]Progress Saving 🔥[/h3]
We've created a system for backing up save files. A newly created backup folder will keep a log of the previous 10 save files.

We've also added a new screen in the launch sequence to handle situations where the local save file doesn’t match the cloud save file. Players will be asked which save file they’d like to continue on. If no difference exists between local and cloud, no screen will be shown.

[h3]New player color (and secret...) 🔥[/h3]
We've added a new player color that's been a popular request. It's sure to light up your game!

[h3]Viewing teammate's inventories 🔥[/h3]
When making decisions, it's important to know what your teammates are running so we've added the ability to view their inventories in online multiplayer games.


Balancing


In addition to the new content and features, we’ve also made the following changes:
  • Changed Titan’s Wargear to increase damage on every 4 enemy kills 🔥
  • Reduced Infested Mind’s damage from 80 to 40
  • Adjusted the Razor Wind to allow players to roll through the projectile without collecting it
  • Tweaked the Sword Lunge Mod to not do a swing in between consecutive lunges
  • Adjusted Storm Ward and Thunder Hammer relics to spawn lightning on damage rather than on lightning
  • Updated the Shivering Touch relic to trigger on each tick for Guardian Bow mod, Volley
  • Added the ability to use the scroll wheel when browsing relics from the inventory screen
  • Removed damage performed on the training dummy from counting towards player’s overall damage 🔥
  • Added various SFX that were missing or needed


Bugs


And finally, a big list of squashed bugs.
  • Fixed a bug that was casting an infinite amount of lightning resulting in a crash 🔥
  • Fixed some issues related to NPC dialogue sequences that were causing softlocks in multiplayer games 🔥
  • Fixed a rare bug with changing rooms that was causing a softlock if there were enemies left in the previous room 🔥
  • Fixed a bug that was preventing the Arcane Orb skill from being added to the Compendium when equipping the Nexal Staff
  • Fixed a bug with Razor Wind that was preventing it from hitting targets directly in front of the player
  • Fixed a bug with Razor Wind where players wouldn’t teleport the full distance when cast offscreen
  • Fixed a visual bug with Rift Hammer’s charge attacks where the animations weren’t facing the correct direction in multiplayer games
  • Fixed a bug with Cloak and Dagger that was preventing relics Vital Convergence and Call to Arms from triggering off of perfect casts
  • Fixed an issue with using Knight’s Charge on the sleeping Mimic King that was preventing the battle to take place 🔥
  • Fixed a multiplayer bug that was allowing players to activate their teammate’s relics, Storm Ward and Thundering Hammer
  • Fixed a bug with Marvin’s dialogue that was not waiting for clients before the host can advance
  • Fixed a bug that was causing Anville’s voltage traps to persist if destroyed while in their charging state
  • Fixed a bug that was causing animation issues when jumping through the Nexus tear in multiplayer games
  • Fixed a multiplayer bug where Shivering Touch was being activated multiple times
  • Fixed a bug with Shivering Touch triggering twice when using the Rift Hammer’s mod, Fissure
  • Fixed a bug where players could occasionally get trapped behind doors in the rooms immediately before the boss 🔥
  • Fixed a bug that would occasionally see offscreen players appear onscreen and then snap back to their proper location
  • Fixed a bug with the Thundering Hammer relic that was causing duplicate hammers to spawn
  • Fixed a bug that was preventing the gold spent to reroll shops counting towards the gold spend stat used for player awards, Frugal and High Roller
  • Fixed a bug that was preventing Rift Hammer mod Fissure and Guardian Bow mod Volley from reapplying the Fiery Imbuement effect each time damage is ticked 🔥
  • Fixed a bug in multiplayer games where Shiver Mage wasn’t facing its targets while attacking
  • Fixed a few bugs in multiplayer games where VFX for the Rift Hammer were not spawning in the correct direction
  • Fixed some UI issues where clients could inadvertently make selections while hovering in various screens
  • Fixed a bug that was preventing the barrels in Steadfast Citadel to be destroyed when rolling through them
  • Fixed some visual bugs with Ornate Glove’s FX
  • Fixed a few visual areas in the training area of the Nexus




Join the Community!


As usual, 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 - Overwhelmingly Positive!

Greetings, Knights!


Before we dive into what we’ve been working on, we wanted to share some amazing news.
We’ve hit an overall rating of Overwhelmingly Positive on Steam!



Being a small studio, a strong rating is incredibly important so from the bottom of our hearts, thank you so much!


Also, not only did we reach this incredible milestone but we’ve also recently surpassed 3400 members in our official Discord server! If there’s a better community out there, we haven’t seen it!



If you're not already a member, we'd love to have you. Hop in and let us know what you think about the game!
https://discord.com/invite/emberknights



Now, we have some cool new content coming in next week’s update but in addition to that, we wanted to include some big progress towards improving the visual clutter that can happen, especially in 4-player games. A big thanks to everyone who helped us with this!

Looking at how we were rendering effects, we were able to reimagine them in a way that still conveys what we want but without unnecessarily contributing to the overall visual noise.
We'll go into greater detail next week but here are a few examples:

Ember Fire before & after

Heal VFX before & after

Pilot Light before & after

Bronze Rat before & after

Blast Bomb before & after

There's plenty more which we'll cover in next week's patch notes.


Before we go, what would a player appreciation post be without showing off this awesome fan art collaboration between Discord members, LostIllustrator#3589 and remingt0nblake#6993!




And finally, a little teaser for v0.9...



See you next week when 0.9 drops!

Doom Turtle

Hotfix Update v0.8.1

Hello Knights!

Before we shut down for a week, we wanted to address a few issues in a hotfix update, available now!

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


Balancing
  • Adjusted how progress completion is calculated to account for the recent additions of new content


Fixes
  • Fixed an issue with Razor Wind and Rift Hammer that was allowing players to move while holding the aim/stand button🔥
  • Corrected prices for Razor Wind Mods Proficiency and Empowered
  • Fixed issues with the Impact Charm and Clobbering Mace Relics that were preventing them from being activated by the Storm Ward Relic
  • Fixed a bug with the Conduit Spike Relic that was preventing it from activating lightning relics
  • Fixed a bug that was preventing on-death poison relics to activate when enemies were killed by the Infested Mind Relic
  • Fixed a bug that was causing Ember Tree upgrades Confidence and Fury to not update for clients
  • Fixed a few issues related to players not seeing deceased teammates🔥
  • Fixed a visual issue that was showing the casting indicator when manually detonating a Blast Bomb🔥

We'd like to extend a big thanks to our community for helping us identify and fix some of these issues!

That's it for now. We hope you enjoy!




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!