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Ephemeral Tale News

Patch #2 (.97d) Update

Hey all,

Here we are again. So soon? Yes, so it is. But while patch #1 was mostly about balancing fixes, this one got pushed out sooner than normal in order to (hopefully) fix the issues a couple of you have reported with save files not showing up after a play session.

  • The chest in the first room of the game can no longer be a mimic (sorry for whackin’ your ass, Tyler)
  • Fixed a typo or 2 (thanks, Tyler!)
    This was actually fixed in .97c, but I forgot to list it. Whoops. Well, one of em was.
  • Adjusted drop rates for enemies in the Lost Cavern.
  • Additionally, added Swiftstrike to Batty’s loot pool.
  • Upped drop rates for Potions across all zones.
  • Lowered Mimic’s drop rate of Lucky Scrolls.
  • Added a fullscreen toggle in the Options menu
    If it doesn’t work for you OOTB, head over to the install location and open package.json w/ Notepad and change fullscreen true to false. NOTE: When you toggle between the two, it may not update with the proper information. Leaving the options menu and going back in should show the updated text.
  • Fixed an oversight where a wall could play the Battle Entrance animation in the Lost Cavern
    First attempt at addressing an issue where save files could appear to be gone, but in fact, were not.
    If you’ve been impacted by this issue, you can restore your save file following instructions in the discussions forum. If you see this issue crop up again, please let us know!
  • Fixed an issue with weird torch passability in a section of the Traveller's Respite


That should be it for the updates today! Sorry for all the announcements! With that said, the save file issue that was reported should be resolved now, with the exception of those who already suffered from it. The fix listed in the discussion forums to restore the save file should be all that's necessary to restore the natural order. If it isn't resolved, we'll take another crack at a fix until it is. Big apologies to all those impacted by the issue.

For those who want the technical gnitty gritty, here's what happened:

The game executable is stored in a certain way to protect the assets within it, and the game loads those assets by putting them into RAM. At some point during pre-launch tests, a config file from a save got mixed into the files loaded into RAM. So, when you played the game, it would see a config file being loaded from the RAM and expect the other save files to be in the RAM as well. They weren't, and the game wouldn't know to switch sources until a file was saved to disk and reloaded. (Or at least, that's the current theory.) By changing how the game was packaged, we should see this issue resolved.

Patch #1 (.97c) Update

Hey everyone,

It's time for everyone's favorite Gaming Ritual! Ah yes, the dreaded Day-1 patch. Thanks to your feedback, we've been able to identify a number of issues that we've resolved. Additionally, we've been able to adjust a number of items that will be immediately present, and not-so-immediately present. We're still looking for feedback on damage numbers, general combat feel, etc., so feel free to hit up our discussion board if you've got feelings on the matter!

The patch should be live now, or shortly. Sometimes Steam can take a while to propagate everything out there, but rest assured that the patch is in the system somewhere!

With all that said, here's the patch notes:

  • Fixed a visual bug w/ Intimidate skill
  • Fixed an issue w/ the tileset passability for Traveller’s Respite
    The above issue isn't considered completely resolved yet, a future patch will address the weird "walking on a log" visual bug.
  • Escape rate floor increased by 10%, consideration of parties agility stat doubled.
    The way that escape rate is calculated is currently based off of a flat number, plus the parties agility divided by the enemy parties agility. As part of this patch, the escape floor (flat rate) has been increased 10%, and the calculation now goes off of the parties agility x2 / enemy parties agility x1.
  • Lowered encounter rate in the Occluded Oasis by about ~half or so.
  • Lowered encounter rate in the tutorial area and Corrupted Castle by ~15 percent.
  • Removed certain enemy groupings (3x Ratzo, 2x Batty specifically) from a number of rooms in the tutorial area.
  • Added a message on first death to let players know that nothing is lost
  • Dabby has been scolded for his outrageous prices, and he’s lowered them accordingly
    A more in depth change to shopkeepers is coming, but will take more time to iron out the kinks.
  • A new secret has made its way into the fold. (Hint: there’s a pupper to pet)


We'll have more fixes incoming as they're made, and there's already more stuff underway than listed here thanks to your feedback, but don't let that stop you from giving us more! The game is out now, and has ceased to be ours. This is now your game, so let us know what you're looking for!