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Ephemeral Tale News

Tiny Bi-Weekly Pupdate: Ephemeral Tale v1.40.1

Ephemeral Tale 1.40.1 Changelog
Fixed a bug where Butter Knife wasn’t properly interacting with the damage system
Fixed a bug where (under a very specific circumstance) Alchemist’s Trick could be exploited
Fixed a bug where legacy saves wouldn’t have the player turn into a mermaid when coming into the Sunken Summit
Fixed a number of passibility issues inside of the Sunken Summit
Rare enemies are now tougher once the player has reached the Realm of Shadows

(Bi-)Weekly Pupdate (03/06/21) -- Patch #55 (Quality of Life changes!)

QUICKIE PUPDATE

Hey all,

Here we are again, with another update to Ephemeral Tale! This time around, it's a bunch of changes focused on improving the player experience in some form or another. Thanks to your feedback, I've started moving towards making the importance of the skill tree more evident. Additionally, I may be making further changes to its presentation in the future (only time will tell!).

I also addressed a number of issues regarding bloom effects blowing out, bugs where players could lock themselves out of content, and added save prompts for an added layer of save safety! Finally, I felt that Fragile Recall Runes were a bit too precious a commodity, and have added them to Dabby's store (as well as making that quest easier for players to start).

[h2]Ephemeral Tale 1.39.4 Changelog[/h2]
  • Added additional prompts to better guide players towards the skill tree
  • Added Crystallized Essence to the drop table of all non-mimic rare enemies if Dabby’s quest hasn’t been completed yet
  • Addressed an issue where “tile corruption” occurred on a particular map in the Corrupted Castle
  • Addressed an issue where bloom effects could permeate into the Forgotten Forest, causing the screen to “blow out” in brightness
  • Addressed an issue where bloom effects from the Corrupted Castle would not be properly reset
  • Addressed an issue where Jelly portals were not properly resetting under certain conditions
  • Did an optimization pass on the WebGL effects inside of the Forgotten Forest, Bayou Bog, and Royal Rosegarden
  • When saving the game, or erasing an existing save, a prompt will now ask the player if they wish to do so as an added safety measure
  • Dabby will sell Fragile Recall Runes to the player (for the right price, of course)


[h2]A SLOW, BUT STEADY RACE[/h2]

I'd like to end this Pupdate by thanking everyone who has played Ephemeral Tale over the course of the last year. Your continued support and feedback helps immeasurably-- and a special thanks to all of you who have recommended the game to friends!

My hope when creating Ephemeral Tale was for you to have an experience that was overall similar to your buddy, but when you discussed it you would find that the differences in how you approached the game would be huge! Maybe you went to the Oasis first, and they went towards the Forgotten Forest-- maybe they went for a magic build, revolving around being a glass cannon! But you decided to be a Damage over Turns, physical based brawler!

Those differences in approach would not only represent, but serve as your ability to have an experience in the game that was unique to you-- your story to craft and to tell. Soon, Ephemeral Tale will be leaving Early Access and we'll have our full release, but there's still work to be done before that time comes.

As we march towards our release, I hope you will join me on that road! Until next time, stay safe and have fun!

-- Ryan
Join our Discord: https://discord.gg/jpStbUf

Emergency crash fix

Fixed a bug where the game would crash whenever shaking text occurred.

Sorry for the dust! Was a result of the upcoming optimization efforts slipping into the wrong branch.

(Bi-)Weekly Pupdate (2/13/21) -- Patch #54 (Bug fixes galore!)

QUICKIE PUPDATE

Hey all,

Glad to see you again! We've got a small Pupdate this week, as I've been busy working on the process of optimizing the game for our full release! This update went live around the normal time (Tuesday or Wednesday, about), but I've only just now been able to get the Pupdate side finished! Let's dive into this:

[h2]Ephemeral Tale 1.38.3 Changelog[/h2]
  • Added additional dialogue to Dabby to better indicate how to unlock Clarke
  • Fixed a graphical issue regarding the Cauldron in the Lost Caverns
  • Fixed a bug where a chest would open twice inside of the Sunken Summit
  • Fixed a bug where the Scroll of Family Recipes wouldn’t be removed from the players inventory upon completing the relevant quest
  • Addressed an issue where certain moves were ineligible for hit protection
  • Addressed an issue where triple-strike weapons would only hit for 4 times upon using Double Strike
  • Addressed an issue where you could encounter enemies from the wrong zone inside of the Graveyard Grove
  • Added additional feedback to one-time chests in a few zones
  • Fixed a bug where Mire’s Gambit could trigger off of non-Normal hits
  • Darune now has a base ATK of 32 (was 25), and a base DEF of 35 (was 28)
  • Lowered the drop rate of various items in Darune’s drop table by ~10%
  • Rare enemies will now begin to flee more frequently at 40% HP, rather than 50% [NOTE: this means that they should be easier to deal with, that wording was kind of confusing]


These changes should fix a number of long-standing issues, such as magic attacks not being eligible for hit protection, certain weapons not behaving as anticipated, and items not being properly removed from players' inventories.

Hopefully, this will help improve the gameplay experience for everyone! As always, feel free to leave feedback here, the forums, or our discord! Until next time, stay safe and have fun!

-- Ryan
Join our Discord: https://discord.gg/jpStbUf

(Bi-)Weekly Pupdate (1/26/21) -- Patch #53 (Companion edition!)

SLIDE TO THE LEFT!


Welcome back, everyone! For our first entry in the now bi-weekly Pupdate, we've got a patch targeted towards improving the feedback given to the player throughout their time in Ephemeral Tale, and some balance changes meant to improve the standing of the companions!

Let's hop right in, shall we?

[h2]Ephemeral Tale 1.37.2 Changelog[/h2]
  • Lowered the visual intensity of the lightning effects in the overworld
  • Fateshifter, Bound and Willbearer, the Imprisoned now have wider loot pools
  • Added an extra drop chance for El Cabones from El Caboney
  • Zombobber’s can now drop El Cabones
  • Added additional feedback to Jellies to better indicate their use
  • Swiftstrike now lowers the users ATK by 30% (was 25%)
  • Additionally, bows within the “double strike” archetype now lower the users attack an additional 5%
  • Shoddy Twine’s recoil now strikes the user for 8% (was 5%)
  • Bosses will now be tougher upon challenging them a second time (i.e., after you’ve beaten them for the first time)
  • Clarke’s MP growth has been adjusted, and is now faster to climb but caps out at 450MP (was 500)
  • Clarke’s DEF has been lowered overall, and now caps out at 175 (was 188)
  • Clarke’s M.DEF has been lowered overall, and now caps out at 275 (was 294)
  • Clarke’s Rejuvenation has had its cost adjusted, and now costs ~25% more to cast
  • Additionally, Rejuvenation’s Heal over Turn effect now heals for 10% every turn for 4 turns (was 20% for 3 turns)
  • Siegfried now takes 15% less physical damage overall
  • Siegfried’s DEF has been raised overall, and now caps out at 350 (was 280)
  • Siegfried’s HP has been raised overall, and now caps out at 1500 (was 1300)
  • Siegfried’s Rally now heals for 50% of the damage done (up from 30%)
  • Additionally, Rally now lasts 4 turns (was 3)


As you can see from the above patch notes, it's quite a landscape of changes! In the interest of transparency, I thought we might go over a few of these in particular to explain the reasoning behind the changes.

  • Added an extra drop chance for El Cabones from El Caboney
  • Zombobber’s can now drop El Cabones
  • Added additional feedback to Jellies to better indicate their use


These three changes have a very simple reason for being here: things weren't being messaged clearly enough! Finding the right balance between "reasonably hidden, but messaged well enough for players to discover" and "yup, it's just not a thing that exists" is surprisingly difficult! As time goes on, I lean more towards being more indicative of feedback to the player, and instead hiding parts of the puzzle, instead-- a good example would be Sabrina's quest. The recent changes to it added a secondary method for starting it, but also indicated only a cave; there are caves in almost every zone in the game! Thankfully, it's enough of a starter to get players in the right direction, so it works out. The above changes will hopefully allow for players to discover more of the games deeper secrets! The next patch will also have some changes to further help in this regard. Have anything in particular you want more feedback on? Let me know!

  • Swiftstrike now lowers the users ATK by 30% (was 25%)
  • Additionally, bows within the “double strike” archetype now lower the users attack an additional 5%
  • Shoddy Twine’s recoil now strikes the user for 8% (was 5%)


These changes are targeted specifically at weapons that hit multiple times, and are aimed to bring them more in line with other weapons. A 5% change is not a huge amount of change, but over several hits it can add up! My goal here is to keep these weapons feeling powerful and rewarding to use, while also hopefully allowing weapons that need more room to breath the ability to perform for you. Ideally, this will mean more overall flexibility in what you feel you're able to use moving forward.

  • Clarke’s MP growth has been adjusted, and is now faster to climb but caps out at 450MP (was 500)
  • Clarke’s DEF has been lowered overall, and now caps out at 175 (was 188)
  • Clarke’s M.DEF has been lowered overall, and now caps out at 275 (was 294)
  • Clarke’s Rejuvenation has had its cost adjusted, and now costs ~25% more to cast
  • Additionally, Rejuvenation’s Heal over Turn effect now heals for 10% every turn for 4 turns (was 20% for 3 turns)
  • Siegfried now takes 15% less physical damage overall
  • Siegfried’s DEF has been raised overall, and now caps out at 350 (was 280)
  • Siegfried’s HP has been raised overall, and now caps out at 1500 (was 1300)
  • Siegfried’s Rally now heals for 50% of the damage done (up from 30%)
  • Additionally, Rally now lasts 4 turns (was 3)


Whew! Some big changes to the companions this week, huh? Thanks to some recent feedback from you guys, I felt confident in tweaking the companions a bit this week to find a more perfect middle-ground for all of them, so they can aim for a slot in your party. Clarke was, in general, a bit too powerful once you had her-- she's a healer who could single-handedly invalidate large swathes of content. As such, she's had her more wild ability refined a bit, and her stats tweaked to ensure that you're working a tiny smidge harder to protect such a valuable asset. Siegfried, on the other hand, felt too vulnerable-- which is really bad for a tank-type character! As such, he's been made a bit beefier, and his Rally is now significantly stronger in order to allow for you to really just enjoy chunking through your foes.

That about covers this Pupdate, but if you think I missed something, or have any feedback please feel free to let me know! Until next time, stay safe and have fun!

-- Ryan
Join our Discord: https://discord.gg/jpStbUf