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.
New content and features
Arlan's Lucky Dice
The latest skill to be introduced and it's available in the starting pool of skills!
New Relics 🔥
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
Visual Noise Improvements 🔥
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
Progress Saving 🔥
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.
New player color (and secret...) 🔥
We've added a new player color that's been a popular request. It's sure to light up your game!
Viewing teammate's inventories 🔥
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!
December Update - New Weapon
Hello Knights!
This is our last update of the year and with it, we bring a fun new way to play with the addition of a brand new weapon and its mods! We’ve also included some much needed balancing changes, important quality of life updates, a new player color and a bit of a snowy touch to the Nexus!
Note: items marked with 🔥 are a result of player feedback.
Razor Wind
As the war with Praxis intensifies, it was time to add the fifth weapon to the game! Introducing Razor Wind - a versatile throwing weapon that rewards proper positioning and prioritizing targets. Take control of the fight with Razor Wind's deadly charge attack; a boomerang-like effect that pierces through enemies while also enhancing your basic attacks. With a new suite of mods designed to let you take full control of the best Razor Wind has to offer, we're sure this weapon will put your Knight one step closer to defeating Praxis for good!
Nexal Staff
Our goal for the Staff was to give players, who like using a lot of Skills, a weapon that facilitates that. It does that but it also does much more than we originally intended. With the addition of new content and systems, the Staff has drifted a bit too far from where we want it to be so we've made some adjustments. With the balancing changes included in this update, we've been able to return the focus to Skill usage without sacrificing its power.
Winter wonderland and more...
New Player Color
Player colors have been a big hit so we thought we should include a brand new one for the holiday season. As usual, the Ember Dust is hidden and will need to be discovered to unlock the new player color!
Snowy Nexus
It’s that time of year and the inhabitants of the Nexus will need to find a way to keep warm! For a limited time, we've given the Nexus a proper wintery feel. Also, keep an eye out for some newly colored Stewards!
Patch notes
See below for the complete list of cool new things!
New content and features
Razor Wind
The 5th weapon has arrived and it introduces a bunch of new interactions!
Razor Wind Mods
Live Wire
Stimulated
Hefty
Proficiency
Shadow Strike
Sluggish
Serrated
Empowered
Burgeoning
New player color
Show off for the holidays with a brand new player color! Includes a new Compendium entry and Steam Achievement
Winter Theme
Snowy Nexus with holiday-colored Stewards
Balancing
In addition to the new content and features, we’ve also made the following changes:
Nexal Staff balancing 🔥
Added a small base Crit chance
Reduced the time to fully charge the Charge Attack
Damage on the fully charged Charge Attack burst is increased based on the number of Skill Charges gained
Reduced the maximum number of hits on the Charge Attack
Increased the refresh rate for skills on the Charge Attack
Increased the pushback on the Charge Attack
Reduced the Skill Damage on the Skillful Mod
Reduced the time for Skills to reach their Perfect timing with the Focus Mod
Removed the Backup Dagger Relic
A recent change caused some unforeseen consequences so we’ve temporarily removed it
Added support for saving the player color 🔥
Local play
Updated local play and credits to start player 1 with their last equipped player color
Online play
Updated the online player lobby screen to choose the next available color if the previous color is taken
Adjusted all enemy behaviors to work as intended for when the player is invisible from the Cloak and Dagger Skill
Adjusted weapon input so if players are holding the attack button after an attack chain they will start charging when the delay ends
Increased the drop rate for Epic Relics
Removed the Mod details from the weapon podium tooltips
Tweaks to Plague Bringer's trail VFX
Removed the Ice Spike damage numbers from appearing when using the Frostbite Relic
Bugs
And finally, we took care of another batch of annoying bugs. See below:
Fixed an issue that was causing a softlock when skipping area intros 🔥
Fixed a few issues with the Frostbite Relic and its VFX 🔥
Fixed a few minor visual issues on the player while equipped with the Bow
Fixed a few visual bugs related to arrows dying
Fixed an issue with Scrap Chief Mack's projectile animation
Fixed a player collision issue when skipping certain area intros 🔥
Fixed a bug where multiple inputs would cause issues when jumping over pits 🔥
Fixed a targeting issue and a few animation issues with The Forlorn
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 v0.7.1
Hello Knights!
We have a few fixes and changes that we felt shouldn't wait for our next scheduled update so we bring you this hotfix update!
Note: items marked with 🔥 are a result of player feedback.
Content & Features
Cutscene skipping
Players can now skip through area intros and boss door opening sequences
New visual player indicators
In online multiplayer games, you'll see "You" above your character
In local multiplayer games, players will be identified with "P1, P2, P3, P4" above their characters
On by default but can be turned off in the Options menu
Changed the Color of Change secret and Steam achievement
Updated Oakbane's fruit and mushroom cloud to match the new attack color
Fixes
Fixed a bunch of bugs that were causing frozen enemies to behave strangely when stunned with the Stasis Trap mod
Fixed an issue with the missing death animation of one of the Anville miniboss variants
Fixed a bug that was causing screens with scrollbars to scroll continuously 🔥
Fixed a bug that was occasionally causing water to render incorrectly
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!
Nominate Ember Knights for the Steam Awards!
Nominate us!
It's that time of the year again! Steam has called for the Award Selection Committee to nominate the best games of 2022. This esteemed committee is composed of those most qualified to judge: you! That is why, we are warmly encouraging all of you to cast your votes and show your appreciation to the titles you love. Of course, if Ember Knights is one of them, all the better. We're calling on you to nominate us!
With Ember Knights being a multiplayer co-op experience at its core, what better distinction for us to look at than the Better with Friends Award. Playing solo is always great fun, but truth be told, nothing's better than snatching the MVP award from your besties. Plus let's face it, that 3rd area boss is tough, and having a couple of buddies around really helps get the job done.
Autumn Sale
Ember Knights is currently 20% off during the Autumn Sale from 11/22 to 11/29!
We say it a lot, but it's always remained a constant: we are truly honored and humbled to read your reviews, collect your feedback and see how much you care. It helps us further polish the game. Every day brings us closer to the 1.0 release, and while it may be months away, you are giving us the confidence and the strength (and the cool ideas!) to take Ember Knights to the next level. Thank you again for enjoying our work!
Until next time, happy hack'n slashing and don't forget to hit us on our social media channels to stay up to date with our latest news and enjoy some fun content! You can find us on Facebook, Instagram and Twitter, and we also have a very active Discord channel!
Stay tuned for more news and updates!
November Update
Hello Knights!
We're back again with another exciting update! This time around, we focused on bringing you a new skill, new & improved relics, miniboss variants for Anville, and brand new player colors to discover!
Note: items marked with 🔥 are a result of player feedback.
NEW CONTENT & FEATURES
Anville Miniboss Variants
To match the other areas, we've added 3 Scrap Chief Mack variants to The Great Forge
New Skill
For the first time, we've created a Skill that uses two different states and it'll be available in the starting pool of Skills
New Relics
Infested Mind
Impact Charm
Clobbering Mace
Titan's Wargear
New Player Colors 🔥
Players will be able to customize their Knight with the addition of 3 brand new colors
Added the ability to reroll regular shops 🔥
BALANCING
Relics
Scorching Sandals (previously Fire Wheel)
Updated functionality - dodging an attack will trigger a seeking fireball
Backup Dagger
Updated functionality - weapon attacks will trigger an additional dagger weapon attack
Spite Shield
Updated functionality - returning damage will now scale instead of being a flat amount
Swamp Stompers (previously Poison Wheel)
Updated functionality - dodging an attack will trigger a seeking poison dart
Phantom
Slightly increased global cooldowns
Added a longer cooldown after the rotating laser attack
Reduced the number of ghost rush attacks while speeding them up slightly
Reduced the distance on most of the dashes
Slightly reduced the damage from the drain phase
Scoggfirth Enemies 🔥
Poison Oak
Renamed to Oakbane
Recolored attack puddles to differentiate from poison
Plague Bringer
Recolored sprite and attack puddles to differentiate from poison
Various improvements to the camera system in local co-op 🔥
Players will now have their Skill charges refilled when entering new areas 🔥
Visual tweaks to the Anville enemies and their attack indicators
Added screenshake and animation improvements to Scrap Chief Mack
Added screenshake to Herald and its variants, Phantom and Overlord Mack
Volts re-evaluate enemy targets to supercharge every half a second
Overall values and color pass on the environment and props for Anville
Players will now unlock the Ember Pit as part of their Nexus progression
In the event of a player dying at exactly the same time as a miniboss or boss, the player death will be prevented
Increased player movement speed during boss intro cutscenes
Updated the visuals on the Praxis taunt
Adjusted the Early Access text to be more readable
A bunch of memory and performance optimizations
BUGS
Fixed a visual issue with Hailstone Armor where its attack indicator was a line instead of a circle 🔥
Fixed a bug with Arcane Orb that was preventing it from registering in the Compendium 🔥
Fixed a multiplayer bug where Eruption and lightning effects weren’t showing for clients 🔥
Fixed a multiplayer bug where clients could get softlocked during cutscene dialogue
Fixed a bug that was preventing the game from returning to the main menu after finishing the credits minigame
Fixed a bug with the attack indicator for Guzzle Wound and its variants
Fixed a minor bug with Lord Bruma where he was doing a phase transition during his ice wall attack
Fixed a bug that was allowing Volts to spawn offscreen during the Scrap Chief Mack encounter
Fixed a bunch of minor bugs with the Anville enemies
Fixed a multiplayer bug that was preventing effects from the Sword and Bow attacks being shown for the other players
Fixed a multiplayer bug where the Ballista’s hit FX wasn’t showing for clients
Fixed a minor networking bug with Phantom
Fixed a minor visual bug that was having the confetti from discovering a secret linger longer than it should
Fixed a bug with the custom mouse cursor where it was showing below the options dropdown menu
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 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 v0.6.1
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!
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.
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)
Dev notes about the design changes
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
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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…"