Tag: Emberlight

  • Updated Patch Notes for August 26 – Steam Achievements Added

    Updated Patch Notes for August 26 – Steam Achievements Added

    The development team has made the following changes and updates to the game in the latest Changeset 826 update.  Steam Achievements are now live! Earn 49 new badges for your steam profile with these new achievements.

    • Updated the ground on surface and caves to help with feedback where the characters blend too much due to similar color scheme
    • Adjusted the quest screen tutorial to help with some confusion on quest selection
    • Added a tutorial in-game for purity mode explaining what it does when active
    • Added cloud saving of corruption points, corruption levels, and all corrupted bosses. This is paired to whichever platform you’re currently logged into (Steam has highest priority, and Discord is secondary). Bonus points if you have the same display/username between Steam and Discord as it will use the same backend. This is also the same system that determines name on top left of main menu.
    • Updated leaderboard system to now show “today’s leaderboard” which clears when challenge resets, and “lifetime leaderboard” which shows highest score. This also uses new backend with cloud saving which unfortunately wiped out all lifetime scores to date.
    • Updated trap room effect due to graphical artifacts and performance issues
    • Removed light around treasure in treasure room
    • Resolved issue where, with the game log turned off, it’d flash on and off in rooms as messages were passed to it
    • Resolved issue where, with purity mode, if you exhausted all corrupted bosses in pool, you could still select a corruption quest and crash in boss room
    • Gambling chance now 50/50 (originally 70% chance to lose). 10% chance for jackpot stays the same
    • Added wolf/werewolf hurt and die sounds
    • Updated sounds for critters (especially rats which made everyone’s ears bleed)
    • All units now have variance in their stats and health instead of just the level’s base balancing amounts
    • Voice now has its own sound category in options
    • Achievements added to the game. Currently only in Steam. Eventually will show in the encyclopedia.
    • Rooms with doors now properly highlight both the frame and door when hovered

    Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight.

     

     

  • Updated Patch Notes for August 21

    Updated Patch Notes for August 21

    The development team has made the following changes and updates to the game in the latest Changeset 825 update.

    • Resolved issue where diminishing returns/hard cap on crowd control was not working properly. It now properly recognizes dimishing returns (there is a test per attempt to use) along with a hard cap (after 10 full uses in a room, CC will not work). This should help with a few encounters that overloaded CC (wolves and werewolf encounters, critter encounter with 3 rats, and Ratman miniboss) as well as corruption fight with CC-heavy party members.
    • Raised floaty text above the status effects area. It will also raise higher with many status effects.
    • Resolved issue where the Blaze Knight, when having multiple turns in succession, didn’t rotate back to starting rotation in between turns. This was fixed before launch, but accidentally commented out in a recent update.
    • Leaderboard numbers now start at 1 position as opposed to 0.
    • Added roadmap image as a clickable button to bottom left of main menu. This opens browser to the State of the Game article for details on the future of Emberlight.

    Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight.

     

  • Updated Patch Notes for August 19

    Updated Patch Notes for August 19

    We just made updates, changes, and some fixes in the latest build for Emberlight in Changeset 821. Please read about the new purity mode for those wishing for a “good ending” in options as well as the other updates to the game.

    • Rebuilt quest screen to help resolve confusion in determining which quest was selected and how long the quest will last
    • Fixed a few grammar and spelling errors
    • Resolved issue where the persistent corruption bars did not properly update the bar portion
    • Resolved issue where the windowed option was flipped
    • Unit portraits (in abilities window, town portal, and above units on screen) now show stats window when hovering over
    • Traits have all been shifted as status effects to make them more apparent. We’ll see how this plays out in later levels where many more status effects are applied and whether we’ll need to present the traits differently.
    • Various tweaks to the tutorial messages to align to recent changes
    •  Pushed the updated options window
    • Quest window now defaults to highest accessible quest. It can still be cycled.
    • Updated method for hovering over unit portraits as it was occasionally flipping the toggle
    • Resolved issue where somehow clicking through tutorial windows in quest and party screens allowed the back button to be hit leaving the tutorial window up indefinitely.
    • With traits now in status effects, reduced size of each icon to be 6 wide to handle traits, drinks, and any active status effects.

    Purity Run Explained

    • When defeating the final boss, if none of the party members received any corruption (relying solely on town portal abilities), the corruption fight is skipped and a different ending is earned. No corrupted boss is created. This was in response to feedback requesting a “good” ending.
    • Is Purity Run added to options menu. When set, if any party members have 0 corruption but a corruption fight must happen due to another member having corruption, the system will pick a 0 corrupted party member in the fight. This was in response to feedback requesting a “good” ending.
    • If at least one corruption fight occurs, but the survivors are not corrupted, the second ending is earned. No corrupted boss is created. This was in response to feedback requesting a “good” ending.

     


     

  • Updated w/link – Join our Emberlight Reddit AMA on /Games on Sunday at 8 PM EDT

    Updated w/link – Join our Emberlight Reddit AMA on /Games on Sunday at 8 PM EDT

    Emberlight AMA   has ended at 11 pm EDT.  We will continue to all your answer questions on the thread as they come in.

    Have you watched the launch trailer, or better yet tried the game on Steam/Discord/Itch.io, and wondered what was going through our heads when we created Emberlight?  Why am I killing off my own party?  I have to kill my old corrupted Pyromancer with his Brutal Charge, Meteor Strike, and Nova?!

    Well fear not, because we don’t know what was going through our heads.  But we have the next best thing to answering these and other questions you may have!  We will be hosting a Reddit AMA on /Games at 8pm EDT (GMT-5) on Sunday (August 18th). We will post the full Reddit link prior to the chat on Discord, Facebook, Twitter, as well as update this post.

    While you wait, you can listen in on the interview we had with Fragments of Silicon on July 3rd.

    • The Quarter Onion Games team


     

  • Updated Patch Notes for August 16

    Updated Patch Notes for August 16

    Thank you everyone for supporting Emberlight. Here is a list of things we added or changed based on the community’s suggestions.

    Here are the highlights

    • How to play removed from encyclopedia due to tutorial system ingame. Defaults to locations tab.
    • Resolved the abilities and town portal windows still having the rare case of an icon being stuck on the screen
    • For effects with absorb and mirror image which stay active until used up, duration now goes down to 0 versus negative before
    • Adjustments made to better support multi-monitor setups
    • Added Windowed mode back into options. Seems stable, but we’ll need more testing to be 100% (Need to check the box then uncheck it to enable. Will be adjusted in next update)
    • Finally, maybe, hopefully resolved the rare wander creature bug
    • Tweaks to order of operations when handling death to see if this resolves the rare bug where sometimes an enemy is at 0hp and yet doesn’t die with the turn system getting stuck
    • Potions now function the way they worked before where multiple can be used in a cleared room
    • Tooltips for potions button are now always active to show potion amount regardless of situation or if there’s 0
    • Game log can now be disabled in the options menu if you find it intrusive

    If you have any more suggestions, feeling chatty, or need support, simply join our community on Discord to speak with us.

    — Quarter Onion Games


     

  • Emberlight – State of the Game

    Emberlight – State of the Game

    So we have finally reached the finish line (of sorts) for Emberlight. What does that mean for Emberlight over the next few months? And more importantly, what is up the sleeves of our team over the next year or two? Read on, dear reader, and we’ll go down the path of Trinity.

    Roadmap for Emberlight

    We had posted the Emberlight Roadmap a few months ago due to questions about what was happening after August 13th. And while this roadmap details a lot of the cool content and features we have planned over the next year, it doesn’t really go into detail about how we will continue to build up the core functionality we have in Emberlight now. So where are we going with Emberlight?

    First off, we know there’s still plenty to tweak. We took in valuable feedback during our pre-launch period from the many streamers and YouTubers that helped iron out flaws we were overlooking. There’s still some glitches, including a few we’re having a helluva time to recreate (resurrection instantly killing the resurrect party member which might be a feature, the Blaze Knight moonwalking which is most definitely not a feature, and those pesky snakes not going away properly when ending a run), but these will be cleaned up.

    As many will attest during the pre-launch period, we will work rapidly to get these fixed. We’ve done what we could to alleviate the vast majority of issues. These last few mainly stem from an inability to recreate on the development side making it very difficult to resolve them without potentially breaking the game for those without the issues. We will continue to tweak areas to see if it resolves itself, but it’s one of those areas where we may just need new eyes looking at the code base as we start rounding out the team for this and future endeavors.

    Of particular note is additional platforms we plan to support. We aim to be on iOS and Android by the end of October with the Co-op mode update. We then, publisher permitting, aim to be on the Switch by the end of December with the Dungeon Master mode update. At the moment, those are the only platforms we’re aiming for long term but we are open to suggestions from our community (please come talk to us on Discord, we don’t bite…).


     

    Project 2 (It really needs a name…)
    So we’ve briefly discussed what is after Emberlight, which will get touched on in more detail below, but the current goal is for project 2 to be a tactical RPG. Keeping with the tradition of Emberlight pulling from our nostalgia of Final Fantasy X and XI while attempting to modernize it with a few twists, Project 2 will pull specifically from our nostalgia of Ogre Battle. This project will fall within the same timeline as Emberlight, and this becomes important with Trinity.

    What is Trinity?
    Trinity is basically a framework that will connect Emberlight, Project 2, and a third concept (a side scrolling city simulator) into one persistent shard. The point of Trinity is continuing the charm of single player games (you do not directly connect to any players within the shard you are playing on), but the actions of each playthrough have lasting consequences on the shard. Emberlight players completing quests will see those regions have a smaller evil footprint. Project 2 players will secure the borders as countries vie for power and territory. And the city sim players are the engine that fuels the other two games, providing quests and resources respectively.

    Is this ambitious? Most definitely. And this is why we want to focus on each game as its own project. We want to build these to the highest quality possible. Trinity basically forces us to. Even as we shift gears into the 2nd and 3rd projects, we are still having to work on the previous games to ensure they all pair up properly.

    Just as Dungeon Master mode in Emberlight comes from our yearning for that tabletop experience in the games that we just feel hasn’t quite been achieved yet, Trinity builds off of our desire for a most interactive experience for players in all genres. That ability to play a game that is underappreciated in the industry and yet have it interact with those that are.

    Can we pull all of this off? We sure can!

    – The Quarter Onion Games team


  • Emberlight Launches!

    Emberlight Launches!

    From a simple concept in 2017, to humble development beginnings in October of 2018, Quarter Onion Games is excited to announce that we have made it to the finish line with Emberlight!  You can experience Emberlight through Steam (PC/Mac/Linux), Discord (PC), and Itch.io (PC).

    Emberlight features the esteemed voice actress, Lani Minella, as the Grandmaster, as well as voice casting talent from No Studio In Particular produced by Reece Bridger.



     

    What is Emberlight?

    Emberlight is a true roguelike dungeon crawler, set in a world where the Gods have given you a great gift – and a great curse.

    Explore procedurally generated dungeons as a Knight of the Ember Order. Conquer the quests set out before your party, and uncover the lore of the land. Grow your strength by absorbing the abilities of your slain enemies and collecting the powerful traits of dungeon bosses.

    Become strong, become quick, become immortal – but be warned – as you fight using unstable Ember powers, they will begin to corrupt and twist your very soul. Every gift of power has its sacrifice; every ability has its cost.

    As the Gods fight for control of their creations, you must decide what is good, and what is evil. To protect your people against the dangers of Ember power, you must use its power to your advantage. Will you conquer the dark, or will you lose yourself to corruption?

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    What’s next?

    You can check out the Emberlight Roadmap which goes into detail about what’s in store over the next year.  We will have a “State Of The Game” post tomorrow that will expand upon the roadmap including future platforms, future games, and more!

    For now, the Ember Order awaits you!  And let us know all about your adventures on our Discord server!

    • The Quarter Onion Games team

     

     

  • Updated Patch Notes for August 9 (Ready for Launch)

    Updated Patch Notes for August 9 (Ready for Launch)

    Emberlight is now ready to release on both Steam and Discord on August 13th.  We made the following tweaks to the game in the latest patch build .818.

    • Tweaked quest selection tutorial due to recent feedback to be more explicit in how the window works.
    • Tweaked the entrance room tutorial that pops up to have a quick tip on navigation as folks have gotten stuck on this in multiple streams/videos. The tutorial for navigation still gets added as well.
    • Locked quests on the quest window now are grayed out but still allow tooltips (to show corruption level to unlock) and cycling through them.
    • Added Steamworks fully to launch build. Will eventually support achievements and cloud saves. For now, it will grab the display name to show in top left (previously either randomized a name or grabbed the Discord display name).
    • Debug mode has been disabled for launch build.
    • Adjustments to game UI to ensure that no input can happen during either an enemy’s turn, or with a party member that is charmed, confused, or stunned. Still working to fix the character getting stuck that occasionally happens.
    • Adjusted damage shield tooltip text to say that it reflects damage back onto attacker.
    • Adjusted reflect tooltip text to say it reflects all abilities back onto attacker.

    Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight. We are ready for launch!

     

  • Updated Patch Notes for August 1 (Launch Candidate)

    Updated Patch Notes for August 1 (Launch Candidate)

    The development team has made the following changes and updates to the game in the latest changeset 814 update. This build is the launch candidate for release on August 13th.

    • Combat log pop in/pop out effect was not ideal. Now just appears/disappears
    • Targeting should now definitely be probably fixed, maybe – Tab to cycle targets is working again
    • Encounter wasn’t working like AoE for mirror image negation and is fixed
    • Looks like subclasses were hooked to the wrong characters on party select for 0 and 1 slots and is now fixed
    • If all party members die in corruption fight, the game should now properly end with no corrupted boss
    • Investigated characters instantly dying when resurrected and added some safety checks
    • Investigated confused characters getting stuck and added some safety checks to ensure input cannot happen
    • Settings now saved on EndOfRun and PartyDead screens to save out corruption
    • Investigated how options menu works as it still has issues. Checked through save/load routines as we were only applying the volume at load but ignoring the mutes if they were saved. Also potentially resolved issues in the resolution setup as we’re showing resolutions not even supported by the game (should only be 16:9 and 16:10)
    • Tooltips only showed properly on 1920 x 1080. They now stay within the screen space for all supported resolutions
    • Fixed debug scores in daily challenge (I do not have 90000 points anymore, and the two debug test players are removed)
    • Added text next to the corruption bars on EndOfRun and PartyDead to show amount for what was earned in that run
    • Targeting in tooltips now explains what it does as a first pass to explaining special cases
    • Switched back to centered combat log text
    • Colorized chat log messages similar to floaty text
    • Adjusted unit bar to support 3 wide status effects, and 2 rows above. This resolves some issues where too many effects flowed over the turn bar, but can present an issue where many effects go under the learned abilities bar in some encounters
    • Continued investigation of icons used in ability and town portal windows, and added some more safety checks
    • As a first pass on crowd control having a diminishing return, rooms now have a defined cap for amount of crowd control used (either side) before all units become immune. This will eventually expand to be more diminishing returns, but the value is high enough to still make it useful per encounter
    • Exiting a run brings the player to the party death screen and applies the usual score corruption gain. This also provides an out if a player is stuck in a never ending corruption fight
    • Reintroduced credits page in main menu
    • Removed lore temporarily from game
    • Add voices for gambling hall, tavern, and town portal when entering and purchasing something
    • Updated a handful of shop-based texts for grammar issues
    • Fixed positioning of earned corruption at bottom of end of run and party dead as it was too close to edge
    • Disabled party dead sound in when closing the party dead screen so it doesn’t continue playing on main menu
    • Theme ambience was never disabled when going to main menu and now shuts off properly
    • Removed extra line at the bottom of challenge modifiers and difficulty tooltips

    The team is really excited as we are preparing to launch the game on August 13th.  Our community continues to be awesome as they provide the necessary feedback  enabling us to launch a quality game in Emberlight.  We listened to everyone opinions and did our best to incorporate your ideas in the game. Thank you for supporting us!

    Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight. We want your feedback!

     

  • Updated Patch Notes for July 25

    Updated Patch Notes for July 25

    The development team has made the following changes and updates to the game in the latest changeset 813 update.

    • Persistent corruption now has a base amount earned per run on top of the amount of corruption each character has. It is 1% of the final score. This also applies on party death (but does not add corruption from characters)
    •  Party dead screen now also contains the corruption bar
    • Resurrect cost now locked at 1000 gold
    • Corruption fight code has been rebuilt from the ground up to hopefully resolve the issues some folks have been running into (fingers crossed)
    • Added tutorial for using abilities outside combat and that turns aren’t used up until combat begins
    • Potentially resolved difficulty tooltip and the daily challenge tooltips having issues showing up
    • IsUndead should work the same as ConstantDrain now where it will drain even on normal damaging abilities
    • Targeting code has been rebuilt from the ground to hopefully resolve the issues with targeting (more fingers crossed)
    • Town portal/town screens updated to be same size as quest/party select screens
    • Updated visuals on tavern and gambling hall
    • Added tutorial showing that difficulty is tooltip at top. Separate tutorial for daily challenge.
    • Added tutorial for persistent corruption earned at corruption fight
    • Added tutorial for targeting methods
    • Added tutorial for duplicate abilities
    • Added tutorial for stats and what they do
    • Added tutorial for how to learn abilities including general chance per enemy use
    • Added tutorial for summons, how they work, and how you can learn their abilities like an enemy
    • Added tutorial for stats added by abilities and function as stats
    • Added tutorial for trait mastery
    • Added tutorial about stats window in abilities and town portal windows
    • Added more details to any multiplier effects to show the amount gained
    • UnitSkillState should lock position like die state (resolves issue with Slime and a few others who moved during skill usage)
    • Corruption amount now shown as an entry in log
    • Changed abilities header to learned abilities
    • Updated tutorials at beginning to show new button names
    • All tutorial had their descriptions updated as required
    • Disabled temple in town
    • Town and town portal now show amount of potions in shop
    • Shops have new inventory and new tutorials are lines shown in top center of screen which fade away to provide more emphasis to these events
    • Turn bar is sent to top of UI so that status effects go behind it (temporary fix until status effects adjusted)
    • Learned ability window is sent to top of UI so that status effects go behind it (temporary fix until status effects adjusted)
    • Combat log fades away after 10 seconds from receiving message
    • Darkened the combat log background
    • Left aligned the text messages in combat log and shifted it over to the left more to add more space without some lines requiring two lines.
    • Captured all icons created/added when dragging abilities in abilities and town portal and made sure they are cleaned up in rare cases where they don’t hook to a slot when the screen disappears (temporary fix until the rare case is identified and resolved)
    • Shifted headers for modal windows to top left like main menu for consistency
    • Added latest Steamwork.net to begin setting up cloud saving

    Join our popular Discord Community Server at www.discord.gg/quarteronion to discuss Emberlight.