Tag: Emberlight

  • Updated Patch Notes for July 22

    Updated Patch Notes for July 22

    The development team has made the following changes and updates to the game in the latest Changeset 812 update.

    • Updated text for levels, quests, rooms, and units. See the encyclopedia for details as well as map ingame.
    • Added descriptions for the 6 subclasses.
    • Updated text for corruption fight, corrupted boss, and end of run text.
    • Renamed Beholder to Watcher
    • Renamed Mage Ghost to Spectre
    • Renamed Mouse Man to Ratman
    • Renamed Orc Commander to Patriarch
    • Resolved issue where applying damage via debug keys or daily challenge modifiers like Deadline could be circumvented via current effects. They now apply immediately before any calculations.
    • Deadline now only applies up to quest complete (defeating final boss). It will not apply during corruption fight or any exploration after.
    • Difficulty now shows as an icon underneath score at top. You can highlight the tooltip showing current difficulty’s effects.
    • Difficulty is added as a fourth icon during daily challenges as the difficulty is also locked in during a challenge run (cannot be changed in options)
    • Combat log shifted to bottom left and taller to provide more log messages
    • Tutorial shifted to top left and setup same as learned abilities (top right) to stand out
    • Various tutorials are updated and include proper icons
    • Added tutorials also notify in the combat log
    • Room icons have been updated
    • Hotkeys shown in tooltips for buttons on bottom except abilities (which have hotkey on the icon itself)
    • Current build shown at bottom right on game interface (will help with last bit of testing)
    • Descriptions expanded on various status effects to give more details as to what they do (such as Charm and Confuse)
    • Resolved issue where drinks were not shifting the cost to the next line
    • Persistent corruption bar added to party select and end of run windows.
    • Various QoL tweaks of all windows
    • Tutorial windows for the initial screens is now shifted to left side of quest, party, and town to allow interaction while its up.
    • Power level upgrading in town portal is now cheaper
    • Unit idle animation is now at normal speed to resolve feedback about units dancing. All other speeds stay the same.
    • Resolved issues with the various volume sliders and mute buttons that were not functioning properly.
    • Stats window can be opened while in abilities and town portal
    • Resolved issues where a bold setting for text was causing it to be blurry in lower resolutions
    • Added icons back in within encyclopedia for most categories
    • Encyclopedia presentation improved (still a WIP for the complete visual shift)

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

     

  • Updated Patch Notes for July 9

    Updated Patch Notes for July 9

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

    • While somehow the corruption fight did allow the game to not crash if all party members died in rare cases (such as damage shield or encounter wide attacks), an additional condition has been added to allow the system to pull from dead party members to add as a corrupted boss.
    • Resolved issue where death penalty in score was applied during corruption fight.
    • Resolved issue where the highest corrupted party member was not always selected due to a minor issue in code checks.
    • Constrained health to 0 or some positive number.
    • Constrained max health to 0 or some positive number.
    • Resolved issue where changing max health was either using the proper function or directly affecting the stat. Now all uses function and should have same results every usage.
    • Traits will now show when earned/removed in the top left log.
    • Resolved issue where “proportional to fury” abilities did not show full tooltip.
    • Summons are now affected by power level. They use the same formulas for individual stat increases and max health as normal effects do to empower the summoned unit.
    • Added ambient sound to each level (WIP).
    • Resolved issue where the entrances/exits in later levels would be hard to click due to their positioning behind the interface. Switched all exits to the same as surface, and entrances as the same as caves.
    • Blinded sight modifier now has a 50% chance to spawn Ember Shards per room versus previous 25%.
    • On first load of Emberlight, difficulty now defaults to Normal instead of Easy.
    • Resolved issue where certain effects had attached SFX that would not shut off as they weren’t hooked into Emberlight’s audio controller.
    • Resolved issue where floating text above units during attacks would get massively delayed in larger attacks. The text was shifted over to each unit to manage its own text versus the game UI doing everything. There may still be small delays until the optimal amount of text slots are found, but nothing as bad as before
    • Shrines now only offer positive effects.
    • Temples now offer random effects but have a much higher chance of providing an ability.
    • Ember shard chance for a miniboss ability slightly increased.
    • Graves no longer have a small chance to provide a negative effect as the Skeleton spawn is negative enough. Spawn chance increased to 100%.
    • Disabled animation on chests in trap and treasure rooms.
    • Map now once again properly opens with current room focused. Additional updates to back-end map generation to be more efficient with the isometric change. Current room identifier also a bit more prominent.
    • When all props in a room have been interacted with, non combat rooms now show the cleared icon. The only exceptions are the town portal, gambling hall, and tavern.
    • Resolved issue where humanoid “props” like the dealers and innkeepers would not properly highlight with mouse over.
    • Resolved issue where some text lines would fade away and others would not. Text stays on at all times. Will potentially have the log fade out in future when not receiving new text but it’d be too few and far between to really bother.
    • Due to a multitude of issues with how much space moveable doors take, doors do not open or close anymore. This also resolves an issue with doors blocking props and units when open causing issues with interaction.
    • Resolved issue where certain units had animations that moved them which could cause issues like clipping with terrain, or with necromancers where each cast of an ability would eventually move them outside the room.
    • Potentially resolved the targeting issues with smaller units. Its still somewhat messy at times without a complete rewrite of targeting to not use base Unity events.

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

  • Updated Patch Notes for July 5

    Updated Patch Notes for July 5

    Emberlight has now entered the beta phase territory. This latest build is the beta release candidate. Read below for the following changes and updates to the game in the latest update.

    • Resolved issue where due to the way traits setup tooltips, it was causing an error with the recent random power level system
    • Damage shields now reflect a percentage of incoming damage back at attacker making them more useful. Unlike reflect, damage still gets through though. It functions as a poor man’s reflect for damage only whereas reflect is 100% any effect.
    • Added button to allow exiting the map. M key still also works to toggle.
    • Increased size of font on unit bars as the font change made the text too small to read.
    • Added “Learned Abilities” text below the bar shown inside an encounter that updates when abilities are learned.
    • Added slot in top right of quest window showing the currently selected quest as there was confusion as to which quest was going to be set for the run.
    • Resolved a spelling error in the town/town portal.
    • Locked quests still show their icons plus tooltip along with the corruption level required to unlock. They cannot be clicked until unlocked.
    • Visual revamp of the target and turn markers to contrast better on all themes.
    • Melee target restrictions removed.
    • Added welcome pop up window that explains the status of build, directs to “How to play” in encyclopedia for new players, and explains the tutorial system.
    • Added tutorial screens for selecting quest, party, and what can be done in town at the start.
    • Added panel that will hold all ingame tutorial notifications (WIP).
    • Resolved potential crash issue when loading quest and a loop got stuck figuring out the current corruption level. Made some adjustments to persistent corruption to compensate. Leveling is now locked at 300 per level versus an increasing scale. Effectively a lvl 3 run or any daily challenge with full corruption should get you a level each time you complete them.
    • Mire room now has translucent slimy water to be able to see the target and turn markers.
    • Power level nerfs are applied to max health and absorb after initial testing. They will both require 10x more the amount of power level for the same effect. In terms of max health, you can still eventually turn it into a one shot kill but it takes a lot more effort. For absorb, it can become a shield greater than your total health with effort.
    • Resolved issue where checking the trait tab in encyclopedia would cause an error. – Ability tier colors are updated to final.
    • Resolved melee restrictions when clicking a target. It was fixed when using tab to cycle targets, but it didn’t apply the changes to clicking.
    • Shifted ability tooltips a little bit to have cost at top and gave it a slight gold color to stand out.
    • Using props in rooms will now show a log entry for whatever happened if they are tripped. This applies to shrine, temple, trap, fountain, cistern, campfire, and any that spawn enemies.
    • First batch of tutorials are in. If anyone has any other areas they need more information on, please let us know in the server and we’ll add them in.

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

  • Updated! Listen to Fragments of Silicon Interview Podcast

    Updated! Listen to Fragments of Silicon Interview Podcast

    Here is the video from the interview with Fragments of Silicon. The interview starts around the 16 minute mark. Enjoy!
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  • Updated Patch Notes for July 2

    Updated Patch Notes for July 2

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

    • Traits which add a long running change to a character now show on status effects above that character. This now includes status protect, constant drain, regeneration, trait absorb, and undead. All other traits will still be in the stats window.
    • Fixed issue with “Blinded Sight” daily modifier where even the Ember Shards would not provide an ability as per the modifier’s description.  Options menu now contains all current hotkeys.
    • Extended the welcome message at top left of main menu for longer names to fit without a new line.
    • Added transparent gray background to all menu windows.
    • Testing a new replacement font. Will require interface adjustments to realign.
    • Resolved issue where armor increasing abilities did not show the proper value in UI.
    • Resolved issue where max health increases did not apply health increase as well.
    • Resolved issue where negative stat effects could never be applied to any unit due to the way the checks were made when modifying the stat.
    • Power level is now randomized on learned and purchasable abilities. The randomization is determined via the ability’s tier. Power level directly affects most effect output and shows on tooltips. Currently power level does not affect pure status effects and summons. System is very WIP.
    • Resolved issue where due to the way traits setup tool-tips, it was causing an error with the recent random power level system.
    • Damage shields now reflect a percentage of incoming damage back at attacker making them more useful. Unlike reflect, damage still gets through though. It functions as a poor man’s reflect for damage only whereas reflect is 100% any effect.
    • Added button to allow exiting the map. M key still also works to toggle.
    • Increased size of font on unit bars as the font change made the text too small to read.
    • Added “Learned Abilities” text below the bar shown inside an encounter that updates when abilities are learned.
    • Added slot in top right of quest window showing the currently selected quest as there was confusion as to which quest was going to be set for the run.
    • Resolved a spelling error in the town/town portal.
    • Locked quests still show their icons plus tooltip along with the corruption level required to unlock. They cannot be clicked until unlocked.
    • Visual revamp of the target and turn markers to contrast better on all themes.
    • Melee target restrictions removed.
    • Added welcome pop up window that explains the status of build, directs to “How to play” in encyclopedia for new players, and explains the tutorial system.
    • Added tutorial screens for selecting quest, party, and what can be done in town at the start.
    • Added panel that will hold all in-game tutorial notifications (WIP).

    Anyone without keys that is interested in providing feedback, please visit our keymailer account at https://www.keymailer.co/g/games/80329 to submit a request.

    Join our community on Discord at www.discord.gg/quarteronion to discuss all things Emberlight.


     

  • Updated Patch Notes for June 17

    Updated Patch Notes for June 17

    Updated Patch Notes for June 17

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

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  • Emberlight’s Roadmap

    Emberlight’s Roadmap

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    Emberlight’s Roadmap

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    Roadmap for Emberlight

    Launch (August 13)

    With the recent announcement of Emberlight reaching alpha, we are fast approaching launch. We wanted to breakdown our plans both at launch and the time afterwards. The team has some great concepts for where to take the game, but the sky’s the limit if the community finds new directions to take it.  The launch is set for August 13th of this year. We look to have a full experience with both single player modes and the initial themes available.

    • Standard Mode: The standard mode is the bread and butter of Emberlight. You select a quest from a randomized list which details the location you’re heading to, the conditions to complete the quest, your party, and the starting resources. When a quest is completed successfully, a new corrupted boss is added to the pool and can be linked to corrupted quests. This mode is recommended for new players to get a feel of the game, especially when choosing the easier quests that end on the surface.
    • Daily Challenge Mode: The daily challenge mode defines a daily set of modifiers to the game (such as all enemies being stronger, or potions dealing damage) and pits the entire community against one another to top the leaderboards. The game flow is generally the same as Standard mode, with the modifiers adding a curveball into the mix.
    • Surface Ruins: The standard theme for level 1 and include grassy areas, ancient ruins, and a mix of animals and elven enemies to fight. Every run will lead through the ruins and is an easy area to get acquainted with the features of Emberlight. It holds a few secrets that can either make a run substantially easier or wipe it early.
    • Caves: The standard theme for level 2 and include underground caverns and a mix of animals, golems, slimes, and some more insidious creatures. Difficulty begins to ramp up, being on par with the player’s party at this point. Stronger enemies from the final levels have taken residence in rarely traveled portions of the caves which can propose a dangerous threat.
    • Dungeon: One of two standard themes for level 3 and include the living areas of the orcish hordes with a mix of goblins, orcs, ogres, and more. These areas are very dangerous, with units focused on dealing heavy damage rapidly at the cost of defensive capabilities. Typically this leads into the final boss fight, and the subsequent corruption battle to end a run.
    • Catacombs: The second of two standard themes for level 3 and include the decrepit ruins of an ancient tomb with a mix of necromancers, skeletons, zombies, and more. Equally as dangerous as dungeon, the catacombs units focus on defense and numbers with a necromancer quickly overwhelming the party. The player needs to focus on controlling adds to successfully complete each encounter.

    Co-op (October)

    Starting in October, up to 3 players will be able to join up and complete quests for the Ember Order together. This mode (at this point in design phase) will have a few adjustments to how it functions compared to Standard mode, but largely be the same. Players will each take their turn in combat, and be able to discuss out their progression through the level.

    • Co-op Mode: The host chooses the quest, controls traversal through the level, controls interaction with props, and controls loot distribution. We’re still in discussion on other systems (possibly free for all on loot), but most likely it will stay this way when it goes live. It is meant to have a sort of pen and paper feel where you’ve all jumped into an adventure and are talking out progression that benefits all of you. However, the end corruption fight still takes place and there can only be one true winner per quest…
    • Spectator Mode: Along with co-op will be spectator mode. This will allow others to watch a run play out in co-op and future modes. We felt this will also be a good way for a new player to see a run in action and get some pointers on how to overcome the many challenges each run can present, as well as the overall entertainment value of watching a run quickly devolve due to backstabbing.

    Dungeon Master (December)

    This is a mode we’re most excited for. It was requested from a handful of pen and paper fans that were looking for a way to be able to play a game that more closely mirrored the feel of those games without having to coordinate somewhere locally. The end result is a (we hope) virtual pen and paper experience that can be played globally.

    • Dungeon Master Mode: In Dungeon Master mode, the host is able to customize their own quest. This includes putting together each of the levels, defining the encounters, setting the rewards, and more. The host has all the tools to setup their scenario as they see fit. Long term, we’d like to be able to submit these scenarios to a central database that would allow DMs to download new experiences and share their own with others.
    • When a scenario has been loaded, up to three players can join in. Like a pen and paper game, the DM has full control over the progression of the run. They handle navigation after its been discussed, handle interaction with props in rooms, handle loot distribution, and overall drive the story forward. Combat is still controlled via the players like normal, with the added perk that the DM can jump into combat and control the enemy side at will.
    • This concept is still very rough, and we’re looking for feedback from the pen and paper community on how to refine this. We’ve discussed both hands on (the concept above) and hands off (functions identically to co-op mode but the DM is watching the party’s progression and can change on the fly). We’ve also discussed the potential for actual dice rolls. But the mode is an open book and we’re looking for any critiques to refine.

    Competitive (March)

    As this is a few modes rolled into one, we’re expecting a longer development cycle to complete. Competitive is, at the moment, split between three modes: Arena, Asymmetric Competitive, and Symmetric Competitive. These each provide new ways to compete amongst the community and claim dominance.

    • Arena Mode: With Arena Mode, this provides a quick play mode that works as either single player or multiplayer. When entering Arena Mode, the player is able to set their party and define the 10 abilities they want from the full list. In single player, they fight a defined amount of encounters (or infinite) and see how long they can survive against an ever increasing wave of enemies. In multiplayer, Arena pits parties against one another through matchmaking. We have discussed in game tournaments on the multiplayer side.
    • Asymmetric Competitive Mode: This mode (which will get a better name shortly) pits 8 parties against one another in a larger Standard mode setup. The run still functions the same, but the game begins with 4 surface ruins, 2 caves, and 1 larger final area. Each surface ruins has two entrances for each party, and outside of the standard gameplay, parties can engage one another. Upon reaching the final area, there can only be one party before the final boss is accessible to complete a run.
    • Symmetric Competitive Mode: This mode (also needs a new name) functions largely the same as Asymmetric Competitive Mode, but the generation of the surface and caves areas are identical for everyone. This was brought up to provide an even playing field for everyone. Otherwise, it plays out the same way with only one party surviving to final boss and winning the run.

    General

    Outside the large modes we have planned above, we will be constantly be adding content post launch to expand out the options within the game. The main content updates include new abilities, new party members, new quests, new themes, and new units.

    • New Abilities: We’ll be constantly adding new abilities to the game. While abilities are driven primarily by enemy units, we will be expanding out the abilities that are accessible via town portal to give more usage for gold. Right now, while there is a good selection of utility abilities and some real gems to be found in the town portal, it is really for filling out the characters versus a true way to find stronger and useful abilities.
    • New Party Members: We’ll be adding new party members to the mix, and setting up a process to select the party members you want to use in your party at quest selection. While the Ember Knights are largely clean slates, driven by the abilities you decide to add to them through a run, their starting stats drive a lot of what is most useful on each. We’ve also discussed subclasses for the current party members that can be unlocked via certain achievements. These subclasses would allow you to start with different abilities and stats (i.e. the Blaze Knight could become a Hell Knight which starts with three Hell-based Ember abilities instead of the usual ones).
    • New Quests: We’ve discussed quests other than simply killing a boss. Concepts include destroying portals (keep a sorceror alive while he closes a portal which constantly spawns enemies), escort (keep an NPC alive in party to end), and side quest driven events that would include a journal in the future. These are still very much in early design and we’re open to feedback to refine these.
    • New Theme (Hell): A theme for level 3 and is a burned out and hellish landscape that combines demon and devil enemies. It will focus heavily on arcane and psionic abilities (which are lacking in the current themes due to the enemy types).
    • New Theme (Lair): A theme for level 3 and is the home of dragon-kind in the peaks of faraway mountains, combining a mix of draconian humanoid warriors, dragons, and flying creatures. It will be a balanced area. Depths is a theme for level 3 and is the area of nightmares, mixing Lovecraftian creatures with other swamp-based abominations. It will focus heavily on psionic abilities.
    • New Theme (Depths): A theme for level 3 and is the area of nightmares, mixing Lovecraftian creatures with other swamp-based abominations. It will focus heavily on psionic abilities.
    • New Units: While the bulk of the new units will come from the theme additions, we will be identifying new units that can be added to the current themes without unbalancing the game. Our initial focus will be new miniboss and bosses primarily, with additional units added where it incorporates new abilities that can benefit the player as they progress.

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    We are always looking for feedback on every front of development. As we still have three months before launch, there’s still plenty to do to refine the core game experience. If anyone has any input on anything (art, audio, gameplay, etc), we always welcome it via our various channels. We’d recommend joining our Discord server as we’re always around to respond, and can quickly plug the feedback in to see what can be done from it.

    – Quarter Onion Games

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  • Behind the Emberlight Theme

    Behind the Emberlight Theme

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    Behind the Emberlight Theme By Andey Fellowes

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    Evil, darkness, corruption. These were the words that gave Emberlight’s theme it’s shape. And after extensive conversation on the game’s lore with Will (William Phelps, Creative Director of Emberlight) it became clear to me that the music needed to tell a story that captured both the thematic material of Emberlight, and its inherent emotional weight, as well as the endless nature of the in-lore cycle of the Ember Order and Emberlight’s re-playability as a roguelike game.

    Whenever I approach writing a theme, I like to have as much information on the world and its lore as possible. I like to immerse myself in the game’s world. That way, the music comes from the game world as much as the characters or stories do. In this way, Emberlight’s theme could as much from Emberlight’s world as Ember itself. That was my thinking going in.

    In all the discussions on Emberlight’s lore, one of those words just kept coming back to me as what underpinned the emotional weight of the game. Corruption. It was important to get darkness and evil across in the music too but it was this idea of corruption that hooked me into the music. And once I got started writing, the music took on a character of its own.

    Whenever I’m composing and I get a keyword like this, the first question has to be, “what does this sound like?” It’s always a challenge to condense something so abstract into musical terms. Sometimes a feeling can be portrayed in a single chord, or a set of them. Other times in a handful of notes.

    It was with a handful of notes that I started on Emberlight. The motif needed to stick in your head. Like corruption, it needed to stay with you. And it needed to be instantly recognizable as Emberlight’s theme. But it needed to be more than that. It had to tell a story. To that end, it was ‘call and answer’ that brought this corruption to life. And as the motif developed into a fully formed passage, Emberlight’s theme was born.

    Emberlight MineWhen the theme begins, you hear this soprano vocal. Three notes. The question, a beckoning. And then, in amongst the rising layers of the music, you hear the answer. A cello. Gentle, alluring, it gives its reply. And it’s this interplay between the vocal and the cello throughout the piece that would tell the story. A tale of need, of change and of loss.

    That first question and answer is one half of the Emberlight theme. A theme which is built out of several passages but is ultimately defined by what it begins with and returns to. This interplay between vocal and cello. The pure losing itself to corruption only to be overcome by a new force of purity which in turn will lose itself to corruption.

    Something that was really important for me, when approaching corruption from a musical standpoint was that the melody needed to contort at times, to veer off in some unexpected direction and give a sense of warping and deterioration of spirit somewhat. For Emberlight, it felt right to portray that with atonality, so, here, the notes and chords fall out of a strict scale and begin to subvert expectation as they take a darker turn.

    Often you’ll hear the vocal melody attempt to maintain tonality and adhere to the direction you might expect the music to move in only to have the cello take the music somewhere else. And each time the vocal attempts to rectify it, the cello wins out and drags it, usually downwards, into darkness and into chaotic. That’s something I really loved about composing for Emberlight. It’s a permadeath, roguelike dungeon crawler. A game about heroism against the odds, in the face of certain doom. That gave me the opportunity as a composer to really go there with the darkness. It allowed for a foray into the darkest things music has to offer.

    Later in the piece, you’ll hear that the vocal and the cello begin to entrain with one another. As if, where once the two were separate, now they are becoming one. What the vocal was when it was heard alone is gone now and is becoming something new. But where you hear this unison, it’s fleeting. After that, the next time you hear the theme from the beginning, it’s different. The parts have swapped. The cello is calling now and the vocal is answering. A harrowing musical message about insidious corruption. Then, the entire piece builds, exponentially dilapidated tonally and rhythmically as chaos ensues. All before an abrupt halt is called. In waiting for the bell to toll, silence falls for a moment.

    The final moments of the piece bring the vocal back for a longer, drawn out rendition of the initial motif. This time, for the first time, the cello and vocal fold together in resolution. The musical tension built through the piece is resolved. The transformation is complete. Corruption has won. The cycle has ended. And so it begins again.

    By Andey Fellowes

    Visit Andey’s Blog at: http://andeyfellowescomposer.wordpress.com

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