The Dev was really super reactive, and listened to feedback a lot.
Here are patch 1 notes :
Empire of Ember
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Player feedback patch #1
Sorry for the delay, this was finished yesterday but Unity's addressables system will randomly get stuck in infinite loops while trying to make builds.
Requested by Toonarmy: Added invert look to general tab of preferences.
Requested by Galdred: Buildings were too expensive to build and were not economically useful for about 100 days. Halved costs of player production buildings, increased the cost of buying resources from the market directly, and the market produces more gold
Requested by Galdred: Fixed markets not replenishing player equipment
Requested by LVVRunner: Moved debug key off F12 which conflicted with the Steam screenshot key
Requested by LVVRunner: New method to show telekinesis throw destination
Requested by sir0die: The red icon on the minimap for enemies is now brighter
Requested by Tchey: Added a camera section to the controls menu
And here are patch 2 notes :
Community feedback patch 4/2/2021
Crash fixes, improve the radial command menu, improve necromancy, and others
1. Improved materials of walls, wizard tower, library
2. Fix townspersons you need to rescue from dungeons being partially under the ground
3. Fix knocking down opponents by using a power attack against shields.
4. Reduce units standing around during village combat. This was because destroyed objects still blocked the navmesh.
5. Fixed level 2 markets selling amulets for free
6. Don't prompt to bring units with you on linear missions if you don't actually have anyone in your army
7. Increase rarity of high-end loot. Each higher-level item is 4X less likely to show up than the prior level item. For example, rare gems are 4X less common than uncommon gems, which are 4X less common than common gems
8. Fix crash caused by exiting to the main menu in the middle of a dialogue, then starting or loading another game
9. Crash reporting, Reduce number of reported crashes with AICharacter setup, IsGrounded2 checks
10. Properly fix mouse and gamepad look up down inverse. Removed look up/down option from General preferences. Instead, in control options click the circular icon next to the control.
11. Allies will now follow the player into boss rooms
12. Make telekinesis look better close to the player
13. Simplify first level to reduce incidence of freezing during loading
14. Thanks to
Thypoon
: Increase starting health by 30%
15. Thanks to
Zatio
: Block player from progressing if they don't pick up the mace in the tutorial
16. Thanks to Mr. Tickles
McCuddles
: Use the mouse to click the radial menu. Also Fix the radial menu when using the gamepad
17. Thanks to
ZipRar
: Fix being stuck on loading screen caused by entering the mode to 'look around town' twice in a row
18. Thanks to
DitoLoco
: For 20 spellbooks you can recover your health at the start of siege battles. Also moved cost of siege battle options to Difficulty_Default.json to make the costs easier to change in the future.
19. Thanks to
DitoLoco
: You now get loyalty from rescuing occupied villages or villages under siege
20. Thanks to
DitoLoco
,
ralordraymondo
: Undead now last for 5 minutes and more powerful undead 7 minutes. This makes it viable to run a necromancer build through an entire level, while still forcing the player to keep moving
21. Thanks to
ratrogue
: Don't allow walking through braziers in the tutorial
22. Thanks to
ratrogue
:
prefragment
skeletons so they look better when you break them
23. Thanks to
ratrogue
: Make first tutorial door handles be circles instead of ovals
24. Thanks to
ratrogue
: Fix spelling of siege
25. Thanks to
Miku
: Fix build mode music playing even with music turned off in the settings
26. Thanks to
LVVrunner
: Fix telekinesis picking up the player if the player is standing on top of the object being affected
27. Thanks to
LVVrunner
: Fix dead bodies picked up turning invisible
28. Thanks to
Galdred
:
Spellbooks
as a dungeon reward doubled to 20/30, and also increase over time
29. Thanks to
Galdred
: Chain lighting does damage and consumes mana 33% faster
30. Thanks to
Galdred
and others: The number of enemies from very easy to very hard dungeons now scales from .25 to 1, rather than .5 to 1. This means the easiest dungeons will have half as many enemies as before
31. Thanks to
Galdred
Fix minotaur
32. Thanks to
DitoLoco
: Summons don't count as causalities
Of course, I am biased because he implemented several of my suggestions already but it is super refreshing to have a Dev who really takes feedback to heart