Sandsch
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- Mar 1, 2021
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If you decide to check it out, then would like to hear how impactful the melee actually feels.I will have to try with a melee weapon later
If you decide to check it out, then would like to hear how impactful the melee actually feels.I will have to try with a melee weapon later
It is better than it seems on the YT video, but I haven't tried it much, and I haven't played that many FPS melee games.If you decide to check it out, then would like to hear how impactful the melee actually feels.I will have to try with a melee weapon later
Empire of Ember Launches
Empire of Ember launches into Early Access
Florida, USA – March 31st 2021, Independent developer Poleaxe Games today announced that its action RPG, Empire of Ember is now available on Steam early access for PC. Empire of Ember is a first-person action-RPG featuring player-created cities, destructible environments, and procedurally-generated dungeons. From today RPG players and fans can experience first-person ranged, melee, and magical combat during its pre-launch phase, and help provide developer Poleaxe Games with constructive feedback in time for the games expected launch late summer.
Players will have the opportunity to loot dungeons, lead armies in overland combat, command the defense in siege combat, and quest through pre-designed levels. Poleaxe Games will be providing regular updates to keep players in the know on all aspects of the games development, including all ongoing improvements made through player feedback across its Steam and Discord community channels.
Empire of Ember includes a light RTS strategic element where players can unleash the might of an army of NPCs to fight alongside in hundred-unit battles, all of which is tied into the game's persistent world with a script by former Telltale Games lead writer Patrick Kevin Day.
Add to that an ambitious city builder feature where players can design and create their own city from an asset pool of over 2500 cosmetic and functional structures including wizard towers, libraries, blacksmiths, stables, taverns and houses in order to put their own creative mark on their game. More importantly, these player-created cities can be shared in an asynchronous multiplayer mode, in which players can download another player’s city, defeat the defenders, and sack it.
Empire of Ember will be launching on Steam late Summer 2021 and welcomes player feedback throughout its early access phase. An early access launch discount is available for launch week for any RPG fans looking for their next adventure.
Check out the games Steam page here:
Main Site: www.empireofember.com
Empire of Ember on Discord
Empire of Ember on Facebook
Empire of Ember on Twitter
Empire of Ember on Twitch
Empire of Ember on Reddit
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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
Finished the EA. I will be back in future(or past)
It depends on how many "side battles/dungeons" you play, but I would say between 10 and 20 hours (some have cleared it faster than 10h, though).Finished the EA. I will be back in future(or past)
How many hours did you get out of the Early Access?
Finished the EA. I will be back in future(or past)
How many hours did you get out of the Early Access?
There has been 4+ updates/ week (compared to one single update in 3 months for king Arthur: Knights tales...).The game got a lot of updates. Anyone here played after the updates? Worth re playing it?
I was crunching on my own game, so I could not retry it, however, I followed the discussions on Discord, and here is what I gleaned:The game had A LOT of updated. Did it changed much?
Dev Blog #6: The commander mode
In this week’s video dev blog, we explore the tactical mode further
Greetings Lightbringers!
Another week has passed, and here is another video dev blog of Empire of Ember made especially for the occasion.
Last time we talked about the game’s highlights (check last week’s dev blog if you missed it!), and today we will take a more detailed look into the combat system, specifically into the commander mode.
As you know, Empire of Ember features large-scale combat in which you will lead your army in first person, in battles of up to a hundred units. You can join the fight directly in real-time, and these hundred units will fight using the same tactics as the player, being able to block, dodge, pick up weapons, run away, and select the best range for their various attacks and abilities.
However, if you prefer a more tactical style of combat, you can also enter commander mode. This combat feature is a real-time strategy mode that allows you to select specific units and give orders to your troops from a safe distance, like moving to a location, attacking or sieging enemies, holding positions, following the player, and so on. The right orders can give you the upper hand in engagements and allow you to win your fights easier, so do not underestimate them!
Watch the video for more information on the combat mode, and stay tuned for more developer updates.
Also, we would like to invite you to join our community on Discord, our Steam forum, and follow us on our social media channels: Twitter, Facebook and Reddit. Please wishlist and follow the game, and tell your friends about it!
We will come back next week with more news in dev blog#7.
Until then, stay safe and have a great week!
Dev Blog #7: Magic in Empire of Ember
In today’s Dev Blog we explore further the magic system of the game
Good day Lightbringers!
Welcome back to another episode of the weekly dev blog, where we share more news on the development of
Empire of Ember
with you. This time we would like to talk about the magic system in the game.
Magic is an essential part of
Empire of Ember
. The game takes place in a fantasy universe where magical shards rained down from the sky, granting their use to certain individuals called Lightbringers. Being one such Lightbringer yourself, magic is an innate ability in you. Use it to rule your kingdom and all those who defy your authority.
A Lightbringer is not exactly a wizard, as wizards are typically portrayed as fragile but powerful individuals that require a lot of preparation. Most spells in
Empire of Ember
better fit the role of a battlemage, a character class that uses both magic and weapons to fight. However, the system is flexible and the player does have the option to invest their skills and attributes in a way that allows such specific playstyles to exist if they wish it.
Magic is also a fundamental addition to the combat system. With sufficient skill and strategy, players can defeat most enemies with their staff, sword or bow. However, it is just one person against hordes of enemies, and in these situations magic can be the key difference between life and death.
You will find a great variety of spells in the game, which can be used in conjunction with your weapons during combat to achieve the best results in battle. These spells allow you to do things such as conjuring different elements to use them to your advantage, summoning objects or allies to help you in the fight, infusing your weapons with new powers for a short period of time, and so on.
Spells are categorised into three types -each related to the different weapon archetypes- through which you can specialise or diversify as you level up. The player can research and discover new incantations and then upgrade most of them multiple times. Also, it is possible to enhance the spells with certain amulets or rings from your inventory. Some pieces of gear can for example give your bow a damage buff, or a speed increase for charging shots, while others can increase the blocking efficiency of your melee archetype.
Bear in mind that the use of spells is limited by mana, the amount of which will increase as you put attributes in willpower. The more powerful spells also have their own use limits or cooldowns that can leave you vulnerable at certain times. Furthermore, consistent use of the spells also results in an energy drain that lowers your overall mana pool. The idea is to not spam the powerful abilities, but use them tactically during combat.
Spells interact with each other in interesting ways which are for you to discover! For example, the spell Necromancy/Dark Resurrection summons an undead unit. You can only raise undead creatures from corpses a limited number of times per mission, but there is no limit on the number of bodies this can affect in a small area.
Telekinesis is a spell which can be used to throw objects or enemies at high velocity, or into destructible objects. It offers a great deal of possibilities, such as placing exploding barrels strategically as traps, propelling enemies that have been knocked down on to spikes, or even throwing dead enemies into the still-living ones, knocking them down and dealing damage.
From a dev’s point of view, designing and implementing the spells in the game has been fun. However, Telekinesis has also been quite a challenge due to issues brought about by the interaction between magic and physics in the game. You need to project how an object of arbitrary size and mass will collide with the world so the player knows where to throw. Being able to pull shields and weapons away from enemies requires custom animations while being able to handle if the shield you are holding breaks. In addition to all of this, it is hard to determine how much impact force an enemy should take while in ragdoll, or to resolve multiple hits against different body parts. It’s sort of like an iceberg- you see a small part in the form of a usable spell, while the underlying design and mechanics needed to work can be a lot more complex.
Another popular spell is Throw Fire/Fire Blast, which lights enemies and surfaces on fire, and that is slightly easier to channel when wielding a staff. It’s a really enjoyable spell to cast, as it feels like having a built-in flamethrower instead of hands. The spell also invokes the chance per damage tick to cause enemies to run away, so it naturally includes a fear mechanic.
And this is all about the magic system for today! For more news, updates, or a friendly chat about the game, join our community on Discord, the Steam forum, and follow us on Twitter, Facebook and Reddit. Also, please wishlist and follow the game, and tell everyone about it!
We will come back next week with more dev news. Until then, stay safe and have a great week!