Update log
Full Ethereal: Clash of Souls update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
Small update this week while we work on some larger changes in the background.
This one is mostly about the smaller stuff that makes the game easier to read, easier to share, and hopefully a little less annoying to play. Not every update needs to be a giant new system. Sometimes the important work is making sure the game tells you what is happening before it quietly ruins your day.
Read the full blog here:
https://etherealcos.com/news/small-things-that-make-the-game-less-annoying
Minions Now Tell You When They Hate You
We added a new visual effect for when minions are aggro’d onto you.
That is a fancy way of saying: when minions decide you are the problem, the game now does a better job telling you.
The effect is meant to be subtle. We do not want every minion interaction to look like a fireworks show, but we also do not want players getting chunked by minions and wondering why these tiny lane gremlins suddenly chose violence.
This may still need tuning, but the goal is simple: more clarity without adding more visual noise.
Discord Integration Is In
We also finished implementing our Discord integration.
Right now, Discord can show when someone is playing Ethereal, who they are playing, what mode they are in, and which skin they are using.
It can currently display things like:
When someone is working in Ethereal
When a player is creating a custom game
When a player enters Myth Select
Whether they are playing 6v6 or 3v3
Which Myth and skin they are using, including image previews
This version is mostly about presence. Simple, useful, and not trying to pretend it is the most revolutionary thing ever built.
In the future, we want to explore expanding this with game invites and possibly links that let players immediately spectate allies in-game. That last part is still in the “cool idea, needs testing before we make promises” category.
Settings Are Getting Built Out
We have also started work on more player settings.
This includes Myth-specific settings around casting behavior, including normal cast, quick cast, and instant cast. Not every Myth plays the same way, so forcing every character into the exact same control setup is not ideal.
We are also working on crosshair settings and individual sensitivity options for ranged and melee Myths.
That matters because ranged and melee gameplay ask different things from the camera and aiming controls. Ranged Myths usually need more precision. Melee Myths often need faster close-range awareness. Treating those the same is easier, but easier is not always better.
New Poll: Preferred Match Length
This week’s poll is:
What’s your preferred match length?
Less than 30 minutes
30-40 minutes
40+ minutes
I don’t care as long as it’s fun
Match length affects a lot more than just how long you sit in one game. It impacts pacing, objectives, laning, scaling, comeback windows, and how much pain you feel when someone refuses to end the match and goes chasing kills instead.
So yes, we want the number.
But we also care about the feeling behind the number. A short match can still feel too long if nothing interesting happens, and a longer match can feel great if the game keeps creating meaningful fights and decisions.
A Quick Note on Weekly Posts
This will be the last weekly post for a little while.
Updates are not stopping. We are just working on some larger changes that need more time to implement, test, break, fix, and then show in a way that actually makes sense.
You can still expect at least one more blog post
Source
