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Changelog
Water Simulation and Visuals
- Increased fluidity of flowing water. You’ll know what we mean by that when you see it. Floosh.
- Water will no longer drain away so quickly on surfaces such as soil, sand and dirt. Also, it will cover longer distances and larger surfaces on all terrain materials.
- Please keep in mind that this can mean that in places where players have placed a lot of dispensers to counteract terrain drainage, player-created water pieces might now overflow because a lot more water is coming in than is draining out! In that case, remove the superfluous dispensers.
- Placement of the dispenser is also a contributing factor, so lower your water dispensers and see if it improves the results.
- If things look spicy you can always use the "remove water" button on your altar
- Fixed an issue that could lead to very shallow water staying in the gameworld, even though it should drain according to the terrain drainage rules.
- Added more fixes to water dispensers and drains for edge cases of the simulation. This should also increase the reliability of some of the water puzzles in Drak temples.
- Fixed the water flow was not correctly simulating when two or more bodies of water are simulated over or under each other.
- Fixed the position of the top of waterfalls. Previously, the wicked waterfalls could start one voxel too low, defying gravity.
- Diving upwards or downwards no longer causes the player character to bend weirdly. Imagine having to dive right after discovering water for the first time in your life… of course, it wouldn’t look perfect right away.
- Swimming or diving above a layer of mud or deadly Shroud goo no longer causes the player character to trigger a sinking animation.
- It is no longer possible to pull oneself out of water when the adjacent “solid” terrain is mud or tar.
- The water wheel should now detect moving water (and therefore turn) more reliably.
- Very shallow water is now more visible. Previously, it could become completely hidden and no longer reflect sunlight and similar.
- Improved performance in situations where large amounts of water would flow down particularly deep slopes.
- The Flame Altar now correctly indicates whether the player has the necessary permission on the server to use the “Remove water” button.
- Improved the reflections of water to reduce flickering shadow areas.
- Adjusted two additional doors to let water through when closed. Note: there is no general rule for whether doors in Enshrouded block water or not. We decide if they should block water by looking at the visuals and if it “feels” they should block it we configure it as such. Your feedback is always welcome here!
- Tweaked sounds and volumes for various waterfall situations.
- Fixed water surface ripples for swimming enemies.
Combat and Gameplay
- Gliding into architecture no longer results in glitching into the collision and, as a result, being teleported back to the start of the game. That one was particularly annoying, sorry!
- The Crash Down Attack skill can now be triggered after pulling oneself to an enemy with the grappling hook.
- The skill Chain Heal now correctly goes to the target that the player is aiming at.
- The skill Martyr has been fixed. It now correctly heals other players in the party.
- Buffed the skill Magic Shield. It now has 1020 health points instead of the previous 350. This should now work better against enemies in Veilwater Basin.
- Fixed an issue with the skill Magic Shield that prevented the mana costs from being deducted when cast.
- The effect of the skill Shiny Plates is now correctly shown in the character stats.
- The Gem of Currents triggers now only when the player is either wet or soaked, as intended.
- We received feedback that the unlockable +20% damage perks on weapons overshadow most other perks in efficiency and we agree. As a first measure, the numbers on the damage perks have been reduced from +20% to +10% - which is still a very strong boost for the weapon. In the future, we plan to further rework the perks on weapons. The goal is always to give players many cool options, not just 1 or 2 extremely good perks that put all other perks to shame.
- Improved the visuals of the fishing line. Previously, it could partially bend incorrectly during the fishing gameplay.
- The tutorial for fishing has been overhauled. It can now be viewed fully while waiting for fish to bite. Additionally, it now better explains the time-sensitive elements of the fishing minigame.
- The cursor for water pouches, watering can and the portable water pump have been improved when interacting with water props or wells. They now snap more reliably to the targets and indicate much better that the player can now either retrieve or pour out the water.
- Improved the animations and VFX for the Portable Water Pump tool.
- Removed the placement widget for the Portable Water Pump tool. Additionally, the pump, the watering can and the pouches have their actionbar hints always shown for improved clarity.
- Fixed possibly incorrect sounds when starting or landing with a glider.
- Fixed an issue with stunned enemies when they received stagger damage. Previously, the stagger damage broke the stun, so that enemies resumed combat still offering the Merciless Attack opportunity. Now, the stun will no longer be prematurely ended.
- Looting defeated enemies while sprinting past them now works again. Loot and scoot!
- Fixed sound issues when using the grappling hook.
- The effects of the weapon gem “Meteoric Descent” have been fixed. Previously, they were no longer correctly attached to the player model.
Enemies and Loot
- The collision shape and the loot interaction ranges have been increased for the Hydrak'Dal. They are chonky boys after all.
- Slightly increased the health points for Hydrak’Dal.
- The Hydrak’Dal can now be better fought with daggers.
- Drak enemies and the Vukah ranger no longer interrupt their attacks when hit by minor damage events.
- Ranged enemies now spend less time waiting between attacks when targeted by a player. Also, they should now shoot at obstacles between them and the players less often.
- The regular bite of the Veilwater Basin Snapjaw can now be blocked.
- Underwater movements of wisps have been improved.
- The body dissolve effect has been fixed for the Capybara and the Veilwater Stinger.
- Updated sounds for several enemies and animals.
- Enemies are now better at avoiding lava.
- Fixed an issue where enemies that ought to enjoy water sometimes avoided entering it for no apparent reason.
Game world and Quests
- Added a new armor set - the Bloodfeather set - to hidden tombs in Veilwater Basin. The set has stats and perks that support sneaky dagger rangers.
- Added two new, unique armor pieces that support specific combat styles.
- Added numerous small tweaks and improvements to locations in Veilwater Basin.
- Fixed a misbehaving waterfall at the Cromville hot spring location.
- Reworked enemy placement, enemy patrols, and combat encounter tweaks in multiple locations in Veilwater Basin.
- Updated several locations and combat encounters, specifically with night-time in mind, by adding more light sources or light-emitting materials.
- Underwater oxygen replenishing zones now have a bit of glow to help players find them more easily.
- Reworked some underwater areas where we felt the terrain topology was too boring previously.
- Updated a Drak location so that the lore-relevant object can be accessed more easily. No spoilers, iykyk.
- Fixed several ladder placements so that entering and exiting the ladder works better.
- The Shroud that accompanies the nightly Fell Foes incursions has been reduced in density.
- Fixed several cases of treasure chests that had no items to offer.
- Removed an indestructible version of the monstera potted plant and distributed more versions of correct monsteras in the game world.
- Added a fix to the “Emerald Shores And Sanguine Seas” quest so that it completes correctly correctly if the Hydrak'Dal had been defeated before accepting the quest
- The introductory fishing quest can now be completed with any fishing rod.
- In the quest to retrieve the mill all gates must now be closed before the next quest step is unlocked.
- The side-quest “The Witch's Hut” has been temporarily removed while we are working on the proper quest reward. It will be re-enabled at a later date.
- Updated several locations all over Embervale where the terrain topology didn’t look natural.
- The Flame of the Ancient Spire in the Veilwater Basin no longer offers a walkable surface. This is just in case, however - surely Flameborn would never disrespect the Flame and jump around on it…
- The soul glow effect is now removed from the fisher survivor once he has been rescued.
- Animals and pets now use a swim idle animation when in deep water. There is still an issue with the position of animals relative to the water surface. This will be addressed in the next patch. Yeah there will be a next patch, you read it here first.
- Fixed incorrect sound effects for new terrain materials.
- Fixed a deadly Shroud segment poking into the Pikemead castle behind our old friend the Shroud Wyvern.
- Fixed map marker icons for Drak camps.
- Fixed some issues with the door puzzle lights; previously, they were difficult to see underwater.
- Added sounds to the new bait insects in the game world.
Crafting and Items
- A new furniture set, the “castle” set, has been added to the recipes.
- Water dispenser items and water drains can now be switched on and off by the player. Please note: the feature is available on dispensers right away after updating to the current version. Drains only have the new feature when newly-placed after the update.
- On the highest Flame level, the maximum number of allowed water dispensers in bases is now increased to 50.
- Water dispenser recipes now unlock in the Nomad Highlands crafting tier. Previously they unlocked in the Kindlewastes tier.
- Fixed that crafting factories would pull resources into the task queue even though they are currently disabled, either because they are underwater or missing the force requirement.
- Water is now correctly refunded when a task queue is cancelled at a crafting factory.
- Crafted wells are now empty when placed into the player base.
- Crafting factories can no longer be picked up while they are working or when they have water in the container, as all of the factory's contents would be lost on pick-up. Please always clean your station before moving it.
- Reduced the crafting task durations for the mill factory. It shouldn’t take longer than the simpler grinding stone…
- Daylily seedlings no longer grow into Taro plants. A lot of gardeners were very upset by that one and we apologize to them.
- The Underwater Grappling Hook recipe is now sorted in the “Essentials” section at the Carpenter.
- Added several additional unlock triggers to a few recipes. For example, any fish now unlocks the recipe for the Seafood Grill, and both fish bones and teeth unlock Piscine Ivory Dust.
- The recipe for bonemeal is now unlocked when the grinding stone crafting factory has been found.
- The Critter Plush item can now be crafted at Emily the farmer. It’s very cute.
- The lore sword connected to Lord Vorgoth is now a Greatsword.
- Ginger tea now has added protection against frost.
- Fixed several minor visual armor clipping issues.
- Updated a few item icons. Among other tweaks, these icons were updated:
- The tomato fish soup is now red.
- Created new icons for Shroud Arrow II and Magic Ice Arrow II
- Fixed incorrect building material icons.
- Removed the “Can be colorized” info from several items that can’t be tinted.
- Improved the sorting of cupboard and shelf recipes.
- Improved snapping for bamboo fences.
- Adjusted the handpan instrument volume so it better compares to the other instruments.
- Fixed the collision for the bamboo parasol.
- Fixed a coloring issue for the starlight block edges that was introduced in update 0.9.0.0.
User interface
- Two new custom map markers are available, one for fishing spots, one for water in general.
- Added a new spell crosshair for spells that don’t have an enemy target, such as the Magic Shield.
- Restored missing interaction button/key descriptions, such as “open / close” at secret doors and similar cases.
- The UI now better handles the case when players try to cast the fishing rod without aiming and when no bait is equipped.
- Added minor improvements to the display of the actionbar during fishing.
- Added missing weapon types and weapon categories, and improved the display of the weapon labels in the weapon details screen.
- Lore weapons now have a unique label for easier identification.
- Added cooldowns and better detection for the Shroud enter-and exit UI message. Previously, running along the border of the Shroud could result in rapid UI updates that were very distracting.
- Added a “poisoned” indicator on enemy health bars.
- Added UI sounds when using the editable signs.
- An open custom map marker widget no longer causes the world map to flicker when moving the map.
- Fixed an issue that reverted the checkbox tick for showing or hiding equipment on the player character.
- Fixed button alignment issues in some item detail screens.
General improvements
- Fixed a crash that could occur related to water simulation.
- Fixed a crash that could occur when trying to join a game that is currently being shut down.
- Fixed several rare random crashes.
- Fixed rare crashes that could happen when moving items between the backpack, defeated enemies, chests, crafting factories and other locations that can store items.
- Implemented the first of several planned performance improvements for both peer-to-peer and dedicated servers. The improvement should be most noticeable around larger water areas.
- Further refined specular reflections to achieve a sharper and clearer image.
- Improved shadows on grass and foliage.
- Reduced a noisy outline around the player character when in front of water on low or medium graphical settings.
- Fixed incorrect water sound positions in the game world when rotating the camera around moving water.
- Reduced the chatter from the survivors roaming through the base. Oi!
- Fixed some placeholder translations from the previous patch.
Still working on it:
- New AMD drivers issue We're seeing some players crashing which is apparently caused by an AMD driver issue. We had this in-house as well after an automatic driver update (and not isolated to Enshrouded) and managed to resolve that by cleanly uninstalling all AMD software with the AMD Cleanup Utility (https://www.amd.com/en/resources/support-articles/faqs/GPU-601.html), then installing the AMD chipset driver and then installing AMD Adrenalin.
A big number of these issues were fixed thanks to your reports! Please keep reporting any issues you encounter by pressing F1 in-game and selecting "Report an issue".





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