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Enshrouded

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You are Flameborn, last ember of hope of a dying race.

Latest · by Keen Games GmbHWebsite

Changelog

Changelog for Hotfix #42 v.0.9.1.2

Changed
  • Updated links for bug reports, feedback and community spaces for Chinese (Simplified and Traditional), Japanese and Korean
Changelog for Hotfix #42 v.0.9.1.2

The revision of Hotfix #42 is 1076226

Changelog:
  • Updated links for bug reports, feedback and community spaces for Chinese (Simplified and Traditional), Japanese and Korean. This should not lead to a recompiling of shaders, as no shaders are modified by this change. Similarly, dedicated servers do not need an update.
I was hoping for more Enshrouded news!

Then you're in luck, as we've just revealed Enshrouded's release date with this teaser that the eagle-eyed among you will pore over for new things and details. In the comments thread over on our Steam forum relaying the announcement, you'll find mention of a lot of the stuff we're working on: optimization, performance, QoL changes, the dragon boss fight... if you think it could be better there's a good chance that we're working on it, and that it's mentioned by one of our devs in the comments!

More news in August. Until then, stay hydrated!

Changelog for Hotfix #41 v.0.9.1.2

Changed
  • Improved crash detection to help diagnose and fix future issues, which affects VFX files and may increase shader compilation time
Fixed
  • VFX issue that might lead to a crash
  • Dodge roll stuttering when standing still after the roll
Changelog for Hotfix #41 v.0.9.1.2

The revision of Hotfix #41 is 1024233

Changelog:

  • Fixed a VFX issue that might lead to a crash

  • Improved crash detection even more to help us diagnose and fix future issues. This affects a lot of VFX files, therefore shader compilation might take a bit longer than usual. Sorry about that, but we promise it’s for a very good reason!

  • Fixed dodge roll stuttering when standing still after the roll

Changelog for Hotfix #40 v.0.9.1.1

Changed
  • Improved crash detection to help diagnose and fix future issues
Fixed
  • Fixed mining animation and mining sound breaking and getting out of sync
  • Fixed extreme rubberbanding and performance issues for bases built near large lakes
Changelog for Hotfix #40 v.0.9.1.1

The revision of Hotfix #40 is 1018982

Changelog:

  • The mining sync and got mining out of easily sync, which is now fixed. Sorry, _we fixed the mining animation and mining sound breaking and getting out of sync. _There, better!

  • Bases that were built near large lakes could experience extreme rubberbanding and performance issues, which are now fixed.

  • Improved crash detection to help us diagnose and fix future issues.

Changelog for Patch #14 v.0.9.1.1

Added
  • Download progress bar when downloading a shared world
Changed
  • Improved controller support in the Adventure sharing menus
  • Improved the Adventure sharing menu when in offline mode
  • When ending a visit to a shared world, the player now finds themselves back in the details menu of that shared world instead of the title menu
  • Tweaked the range for the noise coming from double jumps
Fixed
  • Endless world loading issue that has been reported by players
  • Potential crash connected to the NPC pathfinding
  • Several randomly occurring crashes
  • Skill Inner Fires adding the incorrect amount of time in the Shroud
  • XP rewards for item sets now get granted as intended
  • Issues with cancelling a world download
  • Several issues with the scrollbars in the Adventure sharing menu tabs
  • Screenshots for shared worlds not showing up correctly in some screens in the Adventure sharing menus
  • Issues with the text box for searching shared worlds in the Adventure sharing menu
  • Buttons for switching pages in the subscriptions tab of the Adventure sharing menu
  • Several issues with large-scale font in the Adventure sharing menu
  • Several issues with error messages, button focus, navigation issues and confirmation prompts in the Adventure sharing menus
  • Issue with water flow when multiple pools are stacked on top of each other and connected with waterfalls
  • Enemies not getting stunned correctly when filling their stun bar while they are blocking
  • Awareness icon for some enemies not showing up correctly
Changelog for Patch #14 v.0.9.1.1

The revision of Patch #14 is 1013216** **

  • Added a fix for an endless world loading issue that has been reported by players.

  • Fixed a potential crash connected to the NPC pathfinding.

  • Fixed several randomly occurring crashes.

  • Fixed the skill Inner Fires adding the incorrect amount of time in the Shroud.

  • Fixed an issue with XP rewards for item sets. The XP now gets granted as intended.

  • Improved controller support in the Adventure sharing menus.

  • Added a download progress bar when downloading a shared world.

  • Fixed some issues with cancelling a world download. It should now work as intended.

  • Fixed several issues with the scrollbars in the Adventure sharing menu tabs, such as incorrect resetting when switching tabs or removing superfluous scrollbars.

  • Fixed an error where screenshots for shared worlds would not show up correctly in some screens in the Adventure sharing menus.

  • Fixed some issues with the text box for searching shared worlds in the Adventure sharing menu.

  • Fixed the buttons for switching pages in the subscriptions tab of the Adventure sharing menu.

  • Fixed several issues with large-scale font in the Adventure sharing menu.

  • Fixed several issues with error messages, button focus, navigation issues and confirmation prompts in the Adventure sharing menus.

  • Improved the Adventure sharing menu when in offline mode.

  • When ending a visit to a shared world, the player now finds themselves back in the details menu of that shared world instead of the title menu.

  • Fixed an issue with water flow when multiple pools are stacked on top of each other and connected with waterfalls.

  • Fixed an issue that caused enemies to not get stunned correctly when filling their stun bar while they are blocking.

  • Tweaked the range for the noise coming from double jumps. Note: Sneaky Flameborn only use double jump strategically!

  • Fixed the awareness icon for some enemies, where it didn’t show up correctly previously.

  • The enemy awareness icon no longer reappears incorrectly when pausing and unpausing the game or opening and closing any menu.

  • Added a user setting to show or hide the enemy awareness icons.

  • Added an additional fallback to make sure that all enemies connected to the magical barrier in the Hollow Halls spawn correctly so that the barrier can be opened. There are still occasional cases where they do not all spawn, so the work continues.

  • Dynamic elements on the HUD, such as barrier unlock messages or level-up celebrations, no longer restart when pausing and unpausing the game or opening and closing any menu.

  • Fixed a potential UI softlock when opening the “What’s New?” pop-up manually immediately after loading a world.

  • Fixed that when unlearning individual skill levels in rapid succession, it could lead to a completely unlearned skill node, even though connected skills are still active. Now only the last skill node in a chain can be fully unlearned, as intended.

  • Improved the character snapping to trees when starting the wood chopping.

  • Fixed an issue with the actionbar that caused the player to use a selected water item when trying to eat some food via the context menu in the backpack.

  • Added a new custom sorting order for building materials, which can be maintained by manually marking materials as favorites in the material catalog.

  • Fixed an issue when starting to glide while in the building menu. Previously, the cancellation of the gliding didn’t work as intended with the open building menu. Now, the player can cancel gliding again.

  • The “Updraft” hint in the HUD now only appears if the skill has been unlocked.

  • Improved the warning displayed when trying to trigger the Updraft skill while out of mana.

  • When both a quest and an item set hint point to the same location on the world map, the quest marker is now shown with priority.

  • The Flame Altar chosen as the spawn point for visitors now has a unique map icon.

  • Added the spawn point Flame Altar to the list of fast travel locations on the world map location list.

  • Fixed a tooltip issue for the Summoning Staff.

  • Fixed the display of item icons in the actionbar while cooking.

  • Fixed some issues in the mouse & keyboard/controller bindings conflict manager. Previously, when an input conflict was detected, the manager sometimes jumped to the wrong entry to solve the issue.

  • Fixed an input conflict for "Show on Map" and "Track Priority Quest" in the journal.

  • Fixed an issue that caused the camera to remain focused on the Flame Altar when interacting with it while in photo mode.

  • The HUD elements for the photo mode are more subtle now.

  • Fixed a few instances where the user setting to reduce dynamic camera motions wasn't effective. There are still some edge cases open that will need to be addressed in future updates.

  • Improved the camera for several actions while being locked on an enemy, such as using the glider, using the grappling hook or starting to swim.

  • First-person camera can now be used for Flame Altar and Quick Stack Station placement.

  • Picking up props, animals, pets and similar works much better now in spaces where a lot of props have been placed in close proximity.

  • It is generally no longer possible to destroy filled chests and other props with items in them. Note: there are still a few exceptions, such as the animal food bowls and some wall presentation props. In these cases, the health of the props is so high that they shouldn’t get destroyed accidentally.

  • Fixed a micro jittering issue when the player is moving on framerates higher than 60.

  • Fixed the starting conditions for the quest “Almanac of Plants and Seedlings For The Farmer”. It now triggers correctly again.

  • Fixed an issue with the Necromancer’s Skull Summoning Vessels, Fell Confusion Pheromones and Explosive Crawler. They now deduct the correct amount of mana as described in the item.

  • Fixed an issue with the display of the item level for the Sunpiercer Shield.

  • Fixed the missing parry power for the Guard of the North Sword.

  • Added the Midnight Tomb Block back to the hidden tomb near the Balefire Stronghold "Lance Point".

  • The item set reward for the Drak Relief is now unlocking as intended.

  • Further improved pathfinding issues for survivors and animals.

  • The animation has been fixed when using the Special Ability for the bow while jumping.

  • Water pouches can be placed on coasters again.

  • The recipe for the Iron Wall Torch is craftable again.

  • The damage of the Mud Snapjaw's dash attack and bite attack has been reduced by 20%.

  • Fixed some issues in several localizations, for example in skill descriptions.

Known issues

  • Under certain circumstances, visual and sound effects trigger out of sync with mining animations. We’re working on it!

Changelog for Hotfix #39 v.0.9.1.0

Fixed
  • Rare issue with lost equipment items when updating to update 8 where some items in very large collections didn't get converted into upgradable items correctly
Changelog for Hotfix #39 v.0.9.1.0

The revision of Hotfix #39 is 1004637

  • Fixed a rare issue with lost equipment items when updating to update 8. Previously, in very large collections of items, it could happen that some of the items didn’t get converted into upgradable items correctly.

Changelog for Hotfix #38 v.0.9.1.0

Added
  • Internal support for better information collection for crashes
  • Potential fix for black textures
Fixed
  • Several randomly occurring crashes
  • Issue with water rendering
  • Issue with chunks of water flying in big bases after loading
  • Text issue in the skill descriptions for Crash Down Attack in several languages
Changelog for Hotfix #38 v.0.9.1.0

The revision of Hotfix #38 is 1002673

  • Added internal support for better information collection for crashes.

  • Fixed several randomly occurring crashes.

  • Added a potential fix for black textures reported by players. If this solved the issue for you please let us know.

  • Fixed an issue with water rendering that has been reported by players.

  • Fixed an issue with chunks of water flying in big bases after loading.

  • Fixed a text issue in the skill descriptions for “Crash Down Attack” in several languages.

Note: the adventure sharing server is being worked on in the background as well.

Changelog for Hotfix #37 v.0.9.1.0

Fixed
  • Fixed an issue that prevented dismissing an error message when trying to view a shared world while the server is unresponsive
Changelog for Hotfix #37 v.0.9.1.0

The revision of Hotfix #37 is 999467 (no change)

  • Fixed an issue that prevented dismissing an error message when trying to view a shared world while the server is unresponsive.

Note: this hotfix updates clients only. Dedicated servers don’t require an update.

Enshrouded: Forging the Path is live!

Added
  • Adventure Sharing feature allowing players to upload and browse shared worlds and constructions within the game
  • New craftable camera item for taking in-game screenshots of bases
  • Spawn point toggle at the Flame Altar to define where visitors appear in shared worlds
  • New weapon special abilities that build focus resource for devastating effects
  • Heavy attacks for all melee weapons with double damage to enemies and their stun bar
  • New skills in the skill tree including weapon and tool specialization skills, maximum health boosts, and dodge mode selection
  • Skill upgrade system allowing many skills to be upgraded once unlocked for build optimization
Changed
  • Attack chains for two-handed axes, two-handed hammers and greatswords have been overhauled
  • Skill tree visuals have been updated with zoom out capability for better overview
  • Enemy awareness system now includes suspicious states and active search before combat and calls for help are triggered
  • Base skill point costs reduced to allow faster progression to outer branches of skill tree
  • Armors, shields, wards, rings, pickaxes and wood chopping axes are now upgradable with runes
  • Gear upgrades are now handled by class specialists: Blacksmith for warrior equipment, Huntress for ranger equipment, and Alchemist for mage upgrades
  • Default key bindings have changed for various features
  • Water dispensers now dispense water regardless of distance from nearest player and water flows much further on flat surfaces
  • Character skill trees will be reset with skill points refunded on first load with existing characters

Greetings, Flameborn!

We're back with Forging the Path, our brand new update, which includes the first version of Adventure Sharing, a new feature we're building for 1.0 that will enable players to share their creations with the world! We're also including a physical combat overhaul, a full revamp of the skill tree, a gear upgrade system, and many, many quality of life improvements!

Forging the Path is our last update before our official release, and we're getting our house in order to make sure that 1.0 knocks your socks off! As a result, the changelog is of course pretty hefty, clocking in at about 13000 words, but if you're in a hurry or you don't wanna read, you'll find the customary highlights in video format here:

Changelog for Update #8 v.0.9.1.0

The revision of Update #8 is 999467

IF YOU READ JUST ONE THING PLEASE READ THIS!

There are a few important notes for this update:

  • With Update 8, character skill trees will be reset, and skill points will be refunded when loading into a world for the first time with an existing character. This was a necessary step since the skill tree has been reworked significantly. Please make sure to spend the available skill points before adventuring!

  • Armors, shields, wards, rings, pickaxes and wood chopping axes are now upgradable with runes. Existing equipment has been converted into upgradable versions. Please check your equipment and make sure that you upgrade your favorite armor pieces to gain the maximum protection.

  • Upgrading equipment is now handled by the survivor who specializes in the combat class for that item: the Blacksmith upgrades warrior equipment, the Huntress does everything for rangers and the Alchemist handles mage upgrades.

  • The default keys/buttons have changed for various features. Please make sure to check your key bindings!

  • The water dispensers now dispense water, no matter how far away from the nearest player they are on the map. Additionally, water flows much further on flat surfaces such as canals or flat floors. This could lead to surplus water, after updating, if you previously placed multiple dispensers in a single area. In some cases with complex water features this could lead to flooding

Highlights
Adventure Sharing

With this update, we are making a big first step toward allowing the community to easily share their constructions and adventures with each other.

To give players access to this new feature, the main menu has been reworked with an additional new adventure sharing menu.

Upload your version of Embervale with your constructions and adventures for other players to see and enjoy.

Browse the available constructions from the community directly from within the game and download any world you want to visit to take a closer look.

A new craftable camera item lets you take in-game screenshots of your base to highlight why other players should download your world for a visit.

The spawn point for shared worlds can be defined for visitors with a new toggle at the Flame Altar.

This update is only the beginning for the adventure sharing feature. In upcoming updates, we will expand on the feature, giving players the tools to build content and adventures for others to explore and enjoy, including logic systems for interactive elements, puzzles, spawning enemies… and traps!

Combat Updates

Combat, skill progression and gear have been fundamentally reworked in Update 8, introducing new systems, deeper mechanics, and more impactful player choices.

New special abilities

A new type of weapon skill has been added to the game. When unlocked, regular weapon attacks start building a new resource called "focus". When the focus bar is filled up, a new weapon special ability can be used for devastating effect.

Likewise, this unlocks a new powerful move for woodchopping and pickaxing, using the same focus resource.

Heavy Attacks

All melee weapons now have a powerful heavy attack with double damage to enemies and their stun bar, giving players more strategic moment-to-moment combat opportunities. Heavy attacks are activated by holding the attack button on the mouse or controller.

Updated attack chains

Two-handed axes, two-handed hammers and greatswords have received an overhaul of their attack chains. The goal is to make the weapon types better aligned with the fantasy of wielding them.

Advanced enemy awareness system

For enemies, new levels of awareness of nearby players have been added. Enemies can now be suspicious about nearby noise or start an active search for a target. Active combat and calls for help are only really started when enemies can actually see the player, allowing players to react before they are discovered.. This new system allows strategically thinning out the ranks of enemy camps, making the ensuing fight much easier as a result.

Skill tree Update

New skills, Zoom and Updated Visuals

Many new skills have been added to the skill tree. Among others, the new weapons and tools specialization skills mentioned above, new options to boost the maximum available health and a skill that allows choosing the dodging mode.

The skill tree can now be zoomed out for a better overview. At the same time, the visuals have been updated.

Skill upgrades

Many skills can now be upgraded once they have been unlocked. This opens up more possibilities to optimize builds and invest skill points where it really matters. At the same time, this also allows players to reach the outer branches of the tree faster, as the base unlocking of skills now costs fewer skill points than previously. Please note: this new feature required balancing skills. At the base level, skills are now slightly weaker than the previous version, whereas fully upgraded skills are, in most cases, as strong or sometimes even stronger than before.

On top of skill points upgrades, it is now possible to push skills to even higher levels with armor perks. More on that can be found in the itemization part below!

Updated layout

We took another look at the skill tree now that it has grown over time and player feedback has been collected. The result is a big rework of the overall layout. There are more paths between classes to make it easier to pick just the right combination of skills for the build. With the same goal in mind, the Double Jump has been pulled to the center of the tree to make it easily accessible for everyone.

New equipment upgrades

As a much-requested new feature, armors, shields, wards and rings can be upgraded now, just like weapons.

The amount of unlockable perks is determined by the quality of the gear. While self-crafted equipment is always of rare quality, higher quality gear up to legendary can be found in the world.

When designing equipment perks, strengthening the various gameplay styles was a key focus, which led to the creation of many new perks.

For example, some of the new perks increase the level of an already learned skill. Thanks to these perks, skills can now be pushed past the level that is available by skill points alone.

Unlocking new upgrades on armor should feel impactful. Thanks to an improved armor calculation, incoming damage is now more noticeably reduced with better gear levels. Please be aware that the base version of any armor piece is now slightly less powerful compared to the game versions prior to update 8. However, once an armor is fully upgraded, it will be the same level of protection or even higher.

Upgradable equipment needed a rework of the runes economy. Armors, wards, shields and rings can now be recycled into runes, including equipment from previous versions of the game, as they get converted on loading this version.

Buffs for the mages - especially in the early game

While balancing improvements and new features such as additional spells are planned for future updates, we heard feedback from our testers and gave mages a few buffs to tide them over. Especially the early game has seen some positive changes:

  • Wand range has been increased.

  • Wand durability has been increased by 20%.

  • The first tier of Fireball now has an increased explosion radius so that it is better aligned to the higher-tier versions.

  • Added more resin to early game loot tables so that spells can be easily re-supplied.

Early Game Improvements / Quality of life

With update 8, we have the opportunity to re-evaluate and improve some of the features that new players will encounter early in their journey. But at the same time, we are also looking at changes that existing and returning players will appreciate.

Improved Start of the Game and Tutorials

Numerous changes and new features have been added to the early game experience to give players a better start on their path through Embervale.

  • The areas surrounding the Cindervault where Flameborn start their journey have been reworked, both visually with denser vegetation and improved world details but also to better introduce players to the various gameplay elements.

  • Tutorials have been adjusted, resources needed for a smooth start into the crafting progression and for building first settlements have been made more readily available.

  • The XP required for the first few level-ups has been rebalanced for better pacing at the start.

  • 3 new meat skewers, one for each class, have been added to bridge an early gap in food buffs.

Quest log rework

A common feedback we received was that soon after really starting to explore the world, the quest log would quickly fill up with quests and tasks, making it difficult to tell what the most important next steps are.

As one measurement, the quests are now divided into main and sidequests. Additionally, important quests related to the progression are now better highlighted in the journal.

Item sets

The overall number of quests has been significantly reduced. This was possible, among others, thanks to the introduction of a new feature in the journal: item sets. Item sets reward players for finding and collecting all items from a certain group. Examples could be all building blocks of a biome, all parts of a vanity outfit, all weapon gems of a biome and many more.

Players who already have unlocked a lot of items in their savegames will receive a big XP boost when loading their save after the update.

Updated recipe lists and new crafting convenience features

Some recipe lists had become very long and cumbersome to scroll through during the early access phase. To organize large lists better, several new crafting stations and a new factory have been added. Ask the Farmer and the Carpenter about new stations when you get a chance!

Also at the Carpenter, many new deco props have been added that were previously unavailable as crafting recipes. For example, the much-requested street lanterns can now be crafted and placed by builders.

For new and returning Flameborn, it can be difficult to remember where in the world what resources drop. Crafting resources now all have a new acquisition hint in their description, except for items that drop all over the world.

The "Bases" menu in the journal now provides a detailed overview of ongoing factory progress in each base.

New Quick Stack Station

Coming home with a backpack full of collected materials? Previously, that meant going from chest to chest, unloading all materials into their designated stacks - like a reverse worker bee.

To speed up that process, there is now a new craftable prop available at the Carpenter. When placed, it can be used to automatically deposit all stackable materials into magical chests in the vicinity.

Building from magic chests

We added the next level of convenience to building from magic chests. Previously, it was necessary to have at least one piece of building material in the backpack to use stacks in magic chests, now, the stacks can be retrieved right away.

To help find the perfect material in the large selection, a new material catalog has been implemented. It can be accessed when wielding the Construction Hammer.

What if you see a nice material in your construction site and you want to select just that? Point at it with your cursor and with a click of a button it’s selected now. Easy!

Glider update

To encourage a more strategic approach to combat, Updrafts will now build power over time when used in the wild. This ensures your flight feels consistent and intentional while allowing you to reach higher peaks than ever before, while preventing some edge cases we consider contrary to the spirit of the skill.

As compensation, we’ve increased the maximum height of Updrafts by 15% and enabled near-instantaneous lift in bases for easy base navigation.

Changelog
Adventure Sharing
  • The play section in the main menu has been reworked to support the new feature “Adventure Sharing”.

  • In the single player menu and the multiplayer hosting menu, each world can now be shared and uploaded to the Adventure Sharing server. Now you can share your glorious shoebox starter base for the entire world to see.

  • In the new Adventure Sharing menu, several actions are supported:

  • Local worlds can be named, given tags, a description and preview screenshots before uploading them to the Adventure Sharing server.

  • Existing creations from the community can be browsed, searched by name, filtered by tags, upvoted, subscribed to, or visited either alone or as a party in a peer-to-peer session.

  • A new camera item can be crafted at the workbench. It allows taking in-game screenshots, which can then be added as preview screenshots before uploading the world to the Adventure Sharing server.

  • On every world, one Flame Altar can be set as the starting point for visitors. This feature is also available for peer-to-peer multiplayer sessions and dedicated servers.

Combat, Camera and Controls
  • Added a new type of attack for most weapons, including pickaxes and woodchopping axes: the Special Ability. It requires a filled bar of the resource “focus,” which can be built via regular light or heavy attacks. The Special Ability must be unlocked with a skill per weapon type. Note: staffs do not currently have a Special Ability; staff changes and improvements will be coming in a future update.

  • Added a new bar near the action bar in the HUD to show the progress of the accumulated “focus” and when the special weapon ability is ready to be unleashed.

  • All melee weapons now have heavy attacks. They have longer animations, but deal double the damage. At the same time, the impact on the enemy stun bar is doubled as well. Players can’t get interrupted by enemy attacks while performing the heavy attack.

  • The light attack chains have been reworked for 2-handed weapons and greatswords.

  • A new camera setting has been added: Automatic Camera Rotation. When enabled, the camera rotation will automatically follow the player. Note for mouse & keyboard, the default setting is “off”, for controllers, the default setting is “on”.

  • A new target lock setting has been added: Break Target Lock While Aiming. When a target is locked, aiming with a ranged weapon will automatically break the lock and allow the player to aim freely.

  • A new target lock setting has been added: Players can now choose between two different Target Selection Control-modes: “One Axis”, which is the classic mode of Enshrouded where targets can get cycled through one after the other. The new setting is “Two Axes,” where targets can be more actively selected by using the mouse or a controller stick. The default setting is “One Axis” when using a controller and “Two Axes” when using mouse & keyboard.

  • The target lock behavior has been improved for the “One Axis” mode. Cycling through the available enemies left and right now works as intended. And when entering the target locking, the enemy at the center of the screen is now selected more reliably.

  • Dodge rolls and blink now have short time windows during which players are immune to damage, also known as i-frames. Fat roll enjoyers rejoice!

  • When in combat, the camera now automatically adjusts the distance when relevant enemies are at the edge of the screen or when fighting very big enemies.

  • Improved the hard-lock camera when fighting the Fell Dragon Youngling.

  • When aiming with a ranged weapon or fishing rod, the list of arrows, spells and fishing baits can now be quickly selected via the number keys on the keyboard. Additionally, each arrow, spell and bait now has an icon for easy recognition. The sorting in the aiming list is the same as the sorting of the items in the backpack.

  • A new slow-walk toggle binding has been added to the mouse & keyboard controls. The default key is . The aura farmers among us no longer need to buy a controller.

  • Rebalanced jumping when in mud, tar or deadly Shroud goo. Previously, it was possible to travel far distances through these materials by bunny-hopping. So the jump distance has been decreased and the jump stamina costs are now independent of player level & progression. At the same time, the stamina costs to struggle upwards once submerged too deep have been decreased. So if players accidentally fall into these materials, they can now escape easier as long there is solid ground nearby.

  • Fixed an issue where it was impossible to get out of a pit of green goo. The jump costs from this material have been reduced to 0.

  • Improved the handling of situations where players could be stuck between collisions, not able to exit the falling state or move by themselves. The game now detects this and allows the player to walk or jump in order to free the character.

  • Fixed several situations in which the camera clipped through terrain or buildings.

  • When a player accidentally ends up within a solid wall, they are no longer transported to the Cinder Vault but instead to the last activated save point or Flame Altar. Note, obviously, the player should never end up in the solid wall to begin with, unless you're a Junjo Ito fan. This feature is an emergency solution for when it happens, nonetheless.

  • Spells with areas of effect no longer trigger the “Backstab Damage” effect. It was unfair to the cool guys who don’t look at explosions.

  • Fixed an abrupt backwards tilt at the water surface when coming up from a dive.

  • Player attacks while in the air now play an improved animation.

  • The two attack skills Upward Slash Attack and Crash Down Attack are now easier to trigger. The Upward Slash is triggered by a \ + \ on the attack button. Crash Down is triggered by \ + \ on the attack button.

  • The Updraft skill for gliding has been reworked. The final max height has been increased by about 15%, but the height of the Updraft boost now charges in the first seconds of glidi

Changelog for Hotfix #36 v.0.9.0.4

The revision of Hotfix #36 is still 893400

Changelog

Fixed an issue with Nvidia RTX50 series GPUs and using the driver version 595.79 causing graphical glitches in the terrain rendering.

Please note: this is a client-only fix. Dedicated servers do not require an update.

Changelog for Hotfix #35 v.0.9.0.4

The revision of Hotfix #35 is 893400

Changelog

  • Fixed graphical glitches in cloth with physics simulation that caused flickering shapes.

  • Fixed an issue that caused colorful dots at the horizon at night on AMD graphics cards.

On top of that we missed to mention a change to water barriers in the previous changelog

  • Underwater water barriers are now clearly see-through.

Changelog for Patch #13 v.0.9.0.4

The revision of Patch #13 is 890625

Hey Flameborn!

Hopefully our very last patch for update 7 so we can carry on the work started for Update 8! This patch includes lots of small fixes, and notably, a fix for some DLSS settings turning your game world black for players using newer NVidia drivers, and a fix for NPCs deciding to nap on the ground when they have assigned beds.

Changelog
  • Added a new vanity outfit, the Blood Rose armor. Please talk to the huntress while in the late game for more information.

  • Added a new decorative cushion to the crafting recipes. Just in time for to decorate your base for Valentine's Day...

  • Fixed a DLSS-related issue that caused a black game world with certain settings selected.

  • Improved the position of damage numbers when fighting large enemies in melee range.

  • Improved the interaction with destructibles that can be removed with the underwater grappling hook. Previously, swimming too close could disallow the interaction.

  • Fixed an issue where the mining sieve tool could stop working when the character swam close to a ceiling.

  • The recipe for the Ultimate Health Potion + now produces the correct tier of health potion.

  • The spell Shroud Meteor now correctly targets enemies again. Now, the thing that will explode will actually be the enemy you’re aiming at, instead of that poor, innocent bush that got caught in the crossfire.

  • Fixed an issue with the skill Necromancer, which caused kills by other players and even traps to also spawn the Skull Companions.

  • Reworked the fire and ice bolt spells so that they hit targets reliably now.

  • Enemies can now block player attacks again.

  • The projectiles of Depthdwellers now have a short glow to signal the parry opportunity.

  • The connection to the skill Swift Blades in the skill tree is now correct again.

  • Removed a patch of invisible deadly Shroud at the location of a Shroud root in the kindlewastes. Just when you thought you were safe…

  • Fixed water misbehaving below specific stone bridges.

  • Improved the pathfinding of enemies and animals. This improvement should especially help when keeping several animals in a small space in which they previously bumped into each other too much.

  • Fixed an issue with survivors that caused them to sleep on the ground even though free beds are available. It was causing them a lot of back problems.

  • Cats and dogs now choose more frequently to do activities other than sitting down. We were a little bit worried about them.

  • Fixed a rarely occurring issue that could lead enemies to stop moving during a lengthy play session.

  • Fixed several enemies with the wrong level in specific points of interest.

  • Unearthed an enemy camp of the Vukah in the Blackmire region that was swallowed by terrain unintentionally. Too scary to even think about…

  • Added a respawn point to the Elixir Well at the Gold Rock Saddle area.

  • Fixed the water depth in a lake in the Revelwoods region near the Blue Goblet tavern.

  • Reduced the likelihood for fish to swim onto land while roaming. We believe in Darwin’s theory of evolution, we just don’t have the time for it to play out in the game.

  • Fish now use the correct animation when stranded on land. Floppy floppy.

  • Fixed an issue that caused enemies to not play their defeated animation correctly when underwater. Wet dead things will now properly die.

  • Fixed pathfinding issues for animals when encountering thin fences in particular.

  • Fixed an issue with the max plant growth slider in the watering can widget. Previously, the first change was not correctly applied.

  • Hazelnut bush seedlings no longer grant 3 seedlings as loot when picked up.

  • Added a fallback unlock trigger for the colorful lamps in the Veilwater Basin crafting tier.

  • Fixed incorrect occurrence of the "ineffective"-warning messages when using the rake tool.

  • Fixed an issue that caused explosive barrels to explode after being placed for no apparent reason. It was very funny, though.

  • Fixed an issue with resetting the resources at the mill station when switching recipes while it’s running.

  • Fixed an issue with equipment on mannequins. Previously, items could end up in a wrong slot when restarting the game.

  • Fixed several minor graphical issues with armor sets.

  • Fixed incorrect item icons for daggers from the Albaneve Summits tier.

  • Fixed an issue that could cause visual effects and sounds to not trigger correctly.

  • Reduced the volume of some bat sounds.

  • Using water tools no longer grays out the actionbar, making it easier to see the water fill level increasing and decreasing.

  • Fixed a minor movement jankyness when landing with the glider.

  • Improved the quality of reverbed sounds underwater.

  • Fixed a few water splash effects not triggering correctly when moving in water. Now you can properly splish splash while taking a bath.

  • Fixed a visual issue for the watering can, where the tool didn’t point into the correct direction while using it.

  • Added visual polishing to the rendering of the water surface.

  • We tamed Cthulhu to fix an issue that could lead to holes in the water of lakes.

  • Fixed the interaction of rain with deep water.

  • Added another security measurement to prevent lake surfaces from being rendered incorrectly in specific situations.

  • Drains now work more reliably in rooms made out of water barriers.

  • Terrains that by design evaporate water, such as lava, now more reliably remove water.

  • Fixed a crash that could occur when changing graphic settings on an Nvidia graphics card.

  • Fixed an issue that could lead to stray polygons when gliding towards a base that has survivors.

  • Fixed a crash that could occur in connection with the placement of building shapes in multiplayer. Specifically, rapid placement, building with a spotty connection to the server or while players are joining or leaving, could previously lead to this crash.

  • Fixed a rare crash that could randomly occur in very large player bases.

  • Fixed a random crash that could happen around water.

  • Fixed the position of sounds for the weapon gem Cold Composure.

  • Added a new message that will appear for players who had their play session terminated by a GPU crash previously. The popup allows switching on a special tracing mode for GPU crashes, which will help developers gather more useful information about the crash should it recur. Please note: Enabling tracing mode is optional and will only be activated for one session if the GPU crash doesn’t happen again.

Changelog for Hotfix #34 v.0.9.0.3

The revision of Hotfix #34 is 852257

Changelog
  • Fixed a crash which occurred when placing and removing large numbers of Water Barriers in a small area of water.

We are aware of a number of non-blocking issues being reported post patch 12 (because I jinxed it when I said "last patch of the year" earlier today, that's on me), so we ask you to please report these issues so we can look into them and hopefully fix them soon!

Changelog for Patch #12 v.0.9.0.3

The revision of Patch #12 is 873620

Hey Flameborn!

Our last patch of the year, promise (really hope we're not jinxing it by saying that). It contains a bunch of quality of live improvements and fixes, as usual. Notably, we're pushing stamina regen back up for early levels, as well as nudging up stamina regen for some foodstuffs. We've fixed the bug where tombstones couldn't be picked up near other interactable objects that the game somehow thought were more interesting like secret passages or teleporters, or... doors. Finally, we're adding a few items for those of you who enjoy decorating your bases for the holidays, including the rest of the Maritime set of furniture, if you want to be real swanky and bathrooms are important to you.

Changelog

Gameplay

  • Fish can now be released back into water - for example, into a lovely pond in the player base. Please note: As part of this rework, eating raw fish is no longer possible.

  • Please also note that fish inside the player base count towards the global limit for farm animals. This limit will be displayed in an upcoming update, currently it stands at 128 animals. You can have a fish basin... but maybe not an entire aquarium.

  • It is now possible to retrieve your tombstone even when it is located directly next to a Flame Altar, on teleporters, near doors or in other situations where two interaction ranges overlapped previously. We apologize for all these times you couldn’t pick up your stuff when it was just there.

  • We made a bunch of stamina changes:

  • The inherent player base rate for stamina regeneration has been increased back to pre-”Wake of the Water” level. This is the rate without any food or equipment, and it should significantly improve especially the early game experience. According to our maths, mid and late game builds for a given equipment tier comparable to pre-0.7 can now be achieved provided the character has level-appropriate food.

  • The stamina regeneration increase per level of the Rested buff has also been reverted, resulting in a slight increase.

  • Several food and drink items received a stamina regeneration buff: water, cooked fae deer milk, frizzy goat milk, coconuts, coconut milk, grilled fish coconut rice. Cooked fae deer milk and coconut milk also have increased buff duration now.

  • Rooibos tea now has slightly reduced stamina regeneration.

  • Stamina regeneration was added to spiced tea and all types of coffee.

  • The evasive underwater Dash now costs 40 stamina instead of 80.

  • Fixed a few more cases where water didn’t flow as expected. We will yell at the water until it learns to behave.

  • Water dispensers that are placed in a player base under water or inside a lake now work as intended.

  • Water no longer spreads much too far sideways while running down slopes.

  • Using the watering can or portable water pump while jumping now looks more natural.

  • When using any of the water tools, it is no longer possible to scroll through the action bar while filling the tools with water.

  • Fixed an issue where the watering can could still be used to remove water when it was already full.

  • The first-person building camera is now also available underwater.

  • Improved acceleration and deceleration timings for swimming and diving to make it look more natural.

  • Adjusted the distance and timing of the swimming and diving dashes.

  • Using Splash Dash to exit the water onto a beach now correctly switches to the on-land animations.

  • A swimming player no longer starts diving automatically when the water level rises.

  • When the oxygen runs out while diving, the player character now plays a suffocation animation instead of the dive idle animation to warn players that the character is in immediate danger.

  • It is now possible to let go of ladders underwater.

  • The sound of swimming can now alert nearby enemies.

  • Wolves now drown as intended.

  • Fixed another case that could lead to an incorrectly bent player character while diving up and down.

  • Improved several underwater interaction animations and timings.

  • The player can now use the pickaxe when crouched. This can be important if one glides directly into a tiny hole in the terrain and gets stuck.

  • Small enemies are now hit correctly with the delayed uppercut attack of greatswords.

  • Glow soup now has mana regeneration.

  • Shadowbloom Wrap now increases the time in the Shroud by 4 minutes.

  • Water wheels now work more reliably even when no player is nearby.

  • Improved bandage now removes poison as intended.

  • Fixed an issue with antidotes, causing the poison protection to stop working correctly after protecting against poison once.

  • The Veilwater Basin Stinger now drops the venom stinger as loot as intended.

  • Added the special loot visual effects back to skeletons where they were previously missing.

  • The fishing mini-game can now be stopped with the cancel button or key. An additional input hint has been added.

  • The attachment positions of grappling hooks at the hook anchors have been improved.

  • Fixed an issue where the grappling hook could switch targets mid-pull and sometimes even cause glitches like prematurely canceling the hook action.

  • When using the underwater grappling hook on a target in the water while swimming, the character is now correctly pulled downwards.

  • Nightly Scavenger patrols no longer stand around idling. Their job is to walk the pack hound!

  • Added some more enemy variants to Scavenger patrols.

  • Updated the animations of the Drak Wizard to differentiate them more strongly from the ranged Drak.

  • Adjusted the vertical position and collisions of swimming and diving enemies.

  • Positioned animals more closely to the water surface when they swim. The head needs to be above water, obviously.

  • Improved animal behavior so that they are better at avoiding deep water.

  • Improved the jump arcs for enemies so that they work more reliably.

  • Fixed some cases where enemies didn’t attack even though they should.

  • Defeated swimming enemies now also sink.

  • The Scavenger Tyrant enemy now has similar damage resistance as other scavengers and is no longer immune to Shroud damage.

  • Fixed an issue with the attack combo of skeleton melees.

  • The skeletons in the Nomad Highlands Hollow Hall are fine with walking over lava again. Their feet don’t hurt because they have no souls.

  • Updated the visuals for the underwater attacks of crabs and snapjaws.

  • The difficulty setting for food buff duration now works as intended.

  • Opening several chests in very quick succession now works more reliably.

  • Ice-Coated Daggers have the correct model again.

  • The animation for the daggers attack combo has been fixed.

  • The acquisition hint for the Bursting Fell Heart item has been corrected: it can be obtained from Fell foes in the Veilwater Basin.

  • The survivors in the base no longer rudely walk away during a conversation. Finally, some appreciation for everything the Flameborn are doing for these folks!

  • Reduced a slightly too strong blue shine of the ornaments on the Rune Master’s Sword.

  • Fixed an issue that caused the Gem of Meteoric Impact to trigger even if the correct weapon wasn’t equipped.

  • Fixed several weapon gems so that they now work as intended with greatswords.

  • Fixed an issue that caused enemy weapons to drop in treasure chests. They are meant to only drop from defeated enemies.

Crafting and building

  • Added several decorative props for winter festivities.

  • Added a new “Maritime” bathroom set that looks very fancy and would nicely suit a palace.

  • Lowered the resource costs for a big number of building blocks across biomes. This includes Obsidian blocks which many of you have mentioned were an absolute pain to craft.

  • Twigs can now be crafted from wood logs at the table saw crafting station.

  • Stack size for all spells has been unified at 500. No reason for them to fill up your inventory, especially early game!

  • The Remove Water button at the Flame Altar now works more reliably when removing all traces of simulated water in the base.

  • Fixed an issue where placing a water barrier so that it overlaps with a wall caused the wall to let water through for some reason.

  • Fixed an issue with drains that could cause water spillage when the player was not near the location.

  • The rake tool can now also be used in water.

  • Increased the size of the “Guard Of The North Sword” to reflect its promotion to greatsword status. Also, the weapon can now be correctly slotted into the greatsword collection prop.

  • Fixed an issue with the crafted version of the “Guard Of The North Sword” that prevented it from causing damage.

  • The “Castle” bench now offers 8 comfort as intended.

  • The small “Castle” sideboard can now be placed on the ground.

  • The “Castle” table can now be finely rotated as intended.

  • Running crafting factories can now be stopped and emptied, so that it’s more convenient to pick the stations up for relocation. The currently used materials are refunded in this case.

  • The maximum distance for dismantling props has been slightly increased.

  • The interaction prompt for small animals, and the cat- and dog feeder now appears more reliably.

  • The recipe for cat bait and food now requires lean meat instead of wolf meat.

  • Fixed the incorrect sorting of the Flame Mosaic pieces. It should now work for both saved collections and when assembling a fresh one.

  • The placement preview is now correctly rotated for the coffee brewery.

  • Paper reed is now a level 1 item.

  • The antiseptic recipe now only contains ingredients from the Nomad Highlands crafting tier.

  • The greater antidote now has an increased duration.

  • Fixed several minor visual glitches for armors.

  • Wolf’s Fang Hood no longer removes beards, which was probably a painful experience.

  • Fixed an issue where the rake tool's radius selection wasn't effectively applied.

  • Fixed an issue with the rake tool that would create ghost-voxels: areas that appeared empty but still had fragments of voxel information. This could lead to incorrect behavior for further building or terraforming in the same area.

  • Fixed several weapon and shield positions when used with a collection prop.

  • The building cursor is highlighted again for other players in multiplayer.

  • Fixed an issue that occurred in save games with a huge number of recipes unlocked and which could lead to recipes not showing up correctly in the crafting menus.

Game world

  • Improved some of the water-based puzzles in the ruins of Veilwater Basin. Also, additional oxygen replenishers have been added where needed.

  • Improved the layout and visuals of numerous points of interest in Veilwater Basin. The “Cromville” settlement in particular has been significantly improved.

  • Fixed an issue that prevented hourglass capsules from spawning correctly in Shroud areas of Veilwater Basin.

  • Archaic Essence now correctly drops when mining the corresponding terrain in the Shroud Lair in Veilwater Basin.

  • Fixed a mysterious hole in the water near the Ancient Spire of the Veilwater Basin.

  • Fixed an issue that caused the “Door opened” message to appear too often in temples.

  • Added more enemy patrols in various points of interest.

  • More capybara and wild beasts can now be found roaming around Veilwater Basin.

  • Added more robust quest triggers to the Lunar New Year quest to prevent the quest chain from soft-locking if steps are completed out of order or skipped.

  • Improved the handling of quest progress saving for players to avoid edge case issues in some quests.

  • Fixed issues with color palette quest completion for the Barber.

  • Fixed several sound issues when hitting, destroying, or placing props from the new biome.

  • Fixed an issue that caused debris effects to be missing sometimes when removing destructables via the underwater grappling hook.

  • Adjusted the position of the skybeam at the Ancient Spire in the Veilwater Basin.

  • The camera no longer moves behind the platform when using a moving platform.

User interface

  • The player model is now correctly shown in the customization screen of the Barber.

  • Barrels, wells and other props that allow emptying or filling water-related items now show the input hints directly at the prop for more clarity.

  • Reworked the fishing mini-game UI to better show what pull direction with the fishing rod is draining the strength of the fish, as intended, and more importantly, which doesn’t.

  • Fast travel icons on the world map now have priority in case there are several map markers in close vicinity. This was especially troublesome for bases with many water dispensers.

  • Reworked the plants detail widget to better show if a custom maximum growth state has been selected.

  • Fixed missing new recipe unlock notifications at the seafood grill.

  • Updated the rules for the key / button binding concerning the glider. It can now share an input with the sneak toggle. This also fixes a flickering head-dive input hint when gliding over a lake.

  • Fixed several cases of incorrect text display in weapon details.

  • The socketed weapon gems are now visible in all relevant info areas. Previously, this information was missing for equipped bows on the character screen, for example.

  • The skill descriptions for Nemesis and Arch Nemesis have been corrected; previously, they were switched.

  • The positions of the skills Veteran and Titan Edge have been swapped in the skill tree. We thank the players who pointed out that this change would make a lot of sense.

  • Fixed an issue that caused long survivor speech bubble text to overlap the input hint.

  • Fixed cases of lore texts being cut off in the read widget.

  • Scroll bars have been reworked slightly for a cleaner look that also allows better readability against various backgrounds.

  • The custom controls scheme menu can now be correctly used with a controller. Also improved scrolling with controllers in various other menus.

  • Cleared any filter when switching the viewed workshop in the journal menu.

  • Improved the menu animations when using the “compare equipment” feature in the crafting menus.

  • Pressing Enter after entering a password in the join menu now confirms the entry.

  • Fixed an issue that prevented the reset of the server filters in the join menu when using a controller.

  • Unified the display of recipe list sorting and details view between the journal and the various crafting factories.

  • Fixed an incorrect text display in the “You drowned…” screen.

  • Added more information about a potentially missing force in the mill crafting station.

  • Fixed a UI glitch in the millstone menu when switching recipes while no force was connected to the station.

General improvements

  • Fixed several random crashes.

  • Fixed a crash that could happen when closing the game or returning to the main menu.

  • Fixed a crash that could occur in connection with snapping of building shapes in player bases.

  • Reduced the occurrences of short freezes while compiling shaders in the main menu that happened specifically on laptop hardware.

  • Improved the visuals when both the Shroud and semi-transparent effects are visible on the screen.

  • Fixed an issue that caused quest completion notifications to pop up upon joining a server or hosted game that had already run for a lengthy time.

  • Updated some warnings in the log file of the game to prevent spam. This should help in cases where the log file could get very large in size.

  • Improved shadows of moving objects on balanced graphics settings or lower.

Still working on it
  • The issue with Ice bolt and Fire bolt spells not registering hits on specific enemies will be fixed in next patch, currently slated for January. We've got a fix internally but wanted to do a bit more testing before releasing it. Thank you for your understanding!

Changelog for Hotfix #33 v.0.9.0.2

The revision of Hotfix #33 is still 855142.

Changelog
  • Fixed a crash in the dynamic global illumination on the latest Nvidia driver.

Note: an update is only required for clients. Dedicated servers don’t require an update.

Note but on this line instead: we have another patch lined up before the end of the year that will also contain a significant number of fixes.

Changelog for Patch #11 v.0.9.0.2

The revision of Patch #11 is 855142

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".

Changelog for Hotfix #32 v.0.9.0.1

The revision of Hotfix #32 is 852257

Changelog
  • Fixed an issue that could lead to black flickering artifacts or a void filling out the screen.

  • Fixed an issue that under specific circumstances could lead to a broken save game where the flame altars could no longer be saved correctly.

Important Note:

IF YOU ENCOUNTERED THE MISSING BASE/FLAME ALTARS ISSUE, YOU NEED TO TAKE ACTION.

Please immediately back up your save data (this means copy the save folder somewhere else for safekeeping) and perform a roll-back to an older copy of your save. Help for how to do so can be found in this support article. If you're not sure how to do that, please contact our support team via the same link by clicking "Submit a request".

DO NOT KEEP PLAYING ON A BROKEN SAVE AS THE BACK UP SYSTEM WILL EVENTUALLY OVERWRITE OLDER, RECOVERABLE VERSIONS OF YOUR WORLD WITH THE NEW BROKEN ONE.

Changelog for Hotfix #31 v.0.9.0.1

The revision of Hotfix #31 is 848844

Changelog
  • Fixed a crash that could happen when exiting the game.

  • Fixed a crash that could happen specifically on 13th and 14th Generation Intel CPU’s.

  • Fixed the issue where survivors would forget their bed assignment when restarting the game.

Note: we are aware that for some players, shader compilation takes too long, and are always working on optimizing it. However, this hotfix should not trigger full shader compilation if you have already completed it after patch #10.

Changelog for Patch #10 v.0.9.0.1

The revision of Patch #10 is 848023.

Changelog
  • Fixed a potential crash when playing in multiplayer near water areas.

  • Fixed a crash that could occur when closing the game.

  • Fixed a crash that could happen when selecting the resolution in the display settings and choosing between two resolutions that are identical in height but different in width.

  • Improved lengthy loading times after a fast travel on some AMD graphics cards.

  • Fixed several cases in which enemies would stop moving and attacking. The issue occurred especially in multiplayer.

  • Fixed an issue with delayed greatsword attacks when used on enemies in water, causing them to get stuck in an endless reaction loop.

  • Improved the position of damage numbers for enemies that get pushed around by the player.

  • Fixed an issue that prevented interacting with the world while walking or running. Specifically, it is now possible again to harvest fruit or plant fiber while running. Wheee!

  • The diving helmet item now has a light, illuminating the environment in front of the player.

  • Fishing bait is now categorized as bait in all menus. Previously, it was labelled as ammunition in some places. Pew pew pew!

  • Fixed Capybara taming bait showing up at the fishing rod as available bait. Please don’t fish the capys.

  • Improved the handling of filling water pouches with water.

  • Fixed an incorrect value for enemy weapons of legendary quality dropping wayyyy too often. We wanted to bump the drop rate of legendary enemy weapons up following internal testing, but it was almost ⅓ of enemy loot, which was ridiculously overtuned.

  • Improved the loot from defeated Hydrak'Dal.

  • Removed the chance for legendary items from the first tutorial cave.

  • Reduced the amount of Snapjaws in some of the forest areas of Veilwater Basin.

  • Tweaked the range of fish that can be caught from fishing spots in some areas.

  • Increased the availability of clams to make it easier to get pearls.

  • Increased the yield of bristles from tamed Capybara, up to 10!

  • Removed loot from Scavenger corpses in Drak encampments. You have to defeat your own Scavengers to get their stuff!

  • Removed invisible collisions from the gameworld that could interfere with the flow of water if accidentally ending up in a player base.

  • The mill crafting factory can now be crafted at Balthazar, the alchemist, once it has been unlocked.

  • Fixed a few potential blockers for sidequests, specifically quests for unlocking lore weapons.

  • Added some failsafes for some of the new quests, such as quests about the mill crafting factory and similar. They should now always unlock recipes and proceed correctly.

  • Fixed a map marker for a location in the Veilwater Basin that was showing up too early.

  • Fixed an issue that prevented the display of tinting results on the Soldier Chestplate.

  • Fixed clipping issues for the Summer Games vanity set.

  • Fixed an issue that prevented the red prop preview model color in case a prop placement location is invalid, for example, when trying to place something onto the Flame Altar.

  • Fixed an issue with character attributes information about oxygen. It should now show up as intended.

  • Increased the number of effects that can be shown for a (de-)buff in the status menu. Previously, only four effects could be displayed, which led to an incorrect display for “Soaked”, which has five effects.

  • Fixed cases in the attributes menu where buffs that have both positive and negative effects ended up with the wrong contributor font color. Also, fixed some cases where a “-” was displayed with the red color font even though the effect was positive for the player, for example, reduced player reviving duration.

  • Fixed several small additional issues with displayed values in the attributes menu.

  • Rings now show their stats correctly when viewed in loot containers.

  • The death screen now specifies if the player drowned or succumbed to hypothermia.

  • Fixed an issue with the skill tree menu. When opened, the connection lines could get stretched and positioned incorrectly.

  • Fixed an issue that could prevent text from being displayed correctly.

Still Working On It

This patch is the first post-update patch, we will keep working on issues so if you encounter any, please report them! Thank you for helping us make Enshrouded better for everyone!

Changelog for Hotfix #30 v.09.0.0

The revision of Hotfix #30 is 845905

Changelog
  • Fixed a randomly occurring crash in the animation system.

  • Fixed a randomly occurring CPU crash. It could get triggered when returning to the main menu to change audio settings before returning to the game.

  • Fixed a crash that could occur when closing the game.

  • Fixed a potential crash when the game detected outdated caches.

  • Fixed a crash that could occur in combination with large areas of updating water.

  • Fixed a randomly occurring GPU crash connected to the display of water at a far distance.

  • Fixed a crash that could occur when using the summoning scepter.

  • Fixed a crash that could occur when users triggered a large amount of error messages in a short time.

  • Improved the handling of instances where old save files included broken character save data. Now, these cases issue a warning instead of causing a crash.

  • Fixed several cases of missing loca-strings.

  • Improved responsiveness of the join menu when adding or removing favorite servers.

  • Fixed an issue that prevented the deletion of text with mouse and keyboard in the "filter server names" text input field.

Enshrouded: Wake of the Water Update

Greetings, Flameborn!

We're very excited to finally release Wake of the Water, our brand new update, which adds dynamically simulated water to Enshrouded, as well as an entire new playground filled with watery goodness (and scaly evil): Veilwater Basin. Located between the Blackmire and the Albaneve Summits, this new high-level area is full to the brim with beautiful beaches, forgotten temples, underwater ruins, and much more.

First, as usual, here is a trailer introducing the update if you're a visual learner kind of hero:

Wake of the Water is our most ambitious update so far and the changelog is significant, so strap in, you're gonna be here for a while! But if you're in a hurry or you don't wanna read, you'll find the customary highlights in video format here:

Changelog for Update #7 v.0.9.0.0

The revision of Update #7 is 844087

Highlights
Dynamically simulated water

It is finally here! Update 7 “Wake of the Water” introduces a whole new way of experiencing the world of Embervale. Water is now available for all players, both as part of the exploration and as a new tool for base building. Jump headfirst into one of the many, many vast new lakes and explore the mysterious world hidden beneath the surface, discover treasure, and dig up new and unique resources. But don’t just enjoy water as a new region to explore; take it home to your base. Build with it and let it flow through your gardens and living rooms.

Embervale update
  • In all biomes of Embervale, water has been added in the form of naturally occurring ponds and lakes. While early areas of Embervale have only smaller bodies of water, later areas, and especially the newly added biome, boast vast and deep lakes.

  • Water in Embervale is not only for decoration, but it also adds a completely new layer of exploration and new challenges. With limited oxygen, players need to weigh risks and rewards while searching for exclusive resources and loot chests in the depths of the lakes.

Water gameplay highlights
  • The ability to swim and dive in open water has been added to all Flameborn–no need to unlock it.

  • While diving, managing the remaining oxygen adds a strategic element to exploration. Keep your eyes open for additional ways to increase the time underwater - such as equipment, food and others.

  • Using weapons or other means of combat is not possible underwater, so stay vigilant and avoid any close encounters with dangerous foes, or step outside to finish what they started!

  • In Enshrouded, water is a fully dynamic, simulated part of the world. Flameborn can redirect flowing water, create new canals and waterways as they see fit.

Fishing
  • With this update, fishing is also introduced as a new activity and source of cooking and crafting materials, and depending on your luck, also other goodies. Common fish can be fished in all open waters with any bait; more interesting catches have a higher chance at specific fishing spots and when using more refined bait. Watch out for suspicious turbulences on the water surface indicating fish-rich areas.

  • The first fishing rod is craftable in the personal crafting menu. Better fishing gear is available from the huntress, Athalan Skree and from a new survivor who specializes in fishing and who can be found in the new Veilwater Basin. He will also help with providing better bait.

Building with water
  • As part of the crafting progression, several new tools and placeable props have been introduced that allow adding, removing and transporting water. Some of them can be used deliberately on demand, others operate automatically over time.

  • Water can be used to rotate water wheels and thereby power new crafting factories.

  • Water gates are now available, allowing players to control the flow of water through their base.

  • Some new farm crops can only grow when covered in water.

A new biome: the Veilwater Basin
  • Update 7 introduces a completely new biome, expanding the journey for high-level Flameborn. Located between the Albaneve Summits and the Blackmire, a dense tropical forest sprawls between large lakes and rivers, covering ancient ruins and dark secrets.

  • A new kind of enemy lurks within the dense forests and blue waters of Veilwater Basin: the hateful Drak.

  • Numerous new resources can be found among the trees and in the ground of the new areas, leading to a host of new items, recipes, building blocks, armors, plant seedlings, decorative props for the player base and many, many more.

  • This, of course, comes with plenty of new quests and rewards, farm animals, survivors, and skill points.

Next tier of progression
  • The new maximum level for Flameborn is now 45.

  • New and more powerful versions for all weapon types will drop from enemies and chests. Lore weapons can now be freely crafted at every tier, once unlocked.

  • The next level of armor can be crafted. In the new biome, new armors are available both as sets and as individual armor pieces tailored for specific gameplay purposes.

  • New skills can be unlocked in various areas of the skill tree.

  • Additional spells are available for mages; also, new arrows are available for ranged combat.

  • New potions and foods can be crafted and produced.

Greatswords
  • With greatswords, a completely new weapon type is now available. Greatswords can now be found in chests starting in the very first biome. Additionally to the new weapon, new skills, item perks and supportive armor pieces are now available. Combined, this creates many options to hone player builds towards this new gameplay.
Important updates (it’s like highlights, but different)

Update 7 introduces some very significant changes to the gameplay experience. As it is always best to be prepared, here are some of the biggest changes:

Balancing update
  • Weapons, shields, armors, rings and food buffs have received a big overhaul:

  • All weapons, rings, shields and armor have been checked for inconsistent stats, incorrect perks and other issues.

  • Weapons have been reevaluated in terms of stats and perks to better match their appearance and fantasy.

  • Durability has been increased for all weapons, and durability now increases correctly with the level and quality of weapons.

  • HP, mana and stamina regeneration have been re-balanced. While the overall regeneration rate is lower, more items now give access to regeneration boosts, allowing players to tweak their builds for powerful regeneration if they so choose.

  • The item details UI has been improved. Stats and details are now much easier to read with a cleaner overall look.

  • Lore weapons can now be crafted on each tier once they have been unlocked. Additional lore weapons have been added to the game. With rebalanced stats, lore weapons are now a real option for players to fill gaps in their arsenal until more powerful loot has been found.

  • More enemy weapons are now dropping from enemies at all tiers. Enemy weapons can now drop at any quality level, up to legendary.

Treasure chest rework
  • The drop chances in all treasure chests have been reworked to significantly increase the chances for epic and legendary weapons in silver and especially in gold chests. For more details, check the “Game world and quests”-section of the changelog.

  • Silver and gold chests can now drop 1 additional item on top of what already dropped in previous versions of the game.

  • Treasure chests now save their state for a fixed amount of in-game time. This means that emptied chests stay emptied, even when players return to the main menu and load the world again.

Water pouches and crafting with water
  • Water pouches have been reworked. As water is now a simulated part of the world, the water as consumable and resource for recipes has also been reworked. For pouches, this means that they now have a fill-state of water instead of simply representing a static portion as previously. As a consequence, the item can no longer stack in the backpack. Existing stacks have been converted while keeping the amount of water - up to the maximum fill-state of the new pouch.

  • Water pouches can be filled in many places in the world: open water, wells, water barrels and even crafting factories if they carry water.

  • Crafting factories that produce items with water as part of the recipe now contain the ability to store water themselves. If the water container is empty, they can also rely on the water in nearby wells or the reworked water pouches.

Water-related protection features
  • The Flame Altar has a new feature: it can remove all simulated water in a base with one button press. This can be useful in case the base was either flooded from nearby lakes or when a happy accident happened during building with water. We all have that one friend who likes to flood the base when everyone is offline...

  • Server hosts can now set up a new default guest role called “Visitor”. This role prevents terraforming outside the base, making it harder to do mischief with water sources outside the base. As always, dedicated server admins can freely add or remove the new setting in custom visitor roles.

  • Added access to water-gameplay related features to the corresponding server roles.

  • Flame altars always have oxygen bubbles around them, letting players teleport and respawn safely. This will come in handy for the inevitable Atlantis player builds we’re expecting to see very shortly.

Respawning at save points
  • Previously, when logging out of the game and then re-entering, Flameborn always found themselves in the last-visited base. With update 7, players will now respawn at either the last-visited base or at the last-visited save point. This allows parties to take a break during a Hollow Hall run and then continue their adventure from the last visited save point within the Halls.
Still working on it
  • We will watch very closely how water behaves for the players and we will continue to improve the simulation with feedback coming from the community.

  • Work on improving the performance, especially around water simulation and when travelling through the new biome, remains a top priority.

  • After the significant update of both the balancing and stats of gear and the increased drop chances for high-quality weapons we will continue to monitor the game feel, observe the changes and what parts still need tweaking. Make sure you share your feedback!

  • Balancing the Fell Dragon Youngling is an ongoing topic for the team. While we want to have a challenging highlight, we are also aware that this boss can be an obstacle in the progression for some players. While we monitor the situation, remember that the game offers tools to make your life easier in this challenge, including boss-specific tweaks in the difficulty settings.

  • We are fully aware that the shader compilation times are a major pain point for many. Work on improving the situation started a while back already, but the rework is not yet on the stability level we need. We will continue to work on this with a high priority.

Changelog
Water
  • Water has been added as a dynamically simulated gameplay element. It can be found in the open world in lakes, ponds and similar, and it can be freely added and removed by players in their bases. Only in bases will placed, removed or redirected water be saved.

  • The movement abilities of the player character have been extended, and they now include swimming, diving and new underwater interactions.

  • Pathfinding and movement support have been added for water-based and amphibious enemies.

  • Reworked land-based enemies, farm animals, pets and survivors to avoid water if possible and to react correctly should they get fully submerged.

  • Reworked water pouches and crafting recipes using water to strengthen the connection between water as a crafting resource and the simulated water of the gameworld.

Game world and quests
  • A new region has been added to the gameworld: Veilwater Basin. It can be reached through the Blackmire region and through the Albaneve Summits. Enemy levels suggest a level 35 character with good equipment. This vast new area is home to abandoned human settlements, dense tropical forests, half-sunken ancient ruins, dangerous wild beasts and the deadly Drak. And if you dare venture into this unknown part of the world, bring a towel!

  • The level of the Flame can now be raised to 9, if the necessary ingredients for the Flame Altar have been found.

  • Added many smaller and larger lakes and ponds to the previous biomes.

  • Added numerous fishing spots all over the open waters of Embervale.

  • The drop chances in all treasure chests have been reworked. The chance for legendary weapons has been significantly increased in silver and golden chests, respectively, with even higher chances in the Shroud variations for each chest. Epic weapon drop chances have also increased for all silver and gold chests. While the chances for rare weapons are almost the same for silver chests, they are significantly reduced for gold chests. Uncommon and common weapons drop chances have been lowered in the silver chests.

  • Armor and rings are no longer dropped from gold chests. This change increases the overall reliability of loot from the golden chest.

  • Silver and gold chests can now drop 1 additional item on top of what already dropped in previous versions of the game.

  • Fixed numerous level design issues all over Embervale, such as frustrating terrain topologies, incorrectly placed objects, incorrect loot drops, and enemies or wildlife not spawning as intended.

  • Further improved and polished points of interest in the Kindlewastes region.

  • Reworked the settlement “Shorewatch” in the Kindlewastes.

  • Reworked the Shroud areas south of the Pikemead city area.

  • Fixed an issue that caused less roaming wildlife in the Nomad Highlands than intended.

  • Reworked collection quests to guide players correctly through the steps when they found quest-related objects before the quest was triggered.

  • Added more measurements to ensure that entering and exiting climbing walls at the top work as intended.

  • Mud- and lava areas now play correct bubble sounds.

  • Fixed a potential death trap when falling into a hole in the Jaspar Isles.

Gameplay and combat
  • Raised the maximum level for play characters to 45. Accordingly, the new maximum level for weapons is 50 after full upgrading.

  • Added a fishing mini-game. All the player needs is a fishing rod, some bait and open water. For really impressive catches, look out for disturbed water surfaces, indicating especially promising fishing spots!

  • Added several new skills to the skill tree:

  • Upwards Slash Attack - Allows an in-air attack with each melee weapon when an attack is performed in the first half of a jump-arc.

  • Splash Dash - Forward lunge while swimming or diving.

  • Whirlwind Crescendo - Allows two-handed weapons to trigger a whirl attack at the end of the attack's chain. You're allowed to yell "Demaciaaa!" when you do it.

  • Kick - When attacking out of block with any melee weapon, this skill now triggers a kick that deals stamina damage to enemies and interrupts enemy spellcasting. If there's any madness that needs to be dealt with swiftly.

  • Fisherman’s Resolve - Increases Fishing Endurance by 30 %. This allows extended battles with hooked fish.

  • Wet Dog / Wetter Dog - Reduces the Stamina and Stamina Regeneration Reduction from the Wet and Soaking Wet debuff from 50% to 25%. Very handy. Brief reminder that you can respec your skills at the nearest Altar!

  • Titan Edge - Damage with the Greatsword is increased by an additional 10 %.

  • Last Meal - Food Buffs persist through death, but they last half as long.

  • Expose Weakness - Landing a Critical Strike with Daggers increases damage dealt to the enemy by 25 % for 3 seconds.

  • Magical damage resistance / one for each magical damage type - Reduces magical damage received by 5% for the selected type.

  • Shared Misery - When receiving Shroud Damage, all players in a 20-meter range receive +15% increased Shroud Resistance for 30 secs.

  • Righteous Fire - Healing with a spell triggers a burst of fire that deals 50% of the heal amount to nearby Fell Enemies. We see you, battle medic players.

  • Divine Surge - Healing spells can now critically strike, increasing the amount of healing received.

  • The skill “Rebound” has been rebalanced. The stamina regeneration increase has been lowered from +50% to +30%.

  • The skill “Blink” has reduced stamina costs. It now costs 20 stamina per usage.

  • Added new craftable spells for the new tier.

  • Added new weapon gems for the new tier. Sorry no list, this is long enough, you're barely halfway.

  • All weapons received a slight durability boost. And more importantly, durability now increases correctly with higher weapon levels and gains an additional increase on top of that per item rarity.

  • The durability loss when hitting multiple enemies or objects with one attack is now limited. Only the first 5 enemies or objects hit by one attack are considered for durability loss.

  • Added a new level 4 spell, Firebolt, and adjusted the crafting costs for the first staff to give mages access to combat with staffs very early in the progression.

  • All previously released weapons, shields, wards, rings, armors and food items have been re-evaluated and most of them have been improved, tweaked, fixed or reworked to align better with their fellow items. Specifically, the following areas have been worked on:

  • Fixed instances of simply incorrect stats or nonsensical combinations of stats.

  • Fixed instances where unlockable perks were too repetitive or felt uninspired.

  • Many weapons, especially on higher tiers, now have more interesting combinations of stats and perks to give players more gameplay options in combat.

  • Fixed instances where the name or visuals of a weapon suggest a fantasy or theme of the weapon, but the stats and perks didn’t support that fantasy or theme well enough. Now the ice daggers will actually be... icy.

  • Improved consistency of stats: as an example, weapons based on physical damage now always have 100% physical damage, and elemental weapons now always deal 50% of their damage with one of the elemental damage types.

  • Several new enemy wea

Changelog for Hotfix #29 v.0.8.1.2

The revision of Hotfix #29 is STILL 729115

This hotfix should not trigger shader recompiling. Dedicated servers do not need to be updated.

Changelog

⦁ Fixed the card cluster loader, which could cause several GPU crashes when attempting to load a world.

Still Working On It

We are aware that many players are reporting exceedingly long VFX shader compilation times, and are working on these, along with many other improvements such as performance for lower-end computers, to add them to future updates.

Changelog for Hotfix #28

The revision of Hotfix #28 is **729115 **

Changelog
  • Fixed an issue that could lead to an unloadable world when there were too many objects (we’re talking thousands, not hundreds!) placed in the player base. We changed the logic of how the objects are loaded, which should prevent games from being unloadable in the future.

  • Fixed an issue that could cause building shapes to no longer function after placing and destroying a large number of Flame Altars.

Still Working On It

We are aware that many players are reporting exceedingly long VFX shader compilation times, and are working on these, along with many other improvements such as performance for lower-end computers, to add them to future updates.

Changelog for Hotfix #27

The revision of Hotfix #27 is 716889

Greetings Flameborn!

Today’s hotfix comes with a batch of new fixes, most of which are aimed at reducing some of the more common crashes we’ve been seeing.

Changelog
  • Fixed an issue that prevented starting the dedicated server executable directly from the Steam library.

  • Fixed a crash that could occur when playing on worlds with large player bases for long periods.

  • Fixed a crash that could occur when using specific audio hardware.

  • Updated the recommended driver for Nvidia graphics cards to the latest, as it helps with stability on the RTX 50 series.

As always, if you are still experiencing issues, please reach out to our support team so we can fix more of these and add them to our next changelog. If you have already done so, thank you for helping us out! We'll triage and analyze your reports to get you back into Enshrouded as soon as possible.

Changelog for Hotfix #26

The revision of Hotfix #26 is 710574

Greetings Flameborn! This one's a quickie: a change we made in patch #9 introduced a crash. Thanks to your reports, we were able to identify it and issue a fix, so we're putting it in before the week-end.

Changelog
  • Fixed a crash introduced with yesterday’s patch #9.

If you are experiencing crashes or other issues, please reach out to our support team so we can fix more of these and add them to our next changelog. If you have already done so, thank you for helping us out! We'll triage and analyze your reports to get you back into Enshrouded as soon as possible.

Changelog for Patch #9 v.08.1.2

The revision of Patch #9 is 709870

Changelog
Gameplay
  • Improved the visuals for the surface of the Shroud. This also fixes the issue that the transition from regular Shroud to deadly Shroud was very hard to see.

  • The player hitbox now better fits the player model while gliding. It should now be easier to fly over or under obstacles without bumping into them. Previously, it was possible to bump into obstacles when it looked like you had enough room to go around or through them.

  • Updated the locations of Shroud Flayer Hearts. They are now more reliably positioned at the correct depth in the ground.

  • Improved the behavior of the Flayer around the Flayer Heart. The Flayers now attack in waves, giving players more opportunity to search for the heart itself. Additionally, the flayers linked to the heart now die when the heart is defeated.

  • Defeating individual Flayers that are linked to a heart now triggers a shriek and visual effects at the heart to better show the connection.

  • Fixed an issue with plant seedlings that caused the seedlings to disappear after planting due to a faulty detection of terrain, even though they were planted in dirt or soil.

  • Removed the stopped mana regeneration from the Hemotoxin affliction.

  • Lowered the amount of crafting resources needed for the Hemotoxin Antidote.

  • All lore weapons now have a guaranteed Gem slot.

  • Removed the chance for Gem slots on torches. It was funny though.

  • Improved the light provided by the wisp of light potion, which should work better in the new Shroud.

  • Fixed that switching between Shields and Wards in the action bar while holding the blocking key or button resulted in an incorrect display of the selected item.

  • Fixed a glitch in the player animation when shooting downward with a wand.

  • Gem Forge, Flame Altar and Obelisks are now staged in a more immersive way with a specific camera angle when the player interacts with them.

  • The target selection marker is now centered correctly on the Depthdwellers when they move.

  • Fixed an issue with older save files that could prevent players from being able to dismantle entire building shapes in their base.

  • Improved the behavior of enemies as they seek cover from player arrows or spells.

  • Fixed an issue that caused survivors to do little jumps while sitting on chairs and similar furniture.

  • Improved the pathfinding for animals and survivors. Also changed their selection of interesting targets in the player base, to avoid situations where survivors or animals try to reach unreachable targets.

  • Fixed more cases where animals stepped over fences, jumped over fences, or otherwise phased through them like ghosts.

  • Survivors no longer endlessly crowd around the player. If they feel that the Flameborn doesn’t need their attention, they will go about their own business.

  • Further improved the features of the Flame Altar to provide quest- and progression-relevant items in its inventory. It should now collect relevant items more reliably.

  • Scaling the number of enemies in the world difficulty settings should no longer affect quest-related enemies and loot.

  • Fixed several issues with loot not dropping from Scavengers.

  • Fixed an issue with some damage values not increasing correctly when weapon gems were upgraded while slotted into a weapon.

  • Grenades and other throwable items now ignore soft-locked targets and follow the aiming of the player instead.

  • Fixed an invisible collision at the Flame in the Cinder Vault so that Flameborn can no longer jump and walk around on The Flame. Remember, the Flame is the last hope for the Flameborn in the fight against the Shroud and deserves to be treated with respect!

  • Improved the parry window visibility for the projectiles of Depth Dwellers.

  • Reduced the light intensity for the blood rage buff visual effect.

  • The Gem of Lesser Necromancy can now drop in the Hollow Halls.

  • The Gem of Agility no longer triggers when hitting objects that are not enemies.

  • Changed Gem of Corruption, so that enemies properly explode when defeated.

  • When an enemy is hit by multiple weapons with a Gem of Burning installed, the burn damage is now refreshed with the longest-lasting level of damage.

  • Tweaked the recipes of the various storage chests for better balancing.

Game world
  • Fixed the position of a Shroud Root that was covered in dirt during the big topology rework in the Kindlewastes. No archaeology today!

  • Improved the lighting and shadow casting of shock and magma traps.

  • Tweaked the position of several world map markers to better guide players to the correct locations.

  • The quest “Celebrate The Pact Of The Flame” now triggers after unlocking the crafting survivors in the Springlands.

  • Improved the visuals of the creeping Shroud patches in the Albaneve Summits.

  • Azure mushrooms now also grow on Shroud-infused farm soil.

User Interface
  • Debuffs and Gem effects are now marked at the health bars for elites and bosses.

  • All map markers now have the color of the corresponding quest’s difficulty.

  • Added decimals to the Weapon Gem upgrade info details. Previously, due to rounding in the descriptions, it appeared as if upgrading a gem didn’t make it stronger, even though it did.

  • Fixed an issue that could lead to missing item level info in the item description.

  • Fixed that doors could show “open” in their interaction prompt even if they were already opened.

  • Fixed a flickering effect for the buff icon in the HUD when using the skill “Earth Aura”.

  • The quest difficulty is now properly displayed for the Hollow Halls and boss encounters.

  • Fixed several journal entries not showing up correctly.

  • Spells reducing Shroud time such as Shroud Meteor no longer result in the player HUD displaying Shroud time when outside the Shroud. Shroud Shroud Shroud Shroud.

  • Fixed the formatting of the displayed time for the “Shroud Fatigue” debuff.

Miscellaneous issues
  • Added more crash fixes. We also encourage owners of Nvidia RTX 50XX series to update their drivers as many players report that they really helped with stability.

  • Fixed a noticeable flickering of shadows, especially below trees.

  • Fixed several issues with the dynamic global illumination that could lead to incorrectly lit areas in the game world, flashing lighting while terraforming, or while spinning the camera rapidly.

  • Fixed some cases of a prolonged black screen after switching anti-aliasing settings in the graphical settings.

  • Fixed that bright sunlight could cause ghosting when transitioning between bright and dark areas.

  • Fixed a graphical issue with butterflies and similar visual effects.

  • Fixed an issue with flickering lights after changing graphical settings.

  • Fixed the wetness effects on terrain while it’s raining.

  • Adjusted the sound volume for rain while being indoors.

  • Fixed a sound effect issue when the Scavenger Tyrant whips other enemies or players. Don’t whip me mommy…

  • Fixed several environmental sound issues for specific locations in the Kindlewastes and dungeons.

  • Fixed a sound issue that caused incorrect sounds to be played after a flying skull companion expired.

  • Fixed minor color issues with tintable armor pieces.

  • Updated the model for the Blackguard Helmet.

Still Working On It
  • We are aware that many players are reporting initial shader compiling taking a significant time to process. We are committed to bringing shader compiling time back in line.

Changelog for Patch #8 v.0.8.1.1

The revision of Patch #8 is 703471

Changelog
Crashes
  • Fixed several rare crashes reported by players.

  • Further improved stability when playing Enshrouded on old CPUs.

Graphics
  • The visuals for the outer layer of the Shroud have been improved further.

  • Reduced the overly strong bloom on building shape previews during daylight.

  • Moths now have a more discernible illumination so that they can be more easily found at night.

  • Improved the visuals when summoning dangerous Fell foes in the Shroud.

  • Fixed visual issues for the Shroud tentacle enemies.

  • Fixed a graphical issue with the Basswood Tree Seedling.

  • Polished the visuals of the braid hairstyle.

  • Fixed an issue with the grappling hook rope in Intel ARC GPUs.

  • The graphical setting “Volumetric Shadows” has been removed, as it became deprecated with the new rendering technology for the Shroud.

  • Improved the visual effects when mining Archaic Essence from terrain materials.

  • Limited the number of cores used for shader compilation to maximally 16.

  • Fixed graphical issues for the Twitch version of the Empyrean outfit set.

  • Fixed several minor issues with tintable armor pieces.

Gameplay
  • The antidote for Hemotoxin now applies a temporary immunity, similar to the Shroud Curse cure.

  • Fixed an issue with storage chests that resulted in a dysfunctional interaction prompt when standing too close to the prop.

  • The doors at Night Temples now display information about the nighttime so that players understand why sometimes the doors can’t be opened.

  • The gliding-related skill Updraft can now be used with enough mana after a first attempt failed due to missing mana.

  • Fixed that some attacks could result in enemies not being stunned correctly even though their stun meter was filled up completely.

  • Fixed an issue with the attacks of the Shroud Gazers. They could previously hit themselves with the beam. Who knew eyeballs could be so clumsy.

  • Fixed several loot issues for enemies.

  • Short-term debuffs are now removed when downed so that they don’t continue to affect players who are being revived.

  • Fixed a few combat-related player movement glitches.

  • Adjusted the stamina costs for the jump attack skill to be correctly configured for each weapon category.

  • Changed Necromancer skill to only spawn one skull on enemy defeat, even if multiple projectiles hit their target

  • Increased the draw speed of the reward bow coming from the treasure hunt quest to align it with other legendary bows of the Albaneve Summits-tier.

  • Increased the durability of the Hero’s Shield, Dragon Sword, Dreadbane, Fearsome Club, Soothsayer, Makeshift Daggers, and Oath Breaker daggers.

  • Increased the damage for the Minor Arcana Sword, Ritual Tempest Wand, Stonewrought Sword, and Shroudbinder Wand.

  • Increased the arrow speed for the Traitor’s Bow.

  • Added attack speed information to the item description for all 2-handed axes, where this info was missing.

  • Jezmina’s Apotheosis now correctly shows the attack speed value in the item description.

  • The Bonebreaker can now drop up to Legendary rarity level.

  • Slightly adjusted many stats on the armor pieces of Kindewastes-tier armor found as loot to set them more apart from the craftable items of the same tier.

  • Sprinting or jumping over a ledge that has a climbing wall going down no longer forces the character into the downward climbing, but instead lets them jump over the ledge.

  • Removing weapon gems from the slot no longer costs Archaic Essence.

  • The weapon upgrade menu now correctly shows weapon gems if the weapon has a gem slotted in.

  • Reduced the amount of resources needed for crafting the large and huge Magic Chests.

  • The Yak and Dune Armadillo bed can now be crafted from wood found in the Kindlewastes.

  • Fixed the recipe unlock condition for the Kindlewastes flower seedling.

  • Fixed the Basswood Tree seedling, previously it incorrectly resulted in an oak tree when planted.

  • Fixed that pinging a location of an investigation quest marker would reveal the name of the location in the chat. Sneaky.

  • Fixed a progression issue with the treasure hunter quest. It should now always update correctly.

Townsfolk and pets
  • Survivors and animals are now avoiding more rigorously climbing on furniture and props they are not supposed to climb on. Note: it is a known issue that if stairs are created out of props that are usually not meant to be walked on, like tables, survivors can have difficulties using these stairs.

  • Roaming survivors and animals should now get stuck less in tight spaces.

  • Added better pathfinding and more strategies to help avoid animals escaping the player base by jumping over fences.

  • Beds are now more reliably detecting shelter, so NPCs shouldn't be complaining about an uncovered bed when the bed clearly is covered.

UI
  • Reduced an incorrect camera zoom when gliding with a staff selected in the actionbar and then cancelling the gliding.

  • Added the “important loot”-visual effect to defeated enemies with weapon gems and legendary runes.

  • Starting to sprint while crouching now correctly ends crouching and starts sprinting.

  • Fixed an issue with the display of needed terrain blocks when placing terrain shapes into the air.

  • An issue has been fixed that prevented the renaming of Flame Altars.

  • Fixed that text chat would not appear correctly for very specific player names.

  • The difficulty setting for the curse feature is now labelled “off” instead of “easy” for the lowest setting to better reflect the outcome of the setting.

  • Fixed several issues for the compare item widget, including a key-binding conflict when comparing rings.

  • Further fixed cases of text layout issues, e.g., in the server search filter, the text no longer overlaps with the text box on certain screen resolutions.

  • Fixed an issue that could lead to incorrect numbers in the VFX shader compilation widget.

  • Fixed a text issue with the interaction prompt for the Barber NPC.

  • Fixed that the controls bindings menu could become unresponsive when trying to map a key to the Windows key.

  • The server progress summary widget has been improved. It no longer reappears after tabbing out of the running game

  • The layout of the server progress summary widget has been reworked slightly to make it more compact.

World
  • Adjusted several Shroud areas to better fit the topology of the region. The Shroud has not expanded in this update - player bases are safe.

  • Trees in the far distance are now less shiny looking at night.

  • Fixed numerous visual effects for trees, bushes and plants.

  • Added a few more Shroud slimes in the Albaneve Summits.

  • Fixed several instances of floating objects or building sections in the game world.

  • Several incorrectly buried objects in the gameworld were fixed.

  • Fixed several occasions where Shroud hourglass capsules were buried and very difficult to collect.

  • Fixed several occasions of roads with incorrect positions or missing connections.

  • Fixed several smaller level design issues in important points of interest, such as Elixir Wells.

  • Improved the layout of the final room for the quest-relevant Shroud Lair in the Low Meadows.

  • Fixed shootable targets in the Kindlewastes town Scatterbone.

Building
  • Fixed a visual glitch with building shape overlays for dismantling, and that they were missing their dismantle input prompt on dedicated servers.

  • Placing a prop while being crouched now no longer ends the crouched state.

Miscellaneous
  • Changed the player animation for consuming the mana regeneration potions introduced in update 6.

  • The camera no longer clips through the Albaneve Summits-tier window props.

  • Improved the syncing of the player interaction and opening animations for the storage chests and sarcophagus.

  • Fixed sound effect issues when upgrading the Flame Altar.

  • Fixed several UI sound issues.

  • Fixed an issue that could lead to an unresponsive pre-game menu when resuming a character creation that was previously aborted at the stage of typing a name for the new character.

  • Fixed several translation issues in all languages.

Still Working On It
  • We are aware that some players are encountering an issue with some assets taking very long to load, which can lead to objects being invisible or missing. While we have some promising leads (it seems to primarily affect players who have installed the game on an HDD), we are still investigating the range of configurations affected, so if this is happening to you, please reach out to our support so that we can make sure we're helping you, too.

Changelog for Hotfix #25

The revision of Hotfix #25 is 698915

Greetings Flameborn!

Here's the latest set of fixes, fresh off the oven. We will keep working on the next batch of fixes and aim to deliver another patch or hotfix (depending on our luck reproducing issues and our success fixing them) next week.

Changelog
  • Fixed a GPU crash that could occur after changing graphical settings.

  • Fixed a crash that could occur immediately after loading the game world on older CPUs.

  • Fixed a crash connected to reverb when switching between stereo and surround sound devices.

  • Fixed an issue that caused player chests and doors to no longer react to player input in large player bases.

  • Fixed an issue that could lead to dedicated servers not appearing as online.

If you are experiencing crashes or other issues, please reach out to our support team so we can fix more of these and add them to our next changelog. If you have already done so, thank you for helping us out! We'll triage and analyze your reports to get you back into Enshrouded as soon as possible.

Changelog for Hotfix #24

The revision of Hotfix #24 is 697669

Greetings Flameborn!

We're investing reports of crashes in various circumstances, affecting a variety of players on different types of hardware. There is a clear culprit affecting higher end AMD GPUs which we managed to find a fix for real quick, so we're releasing this fix tonight, and tomorrow we'll be back at work investigating your reports and working on the next hotfix.

Changelog
  • Fixed a crash for AMD GPUs RX7XXX series when using an older driver.

If you are experiencing crashes, please reach out to our support team so we can fix more of these and add them to our next changelog. If you have already done so, thank you for helping us out! We'll triage and analyze your reports to get you back into Enshrouded as soon as possible.

Enshrouded: Thralls of Twilight Update

Greetings, Flameborn!

We’re thrilled to bring you Thralls of Twilight, a new update filled with darkness, despair, and a bunch of cool new stuff (not all of it dark or hopeless), as well as the usual quality of life improvements and fixes. Not only have we revamped the Shroud, we've also given the Nomad Steppes and Kindlewastes a facelift, and added an NPC that can also give you a facelift! And much more...

If you're a story kind of person, we have a fancy trailer here...

And as always, if you're in a hurry or don't wanna read, you'll find the highlights in video format here:

Changelog for Update #6 v.0.8.1.0

Version Number: 697018

Highlights
The future is foggier than ever before…

With Update 6: “Thralls of Twilight,” we’ve taken a hard look at gameplay within the Shroud–how it looks, how it feels, and how much time players spend in it. Our goals were clear:

  • Overhaul the Shroud’s visual identity–from the fog itself to the landscapes it engulfs across all biomes.

  • Deepen the contrast between gameplay above and within the Shroud by introducing unique new challenges, enemies, and mechanics.

  • Make time spent in the Shroud feel rewarding by introducing exclusive resources, loot, and powerful incentives.

Rework of the Shrouded Landscapes and Shroud Visuals.
  • The Shroud has received a full visual rework with updated materials and textures. We’ve also rewritten our volumetric renderer to give the Shroud and clouds a higher visual fidelity.

  • Landscape overhauls across the Shrouded zones added more variety, verticality, and reasons to explore.

  • Over 100 new points of interest–from hidden nooks to substantial new encounters–now enrich the Shrouded zones. Many existing locations have also been visually refreshed or reimagined for better gameplay.

  • Some enemies can apply curses or diseases with their attacks. Cures can be crafted from the new resources.

New Enemies for Shrouded Areas.
  • The Shroud is now more treacherous than ever, with many new enemies - including all-new creatures and deadly variants. Expect to be surprised, challenged, and occasionally overwhelmed…
Introducing the Weapon Gem System—a new way to empower your weapons with unique effects and abilities.
  • Weapons of higher rarity now have a chance for a gem slot (Note: This does not apply retroactively to weapons acquired before Update 6.)

  • Weapon Gems can drop from powerful enemies and be socketed into eligible weapons.

  • To socket a gem, players must find mystical locations deep in the Shroud: Gem Forges.

  • Gems can be upgraded, recycled, slotted, and removed–providing meaningful customization for your arsenal.

Exclusive Shroud Rewards

New crafting resources found only in the Shroud unlock powerful new gear and consumables, including:

  • New armor sets

  • New Spell types

  • Confusion grenades

  • Critter bombs

  • Mobile repair kits for fixing weapons in the field

Several older crafting recipes – like enhancing the Flame Altar – have also been updated to include these new resources, further integrating them into your progression.

New Risks & Rewards after Dark

As with the Shroud, we’ve expanded nighttime gameplay with new challenges and, more importantly, exclusive rewards for players bold enough to explore after sundown. The night is no longer just a time to survive–it’s a time to thrive.

Night Enemy Patrols

Nighttime enemy activity has been ramped up:

  • Scavenger patrols now roam the roads under cover of night looking for rare resources and items. Keep your torch close... and your weapon closer.

  • Groups of the Fell roam the lands above at night, trying to temporarily spread the Shroud.

Night-Blooming Flora

New plants can now be found blooming at night across all biomes.

  • These rare blooms offer unique crafting materials and special food.

  • They are also used for stronger versions of existing potions.

Night Temples

Introducing Night Temples, a brand new type of point of interest found in every region of Embervale. These temples:

  • Can only be entered at night: their doors remain sealed during the day.

  • Feature all-new architectural elements and are filled with dangerous traps.

  • Offer exclusive rewards for those who dare to brave their depths.

Biome Visual Upgrades

Across the world, we’ve enhanced the visual quality of several biomes with lush new vegetation, refined landscapes, and reworked textures. These upgrades bring more depth and beauty to exploration, whether you're climbing a cliffside or crossing a war-torn valley. The Nomad Highlands and Kindlewastes in particular have received a comprehensive visual overhaul, breathing new life into their unique environments. Additionally, many points of interest throughout the world have been reworked–not just in terms of visuals, but also in enemy placement and encounter design, offering more meaningful and immersive challenges.

Player Customization Improvements

Update 6 brings major upgrades to player customization, giving you more ways to define your look, both through armor styling and character appearance.

In-game Player Customization

Meet Elio Ricci the Barber, a new survivor who can be found and unlocked via a dedicated quest.

  • Once placed in your base, Elio grants access to the full character customization menu, allowing you to tweak your appearance at any time.

  • Several new character presets and customization options are now available.

  • Through newly-added quests, you can also discover additional hairstyles, hair colors, and eye colors hidden throughout Embervale.

Tintable Armor & Vanity Outfits

Most armor sets and vanity outfits can now be tinted using a brand-new crafting system:

  • A new tinting station for your base to create and apply color palettes.

  • Color palette items can be found and crafted to create endless customization for most of your existing armor pieces.

Technical Improvements
  • CPU performance for multiplayer hosts and dedicated servers has been significantly optimized.

  • Several issues around the topic of brightness and bloom have been fixed and improved to create a more balanced visual quality. As we understand that there is a vast variety of lighting conditions and monitor types we’ve also added brightness and bloom adjustment sliders to allow for better customization.

  • To create more beautiful sunsets / sunrises we’ve improved sky and atmosphere rendering as well as our day & night transition.

  • Lighting, tone mapping, shadows and global illumination have been improved. Especially trees and other large objects now participate in global illumination, so lighting in forests and densely overgrown areas is much more immersive now.

  • As mentioned earlier our volumetric rendering has been rewritten to produce a more detailed presentation for the shroud and clouds in the sky with a stronger atmosphere and God rays.

  • Please note: work on rendering improvements is still an ongoing process and we will continue to work hard to further improve visual quality and performance with future updates.

Still Working on It
  • The visible barrier when entering the Shroud is still being worked on. Especially the barrier when reaching a Shroud level that is deadly is very difficult to see at the moment. This will be addressed in an upcoming patch.

  • Shadows cast by trees can flicker noticeably.

Changelog
New Technology, Performance, and Technical Improvements
  • Shroud rendering was completely reworked. This rework allows, among others, more advanced lighting features. It is also the basis for exciting new features in future updates, they write, enigmatically.

  • Cloud rendering has been reworked, sunlight now reacts more realistically to clouds in the sky.

  • Several issues with bloom and exposure have been fixed.

  • Bloom intensity can now be adjusted in the graphical settings.

  • Brightness can also be adjusted in display settings.

  • Sharpness settings in the graphical settings have been reworked. With Update 6, the settings are reset to default. Please re-adjust if necessary.

  • The colors of the sky and the atmosphere, especially during the sunset and sunrise, have been improved.

  • Improved the influence of sky light for the dynamic global illumination.

  • Trees and other large objects now participate in global illumination–lighting in overgrown areas and forests (like the Revelwoods) has particularly benefited.

  • Improved the visual quality of LOD models.

  • Added subsurface textures for tree and bush foliage.

  • Fixed instances where sunlight would leak through solid ground or walls.

  • Fixed instances where terrain would show cracks, allowing a peek into the endless void of the beyond, which is surprisingly unremarkable.

  • Increased the precision of the collision for terrain. This helps specifically for loot drops that previously dropped on the ground and vanished into the terrain. Hope it was nothing important.

  • XeSS is now supported when using Intel graphics cards.

  • Fixed an issue that caused freshly started dedicated servers to show “Version mismatch” in the server list for a short while, even if the version matched with the client.

  • Anti-aliasing in the character menu has been improved.

  • Re-enabled the current Steam API for network connections. Changes have been made to take into account users hosting on home networks.

  • Further improved the compilation speed of VFX shaders in the main menu.

  • Fixed several rare crashes reported by players.

Combat and Gameplay
  • Dangerous enemies now have the chance to drop a new gameplay item: Weapon Gems. Once found, weapon gems can be slotted into weapons that have the weapon gem slot at Gem Forges in the Shroud. Weapon gems add specific bonuses and perks to the weapons that they are slotted into.

  • Added many new enemy types to the game. Some are completely new, others are variations of existing enemies.

  • Added 2 new channelled beam spells to the game: one heals, the other one really doesn’t.

  • All wand projectiles are now moving noticeably faster. This will increase the likelihood of hitting moving enemies when using wands.

  • There are now two very distinct types of wands: very fast shooting wands and wands with multiple projectiles per shot.

  • Slightly increased spell casting speed for several spells, including fireballs and ice bolts.

  • Added a wide range of new crafting materials and lootable resources to the game world and to enemy loot.

  • Elite and Boss enemies now drop Legendary Runes, which are required to unlock higher-tier perks of legendary weapons.

  • Added item level information to all material resource items. This information can be used by players to prioritize which items are worth keeping in the backpack and which can be discarded should the backpack fill up.

  • Newly-crafted backpack expansions now offer an additional row of backpack space each. Existing players have to craft and equip the backpack again to gain access to the expansion.

  • Made a first version of the backpack extensions available earlier in the crafting progression.

  • Added a craftable ward item in the Albaneve Summits tier.

  • Reworked the staggering system for enemies.

  • Some enemies can now apply diseases or curses with their attacks. Cures against such curses and diseases can be crafted from newly available crafting resources.

  • The chance for the curse feature to be triggered can be tweaked or completely disabled in the world settings.

  • Repair kits can now be crafted as consumables to restore weapon durability while exploring.

  • Added several new foods, potions and other consumables that can be crafted with new resources harvested from the Shroud areas, night plants, and enemies.

  • Sleeping now also slowly regenerates health. Finally.

  • Increased the XP needed for level ups to balance out the new quests and other ways to gain experience along the journey.

  • Added directional hit reactions to many enemies for more visually impactful damage feedback.

  • The player collision now correctly shrinks vertically when sneaking and sitting, so you can finally crawl into narrow spaces.

  • Several new weapons can be found as unique lore weapons in the Albaneve Summits.

  • Switched the item rarity between the Gemini Ring and the Ring of Endless Life to match their actual values.

  • Fixed an issue with bows that led to inconsistent power levels.

  • Tweaked the shape of the Shroud Banshees so that it is easier to hit them with melee weapons.

  • Increased the stamina cost for the jump attack skill from 25 to 50. It should be a lot less spammable now.

  • Reduced the stamina cost for evasion from 33 to 20.

  • Fixed some incorrect calculations of mana costs when casting spells.

  • Tweaked projectile parry window to be easier and improved visual communication for parriability.

  • Fixed an issue with channeling spells that would cause dead enemies to still be targeted during the casting.

  • Fixed several issues with ranged enemy behavior when trying to find a good attack position. Likewise, the behavior of melee enemies when trying to reach the player has been improved.

  • Slightly reduced the walking speed of the player character when moving backwards while in combat (locked-on) with an enemy.

  • Controls for ranged combat are more precise now, preventing accidentally shooting another arrow or spell by pressing the shoot button or key just a little bit too long. Activating aim-mode and charging the shot at the same time now works reliably. Additionally, input buffering for ranged combat has been improved for a more fluid combat experience while using bows, wands, and staffs.

  • Fixed several issues with patrolling and movement of enemies & farm animals, such as incorrect stop-and-go behavior.

  • Added more fixes to prevent animals from leaving the player base. Come back, Snowy!

  • Fixed fallen player character corpses rotating to face their target-locked enemies.

  • Stun VFX is now correctly removed along with stun effects when using Emergency Blink.

  • Fixed a bug with the locked treasure chests that would play an opening animation while tinkering with the lock.

  • Boars no longer lose their awareness of what is going on while fleeing and no longer stand around at a time when danger–that is you!–is still near.

  • Fixed a camera glitch when using the staff while having the skill “Eagle Eye” unlocked.

Player Customization
  • Added a new survivor to the game: the Barber. When placed in the player base, he offers full player customization. While following quests all over Embervale, additional player customization options can be unlocked.

  • Added 4 new character presets.

  • Added 7 new hairstyles.

  • Added several new hair colors.

  • Added several new eye colors.

  • Hiding armor is now possible for each armor part, not just helmets and gloves.

Building and Crafting
  • EDITED POST-RELEASE: Somehow we forgot to mention we added two new construction blocks, and one new roof block? Anyway, they're the Starlight block, the Midnight tomb block, and Desert shingles roof block! Sorry about that.

  • Added a new crafting station for the player base: the coloring station for crafting color palettes and applying new colors to armor and outfits.

  • Added a new craftable item type to the game: color palettes. Once crafted, it can be applied to armor and outfit pieces at the coloring station to change the tinting of the pieces.

  • Several new armor sets can be crafted at the various crafting survivors.

  • A new farming animal can be added to the player base once tamed: the Round-Billed Sailer from the Kindlewastes. It will produce feathers when sheltered and fed.

  • Survivors are now spending their time more convincingly. For example, there are now fewer chances of a survivor going back and forth between two points of interest in the player base constantly. Also, added several new animations to all survivors.

  • A new feature has been added to the Flame Altar: When placing a player base onto a location that contains progress-relevant unique items or quest rewards, these items can now be collected from this particular Flame Altar as a fallback. Please note that items can only be collected from the Flame Altar once.

  • Further expanded the range of quests that can be completed despite a player base being present at a quest step location.

  • Added many new terrain materials to be used in player bases.

  • Fixed unlock criteria for several road terrain materials.

  • Revelwood dirt can now correctly be used in terraforming shapes.

  • Added several new props for the player base as craftable recipes.

  • Added numerous formerly unavailable kitchen props to the list of craftable recipes. Your kitchens will never have been this messy… sorry we mean realistic.

  • Added display props for musical instruments.

  • Upgrading the Flame Altar now has unique sounds and visual effects per upgrade level.

  • Fixed the comfort level for paper lanterns and sofas.

  • Fixed several recipe sorting issues.

  • Improved the client-side prediction for terraforming terrain.

Game world
  • Added a new type of point of interest at numerous locations to the gameworld in the Shroud: the Shroud Lairs.

  • A new type of location has been added in which the Gem Forges can be found–used for upgrading, recycling, adding, and removing Weapon Gems.

  • A new type of location was introduced in the Shroud where dangerous enemies can be summoned.

  • Many new, challenging “Night Temples” have been added to the world. Their doors only open from dusk till dawn, but behind the traps and puzzles, new rewards are waiting for you.

  • Added many new smaller and larger points of interest to Shrouded areas, such as abandoned settlements and ruins.

  • Significantly reworked the landscape in many areas of Embervale. The Nomad Highlands and the Kindlewastes have especially received a visual overhaul, among others, with new terrain topology, new and updated vegetation, and terrain texture improvements.

  • Improved the selection and position of enemies and numerous older points of interest and camps. Specifically, combat encounters in many locations in the Albaneve Summits have been tweaked for balancing and variety.

  • Added multiple new quests introducing the various new gameplay elements.

  • Some locations now have moving platforms as gameplay elements.

  • Fixed an issue with door puzzle indicators not showing their “on” state correctly from certain distances.

  • Updated and polished several older plant models.

  • Added several new bushes and trees to various biomes.

  • Added several new plants that only appear & bloom at night. They can be collected as resources for new recipes.

  • Reworked the plant overgrowth of numerous ruins and settlements all over Embervale.

  • Fixed numerous minor level design issues at locations all over Embervale, such as blocked paths. You shall now pass.

  • Fixed issues with terrain texture blending in the gameworld, thereby improving the visuals of the scenery.

  • Improved the particle effects when using explosives for many terrain materials.

  • New stacks of explosive barrels have been introduced in many locations.

  • Loot chests are now correctly shown as open when they have been emptied already.

  • Players now sink into deadly red Shroud mud.

  • Added more occurrences for Shroud Time-restoring hourglass capsules into Shrouded

Changelog for Hotfix #23

Version number: 654213

Changelog
  • Fixed several rare crashes reported by players.

Yes, that’s the whole changelog. No, we didn’t fix _all _the crashes. If you are experiencing crashes please reach out to our support team so we can fix more of these and add them to our next changelog!