# Enshrouded Changelog for Patch #11 v.0.9.0.2 - Product: Enshrouded (https://whatsnew.fyi/product/enshrouded) - Vendor: Keen Games GmbH - Date: 2025-11-25 - Original notes: https://store.steampowered.com/news/app/1203620/view/625565405086222230 - Permalink: https://whatsnew.fyi/product/enshrouded/releases/2025-11-25-changelog-for-patch-11-v.0.9.0.2 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Increased fluidity of flowing water - **changed** — Water will no longer drain away so quickly on surfaces such as soil, sand and dirt, and will cover longer distances and larger surfaces on all terrain materials - **fixed** — 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** — Added more fixes to water dispensers and drains for edge cases of the simulation to increase the reliability of some of the water puzzles in Drak temples - **fixed** — Fixed the water flow that was not correctly simulating when two or more bodies of water are simulated over or under each other - **fixed** — Fixed the position of the top of waterfalls which could start one voxel too low - **fixed** — Diving upwards or downwards no longer causes the player character to bend weirdly - **fixed** — Swimming or diving above a layer of mud or deadly Shroud goo no longer causes the player character to trigger a sinking animation - **fixed** — It is no longer possible to pull oneself out of water when the adjacent solid terrain is mud or tar - **fixed** — The water wheel should now detect moving water and turn more reliably - **changed** — Very shallow water is now more visible and reflects sunlight - **changed** — Improved performance in situations where large amounts of water would flow down particularly deep slopes - **fixed** — The Flame Altar now correctly indicates whether the player has the necessary permission on the server to use the remove water button - **changed** — Improved the reflections of water to reduce flickering shadow areas - **changed** — Adjusted two additional doors to let water through when closed - **changed** — Tweaked sounds and volumes for various waterfall situations - **fixed** — Fixed water surface ripples for swimming enemies - **fixed** — Gliding into architecture no longer results in glitching into the collision and being teleported back to the start of the game - **changed** — The Crash Down Attack skill can now be triggered after pulling oneself to an enemy with the grappling hook 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 hav _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1203620/view/625565405086222230]_