Enshrouded fulfills two big wishes in the new update

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The German survival game gets its second batch of new content – including a new area and changes to the quest system.Enshrouded fulfills two big wishes in the new update

The German survival game gets its second batch of new content – including a new area and changes to the quest system

German developer Keen Games is releasing the second major “Mire” update forEnshrouded. With the Blackmoor, playersget a completely new areato explore, and changes to the quests and their progress on servers fulfill an important point on the fans’ wish list.

All new sounds

Patch 0.7.2.0 is already live and can be downloaded via Steam. It bears the name Melodies of the Swamps. We summarize the highlights for you. There’s also a trailer that gives you a first overview of the so-called “Blackmire”:

New area

The black moor is an extension of the familiar gloomy thicket and offers tall trees with dense roots. The new jump pads provide more vertical freedom of movement

The Blackmoor is also home to the Vukah tribe, a new enemy faction. You will also find new building materials in the new area and a new survivor is said to be hiding there.

Quest progress

On servers, the completion of quests is now recorded individually for each player.Previously, the progress of the game world in Enshrouded was dependent on the admin, now every player/client can complete all quests alone or with others.

Instruments

With flute, harp, lute or drum you can not only make music, but also strengthen your fellow players with buffs.

Other new features at a glance

  • Dual-Wielding:Players can fight with one dagger in each hand.
  • Flame altars and bases canbe namedindividually.
  • A transmog system to customize the appearance of the equipment.
  • NewDecorations, props and furniture

A complete list of patch notes can be found on theofficial websiteor on page 2 of the article.

What’s next?

The patch notes state that Keen Games is making progress in bringing Enshrouded to theSteam Deckas well. Via X, formerly Twitter, the studio also shared an updated roadmap:

In addition to the innovations and adjustments listed there,in the long termfeatures such as water, additional areas, instanced dungeons and world events are also on the agenda.

With the new area and the changes to questing, Keen Games is fulfilling two important wishes of the Enshrouded community. In addition, players can now make music together.

Enshrouded: Patch notes for update 0.7.2

Battle gameplay

Our focus in improving combat in Update 2 was to improve the class balancing of Enshrouded. The team’s goal is to ensure that combat feels effective and fun for all classes on the battlefield, especially when playing together in a group. Our goal is to make each role feel equally important in its own way, but we also believe that different combat situations should present different challenges for each unique playstyle. We want to encourage player experimentation and creativity

Mage class

We’ve seen a few cases where mages unintentionally had strong defensive options. To bring the class more in line with other builds, we had to make some changes and revisions to the abilities to curb the power of the class. Please don’t shoot fireballs at us…

  • A new skill has been added to the Mage skill tree: “Eternal Spark”: 20% chance to not consume durability with attacks. Please note that the skills Staff Master and Spike have also swapped places in the skill tree.
  • The skill “Water Aura” has been reworked. It now functions as a buff, which means that the skill can no longer be stacked by multiple players on the same target. Please keep in mind that multiple players with the aura are still useful in larger groups, as they can spread the aura over larger areas.
  • Cancel times on wands have been reworked to increase the commitment of the attack. Previously, it was possible to switch between attacking and blocking almost instantly, resulting in mages having significantly more defensive power than intended.
  • Unity skill buffed from 2% mana regeneration rate to 4%. See, it’s not all nerfs!
  • Fixed an infinite mana exploit that utilized healing spells and the Blood Magic skill. The skill now has an internal cooldown of 120 seconds. To compensate for this, it now restores 35% of maximum mana (increased from 20%).
  • Harehopping with wand attacks has been mitigated, as it allowed mages to almost completely mitigate damage from enemy melee fighters. Admin, he’s not doing it sideways anymore…
  • Fixed an issue with the Bloodletting skill that caused it to spawn orbs with a 100% chance to critically hit instead of the intended 50% chance.
  • The damage that wands add to the “damage dealt” calculation has been reduced by 50%. This slightly reduces the overall damage of spells.
  • Slightly reduced the damage of wands to balance out their overall usefulness. Additional projectiles from the Wand Master skill have reduced damage compared to the main projectile.
  • Fixed an issue with the Terror skill that caused the stun phase to last longer than the intended 4 seconds.
  • The Counter Strike skill no longer affects dead enemies.

Warrior Gameplay

While we feel that the Warrior has good damage and survivability, especially in the early stages of the game, we feel that in the later stages of the game it becomes more difficult to compete with the damage output of the ranged and magic classes, especially when it comes to closing the distance on the battlefield. We’ve been working on making the special attacks more exciting and reliable and fixing some bugs. Some of our plans to better support the warriors will come in a future update as we need more time to work on them longer and test extensively.

  • A new skill has been added to the middle ring of the skill tree. Opportunity: Increases the multiplier of Merciless Strike and Sneak Attack by 100%.
  • A new skill has been added to the warrior skill tree. Finesse: Reduced durability loss on one-handed weapons and daggers.
  • A new skill has been added to the warrior skill tree. Unshakable: Defeating an enemy with a melee weapon restores 1 durability to that weapon.
  • Two-handed weapons now hit enemies more consistently during the regular attack chain.
  • A new mechanic has been introduced for two-handed weapons: If the character delays the attack input, they will perform a different attack chain of overhead strikes. This allows the player to choose whether to deal large damage to multiple targets or massive damage to a single target.
  • The effectiveness of the parry for two-handed weapons has been increased.
  • Shields have improved block and parry values to match their various subcategories: DPS, Tank, and Balanced.
  • Parrying opponents with shields and wards in the late game now refills their stun bars in the intended manner.
  • The damage of the Bash skill now scales with the Strength attribute and should be more competitive for higher level characters.
  • The base damage of the Merciless Strike skill has been increased from +400% to +500% damage.
  • Break skill now triggers more reliably when enemies’ stun bar is full.
  • The skill “Shockwave” now triggers on every parry, in addition to the previous trigger “Overpower with attacks on a blocking enemy”.
  • The “Block Breaker” special effect has been added to the Dodge Attack skill. The attack now fills a larger portion of the stun bar of blocking enemies.
  • The cancel times for the Dodge Attack skill now allow the player to start new inputs sooner after moving, making the skill less risky to use.
  • The skill “Jump Attack” no longer gets stuck in enemy clusters, but easily pushes them aside. In addition, the effect of the attack could previously be slightly delayed in certain situations. It now fits better with the timing of the landing.
  • The continuous triggering of the jump attack previously led to an unintentionally high survivability against larger groups of enemies. To counteract this, the skill now has a slightly longer recovery phase. On the other hand, it fills up the stun bar more when enemies try to block it, making it more likely to provide the opportunity for a merciless strike.
  • The jump attack should feel more dynamic, allowing for better aerial control while retaining more of the character’s jump inertia. The player no longer always falls directly to the ground.

Ranger gameplay

While the Ranger has the great advantage of dealing damage from a safe distance, we felt that especially against larger groups of enemies, the limited options for area of effect were too punishing. Another obvious issue for Rangers is the situation when the fight shifts into melee range. We wanted to provide another option for Rangers in melee. To that end, we introduced the skill-based weapon type Daggers. In Enshrouded, the role of the dagger is a supplement to ranged play and they are not meant to be a 1:1 alternative to the sword in the hands of a skilled warrior. Along with the weapons themselves, we’ve added new skills to the Ranger skill tree to support dagger gameplay.

  • Daggers can now be found as loot anywhere in the world. The damage of daggers scales with skill.
  • Daggers allow a unique kick attack that specifically fills the stun bar and can be triggered by a quick attack after a successful parry.
  • A new skill has been added to the Ranger skill tree. Dagger Master: Increases the damage dealt with daggers by 15%.
  • Armor can now have perks that support dagger gameplay, such as the Assassin Gloves.
  • A new arrow type is now available: Magic Arrow. It is available in the Revelwood level crafting progression and, once equipped, is not consumed when used, but costs a little mana when drawn. The damage is slightly lower than that of normal arrows to compensate for the increased comfort.
  • A new skill has been added to the Ranger skill tree. Slice And Dice: Increases the damage of the next bow attack after a critical dagger by 50%.
  • The first version of Explosive Arrows is now available in the Revelation Forest crafting tier, allowing early access to splash damage.
  • Explosive Arrows: Crafting time and ingredient costs have been reduced.
  • A new upgrade skill has been added to the Ranger skill tree, allowing the player to trigger special arrows such as the Explosive Arrow with the Multi-Shot skill. Multi Shot Trigger: ALL arrows, including special arrows, can trigger Multi Shot. Note that the skill consumes the additional arrows from the backpack.
  • Fixed an issue where the Multi Shot skill could unintentionally consume additional special arrows.
  • A new skill has been added to the Ranger skill tree. Multi Shot Spread: Adds a 25% chance to spawn an additional projectile to the “Hail of Arrows” skill “Multi Shot”. Note that this additional projectile is not deducted from the backpack.
  • The functionality of the stun arrow has been reworked. Instead of directly stunning an enemy, the stun arrow now increases the stun bar, similar to a parry or attack on a blocking enemy. Along with this change, more enemies can now be stunned and more enemies offer the possibility of the Merciless Strike when stunned. The amount added to the stun bar with stun arrows depends on the skill attribute.
  • Bosses are stunned a little longer than before. In general, bosses are still very resistant to stuns.
  • Fixed an issue where the upward pulse of the Bee Sting skill could be missing.

Player Progress / Equipment

  • Completing quests is now rewarded with XP.
  • In order to compensate for the XP from quests and additional areas in the Revelation Forest, the XP required for leveling up has been adjusted accordingly.
  • Meat-based food in the Kindlewastes tier now has duration values that are better aligned with other cooked food in that tier.
  • Purified bandages now also remove the “poisoned” status.
  • The buff from bandages now expires as intended when the player takes damage. Added visual cues when the bandage buff expires.
  • Bows now lose durability as intended. Sorry, folks.
  • Armor items that grant a damage bonus to the Merciless Strike skill now give a significantly higher bonus to gear in the late game.
  • The “Rogue” armor for the Warrior now provides a bonus to the “Merciless Strike” skill instead of a bonus to “Sneak Attack”.
  • Improved stats for the Radiant Paladin’s helmet and gloves.
  • The Explosive Powder Sphere Net can now be crafted correctly.
  • A new type of equipment can now be found in the world: Vanity Outfits. Vanity outfits have no gameplay stats, but can be equipped in the vanity slots to override the equipped armor’s appearance.
  • The recipes for the grappling hook and gliders have been moved to the Essentials section.
  • Metal star wedges can now drop in better quality than usual.
  • The Casual Damage perks on items have been replaced with the Merciless Strike Damage and Sneak Attack Damage perks.
  • Fixed an incorrect animation for Merciless Strike when using the item Dragon Sword.
  • Fixed a few cases where certain weapons had a higher level than the intended maximum level.

Building / Farming

  • The speed of planting and harvesting actions has been increased to allow faster and smoother interaction with the plant fields in the player bases.
  • Saffron has been removed as an ingredient from the Nomadic Highlands crafting level recipes, as it is only available in Kindlewastes.
  • Some minor issues with recipes for furniture and decorative props have been fixed.
  • Fixed an incorrect category setting for the stone chair to fix comfort stacking with other chairs.
  • Fixed an incorrect category setting for the iron bench to fix comfort stacking with other benches.
  • Yucca palm seedlings now require yucca fruit to craft.

Game world and opponents

  • The Vukah faction has been expanded.
  • The Vukah healer shaman and the Vukah caster shaman can now block a player’s melee attacks. The healer’s behavior has been revised: He is more efficient at tracking and healing his companions.
  • Vukah Soldier attacks are now faster and harder to parry.
  • Enemy projectiles now correctly indicate their effect when they hit terrain.
  • The damage of the poison attack from scavenger shells has been reworked to reduce the risk of killing players in melee range with one hit.
  • Armored Scavenger enemies and Protected Fell Soldiers now have 20% reduced stamina, causing their stun bar to fill faster, providing more and earlier opportunities for a merciless strike.
  • Hostile encounters have been updated and improved in many areas of the world.
  • The Pillars of Creation area has been reworked, with many layout improvements, more rewards to discover, and additional enemies.
  • The region around the Elixir Well in the Nomad Highlands has received a major update.
  • The towns of Fort Kelvin, Hillock and Ferndale have received a major overhaul.
  • Several places where you could get stuck between terrain and supports have been fixed.
  • Fixed an issue that could cause Fast Travel Points on Ancient Towers to not unlock correctly if the same tower had already been unlocked on another server.
  • Fixed an issue that caused stunned vultures to “lay down” in mid-air. That was funny though.
  • The benches now offer more seating.
  • Fixed an issue with the camera that caused it to jump when moving behind props.
  • New music tracks have been added to the dungeon fight playlist.
  • New music playlists added for cave fights.
  • Added more anvils for repairing equipment in several larger settlements and towns.
  • Some ground materials now have atmospheric graphical effects, such as small flames on lava.
  • Shadows have been visually improved.
  • Improved player camera behavior so that it is less jumpy when interacting with objects in the world.
  • Improved situations where debuffs could be activated when standing near or jumping over dangerous terrain (e.g. lava) even though the character’s feet weren’t even touching it. This is for anyone who died because their big toe touched the lava.
  • When moving through mud, the character can now sink in further than before.
  • Fixed a glitch where landing on uneven terrain could result in a certain (micro)glide that could appear as floating for a brief moment.

User interface and text

  • In the character menu, there is now an additional slot for a vanity override for each equipment slot. Items equipped in the vanity slots determine the appearance of the equipment, while items in the regular equipment slots determine the game values as before.
  • Helmets and gloves can now be hidden. This function can be switched off in the game settings.
  • By default, players are now displayed with their character name instead of their Steam account name. This feature can be turned on and off in the game settings.
  • Gravestones now display the name of the fallen player. Remind them to clean up after themselves.
  • Flame altars can now be renamed to make it easier to find your way around the world map when multiple player bases are next to each other. Or because it’s cool to name your base.
  • Map markers can now be filtered on the world map. The settings affect all characters and worlds, but can be changed at any time.
  • When moving multiple items from chests or other containers to the backpack, the game no longer adds the items to the action bar by default.
  • The durability status of weapons is now displayed in the details menu.
  • Improved the display of the damage bonus for the Merciless Strike on weapons.
  • Fixed an issue that incorrectly displayed that Soldier Gloves and Rogue Gloves grant a bonus to one-handed melee damage when they actually increase two-handed melee damage.
  • Fixed an issue where Dexterity Shot damage was incorrectly listed as +0% in the Character Details menu.
  • Removed the latency information from the private game mode as it is redundant. Latency should be relatively low in most cases.
  • Fixed a line of dialog from Emily Fray, the farmer’s wife, about the caravan journey that would not disappear after reading.
  • Fixed cases where the “New” item of armor items did not disappear even after viewing.
  • Fixed cases where text in the UI menus was cut off incorrectly.
  • Some typos have been fixed.

Miscellaneous

  • The range for giving items to other players has been increased to 50 meters.
  • Server performance has been improved for larger groups of players.
  • When a player tries to join a server after a patch that has not yet applied the patch, the correct warning message will now be displayed for the player.
  • Enshrouded has been further optimized for the Steam Deck.

What do you think of the latest update? Are the developers on the right track? What new content would you like to see in the next update? Feel free to let us know in the comments

German developer Keen Games is releasing the second major “Mire” update forEnshrouded. With the Blackmoor, playersget a completely new areato explore, and changes to the quests and their progress on servers fulfill an important point on the fans’ wish list.

All new sounds

Patch 0.7.2.0 is already live and can be downloaded via Steam. It bears the name Melodies of the Swamps. We summarize the highlights for you. There’s also a trailer that gives you a first overview of the so-called “Blackmire”:

New area

The black moor is an extension of the familiar gloomy thicket and offers tall trees with dense roots. The new jump pads provide more vertical freedom of movement

The Blackmoor is also home to the Vukah tribe, a new enemy faction. You will also find new building materials in the new area and a new survivor is said to be hiding there.

Quest progress

On servers, the completion of quests is now recorded individually for each player.Previously, the progress of the game world in Enshrouded was dependent on the admin, now every player/client can complete all quests alone or with others.

Instruments

With flute, harp, lute or drum you can not only make music, but also strengthen your fellow players with buffs.

Other new features at a glance

Dual-Wielding:Players can fight with one dagger in each hand.

Flame altars and bases canbe namedindividually.

A transmog system to customize the appearance of the equipment.

NewDecorations, props and furniture

A complete list of patch notes can be found on theofficial websiteor on page 2 of the article.

What’s next?

The patch notes state that Keen Games is making progress in bringing Enshrouded to theSteam Deckas well. Via X, formerly Twitter, the studio also shared an updated roadmap:

Let’s play a game while we wait for Melodies of the Mire later today:
Which of the items on our current roadmap do you think will be in the update?

In addition to the innovations and adjustments listed therein the long termfeatures such as water, additional areas, instanced dungeons and world events are also on the agenda.

With the new area and the changes to questing, Keen Games is fulfilling two important wishes of the Enshrouded community. In addition, players can now make music together.

Enshrouded: Patch notes for update 0.7.2

Battle Gameplay

Our focus in improving combat in Update 2 was to improve the class balancing of Enshrouded. The team’s goal is to ensure that combat feels effective and fun for all classes on the battlefield, especially when playing together in a group. Our goal is to make each role feel equally important in its own way, but we also believe that different combat situations should present different challenges for each unique playstyle. We want to encourage player experimentation and creativity

Mage class

We’ve seen a few cases where mages unintentionally had strong defensive options. To bring the class more in line with other builds, we had to make some changes and revisions to the abilities to curb the power of the class. Please don’t shoot fireballs at us…

A new skill has been added to the Mage skill tree: “Eternal Spark”: 20% chance to not consume durability with attacks. Please note that the skills Staff Master and Spike have also swapped places in the skill tree.

The skill “Water Aura” has been reworked. It now functions as a buff, which means that the skill can no longer be stacked by multiple players on the same target. Please keep in mind that multiple players with the aura are still useful in larger groups, as they can spread the aura over larger areas.

Cancel times on wands have been reworked to increase the commitment of the attack. Previously, it was possible to switch between attacking and blocking almost instantly, resulting in mages having significantly more defensive power than intended.

Unity skill buffed from 2% mana regeneration rate to 4%. See, it’s not all nerfs!

Fixed an infinite mana exploit that utilized healing spells and the Blood Magic skill. The skill now has an internal cooldown of 120 seconds. To compensate for this, it now restores 35% of maximum mana (increased from 20%).

Harehopping with wand attacks has been mitigated, as it allowed mages to almost completely mitigate damage from enemy melee fighters. Admin, he’s not doing it sideways anymore…

Fixed an issue with the Bloodletting skill that caused it to spawn orbs with a 100% chance to critically hit instead of the intended 50% chance.

The damage that wands add to the “damage dealt” calculation has been reduced by 50%. This slightly reduces the overall damage of spells.

Slightly reduced the damage of wands to balance out their overall usefulness. Additional projectiles from the Wand Master skill have reduced damage compared to the main projectile.

Fixed an issue with the Terror skill that caused the stun phase to last longer than the intended 4 seconds.

The Counter Strike skill no longer affects dead enemies.

Warrior Gameplay

While we feel that the Warrior has good damage and survivability, especially in the early stages of the game, we feel that in the later stages of the game it becomes more difficult to compete with the damage output of the ranged and magic classes, especially when it comes to closing the distance on the battlefield. We’ve been working on making the special attacks more exciting and reliable and fixing some bugs. Some of our plans to better support the warriors will come in a future update as we need more time to work on them longer and test extensively.

A new skill has been added to the middle ring of the skill tree. Opportunity: Increases the multiplier of Merciless Strike and Sneak Attack by 100%.

A new skill has been added to the warrior skill tree. Finesse: Reduced durability loss on one-handed weapons and daggers.

A new skill has been added to the Warrior skill tree. Unshakable: Defeating an enemy with a melee weapon restores 1 durability to that weapon.

Two-handed weapons now hit enemies more consistently during the regular attack chain.

A new mechanic has been introduced for two-handed weapons: If the character delays the attack input, they will perform a different attack chain of overhead strikes. This allows the player to choose whether to deal large damage to multiple targets or massive damage to a single target.

The effectiveness of the parry for two-handed weapons has been increased.

Shields have improved block and parry values to match their various subcategories: DPS, Tank, and Balanced.

Parrying opponents with shields and wards in the late game now refills their stun bars in the intended manner.

The damage of the Bash skill now scales with the Strength attribute and should be more competitive for higher level characters.

The base damage of the Merciless Strike skill has been increased from +400% to +500% damage.

Break skill now triggers more reliably when enemies’ stun bar is full.

The Shockwave skill now triggers on every parry, in addition to the previous trigger “Overpower with attacks on a blocking enemy”.

The Block Breaker special effect has been added to the Dodge Attack skill. The attack now fills a larger portion of the stun bar of blocking enemies.

The cancel times for the Dodge Attack skill now allow the player to start new inputs sooner after moving, making the skill less risky to use.

The Jump Attack skill no longer gets stuck in clusters of enemies, but easily pushes them aside. In addition, the effect of the attack could previously be slightly delayed in certain situations. It now fits better with the timing of the landing.

The continuous triggering of the jump attack previously led to an unintentionally high survivability against larger groups of enemies. To counteract this, the skill now has a slightly longer recovery phase. On the other hand, it fills up the stun bar more when enemies try to block it, making it more likely to provide the opportunity for a merciless strike.

The jump attack should feel more dynamic, allowing for better aerial control while retaining more of the character’s jump inertia. The player no longer always falls directly to the ground.

Ranger gameplay

While the Ranger has the great advantage of dealing damage from a safe distance, we felt that especially against larger groups of enemies, the limited options for area of effect were too punishing. Another obvious issue for Rangers is the situation when the fight shifts into melee range. We wanted to provide another option for Rangers in melee. To that end, we introduced the skill-based weapon type Daggers. In Enshrouded, the role of the dagger is a supplement to ranged play and they are not meant to be a 1:1 alternative to the sword in the hands of a skilled warrior. Along with the weapons themselves, we have added new skills to the Ranger skill tree to support dagger gameplay.

Daggers can now be found as loot anywhere in the world. The damage of daggers scales with skill.

Daggers allow a unique kick attack that specifically fills the stun bar and can be triggered by a quick attack after a successful parry.

A new skill has been added to the Ranger skill tree. Dagger Master: Increases damage dealt with daggers by 15%.

Armor can now have perks that support dagger gameplay, such as the Assassin Gloves.

A new arrow type is now available: Magic Arrow. It is available in the Revelwood level crafting progression and, once equipped, is not consumed when used, but costs a little mana when drawn. The damage is slightly less than normal arrows to compensate for the increased convenience.

A new skill has been added to the Ranger skill tree. Slice And Dice: Increases the damage of the next bow attack after a critical dagger by 50%.

The first version of Explosive Arrows is now available in the Revelation Forest crafting tier, allowing early access to splash damage.

Explosive Arrows: Crafting time and ingredient costs have been reduced.

A new upgrade skill has been added to the Ranger skill tree, allowing the player to trigger special arrows such as the Explosive Arrow with the Multi-Shot skill. Multi Shot Trigger: ALL arrows, including special arrows, can trigger Multi Shot. Note that the skill consumes the additional arrows from the backpack.

Fixed an issue where the Multi Shot skill could unintentionally consume additional special arrows.

A new skill has been added to the Ranger skill tree. Multi Shot Spread: Adds a 25% chance to spawn an additional projectile to the “Hail of Arrows” skill “Multi Shot”. Note that this additional projectile is not deducted from the backpack.

The functionality of the stun arrow has been reworked. Instead of directly stunning an enemy, the stun arrow now increases the stun bar, similar to a parry or attack on a blocking enemy. Along with this change, more enemies can now be stunned and more enemies offer the possibility of the Merciless Strike when stunned. The amount added to the stun bar with stun arrows depends on the skill attribute.

Bosses are stunned a little longer than before. In general, bosses are still very resistant to stuns.

Fixed an issue where the upward pulse of the Bee Sting skill could be missing.

Player Progress / Equipment

Completing quests is now rewarded with XP.

To compensate for the XP from quests and additional areas in the Revelation Forest, the XP required for leveling up has been adjusted accordingly.

Meat-based food in the Kindlewastes tier now has duration values that are better aligned with other cooked food in that tier.

Purified bandages now also remove the “poisoned” status.

The buff from bandages now expires as intended when the player takes damage. Added visual cues when the bandage buff expires.

Bows now lose durability as intended. Sorry, folks.

Armor items that grant a damage bonus to the Merciless Strike skill now give a significantly higher bonus to gear in the late game.

The “Rogue” armor for the Warrior now provides a bonus to the “Merciless Strike” skill instead of a bonus to “Sneak Attack”.

Improved stats for the Radiant Paladin’s helmet and gloves.

The Explosive Powder Sphere Net can now be crafted correctly.

A new type of equipment can now be found in the world: Vanity Outfits. Vanity outfits have no gameplay stats, but can be equipped in the vanity slots to override the equipped armor’s appearance.

The recipes for the grappling hook and gliders have been moved to the Essentials section.

Metal star wedges can now drop in better quality than usual.

The Casual Damage perks on items have been replaced with the Merciless Strike Damage and Sneak Attack Damage perks.

Fixed an incorrect animation for Merciless Strike when using the Dragon Sword item.

Fixed a few cases where certain weapons had a higher level than the intended maximum level.

Building / Farming

The speed of planting and harvesting actions has been increased to allow faster and smoother interaction with the plant fields in the player bases.

Saffron has been removed as an ingredient from the Nomadic Highlands crafting level recipes, as it is only available in Kindlewastes.

Some minor issues with recipes for furniture and decorative props have been fixed.

Fixed an incorrect category setting for the stone chair to fix comfort stacking with other chairs.

Fixed an incorrect category setting for the iron bench to fix comfort stacking with other benches.

Yucca palm seedlings now require yucca fruit to craft.

Game world and opponents

The Vukah faction has been expanded.

The Vukah healer shaman and the Vukah caster shaman can now block a player’s melee attacks. The healer’s behavior has been revised: He is more efficient at tracking and healing his companions.

Vukah Soldier attacks are now faster and harder to parry.

Enemy projectiles now correctly indicate their effect when they hit terrain.

The damage of the poison attack of scavenger shells has been reworked to reduce the risk of killing players in melee range with one hit.

Armored Scavenger enemies and Protected Fell Soldiers now have 20% reduced stamina, which causes their stun bar to fill faster, providing more and earlier opportunities for a merciless strike.

Hostile encounters have been updated and improved in many areas of the world.

The Pillars of Creation area has been reworked, with many layout improvements, more rewards to discover, and additional enemies.

The region around the Elixir Well in the Nomad Highlands has received a major update.

The towns of Fort Kelvin, Hillock and Ferndale have received a major overhaul.

Fixed several places where you could get stuck between terrain and supports.

Fixed an issue that could cause Fast Travel Points on Ancient Towers to not unlock correctly if the same tower had already been unlocked on another server.

Fixed an issue that caused stunned vultures to “lay down” in mid-air. That was funny though.

The benches now offer more seating.

Fixed an issue with the camera that caused it to jump when moving behind props.

New music tracks have been added to the dungeon fight playlist.

New music playlists added for cave fights.

Added more anvils for repairing equipment in several major settlements and towns.

Some ground materials now have atmospheric graphical effects, such as small flames on lava.

Shadows have been visually improved.

Improved the behavior of the player camera so that it is less jumpy when interacting with objects in the world.

Improved situations where debuffs could be activated when standing near or jumping over dangerous terrain (e.g. lava) even though the character’s feet weren’t even touching it. This is for anyone who died because their big toe touched the lava.

When moving through mud, the character can now sink further than before.

Fixed a glitch where landing on uneven terrain could result in a certain (micro)glide that could appear as floating for a brief moment.

User interface and text

In the character menu, there is now an additional slot for a vanity override for each equipment slot. Items equipped in the vanity slots determine the appearance of the equipment, while items in the regular equipment slots determine the game values as before.

Helmets and gloves can now be hidden. This function can be switched off in the game settings.

By default, players are now displayed with their character name instead of their Steam account name. This feature can be turned on and off in the game settings.

Gravestones now display the name of the fallen player. Remind them to clean up after themselves.

Flame altars can now be renamed to make it easier to find your way around the world map when multiple player bases are next to each other. Or because it’s cool to name your base.

Map markers can now be filtered on the world map. The settings affect all characters and worlds, but can be changed at any time.

When moving multiple items from chests or other containers to the backpack, the game no longer adds the items to the action bar by default.

The durability status of weapons is now displayed in the details menu.

Improved the display of the damage bonus for the Merciless Strike on weapons.

Fixed an issue that incorrectly displayed Soldier Gloves and Rogue Gloves as granting a bonus to one-handed melee damage when they actually increase two-handed melee damage.

Fixed an issue where Dexterity Shot damage was incorrectly listed as +0% in the Character Details menu.

Removed the latency information from the private game mode as it is redundant. Latency should be relatively low in most cases.

Fixed a line of dialog from Emily Fray, the farmer’s wife, about the caravan journey that did not disappear after reading.

Fixed cases where the “New” item of armor items did not disappear even after viewing.

Fixed cases where text in the UI menus was cut off incorrectly.

Some typos have been fixed.

Miscellaneous

The range for giving items to other players has been increased to 50 meters.

Server performance has been improved for larger groups of players.

When a player tries to join a server after a patch that has not yet applied the patch, the correct warning message will now be displayed for the player.

Enshrouded has been further optimized for the Steam Deck.

What do you think of the latest update? Are the developers on the right track? What new content would you like to see in the next update? Feel free to let us know in the comments