Enshrouded

Changelog for Patch #12 v.0.9.0.3

[p]The revision of Patch #12 is 873620[/p][p][/p][p]Hey Flameborn![/p][p][/p][p]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.[/p][p][/p]

Changelog

[p]Gameplay[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]We made a bunch of stamina changes:[/p]
    • [p]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.[/p]
    • [p]The stamina regeneration increase per level of the Rested buff has also been reverted, resulting in a slight increase.[/p]
    • [p]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.[/p]
    • [p]Rooibos tea now has slightly reduced stamina regeneration. [/p]
    • [p]Stamina regeneration was added to spiced tea and all types of coffee.[/p]
    • [p]The evasive underwater Dash now costs 40 stamina instead of 80. [/p]
    • [p]Fixed a few more cases where water didn’t flow as expected. We will yell at the water until it learns to behave.[/p]
    • [p]Water dispensers that are placed in a player base under water or inside a lake now work as intended.[/p]
    • [p]Water no longer spreads much too far sideways while running down slopes.[/p]
    • [p]Using the watering can or portable water pump while jumping now looks more natural.[/p]
    • [p]When using any of the water tools, it is no longer possible to scroll through the action bar while filling the tools with water.[/p]
    • [p]Fixed an issue where the watering can could still be used to remove water when it was already full.[/p]
    • [p]The first-person building camera is now also available underwater.[/p]
    • [p]Improved acceleration and deceleration timings for swimming and diving to make it look more natural.[/p]
    • [p]Adjusted the distance and timing of the swimming and diving dashes.[/p]
    • [p]Using Splash Dash to exit the water onto a beach now correctly switches to the on-land animations. [/p]
    • [p]A swimming player no longer starts diving automatically when the water level rises.[/p]
    • [p]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.[/p]
    • [p]It is now possible to let go of ladders underwater.[/p]
    • [p]The sound of swimming can now alert nearby enemies. [/p]
    • [p]Wolves now drown as intended. [/p]
    • [p]Fixed another case that could lead to an incorrectly bent player character while diving up and down.[/p]
    • [p]Improved several underwater interaction animations and timings. [/p]
    • [p]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.[/p]
    • [p]Small enemies are now hit correctly with the delayed uppercut attack of greatswords. [/p]
    • [p]Glow soup now has mana regeneration.[/p]
    • [p]Shadowbloom Wrap now increases the time in the Shroud by 4 minutes.[/p]
    • [p]Water wheels now work more reliably even when no player is nearby.[/p]
    • [p]Improved bandage now removes poison as intended.[/p]
    • [p]Fixed an issue with antidotes, causing the poison protection to stop working correctly after protecting against poison once.[/p]
    • [p]The Veilwater Basin Stinger now drops the venom stinger as loot as intended.[/p]
    • [p]Added the special loot visual effects back to skeletons where they were previously missing.[/p]
    • [p]The fishing mini-game can now be stopped with the cancel button or key. An additional input hint has been added.[/p]
    • [p]The attachment positions of grappling hooks at the hook anchors have been improved. [/p]
    • [p]Fixed an issue where the grappling hook could switch targets mid-pull and sometimes even cause glitches like prematurely canceling the hook action.[/p]
    • [p]When using the underwater grappling hook on a target in the water while swimming, the character is now correctly pulled downwards.[/p]
    • [p]Nightly Scavenger patrols no longer stand around idling. Their job is to walk the pack hound! [/p]
    • [p]Added some more enemy variants to Scavenger patrols.[/p]
    • [p]Updated the animations of the Drak Wizard to differentiate them more strongly from the ranged Drak.[/p]
    • [p]Adjusted the vertical position and collisions of swimming and diving enemies. [/p]
    • [p]Positioned animals more closely to the water surface when they swim. The head needs to be above water, obviously.[/p]
    • [p]Improved animal behavior so that they are better at avoiding deep water.[/p]
    • [p]Improved the jump arcs for enemies so that they work more reliably.[/p]
    • [p]Fixed some cases where enemies didn’t attack even though they should.[/p]
    • [p]Defeated swimming enemies now also sink.[/p]
    • [p]The Scavenger Tyrant enemy now has similar damage resistance as other scavengers and is no longer immune to Shroud damage.[/p]
    • [p]Fixed an issue with the attack combo of skeleton melees. [/p]
    • [p]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.[/p]
    • [p]Updated the visuals for the underwater attacks of crabs and snapjaws.[/p]
    • [p]The difficulty setting for food buff duration now works as intended.[/p]
    • [p]Opening several chests in very quick succession now works more reliably.[/p]
    • [p]Ice-Coated Daggers have the correct model again.[/p]
    • [p]The animation for the daggers attack combo has been fixed.[/p]
    • [p]The acquisition hint for the Bursting Fell Heart item has been corrected: it can be obtained from Fell foes in the Veilwater Basin.[/p]
    • [p]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![/p]
    • [p]Reduced a slightly too strong blue shine of the ornaments on the Rune Master’s Sword.[/p]
    • [p]Fixed an issue that caused the Gem of Meteoric Impact to trigger even if the correct weapon wasn’t equipped.[/p]
    • [p]Fixed several weapon gems so that they now work as intended with greatswords. [/p]
    • [p]Fixed an issue that caused enemy weapons to drop in treasure chests. They are meant to only drop from defeated enemies. [/p]
    [p]
    Crafting and building[/p]
    • [p]Added several decorative props for winter festivities. [/p]
    • [p]Added a new “Maritime” bathroom set that looks very fancy and would nicely suit a palace.[/p]
    • [p]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.[/p]
    • [p]Twigs can now be crafted from wood logs at the table saw crafting station. [/p]
    • [p]Stack size for all spells has been unified at 500. No reason for them to fill up your inventory, especially early game![/p]
    • [p]The Remove Water button at the Flame Altar now works more reliably when removing all traces of simulated water in the base.[/p]
    • [p]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.[/p]
    • [p]Fixed an issue with drains that could cause water spillage when the player was not near the location.[/p]
    • [p]The rake tool can now also be used in water. [/p]
    • [p]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. [/p]
    • [p]Fixed an issue with the crafted version of the “Guard Of The North Sword” that prevented it from causing damage. [/p]
    • [p]The “Castle” bench now offers 8 comfort as intended. [/p]
    • [p]The small “Castle” sideboard can now be placed on the ground.[/p]
    • [p]The “Castle” table can now be finely rotated as intended.[/p]
    • [p]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. [/p]
    • [p]The maximum distance for dismantling props has been slightly increased. [/p]
    • [p]The interaction prompt for small animals, and the cat- and dog feeder now appears more reliably. [/p]
    • [p]The recipe for cat bait and food now requires lean meat instead of wolf meat. [/p]
    • [p]Fixed the incorrect sorting of the Flame Mosaic pieces. It should now work for both saved collections and when assembling a fresh one.[/p]
    • [p]The placement preview is now correctly rotated for the coffee brewery. [/p]
    • [p]Paper reed is now a level 1 item. [/p]
    • [p]The antiseptic recipe now only contains ingredients from the Nomad Highlands crafting tier. [/p]
    • [p]The greater antidote now has an increased duration.[/p]
    • [p]Fixed several minor visual glitches for armors. [/p]
    • [p]Wolf’s Fang Hood no longer removes beards, which was probably a painful experience.[/p]
    • [p]Fixed an issue where the rake tool's radius selection wasn't effectively applied.[/p]
    • [p]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.[/p]
    • [p]Fixed several weapon and shield positions when used with a collection prop. [/p]
    • [p]The building cursor is highlighted again for other players in multiplayer. [/p]
    • [p]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. [/p]
    [p][/p][p]Game world[/p]
    • [p]Improved some of the water-based puzzles in the ruins of Veilwater Basin. Also, additional oxygen replenishers have been added where needed. [/p]
    • [p]Improved the layout and visuals of numerous points of interest in Veilwater Basin. The “Cromville” settlement in particular has been significantly improved. [/p]
    • [p]Fixed an issue that prevented hourglass capsules from spawning correctly in Shroud areas of Veilwater Basin.[/p]
    • [p]Archaic Essence now correctly drops when mining the corresponding terrain in the Shroud Lair in Veilwater Basin. [/p]
    • [p]Fixed a mysterious hole in the water near the Ancient Spire of the Veilwater Basin. [/p]
    • [p]Fixed an issue that caused the “Door opened” message to appear too often in temples. [/p]
    • [p]Added more enemy patrols in various points of interest. [/p]
    • [p]More capybara and wild beasts can now be found roaming around Veilwater Basin. [/p]
    • [p]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. [/p]
    • [p]Improved the handling of quest progress saving for players to avoid edge case issues in some quests. [/p]
    • [p]Fixed issues with color palette quest completion for the Barber. [/p]
    • [p]Fixed several sound issues when hitting, destroying, or placing props from the new biome. [/p]
    • [p]Fixed an issue that caused debris effects to be missing sometimes when removing destructables via the underwater grappling hook.[/p]
    • [p]Adjusted the position of the skybeam at the Ancient Spire in the Veilwater Basin. [/p]
    • [p]The camera no longer moves behind the platform when using a moving platform.[/p]
    [p][/p][p] User interface[/p]
    • [p]The player model is now correctly shown in the customization screen of the Barber. [/p]
    • [p]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. [/p]
    • [p]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. [/p]
    • [p]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.[/p]
    • [p]Reworked the plants detail widget to better show if a custom maximum growth state has been selected. [/p]
    • [p]Fixed missing new recipe unlock notifications at the seafood grill. [/p]
    • [p]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. [/p]
    • [p]Fixed several cases of incorrect text display in weapon details. [/p]
    • [p]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. [/p]
    • [p]The skill descriptions for Nemesis and Arch Nemesis have been corrected; previously, they were switched. [/p]
    • [p]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.[/p]
    • [p]Fixed an issue that caused long survivor speech bubble text to overlap the input hint. [/p]
    • [p]Fixed cases of lore texts being cut off in the read widget. [/p]
    • [p]Scroll bars have been reworked slightly for a cleaner look that also allows better readability against various backgrounds. [/p]
    • [p]The custom controls scheme menu can now be correctly used with a controller. Also improved scrolling with controllers in various other menus. [/p]
    • [p]Cleared any filter when switching the viewed workshop in the journal menu. [/p]
    • [p]Improved the menu animations when using the “compare equipment” feature in the crafting menus. [/p]
    • [p]Pressing Enter after entering a password in the join menu now confirms the entry. [/p]
    • [p]Fixed an issue that prevented the reset of the server filters in the join menu when using a controller. [/p]
    • [p]Unified the display of recipe list sorting and details view between the journal and the various crafting factories. [/p]
    • [p]Fixed an incorrect text display in the “You drowned…” screen. [/p]
    • [p]Added more information about a potentially missing force in the mill crafting station. [/p]
    • [p]Fixed a UI glitch in the millstone menu when switching recipes while no force was connected to the station.[/p]
    [p]
    General improvements[/p]
    • [p]Fixed several random crashes. [/p]
    • [p]Fixed a crash that could happen when closing the game or returning to the main menu. [/p]
    • [p]Fixed a crash that could occur in connection with snapping of building shapes in player bases. [/p]
    • [p]Reduced the occurrences of short freezes while compiling shaders in the main menu that happened specifically on laptop hardware. [/p]
    • [p]Improved the visuals when both the Shroud and semi-transparent effects are visible on the screen. [/p]
    • [p]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. [/p]
    • [p]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. [/p]
    • [p]Improved shadows of moving objects on balanced graphics settings or lower. [/p]
    [p][/p]

    Still working on it

    • [p]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![/p]