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Enshrouded News

On Quest Progression

Hi everyone,

We have received feedback from players about the quest progression of Enshrouded. Many of you are frustrated with the fact that it is currently mainly server-side instead of player-side. We have some good news to share.
When designing this system, we believed that the best way to enjoy Enshrouded was with a group of friends who are all working cooperatively together. However, we know that having quests completed while one player is offline might feel bad for those who feel they are missing parts of the gameplay experience.
We designed Enshrouded as a co-op game. While working on it, we envisioned one group of friends experiencing the world together—sharing bases, resources, crafting recipes, and loot.

Furthermore, we wanted players to be able to play together meaningfully with different groups of friends and on different servers. We developed a game environment where a new player could join a long-running server and jump into the same action as their friends. Skipping the “tutorial” server quests to instead learn through conversation and cooperation, uniting the group.

Our reasoning was that players shouldn’t feel forced to participate in quests. Our player base is diverse, after all. Not everyone is bound to enjoy our combat or puzzles as much as building a base or exploring. If some players in a group want to focus on building or farming, while others are going on adventures, both making meaningful progress for the group, that should be fine.

However, we are now exploring ways to implement the following options for player-based quest progression. Here’s a quick overview:
- We want to offer an option to be able to personally complete every quest.
- We want to improve the Quest Log to better communicate the state of each quest in terms of server vs personal progression.
- We have already reduced respawn timers to 30 minutes, so it is possible to defeat a boss again or to destroy a Shroud root, etc.

We currently do not have an exact timeline for the implementation of these improvements, but work on these features has already started.

One last thing on progression: we want to point out that the system as it is now will not be replaced, as many players like it as it is. Our goal with these changes is to offer players additional options to enjoy Enshrouded and its quests.

On the larger topic of group play, we wanted to specify a couple of already existing systems geared towards group experience. First off, playing in a group increases the chances that chests and bosses will contain bonus loot. There was a bug affecting this feature, which is now fixed. Enemy strength also scales with group size. This means enemies become more challenging when facing groups, without becoming punching bags.

Finally we are always looking into further improvements, such as server rights management or allowing to have the NPCs in each of your bases.

We are excited to tell you a little more about our plans for the future soon!

Thank you all so much for your detailed feedback and support for the initial release of our game. Enshrouded has already grown so much bigger than our team could have possibly dreamed of, and we are beyond excited to continue to shape and grow the world of Embervale into the best game it can be. From the bottom of our hearts, thank you, and please keep the feedback coming!

The Keen Team

Enshrouded Beginner Tips

We're still seeing a lot of new players get into Embervale for the first time.

Some of these players need help. Maybe they're your friends. They don't really know how the game works, but they got it because you told them it was good, and they don't really know how it all works?

In case you want to get them a little help before you all get into it together, we've made a quick video explaining the basics and giving a few tips to get started.

[previewyoutube][/previewyoutube]


Let us know in the comments your best tips for new players!

Enshrouded Hotfix #8

Version number: 491572


[h3]Minimum Requirements[/h3]
- The message warning users with computer specs below the game’s minimum requirements can now be dismissed by users, and no longer prevents the game from starting. Keep in mind that computers below minimum requirements may crash or experience poor performance.





Changelog for Patch #1 - v0.7.0.1

Version number: 491572

Greetings Flameborn!

Here is our first big patch for Enshrouded. Thanks to all of you who reported issues, your support is as helpful as it is motivating for us!

For those of you playing with dedicated servers, you will need to ensure the server is running the same version as the game.


[h2]Known issue[/h2]
[h3]"Not enough system memory available" error message on game start[/h3]
This error message triggers when your machine has under 16GB of RAM. It is there to warn you that your experience will probably be pretty bad.
You can bypass by adding "--disable-ram-check" to the game's launch options via Steam to ignore the warning. Keep in mind that if your computer is below specs, it might not be able to run the game in the long run, once we've added all the features we have in mind for Enshrouded!


[h2]Changelog[/h2]
[h3]Stability and performance[/h3]
• Fixed several rare crashes.
• Fixed a crash that could appear on AMD GPUs while compiling shaders.
• Improved performance in various systems of the game.
• Added more messages in the log file to improve stability monitoring.
• Error messages can now be correctly dismissed with mouse clicks.

[h3]Multiplayer and Servers[/h3]
• Fixed an issue that sometimes prevented successfully logging into a dedicated server.
• Improved error message handling when trying to join a host with a mismatching version.
• The Steam community content preferences are now supported for the server list in the Join menu.

[h3]Rendering[/h3]
• Improved instances where a too low resolution of texture was used on objects in the world.

[h3]Game world[/h3]
The timer of the reset of content in the game world has been lowered to 30 minutes. The reset still only occurs while no player is in the direct vicinity of the part of the world that needs resetting.
• An issue that sometimes led to a blocked door at the entrance of the “Cinder Vault” starting location has been fixed.
• Added a few more terrain material deposits in key locations.
• Improved the visibility of amber nodes and added a few locations in the game world where amber can be found.
• Improved scattering of tumbleweeds in the Nomad Heights.
• Several points of interest have been polished concerning visuals, chest locations, and gameplay.
• Fixed several areas in the world where the path was blocked by dirt.
• Improved visuals for the ground fog and added more ground fog to the Revelwoods.

[h3]Gameplay[/h3]
• The recipe for the rake is now correctly unlocked. • The first magical storage chest is now available earlier in the crafting progression. For further information visit your local Blacksmith.
• The crafting quest from the Blacksmith now includes armor pieces in its completion requirement. It also auto-completes after clearing the first Elixir Well.
• The second-tier glider “Advanced Glider” can now be crafted earlier in the crafting progression.
• Fixed an issue with a quest about upgrading equipment that allowed completion without having all the required runes.
• When upgrading equipment, the necessary runes are now also taken from magical storage chests.
• Lowered the cost for Tin Bars to align them better with similar recipes.
• Fixed a few incorrect ingredients in tier 4 recipes.
• Fixed a bug where stamina for jumping wasn't deducted correctly with certain items selected in the action bar. Now a normal jump always costs nothing, while a sprint jump and a double jump always use up their intended stamina cost.
• Fixed a bug where players could seamlessly chain long sprint jumps and therefore traverse the map faster than intended. Now it is required to take a short run-up for every long sprint jump.
• Fixed a bug where players could interact with hook anchors behind the player camera.
• Fixed a bug where using a glider could allow the player to use hook anchors from a longer distance than intended.
• Fixed a bug where interacting with a bed could lead to the player character floating upwards continuously. Dreams should not be this powerful.
• Fixed the warrior skill “Absorb”.
• Nerfed the skill “Water Aura”. It was just too good.
• Buffed the tier 3 ice bolt spell by adding area damage.
• Fixed several incorrect item levels for weapons.
• Reduced the damage from some poison attacks. Especially the poison attack from the Scavenger Matron that caused too much damage.
• Fixed collision issues with the Fell spitting plant.
• Bats should now spawn more reliably.
• Fixed several instances of enemy sounds that were played too loudly in multiplayer.
• Several skill VFX have been fixed or improved.
• Fixed two incorrect weapon models.
• Fixed a few visual issues with armors.

[h3]Building and Terraforming[/h3]
• Fixed a bug where single terrain voxel placement with the build hammer could add a larger terrain volume than intended.
• Removed the “undo” button hint when the building menu is closed and the undo function is no longer available.
• Improved the detection of ambient sounds in player bases during terraforming.
• The ambiance in player base cellars sounds less like natural caves now. The improvements of ambient sounds in the base will continue.
• Fixed visual detail glitches on roofs.
• Increased durability of several dungeon materials against Powder Bombs.
• Fixed a way to bypass the maximum of bases that the current flame level would normally support.
• Fixed a bug where the actionbar couldn't be cycled with the mouse wheel while the [CTRL] key was pressed.

[h3]UI[/h3]
• Fixed several areas with overflowing text in various languages.
• Improved several smaller layout issues.
• Fixed several text issues for weapon and armor stats.
• Added fixes to Japanese, Simplified- and Traditional Chinese localization.
• Fixed several smaller text issues.