
The revision of Patch #11 is 855142
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.
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.
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.