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!
During the week while the public demo version is available we have made a lot of changes and fixes, thanks to the feedback and bug reports you sent!
Changed boss battles, now there is a clear limit in battles with them.
Fixed softlock in the global map, which was breaking the passage
Fixed softlock related to boss battles
Fixed a bug with the imposition of effects on units in motion
Fixed a bug with vampire and health removal at maximum xp
Changed battle balance
Added difficulty settings
Added new tiles
Changed mermaid prices
Fixed enemy sets in battles
Added default spider biome in the first playthrough
Fixed localization issues
Also fixed a lot of small bugs and made a lot of changes! All of this is done thanks to your feedback! We continue to plan to improve and fix the public demo version in the future!
Clicking on shop/sacrifice/study is allowed again in case you accidentally leave (thanks Carni)
Fixed issues with music (clicking noise, random background noise)
Fixed issue where tooltop was left on screen after fight ended (thanks Auri)
Improved end screen for decks of sizes between 36 and 45 (thanks VoidSeeker)
Fixed issue when picking up lacrima in inventory and then exiting inventory with ESC
Fixed issue where you could quickly play spells multiple times, causing cards to disappear from deck like a ghost card, only appearing face down randomly
Lysfanga: The Time Shift Warrior - Lysfanga: The Time Shift Warrior
Join us for a new livestream of Lysfanga: The Time Shift Warrior!
Missed Tuesday's livestream? No problem, we're back at it for round 2! Join us Friday, February 9 from 9:30 a.m. PT (6:30 p.m. CET) for a new livestream event with more people from the dev team! Come watch the team play to discover more about the game before it fully releases next week!
AVAILABLE FEBRUARY 13, 2024
Lysfanga: The Time Shift Warrior releases on Steam on February 13, 2024, and you can try our free demo until the end of the Steam Next Fest on Monday, February 12. Check out the gameplay overview below to see everthing the full game has to offer:
One of the devs of Glowpop will play the game in all the modes from Easy to Terror.
"We'll go through all the maps in the demo and while playing I will share some insight on to how and why some desicions during the development were made. Cannot promise I can manage Hard or Terror, but I will absolutely do my best!" -Tipi
In the meanwhile join the Punnu Games discord to give us feedback or just show your support to the team! Join Punnu Discord
In this update for Starground, I address all sorts of issues, and add a bit more content too. I really appreciate the suggestions and bug reports on Discord, it's making my job a lot easier! Read everything below to see what I did.
Additions
Added a delete save button to the save/load menu
Added a search box to the load menu
Added a button in the save/load menu to open file explorer where game saves are stored
Added 2 new special dungeon rooms
Added the ability to use numbers to quick select your active tool
Changes
Made it so weapons have to go through their cooldown when first selected
Moved the crafter to before the collector in the building menu (makes more sense for progression)
Made it so that the long range mover requires 2 copper wire
Made it so that the splitter costs 2 more copper wire (total of 4)
Disabled saving and loading when connected to a server as a client
Made it so that the lifespan reset after hitting a resource is longer
Made it so that typing in the save/load search box autoselects a pre-existing save
Made it so that the save button changes to "overwrite" when saving a file that already exists
Optimized save/load menu to warn for improper file names, trailing whitespaces, and more
Made it so that the chatbox fades out on inactivity
Made it so the size of the selected hotbar slot is bigger
Made it so the tool slot actually displays your weapon
Fixes
Fixed an issue where loading a save in multiplayer crashed clients
Fixed issues related to the tool bench updating on clients and server
Fixed an issue where weapons would vibrate
Fixed inconsistent button spacing in the production tab
Fixed splitters not dropping items
Fixed a crash caused by accessing an inventory of an object that doesn't exist
Fixed an issue where enemy attacks didn't work on clients
Fixed an issue where enemies pointed the wrong direction on clients
Fixed an issue where attack sounds were not synced on client
Fixed an issue where furnace fuel and progress didn't always match up
Fixed an issue where last time played was not corrected for time zone
Fixed an issue where the crafter does save the recipe on save
Fixed an issue where movers would grab items from conveyors too early
Fixed an issue where items would be in the wrong position on a conveyor during a lag spike
Fixed an issue where movers grab items out of a crafter on load
Known issues
Sometimes movers don't filter items properly. I'm actively looking into the issue and hope to fix it soon!
• Party Stash chest added to the inn in Port Galeb, where you can safely store items. There will be a similar chest available at towns added in the future, with the same shared storage. • Shops and Party Stash windows have been placed in a more practical way. • Encumbrance partially implemented. Carrying too much weight can reduce your adventurers' Dexterity. Party inventory encumbrance still not implemented. • The level of Armor Training required by armor pieces is renamed from "Penalty" to "Bulk".
Balance
• Armor mitigation has been revised and is now more relevant and less "random" when high armor characters receive hard blows or critical hits. More details have been published in the forums. • Penalty to Dodge is now reduced by high Armor Training: If a character's Armor Training goes above an armor's Bulk stat, the dodge penalty will be lowered by 5% per extra point up to a maximum of 20%. This means, for instance, that light armor (normally -20% to Dodge) can eventually be worn with no dodge penalties when the character has 4 points of Training above the armor's Bulk. • Static burst WP cost increased from 3 to 4. • Adjusted the accuracy bonus of some weapons. • Mechaedron base damage reduced, and increased cold damage by the same amount.
Content changes & additions
• New NPC/companion added near Icanos house in Port Galeb (but might not be there in your first visits to town). • New choice given to end Tools of the Trade quest if you found the tools and prefer not to denounce Palderan. • Longbows added to merchants and as uncommon drop from bandits. • The camp location in Nessera no longer has camping props visible shile not camping. • Characters no longer start the game naked. • Improved the overall drops of bandits, and added a separate loot table for bandits beyond the outpost.
Bugfixes
• Spells with a 2x2 tiles effect were in some instances displaced and not being cast exactly where the UI-target indicated. Fixed. • Solved an issue that would not allow talking to your companions, saying you need more room even when in open spaces. • Settings from the Gameplay tab were not properly being saved. Solved. • Systems in Turkish language were encountering a multitude of issues caused by incorrect file decoding. Fixed. • The "Goodfellows" had the wrong type of NPC sounds, fixed.
Other
• New setting added in Video>Quality section to enable video hardware acceleration (only recommended in low-spec systems if you have trouble to see the intro video). • New setting added in Video>Display section to limit framerate, good to lower the GPU workload.