Scholar of the Arcane Arts - Mr. Horrible Gelatinous Blob
Hey Scholars!
Welcome to the Storm Domain. After 8 months of early access you will finally be able to wield lightning! There are a ton of new enemies to fight and a brand new DemiGod to take down. Good luck out there, this may be the toughest boss yet!
New Spells
Spark Bolt. A Bolt of lightning shoots out and has a 50% chance to SHOCK monsters. Shocked monsters will deal damage to all nearby enemies for 1 damage.
Thunder Ball. Conjure a slow moving ball of lightning which will electrocute nearby monsters. Can be combined with other spells.
Spark Starter. During the duration of Spark Starter you do not take contact damage from monsters. Your movement speed is increased. You tag every monster you touch with an electric orb. Monsters can be tagged multiple times. At the end of Spark Starter the orbs explode dealing damage.
Conductor. Electrocute nearby monsters for a duration. At the end of the duration you will summon lightning bolts onto every monster of the screen, dealing 20% of the total damage you’ve dealt with Conductor.
Wind Cutter. Slice through multiple monsters. Can be combined with other spells.
Jaxal Gate. Double the size of any spell that passes through the gate. If the spell is a projectile it will pierce through multiple monsters before exploding. This does not work on homing projectiles. Needs to be combined with other spells
Lightning Bolts. Strike lightning bolts in an area. Each bolt can be combined with spells.
Lightning Shield. Arc lightning in front of you to protect you from spells. This will rotate with your mouse.
Thunder Wall. Create a wall of dark clouds that will block monster’s spells.
Spell Updates
Every spell can be combined with Aeromancy for new, shocking effects!
Nekra’s Scythe Instant Cast. Level 10 => Level 5
Serens Falling Star. Now falls quicker. The number of spells needed to transform the falling star has been decreased.
Null Hour. Increase of Damage. 50% => 100%
New Equippable Items
Legendary items will now be found in Treasure Chests. These can be a pair boots, a ring, or an amulet. You can equip these items for special effects! There are 33 items currently in the game which will do everything from increasing the health of summoned monsters, creating lava wherever you walk, drastically changing how spells work, and much much more!
These items are strong enough to plan your build around and can completely change your run. Good luck finding them!
Gameplay Update
The Final Boss will appear after 3 DemiGods have been defeated. This will make runs feel more unique and quicker.
A statue has been added to the Villa. This is to honor the scholars who solved the lightning puzzle in the previous patch. Thank you all for your support!
If a monster’s melee attack hits a wall, it will no longer damage you.
The Map Page in your Spellbook has been altered. It now shows the map and the strengths and weaknesses of each school of magic. The Focus/Book you have equipped has been moved to the new Stats Page
Opening your Spellbook has a new tab. The Stats Page will show you the Focus Book you have equipped, what temporary damage boosts are in effect, and what Artifacts you have equipped.
Tootsie now purrs when you pet her.
Once Seren is defeated, all the flames on the ground will be destroyed.
Opening cutscene added when you start a new game and enter the tutorial.
Drifter has its own theme song.
New zone, the Mountain Peaks, has been added. This will house monsters who can wield lightning magic. Good luck!
New boss fight, DemiGod Chaax. Born out of chaos, this lightning boss will test your skills.
Two new puzzles have been added.
Codex has been updated. The Codex will sort all the spells you’ve found to the top of the list, while putting all the ??? spells you haven’t found to the bottom of the list.
Bug Fixes
A secret in the Sky Castle had an almost non-existent chance to spawn. This has been fixed.
After talking to a NPC you’d have to press TAB twice to open the spellbook. This has been fixed.
Monster melee attacks would sometimes hit you, even after they died. This has been fixed.
Numerous tweaks and bug fixes made to the spell codex.
Monsters were only dropping fireballs in chests. Their loot pool has been adjusted so they’ll drop a wide range of spells now.
Drifter option wasn’t showing up sometimes for villagers, this has been fixed.
The Card Babung could not be slowed in Drifter. This has been fixed.
The Card Mudball wouldn’t attack after being combined with Hydro Cards. This has been fixed.
Monster Cards that were frozen or muddy could still shoot down Defensive Spell Cards. This has been fixed.
Seren would sometimes summon the meteor twice in a row. This has been fixed.
There were inconsistencies in the stats of cards within the shop, the deck builder, and the game itself. These have been fixed, but if there are any I missed please let me know!
It's been a few days since the start of our Alpha Playtest. Thank you to everyone who participated so far! Here is a first patch that should address a lot of issues players reported so far. We're still hard at work for additional fixes, thank you for your patience!
NEW
Added ultrawide support (21:9), thank you for all players who reported this feature was needed. Please let us know if you encounter any display issues!
Cards now only need to be hovered to show the tooltip (before, you would need to click on them, meaning that you could not see tooltips in shops as clicking = buying)
Improved readability by adjusting outlines and glows. Please let us know if this change helps!
Lowered fog in Tiny River & Corner maps, at Dawn daytime
BUGFIX
Fixed a bug where the hunter would not enter hit or death animation after suffering a hit
Fixed Outburst card that would not spawn fire in the entire area
Forget everything you learned at the academy - in this war, whoever hits the enemy first wins! Grab your polished rifles (have you named yours yet?) and head straight to the battlefield!
Every soldier contributes to victory, regardless of specialization - be it an engineer building strategic structures, a radio operator calling in air support, or a simple rifleman whose single shot can also change the course of history.
From July 29th (13:00 UTC) to August 4th (13:00 UTC), you can get rewards for completing tasks.
For completing 6 out of the 9 tasks, you will receive an order that you can use to buy a unique pistol of your choice, and for 8 completed tasks, a unique captured PPSh, converted to use 9mm Parabellum, the MP-41(r) submachine gun!
Tasks
Stage 1:
Kill 60 enemies using a submachine gun.
Kill 50 enemies using a machine gun.
Complete 6 battles.
Stage 2:
Kill 60 enemies using a semi-auto rifle.
Kill 15 enemies using a melee weapon.
Complete 6 battles.
Stage 3:
Kill 80 enemies using a bolt-action rifle.
Your rally points were used 30 times (including APCs).
Complete 6 battles.
Terms
The tasks can be completed in the Squads mode.
The list of tasks is updated every two days at 13:00 UTC.
Tasks can be completed simultaneously.
Uncollected rewards will disappear when the tasks change.
From August 4th to August 6th (13:00 UTC), after the end of the event, you will have the opportunity to purchase any missing rewards.
Our third update is already here, and with it, quite a few ways to tailor your Enshrouded experience to suit the way you like to play! This one is focused on adding a couple of key features, with some improvement to existing features and quality of life changes. Of course, it does include the usual fixes and polish.
We’re very excited to hear what you’ll make of the new server and difficulty settings, so as usual, drop us your feedback! In the meantime, our update highlights in video form, if you don’t want to grapple with full patch notes.
Changelog for Update #3 v.0.7.3.0
Version number: 554708
Highlights
Difficulty & Gameplay Settings
We’ve heard your feedback, some players seek a tougher challenge, but others want to focus more on building and adventuring. It’s tough to make the game equally fun for every group of players, as Enshrouded already has a broad audience, which is why we’re introducing adjustable difficulty settings. We prepared several difficulty settings to follow these themes, they affect both single and multiplayer, and also dedicated servers and we’d love to hear your feedback to further refine them.
The “Default” difficulty is still present as the baseline and would be the recommended setting for first-time players.
The “Relaxed” preset reduces the amount of enemies and provides you with more resources and loot. A perfect mode if you are most interested in base-building and light-hearted adventuring.
The “Hard” preset increases the amount of enemies and makes them more aggressive to give you a tougher combat experience.
The “Survival” preset is for those who seek some punishment with additional survival mechanics like hunger and dropping all of your backpack on death, on top of more aggressive enemies.
Finally, a “Custom” setting where each preset can be freely modified. Crank one or all of the 30 game settings all the way up, mix and match and tailor your adventure! Craft your ideal settings and share your thoughts with us and the community.
Equipment like armor pieces and weapons can now be displayed in your base by attaching them to newly available craftable props. Complete Armor sets can now be changed with the press of a button. Also, the armor stands have varied poses, some of which are hard to hold in real life, all of which look cool. Collectibles (like fossils) can now be found in the world, and can be displayed on decorative shelves.
New character customization options
There are new additional customization options for new player characters:
Skin color
Eye color
Eyebrow color
Six additional new character presets
Quality of Life / Balancing
Rework of the crafting menu with bigger preview images and easier navigation. Several points of interest have been reworked or improved. Improvements to blocking and parry. This is still work in progress and further improvements are planned for the next updates. Class balancing continues to be worked on, taking into account the feedback from the community. For the mage gameplay changes were made concerning the comfortable usage of wands and staffs, the survivability, and the effectiveness in the early game.
Changelog
Gameplay
Added difficulty presets and individual gameplay settings to the game world menu and to the config file for dedicated servers. The settings need to be set before starting the server or hosting the game world. Difficulty settings can not be changed while playing: you will need to restart the server to change them.
Updated the XP needed for leveling up. The beginning of the game should feel very similar to before. In later regions, the level-ups now need slightly more XP.
The costs for upgrading weapons have been updated. The goal is to keep the Runes economy from inflating too much, especially in later areas. This however means that it is now more expensive to upgrade and decisions about which weapon to upgrade and when should be made carefully. The upgrading costs can be changed in the difficulty settings.
Weapons now show the level maximum that can be achieved by upgrading the weapon.
Improved the use of consumables via the action bar hotkeys. Before, when using hotkeys immediately after an attack, it could unintentionally trigger another attack, especially with wands.
The grappling hook no longer attaches to anchors that are too far off-screen or anchors the player hasn’t seen yet, so the game stops seemingly yeeting Flameborn in unexpected directions.
Fixed the issue that when dying with a completely filled large backpack, the tombstone inventory wouldn’t be able to hold every item. Tombstones are now sufficiently large, which is a very strange thing to write.
The quality of screen shakes has been improved. As a reminder, screen shakes can be switched off in the accessibility tab of the user settings.
Torches can now be dropped while sneaking because you’re not very discreet if you’re carrying the Olympic Flame.
Reworked the damage zones of daggers so that small enemies like rats can be hit more reliably.
It is now possible to interact with secret doors while climbing a ladder.
Changed input handling for the instrument's song selection, so that it works similarly to the ammunition selection of ranged weapons.
Combat Gameplay and Balancing
In update 3, the work on improving combat and balancing the different combat styles is ongoing. The focus for this update has been:
A rework behind the scenes to improve the block and parry feature. This was necessary as these mechanics were affected by several subtle yet impactful glitches that could render the experience unreliable if not frustrating. While a part of the rework itself cannot be felt on its own, it generally gives the player more control, power, and consistency. The visual indication of the parry windows is still something we are working on as well as further polishing of anticipation animations for the enemies.
Improvements for the Mage gameplay and balancing. Read on for details!
General Combat Gameplay Changes
Fixed timings going wrong or visual glitches when quickly switching between wands and the ranged weapon using the ranged shortcut key.
Improved responsiveness of player input, so parry actions take effect more immediately and transitions into the blocking state are seamless.
Now multiple enemies can be parried at once (provided that the timing is right).
Fixed an issue where enemy attacks could be parried even though the player was stunned.
Fixed an issue where the movement direction was locked when blocking out of a sprint.
Fixed several issues where parry and pushback directions could be inaccurate.
Fixed an issue where parry in a multiplayer session could be unreliable in certain situations.
Removed a glitch that allowed jumping while attacking with the wand.
Fixed a bug where players with the Double Jump skill could force the double jump animation at any point after a jump with a wand attack.
Fixed an issue where trying to block while shooting an arrow would make the character continue drawing the bow instead of switching to blocking.
Improved input handling for comfortably triggering melee attacks out of blocking.
Improved input handling for comfortably remaining in the blocking stance after a successful parry.
Fixed an issue where the camera would move back and forth when firing multiple consecutive arrows.
The Warrior Tank sub-tree has been restructured: Absorb, Snap, and Soul Leech are now connected to the Warden skill.
Epic and Legendary Daggers now have the poison damage perk.
2 new skills in the Beastmaster sub-tree can be unlocked to improve the poison damage perk on daggers.
A new skill “Quick Reflex Block” in the Beastmaster sub-tree can be unlocked to improve blocking with daggers.
Mage Gameplay Updates and Fixes
The physical armor values on mage armor sets have been increased slightly.
Increased the projectile speed for the spells Fireball and Ice Bolt by 50% to allow easier hitting of moving targets.
Increased the damage of the spells that are available in the early game: Ice Bolt, Fireball.
Changed the functionality of the Light Burst spell. It now has a wider range on Shroud enemies for stun effect, damage, and pushback. The strength of the pushback has been increased while the damage has been slightly reduced. With its low mana costs, it can help to put space between crowds of enemies and oneself, especially for smaller swarm enemies.
The Light Burst scroll has been made available as a drop in earlier parts of the game.
Improved the homing and speed of the Healer spell. Projectiles are no longer blocked by walls.
Tweaked the Martyr spell to provide better support, it now heals 50% up from 30%. Additionally, it grants the Final Blessing buff which increases the maximum health by 100 for a lengthy duration.
A new skill was added to the Battlemage sub-tree: Life Essences. It grants extra maximum health based on the intelligence attribute.
The durability of wands has been increased to better compensate for the fast attacks. Remember, if still more durability is needed, the Eternal Spark skill in the Battlemage sub-tree could be helpful.
The time a wand attack takes before it can be transitioned into the blocking, either with shields or wards, has been slightly reduced.
Part of the Battlemage sub-tree in the skilltree has been restructured. It felt like interesting skills could only be reached by unlocking skills that didn’t contribute directly to the Battlemage playstyle.
The skills Bloodletting and Blood Magic have been moved to the Trickster sub-tree.
Fixed an issue that made it look like blocking with the wand didn’t work while in fact, the enemy hit was blocked.
Fixed an issue where input queueing of staff attacks was too aggressive, which could result in unintended consecutive shots.
Fixed an issue where consecutive wand shots couldn't be queued while a wand attack was still occurring.
Using wands and evading in quick succession no longer causes the evade to go in the wrong direction.
Building, Crafting, and Equipment
Three new types of furniture can now be crafted as part of the collectible feature: - Mannequins for displaying armor pieces - Weapon stands for displaying weapons - Decorative shelves for displaying collectibles such as fossils
Fixed several incorrect seams on armor pieces. Also fixed some issues with clipping of hair or skin through armor or clothes.
Added additional messages for actions that are not allowed due to missing server permissions such as re-potting plants and chopping trees within the player base.
Fixed an issue with the Hunter NPC where she could get stuck on a specific dialog line. We heard you loud and clear, Athalan, you’re impressed about that Tanning Station!
Stone fences can now be freely rotated in non-snapping mode just like other fences.
A new building material “Mixed Sandstone Block” is now available in Nomad Highlands crafting tier. The recipe can be found in the Scavenger Outpost.
Fixed collision and snapping issues with the prison fences and doors set.
Fixed an issue that prevented placing items on stone shelves.
The tear-down of single blocks has the correct sound effect now.
Fixed several issues with cloth sim and capes clipping through the player character.
Game world
A new type of quest guides players to search for collectibles in the world. Once found, the collectibles can be showcased on specifically designed shelves.
Added more food sources to the start of the game and in the Hollow Halls to support the hungry and starving gameplay in survival difficulty.
Increased the chance for better loot in the Hollow Halls by exchanging many regular or silver chests with golden chests.
Reduced the number of obstacles in the glider passages in the Kindlewastes Hollow Halls. There were too many head injuries reported…
Reworked the jump pad section of the Ancient Spire in the Blackmire region to make it less frustrating.
Fixed several instances where enemies would spawn within the terrain or props. This was particularly harmful in some of the situations in the Hollow Halls when it occurred.
Fixed an issue with wolves which lost interest in combat in the middle of the fight. They now try to finish eating their food.
Fixed an issue with the quest in Mistbury Catacombs that could lead to resetting of that quest's progress.
Added a reminder quest at the Flame altar when players have not yet placed the blacksmith NPC.
A new set of armor has been hidden in the depths of the Kindlewastes Hollow Halls.
There are 3 additional music tracks for environments in the Kindlewastes.
There is 1 additional music track for Ancient Spire exploration.
Added more variety between day and night sound ambiance.
The player character now shrugs their shoulders when trying to open a door locked by a dungeon puzzle. They’re as confused as you.
Many footsteps sounds have been tweaked and improved.
Fixed many incorrect hit- and interaction sounds with items and props in the game world.
Fixed an issue that sometimes prevented players from being able to dismantle large trees within their base.
Many locations in the game world have been improved, fixed, or tweaked.
Some areas have been updated significantly:
The first encampment, when entering the Shroud, was visually improved.
Trade outpost "Blazing Rock" has been reworked.
In the Shroud areas below Nomad Highlands, enemy density has been increased.
Both the surface area and the cave below the Kindlewaste Elixir Well have been overhauled.
The jump pad canyon in the Blackmire region has been reworked.
Added 2 new caves to the Blackmire region
Added 3 new temples to the Blackmire region.
Added 2 additional enemy tree camps in the Blackmire region.
Added 5 new temples to the Kindlewastes.
Many no-build areas have been reduced in size to minimize the impact on player base locations.
Reworked the edges of the world to look more natural. Additionally, several vistas have been updated to look more interesting, for all your tourism needs…
The mountains in Embervale are less snowy now. This is in preparation for new things to come…
Technical Improvements
Improved stability and performance on lower hardware specs and on the Steam Deck.
Updated the default settings for the Steam Deck. Please use the “Reset to Default” button to use the updated settings.
FSR3 is now supported and replaces FSR2. You can stop asking now.
Improved global illumination to reduce visible seams between brighter and darker areas, especially in dungeons and caves.
Fixed point light shadow leaking on thin voxel walls.
Fixed several rare situations that could lead to crashes.
Fixed occurrences of short freezes on faster graphics cards.
Improved the visuals in reflective materials.
User Interface and Localization
Added new customization options in the character creation menu for skin color, eye color, and eyebrow color.
Added 6 new character presets with new faces to the character customization menu.
The crafting menu now has larger preview images of the craftable items. Additionally, the sorting into recipe categories has been updated and improved.
Added a new section to the ESC menu to list the difficulty settings of the game world.
Fixed several typos and incorrect translations. A big thanks to our great community for sending in all these suggestions and reports.
A bug has been fixed that showed the incorrect player levels for a short while for players who are joining a server.
The UI now correctly indicates that players who have the kick permission can in turn not be kicked from the server.
Fixed additional cases where a large area marker on the world map prevents clicking on other markers within that area. That was annoying.
Fixed an issue with filling up stacks of items in chests when bulk-transferring items with no free slots in the chest.
Fixed the button prompts for PS4 and PS5 controllers using the default Steam input setting.
Prepared the game client to support Twitch drops.
If you read this far, you are a true fan! Thanks for following along our Early Access journey! We hope you enjoy Enshrouded's third update. Let us know what you think below!
ːcozyrealmroyaleː Chicken Journey is now available in 2 new languages: Simplified Chinese and Portuguese - Portuguese!
We’re also super excited to share that Chicken Journey joins PixElated Festival that starts today 6 pm BST / 10 am PT / 1 pm ET!
This festival is featuring some of the best pixel art games on Steam. From retro-style classics to contemporary indie gems all in one place. There will be demos, discounts, developer chats and live streams! There’s also an art contest!
We've got some exciting news for you today! Next week, on the 5th August we'll be launching a new DLC for Highrise City. The new DLC will be quite massive in terms of content and will contain also a free update for the main game itself.
The new Vacation Season DLC offers tons of new content, starting with a whole new economy branch to satisfy a new group of citizens: Demanding tourists who will visit your city to spend their hard earned money on products exclusively designed for them.
Build tourist spots and attractions, open up hotels and set up complex tourist lines with public transport to entertain your visitors. With seven new resources and 17 new buildings and all new mechanics this expansion indeed deserves the name DLC.
With the release of the DLC, the Highrise City base game will receive a major free content update, introducing new resources and buildings as well. Players will be able to build massive exhibition halls to satisfy the needs of companies and they will also be able to create mowing tools as certain developments, such as parks, will need this new service.
Add system that determines if opponent will accept single combat instead of battle
Improve styling of leaving battlefield message
Fix archers standing in place after getting killed
Fix ladder widgets visibility when starting single combat
Fix issues related to quick battle army selection
Fix player spawning as faction leader on switch to new officer after dying
Fix quick battle commander not setting correctly for enemy team
Fix spawn side of army commanders before battle
Fix player leaving battlefield message flickering when playing as newly spawned officer
Fix game stalling in some cases after player dies
Fix units spawning on top of well during siege battles
Fix odd behavior after wandering too far from formations
Fix player spawning new officer when wandering too far from battlefield
If you experience any issues or bugs, you can report them using the ingame feedback form, steam discussion or on the recently reopened official discord server.