Comixbooks
Fully [H]
- Joined
- Jun 7, 2008
- Messages
- 22,073
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
yeah this game runs like absolute dogshit. i can't maintain 60 fps on my 3080 ti at 1440, with DLSS and several settings dropped... easily the worst performing game i've come across in a long time. bummer because it does seem pretty cool outside of the tech issues.Yikes I'm getting drops below 60fps with 1080p render resolution.
I toggled all the graphics options between min and max values and didn't really see much improvement. The game also has constant stuttering.
I'm still running the old Starfield driver, maybe I just need to update.
PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NVAPI=1 %command%
Been playing this nightly with a few friends on our dedicated server. I've got about 22 hours into it, the other guys easily have 60+ hours and still have much to do. They hit max level (25) last night, but still more bosses to kill / recipes to gather and bases to build. It's been fun so far.
//edit no performance issues for me, running 100-120 max at 1440p.. but I do have a 4090.
Excellent! Very smooth and no issues so far, co-op building works very well and you can see what each other are doing as well. Granted since I don't play as much I'm stuck with the progress they make and don't necessarily get everything, but it's not messed up my play, and they hook me up with sweet gear the next day after hours more of playing.How is the co-op experience?
Excellent! Very smooth and no issues so far, co-op building works very well and you can see what each other are doing as well. Granted since I don't play as much I'm stuck with the progress they make and don't necessarily get everything, but it's not messed up my play, and they hook me up with sweet gear the next day after hours more of playing.
I run the dedicated server from my server at my house... it's amazing how quick it is to start / stop compared to other games like Ark, Conan, etc. I can stop / update / restart it in under a minute.
Think the most we have had on at once is 5 people.. those devs are working some sort of magic, because it never went over 2GB of RAM usage... CPU takes a hit, but I have an older 10 core Xeon, but it was running 30-38% utilization.
Changelog for Patch #1 - v0.7.0.1
Comes with a bit more reading this time.
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.
Stability and performance
• 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.
Multiplayer and Servers
• 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.
Rendering
• Improved instances where a too low resolution of texture was used on objects in the world.
Game world
•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.
Gameplay
• 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.
Building and Terraforming
• 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.
UI
• 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.
Changelog for Patch #2- V 0.7.0.2
The good news keep coming!
Version number: 496467
Greetings Flameborn!
Here is our second big patch for Enshrouded. Once again, 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.
We are working on a fix for the "60Hz display rate", but due to the extensive testing needed, we will be aiming to release it as an opt-in branch in a few weeks. This way, players who feel this is an important part of their experience can help us test it out, without any potential issues affecting the community at large. More info on that later!
And now for the good stuff...
Changelog
Stability and performance
• Fixed several rare crashes.
• Added more security to the saving process to avoid issues with saving, and better protection of the save game in case there is a failure.
• Reduced the CPU load for idle servers.
• Improved performance in large player bases and large crop fields.
Multiplayer and Servers
• Fixed an issue that could prevent joining a server when the previous session was cancelled or crashed.
Game world
• Redistributed roaming enemies in several areas for improved balancing.
• Fixed more cases of enemies with incorrect levels for the region that they are found in.
• Fixed an issue where a Flame Altar near a Shroud Root could lead to the fog in the whole world disappearing. (this isn't how you're meant to save Embervale)
• The game now prevents save points being activated when they are in deadly shroud.
• Fixed an issue that could lead to wax and honey spawning in the player base without having to harvest a hive first.
• Polished several points of interest.
• Tweaked the sounds from Vultures. (we heard you
and them!
loud and clear)
• Fixed several issues with incorrect ambient sounds.
• Fixed an issue with music in dungeons being muted after combat.
• Fixed the timings of the traps in Spires in multiplayer sessions.
Gameplay
• Fixed cases where the saving of crops when quitting and restarting the game world did not work properly.
• Increased the stamina cost for the jump attack.
• Fixed an issue where players climbing on walls and ladders could interfere with each other. (even though it was funny)
• The water aura no longer heals when the player is dead.
• Reduced the amount of twigs needed to craft arrows.
• Increased the yield of twigs from grown bushes.
• Increased the yield of feathers from their sources.
• Lowered the amount of Flax needed to craft high end armor sets. (it was maybe a bit
too much
padding)
• Lowered the amount of the resources needed to craft decorative books. (not all books are the Wheel of Time)
• Castle Wall blocks now have the same maximum stack size of 5000 like other building blocks.
• Fixed cases where open doors would block arrows or other projectiles.
• Fixed some rare cases where looted weapons had an incorrect item level.
Building and Terraforming
• Construction hammer no longer allows cutting holes into unbreakable materials like the foundational bedrock material at the bottom of the world. (but it was funny though)
You can upgrade your storage boxes eventually to where you can craft/pull directly from them.I'm only like an hour into playing the game, but is there a way to do like in Palworld where your build materials can auto-pull from your stash?
Was kinda hoping I didn't have to keep all materials on my body.