
雾锁王国 (Enshrouded)




《迷雾生存》提升最大舒适度指南。打造舒适生存与角色发展所需的物品及资源清单。 舒适度与数值说明 当前游戏最大舒适度等级:+105 配备特殊乐器后:+108
梳妆台:+5 北方木床/大型北方木床:+7(工匠) 地毯:+4(猎人) 北方木床头柜/小型北方木床头柜:+6(工匠) 雪地灯笼:+6(工作台) 花岗岩壁炉:+6(工匠) 挂毯:+5(吟游诗人或任务) 精致沙发:+10(工匠) 精致椅子:+10(工匠) 钻石墙徽:+4(吟游诗人) 北方木浴缸:+6(工匠) 北方木淋浴:+6(工匠)北方木马桶:+6(特斯拉) 盐渍水槽:+7(特斯拉) 北方木豪华餐桌:+7(特斯拉) 花岗岩王座:+8(特斯拉) 北方木豪华椅子/北方木椅子:+6(特斯拉)
如果有人的数学算不明白:那我也算不明白。我通过任务获得的挂毯并没有增加舒适度,但当我制作了吟游诗人的挂毯后,获得了+1(满分五分)。我把“箱子”放在离基地较远的地方,在里面放了所有这些物品,结果还是最多只能获得+105。




抢先体验版现已开放购买!感谢提供的实机画面,希望你和他一样喜欢这次更新!你是火焰之子,一个濒临灭绝种族最后的希望火种。苏醒吧,在侵蚀万物的迷雾恐惧中生存下来,夺回你王国失落的美丽。在这个支持最多16名玩家的合作生存动作角色扮演游戏中,探索广阔世界,击败强大首领,建造宏伟殿堂,开辟属于你的道路。 我们迎来了第六次更新!很高兴为大家带来【暮色奴仆】更新,这次更新旨在让迷雾之地变得更具吸引力,同时也更加危险。更新加入了一些新的游戏机制、大量可供探索的新地点,以及一系列游戏性改进和新增内容。我们还更新了世界各地的大量地点和兴趣点,并且和往常一样,进行了一系列其他杂项修复和改进!
《游戏名》Hotfix #31(版本号848844)更新内容 1. 修复了退出游戏时可能发生的崩溃问题。 2. 修复了特定在英特尔第13代和第14代CPU上可能发生的崩溃问题。 3. 修复了重启游戏后幸存者会忘记床位分配的问题。 4. 注意:我们已知部分玩家存在着色器编译时间过长的问题,并且一直在致力于优化。但如果您在补丁#10之后已完成过完整的着色器编译,本次热修复不应再次触发完整的着色器编译。
你好,《迷雾求生》! 游戏一开始,你就会置身于一个黑暗却又迷人的氛围之中,它将带你进入一个全新的世界。 这个世界的每一个角落都充满了待发现的秘密、失落文明的遗迹以及神秘建筑。 在这里,生存与探索完全取决于你,每一步都将有新的冒险在等待着你! 游戏中最有趣的部分之一就是创建自己的角色,并按照自己的喜好进行塑造。 你可以自定义角色的外观和技能,随着游戏的推进还能获得新的能力,这真的会让你更加沉浸在游戏中。 很令人期待,对吧?当然,这里最重要的就是资源!你会在周围发现许多东西,比如石头、铁或稀有矿物。收集这些材料后,你可以通过制作来打造新的武器和盔甲,为应对危险做好准备。 一开始就专注于制作强力物品,能让你更安全地前进。 此外,建立一个安全的基地是一项重要任务。这个基地将是你休息和保护资源的关键。 在战略位置建造基地,既能保护自己免受危险,又能在探索时提供一个舒适的避难所。 记住,防御很重要!在探索方面,地图不会让你失望。随着不断发现新地方,在地图上做标记并规划寻找宝贵资源的路线,会对你非常有帮助。环境因素也在等着你,比如天气有时会改变你采用的策略!说到战斗部分…… 如果你喜欢近战风格,强大的武器和良好的盔甲会对你大有帮助。 但如果你想要更具策略性的方式,也可以通过远程攻击或法术远程消灭敌人。 此外,你还可以利用环境来掌控战斗。利用战场上的自然障碍创造优势是完全可能的! 最后,别忘了和你的游戏伙伴一起玩。组队对抗大型群体并分享资源,会以一种特别的方式让胜利的滋味更加美妙。 希望这份指南能让你在《幻兽帕鲁》中获得出色的体验并为你指引方向。不要仅仅探索游戏,也要专注于享受乐趣! 沉浸在冒险中,当你感到疲惫时,别忘了回来和大家一起喝杯咖啡!祝你游戏愉快,探索顺利!<3 【开始与氛围】 踏入《迷雾求生》的世界,你会被一种黑暗却同样迷人的氛围所环绕。 每个角落都隐藏着神秘的秘密和等待探索的美景;朋友,你准备好去探索了吗?<3 【角色创建与成长】 在创建自己的英雄时,你可以完全根据自己的喜好调整外观和技能。 开始冒险时,创建一个能体现你风格的角色,将是游戏最有趣的部分之一。资源收集与制作: 周围遍布着石头、铁矿、植物和稀有矿物等资源。 收集这些资源来制作武器、盔甲和其他物品,不仅能在冒险中为你提供巨大优势,还能让游戏更加有趣! 基地建设与建造: 建立一个安全的基地,对你而言就像是一个避难所。建造自己的基地时,可以利用自然障碍,并添加简单的防御机制来保护自己。 这样一来,休息和安全储存资源都会变得更加容易。 探索与地图使用: 在广阔的地图上探索隐藏的美景是非常有趣的!仔细研究地图,了解危险区域和宝贵资源,冒险会变得更加高效和有趣。 每一步都伴随着学习新知识的兴奋感! 战斗技巧: 近战中,你可以用强大的武器和坚固的盔甲挑战敌人。 在攻击和防御之间保持平衡移动,让你始终领先一步。 凭借远程战斗和魔法选择,你也有机会远程压制敌人。 控制好距离,并在必要时改变位置以保持优势。 此外,在战斗中利用环境元素和自然障碍,将增强你的策略。在团队模式下与朋友们协同行动,能让你在对抗敌人时变得更加强大。 希望这份指南能在《幻兽帕鲁》的冒险旅程中为你提供指引,让每一刻都更加愉快。祝你游戏愉快,玩得开心!

更新日志 1. 修复了物理模拟布料出现图形故障导致形状闪烁的问题。 2. 修复了AMD显卡在夜间地平线处出现彩色斑点的问题。 3. 补充说明上一版更新日志中遗漏的水障改动:水下的水障现在具有清晰的透明度。

### 《深岩银河》热修复34版本(版本号852257)更新内容 1. 修复了在小水域范围内放置和移除大量水障时发生的崩溃问题。 2. 我们注意到补丁12发布后出现了一些非阻塞性问题(因为我今天早些时候说“今年最后一个补丁”时乌鸦嘴了,这是我的锅),因此请大家报告这些问题,以便我们尽快调查并修复!
The revision of Patch #11 is 855142 ChangelogWater Simulation and Visuals 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. Combat and Gameplay 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. Enemies and Loot 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. Game world and Quests Added a new armor set - the Bloodfeather set - to hidden tombs in Veilwater Basin. The set has stats and perks that support sneaky dagger rangers. Added two new, unique armor pieces that support specific combat styles. Added numerous small tweaks and improvements to locations in Veilwater Basin. Fixed a misbehaving waterfall at the Cromville hot spring location. Reworked enemy placement, enemy patrols, and combat encounter tweaks in multiple locations in Veilwater Basin. Updated several locations and combat encounters, specifically with night-time in mind, by adding more light sources or light-emitting materials. Underwater oxygen replenishing zones now have a bit of glow to help players find them more easily. Reworked some underwater areas where we felt the terrain topology was too boring previously. Updated a Drak location so that the lore-relevant object can be accessed more easily. No spoilers, iykyk. Fixed several ladder placements so that entering and exiting the ladder works better. The Shroud that accompanies the nightly Fell Foes incursions has been reduced in density. Fixed several cases of treasure chests that had no items to offer. Removed an indestructible version of the monstera potted plant and distributed more versions of correct monsteras in the game world. Added a fix to the “Emerald Shores And Sanguine Seas” quest so that it completes correctly correctly if the Hydrak'Dal had been defeated before accepting the quest The introductory fishing quest can now be completed with any fishing rod. In the quest to retrieve the mill all gates must now be closed before the next quest step is unlocked. The side-quest “The Witch's Hut” has been temporarily removed while we are working on the proper quest reward. It will be re-enabled at a later date. Updated several locations all over Embervale where the terrain topology didn’t look natural. The Flame of the Ancient Spire in the Veilwater Basin no longer offers a walkable surface. This is just in case, however - surely Flameborn would never disrespect the Flame and jump around on it… The soul glow effect is now removed from the fisher survivor once he has been rescued. Animals and pets now use a swim idle animation when in deep water. There is still an issue with the position of animals relative to the water surface. This will be addressed in the next patch. Yeah there will be a next patch, you read it here first. Fixed incorrect sound effects for new terrain materials. Fixed a deadly Shroud segment poking into the Pikemead castle behind our old friend the Shroud Wyvern. Fixed map marker icons for Drak camps. Fixed some issues with the door puzzle lights; previously, they were difficult to see underwater. Added sounds to the new bait insects in the game world. Crafting and Items A new furniture set, the “castle” set, has been added to the recipes. Water dispenser items and water drains can now be switched on and off by the player. Please note: the feature is available on dispensers right away after updating to the current version. Drains only have the new feature when newly-placed after the update. On the highest Flame level, the maximum number of allowed water dispensers in bases is now increased to 50. Water dispenser recipes now unlock in the Nomad Highlands crafting tier. Previously they unlocked in the Kindlewastes tier. Fixed that crafting factories would pull resources into the task queue even though they are currently disabled, either because they are underwater or missing the force requirement. Water is now correctly refunded when a task queue is cancelled at a crafting factory. Crafted wells are now empty when placed into the player base. Crafting factories can no longer be picked up while they are working or when they have water in the container, as all of the factory's contents would be lost on pick-up. Please always clean your station before moving it. Reduced the crafting task durations for the mill factory. It shouldn’t take longer than the simpler grinding stone… Daylily seedlings no longer grow into Taro plants. A lot of gardeners were very upset by that one and we apologize to them. The Underwater Grappling Hook recipe is now sorted in the “Essentials” section at the Carpenter. Added several additional unlock triggers to a few recipes. For example, any fish now unlocks the recipe for the Seafood Grill, and both fish bones and teeth unlock Piscine Ivory Dust. The recipe for bonemeal is now unlocked when the grinding stone crafting factory has been found. The Critter Plush item can now be crafted at Emily the farmer. It’s very cute. The lore sword connected to Lord Vorgoth is now a Greatsword. Ginger tea now has added protection against frost. Fixed several minor visual armor clipping issues. Updated a few item icons. Among other tweaks, these icons were updated: The tomato fish soup is now red. Created new icons for Shroud Arrow II and Magic Ice Arrow II Fixed incorrect building material icons. Removed the “Can be colorized” info from several items that can’t be tinted. Improved the sorting of cupboard and shelf recipes. Improved snapping for bamboo fences. Adjusted the handpan instrument volume so it better compares to the other instruments. Fixed the collision for the bamboo parasol. Fixed a coloring issue for the starlight block edges that was introduced in update 0.9.0.0. User interface Two new custom map markers are available, one for fishing spots, one for water in general. Added a new spell crosshair for spells that don’t have an enemy target, such as the Magic Shield. Restored missing interaction button/key descriptions, such as “open / close” at secret doors and similar cases. The UI now better handles the case when players try to cast the fishing rod without aiming and when no bait is equipped. Added minor improvements to the display of the actionbar during fishing. Added missing weapon types and weapon categories, and improved the display of the weapon labels in the weapon details screen. Lore weapons now have a unique label for easier identification. Added cooldowns and better detection for the Shroud enter-and exit UI message. Previously, running along the border of the Shroud could result in rapid UI updates that were very distracting. Added a “poisoned” indicator on enemy health bars. Added UI sounds when using the editable signs. An open custom map marker widget no longer causes the world map to flicker when moving the map. Fixed an issue that reverted the checkbox tick for showing or hiding equipment on the player character. Fixed button alignment issues in some item detail screens. General improvements Fixed a crash that could occur related to water simulation. Fixed a crash that could occur when trying to join a game that is currently being shut down. Fixed several rare random crashes. Fixed rare crashes that could happen when moving items between the backpack, defeated enemies, chests, crafting factories and other locations that can store items. Implemented the first of several planned performance improvements for both peer-to-peer and dedicated servers. The improvement should be most noticeable around larger water areas. Further refined specular reflections to achieve a sharper and clearer image. Improved shadows on grass and foliage. Reduced a noisy outline around the player character when in front of water on low or medium graphical settings. Fixed incorrect water sound positions in the game world when rotating the camera around moving water. Reduced the chatter from the survivors roaming through the base. Oi! Fixed some placeholder translations from the previous patch. Still working on it: New AMD drivers issue We're seeing some players crashing which is apparently caused by an AMD driver issue. We had this in-house as well after an automatic driver update (and not isolated to Enshrouded) and managed to resolve that by cleanly uninstalling all AMD software with the AMD Cleanup Utility (https://www.amd.com/en/resources/support-articles/faqs/GPU-601.html), then installing the AMD chipset driver and then installing AMD Adrenalin. A big number of these issues were fixed thanks to your reports! Please keep reporting any issues you encounter by pressing F1 in-game and selecting "Report an issue".




The revision of Patch #13 is 890625 Hey Flameborn! Hopefully our very last patch for update 7 so we can carry on the work started for Update 8! This patch includes lots of small fixes, and notably, a fix for some DLSS settings turning your game world black for players using newer NVidia drivers, and a fix for NPCs deciding to nap on the ground when they have assigned beds. Changelog Added a new vanity outfit, the Blood Rose armor. Please talk to the huntress while in the late game for more information. Added a new decorative cushion to the crafting recipes. Just in time for to decorate your base for Valentine's Day… Fixed a DLSS-related issue that caused a black game world with certain settings selected. Improved the position of damage numbers when fighting large enemies in melee range. Improved the interaction with destructibles that can be removed with the underwater grappling hook. Previously, swimming too close could disallow the interaction. Fixed an issue where the mining sieve tool could stop working when the character swam close to a ceiling. The recipe for the Ultimate Health Potion + now produces the correct tier of health potion. The spell Shroud Meteor now correctly targets enemies again. Now, the thing that will explode will actually be the enemy you’re aiming at, instead of that poor, innocent bush that got caught in the crossfire. Fixed an issue with the skill Necromancer, which caused kills by other players and even traps to also spawn the Skull Companions. Reworked the fire and ice bolt spells so that they hit targets reliably now. Enemies can now block player attacks again. The projectiles of Depthdwellers now have a short glow to signal the parry opportunity. The connection to the skill Swift Blades in the skill tree is now correct again. Removed a patch of invisible deadly Shroud at the location of a Shroud root in the kindlewastes. Just when you thought you were safe… Fixed water misbehaving below specific stone bridges. Improved the pathfinding of enemies and animals. This improvement should especially help when keeping several animals in a small space in which they previously bumped into each other too much. Fixed an issue with survivors that caused them to sleep on the ground even though free beds are available. It was causing them a lot of back problems. Cats and dogs now choose more frequently to do activities other than sitting down. We were a little bit worried about them. Fixed a rarely occurring issue that could lead enemies to stop moving during a lengthy play session. Fixed several enemies with the wrong level in specific points of interest. Unearthed an enemy camp of the Vukah in the Blackmire region that was swallowed by terrain unintentionally. Too scary to even think about… Added a respawn point to the Elixir Well at the Gold Rock Saddle area. Fixed the water depth in a lake in the Revelwoods region near the Blue Goblet tavern. Reduced the likelihood for fish to swim onto land while roaming. We believe in Darwin’s theory of evolution, we just don’t have the time for it to play out in the game. Fish now use the correct animation when stranded on land. Floppy floppy. Fixed an issue that caused enemies to not play their defeated animation correctly when underwater. Wet dead things will now properly die. Fixed pathfinding issues for animals when encountering thin fences in particular. Fixed an issue with the max plant growth slider in the watering can widget. Previously, the first change was not correctly applied. Hazelnut bush seedlings no longer grant 3 seedlings as loot when picked up. Added a fallback unlock trigger for the colorful lamps in the Veilwater Basin crafting tier. Fixed incorrect occurrence of the "ineffective"-warning messages when using the rake tool. Fixed an issue that caused explosive barrels to explode after being placed for no apparent reason. It was very funny, though. Fixed an issue with resetting the resources at the mill station when switching recipes while it’s running. Fixed an issue with equipment on mannequins. Previously, items could end up in a wrong slot when restarting the game. Fixed several minor graphical issues with armor sets. Fixed incorrect item icons for daggers from the Albaneve Summits tier. Fixed an issue that could cause visual effects and sounds to not trigger correctly. Reduced the volume of some bat sounds. Using water tools no longer grays out the actionbar, making it easier to see the water fill level increasing and decreasing. Fixed a minor movement jankyness when landing with the glider. Improved the quality of reverbed sounds underwater. Fixed a few water splash effects not triggering correctly when moving in water. Now you can properly splish splash while taking a bath. Fixed a visual issue for the watering can, where the tool didn’t point into the correct direction while using it. Added visual polishing to the rendering of the water surface. We tamed Cthulhu to fix an issue that could lead to holes in the water of lakes. Fixed the interaction of rain with deep water. Added another security measurement to prevent lake surfaces from being rendered incorrectly in specific situations. Drains now work more reliably in rooms made out of water barriers. Terrains that by design evaporate water, such as lava, now more reliably remove water. Fixed a crash that could occur when changing graphic settings on an Nvidia graphics card. Fixed an issue that could lead to stray polygons when gliding towards a base that has survivors. Fixed a crash that could occur in connection with the placement of building shapes in multiplayer. Specifically, rapid placement, building with a spotty connection to the server or while players are joining or leaving, could previously lead to this crash. Fixed a rare crash that could randomly occur in very large player bases. Fixed a random crash that could happen around water. Fixed the position of sounds for the weapon gem Cold Composure. Added a new message that will appear for players who had their play session terminated by a GPU crash previously. The popup allows switching on a special tracing mode for GPU crashes, which will help developers gather more useful information about the crash should it recur. Please note: Enabling tracing mode is optional and will only be activated for one session if the GPU crash doesn’t happen again.
The revision of Patch #12 is 873620 Hey Flameborn! Our last patch of the year, promise (really hope we're not jinxing it by saying that). It contains a bunch of quality of live improvements and fixes, as usual. Notably, we're pushing stamina regen back up for early levels, as well as nudging up stamina regen for some foodstuffs. We've fixed the bug where tombstones couldn't be picked up near other interactable objects that the game somehow thought were more interesting like secret passages or teleporters, or… doors. Finally, we're adding a few items for those of you who enjoy decorating your bases for the holidays, including the rest of the Maritime set of furniture, if you want to be real swanky and bathrooms are important to you. Changelog Gameplay Fish can now be released back into water - for example, into a lovely pond in the player base. Please note: As part of this rework, eating raw fish is no longer possible. Please also note that fish inside the player base count towards the global limit for farm animals. This limit will be displayed in an upcoming update, currently it stands at 128 animals. You can have a fish basin… but maybe not an entire aquarium. It is now possible to retrieve your tombstone even when it is located directly next to a Flame Altar, on teleporters, near doors or in other situations where two interaction ranges overlapped previously. We apologize for all these times you couldn’t pick up your stuff when it was just there. We made a bunch of stamina changes: The inherent player base rate for stamina regeneration has been increased back to pre-”Wake of the Water” level. This is the rate without any food or equipment, and it should significantly improve especially the early game experience. According to our maths, mid and late game builds for a given equipment tier comparable to pre-0.7 can now be achieved provided the character has level-appropriate food. The stamina regeneration increase per level of the Rested buff has also been reverted, resulting in a slight increase. Several food and drink items received a stamina regeneration buff: water, cooked fae deer milk, frizzy goat milk, coconuts, coconut milk, grilled fish coconut rice. Cooked fae deer milk and coconut milk also have increased buff duration now. Rooibos tea now has slightly reduced stamina regeneration. Stamina regeneration was added to spiced tea and all types of coffee. The evasive underwater Dash now costs 40 stamina instead of 80. Fixed a few more cases where water didn’t flow as expected. We will yell at the water until it learns to behave. Water dispensers that are placed in a player base under water or inside a lake now work as intended. Water no longer spreads much too far sideways while running down slopes. Using the watering can or portable water pump while jumping now looks more natural. When using any of the water tools, it is no longer possible to scroll through the action bar while filling the tools with water. Fixed an issue where the watering can could still be used to remove water when it was already full. The first-person building camera is now also available underwater. Improved acceleration and deceleration timings for swimming and diving to make it look more natural. Adjusted the distance and timing of the swimming and diving dashes. Using Splash Dash to exit the water onto a beach now correctly switches to the on-land animations. A swimming player no longer starts diving automatically when the water level rises. When the oxygen runs out while diving, the player character now plays a suffocation animation instead of the dive idle animation to warn players that the character is in immediate danger. It is now possible to let go of ladders underwater. The sound of swimming can now alert nearby enemies. Wolves now drown as intended. Fixed another case that could lead to an incorrectly bent player character while diving up and down. Improved several underwater interaction animations and timings. The player can now use the pickaxe when crouched. This can be important if one glides directly into a tiny hole in the terrain and gets stuck. Small enemies are now hit correctly with the delayed uppercut attack of greatswords. Glow soup now has mana regeneration. Shadowbloom Wrap now increases the time in the Shroud by 4 minutes. Water wheels now work more reliably even when no player is nearby. Improved bandage now removes poison as intended. Fixed an issue with antidotes, causing the poison protection to stop working correctly after protecting against poison once. The Veilwater Basin Stinger now drops the venom stinger as loot as intended. Added the special loot visual effects back to skeletons where they were previously missing. The fishing mini-game can now be stopped with the cancel button or key. An additional input hint has been added. The attachment positions of grappling hooks at the hook anchors have been improved. Fixed an issue where the grappling hook could switch targets mid-pull and sometimes even cause glitches like prematurely canceling the hook action. When using the underwater grappling hook on a target in the water while swimming, the character is now correctly pulled downwards. Nightly Scavenger patrols no longer stand around idling. Their job is to walk the pack hound! Added some more enemy variants to Scavenger patrols. Updated the animations of the Drak Wizard to differentiate them more strongly from the ranged Drak. Adjusted the vertical position and collisions of swimming and diving enemies. Positioned animals more closely to the water surface when they swim. The head needs to be above water, obviously. Improved animal behavior so that they are better at avoiding deep water. Improved the jump arcs for enemies so that they work more reliably. Fixed some cases where enemies didn’t attack even though they should. Defeated swimming enemies now also sink. The Scavenger Tyrant enemy now has similar damage resistance as other scavengers and is no longer immune to Shroud damage. Fixed an issue with the attack combo of skeleton melees. The skeletons in the Nomad Highlands Hollow Hall are fine with walking over lava again. Their feet don’t hurt because they have no souls. Updated the visuals for the underwater attacks of crabs and snapjaws. The difficulty setting for food buff duration now works as intended. Opening several chests in very quick succession now works more reliably. Ice-Coated Daggers have the correct model again. The animation for the daggers attack combo has been fixed. The acquisition hint for the Bursting Fell Heart item has been corrected: it can be obtained from Fell foes in the Veilwater Basin. The survivors in the base no longer rudely walk away during a conversation. Finally, some appreciation for everything the Flameborn are doing for these folks! Reduced a slightly too strong blue shine of the ornaments on the Rune Master’s Sword. Fixed an issue that caused the Gem of Meteoric Impact to trigger even if the correct weapon wasn’t equipped. Fixed several weapon gems so that they now work as intended with greatswords. Fixed an issue that caused enemy weapons to drop in treasure chests. They are meant to only drop from defeated enemies. Crafting and building Added several decorative props for winter festivities. Added a new “Maritime” bathroom set that looks very fancy and would nicely suit a palace. Lowered the resource costs for a big number of building blocks across biomes. This includes Obsidian blocks which many of you have mentioned were an absolute pain to craft. Twigs can now be crafted from wood logs at the table saw crafting station. Stack size for all spells has been unified at 500. No reason for them to fill up your inventory, especially early game! The Remove Water button at the Flame Altar now works more reliably when removing all traces of simulated water in the base. Fixed an issue where placing a water barrier so that it overlaps with a wall caused the wall to let water through for some reason. Fixed an issue with drains that could cause water spillage when the player was not near the location. The rake tool can now also be used in water. Increased the size of the “Guard Of The North Sword” to reflect its promotion to greatsword status. Also, the weapon can now be correctly slotted into the greatsword collection prop. Fixed an issue with the crafted version of the “Guard Of The North Sword” that prevented it from causing damage. The “Castle” bench now offers 8 comfort as intended. The small “Castle” sideboard can now be placed on the ground. The “Castle” table can now be finely rotated as intended. Running crafting factories can now be stopped and emptied, so that it’s more convenient to pick the stations up for relocation. The currently used materials are refunded in this case. The maximum distance for dismantling props has been slightly increased. The interaction prompt for small animals, and the cat- and dog feeder now appears more reliably. The recipe for cat bait and food now requires lean meat instead of wolf meat. Fixed the incorrect sorting of the Flame Mosaic pieces. It should now work for both saved collections and when assembling a fresh one. The placement preview is now correctly rotated for the coffee brewery. Paper reed is now a level 1 item. The antiseptic recipe now only contains ingredients from the Nomad Highlands crafting tier. The greater antidote now has an increased duration. Fixed several minor visual glitches for armors. Wolf’s Fang Hood no longer removes beards, which was probably a painful experience. Fixed an issue where the rake tool's radius selection wasn't effectively applied. Fixed an issue with the rake tool that would create ghost-voxels: areas that appeared empty but still had fragments of voxel information. This could lead to incorrect behavior for further building or terraforming in the same area. Fixed several weapon and shield positions when used with a collection prop. The building cursor is highlighted again for other players in multiplayer. Fixed an issue that occurred in save games with a huge number of recipes unlocked and which could lead to recipes not showing up correctly in the crafting menus. Game world Improved some of the water-based puzzles in the ruins of Veilwater Basin. Also, additional oxygen replenishers have been added where needed. Improved the layout and visuals of numerous points of interest in Veilwater Basin. The “Cromville” settlement in particular has been significantly improved. Fixed an issue that prevented hourglass capsules from spawning correctly in Shroud areas of Veilwater Basin. Archaic Essence now correctly drops when mining the corresponding terrain in the Shroud Lair in Veilwater Basin. Fixed a mysterious hole in the water near the Ancient Spire of the Veilwater Basin. Fixed an issue that caused the “Door opened” message to appear too often in temples. Added more enemy patrols in various points of interest. More capybara and wild beasts can now be found roaming around Veilwater Basin. Added more robust quest triggers to the Lunar New Year quest to prevent the quest chain from soft-locking if steps are completed out of order or skipped. Improved the handling of quest progress saving for players to avoid edge case issues in some quests. Fixed issues with color palette quest completion for the Barber. Fixed several sound issues when hitting, destroying, or placing props from the new biome. Fixed an issue that caused debris effects to be missing sometimes when removing destructables via the underwater grappling hook. Adjusted the position of the skybeam at the Ancient Spire in the Veilwater Basin. The camera no longer moves behind the platform when using a moving platform. User interface The player model is now correctly shown in the customization screen of the Barber. Barrels, wells and other props that allow emptying or filling water-related items now show the input hints directly at the prop for more clarity. Reworked the fishing mini-game UI to better show what pull direction with the fishing rod is draining the strength of the fish, as intended, and more importantly, which doesn’t. Fast travel icons on the world map now have priority in case there are several map markers in close vicinity. This was especially troublesome for bases with many water dispensers. Reworked the plants detail widget to better show if a custom maximum growth state has been selected. Fixed missing new recipe unlock notifications at the seafood grill. Updated the rules for the key / button binding concerning the glider. It can now share an input with the sneak toggle. This also fixes a flickering head-dive input hint when gliding over a lake. Fixed several cases of incorrect text display in weapon details. The socketed weapon gems are now visible in all relevant info areas. Previously, this information was missing for equipped bows on the character screen, for example. The skill descriptions for Nemesis and Arch Nemesis have been corrected; previously, they were switched. The positions of the skills Veteran and Titan Edge have been swapped in the skill tree. We thank the players who pointed out that this change would make a lot of sense. Fixed an issue that caused long survivor speech bubble text to overlap the input hint. Fixed cases of lore texts being cut off in the read widget. Scroll bars have been reworked slightly for a cleaner look that also allows better readability against various backgrounds. The custom controls scheme menu can now be correctly used with a controller. Also improved scrolling with controllers in various other menus. Cleared any filter when switching the viewed workshop in the journal menu. Improved the menu animations when using the “compare equipment” feature in the crafting menus. Pressing Enter after entering a password in the join menu now confirms the entry. Fixed an issue that prevented the reset of the server filters in the join menu when using a controller. Unified the display of recipe list sorting and details view between the journal and the various crafting factories. Fixed an incorrect text display in the “You drowned…” screen. Added more information about a potentially missing force in the mill crafting station. Fixed a UI glitch in the millstone menu when switching recipes while no force was connected to the station. General improvements Fixed several random crashes. Fixed a crash that could happen when closing the game or returning to the main menu. Fixed a crash that could occur in connection with snapping of building shapes in player bases. Reduced the occurrences of short freezes while compiling shaders in the main menu that happened specifically on laptop hardware. Improved the visuals when both the Shroud and semi-transparent effects are visible on the screen. Fixed an issue that caused quest completion notifications to pop up upon joining a server or hosted game that had already run for a lengthy time. Updated some warnings in the log file of the game to prevent spam. This should help in cases where the log file could get very large in size. Improved shadows of moving objects on balanced graphics settings or lower. Still working on it The issue with Ice bolt and Fire bolt spells not registering hits on specific enemies will be fixed in next patch, currently slated for January. We've got a fix internally but wanted to do a bit more testing before releasing it. Thank you for your understanding!
《英灵神殿》Hotfix #32(版本号852257)更新内容 1. 修复了可能导致屏幕出现黑色闪烁伪影或全屏黑屏的问题。 2. 修复了在特定情况下可能导致存档损坏,使得火焰祭坛无法正确保存的问题。 重要说明: 如果您遇到基地/火焰祭坛丢失的问题,需要采取以下行动: 请立即备份您的存档数据(将存档文件夹复制到其他位置妥善保存),并回滚到较旧的存档副本。有关操作方法的帮助可在支持文章中找到。如果您不确定如何操作,请通过同一链接点击“提交请求”联系我们的支持团队。不要在损坏的存档上继续游戏,因为备份系统最终会用新的损坏存档覆盖旧的、可恢复的世界版本。














