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PixelMonsters Enshrouded

Changelog for Hotfix 1.0.0.1

Changelog for Hotfix 1.0.0.1Version number is: 1267041ChangelogFixed several issues that could cause random crashes.Fixed a dynamic lighting issue that caused indoor brightness problems. The “Fire Wisp” scroll now has a fixed level 27. Previously, the damage scaled with the player level, which made the scroll ridiculously strong in the end-game. Updated the artbook and world map available in the Deluxe Upgrade Pack.Fixed crashes caused by specific peripherals attached to the PC.Note:We are observing an issue with sound, specifically reverb in large halls or rooms and with the dynamically lowered gameplay sounds while lore voice-over is playing. The issue only appears when the master volume slider is lower than 100%. Until we have a fix, it is recommended to keep the master volume slider at 100% and regulate the volume in the Windows sound settings instead, if needed.IMPORTANT:We've noticed an issue that cropped up with this hotfix. If you're trying to edit your world right now and the edit button doesn't work, try subscribing to something (anything) in adventure sharing, and then try editing your world again. That appears to be a temporary workaround while we fix it. Sorry for the inconvinience!


Auto-posted from the developer's official Steam announcement.

PixelMonsters Enshrouded

Enshrouded 1.0 is LIVE! Check out our Highlights video!

Greetings Flameborn! So obviously we released the changelog yesterday, but we've also made the traditional Highlights video for those of you who only believe it when you see it!Please take a look: Enshrouded is live! The entire team is refreshing all social platforms and checking our Discord and reading comments everywhere with a bated breath... This is a huge milestone for Enshrouded and for us, so let us know what you think and if you haven't, leave the game a review! It helps potential new players know whether Enshrouded is for them!Have fun in Embervale, Flameborn, and we'll see you very soon!The team at Keen Games.


Auto-posted from the developer's official Steam announcement.

PixelMonsters Enshrouded

Release trailer, changelog... everything you need to wait for tomorrow!

Greetings, Flameborn! We'll keep this brief: Enshrouded releases tomorrow! We'll help you wait for the last day or so with an early release of our release trailer, as well as our complete changelog! Check out our sweet trailer: And here are the changelog's highlights. Highlights Finally, a full map to explore!The full release 1.0 of Enshrouded finally lets players explore all the hidden valleys and majestic mountains of Embervale. Up in the north, beyond the now open gates past the Veilwater Basin a completely new area can be explored, the Cinder’s Cradle. Cinder's Cradle has two sides. Below, lava flows through a barren wasteland littered with the ruins of a mysterious past, some areas lost to the Shroud, others lost to time and decay. But the player's journey doesn’t end here - above the lava and ruins, the Ancients have lifted the earth to create a realm of floating islands filled with unusual fauna, intricate architecture, and unrelenting guardians. Both worlds are connected through tendrils of the Shroud, reaching ever higher to snuff out a sacred light in the Ancient midsts. Whilst exploring Cinder’s Cradle, a brand new threat is standing in the player’s path. Bring your best gear, upgrade it, cook the most efficient food before testing your mettle against these new formidable guardians of the last secrets of Embervale.However, the new biome is only a part of the now complete new map. Two new Hollow Halls have opened their gates, one in the Albaneve Summits and one in Veilwater Basin - bring your snorkel. Many new areas have been added to Springlands, Blackmire and Kindlewastes specifically. These new areas expand the previous playable areas towards the edges of the world. While not as densely filled with points of interest as the central areas, they still offer many surprises and rewards for explorers - including new Shroud roots for those who need the extra skillpoints. As part of the main quest through the new areas, players will visit structures in the previous biomes, some of which had players wonder and desperately look for a hidden entrance for years. The time to investigate what was hidden behind these doors is now!Bring hope to a broken worldPlayers finally discover the mysteries behind the Ancients and the deadly Shroud corruption - and, if all goes well, put an end to the plans that threaten all of Embervale. But it will not be easy; high up in the sky, evil is hiding its strongest champion yet. With update 1.0.0.0, the story of Embervale is concluded - for now. Even after dealing with the most imminent threat, the Shroud still lingers and the Fell still aim to conquer more territories. But the survivors in Embervale will now have a new sense of hope for this world - and a new inspiration to thrive, flourish and rebuild the realm. New levels of powerTogether with the new region, a new tier of progression is unlocked. The new maximum level for the player is 50; gear can now be upgraded to a maximum level of 55.Before entering the Cinder’s Cradle, the next Flame Level is waiting to be unlocked - which in turn will raise the maximum of Flame Altars to 15. Rumors have it that besting the biggest threat to the peace of Embervale will unlock yet another level of the Flame - with even greater might to push back the Shroud - enabling Flame Altars to shine in areas formerly unreachable. A new survivor, specializing in Ancient knowledge and recipes, joins the base. As with previous biomes, a new tier of crafting progression can be explored and over time unlocked with new equipment, tools, food and other consumables, arrows, spells, giving players the level of power needed on the new battlefield. The comforts back at home are certainly not forgotten; new furniture, props, building blocks and plants are unlocked as well.Hey, listen!All lore notes, letters, books and other texts found in the world are now fully voiced in English, German and Mandarin Chinese. Players can continue exploring while listening to lore notes (like an audiobook) - playback of multiple notes can be queued in a playlist. But it’s not just the books that talk now; all main crafting survivors and major quest-giver survivors are also now voiced in English, German and Mandarin Chinese! Perhaps now they’ll have a bit more to say than just oi… Advanced Adventure Sharing - The SparkworksPlayers can now create their own gameplay in their worlds using the new logic system called “Sparkworks”. The possibilities range from simple interactions like light switches over dungeons with traps, puzzles, and even enemy encounters, to… well, we think the sky’s the limit. Why not try building a challenging parkour level, or battle arenas, escape rooms - or whatever else comes to YOUR mind!The world was pretty before; now it shines!A new rendering technology, the “brick renderer,” is now used to truly bring the vast open world to life. It significantly improves vistas by displaying a much higher level of detail for terrain and voxel buildings at a distance. Now, instead of turning into a pile of abstract blocks, that intricate castle you made will still look great from afar!Each biome now feels more different and unique. The various areas have specific lighting, air moisture and sky atmosphere settings, strengthening the idea of exploring a living, breathing world. Numerous small changes, and some really big ones, have been added under the hood to achieve the impossible. The game runs at a good level of performance with less needed memory, while at the same time looking better than ever before. One example is the improved point light shadows - while predominantly a performance increase, this change allows the engine to render more point lights than previously, which will be especially noticeable in large player bases.We have also improved dynamic global illumination, which leads to, among other things, more vibrant colors in the Shroud and better lighting beneath large trees, in dense forests, and inside buildings. Also, HDR is now supported, if you have a monitor or TV that knows what to do with that. More spells, better spells, better combat, better playersLet's start at the beginning: the completely new faction in Cinder’s Cradle brings 14 new enemy types, which with the enemy variants we’re adding to other factions, adds a total of 37 new faces roaring for a fight.Investments also went into making all enemies just a bit smarter, better at finding their way through our complex environments, and just feeling more convincing as adversaries.As for the players, while the changelog is full of many, many small and big improvements for all playstyles, the biggest combat focus of this update was the mage classes. We added 9 completely new types of spells to give mages more tools on the battlefield to handle challenging enemy encounters. This includes new crowd control spells, more area-of-effect damage, summons, and utility spells. Also, many additional tiers of existing spells have been created to broaden the options for mages at all stages of the progression.All spells now have eternal spell variations for the late game - eliminating the need to worry about running out of charges. Never again will you realize you're out of charges at the worst possible moment. Probably. Eternal spells, and arrows, can now be upgraded just like weapons or other equipment.Players can now actively summon skeletons to fight alongside them. They work for free, never complain, and only occasionally get in the way. This, combined with new “Necromancy” weapon gems and support skills, allows players to create an impressive amount of undead minions.Wand gameplay has been expanded with a heavy attack that is immediately available, as well as unlockable evasive and aerial attacks as active skills. Also, wand gameplay has been improved with many small but significant fixes for selecting targets and general handling, including free aim.Numerous fixes, improvements and additional settings have been added for aiming with ranged weapons, allowing players to fine-tune the aim assist, enemy targeting, and much more.Several new skills and improvements have been added to the skill tree. Thanks to community feedback and our own experience playing the game, the balancing of the skills and equipment continued, broadening the range of meaningful choices throughout every step of the progression.Looking at the combat and movement of the player characters themselves, it was time to add the next layer of quality. We added many small animations to the player character to make turns, starts and stops in and out of running and sprinting more grounded and fluid, while keeping the reactivity and snappiness on the same level as in previous versions. At the same time, the camera has been improved with many, sometimes subtle tweaks and changes so that in the best case, you now completely forget that it even exists.Traversal on steep slopes has been reworked to make the behavior more consistent and deliberate. At the same time, issues with involuntary sliding have been fixed. A fresh start - Early Game ImprovementsWe hope that with version 1.0.0.0, many new Flameborn climb out of that Cinder Vessel for the first time, ready to start exploring Embervale with fresh eyes. It was therefore a perfect opportunity for us to once more look at those first hours of the gameplay and work on the pacing, guidance and fun of getting to know the game’s features and challenges.We added more chests to the early game regions in Springlands and Revelwood to better reward exploration and also give players more opportunities to try out different gear and level up their weapons with more available runes and loot.Many roads and enemy camps have been touched up to reduce the chances of getting utterly lost in the open world and instead make players feel more in control of their journey.The recipes in the crafting progression have been reworked, especially in the early game. The goal was to reduce the grind and get players to the good stuff faster. Player suggestions we included because hey that sounded like a good ideaShader compilation times after updates or GPU driver installations have been significantly reduced. Okay that one’s a trick we were always gonna improve it.A new skill allows building in a free-flying mode. This makes it so much easier to build in hard-to-reach areas.The boss in the Albaneve Summits has been reworked with a substantial nerf to its health, and with added opportunities to deal damage with melee weapons. Your twig collections will thank us. Also, the arena has been changed to make it easier for players to stay on solid ground or get back to it after jumping or being pushed over the ledge.Scattered loot can now continuously be picked up in a larger radius. Either on demand by holding a button or automatically by sheer magnificence of being the Flameborn (by setting it so in the gameplay setting). Excluded from this is loot in containers, from enemies or special quest items.Players can now choose between the classic and the new, more realistic character proportions, either when creating a new character or by changing an existing one at the Barber. Perfect for those of you who weren’t so keen on hobbit roleplay.Storage chests can now be upgraded. This can be done in place without having to empty them and pick them up first. Huge win for feng shui enthusiasts.Updraft charge duration is now configurable in world settings, so if you preferred instant updraft, you can have your cake and eat it, too. Custom map markers and chests can now be freely named. We know that some of you are VERY excited about this one.Fishing progression has been improved significantly; players can now hunt for specific fish by selecting the designated bait for each tier. Also, chances for higher quality fish have been improved.And so, so much more.. ChangelogA public safety announcementWhen playing for the first time in version 1.0.0.0 with an existing save game, the skill tree will be reset. Please make sure to spend the skill points again!World and QuestsThe full game world is now accessible. Yes, all of it. Go touch all the new grass. This includes the new biome, Cinder’s Cradle, filling out the northern regions of the previously inaccessible areas of the map, but also new areas bordering the previous biomes and previously locked dungeons and areas. The area sits between Blackmire and Veilwater Basin in terms of size, and brings 12 new Shroud Roots.All biomes but especially the Springlands, Blackmire and the Kindlewastes now have additional playable areas close to the edge of the world with new quests, new points of interest and 6 additional Shroud Roots. The overall density of points of interest is lower compared to areas on the critical path.The gates to the Hollow Halls have now opened in the Albaneve Summits and Veilwater Basin. As always, beware - the Hollow Halls are best visited with dependable friends. Most areas that were previously marked as no-build zones have been made fully accessible for player-built bases. This should allow for some interestingly placed player-built outposts. Quests are now sorted into main quests for important progression steps or story elements and side quests for more optional exploration and loot.Improvements to the Albaneve Summit’s boss’s (that’s a lot of apostrophes!) lair include a wider walkable area, making it less likely to accidentally fall off the edges or get pushed over. Additionally, grapple hook anchors make it easier now to return to the walkable areas after getting pushed over the edge or gliding around the arena.The Shroud covering parts of the boss’s lair has been lowered below the walkable area. There is already enough going on; the visual noise of the Shroud certainly did not help with keeping an eye on things. Added numerous improvements to the shrouded areas all over Embervale. Especially in the Nomad Highlands it is now easier to find the way through the shrouded regions and potentially more importantly, out of the Shroud again. Additionally, 3 new save points have been placed in the Nomad Highlands Shroud.Locked chests and doors on higher tiers now need a new set of lockpicks. Archaic lockpicks are starting in the new biome Cinder’s Cradle. Locks keep getting fancier, so your lockpicks had to as well. Wooden chests now have a chance to contain a weapon or armor piece on the level of a silver chest. At the same time, the common tier loot has been removed from silver chest loot lists. Increased the chance for legendary items by +5% for all chests.Added more loot chests to the Springlands and Revelwood. The goal is to reward exploration with open eyes and give players more equipment, specifically during the early game, to be able to better experiment with different weapons and try out upgrades for different pieces of gear. Added gold coins to loot chests all over Embervale; it is now a resource requested by Survivors as exchange for several items, usually of the vanity kind. Even after the end of the world, the free market finds a way…Linked to the change mentioned above, the gold coin material is now part of the Springlands material item set as it gets unlocked much earlier now.The hourglass capsules are now appearing in many more places than before and, when used, add about 70% more time in the Shroud, giving players more strategic choices to plan their path moving out of the Shroud, or even deeper yet. Hourglass capsules now also drop from large Fell foes to give players some time back in the Shroud after a lengthy battle. Reworked the biome transitions to look more natural in some areas. The most noticeable change can be found between Nomad Highlands and Kindlewastes.Added small changes to points of interest and enemy camps all over Embervale to fix issues, make them prettier or to improve the gameplay. Reworked the environments in Springlands, Revelwood, Blackmire and Nomad Highlands in regard to the topology, the look of the terrain and many props, the plants and the density of the forests. They were nice before, but even the prettiest biomes still deserve a glow-up. The tools for creating the world, and our vision for what makes Embervale exciting and interesting for combat and exploration, improved throughout the time in early access, so it was time to revisit the earliest areas and bring their quality closer to that of our more recent additions. Some terrains or materials received a significant upgrade, such as the hardwood in the Revelwood tier. Reworked some of the plants in Veilwater Basin to look a little bit more realistic. Also improved the textures of materials and environment objects in the Shroud.Reworked numerous trees and bushes so that the harvesting method better fits their size. Revisited some of the very old props from the early days of Enshrouded production and added detail and polishing where needed.Reworked the enemy camps and encounters in the early game as necessary to make the early game progression feel smoother and more evenly paced.Fixed several issues with roads, such as weird bumps or slopes or unpolished textures. Also, especially in the early game, reworked the roads to provide better orientation to players who just started their journey and where stumbling into the wrong enemy camp could easily end very badly.Tweaked the first level-ups. Previously, walking into Longkeep often triggered a first level-up, which felt unsatisfying. The first level-up is now designed to happen when placing the first Flame Altar; this is not strict science, of course, as players are free to follow their own path. When following the quest line, the second level-up should then trigger when freeing the Blacksmith.Fixed an issue that could cause a very high-level sword to drop in the first cave. Improved the quests to collect the wooden heads with new hairstyles so that they trigger more reliably.Fixed cases where trash containers or piles didn’t have any loot.Added some more hidden chests in various areas. Where, you ask? I guess you’ll have to find out…Slightly tweaked the size of the stones on stone roads. Fixed numerous small issues with waterfalls and lakes misbehaving. Added a new quest and lore entries for the vanity outfit that was given out as part of the first-ever Twitch campaign. That was… an eternity ago, to be precise. Air streams can now not only push gliding players vertically upwards, but also to the side, forwards, backwards or even downwards – basically any direction. The possibilities!Added lore journal entries hinting at the option to parry the projectiles of enemies back at them, in particular the ones from the Albaneve Summits’ boss. Also, added a journal entry that talks about their specific weaknesses.Added rubble of several biomes to the corresponding terrain materials item sets.Fixed an issue with the quest “Vengeance” in the Veilwater Basin. It sometimes did not get resolved correctly when defeating another Drak'dal leader instead of the intended target. Completely reworked the clouds on the horizon outside the playable area. Reworked the ruins on various mountain tops now that buildings in the far distance have more visual details.Updated the eternal spell quest in the Veilwater Basin for additional eternal spells.Reworked the course of the sun so that during sunset the areas behind the Albaneve Summits are not in shadow as long as before. Yes, we can literally move a star. Game devs have more power than our parents give us credit for.The town Brittlebush has received visual polishing. Westcott was also reworked.Fixed a treasure chest in a level 30 night sanctum dropping level 1 loot. Fixed some guidance issues in the Blood Rose quest. Fixed a very large number of smaller level design issues such as buried entrances, difficult-to-climb ladders or floating props.The yield of Archaic Essence from mining the corresponding terrains has been increased for all tiers.Reworked the toughness of several mining materials, especially the materials that ar...


Auto-posted from the developer's official Steam announcement.

PixelMonsters Enshrouded

Enshrouded Launch FAQ: Early Access reward, world

Greetings Flameborn! The finish line is in sight for us and there's a rush of activity from new and returning players, so we've put together this little FAQ for you! When will 1.0 be available? A picture is worth a thousand words, so here's one thousand words: Will there be a trailer or an update highlights video? We have a trailer dropping tomorrow, and then the highlights video dropping on the day of release! What's new in this update? A lot. We will publish the full changelog tomorrow, a whole day in advance of the release! We've also made a whole playlist of videos of new and improved things, so check it out here! I bought Enshrouded on PC in Early Access. Do I need to buy the game again for 1.0? You do not need to buy Enshrouded PC again if you own the Early Access version. Can I use my old saves from Early Access after release? You can absolutely use Early Access saves once the game releases in 1.0. Our save format is improving, so saves will be converted to a new, more efficient format. However, note that we have made many improvements to the world and first few hours of the game, so if you're up for it, we strongly encourage you to start over! Will the game let me play with my friends on other platforms / will the game be cross-platforms? Enshrouded will not be cross-platform at launch, but we know many of your friendships have survived years of console wars. We are working on bringing cross-platform play to Enshrouded, but have no current estimate on how much time it will take us. Are there rewards for getting the game in Early Access? We don't generally like FOMO, which is why all our Twitch drops can be found in-game. Having said that, we felt like our Early Access players deserved a little something for betting on Enshrouded. There are three decorative props for your base that are exclusive to our Early Access players, redeemable from the "Redeem Add-Ons" button in the escape menu! If you get the game after the Early Access, you can ask an OG player to drop by your world and place it for you. You'll be able to remove it, just not place it down yourself. They can claim the items multiple times so there's no reason not to share! It even looks a little bit like a black metal album cover if you place a few down... Check out what they look like! Here's a statue which for reference is over 4 meters high and will look great in your base: Here's a tome with the might "E" that was our Early Access logo for over two years: And finally, here's the signal you turn on when you need a hero... (note that due to vfx transparency, the in-game look is slightly different.) The release is so close, we can almost feel it... See you tomorrow for the trailer and changelog!


Auto-posted from the developer's official Steam announcement.

PixelMonsters Enshrouded

Turn your build into an adventure with Sparkworks!

Greetings, Flameborn! We're very proud to be introducing Sparkworks, Enshrouded's brand new logic system, coming to the game with 1.0! What's a logic system? It's a way to connect inputs, like pulling a lever, stepping on a pressure plate, etc, with an output, such as a door opens, a trap opens underfoot... The sky's the limit, the world is your oyster, the metaphors are running out. So just watch the cool video we made to introduce Sparkworks. Hope you like it! That's it for Sparkworks and for us today. We hope you're excited and if you are not, just think what would happen if you replaced the bridge in your base by trapdoors activated when stepping on the bridge, and just didn't tell your friends... Don't tell them we told you to do that. One week to go before release. Highlights video next Thursday. It's happening!!


Auto-posted from the developer's official Steam announcement.

PixelMonsters Enshrouded

The Enshrouded x Youtooz collab is here!

Greetings, Flameborn! We are collaborating with our friends over at Youtooz, makers of some of our favorite plushies, to bring some iconic Embervale denizens to life! You can preorder them right now and until November 5th, so head over to https://youtooz.com/collections/enshrouded to check them out! (please note that these are pre-orders and the plushies' estimated shipping date is April) ... and yes, the Critter plushie is modeled after the in-game Critter plushie... we couldn't resist. That's it! New video, this time on Adventure Sharing V2, coming next week. Take care! The team at Keen Games


Auto-posted from the developer's official Steam announcement.

PixelMonsters Enshrouded

1.0 Combat: changes and additions

Greetings Flameborn!   Let’s cut right to the chase: mages in Enshrouded could do with a little bit of love. When we shipped combat changes in our last update, it was knowing we’d come back for mages at a later point. And the future is now, old man, so let’s dive in!    Mage gameplay improvements  We are bringing some much-needed variety to the mystic classes, by adding a variety of new spells as well as increasing the level range in which these spells are useful, and reworking enemy weaknesses.   There are a total of 9 new spells coming to Embervale, adding utility and crowd control as well as damage, with powerful area of effect spells and even a new category of spells, summons! Here’s the roster of new stuff:  Mana Drain Entangle  Pillar of Flames Blizzard  Ball Lightning  Summon Fire Totem Summon Ice Totem Summon Shock Totem Summon Hollow Skeleton  Here's a couple of them in action:  We know many of you love the necromancy part of the tree so we threw some friendly faces in there for the more macabre-minded among you. Maybe one of them is Kyle! We’re also adding two skills to the skill tree to increase the amounts of summonable skeletons and totems, in case you want the whole gang with you.  The Entangle spell should also help dealing with tougher enemies, and the two new AoE spells, Blizzard and Ball Lightning, with groups of enemies!   Also Mana Drain, which saps enemies of a fixed amount of mana per second to add it to your pool.  Existing and new spells will now get more versions, so that you can keep using your favorite spell combination from previous biomes as you progress through Embervale! There are now 22 tier 7 spell versions, which are the Eternal version of the spell. Eternal spells are the versions that do not consume spell ammo to be cast. Note that Eternal spells can also now be upgraded like weapons and armor, with unique new perks, such as reduced mana cost, etc.  Spell mana costs and casting times have been reworked to be balanced around their damage output and general usability. If you’re about to unleash a nuke, it’s gonna take more than a snap of the fingers, but in the meantime, here’s a quick spell to the face. Pocket sand!    Wand combat improvements  We are also reworking wands to offer a heavy attack. Heavy attacks now pierce enemies, meaning that you can hit beyond the first bad guy. They also interrupt attacks on weaker enemies! On top of that, we’re adding to new wand skills: Aerial Wand Attack: can be triggered in mid-air and is an AoE for wands Wand Evasion Attack: adds more flow to wand gameplay, and has wider, piercing projectiles. Wand targeting (soft lock and hard lock) is improved. The settings are different for ranged weapons and melee, and now prioritize the center of the screen as well as enemies closer to you. This should increase the reliability and predictability of targeting.  We’ve also included numerous fixes for switching between wand and staff during combat.  Finally, you can now target explosive barrels with wands, which should delight the bad friends and chaos gremlins among you.   New skills for mages & archers Here are all the new skills for mages: Aerial Wand Attack (see above) Wand Evasion Attack (see above) Advanced Necromancy (more skeletons!) Totem Mastery (more totems!) Blast and Cast (After a critical strike with a wand, the base damage of your next staff attack within 10 seconds is increased by 50%) That last one should also help mage players pull out some interesting combos by switching between weapon types when the opportunity arises.  While we think archers were in a better spot than mages, we don’t want them to feel left out by the attention other classes have received, so we’re adding a couple of skills to their arsenal: Puncture (Ranged piercing damage is increased by x%) Barrage (Dealing damage with Bows has a x% chance to restore 1 durability to that weapon) Survival Instinct (Defeating a Shroud-infested enemy with a bow or dagger restores x sec of time in the Shroud)  In addition to these new skills, we’ve also made changes based on community feedback, such as moved skills, reduced costs, buffed effects, etc. Finally, there are new aim assist options for ranged combat, which can be set in the game settings. Aim assist is enabled by default for controller, and disabled by default for mouse & keyboard.  New Eternal arrows All Eternal arrows are also upgradeable, like weapons and now spells, also with perks! We’ve also added three new Eternal arrows for your eternal shooting needs: Eternal Fire arrow Eternal Shock arrow Eternal Bone arrow   Player movement improvements  We are bringing many additional animation and movement fixes, with the aim of making the player characters move in a more realistic fashion, while retaining agility and responsiveness.   Enemy variety  The family is getting bigger, with all enemy factions, such as the Fell and Scavengers, getting a bunch of new enemy variants to keep encounters fresh. Some of these are heavy or elite level, so be on your guard when exploring the world. Better safe than sorry!   New level cap  New biome means new enemy tier and max level, for players and gear! Max player level cap is now 50, with a cap for equipment at level 55, and a whole host of new stuff for you to find.   Final thing to note: with the new skills and changes to existing skill placement in the tree, your skill tree has been reset, hopefully for the last time. Don’t step out of your base without investing your points, or you’re gonna have a bad time.  That’s it for our overview of combat changes for 1.0! We hope you are excited to try out the new stuff, and if you’re keen on playing a mage character when the game releases out of Early Access on October 15th, let us know!The team at Keen Games


Auto-posted from the developer's official Steam announcement.