More Optional Settings for Gameworld / No fast Travel, dynamic enemy level
I absolutely love the world of Enshrouded, but I’ve been thinking about two features that could make the gameplay loop even more engaging and immersive for those of us who enjoy a bit more friction. I’d love to hear your thoughts on this!
1. Optional Enemy Level Scaling (Dynamic Difficulty)
Currently, when I return to the starter regions for specific resources or exploration, it feels a bit unrewarding because I just "one-shot" every enemy. It takes away the motivation to revisit those beautiful early areas.
It would be amazing to have a setting that allows enemies in lower-level zones to scale up (somewhat) to the player's level. This would keep the combat engaging and the world dangerous, no matter where you are.
2. "Hardcore" Travel Option (Disable Fast Travel)
I would love an option to toggle off Fast Travel via Spires/Altars.
How it would work: You can only teleport when you die (respawning at the last Altar).
Why: This would make exploration feel much more intense and strate
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17 Dec, '25
Paul JHighlighted comment
Larger enemy groups as well. Currently I think the patrol spawns aren't affected; I have the enemy quantity slider up one notch from regular, and while most spawns do have more enemies, the scavenger patrols still appear the same with 5-6 units.
Also, while I realize game engines like this don't (can't?) support truly random enemy spawning, there's a fix for that as well: designate a whole ton of spawns, and then when the player enters the area only load some of them. That's one way to make it feel random. It's better at least than the player quickly figuring out "oh yeah there's a vukah camp in this valley". Sure, enemy camps in ruins/other POIs are unavoidable, but this technique could at least make encounters out elsewhere in the field less predictable.