Fixed several locations, decorations, walkmeshes and occluders. Fixed chest collision on ship in Chapter 2. Fixed collisions in butcher’s house in Flotsam. Walkmesh fixed near Nilfgaardian camp in Chapter 3. Walkmesh fixed in central square of Loc Muinne. Walkmesh fixed when following Roche on Chapter 3. Fixed dialogue camera in ‘Blood Curse’ quest. Fixed several camera shots in dialogue sequences. Small fixes introduced in Dice Poker mini-game. Fixed unusual behavior of clothing when using Heliotrope Sign. All critical effects dealt to player are canceled before any scene starts. Small fixes introduced in NPC taunt behavior during fights. Target marker and enemy names have been removed from fist fights. Cat potion effect now disappears during dialogue sequences and cut scenes. Added new statistics for NPCs to correct game balance in Chapter 3. Fire now removes Quen Sign during dragon boss fight in Chapter 3. Redanian soldiers in Chapter 3 now spawn correctly. Finisher performed on rotfiends no longer adds additional weapon. Fixed bug allowing potions to be consumed with Toxicity at 100%. Kayran now casts fewer stones at end of fight. Fixed incorrect game behavior when saving game while casting bombs. Fixed bug that caused Igni to deal no damage when used right after a sword hit. Adrenaline no longer loads during boss fights. Players can no longer parry for 0 damage. Parry and Signs are now improved when Geralt has increased Vigor. Mahakam Rune Sihil sword is now imported from TW1 game saves to New Game. Fixed incorrect notification when using Axii Sign on golems. Fixed spark FX and no damage taken when rolling while being attacked by foe. Fixed incorrect damage calculation for ‘Whirl’ ability. ‘Position’ ability at level 2 now multiplies damage dealt to back by zero. Fixed incorrect description of Gadwall potion. Fixed incorrect description of ‘Combat Acumen’ ability. Fixed incorrect description of ‘Synthesis’ ability at level 2. Fixed incorrect description of ‘Control over the Power’ ability at level 2. Fixed incorrect description of ‘Energy Flow’ ability at level 2. Fixed incorrect description of ‘Amplification’ ability at level 2. Fixed incorrect description of ‘Alchemist’ ability. Fixed description of 'Control over the Power' ability. Fixed error in potions_time_bonus value at level 2 of ‘Specialization: Potions’ ability. New, randomly dispersed swords have been added. New werewolf trophy has been added in Chapter 3. Assorted animals have been added to the game. Launcher now includes an option to toggle DLCs off and on. It by no means makes it the definitive way to play Mortal Shell: Enhanced Edition, but if you have the choice to experience it with the DualSense, you absolutely should.1. Regardless, the way the DualSense got implemented here is acceptable and is worth checking out if you have the means. There are many marshy lands, tall grass, metal, and stone around the world, and it would have been cool to "feel" them. The way it's implemented is neat, but we wish there were more terrain effects on the controller in a similar fashion to Astro's Playroom. Even when dealing heavy attacks, you can often feel the pull of the weapon as you wind up for the attack. RELATED: Every Item In Mortal Shell: Enhanced Edition And What They Do At Max FamiliarityĪdditionally, when your stamina gets depleted, you can feel the trigger lock up, signaling you cannot attack anymore as you are exhausted. You can even feel when you regain some of your abilities when the gauge fills back up with a recognizable sound and satisfying feeling that pulses throughout the controller. Even things like using the Hardening mechanic in the game give a satisfying *thunk* while you hunker down and wait to take a strike from an oncoming enemy. The DualSense offers things like sounds of whispers paired with a thumping heartbeat that genuinely immerse you in the world further. Mortal Shell: Enhanced Edition takes advantage of the PlayStation 5's DualSense technology, offering a unique experience for the game compared to other platforms.