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Lords of the Fashion Challenge



Greetings Lampbearers,

The land of Mournstead is treacherous, but this doesn’t mean you shouldn’t look top tier and put together while fighting against the hordes of Axiom and Umbral.

We were blown away by the phenomenal response to our Photography Challenge, but now it’s time to turn our eyes to another area of the game. Yes, we’re talking about… ‘the drip’. We’ve seen some truly astonishing ensembles since launch, and so have decided to put on our very own “Lords of the Fashion” Challenge. So get ready to raid that armour inventory, embrace your favourite tincts, and prepare to battle it out on the catwalk.

And this time round, we want YOU to pick your favourite. You see, the outfit with the most likes/hearts will become the subject of a very special custom drawn piece of artwork by Alex Chaudret, Art Director of Lords of the Fallen.

How to take part?

Share your best look with the community on X (formerly Twitter), Instagram, or in the Lords of the Fallen Steam Community using the hashtag #LordsOfTheFashion, by midnight Pacific Time / 3am Eastern / 9am CET on 27th November to share your photo.

In light, We strut.

https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/

Update v.1.1.326


Greetings Lampbearers,

We’re delighted to share with you the next big optimization update, which also marks the start of our ongoing PVP/PVE balancing split, as well as the much requested improvements to the lock-on system and boss difficulty increases.

This week’s highlights include:
  • We've successfully completed a custom engine improvement to allow us to use nanite for all Umbral meshes which should mean a noticeable improvement on performance while in Umbral (for the brave few who’ll hang around long enough to notice) This is in addition to our usual overall performance improvements in several areas of the game, specified below in the notes.
  • New lock-on system activated! We've been extensively testing different options, and believe the simpler approach of locking-on to the centre of the screen is the most effective one. So we’ve made this the new default setting, though you still have the ability to switch to other lock-on options in settings, including "Legacy" (the previous default).
  • The first step of our PVP/PVE balancing split is here, with much more to come in the near future! We can now start independently balancing spells, so today’s update focuses on the most overpowered spells and ranged abilities (based on feedback and internal telemetry) for PVP only - this has ZERO impact on PVE.
  • By popular demand, we've finalized a complete overhaul to all bosses in the game. It was clear (both from your feedback and our internal findings) that many bosses simply weren’t posing enough of a challenge, so we have rebalanced some behaviors, as well as their hit points and damage output, to ensure they pose the correct level of difficulty at that point in your journey. Please find further details below.
  • We have integrated the latest version of DLSS3, meaning you can now manually activate the most recent Frame Generation update by using a special command (-DLSSFG). Once we confirm through Sentry that this new FG is stable, we'll activate it for everyone with 40 series by default.
  • Furthermore, in collaboration with NVIDIA and AMD, we've activated additional data for Sentry reports to gather more details on the remaining hardware that is unfortunately still experiencing some crashes in our game. This will help us pinpoint the issues both quicker and more accurately, and enable our partners to update the GPU drivers accordingly.

As previously mentioned, we continue to work hard on all of the free content we revealed in last week’s Content Roadmap. And can exclusively reveal that you won’t have to wait long until the first content drop…

And with that, let's dive into the patch notes!


[h4]Lock-On Overhaul[/h4]
New Lock-On system activated! We've extensively tested various options, and we believe that the simpler approach of locking onto the center of the screen is the best choice. Therefore, this is now the new default. You also have other lock-on options, including "Legacy" (which maintains the default setting prior to this patch).

In the settings, you can now select your preferred Lock-On priority system:
  • Precision prioritizes enemies that are closer to the center of your screen within a specified maximum limit (enemies on the borders are ignored).
  • Dynamic prioritizes enemies that are closer to the center of the screen without limits. This is the default option.
  • Proximity prioritizes enemies that are nearest to the player.
  • Legacy represents the original Lock-On system from the game's launch.

[h4]Endings[/h4]
For those players who got blocked at the Umbral ending, unable to finish the game, we have great news: now when you load the character that should have received the ending, you will see the credits directly, receive the proper achievements, the proper rewards, and then get the prompt to move to NG+1, NG+0, or stay in the current world. This will also fix a potential (though not reported) issue with the Rhogar ending, should it ever occur.

Thanks to players sharing their saves, this has greatly helped us find the issue, and the safe way to fix it.

[h4]Stability[/h4]
  • We've updated NVIDIA's DLSS3 streamline, but we have not activated Frame Generation by default yet. We'll do so once we secure its stability. To enable it, you can use this command in Steam: Lords > Properties > Launch Options and enter '-DLSSFG.' This will activate the Frame Generation option in your Graphics settings if you are using a 40 series.
  • In collaboration with EPIC, we've fixed an engine loading deadlock that can happen when using low profile CPUs. Thanks Marn for helping us profile this on his PC!
  • We've noticed that some players were using ALT+F4 during the ending cinematic, especially the Umbral one, possibly out of concern about not having a way back. We've added an additional failsafe to support an ALT+F4 exit there. However, please keep in mind that you can still choose whether to continue or exit the game after the cinematic, so there's no need to exit the game prematurely. This also covers any potential crash that could happen in that moment (or a power outage!).
  • We've enabled additional data collection for Sentry reports to gather more details about crashes occurring on specific hardware. This will help us pinpoint driver issues more accurately for NVIDIA and AMD.
  • We've added a warning when starting the game with Rivatuner activated. We've observed through Sentry that overclocking GPUs/CPUs remains as one of the primary causes of crashes.

[h4]Performance[/h4]
  • We've made an engine improvement to allow us to use nanite for Umbral meshes. This should result in a noticeable performance improvement while in Umbral. For those who are curious, Umbral meshes require a complex shader that uses alpha masks, camera occlusion, animation support, vertex-animated options, pixel depth offset, and world position offset. None of these were supported by nanite meshes before. Now, once the full transition to Umbral is complete, we can take advantage of nanite technology by selectively swapping meshes depending on their shader needs.
  • We've implemented a significant optimization for the dread spawning mechanisms, ensuring that being in Umbral should no longer cause performance drops, even when surrounded by Umbral zombies.
  • Optimization of Umbral levels (Castle's donjon) involved the deletion of some hidden meshes.
  • Reduced the number of actors casting shadows in Skyrest Bridge ramparts.
  • Reduced the number of actors casting shadows in Lower Calrath's Alehouse.
  • Reduced the number of actors casting shadows in the Tower of Penance.
  • Reduced the number of actors casting shadows in the supply path to the Manse.
  • Collision optimization was performed in Lower Calrath's Bridge area.
  • Reduced the number of actors casting shadows in Skyrest's frame area.
  • Reduced the number of actors casting shadows in Redcopse Village.
  • Performed a casting shadow pass in Upper Calrath's miner district.
  • Optimization of Umbral levels in Lower Calrath involved deleting hidden meshes and preventing camera occlusion in meshes far away from the player.
  • Reduced the number of actors casting shadows in Lower Calrath's Upper Gate.
  • Reduced the number of actors casting shadows and removed foliage painted in the landscape that was far from the player and not visible in Redcopse forest.
  • In the Manse of the Hallowed Sentinels, we conducted a second pass to reduce the number of actors casting shadows, focusing on small things and details.
  • Reduced the number of actors casting shadows in Lower Calrath's Bridge area.
  • Reduced the number of actors casting shadows in Upper Calrath's nobles district.
  • Optimization of Umbral levels in Skyrest Bridge involved deleting hidden meshes and preventing camera occlusion in meshes far away from the player.
  • Global collision optimization, bug fixes, and improvements were made across the Fief of the Chill Curse.
  • Umbral optimization in Pieta's arena at Skyrest Bridge involved deleting hidden meshes and preventing camera occlusion in some meshes.
  • Reduced the number of actors casting shadows in Lower Calrath's smelter area.
  • Further reductions in actors casting shadows, added extra occluders, and deleted actors inside/behind walls at Skyrest Bridge frame (Passageways/Big Towers/Underbridge/Top Bridge, etc).

[h4]Bosses[/h4]
  • All non-main bosses have received a health boost ranging from 10% to 20%, depending on the player's game progression (less of a boost at the start of the game and a higher boost towards the end).
  • All non-main bosses have received an overall 10% boost to their damage output, with adjustments made on a case-by-case basis to ensure they provide the appropriate level of challenge.
  • The Unbroken Promise has received a significant health increase of 18% and a 15% boost in damage output following the behavior enhancement introduced two weeks ago. We noticed that some players were engaging with it, and we felt it needed additional health and damage to match its improved (more aggressive) behavior.
  • The Lightreaper now has slightly more health, with a 10% increase, to make the final part of the combat more engaging. We observed that players were having fun, but the encounter was just a bit too short.
  • Following the behavior enhancement of the Sunless Monarch, we found that we were very close to achieving the desired level of difficulty. However, we decided to add a little more health (8%) and increase the damage of its attacks (10%) to truly provide the challenge we intended after last week's overall behavioral improvement.
  • The Sacred Resonance will now typically use the stairs to descend and will only drop through the hole if there's an opportunity to strike the player.

[h4]AI[/h4]
  • Added and adjusted leashing volumes in Revelation Depths.
  • Improved leashing volumes in the Cistern.
  • The AI could get stuck due to collisions after using a navlink. The collisions were improved to create a straight angle in the Sunless Skein.
  • The Abiding Defenders could get on top of the chest in the Manse arena. A blocking volume with "block only pawn" has been placed there, but it still allows the player to open the chest and obtain the loot.
  • Navmesh has been added to the moving platform to prevent potential cheesing of the Scarlet Shadow in one of Pilgrim's Perch's moving platforms.
  • Adjusted leashing volumes in the Manse to allow hounds to pursue players a bit further away than other enemy types.
  • Navmesh improvements have been made in some spots in the Forsaken Fen, and a general Navmesh Pass has been performed.
  • Adjusted arch/door size in Bramis Castle and made some combat space improvements to help with the fight against the Ruiner. Now it's harder to hide from him. We love cheese, but cheezing with moderation.

[h4]Umbral[/h4]
  • The player was able to soulflay the platform they were standing on under certain conditions. This has now been fixed.

[h4]Balancing (PVE)[/h4]
  • Fixed an issue with the Lightreaper sword special attack. Now it's reactivated and can be used as intended. Players still have to complete the questline in order to unlock them.
  • We're are more leniant now when sprinting, so after a roll, you do not need to press "sprint" again, your sprint keeps going (if enough stamina is left, oc).
  • Fixed an issue where Pieta's Simulacrum spell could shoot through the floor and walls.
  • Fixed an issue with vigor muliplier runes that could result in unexpected damage output
  • Pumpskin helmet is now droppable/sellable - we are not sure why anyone would want to do this - objectively makes no sense - but now you can decide to do it, anyway
  • Buffed the Exploding Bolt decreasing its ammo cost from 10 to 4, and its damage multiplier boosted from 1.9 to 3.8.
  • Buffed the Shattering Bolt by decreasing its ammo cost from 10 to 4, and its holy damage multiplier increased from 1.9 to 3.8.
  • Dark Abbess Banner has received probably the biggest buff of all: ammo cost reduced from 15 to 4; physical damage multiplier increased from 0.5 to 1.0; physical burst damage from 2.0 to 4.0; and its fire damage multiplier from 1.5 to 3.0.
  • We've discovered a bug in which Hallowed Triptych would make all holy damage sources delivering unintended additional stagger damage. For example: from 10 intended stagger damage, would be delivering 11 or even 13 in some cases. This has been corrected. As now the bug is corrected, we can increase the Hallowed Triptych's stagger by +10%

[h4]Balancing (PVP)[/h4]
First step of our PVP/PVE split is here, yet not finished!

This one is a proper PVP scaler for spells and arrows/bolts for PVP.

ZERO impact on PVE, just a pure PVP specific scaler for those.

Now using spells, ammo or throwables in PVP, shouldn't be OP.

[h4]Multiplayer[/h4]
  • We've seen quite a few questions on how passwords work for multiplayer, so we've decided to add a visual HUD indicator when password is on. For COOP, will always remain there until you manually delete the password. For PVP, now it fades away after 2 minutes, so you can understand that you'll be matchmaked for PVP with "anybody" from that point-on not just with people with password.
  • Added additional information when disconnecting from multiplayer sessions.

[h4]Collisions[/h4]
  • Fixed an issue with a navmesh in the mysterious (very angry) knight arena.
  • Adjusted moth walls to prevent players from leaving the boss encounter with Ursula, Infernal Enchantress and Otto.
  • Adjusted moth walls to prevent players from leaving the boss encounter at a bridge near a big castle.
  • Adjusted moth walls to prevent players from leaving the boss encounter in the Fief of the Chill Curse
  • Improved several collisions in the canyon in Deep Forest.
  • Fixed a collision issue where the player could fall through the world in the Smelter zone
  • Fixed several collisions to prevent players from skipping a big part of Redcopse Village.
  • Fixed an issue where players could get stuck close to walls near the Vestige of Bloody Pilgrim
  • Adjusted collisions near the swamp road to prevent projectiles to get stuck mid-air
  • Improved collisions for better navigation at Lower Calrath's Bridged area.
  • Added collisions to several Umbral wall pieces in the Beacon Tower in Deep Forest.
  • Adjusted collisions to prevent players from accessing the bridge edges in Fief of the Chill Curse.
  • Improved collisions for better navigation at the start of Fief of the Chill Curse.
  • Adjusted collisions to prevent players from skipping an area in Manse.
  • Added a blocking volume to prevent players from skipping the Forsaken Fen.
  • Fixed several collisions to prevent players from skipping Ursula's encounter.
  • Fixed an issue that allowed players to skip a large part of Bramis Castle by killing a Rhogar Architect in long distance near the Sundered Monarch encounter.
  • Fixed an issue where players could die immediately after respawning in Umbral near the Bringer of Silence encounter.
  • Fixed several collision issues in the canyon in Deep Forest.
  • Fixed an issue where players could get stuck at certain crystals in Bramis Castle.
  • Fixed an issue where the player's character could clip through stone walls in Bramis Castle.
  • Fixed an issue where players could get stuck while exploring the area near the lava river in Bramis Castle.
  • Fixed an issue that allowed players to reach the forge area of Lower Calrath by jumping from a broken bridge near the boss arena.
  • Fixed a collision issue with certain wooden planks in Pilgrim's Perch.
  • Fixed an issue with a stuck Bringer of Stilness that prevented him from moving and attacking in Lower Calrath if the player was at a specific spot.
  • Improved navigation, collision and camera clipping in the Fief's Beacon Area, Bramis Castle and Upper Calrath.
  • Fixed a collision issue where the player could fall through the world in Manse Cellar.
  • Fixed several collisions for beds and stairs in Manse Leprosarium.

[h4]Lighting[/h4]
  • Improved lighting by adjusting contrast and monochromatic look of the area between the Forsaken Fen's vista and the Shuja Hamlet.
  • Improved lighting on the Supply Route to Manse.

[h4]Visuals[/h4]
  • Fixed a visual glitch with the Crimson Rector outfits.
  • Fixed visual glitches that could occur while turning in place.
  • Fixed an issue where the Hallowed Knight belt shadow was wrongly cast.
  • Fixed an issue where a black cube was displayed in Defiled Sepulchre.
  • Fixed an issue with a lightreaper cutscene that could occur when fire was cast on it just before the cutscene triggered.
  • Fixed a visual glitch with incense burners that had Nanite enabled.
  • We've fixed an issue when calibrating HDR in-game and at the same time changing PS5's native HDR output was changed.
  • Fixed broken amphora materials in Abbey of the Hallowed Sisters and Empyrean.
  • Fixed visual glitches with the Abiding Defender and the Sin-Piercer outfits.
  • Added an option to deactivate Umbral distortion effects by popular demand.
  • Fixed an issue where the left-handed holstered weapons were not properly aligned with the right-handed holstered weapons position on the character's back.

[h4]UI[/h4]
  • Fixed an issue where lock-on could overlap with tutorial messages in very rare occasions.
  • Added catalyst spell power stats to the inventory tab.
  • Further improvements to the UI when completing a crimson ritual.

[h4]Audio[/h4]
  • Added sound effects for the Conflagrant Seer's Crystal Straight spell.
  • Improved the sound effects for player stabs.

Check out our 2023 roadmap here.

In Light we Walk.

Virtual photographies in this post are courtesy of 6VAC1 - created with the in-game 3D Photo Mode


https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/

Links:
Official Website: https://lordsofthefallen.com/
Twitter: https://twitter.com/lotfgame
YouTube: https://www.youtube.com/c/cigames

#DareToBelieve

Update v1.1.310


[h3]Greetings Lampbearers, [/h3]
Earlier this week, we released our 2023 Free Content Roadmap, showcasing the ongoing optimisations and enhancements we’ll be making to Lords of the Fallen, as well as the updates based on Community feedback that will be dropping on the upcoming months.

Today’s weekly Update introduces over 100 significant tweaks and improvements across the board. Alongside this, it also includes the first inventory expansion pass, a full revamp for the Sundered Monarch boss encounter, online functionality for Steam deck, further HDR improvements… and we’re also very pleased to confirm key quest items will no longer be affected by inventory limitations. As requested by some of you, we’ve also added the option to hide damage numbers on the HUD for a more immersive experience.

By popular demand, while it wasn’t included on the initial roadmap released, we’re happy to announce work has begun to allow to re-customize your character’s appearance in-game, currently scheduled to release this side of the New Year. This feature will come with its own mini-quest to unlock it.

Let's dive into the patch notes!


[h4]Inventory[/h4]
Previously, unique items couldn't be picked up when the inventory was full. Now, key/quest items and unique items will be picked up even if the inventory is full, exceeding the inventory limit as necessary. This applies to keys, spells, quest items, ammo types, gestures, etc.

This change should also resolve any potential issues with questlines where a required item couldn't be picked up due to an "inventory full" message. Additionally, starting from patch 1.1.310, if the inventory is full, the items will drop to the ground so they can be picked up later.

Please note that the stash expansion is still in progress and will be available later this year.

[h4]HDR[/h4]
  • HDR has been further tweaked to provide an even wider range of colors.

[h4]SteamDeck[/h4]
  • Online functionality is now fully operational on SteamDeck.
  • SteamDeck no longer crashes when the Scarlet Shadow spawns, so it's back on SteamDeck! VALVE's drivers should automatically update when you start the game.

[h4]Stability[/h4]
  • Fixed a crash that could occur when accessing the Shrine of Orius when switching to Offline Mode.
  • Fixed a crash that could occur when quitting to the main menu while being in a multiplayer session.
  • Fixed a blocker that could prevent players from finishing the game with the Umbral ending.

[h4]Performance[/h4]
  • Optimized certain actors in the game to increase performance in several areas.
  • Optimized performance in Skyrest by reducing cast shadows without reducing visual quality.
  • Optimized performance in Upper Calrath marketplace square by reducing cast shadows without reducing visual quality.
  • Optimized performance in Castle Bramis while being in Umbral.
  • Optimized performance in Penitent Path by reducing cast shadows without reducing visual quality.
  • Optimized performance in Skyrest Bridge by reducing cast shadows without reducing visual quality.
  • Optimized performance in the Manse area by reducing cast shadows without reducing visual quality.
  • Optimized performance in Red Corpse Church by reducing cast shadows without reducing visual quality.
  • Optimized performance for wither entity spawning without reducing visual quality.
  • Optimized performance in Lower Calrath by reducing cast shadows without reducing visual quality.
  • Optimized collision meshes in Lower Calrath - Bridge area to reduce collision counts and increase performance.

[h4]PVP[/h4]
  • Fixed an issue with fog walls that would allow players to leave a Crimson Ritual area.
  • Added music to Crimson Rituals to increase tension in PVP.
  • Improved the UI for finishing Crimson Rituals.
  • Added additional descriptions for failed connections for Crimson Rituals.

[h4]Revenge[/h4]
  • Improved the UI for finishing Revenges.

[h4]Balancing (PVE-focused)[/h4]
  • Stomping on drowners, hounds, and sparrows now instantly kills them.
  • Braided Ring: Summoned allies can use more ranged attacks before disappearing. The ring used to add +5, but now adds +10 with this change.
  • Pendant of Atrophy: Umbral sorceries can be cast with insufficient mana, but at the cost of wither damage. Equipping this amulet now also reduces your wither health regain rate when you deal damage. Withered health cost increased.
  • Umbral Eye of Loash: While charging a heavy attack, all damage is received as wither damage, and your posture cannot be broken. Equipping this eyeball now also reduces your wither health regain rate when you deal damage.
  • Umbral Eye of Lydia the Numb Witch: Use ranged weapons without ammunition but at the cost of withered health. Equipping this amulet now also reduces your wither health regain rate when you deal damage.
  • Hurt reactions sometimes triggered in the wrong direction. This is now fixed.

[h4]Bosses[/h4]
  • Now the trio in the dark spot waits more diligently for the player to be at the exact arena space before triggering the whole combat.
  • The Sundered Monarch boss encounter has received a full revamp and, as a result, it is more challenging. Achieved without tweaking his HP or damage output, pure behavioral upgrade. It's tougher.
  • Improved the hitboxes of the following bosses to better support throwable weapons: Dervla, Sundered Monarch, Lightreaper, Cleric, Hushed Saint, Reinhold, and Spurned Progeny.
  • Enhanced the combat camera behavior to prevent looking down when being close to a target.
  • Lightreaper could sometimes get out of bounds in one of the encounters, leading to him just leaving the fight.
  • Adjusted the trigger areas for the Skinstealer boss to prevent the player from hitting him from a distance without his reaction.

[h4]AI[/h4]
  • Fief of the Chill Curse: Adjusted and added leashing volumes.
  • Manse of the Hallowed Brothers: Received additional leashing volumes and added new ones.
  • Added leashing volumes for all enemies at the Cistern. Also adjusted two triggers to account for edge cases in which enemies would be unresponsive if you traverse the level backward.
  • Improved navmesh and collisions of Forsaken Fen where the fallen tree is.
  • Changed navlink position for better navigation going down one of the platforms of Pilgrim's Perch.
  • Added nav modifier volumes to avoid the AI from taking a dangerous path and getting stuck in the Cellar of the Manse.
  • Added nav modifier volumes to prevent Umbral enemies from getting stuck with collisions in the Cellar at the Manse of the Hallowed Brothers.
  • Added additional AI blocking volumes at Redcopse to avoid Umbral enemies spawning above dangerous collisions. We want our AIs to be safe, or they might resort to their syndicate against our Level Designers.
  • Tower of Penance: Adjusted and added leashing volumes.
  • Skyrest Bridge: Adjusted and added leashing volumes.
  • Adjusted spawning boxes for the enemy encounter before the Lamphunter area at Fritzroy's Gorge.
  • Applying wither damage to Fortunatrix enemies sometimes did not cause them to trigger aggro on the player. Now they always react properly.
  • Further refinement of leashing volumes in Upper Calrath's big plaza encounter.
  • Adjusted and added leashing volumes at the Skyrest Bridge.
  • Adjusted and added leashing volumes at the Pilgrim's Perch upper area.
  • Added leashing volumes for all enemies at the Empyrean.
  • Adjusted and added leashing volumes at the Abbey of the Hallowed Sisters.
  • Adjusted and added leashing volumes in Bramis Castle.
  • New leashing pass on different enemies and encounters in Lower Calrath.
  • New leashing pass on different enemies and encounters at Fritzroy's Gorge.
  • The chaser could use some floating navmesh at Redcopse Village. Navmesh has been cleaned.
  • Second pass on leashing volumes for Redcopse, Pilgrim's Perch, Forsaken Fen, Fief of the Chill Curse, Tower of Penance, and Bramis Castle.
  • Manse of the Hallowed Brothers: Had a new leashing pass on different enemies and encounters.
  • Pieta now plays her upgraded sanguinarix animation with better alignment, regardless of the action the player was doing before interacting.
  • Corrected a navmesh on Upper Calrath for improved AI navigation.

[h4]Umbral[/h4]
  • Tweaked the distance of Soulflay vs. UI icon. In some cases, the interaction icon appeared, but the Soulflay was not triggering the desired effect. Now they match in all cases.
  • Fixed offsetted particles that could sometimes occur on Soulflayable umbral bellies (containers).
  • Fixed offsetted particles that could sometimes occur on Soulflayable doors.
  • Fixed a bug in which axiom items would sometimes fall through the umbral ground under certain conditions (while transitioning), making them only pickable in axiom.

[h4]Level Design[/h4]
  • Abbey of Hallowed Sisters: Tweaked existing outer collision boxes to ensure they match the invasion fog walls.
  • Empyrean: Tweaked existing outer collision boxes to ensure they match the invasion fog walls. This follows a code request to improve disconnection during host/invader connection.
  • Lower Calrath: Tweaked existing outer collision boxes to ensure they match the invasion fog walls. This follows a code request to improve disconnection during host/invader connection.
  • Bramis Castle: Tweaked existing outer collision boxes to ensure they match the invasion fog walls.

[h4]Collisions[/h4]
  • Adjusted umbral platforms so players won't get stuck between them in Bramis Castle.
  • Fixed a collision bug in Forsaken Fen to prevent skipping of Hushed Saint.
  • Fixed some asset collisions in Lower Calrath, making it possible both to clip and blocking the player from getting to the other side.
  • Changed collision presets for different blocking volumes that allowed projectiles to pass through in Redcopse's Church catacombs.
  • Made the rotating stairs' player collisions taller in Bramis Castle.
  • Collision tweaks in Forsaken Fen, near the vestige of the Pale Butcher.
  • Sunless Skein had some collisions that would not let projectiles pass in some narrow spaces. These have been fixed.
  • Bramis Castle has seen two places adjusted to prevent the player from getting stuck under certain conditions.
  • Bramis Castle collision fixes for an umbral bridge when transitioning from axiom.
  • Fief of the Chill Curse has seen some tweaked collisions in the cannon for smoother navigation.
  • Blocker fixed in Lower Calrath in the Smelter tower, where the player was getting stuck in a small area.
  • The player could get in and out of the game at the Abbey of the Hallowed Sisters and get a bit stuck. Also, it could get floaty and have collision issues due to collisions, so blocking volumes were added to improve and block.
  • In Abbey of the Hallowed Sister, there was a corpse with the wrong collision. The collision has been removed and placed manually with structure detail so it doesn't block the pick-up.
  • In the Cistern, an AI could get on top of the collision and get stuck while doing the charge attack.
  • There is a spot in Lower Calrath where the player can get stuck a bit due to a corpse on top of a table with block-all collision preset. The collision preset has been changed to structure detail, and now the player can move freely at that spot.
  • The waterfall cave at Pilgrim's Perch had a rock with block-all that messed with the player's navigation. The collision preset has been changed to structure detail so it doesn't interfere with navigation, but the player can't overlap with the rock.
  • Added blocking volumes to Fritzroy's Gorge to improve navmesh and prevent enemies from getting stuck after falling in certain places.
  • Fief of the Chill Curse fix for collisions on the Canyon sublevel.

[h4]Lighting[/h4]
  • Manse of the Hallowed Brothers has received an additional lighting pass to add extra detail, with no performance impact.
  • Redcopse Village has received an additional lighting pass to add extra detail, with no performance impact.
  • Lower Calrath has received an additional lighting pass to add extra detail, with no performance impact.
  • Forsaken Fen has received an additional lighting pass to add extra detail, with no performance impact.
  • Pilgrim’s Perch has received an additional lighting pass to add extra detail, with no performance impact.
  • Lighting in Redcopse Church Crypt has been fixed to eliminate the visible leaking in one of the tunnels caused by a spotlight. This was resolved by fine-tuning the falloff of the light without any additional cost.
  • There was a vista at the Fief of the Chill Curse that triggered fog too early.

[h4]Cinematics[/h4]
  • Fixed the missing lantern dynamics during cinematics when cleansing the Beacon at the Fief of the Chill Curse.
  • A small camera clipping issue during Dervla’s second phase cinematics has been resolved.
  • Removed a couple of nails that were obstructing the camera view during Dervla’s phase 2 cutscene.

[h4]UI[/h4]
  • We’ve resolved the issue where the “The Empyrean” area name wouldn’t appear on-screen when entering the area.
  • Addressed a problem causing significant delays when quitting to the main menu under certain circumstances.
  • In response to community feedback, you now have the option to disable damage output numbers from the settings menu.
  • Fixed the bug that prevented players from buying more than one unique item from the faction shrines (the chrysalis purchase bug + Daralium chunk).
  • All endings now correctly display the unlocked class; previously, in some cases, it would continue showing the Radiant Purifier, even when unlocking the correct one.
  • Key rebindings and language selections will no longer reset after each version update.

[h4]Audio[/h4]
  • Enhanced ambience transitions in Manse, Tower of Penance, Pilgrim's Perch, and Forsaken Fen.

And with that, we are wrapping v.1.1.310 patch notes. Check out our 2023 roadmap here to see what's coming next.

In Light we Walk.

Virtual photographies are courtesy of profjpg - created with the in-game 3D Photo Mode on PS5


https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/

Links:
Official Website: https://lordsofthefallen.com/
Twitter: https://twitter.com/lotfgame
YouTube: https://www.youtube.com/c/cigames

#DareToBelieve

Photography Challenge Announcement

Greetings Lampbearers,

A couple of weeks ago, we launched our Lords of the Fallen Photography Challenge, promising to showcase our favourite screenshot on the iconic Nasdaq Building, situated right in the beating heart of the city that never sleeps - Lower Calrath Times Square, New York.

It is with zero hyperbole or exaggeration when we say we were absolutely astounded by the quality of artistry that came through. As always, you - our courageous Lampbearers - amazed us with your unyielding passion for the game.

Selecting just one from the 100s of stunning screenshots was NG+10 levels of difficulty, and we easily could have gone with any of the featured photographs below. That said, please raise your lanterns for Jan Gediga (@profjpg), and his captivating capture of Skyrest Bridge.



For us, this shot (taken on PS5) absolutely encapsulates the spirit of a formidable journey ahead, as our faithful Lampbearer looks up, steadfast and resolute, at the colossal construction looming over. The mood is fittingly sombre yet brooding, as clouds swirl overhead, while positioning the Scourged Sister Helm to provide an additional turret to the bridge is a nice, playful touch.

For those of you who call the Big Apple home, you’ll be able to spy Jan’s creation for two weeks from the 20th November onwards. In the meantime, feast your eyes over some of our other favourites below from the 100s we saw. And if you haven’t already, make sure you check out the free Lords of the Fallen content roadmap released earlier this week.

In Light, we Walk.

Honourable Mentions


[h2]@shinobi_space[/h2]


[h2]@Gwyn_VP[/h2]


[h2]@Yuric83[/h2]


[h2]@Cookiemonst3r09[/h2]


[h2]@Matt_Photomode[/h2]


https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/

Free Content Roadmap

Greetings Lampbearers,

It’s safe to say, we’ve released a fair few updates since launch; many of which have been in direct response to your feedback, including reducing mob density, increasing boss difficulty, and restoring vestiges to NG+ mode. To that end, we’d like to take another opportunity to thank you for your ongoing interest and investment in our game, and reaffirm our commitment to further optimising and enhancing Lords of the Fallen with your help and support.

Today, in the spirit of collaboration, we are pleased to share with you our Content Plan for the remainder of 2023 (with continued support next year). As you can see, we have zero intention of slowing down our routine updates any time soon, as we continue to improve overall performance, stability, and optimisation.



Alongside these updates, we are planning a number of free events, similar to the ‘Season of the Bleak’ released at Halloween, which will add new questlines, content, armour sets, weapons, spells and more. This is our small way of saying thank you.

You’ll also note that we are already well underway developing the additional features that have also been directly requested by the community, including NG+ modifiers, inventory storage solutions, and split balancing for PVP and PVE going forward. While we can’t provide dates for these features right now, please know they are actively being worked on as we speak.

This is by no means an exhaustive list, but rather a snapshot of our internal developments, in our continual strive for better transparency and communication with you, our faithful Lampbearers of Mournstead. We will continue to listen to your feedback. We will continue to act in a timely manner. And we will continue to enhance Lords of the Fallen.

In light, we walk.