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Lords of the Fallen News

Patch v.1.1.234


[h3]Greetings Lampbearers, [/h3]
Thanks to our latest patch, we're pleased to confirm that yesterday our lowest percentage of players to date experienced crash-related issues. This fills us with joy as we see that our team's hard work based on your Sentry reports is paying off.

At HEXWORKS we continue to work diligently on various improvements and we are actively gathering feedback from the community as we work on the changes we recently announced. You can read more about those changes here.

Now, let's dive into the details of today's patch!

[h4]NG+[/h4]
  • In addition to the existing option to move to NG+1, we've added the option to move to NG+0 from vestiges, due to popular demand.

[h4]Optimization[/h4]
  • We've conducted an additional optimization pass on the rain of swords used by a boss known for its melancholic nature.
  • Removed a few textures that were always loaded to reduce VRAM usage.

[h4]Gameplay[/h4]
  • Seeing people play, we've realized that umbral eggs had too much priority for the lock-on, so we've reduced their priority so that other enemies are locked-on before the eggs.
  • When sprinting, there is no need to press the sprint button again after jumping, falling, or rolling; the player continues sprinting.

[h4]AI[/h4]
  • Totem parasites spawn box tweaked; some were triggered from too far in the Sunless Skein.
  • Womb of despair giving the Umbral Parasite an immortal effect on a Coward has been changed to a totem parasite giving the Immortal buff to all enemies in that zone, in the training area at Pilgrim's Perch.
  • Added a leashing volume to the Mendacious Visage encounter in the Fief of the Chill curse city to prevent the player from luring them to an area where they can get stuck.
  • A patch of navmesh was missing in Lower Calrath.
  • Under very specific circumstances, the crossbowman was sometimes able to shoot in almost 180 degrees.
  • The Scarlett Shadow now does not die from fall damage, is immune to soulflay, and also detects the player's position better when the player moves out of reach.

[h4]Bosses[/h4]
  • We observed players consistently exploiting the blind spot behind the Congregator of Flesh, specifically behind his right leg. He was not pleased about this, so after an extensive Discord call with him, our designers agreed to teach him a new trick. Beware.
  • Spurned Progeny cannot be soulflayed during certain moments of his animations as before

[h4]Collisions[/h4]
  • Fixed two spots at Pilgrim's Perch where collisions could cause the Penitent guy to get stuck.
  • Changed the collision preset for some assets at Bramis Castle.
  • Fixed several collisions at the Forsaken Fen.
  • A player could access a gallery out of gameplay in Abbess of Hallowed Sisters and also bypass the umbral puzzle. A blocking volume has been added to prevent this.
  • Rock collisions were blocking projectiles in Fief of the Chill Curse, making it hard to hit the sparrow. The rock has been pushed back a little.
  • Fixed an issue in the Manse of the Hallowed Sentinels where the player could get stuck if pushed by one of the bulwarks.
  • Some Rhogar crystals at Bramis Castle could be stepped on when they were not intended to.

[h4]UI[/h4]
  • Spamming the "ESC" key could provide access to undesired sub-screens, such as the photo mode or others. We are now preventing spamming by allowing the opening of only one single desired screen.
  • Runes in the inventory are now stackable to help with organization and maintain a cleaner inventory.


In Light we Walk.

Virtual photographies courtesy of AlexK0nstantin - captured 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

LORDS OF THE FALLEN | Vote now for Golden Joysticks' Ultimate Game of the Year


Greetings Lampbearers,

We're thrilled to share that Lords of the Fallen is shortlisted for the Golden Joysticks Ultimate Game of the Year.

We could not have done this without all of you, Lampbearers.

Competition is high, so please consider voting for us. Vote ends 30th Oct: lotfgame.info/UGOTY

Patch v.1.1.231


[h3]Greetings Lampbearers, [/h3]
Thank you, everyone, for the fantastic reception to our ongoing plans for the game.

Rest assured that compliments don't make us complacent; quite the opposite, they keep igniting our commitment to all of you, especially now that our community has grown to 1 million copies sold worldwide!

Thanks again for your unwavering support! On our end, we will continue to provide you with constant game improvements based on your feedback.

Now, let's delve into today's patch!

[h4]NG+[/h4]
Due to popular demand, we will allow players to activate the new NG+0 mode from vestiges tomorrow, once they've completed the current game.

[h4]Stability[/h4]
  • Identified a particular post-process material permutation that certain GPUs could not handle.

[h4]Optimization[/h4]
  • Adjusted the spawn distances for Umbral Parasites to reduce the number of active actors simultaneously in the Revelation Depths area.
  • We have worked in collaboration with hardware manufacturers to enhance the automatic graphic settings configuration.

[h4]AI[/h4]
  • Fixed navmeshes in the cistern to better support umbral enemies on a specific floating platform.
  • Refined the navmesh on a specific turn at Path of Devotion that could mislead AIs to a dead-end, potentially causing them to get stuck.
  • Refined the navmesh at the bottom of Pilgrim's Perch, allowing AIs to traverse a thin wooden plank that players could previously use as a safe spot.
  • Fixed an issue with sparrows getting stuck under specific conditions on the Manse Supply Elevator path.
  • Re-enabled the lock-on feature for ambush enemies in Upper Calrath.

[h4]Bosses[/h4]
  • Sister Delyth will now have her parasite active from the beginning of the fight instead of after a few seconds, as it was observed that this could confuse some players.

[h4]Balancing[/h4]
  • The amount of healing from killing an enemy with the Ring of Nourishment equipped has been increased from 5 to 15.
  • Umbral egg health reduced from 205 to 166.
  • We've increased the Pilgrim's Perch key buy price from 9500 to 18000, as we noticed that some early-game players were attempting to grind for it, only to discover they didn't have the appropriate level for the area.
  • We noticed that endgame players were not relying on parrying as much toward the end of the game. That's why we've reduced the maximum stagger health region scalar in NG+ and normal gameplay from 1.5x to 1.25x.
  • Grievous strikes damage output increased on some weapon families, especially heavier weapons and fists.
  • Scalar for over-leveled players increased by 50% to make over-leveled clients deal more appropriate damage.
  • To shake up a bit the meta for PVP, Pieta Light short sword received nerfs to poise and posture damage dealt, while the judge cleric spear received a buff to smite damage dealt.

[h4]Level Design[/h4]
  • Discovering a secret temple in a hidden location now displays the temple's name in a more prominent position.
  • Added an additional void volume at the Empyrean to prevent players from falling for too long at certain spots.

[h4]Collisions[/h4]
  • The large altar asset inside the Cathedral lacks object collision in several places.
  • Hitting the wooden door on the left side of the pilgrim's arrival area used to produce a stone-related sound effect, but now it sounds like wood.
  • The collisions of a moving staircase in a castle have been improved to accommodate shooting from the moving stairs better.
  • Players could enter an inaccessible area under the Umbral platform at the end of the hidden path in Sister's Abbey due to a missing dead zone. Not anymore.
  • Revised fog walls when fighting a boss in Sister's Abbey when being helped by a secret character.
  • A wall at the Sunless Skein has received some camera collision refinement to prevent players from seeing through it.
  • Fixed the collision of a rock at Fritzroy's Gorge cave that could hold an enemy on top of it if hit with a big displacement weapon.
  • Fixed a collision at the Fritzroy's Gorge cave that could block enemies from trying to jump down the scaffoldings.
  • Fixed a bug on Fief of the Chill curse in which a small asset could block the player when jumping down from a rooftop.

[h4]Elevators[/h4]
  • Elevator doors now have a brief delay before they start moving up or down, allowing players to exit before they begin moving. This change provides players with the chance to "reset" the elevators for their next respawn.
  • But beware! Elevators still have an attitude. This cannot be fixed.
gif credited to “猎龙者”翁斯坦

[h4]Visuals[/h4]
  • Fixed material in some umbral statues in Lower Calrath - Mines District.

[h4]UI[/h4]
  • Moved the resolution scale to graphics settings.
  • The Catalyst spell power statistic is now displayed in the Inventory tab.
  • Resolved an issue that could occur when the character slots were full and the player overwrote one of the old characters.
  • We've hidden the health bars of enemies that receive damage offscreen to avoid seeing them in boss fight rooms or unintended locations.

[h4]Audio[/h4]
  • We've resolved an issue where some ambient sounds could stop playing under certain conditions.

In Light we Walk.


Virtual photographies in this post are courtesy of Shinobi


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

Lords of the Fallen's NG+ plans will blow Dark Souls out of the water

Lords of the Fallen patch v.1.1.224 continues Hexworks' mission to revamp the new soulslike, further cementing that by the time the team is done, we'll be looking at a completely different game. Between some sizable changes to the New Game Plus mode that sets it apart from the genre-defining Dark Souls and welcome improvements to enemy leashing, LOTF is getting better all the time.


Read the rest of the story...


RELATED LINKS:

Best Lords of the Fallen weapons

Lords of the Fallen bosses and how to beat them

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Patch v.1.1.224 - NG+ Vestiges, Enemy Density, Crossplay, Progression Loss


[h3]Greetings Lampbearers, [/h3]
Thank you to everyone who attended last week’s Q&A event and provided feedback, both during the stream and afterwards. We continue to be humbled by the countless encouraging words and constructive feedback you have shared. In response to this, we have a few important announcements to make as part of today's patch notes.

[h2]Community Feedback[/h2]
[h4]Vestiges in NG+[/h4]

We hear you. And have decided to roll out some fundamental changes to ensure everyone continues to enjoy the NG+ experience, including both those who have relished the no-vestige challenge and those who would rather they were still present throughout the world.

From today's patch onward, now when you complete your initial playthrough, you will be presented with a new option before embarking on your next runthrough; you can either progress directly to the next consecutive NG (i.e if you’ve just completed NG+1, you would move onto NG+2), or you can replay the current NG at the same difficulty, albeit retaining your character, items and progression, but resetting the entire world, including NPCs and questlines. This will allow trophy hunters and completionists to seek out any outstanding tasks without having to contend with increased difficulty, should they so choose.

A further patch this coming Thursday will see further updates made to the NG+ mode; instead of removing all vestiges (as it does currently), NG+1 will only see a few disappear while keeping the key locations intact. In NG+2, a few more will disappear, and then in NG+3 all but the main HUB (Skyrest Bridge) and Adyr's Shrine vestige will disappear. This way, our initial vision remains intact but is more of a gradual adaptation, awaiting those who seek increasing levels of challenge.

Lastly, as a follow up to the popular announcement made during last week’s stream, we can confirm we have started designing the "NG+ modifier system", allowing players to fully customize their NG+ experience, whether that’s retaining all vestiges, keeping just a few, or removing them completely. It will also include other fun modifiers like a "hardcore" mode (1 death = permadeath), item randomizers, enemy randomizers, etc. The feature set is yet to be fully defined, but our current intention is to release the modifier system before the end of the year.

[h4]Enemy Density[/h4]

Today as a means of helping with enemy density, we're improving our 'leashing' system, further limiting how far enemies will pursue players from their spawn point. This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level.

We aim to have further refinements in Thursday’s patch, including reducing the number of enemies present in areas where players most struggle. These enemies will be removed in your initial playthrough, but will remain in NG+, in keeping with the more challenging experience players are seeking.

Additionally, we are going to tweak some crowd behaviors so enemies will not swarm players as often; multiple enemies will no longer land hits at the same time,while enemies will also be a little less aggressive when swarming the player in greater numbers.

[h4]Crossplay[/h4]

As we explained in the Q&A stream, we are targeting to deploy this ASAP for all platforms, but we want to ensure certain GPU stability levels for PC players before this happens.

We are pleased to confirm we are activating crossplay on consoles this coming Monday, with a plan to activate it on ALL platforms this coming Thursday.

[h4]Performance & Stability[/h4]

Our constant efforts for improved GPU stability are paying off, and we see that right now, the numbers have been reduced drastically from launch, to less than one third of what they were day one, yet still affecting 4% of our players each hour.

We are diligently addressing the remaining 0.28% of crashes stemming from game code, while also collaborating closely with NVIDIA, AMD, and Epic to resolve any outstanding issues reported by players through Sentry.

We have a number of key improvements rolling out between today and Thursday that will drive those numbers even lower.

[h4]Progression Loss[/h4]

For those players who have lost level progression, either through corrupted saves or due to the co-op related issue in v.1.1.215, please know we are working diligently on a solution for you.

We're setting up a team you can send your corrupted saves/downgraded characters to, which will respond by providing your saves with the required vigor to restore characters up to the level they were before the glitch.

Those affected by the corrupted save file, please follow the steps below:
  1. Create your new character
  2. Send your new character save*, the name of that character, and the level you need restored, to [email protected].
  3. We’ll send you back your save, with enough vigor skulls to reach the same level. You will need to restart your playthrough, but should be able to restore your progress very quickly with your high-level character.

Those affected by the co-op savegame glitch on v.1.1.215, please follow the steps below:
  1. Send your affected character save*, the name of that character, and the level you need restored, to [email protected].
  2. We’ll send you back your save, with enough vigor skulls to reach the same level.
*Your character saves are located at %USERPROFILE%/AppData/Local/LOTF2/Saved/SaveGames

[h2]v.1.1.224 Patch Notes[/h2]

[h4]NG+[/h4]
  • Added a new NG+ option that resets the game world, allowing you to restart with your current character level in the same world.

[h4]Enemy Density[/h4]
  • We've improved the leashing system where enemies will stop pursuing you after a certain distance (varies by situation). This prevents overwhelming crowds of enemies if you rush through a map section.

[h4]Visuals[/h4]
  • Fixed fog card artifacts in locations like the Manse of the Hallowed Brothers chapterhouse when Frame Generation was enabled.


In Light we Walk.

All virtual photographies in this post are courtesy of Spectral


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