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Lords of the Fallen News

Patch v.1.1.217


[h3]Greetings Lampbearers, [/h3]
Introducing our latest set of patch notes! In this update, we are introducing a multitude of optimizations and stability improvements.

Our team has been working hard to squash the most recent bugs, fine-tune some animations, and improve various aspects of the game to ensure you have a smoother journey through the world of Lords of the Fallen.

Keep reporting to Sentry, this really helps us focus on the most important issues.

[h4]Stability[/h4]
  • We fixed a crash that could occur when enemy AIs used their abilities in specific conditions.
  • Fixed a potential GPU crash caused by the initial cinematic resizing the viewport. Now it fades to black until we resolve the ratio-changing engine hiccups on some GPUs.
  • v.1.1.219 - Added additional crash information to Sentry logs to help identify source of the issue.

[h4]Optimization[/h4]
  • We've started a rework on how the animations of complex enemies are calculated to gain additional performance without compromising quality.
  • Skyrest has undergone further optimization of its walls to improve performance.
  • Ruiner's totems have been optimized.
  • Parasites have received an additional optimization pass.
  • Improvements have been made to shadow cost and overdraw in the Skyrest bridge area.
  • A slight animation budget optimization has been implemented to ensure that hidden enemies do not blink. Why would they blink? Instead, they will keep their eyes wide open, waiting for the player to appear, allowing for a more effective ambush.

[h4]AI[/h4]
  • Crossbowmen have undergone additional adjustments to their behavior in order to make them smarter without increasing their difficulty. This should result in a more engaging and balanced gameplay experience when encountering these enemies in the game.
  • A navmesh in the cistern has been adjusted to assist an invisible archer in targeting the player more efficiently.
  • The aggro ranges of the Deep Sparrow, Infernal Enchantress, and Mendacious Visage have been revised to prevent them from pursuing players after losing sight.
  • The Abbess and the Conflagrant Seer will now refrain from using their abilities against the player if the player is not in plain sight.
  • The worms spawned by the Mendacious Visage can now be dodged more easily.
  • There was one instance of a Pilgrim at Pilgrim's Perch who could see the player from a very far distance. Now, he will only notice the player when they get closer.
  • A fix has been implemented for archers to keep the arrow in place while applying vertical offset. This is a visual fix for archers that, when aiming at you from slopes, the arrow was being incorrectly displaced. The most visible impact was on the Holy Archer, particularly in the women's area section.
  • An update has been made to the "LookAt" behavior for NPCs to prevent neck snapping when the player gets close to them. This improvement aims to create a smoother and more natural interaction between the player and NPCs.

[h4]Balancing[/h4]
  • The amount of poise damage inflicted by enhanced throwable items has been reduced.
  • Dev sword won't be ruining your PVP anymore.

[h4]Customization[/h4]
  • Removed root bone influence from the Stalker's Hunter body and legs to improve the visuals.
  • The Holy Archer character model has been adjusted. These changes include removing the belt from the torso, shortening the cloth on the head, and modifying CLPs to accommodate these alterations
  • Swelling on the skirt part of the Marksman Armour has been removed to improve visuals and physics.

[h4]Level Design[/h4]
  • Fixed an issue where players could interact with a Soulflay Chain from the ground in Skyrest Bridge, bypassing one step of the puzzle.
  • An invasion area at Pilgrim's Perch could be easily abandoned with a simple jump. To address this exploit, we've added an additional "moth-wall".
  • Fixed an issue where players could interact with the Soulflay Chain from the ground in the Swamp area. This fix prevents players from bypassing one step of the puzzle.
  • Lock-on targeting has been re-enabled for ambush enemies in the following areas: Forsaken Fen, Fitzroy's Gorge, Cursed Fief, Redcopse, Sunless Skein, and Manse of the Hallowed Sentinels.

[h4]Collisions[/h4]
  • Two locations in the Forsaken Fen have been tweaked to prevent creatures from getting stuck under certain combat conditions.
  • Players can clip through the floor at a specific spot in the refractory of the Manse.
  • The camera could clip with the statue in the Leprosarium.
  • Improved the navigation of "drones" in a secret "room" within Bramis Castle.
  • Added an additional collision box for AIs to prevent them from falling through a hole at the Tower of Penance. Players can still push them through.
  • Fixed a collision issue in Lower Calrath that could prevent players from stepping on it without using a jump.
  • Collision fixes and optimization in the area around Lower Calrath's orphanage have been implemented.
  • Corrected hidden landscape collision on Manse Supply Road to prevent thrown objects from getting stuck.
  • Players were not dying properly due to the Void volume being too low on Pilgrim's Perch.
  • A collision issue between a rock and a wooden structure has been fixed to prevent players from getting stuck under certain conditions.
  • A wrong collision setup that made it difficult to pick up an item in Lower Calrath's Smelter area has been fixed.
  • A collision bug that occurred on a specific bed at Bramis Castle has been fixed.
  • Players could get stuck on a collision in the Sunless Skein.
  • Fixed a hole at Fritzroy's Gorge that could cause players to fall through it.
  • Fixed a collision on an asset that could cause players to get stuck when rolling in a certain way.
  • A misplaced collision could cause players to fall through the ground in the tutorial area.
  • v.1.1.219 - Fixed an issue in the Tower of Penance where a collision would sometimes prevent players from jumping down at a specific spot, under certain conditions, blocking their progression.

[h4]Visuals[/h4]
  • The LOD (Level of Detail) settings of the Strider have been updated to address an issue where the jewelry would behave unexpectedly when transitioning from LOD1 to LOD0. This update should result in a smoother and more visually consistent experience with the Strider character in the game.
  • Fixed a torn skirt by resetting the bones to their reference pose. This was discovered while cleaning her abp for optimization.
  • Fixed some ground artifacts in the Forsaken Fen.

[h4]Gameplay[/h4]
  • Fixed controller vibration and camera shake from some level elements that ignored if the player turned that option off in the menu.


In Light we Walk.


[h4]v.1.1.219 - Minor Update[/h4]
Made minor adjustments to the Sentry tool to enhance the crash reports when players decide to send the bug report. These adjustments allow us to gather more detailed information about the crash, aiding in diagnosing and resolving specific hardware issues more effectively. Additionally, we've removed a collision in the Tower of Penance that could block progression under certain conditions.

Virtual photographies in this post are courtesy of TheDarkSide - 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

Patch v.1.1.214 (& hotfix 216)

Hotfix v.1.1.216

We've noticed an increase in crash reports in Sentry with patch 214, as well as reports of players losing levels in co-op.

We've identified both issues and have rolled back the changes immediately.

Please update the game on Steam to get the latest stable version.

Patch v.1.1.214

[h3]Greetings Lampbearers, [/h3]
As usual, we continue our quest to squash bugs in order to improve stability and performance.

Additionally, Fighting Cowboy hosted a Q&A session in which the community was able to inquire about various topics related to Lords of the Fallen. Feel free to check it out here.

And last but not least, we've seen the community is really engaging with ours Faction Shrines!
  • Shrine of Adyr is now fully unlocked!
  • Shrine of the Putrid Mother - tier 2 has been unlocked
  • Shrine of Orius - still on the base tier 1

[h4]Stability[/h4]
  • Fixed a crash that could happen when interacting with the vestige, under very specific conditions.
  • To all AMD GPU users, make sure to update to latest drivers, as AMD has pushed specific driver fixes for Lords of the Fallen.
  • To all nvidia GPU players, we highly recommend to update to latest, too.

[h4]Optimization[/h4]
  • The navmesh has been optimized further to avoid potential hiccups and micro-stutters- Reverted in hotfix 215
  • Revised some global textures to reduce memory usage without any apparent loss in visual quality.
  • Collisions within a secret arena at Bramis Castle (with a group of enemy drones) have been optimized and adjusted.
  • We have heavily optimized the game thread for calculating navmesh, adhering to a maximum processing time budget.
  • Umbral eggs have been optimized to check for player position only after they've been opened. What came first? The umbrie or the egg?
  • Collision optimizations in the Lower Calrath storehouse surroundings.
  • Several additional collision optimizations have been implemented to free up memory and improve the game's performance.

[h4]Multiplayer[/h4]
  • Fixed an issue in which the client could lose the ability to move under certain conditions.

[h4]Balancing[/h4]
  • The Parry Guard protection has been increased to 80%, as announced in today's stream with Fightin' Cowboy. It also avoids receiving any elemental damage or ailment.

[h4]AI[/h4]
  • Ruiners now have a higher chance to trigger their fearful charge.
  • Ruiners now aim their shield fire attack at players more accurately. Beware!
  • Parasites now follow their hosts more quickly to prevent them from straying too far when the player pulls the host far away. If they are blocked, they will teleport to the host to aid players who are siphoning them by staying close.
  • We found an issue where Pilgrim's Perch pilgrims could sometimes shoot through certain structures. This issue has now been fixed.

[h4]Boss[/h4]
  • We observed an instance where Reinhold's stab attack was propelling the player in a random direction. This issue has now been fixed.
  • Menacious Visage will now react correctly with the camera if the player is positioned between the boss and the camera.

[h4]Level Design[/h4]
  • A puzzle involving umbral platforms at the Empyrean could be exploited by using soulflay on one of the platforms from a specific angle.
  • A streaming volume has been adjusted in Pilgrim's Perch to ensure that some assets don't appear too late for the player.
  • Adjusted the region scalars of the enemies behind the frozen door to better match the player's level.
  • Revised the obstacles in one of the shortcuts to no longer force the player to go through the Umbral fully; now it can be crossed by simply raising the lamp.
  • Slightly adjusted the backstab tutorial to prevent the enemy from sometimes going through the fence.

[h4]Collisions[/h4]
  • The collisions of two umbral walls in Lower Calrath have been reviewed and updated.
  • Various ramps and staircases that didn't offer smooth navigation have been improved.
  • Two ground tiles that were causing issues with Delyth's attacks, preventing her from reaching the player, have been fixed.
  • Collision issues in the Deep Forest have been addressed to prevent enemies from getting stuck in certain situations.
  • Collision issues in the Deep Forest have been fixed to improve player navigation and prevent invisible blockers.
  • Collisions in Upper Calrath have been adjusted to provide smoother player navigation and eliminate small steps.
  • Collisions in Lower Calrath's Alehouse have been improved to better support jumping gameplay and prevent players from falling off on the other side.
  • Multiple collision fixes in Lower Calrath have been implemented to ensure the AI's navigation mesh functions correctly.
  • A rock that previously lacked collisions now has proper ones.

[h4]Visuals[/h4]
  • Several armor sets, including the Marksman Armour, Sin-Piercer belt, and Condemned chest, have been adjusted to address minor clipping issues that occurred when using extreme character sizes (strong or thin).
  • A few fire decals in Lower Calrath have undergone further optimization and visual enhancement.
  • Fixed an issue where a bush was clipping through a wall in the Manse of the Hallowed Brothers.
  • Camera vibrations on some elevators have been adjusted to reduce exaggerated camera shakes.
  • Fixed a soulflayable spirit that was hard to hit due to the art surrounding it.

[h4]UI[/h4]
  • Fixed a display issue for stackable items sold in vendors, where it could show a higher number than the actual available purchaseable amount after going through an anchor once.
  • Improved navigation on Faction Shrines with a gamepad, so you don't have to go all the way down to move from tier to tier.
  • Increased the password limit for multiplayer to 8 characters.
  • Removed a prompt warning of the presence of an umbral path from a boss arena, and it now only appears after the fight is over.
  • Interact prompts sometimes were not displaying the correct keybinding, depending on the chosen key.

[h4]Steam Deck[/h4]
  • Fixing the red eye issue on the Steam Deck is proving to be more challenging than we initially expected, and VALVE themselves are lending a hand. In the meantime, we've ensured the Scarlet Shadow doesn't spawn, until he's been fixed. So anybody blocked by this, should be able to proceed normally - the Scarlet Shadow will be back soon.


In Light we Walk.

Virtual photographies in this post are courtesy of Bran - 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

How to get all Lords of the Fallen endings

How do you get all Lords of the Fallen endings? With a total of three different paths to walk down, you actually lock yourself into one of them relatively early on in the game, so if you wish to avoid sealing your fate, you need to ensure that you don't immediately go with your gut instincts. Doing so will get you some exclusive classes for your next run.


Our Lords of the Fallen review alluded to the fact there are several endings with specific conditions, so what do you need to do to get them? Well, aside from beating some very tough Lords of the Fallen bosses, you need to follow some specific instructions when interacting with NPCs, picking up a certain rune, and other key items in the RPG game. If you don't want to lock yourself into the default Lords of the Fallen finale, here are some instructions on what to do and what you get for completing the game with said endings.


Read the rest of the story...


RELATED LINKS:

Best Lords of the Fallen weapons

Lords of the Fallen bosses and how to beat them

Lords of the Fallen classes - the best starting class

Patch v.1.1.207


[h3]Greetings Lampbearers, [/h3]

Another day, another patch, and quite a few more bugs have been slain.

Please keep reporting on Sentry so we can focus on your most critical issues.

[h4]Stability[/h4]
  • Fixed a crash that could occur when the soulflayed character is destroyed while the player has not yet finished the soul flay pull animation.
  • Fixed a crash that could occur when the GameThread timed out waiting for RenderThread after 120 seconds.
  • A failsafe has been added to prevent an access violation crash in DirectX. The suspicion is that the RHI texture is deleted before FD3D12DynamicRHI::RHIAsyncCreateTexture2D returns.
  • A sneaky bug has been fixed where lower supported AMD cards could crash when using 32-bit wave operations in shaders instead of 64-bit.
  • We're now calling TerminateOnGPUCrash() when the GPU has actually crashed, not when it's unresponsive, to get better information on Sentry in case of crashing.
  • Fixed an issue where the wrong descriptor was passed to the d3d12 Resource constructor, resulting in asserts when getting resource allocation info for shared buffers.
  • Fixed a crash that could occur when an actor in the process of being soulflayed was destroyed before the player could finish the pull animation.
  • Fixed a very rare crash that occurred when continuously hitting walls. Occasionally, the wall would take revenge and crash your game.

[h4]Optimization[/h4]
  • The 4000 books on the shelves at Bramis Castle now lack collision to reduce memory usage.
  • It was gardening day on the Fief, and several trees have been optimized.
  • Certain UI textures have been optimized to load more quickly and reduce their VRAM usage.

[h4]Multiplayer[/h4]
  • Fixed an issue where the audio from the host could sometimes not be heard by the client when in spectator mode after dying.

[h4]Gameplay[/h4]
  • In some instances, when using the lamp to traverse certain platforms in Axiom, falling would trigger the fall animation twice. Now it only triggers once as intended.

[h4]AI[/h4]
  • Fixed enemies that could sometimes be spawned in a T-pose at the lower part of the manse.
  • Tweaked the navmesh on a small section of Lower Calrath to help AI navigate better in that complex environment setup.
  • Trapper's traps can now be destroyed with ranged options such as arrows, grenades, magic, and more.

[h4]Quests[/h4]
  • In one of the character's quests, there was a big door that would disappear. Now, when it disappears, it does so with style, as we've added moth particle systems to the disappearance.

[h4]Collision[/h4]
  • Collisions on some umbral platforms in the cistern have been fixed to improve the navigation of certain enemies.
  • On the Fief, during our gardening day, we've improved trees that needed better collision detection.
  • We've covered a ground hole in Pilgrim's Perch that was causing players to fall through it. It wasn't visible enough and felt unfair.
  • We've fixed the collision of a small wood platform in Lower Calrath that was causing Bringers of Stillness to fall through it instead of lurking from the shadows.

[h4]Audio[/h4]
  • We've added a new (slightly sexier) sound when pressing "continue" in the main menu.
  • The Exclusive Section of the Collector's Edition now has a specific song.

[h4]Steam Deck[/h4]
We've identified the issue causing the game to crash on Steam Deck in the latest builds. We have a fix, and as soon as it passes QA, we'll publish it tomorrow. In the meantime, please ensure that you've updated your Steam Deck software to "Stable" (not "BETA" or "Preview"). Additionally, you can work around the issue by booting the game on your PC and resting at a vestige to get rid of the red eye.

In Light we Walk.

Virtual photography is courtesy of Murphys_Law_Vp - 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

Lords of the Fallen rolls out "substantial performance improvements"

Lords of the Fallen patch notes 1.1.203 are here for the update on Wednesday, October 18, as developer Hexworks announces, "Our bug kill count has reached its highest to date." The team also says it has "begun to implement more substantial performance issues," which should improve performance for any graphics cards being pushed to their limits by the game's current state.


Read the rest of the story...


RELATED LINKS:

The best Lords of the Fallen farm spot for vigor

Lords of the Fallen's insufferable snipers have been dealt with

Lords of the Fallen publisher "well positioned" for new survival game