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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...


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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

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