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Lords of the Fallen News

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.


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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...


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The best Lords of the Fallen farm spot for vigor

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

LORDS OF THE FALLEN | LIVE Q&A WITH HEAD OF STUDIO - 19TH OCT

Thank you for all your support since Lords of the Fallen launched last Friday. We're absolutely delighted to see so many of you enjoying our dark fantasy action-RPG - a true labour of love, almost four years in the making.

This Thursday at 7pm CET, our Head of Studio, Saul Gascon, will be joining FightinCowboy for a live Q&A session on Twitch. Saul will also be sharing his top tips and insider tricks for triumphing against the foes of Mournstead.

We look forward to seeing you then, and in the meantime, please add your questions in the comments below.

http://twitch.tv/CIGames

In light, we walk.

The Hexworks Team

Patch v.1.1.203


[h3]Greetings Lampbearers, [/h3]

Today has been a good day. Our bug kill count has reached its highest to date, thanks to your support via Sentry.

Additionally, we have begun to implement more substantial performance improvements. This is aimed at freeing up VRAM to provide additional headroom for GPUs that are operating at the limit of their capabilities. This process is taking some time because we are committed to ensuring that you do not lose any quality.

You guys keep exploring Mournstead. We keep pushing hefty updates for you.

[h4]Stability[/h4]
  • Fixed a crash that could occur when an NPC was talking, under very specific conditions.
  • Fixed a rare crash that could happen when enemies were targeting players when using some of their abilities.
  • Fixed a rare crash that could occur when interacting with certain in-game elements.
  • Fixed a crash that could happen with some Niagara particles that left a trail behind them.
  • Fixed a crash that could occur when running out of ammo and trying to perform an action that consumes ammo.
  • Fixed a rare crash related to player spawning in multiplayer by the host when the client is still not fully ready.
  • Fixed a rare crash that could occur when resurrecting at an anchor.
  • Fixed a crash when being invaded by a player who happens to lose connection at the right frame.
  • Moved 2 parameters from local saves to settings save to provide more configurable options to GeForce Experience.

[h4]Performance[/h4]
  • Adjusted Soulflay texture sizes and materials to make them easier for the GPU to handle VRM-wise.
  • Reworked some UI elements to free up memory.
  • Reduced memory allocation for environment interaction to free up approximately 16MBs of memory.
  • Anchor images are now loaded only when interacting with vestiges.
  • Fixed several textures used throughout the game to reduce VRAM consumption by approximately 10MBs.

[h4]Bosses[/h4]
  • Crimson Rector's parasites will no longer trigger heavy reactions on the player.

[h4]NPCs[/h4]
  • Sparky has received some additional lines of dialogue.

[h4]Balancing[/h4]
  • Balancing adjustments have been made for NG+ bosses and regions, especially in the almost end-game stages of NG+. We felt we were too enthusiastic and the previous curve was too steep.
  • Molhu has decided to reduce the price of seeds in his store from 2,500 vigor to 1,200 vigor.

[h4]Gameplay[/h4]
  • Fixed player behavior during interactions with NPCs and vendor screens, which could lead to weird orientations.
  • Modified Vestige interactions to allow camera movement while interacting with the vestige.

[h4]Collisions[/h4]
  • Fixed a small collision bump that could cause AIs to get stuck near Agatha's vestige.
  • Fixed a missing Umbral navmesh in Pilgrim's Perch East section that would make umbral inhabitants stop pursuing players.
  • Fixed a small ground issue at Skyrest bridge.

[h4]VFX[/h4]
  • Umbral nail attack from a secret boss has been optimized for AMD cards.
  • Adjusted banners FX angle that could sometimes be rotated too much.
  • Reworked both poison and Umbral mists to look better, addressing issues with pixelization observed on some streams.
  • Optimized Barrage of Echoes spell.
  • Steps VFX now disappear when off-screen instead of being frozen but still calculated.
  • Improved the Lightreaper jump attack particles to make it even more spectacular.
  • Fixed skinning issues for the sword of a very important person.
  • Crossbowmen now have more noticeable and persistent arrow trails for increased visibility and directionality.

[h4]UI[/h4]
  • Modified the maximum length for online session passwords to 8 characters, as players typically use 4-6 character words.
  • Added additional sounds to the splash screen.
  • Now, if you equip ammo or a spell that cannot be used, the (X) button is also displayed in the widget.
  • Fixed a bug where the character name pop-up couldn't be closed with the gamepad when spamming (A) or (B) while opening it.
  • Reverted the "any button shows (A) to skip" in cinematics, as it wasn't working well on some devices.

[h4]3D Photo Mode[/h4]
  • Fixed an issue where the camera of a saved 3D scene in 3D Photo Mode could be in the wrong position, adding failsafes to prevent this from happening.
  • Fixed a bug where the state of doors (opened/closed) and a few other interactables was not being saved in the 3D photo.


In Light we Walk.

Virtual photographies courtesy of @Shinobi_space - 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