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Lords of the Fallen News

Save 34% on Lords of the Fallen - Steam Autumn Sale


Exclusive to the Steam Autumn Sale, we’re delighted to offer 34% Off the Standard Edition of Lords of the Fallen, and 30% Off the Deluxe Edition, for a limited time only.

Free Content Plan

Price deduction aside, there’s never been a better time to embark upon the vast lands of Mournstead in an epic quest to defeat Adyr, the demon god. Since launch, we’ve released no less than 26 updates, significantly improving overall performance, as well as refining difficulty balance with the help of our passionate community (more on that below).

Today also sees the launch of ‘The Way of the Bucket’ - the second of a series of new questline events scheduled for this year, as detailed in our 2023 Free Content Plan. Following in the steps of ‘Season of the Bleak’, released for Halloween, these free (and permanent) events introduce new quests, armours, and weapons, and arrive alongside numerous other content updates, as detailed below:

Difficulty Balancing

In terms of difficulty balancing, we’re incredibly grateful to our steadfast Lampbearers, for your ongoing feedback and commitment to Lords of the Fallen. With your help, the last 26 updates have nearly all included numerous balancing improvements, and we’re incredibly happy with the results. As summarised in yesterday’s recap, please see some of the key refinements below:
  • Reduced Mob Density
  • Vestiges reinstated to NG+
  • Improved enemy leashing
  • Reduced accuracy of ranged enemies
  • New instakills for all beasts
  • More resourceful NPC boss summons
  • Improved fall prevention during attack animations
  • Ongoing split PvP/PvE balancing
Accolades Trailer

In case you missed it, check out our Official Accolades Trailer, featuring the likes of IGN, Fextralife and GameRant, released shortly after launch in celebration of hitting the 1 million sales landmark.

[previewyoutube][/previewyoutube]
In Light, We Walk.

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

The Way of the Bucket - Update v.1.1.348


[h3]Greetings Lampbearers, [/h3]

The Way of the Bucket: An ancient martial art? An extraordinary, time-honoured ritual? Or just one man’s unprecedented commitment to the humble receptacle?

Today’s update, released ahead of our usual cadence, answers this question and more, with headline features including:
  • New Questline Event: The Way of the Bucket
  • New Spells Pack #1
  • Fall prevention when attacking
  • Improved matchmaking
  • Umbral ending fix

And with that, we continue to tick a few more items off our 2023 free content plan, though there’s still… ahem, a bucket load to come before year’s end. Additionally, we continue to work hard further refining the game’s difficulty balance in line with your ongoing feedback. Please find a recap of all difficulty enhancements to date here from earlier this week.

Full patch notes below,


[h4]The Way of the Bucket[/h4]

Similar to our Hallowen Event - ‘Season of the Bleak’ - today’s update brings with it ‘The Way of the Bucket’, a new and mysterious questline which upon completion, grants a reward of truly indeterminate value.

Seek guidance in the words below…

When time came to do or die, they emerged from their throes,
With meagre improvisations, spreading such desperate blows.
Should you as well seek meaning in these humble souls' disguise,
Don makeshift twin attire and find the one that lies.
Salute, attest and once more show honour to their semblance,
And you’ll amass the sincere gifts of one held in remembrance.
Yet hoard not without measure, show mutual regard,
For greed amongst the downtrodden is seen as truly marred.


[h4]New Spells[/h4]

Embrace the array of new spells now accessible across the three magical schools. You have the opportunity to acquire them by defeating their wielders.




Vortex of Torment

Summon a Radiant cyclone which inflicts physical damage and bleed buildup.




The Tolling

Unleash a wave of Radiant magic which inflicts holy damage and is capable of knocking down enemies.




Blistering Salvo

Unleash a volley of infernal darts which inflict physical damage and burn buildup.




Rising Fire

Summon several orbs of fire which explode following a short delay, inflicting fire damage and ignite buildup.




Pallid Bile

Unleash a torrent of Umbral magic, inflicting wither damage and poison buildup.




Septic Heave

Hurl several putrid orbs which inflict physical damage and poison buildup.

Please note that these spells will not count towards the Radiant, Inferno, or Umbral Adept Achievements.

[h4]Core Gameplay Improvement[/h4]

With this patch if you begin an attack animation away from a ledge, you will no longer fall off if the attack animation draws you to the edge of said platform. However, if you start the attack animation when already standing at the edge, you will fall.

[h4]Improved Matchmaking[/h4]

We've updated the matchmaking selection process, giving priority to ping while also performing additional checks on the connection at both ends. This may slightly increase matchmaking time, but it ensures a higher quality connection.

[h4]Umbral Ending[/h4]

For players who previously encountered an issue with the Umbral ending, preventing them from completing the game, we have more positive news this week. We've implemented an additional check to address another edge case, allowing you to proceed after being blocked. So now, when you load the game, you should be able to directly access the ending.

We appreciate Fionn for sharing his save, to help identify and resolve this matter.. While we believe all outstanding issues have now been addressed, please don't hesitate to reach out to our support team at [email protected] with your save information if you encounter any further problems.

[h4]Performance[/h4]
  • Added additional precalculated PSOs to further reduce micro-stuttering throughout the game world.
  • Removed redundant collisions only on far-distance assets in the Empyrean Vista. All affected elements are out of the gameplay area.
  • Improved performance in the level art of the Upper Calrath nobles area by removing cast shadows from numerous assets without any impact on quality.
  • Optimized the Umbral level in Skyrest Bridge (Rampart and Parapet) by deleting hidden meshes and adjusting camera occlusion and pixel depth in certain meshes.
  • Second pass to reduce the number of actors casting shadows (small objects and minor details) in the Manse of the Hallowed Brothers. No loss in quality.
  • Second pass to reduce the number of actors casting shadows (small objects and minor details) in the Tower of Penance. No loss in quality.

[h4]AI[/h4]
  • Increased Scarlet Shadow's senses to ensure it acquires the player as a target even in edge cases where it spawns far away from the player.
  • Linked the Ruiner to a leashing volume to prevent him from leaving the intended encounter area in Lower Calrath.
  • Added additional collisions for enemies spawning on the floor of Skyrest Bridge.
  • Filled a missing navmesh hole in one spot of Pilgrim's Perch to improve AI navigation.
  • Fixed an AI that was not following its patrol in the Manse of the Hallowed Brothers.
  • A very treacherous NPC now says different things when defeating the player. Still obnoxious, but with style.

[h4]Collisions[/h4]
  • Fixed an issue where players could get stuck near a crystal in Bramis Castle.
  • Fixed an issue where players could get stuck in Anchor Between Realms.
  • Fixed an issue where players could get out of world in The Empyrean.
  • Fixed minor clipping issues on some stairs in Fief of the Chill Curse.
  • Fixed an issue with a missing wall collision in Abbey of the Hallowed Sisters.
  • Fixed an issue where players could get out of world in Manse of the Hallowed Brothers.
  • Adjusted moth walls to prevent players from leaving Otto's boss encounter.
  • Adjusted the location of a chest to avoid players getting stuck in Forsaken Fen.
  • Placed blocking volume to prevent the player from jumping on a specific branch in Fief of the Chill Curse.
  • Fixed issues where players could skip certain areas in Fief of the Chill Curse.
  • Adjusted a flower bed near the Bellroom Vestige that could cause issues with gameplay.
  • Fixed an issue where players could get stuck at a rock near the Tower of Penance.
  • Fixed an issue where players could skip the Pieta boss fight encounter by climbing up the Fire Giant's corpse.

[h4]Visuals[/h4]
  • Improved player character turning animation for turning at very slow speed.
  • Added a missing base to one of the statues in Abbey of the Hallowed Sisters.
  • Improved the specular and brightness for several weapons and armors sets materials.

Check out our 2023 roadmap here.

In Light we Walk.


Images from HEXWORKS art blast on Artstation


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

The Way of the Bucket - Update v.1.1.348


[h3]Greetings Lampbearers, [/h3]

The Way of the Bucket: An ancient martial art? An extraordinary, time-honoured ritual? Or just one man’s unprecedented commitment to the humble receptacle?

Today’s update, released ahead of our usual cadence, answers this question and more, with headline features including:
  • New Questline Event: The Way of the Bucket
  • New Spells Pack #1
  • Fall prevention when attacking
  • Improved matchmaking
  • Umbral ending fix

And with that, we continue to tick a few more items off our 2023 free content plan, though there’s still… ahem, a bucket load to come before year’s end. Additionally, we continue to work hard further refining the game’s difficulty balance in line with your ongoing feedback. Please find a recap of all difficulty enhancements to date here from earlier this week.

Full patch notes below,

[h4]The Way of the Bucket[/h4]

Similar to our Hallowen Event - ‘Season of the Bleak’ - today’s update brings with it ‘The Way of the Bucket’, a new and mysterious questline which upon completion, grants a reward of truly indeterminate value.

Seek guidance in the words below…

When time came to do or die, they emerged from their throes,
With meagre improvisations, spreading such desperate blows.
Should you as well seek meaning in these humble souls' disguise,
Don makeshift twin attire and find the one that lies.
Salute, attest and once more show honour to their semblance,
And you’ll amass the sincere gifts of one held in remembrance.
Yet hoard not without measure, show mutual regard,
For greed amongst the downtrodden is seen as truly marred.


[h4]New Spells[/h4]

Embrace the array of new spells now accessible across the three magical schools. You have the opportunity to acquire them by defeating their wielders.




Vortex of Torment

Summon a Radiant cyclone which inflicts physical damage and bleed buildup.




The Tolling

Unleash a wave of Radiant magic which inflicts holy damage and is capable of knocking down enemies.




Blistering Salvo

Unleash a volley of infernal darts which inflict physical damage and burn buildup.




Rising Fire

Summon several orbs of fire which explode following a short delay, inflicting fire damage and ignite buildup.




Pallid Bile

Unleash a torrent of Umbral magic, inflicting wither damage and poison buildup.




Septic Heave

Hurl several putrid orbs which inflict physical damage and poison buildup.

Please note that these spells will not count towards the Radiant, Inferno, or Umbral Adept Achievements.

[h4]Core Gameplay Improvement[/h4]

With this patch if you begin an attack animation away from a ledge, you will no longer fall off if the attack animation draws you to the edge of said platform. However, if you start the attack animation when already standing at the edge, you will fall.

[h4]Improved Matchmaking[/h4]

We've updated the matchmaking selection process, giving priority to ping while also performing additional checks on the connection at both ends. This may slightly increase matchmaking time, but it ensures a higher quality connection.

[h4]Umbral Ending[/h4]

For players who previously encountered an issue with the Umbral ending, preventing them from completing the game, we have more positive news this week. We've implemented an additional check to address another edge case, allowing you to proceed after being blocked. So now, when you load the game, you should be able to directly access the ending.

We appreciate Fionn for sharing his save, to help identify and resolve this matter.. While we believe all outstanding issues have now been addressed, please don't hesitate to reach out to our support team at [email protected] with your save information if you encounter any further problems.

[h4]Performance[/h4]
  • Added additional precalculated PSOs to further reduce micro-stuttering throughout the game world.
  • Removed redundant collisions only on far-distance assets in the Empyrean Vista. All affected elements are out of the gameplay area.
  • Improved performance in the level art of the Upper Calrath nobles area by removing cast shadows from numerous assets without any impact on quality.
  • Optimized the Umbral level in Skyrest Bridge (Rampart and Parapet) by deleting hidden meshes and adjusting camera occlusion and pixel depth in certain meshes.
  • Second pass to reduce the number of actors casting shadows (small objects and minor details) in the Manse of the Hallowed Brothers. No loss in quality.
  • Second pass to reduce the number of actors casting shadows (small objects and minor details) in the Tower of Penance. No loss in quality.

[h4]AI[/h4]
  • Increased Scarlet Shadow's senses to ensure it acquires the player as a target even in edge cases where it spawns far away from the player.
  • Linked the Ruiner to a leashing volume to prevent him from leaving the intended encounter area in Lower Calrath.
  • Added additional collisions for enemies spawning on the floor of Skyrest Bridge.
  • Filled a missing navmesh hole in one spot of Pilgrim's Perch to improve AI navigation.
  • Fixed an AI that was not following its patrol in the Manse of the Hallowed Brothers.
  • A very treacherous NPC now says different things when defeating the player. Still obnoxious, but with style.

[h4]Collisions[/h4]
  • Fixed an issue where players could get stuck near a crystal in Bramis Castle.
  • Fixed an issue where players could get stuck in Anchor Between Realms.
  • Fixed an issue where players could get out of world in The Empyrean.
  • Fixed minor clipping issues on some stairs in Fief of the Chill Curse.
  • Fixed an issue with a missing wall collision in Abbey of the Hallowed Sisters.
  • Fixed an issue where players could get out of world in Manse of the Hallowed Brothers.
  • Adjusted moth walls to prevent players from leaving Otto's boss encounter.
  • Adjusted the location of a chest to avoid players getting stuck in Forsaken Fen.
  • Placed blocking volume to prevent the player from jumping on a specific branch in Fief of the Chill Curse.
  • Fixed issues where players could skip certain areas in Fief of the Chill Curse.
  • Adjusted a flower bed near the Bellroom Vestige that could cause issues with gameplay.
  • Fixed an issue where players could get stuck at a rock near the Tower of Penance.
  • Fixed an issue where players could skip the Pieta boss fight encounter by climbing up the Fire Giant's corpse.

[h4]Visuals[/h4]
  • Improved player character turning animation for turning at very slow speed.
  • Added a missing base to one of the statues in Abbey of the Hallowed Sisters.
  • Improved the specular and brightness for several weapons and armors sets materials.

Check out our 2023 roadmap here.

In Light we Walk.

Images from HEXWORKS art blast on Artstation


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

New Lords of the Fallen quest embraces fan favorite NPC and activity

In what I think is a brilliant community-driven move, Hexworks is today releasing a Lords of the Fallen bucket-themed questline as part of its free post-launch roadmap. The quest taps into one of the ways the players have taken off with a small part of the game, similarly to many of the NPCs and weapons in FromSoftware's Dark Souls. There's even a LOTF sale starting soon as part of Black Friday, so if you're here after being interested in the game, now's the time to jump in.


Read the rest of the story...


RELATED LINKS:

New Lords of the Fallen roadmap brimming with incredible free DLC

Lords of the Fallen update adds crossplay, overhauls New Game Plus

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

Ongoing Difficulty Balancing - A Recap

[h3]Greetings Lampbearers, [/h3]

Since our launch in mid October, we’ve worked diligently with you, our steadfast Lampbearers, to refine and perfect the balance between challenge and enjoyability in Lords of the Fallen, based on your own experiences through Mournstead and the sheer amount of (crazy) builds you guys have created. To date, we’ve released no less than 25 updates, nearly all of which have included numerous difficulty balancing enhancements based on your feedback, and we 100% believe you guys made the right call with everything so far!

So today, we wanted to take a moment to summarise everything that has been achieved to date:


[h3]Reduced Enemy Density[/h3]
We have received significant player feedback on enemy density, which, combined with our internal telemetry, has been invaluable in our ongoing endeavour to better balance difficulty throughout Lords of the Fallen.

To this end, the entire game has received an enemy density pass, with the number of mobs reduced by up to 30% in some of the most challenging areas. Additionally, we have removed some of the ‘sneakiest’ of foes that had a tendency to creep up behind you at the very worst of times. Typical Rhogar!

[h3]Improved Enemy Leashing[/h3]
It quickly became apparent that we had given our enemies too much freedom around Mournstead, meaning they would pursue you a little too enthusiastically from one area to another resulting in further increased mob density.

By improving enemy leashing (TL;DR: they won’t follow for as long or as far), players now have more freedom in their exploration, and a better chance at overcoming mob encounters as per our original design.

[h3]Vestiges in NG and NG+[/h3]
At launch, permanent Vestiges were only available in your initial playthrough, meaning you were forced to rely solely on Vestige Seedlings (the ones you create yourself) in NG+. Though vestige seeds (used to create Vestige Seedlings) can be purchased rather cheaply, not to mention, farmed from Umbral entities including Mamma Moth, we have since reinstated the majority of permanent Vestiges to NG+ by popular demand.

The number of permanent vestiges decreases with each additional level of NG+ (meaning there are a few less in NG+2 and so on), however, development continues on the NG+ Customiser we announced a few weeks ago, which will provide players the option to fully modernise their NG+ experience (including Vestige availability).

[h3]Rebalanced Ranged Enemy Accuracy[/h3]
Thanks to your feedback, we realised that our ranged enemies were simply too accurate at long distances, meaning some players were being sniped before they had even spotted the enemy responsible for it. In response, we have reduced the accuracy of ranged enemies at greater distances, and have also reduced the distance at which they will shoot you from.

[h3]Better NPC Helpers[/h3]
With nearly every boss in the game, you have the option to summon an NPC for aid. Based on our findings, players will call for aid when they are either struggling to overcome a boss by themselves, or are looking for a less challenging experience overall. To that effect, we recently buffed the NPC boss summons, and furthermore, if you equip the Braided Ring, they will also have twice the number of projectiles now.

[h3]Beasts as Glass cannons[/h3]
By depleting an enemies ‘posture’ (by attacking, kicking or parrying), you can then stagger them with either a Charged Heavy Attack, a Kick, or a Parry, ready to perform a Grievous Strike for significant damage output.

For any beasts or creatures in the game (i.e. hounds, sparrows, Brogids), a Grievous Strike will now insta-kill them! With this update, their original gameplay design to complement the mob attacks remains intact, but they can be taken out much faster (provided that you parry them!).

[h3]Split PvP/PvE Ongoing Balancing[/h3]
For several updates already and ongoing, all balancing is split between PvE and PvP. We continue to work hard further refining the balance of each - with particular focus on weapons, spells, and other combat abilities - to ensure the very best experience during both modes.

[h3]Increased Boss Difficulty[/h3]
Contrary to the above, it appeared that the vast majority of our players actually wanted an increased degree of challenge when it came to the bosses. In turn, as well as minor tweaks on their HP and damage output, we have fully overhauled the less challenging boss encounters, with additional movesets, enhanced behaviours, and more aggressive playstyles.

Check our 2023 free content roadmap for more information on what's coming next before the end of year. As you’ll see, there’s a fair few surprises yet in store for our loyal Lampbearers…

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