Kings Field
Member
Finally got enough embrals to get Pietas sword for my Dark Crusader radiance build. Loving this game so much I might double dip for the Xbox version once I finish my PS5 runs.
I could understand console/PC but why double dip across consoles? Gamer score and trophies?Loving this game so much I might double dip for the Xbox version once I finish my PS5 runs.
I reached Manse of the Hallowed Brothers yesterday. I think I'm in the last third or maybe quarter.
They've really hidden a ton of stuff in this game. Exploration and discovery are my favorite parts of these games, so I'm loving it. I started going back through some areas to see what I've missed. I spent a long time in Lower Calrath last night and I'm still not done there..
I get the complaints in regard to enemy variety. Consider, though, that they don't have a foundation of multiple previous games to build upon. Dark Souls made a huge leap over Demon's Souls in this respect, for example. I'm not fond of getting bombed with range stuff around every turn. I wonder if this was done intentionally to force melee characters to use throwables or if the throwables system was worked out to make melee viable after they realized they had a million Tom Brady clones roaming around every map. Its not ideal, but I'm okay with it.
It's a shame that this reviewed so poorly. It's about a 9.5 for me but I'm a Souls fanboy. Sucks if the UE4-5 stuff is true. Nobody cares enough about Soulslike graphics to justify the turmoil. I hope it does well enough for DLC and a sequel.
this is the second worst game i played this year, Gothan Knights still the king of worst game i played this year.
Nah, im good. I usually don't like to throw money in the trash.Try Gollum and Rise of Kong, maybe Lords of the Fallen will feel better after those.
- NG+ will not have permanent vestiges added in. They did say they may look at adding vestige options later down the line though.
Small recap of the questions they answered. It's not exhaustive as I have a hard time listening to speakers with thicker accents. These are just the ones I cared about or thought was worthwhile.
- NG+ will not have permanent vestiges added in. They did say they may look at adding vestige options later down the line though.
- Crossplay will be re-enabled when they can get PC at an acceptable performance level.
- Their idea of "seamless" co-op is how it's implemented currently and won't change.
- Item storage will be added but they don't have a time frame or know how it'll be implanted.
Yeah, a little mixed signals with that. I'm taking it as they aren't making or planning on any changes in the near future/it's not something on the agenda. But later on they might add in challenge options involving vestiges. I know I've made the suggestion to them that no vestiges could be an option at character creation and I'd enjoy a challenge run that way instead of doing it NG+.-NG+ will not have permanent vestiges added in. They did say they may look at adding vestige options later down the line though.
Patch v1.1.214
October 20th, 2023
8 Min Read
Live now on Steam.
All Platforms:
More information to follow on Xbox, PS5 and Epic.
PC:
Greetings Lampbearers,
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 our Faction Shrines!
Stability
- 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
Optimisation
- 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 the 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.
Multiplayer
- The navmesh has been optimized further to avoid potential hiccups and micro-stutters.
- 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.
- 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.
Balancing
- Fixed an issue in which the client could lose the ability to move under certain conditions.
- Ensured that health, mana, and sanguinarixes are refreshed whenever you join coop or pvp, and when getting back to your world. Invaders, though, will have half of their sanguinarixes when they spawn, to avoid endless battles.
AI
- 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.
Boss
- Ruiners now have a higher chance of triggering 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.
Level Design
- 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.
Collisions
- 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.
Visuals
- 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.
UI
- 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.
Steam Deck
- Fixed a display issue for stackable items sold in vendors, where it could show a higher number than the actual available purchasable 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 did not display the correct keybinding, depending on the chosen key.
In Light we Walk.
- 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.
Is the global map interconnected like in Dark Souls and metroidvanias in general or it's linear like Lies of P?
Does this have the replayability and flexibility of builds that Elden Ring has?
I really don't like DS2 at all, but I adore DS1, 3, and ER. Where does it fit between these? I really am interested in playing this, but I have been burned by every Soulslike so far.
No. ER is the product of many years and games of progress. It'd be insane to pop out a game with that level of diversity.Does this have the replayability and flexibility of builds that Elden Ring has?
I've got a couple thousand hours or so in Souls games. This doesn't come close to Elden Ring in terms of replayability. I'll probably do more new runs and spend more time in NG+ with this than any other Soulslike, though.Does this have the replayability and flexibility of builds that Elden Ring has?
I really don't like DS2 at all, but I adore DS1, 3, and ER. Where does it fit between these? I really am interested in playing this, but I have been burned by every Soulslike so far.
Thanks. Decided to get it, hope I will like it, unlike Lies of P.interconnected, it's a huge lordran in some sense
I prefer it due to the exploration and more flexibility, the world is a lot of fun imoThanks. Decided to get it, hope I will like it, unlike Lies of P.
Was standing at Skyrest Bridge (open area where you fight pieta) and looked down below, only to recognize far in the distance the bridge on which I fought the fire axe boss. Kinda blew my mind. These kind of interconnected worlds where you can recognize where you've been or came from, and circle back sometimes, really give a sense of journey. Love it.
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.
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.