Lords of the Fallen patch 1.019 (version 1.019.000) details released for PS5, PC, and Xbox Series X/S consoles. Accroding to the official Lords of the Fallen version 1.019 patch notes, the latest update adds a long list of stability and performance improvements. Apart from this, Lords of the Fallen update 1.019 also includes general optimizations and multiplayer fixes.
Recently, Lords of the Fallen 2023 game update 1.009 added quality-of-life changes and fixes. Unfortunately, since the last patch, players have been experiencing various issues with the game. Today’s Lords of the Fallen version 1.19 will address a few of these issues.
Check out more details below.
Lords of the Fallen PS5 Update 1.019 Patch Notes
New
The Way of the Bucket:
- A new questline event with a unique reward.
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…
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.
New Spells
Embrace the array of new spells now accessible across the three magical schools. You have the opportunity to acquire them by defeating their wielders.
Unleash a wave of Radiant magic which inflicts holy damage and is capable of knocking down enemies.
Summon several orbs of fire which explode following a short delay, inflicting fire damage and ignite buildup.
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.
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.
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.
- 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.
AI
- 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.
Collisions
- 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.
Visuals
- 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.
The following changes were added previously.
HDR
Instead of using Engine standards, we have established our own custom range for HDR max luminance to enhance the visual quality of the HDR output in all platforms.
Savegame
An additional failsafe has been added to save games to try to avoid the extremely annoying issue that a few players experienced with corrupted saves.
Thanks for sending those saves over, they’ve helped us identify why this issue happened. If this ever happens to you, and of course we hope it doesn’t, please immediately send us your corrupted save so we can identify the potential origin of the issue.
Stability
- A very rare crash reported in sentry where faction wars AIs casting certain abilities could crash in some GPUs under specific circumstances.
- A rare crash that could happen when nanite was sending certain data to GPUs.
- A very rare crash that could happen when AIs and players were targeting each other with specific abilities. Not reported in Sentry yet.
- A rare crash that could happen when activating a revenge and the selected AI was a specific one, already dead. Not reported in Sentry yet.
- A very rare crash that could happen when the player is aiming in ranged mode, under very specific circumstances. Not reported in Sentry yet.
Performance
- Fixed an FPS degradation issue that occurred when opening and closing the in-game menu more than 50 times in one session, followed by a stamina-consuming action just afterward.
- Conducted collision optimizations throughout Lower Calrath to achieve an overall improvement in framerate.
- Implemented a shadow optimization pass in Spurned Progeny’s arena.
- Optimized several smoke VFX used globally.
- Enhanced target system performance when players or enemies target abilities toward each other.
- Conducted a cast shadow optimization pass and beautification in Upper Calrath, resulting in some additional frames while navigating the area without sacrificing visual quality.
- Optimized Skyrest Bridge by rearranging assets that cast shadows, maintaining the same quality while gaining additional framerate.
NG+
- Now clients won’t be able to “Restart Current Game” and “Start NG+” in the Host world, as intended.
Co-op
- In certain edge cases, the client could enter an “Ignore Move Input” state in the UI if interacting with the Vestige at the same time as the host.
- It was reported that sometimes, when creating a co-op session, it could happen that you cannot create a second match after a disconnect of one of the two parties. We’ve identified the potential issue and added a failsafe.
- Fixed an issue where the client would sometimes stop receiving sounds from the host when entering spectator mode far from the client’s dead body.
- Under certain circumstances, the Client’s gesture UI becomes partially unresponsive and remains on the screen after transitioning when the Host rests at a Vestige, warps to another Vestige, or dies.
- For a clearer user experience, we’ve updated the session password introduction process to display the 8-character limit and prohibit spaces. Please note that passwords for PVP sessions expire after a few minutes if you do not enter a PVP invasion area. This change is aimed at preventing the abuse of passwords for blocking PVP while still allowing for friendly sparring.
- Fixed Black material in Umbral that could happen in co-op for clients when the host transitioned from Axiom to Umbral.
- Fixed an issue in which the co-op helper could enter the host’s world with reduced mana, ammo, or HP if the level disparity between the two players was too high.
PVP
Boss Weapons
We’ve observed that some players have heavily relied on specific boss weapons and spells for PVP, which has led to a less diverse gameplay experience. To address this, we’ve made quite a few adjustments to these items:
- Boss weapons will now have 10 levels instead of 5, and we’ve modified their upgrade curves. While they remain potent, they are no longer overpowered in PVP.
- The mana costs for Pieta’s Blessed Reflections and Infernal Hounds invocation spells have been significantly increased.
- Exploding bolts and shattering bolts now require more ammunition to use.
- The usage cost of Corrupted Banner Javelin has increased, and its damage output has been nerfed.
To facilitate this transition, we’ve temporarily reduced the cost of Deralium Chunks at the shrine, making it easier for players to get their boss weapons from 5 to 10, but also to make it easier to try out different weapons and create more varied builds.
Our goal is to foster a more varied and enjoyable gaming experience for all, while avoiding overpowered weapons. We appreciate your understanding and ongoing support.
Other Tweaks
Additionally, we’ve made these additional adjustments for PVP:
- The host is now unable to return to the Main Menu while the Crimson Ritual is in progress.
- We’ve made adjustments to the invasion volume boxes, increasing their size slightly to help reduce disconnections. This is an ongoing process, so you can expect to see further improvements in this patch, with additional enhancements planned for the next week.
- We have enhanced the visual feedback for player eliminations in PvP to provide a more rewarding experience.
- Fixed an issue in which the invader could enter the host’s world with reduced mana, ammo, or HP if the level disparity between the two players was too high.
Revenge
- We have enhanced the visual feedback when avenging another fallen Lampbearer.
Bosses
- Taught a new trick to the Sanctified Huntress, allowing her to use her dash-teleport when cornered against a wall by the player or an NPC helper.
- Griefbound has been adjusted to be more aggressive in her boss fight, as well as her minions.
- When killing the Lightreaper at a specific frame of one of his specific attacks, it could interrupt his death animation, leaving him unanimated for a few frames.
- We’ve increased the challenge for a boss at the bottom of a very dark place. That aberration born from love now has higher pacing and a bit more punch.
- We’ve intensified the Sundered one’s aggression and behavior, making him angrier and more formidable, despite his sadness.
- We’ve noticed that some players have been struggling with Kinrangr Guardian Folard and his hounds, particularly when it comes to his frostbite projectile attack. To help players anticipate this attack more effectively, we’ve enhanced its visual feedback.
- Abiding defenders now use their abilities more efficiently and frequently, making the fight significantly more challenging.
AI
The Scarlet Shadow has received a few improvements to make it more dangerous and harder to “cheeze”:
- The Scarlet Shadow could sometimes receive fall damage. Not anymore.
- The Scarlet Shadow has learned a few new tricks to react to some trolling players. Now, you can’t hide from him by taking an elevator or get on top of some assets to shoot him without being touched. He’s more resourceful. You’ve been warned.
- The Scarlet Shadow has now a few more navlinks to be able to jump up and down some platforms. Running away from it is now even more challenging.
Other AIs have also received a pass of additional polish:
- Additional refinement of enemy spawns in Upper Calrath, Sunless Skein, Depths, Cistern, Fief, Manse, Path of Devotion, Abbey, and Bramis Castle.
- An additional navlink has been added on Skyrest Bridge to help a specific AI navigate the intricate geometry when fighting.
- An Umbral Sparrow at Fitzroy’s Gorge cave has had its spawn position adjusted to trigger its jump better.
- The ground stomp animation for Deep Sparrows has been tweaked to reduce the body’s rotation on the ground.
- Mendacious Visage now has an additional EQS check to find a better path towards hitting the player with its run. It’s still avoidable with a dash/roll.
- Navmesh has been tweaked in Bramis Castle’s Donjon to help AIs navigate faster through one of its gates.
- Now, when a Deep Sparrow attacks the player with its flying attack, it will knock down the player in Umbral but only do a heavy hit in Axiom. Transitioning to Umbral is already a significant penalty, and sometimes players could fall through a ledge, instantly dying without even seeing the attacking sparrow.
- Some Umbral Sparrows in the levels had “Allow Lock On” disabled when starting their idle-breaker animations. It has been reactivated.
- Tweaked the behavior of quadrupeds when surrounding the player to look more menacing (and cooler).
- Adjusted AI spawns to leave more space for the flowerbed – so they do not attack you if you just remain idle there.
- Fixed a navmesh issue when transitioning from Axiom to Umbral several times that could block a specific Umbral zombie in a specific spot in the Forsaken Fen town.
- Adjusted existing leashing volumes and added a few more in Upper Calrath for AIs to pursue the player as long as intended.
- Additional polish and adjustments to the leashing volumes of AIs in the Forsaken Fen.
- Tweaked leashing volumes for all enemy groups at the Path of Devotion.
- Adjusted and added additional leashing volumes to AIs in Upper Calrath.
- Tweaked leashing volumes for some enemies in Pilgrim’s Perch.
- Adjusted leashing for enemies at the entrance of Sunless Skein.
- Adjusted and added leashing volumes in Redcopse Village.
- Adjusted leashing for enemies at Fitzroy’s Gorge.
Balancing
- Briostones’ healing speed has been slightly increased to improve their effectiveness in battle. It now takes 12 seconds instead of 20 seconds for the full Briostone effect to apply.
- Curse of Adyr has seen its duration increased from 10s to 30s, and its damage per second from 2 to 5.
- Barrage of Echoes cost has been increased by around 25% and damage decreased by 20%.
- Defensive Aura has been nerfed by increasing its maintenance cost by 20%.
- Fixed Holy Slash being easily destroyed upon physical collisions.
- Fixed Rain of Thorns not causing the Smite status effect sometimes. Also, increased damage by almost 50%. It’s a great tool to fight abundant regular mobs, especially in co-op or when helping other people.
- Fixed tick damage invulnerability on the following spells: Sliding Swords, Sacred Ground, Dark Mass, Poison Mist, Umbral Mist, Holy Beam, and Umbral Nail.
- Healing Aura has been nerfed with a decrease in its base healing per second from 8 to 6.5, which is approximately a 20% nerf.
- Increased the visceral damage multiplier on Umbral Assassin swords by 15% to make them a more attractive choice for parry players.
- Lowered the bonus damage from Pendant of Burden from 0.1 to 0.07. Stacking status effects are highly efficient and fairly powerful on their own. As such, we’ve slightly nerfed this pendant to balance it with other combat options.
- Manastones’ prices have been reduced in vendors: small from 300 to 200; medium from 600 to 400; large from 900 to 600.
- Nerfed Enhanced Throwables by 30%. Pretty much all of them were overperforming, especially Enhanced Hammer.
- Radiant Orb decreased healing and started deceleration earlier to make it easier to aim for mid-distance.
- Sovereign Protector’s Ring Poise has been increased from 10 to 25 to boost its effect and make it more attractive to use.
- Swapped Dunmire’s Cane to having 3x Meta rune slots instead of 3x Square rune slots to treat it like other staves and give it the potential to be much more powerful.
- The Umbral Eye of the Pale Butcher secondary effect has been changed from “Recover soulflay while in umbral” to “+25% damage to enemy soul,” so it can be combined with Umbral Eye of Olleren for devastating effects.
- Three faction-focused pendants: Faceless Carving, Empyrean Pendant & Rhogar’s Delight; are keeping their faction (god) empowerments but have seen their protection effects buffed against their respective rival factions. We believe this adapts better to how players are using the strengths and weaknesses of each magic school.
- Removed poise damage from AOE spells such as Graveyard Fog, Putrefaction, and Consecrate to prevent weird looped flinch animations on any enemy with >0 Poise.
- Swapped a duplicated spell “Putrefaction” in Revelation Depths with 3x Poison Salts, as the spell can also be retrieved in the fen. Note that when picking an already-earned item, you get a reward, but we are just granting now a better one.
Level Design
- We’ve polished an Umbral Puzzle at the Abbey of the Hallowed Sisters to prevent players from interacting with the soulflay from a wrong spot.
- Added Umbral flowers signaling and an Umbral decoration layer for a new only-Axiom wall at Skyrest.
- A lava killing area has been adjusted in Bramis Castle as we saw some players getting killed without noticing they were stepping on the lava. Now feet will burn for a longer time before getting killed in that corner.
Collisions
- Added an additional failsafe to an Umbral wall in an encounter happening at the abandoned outpost at Fritzroy’s gorge. Being pushed back could block the player inside the wall.
- Adjusted the Cleric cape to work in multiplayer.
- Adjustments to collisions in the Abbey of the Hallowed Sisters to smoothen player navigation.
- Fixed a collision bug at the ceiling of the alehouse at Lower Calrath that could lead to an unintended beam-navigation.
- Fixed a collision near the Vestige of the Numb Witch in Calrath.
- Fixed a hole at Bramis Castle that could lead to a fall if jumping over the barbican.
- Fixed a wall in Bramis Castle that let audio pass through. “The walls have ears” – Don Juan. Well, not anymore.
- If the player rolled against two specific beams in Pilgrim’s Perch, it could sometimes get trapped in a collision, with Byron staring at the scene.
- Removed the collision from a small rock that could prevent players from falling at the Sunless Skein, but no exit was available.
- We’ve buffed a pot in the Abbey of the Hallowed Sisters so the ray of the Abbess now does not go through it. So players can hide behind the almighty pot.
- Collision adjustments in the whole Lower Calrath for smoother navigation of players and AI.
- A bridge in Lower City could block projectiles on the edges although visually it was weird since it has only strings on the sides (custom collision added).
- Fixed some collisions in the Fritzroy’s Gorge cave to avoid the player getting stuck under certain circumstances.
- Adjusted an Umbral mesh in Pilgrim’s Perch that had collisions for projectiles in axiom.
- Added blocking volumes in Forsaken Fen to prevent players from performing an out of bounds and skipping mini-boss fight or getting stuck.
- Added blocking volumes to prevent the player from getting stuck when attempting to jump up some rocks in Forsaken Fen.
- Added blocking volumes to prevent the player from climbing a wall in Forsaken Fen.
- Collision added to prevent escaping the Blessed Carrion Knight boss fog walls.
- Tweaked collisions in two spots at Pilgrim’s Perch to make player movement and camera smoother.
- Fixed a navmesh inside Bramis Castle that could prevent a Ruiner from pursuing the player along the whole 1st floor.
- Fixed a collision in the Sunless Skein that could prevent players from falling into the void, as intended, forcing them to dash to the pit.
- Fixed a collision to prevent the player from getting stuck with a specific set of crystals at Bramis Castle, after doing a certain action and getting hit by the Conflagrant Seer.
- Adjusted some collisions on the big marketplace plaza at Upper Calrath to better support the big enemy AI there.
Visuals
- Lords of the Fallen version 1.013 improved the decoration for the last Umbral bedflower added on the way to the Fief.
- Tancred’s chest armor has been tweaked to avoid some visual glitches in extreme player poses.
- Lowered flail hitstops slightly as we felt it was a bit too much for the nature of its weapon.
- Replaced two old paintings at the Penitent Tower and changed them for new (cooler) ones.
- Tweaked a burnt ground tile texture to look better.
- An Umbral giant has been moved for purely cosmetic reasons (better framing).
- Done some lighting improvements in 2 corners of Redcopse Church fixing 2 spots found by Digital * Foundry where GI is barely noticeable.
- Post-process exposure fix for a transition in Lower Calrath, when exiting a building, right before the Alehouse.
Cinematics
- After last week’s optimization on it, we’ve now polished the transition from “awaken lampbearer” intro cinematic to in-game.
- Cleansing the beacon at the Tower of Penance now always triggers the proper Umbral lamp VFX.
VFX
- Completely removed collisions for some cockroaches and bat VFX that could block some spell effects.
- Additional optimization (and beautification) passes on several VFX.
UI
- Gamepad could sometimes get out of focus in the UI, especially after several ALT-TABs. We’ve added an additional failsafe.
- Sometimes an EPIC Online System pop-up could appear in some loading screens. We’ve deactivated all non-requested pop-ups from EOS.
- Lock-on was sometimes targeting an AI capsule instead of its center, leading to a slightly displaced lock-on HUD element.
- Fixed infinite item stock in vendors that could not be purchased infinitely.
- Lords of the Fallen update 1.013 fixed an issue where the language setting would reset after a game client update.
Audio
- We have new updated parry sounds (regular and stun) based on player feedback.
- We’ve also improved stab sounds.
The following changes were added previously.
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
Stability
- 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.
Optimization
- 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.
Multiplayer
- Fixed an issue in which the client could lose the ability to move under certain conditions.
- Ensured that health, mana and sanguinarixes are refrehsed whenever you join coop or pvp, and when getting back to your world. Invaders, tho, will have half of their sanguinarixes when they spawn, to avoid endless battles.
Balancing
- 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.
AI
- 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.
Boss
- 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.
Level Design
- 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.
Collisions
- 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.
Visuals
- 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.
UI
- 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.
Steam Deck
- 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.
Download free Lords of the Fallen patch 1.019.000 on PlayStation 5, PC and Xbox Series X/S.