Lords of the Fallen Patch 1.016 Notes (Ver. 1.016.000)

Lords of the Fallen patch 1.016 (version 1.016.000) is rolling out on PS5, PC, and Xbox Series X/S consoles. Accroding to the official Lords of the Fallen 1.016 patch notes, the latest update addressed various game crashes. Apart from this, Lords of the Fallen update 1.016 also includes stability fixes.

Recently, Lords of the Fallen 2023 game was released with mixed reviews. Unfortunately, since the last patch 1.009, players have been experiencing various issues with the game. Today’s Lords of the Fallen version 1.16 will address a few of these issues.

Check out more details below.

Lords of the Fallen 1.016 Patch Notes – November 9, 2023

HDR
  • HDR has been further tweaked to provide an even wider range of colors.
SteamDeck
  • Online functionality is now fully operational on SteamDeck.
  • SteamDeck no longer crashes when the Scarlet Shadow spawns, so it’s back on SteamDeck! VALVE’s drivers should automatically update when you start the game.
Stability
  • Fixed a crash that could occur when accessing the Shrine of Orius when switching to Offline Mode.
  • Fixed a crash that could occur when quitting to the main menu while being in a multiplayer session.
  • Fixed a blocker that could prevent players from finishing the game with the Umbral ending.
Performance
  • Optimized certain actors in the game to increase performance in several areas.
  • Optimized performance in Skyrest by reducing cast shadows without reducing visual quality.
  • Optimized performance in Upper Calrath marketplace square by reducing cast shadows without reducing visual quality.
  • Optimized performance in Castle Bramis while being in Umbral.
  • Optimized performance in Penitent Path by reducing cast shadows without reducing visual quality.
  • Optimized performance in Skyrest Bridge by reducing cast shadows without reducing visual quality.
  • Optimized performance in the Manse area by reducing cast shadows without reducing visual quality.
  • Optimized performance in Red Corpse Church by reducing cast shadows without reducing visual quality.
  • Optimized performance for wither entity spawning without reducing visual quality.
  • Optimized performance in Lower Calrath by reducing cast shadows without reducing visual quality.
  • Optimized collision meshes in Lower Calrath – Bridge area to reduce collision counts and increase performance.

PVP
  • Fixed an issue with fog walls that would allow players to leave a Crimson Ritual area.
  • Added music to Crimson Rituals to increase tension in PVP.
  • Improved the UI for finishing Crimson Rituals.
  • Added additional descriptions for failed connections for Crimson Rituals.
Revenge
  • Improved the UI for finishing Revenges.
Balancing (PVE-focused)
  • Stomping on drowners, hounds, and sparrows now instantly kills them.
  • Braided Ring: Summoned allies can use more ranged attacks before disappearing. The ring used to add +5, but now adds +10 with this change.
  • Pendant of Atrophy: Umbral sorceries can be cast with insufficient mana, but at the cost of wither damage. Equipping this amulet now also reduces your wither health regain rate when you deal damage. Withered health cost increased.
  • Umbral Eye of Loash: While charging a heavy attack, all damage is received as wither damage, and your posture cannot be broken. Equipping this eyeball now also reduces your wither health regain rate when you deal damage.
  • Umbral Eye of Lydia the Numb Witch: Use ranged weapons without ammunition but at the cost of withered health. Equipping this amulet now also reduces your wither health regain rate when you deal damage.
  • Hurt reactions sometimes triggered in the wrong direction. This is now fixed.

Bosses
  • Now the trio in the dark spot waits more diligently for the player to be at the exact arena space before triggering the whole combat.
  • The Sundered Monarch boss encounter has received a full revamp and, as a result, it is more challenging. Achieved without tweaking his HP or damage output, pure behavioral upgrade. It’s tougher.
  • Improved the hitboxes of the following bosses to better support throwable weapons: Dervla, Sundered Monarch, Lightreaper, Cleric, Hushed Saint, Reinhold, and Spurned Progeny.
  • Enhanced the combat camera behavior to prevent looking down when being close to a target.
  • Lightreaper could sometimes get out of bounds in one of the encounters, leading to him just leaving the fight.
  • Adjusted the trigger areas for the Skinstealer boss to prevent the player from hitting him from a distance without his reaction.
AI
  • Fief of the Chill Curse: Adjusted and added leashing volumes.
  • Manse of the Hallowed Brothers: Received additional leashing volumes and added new ones.
  • Added leashing volumes for all enemies at the Cistern. Also adjusted two triggers to account for edge cases in which enemies would be unresponsive if you traverse the level backward.
  • Improved navmesh and collisions of Forsaken Fen where the fallen tree is.
  • Changed navlink position for better navigation going down one of the platforms of Pilgrim’s Perch.
  • Added nav modifier volumes to avoid the AI from taking a dangerous path and getting stuck in the Cellar of the Manse.
  • Added nav modifier volumes to prevent Umbral enemies from getting stuck with collisions in the Cellar at the Manse of the Hallowed Brothers.
  • Added additional AI blocking volumes at Redcopse to avoid Umbral enemies spawning above dangerous collisions. We want our AIs to be safe, or they might resort to their syndicate against our Level Designers.
  • Tower of Penance: Adjusted and added leashing volumes.
  • Skyrest Bridge: Adjusted and added leashing volumes.
  • Adjusted spawning boxes for the enemy encounter before the Lamphunter area at Fritzroy’s Gorge.
  • Applying wither damage to Fortunatrix enemies sometimes did not cause them to trigger aggro on the player. Now they always react properly.
  • Further refinement of leashing volumes in Upper Calrath’s big plaza encounter.
  • Adjusted and added leashing volumes at the Skyrest Bridge.
  • Adjusted and added leashing volumes at the Pilgrim’s Perch upper area.
  • Added leashing volumes for all enemies at the Empyrean.
  • Adjusted and added leashing volumes at the Abbey of the Hallowed Sisters.
  • Adjusted and added leashing volumes in Bramis Castle.
  • New leashing pass on different enemies and encounters in Lower Calrath.
  • New leashing pass on different enemies and encounters at Fritzroy’s Gorge.
  • The chaser could use some floating navmesh at Redcopse Village. Navmesh has been cleaned.
  • Second pass on leashing volumes for Redcopse, Pilgrim’s Perch, Forsaken Fen, Fief of the Chill Curse, Tower of Penance, and Bramis Castle.
  • Manse of the Hallowed Brothers: Had a new leashing pass on different enemies and encounters.
  • Pieta now plays her upgraded sanguinarix animation with better alignment, regardless of the action the player was doing before interacting.
  • Corrected a navmesh on Upper Calrath for improved AI navigation.

Umbral
  • Tweaked the distance of Soulflay vs. UI icon. In some cases, the interaction icon appeared, but the Soulflay was not triggering the desired effect. Now they match in all cases.
  • Fixed offsetted particles that could sometimes occur on Soulflayable umbral bellies (containers).
  • Fixed offsetted particles that could sometimes occur on Soulflayable doors.
  • Fixed a bug in which axiom items would sometimes fall through the umbral ground under certain conditions (while transitioning), making them only pickable in axiom.
Level Design
  • Abbey of Hallowed Sisters: Tweaked existing outer collision boxes to ensure they match the invasion fog walls.
  • Empyrean: Tweaked existing outer collision boxes to ensure they match the invasion fog walls. This follows a code request to improve disconnection during host/invader connection.
  • Lower Calrath: Tweaked existing outer collision boxes to ensure they match the invasion fog walls. This follows a code request to improve disconnection during host/invader connection.
  • Bramis Castle: Tweaked existing outer collision boxes to ensure they match the invasion fog walls.
Collisions
  • Adjusted umbral platforms so players won’t get stuck between them in Bramis Castle.
  • Fixed a collision bug in Forsaken Fen to prevent skipping of Hushed Saint.
  • Fixed some asset collisions in Lower Calrath, making it possible both to clip and blocking the player from getting to the other side.
  • Changed collision presets for different blocking volumes that allowed projectiles to pass through in Redcopse’s Church catacombs.
  • Made the rotating stairs’ player collisions taller in Bramis Castle.
  • Collision tweaks in Forsaken Fen, near the vestige of the Pale Butcher.
  • Sunless Skein had some collisions that would not let projectiles pass in some narrow spaces. These have been fixed.
  • Bramis Castle has seen two places adjusted to prevent the player from getting stuck under certain conditions.
  • Bramis Castle collision fixes for an umbral bridge when transitioning from axiom.
  • Fief of the Chill Curse has seen some tweaked collisions in the cannon for smoother navigation.
  • Blocker fixed in Lower Calrath in the Smelter tower, where the player was getting stuck in a small area.
  • The player could get in and out of the game at the Abbey of the Hallowed Sisters and get a bit stuck. Also, it could get floaty and have collision issues due to collisions, so blocking volumes were added to improve and block.
  • In Abbey of the Hallowed Sister, there was a corpse with the wrong collision. The collision has been removed and placed manually with structure detail so it doesn’t block the pick-up.
  • In the Cistern, an AI could get on top of the collision and get stuck while doing the charge attack.
  • There is a spot in Lower Calrath where the player can get stuck a bit due to a corpse on top of a table with block-all collision preset. The collision preset has been changed to structure detail, and now the player can move freely at that spot.
  • The waterfall cave at Pilgrim’s Perch had a rock with block-all that messed with the player’s navigation. The collision preset has been changed to structure detail so it doesn’t interfere with navigation, but the player can’t overlap with the rock.
  • Added blocking volumes to Fritzroy’s Gorge to improve navmesh and prevent enemies from getting stuck after falling in certain places.
  • Fief of the Chill Curse fix for collisions on the Canyon sublevel.

Lighting
  • Manse of the Hallowed Brothers has received an additional lighting pass to add extra detail, with no performance impact.
  • Redcopse Village has received an additional lighting pass to add extra detail, with no performance impact.
  • Lower Calrath has received an additional lighting pass to add extra detail, with no performance impact.
  • Forsaken Fen has received an additional lighting pass to add extra detail, with no performance impact.
  • Pilgrim’s Perch has received an additional lighting pass to add extra detail, with no performance impact.
  • Lighting in Redcopse Church Crypt has been fixed to eliminate the visible leaking in one of the tunnels caused by a spotlight. This was resolved by fine-tuning the falloff of the light without any additional cost.
  • There was a vista at the Fief of the Chill Curse that triggered fog too early.
Cinematics
  • Fixed the missing lantern dynamics during cinematics when cleansing the Beacon at the Fief of the Chill Curse.
  • A small camera clipping issue during Dervla’s second phase cinematics has been resolved.
  • Removed a couple of nails that were obstructing the camera view during Dervla’s phase 2 cutscene.
UI
  • We’ve resolved the issue where the “The Empyrean” area name wouldn’t appear on-screen when entering the area.
  • Addressed a problem causing significant delays when quitting to the main menu under certain circumstances.
  • In response to community feedback, you now have the option to disable damage output numbers from the settings menu.
  • Fixed the bug that prevented players from buying more than one unique item from the faction shrines (the chrysalis purchase bug + Daralium chunk).
  • All endings now correctly display the unlocked class; previously, in some cases, it would continue showing the Radiant Purifier, even when unlocking the correct one.
  • Key rebindings and language selections will no longer reset after each version update.
Audio
  • Enhanced ambience transitions in Manse, Tower of Penance, Pilgrim’s Perch, and Forsaken Fen.
  • Added stability fixes
  • Added gameplay performance improvements.
  • Other minor tweaks.

The following changes were added previously.

Mob Density

  • We’ve activated a leashing system in which enemies will stop following you after X meters (case-by-case scenario). To avoid crowds of enemies on you, if you happen to rush through a section of a map.

NG+

  • Added a new option for NG+ which resets the game world – allows to restart with current character level in the same world

Crossplay

  • Crossplay has been enabled between consoles, and PC players will join as soon as it’s stabilized.

3D Photo Mode

  • Sometimes the camera of a saved 3D scene in 3D Photo Mode was in the wrong position. Added failsafe for this not to happen.
  • Fix door state (opened/closed) and other interactables not being saved in the 3D photo.

AI

  • 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.
  • 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.
  • 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.

Audio

  • 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.

Balancing

  • Flame Funnel spell from the Remembrance store has seen its price adjusted.
  • Fixing buyable items in the shrines missing skipinventory bool being set to true.
  • Adjusting social shrine goals based on progression and forecast.
  • Temporary change at the Umbral Shrine to sell 999 Umbral Scourings, instead of one, while we wait for a proper “infinite” implementation.
  • Balancing pass on NG+ for bosses and regions almost end-game NG+ (the curve was too steep).
  • Molhu decided to lower the price of the seeds in his store from 2’500 vigor to 1’200 vigor.
  • 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.
  • The amount of poise damage inflicted by enhanced throwable items has been reduced.

Boss

  • Parasites in Crimson Rector now do not trigger a heavy reaction in the player.
  • 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

  • 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.
  • Changed invasion area gameplay sublayer to match the surrounding Art sublayer. This fixes the invader spawning under the ground at the start of the invasion.
  • Fixed chase farming spot in which he would fall over the world on his own for every spawn. Now if you go take a coffe for your character to farm on his own, you might find your character dead when coming back.
  • Players may get out of boundaries and fall out the world at the Abbey of the Hallowed Sisters
  • Fixed small collision bump that could lead AIs to get stuck near Agatha’s vestige.
  • Fixed missing Umbral navmesh in CSC Main East
  • Fixed a small ground
  • 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.
  • 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.

Customisation

  • 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.

Gameplay

  • Fixed Soulflay attack to prevent falling from ledge when taking a step back just after it.
  • Fix wrong orientation of the player while interacting with NPCs and trying to move around.
  • Updated Retrieve Vigor anim to be faster, interruptible more quickly & added iframes until retrieving the Vigor
  • Adjusted “Empty Sanguinarix” anim to be faster and interrupted sooner
  • Fix wrong behavior of the player while interacting with NPCs and vendor screens which could lead tro weird poses.
  • Modified Vestige interactions to allow camera movement while interacting with the vestige.
  • 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.
  • Fixed controller vibration and camera shake from some level elements that ignored if the player turned that option off in the menu.

Level Disign

  • 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.
  • 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.
  • 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.

Multiplayer

  • Revised multiplayer timings and pings to prioritize good connection between players, instead of connecting fast with higher pings.
  • Deactivated the Orian protector feature so we can bring it back with a more interesting loop in it. Orian protecto was entering a player being invaded to help out on the fight. Was confusing to players and reported as bug. So we’re redesigning it.
  • Fixed an issue where the audio from the host could sometimes not be heard by the client when in spectator mode after dying.
  • Fixed an issue in which the client could lose the ability to move under certain conditions.
  • We’ve detected an issue in which clients leveling up in vestiges could lose their progress under certain conditions.

NPCs

  • Sparky got some additional lines of dialogue.

Optimisation

  • 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.
  • 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.
  • The navmesh has been optimized further to avoid potential hiccups and micro-stutters.
  • 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.

Performance

  • Adjusted Soulflay texture sizes and materials to be easier to handle by GPU.
  • Reworked some UI elements to free some memory.
  • Reduced environment interaction memory allocation to free memory (~16MBs).
  • Anchor images are now loaded only when interacting with vestiges.
  • Fixed several textures used “everywhere” to reduce video memory (~10MBs)

Quests

  • 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.

Stability

  • Fixed crash that could happen when interacting with an NPC character and somehow the NPC character actor is not ready
  • Fixed crash that could happen when opening the inventory and an item is removed from it when filtering the categories (DLC items that no longer exist in player’s inventory)
  • Fixed crash when trying to set the description of an item that no longer exists (DLC items that no longer exist in player’s inventory)
  • Fixed crash that happened when soulflaying certain entities
  • Fix for crash not clearing a c++ timer for the foggates
  • fix for crash when trying to know which ammo slot we have selected while not having a valid inventory component
  • Adding a check to make sure we have a player pawn on the client before trying to disable interactions.
  • Fix a very rare crash that could happen when picking up, and the item might be gone while playing the montage.
  • Make sure the payload in the trigger event is correct and end the ability otherwise.
  • Fixed crash that could happen when an NPC was talking, under very specific conditions.
  • Fixed a rare crash that could happen when enemies were targeting players for their abilities.
  • Fixed a rare crash that could happen when interacting with certain interactables.
  • Fixed a rare crash that could happen with some niagara particles that left a trail behind them.
  • Fixed a rare crash that could happen when running out of ammo and trying to do 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 happen when resurrecting in an anchor.
  • Fixed a potential crash when being invaded by a player that disconnects at the right frame.
  • 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’ve are 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 d3d12Resource 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.
  • Fixed a crash that could happen when interacting with the vestige, under very specific conditions.
  • 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.

UI

  • Fix for the skip cinematic button not appearing when any key is pressed
  • Modified max length for online session passwords to 8 characters. We see people online usually goes for 4-6 long character words.
  • Splash screen now has some additional sounds.
  • now if you equip an ammo or spell that cannot be used, we show the (X) also in the widget
  • Fixed a bug in which the character name pop-up could not be closed with the gamepad if spamming (A) or (B) while opening.
  • we reverted the “any button shows (A) to skip” in cinematics as we saw that on some devices this wasn’t working well. Will come back tomorrow.
  • 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.

VFX

  • Adjusted banners FX angle that could sometimes be rotated too much.
  • Poison and Umbral Mist reworked to look better after seeing it pixelated on some streams.
  • Dart Fan optimized
  • Steps VFX now disappear when off-screen, instead of being frozen (yet still calculated)
  • The lightreaper jump attack needed another pass to make it more spectacular.
  • Cleric’s weapon now doesn’t have skinnin issues.
  • Crossbowmen now have more noticeable and perdurable arrow trails to increase visibility and directionality

Visuals

  • lower lod2 and lod3 cloth was missing on the effigy of scorn
  • 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.
  • 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.

Xbox Series X|S

Optimisation

  • Multiple performance improvements on XBOX Series X and XBOX Series S

UI

  • Fixed the bosses health bar to be better centered on screen.

PlayStation 5

Optimisation

  • Multiple performance improvements for PS5.

Visuals

  • Fixed a nanite mesh on the 3D gallery background that had a glowing light.

Issue Fixes in Sentry Reports

Crash Resolutions

  • Resolved a crash involving NPC interactions, particularly when the NPC actor wasn’t initialized.
  • Addressed a crash triggered by opening the inventory and simultaneously removing an item during category filtering, specifically for DLC items no longer in stock.
  • Mitigated a crash that happened when attempting to edit the description of a non-existent item, again concerning DLC items.
  • Fixed crashes linked to soulflaying specific entities.
  • Eliminated a crash by resetting a C++ timer associated with fog gates.
  • Resolved a crash that happened when identifying the selected ammo slot without a functional inventory component.
  • Tackled a rare crash scenario that happened when an item vanished during the pickup animation.

Interaction Checks

  • Implemented a verification step to confirm the presence of a player pawn on the client before disabling interactions.
  • Validated the payload in trigger events and terminated the ability if incorrect.

Multiplayer Tweaks

Connection and Timing

  • After extensive community feedback and gameplay analysis, we’ve revamped our matchmaking protocols. We now focus on stable ping connections over quick matchmaking, enhancing the overall player experience.
  • Altered the timing and ping settings to prioritize a robust player-to-player connection instead of minimizing wait times.

Feature Updates

  • Temporarily disabled the Orian Protector feature for an overhaul, aiming for a more interactive gameplay loop.

Game Balancing

  • Altered the Flame Funnel spell’s price in the Remembrance store.
  • Revised social shrine goals based on player progression metrics.
  • Corrected buyable shrine items missing the ‘skipinventory’ boolean.

Gameplay Refinements

  • Enhanced the Soulflay attack to prevent accidental ledge falls.
  • Improved player orientation during NPC interactions.
  • Updated the “Retrieve Vigor” animation for quicker, more flexible execution.
  • Fine-tuned the “Empty Sanguinarix” animation for faster interruption.

Collision Fixes

  • Resolved a farming issue with Scarlet Shadow falling through the world upon each spawn.
  • Modified Fritzroy’s Gorge invasion area to prevent invaders from spawning underground.
  • Fixed a boundary issue at the Abbey of the Hallowed Sisters where players could fall out of the game world.

Download free Lords of the Fallen update 1.016.000 on PlayStation 5, PC and Xbox Series X/S.

Jack Johnson
Jack Johnson
Jack focuses on sports games, covering everything from FIFA and NBA 2K to arcade-style hits. When not analyzing roster updates or gameplay mechanics.
Ad