 So guys I am back With another loads of the fallen video and today guys we go over the patch notes for the latest patch Which is just arrived on consoles I think it was earlier on today or could have been last night maybe for steam or PC players But today right now we have it on Xbox and a ps5 its patch version 1.1.222 or on PC. I believe it's 1.1.224 How's it going guys? My name is dpj and if you enjoyed the video leaving a like really helps out anything like what you see I want to see more be sure to subscribe Okay, so let's get into it live now on the Xbox series X and S and ps5 Greetings lampbearers we compare in a rather large patch for consoles one which addresses stability in performance Issues man-on-man. We definitely need this in the Xbox series X. I'm not even joking guys It's pretty bad at the minute as well as gameplay changes from your feedback and suggestions one hefty change being implemented is The induction of cross play between consoles allowing Xbox players to join PlayStation players within Monstead we will have more information to follow regarding reintroduction of cross play between consoles and PC But our plan is to re-enable this on Thursday more on this below Okay, so they also state community feedback vestiges in new game plus we hear you We have decided to roll out some fundamental changes to ensure everyone continues to enjoy new game plus experience Including both those who have relished and know vestige challenge and those who would rather they were still present throughout the world From today's patch onward when you complete your initial playthrough You will be presented with a new option before embarking on your next playthrough You can either progress directly to the next consecutive new game Ie if you've completed new game one You would move on to new game plus two that makes sense Or you can replay the code energy at the same difficulty or be retaining your character items and progression But we send the entire world including NPCs and quest lines 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 coming this Thursday will see further updates made to the new game plus mode Instead of removing all vestiges as it does currently new game plus one will only see a few disappear While keeping the key locations intact in new game plus two a few more will disappear And then in new game plus three all but the main hub sky rest bridge and ideas shine vestige will disappear This way our initial vision remains intact Police some of the gradual adaptation awaiting those who seek increasing levels of challenge Lastly as a follow-up to the popular announcement made during last week stream We can confirm we have started designing the new game plus modifier system allowing players to fully customize their new game plus Experience whether that's retaining all vestiges keeping just a few or removing them completely It will also include other fun modifiers like hardcore mold one death equals permadeath Wow item Randomizers enemy randomizers, etc. This feature set is yet to be fully defined But our current intention is to release the modifier system before the end of the year actually sounds pretty cool I'm not gonna lie. Okay, so moving on to enemy density Okay, so today as a means of helping with enemy density We're improving our leashing system further limiting how far enemies where pursue players from their spawn point This helps prevent large crowds of enemies from relentlessly pursuing the player when rushing through a level We aim to have further refinements in Thursday's patch Including reducing the number of enemies present in areas where players more struggle These enemies will be removed in your initial playthrough But we remain in new game plus in keeping with the more challenging experience players seek Additionally, we are going to tweak some crowd behaviors So enemies will not swarm players as often multiple enemies will no longer land hits at the same time What enemies will also be a little less aggressive when swarming the player in greater numbers I mean, I don't mean to be funny here people. I mean, this is a souls like game It's meant to be really hard. I've got a funny feeling many people have been complaining just how hard this is and Well, now it seems as though they're trying to do something about it Okay, so moving on to cross play as we explained in the Q&A stream We are targeting to deploy this ASAP for all platforms But we want to ensure certain GPU stability levels for PC players before this happens We are pleased to confirm we are activating cross play and consoles this coming Monday With the plan to activate it on all platforms this coming Thursday Xbox series X and S and PlayStation 5 mob density We've activated a leashing system in which enemies will start following you after X meters Case-by-case scenario to avoid crowds of enemies on you if you happen to rush away section of the map New game plus added a new option for new game plus which resets the game world allows to restart with current character in the same world Cross play cross play has been enabled between consoles and PC players will join as soon as it stabilized 3d photo mode Sometimes the camera of a saved 3d scene in 3d phone mode was in the wrong position I did fail say for this to not happen fixed door state open closed and other Interruptibles not being saved in the 3d photo AI fixed enemies that could sometimes respond in a T-polls at the lower part of the man's tweaking the Navmesh on a small section of a lower car ref to help AI navigate better in that complex environment setup Trappers traps can now be destroyed with range options such as arrows grenades magic and more Ruiners now have a higher chance of triggering their fear for charge Ruiners now aim their shield fire attack at players more accurately beware Parasites now follow their hosts more quickly to prevent them from straining 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 pilgrims first pilgrims could sometimes shoot through certain structures. This issue has now been fixed Crossbowmen have now 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 Another mesh in the system has been adjusted to assist the an invisible archer in targeting the player more efficiently the aggro range of the deep spell Infernal enchantress and mendesis visage have been revised to prevent them from pursuing players after losing sight The best and the conflagrancia will now refrain from using their abilities against the player if the player is not in plain sight The worms spawned by the mendesis visage can now be dodged more easily There was one instance of a pilgrim at pilgrims perch who could see the player from very far Distance now who only noticed the player when they get closer a fix has been implemented for archers to keep their 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 woman's area section An update has been made through the look at behavior for NPCs Prevent next napping when a player gets close to them. This improvement aims to create a smoother and more natural Interaction between the player and NPCs Okay, so 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 Okay balancing flame funnel spell from the remembrance store has seen its price adjusted Fixing by our items in the shrines missing Skipping inventory ball being set to true adjusting social shrine goals based on progression and forecast Temporary change at the humble shrine to sell 999 humble scouring instead of one while we wait for a proper infinite Implementation balancing pass on new game plus for bosses and regions almost in game new game plus the curve was too steep Malhu decided to lower the price of the seas in his store from 2500 Vega to 1200 Vega the Paraguay protection has been increased to 80% as announced in today's stream With frightening cowboy. He also avoids receiving any elemental damage or ailments under boss Parasites in creams of vector now do not trigger a heavy reaction in the player We observed an instance where Rainholds stab attack was propelling the player in a random direction. This issue is now being fixed An SDS massage 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 system have been fixed to improve the navigation of certain enemies On the fifth during our garden. They were improved trees that needed better collision detection We've covered a ground hauling programs 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 Carruth That was causing ringers of stillness to fall through instead of lurking from the shadows Changed invasion area gameplay sub layer to match the surrounding art sub layer This fixes the invader spawning under the ground at the start of the invasion Fix chase farming spot in which you would fall off the world on his own favorite spawn now if you go have a coffee And leave your character to farm on his own. You may find your character dead when coming back I mean, I'm not gonna lie guys. I can't pronounce things on the best of days But whoever wrote this it's had a shocker here. I'm not gonna lie Jesus man, it seems someone can't put a single sentence together. I legit thought my eyes were going in front of a look back and read through some of this Man, oh man, but let's just try and get through it. Anyway Now players may get an out of boundaries and fall out the world in the obey of the hallowed sisters Fix small collision bump that could lead a eyes to get stuck near Agra's vestige Fix missing umbral navmesh in the CSC main east and fixed a small ground The collisions of the two umbral walls in lower car rough 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 their lefts attacks Renting 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 Collisions in upper car rough have been adjusted to provide smoother play and navigation and illuminate small steps collisions in lower car roughs ale healths have been improved to better support jumping gameplay and prevent players from falling off on the other side Multiple collision fixes in lower car rough of being implemented to ensure the AI's navigation match functions Correctly a rock that previously lacked collisions is now proper ones two locations in the forsaken fence have been tweaked To prevent creatures from getting stuck on the certain combat conditions players can click through the floor at a specific spot In the refractory of the man's improved navigation of drones in a secret room Revealing Bami's castle I did an additional collision box for AI's to prevent them from falling through the hole at the tower of penance Players can still push them through fix a collision issue in lower car rough that could prevent players from stepping on it without using a jump Collision fixes and optimization in the area around lower car roughs orphanage have been Implemented correctly hidden a landscape collision and manned supply road to prevent thrown objects from getting stuck Players were not dying properly due to the void volume being too low on pilgrims perch a collision issue between a rock and a Wooden structure has been fixed to prevent players from getting stuck on that certain conditions a wrong collision setup That made it difficult to pick up an item in lower car rough smarter area has been fixed a collision bug That occurred on a specific bed at Brahmas castle has been fixed players could get stuck on a collision in the Sunless screen fixed a hole that feature is gorgeous 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 place to fall through the ground in the tutorial area Onto customization. I mean there's a lot of collision problems in this game. It seems okay So yes under customization 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 bout from torso Shortening the cloth on the head and modifying CRPs to accommodate these alterations Swelling on the skirt part of the marksman armor has been removed to improve visuals and physics Okay, so onto gameplay fix soulfully attack to prevent falling from a ledge when taking a step back just after it Fixed wrong orientation of the player while interacting with NPCs and trying to move around Updated retrieve Viga animation to be faster interuptable more quickly and added eye frames until retrieving the Viga Fixed wrong behavior of the player while interacting with NPCs and vendor screens, which could lead to weird poses Modified vestige interactions to allow camera movement while interacting with the vestige in some instances When using a lamp to traverse certain platforms in XM falling would trigger the fall animation twice Now it only triggers once as intended fix control of vibration and camera shake from some level elements They ignored if the player turned that option off in the menu Okay, so until level design a puzzle involving on the platforms at the Imperium Could be exploited by using soul play on one of the platforms from a specific angle Streaming volume has been adjusted in pilgrims perks 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 back step tutorial to prevent the enemy from sometimes going through the fence Fixed an issue where players could interact with a soul flake chain from the ground in Skyrest Bridge By passing one step of the puzzle an invasion area pilgrims perch could be easily abandoned with a single jump To address this exploit. We've added an additional moth wall Fixed an issue where players could interact with the soul flake chain from the ground in the swamp area This fixed prevents players from bypassing one step of the puzzle Luck on target has been re-enabled for ambush enemies in the following areas for second friend Fitzroy's gorge Curse fire red scope on the skin and mounts of the hallowed sentinels Okay, so onto multiplayer Revised multiplayer timings and pings to prioritize good connection between players instead of connecting fast with higher pings deactivating the orion protector feature So we can bring it back with a more interesting loop in it Orion protector was Entering a player being invaded to help out on the fight I'm not sure what that means to go on to state was confusing to players and deployed as a bug So we redesigned it fix an issue where the audio from the holes could sometimes not be heard By the client when inspect a mold 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 are leveling up Investiges could lose their progress under certain conditions Okay, so NPCs Sparky got some additional lines of dialogue and that's it for NPCs people Optimization the 4,000 books on these shelves at Brahmas castle now lack collision to reduce memory usage It was guarding day under faith 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 area at Brahmas castle with a group of enemy drones Has 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 have been opened Collision optimizations in the lower cow rough still have surroundings Several additional collision optimizations have been implemented to free up memory and improve the game's performance The Navmesh have been optimized further to avoid potential hiccups and microstats We've started a rework on how animations of complex enemies are calculated to gain additional Performance without compromising quality Skyruses on the gun further optimization of its wall to improve performance Runes totems have been optimized Parasites have received an additional optimization pass Improvements have been made to shadow cost and overdraw in the skyruse 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 and on to performance guys Adjusted software textures sizes and materials to be easy to handle by GPUs We work some UI elements to free some memory reduce environmental interaction memory allocation to free memory Archer anchors are now loaded when interacting with vestiges Fix several textures used everywhere to reduce video memory Okay, so on to 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 So we have added math particle systems to the disappearance Stability fix crashes that could happen when interacting with the NPC character And somehow the NPC character actor is not ready Fix the crash that could happen when opening the inventory an item is removed from it When filtering the categories DC items no longer exist in a player's inventory Fix crash when trying to set a description of an item that no longer exists Fix the crash that can happen when soul flaying certain entities Fix for crash not clearing a C++ timer for the fog gates Fix for crash when trying to know which ammo slot we have selected while not having a valid inventory component Added a check to make sure we have a player pawn on the client before trying to disable interactions Fix a rare, 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, I mean half of these don't even make sense to me here I don't know what they're trying to say. It's kind of embarrassing. I'm not gonna lie Okay, fix crash that could happen when an NPC was talking on their specific conditions Fix a rare crash that could happen when enemies were targeting players for their abilities Fix a rare crash that could happen with some particles that left a trail behind them Fix a rare crash that could happen when running out of ammo and trying to do an action that consumes ammo Fix a rare crash related to players spawning in multiplayer by the host when the client is still not fully ready Fix a rare crash that could happen when resurrecting in an anchor Fix a potential crash when being invaded by a player that disconnects at the right frame Fix a crash that could occur when the soul flayed character is destroyed while the player has not yet finished the soul flayed pool animation Fix a crash that could occur when the game thread timed out waiting for render thread after 120 seconds A fail save has been added to prevent an across violation crash in DirectX The suspicion is that the RHI texture is deleted before that code there, whatever that is 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 are now calling terminate on GPU crash when a GPU has been actually crashed Not when it's a responsive to get bad information on sentry in case of crashing Fixed an issue where the wrong descriptor was passed to the Constructor resulting in a search when getting resource allocation info Michelle offers fixed a crash that could occur when an actor in the process of being soul flayed Was destroyed before the player could finish the pool 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 AI's use their abilities in specific conditions Fixed a potential GPU crash caused by the initial cinematic resizing the viewport now It fades to black until resolve the ratio changing engine hiccups on some GPUs Okay, so on to UI fix these skip cinematic button not appearing when any key is pressed Modified max length for online session passwords to eight characters We see some people online usually go between six and four long character words Splash screen has now 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 a gamepad in spamming a or b while opening we reverted the le button shows a to skip In cinematics as we saw that some devices weren't working well We'll come back tomorrow Fixed a display issue for stackable items sold in vendors Where it could show a higher number than the actual available purchable amount after going through an anchor once Improved navigation and 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 more player to eight 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 Intro at prompt sometimes were not displaying correct key binding depending on the chosen key Okay, so on to vfx Adjusted banners fx angle that could sometimes be rotated too much Poison and umbral miss reworked will look better after seeing it pixelated on some streams dark fan optimized Steps vfx now to the player on off-screen instead of being frozen yet still calculated The light reaper jump attack needed another pass to make it more spectacular Clerics weapon now doesn't have skinning issues Crossbow man now have a more noticeable and predictable arrow trails to increase visibility and directionality Visuals lower Lod 2 and Lod 3 cloth was missing on the effigy of scorn Several armor sets including the marksman armor seen pierced about And condemned chests have been adjusted to address minor clipping issues that occurred when using extreme character sizes Stronger than thin a few fire decals in lower carapher under gun further optimization and visual enhancement Fixed an issue where a bush was clipping through a wall in amounts of harrowed brothers Camera vibrations and some elevators have been adjusted to reduce Exaggerate camera shakes fixed a soul flammable spirit That was hard to hit due to as they are surrounding it Their level of design settings of the strider have been updated to address an issue where the jewelry would behave Unexpectedly when transitioning from Lod 1 to Lod 0 This update should result in a smoother and more visual consistent experience with the strider character in the game Fixed a torn skirt by resetting the bones to their reference poles. This was discovered while cleaning her abp for optimization Fixed a grand artifacts in the forsaken fend Okay, so onto xbox series x and s optimization multiple performance improvements on xbox series x and the xbox series s ui Fixed the boss's health bar to be better centered on screen Unto the ps5 optimization multiple performance improvements for ps5 visuals fixed a nano mesh Under through the gallery background that had a glowing light And there we have it guys. It's probably one of the biggest patches. I have covered in history I mean, it's quite big. I'm not gonna lie. I think it's about two gigawatts on xbox Something like that. But hey, oh guys, you should have this now if you lugged in it should be waiting for you But hey, get it downloaded and get it done. But there we have it Tell me your thoughts on this down below. Let me know guys. If you enjoyed the video Leaving a like really helps out if you like what you see and want to see more be sure to subscribe and hopefully guys I will see you on that next one