 So, today we have released a brand new patch for Loads of the Fallen, version 1.1.282, today's date is the 2nd of November, today we go through the entire patch notes, it's pretty long, I won't lie, but let's go. How's it going guys, my name's DPJ and if you do enjoy the video, leave a like, it really helps out and if you like what you see and want to see more, be sure to subscribe. Okay, so today's date is live on all platforms. All platforms, greetings, lampbearers! First off, thanks to all of you who took part in our season of the Bleak event, it was incredible to witness you come together as a community to solve the riddle, claim your prize and then help fellow players do the same. Due to popular demand, we've decided to make the Halloween quest permanently available to ensure players or future players can also experience the event. However, please bid a fun farewell to the Halloween decorations as they return to the attic. Now onto today's update, featuring over 100 fixes, tweaks and enhancements, this includes improving the visual quality of HDR, adding extra save games, safeguards and addressing a number of rare crushes. We've also improved cooperative play, made PvP more diverse, buffed some bosses, refined AI behaviour and balanced a few spells and items. Please find further details below and once again a massive thank you to everybody for the continuous support. Okay, so we're going to go on to what's changed here, on to save game. An additional failsafe has been added to help reduce the threat issue some players have experienced with corrupted saves. If you ever experience this issue yourself and of course we hope you don't, please immediately send us your corrupted save to support at cigames.com so we can identify the potential origin of the issue. Your saves have truly helped reduce this issue already. Okay so onto stability. A very rare crush reported in Sentry where faction wars, AIs casting certain abilities would crash in certain GPUs under specific circumstances. A rare crush that could happen when Nanite was sending certain data to GPUs. A rare crush that could happen when AIs and players were targeting each other with specific abilities. Not reported in Sentry yet. A rare crush that could happen when activating a revenge and a selected AI was a specific one already dead. Not reported in Sentry yet. A very rare crush that could happen when the player is aiming in range mode under very specific circumstances. Again not reported in Sentry yet. Okay so we're going to move on to performance people. Fixed a 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 optimisation throughout lower carref to achieve an overall improvement in frame rate. Implemented a shadow optimisation pass in spurned progeny's area. Optimised several smoke VHX used globally. Enhanced target system performance when players or enemies target abilities toward each other. Conducted a cast shadow optimisation pass and a beautification up in and a beautification up a carref resulting in some additional frames while navigating the area without sacrificing visual quality. Optimised sky rest bridge by rearranging assets that cast shadows maintaining the same quality while gaining additional frame rate. Okay so on to new game plus. Now clients won't be able to restart current game and start new game plus in the whole world as intended. Co-op. In certain edge cases the client could enter a ignore move import 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 on one of the two parties. We identified the potential issue and added a failsafe. Fixed an issue where the client would sometimes stop receiving sounds from the host with entrance back to air mode 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, walks to another vestige or dies. For a clearer user experience we've updated the session password introduction process to display the eight 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 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 world with reduced mana, ammo or HP if the level disparity between the two players was too high. Okay so unto PVP and boss weapons. We've observed that some players have heavily relied on specific boss weapons and spars for PVP which has led to a less diverse gameplay experience. To address this we've made quite a few adjustments to these items. Okay so this should be interesting. One, boss weapons will now have ten levels instead of five. Excuse me? And we've modified their upgrade curves while they remain potent they are no longer overpowered in PVP. Two, the mana cast for pyrus blest reflections and infernal hands invocation spars have been significantly increased. Three, exploding bolts and sharing bolts now require more ammunition to use. Four, the usage cost of the corrupted banner javelin has been increased and its damage output has been nerfed. To facilitate this transition we've temporarily reduced the cost of the rillium chunks at the shrine making it easier for players to get their boss weapons from a 5 to a 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 gameplay experience for all while avoiding overpowered weapons we appreciate your understanding and ongoing support. Wow crazy changes. Okay so on to other tweaks. Additionally we've made these additional adjustments in PVP or 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 the 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 next week. We have enhanced the visual feedback for player eliminations in PVP provide a more rewarding experience. Fixed an issue in which the invader could enter the host world with reduced mana ammo or HP if the level disparity between the two players was too high. Okay so on to revenge. We have enhanced the visual feedback when avenging another fallen lamp bearer. Okay so now we move on to 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. Grief pound has been adjusted to be more aggressive in her boss fight as well as her minions. When killing the light reaper 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. The aberration born from love now has higher pacing and a bit more punch. We've intensified the sundered ones aggression and behaviour making him angrier and more formidable despite his sadness. We've noticed that some players have been struggling with Kouranga Guardian for land and his hounds particularly when it comes to his frostbite projectile attack. To help players anticipate this attack more effectively we've enhanced his visual feedback. A Biden defenders now use their abilities more efficiently and frequently making the fight significantly more challenging. Okay so now we move on to AI. The Scarlet Shadow has received a few improvements to make it more dangerous and harder to cheese. Okay the Scarlet Shadow could sometimes receive full damage not anymore. Well 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 navlings to be able to jump up and down some platforms. Running away from it now is more challenging. Okay fair enough I like a challenge. The AIs have received a pass of additional polish. Additional refinement of enemy spawns in upper caravans. Some in the skin, depth, cistern, fire, mants, path of the ocean, Abbey and Vramis Castle. An additional navling has been added on Skyrest Bridge to help a specific AI navigate the intricate geometry when fighting. An unruly sparrow at Fitzroy's Gorge Cave has had its spawn position adjusted to trigger its jump better. The grand stump 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 toward hitting the player with its run. It's still avoidable with a dash slash roll. Navimash has been tweaked in Vramis Castle Dungeon to help AIs navigate faster through one of its gates. Now when a deep sparrow attacks a player with its flying attack, it will knock down a player in Umbrell but only do a heavy hit in Axiom. Transitioning to Umbrell is already a significant penalty and sometimes players could fall through a ledge, instantly dying without even seeing the attacking sparrow. Some Umbrell sparrows in the levels had a low lock undisabled when starting their idle breaker animations. It has been reactivated. Tweet the behaviour of Kadrupeds 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 remain just idle there. Fix a Navimash issue when transitioning from Axiom to Umbrell several times that could block a specific Umbrell zombie in a specific spot in a forsaken fend town. Adjusted existing leashing volumes and added a few more in Upper Cowriff for AIs to pursue the player as long as intended. Additional polish and adjustments for the leashing volumes of AIs in a forsaken fend. Tweaked leashing volumes for all enemy groups and a path of Devotion. Adjusted and added additional leashing volumes to AIs in Upper Cowriff. Tweaked leashing volumes for some enemies in Pilgrim's Perch. Adjusted leashing for some enemies at the entrance of Sunless Skane. Adjusted and added leashing volumes in Red Skull Village. Adjusted leashing for enemies at Fitzroy's Gorge. Okay so now on to balancing. Briarstone's healing speed has been slightly increased to improve their effectiveness in battle. It now takes 12 seconds instead of 20 seconds for the full Briarstone effect to apply. The curse of Adia has seen its duration increase from 10 seconds to 30 seconds and it's damage per second from a 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 Forns not causing the smite stairs effect sometimes. Also increased damage by almost 50%. It's a great tool to fight abundant regular mumps especially in co-op or when helping other people. Fixed Tick Damage in Runer Ability only following spells. Sliding Sword, Sacred Ground, Dark Mass, Poison Mist, Ombril Mist, Holy Beam and Ombril Nail. Healing aura has been nerfed with a decrease in its base healing per second from 8 to 6.5 which is approximately 20% nerf. Increased Visceral Damage and Multiplayer on Ombril Assassin Swords by 15% to make them a more attractive choice for parry players. Lower the bonus damage from Pendant of Burden from a 0.1 to a 0.07. Stacking status effects are highly efficient and fairly powerful on their own. As such we've selected nerf this Pendant to balance it with other combat options. Monestones, prices have been reduced in vendors. Small from 300 to 200, medium from 600 to 400, large from 900 to 600. Nerfed Enhanced Robles by 30%. Pretty much all of them were over-performing especially enhanced Hammer. Radiant Orb decreased healing and started the acceleration earlier to make it easier to aim for mid-distance. Southern Productor's Ring Poison has been increased from 10 to 25 to boost its effect and make it more attractive to use. Swapped Dunmire's Cane to have in a 3x Meta Ruin Sluts instead of 3x Square Ruin Sluts to treat it like other staves and give it a potential to be more powerful. The Ombril Eye of the Pale butch of Secondary Effect has been changed from Recover Soul Flay while in Ombril to a plus 25% damage to Enemy Soul. So it can be combined with Ombril Eye of Olorun for devastating effects. Pre-Faction Focused Pendants, Faceless Carving, Imperium Pendant and Oroga's Delight are keeping their faction 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. Remove Poison damage from every effect spell such as Graveyard Fog, Putrification and Consecrate to prevent weird looped flinch animations on enemy Rezeal Poison. Swapped a Duplicated Spell, Putrifaction in Revelation Depth with a 3x Poison Salts as this spell can also be retrieved in the Fen. Note that when picking an already earned item you get a reward where we are just granting now a better one. Okay so unto level design, we've polished an Ombril puzzle at the Abbey of the Hollowed Sisters to prevent players from interacting with the Soul Flay from a wrong spot. Added Ombril Flower Signalling and an Ombril Decoration Layer for a new Axiom Wall at Skyrest. A lot of the killing area has been adjusted in Brammer's Castle as we saw some players getting killed without noticing that they were stepping on the lava and that feat will burn for a longer time before getting killed in that corner. Okay so unto collisions, added an additional fail save to an Ombril Wall in an encounter happening at the Abandoned Outpost at Fitzroy Gorge. Being pushed back could block their player inside the wall. Adjusted their Cleric Cape to work in multiplayer. Adjusted Spent 2 Collisions in the Abbey of the Hollowed Sisters to smoothen player navigation. Fixed a collision bug at the ceiling of the Ale House at Lower Carruth that could lead to an unintended B navigation. Fixed a collision near the vestige of the Nunwich in Carruth. Fixed a hole at Brammer's Castle that could lead to a fall if jumping over the Barbican. Fixed a wall in Brammer's Castle that led audio pass through. The walls have ears, don't run, well not anymore. Cool. If the player rolled against two specific beams in Perlman's Perch could sometimes get trapped in a collision with Byron staring at the scene. Removed a collision from a small rock that could prevent players from falling and a sunless skin but no exit was available. We've buffed a part in the Abbey of the Hollowed Sisters so the ray of the abyss now does not go through it so players can hide behind the almighty pot. Collision adjustments in the whole Lower Carruth for smoother navigation of players in AI. A bridge in Lower City could block projectiles on the edges or through visually. It was weird since the only strings on the sides cost them collision added. Fixed some collisions in the Fitzroy Gorge Cave to avoid the player getting stuck under certain circumstances. Adjusted an onboard mesh in Perlman's Perch that had collisions for projectiles in Axiom. Added blocking volumes in Forsaken Fent to prevent players from performing an out of bounds and skipping minibus, fight or getting stuck. Added blocking volumes to prevent the player from getting stuck when attempting to jump up some rocks in Forsaken Fent. Added blocking volumes to prevent the player from climbing a wall in Forsaken Fent. Collision added to prevent escaping the blessed Carrion Knightbus, fog walls. Tweak collisions in two spots at Perlman's Perch to make player movement and camera smoother. Fixed a nav mesh inside Bromis Castle that could prevent a rune from pursuing the player on the whole first floor. Fixed a collision in the Sun and the Ski 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 Bromis Castle. After doing a certain action and getting hit by the conflagrant Sia. Adjusted some collisions in the big marketplace plaza at Upper Carroth to better support the big enemy AI there. Cool. Okay so now guys we are onto visuals. Improved the decoration for the last umbral bed flower added underway through the filth. Tankro's chest armour has been tweaked to avoid some visual glitches in extreme player poses. Lowered flail hipstuff slightly as we thought it was a bit too much for the nature of its weapon. Replace two old paintings at the pendant tower and change them for new colour ones. Tweaked a burnt grand tile texture to look better. An umbral giant has been moved for purely cosmetic reasons. Better framing. Done some light improvements in two corners of the scope church. Fixed in two spots. Found by Digital Foundry where GI is barely noticeable. Both process exposure fix for a transition in lower Carroth when exiting a building right before the alehouse. Okay so now guys we're going to move on to cinematics. After last week's optimization on it we've now polished the transition from awakened lamp error into cinematic to in-game. Cleansing the beacon at the tower of pendants now always triggers a proper ombral lamp VFX onto VFX. Completely remove collisions for some cockroaches and back VFX that could block some spell effects. Additional optimization passes on several VFX. Okay so now onto UI. Gamepad could sometimes get out of focus in the UI especially after several alt tabs with added additional failsafe. Sometimes an epic online system pop-up could appear in some loading screens with the activated or non-requested pop-ups from EOS. Lakan was sometimes targeting an AI capsule instead of its centre leading to a slightly displaced Lakan HUD or HOD element. Fixed infinite items stuck in vendors that could not be purchased infinitely. Fixed an issue where the language setting could be set after a game client update. Okay so now guys we move on to the last and final thing audio. We have new update Poe sounds regular and stun based on player feedback. We've also improved stab sounds. And there we have it guys quite a big patch I'm not going to lie how long I've been recording 22 minutes people. But yes this is update version 1.1.282. This is available on all platforms as of right now. This is November 2nd update for Lords of the Fallen. Quite a few changes I'm not going to lie. I'm interested to see how the Red Reaper will perform now when I'm trying to cheese him to get that Viagra but we will see. Guys if you enjoyed the video leaving a like really helps out if you like what you're seeing want to see more be sure to subscribe and hopefully guys I will see you on that next one