 So guys I am back with another loads of the fallen video and today guys I bring you to complete patch notes on the latest update of version 1.1.326 Let's go. How's it going guys? My name's DPJ and if you do enjoy the video leaving a like really helps out And if you like what you see and want to see more be sure to subscribe. Okay, so this is a quite hefty Patch and the notes are quite hefty too. So let's just get straight into it guys Greetings lamb bearers We'd like to show you the next big optimization update which also marks the start of our ongoing PvP slash PvE Balancing split as well as the much requested improvements to the lock-on system and boss difficulty increases this week's highlights include Okay, so we successfully completed a custom engine improvement to allow us to Nanite for all ombro meshes which should mean a noticeable Improvement on performance while in the ombro for the brave few who will hang around long run of turn notice This is in addition to our usual overall performance improvements in several areas of the game Specified below in the notes a new lock-on system activated We've been extensively testing different options and believe the simpler approach of locking on to the center of the screen Is the most effective one? We've also made this new default setting though You still have the ability to switch to other lock-on options in settings Including legacy the previous default the first step of our PvP slash PvE balancing split is here With much more to come in the near future. We can now start independently balancing spells So today's update focuses on the most overpowered spells and ranged abilities Based on feedback and what's basically in-house testing for PvP only it has zero impact on PvE Okay, so by popular demand we finalized a complete overall to all bosses in the game It was clear both from your feedback and from internal findings that many bosses simply weren't posing enough of a challenge So we've rebalanced some behaviors as well as their hit points and damage output to ensure they pose the correct level of Difficulty at a point in your journey. Please find further details down below, which we will get into people We have integrated the latest version of the LS S3 Meaning now manually activate the most recent frame generation updates by using a special command Once we confirm through century that this new FG is stable will activated it for everybody with 40 series by default Furthermore in collaboration with Nvidia and AMD we've activated Additional data for century ports to gather more details and remaining hardware that is unfortunately still Experiencing some crushes in our game This will help us pinpoint the issues both quicker and more accurately and enable our partners to update the GPU drivers accordingly As previously mentioned we continue to work on all the three content We've revealed in the last week's content roadmap and can exclusively reveal that you won't have to wait long until the first Content drop and with that let's dive into the patch notes lock-on overhaul So yes, we know about the new lock-on system activated But a few more details here and these are regards to the settings and different options You will be able to choose Precision this prioritizes enemies that are closer to the center of your screen within a specified maximum limit enemies on the borders are ignored Dynamic this prioritizes enemies that are closer to the center of your screen without limits. This is the default option Proximity prioritizes enemies that are the nearest to the player and legacy represents the original lock-on system from the games launch pretty cool Okay, so on to endings for those players you've got blocks at the overall ending unable to finish the game We have great news now when you load the character that should have received the ending you will see the credits Directly receive their profit achievements the profit rewards and then get the prompt to move to new game plus one or new game Plus zero or stay in the current world This will also fix a potential or not reported issue of the real guy ending should it ever occur Thanks for the players for showing their saves. This has greatly helped us find the issue and the safe way to fix it Okay, so on to stability We've updated Nvidia's DLSS 3 Streamline, but we have not activated frame generation by default yet We'll do so once we secure its stability to enable it you can use this command You can see on screen now guys in steam and this will activate the frame generation option in your graphic settings If you are using a 40 series in collaboration with epic we fixed an engine loading deadlock that can happen when using low Profile CPUs. Thanks mine for helping us profile this on his PC We've noticed that some players were using the old f4 during the ending cinematic Especially the umbral one possibly out of concern about not having a way back We've added an additional fail safety support and all to f4 exit here However, please keep in mind that you can still choose whether to continue or exit the game after the cinematic So there's no need to exit the game prematurely This also covers any potential crush that could happen in that moment or power to each with enabled additional data collection For sent through ports to gather more details about crushes occurring on specific hardware This will help us pinpoint driver issues More accurately for Nvidia and AMD. We've added a warning when starting the game with We've a tuner activated with observe through century that overclocking GPUs and CPUs remains as one of the primary causes of crashes Okay, so now on to performance guys We've made an engine improvement to allow us to use nanite for umbral meshes They should result in a noticeable performance improvement while in umbral for those who are curious Umbral meshes require a complex shader that uses alpha mass camera collusion animation support Vertex animated options pixel depth upset and world position offset None of these were supported by nanite message before now once the full transition to umbral is complete We can take advantage of nanite technology by selectively swapping meshes depending on their shader needs We've implemented a significant Optimization for the dredged spawning mechanisms ensuring that being in umbral should no longer cause performance drops Even when surrounded by umbral zombies Optimization of umbral levels castles dungeon improved the deletion of some hidden meshes reduce the number of actors casting shadows In the skyless bridge ramparts reduce the number of actors casting shadows in a lower carousel house Reduce the number of actors casting shadows in the tower of penance As well as in the path to the amounts Collision optimization was performed in lower carousel bridge area Reduce the number of actors casting shadows in skyless frame area Reduce the number of actors casting shadows in the red corpse village formed a casting shadow pass in upper carousel Minor district optimization of umbral levels in lower carousel Improved deletion hidden meshes and preventing camera occlusion in meshes far away from the player Reduce the number of actors casting shadows in lower carousel upper gate Reduce the number of actors casting shadows and remove foliage painted in the landscape that was far from the player And not visible in the red corpse forest in the amounts of their hallowed sentinels We've conducted a second pass to reduce the number of actors casting shadows Focusing on small things and details reduce the number of actors casting shadows in a lower carousel bridge area Reduce the number of actors casting shadows in the upper carousel noble district Optimization of umbral levels in skyless bridge involve deleting hidden meshes and preventing camera Occlusion in meshes far away from the player Global collision optimization bug fixes and improvements were made across the fifth of the chill curse Umbral optimization in pietus arena skyrest bridge involve deleting hidden meshes and preventing camera occlusion In some meshes reduce the number of actors casting shadows in lower carousel smarter area Feather reduction in actors casting shadows added extra occluders and deleted actors inside behind walls at skyrest bridge frame These were the impassage ways big towers under bridge top bridge etc etc So they say okay, so now on to bosses people Okay, so all non main bosses have received a health boost ranging from 10 percent to 20 percent Depending on the player's game through aggression Less of a boost at the start of the game and a higher boost towards the end All non main bosses have received an overall 10 percent boost to the damage output Adjustments made on a case by case basis to ensure they provide their appropriate level of challenge The unbroken promise has received a significant health increase of 18 percent And a 15 boost in damage output following the behavior enhancement introduced two weeks ago We noticed that some players were Engaging with it and we thought it needed additional health and damage to match its improved more aggressive behavior The light reaper now has slightly more health with a 10 percent increase to make the final part of the combat more engaging We've observed that players were having fun, but the encounter was a bit too short Following the behavior enhancements of the sunless monarch We found that we were very close to achieving the desired level of difficulty However, we decided to add a little more health of 8 percent and increase the damage of its attacks by 10 percent To truly provide the challenge we intended after last week's overhaul behavioral Improvement the sacred resonance will now typically use these stairs to descend and will only drop through the hole If there's an opportunity to strike the player Okay, so now on to AI Added and adjusted leashing volumes in revelation depths improve the leashing volumes in the system The AI could get stuck due to collisions after using a nav link The collisions were improved to create a straight angle in the sunless scheme The abiding defenders could get on top of the chest in the mans area A blocking volume with block only pawn has been placed there This still allows the player to open the chest and obtain the loot Navmesh has been added to the moving platforms to prevent potential cheesing of the skylight shadow In one of pilgrims purchase moving platforms Wow, adjusted leashing volumes in a mans to allow hounds to pursue players a bit further away than other enemy types Navmesh improvements have been made in some spots in the forsaken fen and a genuine navmesh pass has been performed Adjusted arch slash door size in bramis castle and made some combat space improvements to help With the fight against the ruiner. Now, it's harder to hide from him. We love cheese, but cheesing with moderation Okay, so now on to umbral the player was able to soul flay the platform They were standing on on a certain conditions. This is now being fixed. Okay, so that's that for umbral balancing and pve Fixed an issue with their light reaper sword special attack Now it's reactivated and can be used as intended players still have to complete the quest line in order to unlock them We are more lenient now when sprinting so after a roll You do not need to press sprint again. Your sprint keeps going if you have enough stamina left, of course Fixed an issue with player a similar chrome spell could shoot through the floor and walls Fixed an issue with the viagra multiply ruins that could result in unexpected damage output The pump skin helmet is now droppable and sellable. We are not sure why we're anyone want to do this objectively Makes no sense, but now you can decide to do it. Anyway Both the exploding bolt decreasing its ammo cost from 10 to 4 and its damage multiply boosted from a 1.9 to a 3.8 Quite a decent buffer. Both the shattering bolt by decreasing its ammo cost from 10 to 4 And its holy damage multiply increased by my 1.9 to a 3.8 Dark abyss banner has received probably the biggest buff of all Ammo cost reduction from a 15 to a 4 physical damage multiply increased from a 0.5 to a 1 Physical burst damage from a 2 to a 4 and its fire damage multiply from a 1.5 to a 3 Wow, that's basically Double as good as it was craziness We've discovered a bug in which holo triptych would make all holy damage sources delivering unintended additional stagger damage for example From 10 intended stagger damage would be delivering 11 or even 13 in some cases. This is being corrected As now the bug is corrected. We can increase the holo triptych stagger by plus 10 Balancing pvp the first step of our pvp slash pve split is here yet not finished This one is a proper pvp scaler for spells and arrow slash bolts for pvp Zero impact on pve just a pure pvp specific scalar for those Now using spells ammo and throwables in pvp shouldn't be all p but yet they seemingly were Okay, so multiplayer we've seen quite a few questions on how passwords work for multiplayer So we've decided to add a visual hood indicator when password is on for co-op We'll always remain there until you manually delete the password for pvp now it fades away after two minutes So you cannot understand that you'll be much make For pvp with anybody from that point on not just with people with passwords Added additional information when disconnecting from multiplayer sessions Okay, so on screen now guys you can see the list of collision Fixes buffs and changes and things like this and then guys you'll see lighting visuals Ui and then audio guys if you want to pause the video and read through these I mean they had important changes in my opinion to read through all of them But again if you want to pause the video and read through them be my guest But there we have it guys this live on all platforms as of right now It's updated version 1.1.3 2 6 and there we have it guys If you enjoyed the video leaving a like who helps out Before like what you see and want to see more be sure to subscribe and hopefully guys I will see you on that next one