The game from Hexworks and CI Games has received a new update, so the studio wasn’t kidding when it said that updates to the first part will continue alongside the sequel to Lords of the Fallen.
They’ve made further gameplay adjustments based on community feedback and extensive playtesting. As a result, their Steam “Recent Review” score is rising, reflecting the positive impact of these ongoing improvements, and they’re committed to continuing this journey with our valuable input. Based on our feedback, they’ve tweaked certain mob encounters to create a smoother, more immersive combat experience by isolating instances to prevent mobs from stacking. Returning players may find it worthwhile to start over, as we’ve added a few fresh surprises along the way! (The original enemy distribution and density can still be accessed via NG+ modifiers).
We’ve adjusted the perception of certain ranged units to correct instances that felt unfair or unrealistic. The platforming in Pilgrim’s Perch has been refined with improved indicators that make jumps clearer and navigation smoother. We’ve rebalanced the scaling mechanics, especially for magical weapons and spells, to enhance the skill-based PvP gameplay. These changes apply to PvP only, so PvE players can continue to use their current builds. Some weapon attacks have been slightly tweaked to reduce displacement, providing a greater sense of control while maintaining effectiveness and supporting our play style.
They’ve taken steps to further enhance the onboarding experience for new players in Lords of the Fallen based on feedback. They want every new player to feel empowered on their journey, and they understand that some early tutorials may have presented a steep learning curve. They have improved lighting and visual adjustments to make this initial tutorial area clearer and easier to navigate. Core skills such as Soulflay and Syphoning now have dedicated tutorial areas later in Redcopse, allowing new players to learn each skill more gradually.They’ve refined the Jump tutorial to make it more accessible. They’ve removed the Lightreaper boss fight from the tutorial area for NG0 players. Rest assured, the Lightreaper still lurks in Mournstead and will make a surprise return in NG+.
Umbral, the parallel realm intertwined with the living world of Axiom, is accessible at any point in the game and offers a vast world of alternate paths, hidden treasures, and secrets. While Umbral remains intentionally hostile, adjustments have been made to its sounds, visuals, and enemy spawn curve. Now the Threads (Umbral natives) are slower to detect our presence, giving us some precious time to explore before the realm’s haunting intensifies. Eventually, the Scarlet Shadow will appear, forcing us to decide whether to flee or engage in an epic showdown.
Initial entry into Umbral is now accompanied by more subtle sounds that build in intensity the longer we stay, reaching a crescendo before we must find an exit or risk facing the Crimson Reaper. Enemy appearances are now better paced to create a smoother, gradual build-up of tension. We’ll now have more time to explore before the Scarlet Shadow appears, adding to the suspense. Based on player feedback, the vignette effect has been softened to improve visibility while exploring Umbral. Added a special VFX to the eggs that spawn Umbral natives, as the developers noticed that some players had trouble distinguishing between active and inactive eggs.
They’ve implemented additional performance improvements in some of the more graphically demanding areas of the game to optimize the experience for players on lower spec computers. With Lords of the Fallen now fully utilizing the power of the PlayStation 5 Pro (with an enhanced Performance Mode running at 4K resolution and 60 frames per second based on 1440p, and Quality Mode running at native 4K resolution and 30 frames per second), get ready for a new wave of cross-players to venture into Mournstead.
It’s to their credit that they’re paying so much attention to the players!
Source: Gematsu
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