Lords of the Fallen – Version 1.6 Adjusts Mob Density, Improves the Umbral and PC Performance

Lords of the Fallen – Version 1.6 Adjusts Mob Density, Improves the Umbral and PC Performance

As an old-school gamer who’s seen his fair share of action RPGs, I can say that Hexworks’ latest update for Lords of the Fallen has me genuinely excited! The fine-tuning on mob density and ranged enemies, along with the improvements to platforming in Pilgrim’s Perch, makes this game feel more balanced and fair.


Hexworks’ “Lords of the Fallen” is now compatible with PS5 and optimized for its launch, but Version 1.6 brings even more features, updates, and enhancements. The pesky crowd density in certain battles has been adjusted, while ranged adversaries will attack from a more balanced distance.

For players encountering difficulties with platforming in Pilgrim’s Perch, improved indicators are on the horizon for a smoother PvP experience. Balance tweaks have been made to spells and magical weapons in PvP combat. Fortunately, PvE remains unaffected. To make learning easier, tutorial spots for Soulflay and Syphoning have been added in Redcopse. The Lightreaper has been removed from the tutorial area but can still be found in New Game Plus.

In addition, the rate at which enemies appear in Umbral is improved, providing players with a longer window to discover and traverse the realm, before they are pursued by the Scarlet Shadow. For PC gamers, there will be “improved performance” specifically in regions that require more graphical power.

Take a look at the modifications listed below. The game titled “Lords of the Fallen” can now be played on Xbox Series X/S, PlayStation 5, and personal computers. You can read our review about it right here.

Version 1.6 Notes

Gameplay Improvements

We’ve made additional changes to the game based on community suggestions and thorough testing. It’s satisfying to watch our Steam review score climb, demonstrating the beneficial effects of these continuous updates. We’re dedicated to carrying on this improvement process with your invaluable feedback guiding us along the way.

Highlights include:

  • Mob Density: Based on your feedback, we’ve fine-tuned certain mob encounters to create a smoother, more immersive combat experience by isolating instances to prevent mobs from stacking up. Returning players may find it worthwhile to start anew, as we’ve added a few fresh surprises along the way! (Original enemy distribution and density can still be accessed via NG+ modifiers.)
  • Ranged Enemies: We’ve adjusted the perception of certain ranged units to correct instances that felt unfair or unrealistic.
  • Jumping: Platforming in Pilgrim’s Perch has been refined with improved indicators, making jumps clearer and navigation smoother.
  • PvP Scaling: To elevate skill-based play in PvP, we’ve rebalanced scaling mechanics, particularly where magic-infused weapons and spells are concerned. These tweaks apply exclusively to PvP, so PvE players can continue with their current builds unaffected.
  • Attack Displacement: Some weapon attacks have received slight adjustments to reduce displacement, providing a greater sense of control while preserving effectiveness and supporting your playstyle.

Enhanced Tutorialisation, Onboarding, and Start-Up Experience

In our game Lords of the Fallen, we’ve made changes to enhance the initial experience for newcomers, based on insights from our seasoned players, often referred to as Lampbearers. Our aim is to make every fresh player feel capable and confident throughout their adventure. We recognize that certain early tutorials might have been challenging. Here are the updates you’ll find:

  • Improved Lighting in the Defiled Sepulchre: Enhanced lighting and visual adjustments make this initial tutorial area clearer and easier to navigate.
  • Gradual Umbral Tutorialization: Core abilities like ‘soulflay’ and ‘syphoning’ now have dedicated tutorial spaces later in Redcopse, allowing new players to engage with each feature more gradually.
  • Simplified First Jump Tutorial: We’ve refined the jump tutorial to be more accessible (hands up in the comments if you cleared it on the first attempt!).
  • Lightreaper Boss Adjustment in NG0: To clarify the intentional design of this encounter, we’ve removed the Lightreaper boss fight from the tutorial area for NG0 players. Rest assured: the Lightreaper still lurks within Mournstead and will make a return as a surprise in NG+.

A More Immersive Umbral Realm for Explorers

In the game Axiom, there’s a connected dimension known as Umbral, which can be accessed anywhere in the game. This realm presents an enormous world full of alternate routes, concealed riches, and enigmas. Since you love delving into Mournstead, we’ve received numerous requests for a more exploration-oriented Umbral realm. Responding to this demand, we’ve made adjustments to heighten its immersive quality while maintaining its intriguing, challenging essence.

As Umbral continues to display aggressive behavior, we’ve tweaked its audio, graphics, and enemy population rate for a more immersive experience. Now, the inhabitants of Umbral (referred to as threads) are less likely to notice your presence initially, granting you valuable time to investigate before the ominous atmosphere grows stronger. Over time, the Scarlet Shadow will emerge, placing you in a dilemma: either retreat or confront it in an exhilarating battle.

These alterations enhance Umbral’s suitability for exploration, all the while maintaining its chilling ambiance and tough environment.

  • Dynamic Ambient Sound: Initial entry into Umbral is now accompanied by subtler soundscapes, building in intensity as you remain longer, reaching a crescendo before you must find an exit, or risk facing the Crimson Reaper.
  • Adjusted Enemy Spawn Curve: Enemy appearances are now better paced to create a smoother, gradual build-up of tension.
  • Increased Delay for Scarlet Shadow: You’ll now have more time to explore before the Scarlet Shadow emerges, enhancing the suspense.
  • Reduced Vignette Effect: Based on player feedback, the vignette effect has been softened to improve visibility while exploring Umbral.
  • Clearer Umbral Eggs: We’ve added a special VFX to eggs set to spawn Umbral natives, as we noticed some players had difficulty distinguishing between active and inactive ones.

These changes enhance the immersive journey through Umbral, maintaining its mysterious charm and intensifying the thrill for brave explorers.

Performance Improvements

We’ve made improvements to boost performance in various visually heavy parts of the game, making it more enjoyable for players using less powerful computers.

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2024-11-04 21:42