- xREL ist eine reine Informations-Seite.
- Es gibt hier keine Downloads, Links zu Downloads, Torrents, Magnet-Links, NZB-Dateien oder ähnliches.
- Wir bieten nur Informationen über die Existenz eines Releases, seine Größe sowie die beiliegende NFO-Datei an. Wir unterstützen Benutzer in keiner Form dabei, dieser Releases habhaft zu werden.
- Sämtliche Verweise auf Angebote zu illegalen Kopien sind auch in Kommentaren sowie in unserem Forum verboten, was von unserem engagierten Moderatoren-Team ständig überprüft wird.
- Bei weiteren Fragen kann man uns per E-Mail an xrel *at* xrel *punkt* to kontaktieren.
Hast du das verstanden? Ja! | Nein!
- xREL is solely an informational web site.
- There are absolutely NO downloads of copyright-protected works, hyperlinks to downloads, torrent files, magnet links, nzb files or similar content on any part of this web site.
- What we offer is information about the existence of a release, its size, and the corresponding NFO file. We do NOT help or encourage users to download or otherwise obtain any of the listed releases.
- Links to pages containing illicit copies of copyrighted works are strictly prohibited in user-generated content as well. This is constantly being monitored and enforced by our committed team of moderators.
- For any further questions, please do not hesitate to contact us by sending an e-mail to xrel *at* xrel *dot* to.
Is that clear? Yes! | No!
Patch v.1.1.207
Share · View all patches · Build 12476852 · Last edited 13 hours ago by Wendy
Patchnotes via Steam Community
Greetings Lampbearers,
Another day, another patch, and quite a few more bugs have been slain.
Please keep reporting on Sentry so we can focus on your most critical issues.
Stability
Fixed a crash that could occur when the soulflayed character is destroyed while the player has not yet finished the soul flay pull animation.
Fixed a crash that could occur when the GameThread timed out waiting for RenderThread after 120 seconds.
A failsafe has been added to prevent an access violation crash in DirectX. The suspicion is that the RHI texture is deleted before FD3D12DynamicRHI::RHIAsyncCreateTexture2D 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're now calling TerminateOnGPUCrash() when the GPU has actually crashed, not when it's unresponsive, to get better information on Sentry in case of crashing.
Fixed an issue where the wrong descriptor was passed to the d3d12 Resource constructor, resulting in asserts when getting resource allocation info for shared buffers.
Fixed a crash that could occur when an actor in the process of being soulflayed was destroyed before the player could finish the pull animation.
Fixed a very rare crash that occurred when continuously hitting walls. Occasionally, the wall would take revenge and crash your game.
Optimization
The 4000 books on the shelves at Bramis Castle now lack collision to reduce memory usage.
It was gardening day on the Fief, and several trees have been optimized.
Certain UI textures have been optimized to load more quickly and reduce their VRAM usage.
Multiplayer
Fixed an issue where the audio from the host could sometimes not be heard by the client when in spectator mode after dying.
Gameplay
In some instances, when using the lamp to traverse certain platforms in Axiom, falling would trigger the fall animation twice. Now it only triggers once as intended.
AI
Fixed enemies that could sometimes be spawned in a T-pose at the lower part of the manse.
Tweaked the navmesh on a small section of Lower Calrath to help AI navigate better in that complex environment setup.
Trapper's traps can now be destroyed with ranged options such as arrows, grenades, magic, and more.
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, as we've added moth particle systems to the disappearance.
Collision
Collisions on some umbral platforms in the cistern have been fixed to improve the navigation of certain enemies.
On the Fief, during our gardening day, we've improved trees that needed better collision detection.
We've covered a ground hole in Pilgrim's 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 Calrath that was causing Bringers of Stillness to fall through it instead of lurking from the shadows.
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.
Steam Deck
We've identified the issue causing the game to crash on Steam Deck in the latest builds. We have a fix, and as soon as it passes QA, we'll publish it tomorrow. In the meantime, please ensure that you've updated your Steam Deck software to "Stable" (not "BETA" or "Preview"). Additionally, you can work around the issue by booting the game on your PC and resting at a vestige to get rid of the red eye.
In Light we Walk.
_Virtual photography is courtesy of Murphys_Law_Vp - created with the in-game 3D Photo Mode_
https://store.steampowered.com/app/1501750/Lords_of_the_Fallen/
Links:
Official Website: https://lordsofthefallen.com/
Twitter: https://twitter.com/lotfgame
YouTube: https://www.youtube.com/c/cigames
#DareToBelieve
#