Lords of the Fallen devs backpedal and change one of its most controversial mechanics

Things obviously move quickly in the world of game development, and that is especially true in the case of Lords of the Fallen. Just a few days after the developer addressed a major point of criticism, saying that it will remain this way, things have started to change.

Starting with patch 1.1.224, which is live now.

One of the more controversial aspects of Lords of the Fallen is enemy density, and their seemingly limitless ability to keep chasing the player throughout a level. I criticized both of those design decisions in our Lords of the Fallen review, and they have in many other reviews.

Many players also agreed, so the issue was brought to the attention of HexWorks in a livestream last week. Asked if there were plans to respond to feedback and adjust either of the two, studio head Saul Gascon said they would not be adjusted.

Just a few days ago, however, the developer started making changes. Patch 1.1.224 starts this, and it’s one of two patches planned this week that will address both issues. After the patch is installed, enemies should no longer chase you forever.

The update essentially limits the ability to leash enemies, making them more likely to return to their spawn points sooner than before. Thursday’s patch, too, expands on that by reducing the number of enemies entirely — but only in areas the developer believes have the most issues.

The update should also reduce the chances of enemies swarming players and landing multiple attacks at the same time. This makes them less aggressive and less prone to trapping players.

The current enemy make-up will remain in New Game Plus, however, as it is intended to be a more challenging experience. Speaking of NG+, the new mode itself invited a lot of criticism about the unexpected changes it made to the game world.

The player character in Lords of the Fallen is looking at a blue, strange path - surrounded by all the dead and undead.
The corpse run shouldn’t be so frustrating, then. | Image credit: CI Games

Before the patch, NG+ removed many Vestiges (bonfires) completely from the game. The reason is that all the shortcuts opened by the players will be open, so there is no need for frequent checkpoints. Going forward, however, NG+ will allow players to start on basic difficulty.

Thursday’s patch will reduce the number of Vestiges, but not to the current NG+ level. The plan is with each successive NG+ option to gradually cut more of them, until all Vestiges are removed (except for a few very important ones).

Below, you can expect a more involved NG+ modification system, which enables players to customize their experience and choose what they want to keep, and what to remove. That extends to Vestiges, too.

The modifier will allow for more meaningful tweaks, such as adding permadeath mode, item/enemy randomization and more. This is the kind of thing that mods usually bring to Souls-likes post-launch, so it’s good to see HexWorks developing the systems in-house. You can expect those to arrive before the end of this year.

See the full changelog for patch 1.1.224 in the link.

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