W_anakin Δημοσ. 17 Οκτωβρίου 2023 Δημοσ. 17 Οκτωβρίου 2023 Και εγώ απογοητεύτηκα από το game. Μετά το elden ring έχει ανέβει πολύ ο πήχυς παιδιά, ότι και να λέμε. 1
Mhlogiatros Δημοσ. 17 Οκτωβρίου 2023 Δημοσ. 17 Οκτωβρίου 2023 (επεξεργασμένο) Δεν εχει ανεβει και τοσο απλα εχουν βγει 1000 μαπα copycats souls μπας και κανουν αρπαχτη . Μετα απο τοση σαβουρα και τα μετρια φαινονται παιχνιδαρες Επεξ/σία 17 Οκτωβρίου 2023 από Mhlogiatros 1
xtrmsnpr Δημοσ. 17 Οκτωβρίου 2023 Δημοσ. 17 Οκτωβρίου 2023 Πέσαμε μέσα δηλαδή? Θα το βάλουν το Πάσχα στο monthly humble bundle? Ή τα Χριστούγεννα?
sleepychris Δημοσ. 18 Οκτωβρίου 2023 Δημοσ. 18 Οκτωβρίου 2023 (επεξεργασμένο) αφου παιξαμε το Lies of P , που ηταν ενα οντως ΚΑΛΟ soulslike... εσεις που το παιζεται ηδη,τι προτεινεται? αξιζει να το αγορασουμε τωρα ή να περιμενουμε 32 patches ή/και να το δώσει δωρεαν το epic (σε τεσσερα-πεντα χρονια) ?? Επεξ/σία 18 Οκτωβρίου 2023 από sleepychris
D.Luffy Δημοσ. 18 Οκτωβρίου 2023 Δημοσ. 18 Οκτωβρίου 2023 Με λίγα λόγια, Lords of the Φόλαν. Δεν έχω προχωρήσει πολύ αλλά γενικά το παιχνίδι δεν με ενθουσίασε. Ο μηχανισμός με το Umbral Lamp μου φάνηκε καταναγκαστικός και περιττός. Στα χαρτιά τα parallel realms ακούγονται καλή ιδέα αλλά δεν κατάφεραν να το υλοποιήσουν σωστά. Έχασα τη μπάλα με τόσα πολλά tutorials μέσα στο Umbral. Φτιάξε γέφυρες, βρες το κρυμμένο παράσιτο, φύτεψε σπόρο, κάνε "soulflay", κάνε "siphoning", γέμισε το φλασκί με charges, σπρώξε τον soulflayed εχθρό. Ένα κάρο random ιδέες πεταμένες όλες μαζί. Πιο πολύ για δουλειά μου μοιάζει παρά για διασκέδαση... Εν το μεταξύ τα περιβάλλοντα στο Umbral φαίνονται άχρωμα και μουντά σαν ακτινογραφίες. Έπρεπε να πάρουν παράδειγμα από το Soul Reaver... Οι μάχες αισθάνομαι ότι δεν έχουν το βάθος των souls παιχνιδιών. Το story, οι χαρακτήρες και οι διάλογοι μου φαίνονται cringe σαν φθηνή παραγωγή b-movie. Στα δίνουν όλα στο πιάτο από την αρχή και αφήνουν πολύ μικρά περιθώρια για μυστήριο. Ο κακός δαίμονας που κάποτε φυλακίστηκε και τώρα επιστρέφει με το στρατό του για εκδίκηση και ο ήρωας που θα τον σταματήσει... Πεθαίνω να μάθω τι θα γίνει στην πορεία δηλαδή. Βέβαια δεν κρατούσα μεγάλο καλάθι μετά το πρώτο παιχνίδι. Η συγκεκριμένη εταιρία φαίνεται να έχει ένα μεράκι με τα τεχνικά και τα εικαστικά αλλά της λείπει η μαγεία στο gameplay. 1
Owen Δημοσ. 18 Οκτωβρίου 2023 Δημοσ. 18 Οκτωβρίου 2023 (επεξεργασμένο) Επεξ/σία 18 Οκτωβρίου 2023 από Owen
xtrmsnpr Δημοσ. 19 Οκτωβρίου 2023 Δημοσ. 19 Οκτωβρίου 2023 11 ώρες πριν, Owen είπε εχ*αν μαζί θες να πεις και βγήκε αυτό; 😁
xartemporas Δημοσ. 19 Οκτωβρίου 2023 Δημοσ. 19 Οκτωβρίου 2023 Patch v.1.1.203 Build Notes https://store.steampowered.com/news/app/1501750/view/3741987211178947784
Vigilante1319 Δημοσ. 22 Οκτωβρίου 2023 Δημοσ. 22 Οκτωβρίου 2023 σαν ανθρωπος που δν μαρεσουν τα σουλσλαικ προς το παρων το βρισκω αρκετα βατο σαν δυσκολια παλι καλα. τρομερα σκηνικα επισης γγια να δουμε θα ειναι το πρωτο γκκειμ του ειδους που θα τερματισω η θα μ σπασει τα νευρα στο μελλον
enable_your_mind Δημοσ. 22 Οκτωβρίου 2023 Δημοσ. 22 Οκτωβρίου 2023 (επεξεργασμένο) 10 hours ago, Vigilante1319 said: σαν ανθρωπος που δν μαρεσουν τα σουλσλαικ προς το παρων το βρισκω αρκετα βατο σαν δυσκολια παλι καλα. τρομερα σκηνικα επισης γγια να δουμε θα ειναι το πρωτο γκκειμ του ειδους που θα τερματισω η θα μ σπασει τα νευρα στο μελλον Και εγω δεν ειμαι τρελος φαν του ειδους και το απολαμβανω το παιχνιδι.,. η ατμοσφαιρα και τα σκηνικα που εχει ειναι πολυ ομορφα Επεξ/σία 22 Οκτωβρίου 2023 από enable_your_mind 1
Mhlogiatros Δημοσ. 23 Οκτωβρίου 2023 Δημοσ. 23 Οκτωβρίου 2023 ok η ατμοσφαιρα ολα τα αλλα κατι δε παει καλα δεν επρεπε να απολαμβανεις
Arkin Δημοσ. 17 Νοεμβρίου 2023 Δημοσ. 17 Νοεμβρίου 2023 Τεραστιο update Lords of the Fallen Update v.1.1.326 Spoiler Lock-On Overhaul New Lock-On system activated! We’ve extensively tested various options, and we believe that the simpler approach of locking onto the center of the screen is the best choice. Therefore, this is now the new default. You also have other lock-on options, including “Legacy” (which maintains the default setting prior to this patch). In the settings, you can now select your preferred Lock-On priority system: Precision prioritizes enemies that are closer to the center of your screen within a specified maximum limit (enemies on the borders are ignored). Dynamic prioritizes enemies that are closer to the center of the screen without limits. This is the default option. Proximity prioritizes enemies that are nearest to the player. Legacy represents the original Lock-On system from the game’s launch. Endings For those players who got blocked at the Umbral 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 the proper achievements, the proper rewards, and then get the prompt to move to NG+1, NG+0, or stay in the current world. This will also fix a potential (though not reported) issue with the Rhogar ending, should it ever occur. Thanks to players sharing their saves, this has greatly helped us find the issue, and the safe way to fix it. Stability We’ve updated NVIDIA’s DLSS3 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 in Steam: Lords > Properties > Launch Options and enter ‘-DLSSFG.’ This will activate the Frame Generation option in your Graphics settings if you are using a 40 series. In collaboration with EPIC, we’ve fixed an engine loading deadlock that can happen when using low profile CPUs. Thanks Marn for helping us profile this on his PC! We’ve noticed that some players were using ALT+F4 during the ending cinematic, especially the Umbral one, possibly out of concern about not having a way back. We’ve added an additional failsafe to support an ALT+F4 exit there. 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 crash that could happen in that moment (or a power outage!). We’ve enabled additional data collection for Sentry reports to gather more details about crashes 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 Rivatuner activated. We’ve observed through Sentry that overclocking GPUs/CPUs remains as one of the primary causes of crashes. Performance We’ve made an engine improvement to allow us to use nanite for Umbral meshes. This should result in a noticeable performance improvement while in Umbral. For those who are curious, Umbral meshes require a complex shader that uses alpha masks, camera occlusion, animation support, vertex-animated options, pixel depth offset, and world position offset. None of these were supported by nanite meshes 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 dread spawning mechanisms, ensuring that being in Umbral should no longer cause performance drops, even when surrounded by Umbral zombies. Optimization of Umbral levels (Castle’s donjon) involved the deletion of some hidden meshes. Reduced the number of actors casting shadows in Skyrest Bridge ramparts. Reduced the number of actors casting shadows in Lower Calrath’s Alehouse. Reduced the number of actors casting shadows in the Tower of Penance. Reduced the number of actors casting shadows in the supply path to the Manse. Collision optimization was performed in Lower Calrath’s Bridge area. Reduced the number of actors casting shadows in Skyrest’s frame area. Reduced the number of actors casting shadows in Redcopse Village. Performed a casting shadow pass in Upper Calrath’s miner district. Optimization of Umbral levels in Lower Calrath involved deleting hidden meshes and preventing camera occlusion in meshes far away from the player. Reduced the number of actors casting shadows in Lower Calrath’s Upper Gate. Reduced the number of actors casting shadows and removed foliage painted in the landscape that was far from the player and not visible in Redcopse forest. In the Manse of the Hallowed Sentinels, we conducted a second pass to reduce the number of actors casting shadows, focusing on small things and details. Reduced the number of actors casting shadows in Lower Calrath’s Bridge area. Reduced the number of actors casting shadows in Upper Calrath’s nobles district. Optimization of Umbral levels in Skyrest Bridge involved 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 Fief of the Chill Curse. Umbral optimization in Pieta’s arena at Skyrest Bridge involved deleting hidden meshes and preventing camera occlusion in some meshes. Reduced the number of actors casting shadows in Lower Calrath’s smelter area. Further reductions in actors casting shadows, added extra occluders, and deleted actors inside/behind walls at Skyrest Bridge frame (Passageways/Big Towers/Underbridge/Top Bridge, etc). Bosses All non-main bosses have received a health boost ranging from 10% to 20%, depending on the player’s game progression (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% boost to their damage output, with adjustments made on a case-by-case basis to ensure they provide the appropriate level of challenge. The Unbroken Promise has received a significant health increase of 18% 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 felt it needed additional health and damage to match its improved (more aggressive) behavior. The Lightreaper now has slightly more health, with a 10% increase, to make the final part of the combat more engaging. We observed that players were having fun, but the encounter was just a bit too short. Following the behavior enhancement 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 (8%) and increase the damage of its attacks (10%) to truly provide the challenge we intended after last week’s overall behavioral improvement. The Sacred Resonance will now typically use the stairs to descend and will only drop through the hole if there’s an opportunity to strike the player. AI Added and adjusted leashing volumes in Revelation Depths. Improved leashing volumes in the Cistern. The AI could get stuck due to collisions after using a navlink. The collisions were improved to create a straight angle in the Sunless Skein. The Abiding Defenders could get on top of the chest in the Manse arena. A blocking volume with “block only pawn” has been placed there, but it still allows the player to open the chest and obtain the loot. Navmesh has been added to the moving platform to prevent potential cheesing of the Scarlet Shadow in one of Pilgrim’s Perch’s moving platforms. Adjusted leashing volumes in the Manse 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 general Navmesh Pass has been performed. Adjusted arch/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 cheezing with moderation. Umbral The player was able to soulflay the platform they were standing on under certain conditions. This has now been fixed. Balancing (PVE) Fixed an issue with the Lightreaper sword special attack. Now it’s reactivated and can be used as intended. Players still have to complete the questline in order to unlock them. We’re are more leniant now when sprinting, so after a roll, you do not need to press “sprint” again, your sprint keeps going (if enough stamina is left, oc). Fixed an issue where Pieta’s Simulacrum spell could shoot through the floor and walls. Fixed an issue with vigor muliplier runes that could result in unexpected damage output Pumpskin helmet is now droppable/sellable – we are not sure why anyone would want to do this – objectively makes no sense – but now you can decide to do it, anyway Buffed the Exploding Bolt decreasing its ammo cost from 10 to 4, and its damage multiplier boosted from 1.9 to 3.8. Buffed the Shattering Bolt by decreasing its ammo cost from 10 to 4, and its holy damage multiplier increased from 1.9 to 3.8. Dark Abbess Banner has received probably the biggest buff of all: ammo cost reduced from 15 to 4; physical damage multiplier increased from 0.5 to 1.0; physical burst damage from 2.0 to 4.0; and its fire damage multiplier from 1.5 to 3.0. We’ve discovered a bug in which Hallowed 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 has been corrected. As now the bug is corrected, we can increase the Hallowed Triptych’s stagger by +10% Balancing (PVP) First step of our PVP/PVE split is here, yet not finished! This one is a proper PVP scaler for spells and arrows/bolts for PVP. ZERO impact on PVE, just a pure PVP specific scaler for those. Now using spells, ammo or throwables in PVP, shouldn’t be OP. Multiplayer We’ve seen quite a few questions on how passwords work for multiplayer, so we’ve decided to add a visual HUD indicator when password is on. For COOP, will always remain there until you manually delete the password. For PVP, now it fades away after 2 minutes, so you can understand that you’ll be matchmaked for PVP with “anybody” from that point-on not just with people with password. Added additional information when disconnecting from multiplayer sessions. Collisions Fixed an issue with a navmesh in the mysterious (very angry) knight arena. Adjusted moth walls to prevent players from leaving the boss encounter with Ursula, Infernal Enchantress and Otto. Adjusted moth walls to prevent players from leaving the boss encounter at a bridge near a big castle. Adjusted moth walls to prevent players from leaving the boss encounter in the Fief of the Chill Curse Improved several collisions in the canyon in Deep Forest. Fixed a collision issue where the player could fall through the world in the Smelter zone Fixed several collisions to prevent players from skipping a big part of Redcopse Village. Fixed an issue where players could get stuck close to walls near the Vestige of Bloody Pilgrim Adjusted collisions near the swamp road to prevent projectiles to get stuck mid-air Improved collisions for better navigation at Lower Calrath’s Bridged area. Added collisions to several Umbral wall pieces in the Beacon Tower in Deep Forest. Adjusted collisions to prevent players from accessing the bridge edges in Fief of the Chill Curse. Improved collisions for better navigation at the start of Fief of the Chill Curse. Adjusted collisions to prevent players from skipping an area in Manse. Added a blocking volume to prevent players from skipping the Forsaken Fen. Fixed several collisions to prevent players from skipping Ursula’s encounter. Fixed an issue that allowed players to skip a large part of Bramis Castle by killing a Rhogar Architect in long distance near the Sundered Monarch encounter. Fixed an issue where players could die immediately after respawning in Umbral near the Bringer of Silence encounter. Fixed several collision issues in the canyon in Deep Forest. Fixed an issue where players could get stuck at certain crystals in Bramis Castle. Fixed an issue where the player’s character could clip through stone walls in Bramis Castle. Fixed an issue where players could get stuck while exploring the area near the lava river in Bramis Castle. Fixed an issue that allowed players to reach the forge area of Lower Calrath by jumping from a broken bridge near the boss arena. Fixed a collision issue with certain wooden planks in Pilgrim’s Perch. Fixed an issue with a stuck Bringer of Stilness that prevented him from moving and attacking in Lower Calrath if the player was at a specific spot. Improved navigation, collision and camera clipping in the Fief’s Beacon Area, Bramis Castle and Upper Calrath. Fixed a collision issue where the player could fall through the world in Manse Cellar. Fixed several collisions for beds and stairs in Manse Leprosarium. Lighting Improved lighting by adjusting contrast and monochromatic look of the area between the Forsaken Fen’s vista and the Shuja Hamlet. Improved lighting on the Supply Route to Manse. Visuals Fixed a visual glitch with the Crimson Rector outfits. Fixed visual glitches that could occur while turning in place. Fixed an issue where the Hallowed Knight belt shadow was wrongly cast. Fixed an issue where a black cube was displayed in Defiled Sepulchre. Fixed an issue with a lightreaper cutscene that could occur when fire was cast on it just before the cutscene triggered. Fixed a visual glitch with incense burners that had Nanite enabled. We’ve fixed an issue when calibrating HDR in-game and at the same time changing PS5’s native HDR output was changed. Fixed broken amphora materials in Abbey of the Hallowed Sisters and Empyrean. Fixed visual glitches with the Abiding Defender and the Sin-Piercer outfits. Added an option to deactivate Umbral distortion effects by popular demand. Fixed an issue where the left-handed holstered weapons were not properly aligned with the right-handed holstered weapons position on the character’s back. UI Fixed an issue where lock-on could overlap with tutorial messages in very rare occasions. Added catalyst spell power stats to the inventory tab. Further improvements to the UI when completing a crimson ritual. Audio Added sound effects for the Conflagrant Seer’s Crystal Straight spell. Improved the sound effects for player stabs. 1
xtrmsnpr Δημοσ. 11 Ιουνίου Δημοσ. 11 Ιουνίου ΕΥΤΥΧΩΣ που μπήκε στο gamepass και το δοκίμασα. Συγνώμη τί σκεφτόντουσαν όταν το έφτιαξαν αυτό το παιχνίδι; Τί αίσχος είναι αυτό; Τί άθλιο tutorial ήταν αυτό, με τα tutorial hints να κάνουν trigger επειδή πέρασες από ένα συγκεκριμένο σημείο που τα έχουν βάλει και εμφανίζονται ξανά και ξανά όταν περνάς από το ίδιο σημείο, ακόμα και αν έχεις ολοκληρώσει τί λέει. Επίσης ποιο μυαλό σκέφτηκε να γράψει ΤΟΣΕΣ πολλές πληροφορίες σε μία μόνο καρτέλα του tutorial? Τί άκυρα mechanics έχει; Το όλο θέμα με τη λάμπα και την umbral φάση το σκέφτηκαν πολύ; Τελείως αχρείαστο, μόνο να κόβει τον παίκτη είναι και να του βάζει έξτρα δουλειά. Έπαιξα ένα 3ωρο και το έκανα uninstall. Δε μου άρεσε τίποτα. Ελπίζω σε 7-8 χρόνια να μη βγάλουν νέο παιχνίδι, που να το ονομάσουν πάλι το ίδιο. Γιατί βλέπω αυτή τη φορά να βάζουν και τίποτα minigames με φλιπεράκια ή ότι άλλο μπορούν να σκεφτούν. Επόμενη γραμμούλα! 1
Moderators Malthador Δημοσ. 28 Ιουνίου Moderators Δημοσ. 28 Ιουνίου Επειδή μου έχουν σπάσει τα νεύρα και δεν βγάζω άκρη με τα walkthroughs, μπορεί κάποιος να μου πει που πάω μετά το πουλάκι; Έχω ανοίξει το beacon μόλις το έφαγα (το τρίτο beacon ήταν αυτό) και δεν βρίσκω νέα περιοχή να πάω, με γυρνάει στις παλιές. Δεν παίζει να έχω παίξει πιο μπερδευτικό soulsborne game, το Bloodborne και το Elden Ring είναι γατάκια μπροστά του.
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