Bleak Faith: Forsaken cover
Bleak Faith: Forsaken screenshot
PC PS4 XONE Steam Gog
Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie

Bleak Faith: Forsaken

Balancing and Controller Patch Notes

Fixes:
-Mindbreaker now properly works with all instances of damage.
-Fixed description and missing preview of Downward Slash ability.
-Fixed description and missing preview of Shield Bash ability.
-Fixed description and missing preview of Refraction ability.
-Fixed description of Heavy Hitter weapon passive.
-Updated stats of Amulet of Stability and Amulet of Divine Might.
-Fixed an issue where the confirmation window would remain open after closing inventory.

Changes:
-Shield Mastery perk now also increases main hand weapon damage while shield is equipped. 2% per point of Constitution Attribute up to a maximum of 50% extra damage.
-Dual Wield Mastery no longer caps weapon damage to its maximum potential.
-Berserker now grants only 0.2% extra damage per 1% of total health loss and caps at 45% extra damage, but Berserker now increases all damage done instead of previous melee only.
-Projectiles(from staves) now also apply debuffs.
-Adjusted duration of all Concoctions. Defensive Concoctions now last 90 seconds, Regenerative Concoctions 60, while Offensive Concoctions last 20 seconds.
-Both Tinkerer upgrades now double durations of all concoctions.
-Doubled or Tripled(in some cases) amount of Concoctions crafted via Crafting menu.
-Increased drop chance of Rotten Flesh by 225% of its previous chance.
-All abilities now scale only based on Intelligence.
-All tutorials are now re-playable via Pause Menu.
-Updated tutorial description to match new additions to Controller Scheme.
-Updated mitigation values of all shields for better build variety.
-Removed the option to destroy items, as it was being triggered accidentally.
-Added an option to extract essence with mouse.
-Added preset options for controller keybindings.
-Removed strength from Critical Damage increase equation. Critical damage can now only be increased via gear.
-Changed the selection screen on new game to use new gamepad preset selection.


!! Important Note !!
Setting a preset will reset keybinds to that preset.
You are still able to fully customise keybinds for that preset.


We are open to adding more presets in the future once we hear more feedback.
Controller Scheme can be accessed via Pause-Settings-Gamepad-Show Controller Scheme

Preset options:
-Default: Current default keybinds.


-D-pad Switch: This preset utilises switching consumables and abilities using D-Pad Left and D-Pad Right. In order to use them press Primary Quickslot (consumables) and Secondary Quickslot (abilities).


-Commonly Used: A commonly requested preset by our community.

Hotfix Notes March 21st

Changes:
-Parrying with weapons holstered will now un-holster said weapon if previously used weapons can perform a parry.
-Edited longbow moveset to be easier to control.

Fixes:
-Fixed an issue where character would get stuck in blocking animation while switching quickly between melee and ranged weapons.
-Fixed an issue where enemies would slide at distance instead of walk.
-Fixed an issue where enemy damage would fluctuate on respawn.
-Fixed an issue where character would dodge or dash after resuming from pause menu on some controllers.
-Fixed an issue where footstep sounds would continue playing during jump on some weapons.

Patch Notes March 20th

Changes:
-Increased hitboxes on some weapons. (Claymores, 2h Axes and 2h Hammers)
-Increased or adjusted hitboxes of most enemies.
-Set maximum hearing range of all enemies to 12m, stopping enemies from being aggroed from long range.
-Reduced flux cost of all staves to be same cost as Evolved Staff.

Fixes:
-Fixed an issue where final Unstable Perk Essence wasn't there after reload if lost before converting it to Perk Essence.
-Fixed character going into swimming animation in Uranopolis.
-Fixed certain collisions in Desert that caused enemies to go halfway into floor on respawn.
-Adjusted angle of some attacks to make it easier to hit enemies while on staircase. (Same change applies to enemies)

Hotfix 19th March

Fixes:
-Fixed an issue where one of lore pages were displayed as error.
-Fixed an issue where Faussart would display wrong ability if previously upgraded.
-Fixed an issue where Quickwheel would remain on screen post button release.
-Fixed an issue where player would get stuck on ladder if spammed interact button immediately after exiting ladder.
-Fixed an issue where wrong footstep sounds would play on armed locomotion.
-Fixed an issue where Evolved Staff would use wrong projectile.

Controller Overhaul & Narrative Improvements Patch Notes:

Changes:
-Updated Animations.
-Restored Faussart leap ability with updated animation.
-Restored pivot animations with updated shortened animations.
-Removed default VR support that caused game crashes or unbootable game on some machines.
-5 new NPCs with dialogue.
-New lootable pages containing lore.
-Heavily improved 2 important cutscenes that were causing confusion.
-Added an option under User Interface which hides Quickslots from HUD. | Automatic by default.

Fixes:
-Fixed being able to fall under some elevators if jump was spammed.
-Fixed an issue where armors would have wrong rating values on game restart.
-Fixed wrong flux value being leeched by weapons.
-Fixed an issue where Vampirism wouldn't trigger on dismemberment.
-Removed thumping sound that would sometimes happen in UI.
-Fixed an issue where Anomaly Homunculus wouldn't trigger.
-Several more map collisions have been fixed.
-Updated hitboxes to most of weapons.

Keyboard and Mouse Changes:
-Added an option to select modifier for each action.
-Separated Parry to it's dedicated button. | Modifier(ctrl) + Right Mouse Button by default.
-Added a new keybind for heavy attack. | Modifier(ctrl) + Left Mouse Button by default.
-Added an option to remove dash and make roll default dodge.
-Added a keybind to switch shoulder for camera. | Modifier(ctrl) + T by default.
-Added a keybind to center camera in direction character is facing. | Modifier(ctrl) + TAB by default.
!! It might be necessary to reset to default if some keybinds are not working.

Controller Changes:
-Added an option to select modifier for each action.
-Removed walk toggle.
-Walk is now triggered via movement analog.
-Full 360 degree support for movement.
-Added visible shortcuts on ability/belt slots on HUD to represent which button press is which ability/belt slot.
-Separated Parry to its dedicated button. | "Y" or "Triangle" by default.
-Added a new keybind for heavy attack. | Modifier("LB" or "L1") + "RB" or "R1" by default.
-Added an option to remove dash and make roll default dodge.
-Added a keybind to switch shoulder for camera. | Modifier("LB" or "L1") + "D-Pad Right" by default.
-Added a keybind to center camera in direction character is facing. | Modifier("LB" or "L1") + "R3" by default.
-Swim up is now jump input to avoid conflict with sprint.
!! It might be necessary to reset to default if some keybinds are not working.

--------------------------------------------------------

New Controller Keybinds:
-Modifier | "LB" or "L1" by default.

-Light Attack | "RB" or "R1" by default.
-Heavy Attack | Modifier("LB" or "L1") + "RB" or "R1" by default.

-Block | "LT" or "L2" by default.
-Interact | "RT" or "R2" by default.
-Primary Quickslot | Modifier("LB" or "L1") + "LT" or "L2" by default.
-Secondary Quickslot | Modifier("LB" or "L1") + "RT" or "R2" by default.

-Switch Weapons | "X" or "Square" by default.
-Parry | "Y" or "Triangle" by default.
-Dodge | "B" or "Circle" by default.
-Jump | "A" or "Cross" by default.
-First Active Ability | Modifier("LB" or "L1") + "X" or "Square" by default.
-Second Active Ability | Modifier("LB" or "L1") + "Y" or "Triangle" by default.
-First Weapon Ability | Modifier("LB" or "L1") + "B" or "Circle" by default.
-Second Weapon Ability | Modifier("LB" or "L1") + "A" or "Cross" by default.

-Belt Slot 1 | "D-Pad Left" by default.
-Belt Slot 2 | "D-Pad Up" by default.
-Belt Slot 3 | "D-Pad Right" by default.
-Belt Slot 4 | "D-Pad Down" by default.
-Holster Weapons | Modifier("LB" or "L1") + "D-Pad Left" by default.
-Next Target / Next Ammo | Modifier("LB" or "L1") + "D-Pad Up" by default.
-Switch Shoulder Camera | Modifier("LB" or "L1") + "D-Pad Right" by default.
-Next Target / Next Ammo | Modifier("LB" or "L1") + "D-Pad Down" by default.

-Lock-On | "R3" by default.
-Crouch | "L3" by default.
-Center Camera | Modifier("LB" or "L1") + "R3" by default.
-Inventory | "Special Left" by default.

Patch Notes:

Changes:
-Reordered Continue and New Game to avoid accidentally starting a New Game.
-Reordered some UI pop ups so negative is always at the top, avoiding accidentally confirming by double pressing a button.
-Added a confirmation pop up for Overwrite and Delete of autosaves to avoid doing it by accident.
-Added several more inventory sort options: Helmet, Pauldrons, Cuirass, Legguards, Gloves, Amulets, Capes, Rings.
-Clicking on equipment slot now only sorts by items that can go in that slot.
-Updated shield mastery perk description to better represent it only works for shield blocks.
-Added an option in Gamepad settings to disable Gamepad Vibrations. (ON by default)
-Reworked Natural Talent perk to increase said Attributes instead of Stat benefits from said Attribute.
-Updated Animations on One Handed Weapons (more expansions in the future).
-Adjusted Play rate logic for locomotion animations to be more consistent .
-Changed base material of illusions so they don't appear invisible if player had no armor equipped.
-Updated details of Agility Attribute.

Fixes:
-Elemental summons and illusions are no longer lock-onable.
-Fixed the cost of some abilities to not cost 1 flux.
-Fixed an issue where Ability overlay panel would remain open if Inventory was force closed by combat.
-Fixed an issue where torch displayed the previously selected weapon's abilities.
-Fixed Konrad's heavy unblockable attack.
-Fixed an issue where placing a consumable in belt slot 3 would unequip belt slot 2.
-Fixed an issue where only heavy block animation would play while blocking with shields.
-Fixed Dual Brutality ability so it wouldn't target enemies behind walls.
-Fixed Flux Conversion FX remaining on the character's hand after the player was fully healed.
-Fixed an issue where screen would flash grey on landing.
-Fixed an issue where Illusions wouldn't spawn properly if a new illusion was triggered while an illusion was active.
-Fixed some more missing collisions on maps.

Patch Notes March 15th

Changes:
-Updated Nurgei's name with his full title.
-Updated Vampirism Perk description.
-Nerfed Vermillion Knights.
-Clicking an already upgraded perk now leads you into detail screen of said perk.
-Model redesigns

Fixes:
-Fixed the un-interactable ladder in Blok 6147.
-Raised boss spawn points so they don't clip through ground on weaker machines.
-Fixed an issue where unequipping a belt slot would cause you to occasionally lose a single consumeable.
-Fixed Upgrade Splinter and Upgrade Module recipe not showing at handler if quest hasn't been progressed far enough.
-Fixed an issue where Nurgei's phase ability would continue to cast post players death if it happened during the phase.
-Fixed wrong controller navigation in perk selection grid.
-Fixed an issue where bosses would trigger death event if player was fast traveling to often.
-Fixed a wide number of collision and navigation problems across the entire world (more to come in the next patch)
-Wormlord now properly scales just like other bosses.
-Wormlord is now climbable at mid range distance.
-Vampirism no longer triggers on arrows hitting props.
-Fixed not being able to equip weapons to secondary slots via some controllers.
-Vermillion debuff now properly expires.

Patch Notes March 14th

Changes:
-Middle Mouse is now keybindable.
-Updated animations.
-Unbinded Num5 from respawn.
-Corpses now disappear after 5 minutes, greatly reducing stutter on some machines.

Fixes:
-Fixed an issue that caused ability damage to be calculated wrongly post player death if certain rings were equipped.
-Possibly fixed Invincibility glitch in Monastery map.

Animation Asset Update

Hello everyone.

As promised here is an update on the animation asset issue. We have heard back from the escalation team at Epic which was as follows:

“Pursuant to the Marketplace Distribution Agreement, each Marketplace seller represents and warrants to Epic that they have appropriate rights to upload their content. As with any store that hosts third-party content, however, Epic is not in a position to independently verify such rights, and Epic makes no such guarantee to purchasers of the content.”

So essentially, they state they cannot verify the copyright of the animation packages purchased through their store.

This is not satisfactory for us and so we have taken the decision to replace the assets purchased from the store over the next several days. (Some changes we included in the recent patches, and more are coming in the next few days) Certainly this has been a huge lesson for us and hopefully other indie creators out there too that assets on these storefronts seemingly cannot be purchased in good faith.

Back to work we go! Again, thank you for bringing the issue to our attention and helping us improve the game.

Hotfix:

Changes:
-Mouse thumb buttons can now be binded in keybindings.
-Added new button in settings that allows you to recall Homunculus Mirage. (We noticed some players stuck between two buildings, this will help them properly respawn)
-Added "Walk" toggle for gamepad controls. (Currently set to None)

Fixes:
-Fixed bug causing players being unable to equip armor pieces.