GodFall has been on the market for quite some time, but it’s newest Exalted update gives the game a total overhaul. There’s a lot to cover, so let’s jump right into it!
Everything New In GodFall Exalted Update
The Exalted update changes a few core mechanics of the game and introduces a couple of new features – these are the big things. On top of that, there are some balance tweaks, dozens of bug fixes and a few smaller additions, such as a couple of new cosmetics and quality of life improvements. Let’s go over everything from the most notable additions to the less impressive ones.
Spirit Realms and Exalted Tower of Trials
These are the two new game modes. The Spirit Realms introduces a mechanic that changes the way Spirit Vision works – normally, it’s used to peer through the Spirit Plane. Now, using it will cause your character to shift between the Material and Spirit Plane. The new features that this mode includes have been listed as such:
– Engage in Planar Combat – While exploring the realms you’ll encounter enemies that exist in either the Physical or Spirit Realm and can only be damaged while on that plane; shift back and forth between planes to vanquish your enemies.
– Explore the Spirit Realm – Discover new challenges and powerful boosts while traversing the Spirit Realm. Defeating enemies in the Material and Spirit Planes causes them to drop Souls that can be used in various ways:
– Soul Altars can be activated to trigger challenging encounters that drop Elder Souls upon completion
– Shards of Macros can be activated to release Macros’ memories and gain powerful Boons
– Spirit Gates allow you to quickly teleport around the Realm
– Activate the Elder Gate – The Elder Gate can be activated once you have collected enough Elder Souls from the various Soul Altars around the Realm. The Elder Gate leads you to an epic final showdown with the realm’s boss high up in the sky.
– Spirit Bosses – All bosses featured in Spirit Realms have been updated with new mechanics allowing them to fight across both the Material and the Spirit Plane in exciting new ways.
– Calling All Valorians – Spirit Realms can be completed by yourself or in a party with up to two friends. Matchmaking for Spirit Realms will also be available and will support up to six players in the realm at once, making Spirit Realms the largest scale multiplayer experience in Godfall to date.
– Complete all the Realm Loops – Defeating a Realm Boss only suppresses its power temporarily. The Realm will loop several times before it’s fully completed, increasing difficulty and rewards each loop. Stay and complete all Realm Loops for the biggest reward, or drop out at any time and keep the rewards you have gotten so far.
– Dual Primary Augments – Once the Realm Boss is defeated it will drop rewards, including a new type of loot: Dual Primary Augments! The type and amount of Dual Primary Augments it will drop is influenced by the power and affinity of the Elder Souls used to charge the Elder Gate.
The Exalted Tower of Trials is an even harder version of the already existent Tower of Trials. Participating will earn you Cursed, Primal Items & Dual Primary Augments and loot exclusive to this mode. You’ll have to get through 10 floors of the most challenging encounters in the game without boons or banes, either solo or with other players.
These are new Valorplate-specific unlocks that can be used to further customize your build. To unlock them, you’ll need to complete specific objective while wearing their respective Valorplates. You can equip two shards at the same time, upgrade the shards up to five times and further enhance your Valorplate by either unlocking all of it’s available shards (causing it to Ascend) or upgrading all of the shards to the max (causing them to Exalt). These will give a Valorplate new passive abilities.
There are a couple of new cosmetics added with the update. According to the official site, these include:
– 12 Exalted Valorplate cosmetics, received when all of the Shards for a Valorplate are fully upgraded
– 4 new cosmetics for each Weapon type
– 5 new Shield cosmetics
– 5 new Banner cosmetics
Balance and System Changes
Some of these are slight tweaks to make the game more fun and rewarding, but of note is how the Player Revive System has been changed. Instead of dying, after reaching 0% the player will enter a “downed” status, allowing other players to revive them. Here’s how it’s going to work in more details:
– Downed players will slowly bleed out, and will die after X seconds if not revived
– Revived players are brought to their feet at 50% health
– Reviving a teammate will consume life stone charges in more challenging content
– Revived players will not count against the game mode life counter
Smaller combat and balance changes include:
– Weapon Techniques for all weapons can now be used to initiate brand new Timing Attacks after reaching level 5 in the Weapon Technique Skill node
– Improved the damage output of Timing Attacks to make them more rewarding to execute
– The heavy Timing Attack for Dual Blades has been replaced and can now be completed more quickly
– The hitbox for the Warhammer Heavy Timing Attack has been improved, and enemies are now hit by multiple parts of the attack both in front of and behind the player
– The hitbox for the Warhammer Northern Technique has also been improved so that enemies are also hit during the windup animation
– Added Weapon Technique Timing Attacks for Dual Blades, Polearms, Greatswords, and Warhammers
– Added a visual cue for when the Spectral Takedown ability is available
– Level 5 in the Ailments Skill node now causes Spinning Blast and Shield Bash to consume Ailments
– Players can no longer be knocked down by regular enemy attacks; attacks that will knock the player down now have a clear visual indicator and can be blocked, parried, or dodged
– Level 2 in the Finesse Skill node will now unlock Quick Recovery, a new ability that enables the player pop back up from a knockdown state more quickly to escape further damage
– Enemies are now disabled for longer after parrying Perilous Attacks, making it more rewarding to do so
– Players no longer lose Archon Fury charge during enemy grab attacks
– Added a visual flourish when switching between weapons
– Improved readability of AOE zones, enabling players to better differentiate between friendly and hostile ground effects
– Improved combat haptics on supported gamepads
– Ailments deal 20% less damage
– Overhealth Retention traits have been reduced by approximately 25% – 50%
– Lion Talisman (Legendary Charm) effectiveness has been reduced by approximately 50%
Realm Bosses and Story Progression
Two heavily criticized elements of the game were the general integration of the story missions into the game and the grindy process of unlocking Realm Bosses by collecting Sigils. The sigils have been completely removed, introducing a new system in its place:
– Realm Bosses now appear on the Holomap until they are defeated in the story, and can be attacked as soon as their missions are available
– Realm Bosses are protected by their Captains. Each Captain provides the Realm Boss with a powerful Boss Modifier that will make them a formidable challenge in a direct fight.
– Defeating each Captain is optional but will remove their associated Boss Modifier, weakening the Realm Boss and tilting the odds in the player’s favor.
On the other hand, the story has been completely revamped:
– Story Missions have been reorganized, with previous side missions now integrated into the main story path
– Removed some Hunt missions to keep players focused on critical path activities. These missions will still appear as Dreamstones
– Valorian NPCs now appear in Sanctum and may fight alongside you in Story Missions, helping provide additional context
– New cinematics added throughout the main story
– Enemies now appear via tribe-specific arrival methods, rather than the standard portals
– Added new contextual load screens across all game modes
Quality of Life Improvements
There are also a lot of small, quality of life improvements:
– Some of the more punishing banes in Ascended Tower of Trials have been updated to enable more reasonable counterplay from the player:
– The “Life Stone Disabled” bane now reduces Health Recovery by 50%
– The “Banner Disabled” bane now reduces Banner duration by 50%
– The “Archon Fury Disabled” bane now reduces Archon Fury Charge Speed by 50%
– Improved the Gameplay section of the Codex to add more tips for game modes and mechanics
– Doubled reward rate for Mirrors of Duplication, enabling players to clone more items from Quest rewards
– The Player Level experience bar in the personal menu is now replaced by an Ascension Level experience bar after reaching Player Level 50
– Enhanced the Detailed Stats screen to include stats for Ailments, additional damage, and Overhealth
– Added Sanctum VO at the beginning of the Tower of Trials as well as the end, indicating that the Tower has been completed
– The “Banner of Flame” banner cosmetic has been renamed to “Crown of Fire”
You can also now Sort and Filter your inventory. You can Sort items by Newest, Favorite, Rarity, Level, or Name, as well as a handful of slot-specific properties, and Filter them by Rarity, Mutations (Cursed/Primal/Awakened), Traits (e.g. Critical Hit or Ailments), and a number of slot-specific properties (e.g. Weapon Type for Weapons)
And, finally, the developers added a long-awaited Valorplate loadout feature, which allows you to:
– Create up to three distinct loadouts for each Valorplate, each with its own configurations of Gear, Augments, Shards, Skills, and Cosmetics. Design the perfect builds for every situation!
– As part of this work, Skills have been changed from a global setting across all Valorplates to being Valorplate-specific. Skills can now be accessed and configured via the Valorplate section in the Player Menu
– Copy individual loadout elements across Valorplates in Sanctum
Lastly, there are dozens of bug fixes, many of which were brought to the developers attention by the community. Here’s the full list:
– Solved an issue where abilities that required targeting would not work at times during story missions.
– Solved an issue where activating Spectral Blow would be inconsistent when the target was within melee range.
– Solved an issue where breaching an enemy through a Weakpoint would not allow the player to perform a Takedown on that enemy until it finished its recovery animation.
– Solved an issue where Petrying Slam would not petrify an enemy if that same damage instance was used to breach the enemy.
– Solved an issue where the Polarity attack buff would persist after switching off the polarized weapon.
– Solved an issue where Siphon and Sunder Slam skills could be missing gamepad vibration with the “Controller Vibration” option enabled.
– Solved an issue where the Greatsword’s Northern Technique could have missing gamepad rumble while spinning.
– Solved an issue where the last hit of the Longsword’s Light and Heavy combos had a delayed gamepad rumble.
– Solved an issue where the Warhammer’s running Light Attack and Charged Heavy Attack could be missing gamepad vibration with the “Controller Vibration” option enabled.
– Solved various issues where certain Shield attacks could be missing gamepad vibration with the “Controller Vibration” option enabled.
– Solved a multiplayer issue where Fire Howlers could still move & attack from a knockdown state if put there by an Arcing Shield Throw.
– Solved a multiplayer issue where Grieves Sunsteel could appear desynced when using charging attacks.
– Solved a multiplayer issue where Kragani’s bracers health bar could regenerate when a player was downed in combat.
– Solved an issue where Nyak Summoner’s red unblockable attacks could be blocked by parrying.
– Solved an issue where Solari’s Beam Massacre attack would be missing its Blue Weakpoint.
– Solved an issue where Wraith-Lord Decimus could appear instantaneously without any VFX in the “Alluvial Plains” story mission.
– Solved an issue where Crystal Crawlers would ignore players and fail to aggro.
Solved an issue where Lunara’s backwards dash attack would fail to hit the player.
– Solved an issue where Breach Duration bonuses were three times greater than the indicated percentage.
– Solved an issue where canceling the Banner deployment (by getting stunned or knocked down) when using Karmic Soul (Augment) would still grant a Life Stone and allow the player to deploy the Banner again.
– Solved an issue where changing the currently equipped banner after its been deployed could grant a full banner charge.
– Solved an issue where Epic Warhammer chests would not spawn in Epic or Legendary rooms in any version of Tower of Trials.
– Solved an issue where no loot may drop from defeating Mid Bosses and Bosses on Dreamstones above level 46.
– Solved an issue where Absorption (Augment) would not receive any benefits from rolling as a Primal item.
– Solved an issue where Blood Fox Talisman (Charm) would not summon a sentinel once its conditions were met.
– Solved an issue where ‘Health gained per kills’ secondary traits would restore health for a different amount than listed.
– Solved an issue where Shield Throws would not count towards objective tracking (such as Merits or Bonus Objectives) if the enemy hit was a certain distance away.
– Solved a multiplayer issue where Dreamer objectives remained locked after completing a Dreamstone.
– Solved a multiplayer issue where respawns were inconsistent, sometimes spawning players at the start of their mission.
– Solved an issue in Lightbringer where selecting a second curse could cause a crash.
– Solved an issue where defeating all enemies in the Floating Remnant story mission before completing the “Activate Twilight Beacon” objective would cause a progression break.
– Solved an issue where players may fall out of bounds when using Phase Nodes in “The Monolith Depths” map.
– Solved various issues where players could not increment or complete Quest objectives while in a multiplayer party.
– Solved an issue where enemies could spawn out of bounds in the Tormentor’s Asylum story mission.
– Solved a multiplayer issue where Air Realm missions could spawn a really dense fog, impairing navigation.
– Solved a multiplayer issue where if the host of a Lightbringer session left after engaging the Boss at the end of a Heart of Darkness event, enemies would no longer drop the remaining light crystals needed for other players to finish the mission.
– Solved a multiplayer issue where one or multiple players would not be sent back to the Sanctum after completing a Lightbringer run.
– Solved an issue with the Tour of Sanctum quest where it could not be completed if a player joins a multiplayer session during the “Open the Quest Menu” objective.
– Solved an issue where the “Defeat Decimus” objective would not update and cause a progression break.
– Solved an issue where the “Defeat Macros” objective would not update and cause a progression break.
– Solved an issue where Archon Fury Spirit Warriors could display a Weakpoint on themselves after attacking an enemy.
– Solved an issue where using Weapon Techniques with a Polearm could cause the player’s camera to slightly rotate.
– Solved an issue where Lightbringer’s intro subtitles may be stuck on the screen if the player skipped the cinematic.
– Solved an issue where “+Damage” secondary traits would not show a change in Damage in the Item Comparison UI.
– Solved an issue where loot VFX would be missing if the player was downed when it spawned.
– Solved an issue where double tapping a ‘Press and Hold’ prompt would cause it to remain visible and usable from a long distance.
– Solved an issue where mission completion item rewards would sometimes appear with an unknown number attached to it in the Loot Feed.
– Solved an issue where rapidly swapping between item pages using a gamepad controller could cause a crash.
– Solved an issue where the Augment Tutorial would not trigger until Level 20+ despite the first Augment slot unlocking at Level 10.
– Solved an issue where the display text for the Siphon Skill incorrectly stated that enemy copies only lasted 10 seconds, when the correct duration is 30 seconds.
– Solved a multiplayer issue where activating Archon Fury would display a screen effect and screen shake to all players, regardless of distance from the activating player.
– Solved a multiplayer issue where Flash stun abilities (such as Parry) displays a screen blur to all players, regardless of distance from the effects origin.
– Solved an issue where abandoning a mission to return to the Sanctum caused the select prompt to remain stuck the first time it is pressed in any menu when using a gamepad.
– Solved an issue where Cosmetic rewards would not be granted to Challenger edition players who upgraded until their next game restart.
– Solved an issue where disconnecting a gamepad would cause the game to unpause.
– Solved an issue where Friend Invite Codes could contain similar looking characters (such as 0 & O, 1 & I, etc). Numbers will no longer appear in these codes, and all letters will be capitalized.
– Solved an issue where pressing the Interact button while loading during the Logo or Title screens while attempting to connect could cause a crash.
– Solved an issue where Takedowns were missing their haptic feedback.
– Solved various collision issues with the environment where players could get stuck.
– Solved various issues where once per game launch, the game could suffer from stuttering or hangs.
– Solved various issues where using the level booster could lead to a loss of functionality.
– Solved various issues with LOD objects, lighting, and other incorrect rendering issues.
– Solved various localization and text issues.
– PC – Solved an issue where pressing the ‘Esc’ key while in the Mass Salvage menu could close all menus completely.
– PC – Solved an issue where equipping new augments could disable the ability to navigate through augment pages using Mouse & Keyboard.
– PC – Solved an issue where moving the mouse around the Holomap could cause the mission icons and location names to move around.
– PS4 – Solved an issue where subtitle text remained on screen if a player watched the “A Treacherous Path” mission intro cinematic to its entirety.
– PS4 – Solved an issue where subtitle text remained on screen if a player watched the “The Final Ascent” mission intro cinematic to its entirety.
– PS4 – Solved an issue where subtitle text remained on screen if a player watched the “The Flameblood” mission intro cinematic to its entirety.
– PS4 – Solved an issue where the Interaction Orb to open the Curse Selection Menu in Lightbringer could be missing its light VFX upon closing a Dark Tear.
– PS5 – Solved a multiplayer issue where player names could be missing from the social menu and the Holomap.
GTA VI Leaks – What We Know so Far?
Rockstar Games on high alert
Massive leaks have been spread throughout social media platforms about Grand Theft Auto 6. If you are a GTA V account owner, you may have an idea of what happened. On September 19, “teapotuberhacker,” a user from GTAForums, posted 90 videos of test builds for the upcoming game by Rockstar. The hacker revealed assets and source codes for GTA 6 on YouTube, Twitter, Reddit, and other platforms. Rockstar locks down its social media accounts, and the situation may lead to investigations with the FBI, although there is no official statement from Rockstar regarding this matter.
The leaks were illegally taken from the studio’s network, leading to the conclusion that the GTA 6 hacker is not a lot but a small group working together to post the leaked data. Rockstar confirms that these leaks are legitimate, and the GTA publisher Take-Two is working on taking down confidential information about the game by using copyright rules on mainstream platforms.
The game set’s location appears to be in Vice City; thanks to groups of dedicated fans, a map was made using various tools, which is not entirely new. When GTA 5 was still under development and trailers, screenshots, and teasers were being released; GTA had a fan base that could create a map for Grand Theft Auto 5 before the game was released; the map was an almost perfect match to the official map in GTA 5. Not to mention these players also became the people who made GTA 5 modded accounts.
Introducing New Characters
Based on leaked information, Grand Theft Auto 6 would be an open-world game with male and female protagonists, Jason and Lucia. One of the videos shows the two in what appears to be an instant character switching, similar to GTA 5. Where Michael, Franklin, and Trevor’s character switch; although this time, it looks like the loading time is faster in this test run. Several screenshots show Lucia having different make-up and hairstyles, similar to Grand Theft Auto 5: Online, although customization is available for the female protagonist this time.
Grand Theft Auto 4 introduced the smartphone system as a tool to contact friends, dates, and a few mission events. At the same time, Grand Theft Auto 5 added new functionalities like emails and website functionality. A parody of Facebook exists in this game called Life Invader; there may be a GTA 6 parody of Mark Zuckerberg; who knows? Aside from that, there is no information if Rockstar has updated this system.
There are a few notable things about how players would be able to move around the map. Footage shows Jason swimming more profoundly in the water; unlike in previous games, the deepness of how far a player can swim has always been limited. For vehicles, test footage of vehicle damage where Jason shoots the floor of the boat and a fan boat on land. The subway system returns since GTA 4; we see Jason going in and out of a train car.
GTA 5 Combat
A video of Lucia fighting with NPCs was also shown, a tweaked weapon wheel, and NPCs reloading in real-time. Clips of recoil tests make everything realistic, and the latest addition in combat is for players to go prone, which is perfect for stealth-based missions.
Shooting from vehicles has been limited to small weapons; we have seen drive-bys from the test footage, allowing players to use bigger weapons. This would be great since bigger weapons would deal more damage. Switching hands while shooting is another excellent addition to combat; there are plenty of scenarios to get the proper angle on an enemy by switching the hand you are shooting from.
The Miami-inspired city has dramatically changed since Grand Theft Auto: Vice City. There are the usual elements to be found, like neon lights in nightclubs and beachfront, but Rockstar has made an effort to make the map modernized by ensuring the look and feel are authentic to the real-life locations of Florida. The level of detail from these tests is fantastic as it can be; driving real-life inspiration for locations provides an immersive experience for players.
Gas stations, bars, tennis courts, motels, the environment, and the subway system is diverse, possible even better than GTA 5s’ map. Lucia has been seen to use a gumball machine inside convenience stores, which could mean there would be more things to interact with in Vice City.
There may be more surprises in store from GTA 6, and these are just the little details that have been leaked. Grand Theft Auto VI is expected to be released by late 2024 or early 2025.