A HUGE Elden Ring Nightreign Update Just Dropped! | Deep Of Night Content, Heolstor Buff, and MORE!

    What up, what’s going on, guys? The new update for Elden Ring Night Rain patch 1.03.1 just went live, and this was actually a much bigger update than I was expecting. This brings lots of new balance changes, some new features to the game, including DLC content now being added to Deep of Night, a new version of the whole store fight for players that have the DLC, and then we have about six pages of changes and bug fixes that you’re going to want to know about. So, we have a lot to get through today. I don’t want to waste much time here at the beginning. As always, if you want to stay up to date on all things Elder Ring Night Reign, go ahead and hit that subscribe button. And now, let’s get into it. All right, so like always when it comes to these new updates, we’re just going to go straight through the patch notes that they published and break it down point by point. Starting at the very beginning, additional content. Players that own the DLC, The Forsaken Hollows will now encounter new targets, landmarks, raid events, and shifting earth when playing the Deep of Night mode. These additions will only appear when matched with players that also own the DLC content. So, pretty straightforward. DLC content is now added to Deep of Night. Now, I’m going to be perfectly honest. I am terrified to fight the Drag Lord in depth 3 and beyond. We just now got to a point where we can figure this map out regularly, hit level 15 consistently on runs. This is going to be hard. And I’m actually really curious to see what the meta is going to be for the balancers and for the drag lord on these higher depths and what the best route is going to be for this map because certain things like the boss rush tower and probably even the very beginning cathedral that you spawn in are going to be much harder and take much more time now that I wonder if you’re still going to be able to pull it off comfortably. But this is going to be fun. I’m excited to try this out. Y’all let me know down in the comments section below what loadout are you bringing in to Deep of Night for the DLC content and what’s your route on the Great Hollow going to be? But moving further down the patch notes, balance adjustments and feature updates. Increase the fire, magic, lightning, or holy related curse effects applied to weapons and items that occur in the temples of the great hollow shifting earth. So, I’m guessing that’s talking about deep of night getting red weapons right off the bat in the spawn points are going to have higher detrimental effects. That just the way this reads to me, probably as a way to balance getting crazy loot right off rip. adjust to the continuous HP loss and continuous HP recovery curse effects that occur in Temples of the Great Hollow Shifting Earth. We’ll have to see those exact numbers. Now, here’s a big one. Decrease the attack power of the wolves summoned that appear during the Tricophilos raid event. Now, I’ve seen this one talked about a lot. So, in the Gladius raid, after you kill one of the first Gladius Wolves, a bunch of little red wolves will spawn around the map and follow you around. These guys would absolutely nuke your health bar for no reason. I’ve seen articles about this. I’ve seen people complaining non-stop. this change needed to happen. Those are supposed to just be regular wolves, but they’re definitely not hitting like regular wolves. And I wonder if it was a bug, although it’s not listed under the bug section, but regardless, glad to see that change. Added a stat count display to the damage negation reduction icon that appears when hitting enemies with level three dart type items thanks to Scholar’s Bagcraft skill. So, not a huge update, but now you can actually see how many stacks of that you’ve applied, and that’s very useful information. Scholar’s Ultimate Art Communion will no longer break when transforming using Exeutor’s ultimate art aspect of the Crucible Beast. So, I guess the ultimate now actually applies while you’re transformed. And for some reason, it didn’t prior to this update. Added a near-death animation when reviving with the power to balance the world special effect. When swapping identical consumables in the equipment menu, they will now combine in accordance to their stack limit. Nice little change there for Scholar. Added icons and explanations to indicate active effects for some special effects in the status menu. When pinging an item, the item rarity color will now be displayed in the you indicated equipment message. That’s actually a very nice change. I’m glad to see that. When engulfed in the night’s tide in the great hollow shifting earth, your character speed will now appear to be burning. Huge. And now expanded the range of clues discovered when using a map to reveal hidden clues in the great hollow shifting earth. That’s a nice change as well if you get that on that one spawn point. And then now we get to one of the biggest parts of this update, added additional types of attacks when fighting the night aspect. If all Nightfar is present, own the Forsaken Hollows DLC. Okay, so what does this mean? Well, I haven’t fought him yet, and I haven’t seen anybody else that’s fought him yet after this update at the time of me recording this, but I believe this is just going to be a new rot phase. So, of course, Holto’s move set has the ability to cut open the sky and take elements from the other night lords. So, it makes sense now that he would be able to do so for the dreg lord. Not sure about balancers since he already has a holy phase, but of course he did not have his scarlet rot phase. So get ready, but I’m actually very excited to see what him cutting the sky open looks like for that phase. The drag lord skybox is so sick. This is going to look awesome. But y’all let me know down below if you fought the new holster yet and what’s it like. And then finally, you can now remap the map display key in the system menu, keyboard, and mouse settings. Awesome. Now, we’re going to be getting into a very, very long list of bug fixes. Going to try to make this section as enjoyable as possible, but here we go. Fixed a bug in the sentient pest fight where the boss would not lose sight of the player when using Duchess’s ultimate art finale. Fixed a bug where the effect of scholar skill communion would not continue to be applied to the player even if no other targets were affected. Fixed a bug where the damage to linked enemies and healing to allies would not propagate correctly in the event where a scholar was put into a near-death state during the activation of his ultimate art. Honestly, not sure how that would even happen since you’re supposed to be invincible while using your ultimate, but that’s a good change, I guess. Fixed a bug in Scholar’s skill analyzed where the art gauge would not increase from the shock wave triggered on oneself at maximum charge. Fixed a bug where the number of targets analyzed by Scholar skill would reset if any player would perform the open door action to transition into the boss fight within the spirit tree shelter. And that’s actually a pretty good PSA we need to talk about. If you’re at the final boss fight, do not press open door. Just wait on your teammates because this has been causing all kinds of bugs I’ve been hearing. Fixed a bug in the scholar’s ability Bagcraft for the damage negation reduction effects duration would not extend when hitting enemies with level three dart items. Fixed a bug in scholar’s ability back with the damage negation reduction effect would not be applied according to the number of hits when hitting enemies with level three fan daggers. And then we’re going to skip a few here because it’s just other schar items. Fixed an issue where the immortality granted by Revenant’s ultimate art was not being overwritten by other visual effects. Fixed a bug where the effect added by the skill mist of slumber to the Saint Trina sword would disappear upon taking enemy attacks. Fixed a bug where bow attacks affected by the black flame blade and blood flame blade would remove frostbite status from enemies. So unfortunately yet another Iron Eye nerf there. Feel like we’re getting more every single update. Iron Eye mains, how are y’all holding up? Fixed a bug where the improved rolling attacks passive effect was not applied to bows. Fixed a bug where the partial HP restoration upon post damage attacks effects would not trigger on critical hits performed with bows. There’s a buff, I guess. Fixed a bug where the player character would accumulate frostbite status ailment while standing on the area created by holy ground while the weapon is imbued with frost by chilling mist. Fixed a bug where the effect applied to the weapon by black flame blade would not be applied to attacks made with the frenzy flame thrust skill. And then the same thing for thundercloud. Fixed a bug where the golden retaliation skill and the karion retaliation skill would not rescue allies from a near-death state. Fixed a bug where attack power enhancing effects would not be applied to the regal beast claw and wave of gold skills. Fixed a bug where charging a skill by holding the cast button would not enhance the ancient death’s rancor sorcery and the beast claw incantation. Fixed a bug where the reduced HP recovery from black flames protection incantation would also affect the shared healing for allies. Fixed a bug where the creates holy ground at low HP would override each other when players with the same special effect stand near each other. Fixed a bug where critical hits inflict blood loss did not display its physical attack power enhancement effect. When the communion grants anti-dragon effect, special effect adds an anti-dragon effect to a weapon. Additional physical damage will now be applied as well. Okay, that’s actually huge. So, I’m guessing that applies to even non-dragon enemies now. At least that’s what it reads like. And if so, that makes this a pretty viable pickup now, even if you’re not fighting dragons. So, I hope that’s what it actually does. Fixed a bug where the cold mirage special effect was not properly applied to executive’s ultimate art. Fixed a bug where the player could be defeated even after reviving from a near-death state through the power to balance the world special effect when playing a solo expedition. Major bug right there. Fixed a bug where enemies directly defeated by raiders’s ultimate art would not be counted by the defeating enemies near totem. Stella restores HP relic effect. Nice little raider buff right there. You’d love to see it. Fixed a bug where the attack power enhancement at the sixth stage of the attack power increase with the ever jail relic would be different than expected. And a quick little PSA, do not bring this relic into the great hollow. There of course are no ever jails, but you would be shocked how many people I’ve seen wasting a relic slot because of that. Fixed a bug where the stacks granted by relics that grant accumulating effects while on an expedition would disappear if the player died. Fixed a bug with the increased rune acquisition for self and allies would not share its effects to allies after dying. Fixed a bug where the weapon great bow of the urge tree would not appear. Fixed a bug where the near-death gauge state from the second day’s boss battle would carry over through the open door thing like we talked about earlier. Improved the hit detection and effect position of groundbased attacks accuracy used by the boss during the fight against Gaping Jaw. Yeah, that one was pretty buggy. Fixed a bug in Everdark Libra where enemy raiders would spawn if a revenant in a specific costume was present during the expedition. Very odd one right there. Fixed a bug where other players could not deal damage to Dancer of the Boreal Valley while a critical hit was performed against her. And I’m pretty sure you see that in this clip I have right here. Hopefully I adjusted the opacity. fixed a bug in the fight against the dreg lord where some spells or ghost summoned by revenant skill summon spirit would sometimes aim incorrectly and then there’s several dreg lord fixes right here but the big one people are talking about is that now when you’re fighting him in trios the music will actually play the proper music for the phase that you’re in I’m pretty sure it was bugged to where it would automatically start in third phase music if you were in trios fixed a bug in the fight against the balancers where the sound effect for an enemy grab attacks would not play fixed a bug where the defeat animation would not occur when the demon in pain and demon from below bosses would be defeated defeated simultaneously. Fixed a bug where arrows hitting the heads of the demon in pain from below did not deal increased damage. Fixed a bug where some knight bosses would die if a player who had previously left the session rejoined. Fixed a bug where the cursed blade knight boss would sometimes perform specific attacks at unintended things. Fixed a bug where enemies summoned by some bosses in the great hollow would not disappear even after the boss was defeated. Fixed a bug where the tree guard that appears in the temple would not die. Adjusted the behavior of some enemies. Fixed a bug in the great hollow where enemies would appear in some areas. Fixed a bug where the Omen killers located in the blacksmith village could not be hit. Fixed a bug where some enemies added in the DLC would not drop appropriate weapons upon defeat. Fixed a bug where HP was not fully restored when a player died with maximum HP reduced by the crystal curse. Fixed a bug where the sights of grace and blacksmith tables would appear even though the special merchant did not. Fixed a bug in the great hollow shifting earth where players could become immune to effects of the crystal curse when moving to the eastern underground fort or the temple under certain conditions. Fixed a bug in the temple in the great hollow where it would be impossible to proceed under certain conditions. Not sure what that means? Fixed a bug in the Great Hollow where additional enemies that appear during the combat might already be present from the start if a player left and then returned to that temple during a boss fight. Fixed a bug in the Great Hollow where players could sometimes get stuck on treasure chest. Fixed a bug where spirit spring would not work if a player left and rejoined. Fixed a bug where Raiders’s art would spawn underground. Fixed a bug where runes might not drop for a boss fight under certain circumstances. Fixed a bug where certain spirit streams would not be displayed on the map. And fixed a bug while on the expedition and results menu where the enemy failed message would not be displayed when defeating a boss in the temple of the great hollow. Fixed a bug where nightfairer enemies would not appear when cataclysms occurred in the blacksmith village. Fixed a bug in a blacksmith village combat art workbench where some weapons could be assigned unintended skills. Fixed a bug in the augur raid event where the water bomb would become invisible to players that left and rejoined. fixed a bug in the tricphilos raid event where summon some wolves would not immediately disappear after the event was cleared and then other fixes for the wolves specifically. Then we have several that fixed the caliggo raid where it might not work properly when leaving and rejoining. Same for the balancers and then fixed a bug with the attack from the summoned fo chasing vengeful spirits field item could not rescue allies in a near-death state. Fixed a bug where dormant powers would disappear immediately after obtaining them under certain circumstances. Fixed a bug in the sparring grounds or some effects applied to the player would persist even after changing characters. fixed a bug where Undertaker’s skill load some hex could be used to reached locations. Now, this referred to flying around the round table hold when you have the unrestricted setting on the ultimate. People were legit just flying all over the place and getting out of bounds, and it was a lot of fun and didn’t really affect anything gameplay-wise. So, I’m kind of surprised they patched that, to be honest. Fixed a bug where some effects and specific remembrances for Scholar and Undertaker would be displayed in incorrect positions upon launching the game. Fixed a bug where accumulated newfound sights of grace would be reset when doing certain actions. Fixed a bug where runes from certain defeated enemies could sometimes be reattained upon leaving and rejoining. Fixed a bug where the crystal curse would remain persistent after leaving and rejoining even in other locations. Fixed a bug where leaving and rejoining a session at a specific time during the balancer’s raid event, the UI emphasis effect for the flask would remain persistent. Fixed a bug in the status menu where stats other than level and HP for allied players did not reflect their decreased level state after death. Fixed a bug in the status menu and Victor’s record menu where an empty pop-up would be displayed over an empty talisman slot. And then we’re going to skip several of these because they’re just UI things. Fixed a bug where the great hollow was active. You would not be able to match with players who did not possess the DLC when starting an expedition other than balancers or drag lord. That’s actually huge because of course you can’t get the great hollow any other runs. But even if it was active and you were selecting other runs, you still couldn’t match with players who didn’t have the DLC. So very big fix right there. That was actually happening to me and I was wondering why matchmaking was taking so long now, but that’s why. Then we have a fix for the Deep of Night UI before departing on an expedition. Fixed a bug where depending on the network environment during gameplay, the Deep of Night wins loss results might not be correctly reflected. Fixed a bug where the game would crash when transitioning to the battle results screen while targeting allies with scholars analyze skill. Fixed a bug in the PS5 and PS4 where the game would sometimes crash when opening and closing the button configuration menu. Fixed a bug where the text for the next object in the journal menu was displayed cut off in German. Fixed some graphics and effect rendering issues. Fixed a bug where some sound effects were not playing correctly. Revised some text and then fixed other bugs and improved performance. Now, that was very, very long, but we got through it. Lots of amazing bug fixes there. A lot that have been around for a long time finally getting fixed. Glad to see all those changes. Now, my voice is almost gone, so we’re going to wrap this up pretty quick. That is your patch 1.03.1 03.1 for Elden Ring Night Reign. Y’all let me know what you think about all that down below. I’ve also heard there were a lot of new leaks in this. They have completely restored Everdark balancers. So, that might be the next video we talk about. But either way, if you enjoyed today’s video, be sure to leave a like on it and subscribe if you’re new around here. And I will catch you in the next one. You must know.

    #eldenring #eldenringnightreign #gaming
    Elden Ring Nightreign DLC The Forsaken Hollows is here. Elden Ring nightreign is a new coop survival game from Fromsoftware set in the Elden Ring universe. Play as new heroes and survive the night plaguing the Lands Between.
    —————
    0:00 Intro
    0:40 New Updates
    4:47 Changes Breakdown
    14:03 Conclusion
    —————
    Music:
    Metroid Prime OST

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