EldenRingInsight

Unraveling the Mysteries of the Lands Between

Elden Ring's Group Fight Fix: The Ornstein & Smough Trick From 1.04

Elden Ring's 1.04 update secretly applied the Ornstein and Smough AI formula to group boss fights, making them less aggressive and more rhythmic.

Ever strolled into a boss arena in Elden Ring, only to be greeted by two—or three—aggressive maniacs who refuse to take turns? The kind that makes you wish you could file a complaint with the Lands Between labour board? Back in the day, that was the norm. But then something magical happened. Something so sneaky that FromSoftware didn’t even bother to put it in the patch notes. And even now, in 2026, it’s still one of the most elegant stealth fixes the studio ever pulled off.

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The problem had been festering since launch. Group boss battles in Elden Ring were less \“Ornstein and Smough\” and more \“two blender lids with knives taped to them.\” In Dark Souls, the legendary duo was designed with a beautiful asymmetry: one hyper-aggressive speedster, one slow-but-sturdy hammer man. Players could use spacing and patience to isolate one, turning chaos into a delicate dance. But in Elden Ring? The duo Crucible Knight and Misbegotten Warrior just felt like two Ornsteins on a sugar rush. Similarly, the Godskin Duo could easily become a tag-team nightmare where both bosses decided to be the \“main character.\” It wasn’t unfair in the strictest sense, but it was exhausting, forcing players to constantly bait, kite, and pray.

Then came update 1.04. YouTuber illusory wall and dataminer @king_bore_haha peeled back the game’s files and found something almost poetic. FromSoftware had stealthily implemented the Ornstein and Smough formula into several group encounters. No announcement, no fanfare—just a quiet AI revolution that made those fights feel, at long last, intentional.

How exactly did they do it? Two specific changes were introduced. First, direct AI modifications made certain bosses significantly less aggressive when they weren’t the \“primary attacker.\” Second, a new flag limited how many enemies could be designated as a primary attacker at any given moment. In a fight like Crucible Knight and Misbegotten Warrior, the game now decided: \“Warrior, you’re the Ornstein today. Knight, you hang back and play Smough until it’s your turn.\” The result? Battles that previously felt like being jumped in a dark alley suddenly had a rhythm. The aggressive boss would charge, the passive boss would circle ominously, and players finally had a window to breathe, dodge, and retaliate without needing a third thumb.

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But here’s the kicker: not all group bosses got the memo. The treatment was applied selectively, as if the developers were testing the waters with a teaspoon. Both the direct AI tweaks and the primary attacker limit were granted to the Crystalians, Mad Pumpkin Heads, and Abductor Virgins. Erdtree Avatars and Crucible Knights got at least one of the two changes. Meanwhile, the duo Gargoyle fight and the infamous Godskin Duo remained stubbornly unpatched, still serving as the wall against which many controllers were shattered. Why? Perhaps FromSoftware enjoyed watching players suffer. Or, more likely, they wanted to see how the community received the change before committing to an overhaul. Either way, the Godskin Duo continues to be the poster child for \“this could have been an email\” in boss design.

The impact, even years later, is undeniable. Players who struggled with the Crucible Knight + Misbegotten Warrior duo—a fight notorious for its punishing early-game aggression—suddenly found themselves winning after a few attempts, often without understanding why. \“Did I just get good?\” they wondered. No, dear Tarnished, a benevolent developer simply tipped the scales while you weren’t looking. It’s the video game equivalent of a parent gently moving the cookie jar to a lower shelf so the toddler can reach it, all while pretending the jar was always there.

FromSoftware’s decision to keep the change a secret adds a layer of charm to the whole affair. Nowadays, with both social media and datamining being what they are, a stealth fix of this magnitude would be dissected within hours—and indeed it was, back in 2022. But the studio’s refusal to acknowledge it in the official notes feels very on-brand. They let the community discover the truth on their own, fostering a sense of detective accomplishment. Is there a more Soulsborne way to communicate a quality-of-life improvement? Probably not.

Looking back from 2026, the 1.04 shadow update stands as a fascinating case study in game balance. It didn’t just make fights easier; it made them smarter. It retroactively applied a lesson from Dark Souls that should have been obvious from the start: group combat requires dramatic role differentiation. Without it, you’re just multiplying chaos. With it, you create a narrative within the fight itself—a predator, a guardian, and a single terrified player dancing between them. The best part? Most newcomers to Elden Ring today will never know the pain of the old Crucible Knight duo. They’ll simply encounter a challenging but fair encounter, nod in satisfaction, and move on. Meanwhile, veterans will occasionally raise a flask in silent tribute to the unsung heroes who modded the AI and never asked for credit. Well, except for a couple of dataminers who deserve a medallion.

So, the next time you and a friend are reminiscing about the Lands Between, ask them: do they remember the exact moment the Misbegotten Warrior stopped being a relentless murder machine while his knight buddy played patty-cake in the corner? If they don’t, smile knowingly. Some gifts from the Greater Will are best left unexplained.

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