Last Epoch

Last Epoch Dev Tracker




19 Feb

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    EHG_Kain on Forums - Thread - Direct

Enemy Changes

New or Replaced Enemies

Chapter 3

  • Replaced all void cultists except for a few minibosses
  • Replaced Voidfused Bears with Consumed Groles
  • Updated Weathered Statue model and abilities
  • Replaced Ruin Skuttlers with ...
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Skill & Passive Changes

Acolyte Skill Changes

Assemble Abomination

  • Engorgement now grants 2% more damage per minion consumed (from 3%).

[...

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New Masteries

Rogue Mastery: Falconer

Falconer_CharacterSheet (1)1920×1080 217 KB

Added the third Rogue class mastery: Falconer

The falconer is a master tactician w...

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System Changes

Endgame Rebalance

  • You will find more details in the sections for each end game system, but we wanted to give you a quick overview of our changes
  • We have made enemy power come less from endgame modifiers and more from the inherent strength of high level enemies and the base effect of corruption, primarily to achieve a more predictable experience in high corruption Monolith. Specific corruption values should feel like they mean something in terms of d...
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Item Changes

New Uniques

  • Added 13 new uniques:
    • Wheel of Torment
    • Unvar’s Rise
    • Unvar’s Hegemony
    • Unvar’s Exile
    • Communion of the Erased
    • Stygian Coal
    • Sigeon’s Reprisal
    • Spine of Malatros
    • Vial of Volatile Ice
    • Blood Roost
    • Falcon Fists
    • Talons of Valor
    • Wraithlord’s Harbour.

[...

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Bug Fixes

General Skill Bugfixes

  • Fixed an overarching problem with how skills are used in online play which should address a number of bugs:
    • Fixed players getting stuck in place after using a skill they didn’t meet requirements for
    • Fixed players casting a skill and doing nothing for a skill they didn’t meet requirements for
    • Fixed some behaviors with channeling skills
  • Fixed several visual bugs with minion vfx and animations...
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LE_Steam_Cover_DevBlog1.0PatchNotes

Last Epoch 1.0 Overview by Game Director, Judd Cobler

Last Epoch is Releasing 2024-02-21T17:00:00Z!

Welcome everyone to the Patch Notes for Last Epoch 1.0! It’s been an amazing road to this point, and it’s unreal to be writing patch notes without using the term “Beta Patch”. With this patch Last Epoch will officially be leaving Early Access. We couldn’t have made it to this point without all of you, our amazing community driving the world of Eterra alongside us. We can not s...

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19 Jan

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Small patch to add support for pre-order packages.

Update: 3:20 PM CT - Rolled out update to fix pre-order cosmetics displaying as equipable before February 21st when they should not be.


13 Dec

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    EHG_Kain on Forums - Thread - Direct

Thank you for the report! The team is currently investigating the Monolith Objectives issue as an urgent priority issue.

Update: 12/13/2023 04:24PM CT

Our team is currently hard at work to get a fix out for this issue with Ambush objectives.

As a temporary work around, If you notice you don’t have an echo objective in your quest list upon entering, you should be able to leave the echo, and re-enter it to generate a new objective.

Thank you for your patience, and we will have a hotfix out for this as quickly as we can.

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Bug Fixes

  • Fixed a bug where mini healthbars were not appearing over enemies or minions
  • Fixed a bug where Flurry would collide with friendly players and minions
  • Fixed a bug which could result in a Gray Splash Screen on client start
  • Fixed an issue where Lagon would not drop potions in phases 1 and 3
  • Fixed a bug which would result in enemies in arena not animating properly after spawning
    • This can still occur due to a different bug which we are still working on, however is far less frequent

...

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20 Nov

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    EHG_Mike on Forums - Thread - Direct

This is a hotfix designed to fix very specific pressing bugs and does not reflect even a tiny piece of all the things we have been working on.

Full offline mode is still coming with 1.0.

In case you missed it, here is a screenshot of what the selection UI will look like when launching the game.
image (1gg3)


16 Nov

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Bug Fixes

  • Fixed a bug where a Lost Cache could be looted multiple times
  • Fixed a bug where simultaneously exploding Volatile Zombies creating Infernal Shades could exceed the Shade limit
  • Fixed a bug where holding Shift would not prevent movement
  • Fixed a bug where Region Select was defaulting to US-Central
  • Fixed a bug where Exiled Mage’s Mana strike was not able to reach players
  • Fixed a bug where closing the in-game Bug Report tool with esc would disable game inputs
  • Fixed a bug where some Osprix enemies would appear invisible in Liath’s Tower
  • Fixed some instances of pink particle effects

27 Oct

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Hello Travelers!

A quick hotfix today to resolve an issue where a small number of players were unable to log in.

Bug Fixes

  • Fixed a bug where some newly created characters were being generated with items using a newer version of item serialization that the live client was not able to deserialize preventing the character from loading, or any character if the item was placed in the stash.

What we’re Working on

Along with today’s hotfix, we also want to provide a quick update of some of the bug...

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    EHG_Kain on Forums - Thread - Direct

Not unreasonable questions! The reason we want to fix the flurry bug has two major factors: The first is that the flurry bug is unreliable. It doesn’t happen all the time, nor does it happen for all players. It’s not a “fair” bug. The second, is that the flurry bug has a massive performance cost. Projectiles are one of the more costly things for both server and client performance as they need to track and check collision along their path as they travel, then calculating damage when they do interact with a hitbox. For server performance, it also has to share projectile information so other clients can render the projectiles. There’s certainly performance tricks at play to minimize this, but with the shear quantity of projectiles, it still adds up to a lot.

As for “Why not a corresponding buff with the fix?”. This is because discussions need to happen regarding the skill as for why it’s behind in popularity, what the best way to go about buffing it is, getting those buffs in, t...

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26 Oct

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    EHG_Kain on Forums - Thread - Direct

Thank you for the report! I’ve let the team know you’re still encountering it, and we’ve put it back on the board for further investigation.

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“Larger” in this case referred to more fixes in a single patch. We’re not planning any Major patches (content patches) such as 0.9.3 prior to 1.0.

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Bug Fixes

  • Fixed a bug where the Soul Eater Backslot was on the wrong layer causing some decals to appear on top of it
  • Fixed a number of abilities that, in online play, when used multiple times in the same scene would stop working or start behaving differently. The most common occurrences of this issue were:
    • Blade Shield would not spawn Shurikens after first cast in a scene, if it hit an enemy
    • Flurry would generate too many arrows and Multishot procs
    • Cinder Strike’s first attack would not deal damage
  • Fixed a bug where Town Chat would be unavailable while in a town scene
  • Several bugfixes for Town reliability and connection issues
  • Fixed a bug where Frost Claw projec...
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19 Oct

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Hello Travelers,

We’re releasing a quick hotfix to address a few issues with Towns instances. This hotfix aims to resolve issues with Town servers ‘zombifying’ preventing new players from joining the Town instance. The most common incarnation of this issue was preventing players from being able to log in with characters to the End of Time within a given region.

Changes

  • Fixed a bug where Town servers would sometimes “zombify” preventing players from accessing the Town

18 Oct

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    EHG_Kain on Forums - Thread - Direct

We certainly understand the frustration of having a number of bugs present for weeks or more. We also want all bugs fixed as fast as possible for everyone (as well as less bugs released with a patch)!

We’re going to be doing a large sweep on bugs for 1.0, with a much greater time period set for QA and Bugfixes than prior, all with the plan to crush a ton of bugs. We are also developing and currently implementing better processes for bug prioritization where it comes to the community. Making sure the bugs the community encounters, values, and reports are being evaluated with community input in best reference.

Loading screens are also something we’re constantly looking to improve with every patch, we know they’re certainly much longer than where we want them to be and will be continuing to make improvements to them.

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    EHG_Kain on Forums - Thread - Direct

Hello Travelers!

We’re releasing a quick hotfix today to resolve a progression blocking bug within Council Chambers. We are still working on a number of other bugfixes for a complete patch, but wanted to get this fix out ASAP.

Changes

  • Fixed a bug where the barrier would sometimes fail to dispel in Council Chambers preventing access to The Sheltered Woods