Last Epoch

Last Epoch Dev Tracker




26 Nov

Comment

Originally posted by FrodoFraggins

They aren't releasing with a season, that's after 1.0. At least from what I've seen. They definitely said 0.9 chars are moving to offline on release when asked in one stream. 1.0 will be the start of standard.

I'm the person you are saying said that. I didn't say that.

Offline characters will stay offline. Online characters will stay online.

You might be thinking of how I said that CT characters (closed multiplayer alpha testers) won't be moved to the main population when general access is released.

The plan is to have 0.9 characters move to a "standard" style environment when 1.0 launches.

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Originally posted by zG_Hyper

From what I have been told, the drop rate blessings do not affect uniques.

Maybe they changed it but I don't think so.

Only the blessing which increases unique drop rate (might) help, not the two-handed axe drop rate blessing.

Iirc they want to change that in the future because it's pretty unintuitive right now...

It affects uniques that drop from random monsters, but it doesn't affect boss specific drops. That is something we hope to fix in future though.


25 Nov

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Originally posted by moxjet200

Hey everyone, we're actively working on getting information out the door! Apologies for the rate of official information that we're putting out recently - it will improve significantly. We have been heads down ensuring that we have things in order so that this release can be the best we can provide. The entire team appreciates the patience you all are demonstrating with us as all of us internally are very eager to get more content out the door as well. We draw a lot of energy from putting new content out. We're working hard to make sure we not only have a stable release but also one that we can support, which is a different beast when we're online. More information hopefully this week.

Since this comment got some attention I'll add an update here:
Information regarding 0.9 release date and lead up events coming Tuesday, Nov 29

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killing Shade the moment it appeared as a tile in the monolith.

This might be the problem. The drop rates of the Shade's rarer uniques are higher the further the shade echo is from the centre, so repeatedly running ones close to the centre isn't necessarily the quickest way to find them. On top of that the drop rates are higher at higher corruption.

It's difficult to know how much we should telegraph drop rate information like this in game, but we're not necessarily opposed to making it clearer, and situations like this are taken into consideration for making these sorts of decisions.


23 Nov

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Just as a reminder, please don't raid other subs or harass other users, even if you disagree with their opinions.


22 Nov

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Originally posted by liveangelic

You've promised more information and better communication in the September dev blog, so excuse me if I don't hold much faith in the promise of significant improvement this time around.

I think this is a fair criticism and callout and I should be stating that this will improve when we're very near our 0.9 launch. Once 0.9 launches we'll get back to our more frequent releases and the team will remain in a more constant state of interacting with the community from there forward.


21 Nov

Comment

Hey everyone, we're actively working on getting information out the door! Apologies for the rate of official information that we're putting out recently - it will improve significantly. We have been heads down ensuring that we have things in order so that this release can be the best we can provide. The entire team appreciates the patience you all are demonstrating with us as all of us internally are very eager to get more content out the door as well. We draw a lot of energy from putting new content out. We're working hard to make sure we not only have a stable release but also one that we can support, which is a different beast when we're online. More information hopefully this week.


15 Nov

Comment

Originally posted by nerdybro1

No luck. It still doesn't work.

There's certainly something odd going on, since the game is recognizing controller inputs to navigate menus and go through binding, but when it requests a new input it's not recognizing the input.

From the brief description, It sounds as if the game thinks you're trying to assign to either keyboard or mouse bindings rather than one of the controller inputs (there's a column for each, and will only accept inputs for that column).

If you can, I'd recommend either recording a clip of trying to change the bindings, or write out detailed steps you're taking to reproduce this issue on our bug report forums here: https://forum.lastepoch.com/c/bug-reports/23 with other information such as controller type to try to d...

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Hello there! Sorry you're encountering issues with this. We are constantly working on improvements for controller support to hit our goal of full controller support.

Currently, there is a known issue where if you attempt to re-bind keys while swapping between keyboard and mouse, and controller, it will not map correctly (eg, using a mouse to select the field, then using the controller to assign the button). When rebinding keys, make sure you're using the fields for controller, and only using the controller throughout the process or it may not bind correctly.

Comment

Originally posted by Talimwind

I play alts all the time and i don't remember seeing any visuals in this manner, if they are there then just increase the magnitude of them.

Lets take the last point. When you first open your mastery ui after picking a mastery, your original class could glow brightly then extend a light effect into the main specialization you choose, then have a lesser light effect go to the other specs.

Maybe have them all be greyed or monochrome before you pick a specialization and give them all color when you have unlocked it.

Yea the buttons on the left don't change at all and I think that's a good place to target to draw attention to it.

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Originally posted by Talimwind

Frankly its a UI thing. Its not intuative that the other passive trees from the other classes are still available. It looks more like they are visable despite your choice.

One way is with visual effects, obnoxious but usually works. Have each mastery tree pulsate until you click them, then have each passive node on the first row pulsate until you hover over them.

This would clearly indicate that they are options available to you. Without needless handholding.

I also think that making a clearer distinction between available and unavailable skills and passives would help. Maybe make them fade out more or remove coloration. Except for the chain there is no way to tell the difference, and on first glance you can mistake it for a cool visual effect or even just part of the background.

It might also work if you have some sort of visual effect on the mastery tree UI that unlocks your passive trees, have it unlock one with a large effect and the others with ...

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I think I'm not understanding some of those suggestions because I think that it already does most of that doesn't it?

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Originally posted by Talimwind

information on this is very sparse in game, i only figured it out by happenstance when i saw some build on the online tool using skills from multiple specs.

But yeah, its visualized in the tree as a chain going through the middle. You cannot get passives or skills past this point.

This kinda bothers me a bit. Every character you level has a large pop up that you have to manually close which explicitly says this information. On top of that, it is also clearly detailed in the game guide. And I'm pretty sure that each node also says what they require.

Edit: so I know how much hand holdy force tutorials suck but what's the alternative here? Writing it down in multiple places and forcing the player to accept it clearly doesn't work. Should I be recording my voice to come through in the tutorials?

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They appear visually tracked under the event health bar as a total stack count but are applied any tracked individually.

Each stack of every ailment knows exactly what your or your minion's damage stats were when it was applied and it even remembers who applied each stack.


14 Nov

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Hi everyone, we have a set price for the game in USD that has not changed in years and follow Steam's pricing for all regions. As others have pointed out we do have the option to deviate from the recommended regional pricing. I have no idea if this is something that was considered or not. It's really unfortunate that this situation is hitting the people of Turkey like this.

Due to the comments straying very fast away from the topic of Last Epoch, I'm going to lock this post but I'm not going to remove it right now as several people have suggested via reporting.

Edit: I'm not sure what y'all want here. I'm getting reports for leaving this here being bad and reports for locking it being bad. The constructive parts of this conversation have already been said so I think it's not useful to keep it going. I however don't want to hide the information so I don't want to delete it.


12 Nov

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The game updates your save file every time you take an action that changes something which is recorded in the save file. So something as simple as moving an item one spot to the left in your inventory will trigger a save.

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Lagon's beam picks which direction it's going to travel when his eye turns red. If you understand how it pick the direction you can move the other direction right then and it will just sweep away from you and you just don't need to worry about it.

It will always sweep to the side of center that you are standing. So basically, when you see the eye turn red, start moving towards the center and you shouldn't have to worry about it.

Best thing to do is just get a SC character there and practice the mechanics.


09 Nov

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gotta share the final version when you make it


06 Nov

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Originally posted by Skorpioartex

Rather new to this game. Will this give +1 to skills that became necrotic through conversion?

Yes


04 Nov

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Originally posted by bm277

...and it max low rolled melee fire damage :'-(

RNGesus givith and RNGesus taketh.


02 Nov

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Originally posted by TransitionEven6481

Devs confirmed that they will be reworking all ailments in the near future. You might want to stay away from ailment builds for now.

The biggest nerf coming to ailments is to the shred ones and it's not even that much. Ailments will still be good.