Last Epoch

Last Epoch Dev Tracker




11 Feb

Comment

Originally posted by pericles123

no, because the game won't start on my PC! I have a very new PC, it plays Diablo III, Overwatch, and anything else I throw at it just fine, but Last Epoch doesn't launch at all - they have said it appears to be an issue with my video card drivers, but I've got a 1080 with the latest drivers - very big let-down!

EDIT - the game is playable now - the culprit - for any Unity engine game for that matter - was the Citrix software running on my PC - upgrading to the newest version available fixed the issue. Looking forward to checking out the Alpha!

Based on your comment I'm assuming you have, but if you haven't you should definitely talk to support. We haven't seen that issue very often, so any information on you can give about your case would be very helpful.

Sorry it's not working for you, I hope we'll be able to help!

Comment

Originally posted by EndTorture

I have a Radeon R9 200, I'm curious if he developers think it will work on my graphics card?

From what I've seen the driver issues like that are fairly uncommon, and primarily on Linux. Barring something out of the ordinary you should be able to run it.


15 Jan

Comment

More in the vein of magical traps. Glyphs, Runes, etc. Runemaster is designed to be the more calculating class, setting traps and controlling the environment.

Here's the class description we have on the website:

A savant of the art of runes, able to infuse magic into offensive and protective wards that devastate those who trespass them.

You have tamed the power of raw arcane, weaving its chaos with the art of runes. You can recall your youth, the trouble you once had transcribing the simplest glyph, and scoff. You now carve intricate symbols into the air ensnaring your foes, raising walls and golems from nothing but your own knowledge. You have become an artisan of sorts, but your craft is that of reality itself.


11 Oct

Comment

The beta will start next year. The alpha will continue to run and be updated until the start of beta.


05 Oct

Comment

Originally posted by Ashmedai

Side question; will you be supporting/allowing (offline) modding?

It's something we have discussed, but haven't reached a conclusion on. We would like to support offline modding if we are able to, but we need to make sure we are able to before we make any promises.


01 Oct

Comment

Originally posted by Ashmedai

The single player version of the game is offline single player, with the restriction that such characters cannot be used for online play. Even games with restrictive online-only DRM, these games are heavily datamined because of all the local strings and what not. They're really aren't that many "secrets" in such games.

Spot on. One additional thing to note, online characters will be able to be converted to offline characters.

Regarding secrets/datamining, because we intend to support offline play we will not able to prevent datamining to the degree we could if the game was purely online. It's unfortunate, but it's a necessary compromise to offer the features we want to have


21 Sep

Comment

Originally posted by awaterujin

Aww, I want a companion that levels up with you.

That feeling of a companion levelling with you is something we want to achieve with the skill trees of summoning skills.


30 Aug

Comment

Originally posted by EHG_Sarno

So our plan isn't for uniques to be objectively superior to rares (think Diablo III), but rather for them to do something different. Crafting items will be one solid way of getting a good foundation for your character, but you might want specific uniques which are build-enablers, or otherwise contribute to your build in an interesting way. Please understand that a lot of elements of the game are currently very much WIP, and balance (e.g. drop rates vs crafting) is top of that list.

Some uniques will be rarer than others - and we'll be making an official distinction where the rarest / most valuable are labeled Legendaries.

Appreciate your questions and the kind words!

Spot on, one additional thing to note is that some particular uniques will be exclusive to certain bosses or will have higher drop chances with their respective bosses, though these will not be the majority case.


29 Aug

Comment

Originally posted by 29NightRain

My understanding on Masochist is something like an additional mode of ‘All Monster do x% more damage and take y% less damage’, is it so? If it is, I think players from POE would buy it. I’m just wondering how much are the x% and y% in Masochist? Thanks!

In Masochist you and your minions take (100 + zone level)% more damage and deal (50 + zone level/4)% less damage.

The zone level of the arena is always equal to the player's level.


21 Aug

Comment

It should be within the next couple of hours now. We'll announce on Discord when it goes live, so keep an eye on #announcements!

-Mitch


12 Aug

Comment

Originally posted by [deleted]

[deleted]

If it helps conceptualise it the actual formula is

mana cost = raw mana cost / (1 + mana efficiency)

This last example would be able to translate the very way you stated mana efficiency would, I believe.

It's interesting that you bring this up, mana efficiency was originally called "increased mana cost divider", which is more descriptive. However we decided against going with that name as it was pretty long, and could be confused with "increased mana cost" at a glance, which would give entirely the wrong impression.

Stats like mana efficiency whose exact mechanics are not clear from their name will have detailed tooltips in game, and many, such as tenacity, already do. The only reason why mana efficiency doesn't yet is because at the moment you can't get it on items or passives so there's no character sheet description for it.


12 Jul

Comment

Hi Pajingtonn,

We're glad you're enjoying it and we appreciate the feedback.

A lot these points - like the skill point confirmation, and missing X on the dialogue window - are aspects of the UI or controls that are definitely rough around the edges in the pre-Alpha and that we plan to smooth out during Alpha, so rest assured that those will be looked at and improved on.

For skill tree node, we are planning a system for that, and respeccing individual nodes will definitely be a lot easier than it is in Pre-Alpha. We haven't finalised exactly how it's going to work though.

Thanks again for you feedback and I hope you enjoy our future releases.


29 Jun

Comment

Originally posted by EHG_Sarno

We are aware that some people are having issues 1) viewing support articles, and, 2) downloading the Necromancer client.

If you are affected by either of these, please e-mail [email protected].

We are extremely sorry about this.

Update: We have implemented a fix, let us know if you're still having issues.

Enjoy the patch!


25 May

Comment

Originally posted by sloxatwork

My ears. Holy cow. Whatever type of video player it is, it sucks. You can't expand it from it's UI and you can't adjust the volume. It's either full volume or none. I beseech thee to use YT or something that doesn't rape your viewers ears in the future.

Sorry for the inconvenience. This is Kickstarter's video player so we needed to use it post this as an update on our Kickstarter page.


21 May

Comment

The eleventh hour is a common saying referring to the last minute, and because most of our team have other jobs we do most of our development at night, thus eleventh hour games


20 May

Comment

Originally posted by gibbousmoon100

How do you intend to keep the reddit crowd from pressuring you more and more into a clear-speed meta?

Faster clear speed is often what players in these types of games strive for - I don't see that being any different in Last Epoch. If we see a skill that can go from screen to screen in a split second destroying everything in an area that is supposed to be challenging it's safe to assume that we'll combat that build in some way. A big way to prevent this up front is to build skills that do not hit the entire screen instantly. We've also decided to make mana matter much more than a lot of games by not introducing mana potions and giving powerful abilities high mana costs so you can't easily use them back to back.

I will not let our game become movement skill > screenwide kill > movement skill > screenwide kill, repeat. If you notice that happening in the future, copy and paste this comment to me and I will ensure it gets fixed. ;)

Comment

Originally posted by kalle2934

Sweet! Do you have any plans on enabling a Paladin build that is more like a traditional healer (like a Priest), rather than a healing tank?

Thanks for the quick answers by the way! I pledged a few hours ago, really looking forward to test the Alpha this summer. ~

You'll be able to build for full support if you want to but we're not having MMO-like tank, healer, and DPS roles. But... if people want I suppose you can simulate that haha!


18 May

Comment

Originally posted by Slickmaster5000

Tbh for how good this game already feels 15$ is a steal!

Glad you're liking it, Slick! It will be much better every month ;)

Comment

Originally posted by Slickmaster5000

I think for friends playing together having a ffa option for that game instance only would be great so we don’t have to describe items all the time we can just drop everything and negotiate between eachother. But for rando parties it would feel bad if you got swooped

Good feedback - I'm sure we can do this fairly easily

Comment

Originally posted by kalle2934

Wonderful, looking forward to it!

Speaking of future updates, do you have any plans on releasing a class or build that revolves on healing/support?

Look forward to our Paladin class. Their toolkit will involve plenty of this