Last Epoch

Last Epoch Dev Tracker




03 Nov

Post

Eterra can be an unexpectedly dangerous place with cultists in every corner, and even swarms of bees going on the offensive. With all this danger abound, what are some things you wish you knew as a new player in Last Epoch? Let us know here: ...

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Originally posted by tiboromercic

Excellent to hear of the graphical updates (models could use work, primalist ugly AF).

Tune into the Twitch live stream at 3pm CT if you have time - Mikes teasing some visual updates that are pretty exciting

Comment

Originally posted by yan030

Hello Judd,

Out of curiosity, do you have plans to release more end game content on 1.0?

Some end game adjustments/small additions but the content isn’t focused on end game for 1.0. 1.x series will be heavily though

Comment

Welcome to the community, Target! I won't be biased and say you should make a Meteor Sorc, so I'll let the community respond for build suggestions ;)

We have some very nice graphics upgrades coming - shadows, lighting, animations, etc. are all being heavily worked on this dev cycle. Also replacing some of those very early-day enemies from when we were a very small team which helps a surprising amount.

Enjoy the game!
- Judd, game director for Epoch


02 Nov

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We agree. We already have large Monolith expansion plans and adding more to end game will certainly be a focus right after 1.0.

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Welcome to the community, OP! No current plans for raids. We want all content in the game to be completable as a solo player or in party play. Raids introduce some unique issues in this type of game as we wouldn’t want to tie top-tier loot to mandatory group play content that this type of game isn’t mechanically focused on. Raids are great in role-oriented games with tanks, healers, and DPS but we’re not strong typed like that - although you can certainly build characters that are strong in those areas. Also, can you imagine having epic raids and not tying better gear to them than other types of content… it would feel wrong.

Good question - I see a lot of new people curious about this. Hope you’re enjoying the game!

Comment

Originally posted by Purplemandown

That is an option. I'll note that, in my experience with it, it really wants to be used with Dragorath's Claw (long story short - more chances to proc shit), but that's a dagger, not a claw.

Actually, come to think of it, if the idea is using a melee weapon in general rather than a sword in particular, the Rune Dagger base gives spell damage and base crit chance, which would make it worth using.

Fun fact, wands are melee weapons.

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Yea we have laid out how to approach it but it’s just not reached the top of the priority pile even with our increasing amount of developers. It’s a bit more work than it initially seems with detecting if the item exists in a container and automatically stacking them and the logic and UI needed to split the stacks when using them or moving them around. Any time we work with new item data we have to take a lot of precautions because we don’t want to mess up data storage.

Our entire team wants it and so does the community - it feels silly we don’t have it yet - so it’ll come but it’ll need to come after core feature work and bug fixes.


01 Nov

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Not ready to share anything yet but people wanting a faster way to empowered on subsequent characters is on our radar.


31 Oct

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Originally posted by JustRetributor

Oh, how noble of you to believe that fun is the be-all and end-all of gaming. Clearly, you've missed the memo that all games are actually a cut-throat competition with no room for enjoyment or leisure. Winning is the only objective, my friend, and anyone who dares to suggest otherwise is clearly living in a fantasy land. But hey, to each their own, right? Enjoy your little fantasy of fun while the rest of us take gaming seriously.

Thanks, you too :)

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    Mike_W on Forums - Thread - Direct

I just helped resolve a merge conflict to finish setting up the UI for it.

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Originally posted by ShogunKing

Games are about having fun

Games are about winning. Fun has basically nothing to do with it.

Games are about winning for you. Fun has everything to do with it for many people.


30 Oct

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    Wick_EHG on Forums - Thread - Direct

Thanks for the ping.
We are currently looking into this but, we have found that this issue could be due to Egypt’s restrictions on certain websites and servers. We had this issue with other players and found that the best resolution was for them to ask their ISP to manually unblock Last Epoch.


29 Oct

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Originally posted by AnomalousSavage

Damn. That's disappointing to hear.

Yup, thus the "currently".

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Originally posted by johlar

I mean its both, no?

The current bugged zombie build that can do pretty much infinite waves in arena or the 6k corr static ground build that was nerfed aren't what every build should be. Ofcourse there should also not exist things like acid flask that just totally suck.

EHG needs to figure out a very general desired powerlevel and not over buff/nerf builds within that range.

Thank you.

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Originally posted by buffinita

No; however the higher zone and more corruption there is a higher chance for LP to be on the unique

LP is the mechanic to add extra affixes to unique items

Corruption doesn't currently affect LP chance.

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Originally posted by BruceChameleon

There’s one that has sort of a direct upgrade (The Claw --> The Fang), but I think that's the only one. Uniques can be upgraded into legendaries through a different system though.

Exsanguinous also has a little brother. Not quite the same thing but pretty close.

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Originally posted by CromagnonV

I thought the main stat DMG increases we're multiplicative with normal increases though. Am I wrong?

They're additive. One of the main reasons why they're there from a design perspective is to lessen the anti-synergy between scaling two different skills that scale with different damage types, but are thematically connected.

For example, aside from strength, the Swipe and Summon Wolf skill on Primalist do not scale with any of the same stats. For Swipe you normally want melee damage and increased physical damage, while for Summon Wolf you want increased minion damage. So, if all your increased damage were coming from sources like this and you had a total of 600% increase damage in a full build, then splitting your increased damage across stats for these two skills would result in you have ~300% increased damage for each. This means each would deal around 43% less damage than they would have if you'd focused on just scaling one of them, making this sort of build very suboptimal.

As a design philosophy, we want it to be viable to make a build that combines skills that...

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