Last Epoch

Last Epoch Dev Tracker




14 Mar

Post
    EHG_Kain on Forums - Thread - Direct

Bug Fixes

  • Fixed a bug where you could enter a Quest Echo regardless of Stability or Quest completion state
  • Fixed a bug where a Lost Cache could be opened more than once in multiplayer
  • Fixed an issue where if multiple characters shared the same name, only the first character with that name was showing on the character selection page.
  • Fixed a bug where killing some Timeline Quest Bosses too quickly would result in the Quest state not progressing resulting in the Timeline Quest not successfully being completed
  • Fixed a bug where the benefit from Infernal Shade’s Purgatory could persist through multiple casts of Infernal Shade
  • Fixed an issue where the Delete prompt on the character select screen would not block clicks,...
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Comment

Originally posted by amouthforwar

interesting, I appreciate the clarification. What sort of advantages did this system offer versus genre-standard loot generation like described previously? I'm guessing this means players find more uniques/exalted items overall compared to other ARPGs?

It lets us detach the relative rarity of unique items from their base type distribution.

It also lets us detach the overall unique item drop rate from the base type coverage spread. For example, in D2, if you added a unique Small Crescent item into the game, the overall unique item drop rate would go up. This means that we can have more granular control over each item's drop rate.

(I also don't want to make it seem like I dislike D2 at all. It's actually one of my favourite games of all time. I just know more about it than say Grim Dawn so I can use it as a reference easily.)

Edit: oh and it also lets us make unique items on special base types that can't be on rares.

Comment

Originally posted by amouthforwar

Well how does it work? I think I might have had a bit of a misconception when I first saw this.

After thinking about it, I'm assuming that when an item drops it has a certain probability of being a specific item type, and then within that item type it has a probability of being of specific rarity?

And then say if it rolls as a unique, it will roll as one of the named unique for that slot, at this stage do all uniques for that slot have the same probability of being selected? And then from there there's a chance of a reroll which would make certain uniques more rare than others?

Or among the pool of uniques for a specific slot, do they already have their own rarity values on top of the reroll chance? I think this is where I was concerned, that already rare items would also have a reroll chance making them even harder to get...

What you're describing is how D2 (and many other games) generate loot. We kinda go at it in the opposite direction.

We start with rarity. If that is unique, then we pick a random unique from the random drop list. We then finish with the re-roll chance (relative unique item rarity). That's it.

edit: then we do roll the ranges on that unique but that's not really important to this question.

Comment

Originally posted by Tekparif

hi mate, may i ask if there are plans in near future to make some changes on trade post UI, such as adding suffix/affix tier filter individually? right now the filter works on all suffix/affixes at once

for example lets say im looking for a t7 spell dmg + cooldown + freeze rate on my wand. i want spell dmg to be exact t7 but for cooldown-freeze rate i dont care what tier it is, unfortunately i cant search three of them seperately. i have to look for ALL t7 spell dmg wands and look at them one by one. the tier filter applies to all 3 so it means i can only look for `show me the result if all 3 stats are t7`

second example is, i would like to look for lets say %5 ward retention and %8 poison resist small idol(which should be max roll if im not wrong), but since i cant put a filter on the stats, there are hundreds of those rolls and %99 of them are crap rolls which i have to manually look every page to find the big rolls.

hope i could explain myself better and ...

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We are actively working on bazaar UI and UX improvements. I don't have any details yet to share.

Comment

Originally posted by RealZordan

What about a corruption catch up mechanic within one character?

E.g. a global base corruption, that increases with the local corruption. So if I am at 600 corruption in one Monolith and I start at 100 corruption in another I would get bonus corruption from defeating the Shade of Orobyss in the new Monolith.

This way players would still have the agency to keep corruption lower in one mono if they want (via sanctuaries) but would not have to go all the way back to 100 if they are already at 500+ in another monolith.

It's a little different than this but this is already in the game.

Comment

Originally posted by AceWissle

Sorry for hijacking this thread but:

Any news on idol crafting? IIRC from a while ago it was discussed, what's the current plans?

It’s a fairly simple system that we can add some depth to in the future, though there’s no plans for that right now till at least 1.4 - so far

Comment

Originally posted by Kyoj1n

How about some sort of "set potential" where you can slam a set piece into a unique giving it the set piece bonus. Higher potential means higher set number bonuses.

I like the idea of decoupling the set bonus from the actual item and allowing you to put it on another item.

Oh! What about if you could add the set bonus onto an item like a 5th affix.

It's tiers would determine the number of bonuses and you'd obviously need more than one item to have it. It'd be a new crafting mechanic as well.

I've always like the idea of decoupling the set bonus from the actual item. IMO it'd be a lot easier to balance and allow for more interesting decisions that aren't as restricting as the standard set design.

This is pretty close to our current thoughts actually. Nice one

Comment

Originally posted by Tunafeesh88

For whatever it means; I’m excited to support a game for the first time in a long time. I’ve upgraded PC parts after spending the last long, long while on my PS4 and PS5.

Your dev team has made it beautifully obvious that you’re listening to your players. I can’t count how many times during this experience that past few weeks where I’ve said, “they’ve fixed ______ that I didn’t like about ________ “ out loud to my wife who probably doesn’t care lol.

Also, when I hear other people talk about this game, they’re overwhelmingly positive and excited. I bought the game because of a group of discord buddy’s all online at the same time (which hasn’t happened in quite a while; they all pitched the game over a couple hours while showing their screens and then I decided to get the pc upgraded.

This is how you do game development. You listen to the individual people and it goes on to appease the masses. I predict that you folks are going to be THE ARPG.

...

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Cheers

Comment

Fun ideas. These are always a joy to read. We do have some plans for set items in the future that are a bit more unique, but if we saw a different solution proposed that we liked more we would of course consider it. I’ll put this in our game design internal channels so the game design team sees this. I don’t think it would quite shake us from the current plan however but sometimes even if we don’t take an idea directly we gain inspiration and ideas for other future inclusions.

In general we’re timid with sets because we don’t want sets to outcompete and solve the highest levels of build crafting you can achieve with Legendaries. Sets have been problematic for other games in the genre when they take up many slots and force players into specific OP builds. We do like the puzzle that small sets provide where they introduce the larger want to find and work around a couple other pieces of gear.

Thanks for the ideas with the visuals!

Comment

Originally posted by eliel77

That's nice to hear. Could you elaborate it a little more ? On alts we would gain stability faster (more stability from each echo done ?)

Not yet

Comment

Originally posted by Odd-Emu2592

I would love to see that integrated into the loot filter. So a rule in the loot filter would allow you to define a stash tab additionally to the coloring options. Then, when dumping items into your stash, the loot filter would be applied the same way to identify the tab the item should go to.

That would allow to define those rules on a pretty detailed level based on a system that's already in a game and players are already using. 

It would require to add additional options to the loot filter, though, like being able to define rules for LP, or being able to filter for keys etc. 

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I see you trying to get me to add LP to the loot filter. Gotta get up pretty early in the afternoon to sneak one by me.

Comment

Originally posted by MadxxDog

Any ETA for Blessings changes? It was one of the reasons that I unistalled the game ATM.

No, it's not implemented yet.

Comment

Originally posted by amouthforwar

the fact that this is a thing concerns me but I guess that explains why I'll get a ton of duplicates of the same items even in the same run...

I'm curious what concerns you about this. It's basically just a relative rarity system.

Comment
    EHG_Kain on Forums - Thread - Direct

If you are having issues loading Offline characters please try the following;

  • Assuming you are on Windows, you can go to this area on your PC:

C:\Users\%userprofile%\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves

Note: In order to see the [AppData] folder you must have “Hidden Folders” visible And there you should be able to see all of your save files. These files can be opened on notepad and there you’d be able to see the character name/level/etc. There are backups of each save file with the ending [.bak] extension. If you can find your character in one of those save files you can restore it by simply removing the [.bak] extension [do not delete the entire folder - only the extension]

  • Go to the Saves directory mentioned in the original post C:\Users\%userprofile%\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves and sort your files by Date Modified to make identifying the culprits a little easier.
  • ...
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    EHG_Kain on Forums - Thread - Direct

We’ve released a small client update to fix the LE-52 for new accounts - Patch 1.0.3.1. If you are experiencing this issue, please restart steam and download the patch. Thank you for your patience.

Comment

Originally posted by Leo_Heart

It needs to be both imo. Also make an option where your highest corruption apply to all monos. spamming monos for weeks to get to a corruption that challenges your build is bad design. I almost always give up before empowered monos become hard or challenging content. Running the same easy content over and over and over and over again to get to your desired difficulty is just so bafflingly bad

I'm not saying that we won't ever do something like that, just that the thing that we've decided on in a design meeting was around stability.

Comment
    EHG_Kain on Forums - Thread - Direct

That does not sound related no. That sounds like the game is crashing trying to load. Try checking your log files to see if they contain more information: https://support.lastepoch.com/hc/en-us/articles/1260805192629-The-Game-s-Log-File

– If you haven’t tried verifying the game files through Steam, that’s always a great first step as it resolves a significant number of problems.

Comment

Originally posted by AustinYQM

I want to mark a GROUP to have an affinity lol

Group Affinity: has 2LP

find the next open spot that the item fits in in any tab

I'm suddenly trying to think of how to do both.

Comment

Just a slight correction from the original post, the alt monolith catch-up we have planned is not around corruption but rather stability.

Comment
    EHG_Kain on Forums - Thread - Direct

If anyone experiencing this error would be able to provide their log file with their report, it would be much appreciated.

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