Last Epoch

Last Epoch Dev Tracker




05 Sep

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    EHG_Kain on Forums - Thread - Direct

Bug Fixes

  • Fixed a bug which could cause Fire Aura to stop dealing damage
  • Fixed an issue where targeting for skills were broken for gamepad
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Thanks Brau, I’m glad to hear you’re on the journey with us. It’s been a crazy one and this being our first game studio and being a bunch of guys from Reddit means we’re bound to make some mistakes but we’re still in it as always to make the best damn ARPG around.

While we would love to just do our own thing and not consider other releases for timings and things like that the facts are that even though we’re still smaller than these titans that I suppose we’re competing with, to run our studio and game is more expensive than ever and we need to release content that is revenue generating at a time where it’s likely so we can keep developing the dream. We’re still figuring it all out but we sincerely appreciate the support from people like you.

Even if it may seem like we’re in the background from time to time just know that we’re developing content faster and better than ever internally to be released!

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Will raise this up internally. There are a lot of gamepad updates happening right now for upcoming patches so it sounds like something incorrectly may have slipped through. If so we’ll hotfix this and figure out what happened

Edit: Hotfixed as of 9/5/24

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Thanks for taking the time to say thanks. I’m glad to hear our little project that’s now gotten a bit bigger has helped you. Diablo 2 did that for me a good 20+ years ago! It’s a dream to have been able to make what we’ve made so far and have so many people enjoy it. Much more to come!

-Judd (founder of EHG)

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The team are aware and looking into this, if you experience it please submit an In Game Bug Report listing the skills you’ve notice are no longer working correctly!


04 Sep

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Originally posted by iknowicantchangeth1s

wait a minute... you didnt know this??? lol

i have experinced the same thing at july 10 (based on my steam screenshot date) and i didnt reported it because i've thought that ppl already reported...

i wont do that again.

It's likely that the team already knows about it. If it's been reported in game it's marked on our issue tracker and production has marked it with some level of urgency. If I bring it up internally it typically elevates it a touch though - for better or worse hah.

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Looks like you likely need to verify your game files through Steam. Though, if anyone else has experienced this with this map please do let us know and we'll elevate it to our highest priority.

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We're still discussing it a touch but we're in the middle of some much larger balance changes for 1.2 that have knock on effects so we risk putting out things that will be perceived incorrectly.

Just know that we're monitoring all the balance conversations that you all are bringing up and taking it into account with upcoming changes. Some will just take a bit longer to do correctly, but they are in progress.

1.2 is going to be significant, haha. Even by EHG standards.

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We're constantly doing work to improve combat feel including animation, sound, death effect improvements, etc. If you haven't played in a patch there are definitely improvements in many places. But even just today we're going through and doing a ton of updates to Imperial enemies - mostly animation based, we just made earthquake more visible in dark zones, reducing visual noise of Siege Golems, etc.

It's just a continuous improvement loop!

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Originally posted by MoonMatterCookie

I believe Mike (developer at EHG) has said they plan to add this functionality to the existing text dummies…but now I can’t find the clip of him talking about it. I doubt we would see that until 1.3ish timeframe though. 1.2 would be awesome.

I think that there might have been a bit of a miscommunication that happened at some point. I have not said that we are going to add this to a test dummy. I've actually said as much on many occasions. If you can find the confusing clip, I'd be happy to try and explain more what I was talking about.

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Excellent to hear! It was driving me mad :sweat_smile:

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Changes

Controller

  • Turning is now allowed while casting skills, even if you cannot move, by pointing the left stick to the direction you want to turn.
  • When using a controller the Radial Menu now opens when pressing the assigned button once, instead of holding the button. It can be closed by pressing the button again.
  • Fixed Sanctuary of Eterra UI Panel not working with controllers.
  • Opening the Inventory on controller now highlights the last active location.
  • Added fixes for navigating the factions UI while u...
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Curses!

I’ll report this internally and have it fixed asap

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Great thread - I’ll link it internally


03 Sep

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Originally posted by ThatDCguy69

Thank you for the reply, this is a good comment. Could something be done on tweaking early leveling to be faster? I tried playing the new cycle and was having such a hard time playing with spells i don’t find fun on the acolyte.

We're actively discussing this as it's a common request. Nothing to share just yet, but we see the need.

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Thanks for taking the time to write out your feedback. What I will say is that the issues your'e seeing are issues that we also see and are working to address, as always. If you know us, you know we work fast, and when we're not out in public just know that we're hard at work on addressing player feedback.

To address your bullet points
1/2. I'll take the melee vs ranged feedback and ward vs hp comments back with me to the design team. I know there's already WIP there but I'll make ensure it's a known and reinforced sentinment
3. MG balance has been hit by people finding ways to abuse the system through exploiting game code. We've addressed all instances of these abuses and the Cycle refresh should give players the chance to experience this without manipulation and give us better insights into how it's performing. Updates to things like MG search are coming sooner.
4. Lots of work still going on here. Reworks, balance, skills and passives updates, etc.
5...

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01 Sep

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I’m raising this up internally. Does anyone have any leads on if this is happening in certain zones, types of content, certain builds, etc?


31 Aug

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Originally posted by recursiveG

Question on the steam deck verification. Will loot filters now be synced in steam cloud? The one thing keeping me from playing on my deck is that moving the loot filters from my pc and keeping them all in sync is difficult to automate.

For instance on my pc and laptop (both windows machines) I keep lootfilters synced by using onedrive and a soft link to the folder. Cant do that between windows and linux (steamdeck).

It's being worked on. I'm not sure if it will be available on the 19th or not but should be fairly soon.