Last Epoch

Last Epoch Dev Tracker




30 Aug

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Originally posted by BodomsChild

Thanks for the update, we all appreciate you guys and love what you have created.

:)

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I like that idea. I don't know if you'd even have to put a forging potential restriction on it. It could just use forging potential as the "fuel". So if the item started out with 50FP on it then it would get way more stuff than a fully spent item.

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There is no information available yet on the time until the next significant balance update. Please ignore all posts with estimates.


28 Aug

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We have very good Steamdeck improvements coming, especially regarding UI/UX to get across the line with Steamdeck verificaiton.

I'm curious what zones you're experiencing that level of performance issues in? I can have my development team take a look at it immediately. Also, is it happening with a specific build you're playing, certain enemies, or other things you can point out? Anything you can point to is helpful for diagnosing and solving things like this.

On a similar note, we just signed an agreement with a co-development studio specializing in console porting and much of the effort there is going to revolve around performance upgrades. Things that are more core as we've already made a ton of improvements related to specific zones, enemies, abilities, and other systems. But, we need to bring that memory foot print down significantly for consoles which we'll be starting work on... Tuesday!

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We currently have three people actively in a call working on this as I type this, and there's been progress being made on it for weeks before now as well. It certainly has not fallen off, taking a bit longer than we had wanted, but we'll have updates soon!


27 Aug

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Unfortunately, the answer is that it depends, because math. As you get more increases, each increase is less valuable and flat added becomes more valuable.


26 Aug

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    EHG_Wick on Forums - Thread - Direct

Hi all,
The team is actively investigating this issue. We will let the community know when something is found as soon as we can offer something of substance. Until then, please use the in-game bug reporting tool so we can better track the issue and it’s potential source.


23 Aug

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Originally posted by Gola_

I'm clicking.
Apparently the behavior occurs if the cursor left the item label in the few milliseconds between press and release, due to the char faster starting to move than my mouse button stops registering.

ok, I'll make a not to test on high latency to check that then.

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Originally posted by Gola_

Try this to reproduce: Press mouse down on an item label and don't release the button while the character starts moving until the cursor isn't above the label anymore.

I would consider myself a experienced mouse-savvy user, I play on low latency (like to be seen in the video), and still this happens regularly when larger loot explosions are on the ground despite pressing and releasing the mouse button in a perceived "normal" manner.
Since item labels tend to have more width than height it's also more likely to happen when the char moves up and down instead of left and right.

Sorry, I'm not sure I understand. I feel like this is really straight forward but I'm just missing something. Are you clicking or clicking and holding?

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Originally posted by T-T-N

I don't think they test it 3 times (online, offline and true offline), and sometimes the latency also matters

I just went back and tested all 3 right now. I can't repro this to save my life. I'm not sure what I'm doing right or wrong to make this not happen but it's definitely intermittent. We have ways to artificially inject latency with our staging client that they will check this on. I just wanted to see if I could see it on the live client because I haven't noticed it in editor at all recently and this change has been done internally for much longer.


22 Aug

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Hi there! This is a known bug and the team is working on it :slight_smile:

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Originally posted by MathieuChiasson

The crash on the steam deck never stopped since 1.0 release for me and my friends who are playing LE on their steam deck... I just got tired of reporting it. That's why I don't report it anymore.

RAM usage keeps rising and at around 14.1GB that's where it is most likely going to crash.

We are still working on Steam Deck specific issues and are getting close to officially supporting it. Until then if you'd like to try and make it work anyways, I hear CryoUtilities does a lot of heavy lifting.

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Originally posted by T-T-N

That DoT can be a bit hard to see, any plans to make it more visible? I've stood in those a few time

I'm not sure if there is or not. Generally we want all damage sources to be obvious if you are expected to move.


21 Aug

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Any chance you're accidentally standing in one of the overly subtle ground effects? I've seen several ability hitbox bug reports for this boss and so far they have ended up just being standing in a dot that isn't obvious enough.

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weirdly something I would hang onto as an anti-trophy

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Hi there! After discussing this with the team, it appears that launch option ‘-useallavailablecores’ has no effect on game performance or core use. Last Epoch already utilises multicore processing and no launch options are needed to enable this.

Performance is something the team are always working to improve so please submit in game bug reports when you encounter any issues, letting us know how long you’ve been playing, what build you’re using and if there was a particular Mob, Map or Monolith event type that caused the issue.


20 Aug

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Originally posted by TheRaveDigger

Oh my GOD!!!!

uh oh

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The team are already working on a fix for this!

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    EHG_Wick on Forums - Thread - Direct

Hello Travelers,
Earlier this month we released patch 1.1.5. However, a handful of unforeseen issues were discovered and we chose to rollback the game to 1.1.4 again in order to minimize impact on players. Today we will be redeploying patch 1.1.5 with the addition of a few extra changes. Below you will find all of the original patch notes that are still in effect as intended with a designated “What We’ve Added” section for your reading convenience.

Changes

  • If a player is currently in a Dungeon run and receives a party invite, the invite will be blocked to avoid disrupting the run.
    • The Inviting player will receive a message “your invite was declined”
  • Fixed an instance that allowed parties to rejoin ongoing boss fights whe...
Read more