Last Epoch

Last Epoch Dev Tracker




15 Apr

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It's the same as yours. Double damage.


14 Apr

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Originally posted by DragonlordAtarka

What??? So I built my entire character wrong then. Any chance this will be changed to reflect what's actually in the tooltip? Cause this is incredibly disheartening. I was really looking forward to playing my character to his full potential. :(

I mainly wonder why it would even be mana in the first place. The more multiplier on getting spark charges from melee attacks means you're heavily incentivized to use mana strike as your main skill, which has an in-built way to apply them. This means that mana has almost no value to you since your main skill doesn't use any and probably even causes you to be at max mana at all times.

We've discussed it and decided to go with changing the effect to match the tooltip rather than vice versa. We'll have to monitor the subsequent power of the item because, as you pointed out, Intelligence is a more useful stat to scale for the rest of your build. But, we don't want to invalidate builds that people have already attempted to create based on the assumption that the tooltip was correct.

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    JustinC on Forums - Thread - Direct

Thanks for the report. I haven’t been able to reproduce this yet, so I have some questions that might help narrow down the issue.
Does this occur every single time you load into a new area, or only sometimes?
Is this occurring in online or offline play?
Are these skill points that you’re receiving from an item, and do the effects of the node you allocated using these points seem to work?
For others who are experiencing this issue: is this occurring with skills other than Fireball?

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Originally posted by Chogo82

Thanks for the response! 1) It was not always the case with my hammerdin that I died to soul bomb after pushing the enemy. There were times that I died on the very first soul bomb. I noticed that this seems to happen more often when I use a teleport spell and/or continue to attack him while he is soul bombing. The other hitbox issue is his breath. This one only seems to occur when I am too close behind him. This effect is also more likely to occur when I used smite teleport because that spell always puts me behind him and causes him to move a bit.

4) concerning the necro outer ring bug: what I meant here is that when I spawn into the fight after many attempts, the outer ring is already there. Typically the fight starts with me on the edge and EoC waiting off screen. In the bugged scenario, the outer ring of necrotic damage is already there and he immediately starts to the mass necro ball launch when I spawn into the fight.

5) concerning being able to cheat death: I...

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Ah! I see the issue with the outer ring now - sorry, I misunderstood what was going on there. You mean it's persisting after the portal is closed and into the next attempt of the quest echo within the same gameplay session if I understand correctly now. I'll pass that along to the team.

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Just wanted to provide a few updates concerning this, as EoC's Soul Explosion hitbox is something we're still looking into.

  1. From the engine side of things, we can see the hitbox does correctly match the telegraph indicator, which means something else is going on. We currently suspect this may be the result of being able to 'push' many enemies, including EoC, but we don't yet have a constant reproduction for this. Situation information can be helpful for this, such as if you're experiencing any issues with other hitboxes during the fight (desync), experiencing any sort of rubber banding, or if you notice anything else off.
  2. This appears to be a result of pushing the boss as you mentioned. 'Pushing' enemies is not an intended mechanic, and is part of a much larger issue we're working on.
  3. same as 2, yup. It's very silly indeed =p
  4. We are aware of this bug, though it's currently lower priority than others as teleporting into the outer ring post fi...
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    Mike_W on Forums - Thread - Direct

Yes
Yes
Yes, you have fewer, more significant, pickup events.
Yes, if it was one they were looking for.
All gold is created equal, shards aren’t.

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Originally posted by rtcll

Ah. Just logged in and tried to play a bit today. Still happening unfortunately... I can't even last a half hour before it crashes. I must have the other leak, but it doesn't take a long session. On 16gb ram.

The fastest we've been able to replicate it is like 1mb/hr.


13 Apr

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Originally posted by rtcll

Thanks for the update! Were any of those fixes pushed in the 0.9i by chance? I haven't gotten a chance to play since the most recent patch.

Pretty sure no, but a couple hotfixes ago had some I think.

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    Mike_W on Forums - Thread - Direct

Pretty sure I saw something to do with that going in recently.

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    Mike_W on Forums - Thread - Direct

Given the recent influx of players and new feedback, we have recently discussed this again in a game design meeting. We are not interested in implementing this at this time. We may discuss it again internally but do not expect this to change by launch.

We believe that it’s important for the feel of the game loop to have enemies fairly frequently drop items that you want to take an active action to pick up, but which you don’t have to take time to inspect to work out whether it’s good for you. However there are times where it feels bad at the moment, especially when it’s just one shard, so we’re planning to have them drop slightly less frequently and in larger groups on average. We’re also planning to add more of a sink for shards you don’t want, so that it feels less futile to have picked up a shard that you aren’t planning to use and already have hundreds of.

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Thanks, we are aware of this and investigating.

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This should be fixed now as of 0.9i2, let us know if you have any problems.

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There were a few sources of this. Most of them have been fixed and pushed. There is still 1 known source of a small memory leak that will cause problems over a very long play session with specific actions. We are working on it.

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We’ve released a client patch to fix this bug. Very sorry about the disruption.

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We’ve released 0.9i2 to fix some regressions caused by this patch. Thanks for the reports.

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This update fixes a few regressions that were introduced by 0.9i. We are monitoring for any other bugs that are new to this update, and otherwise our priorities are the same as in our last post. Thank you for your patience and for reporting bugs.

Bug Fixes

  • Fixed a bug where channeled abilities did not work in Offline if they were not assigned to the first action bar slot (Q by default).
  • Fixed Disintegrate being invisible when converted to Fire or Lighting (the default visual worked).
  • Fixed a bug where items that dropped while item labels are hidden (Z / Alt-Z) would still be hidden after turning item labels back on.
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We’ve investigated this, and the problem appears to be caused by standing too close to the boss and pushing it. This causes positions to get out of sync between the client and server for the rest of the fight.

This isn’t a new bug in 0.9i, and being able to push enemies in Online mode is a general bug rather than specific to this boss. But, we will look into a workaround for the Emperor of Corpses specifically since this is particularly bad.

For now, try to avoid pushing the boss around. Sorry about that!

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For sure. Just wanna be certain of the distinction as this made it sound like it was related to the dungeon ability.

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Btw does this only happen when using Volatile Reversal, or also when just using the dungeon teleport ability?