Last Epoch

Last Epoch Dev Tracker




25 Nov

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Originally posted by moxjet200

Hey everyone, we're actively working on getting information out the door! Apologies for the rate of official information that we're putting out recently - it will improve significantly. We have been heads down ensuring that we have things in order so that this release can be the best we can provide. The entire team appreciates the patience you all are demonstrating with us as all of us internally are very eager to get more content out the door as well. We draw a lot of energy from putting new content out. We're working hard to make sure we not only have a stable release but also one that we can support, which is a different beast when we're online. More information hopefully this week.

Since this comment got some attention I'll add an update here:
Information regarding 0.9 release date and lead up events coming Tuesday, Nov 29

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Yo Kedanor - Gotta keep it chill friend. I appreciate the passion, but please refrain from direct attacks. I edited your post.

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killing Shade the moment it appeared as a tile in the monolith.

This might be the problem. The drop rates of the Shade's rarer uniques are higher the further the shade echo is from the centre, so repeatedly running ones close to the centre isn't necessarily the quickest way to find them. On top of that the drop rates are higher at higher corruption.

It's difficult to know how much we should telegraph drop rate information like this in game, but we're not necessarily opposed to making it clearer, and situations like this are taken into consideration for making these sorts of decisions.


24 Nov

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    Mike_W on Forums - Thread - Direct

How about, not in a reliably competitive environment yet?

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    Mike_W on Forums - Thread - Direct

This isn’t something that we are prepared to make a lasting determination on at the moment. Modifying the gameplay experience in a competitive environment is not something that we will likely encourage. It’s a big topic with many different stages. There is probably a fine line somewhere in there that we could draw eventually. Unfortunately, detecting if software like this is being used responsibly vs used at all is almost impossible. For this reason, in some situations, the whole program gets banned as a result of the possible abuse cases.

I know that it doesn’t seem like modifying those things will change gameplay or present the ability to abuse mechanics but it can. It might not be used this way in game right now but allowing it now could preclude us from using the things it removes as game mechanics in the future.

So, for now, we will approach each instance case by case. As we are not in a competitive environment yet, detecting these types of things is not a high pr...

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23 Nov

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Just as a reminder, please don't raid other subs or harass other users, even if you disagree with their opinions.


22 Nov

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Originally posted by liveangelic

You've promised more information and better communication in the September dev blog, so excuse me if I don't hold much faith in the promise of significant improvement this time around.

I think this is a fair criticism and callout and I should be stating that this will improve when we're very near our 0.9 launch. Once 0.9 launches we'll get back to our more frequent releases and the team will remain in a more constant state of interacting with the community from there forward.

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    Mike_W on Forums - Thread - Direct

I just bottled my hot sauces this year too. Did an orange one as an experiment. Actually really good.


21 Nov

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Hey everyone, we're actively working on getting information out the door! Apologies for the rate of official information that we're putting out recently - it will improve significantly. We have been heads down ensuring that we have things in order so that this release can be the best we can provide. The entire team appreciates the patience you all are demonstrating with us as all of us internally are very eager to get more content out the door as well. We draw a lot of energy from putting new content out. We're working hard to make sure we not only have a stable release but also one that we can support, which is a different beast when we're online. More information hopefully this week.


18 Nov


16 Nov


15 Nov

Comment

Originally posted by nerdybro1

No luck. It still doesn't work.

There's certainly something odd going on, since the game is recognizing controller inputs to navigate menus and go through binding, but when it requests a new input it's not recognizing the input.

From the brief description, It sounds as if the game thinks you're trying to assign to either keyboard or mouse bindings rather than one of the controller inputs (there's a column for each, and will only accept inputs for that column).

If you can, I'd recommend either recording a clip of trying to change the bindings, or write out detailed steps you're taking to reproduce this issue on our bug report forums here: https://forum.lastepoch.com/c/bug-reports/23 with other information such as controller type to try to d...

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Hello there! Sorry you're encountering issues with this. We are constantly working on improvements for controller support to hit our goal of full controller support.

Currently, there is a known issue where if you attempt to re-bind keys while swapping between keyboard and mouse, and controller, it will not map correctly (eg, using a mouse to select the field, then using the controller to assign the button). When rebinding keys, make sure you're using the fields for controller, and only using the controller throughout the process or it may not bind correctly.

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Originally posted by Talimwind

I play alts all the time and i don't remember seeing any visuals in this manner, if they are there then just increase the magnitude of them.

Lets take the last point. When you first open your mastery ui after picking a mastery, your original class could glow brightly then extend a light effect into the main specialization you choose, then have a lesser light effect go to the other specs.

Maybe have them all be greyed or monochrome before you pick a specialization and give them all color when you have unlocked it.

Yea the buttons on the left don't change at all and I think that's a good place to target to draw attention to it.

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Originally posted by Talimwind

Frankly its a UI thing. Its not intuative that the other passive trees from the other classes are still available. It looks more like they are visable despite your choice.

One way is with visual effects, obnoxious but usually works. Have each mastery tree pulsate until you click them, then have each passive node on the first row pulsate until you hover over them.

This would clearly indicate that they are options available to you. Without needless handholding.

I also think that making a clearer distinction between available and unavailable skills and passives would help. Maybe make them fade out more or remove coloration. Except for the chain there is no way to tell the difference, and on first glance you can mistake it for a cool visual effect or even just part of the background.

It might also work if you have some sort of visual effect on the mastery tree UI that unlocks your passive trees, have it unlock one with a large effect and the others with ...

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I think I'm not understanding some of those suggestions because I think that it already does most of that doesn't it?