Last Epoch

Last Epoch Dev Tracker




15 Nov

Comment

Originally posted by Talimwind

information on this is very sparse in game, i only figured it out by happenstance when i saw some build on the online tool using skills from multiple specs.

But yeah, its visualized in the tree as a chain going through the middle. You cannot get passives or skills past this point.

This kinda bothers me a bit. Every character you level has a large pop up that you have to manually close which explicitly says this information. On top of that, it is also clearly detailed in the game guide. And I'm pretty sure that each node also says what they require.

Edit: so I know how much hand holdy force tutorials suck but what's the alternative here? Writing it down in multiple places and forcing the player to accept it clearly doesn't work. Should I be recording my voice to come through in the tutorials?

Comment

They appear visually tracked under the event health bar as a total stack count but are applied any tracked individually.

Each stack of every ailment knows exactly what your or your minion's damage stats were when it was applied and it even remembers who applied each stack.


14 Nov

Comment

Hi everyone, we have a set price for the game in USD that has not changed in years and follow Steam's pricing for all regions. As others have pointed out we do have the option to deviate from the recommended regional pricing. I have no idea if this is something that was considered or not. It's really unfortunate that this situation is hitting the people of Turkey like this.

Due to the comments straying very fast away from the topic of Last Epoch, I'm going to lock this post but I'm not going to remove it right now as several people have suggested via reporting.

Edit: I'm not sure what y'all want here. I'm getting reports for leaving this here being bad and reports for locking it being bad. The constructive parts of this conversation have already been said so I think it's not useful to keep it going. I however don't want to hide the information so I don't want to delete it.


12 Nov

Comment

The game updates your save file every time you take an action that changes something which is recorded in the save file. So something as simple as moving an item one spot to the left in your inventory will trigger a save.

Comment

Lagon's beam picks which direction it's going to travel when his eye turns red. If you understand how it pick the direction you can move the other direction right then and it will just sweep away from you and you just don't need to worry about it.

It will always sweep to the side of center that you are standing. So basically, when you see the eye turn red, start moving towards the center and you shouldn't have to worry about it.

Best thing to do is just get a SC character there and practice the mechanics.


11 Nov


10 Nov


09 Nov

Comment

gotta share the final version when you make it


08 Nov

Comment
    EHG_Kain on Forums - Thread - Direct

Just wanted to quickly confirm - the combat clip contains the currently live reaper model.


07 Nov


06 Nov

Comment

Originally posted by Skorpioartex

Rather new to this game. Will this give +1 to skills that became necrotic through conversion?

Yes


04 Nov

Comment

Originally posted by bm277

...and it max low rolled melee fire damage :'-(

RNGesus givith and RNGesus taketh.


03 Nov

Comment
    Mike_W on Forums - Thread - Direct

Sorry, that’s not what I said. Having the width scale based on emphasis is fine. We can’t increased the clickable area outside of the visible item label area. This is because if you have the above situation, you could click on one but it would pick up the other item.

The reason that variable width size on emphasis is ok is that you already have a variable width from item to item based on name length. They all have uniform heights which is the important aspect to keep.

Comment
    Mike_W on Forums - Thread - Direct

Just a brief note on the topic from discussions and testing that we’ve done. Having some ground item labels being different heights is a non-starter. Unless something dramatic changes, we have no intention of making the height variable from item to item. Similarly, having the clickable area being larger than the visual area is also not going to happen.

Both of these things cause major problems when larger quantities of items are on the ground and without something revolutionary (that I can’t even fathom what it could look like) we aren’t going to add those options.

Having a setting that scales all ground item labels uniformly is possible but we don’t have any plans to implement that feature yet.


02 Nov

Comment
    Mike_W on Forums - Thread - Direct

It’s almost always a problem in the implementation that prevents it from working. About 2 years ago we changed how unique items apply their unique properties. This led to most of the new ones working much better with Manifest Armor but some are still just incompatible. Most of the old ones were converted to use the new system but some still use the old style.