Last Epoch

Last Epoch Dev Tracker




02 Sep

Comment

Originally posted by onikzin

Interesting, so you made instances differently from the other game. Wait, does that mean that if a full party finds an idol shrine in a map, each player gets to use it?

Well no but kinda? Only one person gets to "use" it but it will spew out items individually for everyone at the same time.

So everyone gets their own idol shrine that triggers when any one person in the party uses it.

And, if someone uses one before you get into the zone, the items will be waiting on the ground for you. Not sure if this is intended or a bug but it's really nice. It actually happened to me today and I was very grateful.


01 Sep

Comment
    EHG_Kain on Forums - Thread - Direct

Nope. Nearby is actually a fixed distance that should pretty much always be the same (all the examples I can think of off the top of my head). The ring around the training dummy demonstrates the “nearby” distance.

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Oh, we haven’t shown that one yet? Let me see if I can do a little convincing to the social team… It’s one of my favorites.

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Originally posted by onikzin

Trading between party members? Isn't that just opening an echo and dropping items on the ground?

While they are similar as a player facing end result, functionally they are very different and require different systems to be synced cross clients. Drops are instanced so the server only shows you what drops for you. If you drop an item on the ground, other people in the zone don't see it too.

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Awesome post, @AndrewTilley. The internal team has enjoyed seeing this all in one place as well.

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Originally posted by Aelforth

Out of curiosity, what are plans, if any, to handle player and difficulty scaling in multi?

(E.g., when a couple friends that progress at different speeds & have level and gear disparities party?)

We aren't currently planning to do much in this regards. You might be in situations where one person is over or under levelled for a situation.

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There is no exact date for multiplayer being fully released yet. This will happen at patch 0.9 and we don’t know when that will be yet.


31 Aug

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    EHG_Kain on Forums - Thread - Direct

Llama8 is correct - “always crits” refers to your ‘outgoing’ crits. Enemies can still avoid that crit with crit avoidance. This is no different than how players can avoid crits that enemies ‘dealt’ with the same stat. Typically enemies and players tend to abide by the same rules with the same stats. I believe the most common previous discussions concerning this have been in regards to Shadow Daggers.

Your outgoing hit is a crit, then when the enemy calculates its defences, it ‘rolls’ on Crit avoidance to see if it takes it as a crit or downgrades it to a hit. Sometimes it gets read as reducing an enemy’s chance to deal a crit, but it’s a defensive layer, not an ailment.

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Originally posted by Depnids

(TM)?

Great show!

Edit: since I've gotten 3 DMs asking what show, Taskmaster. It is a panel show where people compete for pointless prizes over useless tasks for no reason other than it's fun. If you are interested in having a laugh, start at the beginning with "The Watermelon Task".

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Originally posted by TheBreakfastBaron

So let me see if I have this right. Wandering Spirits has 3 main stats that it scales from:

  • Spell Duration (the total duration of the spell from beginning to end, during which spirits are revealed at the Reveal Rate and last until either their individual Spirit Duration ends, or the Spell itself ends, which itself ends the duration of all remaining spirits).
  • Spirit Duration (the duration that an individual spirit lasts, default at 4 seconds each).
  • Reveal Rate (the rate at which spirits are revealed, over the course of the Spell Duration).

By using the channeling node, the Spell Duration ceases to be relevant, because Spell Duration is now tied to channeling duration -- it starts when you start channeling and ends when you stop channeling.

It doesn't mean that more will be revealed in total, but it does mean that you'll have more at once

"More at once" is what I meant when I said "revealed in ...

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That summary is all correct.

if I increase the base 4 second Spirit Duration, that leads to more spirits being active at once while I'm channeling, which increases the overall number of total spirits I have active while channeling, right?

Yes

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I just wanted to quickly pop in to try to clarify this misunderstanding. In an early Developer Blog we had mentioned that we were looking at "september'ish" for patch 0.8.6. In the following Development Update we announced that with early multiplayer testing going so well, we instead decided to go straight to update 0.9.0 with the multiplayer beta, skipping 0.8.6 - and this would require a bit more time (past the "september'ish" mark). We do not currently have a date we're ready to share for update 0.9.0

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Originally posted by TheBreakfastBaron

Does increasing the spirit duration reveal more spirits in total? Because the channeling node gives me perma spirits as long as I'm channeling.

It doesn't mean that more will be revealed in total, but it does mean that you'll have more at once as long as you've been channelling for longer than the normal duration of an individual spirit.

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Originally posted by Crayz92

Or sample nearest point on your navigation mesh upon the monster's death, drop the item at the sampled point. If using Unity's navigation, there should be a built-in function for that.

This is a surprisingly (computationally) expensive operation to run and doesn't quite solve the problem because some spots are on the navmesh but are inaccessible to the player. You also get extra edge cases in multiplayer. This was the initial idea for it but it caused other problems that we were unable to solve. It's still something to work on.

We do some special versions of this when casting some abilities. For example, if you have the multi thorn totem node and cast it near a ledge or wall, you'll notice that you either get strange placement or not all of them will be created. This is less bad because we know that we aren't going to have (in extreme cases) hundreds of simultaneous instances of the operation being run if you were to kill a couple dozen leaping enemies with 1 hit and have them all drop multiple things.

Ideally we will get it working efficiently so that you can damage leaping enemies in the air.

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Originally posted by madkarma

Do you mean that higher corruption improves drop chances, or just that it needs to be 50 or higher?

I don't know what the threshold is but as long as you are above whatever the minimum corruption drop chance for it is, you're good to go.


30 Aug

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Originally posted by martinx09

Don't care about the topic, but that didn't really answer OPs question.

Sorry, you're right, I assumed that they were an experienced player with the way the question was asked and assumed that it would be enough to relate it back to the way things are now.

I have updated the reply with the details on how the system currently works, and will continue to work.

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Agreed. It's something that was originally added to avoid inaccessible items dropping in mid air if the enemy was killed during the leap. There are almost certainly better solutions for this, but we haven't yet had the time to go back and fix it.

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Originally posted by FeelingSedimental

IIRC when a unique rolls, it rolls by slot. So it chooses unique gloves, then a random unique on the list of unique gloves. Then the reroll chance applies, so you have a 98% chance for RV to reroll into other gloves when chosen.

This is close, but not always correct. If it's from an Echo Specific Reward that specifically gives a unique or set pair of gloves, then it can only reroll to gloves, but in most cases it can reroll to any unique that would be a valid drop.


29 Aug

Comment

Originally posted by veraltofgivia

Thank you!

Yeah PoE puts you at -60% all res after the campaign too so you've got a much heftier multiplier on incoming damage if your res is bad

That's actually different because that is applied before the cap so you can always overcome it by just having more.

Edit: just saw the conversation about this explaining it all.

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Originally posted by veraltofgivia

One other question if I may; is health gained via leech capped in any way, or will increasing my damage continually increase the amount of health I leech?

It isn't capped no but we do nerf the damage done to bosses which does have a secondary effect of reducing leech too.