It’s being worked on. You can find info about it in the most recent development update.
It’s being worked on. You can find info about it in the most recent development update.
I’m fairly sure Llama is correct here, and that is intentional for the mentioned reasons. However I’m double checking with the team as an angle of feedback to see if maybe it should still scale with attributes.
Have you tried going back to town and restarting the game? It should reset the quest state to a point where you can do it.
Currently, Toxic Coating Grants:
Chance to Poison, Melee Attack speed, and Less Damage Taken. Exact values are still being balanced with QA testing.
Pls can we have an Acolyte item for volatile zombees?
Long Unlive Zombees!
Hello Travelers!
Today is an oddly special day for Last Epoch: World Bee Day.
On the 20th of December, 2017, the UN General Assembly officially declared May 20th “World Bee Day” in observation of the role bees play within our world’s ecosystem as a pollinator. This day of recognition aims to increase awareness of the critical part they play in everything from food production to medicine production, and to provide information to help protect these critical creatures from the decline they have been facing.
While this is an important topic in general, you may feel it’s odd for a game company such as ourselves to be talking about and promoting it. However, those who have been with us for a while may have recognized that bees have found a special place within our hearts, game, and community. As such, today is a day of celebration.
I just wanted to quickly note: We changed the default keybindings binding for this from “Z” to “Alt+Z” in 0.8.5 to further prevent players from accidentally disabling tooltips. If a player has an old account they had played, and still had local saves from that playtime, their default keybinding will not have updated as we didn’t want to reset all players keybindings. As it requires “alt+Z” for new players, it should be fairly difficult to disable tooltips by accident unless you change the keybinding to something easier to intentionally use.
For existing players that have encountered this issue, I may recommend either updating the keybinding manually if you want to avoid accidentally using it, hitting the “reset to defaults” on the keybindings settings page to restore to this and all other bindings to default, or unbinding if you don’t at all want to use it.
NukedGypsy,
I want to first and foremost apologize. It is never our intention that this situation would happen, and we can definitely understand how frustrating it has been.
As a part of that apology we are going to do what we can to make it right, in addition to getting you a refund. Because you purchased the game more than a year ago, the payment system we use does not allow us to use the refund option within their payment processor. However, we are going to send you a full refund, so please be on the lookout for that.
Second, we are really sorry about the physical goods. I can understand it being frustrating seeing others with those items, but I can assure your order is still in process. Again however, because we want to make things right, we are going to continue to send the items to you, and you may retain all of the Ardent Lord digital items as well. This includes the game and all the extra items.
If this situation has been so frustrating that you d...
Read moreHello Travelers, and welcome to the sixth Community Designed Unique event poll!
To quickly recap last week’s poll, we decided on what the art would be for the Unique item. While we had three great options representing The Lost Refuge, and its cultural combination due to humanity from across Eterra taking refuge together - there was a very strong community preference.
This spear has strong influences from Lagon, Rahyeh, and Heorot’s people, with the makeshift nature of combining powerful relics from their homelands into a necessary weapon to try to hold at bay the ceaseless void.
image1920×670 163 KBNow, we must finally decide what the name and flavour text will be for the item. The name...
Read moreThe short answer is that we use some of it.
Lots of times when we get access to new features like these, you either need to start over or do huge amounts of refactoring. So we have to weigh the power of the feature against the time to implement it. They are also locked behind unity version upgrades which take massive time investments to get integrated. That investment comes in many forms, from dev time to convert the code to QA who would have to go through every section of the game with a fine tooth comb.
So with all this time required, do we delay the game to get these features? Well it depends but the payoff needs to be immense for us to even consider it at this point. Sometimes you can cut down on this time by pulling one piece of an update to get that individual feature but this is also risky because you essentially end up with a non-standard version of unity.
I imagine many other studios are in a similar situation. I feel like we will see more games taking ...
Read moreWhen playing the monolith in multiplayer, all players will receive the echo specific reward, stability, and the random loot from the chest at the end upon completing a normal echo. They also all receive a selection of blessings and the relevant timeline completion when defeating a timeline boss.
Players still have their own unique echo webs to uncover, and sharing that progress isn’t really possible, but aside from that we’ve tried to ensure that progress and rewards are all shared. These exact details are subject to change based on further testing though.
Read moreSorry if I derail the topic a bit, but may I ask you a question? I might need a bit of exposition though. Statements like this one seem difficult to assess, and if I'm entirely honest, my intuition always pushes me to instinctively dislike them, because they sound like "We want you to do manual labor just because." and that seems pretty bad. I have to keep consciously reminding myself that nothing in a video game provides any real life benefit at all and they are made up entirely of unnecessary work and effort. For example, nothing stops game devs from giving the player all items and the best loot ever right from the get go, but that wouldn't be very fun. If I'm understanding correctly what video games are about, the point is to create work that feels particularly rewarding/successful.
But even with that conscious reminder it feels difficult to judge those statements. Because there's always the instinctive fear that the task at hand (the manual evaluation of idols in the ex...
It's certainly a complicated topic, and one that's really based on "feel" and feedback. We listen very closely to feedback, and make changes based on the feedback we get. I don't mean to say we won't make any changes to idols, roll ranges, roll combinations, routes of acquisition, things of that nature. Just that we don't want the loot filter to remove the aspect of actually looking at gear and making decisions. If your filter was to only ever show you items that are a guaranteed upgrade or use item, what excitement could be had from finding a better item? It becomes guaranteed, expected, there's no longer a loot hunt, but a simple loot wait until it shows up on your filter. This can create a lot of frustration since it can be long periods between "perfect" items, and also disincentivizes crafting to alter less than perfect items.
When viewing this kind of feedback, we need to assess "why" people want the filter to be able to be more strict. Perhaps idols are currently too ...
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