Last Epoch

Last Epoch Dev Tracker




03 Nov

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We are aware that this will limit beastmasters in the short term, but in the long term we are gonna look at beastmaster again specifically. Especially the old companion trees and totems. We might do some small changes to passive trees this patch that will affect beastmasters positively.

Comment

Originally posted by Eight216

Because until such time as the game has a distinct legendary item type beyond just another tier of normal item that they'll call legendary, this is exactly how legendary items function in other games, give or take a bit of power. To me it feels like taking a resource we all are already familiar with (like mana) and then calling it something else to try and be unique, when there's literally no functional difference and no reason to not just call it mana.

For our core item types we use the same nomenclature established in Diablo 1 and Diablo 2, and which most ARPGs use either exactly or with minor variations.

  • Normal items have no affixes

  • Magic items have one or two affixes

  • Rare items can have more than two affixes

  • Unique items have fixed modifiers that you normally cannot find on magic or rare items.

  • Set items have a bonus from equipping other items in the same set.

We went with this naming scheme as we felt that it provided enough space to create new and interesting items without requiring existing ARPG players to learn an entirely new item naming scheme.

"Legendaries" as an item type don't have a standard definition within ARPGs. They always refer to high tier items of course, but their actual properties vary. In Diablo 3 and Torchlight 3 they replace uniques, but have a lot of non-fixed modifiers that can also be found on r...

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02 Nov

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Unfortunately no, the way we have made the roots with animation and VFX didn’t lend them to be increased in size. However it might be something we can look at in the future if we find a good solution for it.

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We are changing the wording to say “wraps around” since it doesn’t really make sense to immobilize something that is already immobile :smiley:

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Shaman won’t be the focus this patch, but we will very likely buff totems in general.

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Since we’re also updating the Druid passive tree, it’s very possible that there will be more minion or even totem nodes on there.

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They are quite different, but will have things that interact between them.

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    EHG_Dodo on Forums - Thread - Direct

We hope all you Druid fans loved the unveiling of our new Werebear design in the Werebear Blog. We are thrilled to have you back again for our next reveal. We are eager to share our full vision for the future of the Druid Mastery, and all the exciting changes coming your way before the end of the year.

Today marks day two of our Druid Development Week, so stay tuned in the coming days to catch even more great news! See the full schedule below. Today, we will be focusing on the Druid’s skill - Entangling Roots.

Entangling Root...

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01 Nov

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    Trasochi on Forums - Thread - Direct

Maul counts as a movement skill, so it does work with Bhuldar’s Wrath. It won’t be as crazy as old EQ Werebear unless something goes very wrong though.

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The tree has been completely overhauled from scratch. Almost no nodes have been carried over.

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    EHG_Dodo on Forums - Thread - Direct

Druid Overhaul - Werebear

We hope all you Druid fans are ready for some excitement because heading into patch 0.8.4 our Primalist’s most adaptive Mastery is receiving a full development update. We are eager to share our vision for the future of the Druid Mastery, and all the exciting changes coming your way before the end of the year.

Today marks the kickoff of our Druid Development Week, so stay tuned over the coming days to catch even more great news (full schedule below)! Today, we will be focusing the Druid’s first and most ferocious transformation - the Werebear.

New Resource - Rage

We’re moving away from a mana based resource for all Druid transforms. Previously, to maximize time in the form you often had to avoid using your heavier abilities and that resulted in one-dimensional gameplay where you mostly spammed your low cost abilities. Instead, all Druid transformations will now use a new resource called Rage. Rage will be restored to full whe...

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31 Oct

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That’s good insight about teleport vs movement. With the way it’s set up, it totally makes sense. We do more computationally expensive operations for events that are infrequent. Someone can teleport only every x seconds due to the cooldown and it’s often in a “oh crap” situation so it needs to work.

I think that there is a way to do a more dirty solution like you have suggested to get closer and at least move instead of just sticking.

Polling along the line between the target point and your position would be too expensive but we’ve got some similar tricks to work with.


30 Oct

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Yeah, this tree is old, was rushed at the time, and hasn't really been revisited since. We're planning to overhaul it.

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Thanks for the video. I was playing around with it a little more after stream and with this, I know what’s going on. Not sure how to fix it yet but I get the issue.

So, the walkable area has a defined blob for each zone. If you click on it, your character paths to that spot. Holding down the mouse button is the same as just clicking a lot except you don’t see the “click vfx”. If you click off the walkable area, you click at your feet instead. So, this makes you stop and get stuck because you are constantly just clicking in place. This is partially done for performance reasons. Detecting the nearest point on the walkable area from a point off the walkable area isn’t simple to do reliably. This is the same issue that causes loot to sometimes drop where you can’t get it. (Side note: this is why the specters in D2 don’t drop anything if you kill them while flying between platforms in Arcane Sanctuary.)

We know that movement feeling good is very important and we will look i...

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28 Oct

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    Trasochi on Forums - Thread - Direct

There are ice golems as well. Both those and moss trolls are holdovers from before alpha and will be removed before long as they’re not up to our current standards. They’ve only been kept in this long in order to bolster enemy variety.


27 Oct

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    EHG_Dodo on Forums - Thread - Direct

That’s the plan, however it is not certain it will be ready for 0.8.4.

On a different note, no one still noticed the new zone tease… :honeybee:


26 Oct

Post
    EHG_Dodo on Forums - Thread - Direct

Spears - Polearms Rework

In recent patches, we update the 3D and 2D art of several weapon groups and added powerful implicit affixes to support a wide variety of builds. In the next patch, we are updating more weapon groups such as the polearms.

We’re also making a couple of changes to item type names in 0.8.4. Polearms are being renamed to Spears and maces are no longer sometimes referred to as blunt weapons instead of maces. This changes from “polearms” and “blunt weapons” to “spears” and “maces” is being made for a couple of reasons.

  • When we originally named these item categories, we went with names that had wide scopes that clearly encompassed all their individual base types. However this resulted in the names themselves feeling quite dry and technical, especially blunt weapons, so when choosing the new names we instead decided to prioritise compelling names with a strong fantasy attached.
  • The second reason is that the intentionally wide sco...
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25 Oct

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Nah, it’ll be fine. It’s not like you are being forced to pick a bad blessing or something. You would really have to try to make a 3 affix legendary. You would know for sure that it was happening before you start.

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One mistake I know I made in all that was the minimum number of affixes. Right now it is possible to get a 3 affix legendary. Only one of them and you’d have to intentionally do it.

I double checked and the max right now is 12 on one specific legendary.