Last Epoch

Last Epoch Dev Tracker




17 Oct

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I’ll leave any points about appearance to the art team, but I don’t think it’s fair to say that we’re suddenly not updating the other character class models just because they’re not included in this post. We still plan to update the other character models for 0.8.4.

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Save files are stored locally on your system still. The files may have become corrupted in some way causing it to not load properly.

All global data such as stash and crafting materials are stored in a single file.

Each character has their own file.

I don’t have the exact path on hand but it should be on our support site if you look for file locations.

If you’re using Steam cloud saves, it’s possible that they have a backup or that it was that which caused the problem in the first place.

The game does keep a backup save in the same location that could have the data in it too.

Because the saves are not stored on our servers, it’s very unlikely that we can do much to help get it back but I hope this info gives you a leg up.


15 Oct

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    EHG_Dodo on Forums - Thread - Direct

New Sentinel Model

In the October 2021 Development Update we revealed our plans for Patch 0.8.4 and beyond where we talked about our ongoing efforts to increase the visual quality and fidelity of the game. New character models are an important step for the future of Last Epoch. The upgraded models will increase the fidelity of the characters, and lay the groundwork for facial animation support during key story moments in future updates.

The Sands of Majasa Update brought an exciting ...

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Sorry, nothing exciting there.

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Hey all, just thought I’d weigh in with a little info about why it’s the way it is.

I quite often see the comparison of base classes and masteries to PoE classes and ascendencies. This leads to the feeling that masteries should probably be respecable as each mastery is an option of the class you’ve chosen.

This isn’t how we currently view mastery classes. We’ve generally thought of the game as having 15 classes (12 for now). You start out by picking a general theme and then after about 25 levels, you pick your class. You get a chance to test it out and decide which one you like instead of having to pick right out of the gate without information. We try to give a taste of each playstyle in those early levels. Some can’t be done well, but we try to give a bit of a feel for them all early.

I know it’s a different way of thinking about it that isn’t necessarily what many people think when they interact with the system but this is how we’ve intended it so far. Like m...

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14 Oct

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I think we can manage this one! Thanks for bringing it up


13 Oct

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This is the intentional design of it. The Abomination will decay as soon as the skeleton threshold is met.

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We’re tracking this issue internally, thanks for the report.

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Thanks for the report. In addition to this extra info, it might also help if you were to upload your character’s file as well so we can test the exact case on our end.

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Thanks for the report, we’re investigating both this and the previously reported issue. If you have your Player.log from this play session it would be a great help as well.


12 Oct

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Originally posted by Airowird

You assume the base attack rate is 1 per second.

I think it is 1 per 0.7s

It's 1 per 0.68s for most abilities. We ended up with that number because we started with 1 per 0.75s, and then fairly early on decided to speed it up by 10%.

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Yea, having the math be straight forward really helps comprehension so we try to lean in that direction when we can.

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Hey, so the normalizing function isn’t as harsh as you might think. It’s really simple, it just rolls twice and takes the average.

This has 2 main purposes, one: it reduces the chance of a crap roll. Because you only have a crack or two at it usually, getting a low roll feels really bad. Averaging two rolls makes it more likely to get a useable roll rather than effectively bricking the item if it only has one shot left. The second reason is to help emphasize really good drops. It means that going out and killing stuff is just a little bit better overall.

We put the item into the game when we received a large amount of feedback that people were finding otherwise amazing items with poorly rolled implicits and no way to even try and improve that, making the items feel really bad to even try crafting on because it had a limited potential.

Now, while rune of shaping is not getting a major rework, the new system does have some pretty significant knock on effect change...

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11 Oct

Post
    EHG_Dodo on Forums - Thread - Direct

Music Showcase

with Erik Desiderio, Composer

In the Sands of Majasa Update, 21 new music tracks were added to the game. Let’s take a closer look at how some of the music you had an opportunity to listen to while you were searching for Majasa herself, came to be.

Crystal Mines: Crystal Lotus

On the way to the Ulatri Cliffs, the player travels through the Crystal Mines that are now controlled by Zerrick. In the mines, the player battles the Scalebane Bandits as well as some of the creatures that live in the cave. The player fights a giant mushroom creature called Crystal Lotus that assails you with a fiery breath attack. The music creates a magical feeling that evokes a mystical underground cavern network. It starts with a percussive bed played by marimba, harp harmonics, and plucked solo cello. This is followed by intense hammered dulcimer lines that build up and create menacing music for the confrontation with Crystal Lotus, try t...

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Was this after the Frostroot Warden boss?


10 Oct

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Originally posted by RimedGaming

Reflect is damage dealt too you. Keep in mind that this has to go through your defenses that is the amount that is reflected. Then it has to go through the enemies defenses that will be the amount they take.

Example: Mob deals 1000 damage. You have 40% DR so you take 600 damage 93% of that is 558 damage going back to the enemy. At level 100 enemies have 90% DR so then enemies without any further defenses would take 55.8 damage.

Just to clarify, this is mostly correct, but enemy defenses don't actually affect it, including their damage reduction from level. So in your example above the mob would take 558 damage.

It's still definitely weak at the moment, but not as weak as it would be if enemy defenses applied.