Last Epoch

Last Epoch Dev Tracker




05 Jan

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    JustinC on Forums - Thread - Direct

Thanks for the report, we’ve seen this a couple times but haven’t pinned down the cause. Were you modifying a loot filter shortly before this happened?

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EDIT 2: We’ve released a new update to correspond with some maintenance for our backend account services. You shouldn’t see any changes in behavior. This new update has the same version number as this previously rolled back update due to an oversight. Our apologies for any confusion.

EDIT: We’ve reverted this update on Steam and re-deployed 0.8.4g for now as we had some new bugs reported to us which we did not encounter internally.

Changes

  • Likely fixed a bug which would cause the LE-26 error to appear for new players.
  • Fixed a bug where new players who logged in to an account they made via our website with an incorrect password would get an LE-24 error until they restarted the game.
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    JustinC on Forums - Thread - Direct

Thanks! This has been fixed internally.

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I think what is really hard to perceive is that 90% critical avoidance is in reality an extremely big damage mitigation in the long run but we as players don’t see it that way. When we think of critical strike avoidance, we want to protect for that off chance we get that random 1 huge hit that can potentially kill us and if we don’t have 100% critical avoidance, we don’t really feel protected. Then when we die with 99% critical avoidance, it’s easy to blame that 1% for why we died (I know I would haha). When I play hardcore, I also struggle with this ...

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Certainly, story zones get reset upon leaving and re-entering; currently this is because of technical limitations. As Llama mentioned, this will be addressed with multiplayer is released. Thank you for the report.

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This is a known issue with certain movement skills and some walls not having collision. Thanks for the report.

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Lagon is known to have issues with sub abilities unable to track his target location off the ledge. We are still investigating the best way to solve issues like this.

Thank you for the report.

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This is a known issue. We are still investigating the cause of the problem. Thank you for the report.

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I’m not sure. However, we are careful to not include distinct type immunities so I guess we have some sort of cap on it.

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    JustinC on Forums - Thread - Direct

Glad to hear it, thanks for the followup!

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    JustinC on Forums - Thread - Direct

Thanks for the file! The issue appears to be erasing Julra with Erasing Strike also erases her special loot. Until that’s fixed, I recommend getting the killing blow with any other skill.


04 Jan

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Originally posted by Mihai561

Very odd. What I am suspecting is that the game doesn't roll these affixes as integers, but rounds them up or down. When you use two together, it sums the rolls together, then rounds them.

So for example I could have two 1.6 rolls, individually they round up to +2, but together they round down to +3.

This is mostly correct. Affix rolls are always encoded as a byte [0 to 255] which defines their roll within the range of possible values, rather than being encoded as a specific value. For example if an affix of a certain tier has a range of 5 to 9 and the roll is 127 then the affix value is 7.

They should be rounded correctly on the backend the same way they are in the tooltip, but there is a bug preventing that in some instances, which is what the OP is experiencing.

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The more specific a stat is, generally the less more powerful it is. I don’t have the numbers with me but as an example, increased damage might be +10% where increased fire damage might be 12%, increased fire melee damage could be +14% and then increased channeling fire melee damage could be +16% and then increased channeling fire melee damage while at low life is +18%.

I’m just making up numbers to illustrate the point.

Edit: fixed the typo less → more. Sorry, that kinda made it confusing.

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This bug has been fixed internally and we plan to include the fix in Beta 0.8.5. Thanks!

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They don’t target but you’re right, it’s a little odd.

Edit: maybe a better distinction is “things with their own health bar”.


03 Jan

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The distinction is drawn at if it has a “mind of its own” and is physically separate from you. Things that acquire targets themselves have their own stats and cast their own spells. The poison which is causing an enemy to die can’t pick a target. The one that’s a little odd is a totem but they can pick targets themselves and are physically separate from you.

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    JustinC on Forums - Thread - Direct

I’ve reproduced the issue and made a note of it internally. Thanks for the report!

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We are aware of this issue. It’s a pretty complex bug and we are still in the progress of investigating what how it is occurring. Thanks for the report.

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We are aware of this issue. We are looking at a potential fix. Thanks for the report.