Last Epoch

Last Epoch Dev Tracker




18 Aug

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It is very unlikely we will make a leaderboard for Masochist mode. This unbalanced mode is made for “fun” (it’s not supposed to be fun lol) for players who already finished the game and wanted to try something crazy. Making a leaderboard would push the idea that this mode should be taken seriously. It will be unhealthy for players to feel like they need to judge themselves while playing a version of the game that is not representative how we want players to truly experience the game.


17 Aug

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This is intentional, when placing and removing a skill point, it will choose a power node to remove the point from.

Thanks for the report.

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Hm, that’s interesting, I noticed this happening but not in this way before. I think it can happen with having other windows open when clicking DEL as well.

Thanks for the report, I’ll make a note of it.

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This is intentional. You won’t level to lv101.


16 Aug


15 Aug

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Yea, I think discussing the early info changes is useful. The tricky part is realizing that they are in context of many other unrevealed changes. This is the second time this weekend I’ve seen this type of confusion so I think we will be more careful to be clear that these are just some of the changes coming.

We like to show off the things we are most confident in early if we can. Partially to get early reactions but also to build up the hype for stuff we are proud of.

Lots of the other nodes that are around these have lots of changes too but we are still testing and balancing them. We also like having that big patch note drop and spoiling everything early kinda takes away from that.

So, have no fear, we have many many more awesome changes in store :grin:

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Our itemization isn’t complete yet - we expect the content we are adding before 1.0 to add a substantial amount of replayability and item chase. Keep an eye on social posts a bit after the 0.8.3 release!


14 Aug

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An understandable assumption. These are however very very far from the only changes.

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The vast majority of the tree is brand new. We started from scratch. Some of the nodes are very similar. Please don’t assume any node or the layout is the same as it was.


13 Aug

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That’s assuming Unchained is unchanged :slightly_smiling_face:


12 Aug

Post
    EHG_Dodo on Forums - Thread - Direct

Immortal Chimera

In the Imperial Era, the once majestic chimeras of the mountains and deserts are nearly extinct, due in part to the Immortal Chimeras. At first look, the Immortal Chimeras appear to be chimera that have been risen from the dead, though upon closer inspection one can see that the chimera’s body has in truth become host to a parasitic snake. Some say that these snakes are the cursed children of the dead goddess Majasa, though others theorize that they are merely tainted by the necromantic waste that has seeped into the land during the Immortal Empire’s reign. Either way, the way they animate the dead bodies of their hosts is an unsettling sight to behold.

Concept Phase

The Chimera have a long history in our team. Years ago we had an idea for a monster we called the Immortal Chimera – a skeletal amalgamate monster with heads from different animals. We created concept art and even a prototype model but haven’t had a...

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Thanks I made a note of this.

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I took quick look and sure enough they do seem to not be able to attack.

I made a note of this, thank you for the report!

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I have confirmed this bug and made a note of it.

Thanks for the report!

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This is a known issue and is purely a visual bug and doesn’t offer any benefit.

Thanks for the report.

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This is the Zizaran unique, but that's not the right base type for it, and it's not functional yet. That one will be eventually be released, but I'd advise against looking for unavailable uniques and getting excited about them, because a lot of them are abandoned designs that won't end up in the game for various reasons. We are adding a lot of new uniques in 0.8.3, but I don't think many, if any, of them are represented in the files of the current version.

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Originally posted by flutterkind

When does an enemy count as in that range? When its center is in that range? Because there are some pretty huge enemies where this distinction makes a world of difference and I'm never sure how to feel about "nearby".

When does an enemy count as in that range? When its center is in that range?

No, it's measured from roughly the edge of the enemy, so larger enemies especially can count as nearby even if their centre isn't that near the circle.

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The way it works, move speed will have very little effect on this actually.


11 Aug

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Originally posted by Kelvara

Do we know what nearby means in terms of the shield? Because it could be incredibly good depending on the range.

There are vfx showing the range while you have the shield equipped. It's the same range as the bubble for the "less damage taken from distant enemies" mod for rare enemies.