Last Epoch

Last Epoch Dev Tracker




05 Aug

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We will start sharing more news on Steam again soon.

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Originally posted by Clancreator

This may be outside the current scope of the game, but looking into the future, would we see an node trees expand as the game progresses? Or would you focus more about adding more skills rather than expanding applications for previous ones?

Skill trees are definitely not set in stone, and we frequently add new nodes or change existing ones. We try to avoid the total number of nodes going over 30 where possible, so we're unlikely to add lots of new nodes to a tree that's already fairly large, unless we're reworking all or part of that tree. In 0.8.3 in particular several sentinel and necromancer skill trees are receiving full or partial reworks.

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Currently only Rogues can use bows and they're the only class planned to have a bow focused mastery, the Marksman. However we do hope to add bow support for other classes in future. This may not come soon because of two major blockers.

  1. Adding another weapon type to a class requires a large number of animations, of course there's the animation of firing the bow, then there are the various spell cast animations which all need a bow variant, there are idle animations, movement animations, a stunned animation, and a death animation. This would all have to be done for four classes and is a big undertaking when we're also working on animations for new skills, adding new enemies, and refining old skill animations.

  2. If a class can use a bow, but the only bow ability they can use is a basic attack, there wouldn't be any point to them actually using a bow. There wouldn't be any viable bow builds. So we've got to look at their various melee attacks assess which...

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04 Aug

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    EHG_Dodo on Forums - Thread - Direct

Controller Improvements in 0.8.3

When it comes to playing video games, there are many different ways to enjoy them. Many of you enjoy playing with the controller - maybe you enjoy sitting comfortably on your couch, or perhaps you are just used to it more. We want to deliver the best possible experience and the next patch brings some major improvements to Controller Support.

equipHelm800×433 2.82 MB

The cursor will now smart move between slots depending on what you are carrying, making it much easier to equip items to specifi... Read more
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Originally posted by Mael_the_first_Mael

No probs. I try and be fairly active in the forums as well. I remember back in the earlier days when that other aprg also had good forums & reddit with great discussions and polite, good tempered debate.

So, I think it is especially important to participate and encourage in that type of discussion and support, even if occasionally it is to critique and provide constructive criticism. Everyone at LE is to be congratulated thus far on what they have provided and continue to strive to provide both in game and also in communication.

Hopefully, with the current levels of participation we can continue to keep it all civil for quite a while yet. It's very important that tools like the forums & reddit remain a useful tool for existing players, devs, new players, & people interested in getting LE. IMHO, as long as we learn the lessons from "elsewhere" and prevent them from becoming toxic then they can continue to be a valuable resource. Moderation by all is needed, so that a...

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I’m hoping that by having our development team more involved personally in community engagement and making sure that community feedback is very frequently discussed and acted upon we can keep the great community discourse we have for a long time to come. I’m sure it will be more challenging as the game becomes more popular but the entirety of EHG will continue to make the community and their feedback a top priority. We were all big ARPG players on the other side of the coin not too long ago!

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Originally posted by Mael_the_first_Mael

Firstly, I appreciate someone who takes the time to write a well thought out post, so thank you.

I'd like to help address some of your points with what I know or feel:

Design

  1. Gold pickups. Large stashes of gold (from altars) you simply run in a circle around them and it auto grabs them. Running back to grab gold from kills is something I initially did. It's not worth it unless it's super close. Those amounts are normally tiny. Same as selling junk. It's taken me ages to stop grabbing & selling junk from the reward chest (disabling my filter). Again, it's actually insignificant and the time spent costs you more. Took me ages to get out of this habit. Affix pickup. Sometimes this can get annoying, I agree, but the "pick up one,grab all" helps with piles. The devs already stated they don't want it to be as easy to grab as with gold. I can't quote this as it's somewhere in the forums, but can't remember where.

  2. Easy compa...

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Thanks for fostering good discussion in the community, Mael!

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Thank you for taking the time to write this. The quality of life changes you’re suggesting are all things we agree with and will improve after we get some more of the “meat” of the game completed. I believe the vast majority of these suggestions actually exist as backlogged items to get to when we can - so we’re on the same page.

We agree with your assessment of echoes generally being too short and are discussing ways to make those a bit more lengthy by making players want to kill enemies instead of feeling like they’re just running to the objective as fast as possible and we have some other plans to decrease that downtime between them you’ve mentioned, though that plan is probably a bit too early to talk to.

We have a few more things we’re doing with itemization before we take a step back and assess how we feel about the entire picture, but the desire for slightly more depth/chase is heard loud and clear. We’ve known that we’d be adding additional systems for thi...

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03 Aug

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    Trasochi on Forums - Thread - Direct

If I recall correctly, this bug specifically occurs when you use a base item that dropped in a previous session rather than the current one.

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This is intentional. We are still discussing how to approach skill interactions like these for the future. There are inconsistences that create confusion which we want to possibility homogenize at a later date.

Thanks for the report.

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It is interesting but just having the potential for a stat to become a downside like that is a bit of a non-starter.

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Yes, then you would take less damage from crits than regular hits and critical strike avoidance would actually be a negative stat to have.

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Not likely, if we did, t7 would go up to 50% and we would drop the rest accordingly.

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    Last Epoch on YouTube - Thread - Direct
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Hey all, has anyone actually gotten one of these items as exalted yet? It shouldn’t be possible. Some affixes shouldn’t roll as exalted.

It looks like we’ve found a bug that would allow affixes that shouldn’t be exalted drop from the guaranteed exalted items as a monolith reward. It will be fixed for next patch.

@Llama8 @Heavy for visibility

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    EHG_Dodo on Forums - Thread - Direct

Hey Travelers!

We have another music showcase for you! This week our talented composer Erik shares details about creating music for two zones, one of which is from the new Chapter coming in Patch 0.8.3. Slight spoiler alert ahead :wink:

The Maj’Elkan Catacombs

The Maj’Elkan Catacombs zone takes place in the Imperial Era in the dark catacombs beneath the city. The Immortal Empire has a strong foothold at this point. The Traveler is battling a lot of creatures that lurk in the catacombs, including giant scorpions and spiders that threaten your very existence. The Turkish Dulcimer is featured heavily in the music, playing a lot of the melodies, backed up by heavy brass and strings. Two minutes into the music, there is a strong feeling of impending doom - that the world is falling apart, because it is at this point in the game! All feelings of majesty ar...

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That seems like the sort of thing that was just a typo when it was being put in. I’ll take a peek today.

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We’ll be explaining the legendary item system after 0.8.3 drops. We’re pretty excited about it and it will add good chase to all classes and all item slots.

Right now finding items with multiple good T6/T7 mods and certain uniques are very rare


02 Aug

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    Trasochi on Forums - Thread - Direct

In general we want to move away from or adjust skills that just feel like they need to be clicked every periodically to maintain a buff. If people feel that they need to autocast a skill, that’s a design failure on our end, because we’ve given them an active skill that’s taking up one of their active skill slots, that’s effectively just a passive skill. Sentinel unfortunately has quite a few of these.

Skills like these aren’t always easy or quick to fix though. We have plans for how to do it, but they won’t all be implemented soon, so please have patience while we address it. In the meantime I’d like to confirm that you are allowed to autocast skills with numlock, the fact that that can feel necessary is our problem not yours.