Last Epoch

Last Epoch Dev Tracker




18 Mar

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The dates have been updated to reflect the new Launch Window.

Drops and Support a Creator will now run from April 17th to April 21st.

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Hello Travelers,

We’ve recently learned that our friends in the ARPG space have chosen a release date just a couple days after ours which would divide the player base and hinder the success of our Season 2 launch. Last Epoch is still a smaller studio in this space that looks towards each of its launches as a way to continue to sustain the studio financially and work on the things we are most passionate about.

It is with a heavy heart that we are forced to move our release date of Season 2 - Tombs of the Erased, to April 17th.

As we adjust our launch date, we invite our community to help us spread the word so that everyone can join in the Season 2 experience — a massive update to Last Epoch that we’re thrilled to share with you.

Judd “Mox” - Game Director


15 Mar

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Originally posted by itsnotcomplicated1

Here it is

They didn't specifically say it's an MTX. Are you certain it's not just an update to the base model?

You're right, it's just an updated model.

Side note: I love it.

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You hear that they are coming back for a reunion tour?

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Originally posted by TheOneBrew

Are symbols and sigils the same thing? 

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Yes, it's the same skill, just reworked a bit so that you don't have to keep pressing it for what was effectively a passive effect.

It was renamed to avoid any confusion with the Sigil mechanic that we've hinted at before and are adding in a later update. All existing items and effects that interacted with Sigils of Hope will now interact with Symbols of Hope.


13 Mar

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Originally posted by trickyjicky

Yeah im really hoping it works with experimental mods as well haha. I might have to revisit my zombie belt build if so

It does work with experimental affixes, and with set affixes too.


12 Mar

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Originally posted by gutten_tag

.... And i swear that if i miss the T7 slam I'll drop this game for the whole 2025! RNGod helps me :(

This is something I'm excited for Season 2 to fix.

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There are more quests that provide passive points and idol slots than you can receive. You have unlocked all available passive points from side quests. If you complete that quest you will not receive more.

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Originally posted by msfs1310

This is Spinal Tap

Why don't you just make 10 louder?

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You can turn off move to attack currently in the settings. Beta WASD movement is being added to the game in Season 2. It is still experimental but we got enough requests for it that we've pushed it out faster than usual.

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Originally posted by IshizakaLand

Oh, that’s wonderful, thank you. Wonder when that got added.

Pretty sure it's been there since 0.9 but I could be wrong.

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There is a setting to hide overhead floating name plates.


11 Mar

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Yes, we haven't had any incidents of duping or whatnot that affects the market since before the last reset. Regardless, we have since improved our prevention, detection and response tools to make sure it stays that way.

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Originally posted by JasonDFisherr

For the record it wasn't there, but the quest finally updated and it showed up.

Cool, glad you got it sorted. Have fun.


10 Mar

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There should be a yellow quest marker on your local map which pings you towards the quest location. Basically at the far right of the zone there is an elevator you get in and it takes you there.

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Apr 2nd these responses will be a bit different

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    EHG_Mike on Forums - Thread - Direct

Menu navigation has had significant improvements since 1.0 and Season 2 will bring more to that too. The big win for controller support in Season 2 is the combat functionality. Each ability is getting context and build specific primary and secondary casting priorities. Bit of a word salad to mean that fireball will shoot at an enemy instead of always just forward. Ballista is a good example, if you have taken nodes that make it advantageous to spawn them near you, like you giving it a buff or it dropping health potions, then it spawns near you. If you’ve taken nodes that cause them to have tripwires and explode on death then they will spawn much more aggressively towards enemies. Abilities that can get frontflip or backflip movement like smoke bomb will behave differently based on the situation like if you’re running towards or away from an enemy. It’s quite a big change that makes combat with a controller feel way better. Because there are such a crazy number of combinations, we wi...

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We’re making changes so the vast majority of enemies don’t have this ward shield mechanic and it’s reserved mainly for large chapter bosses where it feels more appropriate

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Stumbled upon this post this evening so I’m neroing to say that I really enjoyed the post and the ideas, especially with the more evocative imagery for the skills. Keep it up @PaulDSaint !