Last Epoch

Last Epoch Dev Tracker




16 Feb

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Originally posted by therealkami

I kinda want to hear the story about this now haha. Maybe pre launch isn't the best time to talk about it, but I love hearing game dev stories about weird bugs and edge cases they had to fix.

The space between the glyphs on that font atlas are too small relative to the glyph size. The fix was actually about 2 mins but finding it issue took a lot longer.

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    EHG_Kain on Forums - Thread - Direct

LE_Steam_Banner_DevBlog_HealingHand1920×622 87.2 KB

Hello Travelers, and welcome to day three of the pre-patch blog posts!

Healing Hands is a skill which has existed in the Paladin tree for quite some time, without being able to be specialized. There’s various reasons we waited to create a tree for this skill, one of the bigger reasons being that we wanted this type of skill to be able to support nodes which help cooperation with other players.

With our release of Last Epoch on February 21st, Healing Hands will finally be getting its long awaited skill tree. While Healing Hands at its core offers a large amount of support, focusing on healing, one should remember that the Paladin is not a back-li...

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Oh man. Hate to tell you, but pretty sure being named Steve makes you inelidgible to win any and all contests for all time. You already won the life lottery by being named Steve.

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Originally posted by Whydontname

Offline seems to also be. I did a full system wipe and still have my offline characters and stash.

Offline characters are saved on your PC, but they're also backed up and synced via Steam Cloud. Online characters are stored entirely on our own backend.

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Originally posted by Radulno

Any plans to further divide that class wheel in the future ;) ?

I think expand is a better term now.

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Originally posted by pallesaides

No idea, but if it takes more than 2 minutes to fix, I hope not, this should be extraordinarily low on the list of fixes that are needed.

It took way more than 2 mins to fix lol

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If it has been at least 1.5s since the last time this triggered, the next melee hit triggers it.

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Originally posted by Clancreator

Well at least the knight is still in the game! Gone but not forgotten... Kinda.

Yea, she stuck around.

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Glad you’re enjoying it and thank you for your support. We’ll work hard to make sure it was worth it!

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It's a little tricky because the structure changed part way through.

I'm not 100% sure on all this. It's been a while.

The first 2 classes were sorc and beast master.

Then Necro released with 1 week left in Kickstarter.

Then void Knight released about a month later.

Then we completely restructured how we were doing things and we released mage, spellblade, lich, primalist, druid, Knight and paladin. This is when the first class wheel was introduced.

Then we split the wheel again and added shaman, sentinel and forge guard. (Removing Knight)

Next came rogue, marksman and blade dancer.

Then runemaster

And now warlock and falconer.

Biggest thing I'm not sure of is when Knight changed to sentinel.

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Originally posted by AllanRamires

Could not find this info anywhere so here it goes: is the damage increase from lethal cadence applying to bleed? Is it a general "+ %damage" or a local modifir only to the skill hit?

yes, local modifiers aren't really a thing.

if you wanted to effectively make one, you could make it specifically melee damage and then the bleed doesn't do melee damage so the stat would have no effect on the bleed


15 Feb

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We do plan to change this! We actually got pretty close to having the change ready for 1.0 but didn’t quite have it across the line as the way it’s set up we had to make adjustments to every single scene (silly us for setting it up this way), many of which were checked out by other designers.

Looking at 1.1 for that update, or maybe even a 1.0.x patch

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With everything we’re releasing for 1.0 and what we have planned for the 1.x series I hope you get much more than that! I’m over the moon to see people getting this much entertainment from the game.

As someone with this much playtime, are there specific things you’d like to see added or changed?

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Originally posted by leaguegotold

None of the enemy models are showing up on iOS browsers :-(

Looking into it - apologies

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    EHG_Kain on Forums - Thread - Direct

The first armor set there for the Sentinel is the first Sentinel armor set you encounter (as in it’s the new level 1 set).

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If you were foolish enough to look at the awesome majesty of the Mage without it, you would surely go blind.

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    EHG_Kain on Forums - Thread - Direct

LE_Steam_Banner_DevBlog_EnemiesAndModels (1)1920×622 73.7 KB

Hello Travelers, and welcome to day two of the pre-patch blog posts!

In today’s post we’re having a look at some of the new and updated enemies coming to the world of Eterra on February 21st. These enemy updates also marks the point where we have officially completed changing all models in Last Epoch to fully custom created models.

This is largely a visual post showing off the new models our amazing enemy design team has put together. Get your eyes ready, and mind steeled for new horrors arriving in Eterra with the release of Last Epoch.

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Originally posted by Confedehrehtheh

I tried pretty hard to make tempest strike good as a primary skill, but not being able to scale the attack speed makes the lack luster added damage effectiveness really show. I swapped to swipe on my lightning melee shaman and it rocketed in damage. Hoping the new skill and reworked tempest strike can fit into the build!

Most places that tempest strike was being used before, gathering storm will generally be a better fit.

Tempest strike is more akin to the heavier hitting skills like erasing strike or forge strike. Whereas gathering storm is a fast spam skill like swipe or rive.