Last Epoch

Last Epoch Dev Tracker




16 Jun

Comment
    Sarno on Forums - Thread - Direct

Sorry to hear you’re having problems!

Could you please offer a bit more information? For example, when you say that you’ve tried installing the game again but it ‘doesn’t work’ - what happens when you try? Is there an error message displayed? If so, what does it say? Does a window open and then close abruptly? We’re happy to help you, but first we need to better understand the issue. :slight_smile:

Comment
    Sarno on Forums - Thread - Direct

Thanks for the report! We’re looking into this.

Comment
    Sarno on Forums - Thread - Direct

Sorry for the confusion; @GeoGalvanic is correct and I’ve edited my previous post.

To clarify, there is a difference between the game saying you’ll do +12 - 15 Damage, and the game saying you will deal 5% Increased Damage. The entry your screenshot is focusing on is tracking percentage increases, so it will not update to reflect +X - Y Damage.

Comment
    Trasochi on Forums - Thread - Direct

The change was to reduce the range where they run back to you if you are particularly far away from them.

The range at which they engage enemies has not been changed, but is planned to be reduced in future.


15 Jun

Comment
    Sarno on Forums - Thread - Direct

Thank you for the report.

I’m unable to reproduce it showing as 20%. Would you happen to have a screenshot?

Comment
    Sarno on Forums - Thread - Direct

Thank you for the report.

I have tested Hammer of Lorent and it appears to be functioning correctly.

The highlighted entry in your screenshot is Increased Melee Damage. This shows the sum of your character’s various sources of Increased Melee Damage. So, for example, if you equip an item that says 8% Increased Melee Damage, that 8% would be reflected there. As flat Melee Damage is a different stat, that character sheet entry will not be updated.

Comment
    Sarno on Forums - Thread - Direct

Moving thread from Bug Reports to Feedback and Suggestions.

Comment
    Sarno on Forums - Thread - Direct

Sorry to hear about this!

Could you please go here, and let us know which speeds you’re getting from each server?

Comment
    Sarno on Forums - Thread - Direct

Sorry to hear you’re having issues with the standalone client’s launcher!

One option would be to play Last Epoch through Steam, as doing so would mean not using the standalone client’s launcher. There’s a guide on our support site here which may be helpful.

 
Edit: Moving thread to Technical Support.

Comment

Originally posted by AmbrosRage

Still no supporter pack items for people on steam? That's nice. Game still has horrible frame drops with Holy Aura on start up for a good minute before it finally stabalizes.

I would suggest either posting in Customer Service or e-mailing [email protected] if you haven't received some of the contents of your supporter pack. We're happy to help you with this, but unfortunately we cannot do so over Reddit.

Comment

Poison for Primalist isn’t going anywhere.

Comment
    Sarno on Forums - Thread - Direct

Hi there,

Thank you for the feedback.

Glad to hear that you’ve found the systems engaging! We’re very proud of these - it was the skill specialization trees which attracted me to the project and led to me joining the team.

Time travel seves multiple goals for us. First of all, to have a leveling experience with a single playthrough there has to be ecomonical reusage of levels. Time travel takes this from being a drawback to something we leverage in the game’s story. While perhaps less significant for most players, the time theme can also provide some fun meta explanations for, say, when you create a new character at the start of a cycle (think D3’s Seasons or PoE’s Challenge Leagues) and you start from scratch with history repeating itself. Additionally, the theme has been used for a couple of skills. The core functionality (in other words, with no skill tree nodes) of ...

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Comment
    Sarno on Forums - Thread - Direct

Oh, you didn’t like this change?

Thanks for the feedback, I’ll pass it on to the team. :slight_smile:

Comment

Hey there, you may have noticed that we didn’t really do anything to the passive trees this patch. I just wanted to poke my head in and say that I’ve been lurking this thread for a couple weeks and I am paying attention to it. We will be referencing it during the next Primalist passive tree revamp. Not that everything will be used but you’ve got some really great suggestions in here that I like a lot.


14 Jun

Comment

resolution issues should be resolved with the latest patch that just released let me know if anyone is still experiencing issues. thanks.

Comment
    Sarno on Forums - Thread - Direct

Monolith of Fate

  • Progress in the Monolith is now saved when you log out or switch characters, allowing you to continue a run at a later time.
  • Once you have conquered 10 timelines subsequent mod options become increasingly difficult with each timeline you conquer, causing the difficulty (and rewards) of the monolith to scale up infinitely.
  • Added two new zone layouts.
  • Added three new monolith modifiers.
  • There is now a reset monolith button that resets your number of timelines conquered to zero.
  • Increased monster density by about 10% in most zones.
  • Reduced distance between packs in The Serpentine Desert.
  • The crit chance mod adds 25% Critical Strike Chance to enemies (down from 30%)
  • The crit chance mod now gives more increased rarity and experience than before.

 
Uniques

  • Two new unique items have been added.
  • Alchemist’s Ladle
      ...
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13 Jun

Comment

Originally posted by SomethingNotOriginal

This is excellent! However, I'm kinda hoping there is also a way to potentially speed level, at least while in Beta. Gold doesn't have much use yet, but to level builds, there is a lot of effort to go through.

Is there possibility a merchant could be added to buy passive and specialisation points for gp, at least while there is no real use in the game for gold currently.

I really want to try a Sentinel, but after making a Druid and a Spellsword, the idea of having to spend so much time in a game that runs quite slowly and buggy in certain areas is pretty off-putting. It is that which is stopping me from playing the game again.

Alternatively, a Teleport to the monolith to level without having to play the story Again would be nice.

I'll discuss your feedback with the team.

In an earlier stage of development we made a subset of our developer tools available in-game, which could be used to level up a character either 1x or 10x, to generate a 'Lootsplosion', to unlock all waypoints, and so on. The community really liked this.

The primary issue with it was that it made the reliability of feedback much worse. People would level themselves up to 100, start farming the Arena, and get absolutely butchered. Then they'd post feedback saying that it was grossly overtuned. The problem was simple - their character was level 100 in an area which scales with character level. They had only a level 1 character's default equipment, and their gear was thus substantially worse than would be expected at that level. In some cases they even had all of their skills with only a single point spent in their specialization trees, which is similarly not expected at such a high level.

The reverse is also possible. ...

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Comment

Originally posted by SomethingNotOriginal

This is such a fantastic QoL change aspect, I can't wait to play with it again to speed stuff up.

Quality of Life is a big focus for our next patch.

Here's a link to the patch preview thread in case you haven't seen it already.