Last Epoch

Last Epoch Dev Tracker




05 Jun

Comment

Originally posted by Magic2424

Okay, It was a bit weird wording. Improving but less powerful.

"We will be improving The Fang 30 in this patch. One of the new unique items is designed to be a less powerful version of The Fang "

The Fang will be improved.

A new unique item will be similar to it but less powerful. The Fang itself will not be less powerful. They are two different items.

Comment

Originally posted by Magic2424

Curious to see the changes to wolf unique. Hopefully it isn't nerfed too much

The intention isn't to nerf it.

Though we did spot a bug with the 20% Increased Minion Damage Per Active Wolf affix which was non-trivial to resolve, so that is being replaced with flat melee physical damage for your minions.

Post
    Sarno on Forums - Thread - Direct

Overview

Patch 0.7.1 will be the largest patch deployed since Last Epoch entered beta!

The patch introduces a few new items, tackles some balance issues, and has improvements to the user interface. Patch 0.7.1 is currently in QA and should be released next week.
 

Highlights

  • The fog of war on minimaps will no longer reset when your character leaves a zone.
    • Fog of war will not be saved inside the Monolith of Fate. This is primarily due to the fact that the Monolith of Fate will use procedural generation in future.
  • The Monolith of Fate will now save and load your progress.
  • The UI for item tooltips will be replaced by a new design.
  • Your permanent minions will have icons on the minimap.
  • The Ruins of Welryn will have a new side quest.
  • The Shattered Valley and Welryn Outskirts will be shortened in response to feedback.
  • A new belt base type and four new amulet base types wi...
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Comment
    Sarno on Forums - Thread - Direct

Thanks for the report!

If this happens again could you upload a log file?

https://support.lastepochgame.com/article/39-the-games-log-file

Comment

Even though all those ideas came from this thread, I wanted to keep a little mystery as to which ones I was using.

Comment

The part that is most valuable to making the actual tree in game is the keynodes. The everything else nodes are far less important and if that’s what’s taking most of the time for you, I would almost suggest just making the keynodes and supporting keynodes.

There are a lot of really subtle things that go in to the skill trees, for example, the paladin doesn’t have cold nodes because the god that represents cold damage is so against the paladin’s values that he can’t use cold skills for the most part.

My favorite suggestions are the transformative ones.

Comment

Something like this…time to start cutting and combining nodes.

shatter strike.PNG2151×1190 957 KB

Comment

That’s almost the effect we’re going for here. This way we can get the best ideas from everyone in. I’m compiling it right now and I’ve got WAY more nodes than I can use and they are all awesome. All of them came from the community.

We used a skill that was already in the game but didn’t have a tree yet because that way people have a feel for it and know what they might want from it. Making a tree for a skill you’ve never used before is, in general, not going to yield as good ideas I think.

Comment

Wow! This is a treasure trove of great ideas. I really appreciate the effort you’ve gone to here.
I have picked my favorites to incorporate into the tree in combination with our other submissions.

I think you’ll be able to tell which nodes are from you haha. I wish I could do more of them. Some are a little too complicated so I’ve tried to distill some of them down a bit and a couple are unfortunately impossible with our current setup.

In the future if you make another one of these, and I hope you do, it’s a lot easier to follow when the nodes on the graphic have a brief description written on them. Google Drawings is a really great tool for this. The exact node requirements isn’t typically super crucial to get the ideas flowing. I know you can’t fit quite that much detail in but you could include explanations below for just the really complex ones. Might end up saving you some time too.

Seriously, really good stuff, I hope you do this again when we open up...

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Comment

Wow guys! Tons of amazing suggestions here. Literally too many to use them all. I think almost all the initial ideas for nodes in this tree are going to come from the community. I’ve just gone through and compiled all your ideas and I’ve got about 3x what I need. We will for sure be doing this again with another skill down the road. We can’t do it for every skill but this was awesome!


03 Jun

Post
    Sarno on Forums - Thread - Direct

Today we’d like to show you a preview of an enemy we’re working on!
 

Media

1.png866×914 622 KB
2.png979×917 594 KB
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Comment
    Sarno on Forums - Thread - Direct

Glad to hear it!

Thank you for taking the time to post an update. :slight_smile:

Comment
    Sarno on Forums - Thread - Direct

Thanks for the feedback!

These individual menu entries already have keybinds.

Here’s the current defaults;

  • Main Menu - Esc
  • Settings - O
  • Ladder - L
  • Crafting - F
  • Map - M
  • Quests - J
  • Passives - P
  • Skills - S
  • Inventory - I
  • Character - C
  • Cosmetics - K
Comment
    Sarno on Forums - Thread - Direct

Thanks!

We’ve located the problem and it should be fixed in a future patch.