Last Epoch

Last Epoch Dev Tracker




31 Jul

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Very valid question and observation. The short answer is that we’re working/iterating on it and they’ll be improving before 1.0. But, who likes short answers…

When it comes to the social features being a bit slower to update it is because we’re currently using a system that is not completely ideal where we’re polling for changes to many social interactions/statuses and we’re being a bit conservative with the poll rate as we evaluate the impacts on cost this has to us. We’re essentially querying a database for updates and upon those queries were fetching other associated data from multiple sources. We have identified things that we’ll be doing for social features that will make this feel much less sluggish but in the future we’re very interested in a slightly larger system rework that can make these updates happen near instantaneously. We want to make sure by 1.0 these updates are at least drastically improved.

As far as “lag” in terms of network lag, there are some...

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30 Jul

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This is working as intended, the affixes on unique items aren't the same as those found on magic+ items.


29 Jul

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    Mike_W on Forums - Thread - Direct

This example is not ambiguous because you can see one value is always outside of the range. Do you know of any examples where both values can be inside the range at the same time?

I agree that it can be confusing and until we have a better way to show it, we can make sure that it is never ambiguous.

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We release our larger patches every 3-4 months. 0.9.1 was May 25. The list of updates is piling up pretty high internally at this point!

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This one wasn’t on my radar but I’ll check and have someone investigate if we’re reproducing it.

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Can confirm. Seems like a cool group of guys!


28 Jul

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We’ve implemented a fail safe for this internally today because of your report that will be released with 0.9.2. Sorry for the inconvenience. Ekimarchers suggestion will allow you to progress

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If you are playing online, you can get someone to go to the next Waypoint and you can portal to them.

If you're offline, there is no way to do this that I can officially recommend.


27 Jul

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    Mike_W on Forums - Thread - Direct

It’s either that or a match-3 game.


26 Jul

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Originally posted by eliel77

With this I have accidentaly discovered that leaving Soulfire Bastion following the path will put me in Chapter 7 in the map next to Champions Gate (Arena map) and this solve my problem of not being able to easily enter Arena if skipping chapter 5 to chapter 9 (early Julra fight).

So far you can go from chapter 4 to chapter 7.

From chapter 5 to chapter 9.

Yea, we don't try to hide that it is a campaign skip but nobody seems to know. So that's on us. The other dungeon is also a similar skip.


25 Jul


24 Jul

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    Mike_W on Forums - Thread - Direct

While we will continue to add more and more unique icons for these things, sometimes it’s really good to have a similar or recoloured icon ready to go. Making a node a Flame Reave that works with Fireball? Maybe have that icon be the Fireball icon so people know immediately what it’s about. This isn’t the only reason to intentionally reuse an icon and they do get reused too often still. We basically create new icons for various things and they all get put into the node icon pool. When you see unique icons as nodes, it’s usually because those were skill icon concepts that didn’t make the cut or were changed.

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Originally posted by [deleted]

[deleted]

Yea for sure but it doesn't say, you get x points in node y. You can know what the crown does without opening your passive tree.

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Originally posted by Airowird

Was there ever an idea of scaling the Mastery power?

e.g. "You Mastery bonus is X% increased" could be a useful stat if you build into that specific class mechanic. (Sort of the WoW Mastery stat, I guess. Generic stat, but different effect depending on class)

Yes, and if we were going to do a specific generic stat like that with regards to passives, that would be where it would go. And we for sure don't have anything like that planned at all.....nope, no way, not at all....ok fine you broke me, we're doing it.

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I really like this idea. So much that I've pitched it internally before. Sadly you might have noticed that it's not in the game.

It would take some minor be features to make work but it's not a big deal really. The main reason why we haven't done it so far is just that it's a little too specific without being detailed. When a player reads +2 points to a passive is column 5 of your mastery tree, they probably have no idea what is even in that column. It's either going to be awesome or useless. They would have to go look at what is there to evaluate if it's even worth looking at or not. This inability to know what the item does without referencing a lookup table is a step we would like to avoid.

There are also some problems with removing items and having them remove a passive point and then losing access to a skill all together in some situations. Also invalidating your whole tree if they were what got you to the next rank of nodes.

So, these points wouldn't b...

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22 Jul

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It’s pretty good but we’re making more improvements to it. We’re adding button prompts to item tooltips, making the crafting system work better with it, adding better navigability to many pieces of UI and spot fixing some skills that don’t play as nice as others. That being said, it’s definitely playable and I personally play via gamepad most of the time because of carpal tunnel.

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Originally posted by Deias_

Cycle content is going to be rolled out across online and offline at the same exact time, it will be effectively identical sans trading, partying, and leaderboards.

Confirming this is true. In addition there may be a few small differences, like newly introduced pinnacle bosses won’t be accessible in offline till killed once in online mode so that offline modified characters don’t trivialize finding a strategy for the online realm. But you’ll get to play Cycles in offline mode