- Fixed a large memory leak that occurred in long sessions within Monolith and Arena
- Fixed a small memory leak that occurred in online play related to specific abilities
Please avoid playing Hardcore characters at the current time. We are investigating reports of Hardcore Character deaths impacting Standard character stashes.
We are still working to identify the players impacted by yesterday’s hardcore character issue. Investigation into what solutions we may have for those players is ongoing, but we are able to confirm that any solution we may have will not impact any progress made since the bug. So affected players are able to play freely, knowing that any items they store now are safe and the root cause of the issue was addressed in yesterday’s hot...Read more
This patch is required. To download the latest patch, please close the client to Steam, which should automatically start the update. If it does not, please try re-starting Steam.
It’s been a while since I’ve personally played Spellblade, though it’s certainly had its times being the meta leader, haha. Sometimes all it takes is a small tweak, or a single unique for something to go from obscurity to OP supermeta, or reverse. From a neutral balance standpoint, maybe other builds having an easier time getting to 300 and above is what we should be looking at, haha . Though of course, as I mentioned, it largely comes down to the feedback we get, and we’re listening!
Sometimes, you don’t think it be like it is, but it do.
Being in melee range (very close range) means you have less time to react to abilities as they connect sooner. Hard to beat math on that one. Though there’s certainly things we do such as making those more instant melee attacks weaker than ranged attacks, but with infinite scaling everything hits a point eventually.
We are aware of, and have been discussing the eternal melee vs ranged debate internally. Ranged is generally able to push further for a number of reasons, mostly due to the intrinsic benefits of not being in melee range, haha. It’s a very complex matter, particularly when infinite scaling is involved, but we have certainly been discussing the topic of how ranged tends to pull ahead of melee at high corruption (about 600-800C~) as the unavoidable attacks for melee start becoming unsurvivable.
Generally for balance, we shoot for all reasonable builds to complete around 300C. Of course, different people set different goals for themselves, and may only consider clearing 1000C to be ‘viable’, but roughly 300 is what we shoot for. As far as I’m aware, Spellblade is capable of this with a number of builds. Of course, we do listen very closely to feedback, so if we get a bunch of feedback about the Spellblade falling behind other masteries, we will certainly bump it up in priority.... Read more
We have heard your concerns with the current Refer A Friend system implementation and will be temporarily disabling it.
Because we aren’t fans of letting a small issue ruin the fun for others, we will be granting everyone who owns a copy of Last Epoch all three of the bee pets.
However, the teams here are very focused on getting services back up and working. As a result of us not wanting to take time away from that, we are going to hold off on granting these rewards until services are stable.
Our current plan is to monitor the situation and grant all three bee pets, and the Autumnal Wrap (Cape) to everyone who owns Last Epoch ...Read more
We are deploying a back end fix aimed at solving some of the “Connecting” issue seen at character select and long transition times when loading into towns. This fix is not expected to cause any service disruptions.
Online mode is currently unavailable.
Today is a historic day for the Last Epoch team and everyone here at Eleventh Hour Games (EHG). What started as an after-hours passion project has blossomed into one of the most anticipated releases in the ARPG genre, and we are blown away by the support we have received.
Thank You. Thank you to our families for putting up with us while we worked long into the night, and thank you to our community for supporting us even when all we had was a dream and a few vaguely Traveler-shaped pixels.
We look forward to seeing you all in Eterra, atop leaderboards, and expanding across time in the Monolith of Fate.
A few reminders:...Read more
Progress towards a Resonance drop only happens when defeating enemies that grant experience and is saved between sessions.
Does this mean you can't get resonances anymore once you're max level?
enemies can still grant experience, you just can't gain any further levels from it.
I'll try to explain what happened. I have a "solo found" rogue level 40, which did the Ezra's ledger quest.
A few days later I invited a friend to play LE and we partied until the Ezra's ledger. When I got there, I talked with the gambler NPC and he just completed the quest and dropped his unique amulet. This character just got to this town and suddenly the game recognizes the quest as finished? Is it a multiplayer bug? Somehow the game "took something" from my other "solo self found" character.
Also, it's not clear to me how the quest catch-up happens. He teleported to me (at Keeper's camp" as a level 1 character, what happens to his quest log from the first town?
For the first part, we'd have to dive into the logs to see what exactly happened, I can't really say based off the description, it may have been a bug, or it may have been a quest state catch-up (such as if the friend you joined was ready to turn in that quest). If you submitted an in-game bug report, we'd already have these logs to dive into.
For quest catch-up:
When you enter an area, if that area is further along in a quest line than you are, you will automatically have all main story quests up to that point completed, and be assigned the current quest state for that area.
So when your friend had a level 1 character, and teleported to you in Council Chambers, their quest log would have automatically updated to have their main quest match yours. Their main quests from the first town would be auto-completed (side-quests are not auto-completed).
I appreciate the instruction, though as a member of the dev team, I can confidently say that these two different options will be available in online play with 1.0. During Character creation in Online, you have the following options
- Solo Account Found > "This character will not be able to party with nor obtain items found by other players, but shares the same stash and materials with your other Solo Account Found characters within the same game mode and Cycle"
- Solo Character Found > "This character will not be able to party with nor obtain items found by other players. This includes items you find on other Solo Character Found (SCF) characters even if they share the same game mode and Cycle."
I am aware current online only offers one selection, Online play says "Character found" for the option, but is actually Solo Account Found. This has been corrected for 1.0, and both options are available...Read more