EHG_Kain

EHG_Kain



06 Mar

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Rogue Skills

Charged/Channeled Skills

  • The charged up versions of Puncture and Detonating Arrow no longer lock your target direction while charging and also now require a button press for each cast. This prevents an awkward double cast when holding down for just longer than the max duration and makes them feel more purposeful to use.
  • Fixed a bug where you sometimes could not rotate while charging up Puncture or Detona...
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Sentinel Skills

Abyssal Echoes

  • Deep Expanse grants 20% increased area (from 25%)
  • Void Purifier heals for 60 (from 50)
  • Nether Coasting from the Embrace the Darkness node lasts 5 seconds (from 4) and gives 5% more damage vs blinded enemies (from 25% increased damage over time).
  • Myopia requires 1 point in Turbulence (from 2)

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Passives

Bladedancer

  • Shadow Master now gives 20% increased shadow damage as stated (was giving 2%).
  • Flash of Steel grants 12% increased melee and throwing attack speed while dual wielding with 5 points allocated (from 15%).

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Uniques & Sets

  • Aergon’s Refuge
    • Grants 10% to 20% of current mana gained as ward when you cast a fire spell (from 10% to 15%).
    • Grants 100 to 750 ward gained when you cast Flame Ward (from 100 to 250).
    • Now also grants 10% less damage taken if you have at least 1000 ward.
  • Arrowguard is less likely to roll legendary potential.
  • The ward gain effect for Ashes of Mortality now has a 2 second cooldown (from 1).
  • Fixed a bug where Ashes of Orchirian’s “21% increased Critical Strike Chance with Physical and Fire Spells” was only applying to Physical Spells.
  • Bastion of Honour now grants 100% block chance against enemies within 4 meters (from 6 meters).
  • ...
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Visuals

Player Animations

  • All animations for the Acolyte and Primalist have been updated: idles, runs, attacks, and spell casts, each with multiple versions to match different weapon types.
  • Added a new stabbing animation and visual effect variant for using various skills with a Spear equipped: Vengeance, Multistrike, Mana Strike, Flurry, and Cinder Strike.
  • Tweaked the Rogue’s base character model.

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Chat & Social

There are various new features in 0.9 to support Multiplayer. Offline mode in 0.9 still involves logging in, and has chat and friends services like it did in 0.8.5. We still plan to make Offline mode fully offline in the future.

  • You can add friends and form a party at any time in Multiplayer through the Social window (hotkey: H) or right clicking on usernames in Chat. Once in a party, right click on their portrait to open a player portal that takes you to their server.
  • The social window now shows the name, level and class of the character you’re playing and what zone you are in.
  • The social window will show who is playing on an offline character and who is playing online so you don’t try ...
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0.9 Patch Notes

The Convergence, Patch 0.9, is coming 2023-03-09T17:00:00Z!

Convergence 0.9 Overview by Game Director, Judd Cobler

Welcome everyone to the final day of our Pre-Patch Blog Post Hype Week! Over the last year, we have been working on a very large number of improvements for Last Epoch alongside the addition of the Multiplayer Beta. With all these changes sto...

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05 Mar

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Hello, Travelers!

It’s officially the start of Patch week, with only four more days to go until 0.9! In today’s blog post, we’re going to be getting a bit technical. Performance and Optimization has been a major goal for us over the last year and something we’ve made a lot of improvements regarding. We also know this is a very important topic for many users, so we want to talk about all the things we’ve been working on. In short form, Performance coming to patch 0.9 has improved considerably, and we’ll continue to improve it! If you’re interested in the extended version with how we’re accomplishing that? Well, let’s dive into that.

Over the years, our team has been busy building a content-rich and fun game. With regular updates, we provided a lot of new content often. While we always had performance in mind and tried to keep performance in check or improve it over time, we were never as focused on improving performance as we have been and continue to do so. Many things...

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04 Mar

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hmmm, it should be in the post, and is appearing correctly for myself. I’ll try re-uploading it to the post.

Edit: It appears to not be displaying for some users on iPhones, appears to be displaying on other devices correctly. Until we’re able to re-render the video, I’m adding a gif version here for users who are unable to view the video version.

T50 Mage GIF BORDER

Edit 2: We’ve re-rendered the Mage T50 Video, and it should now be displaying correctly for all users in the post. If this is not the case for you, please let us know!

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Hello Travelers, and happy Saturday!

The weekend may have arrived, but that doesn’t mean the Pre-Patch Blog Post Hype Week has been paused! In today’s post, we’re having a look at a few of the new enemies you’ll encounter in Eterra, as well as a few of the new high-level armor designs you’ll be able to find during the Convergence in Beta Patch 0.9.

New Enemies

So far, we’ve discussed level design and skills, and yet something still needs to populate these levels and provide something for these skills to be wielded against.

With patch 0.9, we’ve updated and replaced many of the enemies which you’ll encounter with entirely new models, and a lot of focus is on some of the earliest enemies you’ll encounter in the game. These enemies feature co...

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03 Mar

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Good day Travelers!

Welcome back to another day of the Pre-Patch Hype Week Blog Posts! Today we’re going to be taking a closer look at some of the skill updates and changes coming in Beta Patch 0.9! Skills are the topic that most often tends to take the spotlight in any ARPG. Whether you’re slicing through enemies with vicious heavy swings of a weapon or calling down meteors to destroy swaths of enemies in a single act, skills play one of the most defining roles in the experience of an ARPG. That’s why for 0.9, we’ve revisited many of our skills to improve their combat feel.

In some cases, this can mean mechanical adjustments to better allow a skill to fulfill its fantasy. In others, it may mean visual changes to convey the impact behind it better, and sometimes, it may mean both. With 0.9, we’ve gone through and adjusted over 90 skills to some extent, and in today’s blog post, we’re going to be covering a few examples of different skills which received some changes, a...

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02 Mar

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Some changes were available in the Open Beta, not all of them though! We’ll also be continuing to apply these new improvements to more and more zones after 0.9, continuing to improve the Level Design in Last Epoch.

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The Last Epoch client, which will still be available through Steam, will be able to use your Steam login and will not require a separate account set-up. Downloading a standalone client will no longer be available.

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Hello Travelers,

The Pre-Patch Hype Week continues! In today’s blog post, we’re going to be covering some of the improvements in level design. Everything from the lighting, assets, and layout of the area you’re fighting (or dying) in has a very significant impact on not only the gameplay feeling itself but also immersion. These visual aspects can convey a lot of feeling and emotion behind the meaning of a scene and help establish it within the world, making each scene feel unique and impactful.

The physical layout of different areas is also quite crucial in an ARPG due to how the camera angle works, how movement works, and how players interact with it. As a quick example, ever notice how most maps like to go up and to the right? This is because you have the most visual area in the top of the screen, as well as for many people reading left to right leads to a natural tendency to go right first. Of course, there are exceptions to provide uniqueness, but there are many sm...

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Hello Travelers,

Over the last few development cycles, we’ve been working on merging both our single-player and multiplayer builds of Last Epoch into a single game on Steam. Starting with 0.9, creating an account with an e-mail and password will no longer be necessary, as the client will be able to log-in using your Steam information. Beginning with the 0.9 Beta Patch, Last Epoch will only be available through Steam, and we will discontinue support of the standalone client. This means we will also have to update everyone’s account to work within the new system.

Moving Last Epoch entirely onto Steam gives us (and you, our community) several advantages. Migrating allows us to fully take advantage of Steam’s robust tools and platform without having to duplicate all of our work onto a standalone version of the game. This makes it easier for us to add various features and ensures they work the same for all players. Rolling out client updates is faster on Steam, both for us...

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01 Mar

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Absolutely! Tons of new music as well. Both John and Erik have been very hard at work while everything else has come together for 0.9, so we’ve got a large number of stored up changes coming in 0.9 for both music and sound that have been getting ready for an update to go out!

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So many sounds have been updated for 0.9, it’s hard to list them all (we’re working on the patch notes trying to get them ready, about 70 pages of them, haha). For this post, we could only list a few examples to not make it a giant novel, but there’s a ton of updates, including shuriken hit sounds, Chakram sounds, Flurry hit sounds, and puncture cast sounds.

Weapon specific sounds is an interesting idea, though the sounds are tied to the skill - not the weapon, and the sound is meant to be an identifying trait for the skill. But I’m no sound designer, so I’ll leave it to our actual sound designer to identify if this is something that might work in the future!

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Sorry about that, crossed wires with youtube embed codes! Should be corrected now.

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Hello Travelers,

We are officially on the road to Last Epoch: Convergence, which means it’s time for Pre-Patch Hype Week! In the coming days, we’re going to be covering some of the major updates coming alongside our Multiplayer Beta in Patch 0.9 - Convergence. While the main feature of this patch is, of course, the new Multiplayer environment, we also want to highlight many of the other improvements coming in Convergence.

In today’s blog post, we’re starting off in the world of sound, covering some of the fantastic new SFX and music that the team has been working on. Sound plays a critical role in any game, from Combat Feel to atmosphere; sound design can immerse you in the experience or take you out of it. Of course, our goal is the former, to create sound and music which emphasizes the gameplay. For today’s look at Sound in Patch 0.9, we’ve got some direct insight to share from our team members who breathe life into the audio-world of Eterra.

To really dive in...

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14 Feb

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Hello Travelers,

First and foremost, we would like to thank all of you who participated in the Pack the Server Event Week. We understand it was a lot to ask to sign up for the event, and changing around branches on Steam to get involved, and we greatly appreciate everyone who took the time and effort to do so. This event was able to provide us with all sorts of great information from not only our backend systems but all sorts of feedback provided directly by all of you.

Bugs were encountered and squashed. The servers struggled and were improved. Over the course of the event, we released several hotfixes to improve and fix various issues brought to our attention, and eventually even released the last remaining endgame system to the event, the Arena, alongside a number of server-side improvements which made it possible.

One of the things we were able to test to great results was our ability to quickly develop and QA changes based on feedback, complete a build for ...

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