Name | Last Epoch | ||
Developer | Eleventh Hour Games | ||
Publisher | Eleventh Hour Games | ||
Tags | |||
Release | 2019-04-30 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 145 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 145 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | LE Linux [32.59 G] |
Bug Fixes
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Changes
[h2]Skills[/h2]
[h2]Multiplayer[/h2]
[h2]Other[/h2]
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Changes
[h2]Controller[/h2]
[h2]Other[/h2]
Bug Fixes [h2]Animations[/h2]
[h2]Controller[/h2]
[h2]UI[/h2]
[h2]System[/h2]
[h2]Skills[/h2]
The fix for Deaths Embrace mentioned on Friday wasnt quite able to make the cut-off time for this patch, and is expected to be included with next weeks patch. |
Hello Travelers, |
Hello Travelers,
Bug Fixes [h2]Skills & Passives[/h2]
[h2]UI[/h2]
[h2]Other[/h2]
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Hello Travelers,
Please Note that for approximately three hours after the patch goes live it is still possible to connect to an old server which will charge the old costs. Please wait until after this timeframe before visiting the Observatory for specifically purchasing Despair Glyph Prophecies |
Hello Travelers! |
Changes
Bug Fixes [h2]Skills & Passives[/h2]
[h2]Visuals[/h2]
[h2]UI[/h2]
[h2]Enemies[/h2]
[h2]Controller[/h2]
[h2]Other[/h2]
Known Issues
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Hello Travelers,
[h2]OVERPERFORMING BUGS[/h2] With over 74% of all votes in the survey crushing the other options, as well as in written feedback, the stance from the involved community is fairly clear. We should be fixing bugs which cause skills or items to highly overperform, and as such, will be doing so. This is a change from our previous stance where we didnt want to alter balance mid-cycle. Now, if its the case of a bug, we will be pushing out these fixes in mid-cycle patches. [h2]MILDLY OVERPERFORMING BUGS[/h2] In the case of a bug resulting in a build, skill, or item mildly overperforming, theres a much less clear stance. From written feedback, its a bit clear as to why: What is mildly overperforming? Being a bit of a vague categorization, its left up to an individuals interpretation. We have decided in this case to use case-by-case discretion. This would be based on feedback were seeing in the community, and just how far the bug results in a power shift. So we may chose to, or not to fix bugs which are mildly overperforming mid-cycle and will discuss them as they arise. [h2]OVERPERFORMING BALANCE[/h2] On the other hand, if a build is overperforming, but not caused by a bug, the feedback has largely weighted towards do not change. While not quite as one sided as with bugs, this is still a fairly strong sentiment from the community with over 57% voting not to make these changes. This also matches our existing stance as well, in not taking too many steps to alter balance mid-cycle. As such, well be avoiding balance changes which are not bug related, even if its resulting in a build, skill, or item highly overperforming. [h2]MILDLY OVERPERFORMING BALANCE[/h2] As one might expect, as the power from something not bug-related becomes less impactful, the desire is even less for changes to be seen to them. Weighted quite heavily towards no changes, we agree with this stance and will not be making balance changes mid-cycle which are not bug related, and only result in the skill, build, or item mildly over-performing. [h2]MID-CYCLE LEADERBOARD RESET[/h2] In the event that we release a change or bug-fix which was resulting in an item, skill, or build to overperform, the desire for leaderboards to reset has been quite mixed. We discussed this a fair amount, and have made the following determination: We will not reset leaderboards in this instance, however, we will instead add information to the entry to indicate when the entry occurred. The goal of this being to make the information available to identify entries which may have used a build that has since changed. We decided against a mark or icon on the entry indicating it was an overperforming build, as we didnt want these to appear as a mark of shame. We felt this was the best way to be able to allow competitive players to continue competing on the leaderboards, without taking away other players previous hard work on their builds, even if they were overperforming. [h2]PARTIAL LEADERBOARD RESET[/h2] While the above answer also addresses this question, for consistency we want to show the results of all of your votes here. [h2]NOTIFICATIONS VIA PUBLIC POSTS[/h2] To everyones surprise, it looks like almost everyone agrees that receiving notifications about upcoming balance altering bugfixes or changes is a very strong desire. As weve been showing this last week since we started getting feedback on the survey, we fully agree with this, and will start trying to provide more heads up when these changes are coming. Though with this, we will still reserve the right to not provide information regarding the upcoming change if: Doing so would result in players rushing to take advantage causing severe issues, or we could release the fix almost as fast as releasing the notification that the fix is coming So for these changes, if we feel we can release the information in full about the change, well do so. Otherwise, we may try to be more vague (such as with the Infernal Shade infinite damage bug) to limit its impact before the change, or we may withhold it completely if its something which is regularly crashing servers when its utilized to minimize its impact until we can get it fixed. [h2]CONCLUSION[/h2] This round of discourse with the community has resulted in some great changes to our stances that were quite happy with. The two big changes here being:
Once again, wed like to thank everyone for your involvement in Last Epoch, and taking the time to make your voices heard. Its with all of your feedback weve made Last Epoch as great as it is, and is only by continuing to work with the community and listening to feedback that well continue to improve. Until next time, may RNG be with you Travelers! |
Bug Fixes
[h2]Update - 07:47 PM CT[/h2]
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Hello Travelers!
[h2]Skills[/h2]
[h2]UI / Visual[/h2]
[h2]Audio[/h2]
[h2]Other[/h2]
Bug Fixes [h2]Campaign[/h2]
[h2]Skills & Passives[/h2]
[h2]Gameplay[/h2]
[h2]Items[/h2]
[h2]UI / Visual[/h2]
[h2]Audio[/h2]
Upcoming Changes
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Greetings Travelers, |
Greetings Travelers,
|
Hello Travelers,
[h2]CONTROLLER[/h2]
[h2]UI[/h2]
[h2]SKILLS[/h2]
[h2]OTHER[/h2]
CHANGES
GHOSTFLAME AND DIVE BOMB Theres one change in this patch, and another change well be releasing soon which we wanted to speak a little bit more to than just listing. These are changes to Ghostflames Spirit Kindling Node (included in this patch), and Dive Bombs Cloud Gatherer node (being released in near future). [h2]CHANGES[/h2] [h3]Ghostflame[/h3]
[h3]Dive Bomb (hotfix soon)[/h3]
Both of these nodes are exceptionally overperforming, but thats not why were changing them right now. Were changing them because of the performance impact these skills are causing, more specifically their tendency to crash servers. Our current stance is that we wont issue mid-cycle changes for balance, such as with Profane Veils Vampiric Blood node. While the node is much stronger than intended, its not causing performance issues and so it will instead be changed with the next cycle patch. This stance is of course open to feedback, its not carved in stone. If theres high demand to fix bugs or make changes that affect balance mid-cycle, we can adjust. While these changes are being made for performance reasons, they do also carry considerable impact to power levels of these skills/nodes. This automatically raises some questions, to which weve provided a short QA below of what we think are the biggest questions. The answer to this is no, we will not be removing current entries from the leaderboards. We understand this choice does have the negative effect of affecting some players motivation to push the leaderboards when theres a leader. However, theres many other negative effects if we do remove entries. Primarily, if we remove rankings in these situations, it incentivizes players to keep these interactions a secret until the very end of the cycle, making it much more difficult for us to act in time for the next cycle. We were willing to live with the node being imbalanced, but it wasnt until later that we realized players were maintaining Smoke Bombs in Echo of a World as they ran echoes, which means as more and more Smoke Bombs piled up, the server becomes more unstable and eventually crashes. Were only fixing this mid-cycle due to the server issues it presents, not its balance. Investigating a skill for appropriate balance changes thats not purely numerical takes a fair amount of time. From design discussions, to implementation, to QA, and finally merge and release. For cases like this, it unfortunately taking this time means it comes at the cost of time spent towards other bugs, or new content, when we only plan to remove it as soon as the next cycle starts. |
Last week, we announced a set of cosmetics that would be given to all players who played Last Epoch before March 1st, 2024. With servers more stable, we have now set our sights on granting those cosmetics. |
This hotfix resolves a couple of memory leaks occurring in Monolith and Arena scenes.
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Bug Fixes
[h2]Controller[/h2]
[h2]Misc[/h2]
[h2]UI[/h2]
[h2]Quests & Scenes[/h2]
Changes
More Fixes Coming! Thank you all for your continued submissions of bug reports and feedback. The team is hard at work on addressing many additional bugs, improvements, and other changes. We'll continue to release patches like this one in the coming days and weeks. |
Hello, Travelers! |
Server Stability
Changes
This does require a game update which you will see available on Steam. If you dont please restart Steam. |
Travelers, |
Travelers, |
Hello Travelers, |
Greetings Travelers, We have implemented a server queue to help support the launch. However, if youre interested in playing offline you can of course bypass any queue we end up having. You can find instructions on enabling true offline mode here: Last Epoch 1.0 Patch Notes Twitch Drops unlock TOMORROW. You can find all the details you need here: Twitch Drops - What you need to know for Launch! Be sure to link your twitch account here: https://twitch.lastepoch.com/ If you are having issues with the game, the first step with Steam is always to try verifying integrity files, if that doesnt resolve the problem, or your issue is account related, our support team will be ready and waiting right here: https://support.lastepoch.com/hc/en-us If problems are encountered, be sure to join our Discord or pay attention to our socials, as those spaces are where we will have the most recent updates. Discord link: Last Epoch - Official Community Thank you again, Last Epoch Team |
Last Epoch is releasing Wednesday, February 21st, 2024, at 11:00am CT!
Check out the full patch notes here: Last Epoch 1.0 Patch Notes |
Hello Travelers, and thank you for joining us for another pre-patch blog post! In todays post were going to be taking a look at some of the new items and affixes youll find in Eterra with our release later this week!
[h2]Falconer Affixes[/h2]
[h2]Primalist - Gathering Storm Affixes[/h2]
New Uniques Lastly today, were taking a look at some of the new Unique Items to look forward to in just a few days with the release of Last Epoch. [h2]Sigeons Reprisal[/h2] This shield offers a new way to create a retaliation build by granting Shield Throw Throwing Damage based on your Damage Reflected, as well as a chance to retaliate with Shield Throw when you block. [h2]Communion of the Erased[/h2] A new Weavers Will item coming to Eterra, Communion of the Erased doubles all stats on the belt for one second after using a potion, as well as grants additional potion slots for each Weavers Will item you have equipped. [h2]Falcon Fists[/h2] Unarmed builds are always a common topic of discussion. While we dont have any core mechanics for unarmed combat, the last Unarmed Unique we introduced has been quite popular. We felt the Falconer had a great opportunity to add another. Synergizing with Cinder Strike and your Falcon, this new unique allows you to punch your way to victory. [h2]Spine of Malatros[/h2] This two-handed sword designed for Warlocks not only changes mechanics, but also visuals. Spine of Malatros will replace your Chthonic Fissures Spirits with Flame Whips, and grants Flame Whips additional benefits. [h2]Vial of Volatile Ice[/h2] The last Item were having a look at today which also changes visuals, the Vial of Volatile Ice is a new unique Catalyst (Yes, Catalyst), for Rogues. This item will convert Acid Flask to Cold Damage, and grant it frostbite chance for a completely new way to build Acid Flask. Closing This brings us to a close for todays pre-patch blog post on new Items and Affixes coming on February 21st. Continuing to build upon existing gearing options, we feel these additions help further itemization within Last Epoch bringing us up to our release standards. We hope the increased diversity of item options will help many builds flourish, as well as create completely new build options. Make sure to join us again tomorrow as well be wrapping up the series of pre-patch blog posts with the full Patch Notes for Last Epochs 1.0 Release! |
Happy Saturday, Travelers! |
Hello Travelers, and welcome to day three of the pre-patch blog posts! |
Hello Travelers, and welcome to day two of the pre-patch blog posts! |
Hello Travelers, |
Greetings Travelers, |
We're bursting with excitement to announce that over 1 million players have joined the Last Epoch community! |
Greetings Travelers, |
Hello Travelers! |
Hello Travelers! |
Hello Travelers, and welcome to our deep dive into our Trade and Item Faction systems arriving February 21st, 2024, with the Full Release of Last Epoch! Weve got many exciting features to share with you today.
Lets dive into Item Factions! [h2=joining-a-faction]Joining a Faction[/h2] Your first opportunity to join either The Merchants Guild or Circle of Fortune comes with your arrival to the Upper District of the great mercantile city, MajElka. Here, Zerrick will introduce you to both Factions and provide you the opportunity to take a look at what each has to offer. Upon selecting either Merchants Guild or Circle of Fortune, you will be guided to the Factions Central Hub: The Bazaar or The Observatory, respectively. Well dive into what each of these hubs offers below. However, lets first cover what it means to join a faction and some universal mechanics that are shared between both factions. [h2=item-faction-panel]Item Faction Panel[/h2] With the introduction of Item Factions, youll have access to a new panel in the UI that allows you to view details about your faction. By default, this panel can be accessed by using the Y key, or through the main flyout options next to your mana globe at the bottom of the screen. On this panel, you will find all sorts of information concerning your current Faction including your current amount of Favor, your current Faction Rank and progress to the next Rank, details on what benefits you currently have from the faction, and in the case of Circle of Fortune, details for any current prophecies you have. You will also find the button to allow you to leave your current faction if you so choose and a quick button to bring you to your factions central hub. [h2=rank-reputation]Rank & Reputation[/h2] Your Rank with a Faction determines what benefits that faction is willing to offer you. To gain access to more powerful benefits, youll need to gain Reputation to increase your Rank with them through two different ways. The first is by gaining experience, such as by defeating enemies and completing quests while aligned with them. Just by going about your adventure, you will passively build Reputation with your current faction. However, for a larger boost of Reputation, youll need to participate in the Factions core mechanic. This means completing trades when aligned with the Merchants Guild or fulfilling prophecies with the Circle of Fortune. Your reputation with a faction is never lost or spent and is also shared across your account in that game mode. This means if you rank up one character to Circle of Fortune Rank 7 on Hardcore Cycle, any of your Hardcore Cycle characters upon joining Circle of Fortune will both share and contribute to that same Rank progression. Characters in a different game mode, such as Solo Challenge, or Standard Cycle, do have their reputation separated in the same way the player Item Stash is. There are a total of 10 Ranks to achieve with either faction. Obtaining Rank ten with a faction will take some time, so while you have the freedom to change your faction at any time, youll want to find your preferred faction and stick with it to reach the most potent benefits. [h2=favor]Favor[/h2] Favor is your primary currency with the Factions. Separate from Reputation, Favor is the currency you will use to interact with the Faction mechanics, and grants Reputation when spent. With the Merchants Guild, you will need Favor to list an item to sell, or to purchase an item. With Circle of Fortune, you will need Favor to acquire Prophecies. Favor can only be earned by slaying enemies and completing quests. The amount of Favor you gain with kills depends on the experience the enemy gives, so as you push further in the game, youll find yourself earning more Favor to purchase greater rewards with your Faction. If you find yourself in a position where you have excess favor, you can spend it with a Faction Vendor. [h2=rank-requirements]Item Faction Rank Requirements[/h2] As a member of an Item Faction, you will find many items which will have an attached Faction Rank Requirement. This can be found at the bottom of the item tooltip. For Merchants Guild, items will gain a Faction Rank Requirement when purchased through the Bazaar, or via player-to-player trade. The Rank Requirement on the tooltip of a Merchants Guild item will typically match the rank required to trade that particular item. So if you purchase a rank 4 Idol through the Bazaar, you will need to be at least Rank 4 with the Merchants Guild in order to equip that idol. The exception to this rule would be with Legendary items. If you purchase a Unique weapon with LP at rank 6, and create a Legendary with it, it will retain its Rank 6 requirement rather than increasing to Rank 8 (the rank required to sell and purchase legendary weapons). Where if you were to directly purchase a Legendary weapon, it would have a Rank 8 requirement on the item. For Circle of Fortune, items obtained from benefits of the Faction will have a Faction Requirement. Most items that drop for you will be influenced by your Faction benefits, and thus youll find a Faction Requirement on most dropped items you find. As your various Faction benefits can influence the item in many ways, the Rank Requirement to equip the item will be based on your current Circle of Fortune Rank at the time the item drops, while never exceeding it. The maximum Circle of Fortune Faction Requirement is Rank 5. Items with Faction Rank Requirements require that you actively be in that faction to meet the requirements. For instance: You initially join Circle of Fortune, reach rank 4, and have an item which requires Circle of Fortune Rank 2. You then change to Merchants Guild. Even though if you swap back to Circle of Fortune you would still be Rank 4, you will not be able to equip that item unless you do swap back to Circle of Fortune. [h2=faction-vendors]Faction Vendors[/h2] Both Merchants Guild and Circle of Fortune members will be able to trade favor in exchange for a rewards. For those familiar with the Gambler Artem, youll find Faction Vendors share some similarities and some differences. Faction Vendors sell items with base item types exclusive to your Faction, and can generate Exalted items. Item Faction item types can be powerful early on as you gain access to them, but will be outpaced by endgame item types to prevent FOMO from faction selection. Circle of Fortune members can also purchase Lenses from their Faction Vendor, which well get to in the Circle of Fortune section. Faction Gambling can be accessed by speaking to your Faction Leader found near the waypoint in your Faction Hub and selecting Browse Faction Wares. Youll also gain Reputation with your faction by spending Favor with your Faction Vendor. [h2=gifting-faction-items]Gifting Faction Items[/h2] Items that have a Faction Rank requirement follow the same rules for gifting as all items. To gift an item to another player, youll need to be playing in a party with that player, and the other player will need to be present when the item drops. Alternatively you can use a relevant Resonance to make the item eligible to be gifted. Gifting items does not incur any favor or gold cost and simply gives an item to another player, theres no exchange. Its important to keep in mind that while any equipable item can be gifted, the recipient of the item will still need to meet the item requirements, including the Faction Requirements, to be able to equip the item. [h1=mg]Merchants Guild In the words of Nama, The Merchants Guild is a ship guiding you through the seas of trade in the Bazaar. The Merchants Guild offers the power of Trade. Players around the world visit the Bazaar to offer their items to trade, so finding the right item for you becomes as simple as speaking to the right person - and having the right currency. Your Rank with the Merchants Guild will determine what kind of trades youll be entrusted with. Meaning with more Reputation comes the opportunity to both obtain and sell more powerful and sought-after items. By selecting to learn more about the Merchants Guild, you will be directed to the Bazaar, located just north of the MajElka city center. Bustling with trade carts, merchants, and stalls of all kinds, even the rarest of items in Eterra can be found within the stalls of the Bazaar for a price. In the Bazaar, you will find numerous stalls, each dedicated to a specific equipment type. The complete list of item types that will be able to be traded through the Bazaar are Helmets, Amulets, All weapon and off-hand item types, Rings, Belts, Gloves, Boots, Relics, and Idols. If it can be equipped, it can be bought and sold assuming you are trusted enough with the Guild to conduct the trade. There are some limitations, however, on buying and selling items in the Bazaar. Firstly, The merchants Guild only trades in worldly wares. This means if an item has been dropped through the providence of the Circle of Fortune, it cannot be traded. The Guild views these items as bound to their owners, and will not facilitate their trade. Secondly, The Merchants Guild maintains control over their economy by marking any items which pass through the hands of Merchants. Trade is a sacred and permanent exchange in the eyes of the Guild. After youve purchased an item from the Merchants Guild, it cannot be traded again. Thirdly, you must have built up enough Reputation with the Merchants Guild to deal in a particular item type or rarity. Not every street urchin can be trusted with the exchange of high-level goods. Finally, you will need sufficient Favor to participate in the trade to prove to the Merchants Guild that you are an active merchant in the world and are not just seeking to benefit from their hard work. [h2=mg-rank-rewards]Rank Rewards[/h2] (note: subject to change with feedback) Rank 1: Trade Basic Items. You can buy and sell Normal, Magic, and Rare items in the Bazaar or directly with other players. Rank 2: Trade Set Items. You can buy and sell Set Items in the Bazaar or directly with other players. Rank 3: Trade Specific Unique Items. You can buy and sell Unique items with no Legendary Potential in the Bazaar or directly with other players. Rank 4: Trade Idols. You can buy and sell Idols in the Bazaar or directly with other players. Rank 5: Trade Exalted Weapons. You can buy and sell Exalted Weapons in the Bazaar or directly with other players. Rank 6: Trade Unique Weapons. You can buy and sell Unique Weapons with Legendary Potential in the Bazaar or directly with other players. Rank 7: Trade All Exalted Items. You can buy and sell all Exalted items in the Bazaar or directly with other players. Rank 8: Trade All Unique Items: You can buy and sell all Unique items - including those with Legendary Potential - in the Bazaar or directly with other players. Rank 9: Trade Legendary Weapons: You can buy and sell Legendary Weapons in the Bazaar or directly with other players. Rank 10: Trade All Legendary Items. You can buy and sell all Legendary items in the Bazaar or directly with other players. [h2=mg-buying-items]Buying Items[/h2] To buy items through the Merchants Guild, youll need to start by visiting the Bazaar just north of MajElka in the Divine Era after joining the Merchants Guild. Upon arrival, you will see numerous stalls marked on the map with an icon representing what type of item you can find at that stall. Speaking to the Stall Vendor will open the Bazaar search window. This will list all items currently for sale from Players all across the world who are participating in the same game mode, such as Hardcore Cycle. We wanted to ensure there was no obfuscation and unnecessary limitations with searching the Bazaar, so you will find a robust suite of search tools to help you refine your search for precisely the type of items you want to find. We also want to make sure theres no guesswork with what youre buying, so weve tried to make the UI for each item clearly display all the important item information, including all implicits, affixes, Forging Potential, Legendary Potential, Equip Requirements, and anything else you could want to know about the item. With the Bazaar, we wanted to make sure players have all the power they need to find what theyre looking for, so youll find options here you wont find in the Loot Filter, such as refining your search by amount of Forging Potential, or Weavers Will value. Weve also updated our Affix list to only show affixes applicable to the item, and well be rolling out this change to Loot Filters as well making finding the right affixes even easier. Once you find the item you want, youll first need to make sure you have what you need to purchase the item, including Faction Rank, Favor Cost, and the amount of Gold the seller is asking for. So long as you meet these requirements, simply hover the item, Select Buy and youll get a final confirmation to purchase the item. Once you confirm the purchase, the item will instantly appear in your inventory, or Gift Inventory if full, ready to equip! [h2=mg-selling-items]Selling Items[/h2] To sell items through the Merchants Guild, youll want to start by visiting your personal stall. This can be accessed through any vendor in the Bazaar north of MajElka in the Divine Era and selecting My Stall on the right side of the window, or by speaking to Kubra and selecting Open my Stall. With your stall open, youll be able to view all of your currently listed items, as well as previous sales youve made. To list a new item select List an Item on the right hand of the window, which will open a small window to insert an item to sell, as well as your inventory to pull items from. To list any item, you will first need to meet the Rank requirement for that item. Upon placing an item into the window, the Merchants Guild will automatically assign a Favor cost to list the item based on the item quality, list the required rank, and provide you an input box to enter your asking price for the item. The Merchants Guild doesnt take a cut of any profits, so the Asking Price is what another player will need to pay to buy the item, and you will get the full asking price upon sale. When viewing your Stall, you can also un-list any item by hovering over it, and selecting unlist. Its also worth clarifying while our previous overview of the Merchants Guild mentioned a limit to how many items you can list at a time based on your rank, that restriction has now been removed. Once an item has successfully sold, you can visit your stall in the Bazaar at any time to redeem the gold from the sale. [h1=cof]Circle of Fortune The Stars Guide our Fate is the fundamental creed of the Circle of Fortune. While some see the power of coin, others dedicate themselves to intimately knowing the shape and nature of the heavens, and through it, to know the same of their future. Rather than relying on commerce to fuel their item acquisition, members of The Circle of Fortune will gain powerful benefits to their potential to find items. With access to Prophecies, they will gain the ability to peer into their future and find precisely where certain treasures await. By choosing to align with the Circle of Fortune you will be directed to visit the Observatory, located in northern MajElka in the Divine Era. The Observatory serves as the Circle of Fortunes primary hub. Here you will find your Faction Leaders and various Telescopes for observing the heavens which allow you to trade Favor for Prophecies. While much power can be found in acquiring Prophecies, The Circle of Fortune also grants exceptionally powerful passive bonuses to your item-finding abilities as you rank up your reputation with them. Items you acquire as a Circle of Fortune member will have been guided by the stars, and as such will drop with a Faction Rank Requirement. While this requirement on items dropped for you will never exceed your current rank and is never higher than 5, it is important to note that these items cannot be traded, and when gifted the recipient must meet the rank requirement to equip the item. [h2=cof-rank-rewards]Rank Rewards[/h2] (note: subject to change with feedback) Rank 1: Enemy Item Drop Chance. Enemies have a 35% chance of dropping twice as many items. Rank 2: Upgraded Rune of Ascendance. 45% chance for Runes of Ascendance to be preserved when used on an item that requires at least Circle of Fortune Rank 1. Rank 3: Idol Drop Chance. Whenever an Idol drops, there is a 25% chance for two more to drop at the same time Rank 4: Exalted Affix Chance. Affixes are 50% more likely to be Exalted Rank 5: Monolith Echo Reward Upgrade. 35% chance for double rewards from Monolith Echoes Rank 6: Legendary Potential Chance. Uniques are twice as likely to have Legendary Potential Rank 7: T7 Affix Chance. T7 Affixes are twice as common. Rank 8: Rare to Exalted Chance. Items that would drop as Rare above level 44 have a 25% chance of becoming Exalted. Rank 9: Full Set Drop Chance. When a Set item would drop, the whole set drops instead. Rank 10: Prophecy Reward Upgrade. Items from Prophecies are duplicated. [h1=cof-prophecies]Prophecies Prophecies are pseudo-items which can be purchased in the Observatory that cause certain item drops, or increase the odds of higher tier affixes being generated on an item when you complete the requirements listed on the Prophecy. To acquire Prophecies, start by visiting the Observatory located north of the MajElka town center in the Divine Era. Here in the Observatory, you will find four Telescopes looking North (Arctus), East (Eos), West (Dysis), and South (Mesembria). Each telescope offers Prophecies for specific item types: Armor, Weapons, Idols and Crafting materials, and Accessories, respectively. Upon peering through a telescope, you will observe a constellation with randomly generated prophecies represented by its stars. By hovering over one of the stars, you can see details regarding the specific prophecy including the Favor Cost, the event which will trigger the prophecy, any special conditions for the prophecy, and what the prophecy will reward upon completion. The more powerful a Prophecy, the more Favor it will cost to obtain. You can view all of your current prophecies in your Faction window, accessed through the Y key by default. You can have a maximum of 48 active prophecies at any given time. Prophecies can also be discarded through the Faction panel. [h3=cof-prophecy-events]Prophecy Events[/h3] The Prophecy Event will outline what particular event needs to occur in order for the Prophecy to trigger. Some example events are Death of Chronomancer Julra, Death of an Arena Champion, Death of X number of rare enemies, or Death of X number of siege golems. [h3=cof-prophecy-conditions]Prophecy Conditions[/h3] The Prophecy Condition will outline any additional conditions that need to be met for the Prophecy to trigger. Not all prophecies have extra conditions, though as you progress to higher ranks youll find them to be more common. Some example Conditions are Monolith, Lightless Arbor, Fall of the Outcasts Timeline, or 320 Corruption. [h3=cof-prophecy-rewards]Prophecy Rewards[/h3] Fairly straightforward, this is what kind of reward will drop for you upon completing the Prophecy. Some example rewards are: X number of Rare Body Armors, X number of Exalted Amulets, Unique Weapon, or Unique Amulet (minimum 1LP) [h2=cof-lenses]Lenses[/h2] Lenses offer a method to modify your telescopes in the Observatory to further refine what kind of Prophecies you can discover. Like Item Factions themselves, Lenses have been added to the Observatory in response to Community Feedback from our Community Tester Program! Lenses are items which can be purchased from your Faction Vendor, and then slotted into a telescope. Lenses are permanent items, so once you purchase a lens, you can slot it into a telescope, remove it, and store it like any other item - they are not consumable. Each telescope is equipped with three lens slots, unlocked at Circle of Fortune Ranks two, five, and nine. When you view the Faction shop, you will find two tabs listing lenses; Regional Lenses and Greater Lenses. Regional lenses are lenses which are specific to one telescope. For instance, an Eos Telescope Lens can only be fitted onto the Eos Telescope, and has a modifier specific to Weapon Prophecies (which the Eos Telescope Provides). Greater Lenses can be slotted into any telescope. You can add multiple of the same Lens to a telescope for an additive effect. To help get a better idea of these lenses, lets take a quick look at what some of the Lenses offer. Focusing Lens of Idols: 15% Increased chance per rank to find Large Idols Enhancing Lens of the Unmatched: 15% increased chance per rank to find Unique Items Obscuring Lens of Battle: 100% Reduced chance for Prophecies to have Arena Events You may notice theres four types of modifiers here: Lenses which increase the chance for certain item types, Lenses which increase the chance for certain item rarities, Lenses which block certain Prophecy Activities, and finally Lenses which modify favor cost for specific Prophecy effects. This offers a lot of power to customize the randomness of prophecies and focus them on the types of items you want, as well as the activities you want to do. Theres also room for more types of Lenses to add in the future, though these will be the four types available with 1.0. [h3]Faction Rank Rewards for Lenses[/h3] Rank 2: Unlock Increased Chance of Specific Item Type Prophecy Lenses for purchase, Unlock First Lens Slot Rank 3: Unlock Block Activity Type Lenses for purchase Rank 4: Unlock Increased chance of specific Item Rarity Prophecy Lenses for purchase Rank 5: Unlock Block High Corruption (50+) Lenses for purchase. Unlock Second Lens Slot. Rank 7: Unlock Special Greater Lens Prophecies cost 80% more Favor and have twice as many uses Rank 8: Unlock Special Greater Lens Prophecies cost 90% more Favor and have double rewards-type Rank 9: Unlock Third Lens Slot. [h1=resonances]Resonances While resonances are technically separate from the Item Faction system, because we had mentioned them in the original Developer Blog regarding Item Factions, we felt it only makes sense to talk about them here! So lets talk a bit about Resonances with 1.0. Resonances are a new item type which drop when youve played alongside a player for an extended period of time. Using a Resonance on an item will enable it to be gifted to that player even if they were not present when the item dropped. When a Resonance drops, it will drop with the player name in the item card to show who it enables gifting with. As you may notice from this example label, there are different types of Resonances: Obsidian Resonances, which are required for Legendary and Exalted Items, and Golden Resonances, which are required for Unique, Set, Rare, Magic, or Normal quality items. Upon picking up a Resonance, it is placed in your inventory, and will be stored into your Gifting Inventory when you Store Crafting Materials. Once stored, when you open a gifting window to a player, you will have a flyout menu to select a resonance to use for the Gift. Resonances are consumable, so pay heed to when you decide to use them! One of the big questions we often see about resonances is How long is an extended period of time?. The answer is. it depends. The amount of time required to have a Resonance drop is slightly random, though Golden Resonances will be more common than Obsidian Resonances. We also want to make sure resonances arent used for pseudo-trading as a way to bypass the Merchants Guild requirements to trade items, so you can expect these drops to be fairly infrequent. At the current time we dont want to share exactly what the time range is, however well of course be watching feedback and adjusting it based on how people feel about them, as well as how theyre being used. [h1=closing]Closing Thank you everyone for joining us for this deep dive into the upcoming Item Faction system, available with Last Epoch 1.0 on February 21st! If weve left any questions unanswered, please ask away in the forums below, or on our Official Discord server at and we would be happy to answer! For more upcoming information, make sure to keep an eye on starting January 25th as they dive into details regarding the Warlock Mastery, and on February 8th as they dive into the Falconer, then back to us in the days leading up to February 21st as we talk about some of the other features coming with our big 1.0 release. We hope youre as excited as we are, and well see you there! |
Hello Last Epoch community!
Week 2 - February 29th - March 3rd
Stay tuned for more exciting announcements as we look forward to Last Epochs amazing 1.0 Launch, starting Wednesday, February 21st, 2024! |
Bug Fixes
Other
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Welcome Travelers, and thank you all for joining us for Novembers Developer Blog as we progress through the final stretch to 1.0. As many of you are likely already aware, yesterday saw the first reveal of our Cinematic Trailer for Last Epoch over on IGN. We want to thank everyone for the fantastic support we saw in regards to the trailer, its been a great morale boost to see the continued excitement for our 1.0 release. If you didnt have a chance to check out the Cinematic Trailer yet, please do so below! |
Bug Fixes
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Hello Travelers!
What were Working on Along with todays hotfix, we also want to provide a quick update of some of the bugs and fixes we are continuing to work on. [h2]Temporal Sanctum Progression Blocker (offline)[/h2] A fix went out for this in 0.9.2f, however withheld the patch note as we still saw a reproduction of the case internally. However, we believe this was purely internal and the fix did correctly work. If youre still experiencing blockers in offline Temporal Sanctum, please let us know. [h2]Volatile Zombie loop[/h2] There is a bug with two nodes in Volatile Zombie that are triggering while at negative mana. (Abilities which consume mana shouldnt trigger while at negative mana.) We have some fixes and adjustments weve made internally focused around these bugs and skill interactions which are currently planned to be released at 1.0, which well share for awareness. Please note that these changes are still subject to further change, or omission with other changes. The planned changes:
Our current decision of not releasing these in a hotfix is due to the power of the builds that rely on this, and that it doesnt greatly impact performance negatively (server and/or client). We generally want to avoid hotfix changes that suddenly invalidate builds, particularly when that change could prevent others from pushing as far on leaderboards. Were always eager to hear your thoughts on these sorts of decisions. The changes to Giant Zombie were unrelated to the bugs, but are general changes to make indirectly casting Giant Zombie less necessary when using Volatile Zombie as a damage skill. [h2]Other Fixes were working on[/h2] Heres a list of some of the other fixes were currently working on. Please keep in mind this is not exhaustive, but some of the more commonly reported items which are in the works.
[h3]Update - 17:42 CT[/h3] We have deployed a fix following the patch to resolve an issue where players were unable to transition zones, or connect to some towns (such as upon log-in). If youre still experiencing these issues, please make sure you restart your client and have the latest patch. We apologize for the disruption. |
Bug Fixes
Changes
Bug Reporting Tool
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Travelers, |
Hello Travelers,
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Hello Travelers!
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Hello Travelers!
[h2]Abilities[/h2]
[h2]UI[/h2]
[h2]Enemies[/h2]
[h2]Localization[/h2]
[h2]Items[/h2]
[h2]Other[/h2]
What Were Working On Thank you for your bug reports and feedback, including through our new in-game bug reporter. Were still working on addressing more issues for future patches. Here are some things were currently investigating:
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Changes
What Were Working On Thank you for your bug reports and feedback. Were still working on addressing more issues for future patches. Here are some things were currently investigating:
We also wanted to take a moment to mention Towns. We had discovered a new bug with Towns very last minute before 0.9.2 went live, and had to quickly disable Towns again as the patch went live. As this happened last minute, we unfortunately didn't get communication out regarding needing to take Towns down again, and apologize for that. We are alongside fixing other bugs, continuing to get Towns to healthy state to get them in again, and just had an internal test for them today, so hopefully won't be too much longer. We're currently working towards a much larger patch which we're hoping to get out next week to fix many of the reported issues. Thank you everyone for your patience, and reporting these bugs so we can get them taken care of! |
Changes
What Were Working On Thank you for your bug reports and feedback. Were still working on addressing more issues for future patches. Here are some things were currently investigating:
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Changes
What Were Working On Were actively monitoring bug reports from you all and the health of our infrastructure. We plan for our next patch to be next week, focused on fixing bugs. Well be on the lookout for any critical issues this weekend though. Here are some things were currently investigating:
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Check out the full Patch Notes here! |
Welcome to the final Pre-Patch Blog Post before the release of the full Patch Notes for Runes of Power! |
Happy Sunday, Travelers! Welcome to the 0.9.2 Pre-patch Blog Post covering the new Rune Prisons and Experimental Items coming this Thursday in Runes of Power! |
Welcome Travelers to the third Pre-Patch Blog Post for Beta Patch 0.9.2 Runes of Power! |
Hello Travelers, and welcome to the Pre-Patch Blog Post for Frost Claw! |
Patch 0.9.2 - Runes of Power releases in just 7 days! Over the next week we'll be going over all the big new features coming in Runes of Power leading up to the Patch Notes on September 5th. We'll be covering the next mastery to reach Eterra: The Runemaster, a new Base Mage Skill, Rune Prisons and Experimental Items, One-shot and Lost Caches, a new Crafting Mechanic, a peek at some new Unique Items, and more progress in our ongoing efforts to improve Last Epochs visuals! |
Changes
Server Maintenance As announced last week: We will be performing some Server Maintenance today, Monday, August 21st. This will require our servers to be unavailable for approximately 12 hours. Offline mode will still be available during this time. This maintenance period is expected to run from August 21, 2023 10:00 PM to August 22, 2023 10:00 AM (US Central Time) Edit Aug 22 11:20 AM Central Were investigating an issue that has occurred after this maintenance. Were brought matchmaking down, meaning you cant join new servers, and some players may be kicked. Offline is still available. We'll provide an estimate when able. Edit Aug 22 2:47 PM Cental Online play is back up now. Apologies for the lack of updates in the meantime, we weren't able to give an accurate estimate in the middle of it. |
Bug Fixes
This issue was caused by a gap in tooling: issues like this should absolutely be caught by our own internal systems before ever making it to players, and we are working on making sure this issue does not happen again. Otherwise, our priorities are the same as described in our 0.9.1d post. |
Bug Fixes
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Changes
Bug Fixes
Notes Thank you to everyone who is continuing to report bugs and provide feedback, we really appreciate it. At this point our designers are primarily working on content for our next major update, but as you can see we are still dedicated to bug fixing and polish. One initiative that isnt visible in the patch notes is that we have an internal team dedicated to improving performance, particularly on the server side. There are significant technical changes underway that will have a big impact, but were still in early stages. Were also working on reducing zone transition times. Besides that, here are some specific changes we are working on. Well keep looking through your reports to pick other things to fix as well.
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Bug Fixes
Changes
Notes
Edit: Starting about 2.5 hours ago, a number of our servers in US-West are experiencing connection problems to our online infrastructure, causing very long load times or entirely failed transitions. Changing to another server region will bypass this issue while we work on a fix. Edit 2: We have made a change that seems to resolve the problem. Monitoring is still in place and we will re-assess tomorrow if necessary. |
Changes
What Were Working On [h2]Towns[/h2] The new Towns functionality was disabled a few hours after 0.9.1 launched yesterday, meaning you will not see other players outside of your party in Town zones. Our service for processing requests to join Town servers was overloaded with the influx of players after launch, and this caused almost all requests to join a Town to be stuck. We investigated the problem and were unable to find a quick solution to resolve the problem, so we took down the new Towns system to unblock players. We have performed a root cause analysis and have a path forward that we are investigating. Our priority is to take our time with this so that the re-launch of Towns is smooth. [h2]Bug Fixes[/h2] As always, we are monitoring bug reports. Heres what bugs we are working on now:
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Rising Flames, Patch 0.9.1, is coming Thursday, May 25th, 2023 at 11:00 AM CT!
Check out the full Patch Notes here! |
Welcome Travelers to the final day of the Pre-patch Blog Post Hype Week! |
Hello Travelers, and welcome back to the Pre-Patch Hype Week Blog Posts - Weekend Edition! |
Introduction
*note the 1c offset on these prices is not something within our control to adjust at this time, as it is powered by Steams localized pricing model. Also note Steam will automatically convert USD into your local currency. Additionally, items for sale in the store will always be equally divisible in 50 EP increments, meaning that if you see an item in the store that you want, you will be able to purchase exactly enough currency required to buy that item, and no more. Supporter Packs We are now also ready to announce our Supporter Pack pricing for Rising Flames. For players who choose to purchase cosmetic MTX, we want the Supporter Packs each cycle to be the reveal that is most looked forward to and the place you can go to get the most value for your money spent each cycle. We hope that value is recognized below, but we of course will be keeping an ear out for your feedback.
Cosmetic Price vs. Value As with all things, art and design are subjective in nature, so whats fantastic and exciting to one person may not be to the next. There can be some levels of understanding of This item is more grandiose than this item, but at its core, humans are so varied and unique in their perceptions that were never perfectly aligned in what we think is cool or worth it. We say this because we understand this concept, and so when some players say, Thats ugly, I would never pay X, or they say, Thats way overpriced for that garbage, you also have to recognize that there are others who say, Wow thats awesome and fits the character Im making perfectly and think its a good choice. With that in mind, we understand that the price points proposed initially were met with a general sentiment of being too high, and weve made adjustments to our inventory that will be ready to share fully for 0.9.1 - Rising Flames. Why Epoch Points at All? As for EP itself, we have seen confusion around why we need a separate currency at all. Which is a completely fair question, and it does have good reason. This is a larger conversation, but its important to break it down because the answer is many-layered. First, using an intermediary currency is very much necessary from a transactional / functions standpoint. This includes things like being able to award EP for community events, being able to refund EP when there is a hiccup with the actual transaction process, and being able to resolve payment disputes with Steam/sellers. A big part of this is our ability to reward our player base in ways that give them freedom of choice. We want to make cool things, but whats cool when it comes to cosmetics to incredibly selective. Its much better if we can use EP as a reward and allow you to get the things you would want, instead of being saddled with something that you felt wasnt worth it. Though, there may be some specific cosmetic rewards in the future as well. We have done a lot with our community in the past, and we have plans to do so much more. Utilizing EP is just one of the ways that we can continue to do so. Lastly, and perhaps most importantly, Epoch Points are something that we have offered from the very beginning of the Last Epoch existence. They were initially called Cosmetic Coins as a placeholder, but there are quite literally millions of them distributed to our players already. We have always intended to use a secondary currency as a reward system, and again, this just puts it in a place where any other option just could not work. Conclusion To sign off, Last Epoch is a passion project being made by fans of the ARPG genre and gaming as a whole. When our community tells us in unison that we have made a mistake, we have always worked to correct it. We hope that if youve been part of our community for long enough that weve shown that to be true, but we know many of you have joined us recently and we look forward to the next 10 years of proving it to you. We sincerely thank you for your passion in what were creating here at Eleventh Hour Games and taking your time to provide us with your feedback. We hope and aspire to always rise to the occasion to correct our mistakes when weve planned or introduce something that isnt well received by our fantastic fans - the fans who have taken us from a small after hours group on Kickstarter to the studio we are becoming. Appreciate you all, Judd. |
Hello Travelers and Happy Friday! |
Hey Travelers! |
Hello Travelers, and welcome to the second day of the Pre-patch Blog Post Hype Week! |
Hello Travelers, and welcome to the first day of the Pre-Patch Hype week for Patch 0.9.1: Rising Flames!
The Future of Ladders We previously mentioned one of our goals for the new ladder system was to expand its abilities. While in 0.9.1, the ladder will only track Arena Wave progress, we will continue to develop this in the future. The new ladder system will allow us to grow to monolith progression, experience tracking, corruption tracking, events, and potentially much more. Were very excited to be bringing ladders back to Last Epoch in 0.9.1 Rising Flames on May 25th and the future opportunities Ladders will provide. Make sure to check back in tomorrow on our socials for our next Pre-patch Hype Week post, where well be covering Towns in 0.9.1! |
Dungeons
Monolith of Fate
Gameplay
Notes Thank you all for continuing to report bugs and engage in the community. As youve probably heard, were gearing up for our next content release on May 25th, so were shifting focus towards finishing that update. We are still working on bug fixes in the background as well, but theyre likely to be included in the 0.9.1 content update rather than a hotfix to 0.9. But, we can still make hotfixes if necessary. One bug weve recently become aware of is if you delete an Offline Character Found character and then load or make another character, progress will not be saved. If you restart the game after deleting the Offline Character Found character saving will work properly. Were working on a solution for this. |
Gameplay
Skills and Passives
Items
Visuals
Enemies
Optimization
Notes Again, thank you all for being active in giving us bug reports and feedback. While were shifting more of our focus to new content for 0.9.1, we still plan to release more fixes before 0.9.1 releases. Well prioritize widely reported and/or critical bugs, and lower priority fixes and improvements might come with 0.9.1 instead. Some things were currently working on:
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This update fixes a regression in Spirit Plague, addresses a pre-existing bug that could affect the Emperor of Corpses fight, and improves our performance data collection. Were still working on bug fixes and general improvements as mentioned in out 0.9i post. Thanks for continuing to make bug reports and participate in our community.
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This update fixes a few regressions that were introduced by 0.9i. We are monitoring for any other bugs that are new to this update, and otherwise our priorities are the same as in our last post. Thank you for your patience and for reporting bugs.
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Monolith of Fate
Gameplay
Skills
Dungeons
Item Visuals
Uniques
Quests
Animation
Enemies
Sound
Login
Optimization
Notes Thank you for posting bug reports and feedback. We plan to continue releasing bug fix patches at this pace for at least a few more patches. We do have team members that are working on new content that we plan to release in 0.9.1, rather than these bug fix patches, but we dont have anything to announce about that yet. However, most of our developers are still working on fixes and improvements rather than new content. Some of these projects are longer term than others. In terms of fixes and improvements, here are some of our priorities:
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Bug Fixes
Notes Because this stash bug was high priority and reasonably self-contained, we decided it was worth putting out a dedicated hotfix for it. We have many other bug fixes in progress that we plan to release in a more substantial patch next week, following the strategy I mentioned in the 0.9g post. Heres some of what were working on:
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Bug Fixes
Unfortunately, if you were affected by this problem there is no way to recover the lost progress as it was never saved, and all gameplay for Offline happens locally on your computer. If you experience any data loss in Offline while playing on 0.9g2 (i.e. after you have downloaded the update and have played for some time, not if you notice data loss that would have happened while playing 0.9g), please make a bug report with as much information about what you did and what happened. We sincerely apologize for this oversight and we will review our test procedures to prevent this happening in the future. Similarly, we remain vigilant for any save data problems in Online mode. We are proactively looking for any cases of this, but if you experience save data loss in Online, you can help us track down the problem quicker by making a bug report with the approximate time you last played the character before the data loss, and the name of the character. This makes it faster for us to start investigating, and will let us know if there are problems that our telemetry isn't catching yet. |
Gameplay
Skills
Chat & Social
Items
Visuals
Optimization
Notes Thank you for continuing to make bug reports! We are still focused on bug fixes, server and service stability, performance, and polish. We plan to continue releasing updates but at a more consistent pace with fewer, larger patches. We will still hotfix any critical issues that come up. Some particular bug fixes that were currently working on include:
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Gameplay
Account Creation
Enemy Fixes
Notes Thanks for continuing to report bugs and other issues. Here are two were working on, though we have several other fixes in progress: Were aware of a bug where some players are unable to enter Dungeons. This will be a priority for us to address this week; we weren't able to finish a fix in time for this patch. However, weve seen that if you return to Character Select via the Leave Game button, you will be able to enter the dungeon. You should be able to try this without interacting with the Dungeon. Were also aware of rubberbanding happening during movement and movement skills. |
Quests
Gameplay
Notes [h2]Flame Reave[/h2] In 0.9c, we included a bug fix for Flame Reave's Rhythm of Fire where it did not grant any stacks. We mistakenly believed this caused Flame Reave to never be able to receive the benefits of Rhythm of Fire. What actually happened before 0.9c was Flame Reave received the range and width bonus of Rhythm of Fire at all times, even when unspecialized, and received the damage bonus of Rhythm of Fire at all times when the Rhythm of Fire node was allocated. This means the current behavior of the skill and node are now working as intended, but we described the bug fix incorrectly. This caused a lot of confusion, and set expectations that the skill would become even stronger, when it was actually much stronger than intended. We will be more thorough in our testing and patch notes. [h2]Future Fixes[/h2] Were continuing to monitor your feedback and bug reports on and off of the forum. We know you want to hear more frequent and specific updates on what were doing and we will work on this. Getting the right balance between communication and working on the fixes themselves is tricky, especially while were this busy. Ill add a few below but this is by no means a complete list.
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Gameplay
Skills
Save Data
Enemies
Items
Notes
We appreciate your feedback which is helping us find and fix new issues introduced with multiplayer and improve gameplay experience. Edit: 0.9d Changes
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The Convergence, Patch 0.9, is coming Thursday, March 9, 2023 at 11:00 AM CT!
Check out the full Patch Notes here! |
Hello, Travelers! |
Hello Travelers, and happy Saturday! |
Good day Travelers! |
Hello Travelers, |
Hello Travelers, |
Hello Travelers,
[h2]The Factions[/h2] Below are a few reward examples you can expect when aligned with the Circle of Fortune: Circle of Fortune is a mystical Faction that had banded together to seek fortune through arcane research and astrology. Aligning with the Circle of Fortune will grant you powerful benefits towards finding more and better items. You will also have the ability to purchase Prophecies with Favor which will bend fate to your advantage and help you find the specific items that youre looking for. Below are a few reward examples you can expect when aligned with the Merchants Guild: The Merchants Guild is a prosperous organization that believes in prosperity through commerce. Aligning with the Merchants Guild will allow you to trade increasingly powerful items as you gain reputation and give you access to the Bazaar where you can browse and search for items that other players have listed and list items on the Bazaar yourself. All types of equipment, such as idols, uniques, and even legendary items can be traded with other players if you have a high enough rank, but crafting materials cannot. The Bazaar will be a new trade-focused zone for players aligned with the Merchants Guild. Here you can gather, socialize, barter, and trade your wares throughout the market. Players will search through a variety of stalls for player-listed items, which you can buy and sell for gold with advanced searching functionality, no purchase delay, and no tax on the gold cost of the item. Weve heard from the community that sharing items with friends is important to their enjoyment of Last Epoch long term. We agree, and so we are continuing to support Item Gifting between friends and party play regardless of your faction choice. To this end were doing two things: [h2]Thank You to Our Community[/h2] Thank you for all the passion and constructive criticism youve shown in these conversations. Weve been listening carefully, collecting your feedback and creating a solution that champions the diverse nature of our players. We are building Last Epoch for all of you, with all of you, and as ARPG gamers ourselves that came together to make this game, we value your ideas and opinions. We are very excited about introducing Item Factions and invite you to continue the conversation with us. Its worth noting that these systems will not be included in Patch 0.9, but we will be aiming to get them into subsequent patches this year. Resonances may be added sooner than Factions on account of their smaller scope. [h2]Still have questions?[/h2] Check out our FaQ over on our forums! Thank You, Last Epoch Team |
Hey Travelers!
We are looking forward to seeing you in Eterra, Last Epoch Team |
Hello Travelers! [/expand] If you happened to notice either in the game or watching someones stream, we had a sneak peek at this item during our last 2 events. The Travelers backpack back slot cosmetic will be given to ALL owners of Last Epoch who own a copy prior to the Multiplayer Beta Patch 0.9, coming on March 9th, so there is still time to get the game and the backpack! If you are thinking about jumping into the world of Eterra there is still time to also get the original supporter packs, but those will be going away during our March 9th release, and a new set of supporter packs will become available. The price for Last Epoch will still remain the same, so you dont need to worry about a price increase when the launch happens. A note about current supporter packs and upgrading: [expand type="A note about current supporter packs and upgrading:"] If you purchased the game through our website, and would like to upgrade your supporter pack, you can have this done through a support ticket to the link below. If you purchased the game through Steam, or via a Steam Key, and youd like to upgrade your supporter pack to a higher tier pack before 0.9, we cant technically do an upgrade. However, since your purchase on Steam is already considered the Ardent Gladiator supporter pack, and you wish to upgrade to one of the other packages (only available until March 9th), we can offer an additional 350 cosmetic coins as we cannot refund Steam purchases in any way. We can do this for you by submitting a ticket to the link below after purchasing the desired pack. Link: https://support.lastepoch.com/hc/en-us/requests/new?ticket_form_id=1260808459030 [/expand] Thank you to everyone who has helped us on this incredible journey and we look forward to seeing you all showing off your Backpack! Thank You to everyone, Last Epoch Team |
Hello Travelers, |
Hello Travelers! |
Hello Travelers! |
Join us as for our weekly Dev stream with Senior Game Designer Mike. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. |
If youve been following Last Epoch, youre probably aware that our plans for how trading will work in the game have evolved significantly over development. In this dev blog, I'll explain the reasoning and design process that brought us to our current plans, what those plans are, and how they relate to patch 0.9. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. |
Hello Travelers, and welcome to our Development Blog post for December 2022! |
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Join us as for our weekly Dev stream with Senior Game Designer Mike. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Hello Travelers, and welcome to the September Development Update! |
Join us as for our weekly Dev stream with Senior Game Designer Mike. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for August. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for August. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for August. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for August. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for July. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for July. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for July. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike starts a new build for July. Come and ask any questions you have about Last Epoch and its development. |
Hello Travelers! If all this sounds good to you, you can submit an application to join the CT Program here: https://support.lastepoch.com/hc/en-us/requests/new?ticket_form_id=6980787618971. Were excited to talk more about multiplayer, and 0.9.0 in the near future with more updates and teasers as we start getting closer to the next big update, and hope to see you all there! |
Hey Travelers! |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Primalist, Herald of the Scurry (Squirrel Companion) build. Come and ask any questions you have about Last Epoch and its development. |
Hello Travelers, and welcome to the June Development Update for Last Epoch! In this Development Update, were going to be uncovering some information regarding the next big update coming to Last Epoch, some updates on multiplayer progress, and as always, a bunch of teasers regarding some of the new content coming to the world of Eterra! |
Hey Travelers! |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Primalist, Herald of the Scurry (Squirrel Companion) build. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Primalist, Herald of the Scurry (Squirrel Companion) build. Come and ask any questions you have about Last Epoch and its development. |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Hello Travelers, and once more: Welcome to the final post of the Community Designed Unique Event! |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Hello Travelers! |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Hello Travelers, and welcome to the sixth Community Designed Unique event poll! |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Welcome Travelers to our May Development Update for Last Epoch. It has been a little while since our last post, so oh boy, do we have a lot to share with you today. We are going to be sharing our progress on several big initiatives weve been working on, including multiplayer, visual and combat polish, and performance. We are also excited to announce that today marks the first day of our closed community testing for Multiplayer in Last Epoch.
Most of our work is now turning to the online platform as a whole, and the minor details about the game experience and experience in a group that will be both critically important and take constant work to ensure its high quality. Youll see how confident we feel below. [h3]Diagnostics / Fixing Multiplayer Bugs Fast[/h3] We have made a lot of progress on this front; weve made more progress here than anywhere else, but we can appreciate that this isnt the most exciting topic. Over the past several months, weve been working on migrating our backend system to gain more control and capacity to provide ourselves with telemetry and statistics. This allows us to more quickly identify, correct, and roll out fixes for issues much quicker than ever before. We have a lot of power here now, and here are some examples of how this backend migration is working out for us:
[h3]Multiplayer Monolith[/h3] We knew this was going to be an incredibly complex project, but it was even more complex than we anticipated in the last post :). Weve made most of our way through completing this project and are almost ready to release multiplayer monolith for testing to our internal team. One major decision weve made is a change to how our game loads for you. We wanted to make sure that traveling back and forth from Echoes and the Monolith reward chamber was a quick and seamless experience. So we totally changed how we do loading in Last Epoch! Previously, at any part of the game, we would just unload old zones and load new ones as you played. Your experience is more complicated in the Monolith - you are moving between Echoes, the reward chamber, and the hub zone constantly. In a group, this would have meant a lot of loading of new servers for players - not only is that expensive for us, but its a very slow and annoying player experience. To solve all of this, our outstanding development team has re-engineered our game to support additive loading - that means we can do all kinds of things now, and in the future! This means:
As you can imagine, that is not only much faster for you when you get to play the Monolith of Fate online, but is much more cost-effective for us in terms of maintaining servers. With all that said, we also have an entire multiplayer experience weve designed around the Monolith - how your party will function, how you will get rewards, what happens when you disconnect or die, and many other considerations. We are going to release this for further testing before we provide you with more details. Ideally, we are also going to use this technology in the future to make the entire game load faster at all points. [h2]CT Test Update and Recruitment news[/h2] Now that were through some major updates, we are happy to share some big news. With all the progress weve made, weve decided to bring multiplayer to our Community Testers! Our first multiplayer test with our Community Testers will be TODAY! For our Community Testers, were giving them a few straightforward goals:
EHG has some very simple goals for this test:
For our Community Testers, weve let them know a large list of features that are still finishing up, and various areas of the game that are currently regressed while we pull it all online. Weve let them know to consider our online version of Last Epoch as a pre-Alpha, where we typically call our singleplayer releases a Beta. There are a lot of new features and services we are mastering, and this is reflected in the status of the build. We expect things to start moving fairly quickly from this point on. Id like to make a quick note to mention that we are currently not looking for more Community Testers; we want to perform a few tests like this before increasing its availability. Another post calling for multiplayer testing will go out in the future, so dont apply yet! [h2]Going Online[/h2] It is a huge transition for any team to go from managing an offline game to an online one. We have often mentioned we want to make this process as healthy as possible for our team, while also being able to properly handle any issues we see when we go live. For now, we are going to be starting with short bursts of tests. Our eventual goal is to be doing full-weekend tests, and then having full pre-Alpha multiplayer availability at all times. A lot of the prior months have been filled with planning, organizing, and trying our best to be ready to handle any issues we run into without burning out our team. We get a lot of questions from the team about when we are ready, when we will feel good to test, and how we will get there. We recently had an epiphany that helped us simplify how we can answer these questions: Go online!. Eventually at some point, you just have to make the decision to jump in and get the game online. Today is that day! Were very excited to finally be approaching a wider online release, and very excited where this will take us. [h2]Goal for May[/h2] Our main goal is to start making multiplayer available to our Community Testers, and beginning to master the art of the online service. In doing this, well likely share some details about how the test went and what our next steps are after that. Outside of that, were almost completely focused on fixing multiplayer bugs, finishing up features, and preparing for larger and wider multiplayer releases. Thank you for checking in, and expect to hear more from me soon after our testing to let you know how it went! Current Development Moving into the current development cycle from 0.8.5, were making the most concentrated effort on multiplayer weve ever made. However, this doesnt mean the core game is going to be neglected. Alongside the development for multiplayer, were also going to be addressing some of the topics which weve received a lot of feedback regarding, and we agree are very important for us to polish as we approach 1.0. This includes performance optimization, making combat feel better and more exciting, as well as updating item and enemy models to our more current standards. Of course, these items in themselves will be constantly ongoing projects for as long as we continue developing content for Last Epoch (planning for many years of content!). However, theres a good bit of catching up we feel we can do here which we intend to target during this development cycle. Not all of these items may make it into the next major patch, but are items we are currently working on preparing Last Epoch for its 1.0 release. [h2]Performance Optimization[/h2] In our efforts to further polish Last Epoch, we are creating a suite of analytics tools to measure game performance. We know that performance improvements are something that the community is very much looking forward to, and we are very excited about this development. We are taking the extra step here - from measuring individual abilities and effects to creating performance heatmaps of entire levels. This gives us a broad view of the entire game, how levels compare to each other and where the heavier FPS hits are. With these tools we can measure values such as how many objects are being drawn per scene, as well as perform comparisons between different computer setups, making it easier to find bottlenecks. It also helps us to establish a guideline for what we expect from level performance in the future, so if a new map deviates from the average we will immediately recognize it. We are planning an entire development blog specifically showcasing the improvements were making to Last Epochs performance and optimization across the game - so keep your eyes out for that in the future. [h2]Improvements to Combat Feel[/h2] One of the significant areas of feedback we get concerning core gameplay is Combat Feel. This is a fairly complex topic and consists of a lot of things that can be hard to identify, or call out - but is certainly a case of the whole is greater than the sum of its parts. To improve the feeling of combat, were focusing on two main parts: how it feels to hit an enemy and how it feels to kill an enemy. [h3]On-Hit Effects[/h3] For the combat feel of when you hit an enemy, were exploring options for enhancing the skill SFX and VFX that can happen when hitting enemies, such as blood splatter, dust and bones being shattered off on hitting skeletons, bug gloop coming off of bugs, void splatters for void creatures, etc. Additionally were looking into improving many stun animations as well as adding walking flinch animations for big hits that dont quite stun to provide this feedback of enemies being hit, even while moving. [h3]On-death Effects[/h3] For the combat feel of killing enemies, were experimenting with various ways to add custom death VFX for each damage type, which so far has been very successful. The goal here is to make this aspect of killing enemies feel more responsive to your skill and damage type selection. Seeing that impact of your skill selection directly on enemies as they die helps to reinforce the importance of your build selection, and its effects. [h3]Death Animations[/h3] With new on-death effects, we are also making efforts to improve many death animations, and ragdolls throughout the game. Further expanding on this, we are also adding more variations for death animations for enemies often encountered in large packs to provide a better reaction to clearing large groups of enemies at once. [h3]Ailments[/h3] Another part of combat feel were working on is clarity of ailments on enemies. For this, were moving the ailment points to inside of the monsters, as well as reworking the visuals for many ailments. While this may sound a bit complex, essentially it works to make the monster feel more like its on fire, or poisoned. Sometimes monsters in Last Epoch currently have their ailments obviously floating in the air next to them instead of inside or on them. These changes should help make a big impact on the feeling of applying ailments, and seeing that ailment truly affecting your enemies. [h3]Skill VFX & SFX[/h3] While this also plays into combat feel, were also revisiting some of the older skill VFX to get these skills up to date and provide a more visually pleasing experience to use them. For those that follow our developer streams (every Friday at 3:00 PM CDT at twitch.tv/lastepochgame!), you may have already seen these; but we want to share these two examples with our entire community and one additional new yet unteased VFX update. Introducing the new visual effects for Hammer Throw, Judgment, and Aura of Decay! [h2]Continued Visual and UI Updates[/h2] [h3]UI Updates[/h3] In refining the gameplay experience Last Epoch, were continuing to put attention into the UI elements. UI often goes under the radar, however it is critical to the game experience as its something regularly encountered, or even constantly persistent. We recently introduced the new skill bar, passive page, and globe UIs, and now were working on expanding on these UI updates through the Dialogue system. Were reworking the panels: providing all major and minor NPCs in Eterra new Portraits to make them more distinct and recognizable, cleaning up dialogue (often making it shorter and easier to digest), and improving user experience with the window and options no longer moving up and down based on the dialogue length. For text boxes with longer dialogue that doesnt require a player response, there is now a continue button where clicking anywhere on the panel (aside from the close button) will progress the text. [h2]Visual Updates[/h2] Alongside the improvements to combat feel, were also continuing our efforts to update visuals throughout the game to our current standards. This includes minions, companions, skills, and class armor designs. Heres a few examples of some of the updates were currently working on! [h3]Primal Sabretooth, Primal Bear, and Golem[/h3] The first items wed like to show off is the updates coming for the Primalists Primal Sabretooth and Primal Bear companions with their new concept arts, as well as the 3D render for the Acolytes Golem. These updated styles help provide more character to these companions, as well as provide distinct silhouettes within the game sphere to make them easier to identify at a glance. These visual updates will also be coming with updates to their related skill tree! [h3]Monster Models[/h3] Another item wed like to show off is a visual overhaul to everyones favorite domesticated Eterran animals: Groles. The whole family will be getting new standard and corrupted variant visuals, as well as animations. [h3]Armor Models[/h3] Of course, one of the most common categories of feedback we get (aside from when mp?) is in making different armor have a visual impact on your character. And we agree that this is very important in distinguishing your character, as well as providing a feeling of progression and power throughout the game. For this, wed like to share the concept art for what is planned to be the highest tier of armor for the Mage Class, as well as one of the early Primalist armor sets. [h3]3D Models for Uniques[/h3] Alongside updated models for armor sets, we are also continuing to work on creating 3D models for all existing Unique Weapons, Shields, and Catalysts to provide the visual experience of actually wielding the items you have equipped. With this, we have a couple examples of 3D renders wed like to share the completed models for: [h2]And much more[/h2] There are a number other improvements we are excited to share with you in the future, and as all these systems start to harmonize together, Last Epoch is really feeling like its leveling up in a big way. As it happens, leveling up is one of those core feelings that ARPGs are known for delivering, and so we wanted to take the time to add some new polish to that experience as well. Looking Forward We may have hinted at it throughout this post here and there, but some big things are starting to hit full sprint here at Eleventh Hour Games. Today is the first day anyone outside of our own team is accessing multiplayer which is incredibly exciting for us. Were also revisiting some of our earlier work and moving it up to current standards to get everything ready for a goal that was once a Kickstarter dream. Thank you to all of our community members for your continued support, as we continue towards the Last Epoch weve always dreamed of making! After the first series of tests with our Community Testers, we will be posting another update talking about how the tests went, as well as looking for additional Community Testers for expanding the tests - so make sure to hold on to your applications for now and keep an eye out for this post with information on how to apply if youre interested in joining the expanded Alpha tests! |
Hello Travelers, and welcome to the fifth week of the Community Designed Unique event!
This unique effect has some very interesting prospects a number of community members have already been discussing. It really takes the application of a spear in a very interesting direction, where its acting almost as a flagbearers spear over a traditional spear. The buff from shrapnel hits encourages keeping the player in close combat to continue getting more stacks as Volcanic Orb shreds down enemies, leading the charge. This allows Volcanic Orb to either be used for its direct effect, or be specialized to be a buff generator for other skills changing how the skill can be used in combat. For todays poll, weve had our art design team come up with three options for what the item will look like. Being based around the Lost Refuge, these designs incorporate the makeshift direction of weapons given the final stand environment, as well as the incorporation of several Eterran cultures as everyone took refuge here, and finally the corruption of the void creeping into the weapon. However theres three amazing options here for what this item could look like - and its up to you to decide. Join us on our official forums at https://forum.lastepoch.com/t/community-designed-unique-item-art/48761 and cast your vote for what your community designed unique art should be! |
Hello Travelers, |
Bug Fixes
Changes
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Hello Travelers, and welcome to the fourth round of voting for the Community Designed Unique event! |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
This patch consists mostly of buffs for a few underused uniques, set items, and skills. However a major reason for it is fixing the Ashes of Mortality + Humming Bee combination that resulted in movement speed and defense far beyond that which other builds could achieve. This occurred on account of us critically underestimating the amount of ward that could be generated by Ashes of Mortality. This was in part due to the ailment stack limit in the UI hiding the actual stacks of ailments that enemies often had applied. That limit will not be removed in this hotfix, but has been removed internally and that change will be included in our next major patch.
Set Items [h3]Zerrick's Set[/h3]
[h3]Halvar's Set[/h3]
[h3]Isadora's Set[/h3]
[h3]Pebbles' Set[/h3]
[h3]Corsair's Set[/h3]
[h3]Last Bear's Set[/h3]
Skills
Ailments
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Things have certainly gotten interesting since the latest poll. From last weeks poll, well be creating a Two-Handed Mage Spear! This will be the first of its kind in Last Epoch, so has quite the opportunity to really create something new and distinct. Im personally very excited to see how this item continues to evolve from this point. |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Welcome Travelers to the second poll of the Community Designed Unique Event! |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Edit: Weve deployed a quick fix for 0.8.5d to prevent Fire Lich Scythe base type dropping as a normal item, change its attack rate to 0.92 (from 1) and change its range to 2.6m (from 1.9).
Enemy Aggro
Monolith of Fate Aims: Further incentivize killing enemies in echoes rather than ignoring them on the way to the objective, but avoid making it optimal to bring a large ball of enemies to the objective and kill all of them at the same time. [h3]Stability changes[/h3] (reduced base stability and increased bonus stability)
[h3]Implications of Stability changes [/h3]
[h3]UI Changes[/h3]
[h3]Randomization [/h3]
Keys
Dungeons [h3]Lightless Arbor[/h3]
[h3]Soulfire Bastion[/h3]
[h3]Temporal Sanctum[/h3]
Ability Buffering
Other Changes
Bug Fixes
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Hello Travelers, |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Wed like to start this post with a thank you to everyone in our amazing community and all of the great feedback concerning the changes and new content in 0.8.5. Its with this great feedback weve been able to continue making Last Epoch as great as it is. |
Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
EDIT: These patch notes were mistakenly not published on Steam when this update when live on Tuesday. Sorry about that!
[h3]Gaze of Orobyss [/h3]
[h3]Randomization[/h3]
[h3]Arena Echoes[/h3]
Swarmblade Form The reception to the summoning side of Swarmblade Form was originally that it was underwhelming. We attempted to fix this by adjusting numbers to make it more rewarding to consume Locusts for Locust Swarm. However, the scaling duration of Locust Swarm, combined with some bugs and unintended mechanics, made a version of this build brokenly powerful. Regardless, abuse of these mechanics requires a playstyle that is really unenjoyable. We understand that many players want to play optimal, powerful builds, so we're making such an immediate change to avoid funneling players onto this build, especially as we increase rewards for clearing more enemies in Monolith echoes. On account of this we're reworking the summoning aspects of Swarmblade Form and will be closely monitoring further feedback on its playstyle and balance. These changes involve limiting the number of Locusts while greatly increasing the ease of summoning them quickly, and making individual Locusts more effective and powerful. It will no longer be possible to gain increased damage per Locust for Locust Swarm so that increased damage from items and passives matters for the build. [h3]Locusts[/h3]
[h3]Locust Swarm and Swarm Strike[/h3]
[h3]Skill Tree[/h3]
Other Changes
Bug Fixes
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Join us as for our weekly Dev stream as Game Designer Mike continues working on his Hail of Arrows Marksman. Come and ask any questions you have about Last Epoch and its development. |
Uniques
[h3]Ravenous Void[/h3]
[h3]Torkrefins Hunger[/h3]
Skills [h3]Acid Flask[/h3]
[h3]Acid Flask - Cluster Bomb[/h3]
[h3]Flurry[/h3]
Other Changes
Bug Fixes
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Welcome Travelers to the first dev stream of the Depths of Eterra update patch 0.8.5. Game Designer Mike Starts a new character with today's release of patch 0.8.5. Come and ask any questions you have about Last Epoch and its development. |
[previewyoutube=93AbaEqHZDE;full][/previewyoutube] |
The Depths of Eterra Update (Patch 0.8.5) will arrive tomorrow, March 18th!
Check out the full Patch Notes here! |
Hello Travelers! Welcome to the 8th day of our Sensational, Week+, Hype-Train, Patch Spectacular *TM, and the reveal of our second dungeon The Lightless Arbor releasing with patch 0.8.5 Depths of Eterra. We are very excited to shed some light on what is waiting for you in these ancient depths, but fair warning, for those who would wish to discover these new passages on their own, spoilers lay ahead. |
Welcome Travelers to day seven of the Unbroken, 9 day, Sequential Hype Week, Patch Extravaganza*TM! In this news post were going to be covering the new Arena of Champions! |
Welcome Travelers to day six of the Ceaseless, 9 day, Super Hype Week, Patch Spectacle*TM! If you are just joining us this week, be sure to check out all of our Depths of Eterra announcements over the past five days (links below!). |
Welcome Travelers, to day Five of the Essential, 9 Day, No Brakes, Hype-Train, Phenomenon *TM! The Depths of Eterra update brings with it a number of new Wraiths to fight and follow you across time. These updated Wraiths will help breath new unlife into the world of Eterra as part of our ongoing efforts to bring models to current standards. Check out some examples below of these new terrifying creatures of necromancy both travelling with you, or facing you in your journey as the Elders shudder at the power youve brought into the world. |
Welcome Travelers to day five of the Enduring, 9 day, Extended Hype Week, Patch Spectacle*TM! |
Welcome Travelers to day four of the Continuing, 9 day, Extended Hype Week, Patch Spectacle*TM! |
Senior Developer Mike continues leveling up his Bear Druid. Come and ask any questions you have about Last Epoch and its development. |
Welcome Travelers to the third day, and first dungeon post of the Unbroken, 9 day, Sequential Hype Week, Patch Extravaganza*TM! In this news post were going to be covering the first of the two new dungeons coming in patch 0.8.5 - Depths of Eterra: its lore, mechanics, and unique dungeon reward. |
Welcome Travelers to day two of the Sensational, 9 day, Extended Hype Week, Patch Extravaganza *TM! The Depths of Eterra update brings with it a number of new Uniques, unlocking a range of brand new build opportunities to carve your way through the enemies of Eterra. Whether you are an elusive sniper, vengeful tank, commander of spirits and souls, or just finding your promised path in Eterra for the first time, we have something new for you here. |
Today is an exciting day to be part of the Last Epoch community! |
Senior Developer Mike continues leveling up his Bear Druid. Come and ask any questions you have about Last Epoch and its development. |
Hello Travelers, |
Hello all, and welcome to the second multiplayer blog of 2022! |
Good day Travelers!
If you feel like you would make a good fit for our community moderation team, please submit your application as a support ticket. Looking forward to seeing you all in game, and may the bees guide your drops! |
Hello all, happy new year, and welcome to the first multiplayer dev blog of 2022!
The Party tab will also show all of your pending party invites in case you are popular and receive multiple invites at once! [Dan] This doesnt exist, but has been brought up by QA as a requested feature which Im planning to add. The Party Tab shows an overview of your current party, showing each party members status, and allows the Party Leader to remove players from the group. Currently, any player in the party can invite other players to join the group, but only the leader can kick people from the party. [Dan] - check this is correct. The Party tab will also show all of your pending party invites in case you are popular and receive multiple invites at once! The Party tab of our new Social Panel Adding Players to your party Players can be added to your friends list by entering their username via the Social Panel, right-clicking the users name in the chat UI, or right-clicking a player in the World/a Town Hub. Were currently still working on specifics around how many players youll see in Town Hubs during the campaign and at end game, well release more specifics on that at a later date. When youre partied up with your friends, youll see their player card at the top left of your HUD. This shows their class, frame, level, and a button to open a portal directly to them. The context menu for party cards provides other options for interacting with that player, including muting and whispering. Chat Improvements Our current chat system is enjoyed by many of our players and is a great way to ask or answer questions from other players or get advice on your build. That being said, were aware of the issues and missing functionality within the system and are doing a full revamp of chat functionality for Multiplayer, in addition to building out and improving our moderation tools to provide an enjoyable and welcoming environment to our players. Were hard at work developing this new chat system using a third-party chat provider that will scale better from our current numbers up to launch, and will have several new core features compared to our current system, allowing you to customize your chat experience. Our redesigned Chat UI [h2]Customizing tabs[/h2] Our updated chat UI has a custom tab system allowing you to create and rename chat tabs, controlling which specific channels you are interested in displaying messages from within that tab. Our current chat system is limited on that front and only has one Global channel, however as we scale the system up for multiplayer launch, were adding more specific channels for players to chat in. For example, you may configure your Main tab to be connected to channels that relate specifically to your current class, or you may just want to be connected to Global chat for casual conversation. Youll also be able to configure individual tabs to show/disable Local Chat, Party Chat, and to display NPC subtitles. If youre in a Party, a tab will automatically appear to display chat within your Party. Were also implementing an alert system where well be able to inform players via the Chat UI of any announcements, maintenance, or downtime that may occur from time to time. Configuring a Chat Tab Chat and Item linking A common request from players has been to allow linking items in Chat. Were pleased to say that this functionality is being added to our chat UI, and youll be able to show off or ask questions relating to your specific items, linking them in chat so that other people can hover over the link and view the full tooltip. We are also looking at other systems that could be integrated with chat linking, such as the ability to link to specific sections of the in-game guide. [h3]What aspects of multiplayer UX are we focusing on now?[/h3] Were currently working on ensuring our systems and flow for informing the user of their connection status is working well. That includes how disconnections are handled, how were communicating various errors states, announcements, player ping, and so on. [Dan] I believe were planning to add a ping display within the Action Bar HUD, assuming thats fine/doable. Thats all for this months Multiplayer Update. Let us know what Social features youd be excited for when Multiplayer drops! As mentioned above, next month well be back with Dan, focusing on covering how core multiplayer development is progressing. Stay tuned! |
Development Update |
EDIT: We've reverted this update and re-deployed 0.8.4g for now as we had some new bugs reported to us which we did not encounter internally.
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Changes
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Hello all, Happy Holidays and welcome to the December Multiplayer update! |
Changes
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Edit: 0.8.4e originally had a bug which caused minion icons to not stack. Weve re-released the patch to address this, but youll have to download the update.
New Affixes [h3]Primalist[/h3]
[h3]Rogue[/h3]
Uniques
Skills [h3]Swarmblade Form[/h3]
[h3]Summon Spriggan[/h3]
Passives [h3]Druid[/h3]
Sound
Performance
Bug Fixes
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Skills
Visuals
Sound
Bug Fixes
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Changes
Bug Fixes
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Changes
Bug Fixes
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Forge Your Legend |
The Eternal Legends Update (Patch 0.8.4) will arrive tomorrow, December 10th!
Check out the full Patch Notes here! |
Saving Eterra is going to take more than time, it will require becoming something else entirely: Legendary. Last Epoch is proud to announce that with Patch 0.8.4 comes the launch of our first endgame Dungeon and the rise of Legendary tiered armor and weapons. |
Hello everyone, and welcome to the Legendary item dev blog! |
With each patch we add new content and improve what already exists in the game. Its no secret that player characters are among the oldest assets. The Sands of Majasa Update brought an update to the Primalist model, and the Eternal Legends Update will continue this trend with improvements to Sentinel, Acolyte and Mage. |
Hello all, and welcome to the November Multiplayer update! |
Similar to the Sands of Majasa Update, the Eternal Legends Update will bring a large number of new unique items that will either help players during leveling or help create end-game builds. A couple of weeks ago we shared some of the unique items coming to the game in the next update, and last week our backers shared their own awesome and powerful uniques - Deaths Embrace by Heavy, Prismatic Gaze by woozel and Chronostasis by Corax. |
Its no secret that the Primalist is getting a lot of attention in the Eternal Legends Update - a complete Druid mastery overhaul in addition to a new core skill. However, the Primalist is not the only character with an expanding arsenal. Eternal Legends is bringing a new Rogue skill into the game - Umbral Blades. Lets take a closer look. |
The Eternal Legends Update is bringing a slew of improvements, changes, and new content. Yesterday we released a Dev Blog about Crafting Changes coming to Last Epoch in the upcoming patch. Today, lets take a closer look at another weapon group getting an overhaul - Staves. |
Crafting Changes
Negatives we want to avoid going forward
[h2]Forging Potential[/h2] In 0.8.4 were changing crafting to remove instability and fracture chance, and instead give all craftable items an amount of Forging Potential. Each craft uses a random amount of Forging Potential, normally around 1 to 15, and when an item runs out of Forging Potential it can no longer be crafted on, but until then all crafts will be successful. This has several immediate advantages:
[h2]Crafting Bases: Magic vs Rare Items[/h2] As mentioned above, with the previous crafting system it was often more optimal to start crafting from a magic item. There were several causes of this that were planning to address with the 0.8.4 crafting changes.
On a related note, we also want to shield players from bad RNG when crafting on exalted items, as that process is inherently more risky due to exalted items being much less easily replaceable. Because of this exalted items drop with particularly high forging potential. [h2]Runes and Glyphs[/h2] This patch were swapping the old two Glyphs for four new ones, replacing one Rune, and adding two new Runes. Three of these new crafting items will be chase items with more exciting and powerful potential outcomes than the existing Runes and Glyphs. One of our goals with overhauling Glyphs was to make the decision around choosing the one you wanted to be based more on strategy and what sort of outcome you wanted, rather than the math of which was more likely to result in you being able to craft the item further. On account of that, the roles of the Glyph of the Guardian and the the Glyph of Stability have been rolled into the new Glyph of Hope, which gives a chance that a craft will consume no forging potential. Glyph of Chaos
Changes to Existing Runes
Rune of Discovery
Rune of Ascendance
Rune of Creation
Glyph of Despair
[h2]Crafting Outcome UI[/h2] Another change to the crafting system in 0.8.4 is that you can now see the outcome of your crafts. This display is positioned at the bottom of the crafting panel where the various fracture chances used to be displayed. It tells you what stats you gained from a craft and how much Forging Potential was lost, if any. Community feedback is always valued and has been instrumental in providing direction for the crafting changes were making this patch. We hope that you enjoy the changes and that youll let us know how the new system feels to use either way. See you all in Eterra. |
[previewyoutube=E6PUnTTjDnE;full][/previewyoutube] [h3]Also coming in Eternal Legends:[/h3]
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As you may have already noticed, our Primalist is getting a lot of love in patch 0.8.4. Not only is his Druid Mastery going through a complete overhaul, but he is also getting some new, powerful baseline tools added to his kit. Today, the new Primalist skill Upheaval is making its smashing reveal to our community, so hold on to your boots and lets get into the details below. |
We hope youve been enjoying our Druid Development Week so far, and thanks for joining us here again for our biggest reveal yet. Weve been eager to show you all of the major changes coming to the Druid Mastery in 0.8.4 and we are finally able to do so with the third and final transformation: the deadly Swarmblade. |
We hope you enjoyed our new Entangling Roots design in the Entangling Roots Blog. We are thrilled to have you back again for our next reveal.
[h2]New Spriggan Visuals[/h2] The visuals for our current Spriggan form were a bit outdated and the abilities felt rather clunky and difficult to use. All around, he needed of a lot of love. Here is some of our early concept art for the model redesign: Once we decided upon the concept art and the details within, we set forth to create a new epic model for the Druids Spriggan form. Complete with hardened bark, a variety of natural growth, and an ancient glowing power within, our new Spriggan form stands ready to take on any threat. [h2]New Transformation[/h2] Weve given our new Spriggan form an exciting new transformation animation and integrated the casting of a new ability while transforming: Thorn Shield. Casting Thorn Shield while transforming into Spriggan strongly communicates the fantasy of becoming a tree. It feels great in dangerous situations, and connects the player with the soul of the Spriggan fantasy. Spriggan Skills This patch we have updates to all of the abilities which include replacing Vale Blast with Spirit Thorns, and replacing Root Wall with Thorn Shield. Let's dive into each of these decisions a bit more below. [h2]Spirit Thorns[/h2] Vale Blast, while decent at single target damage, felt rather lackluster and its theming did not fit well. Generic green laser blast of sorts doesn't really scream "nature magic." Also, we're removing Ice Thorns from Primalist this patch, so we would be lacking in any spell cast where you are creating thorns, which is very appropriate for a nature caster. So that led us to building Spirit Thorns. This is a single target, or multitarget, skill that feels much more satisfying to use than Ice Thorns or Vale Blast currently does, and really hits on that Spriggan nature theme. [h2]Thorn Shield[/h2] While we loved the theme of Root Wall, weve ultimately decided it wasnt effective or impactful enough, so it was time for it to retire. Its replacement, Thorn Shield, is a rather different skill compared to Root Wall. It forms a protective barrier of thorns around you that grants armor and reflects a flat amount of damage to attackers. When the shield expires, a burst of thorns shoots out and damages all nearby enemies. For Thorn Shield, we wanted to double down on the thorn theme, and also fully empower and support a thorns style of gameplay, where things die just from touching you. Being able to cast it on your companions also enables a fun playstyle where you stand back and send your thorny bear into battle for you. Or you can even sprout some thorns on your friends as they charge into the fray. [h2]Summon Healing Totem & Summon Vines[/h2] Healing Totem and Summon Vines are both keeping their current base functionality but gain visual updates and several new options in the overhauled skill tree. The reworked Spriggan Form minions often feel like new skills when using them in battle. New Spriggan Skill-Tree As we discussed in the Werebear Blog, we're moving away from a mana based resource for all Druid transforms and they will use a new resource called Rage. There will be many ways to recover Rage such as the examples below. Similar to the Werebear, one of our major redesign goals with the Spriggan skill tree is to allow players to bring in the power of other skills while transformed. This will allow players to make more strategic decisions when choosing which other skills they wish to specialize in. The entire Spriggan skill tree has been redesigned with the intent to allow our community of Travelers to create many new builds and explore new ways to play. Here are some of our favorite new nodes: Great Vine lives up to its name Thank you for joining us for this reveal of the changes coming to the Druids Spriggan form in Patch 0.8.4. We hope you love the new direction for the Druid and, as always, would love to hear your feedback in the comments! We hope to see you again tomorrow for a sneak peak at our Druids new and final transformation! Here is a peek at what you can expect this week! See you next time! Druid Rework Development Week: 1st November - Werebear Form Blog Post 2nd November - Entangling Roots Blog Post 3rd November - Spriggan Form Blog Post 4th November - New Form Teaser 5th November - New Form Blog Post 5th November - Druid Rework Overview Video |
We hope all you Druid fans loved the unveiling of our new Werebear design in the Werebear Blog. We are thrilled to have you back again for our next reveal. We are eager to share our full vision for the future of the Druid Mastery, and all the exciting changes coming your way before the end of the year.
To combat visual noise it made sense to avoid leaving a persistent visual effect on the ground for the full duration of the root. From a mechanical perspective, losing the persistent ground effect would have the added benefit of preventing the pile up issue, as no new enemies could be rooted after the initial cast. As such, we changed the skill from having a persistent ground effect to having an initial impact that left enemies immobilized, while also suffering damage over time. From a visual perspective, this meant we could focus the roots visuals around individual enemies, allowing us to increase the prominence of the roots without causing too much visual noise and increase their visual fidelity without sacrificing performance. The end result is a fresh take on a classic Druid-themed skill that we are very proud to share with our community. We hope you enjoy exploring this newly energized skill and its brand new skill tree full of unique decisions and powerful changes. Nodes Examples The skill specialization tree is also getting a complete overhaul with a wide variety of options for different druid playstyles. Enjoy a taste of what Entangling roots skill has to offer! Values have been omitted as we are still balancing the skill. Thank you for joining us for this reveal of the changes coming to the Entangling Roots skill in Patch 0.8.4. We hope you enjoy the new direction for the Druid and, as always, would love to hear your feedback in the comments! We hope you join us again soon to check out the exciting updates coming to the Druids most adaptive transformation - the Spriggan. Here is a peek at what you can expect this week! Druid Rework Development Week: 1st November - Werebear Form Rework 2nd November - Entangling Roots Rework 3rd November - Spriggan Form Rework 4th November - New Form Teaser 5th November - Druid Overhaul Overview and New Form |
We hope all you Druid fans are ready for some excitement because heading into patch 0.8.4 our Primalists most adaptive Mastery is receiving a full development update. We are eager to share our vision for the future of the Druid Mastery, and all the exciting changes coming your way before the end of the year. |
In recent patches, we update the 3D and 2D art of several weapon groups and added powerful implicit affixes to support a wide variety of builds. In the next patch, we are updating more weapon groups such as the polearms.
Now, lets take a closer look at some of our new Spear weapons, which you will be able to find in 0.8.4. [h2]Sun Spear[/h2] [h2]Trident[/h2] [h2]Ice Spear[/h2] [h2]Coiled Bident[/h2] [h2]Dragonslayer Glavie[/h2] [h2]Deicide Lance[/h2] Well be sharing more exciting news about upcoming content and features very soon through our social media channels so make sure to follow along: Discord Youtube |
New Sentinel Model |
Hello, Travelers!
We will share more about these changes in the upcoming weeks, but for now, enjoy this sneak peek of our reworked Werebear gameplay. Introduction of the first Dungeon Patch 0.8.4 will bring our first dungeon into the game. The dungeon system is another major system in Last Epoch that we will build upon over time adding more dungeons and dungeon mechanics in later updates. We will have more information for you closer to the patch release, but for now, we can reveal that it will utilize our first iteration of map layout randomization and will offer different gameplay compared to Monolith maps. Crafting Updates Crafting in Last Epoch is one of our fan-favorite systems so when making updates to it, we want to be careful not to change what players like about it. However, we feel there are some issues with the current system. For example, the random factor and fracturing items can lead to feel bad and frustrating moments. In 0.8.4, crafting will get some major changes. It will still be deterministic, and involve using shards to augment or add specific modifiers on the item, and we also still keep an element of randomization. However, that randomization will no longer come in the form of an item suddenly fracturing. Continuous effort to improve game visuals We are improving Last Epochs visuals every patch and 0.8.4 will be no different. For example, In the Sands of Majasa Update, the Primalist got a new model and we will be adding new models for the rest of our characters in this upcoming patch. New models will support facial animations which will be important for the future improvements of the game. We are also hard at work on creating new and updated armor sets as were nearing completion brand new models on all of our in-game weapons and offhands. Many visual effects, that dont represent the current quality of Last Epoch visuals are being reworked. Some initial targets beyond the Druid rework include Flame Reave, Serpent Strike, Wandering Spirits, Frenzy, Haste, and many on-hit visuals. We also are constantly looking to update older enemies. Some of the void enemies encountered early in the game are some of the oldest and are being brought up to our modern standards. Another enemy that we will be replacing is all forms of Spriggans. Last Epochs character creation and selection screen is also showing its age as many have pointed out. We understand that first impressions are very important and were reworking these screens entirely to include new visuals, better representation of characters, and updated UI. What else we are working on beyond 0.8.4 One of our long-term goals is to continue to improve and rework campaign chapters to bring the quality of the campaign up to our new standards. We are adding more voice acting, making dialogue and narrative adjustments to help engage players with the story, and working on lore collectibles which will give players a way to know the deeper stories of Eterra. We also have targets that will make combat in Last Epoch feel more impactful and satisfying. It is absolutely crucial to get the feel of the combat right, and we are exploring many improvements we can make , including updating hit visual effects, exploring directional hit effects, improving hit sounds across the board, and more. Well be sharing more information and teasers on the upcoming patch through our social media channels so make sure to follow along: Discord Youtube Thank you all for the amazing support and opportunities youve provided to Eleventh Hour Games. Were working hard to make Last Epoch a game that you want to come back to for years to come. |
Hello travelers, and welcome again to the monthly multiplayer update!
A Party voting on whether they want to continue an Arena run Why use a voting system? During playtests, we felt that having an entire run end due to one player having to leave the party unexpectedly felt too punishing. Using a majority vote system to progress in the Arena allows the party some level of flexibility, which is particularly beneficial when attempting longer Arena runs. We will continue to assess the multiplayer Arena experience and make any further changes required before we release it all to you. 5. Start preparing to add Multiplayer to the Community Tester Program I probably should have been anticipating the response here, as I caused some chaos for our support team by having the community reach out through our support network :) sorry! We had an overwhelming response of people interested in involving themselves in our Community Testing program, no doubt aided by the fact that it might involve early Multiplayer Testing. I want you to know that we've received everybody's responses and we'll eventually be selecting new candidates as we get ready to test our game at scale - if you've already applied we will eventually get to you. [h2]Multiplayer Stability and Scale[/h2] It's first worth establishing two important concepts: Last Epoch as a multiplayer game, and Last Epoch as a platform. The first refers to all our game content and gameplay "netcode"; setting up all the game content online, compensating for gameplay lag - essentially making sure the game is functional and feels as good as our singleplayer game does. Last Epoch as a platform involves *everything else* it takes to bring a game online: How do we allocate you servers? What is our matchmaking code? How does our character storage database work? Can our login system handle hundreds of thousands of requests at the same time? Do we need a queue system? Do we have metric systems in place to monitor the health of all this? We have been performing relentless testing of our multiplayer platform for Last Epoch to ensure it can scale up to handle many players, and do so in a stable manner. Between our continued development of our own skills as Live Ops developers, as well as observations about modern ARPG releases, we have learned a lot about where the real risks of a live release are (hint: the servers are the easiest part). As a result of all this testing and learning, we have come to discover that some of our backend services may not hold up well to scale as well as we would have liked them to. We are very happy to make these kind of observations now before we release to a lot of unhappy people unable to play our game, but it still means we need to go back and make some changes. So what does this mean? Firstly, this does not stop us working on Last Epoch multiplayer gameplay content - we're still readily adding and testing our singleplayer content and preparing it for group play, making sure it feels great and performs well. It does mean we are taking a step back on some of our backend systems to make them even better, such as the way we allocate servers, or our chat system. While these discoveries can often feel like a setback, the reality is that we are collectively quite relieved to now have the confidence to build out our own platform and own it. We are also confident that we'll be able to quickly fix any problems that might happen when we go live. We now have a clear vision for Last Epoch as a long-term live platform, and I'd like to share more of my philosophies on that next month. [h2]What are our goals for October?[/h2] We will be focused on making the changes mentioned above for the sake of our stability and scalability. We're actually well underway in most avenues here, and we hope to be playtesting Last Epoch multiplayer with our new changes in the next coming weeks. Until then, we're still actively adding and changing game content to account for group play. Rather than provide a list of bullet points this month, I plan on discussing the core pillars around what matters to us for a successful Multiplayer release, and what you as a player should expect from us when we go live. I will also update you on the progress we make strengthening our backend to prepare for release. I'm sure we're also going to show you a cool gameplay feature or two ;) Thank you so much for all the support, and I am really excited to show you all what we have cooked up for next month. Stanzwar |
Paladin Healing Effectiveness Scaling
[h3]Consecrated Ground[/h3]
[h3]Shield Bash - Kindling node[/h3]
Skills [h3]Drain Life[/h3]
[h3]Dread Shade[/h3]
[h3]Judgement[/h3]
[h3]Mana Strike[/h3]
[h3]Wandering Spirits[/h3]
[h3]Warpath[/h3]
[h3]Tooltips[/h3]
Enemies
Items
Chat
Bug Fixes
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Changes
Bug Fixes
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Skills
[h3]Javelin[/h3]
[h3]Lunge[/h3]
[h3]Vengeance[/h3]
Items
[h3]Melee Leech prefix changes[/h3]
Passives
User Interface
We understand that a single global chat channel does not properly support our expanding community. Were looking into potential solutions, and in the meantime we will continue to monitor chat and remind everyone to be courteous and follow our Community Guidelines. Enemies
[h3]Crystal Lotus[/h3]
[h3]Diamond Nagasa[/h3]
[h3]Gorgon[/h3]
[h3]Majasa[/h3]
[h3]Scalebane Guildleader[/h3]
[h3]Scalebane Bandit[/h3]
[h3]Scalebane Sorcerer[/h3]
[h3]Scalebane Rogues[/h3]
Bug Fixes
Known Issues
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Missed the patch notes for 0.8.3? Read them now on our forum.
Bug Fixes
Known Issues
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Wait no more, Travelers! Patch 0.8.3 has arrived and is ready for hacking and slashing. What will you check out first? |
The Sands of Majasa Patch 0.8.3 will arrive tomorrow, September 3rd! |
Sands of Majasa Update is just a few days away and we have shared details about a lot of upcoming content, changes, and improvements. Sentinel is getting several improvements of his own. Including skill reworks and new skills - 3 new skills in fact. We already showcased Void Cleave and Multistrike. Today we are revealing the last, but certainly not least, skill coming into Sentinels arsenal - Javelin! |
Alongside Axes, 1-handed Maces and Wands are another weapon type receiving a complete rework in the Sands of Majasa Update, including a new 3D model, 2D art, and powerful implicit affixes to support a wide variety of builds. Check out some examples below! |
[previewyoutube=2oxspDb7GPo;full][/previewyoutube] |
Patch 0.8.3 Preview
[h2]New Chapter[/h2] Your journey continues in Chapter 9 where you will uncover more secrets, visit never seen before locations, and will have to fight through new and challenging enemies.
[h2]Updated Primalist model and Armor Set[/h2] In the Sands of Majasa Update, the Primalist will be the first character to receive an entirely new model. In addition, we are bringing a new Armor Set, which fits the brutish nature of this character. [h2]Sentinel Skill Updates[/h2] Sentinel is getting a wide variety of updates to his arsenal - many of his skills such as Warpath, Lunge, Judgement, Erasing Strike are getting significant improvements or complete overhaul. We also updated visual effects of many skills, including conversion variants. Sentinel is also getting 3 new skills, giving him even deeper customization and more ways to play. [h3]Void Cleave[/h3] Void Cleave is a powerful 2-handed melee attack with a short cooldown and moderate mana cost that hits all enemies in front. [h3]Multistrike[/h3] Multistrike is a 0 mana cost Sentinel melee skill. Its damage ramps up over time as you use it by creating more and more extra hits to other nearby enemies. And no, you are not counting wrong. More is still coming! [h2]Necromancer Skill Updates[/h2] All necromancer skills are receiving significant updates to address several issues. One of the main goals is to support the necromancer style with permanent pets, leading an army of undead monsters to battle and just support it from behind without constantly summoning the army. [h2]Controller Support Improvements[/h2] We want to deliver the best possible experience for playing with the controller and the next patch brings major improvements to Controller Support. [h2]Monolith Improvements[/h2] Monolith of Fate will also get some major improvements, including balance pass to all spires and timeline exclusive echo reward types that grant unique or set items of specific types, allowing you to target farm specific uniques. In addition, we have given buffs to many empowered blessings. [h2]New Weapons[/h2] Several weapon groups are getting a complete rework with new 3D models, 2D art, and powerful implicit affixes to support more variety of builds. You will be able to find 45 new weapons across 4 weapon groups, including 1-handed and 2-handed axes. Sands of Majasa Update also brings new unique and set items, balance changes, bug fixes, quality of life changes, performance improvements, new music, and so much more. As always, we greatly appreciate the community for the continued support and engagement, we would not be here without you! Join our Official Community Discord! |
Multiplayer Progress Update
[h3]2. Debugging our party system to ensure play is as smooth as possible. The last 20% is the trickiest.[/h3]
[h3]3. Planning for earlier access to one of our endgame systems in order to extend multiplayer play to make it viable for wider testing.[/h3]
[h3]4. Collecting data. We need to not only be able to monitor and track player activity to help inform good decisions, we need to be able to monitor all of our front-end and back-end systems if we want to provide you a high quality experience like other online ARPGs.[/h3]
[h3]5. Optimizing our server size in order to save cost, and this comes in two major forms: server optimization, and netcode optimization. We are profiling our server to reduce its size online in order to allow us to put more servers on a single machine. We are optimizing our netcode to significantly reduce the size of the data we need to send between the server and clients, as well as optimize our gameplay code to reduce the amount of computations we send to the server in the first place.[/h3]
[h3]6. Getting our idol and potion systems working server-authoritatively, so you can complete your character build (and survive!).[/h3]
[h3]7. Scaling up to approach the ability to test more widely![/h3]
[h2]What Are Our Goals For September?[/h2]
With that said, we are always looking for more players who are positive, contributing members of the Last Epoch community to come and test our game before releasing to the wider public! We have a very active Community Tester group who get special access to early builds of our releases and help us make Last Epoch great. If you are interesting in joining our Community Tester program, please submit a support ticket with your contact information! Stanzwar |
Sands of Majasa Update brings new and improved tools for hacking and slashing through enemies. Axes, both one-handed and two-handed, are getting new 2D and 3D art as well as powerful implicit affixes to support a wide variety of builds and create new opportunities. Check out some examples below! |
[h3]Darkness within the jewel of the desert... |
It's an exciting time at Eleventh Hour Games and for Last Epoch development! In our efforts to be transparent and communicative, we've started a new Forum series to give you a peek behind the scenes. Here is a small collection of our latest updates as we progress down the road to 1.0: |
User Interface
Skills
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Monolith of Fate
[h3]Quest Echoes[/h3]
User Interface
Chat
Controller Support
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Monolith of Fate
[h3]Stability[/h3]
[h3]Spires[/h3]
User Interface
Skills
Mechanics
Enemies
Items
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Performance
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Changes
Bug Fixes
We have also found a performance issue caused by the UI updates in 0.8.2 and will have a fix out as soon as we can. |
Monolith of Fate
Optimization
Other Changes
Bug Fixes
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EDIT: 0.8.2c has been released to additionally fix a bug that caused some players to have a blank login screen, which prevented them from logging into the game. This primarily affected new players that started in 0.8.2.
Monolith of Fate
User Interface
Skills
Sound
Quests
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Patch 0.8.2 arrives tomorrow, May 24th, at 1 PM CT / 6 PM UTC!
Patch Notes: https://forum.lastepoch.com/t/beta-0-8-2-patch-notes/37724 Official Overview Video: https://youtu.be/MxGCYyxzZ5o |
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As we've previously shared, Patch 0.8.2 focuses heavily on the Monolith of Fate. We're actively working on an associated Developer Blog that we're super excited to share with you soon. In the meantime, we're happy to be announcing a number of updates coming to the Arena! |
Want to get more involved in the Last Epoch community? Join us on the official forum! |
Our next update, Patch 0.8.2, includes a new skill for Primalists! |
When we brought Last Epoch to Kickstarter back in 2018, the Soul Cage was one perhaps the single most well-received creature we showed off. Its concept art, found almost half way down our campaign page, was frequently the subject of conversations. This skeletal brute carrying a soul-filled prison has remained one of the most iconic enemies in the entire game, and we are excited to now be designing two related creatures to include in a future content patch. |
Patch 0.8.2 focuses on endgame content. In addition to introducing new challenges & rewards for players to experience, it also brings many improvements to existing content. |
Want to get more involved in the Last Epoch community? Join us on the official forum! |
[h2]Changes[/h2]
We're working on a substantial number of improvements targeting our in-game chat system, the experience of reporting chat messages, and the customer service experience. We have not yet determined whether some of these can be implemented prior to Patch 0.8.2. |
[h2]Changes[/h2]
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Changes
Known Issues
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Social Features
Last Epoch Accounts Now that social features are once again available, a Last Epoch account is required to play the game, just as it had been prior to the release of Patch 0.8.1e on Saturday. This account will also be necessary for multiplayer when Patch 0.9 has been released. Please see this support article for more information. Known Issues
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Changes
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[h2]Uniques[/h2]
[h2]Bug Fixes[/h2] [h3]Monolith of Fate[/h3]
[h3]User Interface[/h3]
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Tomorrow a few of our devs will be joining Zizaran to design a unique item! |
We're working on making skills in Last Epoch look better! |
Want to get more involved in the Last Epoch community? Join us on the official forum! |
Want to get more involved in the Last Epoch community? Join us on the official forum! |
Want to get more involved with the Last Epoch community? Join us on the official forum! |
dTotal recently interviewed Alexandr from our Art Team to discuss his progression as an artist! They discussed the start of his career, some prior experience in the industry, and touched on his recent work for Eleventh Hour Games such as designing the bows used by our new Rogue class. Check out the interview here, and I'm sure he'd love to hear your feedback! |
Hey, Travelers! |
Want to get more involved with the Last Epoch community? Join us on the official forum! |
Nearly a year ago, we posted the concept art for the Nagasa; creatures that serve the will of the desert goddess Majasa. Its particularly important to us that the so-called god races look impressive, and today were excited to share with you some of the Nagasa weve created! |
Missed the Patch Notes for Beta 0.8.1? Read them on our froum.
Endurance [h3]Aims[/h3]
[h3]Changes [/h3]
Skills [h3]Minions[/h3]
[h3]Death Seal[/h3]
[h3]Detonating Arrow[/h3]
[h3]Firebrand[/h3]
[h3]Frenzy Totem[/h3]
[h3]Infernal Shade[/h3]
[h3]Lethal Mirage[/h3]
[h3]Rebuke[/h3]
[h3]Shield Throw[/h3]
[h3]Surge[/h3]
Tooltip DPS
Items
Passives
Visuals
Monolith / Campaign
UI
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Hey Travelers! |
Hey, Travelers! |
Hey, Travelers! |
As you know, in Patch 0.8.1 were introducing 5 new Arena maps! |
Want to get more involved with the community? Join us on the official forum! |
Hey, Travelers! |
In Patch 0.8.1 we're giving the Monolith of Fate endgame system some love!
[h2]New Content[/h2] Those found wanting in the Monolith shall be fired. We're adding 3 new Timelines to the Monolith of Fate. These additions entail;
[h2]Polishing the Monolith[/h2] The Monolith of Fate is cooler than ever! Finally, we're also taking the opportunity to polish the system.
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Want to get more involved with the community? Join us on the official forum!
[h3]User Interface[/h3]
[h3]Items[/h3]
[h3]Skills[/h3]
[h3]Animations[/h3]
[h3]Level Design[/h3]
[h2]Optimization[/h2]
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Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved in the Last Epoch community? Join us on the official forum! |
Hey Travelers! |
Hey Travelers! |
Skills
[h3]Detonating Arrow[/h3]
[h3]Puncture[/h3]
[h3]Shadow Daggers [/h3]
[h3]Shift [/h3]
[h3]Shurikens[/h3]
[h3]Synchronized Strike[/h3]
[h3]Thorn Totem[/h3]
Items
User Interface
Sound
Visuals
Bug Fixes
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[h2]Note: Last Epoch requires a Last Epoch account for all users.[/h2]
[h3]Skills[/h3] Lethal Mirage
Tooltips
[h3]Items[/h3]
[h3]User Interface[/h3]
[h3]Visuals[/h3]
[h3]Sound[/h3]
[h3]Bug Fixes[/h3]
|
[h2]Systems[/h2]
[h2]Bug Fixes[/h2]
[h2]Known Issues[/h2]
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https://youtu.be/xzgPEpCZyj4
Rogue Skills [h2]Base Class[/h2]
[h2]Bladedancer[/h2]
[h2]Marksman[/h2]
[h2]Campaign[/h2] Chapter 4
Other Changes
[h2]Social Features[/h2] These improvements will be coming in a small patch shortly after 0.8 is released. Social features are currently disabled. Chat
Social
Login
[h2]Skill Balance[/h2] Aura of Decay
Bone Curse
Hungering Souls
Summon Frenzy Totem
Summon Storm Totem
Summon Thorn Totem
Mechanics
[h2]Passives[/h2] Primalist
Sentinel
Spellblade
[h2]Arena[/h2]
[h2]Items[/h2] New Item Types
Item Affinity
Shields
Ailment Retaliation Affixes These have generally felt underwhelming, show up too often and feel like they're just taking space away from defensive affixes you do want, such as health and resistances.
Other Affix Changes
[h2]Uniques[/h2] New Items
Eye of Reen
[h2]Enemies[/h2] Item Drops
Rare Enemy Scaling
Magic Enemy Scaling
Chapter 3 Enemies
Primeval Dragon
Void Amalgamation
Other Changes
[h2]Visuals[/h2] Screen Shake
Other Changes
[h2]User Interface[/h2]
[h2]Sound[/h2]
[h2]Optimization[/h2]
Bug Fixes [h2]Mechanics[/h2]
[h2]Skills[/h2]
[h2]Items[/h2]
[h2]Enemies[/h2]
[h2]Levels[/h2]
[h2]Visuals[/h2]
|
Want to get more involved in the Last Epoch community? Join us on the official forum!
See our teaser trailer here, or a preview of some gameplay here. [h3]Systems[/h3]
[h3]Skills[/h3]
The Rogue class features new hybrid skills! Cinder Strike, Flurry, and Puncture adaptively change between melee attacks and bow attacks to suit your equipped weapon. (Technically, the basic Attack skill also utilizes this new functionality.) [h3]Items[/h3]
[h3]Level Design[/h3]
[h3]Visuals[/h3]
[h3]User Interface[/h3]
[h3]Loot Filter[/h3]
[h2]Optimization[/h2]
|
A Rogue's work is never done. The right kill with the right blade might save this ruined future. |
Alongside the release of the Rogue and Dual Wielding comes the ability to wield bows, quivers and daggers. Our art team has been hard at work and is excited to showcase some of the new 2D and 3D models Eleventh Hour has created. If your preferred playstyle is to remain at a safe distance while raining down arrows or if it is to dive into dexterous melee combat you now have the perfect weapon for each scenario. |
Hey, Travelers! |
Coming from the shadows, a swift blade |
Greetings, Travelers! |
Missed the patch notes for 0.7.10? Read them on our official forum!
Arena
Enemies
Skills [h3]Devouring Orb[/h3]
[h3]Firebrand[/h3]
Items
Bug Fixes
|
Want to get more involved in the community? Join us on the official forum! |
Missed the patch notes for 0.7.10? Read them on our official forum!
Bug Fixes
|
[previewyoutube=HkA-4pG62lY;full][/previewyoutube] |
In the Patch Preview we promised you a look at Loot Filter rules - so let's take a peek! |
Hey, Travelers! |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum!
[h2]Systems[/h2]
[h2]Game Balance[/h2]
[h2]Skills[/h2]
[h2]Animation[/h2]
[h2]User Interface[/h2]
[h2]Art[/h2]
[h2]After This Patch[/h2] Patch 0.7.9 implemented Monolith of Fate updates from Phase 4 of our Early Access Forecast, and Patch 0.7.10 includes Loot Filters from Phase 4. Our next update, Patch 0.8, will stick with the '4' theme, albeit in a different way - it features four items from Phase 3! (Multiplayer is still being tested internally and won't be included in our next update.) |
Hey, Travelers! |
Last Epoch is being featured in tomorrow's Indie Showcase by the International Game Developers Assocation! The Indie Showcase begins at 12pm PT. Expect to see us around 1:30pm. |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum!
Potential New Functionality
We'll be looking at Glyphs after making these changes. [h2]Critical Success[/h2] An issue with crafting we wish to address is that fractures inherently highlight a craft going particularly poorly, however there is no equivalent for a craft going spectacularly well. This leads to crafting feeling worse, as there is undue focus on the potential for being unlucky. A mockup of a callout for the 'critical success' feature. We are thus experimenting with the addition of a counterpoint for fractures, which we are tentatively terming a 'critical success'. A critical success will be called out similarly to a fracture, and will cause an affix to be upgraded to a higher tier. This is most likely, but not guaranteed, to be the affix you had been crafting at the time. Please note that a critical success cannot raise an affix above Tier 5, which is the highest tier that can be crafted. A critical success cannot occur if it would raise an item's level requirement above your current level. We're still discussing how much instability (if any) a critical success will add. |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum!
|
The recent announcement by our Game Director, Judd Cobler, mentioned an initiative we're undertaking to include community members in our testing of content as it is iterated upon during a patch cycle. This is being called the Community Tester program. |
Hello Travelers, |
In Patch 0.7.9 we released new 3d armor models for the Primalist, Mage, and Sentinel. In our next update itll be the Acolytes turn, and today were taking a look at some early concept art, material references, a turnaround sheet, and the 3d models themselves. |
Want to get more involved with the community? Join us on the official forum! |
Monolith of Fate
Skills [h3]Assemble Abomination[/h3]
[h3]Disintegrate[/h3]
Bug Fixes
|
Want to be more involved with the community? Join us on the official forum!
[h2]Bug Fixes[/h2]
|
Monolith of Fate
[h3]Boss Balance[/h3] Listed by Timeline level to avoid spoilers.
[h3]Empowered Timelines[/h3]
Enemies
Visuals
Sound
Bug Fixes
|
Want to be more involved with the Last Epoch community? Join us on the official forum!
[h3]Developer Commentary[/h3] We have been reading your feedback across Last Epochs official forum, community Discord server, community subreddit, and elsewhere. Please note that the goal of hotfixes released one day after the previous update are to make quick adjustments which require minimal QA time and iteration. More extensive changes based on your feedback are planned, however these will take longer to create and test. Thank you for your patience, and for your feedback. Please do keep the feedback coming. [h2]Enemies[/h2]
[h3]Developer Commentary[/h3] We are broadly happy with how boss fights are currently taking - however, we recognize that drastic drop offs in damage feel punishing and result in frustratingly low damage numbers. We'll be shifting some of bosses' baseline survivability from resistance to health, and having bosses begin fights with damage resistance which wears off over time. These changes should result in damage numbers being both larger and more consistent without having a significant impact on how long it takes to kill bosses. Our goal is for improving your character's damage to always cause them to kill bosses more quickly, but not to the extent that relevant boss fights become trivialized - for example, maybe increasing your character's damage by 80% causes them to kill bosses 50% more quickly. We will continue to monitor your feedback and will work to address it more in future updates once we've had the chance to iterate on the system internally. [h2]Sound[/h2]
[h2]Items[/h2]
[h2]Bug Fixes[/h2] [h3]Assemble Abomination[/h3]
[h3]Miscellaneous[/h3]
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Want to be more involved with the community? Join us on the official forum!
[h2]Enemies[/h2]
[h2]Skills[/h2] [h3]Bone Curse[/h3] Characters with Bone Curse specialized will receive a free respec for its tree.
[h2]Sound[/h2]
[h2]Uniques[/h2]
[h2]Bug Fixes[/h2]
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Beta 0.7.9 Release and Patch Notes
[h2]Tier 6 and 7 Affixes[/h2]
[h2]Uniques[/h2]
[h2]Item Sets[/h2]
[h2]Skills[/h2] While Acolyte has been a strong class historically, before 0.7.8 it had by far the lowest amount of available skills and specialization trees, especially the Necromancer. Additionally, our plans for the class skills (including Warlock) have changed since the class was first designed a few years ago. With this patch, Acolytes now have a comparable (but still the lowest) amount of skills with specialization trees to the other classes and they better represent our plans for the class. [h3]Assemble Abomination[/h3]
[h3]Bone Curse[/h3]
[h3]Dread Shade[/h3]
[h3]Exhume[/h3]
[h3]Mark for Death[/h3]
[h2]Passives[/h2] [h3]Sentinel[/h3]
[h3]Forge Guard[/h3]
[h2]Arena[/h2]
[h2]Controller Support[/h2]
[h2]Game Balance[/h2] [h3]Damage Over Time[/h3]
[h3]Dodge[/h3]
[h3]Health[/h3]
[h2]Skill Balance[/h2] Due to size constraints, this section of the Patch Notes is not available on Steam. Click here to view it on the official forum for Last Epoch. [h2]Items[/h2] [h3]Mage Armour[/h3]
[h3]Primalist Armour[/h3]
[h3]Sentinel Armour[/h3]
[h3]Set Affixes[/h3] Previously, it was possible to have a complete set for 2 of the 4 set affixes, but this always required taking up prefixes on the same 4 item slots. This reduced item diversity in the late game. Now, you can still complete 2 set affixes, but doing so doesnt always require affixes on the same 4 item slots. This allows for more flexibility in what affixes you choose.
[h3]Weapon Implicits[/h3] Generally, swords, axes, maces and sceptres have more melee damage than before, while spears and staves have less melee damage than before.
[h3]Other Changes[/h3]
[h2]Sound[/h2] Due to size constraints, this section of the Patch Notes is not available on Steam. Click here to view it on the official forum for Last Epoch. [h2]Quests[/h2]
[h2]Animation[/h2]
[h2]User Interface[/h2]
[h2]Enemies[/h2] Due to size constraints, this section of the Patch Notes is not available on Steam. Click here to view it on the official forum for Last Epoch. [h2]Visuals[/h2] Due to size constraints, this section of the Patch Notes is not available on Steam. Click here to view it on the official forum for Last Epoch. [h2]Optimization[/h2]
[h2]Bug Fixes[/h2] Due to size constraints, this section of the Patch Notes is not available on Steam. Click here to view it on the official forum for Last Epoch. |
Hey Travelers! |
Want to get more involved with the community? Join us on the official forum! |
Want to get more involved with the community? Join us on the official forum! |
Hi Travelers! |
[h3]Items[/h3]
[h3]Skills[/h3] Patch 0.7.9 includes multiple new skills, each of which has a full-sized specialization tree.
Some skills are also being removed in Patch 0.7.9.
[h3]Animation[/h3]
[h3]Level Design[/h3]
[h3]User Interface[/h3]
[h3]Quality of Life[/h3]
[h2]Optimization[/h2]
[h2]After This Patch[/h2] While Patch Preview threads focus on game updates, we are also currently investing significant resources into out-of-game projects. In the months following Patch 0.7.9's release we plan to completely replace the core https://lastepochgame.com website and our support site. Longer term goals include replacing the in-game chat system and the launcher for our standalone client |
Hey Travelers, |
Want to get more involved with the Last Epoch community? Join us on the official forum!
|
Want to get more involved with the Last Epoch community? Join us on the official forum!
Assemble Abomination's skill art As with all newly added skills, Assemble Abomination will arrive in Last Epoch will a full-sized specialization tree. We hope you're looking forward to Patch 0.7.9 as much as we are! |
Want to get more involved in the Last Epoch community? Join us on the official forum!
As an aside, our current intention is to remove the Acolyte skill Mark for Death in Patch 0.7.9. Acolytes will receive a replacement skill, and the base effect of Mark for Death will continue to be available through alternative means - including Dread Shade's specialization tree! |
Want to get more involved with the Last Epoch community? Join us on the game's official forum! |
Skills
[h3]Smite[/h3]
[h3]Spirit Plague[/h3]
[h3]Tempest Strike[/h3]
[h3]Vale Spirits[/h3]
Passives [h3]Shaman[/h3]
Uniques [h3]Torch of the Pontifex[/h3]
Items
Enemies [h3]Skullen Pyromancers[/h3]
Visuals
Sound
Optimization
Bug Fixes
|
Want to get more involved with the Last Epoch community? Join the discussion on the official forum! |
Skills
Deal Seal - Death Wave
[h3]Reaper Form[/h3]
[h3]Spirit Plague[/h3]
[h3]Storm Totem[/h3]
[h3]Summon Wolf[/h3]
[h3]Summoned Wraiths[/h3]
[h3]Transplant[/h3]
[h3]Warpath[/h3]
Enemies
Visuals
User Interface
Uniques
Sound
Optimization
Bug Fixes
|
A number of new skills are coming in Patch 0.7.9! |
Want to get more involved with the Last Epoch community? Join us on the official Last Epoch forum! |
Skills
[h3]Black Hole[/h3]
[h3]Bone Golem[/h3]
[h3]Flame Ward[/h3]
[h3]Smite[/h3]
[h3]Wandering Spirits[/h3]
[h3]Warpath[/h3]
[h3]Other Changes[/h3]
Visuals
Uniques [h3]Eye of Reen[/h3]
[h3]Sound[/h3]
Quests
Enemies [h3]Enemy Limits[/h3]
[h3]Siege Golem[/h3]
[h3]Health Scaling[/h3]
Optimization
Bug Fixes
|
[h3]Changes[/h3]
[h3]Bug Fixes[/h3]
|
[h3]Skills[/h3]
[h3]Items[/h3]
[h3]Bug Fixes[/h3]
|
Note: Due to the size of this update, we are unable to fit every change into a single Steam post. The Passives, Skill Balance, and Bug Fixes sections have thus been omitted. The patch notes can found in their entirety here, along with a video from our Game Director, Judd Cobler.
Death Seal
Spirit Plague
Ice Barrage
Channeled Mana Cost
Skill Experience
This has three main implications;
Tooltips
Damage Conversion Nodes
Class Specific Items
Other Changes
Changes to affix pools on class specific items Body Armor and Helmets are now class specific, so affixes that are not used by that class will no longer roll on them. Other slots are not affected unless stated.
Armor and Protections suffix
Other Changes
New Uniques
Other Changes
Due to size constraints, this section is not available here on Steam. Please click here to view this specific section on our forum. Due to size constraints, this section is not available here on Steam. Please click here to view this specific section on our forum.
Due to size constraints, this section is not available here on Steam. Please click here to view this specific section on our forum. |
Hey, Travelers! |
Want to get more involved with the Last Epoch community? Join the discussion on the official forum!
Features
Skills
Class Passives
Items
User Interface
Chat
Animations
Quality of Life
Bug fixes
The issue preventing us from updating Last Epoch on Linux has been resolved. We are QAing Patch 0.7.8 on Linux and correcting any issues we come across. While we would like to release the patch for Linux at the same time as Windows and Mac, it will likely be delayed. Were currently working on an overhaul of ability tooltips. This will entail an update to their visual style, as well as improved clarity of information such as what stats minions scale with. P.S. Did you catch Thyworm interviewing a member of EHG staff yesterday? We posted it here! |
Ever wanted to better understand crafting instability, learn more about the differences between hits and damage over time, or get a better handle on how protections work?
Here's how it currently looks (work in progress); The search bar is shown on the left, while Rune of Shattering is a link to another page. The Game Guide was previously known as the Mechanics Guide. While its name has been updated, it will still serve the same goal of explaining the games features and mechanics. |
As you know, the upcoming Patch 0.7.8 features the eighth chapter of campaign content. In addition to new zones and new enemies, a new chapter means new music! |
In Patch 0.7.8 we are overhauling the stash, introducing a lot of new features and options!
* This functionality will also be available for categories. [h2]Stash Tab Customization Options[/h2] [h2]Stash Tabs and Categories Preview[/h2] [h2]Quick View Preview[/h2] [h2]Full Stash Preview[/h2] |
We've added new features to the official forum for Last Epoch!
|
We're implementing a vacuum effect where, if you pick up an Affix Shard, Glyph, or Rune, you will automatically loot all other nearby crafting items. This feature will be included in Patch 0.7.8. |
A commonly requested feature, footsteps are being added in Patch 0.7.8. |
In our upcoming update, Patch 0.7.8, we'll be introducing a variety of critters to the game to help the world of Eterra feel alive. We've been very very sneaky and very very quiet to get a few sightings of them. |
Hey Travelers, |
Want to get more involved with the Last Epoch community and be able to click on the images to see larger versions of them? Consider joining us on the official forum for Last Epoch. |
Want to get more involved with the Last Epoch community, and view the Ability Previews we weren't able to embed into this post? Join us on the game's official forum! |
Greetings, Travelers!
Additionally, we will replace the launcher used for our standalone client with one that streams data, which will further reduce the free space required to perform updates for those not using Steam. We aren't ready to offer an ETA for this, and it is unlikely to be ready in time for Patch 0.7.8. Finally, just to be completely clear - no game content is being removed in this update. The shrinking of Last Epoch install sizes is entirely the product of optimization. Be sure to keep an eye out next week! We'll be previewing a few new enemies being added to the game in Patch 0.7.8 and looking at some new animations for the Mage. steamhappy |
Hi Travelers! |
Hey Travelers! |
Bug Fixes
We continue to work on finding and resolving the causes of crashes and visual artifacts that the community has reported. These issues are time consuming to diagnose, because they do not happen consistently internally and require lots of iterations. Thanks for your patience! |
Skills
[h3]Healing Totem[/h3]
[h3]Thorn Totem[/h3]
Sound
Uniques
Items
UI
Performance
Bug Fixes
|
One of the defining features of Last Epoch is its skill system. As part of our work to raise the standard of the game across the board, we have been reworking existing specialization trees in cases where we felt they were not as interesting, as fleshed-out, or offering as many options as some of our newer specialization trees. A recent example is Patch 0.7.7's redesign of Lightning Blast's tree. |
Missed the patch notes for 0.7.7? Read them here!
Performance
User Interface
Uniques
Enemies
Bug Fixes
|
Hey Travelers! |
Missed the patch notes for 0.7.7? Read them here!
Other Changes
Uniques
Bug Fixes
|
Hey Travelers!
User Interface
Bug Fixes
|
Patch 0.7.7 is now available for Windows and macOS! Due to a technical issue, we are still working on making this update available for Linux. We anticipate this happening next month.
Skills and Specialization Trees [h3]Skills[/h3]
Note: We previously announced a third new skill, Spirit Plague. While this skill is still planned, we have unfortunately had to delay its addition to the game due to a technical limitation. [h3]Specialization Trees[/h3]
Equipment Patch 0.7.7 includes five new item sets and 10 new unique items. [h3]Item Sets[/h3]
[h3]Unique Items[/h3]
Passives Sentinel
Lich
Shaman
Sorcerer
Skill Balance General
[h3]Acolyte Skill Balance[/h3] Aura of Decay
Detonate Corpse
Defile
Mark for Death
Soul Feast
Summon Skeleton
Summon Skeleton Mage
[h3]Mage Skill Balance[/h3] Elemental Nova
Focus
Glacier
Mana Strike
[h3]Primalist Skill Balance[/h3] Entangling Roots
Tempest Strike
Werebear Form
[h3]Sentinel Skill Balance[/h3] Abyssal Echoes
Abyssal Orb
Erasing Strike
Forge Strike
Holy Aura
Judgement
Ring of Shields
Sigils of Hope
Smite
Item Balance Base Spell Damage
Idols
Gambling and Vendors
Other Changes
User Interface This patch features an overhaul of our user interface, with many individual UI elements such as buttons and sliders updated with a new design. This has not yet been rolled out to every UI window, however the majority of these have already been changed. Maps
Action Bar The visuals for the action bar have been completely redone.
Character Sheet
Quality of Life
Other Changes
Sound
Animation
Visuals
Monolith of Fate
Enemies
[h3]Bosses[/h3]
[h3]Other Enemies[/h3]
Performance
Bug Fixes
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|
Want to become more involved with the Last Epoch community? Join us on the game's official forum!
Graphics
Sound Design
Skills Patch 0.7.7 includes several new skills, each of which has its own specialization tree.
User Interface
Miscellaneous
Bug Fixes
Optimization
After This Patch We've made the difficult decision to hold back Chapter 8 so that we have more time to spend both on that content, and also more time to spend on improving currently available content. Don't worry - Lagon is still approaching - he's just a little further out. We have recently recruited an Animations Lead! If you'd like to see an example of his work, pay a visit to the Osprix Warriors in Chapter 1's The Southern Plateau. We will be replacing many of the animations currently implemented, however this will take time. We have multiple new skills in development, which will likely be included in Patch 0.7.8. Prior to the release of Patch 0.7.8 we hope to release a new launcher for the standalone client which will reduce the amount of space needed during game installation and patching. |
Note: This tree is a work in progress. Nodes may be added, removed, or changed. |
Want to become more involved with the Last Epoch community? Join us on the game's official forum! |
Want to become more involved with the Last Epoch community? Join us on the game's official forum! |
Want to become more involved with the Last Epoch community? Join us on the game's official forum! |
Want to become more involved with the Last Epoch community? Join us on the game's official forum! |
Want to become more involved with the Last Epoch community? Join us on the game's official forum! |
In Patch 0.7.7 we will be implementing graphical improvements for many zones. Additionally, we will also be introducing new ambient sounds to help the world of Eterra feel more alive! |
Want to become more involved with the Last Epoch community? Join us on the game's official forum! |
Want to become more involved with the Last Epoch community? |
[h3]Idols[/h3]
[h3]Skills[/h3] Ice Ward
Summon Scorpion
Summon Wolf
[h3]Bug Fixes[/h3]
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[h3]Changes[/h3]
[h3]Bug Fixes[/h3]
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Patch 0.7.6 is now live and introduces the brand new Idol system! |
Our upcoming update, Patch 0.7.6, focuses on improving quality of life and addressing player feedback. Something we hadn't been ready to commit to being included in 0.7.6 at the time of the Patch Preview being posted was a change to the left mouse button ("LMB").
Each of the options available has its own skill art, so it is always clear which behaviour the LMB is currently using. The specific art being used in Patch 0.7.6 may be revised in future. Thank you for the feedback we have received from you regarding LMB's behaviour - and please do let us know both how you feel about the two options being added in Patch 0.7.6, and how they feel after the patch is released and you've had a chance to test them. |
Welcome!
[h3]Endgame Changes[/h3]
[h3]Campaign Changes[/h3] We are streamlining Chapters 1 and 2 to improve the new user experience. One of the design goals with Chapter 1 had been to make repeated use of time travel due to it being a core part of Last Epoch. We also wanted to do this to introduce the player to the various eras in Eterra's history, and the different factions from those eras. We have consistently seen feedback that the beginning of the story can be difficult to follow, and so we are reducing the number of time travel occurrences - for example, you no longer briefly visit the Imperial Era in Chapter 1 - and the number of enemies involved. [h3]Quality of Life Improvements[/h3]
[h3]Bug fixes[/h3]
Optimisation Patch 0.7.6 removes one source of stutter, improves the performance and appearance of Ambient Occlusion, and improves the performance of several skills and enemies. After This Patch We have already started working on Patch 0.7.7, which will be the next content patch. Work is under way on Chapter 8, which is likely to be one of the first Phase 3 entries from our Early Access Forecast to be made available. Work continues on the remaining Phase 2 entries, such as the Character Introductions and the Mechanics Guide. |
We're working on implementing Buy Back! This system is undergoing internal testing, and the expectation is that it will be included in our upcoming content patch, Patch 0.7.6. |
We are in the process of updating skills to make them feel more responsive. This work has included changes to their animations - so before we explain the adjustments we'll be making, we'll be taking a brief look at the different phases of skill animations.
When looking at each of these, there'll be a GIF of my Mage - he's called Meatier, because of course he is - casting Fireball with the name shown during that phase of the animation. We've slowed down the GIFs so that each distinct phase of the animation is easier to see. Anticipation Anticipation is the part of the animation which occurs before the skill takes effect - which in the majority of cases is when a skill deals damage to an enemy or heals an ally. This is often used in boss fights as a visual cue for dangerous abilities. An example of this featuring a player-controlled character is when the Mage pulls his hand behind his head, before dramatically throwing it forwards as he conjures Fireballs to unleash upon his foes. Impact Impact is the moment during the animation in which the skill takes effect; for example, the moment in which the Fireball skill's projectiles are created and begin moving forwards. Follow Through Follow Through consists of the character transitioning back to their regular standing pose. It is sometimes partially skipped so that characters can move sooner after activating a skill. The Changes We're Making In Patch 0.7.6 we are updating many skills with some of the following changes;
The Skills Being Adjusted Here are the skills we will be updating; ACOLYTE
Necromancer
MAGE
Sorcerer
Spellblade
PRIMALIST
Beastmaster
Druid
Shaman
SENTINEL
Forge Guard
Paladin
Void Knight
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|
Skills
[h3]Erasing Strike[/h3]
[h3]Forge Strike[/h3]
[h3]Maelstrom[/h3]
[h3]Sigils of Hope[/h3]
Mechanics
Sound
Enemy Balance
Performance
Bug Fixes
|
Performance
Enemy Balance
Item System
Bug Fixes
|
Skills
[h3]Ice Thorns[/h3]
[h3]Reaper Form[/h3]
[h3]Sigils of Hope[/h3]
Items
Visuals
Bug Fixes * Fixed an error with loading certain types of shards which prevented some characters from being loaded. * Fixed exiting to character select and then loading another character causing a variety of odd behavior, including enemies idling in place after death and load screens getting stuck. * Fixed a bug where an item's fractured status was not being saved correctly. * Fixed some drop rates for Uniques being incorrect. * Fixed a bug where shards would rarely fail to drop. * Fixed a non-functional type of Rune dropping. * Instability is no longer shown on the tooltips of items that cant have instability. * Fixed an oversight where Increased Elemental Damage could not roll on staves. * Fixed Wandering Spirits Spectral Putrescence node not adding the poison tag to the skill. * Fixed Flame Wards Selfless Sorcery node mentioning another node by the wrong name. * Fixed a click sound being played multiple times when loading a character. * Fixed Earthquake having a minion tag in its tooltip. * Fixed ground affects unintentionally appearing on the Primal Sabertooth. Known Issues Runes and Glyphs besides Rune of Removal and Glyph of Stability are not present in the Crafting Items tab.
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Campaign
Item Gambling You can now use the gold you gain during gameplay to purchase unidentified items of a certain base type (e.g. you can buy an Eastern Blade). Once you purchase an item, its rarity and affixes will be revealed. Artem, the Gambler NPC, can be found in the Council Chambers and the End of Time. Item System We have rewritten the backend for items and storage to improve performance and remove some long-standing bugs. Additionally, this rewriting has facilitated the following;
Skill Balance [h3]Black Hole[/h3]
[h3]Disintegrate[/h3]
[h3]Entangling Roots[/h3] The aim here is to remove the melee aspect because that overlaps with Earthquakes niche, while modernizing the tree and making it more useful overall. Due to the significance of the changes, players will receive a free specialization tree respec.
[h3]Glacier[/h3] Due to the significance of the changes, players will receive a free specialization tree respec.
[h3]Ice Thorns[/h3]
[h3]Maelstrom[/h3]
[h3]Marrow Shards[/h3]
[h3]Rive[/h3]
[h3]Shatter Strike[/h3]
[h3]Smite[/h3]
[h3]Spriggan Form[/h3] We want to buff Spriggan Form, while also shifting some of its power from base defensive stats to damage and the nodes on its specialization tree. Due to the significance of the changes, players will receive a free tree respec.
[h3]Summon Bear[/h3]
[h3]Wandering Spirits[/h3]
[h3]Werebear Form[/h3] Currently this skill is too strong and needs to be reduced in power. These changes should also make it easier to remain shapeshifted for longer without significantly investing into Critical Strike Chance. Due to the significance of the changes, players will receive a free tree respec.
Uniques
Items
Enemies
Mechanics
User Interface
Sound
Visuals
Performance Our performance-orientated work in Patch 0.7.5 focused primarily on reducing stuttering. While we have not eliminated all sources of stutter, it should be less common than before. Additionally, we have optimized the labels for equipment. Bug Fixes
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Skills
Passives
Items
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Sound
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Mastery Class System
Time Rifts
Campaign
Skills
Node Tooltips
Passives
Mechanics
Items
Uniques
UI
Ladder
Visuals
Graphics Settings
Sound
Enemies
Performance
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Overview
Want to learn more? Check out our Developer Blog. Time Rifts Time Rifts further support Last Epochs time-travel centered theme by redefining the concept of side-zones - taking you to alternate versions of the level where the passage of time has resulted in changes to both the zone itself and its inhabitants. This grants Time Rifts greater scope to diverge from their adjoining zone - and they thus contribute to players encountering more diverse enemies. While this isn't coming in Patch 0.7.4, in future patches Time Rifts will also tie into the item hunt and other systems like Epochs Call, Lost Memories, and the Eternity Cache. Skills Multiple new skills are becoming available;
Addtitionally, the following skills are also receiving specialisation trees;
Enemies This patch introduces a significant number of additional enemies to the game. Dinosaurs
Dragons
Plants
Void
User Interface We have redesigned our tooltips. We will be gradually updating all specialisation tree and passive tooltips to benefit from these improvements across future patches. Items
Optimisation As with most updates, Patch 0.7.4 includes optimisations to improve performance. Shader improvements have resulted in an average increase of 5 - 10 FPS in most areas. This change was observed across minimum, average, and maximum framerates, on a system running Windows 10 with a Ryzen 5 1600, an 8GB RX 480, and 16 GB of RAM. We have rewritten the backend for our graphics pipeline. While primarily done to resolve bugs, we anticipate this resulting in improved framerates in some situations.
A combination of code refactoring and visual effect optimisations have been implemented to improve the performance of the following skills;
After This Patch We're holding back the implementation of Minion Stances to a later patch as we would not have sufficient time to adequately QA it in time for the release of Patch 0.7.4. We are rewriting the code related to item storage, and in a future patch we will be adding search bars to stash tabs. This rewrite will also resolve several item-related bugs. We are preparing to update our game engine. This will take a significant amount of time to QA, however it will bring improvements of its own while also facilitating us making additional optimisations ourselves. We won't be releasing a demo until after this update, as subsequently updating the demo would otherwise require an excessive amount of work. |
Skills
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Skills
Passives
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Respec Systems
Buffs and Debuffs
Campaign
Social
Skills
Passives
Mechanics
Items
UI
Sound
Performance
Visuals
Bug Fixes
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UI
Skills
Voice Acting
Visuals
Animations
Bug Fixes
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Skills
Voice Acting
Sound
Visuals
Levels
Performance
Mechanics
Passives
Items
Animation
Uniques
UI
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Bug Fixes
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It's been a busy time at Eleventh Hour Games! We'd like to provide an update regarding what we've been working on, as well as announcing some changes we've decided on.
We'll have a lot to talk about over the next few weeks! Historically we've prioritized posted news on our forum and social media. We're going to begin also posting these here so that more information is accessible here on Steam. |
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User Interface
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We're aware of the download for this on Windows being quite large, while it isn't on Linux/Mac. We have most likely found the cause of this but unfortunately there is nothing we could do for this patch. We will reslve it for future patches. |
Monolith of Fate
Uniques
Items
Affixes
Mechanics
Enemies
Skills
Passives
Leech
UI
Visuals
New Sounds
Zones
Performance
Bug Fixes
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Skills
Bug Fixes
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Chat
Items
Skills
Enemies
UI
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Mechanics
Skills
Items
Bug Fixes
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Monolith of Fate
Items
Skills
Passives
Enemies
UI
Bug Fixes
-- We know that the patch size for Windows is quite large and we are working to determine the cause of these large patch sizes, as the patch sizes for both Mac and Linux are closer to what we'd expect. Please note that a patch size doesn't mean that the game will take up that much more storage. Rather, the patch usually overrides data that was already present. |
Arena
Monolith
Performance
Skills
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Quests
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Visuals
Bug Fixes
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Our second patch to Beta is now live!
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Skills
Zones
Uniques
UI
Enemies
Visuals
Bug Fixes
--------- Weve all been surprised by how rapidly the community has grown since the start of Beta, so wed like to thank you all for participating and being patient while we continue work to make Last Epoch even better! Here are a few things that weve prioritized working on:
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Our first patch to Beta is live!
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Enemies
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Hi everyone! |
Hello, Travelers!
Steam Powered First things first Last Epoch is coming to Steam! On April 30th, Last Epoch will be available for purchase via Steam. If you have already purchased the game, we will be implementing a system on our website to help you access the game via Steam more information to come! This is a huge milestone for Eleventh Hour Games and we cant wait to share our game with you on another awesome platform. Don't forget to add Last Epoch to your wishlist! Beta Supporter Packs New supporter packs will be available with the launch of beta featuring new rewards including the Skullen - exclusive cosmetic pets who will follow you on your journey through Eterra. Stay tuned to our website and social media platforms for more information on these upcoming supporter packs. Note: If you'd like to own the exclusives that come with the alpha series of supporter packs, time is running out as they will be unavailable after April 30th. More Endgame: The Monolith of Fate The Monolith of Fate will be Last Epochs first major endgame system. Explore alternate timelines that contain new and deadly encounters, where your choices shape the course of your journey! Players will run a sequence of zones with randomized enemies and objectives. At the end of each area you will be offered two options, each one adding new modifiers to the next several zones. These alternate timelines can be dangerous and unpredictable untold treasures await those who dare to explore its depths! It is important to note that this system is still early in development and will be updated and improved heavily over the coming months. The initial version that we are unveiling is a very simplified version of our final vision for it. You can check out an overview of all our end game systems that we have planned on this page. More Lore We have shared about two and a half chapters of the Last Epoch story, the launch of beta will include roughly double that! We have a brand new prologue chapter which will help introduce new players to the world of Eterra and establish new origins for the player classes. We will finish the third chapter of the story where you will assault a massive naval fortress known as Hartons Dreadnought! Afterward, prepare to brave the treacherous sands of Majelka, the Jeweled City of the desert, and battle the Immortal Empire forces that occupy it. Youre growing that much closer to finding the source of the Void and more chapters are on their way! More Classes With two new mastery classes, Travelers have an all new reason to start a new adventure within Last Epoch as each character. Bringing new lore and unique combat styles, the Paladin and the Druid are rousing additions to the existing suite of classes.
More Skills While new skills will be available through the Paladin and Druid additions, we are also adding several new abilities and augment trees for existing classes. Check out this quick list of new skills to upgrade your arsenal:
And more... We have many additions planned for the month of beta stay tuned to our forum and Discord for the most up-to-date information and news about Last Epoch. Stay safe, Travelers! |