1. Last Epoch
  2. News

Last Epoch News

Eterra Monthly: Oct. 2024 Edition

Welcome Travelers to the Eterra Monthly October 2024 Edition!

We’ve got a fully loaded report for you today, so buckle up, and let’s get started.

A New Dawn for the People


The Immortal Emperor’s campaign for power has been halted. As immortal soldiers occupied Eterra, a large resistance was staged to fight back. The battle began on September 19th and raged until October 20th. This resistance has since succeeded against the occupying undead army, and the Immortal Empire was forced to retreat. Resistance leader Yulia had this to say,

“The travelers are a force to be reckoned with and they are here to stay. The Emperor is welcome to press his influence whenever he wishes, but we will always push back!”

Our reporters attempted to reach her for further comment but have yet to receive anything more. The travelers who fought so tirelessly found a way to rub salt in the immortal wound, by claiming replicas of the Emperor’s own Crown and have been flaunting them before him. The Emperor however, was conveniently unavailable for comment. Is this the last we will see of the Immortal Empire’s forces? Only time will tell.



Patch Review


October 20th marked the end of the Immortal Uprising Event and the battle was incredible! Travelers from around the world came together and duked it out with the Emperor’s forces including a new type of soldier, The Loyalist Undead. An elite unit of the skeleton army that packed a punch and everyone felt it. As the event came to a close, Travelers have been encouraged to check the Cosmetic Shop for a free gift for their efforts, stashed within. If you haven’t collected your own Immortal Crown, it’s not too late. This item will remain available to all event participants, free of charge.

With the end of the event came Patch 1.1.7.6. The new patch reverted a handful of changes made available by the event, and adjusted the effects of several others. For full details, read the Patch Notes Here .

Hotfix Rollout


Patch 1.1.7 was given a small hotfix for the month of October titled, “Hotfix 1.1.7.7.”
It was treated as an addendum to patch 1.1.7.6. The hotfix note reads as follows:

• Fixed an issue that would cause the Felled Woods terrain to load incorrectly

As the issue was not accompanied by any additional fixes, the information was later added to the end of the 1.1.7.6 patch notes, rather than being given it’s own page on the Forums.

Eyes on Eterra


And now for an Osprix eye view of things happening in Eterra. Over in the Felled woods, our weather team has noticed an anomaly involving thick fog and an ethereal floor causing a bit of a stir. Traveler’s are encouraged to… Wait… I’m getting word that the fog is clearing and the ground has returned to its original solid state. Well Traveler, feel free to explore to your heart’s content. We apologize for the false alarm. On to more pressing news.

Several teams have come together with a few ideas regarding Twitch Subscription rewards they feel are a little over due. The team has put out a voter’s poll found HERE . Players are encouraged to cast their votes in regards to what they would like to have access to during Twitch streams. This poll will be open until November 11, 2024 11:00 AM CT after which it will be locked and the team will get to work adding the winning Emotes to the channel.

Build Spotlight


Travelers it’s that time again where we cast one of your builds in the Spotlight of Glory! This month we have something to warm up your gameplay after chilling out with the White Walker build last month.
This month’s spotlight goes to…



The Smelter’s Wrath Worldsplitter Forge Guard is a hard hitting, Harbinger deleting, Tank doused in napalm. Unlike the White Walker Cryosplosion that focused on stacking Frostbite, Smelter’s Wrath consumes enemies in a cone of fire, doubling your armor, and increases it’s own range the longer it charges. Couple this with smashing a Worldsplitter into a legendary 2-handed axe that increases Fire Melee damage, and Mana as well as mana regen, and your Forge Guard will be a walking combustion engine, melting its foes with minimal effort.

Now this build does benefit from a few other important items such as Titan Heart, Shattered Chains, Siphon of Anguish, and Eterra’s Path, but the rest is really up to you. This does require some extra effort in item farming as opposed to the showcase from last month, but we think that’s what makes this build shine; showing the power of both gameplay preferences.

You can check out the Build Guide Showcase by Dr3adful and hear more about it in their own words. The Build guide has also been made available on Lastepochtools.com so feel free to dig around and light the fires for your own Smelter’s Wrath.

Meet the Team


You, the players, have asked and we delivered. You may have seen us showcase a handful of our EHG staff on social media, but we’ve decided to expand on this initiative a little more, just for you. I got the opportunity this month to sit down with David Chen, one of the Producers here at EHG. David has been with EHG for about a year and a half, and he was more than happy to talk about his role in the studio.



Tell us a little about your job and what it includes.
I’m a producer here at EHG, basically that comes down to making sure that the features we work on get done. So, it’s a lot of planning, organizing, making sure people are doing what they need to be doing, and making sure that bottlenecks and obstacles are taken care of.

What inspired you to get into game development, and how did you end up at this studio?
Well, the studio is a different question, I think, apart from getting into games in general. Getting into games: basically at school, when I was in college, I was an electrical engineering major with a software focus. Then I was looking for jobs and I just found an opening for an engineer at a game company called Stormfront Studios. And I was like, “Oh my gosh, I can do games for a living.” Because, you know, I grew up playing games and always loved it. So, I applied for that, I got it, and I’ve pretty much been in the games industry ever since.

For EHG specifically, at the time I was just looking for a good position and a good place that I could join, and EHG popped up. I checked the game out. It was awesome that it was already in early access so I could actually just play the game and see where things were. I was really impressed by the game and met with the people. They seemed like a great group of people to work with and it just happened to work out.

How does working at an indie studio differ from working at a larger studio?
I’ve actually found that the indie studio is not so different from a big studio where I’ve also worked. I think a lot of it just depends on how the teams are built. For some reason, the team here at EHG is relatively similar. The big difference is the remote aspect of it. I found just making a game remote is so different from when everyone is at a physical studio at the same time. That communication is just a very different vibe and on top of that, we’re distributed around the globe. The team chemistry and the bonding is very different. You can’t just turn around and talk to someone and ask a question. You’ve gotta ping them, hope that they’re online, and look at your pings at the same time to get an immediate response. You just have to adjust how you work a little bit differently.

How do you balance working from home with your home life?
I think it’s just a matter of being responsible for a lot of it, right? I mean, the nice thing about going into work is you go home and it can be a clear delineation between work and home life. It’s very different when you’re always checking Slack for work and I think a lot of that’s just the decision you make for yourself of like, “All right, this is how I’m going to draw my boundaries for work life balance.” and it’s very much on you. Hopefully, you’ve got a manager who understands and is on the same wave length as you in terms of when you’re on, when you’re off, and it’s kind of the expectations of the job.

For me, it’s worked out pretty well. I find that I’m pleased with both my work life and my home life right now. So, I think whatever balance it is that I figured out, it’s at least working for me.

How do you balance creativity with practical constraints like time, budget, or technical limitations?
My role as a producer, I find works a lot better when I approach it from a practical standpoint. We have so many just amazingly talented, creative people that I let them ask to do the creative side of things. It’s on our designers and our creative folks to ask for crazy ass stuff. That’s how you achieve greatness, by not caring about how hard something is or how long something’s going to take, because it gets the conversation started.

But there has to be that balance, in terms of making sure we can actually get the work done on time; that we’re not completely rearchitecting the game to get something done. And so I bring that counterweight to the creative side of things. And if you set it up with a team of people, where that conversation is open, that it’s not antagonistic, then you realize that everyone’s working towards making a great game. Then you find that balance in between, and you’re able to come up with something that is awesome, is fun, and doesn’t burn out the team to get done and keeps the game stable. All the things that have to be kept in mind in addition to “How awesome would this be?”

What’s the biggest lesson you’ve learned while working in indie game development?
I think it all comes down to communication. So, communicate often, communicate early is really something that just kind of works both in life as well; but certainly in games. You need everyone to be on the same page. Everyone needs to reach alignment and if you can do that, then you’ll be in pretty good shape. Related to that also is to be honest. You can do that without being cruel. If something isn’t working, if a deadline isn’t going to be reached, if something painful is coming up, it still behooves you to be honest and open about it as early as possible because it gives the team a chance to react to it. The longer you put it off, the harder it is to do something about it. So, you really gotta bite the bullet and just make things clear from the beginning that, if something’s going wrong, you have to communicate it. So, that’s something I found. It’s better to be honest than to try to spare feelings by hiding it. You don’t want to do that. In my role especially, a lot of what I try to do is let the whole team know “This is what we’re doing. This is why we’re doing it.” Give them an opportunity to respond. You want to communicate it as many times as you can, because everyone takes information in differently. And that’s kind of it. Just communicate, let people know what’s going on and, you’ll be in pretty good shape.

How do you stay motivated and creative, especially during long or difficult projects?
For me, it really just helps to have good people. I thought, at least in my career, that if I like the people I’m working with, then that is really what motivates me to want to continue to do a good job, to do right by them. More so than anything else, It helps out Last Epoch. It’s a fun game. I don’t play all the games that I work on in my spare time but, certainly I do with Last Epoch because it’s just a fun game at the end of the day. But really it’s the people and knowing that I’m helping them succeed; and that’s kind of where I get my kicks.

What kind of feedback from players do you find most helpful or motivating?
I like a healthy dialogue of “You guys are doing great.” That certainly helps motivate you to know that you’re in the right direction. I think constructive feedback is always useful because we recognize the game’s not perfect. There are problems with it and it’s good to know what people think we should be focusing on. It depends on how it’s worded; it helps if you can be honest without being a dick about it and so I think that as long as you do that, it’s always great to hear from the players. You assume positive intent, right? You know that they’re trying to make the game better. They want to have fun with it and we want them to have a good time also.

What’s a feature or design choice you’re particularly proud of in one of the games you’ve worked on?
Most of what my job is has been outside of the creative side of things. Really, whenever the game gets out the door on time and in a fun state. If the game shifts and if we were able to ship most of what we wanted to in it, then that gives me a good sense of satisfaction.

What advice would you give someone who wants to get into this industry?
You’ve got to work well with others, I think, is really what it comes down to at the end of the day. You can be the best engineer, the best artist, the best whatever, but if you’re a jerk and no one wants to work with you, dude, you make it so hard. It’s a team effort and you’ve got to be a team player if you want to make a game with a group of people. Obviously, technical acumen and being good at your job is certainly important, but I think even more important is the culture fit. You want to be someone that people want to work with.

Is there anything else you’d like to tell our readers?
Just, really, thanks for playing the game. We see the appreciation and love that we actually get from the community, and it feels really good. And if it’s making you happy, then we’ve done our job right.



A big thanks again to David Chen for talking with us. Join us to meet a new member of the EHG studio every month, and get an inside look at what it’s like to be a part of Eleventh Hour Games.


This has been Eterra Monthly, a report on the happenings and changes in the world of Last Epoch. If you’ve made it this far and are enjoying Last Epoch, we ask that you please take a moment to leave us an honest review on Steam. We hope you have enjoyed this month’s report and will see you all again soon!

Music of Eterra | An Interview with EHG’s Lead Composer

Hello Travelers!

Welcome to the first in a series of behind-the-scenes Blog Posts, each focusing on one team or area of Last Epoch’s development!

Today the Lead Composer for Eleventh Hour Games, Erik Desiderio, is here answering questions about what went into creating the iconic Last Epoch Theme song, how they get in to the mindset to portray the very feeling of moving through Eterra and what goes in to getting the music game-ready!

Forging a path


[previewyoutube][/previewyoutube]

How are you doing today?

I’m doing great, thanks for asking!

Given your work on Movies like Immortals, how did you get into composing for Games?

I met a guy at a party… No really. I had worked on lots of film and TV projects, but had always wanted to work on games, but no one would give me a shot. When I score, I dig deep into the story to then elevate it through music. With games, there’s a direct connection to the audience, who are the main character. Writing music that can move them and emotionally enhance the choices they make in the game is a great deal of fun. So it was something I always wanted to do and this guy I met liked my work, and after a few projects together, he hired me to write music for an Adventure Time Virtual Reality game. I later gave a talk about the experience at the Game Developer’s Convention (GDC) and that jumpstarted my game music career and set me on a trajectory to work more in games the following years.

Is there much difference between the process for Movies and Games?

Yes, since video games are non-linear, the pacing is largely controlled by the player, you have to compose music in adaptable loops. Sometimes, I see the music as the heart of the player as it moves through the world and story. For some big boss battles, the music will get more intense and change sections as the battle progresses, based on the health of the boss. With Aberroth, the music had to transition to new musical styles based on the era of the timeline that was being presented.

Is there anything you’ve worked on, you’d say really impacted or influenced how you compose?

Composing music for the “Rise of the Necromancer” expansion for Diablo III really opened up my eyes to the joys of composing dark music in ways that I’ve never worked before. I’d light a candle, and turn all the lights off in the studio in order to channel the dark energy of the game. It’s a practice that I still use when working on Last Epoch.

Lute Drops and Finding Ffion


[previewyoutube][/previewyoutube]

So how many instruments do you play, and how many did you learn just for Last Epoch?

I play many instruments but for Last Epoch, I also took up the lute and the tagelharpa to give the Last Epoch soundtrack an ancient, archaic feeling. Those were new for me and they were exciting to learn.

How did you go about finding the right Vocalist and what made Ffion stand out?

She was brought to my attention through the magic of the YouTube algorithm! Her voice is evocative and otherworldly, and that’s what grabbed me. She had already done an album of music in Old Norse, with excellent pronunciation. It was masterfully done and made her the perfect voice for this project.

Why Old Norse? It’s amazing, Ffion does an amazing job, though what inspired that decision and how did they learn it?

We wanted to use a language that was no longer spoken today, that transported you to a forgotten time, and the gritty sound and rough texture of Old Norse pulled me into the Last Epoch landscape. The words have a powerful feeling, the accent is always on the first syllable, which gives it a very strong drive. I took phrases and individual words from Old Norse texts that that thematically banded together the melody I had composed with the story.

Currently it’s only used only used in the Main Theme, however across many other tracks found in game we have several talented vocalists who contributed to bringing that same epic feeling to our newest Boss fights.

Composing for Chaos


[previewyoutube][/previewyoutube]

So Harbingers and Aberroth, two big new inclusions! Was this a daunting challenge or an exciting one?

I love a good challenge, and especially one that involves writing angry music, so I jumped right in. Strong themes are very important throughout Last Epoch, so I made sure that each harbinger had a recognizable theme and instrumentation. The Brute Harbinger is large and intimidating, so I used a deep sounding male choir singing long tones, with the parts sung by Mason Lieberman to enhance the brutish feeling. The Agile Harbinger is more nimble and the music is faster paced with violins playing short notes throughout.

Given these fights can last a long time, how do you compose a track for that?

As you fight Aberroth, you transition through all of the different eras of the game, and the music had to match. So, the aboriginal chanting of the Ancient Era gives way to the elevated tones of the Divine Era to the distorted sounds of the Ruined Era, as the background imagery changes each time the fight escalates.

The music gives that perfect sense of ‘This is not an easy fight’, how do you go about grabbing that feeling and portraying it?

As the Monolith is the setting for this expansion, we decided to compose many new tracks to accompany the player on their journey through it. The music is similar in style to the music for the End of Time, but it differs in that it has an underlying sense of tension since you are about to do battle. This Monolith track features Rachel Hardy on vocals.

What is the process of ‘Mastering’ a track?

Mastering a track involves assembling and editing a track from its component parts. Since the game has to play the audio files so that they loop and react to what the player is doing, the music has to be written in a certain way and chopped up properly. Once the track has been reassembled, the individual sections have to be balanced and processed to maximize the volume and make all the tracks consistent in loudness so the listener doesn’t have to turn up and down the volume with each track.

When do you know or feel like you are ‘done’ with a track?

When I get chills from listening to it, and the audience is transported to another place and time.

Outro

Thank you for joining us today, and thank you Erik and Ffion for your time! Keep your eyes and ears open for our next Blog Post where we’ll be talking to one of the many great teams that help build the world of Last Epoch!

The Immortal Uprising: End of Event Wrap-up

Victory Travelers!

Thirty-one days after the Immortal Emperor let loose his loyalists legions into the world, the uprising has successfully been quelled. With a total of 760,523,009 skeletons slain, the Immortal Emperor has realized their grave error and been forced to pull his forces back to standard deployments. To reward your efforts in stopping this uprising, Yulia has managed to acquire a special item from the Emperor’s personal stash for you, which you will be able to claim from the in-game MTX shop (at no charge) to add to your cosmetic inventory.

This marks the end of the Immortal Uprising Event. We hope everyone enjoyed all the event had to offer, and with Eterra returning to a more peaceful state, we wanted to go over what’s happening in the trenches, and what to expect as we continue onwards to 1.2

End of Event Patch


Over the course of the event, we’ve been closely monitoring feedback and thoughts regarding features introduced with The Imperial Uprising, such as the event buff modifiers. Originally, we had planned to simply remove the temporary buffs, and Loyalist Undead packs with the end of the event. In this feedback we’ve seen very positive responses to some of the buffs, and many requests for some of the effects to remain in place.

The much beloved Loot Lizards, as well as the new shrines were always planned to stay after the event, and will continue to be able to be found in-game. We also want to clarify that the Cycle Refresh which started with the event will be continuing through to patch 1.2 - the refreshed Cycle does not end with the event.

We want to cover some of the changes we’re making in response to your feedback, all of which is immediately in effect with the end of event patch released today. The temporary event buffs and Loyalist Undead packs have been removed as planned, though we’re making some changes to Item Faction Favor costs and Rank requirements (these are buffs), as well as some changes to the Loot Lizards.

For the full patch notes, please check out the Patch Notes post here: Last Epoch Patch 1.1.7.6

[h2]Favor and Reputation Changes[/h2]

We’ve been watching player’s excitement around higher drop rates and the ability to interact with factions more frequently with more expendable favor. In response to this feedback, we’re lowering many favor costs and reducing the Reputation required to advance Faction Ranks. With these changes, we want players to keep the feeling of advancing factions quicker and offer more opportunities for interacting with their chosen faction.

  • Reduced Faction Gambler item costs by around 35% on average and made them more varied.

[h3]Circle of Fortune[/h3]

  • Reduced the cost of most prophecies by around 30% (this varies case by case due to aggressive rounding).
  • Reduced the cost of Exalted Helmet, Boot, and Relic prophecies by slightly more than 30%.
  • Reduced the cost of Legendary Potential prophecies by around 50% in total.


[h3]Merchants Guild[/h3]

  • Bazaar purchase Favor cost changes:
    • Idols cost 600 (from 800)
    • Experimental affix tiers add 300 to Magic and Rare item costs (from 400)
    • Set items cost 240 + 4 x level requirement (from 300 + 4 x level requirement)
    • Uniques with 0LP cost 800 + 4 x level requirement (from 1200 + 4 x level requirement)
    • Uniques with LP cost 3000 + 1000 x LP^2 + 40 x level requirement (from 4000 + 1500 x LP^2 + 40 x level requirement)
    • Legendaries cost 6000 + 1000 per affix tier + 40 x level requirement (from 8000 + 1500 per affix tier + 40 x level requirement)
    • Exalted items cost 2000 + 200 per T6 affix + 1400 per T7 affix + 400 per Experimental affix tier (from 2500 + 250 per T6 affix + 1500 per T7 affix + 600 per Experimental affix tier)
    • Listing costs remain at 25% of buy costs with a minimum listing cost of 150.
  • Rank Requirements
    • Measured from previous Rank, not cumulative;
    • Rank 3 requires 2000 reputation (from 3000)
    • Rank 4 requires 7500 reputation (from 11500)
    • Rank 5 requires 20000 reputation (from 37500)
    • Rank 6 requires 40000 reputation (from 75000)
    • Rank 7 requires 70000 reputation (from 125000)
    • Rank 8 requires 110000 reputation (from 200000)
    • Rank 9 requires 180000 reputation (from 300000)
    • Rank 10 requires 320000 reputation (from 500000)
    • Rank 11 requires 500000 reputation (from 750000)
    • Rank 12 requires 800000 reputation (from 1100000)


We will continue to monitor player feedback on these changes, so please let us know how they feel in our Forums, Discord and Reddit.

[h2]Loot Lizard Changes[/h2]

The other big area of excitement we saw from players aside from the Item Faction buffs was the increased access to Unique item drops. So, while the temporary Random Unique Item drop rate buff is being removed, we’re including adjustments to Loot Lizards, bringing the Unique Item drop rate back to similar rates as seen during the event. Patch 1.2 will be introducing many additions that will give players exciting new ways to target desired loot alongside the new content being added at that time, though these changes should help provide more opportunities for Uniques overall, including immediately before patch 1.2 arrives.

We have reduced the overall spawn rate of Loot Lizards, and adjusted the chances for each type of Loot Lizard to spawn, as well as their loot pools to make them more rewarding when you do encounter them for an overall buff.


Updated Loot Lizard occurrence rate changes (values are for level 90+):
  • 4% fewer yellow and purple lizards.
  • 27% fewer blue lizards.
  • 25% more white lizards (the ones with orange beams that give Uniques).
  • 7% more big green lizards.


Other changes:

  • Loot Lizards now wait 40 seconds after last taking damage before burrowing underground to escape (increased from 20 seconds).
  • Lizards drop 2 fewer shards on average.
  • Yellow, purple, and green lizards drop slightly more Exalted items than before.
  • White lizards drop slightly more Unique items at level 60+.


Event Cosmetic Reward


As promised from Yulia, your efforts in quelling the uprising are being rewarded with a unique event cosmetic. While the Immortal Emperor was busy lashing out at his failing Loyalists, Yulia was able to access his personal stash, and commandeer his very crown for you.



This cosmetic can be acquired by visiting the MTX shop in-game and redeeming it to your cosmetics inventory (for no cost). As with all cosmetics, this cosmetic is currently only available in Online mode.

Continuing to 1.2


One of the changes we’re making internally in preparation of 1.2 is upgrading our Unity engine from 2019 to 2021, this gives our teams a lot more development tools and features to work with. The engine upgrade will be releasing before 1.2, however with such a significant code change, this means the end of the event patch will be the last patch for a short while. To be clear, today’s patch will not be the last patch before 1.2. Patches will be on hold until we can release the engine upgrade, and not have to replicate changes to the 2019 version in order to release them to the live client.

This will of course mean things will feel a bit quiet on the development side while we’re hard at work behind the scenes, so we’re also going to be stepping up our communication even further with a whole host of posts coming before 1.2. This includes our new Eterra Monthly newsletter, blog posts covering what different departments are up to and interviewing team members, as well as blog posts covering features coming in Season 2!

That’s right, we’ve also heard the feedback regarding the naming for our major content patches (eg. 1.2) and will as of this very moment, in this very sentence, at this very time of the year, localized entirely within our community, be changing that naming convention to Seasons, starting with patch 1.2 being referred to as Season 2. While we may still use the patch number in specific places, we hope this convention change to Seasons will help to clear up misunderstandings regarding what is a Major content patch, and expected to be the start of a fresh Cycle.

Join us later this week for our next blog post as we talk about the Music of Eterra, and have a QA session with our Lead Composer, Erik Desiderio.

Until then Travelers,

May Gregory the Grole grant you safe travels as you protect Eterra

Last Epoch 1.1.7.6 Patch Notes

Changes


[h2]Event Modifiers[/h2]
  • Loyalist Undead enemies no longer spawn in Monoliths.
  • Removed
    • Increased Favor and Reputation Gain
    • Increased Gold Drop Rate
    • Increased Random Unique Drop Rate


[h2]Favor and Reputation[/h2]

  • Reduced Faction Gambler item costs by around 35% on average and made them more varied.


[h3]Circle of Fortune[/h3]
  • Reduced the cost of most prophecies by around 30% (this varies case by case due to aggressive rounding).
  • Reduced the cost of Exalted Helmet, Boot, and Relic prophecies by slightly more than 30%.
  • Reduced the cost of Legendary Potential prophecies by around 50% in total.


[h3]Merchants Guild[/h3]
  • Bazaar Favor cost reductions:
    • Idols cost 600 (from 800)
    • Experimental affix tiers add 300 to Magic and Rare item costs (from 400)
    • Set items cost 240 + 4 x level requirement (from 300 + 4 x level requirement)
    • Uniques with 0LP cost 800 + 4 x level requirement (from 1200 + 4 x level requirement)
    • Uniques with LP cost 3000 + 1000 x LP^2 + 40 x level requirement (from 4000 + 1500 x LP^2 + 40 x level requirement)
    • Legendaries cost 6000 + 1000 per affix tier + 40 x level requirement (from 8000 + 1500 per affix tier + 40 x level requirement)
    • Exalted items cost 2000 + 200 per T6 affix + 1400 per T7 affix + 400 per Experimental affix tier (from 2500 + 250 per T6 affix + 1500 per T7 affix + 600 per Experimental affix tier)

    • Listing costs remain at 25% of buy costs with a minimum listing cost of 150.


[h3]Rank Requirements[/h3]

  • Reduced the reputation needed for most Item Faction ranks. Reaching rank 9 now requires 43% less reputation, and reaching rank 12 requires 34% less reputation than before. Changes are measured from previous Rank, not cumulative;

    • Rank 3 requires 2000 reputation (from 3000)
    • Rank 4 requires 7500 reputation (from 11500)
    • Rank 5 requires 20000 reputation (from 37500)
    • Rank 6 requires 40000 reputation (from 75000)
    • Rank 7 requires 70000 reputation (from 125000)
    • Rank 8 requires 110000 reputation (from 200000)
    • Rank 9 requires 180000 reputation (from 300000)
    • Rank 10 requires 320000 reputation (from 500000)
    • Rank 11 requires 500000 reputation (from 750000)
    • Rank 12 requires 800000 reputation (from 1100000)


[h2]Loot Lizards[/h2]

Updated Loot Lizard occurrence rate changes (values are for level 90+):
  • 4% fewer yellow and purple lizards.
  • 27% fewer blue lizards.
  • 25% more white lizards (the ones with orange beams that give Uniques).
  • 7% more big green lizards.


Other changes:
  • Loot Lizards now wait 40 seconds after last taking damage before burrowing underground to escape (increased from 20 seconds).
  • Lizards drop 2 fewer shards on average.
  • Yellow, purple, and green lizards drop slightly more Exalted items than before.
  • White lizards drop slightly more Unique items at level 60+.


Bug Fixes


[h2]General[/h2]

  • Improved character pathing across a number of scenes, improving map navigability.
  • Fixed issue that prevented 'Chance to Shred Armor on Hit' from being applied to applicable base types that are class specific.
  • Fixed an issue where, after dying to the boss in the Sanctum of the Architect, characters couldn’t move upon respawning.
  • Fixed a bug causing the incorrect player character voice line to play upon entering the Shattered Road.


[h2]Offline[/h2]
  • Fixed a bug that occurred in Offline mode that would cause the player to be immortal after going through a Time Rift.
  • Fixed an issue causing Offline players to teleport back to End of Time when using a Town portal during a fight with Aberroth instead of exiting the boss run as intended.


[h2]Skill[/h2]
  • Fixed a bug where Black Arrows created by Aerial Assault’s node Darkwing Fall were not able to be picked up.
  • Fixed Aerial Assault not being able to go over gaps. It now behaves more like Fury leap.
  • Fixed a bug causing incorrect player rotation when spamming Shield Rush with "The Rush of Sacrifice" node in Online.
  • Fixed a bug where Runemaster's Hydrahedron was targeting an un-targetable ballista in the Argentus bossfight.
  • Fixed an issue where the maximum companions stat would be displayed incorrectly on a Beastmaster with Artor's Loyalty or the Natural Bond passive node unlocked.
  • Fixed an issue causing arrows to get stuck in the air after hitting an enemy when the player uses Flurry.
  • Fixed Evade clipping through stairs and other ramps.


[h2]Visual and Text[/h2]
  • Fixed a bug where the fly-by indicator from Void Rahyeh in The Black Sun didn’t line up correctly with its dash.
  • Updated skeleton visuals, including adding a double stab animation for the Acolyte’s Rogue Skeleton.
  • Fixed an issue where Gaspar’s beam’s hitbox did not always line up with its visuals in Online play.
  • Fixed some enemies using outdated descriptions.
    • For example, Void Prophets used the description of the old void prophets, "Always crits distant enemies", despite them having no such effect.
  • Fixed an issue where Phoenix Shrine could block the view of Runes that Runemasters could have above their character.
  • Fixed a visual bug where some fire torches appeared bright pink.
  • Fixed a bug where multiple Forgotten Knights could appear on top of each other in the Shattered Road.
  • Fixed an issue where the Boss Ward bar would not animate.
  • Fixed a bug where in the second Quest Echo of Reign of Dragons, a VFX would never disappear during the Lightning Dragons fight. Also fixed a bug where the Lightning Dragons' shake attack would sometimes produce ability indicators that did not disappear afterwards.
  • Fixed an issue where the tooltip for the 'Reduced Bonus Damage from Crits' stat was missing in the character stats menu.


[h2]Shrines[/h2]
  • Fixed a bug where shrines would spawn items in inaccessible areas in the Majel'ka Slums.
  • Fixed an issue that prevented the Reclamation Shrine displaying the visuals for its beam.
  • Fixed a bug where shrines could be placed on top of each other and other random encounters such as Nemesis in Temporal Sanctum in Online.
  • Fixed cases where shrines and Nemeses could spawn in inaccessible locations in the Ice Caverns.


[h2]Controller[/h2]
  • Fixed an issue where the Bazaar menu could not be navigated when using a controller.
  • Fixed a controller targeting issue when using Terrify.
  • Fixed a controller navigation issue where you cannot navigate down from the second specialized skill in the skill slot.
  • Fixed an issue where abilities couldn't be used with a controller after navigating the action bar.
  • Fixed several issues with controller navigation of the Passive Tree panel.
  • Fixed a bug that prevented reaching the Party panel when using a controller.
  • Fixed an issue where the prompt for additional information in Skill Nodes in Skill Trees wouldn’t change when using a controller.
  • Fixed a gamepad-related crash that could occur while opening the radial menu.
  • Improved controller navigation of the Stash menu. Pressing Y/Triangle while hovering over a tab in the stash menu now opens the configuration window for that tab.
  • Fixed a controller issue where the screen keyboard showed incorrect icons, and also adjusted the size of the screen keyboard keys.


[h2]UI[/h2]
  • Changed the Dungeon Key & Tier Selection UI so that it no longer shows for everyone in a party, preventing confusion about whether everyone in a party had to expend a dungeon key.
  • Items duplicated via Rune of Creation or Lightless Arbor now properly show their mirrored images in the Bazaar UI.
  • Fixed Class Masteries’ descriptions appearing squished and made UI scaling improvements.
  • Fixed a UI scaling issue that could lead to the minimap appearing to move outside of its frame.
  • Fixed a bug with the Loot Filter rule UI where the color picker would sometimes be visible for “show” rules.
  • Fixed a bug where the Observatory reroll constellation button could not be interacted with in some circumstances.
  • Updated confirmation popup for selecting a Mastery to make it clear which Mastery you are selecting.
  • Fixed the Mastery selection panel for Acolyte showing the old icon for Reaper Form.
  • Fixed the Mastery selection panel and the Passive Tree side banner showing the old icon for Forge Strike.
  • Fixed a bug where clicking Empower on a Nemesis panel would reopen it.
  • Improved item tooltip interaction behaviour.

    • CTRL then ALT shows ranges with comparison, while ALT then CTRL shows ranges without comparison.
  • Fixed an issue with the close button access in tutorial tooltips where the visual button did not line up with the actual area that could be interacted with.


[h2]Performance[/h2]
  • Made performance improvements to the Character Select screen and several in-game scenes.
  • Added further performance improvements related to opening the Stash.

Last Epoch Hotfix 1.1.7.5

[h2]Changes[/h2]
[h3]Loyalist Undead[/h3]
Magic loyalist undead have 31% less health at level 60 and below, scaling to 18% less health at level 100.
Rare loyalist undead have 15% less health at level 60 and below, scaling to 5% less health at level 100.
Magic loyalist undead deal 7% less damage.
Rare loyalist undead deal 9% less damage
Reduced the maximum amount of magic loyalist undeads each pack can spawn with. On average this means their spawn rate is reduced by 13%

[h3]Transfusion Casket[/h3]
Deal 10% less damage.
Rare versions deal 16% less damage.
Unearthed Bonespike deals 14% less damage.
All these changes are mutually multiplicative, so Unearthed Bonespikes from a rare Transfusion Casket deals about 50% less damage.

[h3]Acid Trap mod[/h3]
Acid traps last a maximum of 15 seconds (from 20).
Magic loyalist undead throw 30% fewer acid traps.

[h3]Lightning Retaliation mod[/h3]
Lightning bolts from rare loyalist undead produce 3 sparks, from 4.
Sparks from lightning bolts from rare loyalist undead last 4 seconds (from 6).
Rare loyalist undead retaliate with lightning bolts about 12% less frequently.

[h2]Bug Fixes[/h2]
  • Fixed obstacle checks for dash skills, such as evade and shift, being much harsher than in 1.1.
    • Prior to this fix, these skills stopped at the edge of any obstacle, meaning that you couldn't evade through small obstacles or the corners of walls.
  • Fixed a bug that made buffs and debuffs (including Shrines) seem to persist between zones erroneously in Online play.
    • Now those icons are shown correctly cleared from the UI on zone changes. Active buffs still carry over between zones in Offline play as before.
  • Fixed a bug where Warpath cast directly by the player was benefitting
    from the damage bonus applied to Warpath from shrines, and this bonus
    also incorrectly applied even after the shrine ended.
  • Fixed a bug where Warpath's echoes damaged enemies near the player instead of at the echo's position.
  • Fixed certain idol affixes being missing from the Bazaar selector.

    • Increased damage over time.
    • Elemental resistance.
  • Fixed an issue where the waypoint was flickering in Champion Gate and The Frozen Roots.
  • Fixed missing images in the game guide.

    • Stash Priority, Loot Lizards, Shrines.
  • Fixed an issue where a white box would appear on the loading screen while transitioning between scenes.
  • Fixed a bug that allowed skipping the fight with Haruspex Orian.
  • Fixed a bug where killing your first Harbinger didn’t always correctly count for progression in the Forgotten Knight’s faction.
    • This caused players to join the Faction but be at rank 0 instead of 1.
  • Fixed a bug where Harbinger’s Crest didn’t block the Harbinger from spawning if a player was rank 0 in the Forgotten Knight’s faction.
  • Fixed an issue with correctly switching between multiple controllers’ input.
  • Fixed a case where the tooltip in the inventory would close when another player exited/entered the targeting area.
  • Reduced lag spikes when encountering loot lizards.