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Last Epoch News

0.9.2b Release and Patch Notes

Changes
  • Fixed a bug where using a Rune of Research could not create a Glyph of Insight.
  • Fixed a bug causing projectiles to be destroyed early in the Ritual Lake echo layout.
  • Fixed a bug which caused Frostclaw’s Glamdring node to scale with increased and more melee damage stats.
  • Fixed a bug where submitting a bug report when your Log File was too large could crash the game client.
  • Submitting a bug report now also includes the Log File for your previous session as well.
  • Fixed a bug where Adanai’s personal item dropped as a Staff instead of a Dagger. This fix will not retroactively affect existing items.
  • Fixed a bug where Frost Claw did not have localized text.
  • Fixed visual issues with Frostclaw’s Fire and Lightning conversions.
  • Fixed visual bugs with the Rogue’s appearance when creating a new character.
  • Fixed a bug where players would stand completely still after certain skill animation ended, rather than returning to their idle animation.
  • Summon Spriggan
  • Upheaval
  • Default Attack
  • Ice Thorns
  • Summon Scorpion
  • Earthquake
  • Updated animations for channeled Flurry when using a polearm or two-handed axe.
  • Updated sound effects for Immortal Eye enemies.
  • Fixed footstep sounds being incorrect for players.
  • Replaced the very old sounds on Divine Bolt and Volcanus’ shard ability with newer ones.
  • Fixed various minor environmental audio issues.


What We’re Working On

Thank you for your bug reports and feedback. We’re still working on addressing more issues for future patches.

Here are some things we’re currently investigating:
  • Transition times between scenes can be quite long.
  • Rarely disconnecting immediately after connecting to a new server.
  • Sometimes, your player model is duplicated after entering a new scene and the camera gets stuck. Portaling out to another server usually fixes this.
  • Rune Prisons can rarely fail to spawn an Exiled Mage.
  • Enemies in Arena and Monolith often do not animate properly.
  • Certain abilities failing to hit enemies correctly.
  • Swapping loot filters can cause the loot filter interface to bug out.
  • Textures can pile up on the ground as you load more monolith echoes, causing strange visuals and increased memory usage.
  • Item name lengths are now “Long” when they should be “Normal”.

0.9.2a Release and Patch Notes

Changes
  • Added chat channels for Korean - this was an oversight. You can select what language chat channels you connect to on the Login screen.
  • Various logging improvements to aid troubleshooting.


What We’re Working On

We’re 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. We’ll be on the lookout for any critical issues this weekend though.

Here are some things we’re currently investigating:
  • Transition times between scenes can be quite long.
  • Rarely disconnecting immediately after connecting to a new server.
  • Sometimes, your player model is duplicated after entering a new scene and the camera gets stuck. Portaling out to another server usually fixes this.
  • Rune Prisons can rarely fail to spawn an Exiled Mage.
  • Enemies in Arena and Monolith often do not animate properly.
  • Certain abilities failing to hit enemies correctly.
  • Swapping loot filters can cause the loot filter interface to bug out.
  • Submitting a bug report with a log file thats too large can crash the client.
  • Textures can pile up on the ground as you load more monolith echoes, causing strange visuals and increased memory usage.
  • Item name lengths are now “Long” when they should be “Normal”.
  • The Rogue’s visuals look incorrect when making a new character.
  • Certain skills cause the player to not properly return to their idle animation.

Diablo 4 and Path of Exile's new rival is an ARPG built by Redditors

Last Epoch feels almost like a long-form thought experiment. In the era of live-service games, where communities and fandoms can instantly voice their opinion - positive or otherwise - regarding any and all changes made by developers, what would happen if you gave those same players almost total creative control? From its very beginnings, Last Epoch has been crafted through Reddit, starting with the first staffers at Eleventh Hour Games, who met through r/gamedev, and continuing to this day, where additional classes and new features like trading are regularly put to a community vote. Diablo 4, Path of Exile, and the rest of the action RPG game world could maybe learn from Last Epoch. As it heads towards the launch of its full 1.0 version, Eleventh Hour CEO Judd Cobbler speaks to PCGamesN from the show floor at Gamescom.


Read the rest of the story...


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Runes of Power Update - Beta Patch 0.9.2 Patch Notes



Runes of Power, Patch 0.9.2, is coming Thursday, Sept 7th, 2023 at 11:00 AM CT!

Welcome everyone to the Patch Notes for Beta Patch 0.9.2 Runes of Power! Over the last week we’ve been going over some of the major features to expect in this patch including the new Runemaster Mastery, Localization, Frost Claw, Item Caches, and Rune Prisons. This update brings with it a whole new way to play with the Runemaster, alongside new content with random encounters, and many more improvements!

Last Epoch Beta Patch 0.9.2 - Runes of Power will introduce:

  • Mage Mastery: Runemaster, including 5 new skills!
  • New Base Mage Class Ability: Frost Claw
  • One-shot Caches, and Lost Caches
  • Localization
  • Monolith Improvements
  • In-game Bug Reporting
  • New Models and Animations
  • Twenty-one new Unique Items
  • Balance Changes and Bug Fixes
  • And more!


Check out the full Patch Notes here!

One-shot and Lost Caches

Welcome to the final Pre-Patch Blog Post before the release of the full Patch Notes for Runes of Power!

Today we’re going to be looking at another new encounter mechanic we’re adding to Last Epoch in just three days! As mentioned in the Rune Prisons blog post, we wanted to improve the moment- to-moment feeling within the Campaign, as well as within Echoes. To bolster this, we’re adding two types of caches to the game: One-shot Caches, which can be found during the Campaign, and Lost Caches, which can be found within the Monolith of Fate.

One-shot Caches


Have you ever thought to yourself “I love exploring, but sometimes I wish there was something just a little bit more to find while exploring”? Well, we have, and so we’re introducing One-shot Caches!

These Caches are hidden throughout various Campaign zones. You won’t find them on the beaten path either, so if you want them, make sure to put your exploring boots on. When you begin to approach a One-shot Cache, you will be able to see the cache appear as an icon on your mini-map to let you know that treasure is near.



One-shot Caches, as the name implies, can only be opened for their specific rewards once per character, but when opened provide greater rewards than a normal chest and always have a guaranteed drop of either a Personal Item or other helpful leveling items. Personal Items are hand-crafted items which once belonged to another entity that left them behind. They have fixed stats on them, and boast special Personal Affixes. These Personal Affixes cannot drop naturally, define the name of the item, and can be identified by their pale yellow color. Personal Items also cannot be crafted, so you’ll need to find the cache that has the personal item for you.



To prevent missing out on One-shot Caches when playing in a party, the Cache will only be opened for you by another player if you are also nearby. If you’re further away, it will remain safely closed for you to explore it yourself when you’re ready.

You can always find the same One-shot Caches in every playthrough: so once you know where to find one, containing a particular item to help you through the campaign, you’ll know where to go. This also provides an opportunity for more experienced players to find different routes through the campaign for different characters, depending on which One-shot Caches they may want to nab.

Lost Caches


Lost Caches are similar to One-shot Caches, however these will randomly appear in Monolith Echoes and don’t have any limits on finding and opening them. Our goal here is to improve the feeling of each potential echo by adding random events where you can find fun little rewards - perhaps stumbling upon them, or for the avid explorers out there, a reward for your efforts. Do keep in mind, not all Echoes will contain a Lost Cache.



When found tucked away within Echoes, Lost Caches will grant a bunch of powerful items themed around the specific Lost Cache. There are many types of Lost Caches to find, as well as several Tiers of each type of Lost Cache. For example you may find an Explorer’s Cache which hoards keys, a Lost Thief’s Cache which contains jewelry, ranged weapons, and daggers, or perhaps a Thief Lord’s Cache which contains a greater version of the rewards from the Lost Thief’s Cache.

Monolith of Fate Improvements


Alongside adding new mechanics and things to find in Monoliths, we’re making some changes to Echoes themselves to improve the experience. Our goal here is to make Echoes feel more consistent in navigation, feel better when clearing, add a bit more variety, and reduce the feeling of “getting a bad map.”

With the performance improvements we’ve been making, we’re feeling confident about this first change being made: increasing mob density. On average, this works out to about a ten percent increase in mob density. However, in combination with adjusting mob spawner locations, we believe this can help with the feeling of density, without too much of a performance impact. This is just a first step towards better balanced endgame monster density and this will be an ongoing effort.



The second change we’re making is adding more possible player spawn locations. This was a quick change which can help to make maps feel more variable by creating different routes around the maps.

The third change we’re making is to maps with a lot of dead ends — either removing many of the dead ends, or adding additional connections to make these maps less punishing on path choice and reduce backtracking.

The final change is we’re reducing the sizes of some of the larger maps. This means Alpine Halls is now about one third the size it previously was.

Patch Notes Soon


Thank you everyone for joining us for the final Pre-Patch Blog Post for Beta Patch 0.9.2 Runes of Power! With One-shot Caches and Lost Caches providing more reward to exploration, and general Monolith of Fate Improvements keeping the feel-goods coming, we hope everyone enjoys Runes of Power and Runemaster as much as we’ve enjoyed creating it. So get your theory-crafting juices flowing, and your plans set, because Runes of Power releases in just three days on September 7th!

Keep your eyes open tomorrow for our final post before the patch, containing all of the juicy patch notes, coming soon!