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Beta 0.9.2f Patch Notes

Hello Travelers!

We have a whole bunch of fixes we’re releasing in today’s Patch. Two of the fixes we were targeting for this patch - Offline Temporal Sanctum Progression, and Ground Decals carrying over between echoes weren’t quite able to get in. The changes for these items unfortunately aren’t quite fixing them, and we don’t want to delay all the other updates for them. While we continue to be hard at work on those bugs (and others), read below for all the fixes and updates out today!

Changes


[h2]Gameplay[/h2]

  • Fixed a bug that occasionally resulted in a duplicate player body after entering a new scene.
  • Fixed a bug that occasionally prevented Rune Prisons from spawning their encounters.


[h2]Abilities[/h2]

  • Fixed a bug where Puncture would sometimes deal 1 damage
  • Added Scaling Tags to Glyph of Dominion
  • Fixed a bug where Frost Claw would leave a 'trail' on the ground when converted to Fire or Lightning
  • Fixed a rare bug where some abilities could fail to hit
  • Fixed a small timing issue with Runebolt
  • Runebolt’s explosive skill tree node has had its placeholder name updated.


[h2]UI[/h2]

  • Fixed a bug where players were unable to Unhide Quests on the Map
  • Fixed a bug where changing or disabling a Loot Filter would sometimes prevent players from closing the Loot Filter panel
  • Fixed a bug where Medium Item Names was displaying Long Item Names
  • Fixed a bug where clicking on quests on the Map would not always bring Players to the proper node on the Map Screen


[h2]Enemies[/h2]

  • Fixed ability pooling for Shade of Orobyss and Majasa
  • Added ability pooling for a number of enemies to increase performance
  • Fixed a bug where Exiled Mage's Mana Strike would fail to hit players
  • Adjusted VFX for Winged Fire, and Dreadworm enemies
  • Updated Skeleton’s weapon materials


[h2]Localization[/h2]

  • Fixed a bug where there was incorrect spacing between Hanja in Korean chat
  • Added several localization updates


[h2]Items[/h2]

  • Fixed health recovery stacking from Death Rattle
  • Fixed a bug with the Unique gloves “Hand of Judgment” which resulted in abnormally rolled values.


[h2]Other[/h2]

  • Fixed a bug that prevented some hardcore players from transitioning to softcore properly upon death.
  • Implemented improvements to server stability and optimization
  • Reduced matchmaking timeouts from 10min to 5min (This is not the AFK timer, but how long a server will wait for user connections, such as during a loading screen)
  • Added several lighting improvements in Chapter H - Maj’elka


What We’re Working On


Thank you for your bug reports and feedback, including through our new in-game bug reporter. We’re still working on addressing more issues for future patches.

Here are some things we’re currently investigating:

  • Decals persisting and layering from scene to scene.
  • Progression blocker in Temporal Sanctum (offline)
  • Transition times between scenes
  • Rarely disconnecting immediately after connecting to a new server.
  • Enemies in Arena and Monolith often do not animate properly
  • Continuing localization and translation improvements

Beta 0.9.2c Patch Notes

Changes


  • Fixed the waypoint on the world map for Last Refuge Outskirts being unusable.
  • Fixed the Hide/Show Quests function on the world map.
  • Fixed a bug which caused error spam in The Immortal Summit.


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:

  • Progression blocker in Temporal Sanctum (offline)
  • Some skill projectiles are colliding with 'invisible terrain'
  • 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”.


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!

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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