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Last Epoch ladders promise to offer Diablo 4 real competition

Last Epoch ladders are the hallmark feature of the RPG game's next update, getting a big overhaul just ahead of the Diablo 4 release date to give players an alternative option to Blizzard's landmark launch. Last Epoch has been making waves alongside the likes of Diablo and Path of Exile as a serious contender in the action-RPG space, and Last Epoch update 0.9.1 promises players a haven to retreat to should they find Diablo 4 lacking.


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Diablo-like Last Epoch is making waves after its latest Early Access update

Ladders | Coming in Rising Flames

Hello Travelers, and welcome to the first day of the Pre-Patch Hype week for Patch 0.9.1: Rising Flames!

Over the next week and leading up to the May 25th Rising Flames patch, we will be revealing and talking about most of the major features coming in patch 0.9.1. For today’s post, we’re going to be covering Ladders!



Ladders


Ladders help provide a sense of progression and accomplishment. Whether it’s competing with other players or just setting benchmarks for yourself, ladders offer the opportunity to create a tangible mark within Eterra.

With the launch of patch 0.9, and the addition of multiplayer, we needed to change how ladders worked as the data they were working with had changed quite a bit, and we also wanted to support new and better features with our ladder system. In patch 0.9.1 we will be introducing the first version of the revised ladder system. In Rising Flames, you will be able to track and share your progress through the arena, marking your highest arena wave achieved either solo or as a group. One of the biggest things we wanted our new ladders to support was improved integrity. As such, Ladders will only be available for online play.

Features


The new ladder will feature several categories for being able to track your progress against other players, and groups. While participating in the Endless Arena, each time you successfully complete a wave, your record will be entered into the ladder. The ladder is split between Softcore, Hardcore, Account Found, and Group Size. This means when comparing your progress against other players, you will always be looking at equal footing. You can also filter the ladders by Class to see how you stack up and see what skills others are running. Though to keep competition alive, full builds are not currently revealed through the ladder, so things like passive trees, skill trees, and exact gear setup can be kept as competitive secrets by participating players. With all these new ladders available, we’ve also redesigned the Ladder UI to help make it easier to navigate.



The full list of ladders that will be available with the launch of Beta Patch 0.9.1 is as follows:


  • Softcore
    • Solo (Account Found)
    • 1 Player
    • 2 Players
    • 3 Players
    • 4 Players
  • Hardcore
      Solo (Account Found)
    • 1 Player
    • 2 Players
    • 3 Players
    • 4 Players


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. We’re 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 we’ll be covering Towns in 0.9.1!

If You Like… Diablo

There shouldn’t be any arguments when I claim that the original Diablo was a masterpiece. Launched in the 90’s, it defined a new genre of dungeon crawling, successfully mixing traditional Rogue/Nethack elements with beautiful visuals, real-time combat, class selection, an innovative loot system, and haunting music. Let’s look at the series as a whole, and the genre it largely created.

Read the full article here: https://www.gamingonlinux.com/2023/05/if-you-like-diablo

Beta 0.9l Patch Notes

Dungeons
  • Likely fixed a bug that caused players to be unable to enter the Boss Room of Dungeons.
  • We have spent many hours confirming this fix so we’re pretty confident it’s resolved but aren’t totally certain since the bug didn’t happen 100% of the time. Please let us know if this bug still happens for you after updating.
  • Fixed a bug where you could enter a Dungeon without consuming a key in some situations.


Monolith of Fate
  • Fixed a bug where echoes could fail to spawn enemies, including bosses or quest objectives, if Ring of Shields was active while loading the echo.
  • Emperor of Corpses' Soul Bomb now deals less damage the further you are from the center of the ability.
  • Fixed a bug where monolith modifiers could be duplicated. If a timeline had an impossibly high number of mods, those duplicated mods will be removed the next time you enter an echo in that timeline.


Gameplay
  • Fixed a bug where using traversal skills while you had certain other skills on your bar (including Summon Skeletal Mage) caused a stutter to build up with each use, resulting in a game freeze after enough uses.


Notes

Thank you all for continuing to report bugs and engage in the community. As you’ve probably heard, we’re gearing up for our next content release on May 25th, so we’re shifting focus towards finishing that update.

We are still working on bug fixes in the background as well, but they’re 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 we’ve 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. We’re working on a solution for this.

Beta 0.9j Patch Notes

Gameplay
  • Fixed a bug where Temporal Shift could sometimes cast a second time after being used once, resulting in getting sent back to the era you were originally in.
  • Fixed a recent bug where targeted abilities such as Lunge or Smite could fail to cast if they were the first ability you used in a scene.
  • Fixed a bug where it was possible to target enemies that had yet to emerge with Lunge. Doing so would result in being unable to move after using Lunge.
  • Fixed a recent bug where offline characters would have 0 potions when loaded rather than their maximum amount of potions.
  • Fixed a bug where some breakable objects in various scenes continued to obstruct movement after they were destroyed in online play. This also sometimes caused players to get stuck in place, unable to move. The fixed scenes include The Maj’elkan Catacombs, The Rustlands, The Altar of Flesh, The Dragons' Grotto, and The Rotting Hoard. Please make a Bug Report if you still run into this.
  • Fixed a bug where enemies could be pushed around in Online by walking into them.
  • Fixed global conditional damage properties not working (except for unlimited damage per stack of ailment effects, which already worked). These effects are fixed:
    • More Spell Damage to Ignited Enemies on Soulfire
    • More Throwing Damage to Bosses and Rare Enemies on Bo's Anarchy
    • More Fire Hit Damage to Ignited Enemies on the Arcane Flames node on the Mage passive tree
    • More Void Damage to Stunned Enemies on the Shifting Power node on the Volatile Reversal tree
    • More Melee Damage per Bleed (up to 30 stacks) on the Wounded Prey node on the Summon Bear tree
    • More Damage per Poison (up to 30 stacks) on the Envenomed Prey node on the Summon Scorpion tree
  • You can no longer type in the chat windows when you have chat disabled.


Skills and Passives
  • Base Skeletal Mages now use a new ability called Dread Bolt rather than a version of Hungering Souls.
  • Normalized the damage and cast speed of Skeletal Mage projectiles. Previously the Hungering Souls used by regular Skeletal Mages was much slower and weaker, while the attacks from Cryomancers and Pyromancers had hidden modifiers to cast speed and damage which made it difficult to understand their power.
  • Dread Bolt: 30 base damage and 150% damage effectiveness, 50% chance to apply Damned on hit, no longer applies Possessed (which had a stack limit and could overwrite a player's stronger Possessed ailment). Dread Bolt now also has a higher projectile speed and does not have homing.
  • Cryomancer's Ice Shard: 30 base damage and 150% damage effectiveness (previously 12 and 100%, with 90% more damage).
  • Pyromancer's Fireball: 34 base damage and 170% damage effectiveness (previously 25 and 125%, with 40% more damage).
  • All three now have the same cast speed, slightly slower than Pyromancer's Fireball used to be.
  • This should result in close to the same DPS for Fireball and Ice Shard, and much higher DPS for Dread Bolt.
  • Increased the projectile speed of all Skeleton Archer projectiles.
  • Fixed a bug where Rampage's Intimidating Cry did not require Roar to be on your action bar in order for it to trigger Roar. The description of this node has not yet been updated to specify that Roar must be on your bar.
  • Fixed a bug where Void Knight's Void Well passive had no cooldown. It now has a 3 second cooldown (from 10 listed, none actual) and sets you to 30% of max mana (from 20%).
  • Fixed a bug where Sacrifice's additional chains from Catalyst of Horror and Sanguine Libation were not additive with each other, resulting in 2 fewer chains than intended while any points were invested in Sanguine Libation.
  • Fixed a bug where Sacrifice consistently chained to 1 fewer minions than intended (this is in addition to the other fix).
  • Fixed Bow Puncture snapping to targets more intensely than other bow skills.
  • Fixed a bug where Arcane Momentum's stacks displayed were incorrectly. This is only a display change.


Items
  • Fixed a bug where Fragment of the Enigma gave 2 Lightning Damage for Spark Charge per 10 max mana instead of the stated 2 Lightning Damage for Spark Charge per Intelligence.


Visuals
  • Updated the visual effects for the Mortar abilities used by Skeletal Mages.
  • Updated the visual effects for fireballs cast by Pyromancers (Skeletal Mage).
  • Updated the visual effects for all Skeleton Archer projectiles.
  • Fixed various visual bugs with the poison cone attack used by Scalebane Casters.
  • Updated the indicator visual on the ground for Soul Spire attacks.
  • Fixed broken particle effect visuals in Soulfire Bastion.
  • Fixed a bug which caused part of the visual effects of some skills, notably Lunge, to play at an incorrect place (usually offscreen).
  • Fixed visual effects applying to item models on the ground.


Enemies
  • High Speed and Crit Chance Until approach monster mod changes
  • Fixed a bug where the mod's vfx were invisible online.
  • This mod's effects and vfx now start when the monster is engaged rather than when it spawns
  • Fixed a bug where the Less Damage Taken From Distant Enemies monster mod's vfx were invisible online.
  • Fixed a bug where the Shade of Orobyss's blood orbs did not visually seek out targets in online play, causing them to hit players unexpectedly.
  • Fixed the Void Amalgamation’s melee attack visual appearing further away from itself than intended.
  • Improved the visuals of the Void Amalgamation’s melee attack.
  • Fixed a bug where Voidwings could be invisible in Online mode.
  • Fixed Cremorus’ weapon appearing solid white.
  • Fixed the Void Fiend not having an outline and being visible before emerging.
  • Reduced the chance for larger splatter visual effects when hitting rapidly, but made that decreased chance fall off sooner than previously. This will result in fewer large splatters when hitting rapidly, but more large ones when having multiple seconds between hits.


Optimization
  • Fixed a bug where Arcane Ascendance with the Acuity node could cause severe latency problems while on your skill bar.
  • Greatly improved the performance of these minion projectile abilities:
    • Skeletal Mages now use Dread Bolt which performs better than Hungering Souls
    • Cryomancer (Skeletal Mage) Ice Shards
    • Pyromancer (Skeletal Mage) Fireballs
    • All Skeleton Archer attacks
    • Thorn Totem Thorns
  • Fixed a bug where When-Hit VFX were playing more frequently than intended, causing some performance issues.
  • Improved the performance of Spire abilities.
  • Improved (reduced) how much RAM game servers use.


Notes

Again, thank you all for being active in giving us bug reports and feedback. While we’re shifting more of our focus to new content for 0.9.1, we still plan to release more fixes before 0.9.1 releases. We’ll prioritize widely reported and/or critical bugs, and lower priority fixes and improvements might come with 0.9.1 instead.

Some things we’re currently working on:
  • Dungeon boss doors not always working (we apologize for this taking so long)
  • Monolith Echoes occasionally breaking when playing as a Forge Guard
  • Using a skill you don’t meet the weapon requirements for locking you in an animation
  • Rubberbanding, latency and performance problems
  • Monitoring for any other ability use problems