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Last Epoch News

One of our favorite action RPGs of 2019 shows off 4 years of updates at Gamescom




We liked the action-RPG Last Epoch an awful lot when we most recently looked at it, calling its skill system "a brilliant new twist" on those offered by Diablo and Path of Exile. But that was in 2019, and we haven't heard anything from the game since—until tonight, when Judd Cobler, founder and CEO of developer Eleventh Hour Games, appeared on the stage at Gamescom's Opening Night Live to show off its upcoming Runes of Power update and the powerful new Runemaster mage class...
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Beta 0.9.1d4 Release & Maintenance

Changes
  • Made some configuration changes in advance of the Server Maintenance scheduled for tonight.


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
We’re investigating an issue that has occurred after this maintenance. We’re brought matchmaking down, meaning you can’t 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.

Edit Aug 23 1:58 PM Central
We've re-deployed the Windows client build for this update to resolve some issues causing Dungeons to not work properly.

Beta 0.9.1d3 Patch Notes

Bug Fixes
  • Fixed a bug introduced by 0.9.1d which sometimes caused loading into Imperial Era Monolith Echoes to fail. Verifying game files did not fix this.


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.

Beta 0.9.1d2 Patch Notes

Bug Fixes
  • Fixed a race condition introduced by 0.9.1d which caused players to sometimes be disconnected after loading a zone.

Beta 0.9.1d Patch Notes

Changes
  • Improved how dynamic Solar Invaders (archers) are in combat:
    • Increased how much and how frequent they move between attacks.
    • Added another short fleeing state that can happen more often, not just after taking a lot of damage.
    • Reduced their kick damage by 25%.
    • Reduced their arrow damage by 11%.
  • Majasa’s Blood Pools tick 4 times per second from 5 and deal 10% more damage per tick (resulting in 12% less damage per second). The ticks now always show damage number and hit vfx, so that it's clearer that they're dangerous
  • Immobilized enemies no longer start using movement skills (immobilizing an enemy will not interrupt a movement skill in progress).
  • Improved internal performance telemetry to assist our server optimization efforts.
  • Overhauled the mechanics and visuals of Soul Cage and Soul Warden enemies.
    • Added new on-hit particle, hit flash and death flash visuals for Holy Fire, Holy Lightning and Blood abilities.
  • Previously these visuals would look the same for all abilities of a given damage type. Now a Physical ability can use Blood visuals instead, for example.
  • Added new loading screen art for Lake Liath zones, Divine Era Maj’elka zones, and various Imperial Era zones.
  • Updated frozen breakables in the Tomb of Morditas.
  • Added new emerging sound effects for spider enemies.
  • Updated the vocal sounds for all Osprix enemies to match the new sounds added for the Chapter 1 rework.
  • Added new sounds for Basic Attack that change with weapon type.
  • Updated the Game Guide to add region selection and the Sanctuary of Eterra.
  • There is now a confirmation prompt when purchasing a cosmetic with Epoch Points.


Bug Fixes
  • Fixed the game stuttering when spawning new enemy types in Arena starting in the second Arena layout of the run.
  • Fixed a bug where the Sanctuary of Eterra window did not close after being used, allowing it to be used several times and causing it to block the screen.
  • Portal cosmetics now apply to the portals you open after completing an Echo.
  • Fixed a bug where item visuals and cosmetics would sometimes disappear after transitioning to a new zone.
  • Fixed a bug where visual effects could project on top of some cosmetics.
  • Fixed a bug that caused some "when landing" effects in Fury Leap's skill tree such as Frenzied Onslaught, Wings of Endurance and Battle Bloom to not apply to Maul with Werebear Form's Skull Crusher allocated.
  • Fixed a bug where Earthquake's Aftershock did not scale with strength, and also incorrectly said it receives 40% increased damage per point of strength. It receives 4% increased damage per point of strength.
  • Fixed a bug where Spirit Thorns did not apply ailments to enemies hit by more than one Spirit Thorn.
  • Fixed a bug where when using Avalanche’s Precision node, the skill appears to not properly cast at the location of the Player's cursor after the initial cast.
  • Fixed a bug where the visual for Lightning Blast and Lightning Smite would appear twice (once in its previous cast location).
  • Fixed Bone Golem’s leap attack having a firey ground effect visual.
  • Fixed Manifest Armor not having an outline in Online mode.
  • Fixed a bug where lightning wolves' unique appearance would be reverted to the regular summoned wolf visual when they were hit.
  • Fixed rare Void Despair enemies not having a visual effect for changing their triple projectile attack.
  • Fixed a bug where the Ice Breath from Frozen Wolf enemies cast in the wrong direction in Online mode.
  • Changed the positioning of off-hand weapons for Sentinels to prevent clipping.
  • Fixed Humming Bee uniques facing the wrong direction when in your Offhand, and being invisible when used as an Offhand for Mages.
  • Fixed a bug where quest item drops in the Council Chambers would happen for all players present in the zone, but would only happen once. If a player joined the zone later and tried to turn in a quest, they wouldn’t get the item.
  • Fixed a bug where players could rarely be in 2 parties at the same time, causing various buggy behavior with party functionality.
  • Added a quest progression failsafe for the first Blood, Frost and Death quest echo: you can skip talking to the first Wengari if needed.
  • Fixed the world map showing that the Fortress Gardens has a waypoint, when it does not.
  • Fixed a bug where there was no quest pulse leading you to speak to Balthas in The Summit.
  • Fixed a bug where Orian’s entrance animation could sometimes play while he’s off screen in The Summit.
  • Fixed the world map not fading nicely when switching between eras.


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 isn’t 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 we’re still in early stages. We’re also working on reducing zone transition times.

Besides that, here are some specific changes we are working on. We’ll keep looking through your reports to pick other things to fix as well.
  • Chat sometimes re-enables itself - also it says “Chat is Disabled” when it actually isn’t.
  • Rarely, a failed attempt to transition to another zone can become completed after loading a different character.
  • Summoned Spriggans don’t gain the Cold Minion tag when cold converted.
  • The Journey To Maj’elka quest does not advance when talking to the Nagasa in Soreth’Ka. You can move to the next zone without talking to them, however.
  • You can get stuck in place if you join the Sanctum of the Architect after the fight starts.
  • Further Ambush encounter and Chapter 1 enemy scaling changes.