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Last Epoch News

The Last Epoch Community Tester Program

The recent announcement by our Game Director, Judd Cobler, mentioned an initiative we're undertaking to include community members in our testing of content as it is iterated upon during a patch cycle. This is being called the Community Tester program.

Since we first began releasing free playable demos in 2017 - of what was then a game worked on by a small team during the evenings and weekends - we've strived to balance developing an ARPG that matches our vision with incoporating community feedback. The goal of this program is for us to receive some initial feedback during the development process, so that we can begin acting on feedback sooner, and release more polished content patches going forward.

Members of the Community Tester program will have access to restricted sections of the forum and a dedicated Discord server to discuss upcoming content with us. You'll know one of these people when you see them on our official forum as they'll have a distinctive 'Community Tester' forum title.

While this is likely to change in future, at the present time we aren't accepting nominations. All invitations to join the Community Tester program are sent from an @lastepochgame.com e-mail address. If you ever receive an e-mail claiming to be from Eleventh Hour Games and wish to verify its authenticity, please send 1) the subject line of the e-mail, 2) the e-mail address of the sender, and, 3) the date on which you received the e-mail to us directly. We'll let you know whether we did in fact send the e-mail.

An Update on Our Road to 1.0

Hello Travelers,

Today our Game Director, Judd Cobler, has some news to share with you regarding Last Epoch's official launch. You can read his post on our official forum, here.

While some of our plans have changed, rest assured we'll still be regularly releasing content patches, reading and acting on your feedback, and keeping you informed of our development progress.

Thank you once again for your generous support, and we'll talk to you soon!

New Acolyte Armor Coming in Our Next Patch

In Patch 0.7.9 we released new 3d armor models for the Primalist, Mage, and Sentinel. In our next update it’ll be the Acolyte’s turn, and today we’re taking a look at some early concept art, material references, a turnaround sheet, and the 3d models themselves.




Early Concept Art w/ Material Reference


As with the new 3d armor models implemented for other classes in our previous content patch, the new Acolyte armor models will be used for the highest level base types, and so it is designed to reflect the gear progression that characters wearing it have achieved.




Turnaround Sheet


We're currently discussing whether to have the Acolyte at the character selection screen wear this armor when our next patch is released. Let us know if you'd like us to make this change!

(While we want the appearance of characters at the character selection screen to reflect their equipped gear, this is more of a long-term goal and won't be ready in time for our next patch.)









Please note: It may be possible to see larger versions of the above images on our official forum.

Cremate's Replacement: Infernal Shade

Want to get more involved with the community? Join us on the official forum!



Cremate's Replacement: Infernal Shade


In Patch 0.7.7 we removed the Acolyte skill Cremate from the game as we weren't entirely satisfied with its design. Our next content patch includes the revamped version, now called Infernal Shade!


Target enemy and all nearby enemies take fire damage per second. Each enemy can only have one infernal shade attached at a time. Expires after 5 seconds. Max 4 active shades.

[Alt] This shade cap is shared with Dread Shade.

[Fire] [Spell] [Damage Over Time] [Intelligence]





Infernal Shade


[h2]Specialization Tree Nodes[/h2]

[h3]Devour In Flames[/h3]
Can target your minions.


[h3]Demonic Possession[/h3]
(requires Devour in Flames)
The minion gains 4% increased movement speed, attack and cast speed per second per point.



[h3]Combustion[/h3]
Explodes in a large area of effect at end of duration, or when the target dies.


[h3]Flame Burst[/h3]
(requires Combustion)
+5% explosion critical strike chance.



[h3]Lingering Flames[/h3]
If no target is within range of your target location the shade will wait up to 10 seconds for a target to come within range and then attach to it.


[h3]Purgatory[/h3]
(requires Lingering Flames)
Infernal Shade gains 40% increased damage each second that it is unattached to a target.



[h3]Hellfire[/h3]
You may cast Infernal Shade on a ground location without a target in range. Infernal Shade has a chance to shred nearby enemy fire protection each second, but now has a cooldown (3 seconds).


[h3]Fiend Hunter[/h3]
(requires Hellfire)
[35%] increased cooldown recovery speed per point.


[h2]Screenshots[/h2]



Using Infernal Shade it’s possible to put the hurt on multiple groups at once.




Alternatively, you can kill enemies even quicker by stacking the areas of effect!

Beta 0.7.9f Release and Patch Notes

Monolith of Fate
  • You now lose fewer Echoes Conquered after dying or leaving an Echo early.
  • All quest echoes now scale to a maximum of at least a 40% chance to encounter. Later quest echos still take longer to encounter on average.


Skills

[h3]Assemble Abomination[/h3]
  • Now somewhat more likely to be targeted by enemies.


[h3]Disintegrate[/h3]
  • Increased base damage by 17%.


Bug Fixes
  • Fixed a bug where the loading screen after creating a new character would not disappear if you had no saved characters.
  • Fixed a bug where many zones would drop items with much lower affix values than intended. This was most noticeable in the Monolith of Fate’s Ending the Storm timeline.
  • Fixed the transition between the End of Time and Monolith of Fate being difficult to click on.
  • Fixed a bug where enemy damage and health in the Arena scaled up much faster than intended.
  • Fixed an oversight causing Formosus’ Phylactery to deal much more damage than intended.
  • Fixed a bug causing settings for the overlay map to work inconsistently.
  • Fixed a bug where the “chance to fire 6 additional projectiles” effects for Hungering Souls (on its tree and on Idols) were rolled separately. This meant that you could fail to fire extra projectiles despite having a combined total of 100%.
  • Fixed the Paladin passive Prayer Aegis granting 7 health per point rather than the stated 10 health per point.
  • Fixed a bug preventing the bridge in The Precipice from being smashed by the boss.