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Beta 0.7.0e Patch Notes

Monolith of Fate
  • Timeline modifiers now grant increased experience.
  • There is now an objective arrow pointing towards bosses.
Items
  • The Sentinel's Armour visuals now vary based on base types.
    • There are two variations for helmets, gloves and boots.
    • For body armour the combination of chest and pauldron visuals is different for every base type.
  • Changed the level requirement formula so that more emphasis is put on the highest affix tier an item has.
    • Old: level requirement = highest tier + sum of tiers to
    • New: level requirement = (2 x highest tier) + sum of tiers
    • The values for each tier have been changed from 1, 4, 7, 12, 17 to 1, 3, 6, 10, 14.
  • Glyph of Stability
    • Now reduces instability added by 0% to 60%.
    • Instability added is no longer always rounded up.
  • Reduced values of glancing blow at most tiers (the max value of tier 5 has not changed).
  • Increased the values of the armour and protection affixes (including flat, increased and set affixes).
  • Increase the values of set increased health regen.
  • Changed starting Sentinel shield name from "Knight Shield" to "Renegade Shield".


Skills
  • Improved the behavior of skills that pull enemies. Enemy movements should be less erratic than before.
  • Increased Tornado’s damage by 17%.
  • Improved the wording of Enra's Technique on the Hammer Throw to better describe its interactions with other nodes.
  • Improved the way Warpath is controlled while using a controller.


Passives
  • The Vitality node at the start of the Sentinel class now grants 10% increased health regen per point, rather than 10 health per point.

Enemies
  • Rare Highland Bears' ice attack takes 62.5% longer to hit and deals 16% less damage.
  • The "of Blades" increased damage monster suffix can now only spawn in level 10 and higher zones.


UI
  • Refactored camera zoom. It should be much more responsive and less buggy at lower framerates.
  • There is now an additional confirmation panel before you leave the arena.
  • Player movement and camera zooming is now disabled when the mouse is outside of the game window.
  • Made the background of mastery descriptions slightly transparent so that players better understand that there are nodes behind them.
  • Scrolling in the chat window while it is open will no longer cause the camera to zoom.
  • Monster outlines and health bars will correctly update based on whether they are under the chat window and whether it is open / closed.
  • The overlay map now remains open when you travel to a new zone.
  • Reduced the size of the NPC dialogue window to account for the chat.
  • Adjusted profanity filter to make it less overzealous.

Bug Fixes
  • Likely fixed the game crashing on startup for some users. A framework we use was incompatible with older CPUs (AMD Phenom II and Intel Core 2 and earlier). We have updated to a newer version of the framework which includes a workaround.
  • Fixed a bug where items could fracture when improving the tier of an affix even if the panel displayed 100% success chance.
  • Fixed a bug where if an item fractured while you were trying to add a new affix then the affix would be added regardless.
  • Fixed a bug where the rarity and level requirement of an item wouldn't be increased when crafting in some situations.
  • Fixed at least some situations where the crafting materials panel became stuck open.
  • Fixed a bug where certain abilities like void drain and blood tether would persist indefinitely if you changed zone while they were active on you.
  • Fixed a bug where the Lich’s Soul Maw node only applied to spell damage.
  • Fixed a bug where the Paladin's Shield Wall node was giving 20% reduced dodge rating rather than 25% less dodge rating.
  • Fixed the Void Knight’s Void Bolts passive unlocking at level 15 instead of level 10.
  • Rebuke
    • Fixed the armour and elemental protection nodes not gaining extra benefits from additional points.
    • Fixed buffs not persisting correctly after channeling ended.
    • Fixed the void essence on hit node not working.
  • Fixed portal hitboxes not matching the visuals.
  • Fixed the values for instability added by a craft displaying incorrectly when a Glyph of Stability is used.
  • Fixed the quest pulser in The Wasteland being in the wrong spot.
  • Fixed an animation error with Shield Rush.
  • Fixed some stretching present in Acolyte and Sentinel animations.
  • Fixed the shop being unusable with a controller.
  • Fixed an error in the Spriggan’s companion ability tooltip
  • Fixed Liath Grove being misspelled on the world map
  • Ended Geova’s experiments in levitation.


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We know that the patch size for Windows is quite large and we are working to determine the cause of these large patch sizes, as the patch sizes for both Mac and Linux are closer to what we'd expect. Please note that a patch size doesn't mean that the game will take up that much more storage. Rather, the patch usually overrides data that was already present.

Beta 0.7.0d Patch Notes

Arena
  • Dying in the Arena now ends a Hardcore character and removes the Deathless tag, as it does on the outside.
  • The start next wave panel now has an option for leaving the arena and claiming rewards.
  • Selecting this option takes you to a small zone containing a reward chest and a portal back to The End of Time.
  • If you die in the Arena instead of choosing to exit then you cannot claim these rewards.
  • Made Arena Key drops more consistent
    • Can no longer drop from the arena chest with less than 5 timelines conquered
    • Guaranteed drop when timelines conquered is a multiple of 5
    • 5% drop chance when timelines conquered is greater than 5, but not a multiple of 5


Monolith
  • Increased the density of enemies in the monolith (by around 15%, varying from zone to zone)


Performance
  • Fixed an issue with the outline system (glowing effect around enemies and allies) that caused the effect to be reapplied every frame
  • This system was quite old and was interacting incorrectly now that the engine has changed
    • In my testing, framerate in campaign levels improved by about 5 fps in combat (High preset, 1080p, RX 480 8GB, Ryzen 5 1600)


Skills
  • Rebuke
    • Cooldown changed to 5 seconds (up from 4)
    • You can no longer be stunned while channelling Rebuke
    • The increased maximum duration node now grants a 12% increase per point (down from 15%) and can have up to 2 points allocated (down from 3)
    • The increased health regen while channelling node now grants 25% per point (up from 20%)
    • Ailment Chance nodes grant 8% chance per point (up from 5%)
    • Increased ailment duration node grants 8% increased duration per point (up from 5%)
    • The armour and elemental protection nodes now apply while channelling and have higher values
    • Removed the node that granted stun avoidance while channelling
    • Removed the node that granted ward retention while channelling
    • Added 6 new nodes
    • Adjusted a few connections
    • Fixed a bug where taking a node that increased the cooldown recovery speed would almost half the cooldown
    • Fixed a bug where a node was giving 2000% increased armour per point instead of 20%
  • Vengeance

    • Added three new nodes centred around reduced armour and fire protection on hit.
    • Renamed Dark Blade to Iron Blade to better reflect its damage type.


Items
  • Glyph of Stability now causes a craft to add 5% to 45% less instability (used to be 80% less to 40% more)


Quests
  • Most objectives now explicitly state which zone you need to go to.


UI
  • Increased the opacity of NPC dialogue to improve visibility.
  • Chat now scrolls properly along with new chat messages.


Visuals
  • Updated Erasing Strike and Void Rifts
  • Updated Lightning Blast
  • Improved lighting detail in all desert levels. This will make this patch larger to download on some platforms.


Bug Fixes
  • Fixed being unable to view skill trees in the skills panel before you unlocked them by levelling up (you were able to in the past).
  • Fixed a bug where teleporting out the starting area in a monolith zone with a spire objective would result in the spires failing to spawn.
  • Fixed a bug where certain nodes could cause hovering over a skill icon to add an instance of attribute scaling to it each frame, causing severe fps drops or crashes. This is what led to the Primalist’s skill panel freeze issue.
  • Potentially fixed issues with starting the game via Steam on Mac and Linux.

Beta 0.7.0c Patch Notes and Status Update

Our second patch to Beta is now live!

Load Times
  • Fixed an issue with the mini-map system which caused some zones to take several minutes to load, and likely contributed to load times elsewhere.
  • Reworked and optimized the loading process itself to further decrease load times. Some parts of it were necessary in the past due to engine constraints, but those are no longer needed.


Arena
  • Increased arena difficulty scaling speed by about 50%.


Skills
  • Avalanche
    • Reduced the area of effect of each snowball by 29%
    • Adjusted the visual indicator to match the area of effect (previously it was drastically undersized)
  • Black Hole
    • 10% reduced duration
    • 20% reduced outer pull radius
    • Cooldown increased to 10 seconds (from 8 seconds)
    • Slightly reduced pull strength
    • Increased base damage per second from 4 to 16
    • Reduced added damage effectiveness per second from 2 to 1
  • Reduced Hammer Throw's aura default damage per second from 30 to 20. It was mistakenly dealing fire damage but was already quite powerful, so this has been changed now that it scales as you would expect.
  • Teleport
    • The node that grants ward based on your intelligence grants 1 ward per point of intelligence (down from 2) and can have a maximum of 1 point allocated (down from 5)
    • The node that grants a flat amount of ward now grants 10 per point (down from 25)
    • Fixed a bug where the node that granted increased elemental damage didn't work
    • The node that grants increased cooldown recovery if you have teleport recently can have up to 2 points allocated (down from 4)
    • The node that adds a cooldown now requires one point in the node that increases the duration of buffs, rather than being connected to the start
    • The node that increases the duration of buffs now requires 2 points in the previous node (down from 3)
    • The node that casts Elemental Nova at the location you teleport from now requires one point in the node that casts Elemental Nova at the location you teleport to. This node does not work if Elemental Nova has a cooldown.
    • Added a new node that casts Elemental Nova half way between the location you teleport from and the location you teleport to. This node does not work if Elemental Nova has a cooldown.
    • Added a new node that converts 10% of your current health per point to ward at twice its value
    • Added a new node that grants stun immunity if you have teleported recently
  • The Catalyst of Fire node on the Flame Reave tree grants 10% chance to cast fireball on hit (down from 15%), and can have a maximum of 4 points allocated (down from 7).
  • Increased Storm Totem’s damage by 40%
  • Companion active abilities
    • Increased cooldowns from 4 seconds to 6 seconds.
    • Abilities cast 2.5 times as fast
    • Increased the effects granted by 25-50%
  • Howl now lasts for 6 seconds.
  • Adjusted companion activatable ability scaling
    • Previous scalings were mostly bugged and have been removed.
    • Added attunement scaling of 2% mana efficiency per point.


Zones
  • The Waystation Complex has temporarily been made a side zone while issues are investigated. This means you can go directly to the Maj’Elkan Waystation from Titan’s Canyon.
  • All transitions updated to have better labels and be more consistent in 'clickability' and functionality.
  • You can no longer die while loading or time travelling.


Uniques
  • Ward Trail now grants 20 ward on dodge (down from 40)


UI
  • Improved the appearance of the chat UI.
  • Improved the fading and opening behavior of the chat. It no longer opens when clicked, for example.
  • When you show/hide ground items, it is now shown to you in chat.
  • The overlay map no longer closes when you open other windows.
  • The Enter Arena window no longer closes when you open another window.
  • Tutorial tooltips now auto close after 15 seconds.
  • Added spell crit chance to the character sheet.

Enemies
  • Soul Geyser field now creates 3 delayed Soul Geysers rather than 4.
  • Soul Geysers deal 14% more damage.
  • The twinned and rampancy monster mods are now mutually exclusive as their interaction was buggy.
  • Improved the animation timings of several enemies to better line up with when damage occurs.
    • Abyssal Crawlers
    • Bloated Husks
    • Smoldering Lithracs
    • Umbral Crawlers
    • Void Cultist
    • Void Mauls
    • Weathered Statues
  • Rare Highland Bears now use avalanche (non-channelled variant with only one snowball) instead of glacier
  • Storm Remnants and Flame Remnants will prioritise attacking each other from a 25% higher range than before.


Visuals
  • Further optimized the trails behind void enemies.
  • Greatly improved the base and aura effects for Fire Shield.
  • Improved skeleton archer effects.
  • Improved Soul Geyser visuals.
  • Improved the visuals of venom spit abilities.
  • Improved the shock ailment effect.
  • Improved the attack effects of Void-touched Spriggans.
  • Improved Volcanic Orb’s initial explosion on both fire and ice versions.
  • Improved Voidfused Earth’s ranged attack.
  • Improved the summon effects for Effigies of Ruin.
  • Improved the visuals for Swipe’s Spirit Wolves.
  • Updated the visuals for Weathered Statues and the boss at the end of The Courtyard.
  • Updated visuals on Jewelled Scuttlers and Blood Scorpions.

Bug Fixes
  • Fixed a bug where dying with an ailment or debuff would result in it becoming permanent until you left the game.
  • Fixed the stash in the Council Chambers being difficult to click on.
  • You can no longer re-enter the arena via a town portal.
  • If you open the monolith chest and exit the zone the chest will not reappear when you enter the zone until you complete another monolith timeline.
  • Fixed a bug where wearing The Fang would cause your Summon Wolf skill to be replaced by Wolf Howl on your bar if you had one fewer than your maximum number of wolves.
  • Fixed a bug where the ignite chance for the holy aura tree was not being applied properly
  • Fixed a bug where the number of skeletons you could summon after taking the Dread Phalanx node on the Summon Skeleton tree was calculated incorrectly often resulting in you having one less maximum skeleton than intended.
  • Fixed loading issues with the transfusion and mind warden nodes on the Mana Strike tree. This lead to points in one moving to the other on load.
  • Fixed a loading issue with some nodes in the Spellblade passives, which lead to points moving to different nodes on load.
  • Fixed the Woe node on the Void Knight tree not applying stats correctly
  • Fixed Hammer Throw's aura dealing fire damage instead of void damage
  • Fixed Mark for Death’s Desecration tooltip not visually changing per point.
  • Fixed Decayed Skull granting 80% increased damage rather than 80% increased necrotic damage
  • Fixed a bug where the monolith completed panel would remain open if you left the monolith zone without clicking the open portal button
  • Fixed some issues where you would have to repeat parts of the encounter in the Lower District.
  • Fixed parts of the Sane Cultist’s quest being repeatable.
  • Fixed a bug where the game loaded a deleted solo character’s stash when you created a new solo character with the same name.
  • Fixed an oversight where the Ruined College's area level was 5. It has been changed to 23.
  • Fixed the checkmarks for challenge modes being too far to the left.
  • Potentially fixed player health not showing up on Linux systems with AMD GPUs.
  • Fixed Dolus having a dialogue icon since he's too wrapped up in his own stuff to talk to you, kind of rude I know, but he's going through a lot right now.

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We’ve all been surprised by how rapidly the community has grown since the start of Beta, so we’d like to thank you all for participating and being patient while we continue work to make Last Epoch even better!

Here are a few things that we’ve prioritized working on:
  • Crash in Waystation Complex - This has temporarily been circumvented by making the zone optional.
  • Users being stuck on Please Wait - This only happens on some systems so this is difficult to track. We’ve added more debug info to the game so please let us know if this is affecting you at [email protected].
  • Login/email issues - We had some issues with our email service which have been resolved but we are looking into the email verification system. Again, if you’re having issues please email us!
  • Game freezing when opening skills as a Primalist - We need more information on this, so please take a look at https://forum.lastepochgame.com/t/game-freezes-when-opening-skills-speciziliations-tab/13319/. It may be tied to Companion skills so let us know if it continues to happen when you remove those skills from your bar.
  • Performance - This also varies from system to system but we’ve identified a few specific areas we can make improvements in soon.
  • Pets - We’re working to ensure that everyone has their pets in-game.

Beta 0.7.0b Patch Notes

Our first patch to Beta is live!

Arena
  • Approximately doubled arena scaling. The goal is that you will die, rather than logging out.


Skills
  • Bone Golem
    • Bone Growth noe grants +7 health per point (up from 5) and requires 3 points in Amalgam of Mages (up from 2)
    • Amalgam of Rogues now grants melee attack speed and movement speed per point, but only 7% of each (from 8% melee attack speed) and has a max of 5 points (up from 4).
    • Twinned Golems’ health modifier is now 35% less (from 45% less) and it requires 4 points in Amalgam of Rogues.
    • Unnatural Speed now grants 4% increased movement speed per point (from from 10%) and also grants 4% increased movement speed to all nearby minions. Has a max of 4 points (down from 5).
  • Storm Totem
    • Now has 50% added damage effectiveness (down from 100%)
    • The flat damage node now grants +4 damage per point.
    • The flat crit node now grants +3% per point (down from 8%)


Enemies
  • Soul Spear now deals 17% less damage and the AI now uses it at ranges of 4 to 9 metres, rather than 0 to 8 metres.
  • The following enemy types can no longer spawn with the "Summoning" monster mod;
    • Immortal Eye
    • Oculus Mortis
    • Soul Cage
    • Soul Carrier
    • Soul Prison
    • Avialine Chimera


Visuals
  • Improved Meteor, Lightning Blast, and Glacier’s vortex visuals.
  • Added a casting effect for enemies using Soul Spear so it is easier to anticipate.
  • Improved visuals for Flame Remnants, Frost Wyrms and Headless Acolytes.
  • Improved the visuals of the enemy Soul Arrow ability.


Bug Fixes
  • Potentially fixed crashing issues when loading zones by adding mipmaps to newer enemies. Mipmaps allow the game to use less memory (at the cost of quality) if memory is running low, so the fact that these were missing may have been causing crashes when memory ran out.
  • Fixed the game attempting to login via Steam from the Standalone client if the steam client was open in the background.
  • Fixed “A Study in Time” being impossible to complete.
  • Added failsafes to the Admiral Harton encounter to prevent the questline from stopping.
  • Likely fixed a bug with the Sane Cultist.
  • Fixed many effects with the “Elemental” tag not working, such as “increased elemental damage” and “chance to ignite with elemental skills”. (Effects tagged Fire, Lightning and/or Cold were not affected.)
  • Fixed multiple Storm Totem nodes not working
  • Fixed item tooltips continuing past the edge of the screen (which has been a long-time bug).
  • Fixed a bug with the Wolf Howl vfx.
  • Fixed some zone transitions automatically being used when you were close enough.
  • Fixed the world map opening to the wrong tab in End of Time and Echo of a World.
  • Likely fixed a bug where the character model could go invisible after transforming back to human form.
  • Fixed the trails behind Void enemies occasionally having a very large performance impact.
  • Fixed incorrect login errors being shown.

Working through some last minute technical problems

Hi everyone!

We've encountered some last minute technical problems we're working through.

We'll be posting an update 20 minutes from now.


Update #1: Due to the unforeseen technical issues we are rescheduling our launch. The current ETA is four hours from now. Very sorry about this!


Update #2: You can now buy and play Last Epoch through Steam! We're very sorry about all of the technical problems we've suffered today.

Update #3 Our servers are still experiencing very high load, so login is not working fully yet. There are many people who have logged in, but it will be a while before things return to normal. We are hard at work solving issues that arise and immense amount of traffic is being processed as best it can.

Launch periods for games are extremely taxing as there's always issues that were unforseen and it's very difficult to anticipate everything. We thank you for bearing with us, and hope you can all experience Last Epoch very soon!