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Last Epoch News

Beta 0.8.4h Release and Patch Notes

EDIT 2: We've released a new update to correspond with some maintenance for our backend account services. You shouldn't see any changes in behavior. This new update has the same version number as this previously rolled back update due to an oversight. Our apologies for any confusion.

EDIT: We've reverted this update and re-deployed 0.8.4g for now as we had some new bugs reported to us which we did not encounter internally.

Changes
  • Likely fixed a bug which would cause the LE-26 error to appear for new players.
  • Fixed a bug where new players who logged in to an account they made via our website with an incorrect password would get an LE-24 error until they restarted the game.

Beta 0.8.4g Release and Patch Notes

Changes
  • Fixed a bug where new players that bought the game on Steam but registered their account via our website would encounter an LE-24 error when first starting the game.
  • Fixed the Crafting Guide in the crafting window being outdated.
  • Updated some error messages.

Multiplayer Progress Update - December 2021

Hello all, Happy Holidays and welcome to the December Multiplayer update!

It’s been a fun month for us with our release of patch 0.8.4, Eternal Legends, and some developers taking some holiday time off to spend time with friends and loved ones before we dive in head first into getting Multiplayer into players’ hands in 2022.

We have quite a lot going on in our Multiplayer development and I’d like to break down some updates for the topics from last month, as well as talk about what is ahead of us in the next month.

Our feature list from last month:



Party / Friends / Gameplay


We’re making continued progress polishing core gameplay and making sure the player experience feels great. There are a lot of decisions our team has made for the player experience for the single-player game that manifest themselves in very tiny ways, like how small details of a UI works or how group quests and party UIs will function. Our UX Director Ross (who designed our new website - PS we’re hiring!) will be a large part of our Multiplayer update next month to talk more about how we’ll realize player experience and UI when we go online.

We are making other progress here that is chiefly focused on fixing bugs, and most importantly reducing CPU costs for both our game servers, and your gameplay experience.

Characters


We’ve completed the initial stages of migrating our character save system to the more robust service mentioned last month. This coming month we’ll be digging into the fine details, such as ensuring our crafting and stash systems are as reliable as possible. This will involve things such as breaking down how often we save characters and world states, how to protect the integrity of characters, how to prevent items from disappearing or being duplicated, and much more. We want to catch as much of the easy-to-find issues here before we even release it to Community Testers, and make sure we can fix these kind of problems faster than anything else.

Deployment


Since our current deployment environment is fairly efficient, and we’ve had other priorities, we didn’t place a huge emphasis on work here this month. We spent a bit of time targeting the specific improvements we need and we’re set to do some technical planning for this in January.

Users / Game Access


Last month we mentioned we were migrating our account system, and we have it functional internally now. We aren’t quite ready to roll it out to the public. The next month is focused on integrating this system with our website, and making sure we have the ability to observe important details that will allow us to fix account problems quickly when we see them. Unfortunately a number of players have run into login issues recently with our old system that’s currently live, and you can see why we’re eager to finish our work here to make sure nobody experiences this issue again, or we can create better fixes faster.

Chat


We’ve made massive progress here. We are happy with our new chat system and it will almost certainly be the one we release to 1.0. My update here is very “boring”, software development-related stuff; we are making a few minor refactors, and then planning a proper integration into our new backend systems. With this new chat system, we’re going to able to add a ton more moderation and Quality of Life features than ever before.

Login / Game Server / Matchmaking


We mentioned last month that we have successfully implemented our matchmaker. And even better news is that we’ve tested its scalability up to ~1million concurrent users making matchmaking requests!

A new challenge ahead of us now is to build out more automated scale testing to try to ensure we’re also going to see those numbers in the game client itself; this tech will help us with every release we do and is something the other big Action RPGs give a lot of attention to.

Goals for January


Our main goals for January are very broad, but I can summarize some of my thoughts here:

[h3]Planning for Community Testing[/h3]
Focus on all of the elements we need from every part of both the game, and the platform we are building, to ensure that we can best make use of Community Tester feedback for multiplayer. This means a large focus on our ability to observe the health of the online game, as well as our ability to quickly fix any problems we find. This also implies a lot of other things: fixing bugs, having 24/7 support where possible, planning for how to suddenly increase our multiplayer playerbase by a large amount, and more.

[h3]Growing the Multiplayer Team[/h3]
We’re growing our team to build Last Epoch Multiplayer, and as one might guess it’s important to plan how to do that so we don’t slow down our ability to create work on the game.

[h3]Becoming “Production Ready"[/h3]
This is very much tied to planning for Community Testing but it’s worth breaking out on its own. As I’ve mentioned in previous posts, a lot goes into making sure we’re a game company that can provide a great game service as well as a great game for years to come. We’re making sure we continue to put a lot of attention and love into building the departments we don’t already have that will help make this happen.

[h3]Monolith/Crafting Ready[/h3]
Some of our final core systems to fully implement are our Monolith and Crafting systems. Our crafting system is heavily reliant on a lot of complex database work and character saving, so there will be a lot of debugging to perform here. The Monolith of Fate is relatively straightforward to implement at its baseline, but there will be a lot of multiplayer considerations we need to address before we release it to Community Testers.

Final Thoughts


While we’re hard at work on getting multiplayer ready next month, we’ll change up this blog post a bit to allow our UX Director Ross to speak more to some of the ways we’re going to be improving Last Epoch to welcome a fully multiplayer experience.

Happy Holidays and New Years to everybody, it’s been an exciting year for Last Epoch and Eleventh Hour Games and 2022 will be our biggest year yet.

Like always, I’ll be around to answer questions below. Thank you so much for reading, and see you next month!

Beta 0.8.4f Release and Patch Notes

Changes
  • Mitigated a problem that prevented login for some new players on Steam. If you encounter an LE-24 error or any other issues when logging in, please contact us at support.lastepoch.com and we will respond as soon as possible.

Beta 0.8.4e Release and Patch Notes

Edit: 0.8.4e originally had a bug which caused minion icons to not stack. We’ve re-released the patch to address this, but you’ll have to download the update.

Temporal Sanctum
  • Chronomancer Julra now drops one of four new uniques specific to her.
  • Each dungeon tier introduces a new unique to the pool of uniques she may drop.
  • The unique always has at least 1 legendary potential.
  • The unique is always accompanied by a matching exalted item with four affixes.
  • For slots with class specific items, the matching exalted item is always compatible with your class.


New Affixes

[h3]Primalist[/h3]
  • Added a new body armour prefix: Level of Swarmblade Form and increased damage while transformed.
  • Added a new body armour prefix: Armour Shred Chance for Locusts.
  • Added a new body armour prefix: Level of Upheaval and increased melee damage.
  • Added a new body armour prefix: Chance to create a Shockwave on hit with Upheaval.
  • Added a new body armour prefix: Critical Strike Chance with Rampage.
  • Added a new helmet prefix: Increased Attack and Cast Speed for Summoned Vines.
  • Added a new adorned (2x2) idol prefix: Melee Physical Damage For Swarm Strike and Locusts.


[h3]Rogue[/h3]
  • Added a new relic prefix: Level of Umbral Blades and increased throwing damage.
  • Added a new ornate (4x1) idol prefix: Increased Damage with Umbral Blades per stack of Dusk Shroud.


Uniques
  • Roots of Vithrasil's spirit thorns projectile bonus now only applies while immobilized to prevent snapshotting abuse. It can now drop again.
  • Primal Squirrels now have a unique minion icon at the top left of the screen.
  • Added lore text for Herald of the Scurry.


Skills

[h3]Swarmblade Form[/h3]
  • Dive now scales with movement speed, but is 5% slower by default. This makes it much quicker to use.
  • Swarm Strike now has 300% added damage effectiveness (from 200%) but only has 2 base damage (from 20). The new base damage is in line with other melee skills.
  • Increased the cast speed of manually summoning Locusts by 33%.


[h3]Summon Spriggan[/h3]
  • Added a downed animation for the Summon Spriggan companion.


Passives

[h3]Druid[/h3]
  • Force of Nature now properly states that it grants added melee and spell physical damage, instead of adaptive spell damage. This is only a tooltip change.
  • Force of Nature node now also adds 25% armor shred chance for Locusts as an 8 point bonus.


Sound
  • Updated the sound of Roar for Primal Bear companions.
  • Updated sounds for the Summon Bear skill.
  • Updated the sound for purchasing a stash tab.
  • Changed the sound effect for Fire Nova.
  • Removed placeholder sounds from Entangling Roots seeds.
  • Fixed a missing sound for the Voidfused Forge’s magma pool attack.
  • Improved mixing for casting sound effects.


Performance
  • Improved the performance and reduced the visual noise of Ice Bite, which is used by Primal Wolf companions and Frozen Wolf enemies.


Bug Fixes
  • Fixed a bug which caused the monster mod restrictions to be ignored. For example, Rare Void Horrors could have the Summons Ethereal Reflections mod in 0.8.4, which was not intended.
  • Fixed a bug where dying right as you changed from one Druid form to another would break your character’s visuals and gameplay until you relogged.
  • Likely fixed a bug where Elder Erza would sometimes not spawn at the end of Last Refuge Outskirts.
  • Fixed Locusts not targeting Lagon.
  • Fixed Locusts getting stuck after spawning in certain situations.
  • Fixed a bug where Fury Leap's Rise and Poisonous Thicket nodes gave less chance to summon vines than intended.
  • Fixed a bug where Upheaval Totems with Rejuvenating Splinters could not shatter other totems.
  • Fixed a bug where Crowstorm cast via Swarmblade Form's Inspiring Swarm would cast in front of the crows instead of at the targeted location.
  • Fixed a bug where Abyssal Echoes's Rippling Corrosion only applied its armor shred if you also had the Potent Corruption node.
  • Fixed a bug where refreshing Ravaging Aura’s duration did not work (it would end as if you hadn’t triggered it again).
  • Fixed a bug which prevented the Primalist idol affix which granted mana back upon transforming back into human form from working.
  • Fixed a bug where Swipe's Way of the Hunt node granted ten times more leech than intended.
  • Fixed a bug where Thorn Shield with the Glacial Grove node could cast Maelstrom on allies without needing Maelstrom's Storm's Aid node.
  • Fixed a bug where Ice Thorns' Barbed Thorns node granted 30% bleed chance and 5% more damage per point, instead of the stated 20% bleed chance.
  • Fixed a bug where the damage bonus from Serpent Strike's Septic Wounds applied twice to targets afflicted by both blind and blinding poison, and clarified its tooltip to reflect this.
  • Fixed a somewhat rare bug that could cause the player to move in the wrong direction when trying to pick up items from the ground.
  • Fixed a bug that caused Formosus, Argentus and Rahyeh to not say their voice lines in the Monolith of Fate.
  • Fixed a minor audio bug that could occur when the player turned around very quickly.
  • Fixed a bug where Entangling Roots's wrap VFX on enemies did not match its duration if you had the Entrapped node.
  • Fixed a bug where Storm Crawlers did not lose their lightning VFX upon death.
  • Fixed the Acolyte holding spears in an incorrect position.
  • Clarified that Werebear's Bringer of Storms node only works for Maul and Rampage.