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Loot Filters in Last Epoch

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Loot Filters in Last Epoch

Our next content patch will include loot filters!

The loot filter is still in the design phase. Today we’re posting user interface mockups as well as some of the features you can expect. Closer to the release of the patch we’ll be posting another thread focused on the loot filter with finalized UI elements and additional information such as more examples of rules.




Examples of loot filter rules.


Starting in Patch 0.7.10, it will be possible to create loot filters with as many or as few rules as you would like. The creation of each rule consists of choosing whether it will show or hide matching items, which items are affected (e.g. Exalted Items, items only usable by one class), and any additional criteria such as minimum level requirements or affix tiers.

Where rules contradict each other, the order in which they are listed will determine whether an item is shown or hidden. For example, it will be possible to show items of the exalted rarity and hide items that go in the helm slot - depending on the order these rules are listed in, exalted helmets may be shown or hidden as they meet the criteria of both rules.

When designing loot filters we wanted to ensure the system was sufficiently flexible to both be approachable to newer players and cater to more experienced players that wish to control with precision exactly which items are shown to them and which are not. As we recognize new players may also wish to benefit from the expertise of veterans, it will also be possible to export and import loot filters. Consider incorporating one into your next build guide!




Loot filters will have names and descriptions for convenience.


[h2]Planned Functionality[/h2]
  • Create individual rules which can show or hide items.
  • Allow rules to override each other depending on their order.
  • Drag-and-drop rules to adjust the order in which they are listed.
  • The ability to toggle individual rules on and off.
    • This is mostly for testing purposes where a filter does not function as intended and you wish to establish which rule is responsible. Rules are on by default.
  • The ability to delete individual rules from a loot filter.
  • Loot filters will have names to make changing from one to another more convenient.
  • Loot filters will have optional brief descriptions to clarify their functionality.
  • It will be possible to duplicate loot filters to quickly create variations - for example, creating equivalent loot filters for different classes.
  • It will be possible to import loot filters created by others, and export your own.
  • Rules displayed in the list will have some colour coding for convenience. For example, the words Magic Items will be blue, and the words Exalted Items will be purple. This makes it quicker to scroll through the rules of particularly complex loot filters.
  • Rules which hide items have a different background colour than rules which show items.

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

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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!