Last Epoch

Last Epoch Dev Tracker




Comment
    EHG_Mike on Forums - Thread - Direct

In offline the “reset” in 1.1 is really just a fresh gameplay character environment opening up. You’re right, it’s all saved offline so if you want to do some editing and keep using the same character but “on the cycle” you can do that. It’s just a text file on your computer.

If you’re referring to the survey, it separates online cycle from all of online legacy, offline cycle and offline legacy.

Some big draws to play online is access to the Bazaar and playing with other people.

We don’t have LAN support because we didn’t have a few thousand spare dev hours to spend on it. I know it might seem like an easy one but it is one of the largest potential features that we could consider adding. We are not considering adding it.

Comment
    EHG_Mike on Forums - Thread - Direct

We will continue to do offline cycle rollovers just like we did when 1.0 dropped.

Comment

I’ll say I was not a believer in dodge roll (evade) before the team prototyped it and we got to play with it. It feels good and we believe people will agree when they get their hands on it.

No we’re not going to make regular Epoch content require lighting fast reflexes because of this addition. Maybe the pinnacle boss? We’ll see as we’re still balancing the fight.

Just another note - I want to emphasize how much the roadmap leaves out. Look at any of our other major patch notes and consider we’re only getting faster and adding more team members.


Yesterday

Comment
    EHG_Mike on Forums - Thread - Direct

We’re happy to see all the discussion regarding the new Evade mechanic we’re planning to include in 1.1. We have noticed that discussions can be hard to have without the full details about this new mechanic. As such, we’re posting a breakdown of the current implementation that we are internally testing here to help with the discussion.

Evade

Evade is a new universal movement ability for characters from level 1. This is a new tool to add onto your existing tool belt. We expect this to be a fun new mechanic that opens up new build opportunities and spices up combat.

Evade_Tooltip

...

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Comment
    Trasochi on Forums - Thread - Direct

We will be updating these continuously, for example Shield Bash is being changed in 1.1.

Post

Hello, Travelers,

We are thrilled to give you an early look at what’s coming for Last Epoch over the next few cycles!

Last Epoch Roadmap April 20241920×1080 286 KB

As always, the team here at Eleventh Hour Games is dedicated to making the ARPG of our dreams, and we all know that’s a process that takes time, determination, and commitment. As of this writing, we have brought on excellent new people, continue looking for more, and are developing new and exciting content faster than ever. Our roadmap continues to showcase that we have long-term plans for Last Epoch and its content, and we are excited to showcase it here today.

Here’s the thing about roadmaps, though: we are striving to be one ...

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Comment
    EHG_Mike on Forums - Thread - Direct

Yup, this is something I went on a rant about roughly 3 weeks ago on stream. I got out the paint and did up a messy graph to try and articulate myself but the issue I was outlying boiled down to essentially what you’re talking about in the monolith.

Like new parents, I think we’ve been a little too worried about preventing players from getting themselves into a too difficult spot and it’s left us not allowing players who are ahead of the curve the room to run.


06 May

Comment

Hmm well check into this and get a fix.


05 May

Comment

Originally posted by SourceAwkward

I read this while walking as a pineapple boss, now I'm disappointed

It kills by slowly digesting you with an enzyme that breaks down your body over a thousand years.

Comment

Originally posted by Lfemomo77

Thanks! Missed that response. Have you seen anything about PTR for 1.1? Haven’t seen that either

We call it the community tester (CT) program. It's what we use for closed testing of the upcoming content. I don't think it is currently accepting new applications but I expect that it will open up again at some point.


04 May

Comment
    EHG_Mike on Forums - Thread - Direct

The second sentence says: “It’s impossible to raise the difficulty before reaching the empowered monoliths,.”

The boots raise the difficulty before reaching empowered monoliths.

The 3rd suggestion the OP left starts with “Do something about the early game for alt characters.”

The boots do something about the early game for alt characters.

I didn’t see mention of the boots in the post, thought they fit the description of what OP wanted and they line up with one of their suggestions.

This wasn’t a sarcastic “well have you tried…” type comment. I was putting forward a potential solution that was already in game. It isn’t exactly what they were after and that’s fine. I still think it was a reasonable and appropriate suggestion.

Comment

I'm not sure if it's obvious or not but just in case, those chances are the chance that the item will have that LP given that it is already dropping. So it only "rolls" those chances when you get one of those items. So your looking for single digit or less chance rolls on very rare items. It's going to take an extremely long time to find some of those. Each are mega chase items.

Comment

I’ll check this out with our combat lead next week


02 May

Comment

Originally posted by real1lluSioNz

Do we have a release date? The only reason I don't currently play is because I've tried all end game meta builds and got bored. I love marksman class but it is substantially weaker. Would be great for an arcane archer hybrid

No release date announced just yet. Core 1.1 content is being finished and heavily tested right now, lots of balance changes still happening, making uniques, making sure we’re addressing those critical points of feedback from 1.0, bug fixing, and all the good stuff that comes when we’re close to closing a dev cycle out.

We’ll probably have a date to share in the next couple weeks and a roadmap to share soon

Comment

1.1 is coming with extensive balance updates. The list is getting long!

Comment

Originally posted by moxjet200

 I got some time today to get a working session in with our combat lead and the following adjustments have been made thanks to your feedback. Thank you for taking the time to write out issues you've found so concisely. We verified each issue and made changes we believe will improve each of them.

Some additional adjustments may be made before release:

  • Osprix Lightmage Holy Meteor attack range reduced from 30 to 12
  • Wengari Shaman
    • Totem cast ranged reduced from 15 to 12
    • Shield buff range reduced from 25 to 15
  • Tundra Stalker
    • Reduced size by 30%
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40 to 26.
  • Bitterwing and Gloomscreecher Bats
    • Damage of ice breath attack scales up over the durati...
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  • Possesed Construct in Soulfire Bastion
    • Fixed a bug where sometimes their visuals would not appear
    • Added a failsafe to ensure that their entrance animation will not override any ability animations
  • Ruby Captain Arjani
    • Fixed a bug where entrance animation wouldn’t play and played too quickly
  • Scalebane Saboteur
    • Increased the time till detonation of his thrown javelin ability from 1.2 to 1.6 seconds
    • Changed visuals to better reflect and indicate impending explosion
  • Storm Crawler Crabs now always turn to the target before shooting their lightning beams and the rate of lightning beams has been reduced
  • Fixed a bug where the following enemies could not be pierced by projectiles
    • Spirit of Grael
    • Son of Artor
  • Spine Hunter Alpha
    • Now idles for 1.3 seconds after howling
    • Reduced damage by 15%
    • Now tracks you...
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Comment

 I got some time today to get a working session in with our combat lead and the following adjustments have been made thanks to your feedback. Thank you for taking the time to write out issues you've found so concisely. We verified each issue and made changes we believe will improve each of them.

Some additional adjustments may be made before release:

  • Osprix Lightmage Holy Meteor attack range reduced from 30 to 12
  • Wengari Shaman
    • Totem cast ranged reduced from 15 to 12
    • Shield buff range reduced from 25 to 15
  • Tundra Stalker
    • Reduced size by 30%
    • Damage of ice breath attack scales up over the duration of the cast from 50% to 100%
    • Reduced Leap attack damage from 60 to 30
    • Melee attacks reduced from 40...
Read more

01 May

Comment

Originally posted by Airowird

If you mean what I think you mean, I mostly had an issue with content being timer-based and understood that end-run loot was a compromise for not losing time over checking out drops.

Your argument also sorta falls short when completing an echo already gives me 2 bursts of loot, being the node reward and the completion chest.

Additionally I'ld like to add that, as someone who does Prophecies in bulk, it would be nice to see which ones I just completed, especially when it's been a while since I selected that Prophecy.

It could be as simple as marking Prophecies "complete" in the UI, and clicking them (or even a 'Claim All' button) would generate the reward.

This would also help when you complete an echo or boss fight and you had so many Prophecies proc that you get more interesting loot than you can carry. I have come close to this occuring and felt relieved I could still tetris all the good stuff in my bags. I would feel terrible if I go into a boss...

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Just got the record, there is nothing simple about this. We've been trying to find a nice way to do this for a few years now.

Comment

There was an ARPG that came out a couple years ago which held all loot to the end of a run. It has several other damning issues which caused it to shut down almost immediately. I had a huge issue with loot all coming at the end and I'm curious if you have played any games that do this.