Last Epoch - Wick93

There is an overwhelming amount of theorizing around skills in Last Epoch. Whether you’re building a map clearing, Abby killing, flashy looking Paladin, or just a Primalist who collects furry friends because the Capybara needs buddies, you can bet your skills will need to be planned out. But what keeps a skill in check? What does it take to build something that looks good, feels good, and doesn’t break everything else in the process? The answer… a lot. Thankfully, we have a team of passionate and skilled developers who focus on these exact questions.

Today, we will hear from our very own Justin Carpenter, Technical Game Designer for Last Epoch, to walk us through the process of how a skill like Heartseeker was pulled from the Quiver of ideation and fired into the hands of Travelers just like you.

Justin? Take it away!

Ideation
When Great Minds Play the Same Game

We have an endless list of abilities we'd like to add for each Class, so when picking which new ability will be added, we try to choose one that fits what that Class or its Mastery needs most. For Marksman, the answer was easy: it needed a good single-target damage skill, and we were very interested in creating our own spin on Diablo 2's Guided Arrow, so we were certain that Heartseeker was the skill we wanted to add.

What was harder to answer is how exactly it should function.

Function
And Fashion

We created some quick prototypes of several different variants of the ability, trying out different mechanics for how the arrow would move or pick targets. We knew this would be a very spammable skill, so we had to ensure it was performant, would work well in online mode, and that the visuals could strike a good balance between impressive and not too noisy when used very rapidly. From those considerations, we settled on it picking a specific target and repeatedly striking it until dead, at which point it would pick a new target, always only ever striking its current target.

The arrow only ever striking its chosen target allowed us to do some tricks under the hood to make it much more performant than traditional projectiles, and keep the visuals responsive and accurate in online mode despite the arrow's exceptionally high speed.

Balance
As All Things Should Be

What took a lot of discussion and math was the Recurve Chance. Heartseeker has a chance to "Recurve" upon hitting its target, which is what allows it to turn back and strike the target again. As this was the ability's unique property, we wanted to ensure players could scale this value up high and get arrows that persist for an impressively long time, but we also needed to avoid the stat becoming excessively powerful relative to other choices. After lots of math, formulas, and testing, we eventually settled on your Recurve Chance being multiplied by 0.8 each time it recurves. This was chosen because it helps constrain the value of stacking Recurve Chance, but also, quite importantly, it offered a simple description of its behavior that players could intuitively understand.

The Great Debate

What ended up being most contentious was how it would look when moving. We had two camps internally, with some wanting it to move in a straight line back and forth through its target, while others wanted it to curve erratically as it returned to strike its target. We ended up settling on having it move in a straight line as a base visual, and offered the curving visuals as a node in its skill tree. As a skill tree node, though, we had to position it between two extremes - it shouldn't feel like a wasted point for players who want the alternate visuals, and it shouldn't feel mandatory for players who don't want the alternate visuals. We opted to give it some slow chance, as that is a valuable effect unrelated to damage, and which can be fairly easily provided from a variety of sources.

Designing the Skill Tree
A.K.A Studio Arbor Day

When designing the skill tree, our flow is to have many members of the team fill up a big list with any and every idea they'd like to see as a node, and then a single designer takes on the task of crafting the tree, using the list as a well of endless ideas to pull from. There are a lot of considerations for skill trees:

  • The nodes and sections of the tree should be positioned in logically related spots

  • There should be moderate amounts of depth to the tree, with a few options that are 4 or 5 nodes deep

  • There should be a breadth of options closer to the start of the tree, especially with more interconnectedness near the start

  • Commonly desirable nodes should be fairly accessible, while niche or unusual nodes are more difficult to reach

  • The tree should offer a decent variety of ways to build the skill, and individual nodes should not be so potent that you feel forced to build it in a particular way

  • Where possible, the overall layout should try to feel unique from other skill trees

With Heartseeker's skill tree, it ended up splitting fairly neatly into 4 general sections: Recurve Chance and effects, Damage Over Time, conversions and off-skill utility, and a catch-all section with effects like Crit Chance, Shadows, Dusk Shrouds, and the Puncture trigger.

Refinement
Honing Your Craft

Once the skill tree is designed, it tends to keep its overall shape, and from playtests, we refine the power and effects of individual nodes. Our Community Testers are a huge aid at this point as we try to uncover problematic interactions that need to be rebalanced. Nodes like Hidden Skewer and Returning Darkness needed several iterations to reach a comfortable spot in the design to avoid degenerate gameplay or major balance issues. After that point, the skill's design is complete, and all that's left is repeated number tweaks throughout the lead-up to launch.

Closing

Well, if there was ever a reason to appreciate the work that goes into a game, I think this adds more than a few to that list. Thank you, Justin and the rest of the Design Team here at EHG, for all of your hard work. Heartseeker is a truly amazing and fun skill and a true joy to use. I think I speak for everyone when I say I’m so excited to see what the team comes up with next.

This has been Making Last Epoch. Keep your eyes peeled for our next glimpse behind the curtain to learn what it takes to make an ARPG like Last Epoch.

Until then, we will see you in Eterra.

Last Epoch - EHG_Kain
Welcome, Travelers to the Eterra Monthly May 2025 Edition. This month we have a smorgasbord of recaps, summaries, and a brand new Community Build Spotlight, so let’s dive in!

Patch Review

May brought three significant Patches, addressing several bugs, improving visuals, and adding QoL changes based on your feedback. Below are the highlights from each update as well as links to each full Patch Notes post!

May 8th - Patch 1.2.3

  • Fixed an issue where player was unable to properly use Flame Rush while channeling Focus with Mana Guide equipped.
  • Fixed Crest of Unity not forcing Elemental Nova to have all elemental tags.
  • Fixed a bug with Volatile Reversal where allocating Immutable Past did not prevent triggering effects that require being able to jump backwards in time, such as Warped Time.
  • And More

May 15th - Patch 1.2.4

  • Improved environment visuals in the Desert Canyons.
  • Improved environment visuals in the Great College.
  • Improved environment visuals in the Storm Swept Isles.
  • And More

May 22nd - Patch 1.2.5

  • Fixed a bug where effects which recover a flat amount of remaining time from a skill’s cooldown were recovering a percentage of the skill’s cooldown as if it had no sources of Increased Cooldown Recovery Speed.
  • Fixed a bug where Rive, when used with a two-handed weapon and shield due to Forgemaster’s Might, would use the two-handed visual effects, rather than the one-handed effects.
  • Fixed a bug causing Raptors to be summoned above the Companion Limit when the number of available skill points for Summon Raptor changed, while also having summoned other companions.
  • And More


Hotfix Rollout

We released six Hotfixes this Month, below you’ll find a list for each Hotfix and a link to each thread.

May 2nd - Hotfix 1.2.2.2
  • Bug Fixes
    • Fixed an issue where some players were blocked from unlocking Empowered Monoliths.
    • Fixed issue where item links only showed white text with a colored underline.
  • Other Changes
    • The time it takes for a tooltip to appear when hovering an item label on the ground has been reduced.
    • Eternal Supporter packs have been removed from the store.

May 8th - Hotfix 1.2.3.1

  • Fixed an issue preventing the use of abilities in WASD mode after interacting with objects.
  • Fixed an issue causing items in the stash and vendor window to become greyed out.
  • Fixed issue where loot filter rules could end up being endlessly duplicated.

May 9th - Hotfix 1.2.3.2

  • Reverted a change that caused erroneous skill point loss notification spam. As a result, we’re still working on a fix for the skill panel blinking indicator that is meant to fire when an item with +X to skill is unequipped.

May 15th - Hotfix 1.2.4.1

  • Reverted a fix for labels not always updating when you turn off the filter.
  • This resolves an issue introduced with the 1.2.4 patch where item labels would move around making them hard to click.

May 23rd - Hotfix 1.2.5.1
  • Fixed Minions and Companion portraits not showing in the top left corner.
  • Fixed Stash Button not working in certain UIs.
  • Fixed an issue that caused loot labels for Runes, Glyphs, Shards and Woven Echoes to not disappear after the item was picked up.
  • This was a visual only bug and any Runes, Glyphs, Shards or Woven Echoes that appeared to not be picked up were correctly sent to the players Inventory.

May 30th - Hotfix 1.2.5.2

  • Fixed an issue where some item labels would not be visible after a significant amount of loot dropped in a short period of time until the loot filter was disabled then re-enabled.
    • This was most noticeable when triggering Prophecies.

Eyes on Eterra

Season 2 Stats

New Season. New content. New Bosses. New Stats! With a significant amount of new content to explore and a near-complete overhaul to the Sentinel Class, it’s no surprise that a large portion of Travelers fell in to the Void Knight path or became a Paladin of Eterra before doing their best Lara Croft impressions.

Though once Tombs and Cemeteries were raided, after Woven Echoes had been exhausted and Travelers stood over the slain body of Aberroth, a new challenger called from the Threshold of Eternity. Uber Aberroth, and with a KDR 122.5 times higher than their classic counterpart, he was not merciful, likely contributing to a good portion of the 10.6 million SC player deaths.

The 392 player deaths that occurred at Level 1 cannot be blamed on Uber Aberroth however, so don’t try.



Twitch Drop Redux

While this Redux is now over, we hope you were able to snag any cosmetics or pets you didn’t grab the first time around! If not, not to worry, as this likely won’t be a one-off, so keep your eyes on our Socials and Discord for any future reruns of past Twitch drops. Please let us know below if there is a particular item you want to have the opportunity to earn again!



Mike’s Teasers

May 2nd

Mike’s in game deaths left us dying to know more about these teaser images, though try as we might, he wouldn’t give away anything else - stirring an almost primal rage in us….



May 9th

This week Mike showed off two new Acolyte teasers for Season 3 and to paraphrase his descriptions, we have something old, something new, something borrowed and something blue!






May 16th

Another week means another Stream means another teaser, and Mike shared this cutey with us as a preview for Season 3!



May 23rd - LORE STREAM!

Our very own Lore Master, Kyle, joined Mike to delve deep into the dark and bring to light to Last Epoch Lore! You can watch the entire VOD on our Youtube Channel





May 30th

To close out the month, Mike shared this bitey shield. If not defensive, why defensive shaped?



Community Build Spotlight

The month of May is always filled with possibility. Perhaps a more fitting title would be the month of “Maybe.” This month’s community spotlight goes to someone who took this into consideration and ran for the finish line.



PotatoFalz sought to create a Forge Guard build that went back to the roots of what Last Epoch is all about: having fun in your own way! William Weaver, The Oxy Moron, is a build that tries to utilize as many Weaver’s Will Items as physically possible. Now, PotatoFalz, by their own admission, has stated “This build is - in no way whatsoever - deterministic. Nor is it good. But, it did let me kill Aberroth.” and we feel like that’s enough. It’s fun, it’s a little wacky and relies on a whole lot of “maybe” but if you’re enjoying yourself, WHO CARES?!

Normally, this would be the part where we break down the build and explain what to expect, but… how can we when there is so much left up to chance? For this reason, we want to invite you to check out PotatoFalz’s reddit post and the Build Guide they created to see for yourself.

Meet the Team

The month of May was chock-full of new and exciting things, but it also brings with it a close to a beloved segment of our Blog. Meeting the Team here at EHG has been a joy and, in many circles, a highlight of this monthly review. With that said, I want you all to know that Meet The Team will no longer be a part of Eterra Monthly. Instead, it will be moving to a much more refined and deserving blog, Making Last Epoch. A once-monthly look behind the curtain at the development of the world of Eterra and the uniquely gifted individuals behind it.

We hope you will all join us there, but until then, please join me in thanking our Senior Digital Artist, Cory Freeman, for sitting down and answering our questions.



Tell us a little about your job and what it includes.

EHG is a pretty scrappy studio and there are plenty of us who wear a lot of hats. My official title is Senior Digital Artist (which is kind of silly because it’s not like we have any Senior Analog Artists). Most of my duties are in supporting the Marketing team with art and design assets. I lead the charge in developing our key art and logos for each patch along with creating graphic assets we need along the way (we make hundreds with each release). I also help to shape our trailers through storyboarding, art direction, writing, and more.

What inspired you to get into Digital Art, and how did you end up at this studio?

Like a lot of kids, I always loved to draw. And when I was six, my big brother bought a Super Nintendo. I already had a Pong system and a Gameboy and was already enamored with video games, but now I could play games in color! A couple of years later Mario Paint came out and introduced me to digital art (and using a mouse) and I’ve been making art with pixels since.

I always wanted to get into video games, but knew that would be crazy hard, so I followed the “realistic” career path of graphic design while I continued to hone my illustration and concept design skills. Over the course of a couple of decades, I worked on a few personal video game projects, created art for several board games, and had my illustration work licensed by brands like Star Wars, Dungeons & Dragons, Marvel, and more. I had no professional game industry experience, but I built up a portfolio that was plenty relevant.

After years of working a big corporate design job that wasn’t particularly fulfilling, I was on the hunt for something new and one day my awesome wife sent me a job opening for a Marketing Artist at EHG. I hadn’t heard of the studio or even of Last Epoch, and wasn’t sure what to expect but thought it was worth shooting in an application. And here we are… three years later and still having a blast!

How does working at an indie studio differ from working at a larger studio?

This is my first video game gig, so I have no frame of reference within the game industry, but I’ve worked for many companies, some much bigger and some much smaller, than EHG. For most people a job is a job. At EHG, people really care about their work and that passion means we’re always setting our own bar higher and higher.

How do you balance working from home with your home life?

It’s honestly not always easy. Having a job you care about, where you can always elevate the project by putting in more time, means you have to be careful not to over do it. When my kids are around, it makes it much easier to unplug from work because I simply can’t pay attention to both at the same time. I’m also very fortunate that everyone at EHG seems to understand how difficult the balancing act can be, so there’s lots of support from my colleagues to make sure we stay on that tight rope.

How do you balance creativity with practical constraints like time, budget, or technical limitations?


We just never have the time or resources to do everything we want to do. But that’s pretty much the reality of any creative job. We earn our name, “Eleventh Hour” every patch, because we’re always trying to jam as many cool new features in as possible, even right up to our deadlines. Everyone on the team really wants to make the game the very best it can be.

What’s the most impactful lesson you’ve learned while working in an indie studio?

You can do a lot with a little if you have the right people.

We’re a small studio up against competitors who have teams and budgets many times larger than our own. I think it would surprise a lot of folks just how small our teams are, but I think we’ve gotten pretty proficient at making a big splash from a relatively low diving board.

How do you stay motivated and creative, especially during long or difficult projects?

Making a live-service game means there’s never much rest because we’re always grinding on something. Fortunately, everyone on the team is super passionate and that enthusiasm is always infectious for me. Plus, when we get a new launch out there, seeing players share their favorite builds or discuss new features always helps fill the tank.

What kind of feedback from players do you find most helpful or motivating?

This feels like a bit of a cop-out but I tend to find all kinds of feedback pretty helpful. Constructive criticism is always appreciated and those are probably the notes I spend the most time with because they tend to be the most thought-out and actionable.

Is there anything you’ve worked on that you are particularly proud of? Anything that stands out as an achievement?

When I first came on board at EHG, the studio was in the early stages of a visual rebrand. That kind of project is a dream design gig, but they had already started the process with an external design agency. Even still, I asked to be able to present some logo concepts. Judd said that for new employees (this was technically before my start date) they try to start them in the shallow end of the pool. I kept asking and he agreed to give me a shot. The concepts I showed were promising and ultimately I was able to design our new studio logo.

The lesson here: if you want something, ask for it. Be your own biggest advocate.

What advice would you give someone who wants to get into this industry?

From an artist’s perspective, make sure you show your work. Make a portfolio and fill it up with the type of work you want to do. Show that you can be really good at that thing, but that you’re curious and capable of doing more. And talk to others in the industry. When I was a middle-school kid (before social media), I would find e-mail addresses of artists I loved and just ask them questions. Few would respond, but those who did gave me loads of valuable insights, but also reminded me that the industry is made up of people who had a dream once and just kept working on it. It may sound cliche, but hard work really is a huge part of it.

Is there anything else you’d like to tell our readers?

I just want to say “THANK YOU!” for playing Last Epoch and supporting a small studio.

Community Fun

Discord

Discord user Olvrin continues to impress with their Item Art! We’d love to see what you can create too!



Reddit

The Turtle giveth, the Weaver taketh away. Many Legendary Potential has been lost upon the back of the Farsight Turtle but not for An0therOne, who seems to have found all of it on their Palarus’s Sacred Light. In the words of EHG_KissingAiur - “bruh”.

We know it can take a while to get a Red Ring, but it doesn’t take this long! Reddit user kkassius_’s grandpa won’t stop searching though!



We all strive to make each attack count, though sometimes less is more. FadingGrin proves this on Reddit with their perfect Cinder Strike DPS. Nice.



Also, for the love of Eterra… please turn on Advanced Tooltips if you’re going to share an item



Looking to the past is part of Last Epoch, so we thought we’d share some of the amazing artwork shared on Reddit from days gone by. Here you can see Necromancer and Her Minions by Nerva1 , Heorot Fanart by Drikrystal and Character Select by leiftronbravo! You can see these artworks in all their glory by following the embedded links!



Thank You

This has been Eterra Monthly; a report on the happenings and changes in the world of Last Epoch. We hope you have enjoyed this month’s report and will see you all again soon.
Last Epoch - Wick93
Bug Fixes

  • Fixed an issue where some item labels would not be visible after a significant amount of loot dropped in a short period of time until the loot filter was disabled then re-enabled.
    • This was most noticeable when triggering Prophecies.
Last Epoch - Wick93
Bug Fixes
  • Fixed Minions and Companion portraits not showing in the top left corner.
  • Fixed Stash Button not working in certain UIs.
  • Fixed an issue that caused loot labels for Runes, Glyphs, Shards and Woven Echoes to not disappear after the item was picked up.
    • This was a visual only bug and any Runes, Glyphs, Shards or Woven Echoes that appeared to not be picked up were correctly sent to the players Inventory.
Last Epoch - Wick93
The team is already aware of some issues that are visible in this Patch. We are working to fix these issues as soon as possible.

  • Minions and Companions don't have portraits in the top left corner
  • Some Loot filter UI issues, such as Rules showing the wrong order number, introduced after our extensive optimization pass.
    • These issues are purely visual and the filter itself is working as intended.

Bug Fixes

Skills

  • Fixed a bug where effects which recover a flat amount of remaining time from a skill's cooldown were recovering a percentage of the skill's cooldown as if it had no sources of Increased Cooldown Recovery Speed.

    • For example: if you triggered an effect which recovered 2 seconds from Teleport's cooldown, it would always recover 40% of its cooldown, even if Teleport's cooldown was reduced to 2 seconds by sources of Increased Cooldown Recovery Speed. Now, if Teleport has a 2 second cooldown, that effect will recover 100% of the cooldown.

  • Fixed a bug where Rive, when used with a two-handed weapon and shield due to Forgemaster's Might, would use the two-handed visual effects, rather than the one-handed effects.
  • Fixed a bug causing Raptors to be summoned above the Companion Limit when the number of available skill points for Summon Raptor changed, while also having summoned other companions.
  • Fixed a bug where the visuals for Harvest would not scale in size alongside the increased area of Harvest.
  • Fixed a bug where Acid Flask Traps created from sources of extra projectiles would sometimes appear visually to be floating.
  • Fixed an issue with navigation that could lead to players getting stuck when using Evade with the Flames of Midnight ring equipped.

Divebomb Changes

    Made a number of changes related to Dive Bomb and the Birds Aren’t Real node:
  • Fixed a bug with Dive Bomb where Shadow Falcons would use Featherfall, despite Featherfall explicitly stating Shadow Falcons would not use it.
  • Fixed a bug where the primary hit of Dive Bomb would not provide stacks of Dusk Shroud when both Flock of Crows and Birds Aren't Real were allocated.
  • Fixed a bug where the Shadow Falcons from On Wings of Shadow would not provide stacks of Dusk Shroud from Flock of Crows unless Birds Aren't Real was also allocated.
  • The Birds Aren't Real node has been slightly reworked. Previously, allocating Birds Aren't Real would cause Dive Bomb's damage to always scale with the the Player's stats. Now, allocating Birds Aren't Real will cause Dive Bomb's damage to scale with the Falcon's stats if it is summoned, or the player's stats if not.
  • Updated Birds Aren't Real tooltip to clarify the mentioned rework.
  • Dive Bomb will no longer visually display the Minion tag if Birds Aren't Real is allocated, and there is no summoned Falcon.

Controller

  • Fixed Quick Move prompts for Nemesis Egg Panel.
  • Fixed controller issues that could prevent users from interacting with the environment after killing Aberroth.

Monolith, Dungeons

  • Fixed chest in the Monolith rest zone not giving loot after a Quest Echo
  • In the Woven Echo, Tomb of Vessels, Majasa no longer dives into the sand at all, and summons the crystals through a spellcast instead.
  • Fixed an issue where discovering Tombs could auto-complete a location’s objectives, including unrelated quests.
  • Fixed a bug where Soulfire Bastion Dungeon objectives would appear twice on the minimap instead of once, as intended.

UI

  • Fixed an issue where loot filter numbers did not visually refresh when reordering them.

    • Some causes of this issue still exist, as explained at the top of this post, we are working to fix them as soon as possible.

  • Fixed the alignment of the loot filter icon in the loot filter settings.
  • Fixed some text inputs incorrectly allowing rich text to be inputted. These locations should still accept the same text as before, but will display it as typed.
  • Fixed an issue where skill node respecs caused by the loss of extra skill points would not trigger the red circle UI on nodes and notifications properly in multiplayer.
  • Fixed a bug where opening the Weaver Tree while a social panel was open caused those interfaces to overlap.

Visual

  • Fixed ailment icon text wrapping when it show 999+ stacks.
  • Fixed a visual bug where environment decals could be applied on top of Heorot.
  • Fixed a visual issue with the Husk of the Living.
  • Fixed an issue where videos that had no audio track would fail to play.
  • Fixed a bug where the Lightning Meteor VFX conversion from Vilatria's Downfall was yellow instead of blue.
  • Fixed an visual issue where smoke could obscure gameplay after the Champion Engineer Torv used Torv’s Ballista.

Other

  • Fixed a bug where the player could become immortal under certain conditions after pausing the game in Offline Mode.
  • Fixed a visual bug with Sentinel in the Character Select screen where you could refresh the animation by re-clicking.
  • Corrected the Tier 1 Cold Cast Speed roll range for the Invoker's Frozen Heart Reforged affix.
  • Corrected the displayed range for the Tier 7 Less Damage Taken on Block affix.
  • Fixed an issue where Majasa could incorrectly be targeted even after disappearing into the sand.

Improvements

Visual and Audio

  • Added an option to toggle hit VFX.
  • Made visual improvements to the Frigid Hinterlands.
  • The menu Chapter now correctly displays the current scene's Chapter when you move into a different Chapter than your current Main Quest.
  • Marked For Death will no longer linger on players or targets when the ailment has faded.
  • Added VFX to ailment icon when you have more than 999 stacks.
  • Added foley sounds to the Void Archivist enemy.
  • Added sound effects for when the Void Husk Nagasa emerge.
  • Changed the sound effect for picking up Memory Amber.

Monoliths

  • The “Open portal” button now displays correctly when the Overlay Map is enabled in Monolith.
  • Added a Corruption indicator to the bottom of the modifier list at the right side of the screen while in an Echo.
  • Updated Echo tooltips to show the name of the Echo so players can see this on hover without needing to select the Echo.
  • Decreased size of the reward/exit room for Tombs.
  • Updated bonus stability text for better readability.

UI and Input

  • The Forge no longer clears the modifier slot when removing an item if that item was only used with a Rune of Ascendance or Rune of Weaving.
  • Bazaar, loot filters, and Stash tab rules now differentiate between variants on Uniques with the same name like Scales of Eterra or Pearls of the Swine.
  • Added stash button to Bazaar listing panel.
  • Updated Bazaar tax text in the listing panel for better readability.
  • Searching through abilities no longer causes the glowing visuals highlighting certain abilities to be un-synced.
  • Reversed the scroll direction for Stash tabs and categories to match how tabs typically scroll in most applications (scrolling up moves towards first tab, scrolling down moves towards last tab).
  • Stash searches that were automatically set by a Crafting UI are now automatically cleared when closing the Stash.
  • Players should no longer be able to accidentally re-open the Nemesis choice window after choosing an option.

Other

  • Improved controller navigation of the Nemesis panel.
  • Updated controller targeting paradigms to exclude non-damageable enemies from targeting.
  • Reduced game hitches when opening the MTX store with a controller.
  • Reduced game hitches that occurred due to loot showers.
  • Improved performance when opening Stash panels.
  • Improved asset preloading on server and client.
Last Epoch - EHG_Kain
Bug Fixes
  • Reverted a fix for labels not always updating when you turn off the filter
    • This resolves an issue introduced with the 1.2.4 patch where item labels would move around making them hard to click.
Last Epoch - EHG_Steve
Visual Improvements

  • Improved environment visuals in the Desert Canyons.
  • Improved environment visuals in the Great College.
  • Improved environment visuals in the Storm Swept Isles.
  • Updated the VFX for Dragonfire from the Dragonsong unique bow.
  • Added VFX for Caches so they are easier to notice.
  • Removed the extra spacing that appeared after the Memory Amber cost in the Weaver Tree respec modal.
  • Improved the visuals of the Winged Fire enemy, which was previously too dark.
  • Added VFX for the Downfall of the Righteous unique item to indicate the range at which enemies are inflicted with Witchfire.
  • Fixed a visual issue where Annointed’s Consecrated Aura from Judgment was visible from underneath bridges.
  • Fixed flickering effect in the Time Slow aura from the Time shrine.
  • The Void Amalgamation and Infernal Husk have new foley, vocalizations, and skill sound effects.
  • Fixed an animation issue with Sentinel’s Shield Rush where the shield would float to the side.
  • Rotated the Blade Of The Forgotten Knight’s inventory icon to match orientation of other swords’ icons in game.
  • Updated the Mage’s casting animation when channelling to a more dynamic version.
  • Loomwalker's Silk Slam animation now better matches where the attack deals damage.

Quality of Life Updates

  • Negative ailments such as ignite, slow, marked for death, etc are now cleansed when returning to the Echo of a World or the Monolith of Fate.
  • Instances of "chance to bleed" descriptions have been updated to "chance to inflict bleed" for clarity and better readability.
  • The player can now use the report bug panel while opening the recolor option list in the loot filter, allowing screenshots of that panel to be captured in in-game bug reports.
  • Tomb and Cemetery entrance indicators now have a different icon than the echo objectives for improved navigability.
  • The Void Mines fired by Void Prophets and by Maul Heart the Pale Enforcer will now dissipate when the enemy that fired them died.

Bug Fixes

  • Fixed a bug where the Ice Barrage attack of Ice Elementals and similar enemies would fire icicles that looked misaligned.
  • Fixed an issue where Runemaster's Trinity of Elements invocation was spawning the three elemental beams on top of each other, rather than offset around the player.
  • Fixed edge cases with movement abilities which could cause bosses such as Rahyeh the Black Sun to disappear from the arena.
  • Fixed a case where Forgotten Knight faction progress could reset when playing multiple HC characters.
  • Fixed the visuals for the chains breaking after interacting with the lance in the Tomb of Morditas.
  • Fixed invalid loot filter files causing UI issues when they are loaded.
  • Fixed a bug where, after allocating Doctrine of the Anvil, repeatedly using Multistrike while standing still would sometimes result in Multistrike failing to start.
  • Fixed an issue where a replaced Evade (such as Terrify) was counted as short-ranged for the purposes of the WASD “Short ranged follows movement” movement setting.
  • Fixed an issue where the Woven Echo reward panel quick move actions were not showing or working properly.
  • Fix issue with Primalist’s Spriggan Form not triggering its stun animation correctly.
  • Fixed a issue where champions’ energy VFX would not get deactivated on death.
  • Fixed a bug where the VFX for Armor Shred lingered for a few seconds after the Armor Shred effect ended.
  • The Fire Ground DoT fields spit up by Fire Lizards should now only ignite, and no longer shreds fire resistance.
  • Penance can now only trigger on the affected target once every 0.35s. We don't want to remove the capability for Acolytes to hurt themselves to trigger other effects, but we need to prevent infinite damage loops that were hurting the servers even more than the Acolytes.
  • Fixed a bug where reducing Smite’s mana cost below 0 while Desperate Measures was allocated could significantly raise Smite’s mana cost while at negative mana
  • Fixed a bug where Judgement’s Righteous Decree node could cast Smite while Smite has a non-zero mana cost and you are at negative mana

Echo Objective changes

  • Changed unstable rifts spawns from 2 - 3 to always 2
  • Increased the loot for clearing unstable rifts when running the echo for the first time
  • Increased stability reward from 2 x base stability to 2.6 for 1 rift and 3.2 for 2 rifts

    Exiled mages echo
  • Reduced Exiled mages spawn from 2 - 3 to always 2

# Weaver Tree imprint node changes:

- Fixed a bug that caused imprint item nodes to drop items less frequently than intended.
- Imprint items more consistently drop items similar to them (they retain the chance to drop other uniques of the same item type, but this chance is much lower than in 1.2.3).
- Fixed a bug that could cause rare and exalted items dropped by imprint item nodes to display as normal items instead of their actual rarity.
- Reduced the chance of imprint nodes dropping magic items instead of rare or exalted ones.

*Developer note*: The updates to imprinted item nodes released in patch 1.2.3 unintentionally caused items to appear both less frequently and with less similarity than intended. Additionally, when an imprint did generate rare and exalted items, they were occasionally incorrectly shown as a different rarity, causing them to be hidden by many players' loot filters. After these fixes the amount, rate, and similarity of generated items from imprinted nodes is closer to what they were before.

We're continuing to listen to feedback on the system and are already working on requested improvements - including a way to indicate when an item has dropped as a result of an imprint.
Last Epoch - Wick93
Changes

  • Reverted a change that caused erroneous skill point loss notification spam. As a result, we’re still working on a fix for the skill panel blinking indicator that is meant to fire when an item with +X to skill is unequipped
Last Epoch - EHG_Steve
Bug Fixes
  • Fixed an issue preventing the use of abilities in WASD mode after interacting with objects.
  • Fixed an issue causing items in the stash and vendor window to become greyed out.
  • Fixed issue where loot filter rules could end up being endlessly duplicated

Last Epoch - EHG_Steve
Bug Fixes
Skills
  • Fixed an issue where player was unable to properly use Flame Rush while channeling Focus with Mana Guide equipped.
  • Fixed Crest of Unity not forcing Elemental Nova to have all elemental tags.
  • Fixed a bug with Volatile Reversal where allocating Immutable Past did not prevent triggering effects that require being able to jump backwards in time, such as Warped Time.
  • Fixed a display bug with Volatile Reversal where allocating ‘Immutable Past’ did not remove the buff UI icon displaying how long you have remaining on your ability to re-activate Volatile Reversal to jump a second time.
  • Fixed an issue where Shield Throw would create multiple shields if Void Knight mastery was selected.
  • Fixed a bug with Rebuke where Burst of Speed was not granting Haste, and was instead granting 25% increased movement speed.
  • Fixed a bug where, under certain conditions, Fallen From Grace and Order of Lagon could fail to convert Smite’s base damage to void or lightning respectively.
  • Fixed a bug with the Forge Guard passive tree where many sources of Haste didn’t have their effects converted to block chance by Forgemaster’s Might.
  • Fixed a bug where Heartseeker would target invulnerable enemies.
  • Fixed a bug where Heartseeker would prioritize targeting certain enemy types over others. For example, Exiled Mages could not be targeted unless there were no other enemies in range.
  • In the Bladedancer passive tree, Argent Veil has been clarified to state that it only triggers when damage taken by enemies puts you below 70% health (rather than any means of dropping below 70% health).
  • The alt text for Shadow Cascade now has additional information clarifying that Shadow Cascade has 10% base critical strike chance, instead of the typical 5%.
  • Fixed a bug where the visual trails for Umbral Blades would travel less distance than the blades in the ground.
  • Fixed a bug where a portion of Dread Shade visuals would be inside of the minion they were attached to.
  • Fixed a bug where Thorn Shield stayed in spawn place after scene transitions.
  • The Blizzard’s Wrath, Thunderous Storm, and Grand Cyclone nodes now display subskill tooltips for Tempest Strike’s spells, allowing their descriptions and tags to be viewed. They do not currently offer DPS estimates.
  • Fixed a bug where changing summoned minions in town could cause both types of minions to be auto re-summoned when exiting the town.
  • Fixed an issue where players could get stuck after using movement abilities in the Tundra near the inactive bridge.

Imprinted Items
Made a number of fixes and changes to Imprinted items:
  • Fixed an issue where altering the original imprinted item could affect the imprint itself.
  • Fixed a bug where imprinted Unique, Set, and Legendary items were unable to result in generating different Uniques or Sets than the imprinted one.
  • Fixed imprinted item remaining Weavers Will and Affix tiers not correctly corresponding to dropped item average Weaver’s Will for imprinted Legendary Weaver’s Will items.
  • Fixed an issue where replacing an imprinted item on the Weaver Tree sometimes didn’t remove the other item visually.
  • Added a chance for imprinted normal/magic/rare/exalted items to result in drops of Unique and Set items of the same item type.
  • Reworked Forging Potential roll for similar items. Low and medium Forging Potential imprinted items result in drops with higher FP on average, and even low Forging Potential imprinted items have a chance to result in items with normal Forging Potential.
  • Guests’ Imprint nodes now work as long as the Host has the same imprint node. The guests’ imprinted items are used for their drops instead of the Host’s. This does not include Woven Echo imprint nodes.

Dungeon, Monolith and Quest
  • Fixed a bug where using Portal charms would result in one more mod than intended for dungeon tiers where a mod was added when you started the dungeon.
  • Fixed a bug where the each cast of the Imperial Soulmage’s Hungering Soul ability would permanently increase the damage of any Flaming Soul cast by the Imperial Pyromancer.
  • Fixed an issue where dying on the Monolith Hub with items around you could visually duplicate the items on the floor.
  • Fixed a bug that prevented the quest pulse directing you to the Temple of Eterra from appearing after defeating the Giant Weather Statue boss in the Courtyard.
  • Fixed an issue where the Eternity Cache would not play its reveal visual effect.
  • Fixed an issue where you could see Memory Amber remaining from previous zones.
  • Fixed an issue where players could interact with a echo portal and a Cemetery entrance/exit in the same frame, causing transition errors and preventing movement.

Items
  • Fixed a bug where the Loom Walker idol (increased stun chance and added stun avoidance) was acting as a multiplier to other sources of increased stun chance, rather than adding to them.
  • Fixed a bug where Mantle of the Pale Ox was giving an amount of increased health for the player that was different from what was stated. For existing items, the listed values for “20-32% increased health for you and your minions” will change to accurately reflect the amount of increased health it was granting to the player.
  • Fixed a bug where Grasp of the Blood Mage’s mana spent reflected to you as damage could set you to 1 health after taking you out of Reaper Form. It can still take you out of Reaper Form, but your health will be restored to full as usual.

Input
  • Fixed an issue where players could use Warpath without moving when using WASD.
  • Fixed an issue on controller where UI fields would be skipped while navigating Unique item names in the Bazaar.

UI/Visual
  • Fixed an issue where CTRL+F hotkey didn’t work for selecting the Weaver Tree search field.
  • Fixed an issue where the Skill panel’s blinking indicator for when a “+X to Skill” affix is removed did not function.
  • Fixed an issue where gold could be lost when attempting to swap to an incompatible Blessing.
  • Fixed a bug which could cause the Blessing Reward Replacement Panel to display the wrong Blessing to be replaced.
  • Fixed a bug where Champion icons could remain on the map after they died.
  • Fixed a bug where Argolos the Blessed had a pink object rotating around him when in his final phase.
  • Fixed a visual issue where loot labels would stay stuck on the screen.
  • Fixed layout issues for ability tooltips when shown for the first time.
  • Fixed a visual bug where having one rune in the Forge displayed as having zero available runes instead.
  • Fixed incorrect stat color on Advent of the Erased – "Less Damage Over Time Taken While You Have Haste”.
  • Fixed the format of the “Potion Health Gain Converted to Ward” stat on the Character Stats panel.

Other
  • Fixed the Tangled Lasers from the Possessed Witch mod to counting as a hit, so it could stun and crit. It now correctly counts as a DoT.
  • Tangled Lasers now deal 52% less damage.
  • Fixed a bug where Admiral Harton’s staff could continue spinning after death.
  • Fixed Warpath MTX from sometimes spawning doubled visual effects.
  • Screenshots submitted through the in-game bug reporting tool will now correctly capture tooltips on screen.
  • Fixed issue where Champion’s Gate would no longer change to its music when returning from an Arena run.
  • Fixed various random selection systems being biased towards specific outcomes.
  • Fixed a hitch when talking to an NPC for the first time in each scene.

Improvements
Input
  • The Elemental Nova ability now targets enemies correctly when playing with the Arcane Projection node on a controller.
  • Added an alternative interaction mode for WASD that disables ground movement with the left mouse button while allowing rebinding for ability, to be used for both regular interactions and ability casting.
  • Improved controller navigation on the Mastery respec panel.
  • Added prompt on controller for the “View Stall” button in the Bazaar Panel.

Gameplay
  • Defeating a Timeline boss in Empowered timelines now takes you to Echo of a World instead of the Monolith Hub area.
  • Added a new UI reminder below the chat screen that shows up when ground item tooltips are hidden to make it clearer when this setting is enabled.
  • Updated the pickup radius of Tomes of Experience and Tomes of Favor in line with the overall pickup radius increase done for 1.2.
  • Adjusted positions of several objects that were obstructing statue interaction in the Courtyard and updated minimap for the scene for better navigation.

Combat
  • The Storm Swells created by Champions with the Whirlpool mod now move and turn more slowly.
  • Fateweaver Atropos’ Necrospin now hits less frequently (4 times per second, reduced from 8).
  • Reduced the jitter in the Draal Queen’s Corrosive Bile projectile online.
  • Reduced the jitter in the movement of the projectiles created by the crystals in the Majasa encounter.

UI, Visuals and Movement
  • Adjusted Rogue movement animations and shield joint to reduce clipping between large shields and Rogue armor sets.
  • Fixed clipping issues affecting the Sentinel’s T28 Body Armor when combined with certain boot models.
  • Improved visuals for Wolves that have been converted to deal cold damage.
  • Improved pet movement on sloped surfaces.
  • Reduced visual noise created by Phoenix Flamethrower ability from Phoenix’s Shrine buff.
  • Improved Character Stats panel text scaling and wrapping.
Made several Stash search improvements:
  • Increased vertical stash tab text limit to 30 characters to match the individual tab search
  • Stash searching now supports macros, expressions, and regex
  • Updated some in-zone item UIs (e.g. Nemesis, Woven Offering), to
  • automatically set a relevant search macro or expression based on the
  • restrictions of the item slot when opening the stash
    Regex
  • Wrap your search in / to search using case-insensitive regex
  • e.g. /1[4-9] attunement/ to find items with 14-19 attunement
    Macros
  • Macros are short hands that match supported properties of items e.g.
  • LP0 (is unique with no legendary potential)
  • T6+ (has tier 6 or higher affix)
  • prefixes2 (has 2 prefixes)
    Item Potential
  • LP (is non-WW unique)
  • WW (is WW unique or legendary)
  • WT (is enchantable idol)
  • FP (is forgeable equipment)
    Item Types
  • Set (grants set bonus)
  • RealSet (is set item)
  • ReforgedSet (is reforged set item)
  • Experimentable (is boots/gloves/belt)
    Equipment Requirements
  • lvl (required level)
  • CoF (Circle of Fortune tagged)
  • MG (Merchant’s Guild tagged)
  • trade (can be traded)
    Affix Tier
  • T (at least 1 affix tier matches)
    Affix Counts
  • Prefixes
  • Suffixes
  • Affixes
  • Sealed
  • Experimental
  • Personal
    Expressions
  • Macros can be combined into expressions using | or & e.g.
  • LP3+|WW20+ to find high potential uniques
  • prefixes1&T7 to find T7 exalts with an open prefix

Audio
  • The Ring of Shields sub-skill, Shrapnel, now plays audio when triggered.
  • Cinematic audio now plays through your selected audio device.
  • Added new emerging and death sound effects to the crystals that can be destroyed during the encounter against Majasa.

Other Changes
  • Added “Bow Mastery” before Marksman passive bonuses to improve text clarity.
  • The appearance inventory now shows the correct equipped items when changing scenes.
  • Reduced cases where issues with Parties could lead to players either disconnecting or needing to wait for a long time to get into the game.

Known Issues
Please be aware that our team is still working to correct more issues and improve many more areas of Last Epoch. To see a short, non-exhaustive list of what we are still working on, please check here on our Forum Known Bugs Lists or ask our Community Managers in Discord !
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