Last Epoch is being featured in tomorrow's Indie Showcase by the International Game Developers Assocation! The Indie Showcase begins at 12pm PT. Expect to see us around 1:30pm.
They'll be streaming Last Epoch on Twitch, and we'll be participating in an AMA if you've any questions about either Last Epoch or Eleventh Hour Games. Catch it at https://www.twitch.tv/igda.
Our next update, Patch 0.7.10, includes a number of changes which will improve the appearance of the game world. We’re focusing our efforts on touching up some of the oldest areas in the game so that they reach the standard of our more recent content such as Chapter 8.
The zones featured below are presented in the order in which you encounter them as you play through the game. The first four are from Chapter 2, while the last is from Chapter 6.
Our next content update, Patch 0.7.10, includes a new Sentinel skill!
Default Functionality
Shield Bash’s unspecialized tooltip
The Specialization Tree
Here’s some examples of nodes from Shield Bash’s tree!
Double Bash (0/1) You gain an additional charge of Shield Bash, but it has a longer cooldown.
Fusillade (0/1) Using Shield Bash consumes all charges and deals significantly more damage per charge consume (multiplicative with other modifiers).
Hindrance (0/3) Shield Bash now also slows enemies on hit.
Staggering Punch (0/3) Shield Bash now also knocks enemies back, if Shield Bash has a cooldown.
Rebounding (0/1) Your next Shield Throw can ricochet 5 additional times after using Shield Bash.
Conjurer (0/1) Shield Bash has a chance to cause one enemy to drop a potion if Shield Bash has a cooldown.
Dazed (0/5) Stuns caused by Shield Bash last longer.
Wall of Shields (0/1) If Shield Bash is used while Ring of Shields is active, the shields form a wall which increases the width of Shield Bash, based on the number of active shields.
Media
Shield Bash’s default visual effect
Shield Bash specialized with the Wall of Shields node
We are considering a number of potential changes to crafting. Please note that these are being discussed at an early stage of development, and there is consequently a greater than normal likelihood and scope for these changes to be revised prior to their inclusion in a patch. We also plan to introduce new Runes and Glyphs, however these will not be in Patch 0.7.10.
Fractures
Since the core of Last Epoch's crafting system was implemented in Patch 0.4 in January 2018, items in Last Epoch have changed dramatically. We've added several new rarities: Unique Items in Patch 0.4.1, Set Items in Patch 0.6, and Exalted Items in Patch 0.7.9. Set Affixes for regular items were also added in Patch 0.6, and as we've created content for higher level characters we have been creating more powerful Unique Items with higher level requirements.
The game calling out that a fracture has occurred.
Minor, Damaging, and Destructive Fractures were implemented in Patch 0.4, and were intended to prolong the item hunt by introducing an element of risk on player's journey to the holy grail... which at the time was four Tier 5 non-set affixes on a piece of equipment.
As higher-end equipment options become available, the need to gate access to less powerful items diminishes. We are currently experimenting with making some adjustments to both Damaging Fractures and Destructive Fractures, but not Minor Fractures.
Current Functionality
Damaging Fracture
Item can no longer be crafted on.
All affixes are reduced by 1-5 tiers.
Affixes reduced below Tier 1 are removed.
Destructive Fracture
Item can no longer be crafted on.
All affixes are removed.
Potential New Functionality
Damaging Fracture
Item can no longer be crafted on.
One affix has its tier reduced by 1-2.
This cannot bring an affix below Tier 1.
Destructive Fracture
Item can no longer be crafted on.
Between two and four affixes have their tiers reduced by 1-2.
This cannot bring an affix below Tier 1.
We'll be looking at Glyphs after making these changes.
Critical Success
An issue with crafting we wish to address is that fractures inherently highlight a craft going particularly poorly, however there is no equivalent for a craft going spectacularly well. This leads to crafting feeling worse, as there is undue focus on the potential for being unlucky.
A mockup of a callout for the 'critical success' feature.
We are thus experimenting with the addition of a counterpoint for fractures, which we are tentatively terming a 'critical success'. A critical success will be called out similarly to a fracture, and will cause an affix to be upgraded to a higher tier. This is most likely, but not guaranteed, to be the affix you had been crafting at the time. Please note that a critical success cannot raise an affix above Tier 5, which is the highest tier that can be crafted.
A critical success cannot occur if it would raise an item's level requirement above your current level. We're still discussing how much instability (if any) a critical success will add.
We’re revamping the Skills window to implement a range of quality of life improvements!
Fury Leap has the Lightning Damage icon active as we’ve taken the Lagon’s Wrath node.
Skill Unlocks
The improved Skills window will list all skills available to your base class and each of its mastery classes. Skills not yet unlocked will show how they are unlocked for convenience - so you know if you need to reach character level 30, or spend more points in Druid passives.
Previewing Trees
We’ve performed significant code refactoring so that skills unlocked by spending points in class passives can have their specialization trees viewed prior to being unlocked.
Damage Types
Additionally, icons beneath each skill are shown to represent damage types. Active damage types will be displayed in color while other available damage types will be grayed out.
We plan to polish skill respecs in our next update.
In the current version of the game, it is possible to either remove individual points from a skill’s specialization tree or to completely delevel the skill and start over from scratch - usually with a different skill entirely. While we will be retaining the current respec system, there are a couple of pain points with the current implementation that we plan to address.
Any skill placed in the slot on the left will immediately be set to level 7.
Currently, despecialized skills placed in a specialization slot are always set to level 1. Starting with Patch 0.7.10, this minimum skill level will scale with character level. This is intended to make respecs feel less punishing, while still preventing hot swapping of skills.
We are also looking at skills taking longer to respec for lower level characters than higher level characters, which is something we have always wanted to change. We believe the opportunity cost of respeccing skills should be greatest for high level characters, and so we are exploring various potential changes we can make to have skill respecs be less punishing at lower levels.
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.
Planned Functionality
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 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.
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!
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.