Since Apple's announcement of a transition away from Macs based on Intel CPUs using the x86-64 instruction set at WWDC earlier this year, we have been exploring what this means for us. Today our Game Director, Judd Cobler, has an update regarding our plans for the Mac platform.
Missed the patch notes for 0.7.10? Read them on our official forum!
Loot Filter
Rules can now be renamed, which will improve clarity when placing several rules of the same type next to each other.
Improved the default names for several types of rules.
The color picker now opens automatically when setting a rule to Recolor.
The Loot Filter toggle key now only disables the Loot Filter while the key is being held down.
Fixed an oversight preventing the lowest tier of body armour being available for rules.
Arena
Pack density scales up to a 17% lower maximum and scales up 20% more slowly.
Enemy movement speed scales up 25% more quickly, but the maximum is unchanged.
Enemies
Fixed an oversight causing Magic/Rare enemy mod restrictions for the Arena applying to all enemies in the game.
Mods that could not spawn in the arena such as "Fracturing", "Summoning", "Twinned" and the new "nearby allies take less damage" could not spawn at all.
Mods that could not spawn on magic enemies in the arena, such as the new resistance shred mods, could not spawn on magic enemies at all.
Resistance Shred mods cannot spawn on magic packs that have more than 4 enemies.
The “revives after two seconds” mod can no longer spawn in the Arena.
Giant Crabs no longer appear in such large numbers in the Monolith.
Fixed an oversight where Void Horrors could not spawn in endgame.
Skills
Devouring Orb
Abyssal Juggernaut no longer grants elemental resistance and can have a maximum of 5 points allocated (from 6). It still grants void resistance.
Firebrand
The Charring, Kindling, and Inflame nodes now only apply to Firebrand, rather than globally. This was the originally intended functionality.
Items
Improved the Tier 6 and Tier 7 values of all non-set resistance affixes. For example, T7 fire resistance can now roll up to 60% (from 45%).
Bug Fixes
Fixed a bug that caused a high intensity and long duration screenshake if lots of different sources of screenshake happened rapidly. This was most common in the Husk of Elder Pannion fight.
Added a failsafe to allow old characters to complete the Finding Pannion quest.
Fixed a bug where switching weapons would unsummon companions.
Fixed a bug where switching weapons during a combo ability would allow using a single part of the combo repeatedly.
Fixed a bug where the Mage specific Chance To Shock On Hit With Lightning Skills affix could not roll on any items. It can now roll on mage specific helmets and body armour.
Fixed a bug where the Sentinel specific Increased Smelters Wrath Damage affix could not roll on any items. It can now roll on sentinel specific helmets and body armour.
Fixed the Void Knight's Temporal Corruption node not adding Void damage.
Fixed Thorn Shield granting 20 armour rather than the stated 40.
Fixed a bug where Rive had a fire icon displayed in the skills panel despite not being able to acquire the fire tag.
Clarified several Infernal Shade node tooltips.
Fixed some NPCs floating above the ground in Last Archive.
Fixed an arch not fading out when it blocks the camera in Heorot’s Arena and Heorot’s Temple.
Fixed NPCs having incorrect voice lines in Echo of a World and Gladiator’s Rest.
Fixed ragdoll forces being identical for all enemies of a given type, leading to less randomization.
Fixed Desert Skullen not having outlines when moused over.
In Patch 0.7.10 we implemented Loot Filters, a Phase 4 item from our Early Access Forecast. Since releasing this patch we have been poring over your feedback to see what works well, what you’d like to see improved, and what new functionality you want added.
One area in which we saw a clear need for improvement was the default names for certain rule types. In an update we’re preparing to release in the very near future, these names have been updated to provide more information so they are more meaningful.
Here are two examples of rule names generated in both Patch 0.7.10b, and Patch 0.7.10c;
Before & after comparisons showing rule name changes in Patch 0.7.10c.
When initially designing our Loot Filters, we decided to make it as easy as possible for them to be shared between members of the community - and we’ll have more news on this soon™!
While we were working to improve rule names we discussed ways to better accommodate those creating Loot Filters to share with others. Our solution to this is the introduction of custom rule names. These bring the added flexibility of being able to leave simple instructions to those using your Loot Filter, such as Show Other Classes' Exalted Items (Disable If Solo) or Hide Boots Without Movement Speed (Enable If Racing), right beside the checkbox that controls whether a rule is currently enabled. The aim is to facilitate some customization by the users of Loot Filters who wish to spend the least time looking at them.
Some rule names you might use yourself (or not).
Thank you for your feedback, and please do keep it coming. We’ll be reading!
Missed the patch notes for 0.7.10? Read them on our official forum!
Changes
Adjusted the dodge chance formula to grant slightly lower dodge chances at all levels, and cap at 75% rather than 80%.
The Boss Temporary Resistance System no longer applies to bosses in randomized Monolith zones or the Arena. Bosses in these areas have had a small health increase to partially compensate.
Slightly reduced how much enemy damage scales with area level.
Ward gained on block now applies after damage is taken (so the ward is not instantly removed).
Added a death sound for Abhorrent Slimes.
Adjusted the volume for various NPC voices.
Bug Fixes
Fixed a bug causing game audio to not play and gameplay errors on macOS.
Fixed a bug where various skills that normally apply multiple stat buffs were only applying a single buff. This Holy Aura and Summon Spriggan, as well as others.
Fixed a bug where Lightning Blast’s Focal Blast node would cause the skill to continue dealing damage after channeling stopped. This could stack.
Fixed Warpath's Whirling Barrier granting far more Elemental Resistance than intended.
Fixed Flame Ward's Prismatic Buffer reducing elemental damage rather than elemental damage taken.
Fixed a bug where the connection between the Sonority and Fiery Abyss nodes on the Abyssal Echoes tree only worked one way.
Fixed the Forge Guard's Battle Hardened node not giving physical resistance.
Fixed Frostbite dealing less damage than intended.
Fixed a bug where you could put different crafting items on top of each other in the crafting panel to change their type.
Fixed an object blocking the camera in The Ulatri Cliffs.
Fixed items dropping out of bounds in part of Imperial Welryn.
Fixed a chest being inaccessible in Necropolis of the Deep.
Fixed the town portal in Cultist Camp spawning in an incorrect location.
Fixed certain visual effects projecting on top of the Void Amalgamation.
The Damage Dealt to Mana affix is now listed under Mage Specific in the affix picker for Loot Filters.
Fixed loading screen tooltips not being updated for 0.7.10 mechanics.
Updated information on Fractures in the Game Guide.
Fixed the formula for Armour mitigation not being shown in the Game Guide.
Fixed the world map showing that Last Archive has a waypoint.
Fixed a visual issues with a cliff in The Precipice.
A Patch Overview video by Game Director Judd Cobler.
Patch 0.7.10 is now available on Windows and Linux! (Edit: and macOS!)
Due to our content patches growing bigger over time, we can no longer fit the Patch Notes directly here on Steam. While we have previously been selecting sections to omit as a workaround - replacing those sections with links to where they could be found on our official forum - ultimately we think it makes the most sense to provide a link to where the Patch Notes can be found in their entirety.
In the Patch Preview we promised you a look at Loot Filter rules - so let's take a peek!
Rules in Last Epoch's loot filters are based on one of a variety of conditions. In today's post we will be looking at each of the conditions a rule can be based on. All loot is shown by default - rules in Last Epoch's loot filters can be configured to either show, or hide, matching items.
Affix
Affixes are grouped into categories, each of which can be expanded but are collapsed by default. Each affix-based rule can be used to target one or more affixes.
Class Requirement
Rules can target equipment with class requirements. As with other rules in Last Epoch's loot filters, these can be used to ether show or hide items matching the criteria.
Level
Rules targeting items based on level requirements can be given either fixed levels, or can be offset by your character's current level. As such, these rules tend to lend themelves towards inclusion in Loot Filters shared alongside leveling guides.
Rarity
Rarity-based rules function exactly as you would expect - allowing you to ensure either that all items of a certain rarity are hidden, or that you never miss an item of that rarity.
Item Type
Rules focusing on item types can target either categories of items (e.g. two-handed weapons), types of weapons (e.g. two-handed axes), or base types (e.g. Cloven Axes).
Developer Blogs are when members of the team take a deep dive into a particular aspect of Last Epoch's design, explaining not just changes that will be made, but the reasoning behind those changes. This latest Developer Blog focuses on changes to items and class passives coming in Patch 0.7.8.
Unlike most of our posts, Developer Blogs are only available on the game's official forum. We sincerely hope you take the time to check out the post and leave us your feedback. We'll see you there!
Our next update, Patch 0.7.10, includes a new Spellblade skill!
Firebrand is a high level Spellblade skill which can be used either as a primary damage skill or as a supporting ability woven into a build using other melee skills, with which it synergizes strongly.
Default Functionality
Firebrand’s unspecialized tooltip
The Specialization Tree
Here’s some examples of nodes from Firebrand’s tree!
Incineration (0/1) Your next melee attack, that is not Firebrand, consumes all stacks of Firebrand and deals more damage per stack consumed (multiplicative with other modifiers).
Illuminating Fire (0/1) Consuming 3 or more stacks of Firebrand with Incineration guarantees a critical strike.
Fumination (0/3) Firebrand attacks faster per stack of Firebrand, up to a maximum.
Inferno (0/5) Stacks of Firebrand also grant Increased Fire Damage Over Time.
Firebrand has a chance to inflict Spreading Flames when hitting an ignited enemy.
(Spreading Flames deals Fire Damage Over Time and spreads to nearby enemies after half a second. Enemies cannot have multiple instances of Spreading Flames at once.)
Brand of Arcanus (0/1) Stacks of Firebrand add Adaptive Spell Damage rather than Melee Fire Damage.
Pyre (0/1) If Firebrand hits at least one enemy, it consumes 10 Mana to cast Flame Wave, a spell that deals Fire Damage in a line.
Crossfire (0/3) You have global Ignite Chance per stack of Firebrand.
Exothermic (0/3) Flame Reave consumes stacks of Firebrand to add Ignite Chance per stack consumed.
Patch 0.7.10 includes Loot Filters! Our initial post about Loot Filters can be found here and provides an overview of the functionality we are working on implementing. We plan to publish an additional post focusing on the different types of rules.
Patch 0.7.10 includes sweeping changes to defenses in Last Epoch, with Glancing Blows being repurposed, Protections being replaced by Resistances, and other changes. We are working on a Developer Blog to share with you in the near future.
We've made significant changes to Chapter 2 and Chapter 3, as well as visually updating parts of Chapter 6. We have posted some before & after screenshots here.
Systems
We are making changes to skill respecs to have them feel less punishing. We have provided an overview of these changes here.
We're making changes to crafting. These include the introduction of 'Critical Successes' as a positive equivalent to Fractures, and the removal of Destructive Fractures. See this post for a brief introduction to Critical Successes.
Game Balance
In the campaign dying during a boss fight will reset the fight.
After dying to a boss during the campaign you now respawn at the boss instead of at the start of the zone.
Skills
This patch adds Firebrand, a new Spellblade skill.
This patch adds Infernal Shade, a new Acolyte skill which replaces Cremate.
This patch adds Shield Bash, a new Sentinel skill.
This patch removes Defile, Ice Ward, Manifest Weapon, and Molten Blade.
Animation
All of the Acolyte's animations are being replaced.
User Interface
In Patch 0.7.10 it will be possible to view the specialization trees of skills belonging to mastery classes that have not yet been unlocked. The Skills window will also show the damage types of skills, with currently inactive types included but greyed out. We have posted a sneak peek of these changes here.
Art
Patch 0.7.10 includes a new set of armor models for the Acolyte class. We have posted concept art and a preview of the armor set here.
After This Patch
Patch 0.7.9 implemented Monolith of Fate updates from Phase 4 of our Early Access Forecast, and Patch 0.7.10 includes Loot Filters from Phase 4. Our next update, Patch 0.8, will stick with the '4' theme, albeit in a different way - it features four items from Phase 3!
(Multiplayer is still being tested internally and won't be included in our next update.)