The water orbs from Ucenui's Sphere deal 50% more damage.
Added lore text for the following uniques that were added in 0.8.1:
Bhuldar's Wrath
Call of the Tundra
Faith of the Frozen
Gaspar's Will
Gaspar's Acuity
Gaspar's Insight
Herkir's Vessel
Horns of Uhkeiros
Logi's Hunger
Reign of Winter
Bug Fixes
Monolith of Fate
Fixed a bug which could prevent the Empowered versions of each timeline from being unlocked. This fix applies to both new and old characters.
Return to the Empowerment Altar in the middle of the 3 level 90 timelines and click on it to unlock the Empowered Timelines.
User Interface
Fixed a bug where the chat window would not show new messages in some situations.
Fixed a bug where the Forge button in the crafting window would become unusable in some situations.
Fixed a bug where clicking Cancel while creating a new character with Hardcore enabled would cause the Hardcore tickbox to become inverted (i.e. a checkmark means it is disabled).
Removed some false positives from the chat filter.
Tomorrow a few of our devs will be joining Zizaran to design a unique item!
Unique Item Design Collaborations are available in our Ardent Creator supporter pack. They entail someone deciding details such as the theme of an item, what the item does, and its name & flavor text. Members of our team will work with you to get your item ready for inclusion in a future update.
Our support team often answers questions about design collaborations, so tomorrow a few of us will be joining Zizaran on Twitch so that anyone curious can learn more about the process. Designing unique items is always a lot of fun, so we're really looking forward to it and we hope to see you there!
We're working on making skills in Last Epoch look better!
There are many aspects to making skills look impactful, exciting, and "real". One of these is the use of lighting to cause skills to be reflected on nearby surfaces. This is something that we have historically shied away from, primarily due to performance concerns.
Our ongoing optimization work now allows us to begin the process of updating the visual effects used by our skills to contain a number of lights. Both skills available to players and skills used by enemies will be updated in this way where it makes sense for them to use lighting.
Steam won't allow us to embed the videos, but we've prepared a few examples on our official forum.
As we've previously hinted, Patch 0.8.2 will focus heavily on endgame content. Today we're excited to unveil our most complex boss to-date! The Shade of Orobyss is a particularly unpredictable nemesis that appears in a number of distinct forms with differing abilities.
The revamped and expanded Monolith of Fate contains many additional types of Echo, with new rewards awaiting those brave enough to venture inside them. New objectives, new bosses, new types of content, and new meta progression are all coming in this massive update.
In a future post we will detail the changes coming to the Monolith. At its heart is the mysterious Shade of Orobyss, a mysterious entity whose appearance heralds the destruction of an entire Timeline. We'll warn you of some of its most potent abilities ahead of time - but be warned, for one cannot rid the Monolith of the Shade any more than they can stop the sun from rising.
As you journey through the updated Monolith of Fate, the Shade of Orobyss will be drawn ever closer to you. Eventually, either you will find the Shade... or it shall find you.
We’ve been working on an explosive addition to the Acolyte’s toolkit! We’re super excited to be showing you Volatile Zombie, a new summoning spell she will acquire in Patch 0.8.2. Below you can find the tooltip, skill art, and a selection of some of the nodes on its specialization tree.
NOTE: This skill is still in development, so we’ve omitted most numbers from the below tooltips.
Summon Volatile Zombie
The tooltip for Summon Volatile Zombie, Alt text included.
The skill art for Summon Volatile Zombie.
Nodes on Summon Volatile Zombies' Specialization Tree
We're working on the Druid class! While much of this work is being done by our development team, the artists are pitching in with all-new models being created for both Werebear Form and Spriggan Form. These will be accompanied by new animations and visual effects, bringing these up to more modern standards such as those enjoyed by the Rogue class.
A Model Sheet for Werebear Form, featuring material references.
Werebear Form is being made to look like a larger, sturdier, and more realistic shapeshifted form (to the extent that shapeshifting can be made to look "realistic"). It will also be a significantly more detailed, higher quality model. Spriggan Form is being made to still look like a spriggan, but one that is being approximated by the spell cast by a human - it has a more human-looking face, and greenery resembling hair and a beard. Hostile spriggans are also getting visually updated, and their new model will look notably different from the one being used by Primalists.
A Model Sheet for Spriggan Form, featuring material references.
Acolyte fans... you haven't been forgotten. ːsteamhappyː
3dTotal recently interviewed Alexandr from our Art Team to discuss his progression as an artist! They discussed the start of his career, some prior experience in the industry, and touched on his recent work for Eleventh Hour Games such as designing the bows used by our new Rogue class. Check out the interview here, and I'm sure he'd love to hear your feedback!
We've been working on overhauling the user interface in Last Epoch, and today we're pleased to begin telling you it! The post we've prepared for today is larger than most and contains a number of images, which had led to us struggling to format it effectively here on Steam. You can find the post - including a table of contents with links to each section - on our official forum, here.
We're working on new boss fights to add more variety to our endgame content and once again raise the standard of our boss encounters. A couple of these feature particularly impressive models which you'll hopefully enjoy seeing as much as we enjoy designing them!
As we're not ready to begin showing these off just yet, we were inspired to look at some of the creatures we've added previously, and their journey from initial concept to implementation.
Only the most powerful of Necromancers can create such a foul construct.
In Patch 0.7.9 we implemented the Assemble Abomination skill for Necromancers. Already a large monstrosity, its appearance varied depending on which minions were unfortunate enough to be involved in its dark summoning ritual, rendering it one of the most complex models to have been created for Last Epoch to-date. Let's explore its ideation!
Designing The Base Model
Initially we did some exploratory concept art to help us decide what kind of shape and size we wanted this minion to be. Sergey produced a variety of different designs - some focusing on the horror of multiple minions being stitched together, others iterating on the idea of a lumbering brute, and others still exploring the idea of a large devourer of bodies.
Our preferred fantasy for this minion was to have a large behemoth ponderously approaching enemies, visibly in a state of undeath but not completely losing the idea of a menacing beast descending upon its prey. With this decision made, we began refining the idea.
As our designs consolidated towards a single concept, Sergey worked on increasingly detailed sketches to further flesh out the minion. Details such as asymmetric limbs, a visible rib cage, and the minion's palette began getting locked in at this stage.
We then began creating other art for the minion, such as this material reference sheet which is created to help the 3d artists better understand the vision for the model. While mostly referenced by our modelers, these can also help our animators.
Designing Minion-Specific Appendages
With a firmer idea of what the abomination itself would look like, it was time to focus on how the model would change to reflect the 'ingredients' used in its construction. There was minimal iteration needed here - the first round of designs were very popular internally.
We hope you found this post interesting! We look forward to being ready to start talking about the contents of Patch 0.8.2 in detail later in its patch cycle. We currently anticipate this update taking a couple of weeks longer than most of our content patches.
Nearly a year ago, we posted the concept art for the Nagasa; creatures that serve the will of the desert goddess Majasa. It’s particularly important to us that the so-called ‘god races’ look impressive, and today we’re excited to share with you some of the Nagasa we’ve created!
Want another look at the concept art? Find it here.
Emerald Nagasa
Diamond Nagasa
???
Note: We do not presently expect the Nagasa to be available in Patch 0.8.2.