Last Epoch - Hackalöken
Changes
  • Tundra Nova (Frozen Ire proc) now has a freeze rate of 80 (up from 0), and this is shown on its alt tooltip.
  • Frost Nova (Ice Barrage proc) now has a freeze rate of 40 (up from 30), and this is now shown on its alt tooltip.
  • Fixed the "ward granted when casting flame ward" idol affix having an incorrect range of values. It now has a range of 28 to 64.
  • The tooltip for items in the Gambler’s shop now state that they cannot be a unique or set item.
  • The visuals for Fire Aura now fade out smoothly when its duration expires.
  • The sub-ability of Forge Strike that makes Forged Weapons is now called “Summon Forged Weapon” (from “Summon Weapon”).
  • Added new hit sounds for Javelin and Void Cleave.
  • Added new general hit sounds for bladed and blunt weapons.
  • Added falling sand and incense burner ambient sounds to the Temple of Majasa.
  • Increased the volume of Saazhar in Soreth’ka.

Bug Fixes
  • Fixed a bug where certain zones (such as Thetima) appeared totally black when using SMAA.
  • Increased the duration Rebuke needs to be channeled before it activates to 0.2 seconds. This is a temporary change to avoid very buggy behavior in some situations while we look into a fix.
  • Fixed a bug where the “The Scalebane” quest could not be turned in to Zerrick until the “Arjani, The Ruby Commander” quest had been completed.
  • Fixed a bug where login credentials were not remembered properly for the standalone version of the game. (You’ll need to login one more time for it to be fixed).
  • Fixed a bug where Majasa could be one-shot in a brief window before Phase 2 starts.
  • Fixed a bug where leaving The Dry River after triggering the Scarab Broodkeeper encounter could prevent the Missing Merchant quest from advancing.
  • Fixed a bug which allowed the latter parts of combo abilities to be used repeatedly in some situations. This includes the Dash ability from Javelin’s Surprise Initiative node.
  • Fixed a bug where converting Warpath to Fire or Void did not properly trigger element specific effects, such as “chance to poison with fire skills”.
  • Fixed a bug where Shadows created by Lethal Mirage’s Gloom and Doom node did not attack.
  • Fixed the charged version of Detonating Arrow playing sounds at incorrect times.
  • Fixed the tooltip for Forge Strike listing incorrect minion scaling for Forged Weapons, and stating that they last 10 seconds (they last 20 seconds).
  • Fixed Forge Strike’s Shrapnel node saying it reduces the duration of Forged Weapons by 60%, when it actually reduces it by 75%.
  • Fixed a bug where the “Endurance while channeling Warpath” affix was a suffix instead of a prefix.
  • Fixed a bug with Scales of Eterra where non-spell abilities could trigger Infusions.
  • Fixed a bug where controller keybind changes could be forgotten in some cases.
  • Fixed the world map stating incorrect levels for the Stolen Lance and Black Sun timelines.
  • Fixed a visual bug where Flame Reave would appear underground when cast via Surge.
  • Fixed a bug where the buff icon for Teleport’s Time Dilation did not last for the correct duration (this was only a visual issue).
Last Epoch - EHG_Jozef
Skills

  • Renamed the Elemental Arrow node on the Detonating Arrow tree to Mana Arrow to avoid ambiguity with the Elemental Arrow node on the Marksman Tree.
  • The Redistributed Steel node on the Manifest Armour tree grants 25% more damage (from 35% increased damage) and 8% less health and armour (from 10% reduced health and armour).
  • Amended Smite's description to improve clarity and fix incorrect healing value.
Javelin
  • Increased the effective hitbox width of Javelin against enemies by 25%.
  • Holy Trail now adds a 3 second cooldown (from a 4 second cooldown).
  • Fixed ambiguity with the Surprise Initiative node saying that you would "Lunge" to the Flag when it does not use the Lunge skill. It now says "Dash" instead.
  • Increased the damage of Consecrated Ground from Judgement by 14%.
Lunge
  • Improved several node descriptions to reduce ambiguity and confusion.
  • Lead the Charge affects allies in a 300% larger radius.
  • Fixed ambiguity with the Surprise Initiative node saying that you would "Lunge" to the Flag when it does not use the Lunge skill. It now says "Dash" instead.
  • Increased the damage of Consecrated Ground from Judgement by 14%.
Vengeance
  • Added a new node that prevents hits you riposte from critting.
  • Bolster grants 5% less damage taken (from 3%).
  • Executioner grants 12% more damage to damaged enemies (from 10%).
Items
  • Reduce effect of increased rarity on normal, magic, and rare items by 28%.
    • This is to counteract the effects of us releasing a fix in 0.8.3 for increased rarity not affecting magic or rare items.
  • Fixed a bug where the "Brittle" Acolyte idol affix gave 26% to 7% increased minion cold damage rather than 26% to 72%.
Melee Leech prefix changes
  • Can also roll on gloves (could previously only roll on weapons)
  • Is now slightly more powerful at all tiers
Passives
  • The Blademaster node on the Sentinel Tree grants 6% increased attack and cast speed (from 5%).
User Interface
  • Added new character portraits for the Scalebane Bodyguard in Maj’elka Lower District and the Scalebane Miner in The Oasis.
  • Updated the font for Chinese characters to be thinner.
We understand that a single global chat channel does not properly support our expanding community. We’re looking into potential solutions, and in the meantime we will continue to monitor chat and remind everyone to be courteous and follow our Community Guidelines.
Enemies
  • Ascendant Embermage meteors have a 50% longer delay between the indicator appearing and the meteor hitting.
  • Emerald Nagasa deal 6% less damage.
  • Osprix Zealots deal 5% less melee damage.
  • Fixed a bug where Osprix Zealots' dash dealt cold and physical damage rather than fire and physical.
  • Scarab riders deal 24% less damage and fewer of them spawn in echoes that contain them.
  • Spine Hunters deal 5% less damage.
  • Silver Elementals deal 5% more damage.
  • Gold Elementals have 7% more health.
  • Allied Zerrick in Chapter 9 deals 19% less damage.
  • Monolith zones that contain Siege Golems contain 50% fewer of them on average.
  • Ruby Captain Arjani can no longer spawn in the arena.
Crystal Lotus
  • Deals 22% less damage (multiplicative with other changes listed).
  • Ruby Slam deals 20% less damage and locks in a target location 14% sooner.
  • Sapphire bolt deals 17% more damage and locks in a target location 10% sooner.
  • Sapphire Slam attack deals 33% less damage with its initial hit.
  • Sapphire Slam attack ground projectiles deal 35% less damage to begin with, but gain 84% more damage over their duration (from 42%). This is still a reduction in damage at all ranges.
  • Sapphire Slam attack ground projectiles have a 27% narrower hitbox
  • Increased item drops by 33%.
  • Now also drops a guaranteed rare item.
Diamond Nagasa
  • Monolith zones that contain Diamond Nagasa contain 50% fewer of them on average.
  • Sky beam deals 6% less damage and deals pure fire damage (from fire and physical).
  • Wave deals 10% less damage and deals pure fire damage (from fire and physical).
  • Fixed Sky beam and wave having misleading names displayed if you were killed by them.
Gorgon
  • 7% more health.
  • Limited to 1 per wave in the arena.
  • Fewer spawn in monolith zones that contain them.
  • Twister has 4% less radius and deals 10% less damage.
Majasa
  • Deals 12% less damage in both phases (includes damage from Essences).
  • Phase 1 has 7% less health.
  • Phase 2 has 25% less health.
  • Melee attacks and blood pools in Phase 2 no longer apply physical shred.
  • Armour shred applied by melee attacks in Phase 2 no longer has increased duration (from 30% to 40% depending on the attack).
  • Melee attacks in Phase 2 apply one stack of armour shred on hit (from 50% chance of 1 stack, 50% chance of 2 stacks).
  • Essence of Opulence can no longer hit the player with multiple lightning projectiles from a single cast (i.e. it no longer shotguns).
  • Essence of Opulence has a 15% longer delay between casts.
  • Essence of Greed has a 15% longer delay between casts.
  • Falling Emeralds spell has 16% reduced duration resulting in fewer emerald falling (does not affect duration of poison pools).
Scalebane Guildleader
  • 7% less damage in phase 1.
  • 11% less damage in phase 2.
  • 30% reduced poison duration.
  • 38% more health in phase 2.
Scalebane Bandit
  • 7% less health.
  • 9% fewer spawn at once.
  • Can no longer spawn with the Rampancy monster suffix.
Scalebane Sorcerer
  • 3% less damage.
  • Can no longer spawn with the Rampancy monster suffix.
Scalebane Rogues
  • 7% less health.
  • 7% less damage.
  • “Dash to ranged enemies” attack has a 29% longer cooldown.
  • 3% fewer spawn at once.
  • Can no longer spawn with the Rampancy monster suffix.

Bug Fixes
  • Fixed a bug where you could die during certain Time Rift sequences.
  • Fixed a bug where projectiles were destroyed on impact with several enemy types even if they were supposed to pierce. (This affected 17 different enemy types, mostly from Chapter 2)
  • Fixed a bug where the Ravenous Void unique drop from Husk of Gaspar could not be obtained.
  • Fixed a bug where Ravenous Void could not drop from random monsters.
  • Fixed a bug where Leviathan Carver could not drop.
  • Fixed Sacrifical Embrace consuming Abyssal Rite stacks on procced abilities.
  • Fixed a bug where the Charged Hand node on the Smite Tree had no effect.
  • Fixed Warpath’s Cyclone of War granting less leech than intended.
  • Fixed many Shade of Orobyss abilities not having reduced damage against minions.
  • Fixed a bug where Stone Tablets (intended as a unique only base type for Stormcarved Testament) could drop as normal, magic, or rare items.
  • Fixed a bug where the zone level display at the top right of the screen would not correctly update upon entering a monolith or arena zone unless you toggled the tab map.
  • Fixed Fire Aura’s visuals being below the ground.
  • Fixed the Cleanse Ailments on Potion Use affix not having an affix title. It is now "Cleansing".
  • Fixed a bug where the Cleansing potion affix was displayed in the Attributes tab of the loot filter (without a name).

Known Issues
  • The “The Scalebane” quest cannot be turned in to Zerrick until the “Arjani, The Ruby Commander” quest has been completed.
    • We have been working on a fix for this but it was not completed in time for this hotfix.
Last Epoch - EHG_Jozef
Missed the patch notes for 0.8.3? Read them now on our forum.

Changes
  • Added new 2d art for the Devotion and Eye of Orexia uniques.
  • Javelin now scales with melee damage on your polearm rather than from all sources while you have a polearm equipped.
    • This shouldn’t make a large difference, but removes some confusing edge cases.
  • Acolyte Damage over Time
    • The Pestilence node for Spirit Plague was too strong, so it was adjusted in 0.8.3, but we feel that this left DoT Acolytes a bit weaker than intended.
    • Wandering Spirits deals 40% more damage and gains 4% increased damage per intelligence (from 4% increased necrotic damage).
    • Spirit Plague deals 11% more damage.
    • Infernal Shade deals 33% more damage and costs 18 mana (from 21).
    • Drain Life deals 20% more damage.
  • Reaper Form
    • A shared cooldown was added between Reap and Transplant in 0.8.3. Given the strength of Transplant, this has made Reap feel redundant. These changes add more options for how to use Reap in builds. Reaper Form should have more mobility than 0.8.3, but less mobility than when using it with Transplant in 0.8.2.
    • Swift Harbinger now grants Reap 30% increased cooldown recovery speed (from 17% reduced cooldown duration), and can have 3 points allocated (from 2).
    • Sanguine Reaper now also grants Reap 18% increased area per point.
    • Unholy Dominion no longer increases Reap Area, but now makes it no longer have a shared cooldown with transplant and gives 200% increased cooldown duration. It can now have 1 point allocated (from 2).

Bug Fixes
  • Fix a bug which prevented some players from being able to load new or existing characters.
  • Fixed inaccessible enemies in the Temple Rooftops.
  • Fixed the outside radius of the Scalebane Swarmkeeper’s AoE attack being larger than its visual effect.
  • Fixed a bug where Puncture with Penumbral Ambush would trigger the mana consumption of Rogue's Coated Blades passive multiple times.
  • Fixed a bug where the tooltip DPS on Static Orb and Javelin did not account for damage conversion. This was only a display bug.
  • Fixed Anomaly saying it scales with Vitality, when only the Time Wave sub-ability scales with Vitality.
  • Fixed Chinese punctuation marks not displaying in chat.

Known Issues
  • The "The Scalebane" quest cannot be turned in to Zerrick until the "Arjani, The Ruby Commander" quest has been completed.
Last Epoch - EHG_Jozef
Wait no more, Travelers! Patch 0.8.3 has arrived and is ready for hacking and slashing. What will you check out first?

Need the full details? Read yesterday's Patch Notes or preview some gameplay below.

Let us know what you think about 0.8.3 in the comments or on our Official Last Epoch Forum.

Last Epoch - EHG_Jozef
The Sands of Majasa Patch 0.8.3 will arrive tomorrow, September 3rd!

Journey through the Divine Era to search for the Lance of Heorot and destroy the Immortal Emperor, or enjoy new weapons models, skill updates and controller support to play Last Epoch your way!

Check out the full 0.8.3 Patch Notes, skip to a section below or watch the full Patch Overview Video.

| Table of Contents |

1. Campaign
2. Monolith of Fate
3. Endgame Balance
4. Arena
5. New Skills
6. Skills Balance
7. Mechanics
8. Passives
9. User Interface
10. Items
11. Uniques
12. Enemies
13. Visuals
14. Sound & Music
15. Controller Support
16. Optimization
17. Bug Fixes



Sands of Majasa Patch 0.8.3 Overview by Game Director, Judd Cobler.
Last Epoch - EHG_Jozef
Sands of Majasa Update is just a few days away and we have shared details about a lot of upcoming content, changes, and improvements. Sentinel is getting several improvements of his own. Including skill reworks and new skills - 3 new skills in fact. We already showcased Void Cleave and Multistrike. Today we are revealing the last, but certainly not least, skill coming into Sentinel’s arsenal - Javelin!

Javelin is a throwing attack with a fast piercing projectile helping to round out the Sentinel’s arsenal. Its specialization tree is packed with several unique nodes that significantly change its functionality. Check out just a few examples below!
Javelin - Skill



Javelin skill in action!
Javelin - Example Nodes
Values have been omitted as we are still balancing the skill.




The banner is granting combat bonuses in a radius to you and nearby allies.




A barrage of spears pulverizing everything in the area. Also, with lightning conversion.




Ligh… err, I mean Divine Fury swiftly obliterating enemies!

We hope you enjoyed this look at the new Sentinel skill. If you want to learn more about new content, changes, and improvements coming to Last Epoch, check our patch preview.

Last Epoch - EHG_Jozef
Alongside Axes, 1-handed Maces and Wands are another weapon type receiving a complete rework in the Sands of Majasa Update, including a new 3D model, 2D art, and powerful implicit affixes to support a wide variety of builds. Check out some examples below!

1-handed Mace




Wands





To learn more about new content and improvements coming to Last Epoch, check out our patch preview.
Last Epoch - EHG_Jozef


To learn more about new content and improvements coming to Last Epoch, check out our Sands of Majasa Update patch preview.
Last Epoch - EHG_Jozef
Patch 0.8.3 Preview

We’re eager to share details about changes and additions coming to Last Epoch in the Sands of Majasa Update. Read on to learn more about the upcoming content, improvements, reworks, and quality of life changes coming September 3rd!

What to Expect
  • New Chapter and continuation of the story of Last Epoch
  • New Sentinel Skills
  • Necromancer skills Updates
  • Skill Improvements and Overhauls
  • New Primalist model and armor set
  • 45 New Weapon Models
  • and much, much more!
New Chapter


Your journey continues in Chapter 9 where you will uncover more secrets, visit never seen before locations, and will have to fight through new and challenging enemies.
  • 15 new locations
  • 30+ new enemies
  • Epic boss battles
Updated Primalist model and Armor Set
In the Sands of Majasa Update, the Primalist will be the first character to receive an entirely new model. In addition, we are bringing a new Armor Set, which fits the brutish nature of this character.


Sentinel Skill Updates
Sentinel is getting a wide variety of updates to his arsenal - many of his skills such as Warpath, Lunge, Judgement, Erasing Strike are getting significant improvements or complete overhaul.



We also updated visual effects of many skills, including conversion variants.



Sentinel is also getting 3 new skills, giving him even deeper customization and more ways to play.

Void Cleave
Void Cleave is a powerful 2-handed melee attack with a short cooldown and moderate mana cost that hits all enemies in front.



Multistrike
Multistrike is a 0 mana cost Sentinel melee skill. Its damage ramps up over time as you use it by creating more and more extra hits to other nearby enemies.



And no, you are not counting wrong. More is still coming!

Necromancer Skill Updates

All necromancer skills are receiving significant updates to address several issues. One of the main goals is to support the necromancer style with permanent pets, leading an army of undead monsters to battle and just support it from behind without constantly summoning the army.


Controller Support Improvements
We want to deliver the best possible experience for playing with the controller and the next patch brings major improvements to Controller Support.



Monolith Improvements
Monolith of Fate will also get some major improvements, including balance pass to all spires and timeline exclusive echo reward types that grant unique or set items of specific types, allowing you to target farm specific uniques. In addition, we have given buffs to many empowered blessings.

New Weapons
Several weapon groups are getting a complete rework with new 3D models, 2D art, and powerful implicit affixes to support more variety of builds. You will be able to find 45 new weapons across 4 weapon groups, including 1-handed and 2-handed axes.



Sands of Majasa Update also brings new unique and set items, balance changes, bug fixes, quality of life changes, performance improvements, new music, and so much more.

As always, we greatly appreciate the community for the continued support and engagement, we would not be here without you!

Join our Official Community Discord!
Last Epoch - EHG_Jozef
Multiplayer Progress Update

Hello Travelers, and welcome to the August multiplayer update!
I am once again excited to provide you with a status update on the development progress as we’ve made great strides since July’s Update.

The goal for this update will be to talk to each of the points I brought up last month, as well as mention some of our major goals for the coming month. It’s worth noting that we are also hard at work releasing the Sands of Majasa Update, which is currently receiving polishing touches and undergoing a heavy QA pass.

Let’s address the topics from last month:
1. Ensuring our content, up to reaching End of Time, is polished and easy to play. A major system we are to begin on is Waypointing so players can play asynchronously more easily.
  • We’ve made incredible progress here! We are now playing content together, starting from logging in from End of Time and using waypoints to travel across the eras. Quest and scene states are being polished and the town portal logic is working well. We’re still figuring out some of the logic of some side quests for example, but most work well and we’re happy with them.

2. Debugging our party system to ensure play is as smooth as possible. The last 20% is the trickiest.
  • A lot of code that was written early on for the party system was simplified and optimized significantly this month. Parties are now fully functional.
3. Planning for earlier access to one of our endgame systems in order to extend multiplayer play to make it viable for wider testing.
  • For July to August, we decided to go with the Arena system and have successfully implemented it. Playing the Arena in a party has a number of new considerations, such as the need for a voting system to progress to further waves, how to handle distributing rewards for multiple players before progressing, how a single player’s death will affect the part and ongoing arena run, and more. We crafted a voting system and are internally testing the Arena every week now in 2-3 hour sessions!

    Our highest group Arena ranking is currently Rank 53, which is very modest compared to leaderboard numbers. I imagine somebody will score a much higher ranking in this week’s playtest.

    How the Arena can work in a multiplayer environment is a very interesting discussion and I’m happy to field questions about it below.

4. Collecting data. We need to not only be able to monitor and track player activity to help inform good decisions, we need to be able to monitor all of our front-end and back-end systems if we want to provide you a high quality experience like other online ARPGs.
  • Progress over the last month has been steady. There are so many data points a high quality Action RPG wants to collect, and how we collect and store them is as critical as the data itself.

    We are now storing our game server health metrics on a very popular and large scale cloud service. We also successfully added player data collection for things such as class, abilities, levels, and more. Adding more data points is fairly trivial for us to do - even for things such as items.

    Our work over the next few months will be focused on interpreting and using the data to maximize online stability, and gain insights about players.
5. Optimizing our server size in order to save cost, and this comes in two major forms: server optimization, and “netcode” optimization. We are profiling our server to reduce its size online in order to allow us to put more servers on a single machine. We are optimizing our “netcode” to significantly reduce the size of the data we need to send between the server and clients, as well as optimize our gameplay code to reduce the amount of computations we send to the server in the first place.
  • In the last month we managed to reduce our server memory overhead by quite a bit (~30%). We are now in a range where it’s efficient enough to host our game servers at mass scale. We’ll continue to further optimize the server footprint up to release.

    We are constantly improving our game code to be more efficient, much in the same way we have done with our graphical performance. On this note, I may only provide updates in this department in the future when there are really significant finds!

6. Getting our idol and potion systems working server-authoritatively, so you can complete your character build (and survive!).
  • We have fully implemented potions and they are server authoritative as well. Idols are still a work in progress, and it’s not so much an issue with server authority as it is the case that idol unlock slots need to be properly synced to the client, and then all the idol affixes need a heavy QA pass and Multiplayer playtesting.
7. Scaling up to approach the ability to test more widely!
  • We doubled the amount of bare metal servers we are hosting, and are now successfully using emergency alternatives for potential sudden spikes in concurrent players.
What Are Our Goals For September?
  • More testing and optimization of the Arena experience for multiple players in a party, and advance supporting systems noted above
  • Convert the Idol System to be 100% server authoritative
  • Collect additional server performance data
  • Improve gamepad support for server-side multiplayer
  • Start preparing to add Multiplayer to the Community Tester Program. This will involve fixing many “minor” bugs that we are used to internally but would not want testers to have to suffer through
With that said, we are always looking for more players who are positive, contributing members of the Last Epoch community to come and test our game before releasing to the wider public! We have a very active Community Tester group who get special access to early builds of our releases and help us make Last Epoch great.

If you are interesting in joining our Community Tester program, please submit a support ticket with your contact information!

Stanzwar
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