Last Epoch - EHG_Jozef
Development Update
December saw the introduction of the Eternal Legends update. This introduced one of the new endgame Dungeons: Temporal Sanctum, Legendary Items, an overhaul to crafting, and an overhaul to the Druid mastery. We're happy to say this new endgame system, and the addition of legendary items to provide further solid goals for players has been very well received. This patch resulted in not only continual growth of player numbers over the first month following release but the highest overall retention we’ve seen to date.

Looking forward to patch 0.8.5, we have some exciting news to share with you today. 0.8.5 will bring an exciting batch of content into the game for players in Eterra to explore. From endgame content like two new dungeons and updates to our Arena system - to visual improvements across the game, like new 3D models, weapons, and combat VFX and feel. We are also putting a lot of effort into improving our tools to find, track and fix performance issues.

In addition to the new content above, behind the scenes our 0.8.5 development cycle has a massive focus on multiplayer. We have more dedicated developers devoted to multiplayer this year than at any time in Last Epoch’s history, and we are actively paving the way towards our first community test.

Forecast Update
As our development path towards 1.0 comes closer into focus, we have an update to share on some of our longer-term development goals for Last Epoch.

We now have a better understanding of what our focuses need to be for 1.0 to ensure Epoch is ready for a large audience, and live operations development for years to come.

As we’ve continued to develop and shape Last Epoch around community feedback (thank you by the way), we have realized that some features have needed to be re-evaluated in how they fit into the world of Eterra, and thus removed from this development card. This does not mean we have plans for any less content for Last Epoch, just that these items no longer fit into the core experience in a fun and fluid way as they were envisioned.



Right now our efforts need to be focused on overall game quality, higher performance standards, server load, balance, story presentation, and more to ensure we’re on the right foot at 1.0 to give our community, and Last Epoch the successful launch it deserves.

We fully understand this message may come as disappointing news to some who were waiting for a specific feature to drop into an upcoming patch. We want you to know that we remain committed to our ongoing development of Last Epoch and in time we will deliver everything the game needs, and our passionate community deserves.

Two features we’re removing from the card are Gates of Memoriam, and the Epoch’s Call system. We have removed the Bazaar from the card and added player trading in its place.

Gates of Memoriam was planned as an endgame system that was more rooted in the world and timeline of the campaign, in contrast with the Monolith and Arena. However as we discussed and developed the idea more recently, we decided that the prospect of revisiting the actual campaign zones did not fit well into Last Epoch as it exists now or our visions for it in the future. We feel that the Dungeon system more effectively fulfills this role of a repeatable endgame system that takes place within the world of the campaign, and will be expanding on it in 0.8.5 with two new dungeons.

Epoch’s Call was intended as a mechanic for directing players towards specific randomised content in the Gates of Memoriam and the Monolith of Fate. However as we no longer plan to go ahead with the Gates of Memoriam and our vision of the Monolith of Fate has evolved a lot since 2018, Epoch’s Call as it was originally envisioned no longer has a clear place. With that said we are still dedicated to improving monolith randomisation. These sorts of missions that direct players towards specific pieces of content in endgame are still something we’re considering implementing. However, if implemented, they’re more likely to be a part of the Favour system rather than Epoch’s Call.

The final system we want to discuss is the Bazaar. We spoke to our ideas regarding the Bazaar in the Multiplayer FAQ in July of last year. Since then, we listened very carefully to all of the dialogue concerning trade and had a lot of conversations internally as a result.

After a lot of discussion about the various challenges to our proposed direction, we no longer feel that the Bazaar is the best way to go about player trading in Last Epoch. While player trading will still be a part of the game, we’re planning to take a different approach. We will be talking more about our reasoning here, as well as the future of trading in Last Epoch, in a dedicated post in the coming months.

New Dungeons
Temporal Sanctum was the first dungeon we added to the game in the Eternal Legends Update. It offers the first iteration of map randomization, a unique mechanic, a boss encounter, and last but not least, its own reward. In the future, we plan to expand the Dungeon System, introduce new challenges, and make the end-game more diverse.



Patch 0.8.5 will bring two new dungeons with their own theme and mechanics to Last Epoch. Players will encounter two new terrifying bosses and after defeating them will get access to new rewards - the Vaults of Uncertain Fate and the Soul Gambler.

We’ll talk more about the mechanics and rewards in the coming weeks.

Arena Champions
With 0.8.5, we’re going to be introducing a new arena mode. In this mode you’ll find yourself in the arena against a set number of waves, eventually coming face to face with one of the new Arena Champions. These champions have had their own fair share of experience in the gauntlet and know which way the pointy end goes - you may even find them using a trick or two of your own against you. You can defeat skullens, imperial commanders, and even dragons; but can you defeat another master of the arena?

New 3D models for several Unique Weapons
Players can find hundreds of unique and set items in the game. And while the unique items have great 2D art, the vast majority of them don’t have 3D models to match. Patch 0.8.5 will bring the first batch of new 3D models for dozens of unique and set-based weapons and shields.









New Armor Sets, Catalysts, and new catalyst animations
Adding new armor sets to the game is an ongoing process and patch 0.8.5 will bring several new ones.



In addition to the armor sets, Catalysts will get a complete overhaul with new implicit affixes and 2D/3D art.





We’ve also taken this opportunity to revise some animations, and our playable characters will get brand new animations when using Catalysts.

And much more…
And this is not all. Behind the scenes we’re constantly working on many other smaller but important changes. With 0.8.5 we’ll see many of these game experience changes; including new enemies, improvements to animations of some of the older enemies, an improved dialog box, more voice-overs, and improvements to the visuals of some areas.

We can’t wait to share the details with you in the upcoming weeks, so keep your eyes on our socials. Patch 0.8.5 will be released this March.

Discord
Facebook
Twitter
Reddit
Youtube
Last Epoch - Hackalöken
EDIT 2: We've released a new update to correspond with some maintenance for our backend account services. You shouldn't see any changes in behavior. This new update has the same version number as this previously rolled back update due to an oversight. Our apologies for any confusion.

EDIT: We've reverted this update and re-deployed 0.8.4g for now as we had some new bugs reported to us which we did not encounter internally.

Changes
  • Likely fixed a bug which would cause the LE-26 error to appear for new players.
  • Fixed a bug where new players who logged in to an account they made via our website with an incorrect password would get an LE-24 error until they restarted the game.
Last Epoch - Hackalöken
Changes
  • Fixed a bug where new players that bought the game on Steam but registered their account via our website would encounter an LE-24 error when first starting the game.
  • Fixed the Crafting Guide in the crafting window being outdated.
  • Updated some error messages.
Last Epoch - EHG_Jozef
Hello all, Happy Holidays and welcome to the December Multiplayer update!

It’s been a fun month for us with our release of patch 0.8.4, Eternal Legends, and some developers taking some holiday time off to spend time with friends and loved ones before we dive in head first into getting Multiplayer into players’ hands in 2022.

We have quite a lot going on in our Multiplayer development and I’d like to break down some updates for the topics from last month, as well as talk about what is ahead of us in the next month.

Our feature list from last month:



Party / Friends / Gameplay

We’re making continued progress polishing core gameplay and making sure the player experience feels great. There are a lot of decisions our team has made for the player experience for the single-player game that manifest themselves in very tiny ways, like how small details of a UI works or how group quests and party UIs will function. Our UX Director Ross (who designed our new website - PS we’re hiring!) will be a large part of our Multiplayer update next month to talk more about how we’ll realize player experience and UI when we go online.

We are making other progress here that is chiefly focused on fixing bugs, and most importantly reducing CPU costs for both our game servers, and your gameplay experience.

Characters

We’ve completed the initial stages of migrating our character save system to the more robust service mentioned last month. This coming month we’ll be digging into the fine details, such as ensuring our crafting and stash systems are as reliable as possible. This will involve things such as breaking down how often we save characters and world states, how to protect the integrity of characters, how to prevent items from disappearing or being duplicated, and much more. We want to catch as much of the easy-to-find issues here before we even release it to Community Testers, and make sure we can fix these kind of problems faster than anything else.

Deployment

Since our current deployment environment is fairly efficient, and we’ve had other priorities, we didn’t place a huge emphasis on work here this month. We spent a bit of time targeting the specific improvements we need and we’re set to do some technical planning for this in January.

Users / Game Access

Last month we mentioned we were migrating our account system, and we have it functional internally now. We aren’t quite ready to roll it out to the public. The next month is focused on integrating this system with our website, and making sure we have the ability to observe important details that will allow us to fix account problems quickly when we see them. Unfortunately a number of players have run into login issues recently with our old system that’s currently live, and you can see why we’re eager to finish our work here to make sure nobody experiences this issue again, or we can create better fixes faster.

Chat

We’ve made massive progress here. We are happy with our new chat system and it will almost certainly be the one we release to 1.0. My update here is very “boring”, software development-related stuff; we are making a few minor refactors, and then planning a proper integration into our new backend systems. With this new chat system, we’re going to able to add a ton more moderation and Quality of Life features than ever before.

Login / Game Server / Matchmaking

We mentioned last month that we have successfully implemented our matchmaker. And even better news is that we’ve tested its scalability up to ~1million concurrent users making matchmaking requests!

A new challenge ahead of us now is to build out more automated scale testing to try to ensure we’re also going to see those numbers in the game client itself; this tech will help us with every release we do and is something the other big Action RPGs give a lot of attention to.

Goals for January

Our main goals for January are very broad, but I can summarize some of my thoughts here:

Planning for Community Testing
Focus on all of the elements we need from every part of both the game, and the platform we are building, to ensure that we can best make use of Community Tester feedback for multiplayer. This means a large focus on our ability to observe the health of the online game, as well as our ability to quickly fix any problems we find. This also implies a lot of other things: fixing bugs, having 24/7 support where possible, planning for how to suddenly increase our multiplayer playerbase by a large amount, and more.

Growing the Multiplayer Team
We’re growing our team to build Last Epoch Multiplayer, and as one might guess it’s important to plan how to do that so we don’t slow down our ability to create work on the game.

Becoming “Production Ready"
This is very much tied to planning for Community Testing but it’s worth breaking out on its own. As I’ve mentioned in previous posts, a lot goes into making sure we’re a game company that can provide a great game service as well as a great game for years to come. We’re making sure we continue to put a lot of attention and love into building the departments we don’t already have that will help make this happen.

Monolith/Crafting Ready
Some of our final core systems to fully implement are our Monolith and Crafting systems. Our crafting system is heavily reliant on a lot of complex database work and character saving, so there will be a lot of debugging to perform here. The Monolith of Fate is relatively straightforward to implement at its baseline, but there will be a lot of multiplayer considerations we need to address before we release it to Community Testers.

Final Thoughts

While we’re hard at work on getting multiplayer ready next month, we’ll change up this blog post a bit to allow our UX Director Ross to speak more to some of the ways we’re going to be improving Last Epoch to welcome a fully multiplayer experience.

Happy Holidays and New Years to everybody, it’s been an exciting year for Last Epoch and Eleventh Hour Games and 2022 will be our biggest year yet.

Like always, I’ll be around to answer questions below. Thank you so much for reading, and see you next month!
Last Epoch - Hackalöken
Changes
  • Mitigated a problem that prevented login for some new players on Steam. If you encounter an LE-24 error or any other issues when logging in, please contact us at http://support.lastepoch.com and we will respond as soon as possible.
Last Epoch - Hackalöken
Edit: 0.8.4e originally had a bug which caused minion icons to not stack. We’ve re-released the patch to address this, but you’ll have to download the update.

Temporal Sanctum
  • Chronomancer Julra now drops one of four new uniques specific to her.
  • Each dungeon tier introduces a new unique to the pool of uniques she may drop.
  • The unique always has at least 1 legendary potential.
  • The unique is always accompanied by a matching exalted item with four affixes.
  • For slots with class specific items, the matching exalted item is always compatible with your class.

New Affixes
Primalist
  • Added a new body armour prefix: Level of Swarmblade Form and increased damage while transformed.
  • Added a new body armour prefix: Armour Shred Chance for Locusts.
  • Added a new body armour prefix: Level of Upheaval and increased melee damage.
  • Added a new body armour prefix: Chance to create a Shockwave on hit with Upheaval.
  • Added a new body armour prefix: Critical Strike Chance with Rampage.
  • Added a new helmet prefix: Increased Attack and Cast Speed for Summoned Vines.
  • Added a new adorned (2x2) idol prefix: Melee Physical Damage For Swarm Strike and Locusts.

Rogue
  • Added a new relic prefix: Level of Umbral Blades and increased throwing damage.
  • Added a new ornate (4x1) idol prefix: Increased Damage with Umbral Blades per stack of Dusk Shroud.

Uniques
  • Roots of Vithrasil's spirit thorns projectile bonus now only applies while immobilized to prevent snapshotting abuse. It can now drop again.
  • Primal Squirrels now have a unique minion icon at the top left of the screen.
  • Added lore text for Herald of the Scurry.

Skills
Swarmblade Form
  • Dive now scales with movement speed, but is 5% slower by default. This makes it much quicker to use.
  • Swarm Strike now has 300% added damage effectiveness (from 200%) but only has 2 base damage (from 20). The new base damage is in line with other melee skills.
  • Increased the cast speed of manually summoning Locusts by 33%.

Summon Spriggan
  • Added a downed animation for the Summon Spriggan companion.

Passives
Druid
  • Force of Nature now properly states that it grants added melee and spell physical damage, instead of adaptive spell damage. This is only a tooltip change.
  • Force of Nature node now also adds 25% armor shred chance for Locusts as an 8 point bonus.

Sound
  • Updated the sound of Roar for Primal Bear companions.
  • Updated sounds for the Summon Bear skill.
  • Updated the sound for purchasing a stash tab.
  • Changed the sound effect for Fire Nova.
  • Removed placeholder sounds from Entangling Roots seeds.
  • Fixed a missing sound for the Voidfused Forge’s magma pool attack.
  • Improved mixing for casting sound effects.

Performance
  • Improved the performance and reduced the visual noise of Ice Bite, which is used by Primal Wolf companions and Frozen Wolf enemies.

Bug Fixes
  • Fixed a bug which caused the monster mod restrictions to be ignored. For example, Rare Void Horrors could have the Summons Ethereal Reflections mod in 0.8.4, which was not intended.
  • Fixed a bug where dying right as you changed from one Druid form to another would break your character’s visuals and gameplay until you relogged.
  • Likely fixed a bug where Elder Erza would sometimes not spawn at the end of Last Refuge Outskirts.
  • Fixed Locusts not targeting Lagon.
  • Fixed Locusts getting stuck after spawning in certain situations.
  • Fixed a bug where Fury Leap's Rise and Poisonous Thicket nodes gave less chance to summon vines than intended.
  • Fixed a bug where Upheaval Totems with Rejuvenating Splinters could not shatter other totems.
  • Fixed a bug where Crowstorm cast via Swarmblade Form's Inspiring Swarm would cast in front of the crows instead of at the targeted location.
  • Fixed a bug where Abyssal Echoes's Rippling Corrosion only applied its armor shred if you also had the Potent Corruption node.
  • Fixed a bug where refreshing Ravaging Aura’s duration did not work (it would end as if you hadn’t triggered it again).
  • Fixed a bug which prevented the Primalist idol affix which granted mana back upon transforming back into human form from working.
  • Fixed a bug where Swipe's Way of the Hunt node granted ten times more leech than intended.
  • Fixed a bug where Thorn Shield with the Glacial Grove node could cast Maelstrom on allies without needing Maelstrom's Storm's Aid node.
  • Fixed a bug where Ice Thorns' Barbed Thorns node granted 30% bleed chance and 5% more damage per point, instead of the stated 20% bleed chance.
  • Fixed a bug where the damage bonus from Serpent Strike's Septic Wounds applied twice to targets afflicted by both blind and blinding poison, and clarified its tooltip to reflect this.
  • Fixed a somewhat rare bug that could cause the player to move in the wrong direction when trying to pick up items from the ground.
  • Fixed a bug that caused Formosus, Argentus and Rahyeh to not say their voice lines in the Monolith of Fate.
  • Fixed a minor audio bug that could occur when the player turned around very quickly.
  • Fixed a bug where Entangling Roots's wrap VFX on enemies did not match its duration if you had the Entrapped node.
  • Fixed a bug where Storm Crawlers did not lose their lightning VFX upon death.
  • Fixed the Acolyte holding spears in an incorrect position.
  • Clarified that Werebear's Bringer of Storms node only works for Maul and Rampage.
Last Epoch - Hackalöken
Skills
  • Fixed a bug where Maul did not gain damage or critical strike multiplier bonuses from Fury Leap's tree when using Skull Crusher. The affected nodes were Savage Impact, Brutal Impact, and Panther Strike.
  • Maul was already in a good place despite this bug, so we're making other changes to keep Maul's damage from getting out of hand and bring nodes in line with normal values. These changes are a net buff to Maul with Skull Crusher.
  • Maul
    • 250% added damage effectiveness (from 300%).
    • Fixed a bug where Werebear Form's Territorial node and Fury Leap's Crater node were multiplicative instead of additive with each other, resulting in Maul having 11% more area of effect than intended with both nodes.
  • Fury Leap
    • 250% added damage effectiveness (from 200%).
    • Savage Impact gives 8% more damage (from 12%).
    • Brutal Impact gives +20% critical strike multiplier (from 25%).
    • Panther Strike gives 6% more damage (from 10%).
    • Ambush Predator gives 30% more hit damage against full health enemies (from 35%).
    • Rejuvenating Storm also gives Fury Leap +10% lightning penetration per point.
  • Werebear Form
    • Rip and Tear gives 12% more damage (from 15%).
    • Apex Predator gives 20% more Rampage damage and 50% increased damage while rampaging (from 15% and 45%).

Visuals
  • Ice Bite is now visually smaller when used by Primal Squirrels to reduce visual noise.

Sound
  • Updated hit sounds for Reap, Harvest and Swarmblade Slash.
  • Adjusted volume and clarity of the level up sound effect.
  • Adjusted mixing for the main theme music.
  • Fixed the sound effect for Lagon’s claw attack triggering incorrectly.

Bug Fixes
  • Added another fix for the sound stuttering bug (often encountered when playing Upheaval).
  • Fixed a bug where respawning in the Temple of Eterra could place you in an inaccessible location.
  • Fixed a bug where the fence in the Cultist Camp could be walked through.
  • Fixed a bug where the doors in the Great College did not stay open.
  • Fixed a bug where Lagon could immediately use abilities at the start of his third phase, without giving the player time to react.
  • Fixed a bug where Summoned Vines with the Huntersbane node did not benefit from Rose Meadow, Stinging Bramble, or the penetration from Branch Storm.
  • Fixed a bug where Storm Crows with the Arborist node would not target Upheaval Totems or Warcry Totems with Wisdom of the Storm.
  • Fixed a bug where the Increased Physical Damage and Added Bleed chance from Spriggan Form’s Barbed Thicket node applied to you as well as your minions when it should only have applied to your minions.
  • Fixed a bug which caused Upheaval's Earth Armor node to not update the character sheet (the stats were still applied correctly).
  • Fixed a bug where Chronomancer Julra's lightning orbs did not deal reduced damage to minions.
  • Fixed a bug where the buffs from Druid's Tiger Spirit did not last for the full duration of Shapeshifter.
  • Fixed shrines spawning out of bounds in Hidden Oasis echoes.
  • Fixed the Crafting Guide not being updated for 0.8.4 crafting mechanics.
  • Druid's powershifting abilities Barkskin (Spriggan to Werebear) and Infest (Spriggan to Swarmblade) now display the correct tooltip.
  • Fixed the Nimbleness node in Storm Crows incorrectly referencing armor shred in the alt tooltip.
Last Epoch - Hackalöken
Changes
  • Fixed a bug where you could exceed the limit of 3 Bladestorms via blades left in the ground by shadows with Umbral Remnant.
  • Umbral Blades thrown by Shadows can now be Bladestorms.
  • Fixed a bug where Werebear's Swipe was attacking slower than intended. It now has 14% more attack speed to match normal Swipe.
  • Updated the art for Glyphs to make them more visually distinct from each other.
  • The Crafting button now changes color based on what action will be performed.
  • Critical Vulnerability and Blinding Poison aliments now show under enemy health bars.
  • Upheaval's skill tree now uses the correct icon in the center.
  • You can now search your stash for items with Legendary Potential. For example, "2 legend" will highlight all items with exactly 2 Legendary Potential.
  • Alt tooltips and the Game Guide now state if a unique cannot have legendary potential.
  • Node Tooltips
    • Added subskill tooltips to many Swarmblade nodes that were missing them.
    • Clarified Swarmblade's Toxic Hum node to say that the Locust Swarm (from Swarm Strike) deals increased damage per locust consumed and that you have additional poison chance per locust consumed, while the Swarm is active.
    • Clarified Swarmblade's Bloodlust Swarm to say that the Locust Swarm (from Swarm Strike) deals increased damage and gains increased area per bleed consumed.
    • Clarified Swarmblade's Viper's Call to say that it does not include the base added poison chance or increased poison duration when you take the node.
    • Clarified Spriggan Form's Ice Branch to say that the poison chance converted to frostbite includes all three Spriggan skill.
    • Clarified the Burst of Agony node in Umbral Blades to state that it gains "more explosion area per second on ground", rather than just "more explosion area"

Bug Fixes
  • Likely fixed a bug where sound could stutter a lot during combat, especially with Upheaval. Please let us know if you’re still encountering this and we will investigate further.
  • Fixed a bug that caused most skill-related sprites to have visual artifacts.
  • Fixed a bug where Swarmblade's Armblade Slashes were not affected by increased attack speed nodes from Serpent Strike while you had the Viper's Call node.
  • Fixed a bug where Swarmblade's Toxic Hum was not correctly providing its increased damage per locust consumed.
  • Fixed a bug where Swarmblade's Bloodlust Swarm was not correctly providing its increased damage per bleed consumed.
  • You can now correctly allocate points into Swarmblade's Neverending Drove node with only one point in the Toxic Hum node.
  • Fixed a bug where Umbral Blades's Subzero Intrusion did not convert shock chance to frostbite chance.
  • Fixed a bug where Summon Spriggan’s cold conversion node did not convert poison to frostbite.
  • Fixed a bug where Sciurine Rage (Primal Squirrel companion ability) could not be refreshed or triggered by other effects such as Frenzy Totem's Furious Cry.
  • Fixed the Druid’s Eternal Nature passive having an incorrect description.
  • Fixed a bug where you could not copy loot filters from clipboard that were made in earlier versions of the game.
  • Fixed a bug where the cursor would appear underneath the Change Input window while using a controller.
  • Fixed a bug where controller mappings did not get reset properly when needed.
  • Fixed Flame Gryphons being smaller than intended and flickering slightly.
  • Fixed some visual issues with Lightning Elementals.
  • Fixed a bug that caused a LE-24 error for some new players.
  • Fixed a bug that caused the LE-36 error to appear.
Last Epoch - Hackalöken
Changes
  • Adjusted forging potential of new items
    • +3 minimum forging potential for normal items.
    • +2 minimum forging potential for magic items.
    • +2 maximum forging potential for normal items.
    • +3 to 4 minimum forging potential for rare items based on level.
    • Reduced the maximum forging potential cost of adding a second affix to 14 (from 15).
    • Reduced the maximum forging potential cost of adding a third or fourth affix to 18 (from 20).
  • Controller Keybinds
    • Left D-Pad now triggers the dungeon ability.
    • Right D-Pad press is still bound to portal usage, but a long press will now toggle ground items.
    • A controller binding reset should be enforced automatically. If the actionbar doesn’t change, try resetting keybinds.
  • Julra's beams are destroyed or don't spawn if you kill her while they are active or spawning.
  • Reduced Festering Cultist damage by 8%.
  • Roots of Vithrasil no longer drops. There are some bugs with it so it was planned to be held off for now.
  • The door in The Shining Cove now also opens if you have waypoint in The Oracle's Refuge or are at least level 53.

Bug Fixes
  • Likely fixed a rare bug that caused the game window to be a solid white background with some user interface on top when loading a character. If you’re still having this problem, please make a bug report with your log file.
  • Fixed a bug where logging out or dying after killing the boss in the Dreadnought’s Deck or Morditas’ Tomb could prevent further game progression.
  • Fixed a bug where using Ice Thorns’ Cold Prison node with an active minion could crash the game.
  • Fixed a bug with Spriggan Form's Vale Spirits which could cause several other bugs such as extreme movement speed.
  • Fixed being able to use skill tree nodes to change into transforms you had not unlocked.
  • Fixed a bug where transform-specifc skills could be put on the actionbar while in human form.
  • Fixed a bug where Maul's cooldown could not be reset by Fury Leap's Aspect of the Mantis when you have Werebear Form's Skull Crusher node.
  • Fixed a bug where Spriggan Form's Garden of Rage restored mana while in human form.
  • Fixed a bug where Maul using Upheaval could cost more rage than intended if you had increased Upheaval's mana cost with nodes such as Excavating Blow.
  • Fixed a bug where Drain Life still had a minimum mana cost of 1 after you took the Blood Magic node to change its mana cost to a health drain.
  • Fixed a bug where opening the Appearance window via the button in the Inventory window would not load your list of pets. Opening the window directly via the K key worked correctly.
  • Fixed armor models having stretching issues in the character select screen on some graphics settings.
  • Fixed a bug where Exalted items had less forging potential than intended.
  • Fixed a bug where no error would be shown if a character name contained a restricted word.
  • Changed Polearms to Spears in text descriptions for the Monolith of Fate.
  • Fixed Death's Embrace lacking its intended lore text.
Last Epoch - EHG_Jozef
Forge Your Legend

The Eternal Legends Update is Now Live!



Check out the full Patch Notes here!

Not in Eterra yet? Join your favorite streamers on http://nexus.gg for a discount!
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