May 19, 2023
Last Epoch - EHG_Kain
Introduction

Travelers, as you are likely already aware, yesterday’s announcement has given us another chance to earn our reputation as the community-driven ARPG, and the studio that listens. We’ve spent the last 24 hours reading your feedback, discussing it internally, and deciding what to do next. I want to thank our community for challenging us to be better. We’re here today to say we hear you, and want to answer that challenge.

We are making three immediate changes.



How We Got Here

Admittedly, we ended up leaning too hard into following the established and successful models in the industry. The operational cost of EHG as a studio has risen sharply with the increasing team size, quality of the game, server expenses, etc., and our current price tag of $35 for the game was never designed to be the only source of income to ensure that we’re able to continue operating. So, when we were evaluating our options, we leaned on advice designed around previous titles, and that was a mistake.

Last Epoch fans aren’t here because they want something that’s already been done; you are here because you see how much we have to offer the genre. Over time we hope to bring that same innovation and player focus into the monetization space.

New Pricing and Purchase Experience
As echoed in our community yesterday, the experience of purchasing currency bundles and then managing leftover funds is not an enjoyable one. So moving forward we will have a new structure of currency bundles at the following price points:

  • $4.99 USD = 50 EP
  • $9.99 USD = 100 EP
  • $19.99 USD = 200 EP

*note the 1c offset on these prices is not something within our control to adjust at this time, as it is powered by Steam’s localized pricing model. Also note Steam will automatically convert USD into your local currency.

Additionally, items for sale in the store will always be equally divisible in 50 EP increments, meaning that if you see an item in the store that you want, you will be able to purchase exactly enough currency required to buy that item, and no more.



Supporter Packs

We are now also ready to announce our Supporter Pack pricing for Rising Flames. For players who choose to purchase cosmetic MTX, we want the Supporter Packs each cycle to be the reveal that is most looked forward to and the place you can go to get the most value for your money spent each cycle. We hope that value is recognized below, but we of course will be keeping an ear out for your feedback.


  • Eternal Traveler - $20 - (includes 150 EP)
  • Eternal Templar - $30 - (includes 150 EP)
  • Eternal Vanquisher - $40 - (includes 150 EP)
  • Eternal Legend - $50 - (includes 150 EP)

Cosmetic Price vs. Value
As with all things, art and design are subjective in nature, so what’s fantastic and exciting to one person may not be to the next. There can be some levels of understanding of “This item is more grandiose than this item,” but at its core, humans are so varied and unique in their perceptions that we’re never perfectly aligned in what we think is “cool” or “worth it”.

We say this because we understand this concept, and so when some players say, “That’s ugly, I would never pay X,” or they say, “That’s way overpriced for that garbage,” you also have to recognize that there are others who say, “Wow that’s awesome and fits the character I’m making perfectly” and think it’s a good choice.

With that in mind, we understand that the price points proposed initially were met with a general sentiment of being too high, and we’ve made adjustments to our inventory that will be ready to share fully for 0.9.1 - Rising Flames.

Why Epoch Points at All?
As for EP itself, we have seen confusion around why we need a separate currency at all. Which is a completely fair question, and it does have good reason. This is a larger conversation, but it’s important to break it down because the answer is many-layered.

First, using an intermediary currency is very much necessary from a transactional / functions standpoint. This includes things like being able to award EP for community events, being able to refund EP when there is a hiccup with the actual transaction process, and being able to resolve payment disputes with Steam/sellers.
A big part of this is our ability to reward our player base in ways that give them freedom of choice. We want to make cool things, but “what’s cool” when it comes to cosmetics to incredibly selective. It’s much better if we can use EP as a reward and allow you to get the things you would want, instead of being saddled with something that you felt wasn’t worth it. Though, there may be some specific cosmetic rewards in the future as well.

We have done a lot with our community in the past, and we have plans to do so much more. Utilizing EP is just one of the ways that we can continue to do so.

Lastly, and perhaps most importantly, Epoch Points are something that we have offered from the very beginning of the Last Epoch existence. They were initially called Cosmetic Coins as a placeholder, but there are quite literally millions of them distributed to our players already. We have always intended to use a secondary currency as a reward system, and again, this just puts it in a place where any other option just could not work.

Conclusion
To sign off, Last Epoch is a passion project being made by fans of the ARPG genre and gaming as a whole. When our community tells us in unison that we have made a mistake, we have always worked to correct it. We hope that if you’ve been part of our community for long enough that we’ve shown that to be true, but we know many of you have joined us recently and we look forward to the next 10 years of proving it to you.

We sincerely thank you for your passion in what we’re creating here at Eleventh Hour Games and taking your time to provide us with your feedback. We hope and aspire to always rise to the occasion to correct our mistakes when we’ve planned or introduce something that isn’t well received by our fantastic fans - the fans who have taken us from a small after hours group on Kickstarter to the studio we are becoming.

Appreciate you all,
Judd.
Last Epoch - EHG_Kain
Hello Travelers and Happy Friday!

If you happened to read yesterday’s post, you may have caught today’s topic at the end, “Weaver’s Will”. Like any good cliff-hanger, we’ll be continuing that conversation in today’s episode of Pre-patch Blog Post Hype Week!

Weaver’s Will

Weaver’s Will is a new Unique item type arriving in Beta Patch 0.9.1 Rising Flames. These items expand the roster of item rarities, entering the fray with Unique and Legendary items, by being both!

Similar to Unique Items, all Weaver’s Will items will have a fixed list of effects which will be unique to that specific named item. Where they differ from normal Uniques, is that these items do not roll Legendary Potential, but instead roll a Weaver’s Will value. These items will always drop with Weaver’s Will, and have a roll range of 5 to 28.



Instead of crafting on these items, these items will level alongside you as you play. As you kill enemies in Eterra with one or more of these items equipped, the Weaver will rebuild the item, consuming a point of will to add an affix to the item. The item can rebuild a total of four different affixes, at which point it starts upgrading the tiers of the existing rebuilt affixes (it could also increase the tier of an affix before acquiring all four affixes). These items can even be rebuilt all the way into exalted tiers of affixes including up to T7.



The Weaver, though, is a bit more discerning in their taste for items, meaning normally “rarer” affixes, such as +skill level, will be far more common to be rebuilt for slots such as relics.

New Uniques

Rising Flames will also arrive with several new Uniques to continue expanding on potential build opportunities. While this post is primarily dedicated to the new Weaver’s Will Unique item type coming in 0.9.1, we also want to share an example of one of the new Uniques coming in Rising Flames.



With a whole new way to reach Legendary items in Last Epoch, as well as the ever-expanding roster of Unique items coming in this patch, we’re excited to see what kind of builds everyone comes up with!

We’ll be back again tomorrow with a look at some of the new awesome enemies and models coming in Beta Patch 0.9.1 Rising Flames.
Last Epoch - EHG_Kain
Hey Travelers!

If you’ve been waiting for your chance to put a little extra shine on your favorite hero of Eterra then today’s announcement is for you - Rising Flames brings the beta launch of Last Epoch’s Cosmetic Store and our new Supporter Packs. We are very excited to bring some of these awesome upgrades to our community for the first time, and we can’t wait to see all the amazing work our designers have created - wielded by, conjured by, and running alongside the Travelers of Eterra.

As fans of the genre ourselves, we know that Cosmetic Stores come in all shapes and sizes, and so they inspire a wide variety of opinions from players. We get that. So let us take a moment to share our thoughts and guiding principles below.

Why are we introducing a Cosmetic Shop?

It has always been our goal at EHG to develop a great ARPG for the community to enjoy for the next 10 years. We want to deliver new content multiple times each year and continue to lift expectations and push limits of what a great ARPG can be. To be transparent, this is an expensive goal. Content production at this magnitude is a multi-million dollar annual development expense, with millions more in sever expenses each year.

The Cosmetic Store is our way of introducing a fully optional, power-free, and truly feels-good way for our fans to unlock cool new stuff, and support the development of Last Epoch so we can create great content in Eterra year after year.
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Will there be pay for power in Last Epoch?

No. We’ve been saying this from day one, and it won’t change. Pay for power, no matter how little of it is introduced, simply breaks the spirit of the game. We will not be offering a head start to those who pay more, we won’t be offering a battle pass stacked with power-based currency, or anything else that gives you a competitive advantage.

Every purchase in our shop will be purely cosmetic and entirely optional.
[/expand]

Supporter Packs

After the launch of 1.0 each new Cycle will bring with it a new set of supporter packs for our players to enjoy. With Rising Flames, we are kicking off our Pre-Launch Support Packs - the “Eternal” Series. These packs feature exclusive Portals, Backs, and Pets from each of the four Eras in Eterra.

When new supporter packs are launched, those packs will only be available during the current Cycle in which they were introduced. For the Eternal series, this timeframe will last from the launch of Rising Flames until 30 days beyond the launch of 1.0.

Supporter packs offer exclusive cosmetics to players joining us for a specific cycle (these items are not available in the shop). Once a given set of supporter packs retire, players will no longer be able to purchase those cosmetics. We will certainly give our community notice when a series of supporter packs are no longer available for purchase.



Supporter packs will be available directly through Steam, or through the in-game store which redirects to a Steam-purchase overlay. We also intend to have them available for purchase through our web store in the future.

Cosmetic Shop

The Cosmetic Shop will be available in-game either by using the hotkey (by default “U”), or through the menu. The in-game store will allow you to filter what kind of cosmetic you’re looking for, and provide you a large view of those items while browsing.

It’s also important to note that the items available in the Cosmetic Shop during this beta launch are only a small sample of what we intend to launch with future patches. This phase of the Shop is designed to gather and incorporate feedback from the community, work out any bugs, and provide an early look at the types of cosmetics players can expect. The Shop will be launching with only a select amount of Back, Portal, and Pet slot cosmetics. As you can see on the sidebar in the preview below, we intend on exploring other categories of cosmetics in the future, such as weapons and skill VFX.



Selecting an item will give you a larger in-game rendering of the item, with any related animations, as well as include a video of the cosmetic in action so you can be confident in what the cosmetic really looks like - all while browsing.



(Edit: We do apologize, these captures had an incorrect price listed for this particular item. We recognize that caused some headache. We have corrected the error from 250 EP to 165 EP for the Glacial Path portal)

Epoch Points

Previously called “Cosmetic Coins”, Epoch Points will be the primary method of acquiring cosmetics from the Cosmetic Shop. For many familiar with Cosmetic Shops, this should be a fairly familiar experience. Basically, EP provides a way to pre-load your account with funds for cosmetics, these points will be available to purchase cosmetics with at any point. Your already existing Cosmetic Coins will be displayed as Epoch Points - this is just a name change, not any difference in value or quantity.




Epoch Points can be purchased through Steam, and are automatically loaded onto your account. They will be available in the following denominations:

- 9.49 USD for 120 points
- 18.99 USD for 265 points (240 + 25 bonus)
- 49.99 USD for 755 points (630 +125 bonus)

Last Epoch and MTX

With the Cosmetic Shop Beta becoming available, we want to strongly reiterate our stance regarding MTX. We will not offer power or convenience as MTX. This has always been our stance, and we have no intention of changing it. We will not sell loot pets, we will not sell experience boosts, or dungeon keys, stash tabs, or anything of that nature.

It is important to note that we are building the Cosmetic Store as a way to support the long term development of an amazing ARPG we love - not the other way around. We want to ensure the game itself always offers the best quality of life features and conveniences we can create, and nothing is held back for monetization. We will also continue to push our standards for non-purchasable in-game gear models, animations, VFX, and everything else that makes Last Epoch look great.

Thank you all for joining us again for today’s blog post, as we get ready for Patch 0.9.1 Rising Flames, and we’ll be back tomorrow to talk about Weaver’s Will!
Last Epoch - EHG_Kain
Hello Travelers, and welcome to the second day of the Pre-patch Blog Post Hype Week!


Originally we were going to be talking about towns today, but in a Shyamalan-like twist, we're going to instead be covering the new Reaper Form coming in Patch 0.9.1 Rising Flames!


Reaper Form

Reaper form is getting a whole new visual overhaul to better match the theme with new robes, scythes, and VFX. We think the visuals can speak louder than words on this one.




With the flames rising on May 25th, you'll now be able to reap the fields of Eterra in style. Reaper form will now also use Reap when you transform, using the skill tree, allowing you to get into the fray right away.



0.9.1 continues our goal of improving our visuals in Last Epoch, getting things up to our current standards, and with this new Reaper Model, we continue to push Last Epoch into its 1.0 Era.

We'll share again here the original concept artwork which inspired this Transform, which I know I regularly keep as my own computer Background!



The Week Continues

Thank you all for joining us today for a quick look at the new Reaper Form coming in Patch 0.9.1 on May 25th, and we'll see you all again tomorrow for our next post of the Pre-patch Blog Post Hype Week as we talk about the Beta version of the MTX Store.
Last Epoch - EHG_Kain
Hello Travelers, and welcome to the first day of the Pre-Patch Hype week for Patch 0.9.1: Rising Flames!

Over the next week and leading up to the May 25th Rising Flames patch, we will be revealing and talking about most of the major features coming in patch 0.9.1. For today’s post, we’re going to be covering Ladders!



Ladders

Ladders help provide a sense of progression and accomplishment. Whether it’s competing with other players or just setting benchmarks for yourself, ladders offer the opportunity to create a tangible mark within Eterra.

With the launch of patch 0.9, and the addition of multiplayer, we needed to change how ladders worked as the data they were working with had changed quite a bit, and we also wanted to support new and better features with our ladder system. In patch 0.9.1 we will be introducing the first version of the revised ladder system. In Rising Flames, you will be able to track and share your progress through the arena, marking your highest arena wave achieved either solo or as a group. One of the biggest things we wanted our new ladders to support was improved integrity. As such, Ladders will only be available for online play.

Features

The new ladder will feature several categories for being able to track your progress against other players, and groups. While participating in the Endless Arena, each time you successfully complete a wave, your record will be entered into the ladder. The ladder is split between Softcore, Hardcore, Account Found, and Group Size. This means when comparing your progress against other players, you will always be looking at equal footing. You can also filter the ladders by Class to see how you stack up and see what skills others are running. Though to keep competition alive, full builds are not currently revealed through the ladder, so things like passive trees, skill trees, and exact gear setup can be kept as competitive secrets by participating players. With all these new ladders available, we’ve also redesigned the Ladder UI to help make it easier to navigate.



The full list of ladders that will be available with the launch of Beta Patch 0.9.1 is as follows:


  • Softcore
    • Solo (Account Found)
    • 1 Player
    • 2 Players
    • 3 Players
    • 4 Players
  • Hardcore
      Solo (Account Found)
    • 1 Player
    • 2 Players
    • 3 Players
    • 4 Players

The Future of Ladders

We previously mentioned one of our goals for the new ladder system was to expand its abilities. While in 0.9.1, the ladder will only track Arena Wave progress, we will continue to develop this in the future. The new ladder system will allow us to grow to monolith progression, experience tracking, corruption tracking, events, and potentially much more. We’re very excited to be bringing ladders back to Last Epoch in 0.9.1 Rising Flames on May 25th and the future opportunities Ladders will provide.

Make sure to check back in tomorrow on our socials for our next Pre-patch Hype Week post, where we’ll be covering Towns in 0.9.1!
May 10, 2023
Last Epoch - Hackalöken
Dungeons
  • Likely fixed a bug that caused players to be unable to enter the Boss Room of Dungeons.
  • We have spent many hours confirming this fix so we’re pretty confident it’s resolved but aren’t totally certain since the bug didn’t happen 100% of the time. Please let us know if this bug still happens for you after updating.
  • Fixed a bug where you could enter a Dungeon without consuming a key in some situations.

Monolith of Fate
  • Fixed a bug where echoes could fail to spawn enemies, including bosses or quest objectives, if Ring of Shields was active while loading the echo.
  • Emperor of Corpses' Soul Bomb now deals less damage the further you are from the center of the ability.
  • Fixed a bug where monolith modifiers could be duplicated. If a timeline had an impossibly high number of mods, those duplicated mods will be removed the next time you enter an echo in that timeline.

Gameplay
  • Fixed a bug where using traversal skills while you had certain other skills on your bar (including Summon Skeletal Mage) caused a stutter to build up with each use, resulting in a game freeze after enough uses.

Notes
Thank you all for continuing to report bugs and engage in the community. As you’ve probably heard, we’re gearing up for our next content release on May 25th, so we’re shifting focus towards finishing that update.

We are still working on bug fixes in the background as well, but they’re likely to be included in the 0.9.1 content update rather than a hotfix to 0.9. But, we can still make hotfixes if necessary.

One bug we’ve recently become aware of is if you delete an Offline Character Found character and then load or make another character, progress will not be saved. If you restart the game after deleting the Offline Character Found character saving will work properly. We’re working on a solution for this.
Apr 27, 2023
Last Epoch - Hackalöken
Gameplay
  • Fixed a bug where Temporal Shift could sometimes cast a second time after being used once, resulting in getting sent back to the era you were originally in.
  • Fixed a recent bug where targeted abilities such as Lunge or Smite could fail to cast if they were the first ability you used in a scene.
  • Fixed a bug where it was possible to target enemies that had yet to emerge with Lunge. Doing so would result in being unable to move after using Lunge.
  • Fixed a recent bug where offline characters would have 0 potions when loaded rather than their maximum amount of potions.
  • Fixed a bug where some breakable objects in various scenes continued to obstruct movement after they were destroyed in online play. This also sometimes caused players to get stuck in place, unable to move. The fixed scenes include The Maj’elkan Catacombs, The Rustlands, The Altar of Flesh, The Dragons' Grotto, and The Rotting Hoard. Please make a Bug Report if you still run into this.
  • Fixed a bug where enemies could be pushed around in Online by walking into them.
  • Fixed global conditional damage properties not working (except for unlimited damage per stack of ailment effects, which already worked). These effects are fixed:
    • More Spell Damage to Ignited Enemies on Soulfire
    • More Throwing Damage to Bosses and Rare Enemies on Bo's Anarchy
    • More Fire Hit Damage to Ignited Enemies on the Arcane Flames node on the Mage passive tree
    • More Void Damage to Stunned Enemies on the Shifting Power node on the Volatile Reversal tree
    • More Melee Damage per Bleed (up to 30 stacks) on the Wounded Prey node on the Summon Bear tree
    • More Damage per Poison (up to 30 stacks) on the Envenomed Prey node on the Summon Scorpion tree
  • You can no longer type in the chat windows when you have chat disabled.

Skills and Passives
  • Base Skeletal Mages now use a new ability called Dread Bolt rather than a version of Hungering Souls.
  • Normalized the damage and cast speed of Skeletal Mage projectiles. Previously the Hungering Souls used by regular Skeletal Mages was much slower and weaker, while the attacks from Cryomancers and Pyromancers had hidden modifiers to cast speed and damage which made it difficult to understand their power.
  • Dread Bolt: 30 base damage and 150% damage effectiveness, 50% chance to apply Damned on hit, no longer applies Possessed (which had a stack limit and could overwrite a player's stronger Possessed ailment). Dread Bolt now also has a higher projectile speed and does not have homing.
  • Cryomancer's Ice Shard: 30 base damage and 150% damage effectiveness (previously 12 and 100%, with 90% more damage).
  • Pyromancer's Fireball: 34 base damage and 170% damage effectiveness (previously 25 and 125%, with 40% more damage).
  • All three now have the same cast speed, slightly slower than Pyromancer's Fireball used to be.
  • This should result in close to the same DPS for Fireball and Ice Shard, and much higher DPS for Dread Bolt.
  • Increased the projectile speed of all Skeleton Archer projectiles.
  • Fixed a bug where Rampage's Intimidating Cry did not require Roar to be on your action bar in order for it to trigger Roar. The description of this node has not yet been updated to specify that Roar must be on your bar.
  • Fixed a bug where Void Knight's Void Well passive had no cooldown. It now has a 3 second cooldown (from 10 listed, none actual) and sets you to 30% of max mana (from 20%).
  • Fixed a bug where Sacrifice's additional chains from Catalyst of Horror and Sanguine Libation were not additive with each other, resulting in 2 fewer chains than intended while any points were invested in Sanguine Libation.
  • Fixed a bug where Sacrifice consistently chained to 1 fewer minions than intended (this is in addition to the other fix).
  • Fixed Bow Puncture snapping to targets more intensely than other bow skills.
  • Fixed a bug where Arcane Momentum's stacks displayed were incorrectly. This is only a display change.

Items
  • Fixed a bug where Fragment of the Enigma gave 2 Lightning Damage for Spark Charge per 10 max mana instead of the stated 2 Lightning Damage for Spark Charge per Intelligence.

Visuals
  • Updated the visual effects for the Mortar abilities used by Skeletal Mages.
  • Updated the visual effects for fireballs cast by Pyromancers (Skeletal Mage).
  • Updated the visual effects for all Skeleton Archer projectiles.
  • Fixed various visual bugs with the poison cone attack used by Scalebane Casters.
  • Updated the indicator visual on the ground for Soul Spire attacks.
  • Fixed broken particle effect visuals in Soulfire Bastion.
  • Fixed a bug which caused part of the visual effects of some skills, notably Lunge, to play at an incorrect place (usually offscreen).
  • Fixed visual effects applying to item models on the ground.

Enemies
  • High Speed and Crit Chance Until approach monster mod changes
  • Fixed a bug where the mod's vfx were invisible online.
  • This mod's effects and vfx now start when the monster is engaged rather than when it spawns
  • Fixed a bug where the Less Damage Taken From Distant Enemies monster mod's vfx were invisible online.
  • Fixed a bug where the Shade of Orobyss's blood orbs did not visually seek out targets in online play, causing them to hit players unexpectedly.
  • Fixed the Void Amalgamation’s melee attack visual appearing further away from itself than intended.
  • Improved the visuals of the Void Amalgamation’s melee attack.
  • Fixed a bug where Voidwings could be invisible in Online mode.
  • Fixed Cremorus’ weapon appearing solid white.
  • Fixed the Void Fiend not having an outline and being visible before emerging.
  • Reduced the chance for larger splatter visual effects when hitting rapidly, but made that decreased chance fall off sooner than previously. This will result in fewer large splatters when hitting rapidly, but more large ones when having multiple seconds between hits.

Optimization
  • Fixed a bug where Arcane Ascendance with the Acuity node could cause severe latency problems while on your skill bar.
  • Greatly improved the performance of these minion projectile abilities:
    • Skeletal Mages now use Dread Bolt which performs better than Hungering Souls
    • Cryomancer (Skeletal Mage) Ice Shards
    • Pyromancer (Skeletal Mage) Fireballs
    • All Skeleton Archer attacks
    • Thorn Totem Thorns
  • Fixed a bug where When-Hit VFX were playing more frequently than intended, causing some performance issues.
  • Improved the performance of Spire abilities.
  • Improved (reduced) how much RAM game servers use.

Notes
Again, thank you all for being active in giving us bug reports and feedback. While we’re shifting more of our focus to new content for 0.9.1, we still plan to release more fixes before 0.9.1 releases. We’ll prioritize widely reported and/or critical bugs, and lower priority fixes and improvements might come with 0.9.1 instead.

Some things we’re currently working on:
  • Dungeon boss doors not always working (we apologize for this taking so long)
  • Monolith Echoes occasionally breaking when playing as a Forge Guard
  • Using a skill you don’t meet the weapon requirements for locking you in an animation
  • Rubberbanding, latency and performance problems
  • Monitoring for any other ability use problems
Apr 17, 2023
Last Epoch - Hackalöken
This update fixes a regression in Spirit Plague, addresses a pre-existing bug that could affect the Emperor of Corpses fight, and improves our performance data collection. We’re still working on bug fixes and general improvements as mentioned in out 0.9i post. Thanks for continuing to make bug reports and participate in our community.

Changes
  • Fixed a bug where players could push enemies in Online mode by walking into them. This could cause positions to get out of sync between the client and server, for example in the Emperor of Corpses fight.
  • Fixed a bug where Spirit Plague’s Rotten to the Core node could not be allocated.
  • Improved performance data collection on servers to aid in optimization efforts.
Apr 13, 2023
Last Epoch - Hackalöken
This update fixes a few regressions that were introduced by 0.9i. We are monitoring for any other bugs that are new to this update, and otherwise our priorities are the same as in our last post. Thank you for your patience and for reporting bugs.

Bug Fixes
  • Fixed a bug where channeled abilities did not work in Offline if they were not assigned to the first action bar slot (Q by default).
  • Fixed Disintegrate being invisible when converted to Fire or Lighting (the default visual worked).
  • Fixed a bug where items that dropped while item labels are hidden (Z / Alt-Z) would still be hidden after turning item labels back on.
Apr 12, 2023
Last Epoch - Hackalöken
Monolith of Fate
  • Restored The Rotting Hoard’s boss arena to its original size so that the Emperor of Corpses’ Soul Bomb attack can be avoided properly. Additionally, the damage of Soul Bomb has been increased back to the very painful amount it used to be.
  • Fixed a bug where leaving a completed monolith echo via a town portal created before completion would grant rewards without applying the modifier from that echo. It now applies the modifier as well.
  • Fixed an issue in Fallen Harbour echoes where one spire could spawn slightly out of bounds, making it unreachable for some builds.
  • Fixed an issue in Boreal Forest echoes where two spires could spawn right next to each other which looked and felt weird.
  • Fixed the shop inventory in Echo of a World never refreshing/refilling.

Gameplay
  • Changing the behavior of the left mouse button now properly works in both Online and Offline mode.
  • The attack used for breaking barrels is now distinct from the regular basic attack. It is faster by default, does not scale with attack speed, and uses a more appropriate animation while you have a bow equipped.
  • Fixed a bug that caused certain damage multipliers based on ailments to not grant their damage bonus. The affected nodes and items were:
    • Abyssal Echoes's Embrace the Darkness
    • Arcane Ascendance's Chronoclasm
    • Firebrand's Inferno
    • Hungering Souls's Inspired Hunger
    • Summon Sabertooth's Snow Stalker
    • Summon Scorpion's Shock and Claw
    • Volatile Reversal's Food for Wyrms
    • Warcry's Horrifying Cry
    • Firestarter's Torch
  • Fixed a bug where when continuously using an ability all uses after the first would be delayed slightly on the server based on your ping. This caused the creation of their visuals to be slightly out of sync with the animation.
  • Fixed a bug where in both online and offline if you clicked to use an ability then clicked again to buffer another ability use, but clicked to move before that second ability use started, it wouldn't cancel that second ability use.
  • Fixed a bug in online where if you held down the move button and then used two abilities in succession, where the second was a reactive ability such as teleport or snap freeze, the second ability would be instantly canceled by movement, but would still go off on the server.

Skills
  • Updated many base skill icons, skill tree icons and passive tree icons throughout the game. This should create a higher quality and more thematic experience of browsing through skill trees and passive trees.
  • Fixed a bug that caused skill levels and available skill points to display incorrectly in many situations when the player had a source of additional skill level from items.
  • Fixed the elemental conversion / damage type icons in the skill trees window not showing in Online mode.
  • Fixed a bug in online play where Druids could not switch the abilities on their action bar while transformed.
  • Fixed a bug where moving to a new zone in online mode would cause a previously summoned Abomination to be resummoned as if it had not consumed any minions.
  • Fixed Tempest Strike having a missing texture (pink blocks).
  • Fixed a bug that caused Forgemaster node in Forge Strike to not spawn axes.
  • Fixed a bug where Rip Blood's second Blood Splatter could apply Bone Curse through Cursed Limbs when triggered by Crimson Enlightenment.
  • Static Orb's baseline effect of more damage and increased area based on distance traveled now also applies to Charged Ground.
  • Fixed a bug where the area increase from Static Orb's Storm Burst node did not apply to Charged Ground.
  • Charged Ground now has the area tag, and its description states that it benefits from Static Orb's damage and area bonus per distance traveled.
  • Improved Blood Splatter's hit detection, fixing problems where it would sometimes not hit targets it should have.
  • Updated the visual effects for Thorn Totem’s Rotten Core node.
  • The Pillars of Heorot node for Thorn Totem now converts 100% of Physical base damage to Cold (from 50%) and increases Freeze Rate to 30 (from 15).
  • Removed Thorn Shield's slight priority for targeting players over minions, and mobile minions over immobile minions, which we introduced in 0.9g. This was removed to avoid the negative impact it had on builds that target minions with Thorn Shield.

Dungeons
  • Fixed a bug that prevented some players from entering Dungeons. The key was consumed and you could access the lobby, but the transition into the dungeon itself did not appear.
    • We are aware that players can sometimes not interact with the boss door at the end of Dungeons (the window to continue does not appear when you click). This seems to be more likely to happen to players that are by themselves. If this bug happens to you, joining a party should fix the problem. Otherwise, relog and try again. We are working on a fix for this.
  • Fixed a bug that could cause Julra to fail to drop a boss-specific unique item or exalted item.

Item Visuals
  • All loot now has an animation when it drops to the ground.
  • Updated all loot models on the ground. They are more performant and look better.
  • Added a generic bag model for small items such as jewelry, relics, and belts, and an idol model for idols.
  • Updated all visual effects for items and gold on the ground, i.e. the vertical colored beams.
  • Exalted items now have their own visual effect, rather than using the effect for rare items.
  • Added a visual effect to potions on the ground to make them more noticeable in combat.
  • Updated visual effects for all chests being opened.
  • Added a special visual effect for the chest in Echo of a World.

Uniques
  • Fixed a bug where item effects that relied on switching to or from a moving state didn't work in multiplayer. This fixes mods on the following uniques:
    • Stormtide
    • Transient Rest
    • Flight of the First
  • Orchirian's Petals and Ashes of Orchirian now sell for 144 gold, from 250. If you know, you know.

Quests
  • Fixed a bug where the time rift to The Ancient Cavern would not re-open if you returned to The Precipice.
  • Fixed a bug that caused multiple “you are here” markers to show at once when zoomed out on the Imperial Era world map.
  • Fixed a bug that could cause players to be unable to start the wave fight in The Risen Lake if another party member completed the fight while they were not present.
  • Fixed a bug where you could still talk to Rouj Zabat after he died.
  • Added a work around to prevent Chapter 7 quests being uncompleteable if you skipped around during party play (the quests will be completed when moving on to Chapter 8).
  • Fixed a bug where the sidequest in Etendell could get stuck on the “Defeat Winged Fire” objective if you killed the Siege Golem before the Winged Fire.
  • Adjusted the Sirens and Sailors and To Shell With It quests to prevent situations where killing the enemies available in the zone was not enough to complete them.

Animation
  • Fixed a bug where if you left a form while walking your character would slide in human form instead of playing a walk animation.
  • Fixed a bug where if you left a form while using a 2h weapon your character would hold it like a 1h weapon and use 1h weapon animations.

Enemies
  • Fixed a bug where the indicator for Haruspex Orian’s stab attack wasn’t always lined up properly online.
  • Fixed a bug where the indicator for Argentus' ice spear stab wasn't always lined up properly online, and the skill itself was not shown.
  • Updated the visuals and sound for Bitterwing’s ice breath attack.
  • Fixed a big lightning particle effect being left on screen when Meruna Ogres died.
  • Fixed a bug where Void Horrors that spawned from Beacons didn't have hit or death flash.

Sound
  • Unique, Set, Exalted Legendary Items and high rarity crafting materials now have new drop sound effects.
  • All other items now have revised sounds for when they drop.
  • Monolith chest now has new looping and open sound effects.
  • Updated ambient sounds throughout Chapter 3.
  • Fixed the wrong music playing in The Courtyard.
  • Fixed Admiral Harton’s voice lines being too loud in the Immortal Citadel.

Login
  • Fixed a bug which could cause an LE-51 error during login, preventing access to the game for some players.
  • Increased the character limit for entering an email address when starting the game for the first time.

Optimization
  • Improved the performance of Volatile Maw’s explosions.
  • Improved the performance of Meruna Ogre abilities.
  • Improved the performance of Bitterwing enemies.
  • Improved the performance of Upheaval.
  • Reduced the file size of some textures, slightly reducing the game’s install size.
  • Fixed a small memory leak, improving the performance and stability of long game sessions.

Notes
Thank you for posting bug reports and feedback. We plan to continue releasing bug fix patches at this pace for at least a few more patches. We do have team members that are working on new content that we plan to release in 0.9.1, rather than these bug fix patches, but we don’t have anything to announce about that yet. However, most of our developers are still working on fixes and improvements rather than new content. Some of these projects are longer term than others.

In terms of fixes and improvements, here are some of our priorities:
  • Improving server and client performance. Poor performance on either side can lead to some types of lag, among other problems.
  • Maintaining game server and service stability.
  • Monitoring for any data loss. We are confident that our online systems have stabilized but we’re still looking out for it.
  • Fixing gameplay and systems bugs. We read through reports from you, the community, and we are also constantly doing our own testing.
    • This includes the dungeon boss door bug mentioned above.

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