Last Epoch - EHG_Kain
Patch 0.9.2 - Runes of Power releases in just 7 days! Over the next week we'll be going over all the big new features coming in Runes of Power leading up to the Patch Notes on September 5th. We'll be covering the next mastery to reach Eterra: The Runemaster, a new Base Mage Skill, Rune Prisons and Experimental Items, One-shot and Lost Caches, a new Crafting Mechanic, a peek at some new Unique Items, and more progress in our ongoing efforts to improve Last Epoch’s visuals!

Gamescom

We're exhausted. The good kind of exhausted that only whirlwind adventures can provide. In case you missed the news, last week we traveled to Cologne, Germany for Gamescom - the biggest stage in gaming. We were excited to introduce the Runemaster, who is featured in today's blog post, on that stage. For many of us it was the first time attending a convention of this scale and meeting each other face to face. We experienced the joy of those playing the game for the first time, we spoke in great depth with existing fans, and even strengthened our bonds as a team. We were honored to work (and play) alongside Maxroll ( Lonestar_McFluffin, Terek, and Lizard_IRL), Aaron ActionRPG, and Rhyyker. With their help we were able to show off Last Epoch to a whole new audience. We would like to extend our deepest gratitude to them for making it a memorable Milestone in our history. We wish it could last forever, but the ephemeral nature of time is what makes those moments so special. Now with our eyes on the future, we are incredibly excited to bring you 0.9.2 - Runes of Power.

Localization



Seeing so many amazing fans show up to our booth in Germany is a perfect segue to our first feature to mention coming in Runes of Power - Localization. Patch 0.9.2 will be releasing translated into eight languages in addition to English: Simplified Chinese, French, German, Korean, Polish, Brazilian Portuguese, Russian, and Spanish!

We wanted to get localization into our community's hands before 1.0 so we could have time to get feedback from our global player base on it, and get it as clean as possible for 1.0. We are happy to say that we will be including this feature in patch 0.9.2. Our community has been the biggest part of what makes Last Epoch what it is from its very beginning, so being able to support an even larger community across the world is an amazing milestone to reach, and we're super excited to see all the new players joining the fray in Eterra.

We know there are a lot of intricacies in an ARPG where wording is critical and we want to make sure that comes across as much as possible for everyone in our community. We have been working closely with translators over the last year to make as many translations hit the mark as possible. We also know no one could know the subtleties and nuances of game mechanics better than our own players, and we look forward to continuing to improve localization in Last Epoch with help from all of you!

The Runemaster

Of course, what we’re all excited about since the reveal at Gamescom - the Runemaster! The third and final Mage Mastery, and the latest Mastery to join the ranks, the Runemaster provides the greatest opportunity for customization and skill expression to date with Runic Invocation. With the Runemaster’s mastery skill, Runic Invocation, you will passively gain Runes each time you use an ability: Heo, Rah, And Gon runes, representing Cold, Fire, and Lightning respectively. At any point you can invoke these Runes using Runic Invocation to cast one of 40 different invocations based on which runes you have active, and in what order they were generated. The Runemaster also has the ability to generate, benefit from, and consume runes with other abilities depending on how you choose to specialize. The new Passive tree continues to build upon our latest passives designs with threshold nodes, and even new mechanics such as dynamic defensive stats.

As a savant, weaving the power of the raw arcane, infusing magic into offensive and protective wards, we wanted to create a class which could deliver a large depth of mechanical play. We felt this was a playstyle ripe for exploration within Last Epoch. One where in combat, each decision and ability used could impact the course of the fight individually, and create large payoffs for active decisions on controlling enemies and choosing how to approach a fight. With this in mind, the Runemaster offers several methods for area denial and enemy control with Frost Wall, Glyph of Dominion, and several of the available outcomes of Runic Invocation.



When we originally envisioned Runemaster, we had also looked at “Golems” as part of the Mastery, and we don’t want to leave out mentioning them. These weren’t to be traditional minions, but rather arcane constructs which could be invoked by the Runemaster. When designing the specific interactions and diving into the gameplay of Runemaster, we made the decision that the focus should be on the Runes and Area Control. With the amount of depth, and complexity already offering such a strong playstyle for Runemaster, we found having pseudo-minions muddled the gameplay of the mastery too greatly. That being said, we also didn’t want to leave out the theme of arcane constructs entirely, so you can still find ways to generate constructs as a Runemaster. Rune Bolt can create Runestones which automatically cast Runebolt for you, and the Hydrahedron Invocation creates a construct which lobs balls of molten fire at nearby enemies. These constructs act as an extension of yourself, scaling with your own stats rather than with Minion stats.

The goal with the Runemaster is to be easy to approach, and have a large amount of depth to master and power to wield. While Runemaster is designed to offer great depth in mechanical play opportunities, we also want to make sure that every mastery is still approachable and easy to get into. A good example of this is the Runemaster spell “Rune Bolt”, which casts piercing elemental projectiles. This spell supports being used to manipulate specific rune generation, while being powerful and versatile enough to be a primary ability on its own in a “low cost spam” setup. Whether you just want to quick-cast single elements for three of the same Rune, establish a specific pattern of Runes, or adapt your Rune usage on the fly to get the absolute most out of the Mastery, The Runemaster has you covered.

Runic Invocation



The Runemaster’s Mastery Skill, gained the moment you gain your Mastery, Runic Invocation is at the very heart of the class. By invoking Runic Invocation with any number of Runes generated from other elemental abilities, Runic Invocation will consume your current runes to cast one of its forty corresponding invocations.

Generate three Rah (Fire) Runes, and unleash Aergon’s Greater Fireball, creating a massive fiery explosion, dealing fire damage, and applying spreading flames to all enemies hit in a large area. By generating Rah, Gon, Heo (Fire, Lightning, Cold), you can invoke an Antipode of Mesembria, a rune stone which destabilizes over time eventually pulling in surrounding enemies followed by a massive explosion. Or perhaps a more defensive move is in order? Generate Heo, Rah, Heo (Cold, Fire, Cold), and surround yourself in an explosive shell of regenerating Ward with Reowyn’s Frostguard.



Flame Rush

Flame Rush adds a new Traversal ability to the Mage’s Toolkit. Available to all masteries via the Runemaster passive tree, Flame Rush turns you into a hurling ball of fire, gaining damage reduction and exploding at the end of the movement. Channel the ability to its fullest and you’ll gain up to 150% increased area and damage when you release the ability.

As a Runemaster, you will generate Runes while channeling abilities, making you ready for the next Invocation once you arrive at your destination. Flame Rush can also be specialized to automatically trigger your invocation at the end of the traversal for a very impactful arrival. Flame Rush can also be converted to either Lightning or Cold, matching the elements you need for your build and giving the Runemaster greater control over Rune generation.



Frost Wall

Frost Wall is the second ability you can unlock in the Runemaster tree, and alongside Flame Rush will be available to all Mage Masteries should they chose to invest in the Runemaster Tree. Frost Wall erects a sheet of chilling winds, freezing and dealing Cold Damage over Time to enemies which cross it. With Frost Wall, we aimed to reinforce the Runemaster’s ability to control enemies and aid allies with thoughtful positioning.

Frost Wall can be further specialized to apply beneficial effects to allies, or even to other spells passing through them. You can also convert Frost Wall to either Fire or Lightning to match your elemental style and provide their own positive effects, such as more damage over time. Frost wall offers extensive ways to control enemies and provide great payoffs for positioning.



Rune Bolt

Rune Bolt is the Runemaster’s “bread and butter” spell. Rune Bolt allows you to steadily fire piercing projectiles of Cold, Fire, and Lightning, rotating through the elements. We wanted to offer all Runemasters a skill which was easy to get into, and fill the role of something that was “spammable”. With a low mana cost, ability to generate resources, and ability to generate all Rune Types, Rune Bolt provides a go-to ability for the Runemaster.

Within Rune Bolt’s Tree you can modify the ability to focus on its own projectiles - adding additional projectiles, making them home in on enemies, and even explode on contact dealing area damage. Alternatively, specialize Rune Bolt’s ability to generate runes and resources to make it a supporting skill for a larger build setup. Rune Bolt gives Runemaster many ways to control the flow of combat.



Glyph of Dominion

The final skill unlocked as a Runemaster is Glyph of Dominion. Placing a growing rune on the ground, dealing damage over time, culminating in a large explosion dealing damage to all enemies within it, Glyph of Dominion allows you to punish enemy positioning. With Glyph of Dominion, we wanted to focus on the area denial aspect of the Runemaster.

To accomplish this, Glyph of Dominion can be specialized into taking greater advantage of enemies within it - dealing more damage to enemies that have shredded armor or are slowed, or adding a chance to stun enemies each second they are within it. You can also specialize to make Glyph of Dominion a haven for yourself and allies, offering defensive benefits such as ward generation, resistances, and even an additional 30% cast and attack area of effect while being dangerous for enemies to approach.

Our goal with this ability is for Runemasters to be able to either take advantage of enemies positioning, or empower their own positioning. With the Runes of Disintegration node you can also generate ward per second and gain more damage to Disintegrate for those wanting some more laser beam action.



A new Mage Skill?

We’re extremely excited to get Runemaster into everyone’s hands on September 7th. With a whole new level of opportunity for mechanical play, we can’t wait to see what kinds of builds everyone manages to come up with. Alongside the new Mastery, making Last Epoch available to so many more players in their native language, means we have an opportunity to get feedback and continue building on Last Epoch for an even wider community!

Tomorrow we’ll be back looking at another, as yet unmentioned Mage Ability, which is going to be arriving with Patch 0.9.2 - Frost Claw! Until then, may Eterra watch over your travels.
Last Epoch - kyles
Changes
  • Made some configuration changes in advance of the Server Maintenance scheduled for tonight.

Server Maintenance
As announced last week:
We will be performing some Server Maintenance today, Monday, August 21st. This will require our servers to be unavailable for approximately 12 hours. Offline mode will still be available during this time.

This maintenance period is expected to run from August 21, 2023 10:00 PM to August 22, 2023 10:00 AM (US Central Time)

Edit Aug 22 11:20 AM Central
We’re investigating an issue that has occurred after this maintenance. We’re brought matchmaking down, meaning you can’t join new servers, and some players may be kicked. Offline is still available. We'll provide an estimate when able.

Edit Aug 22 2:47 PM Cental
Online play is back up now. Apologies for the lack of updates in the meantime, we weren't able to give an accurate estimate in the middle of it.

Edit Aug 23 1:58 PM Central
We've re-deployed the Windows client build for this update to resolve some issues causing Dungeons to not work properly.
Last Epoch - Hackalöken
Bug Fixes
  • Fixed a bug introduced by 0.9.1d which sometimes caused loading into Imperial Era Monolith Echoes to fail. Verifying game files did not fix this.

This issue was caused by a gap in tooling: issues like this should absolutely be caught by our own internal systems before ever making it to players, and we are working on making sure this issue does not happen again.

Otherwise, our priorities are the same as described in our 0.9.1d post.
Last Epoch - Hackalöken
Bug Fixes
  • Fixed a race condition introduced by 0.9.1d which caused players to sometimes be disconnected after loading a zone.
Last Epoch - Hackalöken
Changes
  • Improved how dynamic Solar Invaders (archers) are in combat:
    • Increased how much and how frequent they move between attacks.
    • Added another short fleeing state that can happen more often, not just after taking a lot of damage.
    • Reduced their kick damage by 25%.
    • Reduced their arrow damage by 11%.
  • Majasa’s Blood Pools tick 4 times per second from 5 and deal 10% more damage per tick (resulting in 12% less damage per second). The ticks now always show damage number and hit vfx, so that it's clearer that they're dangerous
  • Immobilized enemies no longer start using movement skills (immobilizing an enemy will not interrupt a movement skill in progress).
  • Improved internal performance telemetry to assist our server optimization efforts.
  • Overhauled the mechanics and visuals of Soul Cage and Soul Warden enemies.
    • Added new on-hit particle, hit flash and death flash visuals for Holy Fire, Holy Lightning and Blood abilities.
  • Previously these visuals would look the same for all abilities of a given damage type. Now a Physical ability can use Blood visuals instead, for example.
  • Added new loading screen art for Lake Liath zones, Divine Era Maj’elka zones, and various Imperial Era zones.
  • Updated frozen breakables in the Tomb of Morditas.
  • Added new emerging sound effects for spider enemies.
  • Updated the vocal sounds for all Osprix enemies to match the new sounds added for the Chapter 1 rework.
  • Added new sounds for Basic Attack that change with weapon type.
  • Updated the Game Guide to add region selection and the Sanctuary of Eterra.
  • There is now a confirmation prompt when purchasing a cosmetic with Epoch Points.

Bug Fixes
  • Fixed the game stuttering when spawning new enemy types in Arena starting in the second Arena layout of the run.
  • Fixed a bug where the Sanctuary of Eterra window did not close after being used, allowing it to be used several times and causing it to block the screen.
  • Portal cosmetics now apply to the portals you open after completing an Echo.
  • Fixed a bug where item visuals and cosmetics would sometimes disappear after transitioning to a new zone.
  • Fixed a bug where visual effects could project on top of some cosmetics.
  • Fixed a bug that caused some "when landing" effects in Fury Leap's skill tree such as Frenzied Onslaught, Wings of Endurance and Battle Bloom to not apply to Maul with Werebear Form's Skull Crusher allocated.
  • Fixed a bug where Earthquake's Aftershock did not scale with strength, and also incorrectly said it receives 40% increased damage per point of strength. It receives 4% increased damage per point of strength.
  • Fixed a bug where Spirit Thorns did not apply ailments to enemies hit by more than one Spirit Thorn.
  • Fixed a bug where when using Avalanche’s Precision node, the skill appears to not properly cast at the location of the Player's cursor after the initial cast.
  • Fixed a bug where the visual for Lightning Blast and Lightning Smite would appear twice (once in its previous cast location).
  • Fixed Bone Golem’s leap attack having a firey ground effect visual.
  • Fixed Manifest Armor not having an outline in Online mode.
  • Fixed a bug where lightning wolves' unique appearance would be reverted to the regular summoned wolf visual when they were hit.
  • Fixed rare Void Despair enemies not having a visual effect for changing their triple projectile attack.
  • Fixed a bug where the Ice Breath from Frozen Wolf enemies cast in the wrong direction in Online mode.
  • Changed the positioning of off-hand weapons for Sentinels to prevent clipping.
  • Fixed Humming Bee uniques facing the wrong direction when in your Offhand, and being invisible when used as an Offhand for Mages.
  • Fixed a bug where quest item drops in the Council Chambers would happen for all players present in the zone, but would only happen once. If a player joined the zone later and tried to turn in a quest, they wouldn’t get the item.
  • Fixed a bug where players could rarely be in 2 parties at the same time, causing various buggy behavior with party functionality.
  • Added a quest progression failsafe for the first Blood, Frost and Death quest echo: you can skip talking to the first Wengari if needed.
  • Fixed the world map showing that the Fortress Gardens has a waypoint, when it does not.
  • Fixed a bug where there was no quest pulse leading you to speak to Balthas in The Summit.
  • Fixed a bug where Orian’s entrance animation could sometimes play while he’s off screen in The Summit.
  • Fixed the world map not fading nicely when switching between eras.

Notes
Thank you to everyone who is continuing to report bugs and provide feedback, we really appreciate it. At this point our designers are primarily working on content for our next major update, but as you can see we are still dedicated to bug fixing and polish.

One initiative that isn’t visible in the patch notes is that we have an internal team dedicated to improving performance, particularly on the server side. There are significant technical changes underway that will have a big impact, but we’re still in early stages. We’re also working on reducing zone transition times.

Besides that, here are some specific changes we are working on. We’ll keep looking through your reports to pick other things to fix as well.
  • Chat sometimes re-enables itself - also it says “Chat is Disabled” when it actually isn’t.
  • Rarely, a failed attempt to transition to another zone can become completed after loading a different character.
  • Summoned Spriggans don’t gain the Cold Minion tag when cold converted.
  • The Journey To Maj’elka quest does not advance when talking to the Nagasa in Soreth’Ka. You can move to the next zone without talking to them, however.
  • You can get stuck in place if you join the Sanctum of the Architect after the fight starts.
  • Further Ambush encounter and Chapter 1 enemy scaling changes.
Last Epoch - Hackalöken
Bug Fixes
  • Fixed Item Linking not working. Press ctrl + right click to link up to 3 items in a chat message. Open the chat window and hover over a linked item to view it.
  • Fixed a bug where Weaver's Will items upgrading caused a performance stutter.
  • Fixed a bug where parties would sometimes incorrectly use US East for their server region rather than the desired region.
  • Fixed a bug where the Burning Daggers created by Cinder Strike's Firebreathing were not affected by the Pillager's Gold unique.
  • Fixed a bug where the Increased Chance to Find Potions affix had no effect. This stat only worked when provided by the unique affixes of The Scavenger and Melvern's Writ or by passive tree nodes. This bug also impacted the Pillager’s Gold unique.
  • Fixed a bug where Spirit Plague's Rotten to the Core node could not be allocated.
  • Fixed a bug where Cinder Strike’s area of effect was not increased by its Blast Wave node.
  • Fixed a bug where Volatile Zombie's Necromantic Fervor also gained the benefit of the Vital Ward node without allocating it, and Vital Ward still gave the health gain from Necromantic Fervor when allocated.
  • Fixed ground visuals projecting on top of Storm Crows.
  • Fixed a bug where The Shrouded Plateau was missing terrain in some areas.
  • Fixed the prices for Epoch Points in the store always displaying in $USD, rather than your local currency in Steam.
  • Fixed the polearm visual variant of Multistrike and Vengeance being rotated incorrectly.
  • Fixed a visual issue with Voidtouched Archivist’s Ice Mortar and Voidfused Armor’s sword attack.
  • Fixed Wraith and Volatile Zombie minions from party members having minimap icons.

Changes
  • Improved AFK detection: interacting with the UI, pressing buttons, etc. will prevent you being flagged as AFK. The time before being kicked has also been increased to 20 minutes.
  • Because the Increase Chance to Find Potions affix was having no effect before, we're being cautious with the total amount that it can give. The maximum value at T5 has been reduced to 60% (from 70%) and the maximum amount at T7 has been reduced to 120% (from 140%). Additionally it can no longer roll on rings and any existing potion drop rate affixes on rings have been changed to armour affixes (the armour affix can still not roll on rings naturally).
  • Reduced Bolroth Stomp hitbox size especially at the sides of the Bolroth.
  • Bolroths now stop turning (finalize target) 0.35 seconds into their Stomp attack. Previously they could turn right until the end.
  • Regular enemies in Monolith Ambushes gain 15% more health (from 10% more damage and 5% less health).
  • Bosses in Monolith Ambushes gain 5% more damage and 5% less health (from 10% more damage and 5% less health)
  • Minibosses in Monolith Ambushes gain 20% more damage and 150% more health (from 40% more damage and 150% more health)
  • The Osprix Monolith Ambush contains 1 fewer lightmage.
  • Added final 2d art for Pillager's Gold, Ambitions of an Erased Acolyte, and Gambit of an Erased Rogue.
  • Improved the quality of the preview images for the Soul Eater cosmetic armor set.
  • Updated the Game Guide and tooltip for Corruption to mention the Sanctuary of Eterra.
  • Baby Scorpions no longer have minimap icons.

Notes
  • Thank you for continuing to report bugs; we keep an eye on everything that comes through the Forums. Here’s much of what we’re currently working on fixing or improving:
  • Chat sometimes re-enables itself - we’ve found that this is caused by joining or leaving a party or town server (because this joins/leaves a chat channel).
  • Rarely, a failed attempt to transition to another zone can become completed after loading a different character.
  • Further Ambush encounter scaling changes.
  • Adjusting new Chapter 1 enemies that are problematic when scaled to Endgame.
  • The window for reducing corruption in the Sanctuary of Eterra does not disappear after being used.
  • Maul with the Skull Crusher node is not affected by some “when landing” effects in Fury Leap.
  • Shield Bash fails to cast sometimes when you have increased attack speed.
  • Summoned Spriggans don’t gain the Cold Minion tag when cold converted.
  • There isn’t a quest marker prompting you to walk to Balthas after defeating Orian and Emberwing in the Summit in Chapter 1.
  • Cosmetics and armor visuals are sometimes invisible (usually fixed by re-equipping or going to the next zone).
  • Echo Completed portals don’t use equipped Portal cosmetics.

Edit: Starting about 2.5 hours ago, a number of our servers in US-West are experiencing connection problems to our online infrastructure, causing very long load times or entirely failed transitions. Changing to another server region will bypass this issue while we work on a fix.

Edit 2: We have made a change that seems to resolve the problem. Monitoring is still in place and we will re-assess tomorrow if necessary.
Last Epoch - Hackalöken
Changes
  • The waypoint for Crumbling Ruin now unlocks as soon as you complete the Shard quest in the Keeper’s Camp, allowing you to continue the campaign even if the transition to Crumbling Ruin fails.
    • If you have a character that got stuck at the end of Chapter 1, going back to Keeper’s Camp should unlock the Crumbling Ruin waypoint in the Ruined Era, allowing you to proceed.
  • Fixed a bug where making quest progress in a Town, then creating a new offline character could have the quest progress of the new character fast-forwarded to the quest state of the old character.
  • Fixed a bug where Hardcore characters that died in Arena were not forced back to the Character Select screen.
  • Fixed a bug where Hardcore characters that have died were still posting results to the Hardcore Arena leaderboard.
  • Hardcore characters now connect to Standard chat channels after dying.
  • Fixed a bug where Weaver Uniques did not immediately apply their newly gained affixes to the player when added or upgraded by the Weaver.
  • Fixed a bug where creating a Weaver unique with a Rune of Ascendance could cause it to have 0 Weaver’s Will.
  • Fixed a bug where stationary minions such as totems would stop attacking if given a move command via the A key.
  • Fixed a bug where Lethal Mirage's Rending Darkness would cause mirages to sometimes target the player that cast it, accomplishing nothing.
  • Fixed Stashes in the Keeper’s Camp not having minimap icons.
  • Fixed some of Grael’s voice lines not playing in The Burning Forest in Online mode.
  • Fixed sounds for Lethal Mirage not playing in Online mode.
  • Fixed footstep sounds not playing correctly for summoned Bears.
  • Adjusted some music and dialog mixing for Chapter 1.
  • Added final 2d art for Dedication of an Erased Primalist and Code of an Erased Sentinel.

What We’re Working On

Towns
The new Towns functionality was disabled a few hours after 0.9.1 launched yesterday, meaning you will not see other players outside of your party in Town zones.

Our service for processing requests to join Town servers was overloaded with the influx of players after launch, and this caused almost all requests to join a Town to be stuck. We investigated the problem and were unable to find a quick solution to resolve the problem, so we took down the new Towns system to unblock players.

We have performed a root cause analysis and have a path forward that we are investigating. Our priority is to take our time with this so that the re-launch of Towns is smooth.

Bug Fixes
As always, we are monitoring bug reports. Here’s what bugs we are working on now:
  • Item Linking is not currently working - there is a configuration issue between our testing environment and the live environment that we need to resolve
  • Weaver Uniques being upgraded causes a lag spike.
  • Rarely, a failed attempt to transition to another zone can become completed after loading a different character.
  • The window for reducing corruption in the Sanctuary of Eterra does not disappear after being used.
  • Missing terrain visuals in the Shrouded Plateau.
  • There isn’t a quest marker prompting you to walk to Balthas after defeating Orian and Emberwing in the Summit in Chapter 1.
  • Cosmetics and armor visuals are sometimes invisible (usually fixed by re-equipping or going to the next zone).
  • Echo Completed portals don’t use equipped Portal cosmetics.
  • Epoch Points are always shown as costing USD in the Shop, rather than local currency (the correct price is used when purchasing).
Last Epoch - EHG_Kain
Rising Flames, Patch 0.9.1, is coming Thursday, May 25th, 2023 at 11:00 AM CT!

Welcome everyone to the Patch Notes for Beta Patch 0.9.1 Rising Flames! Over the last week we’ve been going over some of the major features to expect in this patch. With a completely recreated Chapter 1, Last Epoch now starts off the experience adventuring in Eterra on the right foot. With new zones, creatures, and improved tools we draw ever closer to our 1.0 release.

Last Epoch Beta Patch 0.9.1 - Rising Flames will introduce:

  • Complete Overhaul of Chapter 1
  • New "Weaver's Will" Item Type
  • New Uniques
  • New Ambush Monolith Activity
  • Online Arena Leaderboards
  • Town Functionality
  • New Models and Animations
  • New Enemies
  • New Music
  • And more!

Check out the full Patch Notes here!
Last Epoch - EHG_Kain
Welcome Travelers to the final day of the Pre-patch Blog Post Hype Week!



One of our biggest goals closing in on our 1.0 launch of Last Epoch is getting existing content up to our latest standards. These improvements have been coming in across the board: Models, Animations, VFX, and UI updates. Over the years, we’ve been adding additional chapters to Last Epoch, and with that constant pushing of our standards for the campaign, our oldest chapters needed to be brought up in quality. With Rising Flames, we are pushing those standards even further with a complete overhaul of Chapter 1!

Reimagining

Some of the most common feedback we’ve gotten regarding the campaign and story is that it’s hard to track why you’re embarking on a journey with the shard of the Epoch. In overhauling Chapter 1, we are setting the stage for the epic adventure the Traveler is about to embark on. In the revised Chapter 1, you, the Traveler, will now cross multiple zones, meet key NPCs, and explore multiple new and fantastic areas, as the story of the Epoch and the land of Eterra start to unfold. No longer just a few zones, Chapter 1 will now take you from level 1 to level 9 with chapter 2 and onwards being adjusted accordingly.



With the update to Chapter 1, the Traveler will know a world of peace as they begin their journey during the Divine Era. Learning about the plights and problems of the people of the time, and ultimately watching the destruction that war has brought, and the ushering of end of the Divine Era.



Rahyeh’s Warpath

In the new Chapter 1, you will face off against Rahyeh’s forces as they begin their invasion of the Ulatri Cliffs. Along the way you’ll be introduced to essential story characters, including the Hero of Heoborea, Grael. Fighting your way through both flora, and fauna, you'll have the chance to interact with these characters and learn more about the world of Eterra.



After learning of the reason for Rahyeh’s invasion, you will make your way through his forces to reach The Keeper’s Vault, where this god’s true objective lies. While what’s kept safe within may be unknown, what is known is that if this war-mongering god is willing to go to such lengths to get to it, it must be kept from him.



Evolving Design

The newly redesigned Chapter 1 pushes our design standards even further with improved lighting, shaders, textures, assets, and more. Using these new technologies and tools, we are continuing to enhance Last Epoch's visual design to be more distinct and beautiful. Before the void corrupted everything, the world was full of vibrant colors and stretching vistas. With Rising Flames, we are bringing that vision to life. We’d like to share a few screenshots of just a few of these new areas you’ll encounter in 0.9.1.







Applying Lessons

While the addition of a new Chapter 1 was a big focus for this patch, we plan to apply the lessons we learned and the tools we developed to other scenes, both old and new, in upcoming patches. Here are some examples of the updated scenes that will be included in this patch.



One of our main goals for our existing scenes is to improve the overall quality of assets and lighting. Additionally, we aim to increase the readability of the character models and monsters by reducing the complexity of ground textures.



By applying these new systems, even to existing scenes, we continue to provide more distinct visual identities between the different Eras.







Towns

Beta Patch 0.9.1 will also introduce our first iteration of Towns, starting with the first town in Chapter 1: Keeper’s Camp. Towns are non-combat social spaces found throughout the campaign, including the End of Time. Towns feature major amenities, such as a Stash access, and a Vendor allowing you to take care of your out-of-combat needs.



Upon entering a town, you will be able to see other Travelers making their way throughout Eterra, be able to meet and form parties with strangers, then continue on your journey with renewed force in allies. There is also dedicated town chat channels allowing you to connect with other users in the area, or perhaps even just hang out.


(note the view in this capture has mini-map icons for each player. In 0.9.1, only party members will have mini-map icons)

The first iteration of towns is mainly technical in nature (making the server process of being placed on a server with non-party members, leaving the area to be assigned different servers, and all that good backend stuff). In future patches, we will be continuing to expand town functionality with more to do in towns, and empower the social aspects offered with a physical connection to other Travelers.

Server Selection

While somewhat related to towns and perhaps a little off-topic of the Chapter 1 Rework, we felt this note still demands higher attention than being relegated to just a patch note.

While we continue to work on improving automatic server selection and server performance, we’ve heard your requests for the ability to manually select a server region to connect to. Even with perfect automatic selection, there were many good arguments made for being able to manually select a server region, such as wanting a middle ground for playing with friends in distant regions.

As such, we are happy to say that with Beta Patch 0.9.1 Rising Flames, you will now have the ability to manually select your server region!



You can do this in three places. From the main login menu, in the settings where you can select your preferred server region that will carry over between sessions, and when in a party, you can go into the party screen and select a server region to transfer to and it will take effect on the next transition.

Best Foot Forward

With Beta Patch 0.9.1, Last Epoch has taken a significant leap forward in terms of visual design standards. The new patch brings about numerous improvements, resulting in environments that are more striking, memorable, and immersive than ever before. From the stunning vistas to the vibrant gardens, everything feels more vivid and alive than ever before.

We’re excited to see everyone get their hands on this brand-new experience in just a few days, and we’ll see you all again tomorrow for the Patch Notes for Beta Patch 0.9.1 Rising Flames!
Last Epoch - EHG_Kain
Hello Travelers, and welcome back to the Pre-Patch Hype Week Blog Posts - Weekend Edition!

For today’s post, we’re going to be taking a look at some of the new enemies and models you’ll be encountering in Beta Patch 0.9.1 Rising Flames.

Enemies

Quill Hog
The first one up is a very colorful fellow which you may have spotted during the Reaper Form post. The Quill Hog is a new enemy which will be encountered as early as the first chapter of the game. Like many things in nature, bright colors may look pretty, but more often than not indicate danger. That is certainly the case with the Quill Hog, which is able to use its quills as both tools for burrowing and as projectiles.



Bolroth
The next new enemy we’re taking a look at is the new Bolroth. This large and lumbering creature sports some very odd adornments. The coral-like structures contain a sickly-sweet substance attracting small prey, which then become entangled and pulled down into digestive fluids deeper within the structure to be consumed by the Bolroth.



Rahyeh Soldier
Rahyeh’s forces are also getting a facelift in 0.9.1. Today we’re showing one of his common foot soldiers. A zealous servant of Rahyeh, this soldier is more than happy to meet blades with you.



Vine Crawler
The flora inhabiting Eterra has also grown more deadly in the Rising Flames with our last new enemy we’re showing off for today. Most often found in heavily vegetated areas, with sharp thorns and a temperament to match, the Vine Crawler is one plant with 6 foot deep roots.



New Models
Alongside new enemies, some other models are getting visual updates bringing these models up to our current standards in preparation of our 1.0 release. Starting off for all the Primalists out here, we present to you the new Primal Wolf and Primal Bear companions! These new models feature adornments and armor helping them stand out as companions, alongside new animations to give them more personality. Who’s a good doggo? All Primal Wolves are good doggos!

Primal Wolf


Primal Bear


Unique Item Models
We are very pleased to announce, that as of the release of Patch 0.9.1 Rising flames: every unique Weapon in Last Epoch now has its own 3D Model! We want to share a few of these with you today, and hope you enjoy the beauty of these new models for uniques we’ve been familiar with for so much time without them.

Storm Breaker


Acidfletch


Soul Bastion


A day of Rest
That’s all for today’s look at new Enemies and Models coming in Patch 0.9.1 Rising Flames. We’ll be returning with the Pre-Patch Hype Week Post on Monday and look forward to seeing you all there as we release with our final, and biggest Blog Post for 0.9.1 Rising Flames, coming May 25th!
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