A quick hotfix today to resolve an issue where a small number of players were unable to log in.
Bug Fixes
Fixed a bug where some newly created characters were being generated with items using a newer version of item serialization that the live client was not able to deserialize preventing the character from loading, or any character if the item was placed in the stash.
What we’re Working on
Along with today’s hotfix, we also want to provide a quick update of some of the bugs and fixes we are continuing to work on.
Temporal Sanctum Progression Blocker (offline)
A fix went out for this in 0.9.2f, however withheld the patch note as we still saw a reproduction of the case internally. However, we believe this was purely internal and the fix did correctly work. If you’re still experiencing blockers in offline Temporal Sanctum, please let us know.
Volatile Zombie loop
There is a bug with two nodes in Volatile Zombie that are triggering while at negative mana. (Abilities which consume mana shouldn’t trigger while at negative mana.)
We have some fixes and adjustments we’ve made internally focused around these bugs and skill interactions which are currently planned to be released at 1.0, which we’ll share for awareness. Please note that these changes are still subject to further change, or omission with other changes. The planned changes:
Fixed a bug where Volatile Zombies’s Grand Sacrifice and Effigy of Combustion could trigger while on negative mana
Volatile Zombie changes: Dreadful Horde and Giant Zombie now only have a 10% chance to trigger their effects on indirect casts (from always triggering), such as via Awakening Presence or the Experimental Belt affix
Giant Zombie gives 120% increased mana cost (from 300%)
Our current decision of not releasing these in a hotfix is due to the power of the builds that rely on this, and that it doesn’t greatly impact performance negatively (server and/or client). We generally want to avoid hotfix changes that suddenly invalidate builds, particularly when that change could prevent others from pushing as far on leaderboards. We’re always eager to hear your thoughts on these sorts of decisions.
The changes to Giant Zombie were unrelated to the bugs, but are general changes to make indirectly casting Giant Zombie less necessary when using Volatile Zombie as a damage skill.
Other Fixes we’re working on
Here’s a list of some of the other fixes we’re currently working on. Please keep in mind this is not exhaustive, but some of the more commonly reported items which are in the works.
Flurry collides with players and minions in online play
Flurry is producing too many projectiles
We’ve seen reports of this still occurring since the last patch, and are re-investigating
Flurry sometimes not hitting with very high attack speeds
Detonating Arrow Cone is exploding in the wrong direction
Flame Rush tracks Rune generation between skill uses
Effigy boss (giant worm) can spawn loot off the map
Skeleton enemies missing health bars and hover outlines
Enemies in arena not properly animating after spawning
Runic Invocation’s “Unbridled Ruin” not providing its damage bonus
Teleporting back to town doesn’t put you near your portal
Update - 17:42 CT
We have deployed a fix following the patch to resolve an issue where players were unable to transition zones, or connect to some towns (such as upon log-in). If you’re still experiencing these issues, please make sure you restart your client and have the latest patch. We apologize for the disruption.
Fixed a bug where the Soul Eater Backslot was on the wrong layer causing some decals to appear on top of it
Fixed a number of abilities that, in online play, when used multiple times in the same scene would stop working or start behaving differently. The most common occurrences of this issue were:
Blade Shield would not spawn Shurikens after first cast in a scene, if it hit an enemy
Flurry would generate too many arrows and Multishot procs
Cinder Strike’s first attack would not deal damage
Fixed a bug where Town Chat would be unavailable while in a town scene
Several bugfixes for Town reliability and connection issues
Fixed a bug where Frost Claw projectiles would be deleted when coming into contact with Water
Fixed a bug where Osprix Raiders would appear invisible in Liath’s Tower
Changes
Added Keybind for “Force Move”. This is unbound by default.
Removed Lost Caches from spawning in Arena Echoes
Bug Reporting Tool
Updated dropdown options to better match types of bug reports
Replaced “Severity” selection with a “Unable to Progress” checkbox
Added additional information to Bug Report Tool for contacting support when looking for assistance rather than submitting a report
I’m thrilled to announce that Eleventh Hour Games is launching the long-awaited 1.0 version of Last Epoch on February 21st, 2024. After a journey that started with the dream of uniting genre enthusiasts to create the next great ARPG and forming an after-hours team through Reddit, to holding a successful Kickstarter 18 months later, and then building Last Epoch alongside our passionate community throughout Early Access… we’re confident in saying that we’ve made something truly special.
Last Epoch’s 1.0 launch will mark a new beginning for Eterra, and will set a new bar for quality, polish, gameplay feel, and visual excellence. Beyond 1.0, Eleventh Hour Games will bring substantial new content to Last Epoch every few months in what we call “Cycles”. These releases will contain additions and refinements to many aspects of the game, such as end-game content, skills, unique items, gameplay systems, quality-of-life features, etc.
We understand that February is later than we had initially targeted for this release; however, our original December timeline became a bit crowded with other studios’ releases, and we didn’t want to force the ARPG community to have to choose. By moving our date, we’ll also be able to take advantage of a few more months of polish for our new systems and classes, complete more bug-fixing, and reinforce our team with a restful and well-deserved holiday break.
We thank you all for your unwavering support and enthusiasm that has allowed Eleventh Hour Games to make this game for all of us. We hope you will join us in Eterra this February and invite your friends to join in a new co-op hack-and-slash experience!
We’re releasing a quick hotfix to address a few issues with Towns instances. This hotfix aims to resolve issues with Town servers ‘zombifying’ preventing new players from joining the Town instance. The most common incarnation of this issue was preventing players from being able to log in with characters to the End of Time within a given region.
Changes
Fixed a bug where Town servers would sometimes “zombify” preventing players from accessing the Town
We’re releasing a quick hotfix today to resolve a progression blocking bug within Council Chambers. We are still working on a number of other bugfixes for a complete patch, but wanted to get this fix out ASAP.
Changes
Fixed a bug where the barrier would sometimes fail to dispel in Council Chambers preventing access to The Sheltered Woods
We have a whole bunch of fixes we’re releasing in today’s Patch. Two of the fixes we were targeting for this patch - Offline Temporal Sanctum Progression, and Ground Decals carrying over between echoes weren’t quite able to get in. The changes for these items unfortunately aren’t quite fixing them, and we don’t want to delay all the other updates for them. While we continue to be hard at work on those bugs (and others), read below for all the fixes and updates out today!
Changes
Gameplay
Fixed a bug that occasionally resulted in a duplicate player body after entering a new scene.
Fixed a bug that occasionally prevented Rune Prisons from spawning their encounters.
Abilities
Fixed a bug where Puncture would sometimes deal 1 damage
Added Scaling Tags to Glyph of Dominion
Fixed a bug where Frost Claw would leave a 'trail' on the ground when converted to Fire or Lightning
Fixed a rare bug where some abilities could fail to hit
Fixed a small timing issue with Runebolt
Runebolt’s explosive skill tree node has had its placeholder name updated.
UI
Fixed a bug where players were unable to Unhide Quests on the Map
Fixed a bug where changing or disabling a Loot Filter would sometimes prevent players from closing the Loot Filter panel
Fixed a bug where Medium Item Names was displaying Long Item Names
Fixed a bug where clicking on quests on the Map would not always bring Players to the proper node on the Map Screen
Enemies
Fixed ability pooling for Shade of Orobyss and Majasa
Added ability pooling for a number of enemies to increase performance
Fixed a bug where Exiled Mage's Mana Strike would fail to hit players
Adjusted VFX for Winged Fire, and Dreadworm enemies
Updated Skeleton’s weapon materials
Localization
Fixed a bug where there was incorrect spacing between Hanja in Korean chat
Added several localization updates
Items
Fixed health recovery stacking from Death Rattle
Fixed a bug with the Unique gloves “Hand of Judgment” which resulted in abnormally rolled values.
Other
Fixed a bug that prevented some hardcore players from transitioning to softcore properly upon death.
Implemented improvements to server stability and optimization
Reduced matchmaking timeouts from 10min to 5min (This is not the AFK timer, but how long a server will wait for user connections, such as during a loading screen)
Added several lighting improvements in Chapter H - Maj’elka
What We’re Working On
Thank you for your bug reports and feedback, including through our new in-game bug reporter. We’re still working on addressing more issues for future patches.
Here are some things we’re currently investigating:
Decals persisting and layering from scene to scene.
Progression blocker in Temporal Sanctum (offline)
Transition times between scenes
Rarely disconnecting immediately after connecting to a new server.
Enemies in Arena and Monolith often do not animate properly
Continuing localization and translation improvements
Fixed the waypoint on the world map for Last Refuge Outskirts being unusable.
Fixed the Hide/Show Quests function on the world map.
Fixed a bug which caused error spam in The Immortal Summit.
What We’re Working On
Thank you for your bug reports and feedback. We’re still working on addressing more issues for future patches.
Here are some things we’re currently investigating:
Progression blocker in Temporal Sanctum (offline)
Some skill projectiles are colliding with 'invisible terrain'
Transition times between scenes can be quite long.
Rarely disconnecting immediately after connecting to a new server.
Sometimes, your player model is duplicated after entering a new scene and the camera gets stuck. Portaling out to another server usually fixes this.
Rune Prisons can rarely fail to spawn an Exiled Mage.
Enemies in Arena and Monolith often do not animate properly.
Certain abilities failing to hit enemies correctly.
Swapping loot filters can cause the loot filter interface to bug out.
Textures can pile up on the ground as you load more monolith echoes, causing strange visuals and increased memory usage.
Item name lengths are now “Long” when they should be “Normal”.
We also wanted to take a moment to mention Towns. We had discovered a new bug with Towns very last minute before 0.9.2 went live, and had to quickly disable Towns again as the patch went live. As this happened last minute, we unfortunately didn't get communication out regarding needing to take Towns down again, and apologize for that. We are alongside fixing other bugs, continuing to get Towns to healthy state to get them in again, and just had an internal test for them today, so hopefully won't be too much longer.
We're currently working towards a much larger patch which we're hoping to get out next week to fix many of the reported issues. Thank you everyone for your patience, and reporting these bugs so we can get them taken care of!
Added chat channels for Korean - this was an oversight. You can select what language chat channels you connect to on the Login screen.
Various logging improvements to aid troubleshooting.
What We’re Working On
We’re actively monitoring bug reports from you all and the health of our infrastructure. We plan for our next patch to be next week, focused on fixing bugs. We’ll be on the lookout for any critical issues this weekend though.
Here are some things we’re currently investigating:
Transition times between scenes can be quite long.
Rarely disconnecting immediately after connecting to a new server.
Sometimes, your player model is duplicated after entering a new scene and the camera gets stuck. Portaling out to another server usually fixes this.
Rune Prisons can rarely fail to spawn an Exiled Mage.
Enemies in Arena and Monolith often do not animate properly.
Certain abilities failing to hit enemies correctly.
Swapping loot filters can cause the loot filter interface to bug out.
Submitting a bug report with a log file thats too large can crash the client.
Textures can pile up on the ground as you load more monolith echoes, causing strange visuals and increased memory usage.
Item name lengths are now “Long” when they should be “Normal”.
The Rogue’s visuals look incorrect when making a new character.
Certain skills cause the player to not properly return to their idle animation.