Last Epoch - EHG_Kain
Hello Travelers,

For today’s patch we have a bunch of fixes for controller, UI, skills, and more. We’re also spending a moment to comment on Dive Bomb and Ghostflame. Read below for the full notes.

BUG FIXES

QUEST
  • Fixed an issue where players would get the Immortal Empire quest before gaining access to that quest state of Elder Gaspar
  • Fixed an issue that caused the elevator to the Council Chambers to never appear after defeating waves of monsters at the end of the Void Assault quest

CONTROLLER

  • Fixed issues with interacting (such as opening a chest, or talking to an NPC) while using a controller
  • Fixed an issue with mapping the “Y”/Triangle controller button
  • Fixed issue with controller bindings disappearing when using a mouse
  • Controller binding dialog can be closed by pressing the “B” / Circle button
  • Navigation cursor refocuses the corresponding action binding button after an action is bound

UI

  • Fixed an issue where once a party member enters the arena and you do NOT enter the arena, you cannot open any UI
  • Fixed an issue so that “Steam Required” and “License Required” are separate errors
  • Fixed issue where some enemies had no/only partial red outlines when hovered
  • Fixed an issue where item tooltips displayed when the mouse was not hovering them
  • Fixed issue causing “no characters found” to be overlaid on your character list at character selection
  • Fixed inconsistent portraits for Maceth and Leyda

SKILLS

  • Fixed a bug where Elemental Nova’s damaging area was not affected by increases to its area of effect
  • Fixed issue where when returning to human form after transforming turns, the player model invisible
  • Fixed most instances of a bug where channeled movement skills, particularly Flame Rush and Shield Rush, could lock the player into the movement and not visually move the player until the ability ended

OTHER

  • Slightly Improved party transition times
  • Fixed a visual gap in Festering Sewers
  • Fixed weird visual triangles at top of screen in The Ancient Cavern
  • Fixed issue with players dying prematurely by setting their actor to invincible as soon as we spawn them, then allowing grace period to overtake later
  • Fixed issue with linking the game guide in chat
  • Revert change from previous patch that was causing players to see other players running in place (reverted change was a fix aiming to fix players not animating when joining a scene).

CHANGES

  • Require players to manually click to transition scenes during the campaign
  • Various Bazaar UI/UX improvements
  • Greatly reduced the sell price of Arena Keys and Arena Keys of Memory
    • Arena keys now sell for 175 (from 6500)
    • Arena keys now sell for 175 gold (from 6500)
    • Arena keys of memory now sell for 265 gold (from 7250)
    • This was done to remove the burden of optimal on MG players feeling like they needed to level up CoF and use arena key prophecies to farm gold effectively
  • Added Prevention for CoF bonuses from doubling XP tome rewards in Monoliths
    • This is also technically a bug fix as the XP Tome Reward isn't a direct item reward. Item Factions are not intended to have an effect on experience gains, only how items are obtained.


GHOSTFLAME AND DIVE BOMB

There’s one change in this patch, and another change we’ll be releasing soon which we wanted to speak a little bit more to than just listing. These are changes to Ghostflame’s Spirit Kindling Node (included in this patch), and Dive Bomb’s Cloud Gatherer node (being released in near future).

CHANGES

Ghostflame

  • Fixed a bug where Ghostflame’s Spirit Kindling could apply to the player if it had previously hit a Wraith during its lifetime and was not currently hitting a Wraith

Dive Bomb (hotfix soon)

  • Changed Cloud Gatherer to only apply to any individual Smoke Bomb one time.

Both of these nodes are exceptionally overperforming, but that’s not why we’re changing them right now. We’re changing them because of the performance impact these skills are causing, more specifically their tendency to crash servers.

Our current stance is that we won’t issue mid-cycle changes for balance, such as with Profane Veil’s Vampiric Blood node. While the node is much stronger than intended, it’s not causing performance issues and so it will instead be changed with the next cycle patch. This stance is of course open to feedback, it’s not carved in stone. If there’s high demand to fix bugs or make changes that affect balance mid-cycle, we can adjust.

While these changes are being made for performance reasons, they do also carry considerable impact to power levels of these skills/nodes. This automatically raises some questions, to which we’ve provided a short QA below of what we think are the biggest questions.

  1. Will existing entries be removed from the leaderboards?
    The answer to this is no, we will not be removing current entries from the leaderboards. We understand this choice does have the negative effect of affecting some player’s motivation to push the leaderboards when there’s a leader. However, there’s many other negative effects if we do remove entries. Primarily, if we remove rankings in these situations, it incentivizes players to keep these interactions a secret until the very end of the cycle, making it much more difficult for us to act in time for the next cycle.

  2. Dive Bomb’s Cloud Gatherer has been known and used since release, why are you only changing it now?
    We were willing to live with the node being imbalanced, but it wasn’t until later that we realized players were maintaining Smoke Bombs in Echo of a World as they ran echoes, which means as more and more Smoke Bombs piled up, the server becomes more unstable and eventually crashes. We’re only fixing this mid-cycle due to the server issues it presents, not its balance.

  3. Why not fix it in a way that keeps it as powerful as it currently is, but without the server issues?
    Investigating a skill for appropriate balance changes that’s not purely numerical takes a fair amount of time. From design discussions, to implementation, to QA, and finally merge and release. For cases like this, it unfortunately taking this time means it comes at the cost of time spent towards other bugs, or new content, when we only plan to remove it as soon as the next cycle starts.
Last Epoch - EHG_Kain
Last week, we announced a set of cosmetics that would be given to all players who played Last Epoch before March 1st, 2024. With servers more stable, we have now set our sights on granting those cosmetics.

We’re going to cloak you in the Autumnal Wrap - a thank you gift we announced during the launch weekend. You’ll also be swarmed by all three bee pets from the Refer-A-Friend program.

These cosmetics will appear automatically in your inventory over the next few days after this week’s patch. No extra steps will need to be taken on your end. The Last Epoch community’s patience, support, and positivity during the first week meant the world to our teams. We were humbled by the sheer volume of new and returning Travelers who wanted to explore Eterra.
Last Epoch - EHG_Kain
This hotfix resolves a couple of memory leaks occurring in Monolith and Arena scenes.

BUG FIXES

  • Fixed a large memory leak that occurred in long sessions within Monolith and Arena
  • Fixed a small memory leak that occurred in online play related to specific abilities
Last Epoch - EHG_Kain
Bug Fixes

Skills

  • Acolyte: Ghostflame: Fixed a bug where the ailment duration increase from Occult Embers did not apply to bleed duration when the skill is converted to physical by Arteries of Malice
  • Sentinel: Smelter’s Wrath: Fixed an issue where it’s animation would break if it was the first ability used in a scene
  • Primalist: Spriggan Form's Healing Totems can now have cold visuals if your Spriggan Form or Thorn Totems are cold converted
  • Acolyte: Chthonic Fissure: Fixed an issue where Cthonic Fissure was causing a client performance dip.
  • Fixed an issue where occasionally using a transformation skill (Werebear, Lich form, etc.) the player character would become entirely unresponsive
  • Fixed a bug where the Falcon's thrown acid flasks could cause it to consume its own Falcon Mark
  • Fixed a bug where Transplant was using the incorrect VFX showing some necrotic VFX at the original position
  • Fixed a bug where Dive Bomb passive "Rush of the Hunt" was not scaling with points allocated


Controller

  • Fixed an issue where NPC’s that could not be interacted with would sometimes have an interaction prompt spawn when approached while using a gamepad.
  • Fixed an issue where, when using a gamepad, it was not possible to specialize points in the Bone Curse skill tree without relying on the Virtual Cursor
  • Fixed controller navigation on the Social Panel
  • Fixed controller navigation on Choose Mastery panel
  • Fixed controller navigation for "Quest Completed" popup
  • Fixed a bug where some controller inputs on the map locked after navigating the quest list
  • Fixed a bug where the Item Gifting D-Pad navigation could break if the player closed out of the Item Gifting window with an item still in it.
  • Fixed a bug where Configure Stash Tabs did not work with the D-Pad Cursor
  • Fixed a bug where the virtual keyboard could enter a state where it cannot be properly closed, locking the Player out of Gamepad inputs.
  • Fixed a bug where Upheaval's VFX was playing when you were just summoning the totem

Misc

  • Fixed an issue that would sometimes result in a disconnect on transition while in a party.
  • Fixed an issue in the Forgotten Graves where the Infernal Husk patrols would fail to spawn a map marker.
  • Adjusted the Music in scenes The Ancient Cavern, The Verdant Lakes, and The Ancient Forest
  • Fixed bug where skipping Risen Lakes and having "Admiral's Dreadnaught" quest active or complete, then returning to Risen Lakes would make the quest "Immortal Empire" incompletable.
  • Fixed bug where some enemies that join combat late were not animating.
  • Fixed a bug where a Last Refuge Guard's death animation was looping
  • Fixed Move Or Break Destructible left click option not working
  • Fixed some clipping issues on Rogue and Acolyte, and fixed short Sentinel
  • Fixed a bug where the Wraithlord would not despawn upon unequipping Wraithlord's Harbour

UI

  • Fixed issue where game version was not showing new revisions
  • Fixed a bug where an item label could fail to show if you were looking at another item when it dropped.
  • Fixed a bug where legacy characters could show up as an incorrect hardcore character
  • Fixed a bug where dodges did not display floating combat text
  • Localization changes and corrections
  • Fixed an issue where opening the Ladder menu did not properly close the inventory ui
  • Fixed an issue where occasionally the overlay map zoom would default to extreme zoom in making it seem like the overlay map didn’t work at all.
  • Fixed a bug where occasionally, the gamble/purchase prompt in tooltip item appeared at a very large size
  • Fixed a bug where non-equipable items (such as keys) would disappear if you tried to quick-move them to the forge
  • Fixed bug where UI Elements for some passives were continuing to display after points in that passive were removed
  • Corrected a layer issue with the Rogue T10 Helmet
  • Fixed several Rogue and Acolyte animations
  • Fixed an issue that would occasionally lead to a state where you can not see or pick up items on the ground.
  • Fixed an issue where occasionally player characters would not load their gear visuals or display name (instead displaying the default name of a bear emoji)
  • Fixed an issue in Thetima where quest icons above NPC’s would not always update properly

Quests & Scenes

  • Fixed an issue where a boulder was in the way in Lost Catacombs Monolith Echo Scene
  • Added multiple failsafes for unlocking Heoborea waypoint after completing The Scorched Grove.
  • Fixed object collision on railway-stop in The Osprix Warcamp
  • Fixed unreachable chest in The Burning Pier
  • Fixed NPC in The Burning Pier not animating
  • Fixed ground texture in Forest Trails Monolith scene
  • Fixed shrine placement in The Wengari Fortress
  • Fixed a section of floor being visually missing in Mak’Elka Lower District
  • Fixed Alric’s Cage not visually open in The Dreadnought’s Deck
  • Fixed bug where If you die on the step for killing Yulia and then return to the zone later, the positions for the Soul Cages are not shown.


Changes

  • Added a way to remember the last chat language selected so it doesn't always default to English, and uses the system lang the first time instead
  • Added gold spawning animation
  • Made performance improvements and added Scene Variants for five additional Monolith Echo Scenes, and improved performance for Welryn Outskirts
  • Changed "Jump the Deck" completion to only complete when entering the next scene. This allows the quest tracker to continue pointing to the next scene if the player does not travel there for whatever reason.
  • Now unlocks waypoint to End of Time after Pannion creates the Rift to chapter 2 to allow players to proceed without using the timerift
  • Added check for completing Artem's Offer for players that had the quest before the previous patch.
  • Added waypoint unlock for Lake Liath when you complete the Deep Harbor questline for players that leave after completing Deep Harbor, but don't proceed to Lake Liath.
  • Added support for merging faction progress when leaving either Solo Character Found (SCF) or Solo Account Found (SAF) Challenges
    • When you abandon a SCF character this merges the faction progress with your SAF progress.
    • When you abandon a SAF character this merges the faction progress with your normal progress.
  • Fixed the options in the settings panel so you can't accidentally abandon SAF as a SCF
  • Switched Brigandine Boots to use T25 boots' 3D art for Primalist
  • Added refresh on start function to social panel so it loads friends list on start instead of waiting for the social panel to be opened.
  • Reduced size of Ulatri Scavenger's Firebreath ability
  • Spriggan Form's Healing Totems can now have cold visuals if your Spriggan Form or Thorn Totems are cold converted
  • Fixed a bug where the ailment duration increase from Occult Embers did not apply to bleed duration when the skill is converted to physical by Arteries of Malice in Ghostflame tree

More Fixes Coming!

Thank you all for your continued submissions of bug reports and feedback. The team is hard at work on addressing many additional bugs, improvements, and other changes. We'll continue to release patches like this one in the coming days and weeks.
Last Epoch - EHG_Kain
Hello, Travelers!

Wow, what an opening week for Last Epoch. We are absolutely floored by the turnout and response to the game. Having started as an after-hours passion project from die-hard ARPG fans, we’re in awe that Last Epoch reached 265,000 players online at one time this weekend, the #39 highest concurrent user count recorded on Steam - ever. We appreciate you all bearing with us as the load initially gave us trouble for online gameplay, but we’re happy to say that we’re holding mostly steady above 200,000 players in-game and have made improvements each day in the backend infrastructure to support the demand. We’ll continue to monitor and address any issues that crop up.

I want to take a moment to talk to you all about what’s coming next.

INCOMING HOTFIXES/POST 1.0 PATCHES

We have a good sized bugs fixing and quality-of-live improvements patch that we’re hoping to deliver this week, and plan to continue releasing weekly patches. In addition to weekly patches, the team will be actively monitoring services and applying hotfixes as needed.

Thank you for taking the time to report issues you’ve found in-game with the in-game bug reporting tool. This is the most optimal way to report issues as it also sends us your player logs and a screenshot if you choose to include it, which helps us diagnose and address issues much more rapidly. Forums and third-party sites are a much less ideal way to submit reports as we don’t get this information, and it’s not immediately tracked in our internal systems.

ONLINE SERVICES

We are excited to see the servers holding above the 200,000 CCU mark (concurrent users in the game at one time), and that scene transitions and queue times have gotten much shorter. There may still be shorter periods of downtime as we roll out updates to improve the reliability after our turbulent first weekend, where we had some unanticipated bottlenecks in our backend architecture. We will continue to make improvements here, including making social services (like adding friends) even snappier, focusing on scene-to-scene transition times, ensuring in-game chat is stable, making queues continue to flow smoother and faster, and more.

We’re going to put out some information about what happened at launch that caused the instability under load, but we want to focus our backend team on improvements for a while longer before we pull them off to help us write this up - and also give them some much-deserved rest after working through the weekend.

LOCALIZATION

Localization improvements are ongoing as we focus on the quality of our translations and further coordinate with native speakers and quality assurance testing teams. We will be releasing improvements with our weekly hotfixes to address the feedback we have received so far, including quality fixes to all languages, menus, affixes, and UI errors reported for Russian, Korean and Chinese. We ask for your continued support in improving our experience in all languages by submitting reports to us by via the official Last Epoch Discord in the Localization/Translation Forum located in the Feedback and Reports section under feedback-forums or by utilizing our in-game support tool, and choosing the category “Feedback”

FUTURE CONTENT

We’re excited to start to share with you the future content plans we have for Last Epoch, including our next major Cycle patch, 1.1.

The content coming for Patch 1.1 is designed specifically in two parts. The first, and most important part is focusing on and committing time to act on player feedback. We are wholly committed to making the best ARPG in the genre, and listening to our amazing community is a big part of that. In addition, throughout the 1.0 Cycle we intend to release quality of life and bug fix patches regularly.

Secondly, as you all may know, we’re going to have a heavy emphasis on expanding end-game content now that we’ve released 1.0. For future patches we have plans to expand the monolith, bring great new itemization options, add more boss content, class and balance updates, campaign content, etc. For 1.1 specifically we’ll be focusing on bringing some “pinnacle” content, or very hard fights that will give you challenges to aspire to. We’ll be sharing more on this and more of what’s to come in 1.1 in the not too distant future.

It’s worth emphasizing that EHG has a strong focus on listening to the community, as it’s where our team came from, and we want to hear what you want to see in the future. We are active in our forums, Reddit, and social channels, so if you want to see something, please do voice it! You are not shouting into the void, nor do you have to amass an army to get us to take notice. We’re there and ready to have conversations with you all.

SENTIMENT & REVIEWS

While we’re continuing to receive high praise about the game itself, Steam reviews and sentiment took a heavy hit due to the initial turbulence of online services at launch. We are committed to regaining that trust by making improvements to our backend infrastructure for this amount of load and providing a great experience for online play.

We take time to read your reviews and feedback on Steam, socials, and our forum and take swift action to improve the areas that we see players are dissatisfied with. We know that seeing our Steam reviews lower than they’ve ever been is concerning to players who are looking forward to the future of Last Epoch, but we want to assure you that the team has always been committed to making a game you can enjoy and expect updates from for years to come. We’ve seen that passion reflected back at us in the community this past week, and it has bolstered our resolve to that goal even further.

Last Epoch is here to stay.

GAMEPAD SUPPORT

We’re thrilled to see many of you enjoying the immense amount of gamepad updates we’ve brought for 1.0, and we have a lot of updates coming before 1.1 that will improve the experience even further, including better navigation of certain panels. We aim to release LE on console in the future so making sure that the gamepad experience is top notch is a focus for us.

Thank you all for your amazing support and excitement of Last Epoch. There’s so much more to come and we’re thrilled to build this game for all of us ARPG fans. We’ll keep you all posted with more news, patches, insights, and plans shortly.

- Judd | Founder & Game Director
Last Epoch - EHG_Kain
Server Stability

We’re still working on server stability and will continue to update our server status thread here: 1.0 Server Status Thread

Server issues continue to be our highest priority and we have assigned all possible resources to resolve the server issues.These fixes come from our other teams who’s skill sets do not apply to server issues such as the art and design teams, working in tandem

Bug Fixes
  • Added failsafe when skipping speaking to Keeper Balthas, the quest does not work in the next area
  • Added failsafe for if you leave after the Drake event but before speaking with the Keeper Guard.
  • Fixed a bug where Gathering Storm's Rending Vortex did not affect Storm Bolt
  • Fixed a bug where Healing Hands Skyfall was not working in online
  • Fixed extra idols and set pieces from CoF rank rewards not being tagged as CoF items
  • Fixed bug where no matter what the player has equipped in their weapon slot, the text in the "my stall" section of the bazaar always reads as "equipped two-handed sword" regardless of what the player actually has equipped.
  • Fixed a bug where Flurry was aiming upwards if you were standing extremely close to the enemy
  • Fixed a bug where abilities cast indirectly by Surge's skill tree did not require positive mana to trigger
  • Fixed bug when returning to character select, the echo loading UI would break and stay broken for the remainder of the session
  • Fixed bug where the monolith transition VFX/SFX was played when entering the game offline.
  • Fixed a bug where Avian Arsenal did not work when Falconer's Mark was consumed by a spell, bow, or throwing ability
  • Removed gate that was preventing movement from The Fractured Drain to The Barren Aqueduct
  • Fixed bug where Glacial Path Portal was missing
  • Fixed timing of Drake sequence where voice lines were playing over top of each other
  • Fixed an issue where the player could see the Drake model appear in an inactive state just before the sequence starts
  • Fixed bug where "sure you have questions" line from Balthus would not play just before the bridge on the players' first play through the scene
  • Texture Fixes:
    • Black Wolf
    • Scalebane Leader
    • Soul Warden Sarcophagus closing
    • Haruspex Orian Model
    • Temple Guardian
    • Temple Guardian Mace
    • Bug Textures
    • Soul Bastion Icon
    • Torment Wheel Layer Correction
    • Uma NPC
    • Enemy Texture adjustments
    • Sentinel T15 armor set
  • Fixed bug were Bow item Prophecies were resulting in no items dropping
  • Fixed an issue where there were no prophecies when first interacting with telescope
  • Fixed a bug where Artem can fail some part of the quest return interaction process and drop his item while not completing the quest.
  • Fixed a bug where keys could be removed during dungeon run starting.
  • Fixed a bug where a random wall was being shown in The Lotus Halls

Changes

  • Increased Online Character Slots to 25
  • Advent of the Erased's ward gained when you gain or refresh Haste now has a 1 second cooldown (previously none), but now gives 30-60 ward (from 15-35)
  • Optimized shadows in Last Refuge Outskirts, The Ruins of Welryn, and The Summit
  • Disabled refer a friend in social panel
  • Made adjustments to the Emperor of Corpses's collision to make it easier for melee to get near it and to hit it with melee attacks
  • Updated logs to show death logs on client

This does require a game update which you will see available on Steam. If you don’t please restart Steam.
Last Epoch - EHG_Kain
Travelers,

We have heard your concerns with the current Refer A Friend system implementation and will be temporarily disabling it.

Because we aren’t fans of letting a small issue ruin the fun for others, we will be granting everyone who owns a copy of Last Epoch all three of the bee pets.

However, the teams here are very focused on getting services back up and working. As a result of us not wanting to take time away from that, we are going to hold off on granting these rewards until services are stable.

Our current plan is to monitor the situation and grant all three bee pets, and the Autumnal Wrap (Cape) to everyone who owns Last Epoch no later than Friday, Mar 1st.

We very much appreciate the continued support while we work through these issues. You can get consistent updates on Discord, Reddit, or our Forums.

Discord: https://discord.gg/lastepoch
Server Status Post: 1.0 Server Status Thread
Reddit: https://www.reddit.com/r/LastEpoch/
Last Epoch - EHG_Steve
Travelers,

Thank you so much for your incredible patience as we work hard to address the ongoing issues. Your support means the world to us! As mentioned in our previous updates, we've established an active update thread on both our forums and Discord:

Join us on Discord: https://discord.gg/lastepoch
Visit our Forums: https://forum.lastepoch.com/t/1-0-server-status-thread/62977

To express our heartfelt gratitude for your patience, we're delighted to present you with a unique token of appreciation – a complimentary in-game gift for your characters: The Autumnal Wrap back-slot item. We can't thank you enough for the love and support you have shown thus far. Anyone who owns a copy of Last Epoch while we are still solving our scaling connectivity issues will automatically be awarded the Autumnal Wrap.

Thank you once again to those who continue to support us, sending us your positive messages, and continuing to spread that positivity while we continue the work on getting more servers up and running.

Thank You,
Last Epoch Team
Feb 21, 2024
Last Epoch - EHG_Kain
Hello Travelers,

Thank you all for the amazing support for our launch, hitting over 150,000 concurrent players! With this burst of volume, an issue was discovered within an API being used for our backend services. We immediately got into calls with several of our providers, and continue to actively be in the war room with them to get this issue resolved and get everyone online.

For players who are looking for a solo experience, the fully offline mode has made it so you can get in game right away and start playing. Though, while this is available for those who are happy to play offline, we understand that's not a replacement for online play. It does not at all decrease our efforts to get players in-game online with friends and other travelers.

We have an active running update on our #news channel at https://discord.gg/lastepoch, as well as on the discussions here: https://steamcommunity.com/app/899770/discussions/0/4338725580140385603/


Thank you for your patience as we get these launch jitters resolved. We're all hands on deck to get everyone in and playing the way they want. We have a whole bunch of servers ready for everyone once once we get this API issue resolved, and look forward to hearing about all your travels in Eterra!
Last Epoch - EHG_Kain
Greetings Travelers,

Today is a historic day for the Last Epoch team and everyone here at Eleventh Hour Games (EHG). What started as an after-hours passion project has blossomed into one of the most anticipated releases in the ARPG genre, and we are blown away by the support we have received.

Thank You. Thank you to our families for putting up with us while we worked long into the night, and thank you to our community for supporting us even when all we had was a dream and a few vaguely Traveler-shaped pixels.

We look forward to seeing you all in Eterra, atop leaderboards, and expanding across time in the Monolith of Fate.

A few reminders:
  1. Server Queue:
    We have implemented a server queue to help support the launch. However, if you’re interested in playing offline you can of course bypass any queue we end up having. You can find instructions on enabling true offline mode here: Last Epoch 1.0 Patch Notes

  2. Twitch Drops:
    Twitch Drops unlock TOMORROW.
    You can find all the details you need here: Twitch Drops - What you need to know for Launch!
    Be sure to link your twitch account here: https://twitch.lastepoch.com/

  3. Support:
    If you are having issues with the game, the first step with Steam is always to try verifying integrity files, if that doesn’t resolve the problem, or your issue is account related, our support team will be ready and waiting right here: https://support.lastepoch.com/hc/en-us

  4. Updates and Notices:
    If problems are encountered, be sure to join our Discord or pay attention to our socials, as those spaces are where we will have the most recent updates.
    Discord link: Last Epoch - Official Community

  5. Have fun! We’d love to hear your feedback on our forum as we aim to continue improving Last Epoch alongside you for years to come.
Thank you again,
Last Epoch Team
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