In today’s patch we have previously mentioned skill changes, stash tab cost reductions, audio updates and more! We plan to release more information regarding the mid-cycle balance changes tomorrow. So if you’re interested in seeing the results of the survey, and our plans going forward as a result of the feedback, please keep your eyes out for that post on our forums!
Changes
Campaign
Moved Transition to Temporal Sanctum from The Ruined Coast so it’s not as easy to accidentally transition after combat.
Skills
Changed Cloud Gatherer to only apply to any individual Smoke Bomb one time.
Wandering Spirits now has 30% more spirit reveal frequency
Wandering Spirits now has a base of damage of 20 (from 16.2) and damage effectiveness of 200% (from 180% actual, 140% listed)
These are compensatory buffs that were intended to be included alongside the change in 1.0 that made Wandering Spirits always fade out when the reveal duration ends, but the buff did not make it into release. Since the initial change was a nerf and did make it into 1.0, and this compensatory buff was always planned to be paired with the change, we're adding the buff in this patch instead of waiting for the next cycle.
UI / Visual
Added “Localization” type to in-game bug reporting tool
Improved player to player trade user experience so that you can no longer request a trade which requires a higher rank than the potential buyer possesses.
Audio
Reduced the frequency of the Falcon’s CAWWWWs (attack vocal sounds)
Updated audio for Healing Hands
All chapter 6 scenes have new 2D ambient loop sfx
The Barren Aqueduct has new music
Soul Cage props in chap 6 have looping sounds again
The Barren Aqueduct and Nests of the Fallen now have sounds for the running water on the ground in the aqueduct
The large running water props in chapter 8 now have sfx
Added looping sfx to the large rusty pipelines that cross the map
Other
Reduced cost of Stash Tabs
Stash tabs beyond the first 6 previously cost 10000 more than the previous tab. Now stash tabs 7 to 16 cost 2500 more than the previous tab, and stash tabs beyond the first 16 cost 5000 more than the previous tab. This results in the cost of large numbers of stash tabs being reduced by around 50%.
Bug Fixes
Campaign
Added a failsafe to Imperial Welryn for killing the commander early or off-screen.
Fixed an issue where you could complete all Chapter 1 quests, but do not have the first Chapter 2 quest “Last Refuge”
Skills & Passives
Fixed a bug where Profane Veil’s Vampiric Pool gave 40% of the consumed minion’s maximum health as ward, instead of the listed 4%
Fixed a bug where Runemaster’s passive node Sanguine Runestones’s threshold bonus (15% of health regen applies to ward) was scaling with points allocated
Flame Whip now receives 4% increased damage per point of intelligence (this affects Flame Whip casts from all sources, and previously never received attribute scaling from any source)
Fixed a bug where the effect of Chthonic Fissure's Eradication was not doubled when the player was cursed
Gameplay
Fixed several issues with Heorot fight including Ice Spike stopping projectiles, and being frozen not stopping actions in multiplayer.
Fixed bug where minions were not benefiting from items when being respawned after leaving towns in multiplayer.
Items
Fixed a bug where casting Summon Skeletal Mage with Grave Passage allocated caused the "minions transported with traversal skills" experimental affix to not bring any minions with you
Fixed a bug where a Two-handed weapon and off-hand could be equipped at the same time
Fixed a bug where Circle of Fortune Prophecy Lenses could be socketed into locked sockets with Shift + RMB
Fixed bug where Wraithlord would try to consume other player’s minions
Fixed bug where Spine of Malatros Flame Whips were not receiving some scaling
Fixed a bug where Stygian Coal's more Stygian Beam Damage per 10 current mana affix did not work
Fixed a bug where Stygian Coal's Stygian Beams were not affected by Drain Life's Horrify, Condemnation, Unholy Mass, Stupefy, Soul Blast, and Ravenous nodes
Fixed a bug where Chronicle of the Damned's chance to reveal a Wandering Spirit on kill would cause the player's existing cast of Wandering Spirits to stop releasing spirits
Fixed a bug where the Wandering Spirit from Chronicle of the Damned's chance to reveal a Wandering Spirit on kill always instantly faded away
Fixed a bug where items influenced by the Rank 8 passive from Circle of Fortune would not have the Circle of Fortune tag
They still have the "cannot be traded" tag
Fixed a bug where Flame Whips did not benefit from Chthonic Fissure's Eradication when using Spine of Malatros
Fixed a bug where Chthonic Fissure's Grasp of the Undying did not apply to Flame Whip when using Spine of Malatros
Fixed a bug where only the "while cursed" benefit of Chthonic Fissure's Death From Below applied to Flame Whip when using Spine of Malatros
Fixed a bug where Chthonic Fissure's Chronicles of Ruin did not apply to Flame Whip when using Spine of Malatros
UI / Visual
Fixed a bug where right clicking a dungeon key upon first entering game would not open the map
Fixed a bug where campaign prophecies could still appear while blocked
Fixed a bug where enemies could appear invisible while playing in a party
Fixed a bug where the gate in Soul Warden’s Road wouldn’t animate going down.
Fixed a bug where The Mountain Beneath would walk through terrain in The Sheltered Wood
Fixed bug where item tooltips could disappear when loot dropped
Fixed some instances of players facing backwards after a scene transition
Please continue to report any instances of this issue via the in-game bug reporter
Audio
Fixed a bug where mousing over a vendor inventory then back to your inventory it would play the “item bought” sound effect
Upcoming Changes
We will be releasing a bugfix for Infernal Shade in a hotfix later this week
As we continue our mission of collaboration with the community, we wanted to reach out and get as much feedback as we can on the topic of Mid-Cycle balance. In years past we have reached out to the community via a survey, and we found the feedback very valuable. Today, we are hoping to do the same once again.
Previously, our decision on the topic of Mid-Cycle balance has been to avoid adjustments to skills and items that are overperforming but are not bugs and to avoid fixing bugs that result in those skills becoming significantly weaker. The exceptions here are bugs that cause server stability issues.
To be clear, this small survey only focuses on bug fixes or balance changes that apply to overperforming skills or items. We will continue to fix bugs that result in skills and/or items receiving a buff. Things like server stability, Item Factions, or similar issues are not a part of this survey.
We know that the conversation can be more nuanced than your typical agree, disagree, no opinion poll, but we also want to get the sentiment of the community at large. Please take a few minutes (it’s only seven questions) and let us know your thoughts.
Today’s patch is centered around 2 specific hotfixes.
BUG FIXES
Fixed a bug that was causing players that die during a Dungeon run to transition and immediately disconnect from the game.
Fixed a bug where clicking on the transition object after Fire Lich Cremorus in Soulfire Bastion Dungeon was not correctly triggering the teleport to the Soul Gambler area.
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.
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.
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.
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 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.
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.
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.
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.
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.