Last Epoch - EHG_Steve
Greetings Travelers,

Last month, we released our 1.1 through 1.4 Roadmap and our plans for the upcoming 1.1 Pinnacle Boss. As always, collaboration with our community is a big factor in creating Last Epoch, and we use polls like this to help us make informed decisions. With that came the Poll discussing different ideas around the release of the new Pinnacle Boss and its timing. Well, thousands of you gave us feedback, and we are excited to share that information with you today.

Our decision regarding releasing the Pinnacle Boss is as follows:

  • We will proceed with our suggested plan, which involves a short delay in releasing the Pinnacle Boss to Offline and Legacy environments.
  • After a week has passed since the launch of 1.1, the Pinnacle Boss will be released to all environments, even if it has not been cleared within those environments. More precisely this will happen on Tuesday the 16th.
  • If the Pinnacle Boss is defeated within the first week, it’ll be released to all environments within the next working day. If Pinnacle Boss is defeated on Friday the 12th, it’ll be released to everyone on Monday the 15th, for example.
  • Clearing the boss in any 1.1 Cycle game mode will count. It is also not required to be defeated solo.

We examined different sets of data from the survey based on responses to different questions, but we are showing the full data in this post. Now, let's review the concepts, the poll results, and how this feedback shaped our future plans.

First, we asked players how they felt about the concept surrounding a specific part of patch content releasing to Legacy and Offline characters after a specific in-game event or timer. More specifically, we asked if the community liked the idea of releasing the upcoming Pinnacle Boss to Legacy and Offline with a delay instead of immediately, which encourages playing naturally through the content to experience the new Pinnacle Boss with new characters instead of immediately crushing it with existing Legacy or Offline characters. This type of release delay can also be used to make events or races much more interesting in the future, and it doesn’t make players feel the need to prepare characters in Legacy or Offline before new patches so that they can practice them before attempting them.



We were in favor of this concept internally; it was the main reason for the survey to begin with. However, it was the kind of decision that would benefit greatly from more communication directly with the community. Well, 69.9% thought that utilizing a format like this was something they agreed with, while only 14.8% said it was something they didn’t. This survey also sparked discussion in the community about potentially having “Cycle-only” content be restricted to Cycles for a shorter amount of time instead of the entire duration.

In question 2, we wanted to know if there was any demand for a maximum period before we release the Pinnacle Boss to the Legacy and Offline environments as a failsafe in the event that the Pinnacle Boss isn’t defeated. While we are confident that our community will totally smash our decided 1 week failsafe time, we wanted to ensure that there wasn’t a situation where the content was withheld unintentionally.




This question definitely saw a split and not one that we anticipated from the community. Mostly a position where the “No Time Limit” option garnered as much of the vote as it did. We expected a smaller minority of people who liked this idea, so 30.2% was much more than expected. We also wanted to clarify that these times would only take into account working days, as our 1.1 patch release date of July 9th was not yet public when the survey was put out to the community.

Internally we were quite heavily leaning towards one week. And with the data collected, it was close, but the results aligned with utilizing a one-week solution too.

For question 3, we were a bit more split on how long it should take after the first clear of the Pinnacle Boss in Cycle Online before we would also release it to Legacy and Offline modes, so it was naturally a question we wanted to get the community to provide their feedback on.



The results were very close, and we considered and examined how answers from questions 1 and 2 would relate to question 3 and how those votes would be aligned to help us make the final decision. Our decision came down to “The Next Working Day,” and we will start working on what a timeline for this would look like. It’s likely that we will choose something like 11am CST (Epoch Time, as we call it) the next working day. This means that if the Pinnacle Boss is cleared on a Friday, the next working day at EHG would be the following Monday.

In question 4, we asked, “Well, are there any specific game modes that would be preferable to consider it to be defeated to count for releasing it, or would any game mode be fine?”.




The response to this question was very unified, and was a clear winner even when the poll data was further narrowed down to only see the results of people who liked the suggested release delay of the Pinnacle Boss to begin with. We were also heavily leaning towards this option internally.

One thing to keep in mind however, is that in the future if we decide to utilize this for events or races surrounding new or old content like defeating endgame bosses, there might be restrictions such as needing to kill solo in an environment where you cannot trade with other people, or Hardcore.

As always, we greatly appreciate the community supporting the work of Last Epoch, and we look forward to seeing you in Eterra on July 9th for Cycle 1.1 - Harbingers of Ruin.

Thank You,
EHG Design Team
Last Epoch - EHG_Kain
Upcoming Bazaar Sales Cleanup

Hello Travelers!

Alongside today's Patch Notes, we also wanted to provide notice that on Monday, May 20th, we will be cleaning up all records of Redeemed and Cancelled auctions from the Bazaar. This means closed listings prior to the May 20th cleanup will no longer be displaying on your redeem page. With 1.1, we will be introducing an automated cleanup for this, which will remove old Redeemed and Cancelled auctions after a given time period.

Changes

  • Moved the spawn point in the Keeper's Camp by the waypoint
  • Gathering Storm's Friends of the Tempest now requires that the minion's tag matches Gathering Storm instead of requiring that the minion's ability's tag matches Gathering Storm. This means that, for example, if Summon Wolf has the minion lightning tag, all attacks from your wolves can trigger Friends of the Tempest. This also fixes bugs where some converted minions, such as cold Storm Crows or cold Warcry Totem, could not trigger Friends of the Tempest when Gathering Storm is converted to cold.

Bug Fixes

  • Fixed a bug where specific circumstances could cause a character to instantly revive after death. This could result in a hardcore character becoming a standard character without the feedback of having hit zero health (death screen).
  • Fixed a crash when a stash tab's name has a specific mix of emoji's & line breaks.
  • This was caused by a Stack Overflow in the text/ui layouting.
  • Fixed a bug with Ring of Shields, where having unlocked "Rush Wall" node in "Ring of Shields" skill and then using "Shield Rush" would very often result in shields having incorrect rotation.
  • Fixed a bug with Ring of Shields, where after using "Shield Bash" skill with "Wall of Shields" node unlocked, the shield wall disappears immediately after being spawned
  • Fixed a bug with Ring of Shields, where after using "Shield Bash" skill with "Wall of Shields" node unlocked, the shields would remain attached to the player
  • Fixed a bug where Warpath could cause Ring of Shields to change distance from the player.
  • Fixed a bug where removing channels in chat settings would not remove them from channel selection in the input section.
  • Fixed a bug where if a player had all chat channels disabled, then tried to send a player a direct message, the message would be sent to global if they did not already have an existing conversation with that player
  • Fixed Smite not triggering Healing Hands while you are out of mana if both are free and you do not have the Desperate Measures node in the Smite tree.
  • Fixed floating health bar location for Gaspar Husk, Volatile Zombies, Emperor of Corpses' Volatile Zombies, and Death Knights
  • Fixed a bug where Enemy Crows, and Black Sun Rahyeh were on the wrong layer resulting in some decals laying on top of them.
  • Fixed a bug where prophecies would not save correctly for some players causing them to re-roll
  • Fixed a bug where the waves would start themselves in The Fall of Ledria quest echo
  • Fixed "armor shred" and other affixes not appearing in the affix search for certain base types
  • Fixed a bug where pressing Alt after picking up an item would open its tooltip
  • Fixed a bug where some Sentinel helmets would not display on the character
  • Fixed a bug where you could load into Echo of a World with no floor

Update - 14:25PM CST

Released Hotfix 1.0.8.1 to fix a bug where Runemaster Icons were not appearing, and not providing passive bonuses.
Last Epoch - EHG_Kain


The Harbingers of Ruin update comes to Last Epoch on July 9th.

Join us as the fight for Eterra continues with the launch of Cycle 1.1 - Harbingers of Ruin.
May 7, 2024
Last Epoch - EHG_Kain
Hello, Travelers,

We are thrilled to give you an early look at what's coming for Last Epoch over the next few cycles!



As always, the team here at Eleventh Hour Games is dedicated to making the ARPG of our dreams, and we all know that’s a process that takes time, determination, and commitment. As of this writing, we have brought on excellent new people, continue looking for more, and are developing new and exciting content faster than ever. Our roadmap continues to showcase that we have long-term plans for Last Epoch and its content, and we are excited to showcase it here today.

Here’s the thing about roadmaps, though: we are striving to be one of the best and most community-centered game studios in the industry, and oftentimes the best-laid plans of Groles and Gods need to change. While this could be for a variety of reasons; the primary one is you, the community. As each new cycle is released, we plan to collaborate with the community to let you know what’s being worked on, listen to your feedback and suggestions for those plans, and continuously monitor how we can improve.

Each of the items listed on the roadmap are just a few examples of key features we plan to introduce for that cycle and do not represent the only things being worked on. Rest assured; the team is working harder and developing faster than before while also expanding with many new team members to bring you the game you deserve and produce a whole host of other features we have planned beyond those listed on the roadmap!

As we move toward each new patch, we also plan to update our roadmap to keep you informed of our plans and any changes that may have been made based on feedback we hear from the community!

We plan to update the roadmap just after Update 1.2 and again after Update 1.4.

Pinnacle Content - Realm Release Timing Poll

Lastly, development for 1.1 is coming along nicely, and we’re excited to show you all of the great content, balances, bug fixes, and end-game pinnacle boss content coming along with it. Over the last few months, the community has started discussing Cycles and how content is made available to both Legacy and new Cycle characters. Our current plan for the 1.X series of patches is to bring all content to Offline, Cycle, and Legacy realms; but we also believe in allowing Cycle characters a small bit of time to attempt new pinnacle content before extremely well-geared and optimized Offline and Legacy characters have a chance to showcase just how fast they can conquer it.

For a refresher, existing Cycle characters will be moved to Legacy at the beginning of a new Cycle. Creating new Cycle characters will give everyone an even playing field with an economy reset and the need to re-roll a new separate character. Cycle is also where people may compete on that Cycle’s leaderboards.

With that said, we would love to hear from you about our currently proposed plans. Please take just a few minutes (it is 4 questions) and help us continue to grow with our community.

Link to Poll: https://forms.gle/58bE39Q2uTrUZFea6

Thank you for your amazing support thus far fellow Travelers, and we look forward to seeing you once again in the world of Eterra.
Last Epoch - EHG_Steve
Bug Fixes

  • Fixed an issue where the second item suffix would sometimes not display.
  • Fixed an issue where item tooltip comparison always required Ctrl+Alt to see affix ranges, regardless if you had auto-compare enabled. It once again only requires Alt with auto-compare enabled.
Last Epoch - EHG_Kain
Bug Fixes

  • Fixed a bug where ability buffering was not working online
  • Fixed a bug where Bone Curse with Illusion of Pain would not fall off after 1 hit if the hit came from Chaos Bolts with Cursed Blood
  • Fixed some instances of infinite loading screens when playing in a party
Last Epoch - EHG_Kain
Changes

- When portaling to a team member that's inside an echo, you will now be placed in Echo of a World with the green portal to join at the time of your choosing.
- When health is a fraction of 1, it will now always round up to 1 instead of rounding off resulting in health sometimes displaying as 0

Bug Fixes

UI

  • Several item tooltip fixes, including:
    • Fixed a bug where opening / closing an item tooltip would have a drastic performance cost
    • Fixed a bug where tooltip text could continue off the edge of the tooltip instead of wrapping
    • Fixed a bug where some languages with a larger text height could be missing information on tooltips
    • Fixed a bug where prefixes and suffixes had different line spacing on item tooltips
  • Fixed a bug where some enemies were not displaying their top of screen health bars

Skills

  • Fixed a bug where some skills, primarily traversal skills, would not work after a zone transition until using a different skill first.
  • Fixed a bug where some scorpion enemies were unable to be targeted by Spirit Plague
  • Fixed a bug where channeled movement skills could break if continued to be channeled after running into a wall
  • Fixed a bug where every other use of Void Cleave with the Gravity's Edge node (traversal) would have its hitbox at the start of the movement
  • Fixed a bug where skills could stop working after closing a panel until the panel was closed a second time
  • Fixed a bug where the player's character was visible under the surface on certain locations during using of Synchronized Strike and Lethal Mirage
  • Fixed a bug where Puncture's Stay of Execution, and Detonating Arrow's Aimed Shot nodes would play the VFX before the character animation when charged to max

Multiplayer

  • Fixed an instance of a bug which could break all party interactions until re-logging
  • Fixed a bug where players were unable to portal to other party members when both players were inside of an echo

Other

  • Fixed a bug where Shade of Orobyss' "Starburst" ability would explode upon his death
  • Fixed a bug where the falling rocks during the boss fight in Lightless Arbor could sometimes fail to display a telegraphing indicator before falling
  • Fixed the invisible walls during the Elder Gaspar fight in The Chambers of Ruin, which could block projectiles
  • Fixed a bug where Death's Embrace's Grim Harvest could trigger while at negative mana
  • Fixed a bug where Enemy VFX could stop playing / freeze
  • Fixed a bug where enemies would fail to play their death animation
  • Fixed a bug where the B_Circle button would focus the action bar panel (skill bar) if it was previously selected
Last Epoch - EHG_Kain
Changes

Systems
  • Added Camera Smoothing options to settings: Normal (default/current), Low, and Off
  • Added functionality to Character Delete screen
    • The screen will now display the character class/mastery/level
    • When deleting a character, you are now required to enter the character name to confirm the deletion

Controller
  • The "B" button on controller can now be used to close keybind prompts
  • After binding a controller button, the cursor now re-focuses on the corresponding binding

Other
  • Reduced gold turn-in reward for Desert Treasure from 20k to 2k
  • Added Buff Icon for Bone Armor (Acolyte)
  • Improved performance when picking up Shards

Bug Fixes

Animations
  • Fixed an issue where the Mage would T-pose during some animations
  • Fixed several cases of back-slot clipping and floating capes
  • Fixed a bug where the Sentinel idle animation with a 2H weapon would behave as if a shield was equipped

Controller
  • Fixed a bug where if a panel was opened with keyboard and mouse, further button presses via controller would activate the assigned skills through the panel
  • Fixed a bug where when opening the bindings menu, or interacting with it, with a mouse, would result in the bindings disappearing
  • Fixed a number of bugs with rebinding controller configuration
  • Fixed a bug where players would continue to run in the direction of their last input if the game became unfocused while moving


UI
  • Fixed a bug where player health bars were not appearing in offline
  • Fixed a bug where Forged Weapons' health bars could be displayed at top-of-screen instead of the boss' health bar
  • Fixed missing Localization in the Gifting panel for resonances
  • Fixed a bug where Item Tooltips would get stuck when adding a new tab to the stash
  • Chat channels are now specific to cycle/non-cycle
  • Fixed a bug where Husk enemies would not have health bars

System
  • Fixed a bug in offline where players would not have full health, mana, and potions after logging in or reviving
  • Fixed a bug where invalid offhand items could be equipped from the forge (eg. catalyst with a bow)
  • Fixed an issue where monolith quest progress would reset if you left the zone/server after starting, but before completing the quest chain.

Skills
  • Fixed a bug where Bone Curse "Signet of Agony" node's resulting aura would persist after de-speccing out of the skill
  • Fixed a bug where Erasing Strike's "Ravenous Void" node's void beams wouldn't move in online play
  • Fixed a bug where Volcanic Orb could be cast in incorrect directions, such as flying up when the cursor was over top of a ridge line
  • Fixed a bug where if you teleported back to the monolith hub or rest area while a companion was downed, the revive UI would continue to persist even after being revived.
  • Fixed a bug where Manifest Armor was not benefiting from Increased Area for Area Skills stats on items the player is wearing that are applied to Manifest Armor, such as on gloves
  • Fixed a bug where the Gathering Fury unique bow's chance to repeat bow abilities was applying to non-bow abilities, and could kill the player if it repeated a Falcon ability
  • Fixed a bug where Boardman's Plan's chance to summon a Storm Totem on hit with Tempest Strike was not working
  • Fixed a bug where triggered instances of Tempest Strike were not benefiting from the Tempest Strike skill tree
  • Fixed a bug where Bone Curse's Marrow Thief node would not grant 10% less damage taken
  • Fixed a bug where Death Seal's Skeletal Sheath always granted Bone Armor for a fixed duration, ignoring the duration Death Seal was active
  • Fixed a bug where Firebrand's Galvanize node would disable Brand of Arcanus
  • Fixed a bug where Flame Rush could cause the player to become invisible

The fix for Death’s Embrace mentioned on Friday wasn’t quite able to make the cut-off time for this patch, and is expected to be included with next week’s patch.
Last Epoch - EHG_Kain
Hello Travelers,

Today we wanted to connect with everyone regarding the recent gold exploit, as well as exploits in general within the online environment. We want to talk a bit about what we’re doing in regards to these issues, and what our plans for the future are.

We take exploits within Last Epoch very seriously and ensure that any time an exploit comes up, we give it our full and immediate attention. We strictly enforce our Terms of Use when it comes to exploits and RMT (Real-Money Trading), and as such, one can expect that abusing such exploits or engaging in RMT, both buying and selling, will result in a permanent account ban.

Since 1.0 has launched, we have been aware of two exploits. The first allowed duplication of items through the bazaar. We were made aware of this exploit three days after its first discovery, and deployed a fix for it the same day. The second exploit we became aware of was the recent gold exploit, which we created and deployed a fix for in less than 24 hours of being made aware of the exploit.

Current Actions

In response to the gold exploit, we have reviewed gold activity on an account level, identifying, and banning those accounts which have been participating in illegitimate gold generation. We don’t want to speak too much to how this was tracked, as it could only really serve to provide bad actors information to try to avoid detection. With this, we are aware of the concerns of legitimate accounts being falsely flagged. We are quite confident in our tracking not falsely flagging accounts, though as always you can appeal any moderation action through http://support.lastepoch.com.

We have also banned accounts with duplicated items from the first exploit, and we have been and are continuing to process and ban all accounts linked to RMT services (both buying and selling). These regular account bans for RMT involvement are actively removing significant amounts of gold from the economy, which we expect will help bring down inflation.

We are aware of the inflation which has occurred within Merchant’s Guild, and are discussing methods to deflate the economy again. We expect the removal of much of this gold through the bans to both those who exploited the gold bug, as well as RMT involved accounts, will help quite a bit, though we are also discussing additional actions. At this point, we’re not implementing any actions which we’re able to talk about, however if we do plan to take any actions which directly effect players we will communicate those actions.

Moving Forward

We want to make sure we’re not only reacting to exploits, and are instead working on proactive measures to prevent exploits in the first place. We’re making sure to act both on a technical level and on a user level. Actions we’re taking on a technical level are much harder to discuss, as saying what we would be doing is just providing information to bad actors on how to try to exploit after. However, we want to strongly state that we are not ignoring these exploits occurring and are taking active measures to combat them.

Lightless Arbor and Runes of Creation generating legitimate duplicate items has also been contributing to the perception of item dupes. Some of this comes from awareness regarding that these legitimate duplicates are possible, as well as to what extent. It may be surprising to know that Lightless Arbor’s Vaults of Uncertain Fates can actually produce up to 12 duplicates of the exact same item. These legitimate duplications can produce some very suspicious-looking listings on the Bazaar. So when we talk about changes on a user level, what we mean is that we are working on not only preventing these exploits, but also this kind of confusion being generated by user experience. As our first action to help address this, we will be introducing mirrored item card graphics to help visually represent when an item is a legitimate duplicate (on duplicated items, the 2D art for the item will be mirrored / flipped).

We’ve also found, in general, the Merchant’s Guild centralizing of gold leads to a fair amount of inflation all by itself, and as such, are looking into and discussing inflation control methods such as implementing a Gold Tax on transactions in 1.1. We don’t want to implement this kind of change during the current cycle as it would be a fairly fundamental change to the Bazaar and Merchant’s Guild. We’ll have more information concerning inflation counters, Tax or other, as we get closer to 1.1.

Closing

We don’t think it’s a very controversial statement to say that abusing an exploit, ruining the game for all players is not acceptable, and that doing so should result in a ban. We also acknowledge this isn’t just on bad actors, but it’s also our responsibility to do everything we can to prevent these exploits from being possible in the first place.

With that said, we want to be clear in stating that we acknowledge the feedback from the community concerning allowing these exploits to have slipped through, and want to make sure we state that we are taking these events very seriously. We are actively investing in both addressing, and preventing these exploits, with no efforts spared, or shirking of the issues.
Last Epoch - Wick93
Hello Travelers,

In today's Hotfix, we are fixing a list of things for you!

Changes

  • Improvements have been made to Monolith visuals and performance along with several bug fixes
    • Fixed a bug where some channeled movement skills such as Rampage could end abruptly in the Alpine Halls monolith echo
    • Fixed issues with trees obscuring your view in the Hidden Oasis monolith echo
  • Added a fix that will warn players when files must be verified.
  • Fixed Loot filter toggle "X" sensitivity
  • Fixed bugs where the following skills' damage areas were not scaling with area modifiers from their trees or from items
    • Abyssal Echoes
    • Dancing Strikes (not all parts of the combo were affected by this bug)
    • Erasing Strike (just the initial hit, not the void rifts)
    • Forge Strike
    • Healing Hands
    • Necrotic Mortar (from Summoned Skeletal Mages)
    • Reap (from Reaper Form)

  • Fixed Passive and Skill Tree localization issues
  • Updated visuals for Announcement banners
  • Updated Unique Reward icon in Monoliths from Ring to a generic icon
  • Added missing name to Graveyard


Bug Fixes

Skills & Passives

  • Fixed a bug where the player's Falcon could fail to be unsummoned after the player has died
  • Fixed a bug where Warpath would cause players to become stuck in place and unable to move
  • Fixed a bug where Drain Life with Blood Pact and Ghostflame with Arteries of Malice would stop channeling when at very low current health
  • Fixed a bug where Healing Hands was still scaling with cast speed instead of melee attack speed when Seraph Blade was allocated
  • Fixed a bug where Gathering Storm was still scaling with melee attack speed instead of cast speed when wielding a staff and Lagonian Diplomacy was allocated
  • Fixed a bug where Thunder Tempests from Tempest Strike's Cloudburst Conduit could not hit enemies
  • Fixed a bug where Added Spell Damage Affix with Tempest Strike did not work
  • The grace period for your minions now ends when your own grace period ends
  • Fixed a bug where attempts to cast minion-targeted abilities like Dread Shade on minions that were in grace period would always fail
  • Fixed a bug where stationary minions would never leave grace period, resulting in them never attacking

UI

  • Fixed a bug where items sold in Online mode were displaying original price in the "Buy Back" tab
  • Fixed a bug preventing Defensive Conversions from displaying in the character sheet online

Other

  • Fixed a bug where Soul Embers would persist after the dungeon was completed
  • Fixed a bug causing Void Despair to be invisible
  • Fixed an error when leaving Offline mode
  • Fixed a bug where, players spawning into a new location would reveal part of the map too soon.
...