Last Epoch 1.0.8 Patch Notes

I know quite a few people were disproportionally angry about this, so great that this issue was fixed!

I really like that you made the effort to fix the Gathering Storm “Friends of the Tempest” bug, but I’m assuming the Frenzy Totem tether bug is still present, as the tether essentially doesn’t work 90% of the time. I really hope that gets looked at as well.

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I know way to many people who are disproportionally angry about every little thing. :slight_smile:

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And Cleric’s Hammer not triggering Healing Hands when both attacks are 0 cost hasn’t been fixed. Man, when I created a thread named " This game hates melee*", I was joking :rofl:

Otherwise, I’m glad that the game is being worked on constantly, keep up the good work!

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Cleric’s Hammer is a trigger itself, a trigger cannot trigger a trigger. If Cleric’s Hammer triggered Healing Hands, it could go into an infinite loop.

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*Melee attacks not triggering Healing Hands via Cleric’s Hammer, that’s what I meant, if it wasn’t obvious.
Also, when OOM. Didn’t specify that, cause that was in the bugfix for smite, thought gotta add that too.
That was reported in bug reports long ago.

Looks like the edit was the piece I was missing, you need to be in negative mana for this to occur. I’ll make sure it’s on the Team’s radar, thank you!

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Great addition to the Bazaar. Thanks.

Something about this patch messed up runes on Runemaster. can’t see them over my head. can still cast invocations though.

@EHG_Kain, any word on the issue with Warpath pathing? It still has issues as it has for a very long time where you can’t move in certain areas. The Armory is one area but there are others, where you go in a different direction when you are “Warpathing.”

This isn’t technically an issue with warpath, but rather the level and needs to be fixed on a case by case basis. If you’ve encountered this in a specific area, please submit a bug report with a screenshot of where it’s occurring for our level design team to look into that spot.

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Copy, will do. I reported it back in the 0.7 or 0.8 era so didn’t know it wasn’t identified well enough.

Thanks.

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Oh man, some bug fixed. New bugs introduced :frowning: Currently Wraithlord build for necromancer is unplayable. After summoning zombies, one skeleton isnt killed and Wraithlord goes into loop mode trying to kill that last one. Such a blast now! :slight_smile:

I have this issue too.

I have this issue too :frowning: This build is unplayable. After a few secounds the Wraithlord is buggy. We need a Hotfix soon as possible,…please.

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Yeah, Wraithlord is bugged out now.

Drop the “Shepard of Thralls” Node in the Summon Volatile Zombies Tree to get past the Wraithlord bug while we wait for a fix.

Thanks for the work around to the bug :smile:

We have a potential fix in testing for the Wraithlord incidental bug that got added after fixing characters instantly reviving after death in rare instances.

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I just finished a black sun monolith and my portal out took me to the fall of the outcasts entrance. Is a fix for this coming soon?

I have encountered this bug on three different occasions so far:

  • completing a monolith
  • killing a Shade of Orobyss
  • completing a “beacon echo”

Patch 1.0.8.2 - offline