Last Epoch Hotfix 1.1.7.2 Notes

Regarding the lizards, ye are doing everything right, from my point of view too, there are too many of them, especially at the beginning of the game. It seems to me that their quantity and quality, including things, should grow in accordance with the level. The main thing is not to overdo it and not to cut quantity too much.

P.s. And thank ye very much that we can’t killing lizards; The thought of killing these cute creatures is unpleasant for me.

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There was one on every corner and didnt drop anything of value, just clattered the screen with shards…

I thought it seemed like a boring cycle before and then seeing that you already nerfed the loot bonus via lizard nerfs is extra dissuading…

How much longer can you mock and ignore? It’s been 4 days, you’re fixing lizards that don’t matter, and one of Void Knight’s main skills (Warpath Echoes) just doesn’t work. They don’t do damage!

How are they mocking? Just curious.

It’s very simple - they wrote that they fixed Warpath. Remember? Isn’t this a deception and mockery of those who started playing for Void Knight, spent time to check it out and enjoy the game, and in the end it just doesn’t work! And instead of fixing it, they fix lizards!

Where did they write that they fixed warpath? All I know is that they changed warpath. Likely, these changes introduced a bug with echoes. That’s not mockery, but most likely the result of some test scenario a dev didn’t think of. Business as usual in software development - at least in a low-risk environment like game development. It’s a bit different in something like train control, where lives are at risk and you invest much more heavily into QA.

Have you considered that EHG by now has multiple teams working on multiple tasks/fixes separately? Let’s call them Team Lizard and Team Warpath.

Team Lizard adjusted a few values, easy.
Team Warpath is probably still investigating the issue and working on a fix.
Relocating members from Team Lizard to Team Warpath might have no use, as they aren’t familiar with this topic.

Are you working on optimization and stash issues?
It’s pretty bad right now… and if there’s nothing in the pipeline for optimization, can you let us know?

Yeah, the only mention of Warpath I can see in the last few paych notes (the main post about the patch, I didn’t search through any replies) was changing Warpath rather than fixing echoes not doing damage.

No. In addition to the point Horus raised, it’s also possible that there are multiple bugs preventing the echoes from working.

Then answer a simple question - before releasing any feature (it doesn’t matter if it’s warpath or any other feature in other software) shouldn’t the team responsible for the functionality of this feature (in your case it’s warpath team) test it? And don’t forget that this is not a free game. As a result of their actions, many players who play using warpath simply cannot do it, even though they paid for the game. This is forgivable in early access, but not now.

Yes, the QA team, all software has bugs, nobody likes them or wants them (unless they’re amusing).

Apparently the fact that my echoes don’t work makes the mobs that are rushing after me laugh :rofl:

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They are. And they actually have already patched something in to help with optimization but that caused an ugly inventory UI bug and thus was rolled back.
My guess would be that it will be in the next hotfix/patch. At least I hope they found the issue till then.

There are different levels of QA in software development. I worked in train automation. Before a single line was coded, an extensive test specification was written, derived from the requirement specification.

This is just a video game. It doesn’t matter if it is a paid product - there are not enough resources in game dev for as rigorous testing (and certification) as in other branches of software development.

EHG probably tested their changes, but not the specific use-case with echoes. Remember, there are dozens, hundreds, or even thousands of possible node and item configurations that theoretically could be tested for being bugged - but doing so is just not feasible. Perhaps they considered it briefly and had no reason to believe that they should expect a bug, so they saved the valuable resource: time. In that case, it would have been a misjudgement.

But perhaps the reason for this bug is even more complex, and they DID test echoes after making the changes to warpath. But then, for whatever reason, slight changes were made to echoes, and only the combination of those two changes led to the bug. This is just a speculative thought experiment, of course, I have no internal knowledge of what exactly happened.

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TLDR, shit’s complicated, there aren’t enough resources, bugs happen.

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I agree with you, but you could have written that the problem is known and is being solved. But there is no word from EHG, complete silence. No one even knows if they know about it. I have sent two bug reports from the game.

Yep. Even in SIL4 development, bugs end up in the deployed software at times. And there, the test and validation process can easily eat up 30% and more of the total budget.

Yep, that is a bit lacklustre, especially since they introduced the ‘Known Issues’ thread. It’s not listed there.

Does this bug affect everyone, or does warpath echoes deal damage for anyone out there? Does it work offline, maybe?

Then they are aware of it.

The only comprehensive known issues list is whatever bug tracking software they use (as I’m sure you know). Personally I’d rather them spend time finding/fixing bugs than update a thread from their bug tracker.

Creating and maintaining such a list would be a good job for a community manager - not a software dev.

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Warpath echoes don’t do any damage at all. That is, they are created and that’s it, just as an effect. And I know that Falconer has the same problem with the Dive Bomb skill. Maybe some other skills behave the same way. I only say what I am completely sure of.

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