Last Epoch Patch 1.2.4 Notes

Visual Improvements

  • Improved environment visuals in the Desert Canyons.
  • Improved environment visuals in the Great College.
  • Improved environment visuals in the Storm Swept Isles.
  • Updated the VFX for Dragonfire from the Dragonsong unique bow.
  • Added VFX for Caches so they are easier to notice.
  • Removed the extra spacing that appeared after the Memory Amber cost in the Weaver Tree respec modal.
  • Improved the visuals of the Winged Fire enemy, which was previously too dark.
  • Added VFX for the Downfall of the Righteous unique item to indicate the range at which enemies are inflicted with Witchfire.
  • Fixed a visual issue where Annointed’s Consecrated Aura from Judgment was visible from underneath bridges.
  • Fixed flickering effect in the Time Slow aura from the Time shrine.
  • The Void Amalgamation and Infernal Husk have new foley, vocalizations, and skill sound effects.
  • Fixed an animation issue with Sentinel’s Shield Rush where the shield would float to the side.
  • Rotated the Blade Of The Forgotten Knight’s inventory icon to match orientation of other swords’ icons in game.
  • Updated the Mage’s casting animation when channelling to a more dynamic version.
  • Loomwalker’s Silk Slam animation now better matches where the attack deals damage.

Quality of Life Updates

  • Negative ailments such as ignite, slow, marked for death, etc are now cleansed when returning to the Echo of a World or the Monolith of Fate.
  • Instances of “chance to bleed” descriptions have been updated to “chance to inflict bleed” for clarity and better readability.
  • The player can now use the report bug panel while opening the recolor option list in the loot filter, allowing screenshots of that panel to be captured in in-game bug reports.
  • Tomb and Cemetery entrance indicators now have a different icon than the echo objectives for improved navigability.
  • The Void Mines fired by Void Prophets and by Maul Heart the Pale Enforcer will now dissipate when the enemy that fired them died.

Bug Fixes

  • Fixed a bug where the Ice Barrage attack of Ice Elementals and similar enemies would fire icicles that looked misaligned.
  • Fixed an issue where Runemaster’s Trinity of Elements invocation was spawning the three elemental beams on top of each other, rather than offset around the player.
  • Fixed edge cases with movement abilities which could cause bosses such as Rahyeh the Black Sun to disappear from the arena.
  • Fixed a case where Forgotten Knight faction progress could reset when playing multiple HC characters.
  • Fixed the visuals for the chains breaking after interacting with the lance in the Tomb of Morditas.
  • Fixed invalid loot filter files causing UI issues when they are loaded.
  • Fixed a bug where, after allocating Doctrine of the Anvil, repeatedly using Multistrike while standing still would sometimes result in Multistrike failing to start.
  • Fixed an issue where a replaced Evade (such as Terrify) was counted as short-ranged for the purposes of the WASD “Short ranged follows movement” movement setting.
  • Fixed an issue where the Woven Echo reward panel quick move actions were not showing or working properly.
  • Fix issue with Primalist’s Spriggan Form not triggering its stun animation correctly.
  • Fixed a issue where champions’ energy VFX would not get deactivated on death.
  • Fixed a bug where the VFX for Armor Shred lingered for a few seconds after the Armor Shred effect ended.
  • The Fire Ground DoT fields spit up by Fire Lizards should now only ignite, and no longer shreds fire resistance.
  • Penance can now only trigger on the affected target once every 0.35s. We don’t want to remove the capability for Acolytes to hurt themselves to trigger other effects, but we need to prevent infinite damage loops that were hurting the servers even more than the Acolytes.
  • Fixed a bug where reducing Smite’s mana cost below 0 while Desperate Measures was allocated could significantly raise Smite’s mana cost while at negative mana
  • Fixed a bug where Judgement’s Righteous Decree node could cast Smite while Smite has a non-zero mana cost and you are at negative mana

Weaver Tree imprint node changes:

  • Fixed a bug that caused imprint item nodes to drop items less frequently than intended.
  • Imprint items more consistently drop items similar to them (they retain the chance to drop other uniques of the same item type, but this chance is much lower than in 1.2.3).
  • Fixed a bug that could cause rare and exalted items dropped by imprint item nodes to display as normal items instead of their actual rarity.
  • Reduced the chance of imprint nodes dropping magic items instead of rare or exalted ones.

Developer note: The updates to imprinted item nodes released in patch 1.2.3 unintentionally caused items to appear both less frequently and with less similarity than intended. Additionally, when an imprint did generate rare and exalted items, they were occasionally incorrectly shown as a different rarity, causing them to be hidden by many players’ loot filters. After these fixes the amount, rate, and similarity of generated items from imprinted nodes is closer to what they were before.

We’re continuing to listen to feedback on the system and are already working on requested improvements - including a way to indicate when an item has dropped as a result of an imprint.

Echo Objective changes:

  • Changed unstable rifts spawns from 2 - 3 to always 2
  • Increased the loot for clearing unstable rifts when running the echo for the first time
  • Increased stability reward from 2 x base stability to 2.6 for 1 rift and 3.2 for 2 rifts

Exiled mages echo

  • Reduced Exiled mages spawn from 2 - 3 to always 2
40 Likes

Hallelujah, gonna go back to chase those pesky double T7’s now!!

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Nice :smiling_face_with_three_hearts:

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Wow, there are some great changes in here! Constantly impressed at the speed you guys roll out these updates.

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rue is cat

Great patch notes! Thanks for listening and responding.

4 Likes

Awesome

Thanks for the patch.
But can we PLEASE get a VFX fix for the “blood belch” animations done by Titan leeches and occasional sand snakes? These dark-red missiles that leave bloody puddles on the ground? The ones that drop our FPS from 144 to 12 while on screen? Pretty please?

Ty for the Great game, keep up the good work

Even though nobody told me about imprint bug i could feel it, and as a CoF player it made me almost quit before even trying uber Abberoth since i felt like i’m farming for days and cant really upgrade anything ;( did not even get good base items to craft on ;(
Hope this fixed it

Loving this cycle so far and really appreciate EHG putting in the work pumping out fixes, keep it up! <3

Ya better add price checking for MG next patch :smiley: im waiting 2 years xd

4 Likes

Will ask the team to validate and if we can verify that these cause an FPS drop we’ll fix it!

Edit: Confirmed this is creating too many decals on the ground. We have a request into the VFX team for a fix

7 Likes

Keep it up, guys!

Thank you!!!

I’m so happy to see this change

I know a lot of people were upset with imprint changes but this is a good step in the right direction.

Thanks EHG!

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Unique visual models for armors please :pray:

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DJshein n this FOLK guy ain,t gonna be happy that ill be able farm more red rings: * Fixed a bug that caused imprint item nodes to drop items less frequently than intended. Lmao

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(post deleted by author)

  • Penance can now only trigger on the affected target once every 0.35s. We don’t want to remove the capability for Acolytes to hurt themselves to trigger other effects, but we need to prevent infinite damage loops that were hurting the servers even more than the Acolytes.

Wasn’t the issue with this that penance is being counted as a hit, thus triggering on hit (and on block) things, while penance itself is a dot?

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Why would I be mad? You still won’t drop a dozen a day, which is what was happening before the fix.

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awesome patch notes, thanks a bunch EHG