Last Epoch Patch 1.2.6.2 Notes | Unity 6 Engine Redeploy |

Hello Travelers,

Earlier this month we released Patch 1.2.6, the Unity 6 engine upgrade. While we did not expect this update to have an noticeable impact on player experience, a small amount of issues arose and after an initial attempt to hotfix these, the decision was made to rollback Last Epoch to version 1.2.5.2 in order for the team to assess the situation and allow players to continue to enjoy Eterra without any continued impact on gameplay.

Today we are redeploying Patch 1.2.6 as Patch 1.2.6.2. This version contains the original Unity 6 engine upgrade, the fixes contained in Hotfix 1.2.6.1, and fixes for other issues that led the team to revert. To make sure you are fully informed, we will list the original Patch Notes below as well as the Patch Notes for 1.2.6.2;

Patch 1.2.6

  • Upgraded engine to Unity version 6
    • This engine upgrade is for development purposes, and we do not expect any noticeable differences with this engine upgrade. Please continue to use the In Game Bug Reporting Tool if you happen to encounter any bugs or issues.

Hotfix 1.2.6.1

  • Fixed a bug where loot filters would not be correctly set upon restarting the client
  • Fixed an issue where attempting to load into Risen Lake in Online mode would result in a disconnect
  • Fixed an issue where Apophis could appear in Arenas
  • Fixed a bug where indirect casts of Puncture could interact incorrectly with ‘Stay of Execution’s’ more damage per second charged, causing that more damage to grow endlessly without resetting

Patch 1.2.6.2

The following issues were briefly present before the reversion to version 1.2.5.2 and should no longer be present in Patch 1.2.6.2;

  • Fixed an underlying issue present in 1.2.6 that could cause disconnects when attempting to enter various scenes
    • Note that some disconnects may still occasionally occur but should no longer be consistent when attempting to enter specific scenes. As always, if you experience a disconnect please submit an In Game Bug Report with your Player Data attached as these logs are incredibly useful to our team.
  • Attempting to enter the Monolith Echo named “Lost Catacombs” should no longer cause a client crash
  • Cosmetics should no longer fail to display in the Character Select menu
7 Likes

Here it comes again!
You’re hoping to copy and paste an old version of Unity into 6.X and not find any bugs… but what’s wrong with you?
go bugUNITY6, which is barely a few months old, VS a stable version that you can add plugins and everything else to make working more comfortable…
You’re annoying about putting up version 6.

what’ s better ?
deploying Unity 6 at the middle end of a season or deploying it at the start of a new season ?

imo it’s a good move to do it now :wink:

1 Like

Only a few months old? Its over 8 months since Unity 6 came out.

Also, once again, there is zero reason they can’t move to Unity 6 from 2022. Its a direct path that Unity offers themselves and is a common upgrade with the Unity engine.

That’s true, but why so much insistence on Unity 6?
I know it works faster, there are fewer crashes while using it… but it’s still very new, and you can’t expect copying and pasting code from an older version to work…
Okay, this isn’t the case of moving from Unreal Engine 4 to 5. That’s very hardcore, but it’s still something that’s only going to cause complications… now they have to fix a ton of bugs, rewrite some parts of the code that won’t work with the hooks, and much more…

On the other hand, the version they were using is VERY stable compared to 6… this seems more like a symptom of “we have to move to version 6 no matter what, out of stubbornness, out of pride.”

8 months vs. a heavily updated version of Unity for years… there’s no comparison. There’s a lot to improve, and we shouldn’t ignore the fact that the game was made in a different version.

Just because Unity offers you that option doesn’t mean it will always work in all games, nor does it guarantee that it will be 100% functional.

Isn’t that enough reason? Saying that it has fewer crashes in the same breath you say it’s less stable seems like a contradiction.

Also, it will allow them to add DLSS and other new technologies to the game (which are highly requested, btw).

3 Likes

As pointed out by Malga, the timing is very clever: it’s far into the current season as to limit the impact, but there’s a couple months left to identify and fix any bug that comes up.

As far as the reasons why, there could be many reasons, none of which is any of our business really.
First off, Unity 5 is end of life and is no longer supported. So that means any bug, or security vulnerability will not be patched by Unity. EHG does not want to take that risk.
Second, there could be productivity or performance improvements that the EHG dev team wants to take advantage of.
Finally, your assumption that EHG merely “copy-pasted” the current code comes from where ? How do you know they haven’t been working on that upgrade for a few months ?

From a player perspective, it shouldn’t matter which version they use, as long as it’s secure, stable and performant.

4 Likes

You don’t seem to understand:
It’s more stable and makes programming easier.

Problems:

  • Instability in some games (NOT PROGRAMMING)
  • Upgrading from an older version to 6.X in a game as developed and well-optimized as its resources (it’s almost impossible to get information about it, I’ve tried)
  • It may require higher PC requirements. In my case, I’m using an NVidia 1050Ti, and the game works fine. How will it work now?
  • Will it work well with Linux Mint with Proton?

…

What problem do you have with the version of Unity you’re using, so you insist on having so many headaches with version 6 at this point in development?

I mentioned “copy and paste” to use more understandable language.
I didn’t think about the security aspect (hackers, cheats, etc.), and you’re right.
If everything works well, bug-free, optimized, and doesn’t require any additional PC requirements, I’d be happy with the update.
Your response convinced me a bit and alleviated my annoyance. Thanks.

1 Like

Maybe those game developers just “copy and pasted” and didn’t work on it. No reason to believe EHG did the same, considering they spent a considerable amount of time preparing this.

I’m sure they did their homework. Not to mention that they have access to direct support from Unity in case issues arise.

No idea. Maybe you should launch it and find out? It does allow them to add a bunch of improvements, so maybe overall it’s better?

This version has been out for over 8 months. I’m pretty sure Proton already updated to be compatible with it.

I don’t have any headaches. And considering EHG has been planning this for months now, I assume neither do they.
Why do you assume EHG just did a sloppy job rather than considering all the issues?

8 months is a lot of time for an engine to stabilize. In fact, we’re closer now to a new version than we are to the release of this one. So why do you assume that this version is worse than the previous one that is no longer supported?

1 Like

Every programming team works differently. My example of “copy & paste” without using the right tools is just a quick aside.

I should remind you of two things:
1- They did a terrible job in their first update to Unity 6.
2- Something that really shocked me was reading in a Reddit thread:
"Changing the mouse cursor color/graphics is something the developers would like to do, but it’s currently an engine limitation [11:19, 11:28]. "
This… is… “Hello? Are you kidding?” lol
URL: https://www.reddit.com/r/LastEpoch/comments/1kx3v4y/5162025_devstream_summary/

I hope you’re right and this time they did their homework properly.
Now I have to get to work. Later or tomorrow I’ll test it out and let you know.

And well, as for why I assume they might have done a sloppy job… I think there’s evidence from their previous update, which had a lot of complaints, right?

I assume this version needs to improve even more compared to the previous one to even consider such a complicated move to move the game from one version to another.
BUT, I didn’t consider the issue of security breaches before, considering it’s a game that focuses mostly on online play. I do see reasons to update to the latest Unity version, as long as you do it carefully.

In the previous version, datamining internal game data was almost impossible (to see real data on X item drops, for example, or how the corruption level scales exactly… among many things). Let’s see if it remains as protected in this version. I hope so.

Did they? They detected 3 (three) issues with it, immediately reverted the change and have since fixed them.
If that’s your definition of a terrible job, I wish more game developers did terrible jobs.

What shocked you about that? They can change the cursor to whatever they like, but everyone gets the same cursor. There is no way in Unity to say that your cursor is different from mine.
It’s already been discussed extensively, including a dev reply:

No engine, not even custom engines created by studios, makes datamining almost impossible.
In fact, in all of them it’s barely an inconvenience. And Unity certainly isn’t one of the hardest ones in this regard.

Dammitt might disagree, he’s been grabbing the data from the game files for years. Though there was some comments from the devs about an API which is currently restricted & not for public consumption.

1 Like

If you call reverting changes immediately after 24 hours, we have a different concept of time, that’s all, and I respect that for you it was immediate.

public class CustomCursor : MonoBehaviour
{
public Texture2D cursorTexture
public Vector2 hotspot = Vector2.zero
public CursorMode cursorMode = CursorMode.Auto;

void Start()
{
    Cursor.SetCursor(cursorTexture, hotspot, cursorMode);
}

}

This isn’t functional for sure, but come on… an option to change the mouse cursor texture smaller, larger, or another style… is easy to implement.

It is true that Unity is easy for data mining, but in the case of Last Epoch it is very well done to make it more difficult, it is something that when I saw how it was put together I was surprised by the work of its programmers.

Edit:
I don’t know how to quote phrases like you do in this forum -_- sorry
If changing the cursor size or customizing it is very requested, I might consider creating a script in AutoHotKey (.ahk) that runs when the game starts, that doesn’t interfere with the game at all and just “overlays” the cursor.

I don’t think you understand. Yes, they can change the cursor. Which is what they did. Their cursor is not the default one.
However, they can’t use different cursors in settings so you have one and I have a different one.
That is because the cursor asset gets compiled as a resource when building and can’t be changed later during runtime.

There are countless threads in the Unity forums requesting this and this is something they don’t support. And considering all the years that have passed since, it’s doubtful they’ll ever add it.

You should read the thread I linked. There are plenty of explanations there regarding this issue and why it’s not possible.

Just select text as if you were going to copy it and a “quote” button shows up.

Changing the cursor size can be done with windows settings.
Changing the color/render can be done with Yolomouse. It’s an allowed tool you can use with LE. It basically does what you’re proposing, except it adds dozens of cursor options.

Ok, thanks for the clarification, now I understand you.

thank you

I didn’t know Yolomouse, so… whoever is desperate to change the cursor has solutions, another thing is that those users are lazy

1 Like