Last Epoch Patch 1.4.3 Notes

Patch143-Steam_Cover

Class and Skill Updates

General Skill Changes

  • Ability Usage: Channeled abilities now only end when you have insufficient mana for an uninterrupted duration of 0.2 seconds. This resolves a case where Warpath could end due to insufficient mana despite Void Well restoring your mana.
  • The player is now restricted from using any ability while portaling within the Monolith of Fate. This prevents an issue where using abilities with a movement component at the same time as transitions in monolith could result in the player ending up in the wrong spot.

Rogue

  • Lethal Mirage: Mirages now prioritize targeting enemies that are not invulnerable.

Acolyte

  • Bone Curse’s aura mode from the Signet of Agony node on its skill tree now requires a button press to toggle instead of toggling on and off as you hold down the button.

Quality of Life

General UI

  • If an item changes it’s properties while the inventory is opened, it will now immediately update in the UI. For example: The Cuckoo will now refresh it’s display when it turns into an exalted item as a result of killing enemies without needing to close and re-open the inventory menu.
  • Updated the font color to black (from white) for all Unique & Set items coloring options to increase readability.

Visual and Sound

Skills

  • Sentinel: Forge Strike: Added sound to the impact of the ability.

Bug Fixes

Skills and Passives

Acolyte

  • Chthonic Fissure: Fixed an issue where allocating of Gloom and Flames and The Sunderer’s Domain was incorrectly restricting the player to 1 fissure maximum. With both nodes allocated, you will create two fissures with one cast, and you are limited to a maximum of 3 fissures.
  • Summon Bone Golem: Fixed an issue where the death animation wasn’t played correctly.
  • Summon Skeletal Mage: Fixed an issue where Pyromancers and Cryomancers were not converting poison chance to ignite chance or chill chance, respectively. This also corrects the descriptions of these nodes to state their actual behavior: they convert poison chance from all sources to ignite or chill chance, not just from sources within the tree.
  • Summon Skeletal Mage: Fixed an issue where moving to a new area could cause your summoned Mages to change to incorrect amounts of each type compared to what you had beforehand.

Rogue

  • Explosive Trap: Added alt text to the Blast Rain node tooltip to add clarity of the existing functionality of the node, that being: When Explosive Trap is a bow skill, it cannot be imitated by shadows. (NOTE: The updated alt text has not yet been localized to non-english languages).
  • Flurry: Fixed an issue where the visual effects were not aligned when using a spear.
  • Heartseeker: Burning blades created using Blades of the Pyre node in heartseeker no longer spawn at the player’s feet for 1 frame.
  • Shadow Rend: Fixed an issue where the second shadow from Tabi of Dusk and Dawn was not able to receive the more damage from Hidden Strength.
  • Shadow Rend: Fixed an issue where the shadow’s attack was not affected by additional critical strike chance for skills used by shadows.
  • Shadow Rend: Moon Frenzy’s more damage while you have frenzy now scales with increased effect of frenzy on you.

Mage

  • Glacier: Fixed a small visual issue.
  • Flame Reave: Frenzied Flame’s additional melee fire damage while you have frenzy now scales with increased effect of frenzy on you.

Primalist

  • Upheaval: Fixed an issue where it would behave strangely if used at cliff edges.

Sentinel

  • Healing Hands: Fixed an issue where the traversal skill node (Rahyeh’s Chariot) had a longer than intended cooldown.

Items

  • Fixed an issue where items with champion affixes were not giftable.
  • Kuzon’s Set: The two piece set bonus now works correctly with the Firebreathing and Umbral Conflagration nodes on Cinder Strike for generating Dancing Dragon stacks.

Campaign

  • Fixed some locations where footstep audio was incorrect for the surface.
  • Seafloor Colosseum: Fixed an issue where the Lagon quest would not progress if you misclicked in the dialogue at a certain point.
  • The Garden: Fixed an issue where clicking on the transition object into the town proper could sometimes bring you back to the location you came from instead.

Monolith

  • Fixed an issue where the Fractured Omen’s and Epoch Quest Mastery quests had indicators at every timeline waypoint in the map menu.
  • Fixed another potential cause of offline echo complete portals sometimes not working.
  • Fixed case where a server error could cause an LE-63 when attempting to enter an echo. This would prevent entering a new echo despite, from the player perspective, being in a perfectly valid state to do so.
  • Fractured Prison: Fixed an issue where respawning in the encounter was not properly using boss respawn flow.

Random Encounters

  • Omen Windows: Fixed an issue where players with 0 timeglass fragments would not be able to shatter the timeglass core.
  • Omen Windows: Fixed an issue where, in party play, sometimes rewards wouldn’t spawn for some party members.

Enemies

  • Desert Goliath Rider: Fixed an issue where some of its attacks were not syncing their visuals correctly in online.
  • Ice Goliath: Fixed an issue where its cannonball attack did not have a visual indicator.
  • Imperial Pyromancers: They were so happy to be included in Omen Windows that they overdid the Pyromancy a bit, and have been toned down. Ignites they inflict no longer penetrate all player resistances.
  • Rahyeh Soldier Siege Engineer: Fixed a minor visual issue when they were summoning an Eye of Rahyeh.
  • Scalebane Saboteur: Fixed an issue where it was not moving correctly.
  • Scalebane Saboteur: Fixed an issue where its projectiles weren’t shown correctly in online.
  • Vaion The Arsenal (Sentinel Arena Boss): Fixed an issue where one of its attacks had an erroneous pink texture.
  • Zigguraut of Ruin: Fixed an issue where the its charge attack was scaling its damage with level far more than intended. This should result in this attack hitting much less hard when encountering this enemy in monoliths and other endgame activities.
  • Zigguraut of Ruin: Its charge attack now only applies one stack of void and physical resistance shred, rather than 3.
  • Zigguraut of Ruin: Its projectile attack now only applies one stack of voids resistance shred, rather than 3.

UI

  • Character Select: Fixed an issue where, with a controller, you could not navigate left back to the class previews from the skill preview section.
  • Controller: Fixed an issue where when some popup menus would appear, controller focus would remain on the menu beneath it.
  • Controller: Fixed the virtual cursor not working on some windows.
  • Cosmetics Shop: Fixed the Primalists hand snapping back and forth while previewing cosmetics.
  • Echo Web UI: Fixed an issue where the island tooltip would not display properly if using a DualSense controller.
  • Echo Web UI: Fixed an issue where using the back button (O) on a DualSense controller would close the map.
  • Forgotten Knights: Fixed an issue that caused you to get multiple forgotten knights tutorial prompts per session.
  • Item Tooltips: Fixed inconsistent rounding when viewing ranges on some affixes.
  • Loot Filter: Fixed an issue where closing a rule window would prevent opening another rule until the loot filter menu as a whole was closed and re-opened.
  • Loot Filter: Fixed an issue with number input fields that made it so you couldn’t clear those fields, only change the number.
  • Loot Filter: Fixed an issue where toggling the loot filter off/on with a hotkey could break and not allow toggling back on/off.
  • Settings Menu: Fixed an issue where the color picker for floating health bars did not have sound feedback.
  • Stash: Fixed an issue when opening the configure tab panel, the current color/Icon of the tab wasn’t selected automatically.
  • Stash: Fixed an issue where duplicated tabs had linked priorities meaning that any changes in the duplicated tab also affected the original.
  • Loot Filter: Fixed an issue where duplicated conditions had linked priorities meaning that any changes in the duplicated condition also affected the original.

Other

  • Fixed an issue that could lead to loading screens failing to be removed after scene load completed.
  • Fixed an issue where clicking enter game on another character while loading into game with another could result in entering game in an odd state.
  • Fixed an issue with clipping on Primalist with the Scourge Of The Depths cosmetic equipped.
  • Fixed some occasions where the scene would not apply proper lighting settings.
14 Likes

Is the golem fix coming in another patch alongside Shift causing problems , Ceramic Hunger enemies being nerfed

All in all , keep it up :slight_smile:

2 Likes

remove the monsters penetration 75 all resistances. dmg scaling is ok but defence does not exist.

if not already implemented could we please get it so minions ignore invulnerable enemies plz and thx.

3 Likes

Still stuck sometimes while using Reap and cant do anything. Will that be fixed?

i must to say it you kill the game imprints not print the items on weaver tree i do 40 echo lost caches and 0% drop imprint you kill the game fix it

1 Like

still no fix for immortal mobs… so sad

1 Like

Imprint buffs please. That system is so interesting, but it feels like it doesn’t matter anymore.

3 Likes

If they did that they’d need to reduce our resists at some point like PoE does.

Not a single nerf to Sludge mobs lmao, do you guys even play ur game.

4 Likes

Bring back Imprints the way they were, NO ONE ever complained about imprints and now EVERYONE is complaining about how useless they are, you guys don’t have enough meaningful crafting systems implemented in the game to afford killing one of the only reliable ways of acquiring multi-exalted items.

And fix the damn poison slugs in Omen Windows I can’t believe it has not been adressed yet.

  • We still can’t find small weaver idols prophecies in the Observatory.

  • Rerolling weaver idols 1350 amber per try is absolutely ridiculous as you can’t even farm that amount full clearing a cemetery with all pack size and amber nodes in the tree.

  • Memory Amber is bugged, I pick up amber on the ground and see +1200 amber appear, then I check my amber count and it’s a third of that amount.

  • We need a Woven Echo that allows to change resistance affix like the one that is used to change Attributes, make it random or make the woven echo rare I don’t care but we need to have 1 woven echo for prefixes and 1 woven echo for suffixes, that will greatly improve crafting and make it less tedious to hit what you need.

I could keep going but at the rate that stuff is fixed/added if I add more we won’t see these changes before 2028.

8 Likes

Thanks for fixing Warpath. Now I can spin wearing my supporter pack MTX with carefree joy. :slight_smile:

1 Like

YYYYEEEEESSSSSSSSSSS!!! THANK YOU THANK YOU THANK YOU EHG

2 Likes

Warpath still not working properly…

2 Likes

Could this perhaps be offered as an option? That sounds like it would be extremely useful when separating a large set of stash tabs - for instance, if I have thirty stash tabs with exalted weapons, and want to separate those into one-handed and two-handed weapons, being able to change all those tabs to only be assigned one-handed weapons would be great!

Great to see so many fixes, though! I’m having lots of fun this cycle ^-^

2 Likes

Warpath not fixed lol

Clip

1 Like

I don’t know how it is for others, but for me personally, black text (for example on a red background) is now much harder to read than white was.

2 Likes

i hope EHG don’t do this. If they buff imprints to where it was it is gonna kil ground loot again. It is healthier imo to not deal with double exalted items and that should not be a progress bar even at the end. Currently we have corruption which IS infact a step in your crafting instead of double exalteds i am glad double exalted imprints are gone. I hope they do buff unique imprints tho

1 Like

Still waiting for a bug fix for Graveyard Prisons and Warden of the Dead nodes in the Weaver tree not working in any Cemetery echo(woven echoes included). I assume there’s more nodes that are bugged for Cemetery considering that two paths are bugged, but these are easily reproducible.

1 Like

Big té ki man

1 Like