Last Epoch Patch Notes 1.1.5 Redeploy

Hello Travelers,
Earlier this month we released patch 1.1.5. However, a handful of unforeseen issues were discovered and we chose to rollback the game to 1.1.4 again in order to minimize impact on players. Today we will be redeploying patch 1.1.5 with the addition of a few extra changes. Below you will find all of the original patch notes that are still in effect as intended with a designated “What We’ve Added” section for your reading convenience.

Changes

  • If a player is currently in a Dungeon run and receives a party invite, the invite will be blocked to avoid disrupting the run.
    • The Inviting player will receive a message “your invite was declined”
  • Fixed an instance that allowed parties to rejoin ongoing boss fights when one of them didn’t respawn.
  • Timeline Search now persists between Echoes.
  • Now controller focuses always on the top level modal during dialogues.
  • Added localization to “Dodge while evading and increased dodge rating shard” affix.
  • You can now press CTRL+F when using mouse and keyboard to automatically select the active input field in your currently opened panel such as Stash or Skill Trees.

UI Changes

  • Improved the positioning and layout of tooltips.

Bug Fixes

  • Fixed several controller navigation problems on the Dungeon doors panel.
  • Fixes cases where Stash Tabs existed, but were not visible due to being in an invalid category.
    • If anyone is still experiencing this after this update, please submit an in-game bug report.
  • Fixed missing texture and checkpoint in The Courtyard in the Ruined Era.
  • Fixed capitalization for some affix names in localization table.
  • Fixed a bug preventing Necrotic Shroud and Divine Shroud glow material effect.
  • Fixed a bug which caused summoned Bosses (Majasa Phase 2) to not show the correct Boss Health Bar in Online play.
  • Fixed issue where the help (?) button on the Nemesis UI only searches “Nemesis” in the Game Guide, but doesn’t actually open the Nemesis guide entry.
  • Fixed a bug where Unique Idol prophecies could drop non-unique idols.
  • Fixed issue with showing tooltips when changing skills in hotbar using controller.
  • Fixed a bug causing Reflect Damage to not trigger Boss ward.
  • Fixed a bug where Monument of Protection’s added melee damage for Shield Rush was instead applying to Shield Bash.
  • Fixed a bug where some minions, particularly totems, could sometimes get into situations where they would not attack despite having enemies within range.
  • Added Gamepad Support for Vault of Uncertain Fate UI Panel.
  • Fixed an issue where Dungeon runs would sometimes not get cleaned up properly in party play. This could result in bugs like being unable to start a new Dungeon run or being unable to portal to your party members.
  • Fixed invisible Forgotten Knight in the Shattered Road.

What We’ve Added

As mentioned before, here is the list of things we’ve added to be included in patch 1.1.5.

Changes

  • Audio improvements to the Abomination Monolith Boss fight.
  • Mastery Selection window now defaults to “Select Another” instead of “Confirm” when using a controller.
  • Players can now click on the Harbingers icons on the Forgotten Knights faction panel to open the world map with the Timeline that Harbingers spawns in selected.
  • Updated Lightning Web Runic Invocation VFX.
  • Improved performance when swapping between Stash Tabs that contain a lot of items.

Gamepad Improvements

  • Controller navigation issues on Bazaar panel.
  • Controller navigation on Forgotten Knight Faction panel.
  • Added the ability to quickly move idols in and out of the idol inventory.
  • Fixed next Era and previous Era icons swapped for the gamepad.

Bug Fixes

  • Fixed certain dialogues not starting causing quests to be impossible to progress.
  • Fixed issues with hovering on Minimus.
  • Fixed an issue where the statues in The Courtyard could be clipped though.
  • Fixed issue with being stuck in an idle animation after a loading screen.
  • Fixed issue with map exit pings only displaying in the Divine Era in Temporal Sanctum.
  • Fixed a bug where Tempering Blow node in Smelter’s Wrath more hit damage per ignite was not capped at 150%.
  • Fixed an issue where the Stash would close when entering a Town scene.
  • Fixed a bug where Soul Cages were counted as bosses for Prophecies.
  • Fixed a bug causing Argentus health bar and mini health/ward bar to remain after he flies away.
  • Fixed an issue where item tooltips would sometimes continue displaying when UIs overlapped.
  • Fixed a bug causing the Blessing tooltip does not show the roll string when comparing two Blessings.
  • Fixed a bug where the Alpha Spine Hunter would have a health bar while in the introduction animation.
  • Fixed a bug where Emperor Of Corpse Necrotic Explosion’s VFX would not match the hitbox.
  • Fixed a bug that would stop players from moving when clicking a button over items dropped in the world.
  • Fixed an issue causing traversal skills to allow players to cross gaps/walls/blockers.
9 Likes

Thank you for your continued efforts! Please tackle this issue

2 Likes

go to legacy. select a character. join the merchants guild. sell a couple items. buy all the stash tabs. profit

Why was this not changed? This makes no sense, the player didn’t decline the invite. Change it to “The person you tried to invite is currently busy / unable to join a party” or something along those lines. Why straight up lie to the person instead of actually telling them the real reason for why the party invite got declined?

7 Likes

because there are 2 options. accept and decline. it auto declines the invite so you receive a decline message. very simple. if you invite and its instantly declined you know what it is.

Makes no sense… The invitation was not auto-declined… It was “blocked to avoid disrupting the run”, thus, it should rightfully specify the reason it was blocked, not just say that the person you’re inviting declined the invitation… The invite probably won’t even show on the other person’s screen, which is even worse, since they’ll have no clue somebody tried to reach them during the run.

They added this message for clarity, so It makes no sense saying the invite was declined if it was actually blocked by system.

“The invite probably won’t even…” now youre just making stuff up.
Stop Trolling

Am I? Or am I just thinking logic using the information provided? Did you test it already?
Because an invite being “blocked” is very much different than it being “auto-declined”, and if it is blocked, it should probably not show on screen, or anywhere.

Pretty much like the /dnd command in PoE… if you use that, you don’t auto-decline the invitations and messages, you simply block everything and never get to know what happened during that time…
The person trying to reach you, on the other hand, is rightfully notified that you’re using the /do not disturb mode and is not interactable at the moment.

Devs said the invites are going to be blocked, then YOU invented the “auto-decline” part…
Bladimir gave pretty solid feedback on this matter, for the second time, while your post is just… well, blatant.
So… Who’s trolling?

Any ETA/ word on the Evade doublecasting bug? Been a month since reported, pretty high chance of death and makes the entire mechanic unreliable.

4 Likes

Thanks, swapping between 1.0 and Legacy stashes in Legacy environment is much snappier!!!

The new tooltip system is really hard to deal with. While trying to fight, all of a sudden the middle of the screen is blocked. Please let us lock the tooltip back to the corner.

Still no fix for Bloodmoon reaver…nice

1 Like

The team are already working on a fix for this!

1 Like

Blockquote
Fixed a bug where Monument of Protection’s added melee damage for Shield Rush was instead applying to Shield Bash.

This bug fix is effectively a pretty big nerf to the shield bash build, if I’m not misunderstanding. Unfortunate, as the damage was already not anything special.

1 Like

That doesn’t fix the underlying issue, mate.
We lost millions worth of gold in terms of usable - as in take stuff out and put it back in again - stash space that we farmed for for weeks.
Deletion of playtime-earned progress is not good.

1 Like

Amazing work, really. The Desperate Measure node is broken since… ever and you do nothing about it (not the interaction with Healing Hands or Whirlwind - affecting builds centered around smite + HH / whirlwind + smite). It’s so funny to see you dead set on nerfing all builds that could even compete with your favorites. Nerf hammer comes down immediately on those classes, while broken builds (because of bugs) for Rogue/Acolyte are not addressed.

But ok, we all get it that you want us to play Rogue/Acolyte and everyone else just needs to join the program.

Anyway, after this amazing job of yours, the defensive stats no longer properly display the less damage taken part. Red Ring of Atlaria’s damage reduction is not reflected in the stats. Another example is Pala’s skill damage reduction from nearby enemies - that is missing too.

Cool, thanks. I was wondering why stuff wasn’t matching lol.

not sure if you’re referring to the def stats missing, but if you do, let’s hope it’s just a UI issue and they haven’t messed up the def stats altogether, with the UI correctly reporting the mess.

Again please consider a buff to Shield bash to compensate for the loss of flat damage. It is a mid tier build so fixing a bug nerfing the flat damage is pretty big.

You buffed other Classes (Shaman) after they got bug fixes by buffing them a few 100% to compenstate. If you are gonna just rip out damage to Shield bash it feels bad to log in and do less damage. People shouldn’t have to reroll heavily invested characters due to some unknown bug.

Fwiw, it costs 90.8 million gold to buy all 200 stash tabs. Assuming you have leftover gold getting the first 100 is rather cheap (20 million gold).
Even if you get the gold or even just the same amount of tabs for legacy back. There is still a hardcoded limit of 200 stash tabs. You won’t be able to buy more.
A few cycles of grinding most of your tabs in legacy will be remove only anyway since you’ll eventually run out of space in your 200 legacy tabs you can interact with unless you throw out most of <3 LP’s and only keep T7 stuff as well. But even then your tabs are limited by design, meaning most of the stuff in your remove only tabs should be left in there anyway unless you absolutely need it for a build / slam / etc.