Update: Annndddd we’re live! Check out the full patch notes here.
Overview
Patch 0.7.1 will be the largest patch deployed since Last Epoch entered beta!
The patch introduces a few new items, tackles some balance issues, and has improvements to the user interface. Patch 0.7.1 is currently in QA and should be released next week.
Highlights
The fog of war on minimaps will no longer reset when your character leaves a zone.
Fog of war will not be saved inside the Monolith of Fate. This is primarily due to the fact that the Monolith of Fate will use procedural generation in future.
The Monolith of Fate will now save and load your progress.
Aura of Decay is receiving a skill specialization tree.
Smite is receiving a skill specialization tree.
The UI for item tooltips will be replaced by a new design. (Preview)
Your permanent minions will have icons on the minimap.
Dropped unique items and set items will be shown on the minimap. (Preview)
The Ruins of Welryn will have a new side quest.
The Shattered Valley and Welryn Outskirts will be shortened in response to feedback.
A new belt base type and four new amulet base types will be added.
Three new unique items will be implemented.
We will be improving The Fang in this patch. One of the new unique items is designed to be a less powerful version of The Fang with a lower level requirement.
The other new uniques will not be related to existing items (or each other).
Items you pick up will be highlighted in your inventory until they are moused-over.
Holding down Ctrl and Alt will reveal the tier of each affix and the range of that tier.
Sources of leech will be approximately half as powerful as before.
This applies to both item affixes and class passives.
Additionally, overkill damage will no longer contribute to leech.
Ward’s base decay rate is being doubled from 20% of current ward per second to 40% of current ward per second.
The base rate of Health Regeneration will now scale slightly better with character level.
Multiple performance improvements, most notably for Poison and Ignite.
After This Patch
We have completed most of the work for visual indicators of buffs & debuffs. Our art team have the Immortal Emperor in an early design phase. We have additional 3d models for equipment in development - including a new armour set for the Primalist.
We’re making good progress on the visual indicators for buffs & debuffs. This system won’t be included in Patch 0.7.1, but you can expect us to be showing off a preview fairly soon.
Something else we are currently working on is beginning the process of having voice acting recorded for the game. The first VA has been recorded, and we’re in the process of looking at voice actors for additional characters. Please note this will take a long time.
Can to speak to anything about Primalist pets? I know you mentioned before they were being discussed at meetings. Just curious if anything you can share.
Does ward really need that nerf? I don’t know what its like at endgame but when I was taking a mage through the story I couldn’t even get ward to build up because it drops so fast. Maybe it should decay based on how much you currently have instead? Its just gonna suck if ward is useless all the way up to endgame where it finally becomes good because you are decked out in OP items.
Does ward really need that nerf? I don’t know what its like at endgame but when I was taking a mage through the story I couldn’t even get ward to build up because it drops so fast. Maybe it should decay based on how much you currently have instead? Its just gonna suck if ward is useless all the way up to endgame where it finally becomes good because you are decked out in OP items.
That is exactly how it works Telzen It takes a %age of your current ward and decays it. Current ward generation systems dont rely much/too much on gear, its mostly passives and skills, which means the “broken ward values” arent dependent on endgame gear and can be achieved relatively easily (which explains the nerf/change). Lastly, this is probably the perfect time for large numbers experimentation, as we are far from the “fine tuning balance by making smaller adjustments” which will probably happen post-launch or at least closer ^^
Next patch looking great with nice performance improvements, more uniques and item bases, tons of UI stuff mmh
Take all the time needed, we trust in you EHG to keep making the game better and better every time !
I’ve already offered my opinion about ward mechanics. Though current ward gain/max really needs to be nerfed, this correction wont solve the core problems of mechanics itself. With it, you guy’s are doomed to return and correct those numbers every time the game changes .
That’s not what I’m saying. Right now you degen 40% of your ward per second no matter how much you currently have. What I mean is that the amount you degen should be based on how much you have. So say you currently have 50 ward then maybe you only degen 15% per second, but the higher you go the degen gets worse and worse.
Who asked for areas to be shortened? Ridiculous.
You want bigger areas not smaller. Why would you want to reduce the size of the game?
Impatient people who only want to do the end content rather than play the game, so whine and get things reduced for everyone. They are two of the better areas because they’re not over before you start to get hooked into them.
Sad.
There are those of us who do explore a whole area, who do engage with all of the game and who are getting fed up with the ‘gotta make it smaller so I can go faster’ influence on games.
I’m the type who usually explores every nook and cranny of a level. But running through giant levels that are mostly empty and have like 2 enemy types repeated over and over isn’t fun.
If they made the areas have more visual variety, added more stuff into the level like events and lore, and upped the enemy variety then the size would be fine. But the way they are right now is just a slog to get through.