Beta 0.7.1

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Beta 0.7.1 is a Game Version of Last Epoch that was released on 14 June 2019.

Beta 0.7.1
Patch Notes: beta-0-7-1-patch-notes
Announcement Post: patch-preview-beta-0-7-1
Release Date: 14 June, 2019

Hotfix 1[edit | edit source]

Beta 0.7.1b is a hotfix that was released on June 19th 2019.

Beta 0.7.1b
Patch Notes: beta-0-7-1b-patch-notes
Release Date: 19 June, 2019

Campaign[edit | edit source]

User Interface[edit | edit source]

  • Further tweaked the item tooltip UI.
  • Changed the 2d art for Turquoise Rings.

Skills[edit | edit source]

Animations[edit | edit source]

  • Improved the blending between attack animations for the Sentinel.
  • Improved the Acolyte’s posture in animations to appear more natural.

Performance[edit | edit source]

  • Improved the performance of grass shadows.
  • Improved the performance of screen space reflections.
  • Fixed time travel effects being loaded even if you haven’t time traveled, which consumed some resources.

Enemies[edit | edit source]

Bug Fixes[edit | edit source]

  • Fixed a bug where you could craft items of a higher level than your character could equip.
  • Fixed the Poison Barrage node on the Aura of Decay tree causing the Poison Bolt cooldown to be reduced every time you activate aura of decay.
  • Fixed a bug where the Respite node on the Aura of Decay Tree gave Health Regeneration during Aura of Decay rather than after deactivating it.
  • Fixed a typo in Summon Bear’s tooltip.
  • Fixed the Paladin’s Divine Bolt not working.
  • Fixed a visual issue with Dreamthorn.
  • Fixed Stormbreaker’s model sometimes floating above the player’s hands.
  • Fixed the Primalist’s wolf head helmet displaying incorrectly during some animations.
  • Fixed some instances of the Acolyte’s longer idle animation not being interruptible.
  • Fixed Stormbreaker’s alt tooltip flickering.

Release Patch Notes[edit | edit source]

Monolith of Fate[edit | edit source]

  • Progress in the Monolith of Fate is now saved when you log out or switch characters, allowing you to continue a run at a later time.
  • Once you have conquered 10 timelines subsequent mod options become increasingly difficult with each timeline you conquer, causing the difficulty (and rewards) of the monolith to scale up infinitely.
  • Added two new zone layouts.
  • Added three new monolith modifiers.
  • There is now a reset monolith button that resets your number of timelines conquered to zero.
  • Increased monster density by about 10% in most zones.
  • Reduced distance between packs in The Serpentine Desert.
  • The crit chance mod adds 25% Critical Strike Chance to enemies (down from 30%)
  • The crit chance mod now gives more increased rarity and experience than before.

Uniques[edit | edit source]

Items[edit | edit source]

Affixes[edit | edit source]

Mechanics[edit | edit source]

  • Adjusted minion AI so that it is better at saying close to your character.
  • Unequipping The Fang or The Claw now unsummons extra wolves if you are above your maximum number of wolves without it.
  • Base Health Regeneration per second is now 6 + (0.14 per level), up from 6 + (0.08 per level).
    • Related affixes have also been buffed.
  • Potions now heal for a base of 50 + (2 per level) health, up from 50 + (1 per level).
  • Ward now decays at a base rate of 40% of current ward per second (from 20% per second).
  • Intelligence now grants 4% ward retention per point (down from 5%).

Enemies[edit | edit source]

  • Rare Highland Bear
    • Avalanche
      • Now deals 11% less damage.
      • Now has a 19% increased delay,
      • Cooldown increased from 4 seconds to 5 seconds.

Skills[edit | edit source]

  • Aura of Decay
    • Now has a specialization tree.
  • Smite
    • Now has a specialization tree.
  • Werebear Form
    • Ravage
      • Now has a minimum mana cost of 2.
      • Range no longer scales with weapon range.
      • The Stagger ailment that it inflicts no longer stacks.
      • Stagger now reduces armour by 100 (up from 30).
      • Stagger now increases damage taken by 10% (up from 3%).
    • Werebear Swipe
      • Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.
  • Black Hole
    • The Endless Maw node now grants 30% increased duration per point (from adding 1 second to duration per point)
    • The Scattered node requires 2 points in Endless Maw (up from 1)
  • Erasing Strike
    • Certain Erasure now grants +25% Critical Strike Multiplier per point (down from 40%).
  • Fire Shield
    • Now has a 20% chance to retaliate when hit, rather than retaliating whenever you take 30 damage. The previous scaling dates back to the pre-alpha, which was much shorter.
    • The retaliation spell is now referred to as Flame Bolt to help clarify that it doesn’t scale with your Fireball tree.
    • The node that used to reduce the retaliation threshold now adds 5% chance to retaliate when hit per point.
  • Frenzy Totem
  • Hammer Throw
    • Hammer Throw now costs 3 mana (down from 4)
    • Added a new node that grants a limited stacking buff that increases damage and critical strike chance.
    • Added a new node that causes the stacking buff to also grant ignite chance.
    • Steadfast Path grants 35% chance to deal double damage (up from 30%)
    • Catapult now adds 3 to mana cost per point, instead of reducing damage by 20% per point.
    • Disintegrating Aura now adds 12 to mana cost (up from 10).
    • Swapped the effects of Ballista and Zealot’s Conviction. Now the cost reduction node is behind +projectiles, and the double damage chance node is behind spiral.
    • Zealot’s Conviction now grants 13% chance to deal double damage per point and can have 5 points allocated (from 10% chance per point and a max of 3 points).
    • Avatar of the Spire (hammer nova) now also adds 4 base physical damage.
    • Shattering Force grants 20% chance to shred armour per point (up from 15%).
  • Harvest
    • Removed the Slow Decay node which granted ward retention on hit.
    • Added a new node that increases the ward gained by your minions.
    • Ghost Conduit no longer requires points in Mirror Soul.
    • Mirror Soul can now have a maximum of 1 point allocated (down from 4).
  • Sacrifice
    • Reduced mana cost to 25 from 30.
  • Spriggan Form
    • Vale Bolt
      • Renamed to Vale Blast to better reflect that it is not a projectile.
      • Now costs 3 mana by default (down from 5), but has a minimum mana cost of 2.
      • Now deals physical damage rather than lightning.
    • Summon Vines
      • Now costs 12 mana (down from 18).
      • Now summons 3 vines (down from 4).
      • Vines’ damage and health now scale with Attunement.
  • Summon Skeleton
  • Teleport
    • Now has a base cooldown of 4 seconds (up from 3).
    • Ether Barrier grants 7 ward per point (down from 8).
    • Out of Body now converts 3% of health to ward (down from the 4% previously shown on the tooltip and the 10% it was actually giving).
  • Transplant
    • Now has a base cooldown of 4 seconds (up from 3).
  • Thorn Totem
    • Venom Tipped Thorns now grants 20% poison chance per point and can have up to 5 points allocated (from 14.3% chance and up to 7 points).
    • Lasting Affliction now grants 15% poison duration per point (down from 17%) and requires 4 points in Venom Tipped Thorns (down from 5).

Passives[edit | edit source]

  • The bonuses on transformation granted by the Druid nodes Primal Shifter and Restoration now last for 10 seconds (up from 4).
  • Shaman
    • Added several new nodes.
    • The Conflux node now has a clearer description and requires 3 points in either of the nodes that proc the lightning it improves.
    • The Conflux node now increases the lightning’s damage by 20% per point (up from 15%) and can have 5 points allocated (up from 1).
    • Adjusted the positions and effects of many nodes.

Leech[edit | edit source]

  • Overkill damage no longer counts for leech. This means you can’t leech for more than the damage it took to kill an enemy.
  • Sources of Damage Leeched as Health have been made approximately half as powerful as they were before.
  • The Hybrid Health Leech Shard grants up to 40% increased health leech (down from 50%).
  • The Hybrid Health Leech Shard can no longer spawn on gloves, but can now spawn on rings and relics. It can still spawn on amulets.
  • The Melee Damage Leeched as Health Shard is now a prefix.

UI[edit | edit source]

  • 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 locations of permanent minions are now shown on the minimap.
  • Unique Equipment and Set Equipment now have icons on the minimap.
  • Replaced the item tooltip UI with a new design. This design shows an item’s 2d art, clearly displays the hotkeys, and allows you to see the tier & range of affixes on the item.
  • Items you pick up are now highlighted until moused-over.
  • Several miscellaneous improvements to the chat window.
  • Time Travel transitions now fade to Loading Screens instead of just staying on black.

Visuals[edit | edit source]

New Sounds[edit | edit source]

Zones[edit | edit source]

Performance[edit | edit source]

  • Adjusted shadows, reflections and other graphical effects to improve performance while maintaining a quality standard.
  • Improved the performance of poison and ignite visual effects.
  • Improved the performance of effects that repeatedly apply in an area, such as Frenzy Totem.
  • Various miscellaneous improvements to calculations and reduced memory allocation.

Bug Fixes[edit | edit source]

  • Fixed the resolution being incorrect at character select screen & when the client starts.
  • Fixed a bug where Blood Tethers from Oculorum Mortis enemies would persist after they were supposed to end.
  • Fixed Chimaera’s Essence Unique Amulet not dropping.
  • Fixed the Glancing Blow Chance and Health Shard not dropping.
  • Added World Map labels to zones that were missing them.
  • Fixed some item level requirements being lower than intended.
  • Fixed waypoint visuals applying to the Mage’s new armour.
  • Fixed a bug where Ragnar the Battlehungry was showing up in Gladiator’s Rest.
  • Fixed the Sane Cultist not giving you a quest if you talked to them a second time, rather than accepting the first time.
  • Fixed a bug where taking any node that changed Black Hole’s cooldown would approximately halve the cooldown.
  • Fixed Elemental Nova’s Ascended Current granting half the increased shock effect it should.
  • Fixed the Spellblade’s Mind Flame scaling off of Attunement rather than Intelligence.
  • Fixed the Beastmaster’s Caustic Poisons granting added poison damage instead of increased.
  • Fixed some enemy and environment effects spamming log files.
  • Fixed a bug where you were immune during Reap’s movement
  • Fixed a bug where the Wraith Feast node on the Harvest Tree wasn’t working.
  • Fixed a bug where Storm Totem was not gaining stats from Attunement and level.
  • Fixed a bug where in the Rip Blood tree the Marrow Drinker node overrode Arcane Fortress node.
  • Fixed many debuffs not affecting enemies correctly.
  • Fixed Avalanche having a one time cost instead of a channeled cost.
  • Fixed a bug where you could take a node that required 25 points without mastering in Shaman
  • Fixed a few later Shaman nodes requiring an incorrect number of mastery points.
  • Fixed the Forge Guard’s Lethal Strikes node giving 10% increased Critical Strike Multiplier instead of +10% Critical Strike Multiplier.
  • Fixed a bug where Rainbow Edge was giving 20% shock, ignite, and chill chance instead of 25%.
  • Fixed a bug where an armour affix or elemental affix could occasionally not change value when upgraded from Tier 3 to Tier 4.
  • Fixed the "increased armour and protections" stat not being reflected in the character sheet correctly.
  • Fixed on-hit flash effects persisting in some cases.
  • Fixed a bug where Teleport’s Stable Bubble was giving 4% increased ward retention, rather than 10% ward retention
  • Fixed a bug where leaving a zone while hovering over an enemy could cause the enemy’s information to get stuck on the main enemy health bar.
  • Fixed a bug where leech was not being randomised along with hit damage.
  • Fixed a bug where Stagger visuals persisted after it wore off.

Undocumented Changes[edit | edit source]

Passives[edit | edit source]

Uniques[edit | edit source]

Patch Preview[edit | edit source]

Overview[edit | edit source]

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[edit | edit source]

  • 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 UI for item tooltips will be replaced by a new design.
  • 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[edit | edit source]

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.