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Update 1.0.2.0

With Update 1.0.2.0 for Striving for Light we are going the next step reworking and improving some fundamental systems like damage numbers and camera shake, but improving useability of meteor and lightning strike skills next to further improvements and changes.

Thanks for playing our game and for your support
Hardcore Race Event

[h3]August 14th - 17th starting 5pm CEST[/h3]

Everyone can participate. You can even play the full event with the free Steam demo, so invite everyone!

To participate simply join our official discord. and drop us a message in the #hardcore-race-chat.

New Features:
  • New Damage Number System: A new damage number spawning system was implemented that prevents damage numbers to all spawn on top of each other. Damage numbers are now spawned in a circular fashion around the target to make damage numbers readable. Previously with higher damage numbers also increasing in size you ended up having plenty of damage numbers stacked on top of each other. To prevent this from happening the circular spawn area now also scales with the size of the damage number to ensure readable numbers and less screen clutter.
  • New Camera Shake System: The old camera shake system was quite simplistic which worked for for early/mid game scenaries but as soon as builds got wild in the endgame, the camera shake was leading to abrupt motion changes as well as constant shaking that did mainly make the game more tedious to look at and not really make the combat feel more impactful.

    Therefore a new trauma based camera shake system was implemented. This new camera shake system allows to build up the camera shake impact over time, depending on how much simultaneously stacked effects are happening at that moment. No abrupt camera shake transitions anymore when hundrets of camera shake triggers are firing. This new systems adds more impact the the combat without applying unsmooth camera movements.

    Of course the camera shake option remains optional and can always turned off in the settings menu.


Major Changes and Improvements
  • Dynamic Rift Heart Drop Rate: In Rifts enemies now have a dynamic heart drop rate, that increases with higher rift levels. While rifts are an endgame system and designed to be challenging it was also possible to re-run low rifts to heal up your main character due to the generous heart drops from enemies. We think this is a good solution to this balancing issue, making low rifts a bit more challenging but still keep the possibility alive for farming rift keys with secondary characters for your main character to push the rift leaderboard ladder.
  • Sanguine Chest Redesign: The sanguine chest has received a new circle indicator design to help communicate that the circles are save to step in to defeat enemies within them.



Balancing
  • Meteor: Meteor spawns are now more accurate which allows better aiming. Meteors now do not spawn on your current player position that should make using this skill less scary :)
  • Lightning Strike: Lightning strikes now spawn more accurate in a less random area making it easier to aim your lightning strike. Lightning strike effect range has been increased to make it easier hitting your targets. The skill also got a some visual improvements.
  • Lifeleech: We want to make lifeleech scaling a lot more predictible while still keeping the lifeleech balancing for the early/mid/early-endgame mostly untouched. Therefore a new step wise linear scaling was introduced that also caps lifeleech at the low end.
    120-100 (-6 enemies / skillnode)
    100-80 (-4 enemies / skillnode)
    80-60 (-3 enemies / skillnode)
    60-40 (-2 enemies / skillnode)
    40-20 (-1 enemy / skillnode)


You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.