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Update 0.9.4.4

Thanks to everyone participating in the treasure race events and for spending your time reporting freedback and bugs. We took a step back and reworking the boss shield system.


[h3]New Features:[/h3]
  • Shielded Boss State: We have heared your feedback and decided to overhaul the boss shield system by implementing a new shielded state. Previously when dealing so much damage that you trigger the shield the boss has been immune to all sort of damage (beside the one or other bypassing bug). We understand that looking at a not changing health bar for a few seconds is unsatisfying. We therefore implemented a new damage reduction system that reduces all dealt damage to this boss by 90% for the duration his shield is active. So especially on high maps with higher shield durations this will be noticeable. We want to clearly state that our vision for boss fights is to retain a layer of challenge even on very well thought out, high dps builds. Please let us know your thoughts on this iteration of the boss shield system.
  • Elite Goblins went core: As it seemed that everyone enjoyed the treasure race event, so we decided to roll the elite goblins into the core game. From now on every map you will have a small chance in encountering an elite goblin. Faded maps received another unique aspect as they come with a very high elite goblin spawn rate. Another reason to embrace the unpredictability.



[h3]Balancing:[/h3]
  • Condition Damage decay got increased to 40% (was 30% before)


[h3]Bugfixes:[/h3]
  • Fixed picking up a trinket deactivating your attack replacer skill node (like boomerang or cyclic might)
  • Fixed corrupted light enemies getting hidden to early when running out of sight but still making it possible to hit you with their AoE attacks
  • Fixed bypassing shields by dealing enough damage to one shot a boss
  • Fixed a bug that caused faster companion spawns when switching scenes while pressing attack buttons on certain conditions