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Striving for Light News

Update 0.9.7.5

[h3]Improvements:[/h3]
  • Improved character weapon layering in choose gamemode screen
  • Improved shadow effect on player characters
  • Improved weapon positioning for player characters


[h3]Bugfixes:[/h3]
  • Fixed wrong damage number calculation for glaring light skill
  • Fixed popping in world fog effects when moving left or right
  • Fixed corrupted merchant getting stuck in non attacking loop
  • Fixed switching to skilltree on world event start preventing bosses or enemies to spawn
  • Fixed a crash on choose game mode screen when wildfire wrath weapon was equipped

Update 0.9.7.4

A small update with big performance impact.

[h3]Improvements:[/h3]
  • General Performance improvements: The enemy idle states have been completely reworked to not have any performance impact. Now the amount of spawned enemies on the map should not impact performance as it did previously and which could be noticeable on high endgame maps.


[h3]Balancing:[/h3]
  • Glaring light now increases your melee and range attack cost by 2 energy and 2 endurance to allign it with the cost to upkeep the ability. After the recent base energy and endurance max and regeneration increase glaring light was very easy to upkeep with the power and AoE it provided.


[h3]Bugfixes:[/h3]
  • Fixed sanguine strike hidden effect on very fast attack triggers
  • Fixerd a crash with sunfire sceptre
  • Added translations for secret sheep
  • Fixed awakened gatekeeper achievements with corrupted weapons triggering on normal bosses
  • Fixed leaderboard not being able to switch between hardcore, softcore game modes and to view other game difficulty tiers. (v.0.9.7.4b)

Update 0.9.7.3a-d

With update 0.9.7.3a-d we are introducing a highly requested feature: Displaying the possible weapon base damage rolls on the weapons. Fast pathfinder loading and improved enemy AI. Furthermore this update is packed with performance improvements, visual enhancements for the pathfinder, balancing reworks and bugfixes.

[h3]New Features:[/h3]
  • Display Weapon Damage Range Tooltips: On each weapon tooltips you will now find a new hint that you can press right mouse button or right thumb stick on the controller to view the base weapon damage range the weapon can roll
  • Improved Enemy AI: enemies now have much smoother velocity transitions between idle, move and attack states
  • New pathfinder loading system: Pathfinder now loads much faster after it has been initialised for the first time this fixes potential issues with memory leaks and long loading times in endgame


[h3]Improvements:[/h3]
  • Performance improvements for enemy path finding
  • Performance improvements for all weapon drops
  • Improved enemy AI and movement transitions between enemy attack states
  • Echo weapons now only appear on the merchant trade and aeodra arena reward if there are available echos that can actually be dropped (previously the weapon just got directly removed if you selected an echo but there was none created)
  • Improved elder branch range weapon visual effect
  • Reduced size of high damage numbers.
  • Random world events now all have the same chance to spawn. So you should see the different rift world events all spawn with the same possibility. Previously there was some code related favourism on spawn rate, depending in what order world events have been assigned.
  • Performance improvements for all enemies and their idle state
  • More natural enemy spawn positioning on maps
  • Reduced enemy player detection time for enemies
  • New pathfinder map connection design to bring it up to pair with the recent skilltree connection line redesign
  • Further refined skilltree connection design
  • Specialisation tooltips that contain condition damage now display the first 3 condition damage ticks like for the skillnodes


[h3]Balancing[/h3]
  • Flood damage now only scales with projectile damage (did scale with projectile and melee damage)
  • Fragmentation damage now only scales with melee damage (did scale with projectile and melee damage)
  • Bursting Shot and Bursting Hit now only scales with melee damage (did scale with projectile and melee damage)
  • Increased condition damage decay condition damage ticks now get 50% reduced damage (was 40% before)
  • Changed the specialisation tree for the goladir and melee unknown wanderer to make endurance shield as accessible as energy shield


[h3]Bugfixes:[/h3]
  • Fixed a potential crash in descent expedition world event
  • Fixed layering of world objects, previously it could happen that the rift world events hide some traps. Or the background could cover up some player effects.
  • Fixed missing translation for caustic wounds in rogue specialisation
  • Fixed empowered ailments specialisation not buffing condition damage. It now increases your condition damage by +20
  • Fixed rolling stone boss triggering end of aeodra arena event to early
  • Fixed achievement for ancient tree and elder club not unlocking on awakened boss version
  • Fiexd enemies getting stuck in pathfinding loop when there have been items located around your player position
  • Fixed heleja blink ability animation getting stuck
  • Fixed a crash on character selection screen if gloomtide weapon was equipped and if there are active melee on attack triggers
  • Fixed construct range attack initialising wrong attack speed after loading a map
  • Fixed a crash on closing crafting window with x button from in game. (v.0.9.7.3b)
  • Fixed new introduced weapon damage range calculation. (v.0.9.7.3b)
  • Fixed crashes due to the new introduced weapon range display. (v.0.9.7.3b)
  • Fixed attack cooldown UI stopped working after closing crafting window from in game. (v.0.9.7.3b)



Update 0.9.7.2

[h3]Bugfixes[/h3]
  • Fixed Powerful Cast specialisation also increasing melee damage
  • Fixed a bug that could case bosses with shield to get stuck in permanent shield mode
  • Fixed one achievement not unlocking if achieved at the awakened gatekeeper version of the emerald widow
  • Fixed button scaling on tree of light UI for localisations
  • Fixed soft crash on leaderboard window (v.0.9.7.2b)


[h3]Balancing[/h3]
  • Energy Shield Specialisation: Now reduces 1 damage for each 12 energy (was 8). Recharge has been increased to 120 enemies (was 60).
  • Endurance Shield Specialisation: Now reduces 1 damage for each 12 endurance (was 8). Recharge has been increased to 120 enemies (was 60).
  • Bone Shield Specialisation: Recharge has been increased to 100 enemies (was 40).
  • Protective Shell Specialisation: Now reduces 1 damage for each 8 health (was 6).Recharge has been increased to 100 enemies (was 50).

Hotfix 0.9.7.1b-d

[h3]Balancing:[/h3]
  • Energy Shield: Now reduces 1 damage for each 8 max energy (was 4 before)
  • Endurance Shield: Now reduces 1 damage for each 8 max endurance (was 4 before)
  • Protective Shell: Now reduces 1 damage for each 6 max health (was 4 before)


[h3]Bugfixes:[/h3]
  • Fixed respec not working on certain skill nodes
  • Fixed wrong specialisation description on skill tree origin node
  • Fixed missleading translation for thunderforge weapon
  • Fixed wrong assigned translation tags for respecing specialisations if no shard of refund are available (v.0.9.7.1c)
  • Fixed multiple stacked companion skills not spawning multiple companions (v.0.9.7.1c)
  • Fixed a crash on older save files due to not correctly set player character (v.0.9.7.1d)