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Striving for Light News

Dev Livestream - New Feature Reveal

A new feature for Striving for Light will be revealed today at 3 pm CEST.

We will reveal the new feature on a developer livestream on twitch at:

https://www.twitch.tv/deventide

So bring some coffee, snacks and all your questions. See you in chat!

Update 0.6.1.7

Update 0.6.1.7 brings a new notification UI for collected items like skill shards, map shards, or skill gems. The UI will also display some general information about the collected item like the item type to get a better overview what was collected. Furthermore skill gems are now items which can be collected like the other shards.

  • A new notification UI has been added which will pop up when ever you pick up a new skill shard, map shard or skill gem to make clear what item type has been collected.



  • Skill Gems are now droppable items to make it clearer when you actually picked up and received a new skill gem. So from now on unlocking new skills in town, trading at the merchant or completing a skill gem event on the map will drop a collectible skill gem.


  • Improved main menu visual effects.


  • Fixed a bug which prevented active runs before the pathfinder update to activate maps.
  • Fixed some typos in the skill descriptions.
  • Fixed item drop position to prevent items spawning outside the map.


Hotfix 0.6.1.6c

[h3]Bugfixes[/h3]
  • Emerald Staff: Fixed rotated spider pet spawn.
  • Fixed paused game after weapon or skill unlock has been chosen.
  • Fixed player performing an attack after closing the leaderbord and Tree of Light UI.
  • Fixed a crash when pressing enter in the skill tree search bar on mouse/key inputs.
  • Fixed pause menu not being interactable when unlock notification is active.

Update 0.6.1.6b

[h2]Upate 0.6.1.6b[/h2]

  • All boss soundtracks are now used for the gatekeeper fights and are now randomised and do not switch on scene change.
  • Improved the look of the new main menu.


  • Energy regeneration and endurance regeneration from the legacy tree (Tree of Light) have been increased to +15% (was 5%).


This coupled with the latest balance changes for regeneration should give the legacy progression more weight, especially on the early/mid game. Altogether this should bring more build possibilities for the early/mid game by providing more resource regeneration for fewer nodes while also allowing us to better balance the endgame experience.

EA-Season 4

With update 0.6.1.5 we are doing massive balancing changes to the regeneration system along performance improvements and more, With those balance changes we are also also kicking off a new season EA-public-season-4! We wish everyone a lot of fun in the new season. If you encounter any bugs please let us know.



[h2]Main Menu[/h2]
With so many assets being reworked the main menu slowly shows its date. So we have created a new main menu scene. Here is how the new main menu looks like.



[h3]Performance Improvements[/h3]

  • Added new projectile cluster system which batches a bunch of projectiles together to trigger on hit effects. This will improve performance drastically since less collisions have to be calculated. Instead of creating 5 damage areas of nearby projectiles we cluster them and only create one damage filed with 5 times the damage of the single area. The projectile clustering only gets activated if there are a decent amount of projectiles on each attack so that it can be assumed that a whole cluster would hit an enemy. 
  • Improved particle culling system which is now scaling the culling area with AoE size increase.





  • You are now not performing an attack when talking to NPCs and progressing through the dialog.
  • Improved performance for darkness projectiles.
  • Exploding Skills now use a new particle system running on the GPU to improve performance.




  • We are making huge changes to how regeneration works. Currently regeneration is stacking multiplicative which eventually grant near infinite regeneration of energy and endurance. We are changing this system to scale additive. To compensate we increased the base percentage of regeneration which will grant you more resource regeneration early on but with a steady instead of an exponential increase. 
  • Energy Regeneration now grants + 50% increased energy regeneration (was 20% before)
  • Endurance Regeneration now grants +50% increased endurance regeneration (was 20% before)
  • Projectiles on hit effects are now only triggered when you have a small distance to enemies to prevent shotgunning bosses (triggering all projectiles.
  • Bursting Companions] Endurance and energy regeneration malus are now -40 % (was 50%).
  • [Melee Companion] Endurance and energy regeneration malus are now -25 % (was 50%).
  • [Range Companion] Endurance and energy regeneration malus are now -25 % (was 50%).


  • Fixed a bug which caused initial dodge regeneration to be much higher than it should be. (v.0.6.1.5b)
  • Fixed a bug which caused the gatekeeper portal to open even though the map mini boss was not defeated yet
  • Frenzy mode timer will now remember the current + % EXP bonus after switching scenes
  • Fixed the possibility to un-pause the game while not selected an unlocked skill or weapon


Last but not least we have a new wallpaper freely available for download at our official website at:
www.strivingforlight.com



Thanks to everyone providing helpful feedback, which is what drives the development forward! You are invited to join our discord and participate in the ongoing development of Striving for Light!

Join the official Discord!