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Striving for Light News

Hotfix 0.3.0.4

[h3]Improvements[/h3]
  • All created projectiles from skills are now the same type as your range weapon projectiles. Example: If Scattering Sweep creates metal blade projectiles and you have a Scattering Projectile skill modifier active and a ice staff equiped, then these projectiles scatter into freezing projectiles.
  • Ressource bars for energy and endurance are now more responsive
  • Improved random world generation algorithm to prevent chests and portals beeing spawned on or next to traps or other world objects
  • Player movement speed now also scales dodge speed and range to prevent dodging speed beeing lower than the normal movement speed when a lot of movement skill nodes have been activated in the skill tree


[h3]Balancing[/h3]
  • Skillnode: Increased Melee Damage does now also increase your Endurance cost by 1


[h3]Bugfixes[/h3]
  • Fixed a bug which caused keys and unlocked portals to stay unlocked for later dungeon floors

Hotfix 0.3.0.3

This hotfix is changing the way skill chaining is working in Striving for Light. Up till now skills could chain endlessly (scattering projectiles triggering scattering projectiles on the next hit again). This created an insane amount of projectiles, causing performance issues and also killing everything on the screen. Now skills are only chaining one time. So projectiles can scatter into new projectiles but the projectile fragments don't scatter again. This will help keeping the challenge on higher levels.

[h3]Game[/h3]
  • Skills now only chain one time, instead of infinite times. Example: Scatter Projectiles scatters one time but the created scattered bullets don't scatter again. The created projectiles from Scattered Sweep do also scatter one time if you have Scattering Projectiles active. So this keeps all current skill combination functionality.
  • Weapons, Skill Shards, Light Fragments now have minimap icons to give you a better overview over what has droped on the current map.


[h3]Visual Effects[/h3]
  • Burn effects are less smokey.


[h3]Tech[/h3]
  • Smaller back end improvements to the skill tree which could result in better framerates on very very very large skill trees.


Those changes also have been rolled out to the demo version.