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Specialisation Update Preview

Even though we have just released our largest content update till date around 3 week ago we are already working full force on the next content update for Striving for Light.

Timeframe for this update will definately be this year. Probably around end of November/ very early December. There will be a new Season 16 start with the update launch for obvious reasons.

With the Specialisation Content Update we will continue our latest path in reworking our player characters. And what would be a better fit than adding character specialisations to all characters to not only double the amount of exisiting skill nodes with new, very powerfull skills, but also make character choices more meaningful and gameplay defining.

Furthermore we will separate the softcore and hardcore meta progression so that you can have two active characters for each season with separate meta progression for each game mode. As cherry on top we introduce some major systems rework based on the plenty of recent player feedback. Thanks to everyone taking the time and sharing your impressions, thoughts and feedback
Please note that all presented here is still in active development, and everything is subject to change.

[h2]New Features[/h2]
[h3]Character Specialisations[/h3]
With update 0.9.7 each character will get their own specialisation skilltree with around 9 (+-2) powerfull specialisation skill nodes. These skill nodes are designed to be more powerful than normal skill nodes and grant some sort of gameplay defining effect or twist on your build choices. These specialisation skills mostly come without major downsides (i.e. no additional resource cost).



You will only be able to pick 3 of these skill nodes and refunding them will be quite expensive (but possible).

So when will you be able to specialise... Each 20 levels you will be granted one specialisation poin that you can spend.



Doing the math specialisations will mean that we will add around 70 new unique skill nodes to Striving for Light (which currently already has around +70 unique skill nodes). This is a huge undertaking but we belive this will open up even more build choices and make character selection more exciting.

So lets take a look at some of the specialisation skills, which are all still subject to change.


Loopwarden: Summon two flying companions that orbit around you dealing companion contact damage and destroying enemy projectiles. Orbit radius scales with your AoE size.

Evasion Mastery: You have a 30% chance to evade half of the incoming damage when getting hit. Damage reduction is always 1 or higher.

Poison Ricochet: Each enemy hit triggers a poison ricochet projectile that deals projectile damage and applies poison condition to enemies.

Deadly Precision: Increases your Critical hit chance +15% and your critical hit damage by +75%.

Poisoned Fangs: All companions apply poison condition on enemy hits.

Bone Shield: Gain a shield that protects you from 3 damage and recharges after 40 defeated enemies.

[h3]Character Redesign[/h3]
With 0.9.7 we will continue the character redesign for all remaining 6 characters. You can already take a glimpse at the Rogue and Dark Wanderer redesigns. We will do our best to stay true to our initial concept but allign them with our visual standarts.





[h3]Game Mode Separation[/h3]
Hardcore mode and Softcore mode will now have separated meta progression, to keep leaderboards as fair as possible. This also allows us to do more impactful balancing changes to softcore without worrying to affect the hardcore leaderboards in the future.

But we will not simply separate the meta progression and call it a day. This change comes with some further major improvements to the save file system and the possibility that you can now have two active characters in parallel for each season. And decide which game mode you want to play or which character you want to continue.



The new character selection screen will display your current character with your current weapons as well as your current weapon rarity effects (like ascended weapond glow) in the character selection screeen. We also included new information messages with new tutorials on how the game modes work and how the shields in softcore mode look like. Oh and we now have icons for the softcore and hardcore game mode.



[h2]Major Changes[/h2]
[h3]Weapon Resource Cost Rebalancing[/h3]
With the shortsword /light staff being the first weapons Striving for Light has ever seen it was logical to start with base resource cost of 1 per attack. But as the game evolved and the roaster of weapons grew there is a need for rebalancing the resource cost of all weapons. Therefore all weapons will have 1 additional resource cost while weaker but faster weapon will stay at 1 base resource cost, in order to make them viable weapon choices. Fear not, we will adjust the starting resources of energy and endurance as well as the starting regeneration for all characters to make this change not affecting anything beside fast and weaker weapons.

[h3]Difficulty Scaling[/h3]
With the addition of ascended weapons and now the specialisations it is no secret that player power will grow. We will do some adjustments to the difficulty scaling mostly in form of enemy HP scaling. This will then also allow us to reduce the boss shield durations for higher tier maps as the boss shield duration can get quite long during endgame. We think that this will lead to an overall more fun and exiting gameplay experience.

[h3]Refunding Changes[/h3]
Currently the most invaluable skilltree shard is the shard of refund, as you only need it for refunding the very few skills in the skilltree you want to change. In order to better integrate this shard into the game and make skill tree choices overall more meaningful we will add 1 shard of refund cost to refund a legacy skill in the Tree of Light. This will also then allign it with the refund cost for the new specialisation skills.

[h3]Attack Modifier Skills[/h3]
We will do some changes to the downsides of the non stackable attack replacer skills to better allign all those skills among each other.

[h3]Crafting Potential[/h3]
Currently each weapon can be transformed in the most powerful version of that weapon for your current build by continuously spend crafting materials on that weapon. As this system comes from times where we did not even have weapon stats and no ascended / corrupted weapons and much less ways to aquire crafting materials, it is now at a time to re-think crafting.

One major issue that the current crafting system imposes, is that once you found the weapon you need for want for your build every other weapon drop becomes unspectacular since you can forever change everything you like with your current weapon.

For update 0.9.7 we will do some experimentation with a new weapon stat called "Crafting Potential". Weapons will roll a random crafting potential that will then be consumed when crafting on that weapon. We belive that this will bring excitement back to weapon drops in endgame, since dropping a second weapon with higher crafting potential might result in a better version of the weapon you are currently playing. Furthermore, you now need to do some crucial decissions when engaging with crafting. What matters the most. Do you need the legendary effect? Or do you currently more need higher base weapon damage for your build. This will also make dropping a legendary or ascended weapon even more valuable as you do not have to spend crafting potential on trying to upgrade the weapon to legendary/ascended.

You might ask yourself, but what is with ascending weapons in the sky forge. Excellent question, the skyforge will not consume crafting potential and therefore make playing rifts to upgrade weapons an excellent choice.

[h3]Further Changes[/h3]
There are some further planed changes in rebalancing some of the skills to make them more exciting to play. But nothing ready to share yet.







Hotfix 0.9.6.0c-d

[h3]Bugfixes:[/h3]
  • Fixed a crash when starting phoenix egg world events while your light fragments have dropped below 3 on the current map.
  • Fixed replicating projectiles of Lightning Staff not working (v.0.9.6.0d)

Hotfix 0.9.6.0b

Development means to make steps forward, but not each step might be in the right direction. We are aware of this and therefore we pay close attention to your player feedback and re-evaluate all changes and ideas we have pushing this game forward.

[h3]Major Changes[/h3]
  • Reverted back the softcore behaviour of the 0.9.6 update as it turned out to trivialise gameplay up to a point we did not intend, that would lead to further balancing issues.

    Gatekeepers and bosses will gain back their shields when you get defeated in softcore mode.

Update 0.9.6

With Update 0.9.6 we are reworking and improving some major areas of the game based on the massive player feedback we have received recently. First-off thank you very much for your spent time to share your feedback. This is something we value a lot and we hope that this is reflected in our patch notes.

[h2]Major Changes and Improvements[/h2]
[h3]New Gameplay Tutorial:[/h3]
The current tutorial got completely redesigned. The old tutorial was actually around 2 years old. And even though the complexity of your game increased the tutorial remained the same. We noticed that one of the most difficult tasks for new players is actually to get into the game and understanding the core gameplay mechanics. It is easy to overread one of the vast amount of tutorial hints and then get stuck because information is missing. We want to take the tutorial to the next level with this update and improve the way how core concepts are communicated step by step instead of throwing a wall of text at new players and expect them to not miss any information. Finally legendary trinkets and how to use those abilities will be explained directly from the start. Thanks for all your feedback.

If you recently got the game and want to experience the new gameplay tutorial you can create a new private league from the top right main menu button. Then press private league and enter any league ID and player name. You will then have a new save file with this new league ID. After you finished the tutorial you can exit and select your old offline or season 15 save file from the available save files to continue.



[h3]Improved Softcore Mode:[/h3]
If you get defeated during an bossfight in softcore mode you will now now let you continue with the exact same boss HP without the boss regenerating shields and HP. All shattered shields will stay shattered (bosses did regenerate to 75% health again and gain back their 3 shields.

Was rolled back as it turned out to trivialise gameplay up to a point we did not intend, that would lead to further balancing issues. Gatekeepers and bosses will gain back their shields when you get defeated in softcore mode.

[h3]Improved Crafting:[/h3]
Plenty of minor tweaks and changes have been made to the shard of power that lets you re-roll the base weapon damage. You can look forward to higher base weapon damage rolls. The crafting chances have also been reworked to compensate for these higher possible damage rolls. The inconsistencies of higher weapon damage rolls on legendary upgrade compared to upgrading base weapon damage with shard of power are now a thing of the past.

[h3]Improved Difficulty Tiers:[/h3]
You will now gain global +25% increased drop rates on everything for each difficulty tier. Difficulty Tier 5 will therefore grant you with a staggering global +100% increase in all drop rates, doubling all of your active positive map modifiers. These droprates will multiplicative scale with all your map modifiers. The map tooltips will take the difficulty tier directly into account and display the multiplied drop rates when you hover over the map. Next to the increased drop rates difficulty tiers will increase elite spawn rates which will increase your EXP gain and the amount of dropped light fragments. An explanation about elite enemies was added to the tooltips to give more insight what the difficulty tiers will grant you. New tooltips have also been added to the in game difficulty tier icon on top right.

As we see difficulty tiers as nothing we want to force players into and was initially added for another layer of challenge for players which have already achieved everything they wanted in tier 1 of the current season and search for a new challenge. Higher difficulty tiers will require very optimised builds and a lot of currency investment to deal with the increased challenge. We therefore hope that the increased drop rates will be a big enough carrot for those players willing to take on this additional challenge.

[h3]Improvements to Echo Weapons:[/h3]
  • Changed staff echo weapon base projectile range to 80% (was 100%)
  • Changed bow echo weapon base projectile range to 100% (was 80%)
  • Information that echo weapon is already existing is now not directly displayed when you have crafted the echo weapon.
  • Added information on what echo weapons are and how they work to the craft echo weapon window.


[h3]Further Improvements:[/h3]
  • Added text info to sky forge that states if crafting failed or was successful
  • Delete save file window got a new ui
  • Corrupted weapon drop rate has been increased
  • The base ascending chance in the sky forge got increased
  • The enemies in descent expedition of the activated room now vanish if you get defeated in softcore mode, preventing from double amount of enemies spawn when re-entering the room.
  • Fixed rounding error on damage difference display for altering weapon base power with shard of power
  • Improved magic shield ability description to describe that the shield destroys enemy projectiles.
  • Improved tooltip and focus on darokin transmute UI (former known as gamble).



[h2]Bugfixes:[/h2]
  • Fixed a bug that caused shards of power not to be able to roll weapon base damage to the full potential that was able to be reached by upgrading a weapon to legendary or ascended quality
  • Fixed wrong attackspeed values displayed at the craft echo weapons UI.
  • Fixed legendary trinket shapeshift stats being wrongly reverted on using portals or switching weapons
  • Fixed echo shards being saved after the animation delay on game over screen. Now they are saved directly preventing from loosing echo shards when pressing continue right away.
  • Fixed legacy level in build viewer not being displayed.
  • Fixed a bug that caused elite enemy to spawn with wrong probability
  • Fixed wrong attack animation after deactivating a melee attack replacer skill node like trembling ground
  • Fixed all achievements tab not accessibe with controller input

Update 0.9.5.12

[h3]Major Features and Improvements[/h3]
  • Added new tooltips to scaling icons on weapons


[h3]Balancing Changes:[/h3]
  • Reduced tutorial boss HP and movement speed
  • No elite enemies will now spawn in the tutorial level
  • Decreased required hits for emerald widow eggs to 5 (was 6)



[h3]Bugfixes:[/h3]
  • Fixed rogue character unlocking when defeating shadow rogue at any level (should only unlock after level 40).
  • Fixed earth riftboss unintentionally spawning spider eggs
  • Fixed multiple coop characters spawning when spamming the coop activation button
  • Fixed coop mode being able to be activated multiple times
  • Fixed weapon layer on melee unknown wanderer to prevent being visible even behind world objects
  • Fixed gatekeeper portal at spawn position leading back to level (did somehow lead to city Ankerath)
  • Fixed range echo weapons not displaying damage scaling icon on tooltips