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Striving for Light News

Patch 0.3.2.3


[h3]      Improvements[/h3]
  • [Super Bosses] Super Boss Arenas can now be revisited after going back to the normal dungeon floor to pick up remaining fragments of light or loot
  • [Scenes] Decreased scene transition time to make switching to the skill tree faster and feel more responsive
  • [Player Movement] Fixed unresponsive player behaviour on the start of movement
  • [Minimap] Chests now display already opened state on the minimap as well
  • [Camera] Increased the player camera speed to prevent a decreased vision in walking direction with high movement speed
  • [Skills] Projectile Multiplicator: Added extended explanation for additional shooting directions


[h3]         Balancing[/h3]
  • [Endgame] Increased enemy hp scaling on the endless mode
  • [Weapons] Dark Staff projectiles now can only pierce through a target one time
  • [Enemy] Wood Crawler:  AoE field duration has been decreased to 2 seconds (was 3 seconds before)
  • [Enemy] Snake: Has increased cooldown between attacks

[h3]         Bugfixes[/h3]
  • Fixed a bug which caused the uncovered minimap state to get reset after returning from a super boss arena
  • Fixed a bug which caused collected keys get lost when entering the super boss arena
  • Fixed a bug which caused buttons in the skill tree to be not working when switching from gamepad to mouse input and vice versa
  • Fixed a bug which caused the game to crash when entering the options menu while inside of a super boss arena
  • Fixed a bug which caused not all buttons of the pause menu being interactable while being in the super boss arena
  • Fixed a bug which caused destructible objects to trigger the destroy effects multiple times



We wish you a lot of fun trying out these improvements. The best place to get involved in the ongoing development of Striving for Light is our Official Discord Server.

Patch 0.3.2.2


[h3]      Improvements[/h3]
  • [Skills] Revert Shot is now depending on projectile range instead of projectile speed, which now always keeps the projectiles in your range independent from the current projectile speed
  • [Skilltree] You will now get a notification that you can disable skills with right click as soon as one of your skill cost exceed your maximum resources.
  • [Skilltree] Reworked some of the skill tree UI
  • [Tutorial] Added unlock weapon and skills tutorial when first talking to NPCs to introduce new players to the light fragment system
  • [Visuals] Reworked light and darkness projectiles
  • [Visuals] Improved visibility of enemy projectiles


[h3]         Balancing[/h3]
  • [Superbosses] Superbosses now additionally drop hearts
  • [Superbosses] Superboss Gride now has increased cooldown between attacks to increase melee viability
  • [Superbosses] Increased drop rates for superboss chests to make fighting superbosses more rewarding
  • [Enemies] Cellar Spiders now have increased cooldown between attacks to increase melee viability
  • [World Events] Increased darkness world event spawn possibility to 100%
  • [World Events] Increased the radius of the darkness world event slightly to grant more space to move in endgame scenarios

[h3]         Bugfixes[/h3]
  • [Controls] Skill gem menu is now opened on Button B with the gamepad



We wish you a lot of fun trying out these improvements. The best place to get involved in the ongoing development of Striving for Light is our Official Discord Server.

New Early Access Trailer

We have reworked our Early Access Trailer to include all the new features and updates, have fun watching!

[previewyoutube][/previewyoutube]

Patch 0.3.2.1


[h3]      Improvements[/h3]
  • You can now enter the options menu from the pause menu in game and after altering your settings resume the current run with the back button.
  • Stats window UI has been redesigned to match the new introduced UI elements
  • Key rebindings UI elements have been updated.
  • Revert Shot has received some projectile pathing upgrades to make the skill more useful in combination with other skills and various different projetile types.

[h3]         Balancing[/h3]
  • Enemy HP values of higher dungeon floors have been rebalanced.

[h3]         Bugfixes[/h3]
  • Skill gems are now only placed in the skill tree when the mouse is not over the skill gem window. This should prevents accidential placements of skill gems.
  • Portal areas no longer destroy player bullets.
  • Skills and bullet spawn now do not duplicate on weapon exchange.
  • World event rewards now do not contain two identical skill gems.


We wish you a lot of fun trying out these improvements. The best place to get involved in the ongoing development of Striving for Light is our Official Discord Server.

Devouring Darkness Update

The Devouring Darkness Content Update will bring you a new system which allows you to influence the skill tree progression, challenging new world events, collectible skill gems which carry over from run to run and massive sound effect and performance improvements.

[previewyoutube][/previewyoutube]

New Features
  • Force back the devouring darkness on the new world events to earn a unique reward which lets you choose between three skill gems to obtain.



  • Skill gems can be placed in the skill tree to influence the skill tree progression.



  • Collect and hoard skill gems. The skill gems carry over from run to run but vanish when used.



Improvements


[h3]Input[/h3]
  • Improved input processing wich prevents mouse with high dpi settings to not constantly switch to mouse from gamepad controls


[h3]Sounds[/h3]
  • New Sound System has been developed which prevents the stacking of sound effects and makes the individual sound effect to much more stick out in heavy fight scenarios
  • Added new and improved sfx for existing abilities
  • A new devouring darkness themed soundtrack has been added


[h3]Tech[/h3]
  • Performance has been improved by removing the basic fog shader and replacing it with a better looking more performant particle effect solution
  • Rendering is now threaded which should improve performance for most hardware
  • Shared shaders and materials should reduce draw calls and therefore improve performance
  • Framebuffer allocation has been changed to increase performance
  • Deactivated the post-processing effect bloom which increases image sharpness and should lead to a noticeable performance increase
  • Optimised shadows to increase performance


[h3]Graphics[/h3]
  • Reworked endgame environments
  • Improved player light radius and light interaction with the environment
  • Reworked all portal effects to better integrate with the environments
  • Reworked all player projectiles visual effects
  • Reworked skill visual effects​
  • New bow arrows trail effect
  • Item glow effects have been reworked


Balancing
  • Reworked endgame trap density to have a max amout of traps


Bugfixes
  • Fixed a bug which caused projectiles being destroyed near the city portal in maps
  • Fixed a bug which caused range attack speed to not be updated directly on ranged weapon pickup
  • Fixed a bug which caused player hit effects to not be displayed when getting hit on enemy Area of Effects


We wish you a lot of fun with the newest additions to Striving for Light. The best place to get involved in the ongoing development of Striving for Light is our Official Discord Server.