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Striving for Light: Survival News

Hotfix 0.9.5.5c

[h3]Improvements:[/h3]
  • Performance improvements for all projectiles. This especially becomes noticeable on high refreshrate monitors with fps >60. This should also improve micro stutter issues when playing builds with massive amounts of projectiles.

Hotfix 0.9.5.5b

Bugfixes:
  • If fullscreen is active borderless mode is now always deactivated on game start as this might lead to crashes on the steam deck.
  • Steam Input is now deactivated by default to prevent duplicated inputs on external controllers on the steam deck. If it is not deactivated by default make sure to deactivate this feature on the steam deck when encountering this issue.

Update 0.9.5.5

[h3]Improvements:[/h3]
  • Completly reworked controller cursor navigation in the skilltree, you will find the cursor navigation with the controller much smoother now
  • Added new controller sensitivity setting in the options which lets you adjust the sensitivity of your thumbsticks, this will give you complete control
  • Eplode on Death effects have received some performance optimisations that should prevent lag when plently of enemies explode at once.


[h3]Bugfixes:[/h3]
  • Fixed a bug which made it possible to call the pause menu during scene switches which could lead to a screen freeze in the options menu.


If you encounter any bugs or issues please report them so that they can be fixes as soon as possible. The best way to engage in the ongoing development of Striving for Light: Survival is our discord:

Join our official discord!

Update 0.9.5.4

[h2]New Features[/h2]

[h3]Range Weapon Attack Effect[/h3]
Range weapons now also have attack effects to make combat feel more responsive.

[h3]New enemy health bars[/h3]
New enemy health bars have been added which not only look nicer but also dynamically switch colours depending on if you have enemy highlighting enables or not. If enemy highlighting is enabled you will have much more red tones on the screen making it hard to differentiate the healthbar from the enemy outlines now the healthbar switches to a blue tone when highlighting is enabled.





[h3]New enemy projectile design for poison projectiles[/h3]
Enemy poison projectiles have received a new projectile design.



[h2]Improvements[/h2]
  • Additional information was added to the end of wave screen to indicate that uncollected light fragments are converted to elite enemies
  • Increased the space for the ranking on leaderboard entries as they now range up into the 4 digits
  • Improved forest map design which now has more of a blue tint to diversify colour palettes.
  • You can now dynamically enable and disable highlighted enemies without restarting the run or the game
  • Improved controller/ mouse transition where controller thumbstick deadzone is increased to prevent ghost inputs of connected controller hiding the cursor
  • Mouse cursor is now always initialised visible on game start



[h3]Bugfixes[/h3]
  • Fixed suddenly hidden particle effect in forest map


If you encounter any bugs or issues please let us know. The best way to engage in the ongoing development of Striving for Light is our discord:

Join our official discord!

Update 0.9.5.3

[h2]New Features[/h2]

[h3]Screen Readability [/h3]

Since the colour palette for enemy projectiles and AoE effects varied quite a bit to suite the art style of the environment we decided to take a new art direction based upon plenty of player feedback regarding screen readability in Survival. 

With update 0.9.5.3 we have redesigned (almost all) enemy projectiles and (almost) all enemy AoE effects to give them a more consistent colour palette which can best be described as intense red-yellow lava coloured, which should be good readable on all current arena map backgrounds. Projectiles now have defined shapes and borders which should make it even easier to position your character to not get hit.




Here are some examples of how the new projectiles look like in action:



[h3]Improved skill tree algorithm[/h3]

The skill tree algorithm now checks if there are any damage sources for condition damage and companions in the pool and removes those basic increased condition damage and increased companion damage nodes if this is not the case. This should make playing non pet and non condition damage builds more fun since you will not get damage increase nodes for damage types you are not playing in your run.

[h3]Improved Auto Aim and Manual Aim[/h3]

The auto aim and manual aim was drastically improved as the attack angle is now locked even when switching walking directions, which previously could lead to changed attack angles and missing your target. This should overall lead to much more responsive auto aimed and manual aimed melee attacks.

[h2]Improvements[/h2]

[h3]Performance improvements[/h3]
  • All enemy projectiles and enemy AoE effects have been reworked from scratch which also made it possible to sneak in some performance improvements for all enemy projectiles and enemy AoE effects.
  • Performance improvements for centipede and worm enemies.

Further Improvements:
  • Void map background brightness has been increased to make enemies better visible
  • Improved enemy highlighting and removed clipped out red floating lines.


[h3]Balancing[/h3]
  • Increased AoE size of Darokin's Staff light ray.
  • Darokin's Staff now has a 25% chance on projectile hit to cast a light ray (was 20%).


[h3]Bugfixes[/h3]
  • Fixed wrong scroll list position for choose map menu
  • Fixed wrong unlock description for lightning strike, it unlocks defeating the endboss on Tier 3 on the Caves using the Rogue.


If you encounter any bugs or issues please let us know. The best way to engage in the ongoing development of Striving for Light is our discord:

Join our official discord!