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Striving for Light: Survival News

Update 0.9.3.2b-c

[h2]New Features:[/h2]

[h3]New Improved Skill Damage Scaling System[/h3]
Skill damage previously was scaled by utilising the trigger possibilities. This lead to a lot of confusion among players as we have observed reading all your feedback, so this system was redesigned to be much clearer and to provide a better and more rewarding player experience.

So lets get into some of the math on how the skill damage on the old system was calculated.
If you got Clash of Steel with a 50% proc chance it would scale the damage like this:
  • 1 skill stack = base damage & 50% proc chance
  • 2 skill stacks= base damage & 100% proc chance
  • 3 skill stacks= base damage & 150% proc chance which still defaults to 100% proc chance
  • 4 skill stacks= + 100% & 200% proc chance


So when stacking skills with a proc chance the additional damage was only applied if you had exceeded the 200% proc chance like on the other skills with 100% proc chance as well.

This system lead to quite some confusion as some invested skill points did not give a benefit right away only on further skill stack investments. Therefore this system was redesigned.

The new skill damage scaling system now always scales the skill damage according to the overloaded skill proc chance. So here is the same example with Clash of Steel with the new damage scaling system:
  • 1 skill stack = base damage & 50% proc chance
  • 2 skill stacks= base damage & 100% proc chance
  • 3 skill stacks= + 50% & 150% proc chance which still defaults to 100% proc chance
  • 4 skill stacks= + 100% & 200% proc chance which still defaults to 100% proc chance


So this new system never makes investing in skill stacks unbeneficial. To make this system much clearer we also introduced improved skill tooltips.

[h3]Improved Skill Tooltips[/h3]
  • Skill Tooltips now display the trigger possibility below the damage of the skill.
  • Skill Tooltips now differentiate between a skill you have already skilled and a skill that has not been skilled. This means that when you hover over a skill that you have not skilled yet but you already have some skill stacks of this skill, it will show what possibility and damage this skill will have when a new skill stack is added. If you already have activated the skill node it will then display what damage the skill does.


[h2]Improvements[/h2]
This stashed light fragments dialog has been renamed to make clear that this are the not collected but stashed fragments that will be converted to elite enemy spawns.

[h3]Bugfixes[/h3]
  • Fixed a bug that caused trembling ground on hit skill triggers to not apply the correct skill stacks (v.0.9.3.2c)

Update 0.9.3.2

[h2]New Features[/h2]

[h3]Fissure - New Melee On Attack Skill Node[/h3]



Now the ground was shattering and the soil was torn apart!

Your melee attacks have a 50% chance to create a traveling fissure, which can replicate itself 2 times. Fissure knocks back enemies. Damage is scaling with your melee damage and with skill stacks. Fissure size scales with AoE size.



[h3]Improvements[/h3]
  • Revert B button on controller for options, achievements and leaderboards
  • Prevent skip of last screen on space button pressed
  • Fragmentation projectiles are now affected by player effect transparency setting as well
  • Final adjustments and fixes for steam deck verification


[h3]Balancing: [/h3]
  • Elites HP scaling now increases with higher waves
  • Elite enemies are now immune to all knockback sources like projectiles and skill AoE effects (previously was only melee weapons)


[h3]Bugfixes[/h3]
  • Fixed duplicated character achievements in the in game achievements menu
  • Fixed wrong possibility scaling on stacked melee On Attack skills
  • Fixed wrong tier description on character achievements
  • Fixed select button icon in skill tree placement on ultra-wide monitors
  • Crab elite shader is now applied correctly
  • Fixed duplicated achievements (v.0.9.3.2a)
  • Mouse is now switched visible again after wave completed on keyboard and mouse input (v.0.9.3.2a)


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 0.9.3.1

[h2]New Features[/h2]

[h3]Improved Controller Support[/h3]
  • You can now use the START button on your controller to jump to the choose your map screen once you have set up your run in the prepare your run screen.
  • You can now always use the B button on controller to navigate back to the previous screens.


[h3]Saved Last Map for Quick Start[/h3]
Your last played map is now saved and automatically gains focus when you enter the choose your map screen. Simply press enter or the START button on your controller to enter the highest unlocked difficulty on this map.

[h3]Tooltip for Stashed Light Fragments[/h3]
You can now hover with the mouse over the stashed light icon to get information on how they work. This supplements the last added tooltip for the elite spawn pool when you hover over the elite light fragment icon.

[h3]Improvements[/h3]
  • It is now checked what you OS language setting is instead of defaulting to the english language. This should also fix the revert back to english after game updates.
  • Bleeding blade is now affected by the player effect transparency setting
  • Moving the mouse in main menu now triggers switching back to mouse input instead of having to click once


[h3]Balancing: [/h3]
  • Switched rolling stone boss on mountains map with the worm boss since the rolling stone is harder to defeat.
  • Changed unlock condition for character Darokin: Defeat the endboss on wave 20 in the basement (was any map before).


[h3]Bugfixes[/h3]
  • Fixed boss sound effects being played when sound effects are turned off


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!

Hotfix 0.9.3.0a-e

[h3]Improvements:[/h3]
  • Melee Constructs now attack always, also when no enemies are near the construct
  • Elite enemy spawns are now indicated by a new sound effect
  • Performance improvements for range construct attacks
  • Player effect transparency slider now works without restarting the game (v.0.9.3.0b)
  • Player effect transparency slider now also changes transparency of player projectiles (v.0.9.3.0b)
  • Player effect transparency slider now also changes transparency of your companions (v.0.9.3.0c)
  • Higher contrast for enemy projectiles for better clarity (v.0.9.3.0c)


[h3]Balancing: [/h3]
  • Elite enemies now have 30% increased health
  • Elite enemies are now immune to knockback
  • Range companion projectiles now pierce trough all enemies
  • Melee attacks from skills (like Double Hit) can now not trigger Glaring Light anymore


[h3]Bugfixes:[/h3]
  • Fixed duplicate achievements (v.0.9.3.0d)
  • Fixed to early triggered achievement for melee weapon collection (v.0.9.3.0d)
  • Fixed not unlocking achievements for builds like ranger, fire & ice... (v.0.9.3.0e)
  • Fixed not unlocking achievements for tier 5 map difficulity (v.0.9.3.0e)

Update 0.9.3

With Update 0.9.3.0 we are adding some highly requested features. We proudly present: Stashed uncollected light fragments, a new skill, new elite enemies, Player effect transparency setting and more!

[h2]New Features:[/h2]

[h3]Stashed Light Fragments[/h3]

All light fragments you have not collected during a wave are now automatically stashed. Once you
stashed 10 light fragments they will be converted to a elite enemy spawn. This elite enemy is added to
the spawn pool for your next waves and if you defeat the elite it will drop a bigger light shard holding all
experience of the 10 light fragments.



[h3]New Elite Enemies[/h3]

All enemies can now spawn as an elite enemy version. These elite enemies can be differentiated by a
golden glow effect and a bigger size. Elites have more health than normal enemies and also have a
quicker move set. Elite can only spawn if there are at least 16 seconds left on your remaining wave
time so that it is ensured to have enough time to defeat the elite. There is also a tooltip explaining the
elite spawn pool on the end of wave screen.



[h3]New Range Attack Replacer Skill Node[/h3]
Projectile Shield
Your projectiles are surrounding you like a protective shield.



[h3]Player effect transparency setting[/h3]

A new slider has been added to the options menu where you can adjust the transparency of all player
area of effect skills. Depending on which build you are going to play this can help you to keep the
screen as readable as you wish.

[h3]New Weapon Attack Swing Effects[/h3]

All melee weapons now have a new weapon swing effect to make attacks feel more impactful.





[h3]Reworked shaders for player effects[/h3]

A bunch of shaders have been reworked to make them look nicer. Mostly the changes can be seen for
following skills:
  • Clash of Steel
  • Double Hit


[h3]Improved skill tree node connection colouring[/h3]

All skill nodes that are connected to already active skills and could be activated are now connected with
a bit brighter connection colour than currently unreachable skill nodes. This should help indicate which skill nodes are connected if nodes end up being placed in a confusing constellation.



[h2]Improvements[/h2]
  • General performance improvements for enemy spawn and initialisations


[h2]Balancing[/h2]
  • Rogue Character has now 50% Attack Speed Bonus (was 30%)


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!