Genre: Hack and slash/Beat 'em up, Adventure, Indie
Striving for Light
Hotfix 0.9.3.1d
Improvements:
Improved border endboss arena wall colliders to prevent player getting stuck when moving near to walls and opening doorways
Improved collision detection in endboss arena to prevent player and loot getting stuck in the arena wall
Added system that moves player and loot towards the arena center if it got stuck on the wall collider
Update 0.9.3.1c
Bugfixes:
Fixed not being able to view leaderboard on specific system language settings due to wrong converted digits (different floating point seperators)
Fixed language selection in options menu showing wrong language
Update 0.9.3.1
🌟New Features:
Improved Defensive Layers for Bossfights
The recently introduced defensive layer system for boss encounters got improved.
We have added shield charges that allow players to shatter the defensive shield of bosses before reaching the health threshold that would have triggered the shield. One shield charge can be removed per second by simply attacking. If you manage to reach the health threshold faster, then this will trigger the defensive shield but only the remaining shield charges will determine how long the remaining shield duration is lasting.
Taking the example of tier 1 maps: If you perform one attack each second and need longer than 3 seconds to reach the first threshold you will not trigger the defensive shield at all. If you are a bit faster and reach the threshold after 2 seconds with one remaining shield charge the shield duration will only be 1 second (3-2).
Thanks for sharing your thoughts and opinions on this new system, we have closely listened to your feedback. We hope that this reworked system boosts the enjoyment of bossfights and keeps them challenging even on high map tiers with powerful builds.
Improved fragment of light visuals:
⚙️Major Changes and Improvements:
The new weapon slash effects are now a bit more transparent to cover less screen space and improve visibility.
You can now zoom out more (v.0.9.3.1b)
⚖️Balancing:
Improved hitboxes of Noctelle's dark ray attacks
🔧Fixes:
Fixed a crash on awakened gatekeeper spawn
Fixed infrequent a crash on player death (v.0.9.3.1b)
Fixed coop player not being teleported into descent expedition events when one player enteres a room
Fixed coop player triggered dodge skills spawning at player 1 position
Fixed trinket stats not beeing added to the build inspector on the leaderboards (note that tree of light legacy skills are not taken into account on the build inspector)
Fixed weird floating point values in crit stats of leaderboard build viewer
Fixed missing scaling with melee damage icon for glaring light skill
Hotfix 0.9.2.0d-g
Challenges
Added Tier 3 Challenge: Defeat the the Phoenix with Staff of the Phoenix and Sword of the Phoenix equipped
Improvements:
Performance improvment for piercing blow attack
Increased voice volume in reworked cinematic intro
Trinket stats UI is now more responsive and centers itself vertically on the screen (v.0.9.2.0e)
Balancing:
Ravaging companions now have a duration of 12s (had unlimited duration before).
Fixes:
Fixed melee skills not spawning with correct spawn angle
Fixed piercing blow despawn bug
Fixed missing description tag for echo ballista
Fixed missing achievement description tag for defeating Arda, the fallen
Fixed random spawn angles not beeing applied to melee effects that spawned from other melee effects
Fixed descent expedition tier 2 challenge reward not being triggered
Fixed trinket stats flowing outside of screen bounds
Fixed echo ballista projectiles not bouncing on enemy hits
Fixed trinket stats UI not resizing properly (v.0.9.2.0e)
Fixed Golden Lifecasque trinket bug not showing up duration UI on second activation (v.0.9.2.0e)
Fixed a bug that could lead to Fortify active trinket ability remaining active after dying in softcore (v.0.9.2.0e)
Fixed challenge reach legacy level 20 not unlocking (v.0.9.2f)
Fixed all weapons all skills challenge only unlocking when you had over 10 light fragments left (v.0.9.2f)
Fixed crash on awakened gatekeeper spawns (v.0.9.2f)
Hotfix 0.9.2.0a-c
Fixes:
Fixed rare but where progress could carry over from other save files into the new challenge race save file
Fixed crash on exchanging trinkets when dying
Fixed to much map decorations spawn in faded map secret boss room
Fixed descent defense prolong/intensify upgrades not being reset on successful completed event and destroyed tower
Fixed wrong assigned sfx for completing challenges
Want to discuss the Eclipse content update with other players, or found any bugs, feel invited to join our discord.
Interaction Icons for Tooltips
Along all the new features we have already announced and showcased in our Eclipse content update patch notes preview there has been a feature that we felt needed some more attention and would bloat the patch notes, so we felt it would make most sense to give this new feature it's own news post.
If you have missed our Eclipse Content Update announcement you can find out more about the update at this post: https://store.steampowered.com/news/app/1646790/view/4034731337929043009
Interaction icons for skills, weapons, trinkets and character tooltips:
Given the complexity and deepness of interaction the SfL skill system offers there has been urgent wishes by the community to streamline and improve the tooltips for a simplified and better way of understanding those skill/weapon/character/trinket interactions. As many tooltips are already rivaling the length of a one-page essay we decided to add a tag based cross reference system to all tooltips. Since the tooltips are already mainly text based we decided to add icons for all the differend damage scaling sources as well as for the AoE size modifier. This will allow you to directly grasp on how to scaling and interactions work. The icons have been designed to match with the corresponding skill node design that grants this damage source, i.e. the scaling with melee damage icon is looking equal to the one you find on the Increased Melee Damage skill node.
So lets take a look at some examples on how these new tooltips will look like:
Weapons
The new tag system will not only take into account the triggered weapon effects but also the additionally embedded legendary skills and display all possible damage scaling options.
Trinkets
Skills
Characters
This only marks the start of our journey to revise and improve fundamental systems as we move closer to the 1.0 release. We will closely continue to listen to your feedback, so please continue sharing your thoughts about these new features!
Want to discuss the Eclipse content update with other players, feel invited to join our discord.
Eclipse Content Update
With Update 0.9.2 we are further preparing Striving for Light for it's approaching 1.0 release, not only adding new content like new pinnacle boss fights, weapons, skills and trinkets but also revisiting story content, adding things we wanted to do for ages and never found time for (looking at you map decorations), adding tons of improvements, balancing changes and fixes. So wanderers, behold what the Eclipse content update holds in store for you!
The Eclipse is releasing on 16th Feburary together with Season 13 and a 48h Challenge Race Event! The 48h Challenge Race event features new Seasonal Challenges and a new scoring system and a price pool free for all to join. If you want to join please register at our Official Discord.
🌟New Features:
New Pinnacle Boss Fights
With the introduction of the Awakened Gatekeepers we layed the foundation for the pinnacle boss fights in Striving for Light. Since our pinnacle boss fights were not quite at the pinnacle we have envisioned, we are blasting the bounds of what was possible in Striving for Light until now.
The Gatekeepers, mighty creatures utilised by the Aeodra to keep wanderers from traveling through the shattered worlds.
Once you have delved deep enough into the darkness the powerful Aeodra will Awaken the Gatekeepers granting those Gatekeepers new powers. But not only the Gatekeepers will receive new powers. The Aeodra will closely spectate your fight unleashing their darkness upon the gateway of worlds. If you manage to defeat the Awakened Gatekeeper you will be confronted with the Aeodra itself featuring a complete new Bossfight where you can encounter Noctelle, the Eclipse, or Arda, the Fallen.
New Weapons
Grimm Rebound [Range Weapon]: Projectiles bounce off walls and create a dark explosion on wall hit. Explosion scales with AoE size and projectile damage.
Echo Ballista [Range Weapon]: Projectiles bounce off opponents and can hit another opponent.
Poisoned Blight [Melee Weapon]: Hit enemies are poisoned and spread poison condition to nearby enemies when defeated.
New Trinkets
Mirror of Deflection [Trinket]: All your projectiles are deflected on enemy hit allowing the same projectile to hit another target after deflection.
Buzzkeeper [Trinket]: Each defeated enemy has a 25% chance to summon a bumblebee companion for the duration of 8s.
Solaris Bell [Trinket]: Each enemy hit has a 25% chance to unleash a light ray. Damage is scaling with your melee and projectile damage.
New Skills
Sanguine Shot [Range Skill]: Your projectiles create a bloody splash covering enemies behind the hit position dealing additional damage and applying bleeding condition to enemies. Damage scales with projectile damage. Size scales with AoE size.
Sanguine Strike [Melee Skill]: Your melee hits create a bloody splash covering enemies behind the hit position dealing additional damage and applying bleeding condition to enemies. Damage scales with melee damage. Size scales with AoE size.
Map Decorations
All maps have received new decorations to make the maps feel more alive and vibrant.
New Story Content
Rewritten Story Content: The whole story content got completely rewritten. A lot of dialogs were a bit dusty and written years ago when we first entered early access.
Voice Acting: Complete new voice acting featuring professional voice actors.
Intro Cinematic: Reworked intro cinematic.
Seasonal Challenges
Starting with Season 13 and introduced by the 48h Challenge Race Event each season will have seasonal challenges. There are challenges in 3 difficulty tiers which grant different amount of challenge points. There is a new leaderboard in Ankerath that lets you inspect what player has finished which challenges and who currently has the most challenge points and who has completed the challenges at first.
✨Further New Features
Trap Highlighting Option: You can now select highlight projectiles & traps from the option menu (it is enabled for new players) this option will give all traps a red outline to improve visibility and contrast
New collision system for projectiles: With this new collision system for projectiles we have experienced a substantial increase in performance when playing projectile heavy builds.
Performance Improvements for projectiles: The visibility check for projectiles have been removed which removes workload from the cpu.
New Item Pick Up UI: The item pickup UI was completely reworked to make it more minimalistic and taking up less screen space
Condition Damage Tick Info on Tooltips: Condition damage skills now show the calculated conditions damage for the first 3 ticks, also taking skill stacks into account. This should make it much more straight forward to understand the condition damage a skill will deal.
📜Historic Iconic Weapon Redesign
The historic and iconic Light Staff weapon finally got a rework. We must say that the Light Staff was the very first weapon we designed for Striving for Light, back in the Early Access Launch/ Next Fest Demo days over 2.5 years ago when we started our journey not knowing where it will head. It has been a blast working on Striving for Light and we are looking forward to all the future brings for Striving for Light. We have been hesitant about the redesign of this weapon as this weapon had this nostalgic touch reminding us where it all started. The origin. The very first designs and the evolution of your skills up to this day. So this redesign deserved a bit more attention and we wanted to share our thoughts about this with our community.
Thank you!
This is the time where we want to thank every single one of you! Without you this journey would not have been the same! Thanks for making all this possible, for your interest in our work and vision! For tireless bug reports, for countless discussions on features & improvements. For sharing our game and spreading the word, streaming our game, creating content for it and for spending your time striving for light.
⚙️Major Changes and Improvements:
Performance improvements for all centipede/snake/worm type enemies
More responsive world events: World events are now updated much faster resulting in much less waiting time for new wave spawns or time until the event ends after the remaining enemies have been defeated
Shield area of effect which deals 0 contact damage now hides the damage number completely to prevent causing confusion on which skills now did not deal any damage
Corrected and improved tooltips descriptions
Condition Effects are now pooled for improved performance
Improved visuals for the Aeodra Arda, the fallen
Added improved condition damage calculation and companion damage calculation to legendary weapon skill tooltips
Condition hits from abilities now also trigger hit vfx to improve impact feel of the abilities
Updated Skilltree Tutorials: All skilltree tutorials have been updated with new animations that showcase the skill gem placement and the usage of all available skillgems
⚖️Balancing:
Scattering Projectiles now scatters into two projectiles on enemy hit (was 3 before)
Maximum Area of Effect size cap got reduced to 3.0 (was 4.0)
Increased Area of Effect Skill now grants +25% AoE size (was +30% before)
Darokin's Staff [Range Weapon]: Light strike damage now scales with range and with melee damage (was only scaling with melee damage before)
Glaring light is now triggering from melee and range attacks (was only triggering from melee attacks)
Flood is now scaling with your melee and projectile damage and skill stacks (was only scaling with projectile damage and skill stacks)
Legendary Weapon Skill Fragmentation on Hit now has possibility to trigger 30% (was 100% before)
Discharge now deals 20 damage (was 10 damage)
🔧Fixes:
Fixed snake boss turn bug
Fixed descent defense portal spawning multiple times when tower gets destroyed
Fixed wrong skill tooltips for bleeding swirl and bleeding blade
Fixed wrong calculated condition damage in tooltips
Fixed enemy having weird glow on highlighted enemies setting activated
Fixed missing NPC name when dialog from selection was activated
Fixed not being able to attack after aborted dialog
Fixed Rogue character not unlocking on defeating shadow farmer after level 40
Fixed discrepancies between the description of the skill and the actual damage
Fixed discrepancies between the description of the legendary embedded skills and the actual damage output
Fixed wrong damage description of explosive potion trinket ability
Fixed wrong image for Goladir tier 2 achievement
Fixed wrong damage calculation for legendary weapon fragmentation skills
Fixed a bug that caused applied conditions to be shared among multiple hit targets what caused faster damage decline and also shorter condition durations.
Fixed projectiles not correctly scaling with melee damage
Want to discuss the Eclipse content update with other players, feel invited to join our discord.
Hotfix 0.9.1.2b
Fixes:
Rolled back recent changes to world events as this caused some crashes
Update 0.9.1.2
🌟New Features:
New Shard of Conjunction connection preview: With this new feature you will always see a preview of the exact connections the shard of conjunction will forge. No more guessing and try and error if the range will last.
New designed legendary weapon minimap icon
⚙️ Improvements and Major Changes:
More responsive world events: All world events have new update systems that make them much more responsible and remove waiting times between waves or at the end of the events.
Improved widescreen scaling of tree of light and descent defense UIs
Interacting with the dialogs and UIs now does not trigger your attacks
The numerical health values are now activated when you have more than 12 health (was 20 before)
increased brightness of trinket ability duration UI
⚖️Balancing:
Rebalanced enemy, boss, superboss & endboss HP scaling
🔧Fixes:
Fixed various UI notification elements blocking mouse input on pause menu
If you found a bug or want to chat with fellow players about the game you are invited to join our discord.