Genre: Hack and slash/Beat 'em up, Adventure, Indie
Striving for Light
Update 0.8.3.1
Improvements:
Build Viewer now displays energy/reg, endurance/reg and dodge/reg for builds on the leaderboards.
Offscreen spawned particle effects are now culled after the total duration to not fire them up when moving to that offscreen area at a later time. This should improve performance on endgame scenarios.
Bugfixes:
Fixed 90° offset in triggered attack effects when using the gamepad thumb stick to aim your attacks
Hotfix 0.8.3.0h
Improvements:
All companions now spawn scattered around the spawn position to prevent them being perfectly stacked on top of each other which made it hard to see how much companions have been created.
Bugfixes
Fixed alt-f4-ing to save death characters
Hotfix 0.8.3.0g
Bugfixes:
Fixed 2 second iteration in the main menu countdown (this was only a UI display bug, it does not affect the event time synchronisation)
Farmer and Dark Wanderer Challenge Spawner Eggs can now be targeted by your companions
Fixed a bug that switched from the offline save file to an "phantom save file" that required to reselect the offline save file in the save manager to continue playing this save file. If you got this bug simply go to the save file manager in the main menu (top right button) and re-select the offline save file. You should now be good to go.
Fixed a crash on offline save files
Fixed Rush-Event timer being displayed on offline save files
First 24h Rush-Event
Join the first 24h Rush-Event.
The very first Rush-Event will be on this Friday starting at 7am CET/ 2pm CEST at 28.04.2023 with a duration of 24h.
Everyone is invited to try out this new event system and give us valuable feedback on how to improve this system.
On Rush-Events all players start with equal conditions on a fresh save file but gain a +100% light fragment drop rate from enemies and world objects.
How Rush-Events work Whenever there is a planed Rush-Event it will show up in the main menu of the game with a countdown until the eventstart. Rush-Events are synced for all players around to world to our server time. Once the coutdown runs out you will be able to register and log into the event. It's important to note that Rush-Events will coexist next to our seasons and the offline save files. You can at any time switch between the Rush-Event, the current season or the offline save file from the save file manager on the top right in the main menu.
During the event When you start playing the RushEvent you will notice a new timer on the right of the screen below your minimap. This timer always displays the remaining time within the Rush-Event. When this timer hits the last 10 minutes an additional highlight a sound effect and information is displayed to remind players to get to town on time or get defeated before the time runs out so that the score is updated.
We wish everyone a lot of fun with this new Event Type! You are looking for fellow players to talk/ share your build ideas or discuss strategies feel free to join our official discord at: https://discord.com/invite/GNEBkQDyUb
Hotfix 0.8.3.0a-f
For the Rush-Event all Light Fragment drop rates from enemies and destroyable world objects are doubled!
Improvements:
Life Leech tooltip has now information on how the life leech effect scales on multiple life leech nodes
Balancing:
Changes to life leech skill nodes. Life leech now has a base leech of 1 health of 150 defeated enemies (was 170) also the leech amount now reduces by -20% for each additional stacked life leech node (was -20 finite value).
Bugfixes:
Fixed a crash when loading offline save files (v.0.8.3.0f)
Fixed not spawned companions
Some tweaks to controller support
Fixed legendary effects not being applied directly without scene switch
Tweaks for Rush Event
We wish everyone a lot of fun at our very first Rush-Event! Please give us your feedback about your Rush-Experience so that we can improve those Events on future iterations.
In case you encounter any bugs or crashes or want to share your feedback, you are invited to join our official discord at: https://discord.com/invite/GNEBkQDyUb
Hotfix 0.8.3.0d
For the Rush-Event all Light Fragment drop rates from enemies and destroyable world objects are doubled!
Balancing:
Changes to life leech skill nodes. Life leech now has a base leech of 1 health of 150 defeated enemies (was 170) also the leech amount now reduces by -20% for each additional stacked life leech node (was -20 finite value).
Bugfixes:
Fixed not spawned companions
Some tweaks to controller support
Fixed legendary effects not being applied directly without scene switch
Update 0.8.3.0
Update 0.8.3.0 brings a new Rush-Event-System to Striving for Light, adds a loading screen which displays loading progress of the next scene, makes leaderboards available from the main menu, as well as further improvements and a fix for the crash on game start that could occur when no internet connection was available or API calls have failed.
New Features:
Rush-Event System
With this update we are adding a new type of timed adrenalin packed events into the game. These events are named Haste events and share some of the functionalities of a new season but with a much shorter timeframe. Haste events usually range from only a few hours to a few days. On Haste events all players start with equal conditions on a fresh save file.
The very first Rush-Event will be on this Friday starting at 7am CET/ 2pm CEST at 28.04.2023 with a duration of 24h. Everyone is invited to try out this new event system and give us valuable feedback on how to improve this system.
How Rush-Events work Whenever there is a planed Rush-Event it will show up in the main menu of the game with a countdown until the eventstart. Rush-Events are synced for all players around to world to our server time. Once the coutdown runs out you will be able to register and log into the event. It's important to note that Rush-Events will coexist next to our seasons and the offline save files. You can at any time switch between the Rush-Event, the current season or the offline save file from the save file manager on the top right in the main menu.
During the event When you start playing the RushEvent you will notice a new timer on the right of the screen below your minimap. This timer always displays the remaining time within the Rush-Event. When this timer hits the last 10 minutes an additional highlight a sound effect and information is displayed to remind players to get to town on time or get defeated before the time runs out so that the score is updated.
Leaderboard in Main Menu
You can now access the leaderboard from within the main menu.
Ranking on Game Over Screen
Your current ranking is now displayed on the game over screen. The screen
New Loading Screen
The simple scene transition has been replaced by a new loading screen also displaying loading progress and a loading animation. Most of the times switching scenes is nearly instant but on older hard drives/ rigs or on very large skill trees or pathfinder trees loading might take up to a few seconds. Previously you would see a frozen screen which fails to communicate if the game is just loading a heavy scene or if the game froze and is going to crash. In general the scene transition system has been reworked for much smoother scene transitions.
Improvements
Darokin now grants one light fragment for each removed weapon in town (was 1 light fragment for each 3 weapons)
Bugfixes
Fixed crashes on startup due to failed requests in receiving data from our APIs
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 is our discord:
Projectile Shield Range Attack Replacer Skill got a complete rework and now works different. First of this is how the projectile shield rework looks in action:
Projectiles now orbit around you with your player position as the origin. Projectile Shield now sets the projectile speed to a much lower value which is not dependent on the type of projectiles.
Previously you would find Projectile Shield almost unusable on very slow or very fast projectiles as the radius would have been to small or too large. Also aiming was quite hard if you did not have a few projectile multiplicators set up.
This as well changes with the new projectile shield rework. All projectiles orbit with the same radius and are therefore much easier to aim. You can now even increase the radius of the orbit by increasing your Area of Effect. Skill descriptions have been adjusted accordingly.
The game now initialises in fullscreen mode. If you still getting crashes on startup please report them on our -> Official Discord or through our website at: Bugreport-Form.. Please also attach your settings.cfg and your save.json files which are located at: %appdata%\Godot\app_userdata\StrivingForLight\
Thanks in advance!
Update 0.8.2.5
Update 0.8.2.5 focuses on balancing and improvements for the skill lightning strike. Also negative tradeoffs from life-leech and collect range have been removed.
Balancing
Projectile Shield now grants additional 50% projectile range
Lightning Strike now targets aimed direction
Life Leech now has no tradeoffs (had +1 Dodge Cost before)
Increaesd Collecting Range now has no tradeoffs (had +1 Dodge Cost before)
Darokin glaring light effect now is triggered on melee and range attacks (was only melee attacks)
Dark Wanderer gained additional 5 companion damage
Bugfixes
Fixed wrong lifeleech display in build viewer
Fixed darokin offering the unlock character dialog even though you have already unlocked the character darokin
If you still getting crashes on startup or during gameplay please report them on our -> Official Discord or through our website at: Bugreport-Form.. Please also attach your settings.cfg and your save.json files which are located at: %appdata%\Godot\app_userdata\StrivingForLight\
Thanks in advance for helping us tracking down those bugs and crashes :)
Hotfix 0.8.2.4e
Bugfixes:
Changed display settings queue order to prevent crashes on startup.
If you still getting crashes on startup please report them on our -> Official Discord or through our website at: Bugreport-Form.. Please also attach your settings.cfg and your save.json files which are located at: %appdata%\Godot\app_userdata\StrivingForLight\