Fixed a few crashes when using emerald staff or accessing stats when carrying emerals staff weapon
Removed left over glaring light description in darokin character tooltip.
Fixed glaring light skill not remaining active on maps even if you had enough resources
Fixed crafting potential got re-rolled on dropped weapons when restarting the game (0.9.7.0e)
Fixed wrong energy shield translation (0.9.7.0e)
Fixed serpent bosses get stuck on fire breath animation when being frozen (0.9.7.0f)
Fixed one rogue specialisation skill nodes not being connected to origin (0.9.7.0f)
Fixed bad performance on beach map (v0.9.7.0g)
Fixed crash when attacking with lightning staff (v.0.9.7.0g)
Fixed multiple shield gains when defeating an enemy. This affected all new shield specialisation abilities. Resulting in nearly instant shield recovery after it has been activated. (v.0.9.7.0g)
Fixed wrong translation tag for corrupted heart (v.0.9.7.h)
Character Specialisation Content Update
The Character Specialisation Content Udpate has arrived, and sticking close to our tradition this update turned out to be much bigger than originally planed.
New Features
Character Redesign
All remaining 6 characters have received a complete redesign to align them with the latest unknown wanderer redesign. This was a huge undertaking and we hope you enjoy playing with these new characters. We did our best to preserve the personality of each character while bringing the design up to pair with the rest of the game.
Character Specialisations
Each character now has a new specialisation skill tree giving each character class a unique class identity and access to a unique set of powerful specialisation nodes that you can not find on the regular skilltree. For all character this totals up to over 64 new skill nodes.
You will only be able to pick 3 of these skill nodes and refunding them will cost 10 shards of refund. You will be rewarded with 1 specialisation point at level 10, 30 and 50.
So lets see what the 64+ new specialisation skills will let you do. Not only you will be able to modify the way your dodge works, call new companions and massive amounts of chicken, there will also be damage mitigation shield effects available. But this is not all there are plenty of attractive stat improvements that will instantly make critical hit damage a viable option for your build or lets you specialise in very distinct build directions. Like you can let all your companions or all your weapons apply conditions. You can even get projectiles that bounce off walls and enemies.
You can expand this section to read through all the available character specialisation skills. Beware these are a lot! Unfolding this tab at your own risk :) [expand type=showmore ]
Heleja
[expand type=details expanded=true]
Great Knowledge: Your Energy and Energy Regeneration is drastically increased. Max Energy +3, Energy Regeneration +200%
Major Scattering Projectiles: All projectiles from your range attacks scatter into 4 new projectiles on enemy hit.
Critical Cast: Critical Hit Damage +200%, Critical Hit Chance +20%
Explosive Projectiles: All projectiles explode on enemy hits
Reflective Projectiles: All projectiles bounce on enemy hits being able to hit another target.
Bouncing Projectiles: All projectiles bounce on wall hits being able to hit another target.
Energy Shield: Gain a shield that reduces your incoming damage based on your maximum energy. 1 damage reduction per 4 max endurance. Damage reduction can't exceed a maximum of 8. Shield recharges after 60 defeated enemies.
Swift Cast: Your dodge is increased by +3. Movementspeed +10%. Projectile Damage +50%. Melee Damage +50%.
Powerful Cast: Your projectile damage is increased. Projectile Damage +200%
Knowledge of protection: Max Health +3. Max Energy +1. Energy Regeneration +100%
Blink: When dodging you are spawning an echo of your self living for 6s performing range attacks on nearby enemies.
Goladir
[expand type=details expanded=true]
Strong Hands: Your Endurance and Endurance Regeneration is drasitcally increased. Max Endurance +3, Endurance Regeneration +200%
Armored: Max Health +6
Powerful Slash: Your melee Damage is increased. Melee Damage +200%
Hammerstorm: Instead of attacking you spawn Cycling hammers that surround you triggering all your melee on attack and on hit effects. This will deactivate other melee attack replacer skills.
Uber Slash: Critical Hit Damage +300%, Critical Hit Chance +10%
Ground Slam: All your melee hits trigger a shockwave that applies minor knockback to all enemies.
Leap: Instead of dodging you perform a jump that triggers a massive shockwave dealing damage and knockback to all enemies. Damage scales with your melee and projectile Damage. Size scales with your AoE size.
Fortress: You can not dodge anymore. Instead all your incoming damage is decreased by -50%.
Endurance Shield: Gain a shield that reduces your incoming damage based on your maximum endurance. 1 damage reduction per 4 max endurance. Damage reduction can't exceed a maximum of 8. Shield recharges after 60 defeated enemies.
Arc of Might: Your melee weapon range is increased. Weapon Size +15%
Cleave of Eternity: Your melee weapon range is increased. Weapon Size +20%
Dark Wanderer
[expand type=details expanded=true]
Skeleton Spiders: Each fallen enemy creates a skeleton spider companions that lives for 6 seconds.
Poisoned Fangs: All companions apply poison condition on enemy hits.
Explosion Pets : All permanent companions trigger explosions when attacking enemies. Damage scales with your melee damage. Explosion size scales with AoE size.
Golem: Call a permanent golem companion. The golem performs melee and range attacks. Each range attack spawns 3 projectiles at once.
Harpyie: Call 3 permanent Harpyie companions that attack enemies with range attacks.
Bone Spear: Each Dodge creates a piercing bone spear that targets nearby enemies and pierces through all enemies in that direction. Damage scales with your companion, range and melee damage. Bone Spear size scales with your AoE size.
Loopwarden: Summon two flying companions that orbit around you dealing companion contact damage and destroying enemy projectiles. Orbit radius scales with your AoE size.
Bone Shield: Gain a shield that protects you from 3 damage and recharges after 40 defeated enemies.
Rogue
[expand type=details expanded=true]
Raining Arrows: Each attack triggers raining arrows. Damage scales with melee damage. Size scales with your AoE size.
Poison Reflex: Your dodge triggers a huge poison nova that deals damage equal to your melee and range damage and applies poison condition to enemies. Size scales with your AoE size.
Ultimate Precision: Increases your Critical hit chance +15% and your critical hit damage by +20%.
Deadly Precision: Increases your Critical hit chance +10% and your critical hit damage by +30%.
Sharpened Focus: Increases your Critical hit chance +10% and your critical hit damage by +50%.
Poison Ricochet: Each enemy hit triggers a poison ricochet projectile that deals projectile and melee damage and applies poison condition to enemies.
Causitic Wounds: All your weapon attacks apply poison condition on enemy hits.
Deep Wounds: All your weapon attacks apply burning condition on enemy hits.
Evasion: You have a 20% chance to evade half of the incoming damage when getting hit. Damage can't be reduced below 1.
Evasion Mastery: You have a 30% chance to evade half of the incoming damage when getting hit. Damage can't be reduced below 1.
Darokin
[expand type=details expanded=true]
Radiance: Each attack casts glaring light that damages nearby enemies. Damage scales with projectile and melee damage. Size scales with your AoE size.
Radiant Wisp: On Dodge spawn radiant wisp companion that lives for 20s shooting light rays. Light ray damage scales with your range and melee damage.
Solar Surge: All range and melee attacks triggers up to 6 light rays. Damage scales with your projectile and melee Damage. Size scales with your AoE size.
Wall of Light: Dodging creates a wall of light that destroys enemy projectiles. Wall of Light damages all enemies that pass trough the wall scaling with your melee and range damage and inflicts burning condition. Wall of Light is active for 5s.
Fountain: +200% Energy Regeneration + 200% Endurance Regeneration
Boundless Reach: Your AoE size and melee weapon range is increased. AoE size increased +40%. Weapon Size +15%
Dual Force: Increasing your melee and projectile damage. Increased Melee Damage +150%. Increased Projectile Damage +150%.
Aegis of Ruin: If you have trinkets equipped your incoming Damage is decreased by 50% but each enemy hit destroys one of your trinkets. Damage can't be reduced below 1.
Solar Touch: Your melee and ranged weapon hits apply burning condition to enemies.
Everburn Wisp: Spawn permanent radiant wisp companion shooting light rays. Light ray damage scales with your projectile and companion damage.
Sharpened Focus: Increases your Critical hit chance +10% and your critical hit damage by +50%.
Farmer
[expand type=details expanded=true]
Cluckocalypse: You call 3 permanent chicken companions that fight for you attacking your enemies with melee attacks.
Chicken Herd: You call additional 2 permanent chicken companions and empower your companions. Increased Companion damage +10
Feather Dash: Each dodge spawns a big temporary chicken companion that lives for 12s and has ranged and melee attacks.
Greater Empowered Companions: Your companion damage is increased. Companion Damage +30
Chicken Nest: Your melee and range attacks have a 20% chance to spawn a chicken nest for 4s that periodically deals AoE damage to surrounded enemies each 2 seconds. At the end of livetime the nest spawns a temporary big chicken companion that lives for 12 seconds and does melee and range attacks.
Protective Shell: Gain a shield that absorbs damage based on the maximum health you have. 1 damage absorption per 4 health with a maximum absorption of 10. Shield recharges after 50 defeated enemies.
Winter Weight: Winter is coming. Max Health +8. Max Dodge -1. Movementspeed -5%
Sharp Beaks: All companions cause bleeding condition on enemy hits.
Explosive Companions: All permanent companions trigger explosions on enemy hits.
Regain: Energy Regeneration +300%. Endurance Regeneration +300%
Unknown Wanderer Melee
[expand type=details expanded=true] Unknown wanderer borrow an additional selection of skills from other character specialisations.
Shattering Blast: All melee hits create 3 shattering projectiles that deal melee damage.
[expand type=details expanded=true] Unknown wanderer borrow an additional selection of skills from other character specialisations.
Horde: Call 3 permanent ranged companions
Character Starting Weapons
10 new weapons have been added to the game giving each character now access to a new starting weapon to further enhance class identity. These weapons can be unlocked like any other weapons in the game as well, to be able to find them during your runs.
These new weapons feature new mechanics like chance to apply conditions to enemies and contain some of the beloved character starting skills in weaker form like chance to spawn chicken companions.
New Trinket
Corrupted Heart: A corrupted legendary trinket that increases your incoming damage by 1 but if you are willing to take on this burden you will be able to charge the item by collecting hearts on full HP. You can then unleash the charged corrupted into a massive damage boost aura lasting 20s that will increase all your damage types by 1% for each 2 hearts you have collected.
Game Mode Separation
Hardcore and Softcore game modes now have individual save files which allows to have two simultaneous characters (one for each game mode). New character selection has been implemented that displays your softcore and hardcore characters for the selected season save file.
Tree of Light Redesign
The Tree of Light legacy skill system got redesigned to align it with the other visual quality of the game. The skill tree UI is now Fullscreen to expand the tree a bit more and improve readability of the skill tree. Refunding of legacy skills now as well require shards of refund to align it with the main skill tree and bring more value to the vastly underused shard of refund.
Crafting Potential
The crafting system as received an overhaul introducing "Crafting Potential". Each weapon will drop with a random Crafting Potential that will be consumed for each of your crafting steps. When the crafting potential reaches 0 you will no longer be able to further craft the weapons. Legendary and Ascended weapons naturally drop with way less crafting potential than non legendary weapons. Ascendin weapons in the skyforge will not require crafting potential. We think this will add a new layer of strategy to the weapon crafting system and upkeep the excitement for weapon drops even during the endgame of your runs.
Performance Improvements
Performance critical systems have been rewritten and upgraded to improve performance on all attacks, object spawns and companions. This will now also result in faster loading times for entering and exiting the skilltree.
Improved skill connection design
New skill tree connection line design: All skill trees just got more pretty, introducing a new connection line design.
Major Changes and Improvements
Game Load System: The game loading system got major reworks and improvements, you will notice that loading up the game will be much faster, and also switching between scenes in the main menu and character selection will be much more fluid.
League and Season save file system got reworked to more efficiently load and read your save files. In the past when you had already plenty of seasonal save files the loading times could take up multiple seconds. With the new save file loading system you will be able to load you save files nearly instant.
Map delve count now got tooltips, to explain what this user interface icon displays.
New softcore and hardcore icons have been added to in game user interface to display if you are currently playing hardcore or softcore
Weapon Resource Cost Changes: All weapons have received a global resource cost rebalancing to make very fast and weak weapons viable. Basically all slower and medium paced weapons have received an elevated resource cost by at least 1 point while keeping fast and weaker weapons like daggers or bows at resource cost of 1. The starting endurance and energy levels, as well as the regenerations have been increased to compensate for this change. This rebalancing has been applied to all echo weapons likewise.
Game Difficulty Rebalancing: Enemy HP scaling has been slightly increased to compensate for player power gain from new specialisations. Therefore the boss shield duration scaling has been reduced so that in endgame shield durations and the required hits to shatter boss shields are drastically reduced.
Boss Shield Rebalancing: To compensate for slightly higher enemy hp scaling and prevent very long boss shield times the boss shield scaling has been reduced by 33% and now has a cap at 40. As an example getting to map delve level 50 would lead to 52 boss shield charges. With this change map delve level 50 would lead only to 35 shield charges.
Improved Boss Shields in Rifts: Boss shield charges for Rift bosses now scale with your rift level instead of the map delve level.
Tooltips improvements: Tooltips are now hidden when changing input type from mouse to keys or controller to prevent multiple active tooltips after input type switch.
You will now respawn with the last equipped attack type
Improved level up visual effect.
Balancing
All echo weapons now have elevated base resource cost of 2 (was 1 before) with the exception of daggers and bow which are now the archetypes for faster but weaker weapons
Echo Weapon Bow now has decreased base damage to 8 (was 10) but remains at base energy cost of 1 (would have been 2 after rebalancing)
Echo Crossbow has increased base damage to 10 (was 8) base energy cost is 2 (rebalancing)
Echo Dagger gets reduced base endurance cost of 1 (would be 2 after rebalancing)
Glaring Light now scales with melee damage only (no projectile damage)
Incrased AoE size skill node now increases AoE size by 15% (was 25% before)
After each fully completed descent defense instance the tower abilities are reset. The damage upgrades however carry over to the next descent defense instance.
Balancing Character Starting Stats
Darokin starting character stats: Energy/Endurance Regeneration -20% (was -50%), attack speed -10% (was -35%). Glaring Light starting ability was moved to character specialisations.
Goladir starting character stats now has one projectile (did not have a projectile before).
Heleja starting charcter stats now does not have an additional projectile multiplicator (had 1 before). This was moved to the new starting weapon.
Farmer starting stats now has attack speed +20 % (was +10%), max health -1 (was -2 before) Chicken companions got moved to character specialisation and new starting weapons.
Bugfixes
Fixed a bug that caused conditions to initially only be applied for 1 second in some cases instead of the initial max duration like 9s for poison
Fixed a memory leak in replicating projectile skills and weapons
Fixed replicating projectiles not aiming at enemies
Fixed a bug that caused projectiles that scaled with multiple sources to only scale with one source (i.e. scaling with melee and range damage)
Fixed player damage numbers not beeing displayed on certain conditions
Fixed awakened gatekeeper leaderboard not updating correctly
Fixed being able to claim final reward in aeodra arena challenge when final boss was not yet defeated.
Thank you, everyone, for your immense support. Without you, the game would not be what it is today.
If you enjoy the game, leaving a Steam review is an incredible way to show your support and help us reach more players.
We truly appreciate each and every one of you!
Dev Livestream - Specialisation Update Showcase
We have already shared some hints on what will await you with the upcoming specialisation content update for Striving for Light.
You might have asked yourself how this will look in action. What build possibilities this 8 new character specialisation skilltrees will open up?
We are looking forward to answer all of that questions in the upcoming developer livestream at twitch: https://www.twitch.tv/deventide
Developer livestream on 27.11. at 7pm CET.
Focus of the livestream is showcasing the upcoming character specialisations, we will have some Q&A for season 16 so bring all of your questions.
And don't forget to bring some 🍿!
Update 0.9.6.1
New Features:
Reset Player Position: A new button has been added to the pause menu directly above the abandon run button. This "Reset Position" button allows to activate a special rescue mode that will recover your player when it got stuck inside walls or world objects.
Bugfixes:
Fixed a bug that caused transmute/gamble item tooltips to stay open once a item was selected.
Fixed multiple re-teleport triggers when playing coop on world events that have multiple waves (i.e. devouring darkness or sanguine chest)
Fixed a crash in coop mode that was caused by the re-teleportation in world events
Fixed a bug that caused shard of conjunction connections be saved and create unintentional long connections through the entire skilltree
Fixed a bug that prevented you to spend your skill points when exiting the skilltree with shard of conjunction selection active
Fixed a bug that caused skill gem placement and skill tree shard placement effects to not get reset when they got terminated by exiting the skilltree
Specialisation Update Preview
Even though we have just released our largest content update till date around 3 week ago we are already working full force on the next content update for Striving for Light.
Timeframe for this update will definately be this year. Probably around end of November/ very early December. There will be a new Season 16 start with the update launch for obvious reasons.
With the Specialisation Content Update we will continue our latest path in reworking our player characters. And what would be a better fit than adding character specialisations to all characters to not only double the amount of exisiting skill nodes with new, very powerfull skills, but also make character choices more meaningful and gameplay defining.
Furthermore we will separate the softcore and hardcore meta progression so that you can have two active characters for each season with separate meta progression for each game mode. As cherry on top we introduce some major systems rework based on the plenty of recent player feedback. Thanks to everyone taking the time and sharing your impressions, thoughts and feedback <3.
Please note that all presented here is still in active development, and everything is subject to change.
New Features
Character Specialisations
With update 0.9.7 each character will get their own specialisation skilltree with around 9 (+-2) powerfull specialisation skill nodes. These skill nodes are designed to be more powerful than normal skill nodes and grant some sort of gameplay defining effect or twist on your build choices. These specialisation skills mostly come without major downsides (i.e. no additional resource cost).
You will only be able to pick 3 of these skill nodes and refunding them will be quite expensive (but possible).
So when will you be able to specialise... Each 20 levels you will be granted one specialisation poin that you can spend.
Doing the math specialisations will mean that we will add around 70 new unique skill nodes to Striving for Light (which currently already has around +70 unique skill nodes). This is a huge undertaking but we belive this will open up even more build choices and make character selection more exciting.
So lets take a look at some of the specialisation skills, which are all still subject to change.
Loopwarden: Summon two flying companions that orbit around you dealing companion contact damage and destroying enemy projectiles. Orbit radius scales with your AoE size. Evasion Mastery: You have a 30% chance to evade half of the incoming damage when getting hit. Damage reduction is always 1 or higher. Poison Ricochet: Each enemy hit triggers a poison ricochet projectile that deals projectile damage and applies poison condition to enemies. Deadly Precision: Increases your Critical hit chance +15% and your critical hit damage by +75%. Poisoned Fangs: All companions apply poison condition on enemy hits. Bone Shield: Gain a shield that protects you from 3 damage and recharges after 40 defeated enemies.
Character Redesign
With 0.9.7 we will continue the character redesign for all remaining 6 characters. You can already take a glimpse at the Rogue and Dark Wanderer redesigns. We will do our best to stay true to our initial concept but allign them with our visual standarts.
Game Mode Separation
Hardcore mode and Softcore mode will now have separated meta progression, to keep leaderboards as fair as possible. This also allows us to do more impactful balancing changes to softcore without worrying to affect the hardcore leaderboards in the future.
But we will not simply separate the meta progression and call it a day. This change comes with some further major improvements to the save file system and the possibility that you can now have two active characters in parallel for each season. And decide which game mode you want to play or which character you want to continue.
The new character selection screen will display your current character with your current weapons as well as your current weapon rarity effects (like ascended weapond glow) in the character selection screeen. We also included new information messages with new tutorials on how the game modes work and how the shields in softcore mode look like. Oh and we now have icons for the softcore and hardcore game mode.
Major Changes
Weapon Resource Cost Rebalancing
With the shortsword /light staff being the first weapons Striving for Light has ever seen it was logical to start with base resource cost of 1 per attack. But as the game evolved and the roaster of weapons grew there is a need for rebalancing the resource cost of all weapons. Therefore all weapons will have 1 additional resource cost while weaker but faster weapon will stay at 1 base resource cost, in order to make them viable weapon choices. Fear not, we will adjust the starting resources of energy and endurance as well as the starting regeneration for all characters to make this change not affecting anything beside fast and weaker weapons.
Difficulty Scaling
With the addition of ascended weapons and now the specialisations it is no secret that player power will grow. We will do some adjustments to the difficulty scaling mostly in form of enemy HP scaling. This will then also allow us to reduce the boss shield durations for higher tier maps as the boss shield duration can get quite long during endgame. We think that this will lead to an overall more fun and exiting gameplay experience.
Refunding Changes
Currently the most invaluable skilltree shard is the shard of refund, as you only need it for refunding the very few skills in the skilltree you want to change. In order to better integrate this shard into the game and make skill tree choices overall more meaningful we will add 1 shard of refund cost to refund a legacy skill in the Tree of Light. This will also then allign it with the refund cost for the new specialisation skills.
Attack Modifier Skills
We will do some changes to the downsides of the non stackable attack replacer skills to better allign all those skills among each other.
Crafting Potential
Currently each weapon can be transformed in the most powerful version of that weapon for your current build by continuously spend crafting materials on that weapon. As this system comes from times where we did not even have weapon stats and no ascended / corrupted weapons and much less ways to aquire crafting materials, it is now at a time to re-think crafting.
One major issue that the current crafting system imposes, is that once you found the weapon you need for want for your build every other weapon drop becomes unspectacular since you can forever change everything you like with your current weapon.
For update 0.9.7 we will do some experimentation with a new weapon stat called "Crafting Potential". Weapons will roll a random crafting potential that will then be consumed when crafting on that weapon. We belive that this will bring excitement back to weapon drops in endgame, since dropping a second weapon with higher crafting potential might result in a better version of the weapon you are currently playing. Furthermore, you now need to do some crucial decissions when engaging with crafting. What matters the most. Do you need the legendary effect? Or do you currently more need higher base weapon damage for your build. This will also make dropping a legendary or ascended weapon even more valuable as you do not have to spend crafting potential on trying to upgrade the weapon to legendary/ascended.
You might ask yourself, but what is with ascending weapons in the sky forge. Excellent question, the skyforge will not consume crafting potential and therefore make playing rifts to upgrade weapons an excellent choice.
Further Changes
There are some further planed changes in rebalancing some of the skills to make them more exciting to play. But nothing ready to share yet.
Hotfix 0.9.6.0c-d
Bugfixes:
Fixed a crash when starting phoenix egg world events while your light fragments have dropped below 3 on the current map.
Fixed replicating projectiles of Lightning Staff not working (v.0.9.6.0d)
Hotfix 0.9.6.0b
Development means to make steps forward, but not each step might be in the right direction. We are aware of this and therefore we pay close attention to your player feedback and re-evaluate all changes and ideas we have pushing this game forward.
Major Changes
Reverted back the softcore behaviour of the 0.9.6 update as it turned out to trivialise gameplay up to a point we did not intend, that would lead to further balancing issues.
Gatekeepers and bosses will gain back their shields when you get defeated in softcore mode.
Update 0.9.6
With Update 0.9.6 we are reworking and improving some major areas of the game based on the massive player feedback we have received recently. First-off thank you very much for your spent time to share your feedback. This is something we value a lot and we hope that this is reflected in our patch notes.
Major Changes and Improvements
New Gameplay Tutorial:
The current tutorial got completely redesigned. The old tutorial was actually around 2 years old. And even though the complexity of your game increased the tutorial remained the same. We noticed that one of the most difficult tasks for new players is actually to get into the game and understanding the core gameplay mechanics. It is easy to overread one of the vast amount of tutorial hints and then get stuck because information is missing. We want to take the tutorial to the next level with this update and improve the way how core concepts are communicated step by step instead of throwing a wall of text at new players and expect them to not miss any information. Finally legendary trinkets and how to use those abilities will be explained directly from the start. Thanks for all your feedback.
Improved Softcore Mode:
If you get defeated during an bossfight in softcore mode you will now now let you continue with the exact same boss HP without the boss regenerating shields and HP. All shattered shields will stay shattered (bosses did regenerate to 75% health again and gain back their 3 shields.
Improved Crafting:
Plenty of minor tweaks and changes have been made to the shard of power that lets you re-roll the base weapon damage. You can look forward to higher base weapon damage rolls. The crafting chances have also been reworked to compensate for these higher possible damage rolls. The inconsistencies of higher weapon damage rolls on legendary upgrade compared to upgrading base weapon damage with shard of power are now a thing of the past.
Improved Difficulty Tiers:
You will now gain global +25% increased drop rates on everything for each difficulty tier. Difficulty Tier 5 will therefore grant you with a staggering global +100% increase in all drop rates, doubling all of your active positive map modifiers. These droprates will multiplicative scale with all your map modifiers. The map tooltips will take the difficulty tier directly into account and display the multiplied drop rates when you hover over the map. Next to the increased drop rates difficulty tiers will increase elite spawn rates which will increase your EXP gain and the amount of dropped light fragments. An explanation about elite enemies was added to the tooltips to give more insight what the difficulty tiers will grant you. New tooltips have also been added to the in game difficulty tier icon on top right.
As we see difficulty tiers as nothing we want to force players into and was initially added for another layer of challenge for players which have already achieved everything they wanted in tier 1 of the current season and search for a new challenge. Higher difficulty tiers will require very optimised builds and a lot of currency investment to deal with the increased challenge. We therefore hope that the increased drop rates will be a big enough carrot for those players willing to take on this additional challenge.
Improvements to Echo Weapons:
Changed staff echo weapon base projectile range to 80% (was 100%)
Changed bow echo weapon base projectile range to 100% (was 80%)
Information that echo weapon is already existing is now not directly displayed when you have crafted the echo weapon.
Added information on what echo weapons are and how they work to the craft echo weapon window.
Further Improvements:
Added text info to sky forge that states if crafting failed or was successful
Delete save file window got a new ui
Corrupted weapon drop rate has been increased
The base ascending chance in the sky forge got increased
The enemies in descent expedition of the activated room now vanish if you get defeated in softcore mode, preventing from double amount of enemies spawn when re-entering the room.
Fixed rounding error on damage difference display for altering weapon base power with shard of power
Improved magic shield ability description to describe that the shield destroys enemy projectiles.
Improved tooltip and focus on darokin transmute UI (former known as gamble).
Bugfixes:
Fixed a bug that caused shards of power not to be able to roll weapon base damage to the full potential that was able to be reached by upgrading a weapon to legendary or ascended quality
Fixed wrong attackspeed values displayed at the craft echo weapons UI.
Fixed legendary trinket shapeshift stats being wrongly reverted on using portals or switching weapons
Fixed echo shards being saved after the animation delay on game over screen. Now they are saved directly preventing from loosing echo shards when pressing continue right away.
Fixed legacy level in build viewer not being displayed.
Fixed a bug that caused elite enemy to spawn with wrong probability
Fixed wrong attack animation after deactivating a melee attack replacer skill node like trembling ground
Fixed all achievements tab not accessibe with controller input