Update 1.1.1.0 Public Beta available now!
We took some time compiling all the feedback we received during the Season 2 launch and are happy to bring some substantial changes to Striving for Light. Including balancing changes, improvements and bugfixes (even for some seldom occuring crashes). As Update 1.1.1.0 contains bigger changes we are are rolling it out into the public playtest branch before it will go live. We invite everyone to engage with the changes and give us feedback so that we can fine tune everything until it will go core. How to join the public beta Steam -> Striving for Light -> Properties -> Game Versions & Betas -> select public-beta branch Upcoming Race Event: Depending on the feedback we receive on the public beta we plan to host a race event very soon. Balancing Changes to Dodge: Dodge in its current state sets a fixed invulnerability time, where when chaining multiple dodges with shorter/interruped dodge duration will keep the invulnerability on going for ever. Furthermore, the dodge invulnerability had overwritten vulnerabilities by a recent hit that could lead to multiple hits taken in a very short duration. We want to make some changes to the dodge behaviour to prevent a state of permenent invinibility that renders the entire game mechanics obsolte and fix the issue that dodge resets the longer invincibility from a recent hit taken. Therefore dodge invincibility is now decoupled from main invincibility that got activated from a recent enemy hit. It will not reset the current ~2s of invincibility after a hit taken. This should solve a lot of frustrating moments where multiple consecutive hits after suboptimal dodges appear. To fix the permanent invincibility, dodges now have a dynamic invulnerability time that matches the dodge duration with a short vulnerability window attached. So that when ending a dodge inside an enemy AoE field or trap you will receive damage as intended. Our ultimate goal here is to keep all dodge builds viable, spaming dodge all day is fine, it should just not be a source of infinite invicibility. Dodge should still upkeep a requirement for tactical movement and positioning. Let us know how these changes feel, we are happy to further adjust and tweaks. Changes to Descent Defense: We are making big changes to how the descent defense, so that each defense encounter has sort of a fixed duration that can not infintely be increased by adding modifiers. Intensify defense modifier does not increase enemy spawn amount per wave and keeps them at a decent duration. Therefore, the intensify modifier increases enemy HP by 50%. Prolong Descent Defense Modifier now adds a dedicated new defense section instead of increasing wave duration, which delays the reward for one descent encounter but increases your chest reward by 2 chests (instead of 1 before). For each additional added defense wave enemy hp increase by 20%. Each defense descent section does now grant exp additionally to the granted exp when finishing the entire desent defense world event. Orbiting blades not have fixed spawn radius These changes target to make descent defense more interesting and challenging while keeping the duration reasonable. General Balancing: Movementspeed multiplier is now limited to 3 (was unlimited before). This made doding almost indistinguishable from normal movement Higher map tiers are now appearing slightly later. We wanted to extend the early game slightly as we felt new players got overrun by high damage multipliers on tier 1-2 maps quite early. Improvements to new maps/enemies: The attack speed of the new enemies/bosses on the jungle and skypath map has been reduced. Rift enemies have increased hp scaling on higher rift levels. Skills Rebalancing: Lightning strike base damage got incresed to 35 (was 20). Lightning Strike now has higher scaling with skill stacks. The lightning strike spawn algorithm was improved to make this skill more usefull and targeting enemies more reliable. Reduced sanguine leech legendary melee ability spawn chance to 2% (was 5%) General Improvements: Improvements to minimap: Minimap is now zoomed out more, to have better map overview. The minimap fog of war overlay now covers the entire map on rifts as well to prevent leaking the level layout ahead of time. Reduced the visual size/thickness of the druid range totem projectiles to make the screen more readable Increased the damage number visual distribution for better readability Skill shards have improved visual effects to improve visibility of dropped shards. Bufixes: Fixed a seldom occuring crash when clicking on a skillnode when having a certain combination of skills/ cosmetics active/selected Fixed wrong Player orientation after dodging Fixed not working tooltips on hovering over character image in stats window to view default character stats Fixed a potential crash when using cyclic might attack replacer together with melee attack effects and switching scenes between skilltree Fixed wrong damage numbers on tooltips for skills that only scaled with skillstacks In case you encounter any issues never hesitate to report them i.e. on our discord. You are invited to join our official discord. Chat with fellow SfL Players, discuss builds, the new content update or just hang out with us.

