Updated to a new version of the engine, it now takes up half the space on your drive! It should have better performance for most people, but a few people might not - let me know so I can optimize for you too!
A bunch of little bug fixes, and some large ones. Enjoy!
Updated the Augment Starfire Cannon to fire along with weapon shots instead of randomly while a rift event is active. Starfire cannon also has lowered starting shot range because of this but the Starfire Cannon shots now scale with weapon shot firing range upgrades.
Alien starships spawned via the Rift Anomaly "Alien Invasion" now drop x5 more Gold Coins (as they are hard to defeat)
Updated the Main Menu scene with new Audio and SFX to make use of the New Audio system added in the previous patch.
Health Orbs spawned from Asteroids now provide 50 Health instead of 25 Health
Weapon Upgrade "High Yield Explosives" was dealing way too much consistent damage as it scales with all damage types. The damage multiplier has been reduced to 10% of all damage instead of 30% of all damage.
Added audio for buying and rerolling weapon upgrades at the Weapon Upgrade Station
Added custom audio for equipping a Starship Base or Starship Wing
Updated the Starship purchase menu to utilise less space with clearer information
Updated the Icon for Starship Base, Starship Wings and Starship Coloring to have faded locked symbols to see what the ship looks like behind it
COSMIC ECHOS
Added the old "Golden Cosmic Echos" back in as Tier 1, Tier 2 and Tier 3 Variants meaning 3 new Cosmic Echos will be arriving in the Rift! Cursed Skull, RCON-Dropship and M3CH have come back with improved abilities and updated partical effects!
Updated the visuals of the Cosmic Echo "Gura" now called "Exiled Starship" - Exiled Starship "Trident Ability" has been updated with new visuals, velocity and SFX
Updated the Second Phage shield spawned by the Cosmic Echo "Ragual", the hit points are now the exposed edges and not the laser side panels
Updated the Abilities of the Cosmic Echo "Cursed Skull"
BUGS FIXED
Fixed an issue with the Black Market Augments not being able to be purchased unless you have 10k Star shards (They cost 5k Star shards)
Fixed an issue with the Artifact "Ray of Light" projectile that would always crit
Fixed an issue with the Rift Indicator not spawning at the start of a rift or after a Cosmic Echo is killed.
Fixed an issue the Weapon Upgrade "High Yield Explosives" not showing any hit damage indication
Fixed an issue with the Cosmic Echo "Entropy" having very loud audio on some abilities
Fixed an issue with the Cosmic Echo "Celestial Skull" having very loud audio on some abilities
Fixed an issue with the Rift Anomaly "Pocket Dimension" failing to remove the Miniature Rift Pockets when the Rift Anomaly is closed
Fixed an issue with the Weapon Upgrade Station having the gold price shown in multiple places
Fixed an issue with Rift Core popup UI screen showing unintended images
Fixed an issue with Victory UI screen showing the Co-Pilot as deceased if the player completes a rift or not.
Fixed an issue with the Starship Hanger menu failing to show the unlock criteria for Co-Pilot ships when attempting to purchase them
Fixed an issue with the Icon for the Artifact "Firelord" in which it was using old information such as "The Flaming Sword" and "Fire Souls"
Since we have been working on this game for around 4 years, some art assets look quite dated compared to all the new additions. For the 1.0 release we will be reworking nearly all gatekeeper map boss designes with fresh animations and new art. We tried our best to maintain the character and personality of each character.
We also did further refinements on the perspective of the gatekeeper arena. But wait this is not all, we have also redesigned all the secret bosses, the phoenix and someone else we have encountered on our journey...
Do you recognize him....? He got some surprises in store...
Redesigned World Elements
Not only enemies and bosses have become dated due to our long early access journey. Some world events also are showing their age and not reflecting our current visual standarts. Gatekeeper portals have received a redesign as well as all chests got a complete visual overhaul.
We also added some new chest designs to not only better communicate on which chests you need a key, but also make awakened gatekeeper chests look more impressive and apropriate in size to hold all the loot they hold in store for you.
Redesigned Skilltree and Skillnodes
Since the heart of Stiving for Light is the skilltree we thought it deserves a complete redesign as well.
All skill nodes have been completely redesigned with an entire new concept for the skill node frames. Up till now plenty of melee, range and companion skills had the same skill frame design and only a colour difference was indicating the type of skill. We went the extra mile to redesign ALL skill nodes icons.
We also created distinct skill node frames for all different skill types. Range skills will now be indicated by a spikey arrow type skill frame. Melee skills will have a more massive steel inspired skill frame. Companion skills will have wings. Universal ability skill nodes that trigger effects but are working with melee and range attacks now have a more universal skill node frame. Attack replacer skill nodes now have a exchange inspired skill node frame indicating that you can only pick on of those and that this skill will replace a functionality.
We also think this will be a further step in making it easier when navigating the skilltree with less hovering is required to distinguish where you want to go. Furthermore the skilltree background got reworked as well.
Enemy Ragdoll System
A new enemy ragdoll system will make combat feel more impactful and fun. Slaying enemies will now trigger a ragdoll effect with a gradual death animation. This will be a huge step up from the simple vanishing before, which looked odd especially on big enemies like endbosses.
Here is how it looks in action.
We hope that this preview excites you for the upcoming 1.0 release! We are looking forward to hear your thoughts on all the new features and content.
But behold, this is only a fraction of what will come with the 1.0 Release, we will continue the reveal marathon on next Wednesday 21st of May.
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.
Hey everyone, I've been hard at work on Color Breakers 2 for the last year and I just wanted to let you all know that there will be a Demo coming out soon so you can finally try it out for yourselves.
Stay tuned for the announcement and Wishlist the game to support us!
-Made pillows key so you can't softlock yourself by eating them. -Testing Z-Button-Bug Fix hypothesis! -Made it so you can't reload into the floor in Seer's Apartment
- Added furniture crafting. You can buy a furniture crafting worktable from Sylvia. You can craft three wooden items. More will be added. - Added Garden Pot. You can craft the Garden Pot with the Kiln. The Garden Pot allows you to plant crops and flowers in the pot. You can grow crops indoors. You right click the Garden Pot with the watering can to water the pot. - Added ability to place items on tables. Two tables are currently craftable via the furniture crafting worktable. You can place other furniture such as plants, other items like fruit and vegetables and resources on tables. - Fixed bug that caused the player to water doors when opening a door and the watering can was selected.