[h3]Welcome back, everyone! [/h3] Thank you so much for your support and feedback since we launched When the Light Dies into Early Access back in May! Our [b]second update is now live[/b] and focuses on fleshing out the character levelling system by introducing [b]weapon upgrades[/b] which will modify specific weapons to create more chaos and variety during runs! Additionally, we have added a [b]resource pity system[/b] to reduce frustration when scavenging for resources, and, most importantly, the hotly requested [b]auto-shoot option[/b]! [b]Character levelling changes and new weapon upgrades system [/b] Our main objective for update 2 was to make runs feel more varied and fun, so we’ve introduced a new system for character levelling whereby the level up choices vary depending on the actual level milestone that you reach. [b]Choices now come in three flavours:[/b] [olist] [*] [b]General passives[/b] (3 rarities every level that can be stacked until an upper limit is reached) [*] [b]Weapon upgrades[/b] that apply passive effects to attacks (every 5 levels, weapon upgrades can be developed to enhance their potency) [*] [b]Active dark magic abilities [/b](every 5 levels). [/olist] With these changes you’ll now have more decisions to make during your run which can result in vastly different builds to experiment with! [img]https://clan.cloudflare.steamstatic.com/images//44357813/e9836e1d02a31022f6e0b98174db8dadb784ab7a.png[/img] [b]Here’s a full list of the 12 x new weapon upgrades that have been added in update 2![/b] [b]Incendiary Rounds [/b] [b]Level 1:[/b] Chance for bullets to inflict burn [b]Level 2[/b]: If enemies are burning when killed, they restore temperature to the player [b]Level 3:[/b] Burn duration increased or Burn damage increased [b]Chain Lightning[/b] [b]Level 1[/b]: Chance for bullets to inflict shock [b]Level 2[/b]: The shock is passed to an additional enemy on death [b]Level 3[/b]: Shock duration increased or Shocked enemies have reduced defense [b]Plague Bearer [/b] [b]Level 1[/b]: Chance for bullets to inflict curse [b]Level 2[/b]: Enemies hit by curse AoE damage are inflicted with curse [b]Level 3:[/b] Curse duration increased or Curse damage increased [b]Duelist[/b] [b]Level 1[/b]: Damage while stationary increased [b]Level 2[/b]: Ammo has a chance to not be consumed while stationary [b]Level 3[/b]: Damage while stationary increased or Ammo has an increased chance to not be consumed while stationary [b]Last Resort [/b] [b]Level 1[/b]: After firing the last bullet in a magazine, fire a sonic boom in the same direction [b]Level 2[/b]: The sonic boom deals increased damage [b]Level 3[/b]: The sonic boom has increased knockback or Reduces the number of bullets in the magazine [b]Execute [/b] [b]Level 1[/b]: Enemies under a certain percentage of health take more damage (except bosses) [b]Level 2[/b]: Execute enemies under a certain percentage of health (except bosses) [b]Level 3[/b]: For each enemy executed, recover stamina or For each enemy executed, recover health [b]Relentless[/b] [b]Level 1[/b]: Each bullet fired without reloading increases damage. Reset upon reloading [b]Level 2[/b]: Increases the size of the magazine [b]Level 3[/b]: Further increases the size of the magazine or Each bullet fired without reloading further increases damage. Reset upon reloading [b]Mind Steal [/b] [b]Level 1[/b]: Recover sanity when killing an enemy with the last bullet in a magazine. Cannot trigger more than once every 10 seconds [b]Level 2[/b]: When mind steal is triggered, the next reload has an increased reload rate [b]Level 3[/b]: Recover further sanity when killing an enemy with the last bullet in a magazine or Effect can trigger more often [b]Life Steal [/b] [b]Level 1[/b]: Recover health when killing an enemy with the last bullet in a magazine. Cannot trigger more than once every 10 seconds [b]Level 2[/b]: When mind steal is triggered, the next reload has an increased reload rate [b]Level 3[/b]: Recover further health when killing an enemy with the last bullet in a magazine or Effect can trigger more often [b]Rapid Fire [/b] [b]Level 1[/b]: Each bullet fired without reloading increases fire rate. Reset upon reloading [b]Level 2[/b]: When reloading on 0 remaining bullets in the magazine, emit a shockwave [b]Level 3[/b]: Damage is increased by while additional fire rate is at 50% or aboveor Further increase the fire rate gain [b]Headhunter[/b] [b]Level 1[/b]: Each enemy killed adds 1 marker. At 20 markers, the next shot has increased critical chance and damage [b]Level 2[/b]: Fire rate increases per marker (reset upon final shot), [b]Level 3[/b]: Reduces the number of markers required or Final shot has further increased critical chance and damage [b]Blindside [/b] [b]Level 1[/b]: When firing, an additional bullet is fired in the opposite direction. Additional bullets deal 75% less damage. [b]Level 2[/b]: When firing, an additional bullet is fired from each side. Additional bullets deal 75% less damage. [b]Level 3[/b]: Additional bullets deal more damage or Additional bullets have piercing [img]https://clan.cloudflare.steamstatic.com/images//44357813/81dfa0c2ed6469302eec7dcb44d520aeb4e50eac.png[/img] [b]Resource pity system[/b] Following your feedback regarding some runs feeling unfair when you keep finding the same items over and over again, we’ve introduced a [b]resource pity system[/b]. This system [b]reduces the chance of finding duplicate items in subsequent containers to a mere 20%[/b], ensuring that you will find a wider variety of items to address your survival needs. [b]Auto-shoot toggle[/b] The biggest community pain point following update 1 was the lack of an auto-shoot toggle so now, depending on your preferred play style, you will have [b]the option to enable or disable auto-shoot in the settings menu. [/b] When toggled on, all you need to do is[b] simply press the fire button once to activate and once again to deactivate auto-shoot. [img]https://clan.cloudflare.steamstatic.com/images//44357813/1c64666cf2564ea7a956a6e3b681f691898bb182.png[/img] [/b][b]But that’s not all! See below for the full list of changes for update 2:[/b] [b]Features[/b] [list] [*] Added a setting to enable/disable auto-shoot [*] Added a pity system to item scavenging to reduce the chance of looting duplicate items [*] Implemented unique weapon upgrades. [*] Added a reset button to remove all progress [/list] [b]Balancing[/b] [list] [*] Disabled the Burning Bullets constellation node due to the new burn weapon upgrade ability [*] Disabled the Blessed Bullets constellation node due to the newly introduced Incendiary Rounds weapon upgrade ability [*] Removed the Twin Shot and Phantom Shot passive abilities (they will be reworked into weapon ability upgrades in the future) [*] Removed the Vampirism and Mental Connection passive abilities (reworked into Life Steal and Mind Steal weapon ability upgrades, respectively) [*] Disabled the Silver Bullets passive ability on pistol and machine gun [*] Disabled the Long Shot passive ability on pistol [*] Disabled the Area Expansion passive ability on all weapons (it will be reworked into a weapon ability upgrade in the future) [/list] [b]Bug Fixes[/b] [list] [*] Player can now select all constellation nodes (with mouse) [*] Fixed error message when killing enemies twice [*] Re-enabled soul reaper item [*] Fixed some tutorial level issues [*] Fixed rare bug where ammo was not consumed when shooting [/list] We hope you’ll enjoy playing around with these new systems. As usual, we’d love to hear your feedback and suggestions for future updates. You can either drop us a message in our [url=https://steamcommunity.com/app/2185990/discussions/0/4356746484462965035/]Steam forum thread[/url] or join our [url=https://discord.gg/JWYVHDpkjn]Discord [/url] to submit feedback, bug reports, or chat with fellow players and our dev team! Until next time! PQube, Electric Monkeys & Secret Level Studios