Update 2 Out Now!
Author: ificouldwrite,
published 4 months ago,
[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