In this update1
Full notes
Full When the Light Dies update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
When the Light Dies changes
Welcome back, everyone!
Thank you so much for your support and feedback since we launched When the Light Dies into Early Access back in May!
Our second update is now live and focuses on fleshing out the character levelling system by introducing weapon upgrades which will modify specific weapons to create more chaos and variety during runs!
Additionally, we have added a resource pity system to reduce frustration when scavenging for resources, and, most importantly, the hotly requested auto-shoot option!
Character levelling changes and new weapon upgrades system 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.
Choices now come in three flavours:
General passives (3 rarities every level that can be stacked until an upper limit is reached)
Weapon upgrades that apply passive effects to attacks (every 5 levels, weapon upgrades can be developed to enhance their potency)
Active dark magic abilities (every 5 levels).
With these changes you’ll now have more decisions to make during your run which can result in vastly different builds to experiment with!
Here’s a full list of the 12 x new weapon upgrades that have been added in update 2!
Incendiary Rounds Level 1: Chance for bullets to inflict burn Level 2: If enemies are burning when killed, they restore temperature to the player Level 3: Burn duration increased or Burn damage increased
Chain Lightning Level 1: Chance for bullets to inflict shock Level 2: The shock is passed to an additional enemy on death Level 3: Shock duration increased or Shocked enemies have reduced defense
Plague Bearer Level 1: Chance for bullets to inflict curse Level 2: Enemies hit by curse AoE damage are inflicted with curse Level 3: Curse duration increased or Curse damage increased
Duelist Level 1: Damage while stationary increased Level 2: Ammo has a chance to not be consumed while stationary Level 3: Damage while stationary increased or Ammo has an increased chance to not be consumed while stationary
Last Resort Level 1: After firing the last bullet in a magazine, fire a sonic boom in the same direction Level 2: The sonic boom deals increased damage Level 3: The sonic boom has increased knockback or Reduces the number of bullets in the magazine
Execute Level 1
Enemies under a certain percentage of health take more damage (except bosses)
Level 2
Execute enemies under a certain percentage of health (except bosses)
Level 3
For each enemy executed, recover stamina or For each enemy executed, recover health
Relentless Level 1
Each bullet fired without reloading increases damage.
Reset upon reloading Level 2
Increases the size of the magazine Level 3 : Further increases the size of the magazine or Each bullet fired without reloading further increases damage. Reset upon reloading
Mind Steal Level 1: Recover sanity when killing an enemy with the last bullet in a magazine. Cannot trigger more than once every 10 seconds Level 2: When mind steal is triggered, the next reload has an increased reload rate Level 3: Recover further sanity when killing an enemy with the last bullet in a magazine or Effect can trigger more often
Life Steal Level 1: Recover health when killing an enemy with the last bullet in a magazine. Cannot trigger more than once every 10 seconds Level 2: When mind steal is triggered, the next reload has an increased reload rate Level 3: Recover further health when killing an enemy with the last bullet in a magazine or Effect can trigger more often
Rapid Fire Level 1
Each bullet fired without reloading increases fire rate.
Reset upon reloading Level 2
When reloading on 0 remaining bullets in the magazine, emit a shockwave Level 3 : Damage is increased by while additional fire rate is at 50% or aboveor Further increase the fire rate gain
Headhunter Level 1: Each enemy killed adds 1 marker. At 20 markers, the next shot has increased critical chance and damage Level 2: Fire rate increases per marker (reset upon final shot), Level 3: Reduces the number of markers required or Final shot has further increased critical chance and damage
Blindside Level 1
When firing, an additional bullet is fired in the opposite direction. Additional bullets deal 75% less damage.
Level 2
When firing, an additional bullet is fired from each side. Additional bullets deal 75% less damage.
Level 3
Additional bullets deal more damage or Additional bullets have piercing
Resource pity system
Following your feedback regarding some runs feeling unfair when you keep finding the same items over and over again, we’ve introduced a resource pity system.
This system reduces the chance of finding duplicate items in subsequent containers to a mere 20%, ensuring that you will find a wider variety of items to address your survival needs.
Auto-shoot toggle
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 the option to enable or disable auto-shoot in the settings menu. When toggled on, all you need to do is simply press the fire button once to activate and once again to deactivate auto-shoot. Steam post image But that’s not all! See below for the full list of changes for update 2:
Features
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
Balancing
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)
Bug Fixes
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
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 Steam forum thread or join our Discord to submit feedback, bug reports, or chat with fellow players and our dev team!
Until next time!
PQube, Electric Monkeys & Secret Level Studios
Source
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