Horizon's Gate - Rad Codex
Here comes a big mechanical change - Itchy and Guard are now mutually exclusive! Now those little Spides and Netchals can really disrupt your defenses. (Several Itchy-inflicting enemies have had their stats adjusted to compensate.)

Additionally, there is now a 3rd level of Monster Den with some seriously deadly encounters:



v1.2.03

FEATURES
  • Itchy now REPLACES Guard, and vice versa!
  • Added a 3rd level of Monster Dens for $3000 with 3 possible encounter types. Only available with >700 combat fame
  • Added 'Skip Intro' checkbox when starting a new game (unlocked after beating the game once)
  • Pushing an object that blocks walking into another obstacle now deals damage to both
BALANCE
  • Training Ground daily XP bonus increased from +1.5xp -> +2.5xp
  • Museum daily income reduced by ~6%
  • Balancer's 'Stonefoot' base duration reduced by 10t
  • Bloodweaver attack power reduced by -2
  • Bitfly attack power increased by +1, and an additional +2 in RUIN mode
  • Bitflies now only have 'Bristling Setae' passive in RUIN mode
BUGFIXES
  • Objects pushed by abilities should now be properly blocked by obstacles
  • Fixed Splitworms turning invisible when Frozen
  • Fixed 'secret' (i.e. non-quest) Lost Shipwrecks having no loot (new games only)
  • Fixed shield dodge bonus not recalculating when support abilities are (un)equipped
  • Fixed crash when holding both a cargo and a non-cargo item over your open Stash
MODDING
  • Mods no longer refresh automatically (fixes certain methods of modding causing stacking effects)
  • Fixed trigger window buttons getting desynced after reorganizing trigger effects
  • added new tasks "travel_point_g", "appendToGlobalVar", "appendToGlobalVar_math"
  • "endBoarding" task now sends to 'sValue' zone if specified
  • Added string ActorValue.bubbleIcon
  • Added SpawnDataSample.txt, which explains how to create SpawnData.


v1.2.04
  • Fixed 'Pushable Staircase' not being pushable

v1.2.06
  • Fixed investigators altering the real XY position of locations when converting them to Lat/Long format
  • Museum income now only counts the most valuable item on each table tile
  • Silence is now removed when a character is KO'd
  • Fixed being able to acquire items from dojo combatants by carrying their body
Horizon's Gate - Rad Codex
A huge update is ready with new features, a new dungeon, a new enemy type, and some graphical improvements! Check out the specifics below:

FEATURES
  • You can now 'Establish' your own towns at Supply Ports!
    • Build your choice of structures, including a Home, Cafe, Shipwright, Harbor, Smithy, Museum, and more.
    • Assign crew to tend buildings, earning you cash and earning them XP while you're away. (They cannot earn this XP if their total XP exceeds the main character's total XP.)
    • Customize your port by renaming it, recoloring it, and changing the music to your liking.


  • New "Information" shops in each capital! (NOTE: New games only!)
  • Pay for an investigation of:
    • Fleet positions
    • Nearest undiscovered location
    • Port investment unlocks
    • Missed creature journal entries
    • Upcoming trade specials


  • Redens' Arena now only awards an Ability Crest for your first victory. Subsequent victories give Essence Gems. (Pre-existing saves will get one last Ability Crest the next time they beat the arena)
  • New 'Elite Arena' (accessible after you beat the regular arena once) where you fight twice as many enemies. Rewards twice the cash, and gives Ability Crests as the grand prize


  • New location: Frostbite Cave (small dungeon at northeastern Stone Isles)
  • Gladiator's 'Swift' has been reworked to pierce Guard and ignore counter attacks, but only gain +5% Accuracy (increased by +5% per rank)


  • Added 'Netchal' enemy type and 'Itchy Barbs' item, found in hard Monster Dens
  • Added additional 'insect group' hard Monster Den encounter
  • Added support for Paste (Ctrl+V) into text fields
  • Holding Left/Right keys now quickly moves through text fields
GRAPHICS
  • Damage numbers now use background icons, and now have an icon for Physical damage


  • Added background texture to parchment windows
  • Improved magnifying glass graphics for 'Look' mode


BALANCE
  • Increased Spidest defenses by +1
  • Dispel and Cure no longer affect buffs or debuffs from Cafe food
  • Greatly reduced the number of Sleep Darts arena combatants can get
BUGFIXES
  • Items pushed by abilities now move according the indicator arrows instead of diagonally
  • Fixed bug where losing the Arena would disable autosaving after combat
  • Fixed Zoar not being immune to ground-based attacks
  • Fixed world domination dialog not working for Seartial
  • Fixed dropped items being able to stack onto buried items of the same type
  • Fixed ships bouncing off of certain locations instead of entering
  • Fixed crash if you drown while alone
MODDING
  • New 'formulas' console command that lists all globalFormulas
  • Added TaskType.UIPartInputCommand which calls handleUIPartInput_command()
  • DataManager.checkIfZoneExistsInZoneData() now checks mod content correctly

v1.2.01
  • Fixed missing Monster Den set pieces
  • Fixed training dummies being pushable
  • Pushing or pulling a brazier now knocks it over
  • Left/Right journal buttons now 'scroll' through grid pages
Horizon's Gate - Rad Codex
Time for a big bugfix patch! Also some balance changes, improving certain ships, some spells, and reducing the potency (while improving the consistency) of Critical Recovery.



BALANCE
  • Full-rigged's Downwind increased from +1 -> +2
  • Ironclad's Downwind increased from +1 -> +2 and value reduced from $45,000 -> $40,000
  • Glacier's value increased from $35,500 -> $40,000
  • Blackwing Galleass' value increased from $33,500 -> $36,000
  • Critical Recovery healing reduced from 20% -> 15% HP
  • Critical Recovery healing is now based on 'true' Max HP instead of being reduced by KO penalties
  • Increased Zoar Bat attack damage by +1
  • Increased 'Gate: Avalanche' base damage by +1 and Magic Attack scaling by +20%
  • Buffs are now dispelled when entering a dojo
  • Reduced XP reward decay for very common enemies such as Cleever or Spides
  • Negate status now also negates weapon augments
  • Reduced world domination dialog requirement from holding 26 ports to holding 25 ports
  • Bauen now has 'Bulwark' passive

BUGFIXES
  • Attempted fix for AI targeting tiles outside their allowed range
  • Attempted fix for music GC load error
  • Moving an ally's corpse outside of combat now revives them instead
  • Slightly changed 'Gate: Sky' damage delay to make it more reliably hit enemies that are pulled
  • Fixed Critical passives not triggering when a secondary hit brings the target into critical condition
  • Fixed AI being able to move if they become Immobilized during their action
  • Fixed secondary crew inventory window position not being saved
  • Fixed obnoxious flickering if an invisible ally is holding a light source
  • Fixed light sometimes appearing through solid walls
  • Fixed 'Shift Stab' being able to put the caster inside other characters in certain situations
  • Fixed final boss being able to be displaced by party members or items when it spawns
  • Attempted fix at Admiral or his allies sneakily getting extra turns during cutscenes
  • Fixed Bauen getting crushed into the wall if the player starts the cutscene while in the way
  • Fixed being able to loot some cargo even if all enemy ships flee
  • Fixed 'Deploy Conveyor' range being reduced by difficult terrain
  • Fixed item summon abilities (such as Set Trap or Fire Whirl) sometimes showing selectable tiles where the item can't fit
  • Fixed Galf's allies interrupting his speech and going straight to combat if they detect you
  • Fixed rare case where a moored ship becomes uninteractive until the game is restarted

MODDING
  • AvAffecters with actorValue=task; now pass in the XY of the target tile to the Task, and pass in strings, bools, etc. like dialog specialEffects do
  • new Task 'addItemToContainer' that adds an item of sValue1 type (of quantity fValue1) to the first container (of sValue2 type if specified) found at XY
  • Fixed travel trigger positioning issues with mod procedural content (thanks rcfox!)
  • new examples in SupportAbilitySamples.txt
  • added support for Palette name mods (Example: [Palette] ID=newpalettename; num=#;)
  • added new Light property "palette", which allows non-textured lights to affect palette instead of lighting
  • added "_added_temp" global vars for tracking added setPieces, which are reset after each procgen world
Horizon's Gate - Rad Codex
Horizon's Gate now has full 'Ready-To-Use' Steam Workshop support!

There are already many mods to try - check out the workshop here!



v1.1.63
FEATURES
  • Steam Workshop support!!!!!
  • New 'Mods' menu option that brings up options to visit the Steam Workshop, local mods folder, or upload new mods.
  • Can now zoom the map using the mousewheel while hovering the mouse over the map
  • Added new Reeve/Hagger cafe dialog for Ash Port, Dunning-Mars, and Port Midos
BALANCE
  • Reduced Bullion value from $150 -> $120 (max stock adjusted to compensate)
  • Increased flat trade good value increase from $0.05 -> $0.12 per tile distance
  • Sailor's 'Smellingsalts' can now be ranked up to also grant +10t
  • Warrior's 'Combat Ready' duration reduced from 70t -> 50t
BUGFIXES
  • Fixed Reeve/Hagger cafe dialog for Bette Sands never showing
  • Fixed crash on new game Location setup if Zone mods are present
  • Fixed being able to flee mid-combat in naval combat if your flagship is sunk
  • Fixed new hires' starting abilities subtracting the wrong amount of XP when upgraded
  • Reeve no longer complains about lacking food if you have 3 or more Deluxe Rations
MODDING
  • Upload or edit mods using the new 'Mods' menu options. All you need is a folder with your mod files in it and a 512x512 .png named after the folder. Consult the guide for details.
  • Mods are now also refreshed anytime you leave the main menu. (NOTE: Refreshing mods does not REMOVE effects of mods, only updates them!)
  • SupportAbility mods can now use cloneFrom
Horizon's Gate - Rad Codex
This patch is mostly aimed toward improving mod support, but additionally Elementalists get a new passive - 'Zeal'!



v1.1.51
  • New Elementalist passive 'Zeal'
  • Reduced crew morale decay for longer sailing trips by about 12%
  • Can now flee from combat if you are very far away or neither side acts
  • Fixed investments giving less Wealth Level than intended when crossing 70% or 90% thresholds
  • Fixed Steel Crescent, Silver Crescent, and Thresher Trident doing damage in a wide area when used with Shockwave, Hurl Weapon, or Gate: Trick
  • Fixed getting stuck inside obstacles if you put them where you would normally enter the area
  • (Modding) Missing textures (such as after uninstalling a mod) no longer crash
  • (Modding) Added support for ActorValue mods (see ModSamples/ActorValueSample.txt)
  • (Modding) Added support for SpawnData mods
  • (Modding) Added support for SpecialSpawn mods
  • (Modding) Added support for Faction mods
  • (Modding) FormulaGlobal mods can now reference the formula they are overriding
  • (Modding) Location mods can now use cloneFrom
Horizon's Gate - Rad Codex
Horizon's Gate now has a new and vastly improved banner image!



Thanks to the extremely talented Grace Liu for this beautiful artwork - Reeve and Hagger have never looked better! You can see more of her art here.

With it comes a new dungeon, more pirates, and some bugfixes! The dungeon is a multi-floor tower that can be found west of Jascias.

v1.1.4
  • New location: Sunken Balkaloth
  • Increased reward for Salvage guild quests by +$200
  • Maximum pirate fleets now increases from 2 to 4 over the course of 200 days
  • Blunderbuss and Scout Rifle now can be reloaded (but not fired) with one hand
  • Fixed naval XP report being inaccurate if you advance the dialog quickly
  • Fixed having certain gamepads plugged in making the keyboard unresponsive
  • Fixed Guard protecting against Break Weapon and Break Armor
  • Fixed crash if you run out of possible royal quests by defecting
  • (Modding) Fixed Ctrl+R crash with DialogNodeOverride mods
  • (Modding) DialogOption mods now overwrite existing DialogOptions if the ID, text, and formulaReq all match
Horizon's Gate - Rad Codex
It's been too unclear at the end of ship battles where the XP goes - especially when boarding is involved. Now, all XP is recorded and displayed at the end of naval combat. There are plenty of other changes and bugfixes too, such as more detailed trade info and free gusts when defeating sea monsters.



1.1.31

FEATURES
  • Fleet battles now show exactly who got how much XP at the end
  • Added detailed profit breakdown in tooltip when selling trade goods
  • Defeating a sea monster 'fleet' now spawns a gust in the overworld where they were
  • Weapons are now automatically reloaded at the start of each Arena round
  • Elementalist's 'Firewalker' now heals from walking in fire/acid/electric water

BALANCE
  • Reduced Sea Monster spawn rate by about 5%
  • Slightly increased XP reward for sinking Megarays and slightly decreased XP for sinking Shellships
  • Life Trigger now correctly scales with Life Skill/Magic Attack additively instead of multiplicatively
  • Lifeshards no longer arc over characters (now behaves like a Dart instead of a Bow)
  • Reduced Magic Attack and Skill damage scaling of Scholar's 'Gust' from 100% -> 80%
  • Reduced MP cost of Gatewarder's 'Gate: Avalanche' from 9 -> 7
  • Halved Magic Attack and Skill duration scaling of Warden's 'Guard' and 'Ward'
  • Reduced rank up duration increase of Warden's 'Guard' from +15t -> +10t
  • Halved Magic Attack and Skill duration scaling of Elementalist's 'Freeze' and Unmaker's 'Wither'
  • Halved Magic Attack and Skill duration scaling of Defiler's 'Brainshock' but increased base duration by 4t
  • Reduced duration of Breaker's 'Break Arms' disable by 7t
  • Minstrel's 'War Ballad' duration now also scales with Life Skill (but Magic Attack scaling is halved)

BUGFIXES
  • Fixed animation delay on 'Thousand Fists', 'Dual Strike', and 'Shield Bash' causing them to miss on attacks that push
  • Fixed crash when moving cargo onto Crew window when looting a fleet
  • Fixed gossip about quest items not checking items in locations you've never visited
  • Fixed Dialog Speed option not being saved
  • Fixed certain roofs not showing shadows or walls underneath
  • Fixed Rain and Storm effects persisting when entering Gale Ravine
  • Fixed shorter Morale/Poison effects reducing the duration of existing Morale/Poison effects
  • Fixed Decay not overriding Regen effects
  • Fixed Bat Handler's 'Zoarnado' not being a Physical attack
  • Fixed investments in Dunning-Mars reducing favor with Seartial (fixed for new games only)

MODDING
  • (Modding) Ctrl+R no longer crashes with mod GlobalTriggers
  • (Modding) Added support and example file for FormulaGlobal mods
Horizon's Gate - Rad Codex
Bugfixes, small balance changes, and additional dialog for Temples, certain interactions in port, and some other rare edge cases.

v1.1.2
  • Fleeing land combat from the same enemies repeatedly now incurs a ramping Combat Fame and Crew Morale penalty.
  • Increased duration of most cafe food effects by roughly 50%
  • Added some NPC responses to certain player actions in port (Only for players who haven't visited the ports before the patch)
  • Added royal dialog if your faction takes over almost every port in Eral
  • Added a unique greeting for each temple
  • Added a few more variations for Reeve's "What should we do next?" dialog
  • Re-added Cleever Impaler's -3% Dodge penalty and Omnipode's +1 Skill bonus
  • Warpblade's 'Gate: Slam' base range reduced from 4 -> 3
  • Fixed Omnipode or Volskarver duplicating when thrown with Hurl Weapon
  • Fixed Volskarver's prices being inconsistent
  • (Modding) Added support for FXData, drawOrderFX, and drawOrderFXLight (check out ModSamples/FXsamples.txt)
  • (Modding) Triggers can now list multiple elements in triggeredByElement.
  • (Modding) Implemented 'GlobalTriggerEffect', which adds a TriggerEffect to the specified GlobalTrigger (via ID=triggerID;).
Horizon's Gate - Rad Codex
Another small patch, with more bugfixes! And for fun, a new post-game unlockable option: Timed Hits mode! This essentially applies the benefit from the Gladiator passive 'Timed Hits' (press 'Use' just before dealing weapon damage to deal +25% more) to all of your characters. It also stacks with the Gladiator passive.

v1.1.1
  • Added unlockable 'Timed Hits mode' after beating the game (already unlocked if you have beaten the game)
  • Added journal entry for Turrets
  • Fixed AI sometimes choosing suboptimal targets (especially with area of effect spells)
  • Fixed facing-based effects (Valiant, Backstabber, etc.) not calculating consistently at 45° angles
  • Fixed Mobile Workshop furnace not working
  • Fixed Bone Crossbow's Ruin bonus not properly unequipping if the weapon was fired (thanks rcfox!)
  • Fixed delayed 'mid-air' abilities such as Blast Shot being cancelled if the caster becomes unable to act
  • (Modding) Added support for songs in the Mods directory. (Song filenames must start with "Song-".)
  • (Modding) Added cloneFrom support for ActorTypes and ActorClasses
  • (Modding) Lists can now be cleared in definitions by preceding it with a '!' character (Ex: "!actions=Mec_setTurret" would clear the actions list before adding 'Mec_setTurret'.)
  • (Modding) Overwriting a Zone now backs up the overwritten zone and puts it in a 'Backup' folder. Only 1 backup is kept.
Horizon's Gate - Rad Codex
The first big patch is ready! It brings a new class - the Mechanist - a new guild quest, and two new locations, one of which is a dungeon!

The Mechanist sets up complex battlefield contraptions by deploying turrets, walls, conveyor belts, traps, and medkits!



v1.1.0.1
FEATURES
  • Added new Mechanist class!
  • Added new 'Salvage Shipwreck Cargo' Guild quest that asks you to find a hidden shipwreck using a treasure map!
  • New location: Mirrin Farms
  • New location: Mobile Workshop

BALANCE
  • Changed enemy combat start time bonus range from +10 to +16 -> +9 to +15
  • Swashbuckler's 'Bolt Balestra' main damage increased from 70% -> 80%
  • Balancer's 'Force' base range increased from 4 -> 5
  • Balancer's 'Force' rank ups now grant +1 target instead of +1 range
  • Krakenslayer's 'Jump Strike' MP cost increased from 4 -> 6
  • Krakenslayer's 'Jump Strike' range reduced by 1
  • Krakenslayer's 'Static' MP cost reduced from 7 -> 5
  • Ravager's 'Revel' duration increased from 40t -> 50t
  • Gatekeeper's 'Gate: Magma', 'Gate: Storm', 'Gate: Flood', and 'Gate: Sky' MP costs reduced by 1
  • Stormshot's 'Spiral Current' accuracy bonus increased from +1% -> +1.5%
  • Lifeshard range reduced from 4 -> 3
BUGFIXES
  • When investing in other factions' 'ever loyal' ports, you no longer lose favor with the port's owner
  • Fixed Battle Anchor being considered a bladed weapon
  • Fixed 'Organize' sorting incorrectly
  • Fixed player ship not being loaded on main menu after beating the game
  • Fixed enemy ships never moving after using Swivel Gun or Spine Launcher
  • Fixed irregular Date/Time formats causing a crash on the Save/Load Menu
  • Fixed Admiral getting a turn during a cutscene if KO'd by a damage over time effect
  • Fixed Decay showing 100% chance to hit against enemies immune to it
MODDING
  • DialogNodes and TerrainTypes can now be overwritten and/or refreshed with Ctrl+R
  • Fixed loadSpecialZone() not checking for zones in the Mods folder
  • Added ActorClassReaction, SupportAbilityReaction, SupportAbilityEffect support
  • Added example file for a SupportAbility mod
  • Fixed mod classes not properly expanding the class window
...