To try to create some more variety of tactics in ship encounters, I've upped the power of a lot of 'non-traditional' ship weapons, such as Cyclone Blasters and Freeze Cannons.
The Blunderbuss' splash damage has also been taken down a notch, as its extreme synergy with Multishot was completely shredding everything. It still shreds, but other ranged weapons should be better able to compete now.
v1.3.7
Harpoon damage increased from 2 -> 3
Grapeshot range increased from 3 -> 4
Chain Shot range increased from 2 -> 3
Cyclone Blaster now also inflicts -1 Move for a turn
Freeze Cannon now also inflicts -1 Move for a turn and creates ice floes under targets
Blunderbuss power increased from 10 -> 12, but splash damage reduced by 50%
Javelins and Throwing Axes now work with abilities such as Trip Up and Poison Tip
Halved Magic Attack and Skill scaling of Warden's 'Guard' duration
Improved rock wall graphics
Puddles and frozen puddles can no longer spawn on Hatches
Increased chance of rare rewards on Salvage Station from 400t onward from 7.5% -> 21%
Disabled mod warnings if debugMode is not enabled
Fixed default config files not being included in fresh installs
(Modding) Added ItemType.cantFitInTileWith which lists items that the ItemType can't be placed on
(Modding) Added ActorValue "actable" which enables or disables acting if applied to the current turn actor
I put it off as long as I could, but I finally made the big technical change required for further development - Horizon's Gate now runs on FNA, and from here on, it is ONLY 64-bit! Read on for the details:
v1.3.5
Horizon's Gate has been converted from XNA to FNA! What does this mean exactly?
Development on Horizon's Gate and any future games using the same engine can continue!
XNA was extremely difficult to set up on new computers - now I can work on it from anywhere.
I'm no longer screwed if the one single computer I had XNA on dies!
I can finally use modern tools! With XNA I was locked into using Visual Studio 2010.
Porting to other platforms is still very unlikely, but is now technically possible.
(There's still a ton of work and testing required for any port, so don't get your hopes up)
Additionally, Horizon's Gate is now a 64-bit ONLY app.
Why? Because 32-bit apps have a hard memory limit which I was hitting. Now I can add new images, sounds, and songs!
Small patch with a few minor features and improvements. The main menu looks a bit better now, and those that prefer "standard" fullscreen rather than borderless windowed mode now have a toggle.
v1.2.1
Improved main menu button graphics
Added toggle for Borderless fullscreen mode
Star costs to upgrade HP/MP/Skills now max at 99
Highlights now darken briefly when clicking, for improved feedback
'End Turn' (default: Start) now points controller pointer at 'Done' when shopping or looting in dialog
Fixed 'explore channel' goal not being completed if all enemies are killed without entering combat
Added extra info tracking for rare Cleever salvage station crash
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
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
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
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!)
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