Horizon's Gate - Rad Codex
More player-established port tweaks and improvements! Player-built Shipwrights now let you research any ship type (for a fee). There are also some fun shield changes and a new slightly-less-easily-cheesed Salvage Station layout.

FEATURES
  • You can now research ship types at player-established Shipwrights!
    • By disassembling a ship and paying its full value, you can learn how to build new ships of that type.
  • Player-established ports now have occasional generic NPC visitors to chat with
  • Fang Shield now inflicts mild poison to adjacent Blocked attackers
  • Electro Shield now inflicts light electric damage to adjacent Blocked attackers
  • Tall Grass now grants +20% Dodge to anyone standing in it
  • Reworked Salvage Station layout (NOTE: only applies to games that have not yet visited the Salvage Station!)
    • Enemies start farther away and spawn in smaller amounts during initial waves
    • Newly spawned enemies are positioned to be harder to immediately push off the platform
  • Added "Total Stars Spent" indicator to top right of Class Window
BALANCE
  • Increased cargo of Full-rigged from 120 -> 130
  • Increased value of Glacier from 35500 -> 40000
  • Increased value of Blackwing Galleass from 36000 -> 40000
  • Reduced value of Stormcutter from 52000 -> 38000
  • Shellworm Shield Dodge increased from 16% -> 18%
  • Increased amount of Ray Oil recieved from larger/harder Megaray encounters by ~40%
FIXES
  • Fixed being unable to gain XP after reaching postgame*
  • Added journal entry for Tall Grass
  • Made "CAN'T REACH" message show more consistently
  • Pressing the class select buttons twice now properly clears class selection mode
MODDING
  • Added Location.discoverable_fReq
  • Added fReq field to individual TriggerEffects
  • Improved build mode text field right-click dropdown list behavior & appearance
  • Added ItemType special property 'applyAVEffectsToTile', which makes ItemEffect apply to any actor standing on the item
  • <locName=locationID> now displays the name of the specified Location
  • Added elements 'dodged' and 'blocked'
  • Added Formula calculations 'cFromSource', 'tFromSource', 'dMin'
  • FormulaGlobals now correctly override existing formulas if you refer to them using 'dMax' or 'dMin'
  • Improved Automaton sprites slightly
  • Enabled non-Steam Workshop app download option for mods
*NOTE: Postgame saves from before this patch require entering the console command "set dontAwardAfterCombat 0" to re-enable XP gain. (Press Shift and ` to bring up the console.)

v1.4.61
  • Fixed tooltip offset bug when 'Look'ing at items
Horizon's Gate - Rad Codex
Fairly standard patch today - some tweaks to sea monsters, crash fixes, and a handful of modding improvements. Rays are now a little more forgiving when you've just started out, and Amnitorsk hunting is much more lucrative.

The build mode interface is now a little nicer, and ZoneMerge is a new tool to play with that allows mods to make changes to the overworld or existing ports and dungeons.

BALANCE
  • Warden's 'Barrier' duration reduced from 80t -> 70t
  • Most Megaray encounters now only have 1 Megaray until the player gains 50+ fame or defeats some Megarays
  • Ray Oil value increased from $16 -> $22
  • Massive Gem value reduced from $5000 -> $2500
  • Amnitorsk Crystals now turn into a Massive Gem ($2500) instead of a Huge Gem ($1000) when broken
FIXES
  • 'Sealed Door' is now added to your journal even when using the 'Skip Intro' option
  • Fixed crash with certain sequence of events glitching AI calculations during boarding
  • Fixed crash when investing beyond 90% in Wraele
  • Fixed Mythril Greatsword only having 1 augment slot
  • Fixed postgame dialog sometimes triggering without beating the final dungeon
  • Fixed crash if your ship sinks from lightning in the overworld
MODDING
  • Improved readability of Build mode windows

  • Fixed AvAffecter actorValue 'task' not working
  • Added m:casterIsTarget and m:casterIsntTarget
  • World time can now advance when not in a boat by setting the globalVar "worldTimeOnFootMult"
  • Added new mod type "[ZoneMerge]", which can add a small chunk to a pre-existing zone!
    • Uses the same format as [Zone] but with the additional properties "mergeWith", "X", and "Y".
    • There is an example ZoneMerge in the ModSamples folder that adds a boat to port1.
    • Applies once for any save that enters the zone, even saves that have already been in that zone.
      • Is applied the next time the player enters the zone (not including loading a save).
      • ZONEMERGES OVERWRITE EXISTING ITEMS! Be careful that it doesn't overwrite important things.
      • Once applied, it sets the globalVar zoneID + "_merged" (ex:myModZone_merged) to 1 as a way to remember not to reapply the same merge ID to that save file.

---

I also turned a scrapped feature into a new 'official' mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2434926076
I ended up deciding not to include it in the standard game experience, but if you're an advanced player that has run out of uses for royal favor, give it a try!
Horizon's Gate - Rad Codex
It's already been an entire year since Horizon's Gate released! Let's celebrate with some patch notes:

FEATURES
  • You can now keep playing after beating the game!
    • A new save called "Won!" is automatically created that puts you at the exit to the overworld.
    • After winning, all gameplay is the same, except:
      • Reeve can no longer be asked for advice on short-term or long-term goals
      • Dominio fleets spawn less frequently
    • NOTE: postgame saves created from existing saves that already visited the final zones before this patch will have a cosmetic bug where the final journal goal does not appear completed.
  • New Sharpshooter passive: Sniper

  • Taught the AI how to push enemies into or out of some obstacles and spells
  • Increased max XP from 99,999 to 999,999
BALANCE
  • Increased MP recovery of Bloodring from 1 -> 2
  • Reduced Silver Tower's Dodge from 26% -> 24%
FIXES
  • Brawler's 'Iron Hands' now applies to unarmed attacks made with 'Thousand Fists'
  • Dispel effects now douse Lit Megabombs
  • Lit Megabombs placed before the final encounter are now doused
  • Fixed unsheathe animation looping
  • Fixed actors not being able to fall off ledges while they are busy (stunned, acting, etc.)
  • Fixed lower-investment port unlockables that are later unlocked in greater (or infinite) quantities not being unlocked (NOTE: fixed for new games only)
  • 'Highlight All' now works when using a controller
  • Added info popups for the controller during the tutorial
  • Rogue's 'Stealth-sense' now activates whenever you are in 'Use' mode with a controller
  • Fixed cargo sometimes getting stuck on left side of fleet loot screen when using a controller
  • Deeds purchased when using a controller will now be placed outside instead of in the player's hands (which prevented moving)
  • Fixed being unable to select "DONE!" button in chargen with a controller if mouse or keyboard is used prior
MODDING
  • Fixed Location mods not being loaded in the specified mod load order
  • Incorrect or misspelled data types now generate an error message when loaded if debug mode is enabled
  • Newly loaded mod locations are now automatically given the "mod" tag which prevents neutral fleets from spawning there
  • Fixed new ActorValues not being correctly saved when used as permanent effects
  • Added Effect.formulaMod, which adds a modifier that is constantly recalculated
  • Added @F to specialEffect, which can specify a formula requirement (ex: @Fg:gVarID)

It's been a joy to keep working on this thing. In the past year, there have been over 30 patches, adding a new class, 5 new locations, new mechanics, controller & workshop support, and all sorts of other stuff. And I have many more patches planned!

Thank you all for your help with feedback, bug reports, modding, and most of all:

Horizon's Gate - Rad Codex
A small set of balance & bug fixes this time, with minor tweaks to several abilities and an overall increase to the earnings of player-established ports.

v1.4.3

BALANCE
  • Defiler's 'Absorb Aura' MP drain increased from 3 -> 5
  • Gatekeeper's 'Realmsense' now also grants +5% Resistance
  • Swashbuckler's 'Bolt Balestra' MP cost decreased from 5 -> 4
  • Shiftcloak's 'Shift Stab' MP cost increased from 0 -> 1
  • Increased player-established port daily base vendor $ from 5 -> 6
  • Increased player-established port daily vendor $ per XP from 1:2500 -> 1:2000
  • Increased player-established port daily XP gain from +0.5 -> +1
  • Increased player-established training ground daily XP gain bonus from +2.5 -> +3
  • Final floor of Ahlvarza now spawns fewer enemies until your first win
  • Investigator port investment info cost reduced from $800 -> $500
  • Investigator fleet position info cost reduced from $500 -> $300
  • Investigator trade demands info cost reduced from $300 -> $200
  • Item Stores at player-established ports now unlock a single Ability Crest when all port buildings are complete (NOTE: only for player ports established after this patch!)
  • Enemies no longer uses Mug

FIXES
  • Window maximize state is now remembered and applied on startup
  • Fixed weather being cleared when entering fleet combat
  • Fixed selector when bringing up movement via keys/buttons being inconsistent sometimes
  • Fixed crash on mousing over certain action icons in combat timeline
  • Fixed dialog window for certain investigator dialog being too small
  • Disabled Alt+Enter fullscreen toggle, as it was causing issues & bugs

MODDING
  • Added support for GlobalAoE mod type
  • ActorType.movementType can now specify a GlobalAoE ID to use
  • Added formula 'm:cMinCrew'


v1.4.31
  • Fixed bug where Aphest's movement trait would be applied to non-Aphest when scrolling past Aphest during character creation
  • (Modding) Fixed Faction mods not working
Horizon's Gate - Rad Codex
Flails & whips get taken off their pedestal, instant-cast magic is now less powerful lategame, and Balancer gets a new passive that opens up a more aggressive playstyle for casters!

v1.4.21

FEATURES
  • Hovering over an item (such as a Megabomb) in the timeline now shows where its action will affect
  • New Balancer passive 'Quick Cast'


BALANCE
  • Flails no longer bypass 10% Physical Defense
  • Whip weakness against Physical Defense increased from 10% -> 20%
  • Swashbuckler's 'Mug' damage increased from 90% -> 120% when successful
  • Minstrel's 'Virelai' MP cost reduced from 6 -> 4 and cast time reduced from 20 -> 15
  • Scholar's 'Flame', 'Bolt', and 'Frost' Magic Attack and Skill scaling reduced from 1:1 -> 1:0.8
  • Scholar's 'Gust' base damage reduced by 1
  • Sorcerer's 'Shock Bolts' Magic Attack and Skill scaling reduced from 1:1 -> 1:0.8
  • Elementalist's 'Freeze' base damage increased by +2
  • Elementalist's 'Freeze' base duration reduced by 8, and rank duration bonus reduced from 10 -> 8
  • Elementalist's 'Freeze' now gives back 12 MP if used to create a block of ice
  • Elementalist's 'Condensate' Magic Attack and Skill scaling reduced from 1:1 -> 1:0.8
  • Ignis Knight's 'Burning Wave' Magic Attack and Skill scaling reduced from 1:1 -> 1:0.8
  • Krakenslayer's 'Jump Strike' MP cost increased from 6 -> 8
  • Sharpshooter's 'Multishot' MP cost increased from 1 -> 2
  • Breaker's 'Break Arms' weapon damage duration scaling reduced from 150% -> 100%
  • Breaker's 'Break Legs' rank duration bonus reduced from 20 -> 15
  • Blade's 'Tempest' passive damage increased from 15% -> 20%
  • Shiftcloak's 'Melee Momentum' passive damage increased from +2% -> +3% per tile
  • Dart Bandolier damage increased from 80% -> 90% and Dodge increased from 3% -> 6%
  • Reduced XP cost of Balancer's 'Geomancy' from 500 -> 300
  • Increased combat fame gain from fighting fleets
  • Slightly increased spawn chance of random minor overworld loot
FIXES
  • Reeve's warning about duplicate cannons no longer occurs if you equip two non-cannon ship gear
  • Fixed enemies you flee from appearing in future naval combats if you don't visit a location between the two fights
  • Shock Bolts are now correctly classified as 'ranged' attacks
  • Salvage Station Cleever can no longer use Sharpshooter's 'Farshot' ability
  • Fixed crash from too many hires spawning in the cafe
  • Fixed Pummel not able to get a 6th punch with an Ability Tablet equipped
  • Fixed Zoar Bats staying on ships after boarding ends and turning invisible
  • Changes to max Time to Act (such as equipping Swiftness using Adaptability) are now properly updated during combat
  • Fixed climbing ropes in combat occasionally causing the character to jump all the way up or down the rope

MODDING
  • Actions now support cloneFrom
  • Action properties 'mpCost', 'chargeTime', and 'cooldown' are now Formulas (but they cannot reference target actor values)
  • Added 'mpCostMult', 'mpCostMod', 'chargeTimeMult', 'chargeTimeMod', 'mpCostMult_onlyWithCT', 'mpCostMod_onlyWithCT', 'chargeTimeMult_onlyWithMP', and 'chargeTimeMod_onlyWithMP' GlobalFormulas
  • Added 'listav' console command that lists ActorValues, or shows detailed info for specified AV
  • 'listfx' console command can now display more detailed info for specific FX
  • Ctrl+C now copies output text in console mode (such as text generated by listav)
  • Fixed issues with characters that had a support ability from a disabled mod
Horizon's Gate - Rad Codex
Bugfixes ahoy! And with improvements to Berserker's Rage, Bat Handler's Zoarnado, and various cannons.

v1.4.1

FEATURES
  • Berserker's 'Rage' can now be ranked up twice, each rank granting +1 more Physical Attack

  • Cafes at player-established ports now spawn the same hires as the port the cafe's recipe is from
  • Crew inventory now always shows Landing Party members first
  • Faction fleets are no longer guaranteed to respawn every day while below the standard amount of fleets
  • Pirate fleets now only spawn on Rounsdays
BALANCE
  • Each hit of Bat Handler's 'Zoarnado' now ignores 25% of Physical Defense
  • Harpoon, Freeze Cannon, and Cyclone Blaster damage increased from 3 -> 4
  • Ram damage increased from 8 -> 9
  • Mythril Ram damage increased from 12 -> 14
  • Chain Shot damage increased from 2 -> 3
FIXES
  • Incapped crew are now revived when dismissed at a Cafe
  • Fixed moving items to/from allies' inventories during combat not consuming your action for the turn
  • Fixed Ability Tablet sprites not drawing correctly when viewed in list mode
  • Fixed softlock if you resize the game window as combat is starting
  • Fixed crash when selling trade goods to fleets
  • Fixed rare "No supported FNA3D driver found" crash
  • Fixed being unable to 'Look' at items after acting in combat
  • Fixed being able to get yourself stuck in storage room of final dungeon
  • Fixed Seaslither ship appearing above the horizon on the main menu
  • Fixed being able to push any stunned character by double-clicking them
  • XP-to-Star conversion will no longer work on two characters occupying the same spot
MODDING
  • TerrainTypes can now use textures other than terrain.png
  • Added new button in the TerrainType editor that copies the current type's data to the clipboard
  • Fixed 'fill' cursor not showing
  • Added Faction properties maximumFleets_merchant, maximumFleets_battle, spawnChance_merchant_min, spawnChance_merchant_max, spawnChance_battle_min, spawnChance_battle_max
  • Added movementType.teleport2 which has no minRange or coneAngle restriction
  • While global variable "disableStash" is set to 1, it disables Stash/Cargo
Horizon's Gate - Rad Codex
A major content update is here, with a brand new port and attached dungeon! The dungeon is five levels deep, procedurally generated, and can be ventured into as many times as you want. At its bottom is a new kind of item: Ability Tablets! There are also tons of balance changes, new dialog, and a new trade mechanic!

Here are the details:

v1.4.04

FEATURES
  • New port: Ahlvarza! ( Can be found southwest of Luss. )
    • This port contains a repeatable 5-level procedural dungeon filled with new enemies!
    • Delve in as far in as you can - Ranuz will pull you out with a 'Gate device' if you fall in battle.

  • New item: 'Ability Tablets'! Every class ability has a corresponding Ability Tablet.
    • They can be equipped as an accessory or weapon/armor augment.
    • Tablets grant +1 rank to the chosen ability, even going beyond max rank! (for most abilities)
    • When equipped as an Accessory, they can be used to cast the ability, even without equipping the class.
    • Can be found at the end of the new dungeon, or as rare finds at the Salvage Station and certain groves.
    • Only one tablet of each ability can be found (no duplicates).

  • Bored of the same old cafe chatter? Now you can ask Reeve about most journal entries!
    • 100+ new conversations!
    • Reeve will now chat every time you eat at the cafe, instead of skipping consecutive days.
    • "I wanted to ask something about you" options now disappear after the dialogs have been viewed.

  • New trade mechanic: Market Rate!
    • Each port starts at 100% Market Rate.
    • Sell value of trade goods is multiplied by Market Rate.
    • Selling trade goods lowers Market Rate (to a minimum of 50%).
    • NPC fleet visits increase Market Rate (to a maximum of 120%).
    • Each day Market Rate shifts toward 100%.
    • Ports with higher wealth level and more nearby allied ports will recover from low rates faster.

  • Trade goods now only sell for half value at non-port locations
  • Increased all maximum trade good stock by 10%
  • Selling trade goods at their port of origin now re-adds them to the port inventory
  • Added dedicated 'Crew Inventory' button
  • You can now convert XP into Stars (1000:1) at player-established Training Grounds
  • Overworld discovery range increased by +1 for non-port locations
  • Crew spawns at cafes now select randomly from the port list, instead of in order, increasing crew diversity
  • New ship added as investment unlock at Trabenton (NOTE: only for games that haven't visited Trabenton yet!)
  • New equipment added as investment unlocks at Bette Sands, Wraele, Fivili, Crubtown, Luss (NOTE: only for games that haven't visited those ports yet!)

BALANCE
  • Gatekeeper's 'Gate: Magma', 'Gate: Storm', 'Gate: Flood', and 'Gate: Sky' can now be cast directly on obstacles
  • Sailor's 'Heave' and 'Rope' now can't miss allies
  • Sailor's 'Rope' now gains accuracy from Fist Skill instead of using weapon accuracy
  • Elementalist's 'Windslash' base damage increased by +1
  • Gatewarder's 'Gate: Barrage' MP cost increased from 7 -> 9
  • 'Preserve' status now protects against the Max HP penalty from being KO'd
  • Chain Shot damage increased by +1
  • Ice Carapace now ignores half Magic Defense and half target's Ice Skill
  • Ruin Aura Magic Attack and Ruin Skill scaling reduced from 1:1 -> 1:0.5
  • Ruin Aura now ignores half Magic Defense and half target's Ruin Skill
  • Reduced base healing of Bandages from 18 -> 16
  • Reduced base healing of Splints from 20 -> 18
  • Bandage and Splint Life Skill scaling changed from just caster 1:1 -> caster and target 1:0.25 each
  • Reduced base healing of Lifeshards from 14 -> 12
  • Reduced Lifeshard Life Skill scaling for both caster and target from 1:0.5 -> 1:0.25
  • Increased value of Grubhusk from $15 -> $18
  • Absorbent Mesh price reduced from $2500 -> $1500
  • Anti-Boarding Net price reduced from $500 -> $250
  • Gossip now only mentions location coordinates after reaching 200+ exploration fame
  • Salvage Shipwreck job base reward increased from $1150 -> $1250
  • Morale boost of most +Element cafe foods increased by +1%
  • Ships with a minimum crew of 1 no longer suffer the normal cannon damage penalty for having only 1 crew
  • Defeating a pirate fleet now also gives +1 favor with all 3 nations
  • Burst Pod and Blast Pod damage now ignore half Physical Defense
  • Burst Pod, Sickly Pod, and Blast Pod now explode when struck by Wind (which means they can explode each other, causing chain reactions)
  • Reduced XP cost of Sage's 'Green Touch' from 350 -> 275
  • Increased XP cost of Sage's 'Critical Recovery' from 250 -> 400
  • Reduced XP cost of Ravager's 'Indomitable' from 400 -> 250
  • Reduced XP cost of Balancer's 'Geomancy' from 600 -> 500
  • Increased XP cost of Balancer's 'Life Mirror' from 450 -> 500

FIXES
  • Increased animation speed of Lifeshards
  • Enemy passive 'Setae Aura' now only plays an animation when it hits a target
  • Character-change keybinds now function normally when holding an item instead of giving the item
  • Closing the journal after 'Look'ing with a controller now automatically re-enters 'Look' mode
  • Controllers can now scroll crew inventory lists
  • Improved keybinds for controllers! This ONLY takes effect for new installs or if you reset to Default keybinds.
    • Changed default controller keybind for 'Look' from (LB) -> Left Stick / Right Stick
    • Changed default controller keybind for 'Command Select' from (Y) -> (LT)
    • Changed default controller keybind for 'Ability Select' from (LT) -> (Y)
    • Changed default controller keybind for 'Crew Inventory' from (LB) -> Start
    • Added default controller keybind for 'Prev Party Member' to (LB)
    • Added default controller keybind for 'Next Party Member' to (RB)
  • Fixed visible debug messages when scrolling menus with a controller
  • Reeve now warns about the endgame point of no return even if she is not in the party
  • Fixed 'Victory' message occasionally getting stuck off-center
  • Fixed ships getting stuck in static pose after being damaged in the overworld
  • Fixed neutral fleets occasionally spawning at certain remote ports and getting stuck there
  • Fixed investments in enemy ever-loyal ports granting favor with your nation
  • Sealed Chests can no longer be pushed
  • Crew can no longer be rearranged on the fleet window while they are incapacitated
  • Searth now shows that it has 2 trainers in its map tooltip (new games only)

MODDING
  • Landing Party max UI now reflects any globalVar 'partySizeMod' changes
  • Items that no longer exist because their source mod was disabled now become 'Junk'.
  • Fixed crash when applying permanent effects to Actors using mod-defined ActorValues
  • Added SpawnData.extraSpawnDataMins, SpawnData.extraSpawnDataMaxes, SpawnData.extraSpawnDataChances, and SpawnData.spawnExtraSpawnDataInOrder
  • Added SpawnData.forbiddenAbilities to prevent specified abilites or passives
  • Added SpawnData.forcedSupportAbilities to equip specified passives
  • Added formulas 'm:enemyPower' and 'm:partyVsEnemyPower'
  • Added SetPiece.canBeRotated, SetPiece.canBeFlippedX and SetPiece.canBeFlippedY
  • Added ItemType.defaultQuantity and ItemType.defaultQuantity_rand
  • Added support for 'cloneFrom' for SetPieces
  • Added Task 'travel_procedural_point'
  • ItemType.drawSprite now works properly
  • TerrainType.canJumpOverFromAngle is now a list and can include multiple values
  • TerrainType 'caveWallLedgeN' can now be jumped across from the left or right
  • Added Action.canExceedMaxRankBy property (defaults to 0)
  • Ability Tablets are automatically generated for mod abilities, but will not exceed max rank unless Action.canExceedMaxRankBy is set to 1 or more.
  • Added ActorValue 'star' which grants +magnitude Stars to the current primary class

v1.4.05
  • Cleaned up old Junk objects from wrong IDs spawned in pre-existing groves
  • All Greatswords now have 2 augment slots
  • Spidest now gain +3 defenses in RUIN mode instead of +30 Max HP
  • (Modding) 'resetloc' no longer resets ALL locations when no location ID is specified.
  • (Modding) 'resetlocations' is the new console command for resetting ALL locations.
Horizon's Gate - Rad Codex
Horizon's Gate now has an in-game mods window for toggling and changing mod load order! Check it out:



There are also lots of balance changes, such as a Rasmen buff, Bat Handler buff, and Hammer nerf, among others.

v1.3.83

FEATURES
  • New 'Mods' Window that allows you to directly view, toggle, reorder, and visit the site of each mod
  • Increased available Formation Phase tiles around the rear character by 1
  • Added separate journal bookmark for Goals page
  • Crossbow reloading now shows a confirm/cancel prompt
  • Your currently equipped cannon's range is now always highlighted while moving in naval combat
BALANCE
  • Hammer accuracy penalty increased from -10% -> -15%
  • Rasmen's minimum Dodge when flanked bonus increased from 8% -> 12%
  • Increased Bat Handler's 'Summon Zoar' base range from 2 -> 3
  • 'Summon Zoar' ranks now grant +5t to the Zoar per rank instead of increasing range
  • 'Summon Zoar' max ranks increased from 3 -> 5
  • Enchanter's 'Siphon Enchant' now grants a +2 bonus but does not remove the enchantment
  • 8-Finger Knuckle now also has -8% Accuracy
  • Swashbuckler's 'Mug' base morale duration increased from 50 -> 70
  • Krakenslayer's 'Static' base damage increased from 6 -> 8
  • 'Defensive' and 'Meditative' XP costs reduced from 150 -> 120
  • 'Pensive' XP cost reduced from 200 -> 150
  • Minibombs can no longer arc over characters (now behaves like a Dart instead of a Bow)
  • Reduced Minibomb base damage from 20 -> 18, and Fire Skill scaling from 1:1 -> 1:0.5
  • Adjusted starting positions of enemies in Tsavor's Dojo
FIXES
  • Reduced delay of Aspect minion death effects
  • Changed Shield item 'power' icon to better convey that it affects attack damage instead of defense
  • Added dialog if player leaves port with duplicate ship weapons equipped
  • Added dialog if player leaves port with no ship weapons equipped, but they have some in cargo
  • Gatekeeper's 'Voidlight' tooltip now mentions that it also reduces Blind duration
  • Fixed 'Elemental Fury' duration being inconsistent for different types of enchantments
  • Fixed 'Jobs' dialog option missing at Guilds while having a partially completed royal quest
  • Fixed 'Melee Momentum' on enemies using the last player character's position to determine damage
  • Fixed certain rotated items on tables being mistakenly selected when clicking the tile above them
  • Fixed augments within armor applying their benefits when the armor is held in hand
  • Fixed using boat-style damage number icon for Move on non-boats
  • Fixed not being able to scroll up on Save/Load menu with controller
  • Fixed clicking on specific journal entry going to the wrong page if you had a lot of journal entries
  • Can now scroll through journal entries with controller
MODDING
  • Mod loading crashes now specify which mod and what data type was loading when it crashed
  • Actor.aggressiveness now slightly affects AI positioning in combat
  • Added "crewxp" task that gives XP to all player crew
  • Added 'resetprocgen' command that resets all Groves and Monster Dens
  • Added AvAffecter properties "FXOnTargetTime", "FXOnTileTime", "FXOnHitTime", "FXOnMissTime"


v1.3.84
  • Fixed crash on end of combat
Horizon's Gate - Rad Codex
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
Horizon's Gate - Rad Codex
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!
    • v1.3.5 and onward will not run on 32-bit-only computers (supposedly less than 0.5% of Steam users).
    • v1.2.1 will remain available indefinitely for users who can only run 32-bit applications.
      • To use v1.2.1, right-click Horizon's Gate in your Steam Library, select Properties > Betas, then select "v121" from the dropdown list.
BALANCE
  • Ravager's 'Despair' base MP drain increased from 1 -> 4
  • Warrior's 'Battlecry' base accuracy increased by 20%
  • Gatewarder's 'Gate: Shield' ranks now grant +10t duration instead of +1 max range
  • Warden's 'Enduring Negate' passive protection increased to 1 + half your Life skill
BUGFIXES
  • Fixed Revel duration being 5t instead of 50t
  • Fixed resolution settings showing when using Borderless Fullscreen mode
  • Fixed weather effects stopping after the second scene of the intro
  • Fixed Hagger not automatically joining the landing party when hired
  • Fixed crash when opening class window after uninstalling a class mod you had equipped
MODDING
  • (Modding) comments "--" can now be added after code in the same line
  • (Modding) Added special error detection for mods that identifies some missing semicolons for the modder
  • (Modding) Fixed XP drain attacks not working
  • (Modding) Added console command 'listfx' which displays a list of all FX
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