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.)
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!
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:
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
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
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
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!