Full notes
Full Horde Of Plenty update
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What changed
- Performance
- Balance
- Gameplay
- UI and audio
Horde Of Plenty changes
It's been awhile, but the first build in a massive overhaul is now available! Overall performance should be greatly improved and all the existing levels have been reworked or tweaked in some way. There are a couple small performance hiccups that may be encountered in the first 2 levels during your first passes through those areas in a given play session. I'm fairly certain of the cause... that being the result of a subsystem not getting "warmed up" properly. So once it's warmed up, everything's fine. I'll get this fixed ASAP. Notable Changes
Major performance improvements (good enough for a console!)
Experimental 2 player local co-op with shared health.
Reworked levels with some major changes in certain areas.
Better lighting! (looks best on a warm monitor... more on that below.)
Artwork improvements.
More secret triggers for hidden goodies or baddies.
Weapon upgrades will always provide a better weapon or a gold star.
Weapon upgrades and gold stars will not refill weapon health.
5 new difficulty levels.
Simplified settings options.
Removed some sounds effects... still working on audio.
Probably forgetting something, but loads and loads of tweaks and fixes!
One small issue that I'll try to address in a future build... the game looks a little overly green (yellow/gold has a green tint) on some monitors including my Razer Blade 15". Screenshots look equally wrong on an iOS screen. It's ok, but it's a little off from what I intended. Obviously there's no way to make it just magically worked perfectly everywhere, so I might add adjustable color correction above and beyond the usual gamma/brightness controls found in many games. Stats and achievements are currently in development, but not ready for this build. I haven't reset the leaderboards yet... although I did remove my ridiculously high score achieved through ill-gotten means... well testing a new build actually... and the rightful leader is back in top place for the moment. :-) As mentioned in an earlier post... I expect local co-op and multiple difficulty levels to be able to share the same leaderboards. Co-op's firepower advantage seems to be canceled out by shared health and more surface area available for damage. So... I expect to release much more frequently for the remainder of this project. Thanks again to everyone who's picked up a copy and given this a go over the last number of months! Oh and if you were in the top 20 (not including me), maybe have a look at the credits... :-) Thanks guys! Really, seriously, thank you.
Source
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