In this update3
Full notes
Full Horizon's Gate update
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What changed
- Balance
- Fixes
- Performance
- Maps
- Gameplay
Horizon's Gate changes
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
Source
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