In this update4
Full notes
Full Horizon's Gate update
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What changed
- Gameplay
- Store
- Balance
- Fixes
- UI and audio
- Maps
Horizon's Gate changes
Updates on Horizon's Gate continue - even while I'm making another game! I recently announced Kingsvein, a brand new Tactics RPG set in an infested castle deep in the weird realm of Graven.
It may not be a naval game like Horizon's Gate, but it definitely features the same tactical combat goodness! Instead of sailing, you'll ride your trusty wyvern mount around a metroidvania-style city with a customizable party of Diecast knights. It will be out later in 2023! Please give it a look and wishlist if it interests you!
https://store.steampowered.com/app/2276830/Kingsvein/
For Horizon's Gate, v1.5.93 brings some convenience and balance changes, improving a few lategame abilities and making it easier to get around with big fleets. Try setting up a route with cheaper Launch Buoys to zoom past all the sea monsters!
CHANGES
Sea Monsters weak enough to be ignored will now only start dialog if they get extremely close
Fleet speed is now reduced based on how much extra cargo over the limit is carried (-1 per 30 cargo)
Player-established port Item Stores now sell 3 random Ability Tablets (applies to newly established ports only!)
Added a new status effect journal entry for Charging, Casting, and Glowing
BALANCE
Launch Buoy price reduced from 8000 -> 5000
Swashbuckler's Mug now always demoralizes, but doesn't deal extra damage when stealing
Increased Minstrel's 'Cheerful' and 'Critical Oath' duration from 35 -> 40
Increased Spell Archon's 'Magic Residue' MP recovery from 3 -> 4
FIXES
Fixed having a two-handed weapon with your other hand full preventing Negate from working
Fixed Condra not selling an Ability Crest at 100% investment (new saves only)
Fixed status effect stat bonuses (such as +1 Ice Skill from Ice Enchant) stacking when loading a save
Fixed being unable to use 'Escape' or 'Cancel' to return items picked up from under allies
Fixed screenshake being increased permanently after a vertical screen shake occurs for the first time
MODDING
Fleet speed penalty based on extra cargo can be adjusted with "cargoPenaltySpeedMultAdjust" globalVar (ex: setting cargoPenaltySpeedMultAdjust to -0.5 reduces the penalty by 50%)
Ctrl+C now copies text of currently selected text field into clipboard
Added a "Copy to Clipboard" button to Actor editor window
Added ModSamples/PaletteSample.txt to explain palette modding
Can now change Guild Quest frequency using the format given in ModSamples/QuestTypeSample.txt
Added Location.dialogNodeID property, which starts dialog when trying to enter the location
Added a "mod:" formula for checking if a mod is enabled (Example: mod:SailingFastForward)
Added AvAffecter.hideActEval, which if true does not show the AvAffecter on the preview window but still shows floating damage numbers
Added 'setTileTerrain', 'addLocationUnlockable', 'setZoneBGFX', 'setZoneRollingPinStyle', 'setGlobalVarPlusZoneID', 'appendToGlobalVar_zoneID', and 'appendToGlobalVar_locID' triggerEffects
Fixed 'appendToGlobalVar_math' dealing with strings instead of math
w:unarmed can now be used to check if a weapon slot is empty
Fixed TerrainType sideSprite and wallSet48_noScaleY_96down only using terrain.png instead of the specified texture
Fixed issue with Zone bgFXID that prevented certain FX from working
speakerOverrides and 'talk' Trigger Effects now work on incapacitated Actors
Source
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