HomeGamesUpdatesPricingMethodology
Steam News26 February 20251y ago

Version 1.5.96: Omni fixes

A buff or two, a handful of bugfixes, and lots of modding improvements (including the option for a mod config menu)!

Full notes

Full Horizon's Gate update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

7 fixes12 additions7 changes3 removals
  • Gameplay
  • Balance
  • Fixes
  • Maps
  • Performance
  • UI and audio
changedA buff or two, a handful of bugfixes, and lots of modding improvements (including the option for a mod config menu)!
changedCHANGESOmnipode's element skill bonus increased from +1 -> +2 (this also buffs its attack damage by 1)
changedCHANGESShellship and Shellsloop now ignore the wind penalty to movement in combat
addedCHANGESCan now start a new game without giving your character a name if you try twice
removedCHANGESUnmaker's Drain can no longer target invisible creatures
fixedCHANGESFixed a Reeve cafe discussion dialog option not being properly removed after exhausting all its dialog
Omnipode's element skill bonus+1+2Omnipode's element skill bonus increased, buff

A buff or two, a handful of bugfixes, and lots of modding improvements (including the option for a mod config menu)!

CHANGES

  • Omnipode's element skill bonus increased from +1 -> +2 (this also buffs its attack damage by 1)

  • Shellship and Shellsloop now ignore the wind penalty to movement in combat

  • Can now start a new game without giving your character a name if you try twice

  • Unmaker's Drain can no longer target invisible creatures

  • Fixed a Reeve cafe discussion dialog option not being properly removed after exhausting all its dialog

  • Fixed new groves sometimes spawning invisible 'blank' items that can be picked up using the 'Get' keybind

  • Fixed being able to get stuck in Solport if you Jump Strike into the tower

  • Fixed Goss' stats being affected by difficulty settings

  • Fixed enemy passive Critical Phantom not working on RUIN difficulty

  • Slightly optimized data type loading

MODDING

  • Added new "Mods" config menu! Only appears outside combat when you have a mod that can be configured. You can add a dialog for setting your mod's configuration by giving your mod a [DialogOption] with ID=modsDialog;

  • Fixed AI trying to revive unrevivable actors

  • Made Build menu more responsive to mousewheel while hovering over an item or actor

  • Minimap no longer auto-updates while map is open for zones >1000 tiles wide or tall

  • Added 'purge' actorValue that only dispels positive status effects

  • Status effects of ActorValues that don't exist (such as from disabling an old mod) will no longer crash when cured

  • Added bool AreaOfEffect.ignoreWind

  • Added 'm:buriedItemsAtTarget' formula

  • Added "debug:" and "between:" formula prefixes

  • Added for tooltips

  • Added Lua function 'getGlobal_string()'

  • Added 'tNewDay' globalTrigger

  • ItemEffect, ItemReaction, etc. no longer crash if the ItemType ID they reference does not exist

  • Fonts can now be added. Place an .xnb font file in a mod folder and it will automatically be added. (NOTE: it is extremely finicky about the correct type of .xnb)

  • Added global variables for 'sellPriceMultMod', 'buyPriceMultMod', 'tradeGoodPriceDistanceMultMod', 'tradeGoodPriceDistanceSquaredMultMod', 'tradeGoodPriceDistanceMod', 'marketRateNPCChangePerGPMod', 'marketRateMaxMod', 'marketRateDecayMultMod'

If you want to use the new global variables, the default values for trade are:

  • Sell Mult: 0.25

  • Buy Mult: 1

  • Trade Good Price Per Distance Mult: 0.002 (1 distance = 1 overworld tile)

  • Trade Good Price Per Distance Sqaured Mult: 0.000007 (effectively doubles price over 350 tiles)

  • Trade Good Price Per Distance: 0.12

  • Market Rate Max: 120

  • Market Rate Decay: very complicated, influenced by wealth level of allied ports within 120 tiles

Source

Steam News / 26 February 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.