Full notes
Full Horizon's Gate update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- Maps
- Performance
- UI and audio
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
Changelog.gg summarizes and formats this update. How we read updates.
