In this update9
Full notes
Full Horizon's Gate update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- Store
- Performance
- UI and audio
- Fixes
Horizon's Gate changes
It's a massive bugfix patch, a new early-game dungeon, and a gigantic amount of fun tools for modders thanks to the incredible efforts of Furdabip! He put in a huge amount of time fixing this up, and after 5 months of testing (thank you beta testers!) it's finally ready to go!
The patch notes are actually so long that I cannot even fit all the new modding features in this post! I'll be posting an appendix of new variables and such on the Steam forums here.
VERSION 1.6.05
Added a new early-game dungeon, 'Bleak Mine'! Can be found west of Fantlin (64 S, 122 W).
Bombardier's 'Activate' now highlights tiles with activatable items in them
Warden's 'Enduring Negate' threshold increased from 1 + half Life Skill -> 2 + half Life Skill
Gojer Flank cafe food costs +1$ more and grants +2 PhysEva more
Sage's 'Pure Mind' now also works against abilities that 'cancel' spell casting, such as Distraction and Terrorize
The food indicator bar will no longer flash if the player has no Food but >9 Deluxe Rations
Shop inventories are now sorted, and remove gaps when items are purchased
Optimizations across the board, especially when loading zones or music
'Glowing' is now treated as a negative status effect for Ruin Touch or similar abilities
Pledging service to a faction is no longer possible if your favor with them is below -40
Smaller lit furnaces can now break down equipment
An "X" broken item icon now shows on the character portrait if that character has a broken item
Fixed "receive" being misspelled 3 times
Fixed various other spelling and formatting errors in journal entries and dialogs
Text input now supports the Home, End, Del and NumPad keys
Mechanist's 'Ability Scanner' now also displays gold and unequipped items in the enemy's inventory
BUGFIXES
Fixed being able to stack party members on the same tile during formation phase
Fixed rushing the Gatekeeper unlock not costing any money in certain cases
Fixed Negate healing excess damage when the character would have been killed by the attack
Fixed actors being able to be pushed onto other actors while standing on bridges over pits/water
Fixed the Lasher using the wrong color for its FX
Cafe food effects no longer reset their duration upon reload
Fixed the player still moving to another tile when movement was canceled quickly after selecting a tile to move to in combat
Fixed being able to drag class icons from one character to another that hasn't learned it yet
Fixed being able to push/pull buried items
Fixed being able to push/pull items underneath items like Pushable Boulders
Fixed being able to push/pull characters on top of each other if they were on a bridge
Fixed flagships rarely spawning inside ports/locations
Fixed crew assigned to player-owned ports rarely appearing in other ports
Fixed ability previews while hovering over them sometimes highlighting incorrect tiles
Item timers now tick down more consistently
Fixed Heavenpiercer lowering morale of nearby allies if they were at maximum morale
Fixed rare cases where Journal Goals would not be marked as complete
Fixed possible overlap of cargo numbers
Fixed lag when hovering high range abilities in the hotbar
Cleaned up map tooltips for ports that have lots of icons
Fixed some rare display issues with HP/MP bars
Fixed being able to move corpses between zones
Fixed being able to clip through ground in certain cases when switching flagships
Fixed being able to switch landing party while using actions or while in Redens' arena
Fixed King Heatle being too reckless about walking into fire spawned by Flamesprayer
Fixed ships not selecting the correct tiles for their movement when they are facing east and turn around towards the west when the wind is also blowing east
Fixed Static Buildup leaving behind multiple Static Fields when using certain movement abilities
Fixed Scourge's Torment potentially curing statuses on the caster if used on an empty tile
Removed a single rogue tile blocker in the middle of the ocean on the overworld
Fixed "Intimidate" option sometimes not appearing when trying to enter a port that hates you
Fixed the inventory UI repeatedly playing sound effects if hovering the mouse between slots
Fixed a fog of war not being drawn correctly if the current player character drowns
Fixed certain oversized item sprites in journal entries being stretched
Fixed Static Fields not being electric element
War Mech now has a weakness to antiMachine weapons and abilities
MORE FIXES
Fixed a potential softlock if holding the player character while entering a location
Fixed a bug that would allow duplicating crew from your flagship onto another ship
Fixed rare softlock when starting combat by using certain abilities on enemies
Fixed potential AI softlock when trying to evaluate delayed pushes
Fixed a crash when trying to push a sliding item out of bounds
Fixed weapons being misplaced into held items when using keyboard shortcuts in a zone that doesn't let you act
Fixed sometimes being able to complete a royal quest asking for a trigger stone without having one
Fixed turning in Lost Documents not using them up if they are in a container being held
Fixed excess Groves generated for royal quests being able to generate unobtainable Action Tablets
Fixed improper combat start when an item kills an actor in a single action
Fixed using the wrong weather on the overworld in certain areas
Fixed total play time no longer increasing after roughly 145 hours
Fixed saves over 728 months no longer counting new days and causing the sky to be dark
Fixed rare bug that could give 2 turns in a row if another character was removed from combat just before their turn
Fixed being able to use XP gems or ability crests on multiple characters at once if quickly removed and readded to the landing party mid-use
Fixed Launch Buoy being placed in the player's stash if it was held while leaving a location
Fixed rope on piton leaving bits of floating rope behind in certain circumstances
Fixed Pocketwatch not displaying the current time when used outside combat
Fixed the Salvager at Salvage Station SA-II not spawning items if blocked by a Barrier (only affects new saves)
Fixed items potentially being deleted when holding Shift and clicking Loot All on Lost Shipwrecks
Fixed being able to send items to Stash/Cargo during the intro using Shift + Loot All
Fixed items not reacting properly if the tile they are on is at max item capacity
Fixed "Barrel (Weapons)" item so the top half properly displays above characters
Fixed being able to trash a ship in port or sell a ship at sea if the fleet window is kept open when changing zones
MODDING CHANGES
Added descriptions for every Task
Procgen zone loading is now much faster when leaving Storm Cove at the start of a new game
Huge improvements for Build mode!
Triggers have clearer outlines, highlights, and IDs
Added a panel with controls to view the next/previous Actor or Trigger in the zone
Press 'H' to hide/show side panels
Press 'R' or 'F' to rotate or flip selected tiles in Grab/SetPiece mode
Fixed many bugs with Grab mode and SetPiece mode
Added "Copy Raw Trigger Data to Clipboard", "Copy Task", and "Reset Trigger" buttons to Trigger editor
Lefthand Item/Actor panel:
Added scrollbar and search bar
Items and Actors are now grouped by which mod they are from
Press ability hotkeys (1, 2, 3, etc) to change item category
Hold 'Show Tooltips' (Tab) over an item in the zone to highlight it in the panel & show extra info
Middle-clicking items or actors in the panel copies their ID to your clipboard
Added outlines for items with sprites that change based on quantity, or that have the replaceWith_toMake property
Added an "Open Zone Folder" button in the top-right corner of build mode that opens the /Content/Data/ZoneData/ folder
Formulas now accept negative numbers (like abs:-5)
Formulas and dynamic text now accept @G to reference global variables
Items can now have prices over $9,999. All vanilla items have been capped at $9,999
Added "[CancelLoadingIfModEnabled]" and a sample of its use in /Content/ModSamples/. It stops loading further definitions if the specified mods are enabled
Added "[Screenwave]" and a sample of its use in /Content/ModSamples/FXSamples.txt
ActorTypeDetectAoE can now use cloneFrom
AoEs can now accept shape=; as names instead of numbers
Added shape=circle; (same as plus but rounds off edges)
Increased max journal goals to 54
Added new "Other" Journal category for modders that only shows if an entry for it has been added
Added new Blocker and control ItemTypes in the Hazard section for modders
Added static versions of Mounted Lanterns and Furnace items that are unaffected by day/night
The full text of the input formulaString is now shown when a Formula error occurs (only if debugMode is enabled)
Added many null checks in various places
Added tons of new tasks, formulas, and properties!
If you aren't super into modding, you can stop reading here. It only gets even more excessively technical from this point!
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COMPLEX MODDING CHANGES
- geoFormula has been updated to accept a radius and maximum strength
Task strings can now use @XYI (nearest of item ID) and @XYT (currently targeted tile) and @XYL (XY of location)
@G and @F now can be stacked
@G and @F can now be used inside dialog format tags (Ex:
Changed @R to give the results of a Formula as a float (Ex: taskString=setGlobalVar,GmyGVar,@RactorsDist:hagger:reeve)
Added ItemType.special 'alwaysShowTimer' and 'cantPushSmallerItemsOnMyTile'
ItemType.special 'unbreakable' now works for armor
Added a tEnterLoc trigger to all vanilla Location zones that were missing it
Added Actor.equipmentDoesntChangeArmorPalette and ActorType.equipmentDoesntChangeArmorPalette
ZoneMerges have new properties 'tryZoneEntryTriggersAfterMerge' and 'deleteExistingItemsBelowMergedTerrain', which are explained in ModSamples/sampleMod_boatInPort1.txt
Added formula prefix 'swapTargetXY'
Trigger editor now accepts numerical elements
Added 'buttonInteracted' Element, which is applied to the player Actor when any command is pressed or released
Added unused 'repairItem' Element
Added 'enterZone' Element, which is applied to every tile & actor in the zone when entered, but before tEnterZone is triggered. Not applied when loading a game.
Added Element.moveSelected, which is applied when an actor starts its move in combat & before actually moving
Added Element.undoMove, which is applied when the player undoes an actor's previous movement in combat
Added Element.iWasPushed, which is applied to an item at the tile it was just pushed to after being pushed
Added Element.examine, which is applied to an item or tile when it is 'LOOK'ed at.
Mods can now add their own Fame texts to the Esc menu (by setting gVars 'trackedFame1' through 'trackedFame50' for the dynamic text and 'trackedFameName1' through 'trackedFameName50' for the tooltip)
Mod Factions can now display their favor on the Esc menu if trackFavor=true;
Defeating pirates & making big research discoveries now grants favor to mod Factions as well
Investigators can now track mod Factions if they have fleetsCanBeTracked=true;
Added 'crewMP' actorValue
Added 'freeInventoryManip' actorValue, which allows moving items in inventory without consuming a turn in combat
Added new equipment-related actorValues: repairAllItems, repairWeapons, repairMainWeapon, repairOffhandWeapon, repairArmor, breakAllItems, breakMainWeapon, breakOffhandWeapon
Added new globalTriggers tEnterCombat, tExitCombat, tEnterZone, tExitZone, tKill
Added tEnterLoc trigger to all vanilla Location zones that were missing it.
You can now drag a .png onto the game window to force refresh just that image
Added bool SpawnData.actorCountIgnoresPowerLevel to make minActors/maxActors ignore power level
Now setting gVar 'pauseItemTimers' to 1 prevents all item timers from incrementing
Added 'sc' / 'sanitizecheck' console command, which takes a string and shows what it will look like with everything sanitized. This can then be copied and used in formulas that check specific hasProperty:property:value stuff.
Added new parameters for 'screenshot', 'moveItems', and 'damageNumber' tasks
Added access to the FleetManager to LUA scripts as 'fm'
Changed debugging semicolon check when reloading local mod files with Ctrl+R to be a little more lenient so as to not catch as many false positives
Changed pushable items and containers so they don't open, close, get pushed, or react with Element.closeContainer while in build mode
Changed formatting of copied text when using Ctrl + C on the console window to account for new lines and message titles
Added support for a modded eral overworld zone to be any size (previously it would crash if it wasn't 800x500 tiles)
Deleting a Trigger now deletes its corresponding triggersFlaggedAsDone entry
MODDING FIXES (GENERAL)
Fixed mod 'Edit Tags' not working properly
ActorValueEffect's formulaMod should now always be properly refreshed and reset as appropriate
Changed 'c:' and 't:' Formulas to check Actor properties if no ActorValue is found
Fixed not working correctly
Fixed some properties not being properly cloned when using cloneFrom (Except LevelData, which wasn't changed to maintain mod compatibility)
Fixed rare critical condition animation bug that could cause a softlock
Fixed mod zones being loadable from Steam Workshop mod folder even when Steam Workshop mods are disabled
Fixed the character editor sometimes not properly updating the number when selecting body parts
Fixed crash if nonexsistent body part is entered into character editor
Fixed rare crash when the most recent save has an item that is Reacting when loading the main menu
Fixed issues with mods that change the size of the overworld 'eral' zone
Fixed organization errors when journal entry categories are changed
Fixed only the last DialogOption being checked for an Esc option
Fixed definitions that are part of other definitions (such as AvAffecter and Action) crashing if the main definition doesn't exist
Fixed overwriting modder's setPieces.txt file if they save a zone with a name that starts with "sp"
Fixed 'partySizeMod' globalVar to be more stable with sizes of >20
Fixed crash when a recently spawned fleet's actors are interacted with in build mode
Fixed crash when a fleet's cargo is interacted with in a fleet battle in build mode
Fixed crash when capturing ships that are part of a sea monster fleet
Fixed rare modding bug that could let you capture the wrong ship after a fleet battle
Fixed being able to move held items into an Actor's inventory using keyboard shortcuts even if they have canControlFullyIfControllable=false;
Fixed ZoneMerge causing a crash when using Ctrl + R to refresh mod data
Fixed duplicating AV reactions when mods are reloaded with Ctrl + R in build mode
Fixed Ctrl + R sometimes preventing scrolling build mode items
Fixed list-mode Container UI not showing the last item in the container
Fixed not being able to interact with invisible Actors in build mode
Fixed Formula errors caused by numbers in scientific notation
Fixed crash if an ActorPrefab has a container in their inventory
Fixed crash if an Actor is deleted while its editor is open
Fixed quickslots showing incorrect inventory and abilities when exiting build mode while in combat
Fixed low morale and excess cargo alert FX playing even when the travel UI isn't visible
Fixed TerrainTypeReactions not working with only actorValues=; set
Fixed TerrainTypeReactions not working with delayUntilCanReactAgain=;
Fixed reflective TerrainTypes drawing their sideSprite=; with the wrong depth if the terrain's height is changed
Fixed terrain height of 5+ not properly stopping actors that are pushed into it
ItemType's drawSprite, spawnFX, & spawnFXColor can now take multiple entries (FX are played sequentially)
Fixed an ItemType cloneFrom crash when using a different texture than was used by its cloneFrom
Fixed ItemTypes with special=equipInAnySlot; applying ItemEffects even when broken
ItemType's special=replaceWith_assign_globalVar; now works properly with recursive toMakes
Fixed crash when a weapon uses an element=; that lacks a proper ElementAssociation
Fixed potential issue when loading ActorTypes with defaultSupportAbilities=; that aren't defined
Fixed modded ActorTypes not loading if any set constantAvEffects or ruinAvEffects aren't defined
Fixed ActorTypeDetectAoE not being able to use cloneFrom
Fixed modded Animations sometimes not accounting for attackKeyframe's endTime
Fixed GlobalTriggerEffect and TriggerEffect not properly setting taskString=; when loaded
Fixed ZoneMerges sometimes being skipped when multiple merges for the same zone exist
Fixed a couple crashes related to incorrect or out-of-range values for SpawnData
Fixed SpawnData so that it now fills in any missing data when loaded from a file
SpawnData no longer spawns extra Actors if maxActors=; and the total actorTypesMaxes==; don't match
MODDING FIXES (ACTIONS/AVAFFECTERS)
'push' AV now properly obeys rotOverride=;
'priority' AV now can use decimal values
Fixed negative 'priority' ActorValue causing friendly AI-controlled Actors to want to kill each other
Fixed 'crewHP' actorValue ignoring damageMultiplier and healMultiplier
Fixed some bugs with Breaker's Break Weapon dealing with unbreakable weapons
Fixed Action's special=autocastInTravel; not working
Fixed casting an action with a chargeTime that had a queued action with a longer chargeTime than the original action stopping its casting when the first cast action finished
Action's special=useFirstTargetToSecondTargetAsOrigin; no longer crashes the game if used with only one target
FXOnCaster and FXOnTarget's total FX delays are now properly counted instead of just the longest one used
AvAffecters that have weaponAvAffecter=true; should now overwrite all non-default properties of the Actor's weapon AvAffecter if they are set
AvAffecters in a weapon Action with useMyAoEWhenAddingAsWeaponAvAffecter=true; will now use all of the AvAffecter's properties when being cast alongside the main weapon AvAffecter
AvAffecter.forActEvalPurposesOnly will no longer be used by AI, weaponAvAffecters, or weaponBuffs
Fixed Ability Tablets conflicting with other sources of Action AVs, causing a lingering +1 to the AV
Fixed a loading error if a mod set an ActorClass.actions entry for an action that doesn't exist
Fixed ActorType's innateActions not being clickable in combat
innateActions of an ActorType now display icon_default.png as their icon if none is set
Fixed AreaOfEffect's shape=wideLine; not including Actors at the end of the line if an fReq=; is used
MODDING FIXES (LOCATIONS)
Location's locationItem=; is now a list of ItemType IDs to be added to its overworld Zone, with locationItemOffset=; added to refer to the X,Y offset of where to place the Item
Locations that are discovered/hidden now show/hide location items within 2 tiles instead of 1
Fixed issue where starting a new game wouldn't add the 'mod' tag to modded Locations when the overworld was visited for the first time
If a Location has tags=overworldCapital;, it will be treated as the overworld center for Salvage quests
Fixed undiscovered mod Locations in ocean tiles blocking the player's ship even if they aren't discoverable yet
Location's locationItem=; is now a list of ItemType IDs to be added to its overworld Zone
Fixed Investigators and cafe gossip discussing Locations with a false discoverable_fReq
MODDING FIXES (TASKS)
Tasks no longer require default values when parsing a taskString/specialEffect (you no longer need to add extra values like ",False,False" to prevent crashes)
'go' and 'gob' console commands no longer trigger ZoneMerges
Fixed 'set' console command to accept the entire string typed instead of just the first 2 words when setting a string gVar
Fixed 'executeDialogEffect' crashing without an actorID
'travel_leaveLocation' now works with zones that use locID
Fixed crash when Tasks try to get certain properties from definitions (such as Actor.facingRot using setGlobalVarToActorProperty)
Fixed 'addItem' adding cargo to player inventory even when the actor isn't controllable=true;
Fixed 'resetloc' not resetting a location's itemTypes_quantity when resetting a single location
'removeItemFromParty' and 'removeItem_g' now properly remove items inside held containers
'revive' now uses the triggering Actor as its target if no Actor ID is specified in sValue
'hideQuickslots' now actually hides actor quickslots instead of showing them
Fixed 'spawn_actorPrefab_point' not properly using a travel point if the spawned Actors are part of a SpawnData instead of an ActorPrefab
Fixed 'spawn_onItem' only allowing a single SpawnData to spawn actors when called multiple times even if they have different IDs
'addItem', 'spawnItem' and 'addItemToContainer' now accept negative values (-1 is default quantity, -2 is infinite, -11 through -19 is 10% through 90% chance to actually spawn)
'damageNumber' can now take an actor ID or X/Y, text color, whether it bounces, and a gVar for its text. 'damageNumber_worldTime' can also take these, but only displays the time
'research_report' now awards favor with all base-game and modded Factions with trackFavor=true; for journal entries that have a rarity=; of 5, 6 or 7
'fx' can now have an FX color and a target for the FX
'setGlobalVar_math' and 'setGlobalVarPlusLocID_math' can be set to no longer truncate decimals
For even more new variables, features, and commands, check out this Steam thread here!
Source
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