1. Horizon's Gate
  2. News

Horizon's Gate News

Version 1.5.97: Rare bugs fixin'

[p]Some extremely rare edge cases are now fixed - like weird things happening when giving enemy Undead buffs, using Torment over and over to pass statuses around, or using Sleep Dart on... well... I don't think there are ANY characters with 26 Magic Defense in the game. But just in case it's fixed![/p][p]Also, Enchanters and Sages get a tiny little buff![/p][p][/p][h3]CHANGES[/h3][p]* Enchanters now also gain +5% Dodge[/p][p]* Sage's 'Revive' caster Life Skill scaling increased from 1:1 -> 1:1.2[/p][p]* Fixed Growth cast on Undead lasting indefinitely[/p][p]* Undead can now be affected by Guard, Ward, and Negate[/p][p]* Stunning Blow now works on targets 3 tiles away when used with a Corpryst Whip[/p][p]* Fixed Sleep Dart inflicting permanent Sleep on targets with exactly 26 Magic Defense[/p][p]* Fixed paying to unlock Gatekeeper not marking the class trainer as completed on the world map[/p][p]* Fixed Smoke Balm making the Salvager unbreakable[/p][p]* Duration of statuses transferred by Scourge's 'Torment' now maxes out at 9999[/p][p][/p][h3]MODDING[/h3][p]* Added ElementAssociations modding and example ModSamples/ElementAssociationSample.txt[/p][p]* Fixed possible elementReaction interaction that could make temporary statuses permanent[/p][p]* Added 'pushDamage' element that is applied by push damage[/p][p]* Added 'boardingEnd' element that is applied to all actors when ship boarding ends[/p]

Version 1.5.965: Aelomander fix

[p]At some point, those sneaky Aelomanders from Slugvine Forest started skipping people's turns every time they used their Inhale ability - skipping their allies' turns, or even skipping the player's turns! [/p][p][/p][p]Well no more! They will now behave themselves, and can no longer Inhale time itself.[/p][p][/p][h2]CHANGES[/h2]
  • [p]Fixed Aelomanders skipping others' turns when they Inhale[/p]
  • [p]Fixed misaligned map tooltips for capital ports[/p]
  • [p]Fixed Barr's dialog trigger breaking if you load the 2nd autosave in the intro[/p]
  • [p]Fixed Ignis Knight's 'Phoenix' not benefitting from Quick Cast passive[/p]
  • [p]Fixed quickslots not being assigned if you changed class after being boarded, then got boarded again[/p]
  • [p]Fixed AI underestimating Fire Whirl damage[/p]
  • [p]Fixed Cleever being able to despawn and drop equipment during boarding[/p]
  • [p]Dispel, Aegis, and Cure now work on temporary effects that last until next turn, such as Trip Up[/p]
  • [p]Viral now only transfers status effects that are removable by Dispel/Cure[/p]
[h2]MODDING[/h2]
  • [p]Viral now only affects ActorValues with canBeRemovedByNonspecificAVEffectRemoval=true;[/p]
  • [p]Added bool Action.canHaveAbilityTablet[/p]
  • [p]Added cExceptFromSource, tExceptFromSource[/p]
  • [p]Added 'setGlobalVarToActorProperty' Task (not usable as TriggerEffect)[/p]
  • [p]Added 'task' ActorValue definition to prevent errors with AI use[/p]
  • [p]Fixed ItemType 'reduceItemGrabRangeWhenStoodUpon', 'replaceWith_assign_globalVar', and Action 'doesNotConsumeCombatAction' sharing an enum value with other special properties[/p]
  • [p]Added 'm:ruinMode' formula[/p]
  • [p]Fixed right-click dropdown lists having inaccurate list ordering sometimes[/p]
  • [p]Slightly optimized some item info lookups[/p]

Version 1.5.964: Counter hotfix

Due to a bug in the implementation of supportAbilReplaceAliasID, Counter Shot and the like were accidentally incompatible with melee Counter abilities. This has been fixed! There are also some little improvements for modders to make zone editing tools like the Eyedropper and Fill tool work and feel better.

[h2]CHANGES[/h2]
  • Fixed ranged counters being incompatible with melee counters
  • Fixed misaligned tooltips for certain classes

[h2]MODDING[/h2]
  • Support abilities with supportAbilReplaceAliasID are now properly unequipped when all slots are full
  • Support abilities with supportAbilReplaceAliasID now replace the ID that supportAbilReplaceAliasID is set to
  • Fixed itemEquipped element being applied to non-weapons equipped in the weapon slot
  • Fixed itemEquipped element being applied twice to weapons
  • Fixed itemEquipped element being applied to actors on the main menu
  • Fixed m:randSign not working
  • Eyedropper tool now highlights tile when hovering, and plays an FX when clicked
  • Build mode Eyedropper/Fill tool cannot accidentally interact with items when clicking
  • Build mode Fill tool (hotkey: f) rework!
    • Highlights all affected tiles beforehand
    • Now only selects contiguous tiles, like a normal fill tool
    • Can select non-contiguous if Ctrl is held
    • Range increased from 8 -> 15

Version 1.5.962: Better Balestra

Turns out Bolt Balestra's calculation for offhand damage was using the main hand's weapon strength - that's now fixed! And to compensate for cases where the main hand was stronger, Bolt Balestra is now stronger in general.

[h3]CHANGES[/h3]
  • Bolt Balestra offhand damage increased from 50% -> 60%
  • Fixed Bolt Balestra using main hand weapon power for offhand weapon damage
  • Everswarm and Gate: Onslaught no longer hit invisible targets
  • Fixed randomly generated humanoids being able to have a beard on top of their mask
  • Fixed asking Reeve about a journal entry in the cafe pointing at the wrong entry
  • Fixed crash on launch for users with certain language settings

[h3]MODDING[/h3]
  • Fixed formula 'w2' sometimes using main hand weapon instead of offhand
  • Added 'setGlobalVarToZoneProperty' Task
  • Added base 'tNewDay' trigger that does nothing
  • Added SupportAbility.supportAbilReplaceAliasID which allows other passives to treat this like it is one of their supportAbilsToReplace
  • Fixed ActorType cloneFrom not including ruinModeSupportAbility
  • Fixed 'purge' not properly canceling delayed abilities
  • Fixed rare crash with AI evaluating the results of certain item actions
  • Modded drawOrderFX now use texture size as sourceRect if it isn't specified
  • Mods can now specify colors by name, by R,G,B format, or by R,G,B,A format
  • Fixed cloned ItemTypes counting against maximum of 20,000 ItemTypes limit
  • Slightly optimized loading FormulaGlobals
  • Slightly optimized texture loading


[h3]v1.5.963[/h3]
  • Fixed cloneFrom not working correctly for mods

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)!

[h2]CHANGES[/h2]
  • 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

[h2]MODDING[/h2]
  • 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