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Horizon's Gate News

Version 1.5.85: Salvage Station

When you've completely mastered the Salvage Station, it can get a little dull and easy... so now it will ramp up to a bigger challenge and give better loot! After wave 4, you'll only find valuable gems or rare items, but good luck making it past wave 6...!



[h2]GAMEPLAY[/h2]
  • Salvage Station now spawns extra strong, slow Cleever after wave 6
  • Salvage Station wave 4+ loot improved
  • Sharpshooter's 'Piercing Shot' now applies augments & enchants to the furthest target
  • Ravager's 'Destroy' MP cost reduced from 5 -> 3
  • Spell Archon's 'Wind Imbue' MP cost increased from 6 -> 9
  • Increased Hacker damage from 7 -> 8
  • Reduced Silver Shovel cost from $7000 -> $1500
  • Searth now sells more consumables at 90% and Chain of Command at 100% wealth level (new games only!)
  • Runewald now sells The Icepick at 90% wealth level (new games only!)
  • Port Alphe now sells Twain Axe at 100% wealth level (new games only!)

[h2]FIXES[/h2]
  • Fixed pushes from certain angles not working
  • Fixed Warpblade's 'Gate: Onslaught' not dealing Physical damage, and improved its FX
  • Improved Swashbuckler's 'Sweeping Strikes' FX
  • Fixed Shiftcloak's 'Backstep Shot' lacking sound effects
  • Fixed Backblaster not inflicting self-damage correctly when used with certain abilities
  • Fixed Hacker not increasing Axe Skill correctly when used with abilities
  • Fixed delay if killed by a counter attack while using Double Tap
  • Fixed friendly NPCs in town rarely taking fall damage and starting combat
  • Fixed crash when spreading Viral through a target that is disappearing
  • Fixed being unable to bind R3 (Right Joystick)
  • Fixed Negate's damage protection being affected by Lifebead Necklace and Essence Converter
  • Fixed Revive not curing Poison
  • Fixed Burst Pod Rakthol not exploding if stunned
  • Fixed Market Rate not being shown on map for player-owned ports
  • Fixed fleet cargo sometimes being different when trading vs. looting after combat
  • Fixed controller actor inventory auto-opening too soon
  • Made certain postgame dungeon enemy more likely to use alternate attacks
  • Made certain postgame ultraboss unable to harm certain allies with their big attack
  • Attempted fix for rare actTimer bug at the start of Salvage Station combat
  • Fixed Training Grounds trainer not having a 'Goodbye' option
  • Fixed typo in Scourge's Rivalry passive description
  • AI now accounts for priority rating when comparing value of KO'ing a target
  • AI now does not expect to KO a Negate'd target
  • Minor AI optimizations

[h2]MODDING[/h2]
  • Increased max number of journal goals to 18
  • Fixed not being able to override existing ActorPrefabs
  • Added new palettes p87 - p107 for mods to use

Version 1.5.83: Deploying improvements

More fixes, better conveyor belts, and a new Glow Dart item just for fun.



[h2]FEATURES[/h2]
  • Added 'Glow Dart' item made from Gloam Shroom Chunk and Dart
  • Toxic Powder can now be made from Bone Dust and Slugvine
  • Mechanist's 'Deploy Conveyor' can now be laid under a target and pushes 1 tile when first deployed


[h2]BALANCE[/h2]
  • Final round of the Arena now spawns 3 top tier, 1 mid tier, and 1 low tier enemy instead of 5 top tier enemies (also applies to Elite Arena)
  • Improved loot of 4th+ wave of Salvager Station
  • Ice Block duration reduced from 1000t -> 400t
  • Launch Buoy price reduced from $9999 -> $8000

[h2]FIXES[/h2]
  • You can now always reach items/objects that are 1 tile diagonally from you
  • 'Summon Zoar' area of effect now more reliably targets tiles Zoar can occupy
  • Fixed Market Rate resetting to 100% if a trade would bring it from above 100% to lower than 100%
  • Fixed trade goods sold by fleets being 50% cheaper than intended
  • Fixed Blunderbuss applying bonus center damage to every tile with certain weapon-based abilities
  • Fixed Blunderbuss being able to select the same target more than once with Multishot
  • Fixed Heavenpiercer boosting enemy morale when used with certain weapon-based abilities
  • Fixed items duplicating when an item is left on your ship and you fight multiple naval battles before repairing
  • Fixed Instant Aid status staying active indefinitely if you flee combat
  • Fixed Shroud's Blind being marked as Ruin element
  • Fixed Arena allies not having abilities if you fight in the arena multiple times per session and happen to add an ally with the same ID as before

Version 1.5.81: Ability & economy tweaks

Time for the first patch of 2022! Alongside minor tweaks to Shiftcloak and Sage abilities, there are some subtle but impactful changes to trade.

Maxing out a port's Wealth Level to 100% is now cheaper - in fact, it will take $10,000 less per port. However, repeated trade trips to the same destination in a short time are now less lucrative - port Market Rate recovers much more slowly now. (Remember, Market Rate recovery speed is based on a port's Wealth Level and the Wealth Level of nearby allied ports!)

[h2]GAMEPLAY[/h2]
  • Sage's 'Growth' cast time reduced from 8 -> 7
  • Sage's 'Dispel' cast time reduced from 8 -> 7
  • Enchanter's 'Counter Enchant' duration now properly scales from both Skill and Magic Attack
  • Shiftcloak's 'Whirl' no longer bypasses half Magic Defense
  • Shiftcloak's 'Distracting Aura' now triggers on the start AND end of your turn
  • Port Wealth Level is no longer twice as expensive to increase past 90% when investing
  • Greatly reduced daily Market Rate recovery from 0.5 -> 0.15
  • Salvage Lost Cargo job total fame requirement increased from 500 -> 1000
  • Salvage Lost Cargo job base reward increased from $1250 -> $1500
  • Improved average loot quality of certain Grove shrines
  • Changed visual style of Invisible status
  • You can no longer request royal ship escorts while you already have one
  • You can now dismiss royal ship escorts when requesting a boon
  • Royal ship escorts now turn on you if you attack your own faction
  • Arena fighters no longer lose bonus ability ranks or passives from RUIN mode when joining you
  • Arena fighters in earlier rounds no longer can learn Break Weapon or Break Armor
  • Moved Elite Arena final round spawn spot 1 tile further away so 1st enemy round is less brutal
  • Made drake's fire breath look a little bit cooler

[h2]FIXES[/h2]
  • Fixed ship movement cannon previews incorrectly being blocked by caster's current position
  • Fixed Junk items occasionally showing up in 3rd-level monster dens
  • Fixed Growth Trigger not growing plants
  • Fixed being able to teleport out of the arena between fights
  • Moved arena triggers so you can't sneakily climb into them using Lattice Weeds
  • Fixed crash if you try to sell an "empty" item by crafting while trading
  • Added error detection/retry for rare grove generation corruption bug
  • Fixed Market Rate displaying as less than 50% during trading
  • Fixed controller cursor showing up when jumping over obstacles in combat
  • Fixed time bonus on Sailor's 'Smellingsalts' showing even at rank 1
  • Fixed 1/5 cafe visitors to player-owned ports being speechless
  • Cleaned up some dirt in Jasce's throne room

[h2]MODDING[/h2]
  • Added Actor.useAIevenWhenControllable (probably will be buggy)
  • Added new formula "m:locIsPort" that returns 1 if the nearest or current Location is a port.
  • Fixed crash when using "m:locWealth" or "m:favorWithLoc" when not near a port.
  • "addTalkerToParty_temp" now retains RUIN Passives and ability ranks if in RUIN mode

Version 1.5.7: Big Hand Mode

For those of you with big screens - finally you can embiggen the cursor to match! There is a new checkbox in the options menu to double cursor size.



[h2]1.5.7[/h2]
  • Added "Double Cursor Size" option
  • Items dropped during boarding are now found as loot after battle no matter what happened to the ship it was on (sunk, captured, etc.)
  • Luss now sells more Launch Buoys (new games only!)
  • (Modding) Right before entering ports, DialogNodeOverrides for "tryEnterPort" are now checked
  • (Modding) Ctrl+Z in build mode now undoes only one terrain change, unless you hold the key for >0.65s.
  • (Modding) Fixed crash when applying SpawnData via a SpecialSpawn

Version 1.5.6: Critical passive bugfix

Since v1.5.5, casting has been interrupted any time a Counter or Critical passive would potentially trigger. Time to fix that and a few other small things!

[h2]v1.5.6[/h2]

[h3]FIXES[/h3]
  • Fixed Counter or Critical passives interrupting casting whenever you are hit by an effect
  • Pirate spawn rate is now greatly increased while player has a "Defeat Pirates" quest
  • Fixed AI sometimes becoming invisible when struck by Counter Warp and Shield Bash
  • Fixed Counter Push not triggering on friendly fire

[h3]MODDING[/h3]
  • Text in fields with dropdown lists (such as TriggerEffect IDs) can now be autocompleted by pressing Tab or Shift+Tab