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Horizon's Gate News

Version 1.5: New classes: Ranger & Scourge! New postgame dungeon!

To celebrate the open world sale, here's a hefty patch! Two new classes, unlockable at any point (no trainers needed) and a big, difficult dungeon to tackle in the postgame.

[h2]FEATURES[/h2]
  • Two new classes!!
    • Ranger - a Sharpshooter-Sage that applies salves & toxins to weapons.

    • Scourge - a vicious Gladiator-Rogue that specializes in debilitating whip attacks.

    • Both classes are 1st-row classes and are accessible without a trainer.
  • Added a new sprawling post-game dungeon with a stupidly hard final boss and unique items! (Can be found at the ruins of the final dungeon.)
  • While preparing to use an action, pressing 'Show Tooltips' (Tab) toggles through actors in the area of effect, so you can preview effects on them
  • While preparing to use an action in combat, 'Next Character' (> or RB) and 'Previous Character' (< or LB) buttons toggle through actors in the area of effect so you can preview effects on them
  • Added extra item unlocks to various ports (NOTE: applies to new games only!)
    • Added Heavy Vambraces (+2 Defense, +1 Time To Act) at Searth
    • Added 1 Golden Scabbard as 100% wealth unlock at Jascias
    • Added 1 Silver Mitts as 100% wealth unlock at Dolor
    • Added 1 Crystal Goggles as 100% wealth unlock at Runewald
    • Added 1 Shining Saber as 100% wealth unlock at Condra
    • Added Dart Bandolier as 70% & 90% wealth unlock at Ralkhome
    • Added 1 Dart Bandolier as 70% wealth unlock at Nordock
    • Added 1 Brass Dragon as 90% wealth unlock at Ash Port
    • Added 1 Hacker as 90% wealth unlock at Fantlin
    • Added 1 Aer Mantle as 80% wealth unlock at Solport
    • Fixed Solport not unlocking an Ability Crest at 100% wealth level

[h2]BALANCE[/h2]
  • MP cost for Brawler's 'Pummel' increased from 0 -> 4
  • MP cost for Sharpshooter's 'Multishot' increased from 2 -> 4
  • MP cost for Berserker's 'Frenzy' increased from 0 -> 3
  • Ice Reaver cannon slots increased from 3 -> 4
  • Perfect Cache cargo bonus increased from 6 -> 8
  • Sailor's 'Rope' and 'Heave' are now 100% accurate
  • Tall Grass now grants +20% Dodge regardless of flanking

[h2]FIXES[/h2]
  • 'Crew Inventory' (Start) on controllers now automatically snaps to the left side of the screen to prevent overlap
  • Controller single-press on the current player now opens the class window (doesn't require double-press)
  • After trading, List/Grid mode for Stash now reverts to whatever it was before entering dialog
  • Controllers can now use 'End Turn' (Start) button to confirm multi-target actions without selecting all targets
  • Fixed Rasmen sometimes not getting the full evasion bonus when attacked directly from behind
  • Fixed misbehaving areas of effect for spears and greatswords with secondary effects when used with single-target abilities
  • Fixed 'Counter Push' not being affected by its user getting pushed
  • Fixed AI thinking it can push allies out of attacks that always hit all characters
  • Fixed Scout's 'Trip Up' & Rogue's 'Gouge' FX delay causing secondary effects to miss when used with pushes/pulls
  • Fixed Fire/Ice/Lightning/Wind Enchant FX delay causing them to miss when used with pushes/pulls
  • Fixed Preserve causing game overs if the main player is KO'd and all other PCs are preserved or KO'd
  • Increased max # of effects the action evaluation window can show to 15
  • Added anti-mash protection to Timed Hits
  • Reduced lag in the final dungeon
  • Fixed repeated sound effect when an pushing an object into a wall
  • AI no longer uses Sidestep
  • Fixed Wind Imbue/Push Trigger's pushes being affected by wind resistance

[h2]MODDING[/h2]
  • Fixed ZoneMerge duplicating items
  • Element.combatEnd is now applied to Actors
  • Added int Action.casterAnimationLoops and string Action.queueAnotherAction
  • Added Action special.repositionIfCasterIsPushed & special.doNotApplyActionUsedToItemUsed
  • Added Formula "dsa" which evaluates a specified globalFormula if you have the specified support ability
  • Added bool ActorValue.removedByNegativeMagnitude
  • Fixed TriggerEffect.fReq not working
  • Fixed Effects with magnitude=0; being removed immediately even if they have a formulaMod
  • Fixed clicking on Location buttons on the minimap not on the overworld causing a crash

Version 1.4.6: Ship research!

More player-established port tweaks and improvements! Player-built Shipwrights now let you research any ship type (for a fee). There are also some fun shield changes and a new slightly-less-easily-cheesed Salvage Station layout.

[h2]FEATURES[/h2]
  • You can now research ship types at player-established Shipwrights!
    • By disassembling a ship and paying its full value, you can learn how to build new ships of that type.
  • Player-established ports now have occasional generic NPC visitors to chat with
  • Fang Shield now inflicts mild poison to adjacent Blocked attackers
  • Electro Shield now inflicts light electric damage to adjacent Blocked attackers
  • Tall Grass now grants +20% Dodge to anyone standing in it
  • Reworked Salvage Station layout (NOTE: only applies to games that have not yet visited the Salvage Station!)
    • Enemies start farther away and spawn in smaller amounts during initial waves
    • Newly spawned enemies are positioned to be harder to immediately push off the platform
  • Added "Total Stars Spent" indicator to top right of Class Window

[h2]BALANCE[/h2]
  • Increased cargo of Full-rigged from 120 -> 130
  • Increased value of Glacier from 35500 -> 40000
  • Increased value of Blackwing Galleass from 36000 -> 40000
  • Reduced value of Stormcutter from 52000 -> 38000
  • Shellworm Shield Dodge increased from 16% -> 18%
  • Increased amount of Ray Oil recieved from larger/harder Megaray encounters by ~40%

[h2]FIXES[/h2]
  • Fixed being unable to gain XP after reaching postgame*
  • Added journal entry for Tall Grass
  • Made "CAN'T REACH" message show more consistently
  • Pressing the class select buttons twice now properly clears class selection mode

[h2]MODDING[/h2]
  • Added Location.discoverable_fReq
  • Added fReq field to individual TriggerEffects
  • Improved build mode text field right-click dropdown list behavior & appearance
  • Added ItemType special property 'applyAVEffectsToTile', which makes ItemEffect apply to any actor standing on the item
  • now displays the name of the specified Location
  • Added elements 'dodged' and 'blocked'
  • Added Formula calculations 'cFromSource', 'tFromSource', 'dMin'
  • FormulaGlobals now correctly override existing formulas if you refer to them using 'dMax' or 'dMin'
  • Improved Automaton sprites slightly
  • Enabled non-Steam Workshop app download option for mods

*NOTE: Postgame saves from before this patch require entering the console command "set dontAwardAfterCombat 0" to re-enable XP gain. (Press Shift and ` to bring up the console.)

v1.4.61
  • Fixed tooltip offset bug when 'Look'ing at items

Version 1.4.5: Megarays, mod UI, ZoneMerge

Fairly standard patch today - some tweaks to sea monsters, crash fixes, and a handful of modding improvements. Rays are now a little more forgiving when you've just started out, and Amnitorsk hunting is much more lucrative.

The build mode interface is now a little nicer, and ZoneMerge is a new tool to play with that allows mods to make changes to the overworld or existing ports and dungeons.

[h2]BALANCE[/h2]
  • Warden's 'Barrier' duration reduced from 80t -> 70t
  • Most Megaray encounters now only have 1 Megaray until the player gains 50+ fame or defeats some Megarays
  • Ray Oil value increased from $16 -> $22
  • Massive Gem value reduced from $5000 -> $2500
  • Amnitorsk Crystals now turn into a Massive Gem ($2500) instead of a Huge Gem ($1000) when broken

[h2]FIXES[/h2]
  • 'Sealed Door' is now added to your journal even when using the 'Skip Intro' option
  • Fixed crash with certain sequence of events glitching AI calculations during boarding
  • Fixed crash when investing beyond 90% in Wraele
  • Fixed Mythril Greatsword only having 1 augment slot
  • Fixed postgame dialog sometimes triggering without beating the final dungeon
  • Fixed crash if your ship sinks from lightning in the overworld

[h2]MODDING[/h2]
  • Improved readability of Build mode windows
  • Fixed AvAffecter actorValue 'task' not working
  • Added m:casterIsTarget and m:casterIsntTarget
  • World time can now advance when not in a boat by setting the globalVar "worldTimeOnFootMult"
  • Added new mod type "[ZoneMerge]", which can add a small chunk to a pre-existing zone!
    • Uses the same format as [Zone] but with the additional properties "mergeWith", "X", and "Y".
    • There is an example ZoneMerge in the ModSamples folder that adds a boat to port1.
    • Applies once for any save that enters the zone, even saves that have already been in that zone.
      • Is applied the next time the player enters the zone (not including loading a save).
      • ZONEMERGES OVERWRITE EXISTING ITEMS! Be careful that it doesn't overwrite important things.
      • Once applied, it sets the globalVar zoneID + "_merged" (ex:myModZone_merged) to 1 as a way to remember not to reapply the same merge ID to that save file.


---

I also turned a scrapped feature into a new 'official' mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2434926076
I ended up deciding not to include it in the standard game experience, but if you're an advanced player that has run out of uses for royal favor, give it a try!

Version 1.4.41: Anniversary patch! (Postgame & new Sharpshooter passive!)

It's already been an entire year since Horizon's Gate released! Let's celebrate with some patch notes:

[h3]FEATURES[/h3]
  • You can now keep playing after beating the game!
    • A new save called "Won!" is automatically created that puts you at the exit to the overworld.
    • After winning, all gameplay is the same, except:
      • Reeve can no longer be asked for advice on short-term or long-term goals
      • Dominio fleets spawn less frequently
    • NOTE: postgame saves created from existing saves that already visited the final zones before this patch will have a cosmetic bug where the final journal goal does not appear completed.
  • New Sharpshooter passive: Sniper
  • Taught the AI how to push enemies into or out of some obstacles and spells
  • Increased max XP from 99,999 to 999,999

[h3]BALANCE[/h3]
  • Increased MP recovery of Bloodring from 1 -> 2
  • Reduced Silver Tower's Dodge from 26% -> 24%

[h3]FIXES[/h3]
  • Brawler's 'Iron Hands' now applies to unarmed attacks made with 'Thousand Fists'
  • Dispel effects now douse Lit Megabombs
  • Lit Megabombs placed before the final encounter are now doused
  • Fixed unsheathe animation looping
  • Fixed actors not being able to fall off ledges while they are busy (stunned, acting, etc.)
  • Fixed lower-investment port unlockables that are later unlocked in greater (or infinite) quantities not being unlocked (NOTE: fixed for new games only)
  • 'Highlight All' now works when using a controller
  • Added info popups for the controller during the tutorial
  • Rogue's 'Stealth-sense' now activates whenever you are in 'Use' mode with a controller
  • Fixed cargo sometimes getting stuck on left side of fleet loot screen when using a controller
  • Deeds purchased when using a controller will now be placed outside instead of in the player's hands (which prevented moving)
  • Fixed being unable to select "DONE!" button in chargen with a controller if mouse or keyboard is used prior

[h3]MODDING[/h3]
  • Fixed Location mods not being loaded in the specified mod load order
  • Incorrect or misspelled data types now generate an error message when loaded if debug mode is enabled
  • Newly loaded mod locations are now automatically given the "mod" tag which prevents neutral fleets from spawning there
  • Fixed new ActorValues not being correctly saved when used as permanent effects
  • Added Effect.formulaMod, which adds a modifier that is constantly recalculated
  • Added @F to specialEffect, which can specify a formula requirement (ex: @Fg:gVarID)


It's been a joy to keep working on this thing. In the past year, there have been over 30 patches, adding a new class, 5 new locations, new mechanics, controller & workshop support, and all sorts of other stuff. And I have many more patches planned!

Thank you all for your help with feedback, bug reports, modding, and most of all:

Version 1.4.31: Player port tweaks & bugfixes

A small set of balance & bug fixes this time, with minor tweaks to several abilities and an overall increase to the earnings of player-established ports.

[h2]v1.4.3[/h2]

[h3]BALANCE[/h3]
  • Defiler's 'Absorb Aura' MP drain increased from 3 -> 5
  • Gatekeeper's 'Realmsense' now also grants +5% Resistance
  • Swashbuckler's 'Bolt Balestra' MP cost decreased from 5 -> 4
  • Shiftcloak's 'Shift Stab' MP cost increased from 0 -> 1
  • Increased player-established port daily base vendor $ from 5 -> 6
  • Increased player-established port daily vendor $ per XP from 1:2500 -> 1:2000
  • Increased player-established port daily XP gain from +0.5 -> +1
  • Increased player-established training ground daily XP gain bonus from +2.5 -> +3
  • Final floor of Ahlvarza now spawns fewer enemies until your first win
  • Investigator port investment info cost reduced from $800 -> $500
  • Investigator fleet position info cost reduced from $500 -> $300
  • Investigator trade demands info cost reduced from $300 -> $200
  • Item Stores at player-established ports now unlock a single Ability Crest when all port buildings are complete (NOTE: only for player ports established after this patch!)
  • Enemies no longer uses Mug


[h3]FIXES[/h3]
  • Window maximize state is now remembered and applied on startup
  • Fixed weather being cleared when entering fleet combat
  • Fixed selector when bringing up movement via keys/buttons being inconsistent sometimes
  • Fixed crash on mousing over certain action icons in combat timeline
  • Fixed dialog window for certain investigator dialog being too small
  • Disabled Alt+Enter fullscreen toggle, as it was causing issues & bugs


[h3]MODDING[/h3]
  • Added support for GlobalAoE mod type
  • ActorType.movementType can now specify a GlobalAoE ID to use
  • Added formula 'm:cMinCrew'



[h2]v1.4.31[/h2]
  • Fixed bug where Aphest's movement trait would be applied to non-Aphest when scrolling past Aphest during character creation
  • (Modding) Fixed Faction mods not working