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Horizon's Gate News

Version 1.5.952: Big Tooltips

A bugfix update just in time for the Turn-based RPG fest! This fixes some rare bugs and some crashes that non-english language computers were running into. And there's a new option that lets you make tooltips huge (great for Steam Deck)!

[h2]v1.5.952[/h2]
  • Added 'Double Tooltip Size' option
  • Fixed being able to turn in infinite Lost Documents if they are stored inside a container
  • Fixed error message when Viral is applied near a KO'd creature
  • Fixed crash with certain characters in text (they are now replaced by
  • )
  • Fixed Salvage quest goal being able to very rarely spawn inside Cragrook
  • Fixed mistitled journal entries for Basic Equipment, Weaponry, and Huge Rope
  • (Modding) Fixed ItemType special.fullTileHitbox not working with custom sprites
  • (Modding) doubled max number of item types from 10,000 -> 20,000 to fix crashes if someone subscribes to every mod ever made
  • (Modding) 'removeItemFromParty' task now properly removes items from inside carried containers

Version 1.5.951: Speed & convenience

More speed, more polish! This patch is for getting rid of minor pain points and speeding up slightly inefficient dialogs.

Also, a fun new feature for crew planning! Ever forget what classes you were going to give to the 6 crew members manning your 7th Windjammer? Now you can give them all little bookmarks on their class window and never forget again!

  • Can now 'bookmark' classes by Right-clicking or pressing Ability Select (default: Y) on them. Bookmarking is purely a visual reminder to help you remember what classes you'd like to use later.
  • New hotkey: Speed Up (Toggle) - Press once to speed up enemy turns until it is pressed again
  • Speed Up Enemy Turn now shows a fast forward icon in the top left while active
  • Holding the 'Stash/Cargo/Crew' button while clicking 'Loot All' on a container now sends all items to
    Stash/Cargo
  • Added 'Swap' dialog option for Moored ships at the Harbor
  • Added dialog option to Give 3 Lost Documents at once to faction leaders
  • Added dialog option to convert 5000xp into 5 Stars at the Training Ground
  • Food tooltip now shows the amount of Deluxe Rations in cargo if you are out of Food
  • For players that keep accidentally talking to Loke in Searth - he will eventually relent and just let you buy goods from him instead of making you walk inside
  • Replaced Repair Kits with Gold in the beach intro section
  • Improved performance when drawing many lights
  • Added example text to 'Dyslexic-friendly Font' option tooltip

[h2]BUGFIXES[/h2]
  • Fixed display issues with large fleet and long ship names when Mooring ships
  • Fixed 'Home Sweet Home' achievement not unlocking for players using controllers
  • Fixed inconsistent calculations of ranged attacks around certain wall corners
  • Fixed being able to lose stats if you save and load while a party member is dead
  • Fixed Geomancy granting Wind Skill even when near water
  • Fixed Arc Lance being able to strike friendly NPCs in town

[h2]MODDING[/h2]
  • Added support for setting 'flip' in drawOrderFX definitions
  • Added 'howmany' and 'howmanyWorld' console commands
  • Added 'tNegativeStatuses', 'tStatuses', 'casterCurrentTurn', and 'casterNotCurrentTurn' maths
  • Fixed 'partyItem' formula not accounting for items within containers
  • Fixed dialog specialEffect 'incOnNewDay' not working properly
  • Fixed controllable summons with abilities not having access to them if summoned in combat

Version 1.5.945: Single Tap fix

One of the mod features added in the last patch accidentally broke the Ranger's Double Tap so that it did not, in fact, double tap - so here's a small bugfix patch! Now it will properly attack twice.

[h2]CHANGES[/h2]
  • Fixed Double Tap only doing one attack when using a weapon
  • Fixed Escape/Cancel button being able to select dialog options that are disabled
  • Slightly improved Formula calculation speed (should speed up AI and some mods a tiny bit)

[h2]MODDING[/h2]
  • Fixed crash when capturing a ship that is part of a sea monster fleet
  • Fixed tLoadGame GlobalTrigger being called on main menu and new game
  • Fixed ActorPrefabs with "controllable=True;" crashing
  • Fixed 'transferReverse' not working
  • Locations that are hidden by discoverable_fReq becoming false can now be re-discovered
  • Escape/Cancel button now searches for a valid DialogOptions from the bottom up instead of top down
  • Disabled filename-unsafe characters in Zone ID field



[h2]v1.5.945b[/h2]
  • Fixed crash when pressing Escape/Cancel when there are no dialog options

Version 1.5.944: More little fixes

Various convenience items are on the list today, like reporting Monster Den quests anywhere and losing less morale when you run out of food. Not the most exciting patch, but it is a big one for modders!



[h2]CHANGES[/h2]
  • When using a controller, holding the Map button for >0.5s now lets you interact directly with the map
  • Completed "Clear Monster Den" quests can now be reported to any guild
  • When you run out of food, the morale penalty is lessened based on how much food you had left
  • Adaptability XP cost reduced 750 -> 350
  • Fixed certain actions without animations being delayed if in critical HP
  • Fixed being able to interact with the main menu while Save/Load/Options/Mods windows are open
  • Fixed incorrect line of dialog when asking Reeve about Buralk as a Buralk
  • Added extra achievement tracking (now also stored per-save) just in case
  • Increased speed of pathfinding algorithm (thanks rcfox!)
  • Fixed AI plan for enemies that get killed and disappear during movement being reused by summoned enemies of the same type

[h2]MODDING[/h2]
  • FXOnTileColor, FXOnHitColor, etc. now also accept RGB values (ex: 255,255,255)
  • Added "fReq_queueAnotherAction" to Action for conditional queued Actions
  • Non-humanoids can now react to 'dodged' and 'blocked' elements
  • Fixed ActorType previewSprite being offset incorrectly in character select for party members
  • Fixed edge case crash when replacing an existing GlobalFormula using certain naming conventions
  • Fixed certain creatures softlocking when using class abilities that use the 'charge' animation
  • Fixed minimap crash on zones wider than 500 tiles
  • Fixed error when shield skill is modified before actor inventory is loaded
  • Fixed actions that use HP/MP being incorrectly calculated if Max HP/MP are raised by temporary effects
  • Fixed 'escOption' DialogOptions ignoring specialEffects if called by pressing Escape
  • Added "min" and "max" formula prefixes
  • Added "round" formula prefix
  • Fixed SpawnData never spawning the last entry in the availableArmors list
  • Fixed "partyItem" formula counting items in the party's inventory twice
  • Viral now cannot spread through Actors with a Reaction to viral with damageMultiplier=0;
  • Added Faction spawnInZone property (defaults to eral)
  • 'addTrigger' TriggerEffect now assigns the new trigger's numID properly
  • Added 'removeTrigger' TriggerEffect
  • Added 'setGlobalVar_toActorID' triggerEffect that sets a variable to the triggering actor's ID
  • Added 'transferReverse' actorValue that is like 'transfer' but from target -> caster
  • Added formula 'swapCasterID' and 'swapTargetID' prefixes
  • Added formula 'actorsOfType' that counts actors in the zone (ex: actorsOfType:spide)
  • Added Lua command "setGlobalString()" to set GlobalVars that are strings
  • 'mod' formula now ignores colons, periods, and operators in mod names
  • 'mod' formula now returns 0 for mods that are enabled but their data has been deleted
  • specialEffects in dialog now accept special @ substitutions, such as "@GmyVar" for a GlobalVar or "@APlayer" for the player's Actor ID. The full list is below.


Full list of specialEffect substitutions:
@X,@Y = coords (@X8.5,@Y6)
@T = travel point (@TA2)
@G = globalVar (@GmyVar)
@S = treat as string (@S47)
@APlayer = ID of player
@ACurrent = ID of current turn
@ATalker = ID of dialog speaker
@XYA gets coords of actor as above. (@XYAPlayer)
@ alone is the delay of the effect. (@5)
@F is the Formula requirement for the effect. (@Fg:myVar)


An example usage would be:
specialEffect=setGlobalVar,myVar,pop;
specialEffect=fx,@GmyVar,@APlayer,@1;


This example stores the name of an FX in a variable, and then plays it on the player.

You can take advantage of these capabilities in normal Triggers by using the "executeDialogEffect" TriggerEffect.

Version 1.5.93, and a new game announcement: Kingsvein!

Updates on Horizon's Gate continue - even while I'm making another game! I recently announced Kingsvein, a brand new Tactics RPG set in an infested castle deep in the weird realm of Graven.

[previewyoutube][/previewyoutube]

It may not be a naval game like Horizon's Gate, but it definitely features the same tactical combat goodness! Instead of sailing, you'll ride your trusty wyvern mount around a metroidvania-style city with a customizable party of Diecast knights. It will be out later in 2023! Please give it a look and wishlist if it interests you!

https://store.steampowered.com/app/2276830/Kingsvein/

[hr][/hr]
For Horizon's Gate, v1.5.93 brings some convenience and balance changes, improving a few lategame abilities and making it easier to get around with big fleets. Try setting up a route with cheaper Launch Buoys to zoom past all the sea monsters!

[h2]CHANGES[/h2]
  • Sea Monsters weak enough to be ignored will now only start dialog if they get extremely close
  • Fleet speed is now reduced based on how much extra cargo over the limit is carried (-1 per 30 cargo)
  • Player-established port Item Stores now sell 3 random Ability Tablets (applies to newly established ports only!)
  • Added a new status effect journal entry for Charging, Casting, and Glowing

[h2]BALANCE[/h2]
  • Launch Buoy price reduced from 8000 -> 5000
  • Swashbuckler's Mug now always demoralizes, but doesn't deal extra damage when stealing
  • Increased Minstrel's 'Cheerful' and 'Critical Oath' duration from 35 -> 40
  • Increased Spell Archon's 'Magic Residue' MP recovery from 3 -> 4

[h2]FIXES[/h2]
  • Fixed having a two-handed weapon with your other hand full preventing Negate from working
  • Fixed Condra not selling an Ability Crest at 100% investment (new saves only)
  • Fixed status effect stat bonuses (such as +1 Ice Skill from Ice Enchant) stacking when loading a save
  • Fixed being unable to use 'Escape' or 'Cancel' to return items picked up from under allies
  • Fixed screenshake being increased permanently after a vertical screen shake occurs for the first time

[h2]MODDING[/h2]
  • Fleet speed penalty based on extra cargo can be adjusted with "cargoPenaltySpeedMultAdjust" globalVar (ex: setting cargoPenaltySpeedMultAdjust to -0.5 reduces the penalty by 50%)
  • Ctrl+C now copies text of currently selected text field into clipboard
  • Added a "Copy to Clipboard" button to Actor editor window
  • Added ModSamples/PaletteSample.txt to explain palette modding
  • Can now change Guild Quest frequency using the format given in ModSamples/QuestTypeSample.txt
  • Added Location.dialogNodeID property, which starts dialog when trying to enter the location
  • Added a "mod:" formula for checking if a mod is enabled (Example: mod:SailingFastForward)
  • Added AvAffecter.hideActEval, which if true does not show the AvAffecter on the preview window but still shows floating damage numbers
  • Added 'setTileTerrain', 'addLocationUnlockable', 'setZoneBGFX', 'setZoneRollingPinStyle', 'setGlobalVarPlusZoneID', 'appendToGlobalVar_zoneID', and 'appendToGlobalVar_locID' triggerEffects
  • Fixed 'appendToGlobalVar_math' dealing with strings instead of math
  • w:unarmed can now be used to check if a weapon slot is empty
  • Fixed TerrainType sideSprite and wallSet48_noScaleY_96down only using terrain.png instead of the specified texture
  • Fixed issue with Zone bgFXID that prevented certain FX from working
  • speakerOverrides and 'talk' Trigger Effects now work on incapacitated Actors