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Horizon's Gate News

Version 1.3.5: Engine upgrade! Now using FNA & 64-bit only!

I put it off as long as I could, but I finally made the big technical change required for further development - Horizon's Gate now runs on FNA, and from here on, it is ONLY 64-bit! Read on for the details:

[h2]v1.3.5[/h2]
Horizon's Gate has been converted from XNA to FNA! What does this mean exactly?
  • Development on Horizon's Gate and any future games using the same engine can continue!
  • XNA was extremely difficult to set up on new computers - now I can work on it from anywhere.
  • I'm no longer screwed if the one single computer I had XNA on dies!
  • I can finally use modern tools! With XNA I was locked into using Visual Studio 2010.
  • Porting to other platforms is still very unlikely, but is now technically possible.
    • (There's still a ton of work and testing required for any port, so don't get your hopes up)

Additionally, Horizon's Gate is now a 64-bit ONLY app.
  • Why? Because 32-bit apps have a hard memory limit which I was hitting. Now I can add new images, sounds, and songs!
    • v1.3.5 and onward will not run on 32-bit-only computers (supposedly less than 0.5% of Steam users).
    • v1.2.1 will remain available indefinitely for users who can only run 32-bit applications.
      • To use v1.2.1, right-click Horizon's Gate in your Steam Library, select Properties > Betas, then select "v121" from the dropdown list.

[h3]BALANCE[/h3]
  • Ravager's 'Despair' base MP drain increased from 1 -> 4
  • Warrior's 'Battlecry' base accuracy increased by 20%
  • Gatewarder's 'Gate: Shield' ranks now grant +10t duration instead of +1 max range
  • Warden's 'Enduring Negate' passive protection increased to 1 + half your Life skill

[h3]BUGFIXES[/h3]
  • Fixed Revel duration being 5t instead of 50t
  • Fixed resolution settings showing when using Borderless Fullscreen mode
  • Fixed weather effects stopping after the second scene of the intro
  • Fixed Hagger not automatically joining the landing party when hired
  • Fixed crash when opening class window after uninstalling a class mod you had equipped

[h3]MODDING[/h3]
  • (Modding) comments "--" can now be added after code in the same line
  • (Modding) Added special error detection for mods that identifies some missing semicolons for the modder
  • (Modding) Fixed XP drain attacks not working
  • (Modding) Added console command 'listfx' which displays a list of all FX

Version 1.2.1: Menu buttons + borderless toggle

Small patch with a few minor features and improvements. The main menu looks a bit better now, and those that prefer "standard" fullscreen rather than borderless windowed mode now have a toggle.



[h3]v1.2.1[/h3]
  • Improved main menu button graphics
  • Added toggle for Borderless fullscreen mode
  • Star costs to upgrade HP/MP/Skills now max at 99
  • Highlights now darken briefly when clicking, for improved feedback
  • 'End Turn' (default: Start) now points controller pointer at 'Done' when shopping or looting in dialog
  • Fixed 'explore channel' goal not being completed if all enemies are killed without entering combat
  • Added extra info tracking for rare Cleever salvage station crash
  • (Modding) added 'placeActorFromBoardedShip' task

Version 1.2.03: Itchy Monster Dens

Here comes a big mechanical change - Itchy and Guard are now mutually exclusive! Now those little Spides and Netchals can really disrupt your defenses. (Several Itchy-inflicting enemies have had their stats adjusted to compensate.)

Additionally, there is now a 3rd level of Monster Den with some seriously deadly encounters:



v1.2.03


[h3]FEATURES[/h3]
  • Itchy now REPLACES Guard, and vice versa!
  • Added a 3rd level of Monster Dens for $3000 with 3 possible encounter types. Only available with >700 combat fame
  • Added 'Skip Intro' checkbox when starting a new game (unlocked after beating the game once)
  • Pushing an object that blocks walking into another obstacle now deals damage to both

[h3]BALANCE[/h3]
  • Training Ground daily XP bonus increased from +1.5xp -> +2.5xp
  • Museum daily income reduced by ~6%
  • Balancer's 'Stonefoot' base duration reduced by 10t
  • Bloodweaver attack power reduced by -2
  • Bitfly attack power increased by +1, and an additional +2 in RUIN mode
  • Bitflies now only have 'Bristling Setae' passive in RUIN mode

[h3]BUGFIXES[/h3]
  • Objects pushed by abilities should now be properly blocked by obstacles
  • Fixed Splitworms turning invisible when Frozen
  • Fixed 'secret' (i.e. non-quest) Lost Shipwrecks having no loot (new games only)
  • Fixed shield dodge bonus not recalculating when support abilities are (un)equipped
  • Fixed crash when holding both a cargo and a non-cargo item over your open Stash

[h3]MODDING[/h3]
  • Mods no longer refresh automatically (fixes certain methods of modding causing stacking effects)
  • Fixed trigger window buttons getting desynced after reorganizing trigger effects
  • added new tasks "travel_point_g", "appendToGlobalVar", "appendToGlobalVar_math"
  • "endBoarding" task now sends to 'sValue' zone if specified
  • Added string ActorValue.bubbleIcon
  • Added SpawnDataSample.txt, which explains how to create SpawnData.



v1.2.04
  • Fixed 'Pushable Staircase' not being pushable


v1.2.06
  • Fixed investigators altering the real XY position of locations when converting them to Lat/Long format
  • Museum income now only counts the most valuable item on each table tile
  • Silence is now removed when a character is KO'd
  • Fixed being able to acquire items from dojo combatants by carrying their body

Version 1.2.0: establish ports, info shops, elite arena, & more!

A huge update is ready with new features, a new dungeon, a new enemy type, and some graphical improvements! Check out the specifics below:

[h3]FEATURES[/h3]
  • You can now 'Establish' your own towns at Supply Ports!
    • Build your choice of structures, including a Home, Cafe, Shipwright, Harbor, Smithy, Museum, and more.
    • Assign crew to tend buildings, earning you cash and earning them XP while you're away. (They cannot earn this XP if their total XP exceeds the main character's total XP.)
    • Customize your port by renaming it, recoloring it, and changing the music to your liking.


  • New "Information" shops in each capital! (NOTE: New games only!)
  • Pay for an investigation of:
    • Fleet positions
    • Nearest undiscovered location
    • Port investment unlocks
    • Missed creature journal entries
    • Upcoming trade specials


  • Redens' Arena now only awards an Ability Crest for your first victory. Subsequent victories give Essence Gems. (Pre-existing saves will get one last Ability Crest the next time they beat the arena)
  • New 'Elite Arena' (accessible after you beat the regular arena once) where you fight twice as many enemies. Rewards twice the cash, and gives Ability Crests as the grand prize


  • New location: Frostbite Cave (small dungeon at northeastern Stone Isles)
  • Gladiator's 'Swift' has been reworked to pierce Guard and ignore counter attacks, but only gain +5% Accuracy (increased by +5% per rank)


  • Added 'Netchal' enemy type and 'Itchy Barbs' item, found in hard Monster Dens
  • Added additional 'insect group' hard Monster Den encounter
  • Added support for Paste (Ctrl+V) into text fields
  • Holding Left/Right keys now quickly moves through text fields

[h3]GRAPHICS[/h3]
  • Damage numbers now use background icons, and now have an icon for Physical damage


  • Added background texture to parchment windows
  • Improved magnifying glass graphics for 'Look' mode


[h3]BALANCE[/h3]
  • Increased Spidest defenses by +1
  • Dispel and Cure no longer affect buffs or debuffs from Cafe food
  • Greatly reduced the number of Sleep Darts arena combatants can get

[h3]BUGFIXES[/h3]
  • Items pushed by abilities now move according the indicator arrows instead of diagonally
  • Fixed bug where losing the Arena would disable autosaving after combat
  • Fixed Zoar not being immune to ground-based attacks
  • Fixed world domination dialog not working for Seartial
  • Fixed dropped items being able to stack onto buried items of the same type
  • Fixed ships bouncing off of certain locations instead of entering
  • Fixed crash if you drown while alone

[h3]MODDING[/h3]
  • New 'formulas' console command that lists all globalFormulas
  • Added TaskType.UIPartInputCommand which calls handleUIPartInput_command()
  • DataManager.checkIfZoneExistsInZoneData() now checks mod content correctly


[h2]v1.2.01[/h2]
  • Fixed missing Monster Den set pieces
  • Fixed training dummies being pushable
  • Pushing or pulling a brazier now knocks it over
  • Left/Right journal buttons now 'scroll' through grid pages

Version 1.1.73: bugfixes, better Ironclad & Full-rigged

Time for a big bugfix patch! Also some balance changes, improving certain ships, some spells, and reducing the potency (while improving the consistency) of Critical Recovery.



[h3]BALANCE[/h3]
  • Full-rigged's Downwind increased from +1 -> +2
  • Ironclad's Downwind increased from +1 -> +2 and value reduced from $45,000 -> $40,000
  • Glacier's value increased from $35,500 -> $40,000
  • Blackwing Galleass' value increased from $33,500 -> $36,000
  • Critical Recovery healing reduced from 20% -> 15% HP
  • Critical Recovery healing is now based on 'true' Max HP instead of being reduced by KO penalties
  • Increased Zoar Bat attack damage by +1
  • Increased 'Gate: Avalanche' base damage by +1 and Magic Attack scaling by +20%
  • Buffs are now dispelled when entering a dojo
  • Reduced XP reward decay for very common enemies such as Cleever or Spides
  • Negate status now also negates weapon augments
  • Reduced world domination dialog requirement from holding 26 ports to holding 25 ports
  • Bauen now has 'Bulwark' passive


[h3]BUGFIXES[/h3]
  • Attempted fix for AI targeting tiles outside their allowed range
  • Attempted fix for music GC load error
  • Moving an ally's corpse outside of combat now revives them instead
  • Slightly changed 'Gate: Sky' damage delay to make it more reliably hit enemies that are pulled
  • Fixed Critical passives not triggering when a secondary hit brings the target into critical condition
  • Fixed AI being able to move if they become Immobilized during their action
  • Fixed secondary crew inventory window position not being saved
  • Fixed obnoxious flickering if an invisible ally is holding a light source
  • Fixed light sometimes appearing through solid walls
  • Fixed 'Shift Stab' being able to put the caster inside other characters in certain situations
  • Fixed final boss being able to be displaced by party members or items when it spawns
  • Attempted fix at Admiral or his allies sneakily getting extra turns during cutscenes
  • Fixed Bauen getting crushed into the wall if the player starts the cutscene while in the way
  • Fixed being able to loot some cargo even if all enemy ships flee
  • Fixed 'Deploy Conveyor' range being reduced by difficult terrain
  • Fixed item summon abilities (such as Set Trap or Fire Whirl) sometimes showing selectable tiles where the item can't fit
  • Fixed Galf's allies interrupting his speech and going straight to combat if they detect you
  • Fixed rare case where a moored ship becomes uninteractive until the game is restarted


[h3]MODDING[/h3]
  • AvAffecters with actorValue=task; now pass in the XY of the target tile to the Task, and pass in strings, bools, etc. like dialog specialEffects do
  • new Task 'addItemToContainer' that adds an item of sValue1 type (of quantity fValue1) to the first container (of sValue2 type if specified) found at XY
  • Fixed travel trigger positioning issues with mod procedural content (thanks rcfox!)
  • new examples in SupportAbilitySamples.txt
  • added support for Palette name mods (Example: [Palette] ID=newpalettename; num=#;)
  • added new Light property "palette", which allows non-textured lights to affect palette instead of lighting
  • added "_added_temp" global vars for tracking added setPieces, which are reset after each procgen world