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Horizon's Gate News

Version 1.1.63: Steam Workshop support!

Horizon's Gate now has full 'Ready-To-Use' Steam Workshop support!

There are already many mods to try - check out the workshop here!



v1.1.63

[h3]FEATURES[/h3]
  • Steam Workshop support!!!!!
  • New 'Mods' menu option that brings up options to visit the Steam Workshop, local mods folder, or upload new mods.
  • Can now zoom the map using the mousewheel while hovering the mouse over the map
  • Added new Reeve/Hagger cafe dialog for Ash Port, Dunning-Mars, and Port Midos

[h3]BALANCE[/h3]
  • Reduced Bullion value from $150 -> $120 (max stock adjusted to compensate)
  • Increased flat trade good value increase from $0.05 -> $0.12 per tile distance
  • Sailor's 'Smellingsalts' can now be ranked up to also grant +10t
  • Warrior's 'Combat Ready' duration reduced from 70t -> 50t

[h3]BUGFIXES[/h3]
  • Fixed Reeve/Hagger cafe dialog for Bette Sands never showing
  • Fixed crash on new game Location setup if Zone mods are present
  • Fixed being able to flee mid-combat in naval combat if your flagship is sunk
  • Fixed new hires' starting abilities subtracting the wrong amount of XP when upgraded
  • Reeve no longer complains about lacking food if you have 3 or more Deluxe Rations

[h3]MODDING[/h3]
  • Upload or edit mods using the new 'Mods' menu options. All you need is a folder with your mod files in it and a 512x512 .png named after the folder. Consult the guide for details.
  • Mods are now also refreshed anytime you leave the main menu. (NOTE: Refreshing mods does not REMOVE effects of mods, only updates them!)
  • SupportAbility mods can now use cloneFrom

Version 1.1.51: New Elementalist passive, more mod support!

This patch is mostly aimed toward improving mod support, but additionally Elementalists get a new passive - 'Zeal'!



v1.1.51
  • New Elementalist passive 'Zeal'
  • Reduced crew morale decay for longer sailing trips by about 12%
  • Can now flee from combat if you are very far away or neither side acts
  • Fixed investments giving less Wealth Level than intended when crossing 70% or 90% thresholds
  • Fixed Steel Crescent, Silver Crescent, and Thresher Trident doing damage in a wide area when used with Shockwave, Hurl Weapon, or Gate: Trick
  • Fixed getting stuck inside obstacles if you put them where you would normally enter the area
  • (Modding) Missing textures (such as after uninstalling a mod) no longer crash
  • (Modding) Added support for ActorValue mods (see ModSamples/ActorValueSample.txt)
  • (Modding) Added support for SpawnData mods
  • (Modding) Added support for SpecialSpawn mods
  • (Modding) Added support for Faction mods
  • (Modding) FormulaGlobal mods can now reference the formula they are overriding
  • (Modding) Location mods can now use cloneFrom

Version 1.1.4: new dungeon and new banner art!

Horizon's Gate now has a new and vastly improved banner image!



Thanks to the extremely talented Grace Liu for this beautiful artwork - Reeve and Hagger have never looked better! You can see more of her art here.

With it comes a new dungeon, more pirates, and some bugfixes! The dungeon is a multi-floor tower that can be found west of Jascias.

v1.1.4
  • New location: Sunken Balkaloth
  • Increased reward for Salvage guild quests by +$200
  • Maximum pirate fleets now increases from 2 to 4 over the course of 200 days
  • Blunderbuss and Scout Rifle now can be reloaded (but not fired) with one hand
  • Fixed naval XP report being inaccurate if you advance the dialog quickly
  • Fixed having certain gamepads plugged in making the keyboard unresponsive
  • Fixed Guard protecting against Break Weapon and Break Armor
  • Fixed crash if you run out of possible royal quests by defecting
  • (Modding) Fixed Ctrl+R crash with DialogNodeOverride mods
  • (Modding) DialogOption mods now overwrite existing DialogOptions if the ID, text, and formulaReq all match

Version 1.1.31: Naval XP details

It's been too unclear at the end of ship battles where the XP goes - especially when boarding is involved. Now, all XP is recorded and displayed at the end of naval combat. There are plenty of other changes and bugfixes too, such as more detailed trade info and free gusts when defeating sea monsters.



1.1.31


[h3]FEATURES[/h3]
  • Fleet battles now show exactly who got how much XP at the end
  • Added detailed profit breakdown in tooltip when selling trade goods
  • Defeating a sea monster 'fleet' now spawns a gust in the overworld where they were
  • Weapons are now automatically reloaded at the start of each Arena round
  • Elementalist's 'Firewalker' now heals from walking in fire/acid/electric water


[h3]BALANCE[/h3]
  • Reduced Sea Monster spawn rate by about 5%
  • Slightly increased XP reward for sinking Megarays and slightly decreased XP for sinking Shellships
  • Life Trigger now correctly scales with Life Skill/Magic Attack additively instead of multiplicatively
  • Lifeshards no longer arc over characters (now behaves like a Dart instead of a Bow)
  • Reduced Magic Attack and Skill damage scaling of Scholar's 'Gust' from 100% -> 80%
  • Reduced MP cost of Gatewarder's 'Gate: Avalanche' from 9 -> 7
  • Halved Magic Attack and Skill duration scaling of Warden's 'Guard' and 'Ward'
  • Reduced rank up duration increase of Warden's 'Guard' from +15t -> +10t
  • Halved Magic Attack and Skill duration scaling of Elementalist's 'Freeze' and Unmaker's 'Wither'
  • Halved Magic Attack and Skill duration scaling of Defiler's 'Brainshock' but increased base duration by 4t
  • Reduced duration of Breaker's 'Break Arms' disable by 7t
  • Minstrel's 'War Ballad' duration now also scales with Life Skill (but Magic Attack scaling is halved)


[h3]BUGFIXES[/h3]
  • Fixed animation delay on 'Thousand Fists', 'Dual Strike', and 'Shield Bash' causing them to miss on attacks that push
  • Fixed crash when moving cargo onto Crew window when looting a fleet
  • Fixed gossip about quest items not checking items in locations you've never visited
  • Fixed Dialog Speed option not being saved
  • Fixed certain roofs not showing shadows or walls underneath
  • Fixed Rain and Storm effects persisting when entering Gale Ravine
  • Fixed shorter Morale/Poison effects reducing the duration of existing Morale/Poison effects
  • Fixed Decay not overriding Regen effects
  • Fixed Bat Handler's 'Zoarnado' not being a Physical attack
  • Fixed investments in Dunning-Mars reducing favor with Seartial (fixed for new games only)


[h3]MODDING[/h3]
  • (Modding) Ctrl+R no longer crashes with mod GlobalTriggers
  • (Modding) Added support and example file for FormulaGlobal mods

Version 1.1.2: Extra dialog

Bugfixes, small balance changes, and additional dialog for Temples, certain interactions in port, and some other rare edge cases.

[h3]v1.1.2[/h3]
  • Fleeing land combat from the same enemies repeatedly now incurs a ramping Combat Fame and Crew Morale penalty.
  • Increased duration of most cafe food effects by roughly 50%
  • Added some NPC responses to certain player actions in port (Only for players who haven't visited the ports before the patch)
  • Added royal dialog if your faction takes over almost every port in Eral
  • Added a unique greeting for each temple
  • Added a few more variations for Reeve's "What should we do next?" dialog
  • Re-added Cleever Impaler's -3% Dodge penalty and Omnipode's +1 Skill bonus
  • Warpblade's 'Gate: Slam' base range reduced from 4 -> 3
  • Fixed Omnipode or Volskarver duplicating when thrown with Hurl Weapon
  • Fixed Volskarver's prices being inconsistent
  • (Modding) Added support for FXData, drawOrderFX, and drawOrderFXLight (check out ModSamples/FXsamples.txt)
  • (Modding) Triggers can now list multiple elements in triggeredByElement.
  • (Modding) Implemented 'GlobalTriggerEffect', which adds a TriggerEffect to the specified GlobalTrigger (via ID=triggerID;).