1. Behind the Horizon
  2. News

Behind the Horizon News

Content Update V1.2

With this update Behind the Horizon is enriched with some new exciting content. First of all, there are two new areas and a cave, which have been hand-designed as usual. A new NPC offers two quest lines that are integrated into the main game. The level of difficulty is intended more for the beginning.
The new quests begin at Tiffany's café after you have had breakfast with her!

During the quests, it is possible to earn a mount (!) and to get another pet that, when enchanted, also helps on the farm.

In addition, I have greatly expanded the natural events, which are specifically adapted to the ongoing season, in order to create more variety and new challenges. There are now 4 possible events per season, with two having positive and two negative effects. The events occur randomly with different probabilities and it will take several years to experience them all, because more than two events are very rare in one season.

Cats have now learned to kill mice again and mice like to nibble on vegetables in return.

The netbook mode got a lot of changes and now the game actually runs smoothly on my Acer3 netbook with 4GB Ram and Intel HD. The vegetation density of ground cover, the surrounding coverage of light sources and the light size are limited.

On top of all this, there are numerous minor changes and the fixing of a few bugs. The complete list of changes can be read in the changelog V1.2.

All old game saves can still be used and the AddOn will be installed accordingly.



--------------------------------------------------------------------------------------------------------------
[h3]CAUTION Spoiler:[/h3]
The following is a list of all global natural events and ways to counter them. If you would rather be surprised, do NOT read on here!
--------------------------------------------------------------------------------------------------------------



In all seasons you can find the event of the Light Fairy, who roams the land and casts positive, growth-promoting spells depending on the season.


[h3]Spring:[/h3]


- The flood (3 days): heavy rain floods large areas and changes the rivers and ponds. Soil that is flooded and dries out again becomes clay soil. As a countermeasure, banks can be protected with paths (sometimes successful) or sandbags (always works).

- Rivers (2days): after heavy rain, water comes down from the mountains and finds its way through the plains. This can sometimes make areas impassable, but fortunately the water gradually seeps away again after some time. The ground, however, changes irrevocably. It becomes more rocky in the upper course and more fertile in the lower.

- Seeds from distant lands: In this event, a warm wind comes from distant lands, bringing with it many seeds that settle in open areas.

[h3]Summer:[/h3]


- Drought (3 days): prolonged drought with extremely high temperatures. Also gradually dries out flooded areas. Only watering helps as a countermeasure.

- Rainbow rain: a warm summer rain that replenishes all water supplies and brings some additional nutrients.

- The locust plague (1 day): swarms of locusts appear on many water banks and eat the ground bare. They multiply at breakneck speed and can devour entire patches of land. The only comfort is that they only live for one day. As a countermeasure, there are herb stakes you can put up or you can try to kill them.


[h3]Autumn:[/h3]

Thunderstorm (8h): a classic thunderstorm that damages trees and plants by lightning and wind. As a countermeasure, there are lightning rods that can protect a limited area.

Vole plague (3 days): In many parts of the world, voles are becoming a plague and roam the land in search of food. Fortunately, they only live for a few days. The best countermeasure is the farm cat, which quickly kills the mice.

Year of Mushrooms: In some autumns there is a veritable mushroom boom, because the spores of the mushrooms spread all over the country.

[h3]Winter:[/h3]

Eternal winter (3days) : The eternal winter brings low temperatures and lots of snow. A good time to spend in front of the warm stove or explore some caves.

Hailstorm (8h): Strong winds and hail lead to heavy snowfall and to fallen trees and damaged plants.

Metorites (4h): A swarm of metorites descends and leaves small crystals in many places that can be collected and sold for profit.

Changelog 1.15b

Hello Community,

I have completely re-created the textures of the ground coverings and also completely re-written the program part according to the new requirements. The single textures are now sorted, so that there are no more unsightly cuts and the flowers are placed as 2nd pass. I could even achieve a performance gain, which is of course only noticeable on netbooks with extremely low performance.


Changelog V1.15b:

Graphics:
All ground cover textures have been redesigned and the graphics engine has been rewritten to make the landscape look more harmonious.

Stone textures have been improved


Game:
it is now possible to offer hay and feed the animals that normally eat grass in winter when the snow cover is closed. Previously, you had to either feed them their favourite food (needed for taming) or shovel the snow away. Feeding with hay satisfies the animal for a day and is important for all farm animals that produce something.

On the minimap above the houses it is now shown who lives there. This hopefully helps with orientation in Woodhome (NPCs almost always return home in the evening. Some eat in the restaurant first.)

Another small content update

Changelog 1.15

GUI
New menu that allows access to all menus in the game with a single click (access on the far right of the quick bar)

Objects can be placed directly on the quick bar. If the place was occupied, the item will land at the mouse pointer and can either be put back into the inventory or simply dropped on the ground, which will also land in the next free inventory place.


Graphic
Various groundcover textures were edited or redesigned.


Game
Possibility to steal vegetables and fruits! Up to now it was not allowed to harvest on foreign beds. This is now allowed with the corresponding consequences and it is up to the player to decide whether to use it (Note: NPCs don't like it at all when you steal and it is not good for your consciousness either).


Update 1.14b

ChangeLog 1.14b

- The two displays for Life Essence and Energy are now smaller in relation to the rest of the GUI and therefore take up less space in the corners. The whole GUI is still scalable.

- A mouse control of the character was added. If you press the middle mouse button the character always runs in direction of the mouse arrow

Small content update

Hello Community,

today there is again a small content update with some changes and new possibilities! This time it's all about communication with plants!
Have fun trying it out!


changelog V1.14
(old savegames can still be used)

Animation:

Fixed bug with standing devil animation

Magic

The spell Connect Spirit has undergone some changes: If the spell is cast on a plant that was not planted by the player, it will be given the status "planted by the player" if it is within reach of the crystal. The spell does not work on trees.
If the spell is cast on an empty field, the player will have a temorary connection to all the surrounding plants and trees he has planted and can see if they are suffering from deficiency conditions (graphically marked by animated different coloured symbols on the field. Blue stands for lack of water, brown for lack of nutrients, orange for too much heat, turquoise for too cold, light yellow for too much light and dark grey for too little light.

The Heal spell can now also revive trees in "Overload" mode. They get a part of their life time back, but first they have to grow again until they can bear fruit.

New building plans:
Lightning conductor: prevents lightning from striking an area (lightning destroys all plants and damages trees and injures or kills animals)
Herbal stake: will be needed in the next big content update.
Sandbag: prevents the field from being flooded.


Plant Emote:
the reason why plants are dying is now also shown. It also shows when a tree is wounded.

GUI
If you press the "Left Control Button" in the game, the area in which the player is allowed to plant (measured against his consciousness) is displayed brighter. Floor areas that are still too far away are displayed darker.

Display:
Shopsign with opening hours of Alfred's farm shop corrected