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Behind the Horizon News

Patch Notes V1.53



Gameplay:

The squirrel now harvests the same amount of fruit from the trees as the player does using the ladder (i.e. even with own trees correspondingly more than with wild trees).

Graphics:

A small bug was fixed that when it snowed in winter in the houses, the floors were occasionally no longer displayed correctly.

Patch Notes V1.52

Minimap:

Display of snow on the ground corrected in the minimap.


Game:

Switch in the wizard's cellar of the huge grotto can only be activated once!

A trap that manipulates doors can now only open them (at one point in the caves the old behaviour could lead to not being able to enter certain areas).

Patch Notes V1.51

Graphics:

Removed a bug in the textures from the butterfly.

Bugs:

Fixed a bug where submerging lights in water could cause the game to crash if you were standing right next to them (a bug caused by the implementation of the new lighting system).

Behind the Horizon - Update V1.5

Hello Community,

the time has come again and a new major update for Behind the Horizon is available.

This time it's all about the graphics once again. I have integrated a new lighting system that creates very nice plastic effects with normal and specular mapping. Especially the caves have benefited enormously from this. The effects are less noticeable on the surface, as you are usually there during the day.
In addition, many textures (especially the paths and roads) have been improved or replaced, decorations added and transitions embellished.
The third major improvement concerns the starting map. There I went through the entire underground areas again and redesigned almost all the floors and stone tiles, so that there are now no longer any sprawling, monotonous areas. So I can only recommend everyone to try out the new starting map.

In addition, there are the usual minor adjustments and a few bugs that have been fixed.

You can read the list of all changes below.

Enjoy the game
Jadawin


New Trailer:

[previewyoutube][/previewyoutube]


Full patch notes V1.5


Gameplay:

When casting the spell "Quarter" and "Enchant Animals", the animal is now also stopped in motion when it is in "Follow Player" mode. This makes it easier to "hit" the animal with the spell.

During a hailstorm, snow no longer remains on lava or on deep waters.

To reduce the loading time of the new normal textures, they are now loaded in several threads.

There are three more types of path tiles to buy from Mona and Marco

The recipe lists in the build/magic and cook menu can now be scrolled using the arrows or the mouse wheel. This is a preparation for the big story add-on that is expected to be released in autumn.

A missing quest text has been added when Niall sends the player into the northern tunnel. Previously, there was no more quest text in the main quest section until this task was completed, which can be confusing if you take long breaks while playing.


Graphics:

Global lighting enhancement through Normal Mapping and Specular lighting effects. This is naturally most noticeable in dimly lit areas such as the caves and gives a much more varied exposure of textures and beautiful lighting effects.

The Normal Mapping lighting system can be switched off in the settings in the main menu. If you have a weaker graphics card, you should do this (Netbookmode also automatically switches off Normal Mapping).
On a (mid-range) Geforce 1060, the game continues to run in 4K resolution with stable 60fps.
In HD resolution, a Geforce 660M is sufficient. Intel HD graphics cards of the latest generation also manage 60fps in HD resolution.

The world for "start new game" has been greatly improved:
- Redesign of all floors in the caves. Wide areas with one and the same texture are now a thing of the past and have been improved with varied floor textures.
- Some textures have been replaced.
- An incorrect ground texture that was reserved for houses has been removed in Wood's cave.
- Entries for roofs in the world that prevented you from building a stable in that location have been removed.
- Ground textures for above ground paths have been given small embellishments that are randomly placed.

- The transitions between ground fields have been completely redesigned to more clearly reflect the boundaries of each field while still having a smooth transition.

- The shoreline of water bodies, where land and water fields meet, have been made more varied and now look more harmonious and rounded.

- The textures of paths and roads of Woodhome have been partially replaced or greatly improved.

- Rain hitting stone surfaces (paths) and water has now been given an effect



Bugs:

Fixed a bug where some monsters could sometimes only use their ranged attack and no longer run towards the player.



What I´m working on right now..



Hello Community,

It has been quiet around my game Behind the Horizon for a while. This is because I am currently working on the integration of normal mapping into the game. This made it necessary to create corresponding normal maps for all textures (and in my case there are a lot of them), load them and use them in a shader. This makes the lighting in the caves and other dark areas of the game much more atmospheric and creates many interesting lighting effects.
I hope to be able to upload the whole new system to you in 2-3 weeks. There will also be a small trailer, which will mainly introduce the new lighting system.

At the same time, I am working on the concept for the first story add-on, which will take some time. At least I can reveal that the story takes place after the main story. Therefore, you need to have played through the main game.
There will be new items, new plants and trees and also new monster types with new mechanics. Plus, of course, new handcrafted areas both above and below ground.