1. Horde Hunters
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  3. v. 1.1.2

v. 1.1.2

Hello. This update brings several controller fixes among a few other ones. I managed to also squeeze some much needed extra frames for late-game performance.

As you may have noticed this week doesn't have a weekly prize anymore. I'm halting the weekly competition prizes for the time being. It was a fun few weeks for sure although it very much ended up being a race between 2 players; JHG and blank. Congrats to you both for really min-maxing the game. In the meantime I've cooked up a special competition for a new demo version but more on that in a separate post.

General
  • Changed the end title when aborting a run
  • Controller: You can now hover disabled menu items in all buildings and pressing the cancel key should jump you to the "Done" button
  • Enemy spawn interval slightly increased on endless late-game
  • During elite challenge missions enemy spawn numbers reduced significantly
  • Gear screen will show synergy icons better for weapons and items
  • Some performance improvements. Also hit numbers are automatically toggled on/off at below or over 60fps
  • "Weekly" or "Weekly competition" is now simply named "Competition"
Bugs
  • Controller: Shop upgrades menu allowed left/right movement making the selection a bit wonky sometimes especially with the analog stick
  • Controller: Shop upgrades would sometimes skip a menu item when switching between the menus a lot
  • Controller: Power-ups would scroll when using the bottom menu buttons
  • Controller: Power-ups would sometimes get "lost" when switching between the menus a lot
  • Elite challenge missions had some issues still with elites running away scared for a long time while the mission area got smaller
  • Mining gets cancelled when using the spoon item
  • Bandit Camp, Library and Tower would play the event end/fail sound when not visible on screen anymore creating some confusion whether you failed a mission somewhere. The timers would also not properly reset if going off screen
  • Power-up buy button only showed the number of skulls needed when having enough to buy
  • Weapon penalties did not reset properly between runs