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v. 0.2.5 Demo update

Hello! Sometimes you have to do maintenance patches that mostly focus on general tweaks and bug fixes. This is a big one in preparation for next week's Steam Next Fest! Leaderboards have been reset along with the map seeds.

v. 0.2.5 changes:

General
- New power-up: Leader - Increased damage for party members
- Nicolaus' (Ranger) initial attack rate is slightly faster
- Training dummies have a varying amount of XP in them (more than before)
- Campfire renamed to "Supplies" as the graphical asset changes between maps
- Apple Tree renamed to "Apples" because it's more succinct especially in map view
- Weighted Die renamed to "Weighted Dice" just to be more universally known
- Added a collar to dog animation sprites
- Increased gold drop chance from enemies in the first 6 minutes of the game
- Required experience for level up decreased after the first few levels
- Villager renamed to "Farmer"
- Farmer and Dog initial price dropped from 200 to 150
- Mouse cursor colour changed from multiple colours to plain red for maximum visibility
- Added an extra power-up selection at 1 million kills
- Boomerang was hard to use. It has been redeveloped as a more useful weapon that targets the nearest enemy
- Enemies and elites scale a bit slower (less health and damage overall)
- Endless map enemies scale a bit faster (more health and damage overall)
- Endless map new seed refresh (and leaderboard reset)
- Adjusted intro logo impact sound to be a bit less impactful (and hurtful to ears)
- Reduced the number of gem, gold and obstacle hit sounds that can play at once (and be hurtful to ears)
- Blood Transfusion Set health amount reduced from 0.2 to 0.1
- Super Ball nerfed a bit
- Pitchfork attack speed slowed down sligthly
- Bandit camp initial enemy gold drop rate lowered from 50% to 25%
- Dog is 25% faster to move and initial price dropped to 100 from 150
Bugs
- Missions could overlap causing issues upon starting one
- Fire mission water generation had a few potential issues like being generated beyond the mission radius, remaining after the mission ended and having an inaccurate number of them
- You could end up with 2 level up screens on top of each other
- Previously selected power-up could stay selected after selling it
- Boomerang did not count the maxed out subsequent damage boost if the enemy was killed
- Freezing and selling items caused several duplication issues
- Town hall didn't have proper checks when purchasing party members if already having inventory full
- Enemy portal timer did not stop during missions
- Victory music kept playing when continuing playing beyond initial map win
- Current free rerolls remained after selling Weighted Dice