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  3. v. 0.6.2

v. 0.6.2

Hello. This update brings plenty of run variety and balance adjustments.

[h2]Run variety[/h2]



Once you play enough runs they can start to feel the same. You may even have a particular set of weapons or items that you pick every time. But what if the equipment stats were different each run making you think on your choices more? Variety is the spice of life after all.

All weapons on level up now have randomised stats on each run. Based on their stats they are classified as either "Weak", "Common", "Strong" or "Epic". Not only that, but items are classified the same way and may have some additional properties as well.

But that's not all. Character stats, gold and even consumable amounts have some RNG in them so the choice is not always a sure thing.

[h2]Balance adjustments[/h2]

As you can see from the changelog many items have had a number of tweaks due to the run variety changes. There's also a couple of more noticeable changes you can see almost immediately:

1. Your weapon/item inventory starts with one free slot and a new is opened every 3 levels. You can also buy a slot open behind the Buy/Sell Info button

2. The difficulty curve has been adjusted to be more of an even scale rather than having sudden spikes.

[h3]Full changelog:[/h3]

General
  • Most weapons and items offered on level up have randomised stats on each run. They are classified as either "Weak", "Common", "Strong" or "Epic" depending on their averaged stats
  • Character stats (rings), gold, health and consumables also have a random variation to their amounts on level up and mission rewards
  • Weapons have a different upgrade cost based on their classification
  • Weapon/item inventory starts with one free slot and a new is opened every 4 levels. You can also buy a slot open behind the Buy/Sell Info button
  • Backbag power-up also gives you one extra inventory slot to start with
  • Weapon damage upgrades are offered indefinitely after the weapon is maxed out with +1% increases
  • All health items are available on level up and mission loot pool
  • You are able to sell weapons or items on mission rewards too
  • Spike Ball no longer has a range upgrade but added +100% range for the bonus option
  • Benjamin also scares off enemies
  • Weighted Die also alters the reroll upgrade cost
  • Spoon also has a chance to gain an apple when used
  • Phaser now depends on chance. Base rate is 50%
  • Voodoo Doll base chance dropped from 50 to 40
  • Monocle and Sharpening Stone base amount dropped from 50 to 40
  • Poison Extract and Salt base amount dropped from 100 to 75
  • Iron Plates base amount dropped from 25 to 20
  • Frequent Buyer Card base amount dropped from 25 to 15
  • Magnet base amount dropped from 100 to 80
  • Benjamin renamed as Button. Base size increased from 60% to 70%
  • Present will lower chances from the time it is picked up
  • Character panel health is shown as a health bar
  • Marotte damage upgrade dropped from 0.5 to 0.3
  • Changed the character power-ups to be 2 levels with +5 each instead of 1 level and +10
  • Consumable cost rises the more you own them (of the same type)
  • Decreased enemy maximum speed by 10%
  • Decreased major air alert enemy number by 20%
  • Chicken, cow and duck will bypass enemy shields
  • Increased enemy night buffs from 10% to 15%. Night last 1 hour less
  • Non-elite special enemies have quicker cooldowns for special powers as time goes on
  • Incompatible weapon penalty increased from 20% to 25%
  • Adjusted the difficulty curve to hopefully scale more smoothly through the run
  • Weapons and items are worth 25 gold initially when picked up (was 50)
  • Slightly slower level ups
  • Added weather icons to event log
  • Added borders to xp, ability and health gui healthbars
  • Endless Village map removed from demo
Bugs
  • Bear Claw did not target properly when having more than 1 projectile
  • A few weapons could end up in a state where their projectiles never died
  • Bowling Ball depth was too high (just a visual thing)
  • Woodcutter and Priest were not available as a rescue mission reward on normal maps
  • Shuriken was chasing its tail sometimes
  • Bulk discount doesn't update costs when selling a weapon
  • Bulk discount went away after choosing a free upgrade
  • Fire mission water can be trapped inside building unable to get it (possibly fixed)
  • Elite sorcerer would target player with the pentagram even though chasing a decoy
  • Potential game crash late-game for "instance not found"