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  3. v. 0.3.8

v. 0.3.8

Hello. This update took a bit longer than expected, but it just might be the biggest one yet! Lots of goodies and changes in this, see the detailed changelog below.

General
  • Game build is compiled to native code resulting in a roughly 100% performance boost (your mileage may vary though)
  • Leaderboards have been moved to a custom system that allows more details over run such as the character used and time played. All leaderboards have been reset with a new seed
  • New melee weapon: Tomahawk Axe
  • New melee weapon: War Fan
  • New magic weapon: Fire Staff
  • New magic weapon: Acid Rain
  • New item: Monocle - Increased critical hit chance for all weapons (50%)
  • New item: Power Bracelet - +25-100% damage for all player weapons within the Aura
  • New item: Safety Bracelet - +25-100% damage resistance within the Aura
  • New item: Time Bracelet - +25-100% enemy slowdown within the Aura
  • Modified weapon: Fire Cape changed to inflict DPS damage
  • Modified weapon: Shield 100% bonus changed to double range instead of size
  • Modified weapon: Staff initial attack rate changed from 1.5s to 1.7s
  • Modified weapon: Light Wand initial attack rate changed from 2.5s to 3s
  • Modified item: Frequent Buyer Card now also gives 10% discount on everything
  • Modified item: Weighted Dice now also gives a free reroll on level up. Shop rerolls dropped from 2 to 1
  • Modified power-up: Miner no longer does increased damage to gold ores, but a shorter time is spent in Mine
  • Modified power-up: Speed has an additional level
  • The setting "Enter buildings automatically" no longer exists. Buildings are accessed with a key (if required). Directions to enter buildings and start missions have been moved on top of the player
  • Mine no longer depletes and is now entered. Gold amount depends on how long you stay in. Player has 2s invulnerability when exiting mine
  • Healing Pond also recharges ability fully
  • Titus no longer has a speed debuff
  • Nicolaus has no charisma bonus anymore, but increased perception instead
  • Jester is not penalized for whatever type the secondary weapon is and can carry other weapons of that type without penalties
  • All characters start with 2 consumables instead of 1
  • All characters' movement speed is faster by default. Agility no longer increases movement speed
  • More than one fire or destroy mission can appear at the same time in late-game and they also have a shorter timer
  • Enemy portals have increased health and nearby enemies get 10% faster when portal is attacked for the first time
  • Elite fireball quantity, damage and size will increase indefinitely as time goes on. Projectile speed is slower but hit detection is more accurate to player (was a lot more forgiving before)
  • Endless enemy kill multiplier changed from 1x to 0.5x
  • Endless time multiplier changed from 5x to 6x
  • Flyby enemies will have a shield after 15min of playtime
  • Some adjustments to enemy speed, life and damage over time
  • Flying enemies are faster than ground units
  • Terrain movement speed is displayed on screen (if not 100%)
  • Some variation in tree and boulder sizes
  • "Ability Blocked" changed to "Ability Blocked by Elite" for player to understand what's happening
Bugs
  • Jester's secondary weapon and consumable were not random in endless maps due to fixed seed
  • Filthy Rags gives weapon penalties despite not having a type
  • Crash on game start if save file was somehow empty
  • Fire Cape effect did not adhere to the projectile transparency setting