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Horde Hunters News

v. 0.3.9

Hello. This update's major changes are a new character to play with, new customization options for the starting weapon and some leaderboard changes.

[h2]New Character[/h2]

Please welcome Nasreq to the roster - a necromancer class character which raises the undead villagers to fight the horde!



[h2]New character customization[/h2]

The character customization option now includes an attack mode variation which tweaks the primary weapon starting stats. The selection may vary depending on the character. I haven't had the chance to test all the combinations thoroughly so please let me know if some feel too overpowered or too weak. Feel free to suggest new options as well!



[h2]Leaderboard changes[/h2]

See the weapons and items used along with the player's country.



[h2]Full changelog[/h2]

General
  • New character: Nasreg (Necromancer)
  • New character customization: Weapon attack modes
  • Burned down buildings can be repaired with gold. Blacksmith can now burn as well
  • Timer no longer stops when inside mine
  • Power-ups are individually saved for each character
  • Power-ups used on the run are visible on the character screen
  • User current and best score is displayed in the event log every minute on endless maps
  • Leaderboards show the weapons and items used and player's country flag
  • Accessibility button on main menu will display an asterisk if not using default settings
  • Item descriptions are more clear
  • Information panels will show a more accurate display of a numeric value
  • Increased font sizes on Steam Deck by roughly 10%
  • Some menu UI changes
Bugs
  • Nicolaus's and Merle's max character points were not accurate
  • Existing enemies could slow down more than once with the 50% and 100% Agility bonus
  • Mission timers were running (only in the event log) while inside the mine

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

v. 0.3.7

Hello. This update brings character skins. This was something I meant to add much later, but once I got started on it I simply couldn't stop. All skins are available right away and don't affect the gameplay in any way.

On another note, I'm still eager to hear on suggestions for new missions, weapons etc. so be sure to bring any ideas you have forward!



General
  • New Character Customization - 2 new skins for each character
  • Rolf's secondary weapon will not be subject to penalties if going against class
Bugs
  • Gamepad (including Steam Deck) navigation not working in shop tutorial and selling items popup

v. 0.3.6

Hello. This is an urgent update to fix a crash on Road map when using Rolf. I'm also including a couple of changes to character stats and weapon effectiveness that I have been working on. This is just another step towards making the characters more unique.

Btw. If you're enjoying the game, please consider adding a review of it on Steam. Thank you.

General
  • Character stats can go beyond 100% depending on character's initial stats
  • Characters are labelled either as a Melee, Ranged or Magic fighter. Weapons are similarly grouped into these and weilding a weapon that goes against your trait will have negative effects (-20% damage and attack rate for said weapon)
  • Movement speed on Road map's "middle road part" is 20% faster for player and enemy ground units
Bugs
  • High crash chance on Road map when using Jester's diversion ability
  • Potential crash if exiting game during a boss battle
  • Weapon DPS stats could show as infinite if it had damage without time passing by

v. 0.3.5

Hello. This update took a bit longer than expected due to my artist falling ill and having to find someone to take over. With that said, as we'll be working more with new content instead of just maintenance/bugfixes, expect updates to take between 1-2 weeks.

This update had a focus on extending the character abilities with super abilities. In addition there's a new elite type and a way to view the top leaderboard scores. There's also an option to have the primary weapon auto-aim if you're having difficulties doing this manually or just prefer a more casual approach.

[h2]Next steps[/h2]

On start of Early Access I created a poll on what kind of content players would like to see more of. These are the results of that from 112 submissions (at the time of writing):



Now, although it's tempting to jump straight into creating more characters, I agree with the sentiment that the core features should be expanded more upon first. Therefore, for the time being I'm going to focus on the next best voted groups. Your input in these are as always much appreciated:

Suggest new weapons, items and consumables

Suggest new missions and events

These threads are available on the Discord server as well.

[h2]Full v. 0.3.5 changelog[/h2]

General
- New setting: Automatically aim the primary weapon (default: Off)
- New super abilities: Normal 5s abilities remain, but the loading bar will continue to 10s for a chance to use a super ability that extends the ability as follows;
- Leap Slam: 50% larger AoE with electricity (damage = 10% STR)
- Dash: 1 large explosive arrow fired the opposite direction landing at middle point (damage = 10% PER)
- Force Field: Outer rim is on fire (damage = 10% INT)
- Lullaby: 5 notes fired in random direction (damage = 10% CHA). Each enemy hit drops a coin
- Diversion: 50% larger AoE and explosion (damage = 10% LUC)
- New elite enemy: "Psycher" - Disables player ability for 3s when in visible view area
- Elite type icon will be shown on the map as well
- Maps screen has a new button to view Leaderboard Top 25 scores
- Super Ball projectiles bounce off the "walls" of the road map instead of the edge of the screen
- Road map reverted back to the previous narrower width
- Failed missions will come up on the event log as well
- Teleporting will add 2s of invulnerability after jump
- On pause elites will display their exact health and damage numbers
- Some adjustments to enemy toughness over time
- Some performance improvements again

Bugs
- Map Fog of War area was the same during heavy rain
- Weapons that fired "Closest Enemy in Range" did not always target the closest enemy