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Horde Hunters News

v. 0.8.7

Hello. This update brings many balance and QOL improvements. I did some longer play sessions and ended up with quite a list of things to tweak on! If you ever feel like something could be improved on while doing runs don't hesitate to get in touch.

[h2]Map additions[/h2]



You can now place a custom marker on the map. This will add a unique arrow to that location similar to any mission. Useful for e.g. navigating to that healing pond or specific rune number you're after. You can only place one at a time and it is destroyed once you get near it.

Furthermore, under the cursor there is a new time indicator which tells you the estimated time it takes to walk to a destination. Note that this doesn't take into account terrain differences and typically your path isn't as straight as the calculation. Still, it gives you some idea whether you'll make it in time to that one mission running out on a big map for example.

Lastly, the highlight feature also includes gems, gold and rune locations.

[h2]Tweaks[/h2]

There's a lot so read the full changelog below if you're keen to know everything but here's a few highlights.

  • Player ability has a base damage (0.5) that will scale over time
  • Dogs can fetch any object that the player can. This now includes water, crates and treasure chests
  • All characters have the same base speed which is slightly faster than before

[h3]Full changelog:[/h3]

General
  • New local event: Gold Rush - Up to +90% gold found at the Mine
  • New map marker: Place a custom marker anywhere on the map that you can use as a guide on screen
  • New map walk estimation: The map will show an estimated time in seconds to walk to a map destination
  • New setting: Vertical synchronization (VSync) (Default: Off)
  • Player ability has a base damage (0.5) that will scale over time
  • Energy recharge cooldown after being hit fastened from 1s to 0.5s
  • Disabling super ability bonus from 10% to 20% and removing altogether from 30% to 50%
  • Forge and Sun Stone bonuses are a bit better on average
  • Spring item modified: Gives +1 bounce to all weapons that support it
  • Poison Extract item modified: Gives +1s poison to all weapons that support it
  • A lot more weapon synergies can now have bounce or poison
  • Projectile outline/glow whenever synergy happens (for most anyway)
  • Diploma item will list all the currently affected weapons
  • Piercing and bounce no longer go through objects, only enemies
  • Chickens will always prioritize portals and black obelisks over enemy
  • Multi-Fire will give +2 projectiles if only having 1, otherwise +1
  • Dogs can fetch any object that the player can. This now includes water, crates and treasure chests
  • Scared enemies will no longer hurt player
  • Scared enemies will receive +20% damage
  • All characters have the same base speed which is slightly faster than before
  • Elites will get scared of all the same things as normal enemies do
  • Enemies have 2x longer cooldown for doing consecutive damage (0.5s to 1s)
  • Jester's damage reduction with enemy increased from -50% to -75% when ability is in use
  • Mines will display the amount of gold currently available
  • Marotte weapon damage upgrade increased by ~20%
  • Initial church healing cost lower by ~30%
  • Overall weapon upgrade costs lowered a bit
  • The currently selected consumable will always show quantity number at the bottom of screen
  • Highlighting map loot will also show gems, gold and runes
  • If having available power-up slots, buying a power-up will also immediately equip it
  • Level up reminder text is now displayed under character whenever one is available
  • Removed setting: Confirm inventory weapon and item sells
Bugs
  • Primary and Secondary weapon could still have synergies between them
  • Jester's stun wasn't working in the non-super ability mode
  • Player movement was slightly faster diagonally
  • Map power-up did not set buildings as "found" despite opening the map causing local events to not fire unless actually finding them
  • Tower could get stuck shooting in the same direction for a while sometimes

v. 0.8.6

Hello. This update brings attack animations for all characters, new synergy possibilities, smoother gameplay with a controller and plenty of other general changes.

[h2]New character attack animations[/h2]

Another update already brought attack animations to the Warrior character but now all the characters have them. It doesn't sound like a big addition but it does add a certain new feel to the monster mashing.

[h2]New synergy possibilities[/h2]

The weapon and item synergies have been opened up to include a lot more combinations. In addition the synergy powers are stronger on average and the UI has some additions to highlight them better.

[h2]Smoother controller movement[/h2]

Thanks to player feedback the character movement is now more precise with a gamepad, allowing full 360 degree movement instead of only in 8 directions.

[h2]Other notable changes[/h2]

The Watch Tower no longer fires automatically when in its radius. You have to activate it manually and it has a cooldown once used like many other buildings. It is now also more powerful and scales over time (not tied to character stats anymore).

Library and Bandit Camp have extra multipliers based on their use.

Fetch mission rewards are higher than on normal missions.

[h3]Full changelog:[/h3]

General
  • New attack animations for all characters (except Warrior which got it in the previous update)
  • New synergy possibilities for weapons (bounce, critical, duration, stun, poison, range, knockback)
  • Gamepad has full 360 directional movement with analogue stick instead of only in 8 directions
  • Watch Tower has a cooldown and needs to be manually activated. Its damage scales over time and is not based on player stats anymore. Tower Guard power-up modified to adjust new tower better
  • Forge and Sun Stone bonuses are displayed in a popup when activated
  • Synergies are on average more powerful than before
  • Common weapon stats and synergy links are displayed with a new icon
  • Synergy items are highlighted better in level up rewards
  • Reduced the health of Black Obelisk a bit
  • Enemies have slight speed variations
  • Lullaby golden notes no longer fire to random directions but closest enemy
  • Every time you use Library or Bandit Camp the return is 10% better
  • Fetch mission rewards are higher than normal missions
  • Building radiuses are no longer displayed when inactive
  • Gamepad default run button changed from left stick to right stick button press
  • Some minor GUI enhancements here and there
Bugs
  • Forge buttons were greyed out (but not inactive) despite having enough skulls for purchase
  • Synergy could happen between default primary and secondary weapons
  • Party member melee damage synergies were not applied
  • Forge and Sun Stone stun bonuses were not applied
  • Training dummy damage was inconsistent

v. 0.8.5 - Hotfix

Hello. A small patch to fix a couple of bugs and a taste of things to come.

General
  • New Warrior attack animations (other characters will have too at later updates)
  • Primary weapon no longer fires when ability is in use (Jester being the only exception to this). The attack timer will still count down in the background though
  • Attack rate upgrade amount reduced a bit while damage upgrades made higher
Bugs
  • Bandit Camp and Library could only be used once
  • Character collision shape needed a slight adjustment

v. 0.8.4

Hello. This is a special Halloween update with a new mission map - Graveyard. You'll need to have the Village map completed in order to play it. Some of the additions introduced in this new map have also been brought to other maps as standard gameplay elements.

[h2]Graveyard[/h2]

New enemies and overall spooky theme awaits you in this zombie-infested graveyard mission map!


[h2]Disable ability[/h2]

I wanted to specially mention that you can now completely disable the character's special ability for an even greater weapon attack bonus. Together with auto-aiming this can allow you to play more casually (one handed) as you can concentrate on only moving around.

For other changes see details below.

[h3]Full changelog:[/h3]

General
  • New mission map: Graveyard (Halloween themed)
  • New enemy type: Shoot slime projectiles that also briefly slow you down
  • New consumable: Chocolate Bar - +50% primary weapon attack rate
  • New ability mode: Disable completely for +30% weapon damage
  • New rune rewards (2)
  • New local event: Gang Gathering (at Bandit Camp) - Up to 90% increased gold
  • New local event: Study Hour (at Library) - Up to 90% increased XP
  • Local events start happening a bit earlier in the game
  • Bandit Camp and Library radiuses are slightly bigger
  • Supplies can have animals if a farm doesn't exist on the map
  • Supplies can have fruit if the fruit source doesn't exist on the map
  • Training/Tutorial map is smaller and includes more tasks involving buildings
  • Black Hole no longer pulls in normal consumables - only gold and gems
  • Church Uncurse initial cost lowered from 30 to 15
  • Lowered the weapon upgrade costs for Epic weapons
  • Epic and Strong weapons have better synergies on average
  • Changed player damage sound
Bugs
  • Some timers did not adhere to game speed setting

v. 0.8.3

Hello. This update brings a new mission map with a bit of a different format than seen before. I also got a second monitor for myself at home and saw an issue with not having proper windowed fullscreen support so that's now included with a new setting. Finally, there's some GUI changes mostly in the main menu areas.

General
  • New mission map: Avalanche (requires completion of Mountains map)
  • New setting: Window borderless fullscreen (app will stay open while going to the other screen)
  • Character and Map select screens visual update plus some other minor GUI changes
  • Heavy Rain visibility area is a bit larger
  • Cleared leaderboard scores done before v. 0.7.8
  • Added Luxembourg flag to leaderboard