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Horde Hunters News

v. 0.7.7

Hello. This is a small update fixing some bugs and tweaking the balance. If all goes well the next one will be a long due content update!

FYI I'm putting the weekly challenge gift card on hold for the time being (starting from the upcoming week). There's been some exploit issues and generally not enough interest to keep it going but it will return at some point. With that said the weekly leaderboards will still go on of course.

General
  • New: Disable super ability mode for +10% weapon damage
  • Fire mission radius goes smaller a bit faster
  • Challenge mode enemies are once again buffed further as time goes by
  • Enemy air units have faster top speed by the same rate they are faster initially (25%)
  • Sorcerer Elite pentagram damage increased by 100% as time goes by
  • Difficulty multiplier weights changed. Previously all options (enemy health, damage, speed and amount) were equal, now speed and amount increase the multiplier more
  • Some minor performance improvements
Bugs
  • Some maxed out weapons had a critical upgrade costing 0 after using forge or sun stone
  • Player invincibility did not work inside the mine
  • Leaderboard character weapon and ability mode were not displaying properly
  • Consumable inventory navigation could get mixed up when buying many at the same time
  • Hit numbers would get displayed in wrong places with huge number of enemies
  • Sacrifice altar's damage is blocked by Energy Shield item
  • Banker power-up is selectable on forest maps (which don't have a bank)

v. 0.7.6 - Hotfix

Hello. A small but serious issue crept into last night's update. This should fix that.

Bugs
  • Enemies could stop spawning

v. 0.7.5

Hello. This update is still in the aftermath of the new weekly challenge feature. There's nothing like a little competition to bring out issues in runs! Mainly the scoring has seen an overhaul and big changes made to overcome the late-game lag. There's still more to do but I wanted to push this update out before the next weekly kicks in. All the performance improvements may affect the gameplay experience somewhat so looking forward to getting feedback on that as well. This is very much an iterative process so bear with me as we're tweaking the formula.

[h3]Full changelog:[/h3]

General
  • Many of the leaderboard score multipliers changed. Elite multiplier is calculated based on average kill time. Unused power-ups will give a bonus multiplier for total score
  • Endless late-game (20min+) enemies will get even tankier over time
  • Reduced the maximum number of enemies that can be spawned
  • Older non-elite enemies are destroyed from the map for better performance
  • Enemy land and air units no longer collide with each other
  • Enemy knockback stops on obstacle collision and is stunned for the remainder of time
  • Map contrast increased a bit for better clarity
  • Player damage when inside the mine increased by 50%
  • Character maximum level increased to 15
  • Shield initial attack rate decreased from 2s to 2.5s
  • Added an arrow to protect mission party member for better visibility
  • Fire mission radius will decrease slowly every second
  • Mission outside timer is a total of 5s, not 5s every time you go out
  • Jumping/dashing enemies can't be stunned anymore
  • An icon is shown next to the player energy bar if ability is blocked by elite
  • Cart driver (on Road maps) will hurt player too so watch out!
Bugs
  • Leaderboard score backup could get corrupted and not be able to send again
  • Event log would get in the way when accessing settings during run
  • Mission timers got desynced (in event log and arrows) when using mine or disco ball
  • Jumping/dashing enemies could on occasion trigger more than once making their direction and speed erratic
  • Sometimes elites would show red dash indicator line despite not having said ability
  • Mission and level up reward screens could be dismissed with space
  • Enemy spawn frequency was not always consistent
  • Some weapons could have a critical upgrade costing 0 after maxing everything else out

v. 0.7.4

Hello. During summertime the updates are a bit slimmer as I'm enjoying the outdoors and other activities more. However, the show must go on so there's always something on the works. This falls in line towards a maintenance update but with a potentially interesting change/addition which is that you can now upgrade weapon stats indefinitely after they are maxed out. This will likely need some balancing in the next updates but let's see how it first plays out.

I also wanted to congratulate JHG that took the first ever weekly challenge top spot and earned a $10 Steam gift card. I gave him a bit of a sweat as the runner-up but it was well earned for the win. Be sure to join the fun every week with a new map and rules!

General
  • Updated game engine to latest version
  • Added character level information to leaderboards (will show 0 for old records)
  • Enabled precise collisions for melee weapon accuracy with potentially some performance hits
  • All the normal weapon attributes are able to be upgraded further after maxing them out (previously only damage was on offer)
  • Increased rune activation radius
Bugs
  • Mission timers would go on in event log and mission arrows when movement was paused such as using the Disco Ball
  • Challenge mission elites would freeze unable to be killed if not starting the mission and letting the timer run out
  • Level up screen could have elite kill offerings when leveling up later and picking elite skull in between

v. 0.7.3 - Hotfix

One day I'll push out a major version without immediate hotfixes. One day...

Bugs
  • Weekly map power-ups were not saving properly
  • Runes were sometimes not saving properly when having a specific consumable linked to it
  • Level up later would not work with automatic leveling so removed the feature for that setting
  • Leaderboard score of 0 is no longer submitted