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Horde Hunters News

v. 0.6.6

Hello. This update brings new content and various QOL improvements. Thanks to a few Youtube videos I was able to pick up a number of suggestions that make for a better run experience.

There's also a new endless map called Village Hardcore which brings the pain. Let me know if you'd be interested in some other endless type maps to compete in.

General
  • NEW party member: Cat - Good girl jump attacks enemies and scares them away
  • NEW item: Energy Shield - Blocks one attack then goes to cooldown
  • NEW consumable: Disco Ball - Murder on the dancefloor. Enemies are hit with damage or stun
  • NEW power-up: Lantern - Activates at night for better visibility. Chance to scare enemies away
  • NEW power-up: Rabbit's Foot - Better odds for rarer weapon and item types on level up
  • NEW mission type: Protect - Stay within the area and keep the subject alive
  • NEW endless map: Village Hardcore - Very Hard difficulty, 5 Power-ups
  • Maximum power-ups you can have on a run increased from 8 to 10
  • There's a new popup when trying to purchase something when the inventory slots are full
  • Weapon slot initial purchase cost reduced from 50 to 35. Incremental cost increased from 25 to 35
  • There's a level up reminder every 10s above the player as these tend to be missed by players in the heat of things
  • There's a new button on level up to stop leveling up (and do it later) if you have many level ups queued
  • Mission arrows will display a name in the first few seconds for better visibility
  • Activating a rune gives a random consumable
  • Chickens will change target if it gets too far away (some faster enemies for instance)
  • Attack rate for party members is no longer boosted by player Agility
  • Mission maps are no longer available from the start. You need to complete the Village first
  • Improved the tutorial (training grounds) with more information
  • Adjusted bandit camp and library to scale better with their benefits
  • Replaced character selection buffs/debuffs with simple class type texts
  • Better visibility for the Bulk Discount option
  • Backpack power-up max level decreased from 5 to 4. Now gives random consumables instead of the character default
  • The low health warning under the player is more noticeable
  • On the map runes are labelled with their number and there's information at the bottom with how many are activated
  • Jumping and dashing enemies will have a line indicator before their action
  • Slowed down the flyby enemy groups a bit (~20%)
  • Haste will slow down all enemy types and projectiles as well. Movement speed reduced from +100% to +50%
  • Leaderboard has attack mode and ability mode information when hovering over the character sprite
  • Power-ups changes: Character power-ups are saved separately for each map (old ones have been reset), Additional information panel on power-ups page, Unusable power-ups can't be selected
  • Some GUI tweaks here and there
  • Ongoing mission description will take precedence if moving over to some other building
  • Music will lower in volume while in level up and other reward screens
  • Chaos Stone default multiplier changed from 2.5 to 2
  • Added Israel flag to leaderboard
Bugs
  • Alt-tabbing early on in the night can make the playable area really dark for a while so you can't see anything
  • Pausing the game caused the sandworm pull force to reset for player and enemies
  • Buying weapon slots open had some issues
  • You can pick a party member from mission rewards even though slots are full
  • The compared item could be different to the base item on some maps
  • Priest's Cross weapon attack rate was multiplied by INT rather than AGI
  • The 3 max ongoing missions was doing the opposite - affected every other map except normal maps
  • You could open character and map in shop while the upgrades were loading making them appear in the background
  • Vortex made enemies push through the Protective Dome
  • Armor Piercer always inflicted a fixed 50% of damage
  • Chaos Stone always did a random 1-5x damage
  • Enemy could action their special attack while in the process of dying

v. 0.6.5 - Hotfix

Thanks to a player who reported that the game was broken on Steam Deck as of the latest big update.

Bugs
  • Steam Deck crash on map start
  • XP, Health and Ability bars were not fully aligned on Steam Deck

v. 0.6.4 - Hotfix

Hello. A small patch to fix a bug the previous update brought along. Sneaked in a couple of QOL requests as well.

General
  • New missions will not appear while currently doing one
  • On normal maps there is an upper limit on the number of missions that can occur at the same time (max 3 missions before 10min of game time)
  • Backpack power-up opens 2 extra inventory slots in the beginning instead of 1
  • Activating a rune let's you know how many there are in total on the map
Bugs
  • If Sandworm was active when boss fight happened it would not despawn at all
  • Stunned enemies would hurt player inside the mine
  • Clock might disappear during reward screen

v. 0.6.3

Hello. This update took longer than usual as I had some delays with assets. On the plus side it's a much bigger update with new maps, run modifiers and other goodies.

[h2]Mountain maps[/h2]



Welcome to the treacherous snowy mountains! I had to rework the enemy AI a bit for this one to get the landscapes I wanted but I think it was worth it. It may be my favorite map thus far with a good amount of challenge. I hope you enjoy.

There's 3 variations of this:
  1. Normal Mountains map
  2. Stormy Mountains mission map
  3. Endless Mountains map for leaderboard

[h2]Run modifiers[/h2]

You'll notice new rune structures on most of the maps. Completing the quest you will be offered a run modifier to choose for your next run. I won't spoil what these are but I'm hoping you'll be pleasantly surprised what's on offer... Let me know if you think of any fun additions to it!

[h2]Terror in the desert[/h2]

After watching the new Dune movie in theaters I just knew what the desert maps needed. Can you guess what it is?

[h2]Misc[/h2]

Some bug fixes, QOL features and balance adjustments as usual. Take a look at the full changelog for more details.

[h3]Full changelog:[/h3]

General
  • New Mountains map (+9 achievements)
  • New Stormy Mountains mission map (+2 achievements)
  • New Endless Mountains map
  • New Power-up: Energy - Character base energy charge
  • New Rune structures appearing on maps
  • Desert maps have a new resident terror lurking about
  • Enemies will get scared of the bear
  • Removed older leaderboard entries before the difficulty modifier changes
  • Added a distinct colour for items classified as "Strong" and "Weak". Also made the green & red arrows a bit larger on the info panel
  • Leader power-up max level lowered from 25% to 20%
  • Speed power-up max level lowered from 25% to 20%
  • Indication arrows (on top of elites, rabbit, water) are drawn on top so they don't get lost
  • Ginseng effect changed from 5x to 2x but lasts longer (12.5s to 15s)
  • Initial Church Healing cost lowered
  • Church Cleanse and Weaken prices depend on the enemy activity on screen
  • Church has a new buy option: Divinity (fires straight away)
  • Bandit Camp and Library multiplier scales over time (better early on)
  • Obelisks and Blood Moon can appear a bit sooner
  • Weighted Dice reroll amounts are randomised
  • Endless maps difficulty not as hard early on
  • Player invincibility timer is shown
  • Run mode is automatically toggled off when there's not enough energy for it
  • Tutorial (Training Grounds map) is simplified yet more extensive
  • Maps will start in a paused state while zoomed out
  • There's more blood and extra enemy hit sounds
  • Added Thailand and China flags to leaderboard
  • Added player movement sounds
Bugs
  • Leader power-up bonuses were not shown in the weapon info panel
  • Leader power-up bonus was not applied to Priest
  • Old weapon penalty percentage (-20%) was still applied to some weapons
  • Hover effect was broken in some of the character screen weapons
  • Several consumables had 2 quantity in upgrades screen
  • Church Cleanse did not clear special enemies (non-elites)
  • XP, Ability and Healthbar borders did not scale properly in some resolutions
  • Chickens targeted disabled elites (such as in challenge missions)
  • Cycling through consumables and weapons in shop with gamepad was not intuitive
  • Party member cost had mistakenly dropped very low

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"