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Horde Hunters News

v. 0.6.0 - Hotfix

Quick update to fix a couple of bugs.

Bugs
  • Rabbit may end up stuck indefinitely and never explode
  • Weapons may duplicate in your inventory by some freak coincidence. I was unable to reproduce this so it's a rare bug but I've put in an extra check that hopefully avoids this

v. 0.5.9

Hello. This update brings a new mission map, camera improvements and various general gameplay improvements.

[h2]Road Town mission map[/h2]

The Road never had its own mission map so here it is! It's quite a tense experience since it's a smaller map and the enemies never deactivate (like they do on all other maps). Hope you like it.

[h2]Camera Improvements[/h2]

The camera has been tweaked a little bit to hopefully provide a smoother experience both graphically and gameplay wise. There's a new setting that gives you 3 different ways to move the camera with the player.

[h2]General Improvements[/h2]

The character Charisma has admittedly been one of the weaker stats. It's now hopefully more beneficial by having the chance to scare enemies away!

Shop upgrades area has a new Bulk Discount button to buy all offerings at once.

Read below for more...

[h3]Full changelog[/h3]

General
  • New mission map: Road Town (2 new achievements)
  • New setting: Camera - "Smooth" (default), "Player Aim", "Static" (previous default)
  • Camera movement is slightly more accurate and should help with the the occasional graphics flickering
  • Charisma (CHA) increases for the chance to scare enemies away
  • Shop upgrades area has a new Bulk Discount option to buy all with -10% and free reroll
  • Mine enemy damage will come from the number of enemies inside the radius (1 health per enemy)
  • Enemy loot dropped from Bandit Camp and Library will pull to the player
  • Bandit power-up max amount increased from 15% to 40%. Camp gives additional 5% gold worth as well
  • Roads maps may have Agave plants
  • Road speed multiplier dropped from 120% to 110%
  • Initial repair cost dropped from 50 to 25 gold
  • Elite death explosion will bypass shields
  • Undead party member attack rate decreased
  • Added Portugal and Spain flags to leaderboard
Bugs
  • Enemy spawning issues with some game speed settings
  • Tutorial could soft-lock if leveling up before the end screen appears
  • Portal and teleport left you vulnerable during the jump
  • Undead party member attack had knockback although it shouldn't

v. 0.5.8

Hello. This update brings a 24h clock, better performance, and several balance and bugfixes.

[h2]Day/Night cycle[/h2]

All maps now go through a real-time clock where a full day (24h) equals to 10min in game time. There's a couple of major benefits to a system like this:

  • Natural to the game world that looks and feels good as the day turns into night and vice versa
  • Gameplay elements can be tied to specific time of day e.g. something only occurs at night time

[h2]Change your weapon bonus at the Forge[/h2]

This was requested in the Discord channel. The 100% bonus that you choose when maxing out a weapon can now be changed at the forge with gold. This means you're not locked into your choice anymore and may alter it during the run if the build benefits from it.

[h2]Performance improvements[/h2]

This is an ongoing battle but I've managed to make good headway with this update. Performance is better overall but especially more stable later on when things get a little hectic.

[h3]Full changelog:[/h3]

General
  • New Forge functionality: Change your weapon 100% bonus with gold
  • New day/night cycle - Full day (24h) is 10min in gametime. Maps randomly start at different parts of the day
  • Performance improvements all around and especially for weather events and certain weapons/projectiles
  • Wind and Rain event changes: Both have a light version, wind direction will change every time and these won't occur at the same time anymore
  • Blood Moon occurs only at night but last longer. The effect has been changed as well
  • Sandstorm occurs only during daytime
  • Enemies spawned at night get a 10% bonus to stats
  • Sky (clouds and mist) setting can be toggled on/off at any time during play
  • Active consumables and their timers will be listed above the icons in the bottom right
  • Rabbit will have a blue arrow on top so it doesn't get lost in the crowd
  • Chicken will target the big flying enemy as a priority if one is around
  • Divinity and Cyclops will bypass shields
  • Library and Bandit Camp circles are slightly bigger and have a maximum time of 30s when activated
  • Presents dropped by enemy will show up as actual presents. The drop chance is now higher at start of game (1%) but decreases over time (minimum of 0.1%)
  • Supplies on the map have a lower percentage to be found over time
  • Regular enemy fireballs home in on their target for a short time when fired
  • In case of a game crash the error is saved to a text file and a message displayed to user about it
  • Game end difficulty information is always displayed but more condensed
  • Added kills and game speed information to leaderboard
  • Added Mexico and Romania flags to leaderboard
  • Improved the submenu design on main menus
  • Splash and main menu background changes colour like the other pages
  • Endless leaderboard score changes: The Difficulty options no longer each give a multiplier for the base score but an average one
Bugs
  • Higher Game Speed had several timing issues where events either occurred late or not at all
  • Chaos Stone disables weapon multiplier bonuses for AOE weapons
  • Weapon penalties did not apply for many weapons
  • Weapon attack mode bonuses were applied to other weapons beside the primary one
  • DPS hit timer for enemies and destroyable objects did not adjust for faster game speeds
  • Stun +2s weapon bonus only gave +1.5s
  • Changing master volume when music volume is 0 the music will start to play
  • Enemy projectiles only targeted the player and not other targets such as rabbit or diversion
  • Game end screen buttons may go under the results area

Leaderboard Competition Winners

Hello. It's been wonderful to follow the first ever competition we had for an endless map this past 2 weeks.

Here are the winners. Congrats to all, I don't know how you did it but you did it. Thanks to all for participating and as this was such a positive event I'll be sure to do similar ones in the future!

  • Winner - MuskelBiber (25e Steam gift card)
  • 2nd place - Joo Caju (10e Steam gift card)
  • 3rd place - Noohs (5e Steam gift card)


The best part for me as a developer is the added activity and since it's a competition the game is pushed to the breaking point. And sure enough many bugs and unbalancing were uncovered as a result. I didn't want to push any updates while the competition was ongoing but there will be a juicy update tomorrow so stay tuned for that. Cheers

Updated Demo and Leaderboard Competition with Prizes

Hello. I mentioned about a competition in the previous announcement, but wanted to additionally bring up that the Demo version now has access to the Endless Village map as well (it still needs to be unlocked first by completing the Village map). This means demo users may also take part in the competition and potentially win prizes. I'll reiterate the rules below.

[h2]Endless Village competition with Steam Gift Cards for winners[/h2]

The leaderboards have been reset. To repopulate them I thought a contest would be in order!

The top 3 scores made in Endless Village map will be rewarded with Steam Gift Cards. You have 2 weeks to compete, until the end of Jan 17th. Please take a screenshot of the end screen for proof of win just in case. I will contact the winners on Steam by sending a friend invite as that's how I can send the gift cards through. Excited to see how high the scores get. Good luck everyone!

  • Winner - 25 EUR Steam digital gift card
  • 2nd place - 10 EUR Steam digital gift card
  • 3rd place - 5 EUR Steam digital gift card