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Horde Hunters News

v. 0.2.5 Demo update

Hello! Sometimes you have to do maintenance patches that mostly focus on general tweaks and bug fixes. This is a big one in preparation for next week's Steam Next Fest! Leaderboards have been reset along with the map seeds.

v. 0.2.5 changes:

General
- New power-up: Leader - Increased damage for party members
- Nicolaus' (Ranger) initial attack rate is slightly faster
- Training dummies have a varying amount of XP in them (more than before)
- Campfire renamed to "Supplies" as the graphical asset changes between maps
- Apple Tree renamed to "Apples" because it's more succinct especially in map view
- Weighted Die renamed to "Weighted Dice" just to be more universally known
- Added a collar to dog animation sprites
- Increased gold drop chance from enemies in the first 6 minutes of the game
- Required experience for level up decreased after the first few levels
- Villager renamed to "Farmer"
- Farmer and Dog initial price dropped from 200 to 150
- Mouse cursor colour changed from multiple colours to plain red for maximum visibility
- Added an extra power-up selection at 1 million kills
- Boomerang was hard to use. It has been redeveloped as a more useful weapon that targets the nearest enemy
- Enemies and elites scale a bit slower (less health and damage overall)
- Endless map enemies scale a bit faster (more health and damage overall)
- Endless map new seed refresh (and leaderboard reset)
- Adjusted intro logo impact sound to be a bit less impactful (and hurtful to ears)
- Reduced the number of gem, gold and obstacle hit sounds that can play at once (and be hurtful to ears)
- Blood Transfusion Set health amount reduced from 0.2 to 0.1
- Super Ball nerfed a bit
- Pitchfork attack speed slowed down sligthly
- Bandit camp initial enemy gold drop rate lowered from 50% to 25%
- Dog is 25% faster to move and initial price dropped to 100 from 150
Bugs
- Missions could overlap causing issues upon starting one
- Fire mission water generation had a few potential issues like being generated beyond the mission radius, remaining after the mission ended and having an inaccurate number of them
- You could end up with 2 level up screens on top of each other
- Previously selected power-up could stay selected after selling it
- Boomerang did not count the maxed out subsequent damage boost if the enemy was killed
- Freezing and selling items caused several duplication issues
- Town hall didn't have proper checks when purchasing party members if already having inventory full
- Enemy portal timer did not stop during missions
- Victory music kept playing when continuing playing beyond initial map win
- Current free rerolls remained after selling Weighted Dice

v. 0.2.4 Demo update

Hello! Some exciting things in this update including new weapons and items to play with. The level up rewards have been slightly changed so that you may also get new weapons and items that way. Dog companion has gone through some changes and you may feel that the game looks a tad bit better overall (maybe, hopefully).

v. 0.2.4 changes:

General
- New weapon: Fire Cape - Leave a trail of fire behind you
- New weapon: Super Ball - Colorful bouncy projectiles
- New item: Chaos Stone - Random 1-2x damage multiplier for consumables
- New item: Weighted Die - 2 free rerolls in blacksmith on every stock update
- New power-up: Health - Increase character base health
- Level up may also give you a new weapon or item instead of a character stat
- Dog modified: Dogs will also attack enemies along with fetching loot. A collar is added to your inventory that you may upgrade
- Dogs can be found on rescue missions as well
- Increased the overall contrast of the map graphics
- Changed the menu background art
- Consumable quantity is only shown for the currently selected one to reduce visual clutter. On pause all quantities are shown
- Added some new flowers and grass tiles to liven up the map
- Added a button hover sound
Bugs
- Fire Bomb projectile remained visible after reaching target
- Passive weapons were not removed after selling them
- Fixed a font issue where sometimes you had a strange line appear above a character
- Mission end reminder at 20s only worked when in visible area of said mission
- AI party members got stuck every now and then running in circles
- Fixed a saved map issue with accessing Farmlands
- You could click the inactive character and maps buttons

v. 0.2.3 Demo update hotfix

The previous demo update introduced a pretty severe bug in that the weapon upgrades were limitless. Woopsie!

v. 0.2.3 changes:

Bugs
- Weapon upgrades were unlimited

v. 0.2.2 Demo update

Hello! Nothing too exciting in this update, but it all adds up still. My artist has been unavailable so some of the stuff I've worked on didn't make it in. Stay tuned!

v. 0.2.2 changes:

General
- New accessibility option: Enemy Amount - Spawn more or less enemies (0.5x-1.5x)
- Play view area is roughly 10% smaller (zoomed in). As a result performance has increased a fair bit!
- Added empty weapon/item slots on GUI to better illustrate how many you can have in total
- Minimap is bigger and building texts are larger
- Visibility area during rain is slightly smaller/worse
- Added a tutorial tip for new players on level up about acquiring new weapons at the blacksmith
- Added a tutorial guide when entering blacksmith for the first time
Bugs
- Incompatibility with some less common controllers
- 16:10 aspect ratio screens (like Steam Deck) stretched the screen a bit

v. 0.2.1 Demo update hotfix

Just a small hotfix regarding selling the pitchfork/villager.

v. 0.2.1 changes:
General
- Since the villager is counted as another weapon in the inventory due to the pitchfork, it may now be sold like any other item. The price is counted depending on the amount of villagers you have and how much the pitchfork has been upgraded
Bugs
- Villagers remained as party members if selling the pitchfork weapon (once upgraded)