Version 1.4.41: Anniversary patch! (Postgame & new Sharpshooter passive!)


It's already been an entire year since Horizon's Gate released! Let's celebrate with some patch notes:

FEATURES

  • You can now keep playing after beating the game!
    • A new save called "Won!" is automatically created that puts you at the exit to the overworld.
    • After winning, all gameplay is the same, except:
      • Reeve can no longer be asked for advice on short-term or long-term goals
      • Dominio fleets spawn less frequently
    • NOTE: postgame saves created from existing saves that already visited the final zones before this patch will have a cosmetic bug where the final journal goal does not appear completed.
  • New Sharpshooter passive: Sniper

  • Taught the AI how to push enemies into or out of some obstacles and spells
  • Increased max XP from 99,999 to 999,999

BALANCE

  • Increased MP recovery of Bloodring from 1 -> 2
  • Reduced Silver Tower's Dodge from 26% -> 24%

FIXES

  • Brawler's 'Iron Hands' now applies to unarmed attacks made with 'Thousand Fists'
  • Dispel effects now douse Lit Megabombs
  • Lit Megabombs placed before the final encounter are now doused
  • Fixed unsheathe animation looping
  • Fixed actors not being able to fall off ledges while they are busy (stunned, acting, etc.)
  • Fixed lower-investment port unlockables that are later unlocked in greater (or infinite) quantities not being unlocked (NOTE: fixed for new games only)
  • 'Highlight All' now works when using a controller
  • Added info popups for the controller during the tutorial
  • Rogue's 'Stealth-sense' now activates whenever you are in 'Use' mode with a controller
  • Fixed cargo sometimes getting stuck on left side of fleet loot screen when using a controller
  • Deeds purchased when using a controller will now be placed outside instead of in the player's hands (which prevented moving)
  • Fixed being unable to select "DONE!" button in chargen with a controller if mouse or keyboard is used prior

MODDING

  • Fixed Location mods not being loaded in the specified mod load order
  • Incorrect or misspelled data types now generate an error message when loaded if debug mode is enabled
  • Newly loaded mod locations are now automatically given the "mod" tag which prevents neutral fleets from spawning there
  • Fixed new ActorValues not being correctly saved when used as permanent effects
  • Added Effect.formulaMod, which adds a modifier that is constantly recalculated
  • Added @F to specialEffect, which can specify a formula requirement (ex: @Fg:gVarID)

It's been a joy to keep working on this thing. In the past year, there have been over 30 patches, adding a new class, 5 new locations, new mechanics, controller & workshop support, and all sorts of other stuff. And I have many more patches planned!

Thank you all for your help with feedback, bug reports, modding, and most of all:


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