Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Horizon's Gate - open world seafaring tactical RPG from Voidspire Tactics dev

Joined
Apr 4, 2019
Messages
220
Location
Austria
Alright, i completed the game including all achievements and i have to say that i liked it. Really it was entertaining und i do hope to see more of your games.
 

Eldiran

Rad Codex
Developer
Joined
Nov 10, 2015
Messages
130
Thanks for playing, everyone! I'm working on a patch with more content.

Is there a way to "park" crew members?

You can Dismiss Crew at a cafe and they stay there indefinitely.

- You should materialize the grappling
- defenders can cut it/them in order to sail away (one CC attack or 2 and /or a fire attack)
- If not the boats engaged in battle skip their turns when the game switch phases (they don't fire either because the crew is busy fighting off the boarding party)

Cool idea! I'd have to rethink the Boarding Corvus though.

Eldiran is the music Kevin Phetsomphou? It's great, again.

I got Kevin's music again in this one. : ) Most of the rest of the music is from PeriTune Material.

The first character I rolled got a quest to explore the channel south of runewald—I think from Reeve while eating a local specialty. I made a second character, played for much longer, and haven't gotten that quest. Anyone know what that's about or what triggers it?

It should happen if you eat at a cafe with Reeve in your party twice. I think you won't get the quest if you explore the channel before she gets the chance to talk about it.

Overall game is character building porn, but encounters haven't really challenged an optimized squad yet.

Nice, that is an absurd amount of damage. I love seeing how people optimize.

I've finished to write a rough draft of a 10 page review. I'm still unsure wether I'll try to fill the few blanks and translate it from 5 years old kid english to proper english and submit it to the staff or if I'll simply post it here.

Awesome. : D

Eldiran Unless I'm mistaken the game lacks a keyboard shortcut for the "Move" command and potentially a way to drop some food without spliting into half stacks several times.

If you hit WASD during combat it will bring up the movement tiles. Right-click splits stacks, and if you have a stack in hand, right-clicking an empty slot drops 1. Still not great if you want to remove, like, 20 out of 100 food though.

Alright, i completed the game including all achievements and i have to say that i liked it. Really it was entertaining und i do hope to see more of your games.

Thanks! : )
 

jungl

Augur
Joined
Mar 30, 2016
Messages
1,467
content was too short I beat the game without experimenting with end game classes. Explored all the map but didn't bother do all of the king quests and buy best weapons. 1 man team can only do so much.
 

Trash Player

Augur
Joined
Jun 13, 2015
Messages
495
Strength could go even higher: [4 base + 2 from gladiator + 3 from weapon expert + 2 from gauntlets + 6 from gag + 6 from rage + 4 from morale + 5 from elemental fury + 2 from advance] * 2 from grin = 68 strength (but elemental fury and advance have to be used again before the next turn, which isn't usually worth it, especially if the tactician has Now!)
Overall game is character building porn, but encounters haven't really challenged an optimized squad yet.
Don't forget Brave's +4 from Warrior. Have you tried Bloodweaver Hive yet? Not like it will challenge any optimized team anyhow but still.
 

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,705
Beat the game and now I am struggling to decide what party to make for my second playthrough in order to get all achievements. I wasn't entirely satisfied with how my previous party turned out.
On one hand i would like to include a guardian/warden multi-class with that enduring negate passive to create an ultimate shield paladin. Maybe i will add that life mirror passive from balancer on top of that.
On the other hand i would also like to include a ministrel, but that would overlap a little with my shield paladin because i would also like to pump a life magic on him/her to make a full use of healing/mana restore songs. I also wonder with which class i can abuse this battle caster passive.
Or maybe i should ignore my autism and just include two life magic specialists into my party? Ministrel/Sage(Or Balancer?) and Guardian/Warden might work well with each other.
Throw Weapon/instant weapon switch passive is a fun combo but i already did this in Alvora tactics with greatswords.
Krakenslayer and his jump ability is fun but i probably should have dual-classed him with someone else instead of warrior, maybe rogue? But i wouldn't like to have a krakenslayer without ice focused mage with a dip for "condensate" from elementalist and that's something that i already did in my previous party.
Seems like that Ravager took the destroy ability from the Defiler and it's corresponding critical destroy passive - one of my favourite abilities introduced in alvora. Defiler/Berserk(or Gladiator?) with a dip for drain should be fun
I am also yet to fulfill my dream of creating a full ignis knight party.
:despair:
 
Last edited:

Kaivokz

Arcane
Joined
Feb 10, 2015
Messages
1,509
Don't forget Brave's +4 from Warrior. Have you tried Bloodweaver Hive yet? Not like it will challenge any optimized team anyhow but still.
Hmm, I can't remember Bloodweaver Hive, where is it/what enemies are in it? I had 100% map exploration but might have missed some locations.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
Don't forget Brave's +4 from Warrior. Have you tried Bloodweaver Hive yet? Not like it will challenge any optimized team anyhow but still.
Hmm, I can't remember Bloodweaver Hive, where is it/what enemies are in it? I had 100% map exploration but might have missed some locations.
It's actually something I wanted to ask Eldiran about - I've recently fired the game to check something, and while going through some territory I've already thoroughly explored, Ia few new "dungeons" popped up that I haven't seen before (e.g. molded outpost). Were they added in a patch or is there some RNG involved in location discovery? If the latter, I'd suggest removing it.
 

Trash Player

Augur
Joined
Jun 13, 2015
Messages
495
Don't forget Brave's +4 from Warrior. Have you tried Bloodweaver Hive yet? Not like it will challenge any optimized team anyhow but still.
Hmm, I can't remember Bloodweaver Hive, where is it/what enemies are in it? I had 100% map exploration but might have missed some locations.
It's actually something I wanted to ask Eldiran about - I've recently fired the game to check something, and while going through some territory I've already thoroughly explored, Ia few new "dungeons" popped up that I haven't seen before (e.g. molded outpost). Were they added in a patch or is there some RNG involved in location discovery? If the latter, I'd suggest removing it.
The map painting radius is bigger than the location detection radius, so locations can pop up in "old territories". Yes, it is pretty bullshit.
Yellow dots on world map are non-safe hand-crafted locations. They are always in the same place. Little red dots are generic groves and mission generated locations. They are decided by algorithms.
As for the hive, there are 6 weavers in loose formation, the location:
 

Eldiran

Rad Codex
Developer
Joined
Nov 10, 2015
Messages
130
Nice! Thanks CryptRat! Very thorough review, and I don't think there are any inaccuracies, which is impressive with so many complex mechanics.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,625
Thanks for the feedback, I'm glad you don't think it's bullshit and I hope it will make people who could like the game be aware of it and want to play it.

I'm not really apologist about the new mechanisms, but based on people actually posting here I think it was quite a consensus of the place that overall they are nothing special but that the game is great and deserves full love anyway so I didn't feel it was unfair, misleading, or any really negative for the matter, to state that I think that what should be pointed out of the game first were the 34 classes, more than 100 passive skills and various cool encounters rather than those.
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,407
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
I went back to this game after hiatus playing trails games.

Damn blood reaver nest is so hard. I defeated drakhis monster but not the reavers. My party isn't fully complete yet, some still grind exp to unlock classes, so yeah i will just come back later.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,540
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Nice: https://www.rockpapershotgun.com/2020/05/13/horizons-gate-review/

Horizon's Gate review
A seafaring RPG that's a joy to play


90


As I sailed westward along a remote, equatorial coastline, I clocked an unfortunately major issue that was about to befall me: my food supplies were in dire shape, and there wasn’t a single port in view for my crewmates to fill their rumbling bellies at. So, I sailed into deep water until I was attacked by a horde of sea monsters, lambasted them with a barrage of rip-roaring cannonballs, and salvaged some distasteful but edible meat from their buoyant carcasses. Morale took a hit – likely courtesy of their grotesque bodily pungence – but we were sufficiently fed to sail another day.

Horizon’s Gate is a seafaring survivalist adventure that boasts a gorgeous, retro pixel-art style. Although there is a narrative in place – with joyously raucous maritime dialogue consistently dotted throughout its trajectory – sailing aimlessly in search of exploratory endeavours is what marks it as something truly special.




The gist is this: you, the Commodore of an independent fleet, are tasked with recruiting pub-dwelling seafolk to man your armada. It’s modest at first – you might have little more than a plain cargo cog, staffed by a ghost crew of four or five solitary beer-guzzlers looking to don their sea legs in pursuit of fame and glory.

At the beginning, these mercs are total strangers who are likely only interested in the coin you pay them to stick around. You bump into them in humble little cafes while docked at port, and pay them a small fee upfront with the promise of extra compensation paid per day thereafter. However, as you spend time together and explore the vast ocean around you, they’ll begin to open up both to you and to one another. Before long the banter will begin to flow even when your ships are still – provided you’re sat in a cafe and have bought the lads a round of the local speciality, which is often alcoholic in nature. They don’t ask much from you – except a coin a day for their service – but put a mug in their waiting hands and they’ll be your new best pals in no time.



As you gradually build up some solid capital from the spoils of war and plunder, you can splash out on extra ships for your fleet and afford to hire even more sailors from the ports you trade with most regularly. Landing at ports changes the perspective from distant birds-eye sailing sim to top-down Zelda-like town levels, and your ship is subbed out for a landing party of five members. Although there is plenty to do on land – you can trade with merchants, train new classes, gain favour with rival courts, and even hang out with literal cults – I spent most of my time sailing, and only anchored my fleet when I was in need of either food or money for my ever-ravenous crew.

But it’s sailing that makes landing worthwhile in the first place. Towns you visited early in your quest may change rapidly over the course of your naval odysseys. Talk of your adventuring spreads to coastal towns at the nautical equivalent of the speed of light, and some more entrepreneurial explorers quickly begin to recognize where they’ll be most likely to catch your eye.

This phenomenon is tied to the game’s passive fame system, which operates in the background. It’s a tad intimidating at first because it appears slightly more complex than it actually is, but after playing for a short while you’ll be able to see the ocean for the whirlpools. Simply put, your fame is divided into accomplishments tied to exploration, combat, and trade.


Exploration-based fame increases as you unveil more of the naval world, which provides you with unique information you can sell to cartographers at port. This predominantly comes from seafaring in boatform, which allows you to document previously uncharted waters. Meanwhile, combat fame is relatively self-explanatory: it rises when you emerge victorious from tussles with pirates, monsters, and, if you’re truly desperate, unfortunately unaware merchant fleets who are just trying to transport some grain. This kind of fame can be earned in multiple ways – you can fight massive spider lads in dark forests with your landing party, or blow kraken-esque colossi to smithereens by loading your fleet with irritatingly pricey cannons. Trade fame goes up as you begin to recognise how capitalism can be exploited by flogging your boon for frankly vulgar amounts of gold, which you can then then spend on said irritatingly pricey cannons, as well as special little fish things that help you navigate your way around the seven seas.

There are also various other systems in place, which constantly demand your full attention. You can’t just hold down a directional control while you text your mates – you’ve got a merciless food meter to worry about, as well as the daily upkeep necessary for compensating your crew. To reiterate, there are also highly aggressive Nessies skulking just beneath the ocean’s meniscus, some of which have the power to shoot you with some sort of strange projectile from halfway across the screen. You’ve got to be on your sea toes if you want to keep your fleet functioning, and failing to prepare means preparing to end up lost in the Mariana Trench without any scuba gear.



It’s manageable, but not as much as a game emphatically and exclusively devoted to management might be. After all, it’s a naval survival game first and foremost, which predominantly thrives on the sense of wonder invoked every time you discover what is admittedly likely to be a very inconsequential harbour. Some places you happen upon are great – I had a massive battle with some sort of bone demon in a remote western desert, who had taken it upon themselves to construct a lair out of the arbitrarily-placed skulls and spines of its enemies. I also found a deserted farm that had been overrun by Cleevers, a sub-oceanic species who also make weapons and ships out of chitinous carcasses and cartilage. Their pointy sticks are far too intimidatingly ugly to sell at port, but they pack a serious punch when put to their intended use.

This brings me to my next point: combat. It is dishearteningly boring at first, but give it an hour or two and there are systems in Horizon’s Gate that eventually make its turn-based fistifcuffs more attuned to seafaring cannon chess than contemporary button-mashing.

It’s tedious to spend several minutes traversing a tile-based arena early in the game to wail on enemies with a blunt object, but soon you unlock elemental spells and become able to summon bat friends to aid you in your fighty bouts. You can eventually assign each of your five fighters a pair of unique classes, which each come with their own special abilities and passive buffs.



As mentioned above, you can also declare war on sea monsters and other ships – regardless of whether they are friendly or not – and trigger a totally different form of combat. It’s still tile- and turn-based, but instead of swords and sorcery you’ve got big boaty beast bombers in an aquatic arena. These pelagic skirmishes are brutally wonderful, as the satisfaction felt after successfully blasting through the hull of a brigantine never wears off. In fact, it only grows alongside your fame and ever-inflating ego. You were once a lone sailor grateful to escape the evil clutches of a traitorous crewmate-cum-pirate, but now you are the undisputed monarch of the oceans, slayer of monsters and hoarder of treasure. There is an argument to be made that you are the utterly abhorrent antagonist of Horizon’s Gate.

It’s also worth mentioning that the music tied to sailing is brilliant. Imagine a lo-fi, synth-based track with the percussive cadence of an onward stampede and you’ve likely conceived a similar sort of sound to what you’ll hear as you cruise along Horizon’s Gate’s wayward tides.



All the while, you’ll discover groves infested with all manner of creepy crawlies and harbour towns with cafes serving gigantic beans to-share. Or, if it strikes your fancy, you can go for alcoholic beverages fit to make a Kerren keel over (Kerren are bipedals that are highly skilled in intellectual pursuits – there are also green people with snake tails instead of legs and cricketine humanoids that go bzz-bzz when you talk to them).

Overall, Horizon’s Gate is a joy to play. Its simple art style, combined with its excellent soundtrack and sense of exploration make it a naval sim that captures the inherent charm of discovery. At the same time, you can fight fluorescent stingrays the size of houses and convince people to build ships out of still-living trees – they even have regenerative hulls! It combines dangerous excursioning with absurdly silly worldbuilding, and because you spend about as much time on land preparing to set sail as you do actually sailing, climbing aboard your boat is exciting every time.

Whether you’re taking on a titanic Shellship – that’s what the aforementioned Cleevers sail up from the abyssal depths of the ocean – or selling research information to a “scholar” at some kind of weird cult, it ensures that nothing you do is inconsequential. The more time you spend on the open water, the more this world will have to offer you and your still-hungry crewmates.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,784
Location
Roanoke, VA
Grab the Codex by the pussy
I've enjoyed this game, for the most part. I've explored >90% of the map, cleared >80% of the open-availability points of interest, my primary landing party is pretty stronk and well equipped with artifacts and materia (though by no means optimized), and I've started to build up a mid-tier fleet staffed by relatively new recruits in steel equipment and basic accessories.

(Note that I have the enemy AI slider maxed out and the enemy strength slider on its penultimate setting.)

I'm now losing my desire to continue playing, because everything about this phase is obnoxious, for several reasons. The biggest is that there seems to be no real middle ground between having just one or two fast ships (for basic exploring, trading, and missions) and having a very large, powerful fleet. A mid-sized player fleet of middling power (in my case, four Drekkars) cannot help but take losses when facing off against a similar mid-sized AI fleet. I'll certainly win, but I'm almost guaranteed to lose one ship out of my four. A Drekkar costs 15,000 gold, so the loss vastly outweighs any possible gain from capturing. Ensuring you never lose a ship therefore means having a large and powerful fleet; a middling fleet simply won't do.

This is why some players employ the "9 Cogs" zerg rush strategy, which I gather is extremely effective. Because of the relative simplicity of naval combat, all ships have more-or-less the same nominal damage output potential per turn, allowing a cheap ship rush to be very effective.

Another reason is that the initial phase of naval fleet combat involves the player and the AI painstakingly maneuvering their ships just so, trying to be the side that can get the best first shots of the battle in (which is, of course, tactically important). Being a computer, the AI doesn't suffer from emotional issues such as annoyance or tedium, and can near-instantly judge all ranges and angles. While I'm certainly capable of doing it, after the first few times I've found it to be an extreme chore. This is compounded by the fact that your ships are just dumped onto the battlefield and can't be arranged to your liking.

Finally, the mechanics of this game heavily favor offense in all things (rather than, say, defense or healing). This is true in general throughout the game, but is doubly the case during boarding actions, because the time to board is limited and the enemies found on juicy, desirable targets are no weaklings. If your team is totally offense-oriented, you can perhaps seize a ship during a single boarding action; otherwise, you'll need a second action to finish off a straggler or two.

I'm sure it gets more interesting once you've got 7-8 ships, but at this stage, the only way to earn money (though I do have four Drekkars and about 70k gold) aside from capturing valuable ships is to laboriously tote the same 3-4 cargoes to the same 2-3 far-flung ports that will maximize the selling price. It's a sheer boring grind, and the payoff will actually end up being LESS interesting battles (because they'll be more one-sided).
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,737
Location
Perched on a tree
Blaine I agree with your statement, except it took me way less time to get there, i can see the potential of the game and i enjoyed voidspire but the naval combat has to be perfected.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,784
Location
Roanoke, VA
Grab the Codex by the pussy
Blaine I agree with your statement, except it took me way less time to get there, i can see the potential of the game and i enjoyed voidspire but the naval combat has to be perfected.

I'm a huge sucker for job systems. There are innumerable fun and interesting combinations of classes, skills, races, and equipment, and I enjoyed experimenting with them. Horizon's Gate does suffer from the fact that considerations of healing and defense can practically be skipped in favor of heavy offense, as well as from the scarcity of certain exotic races (porcupine people, naga people, etc.) available to hire around the core areas of the map, meaning that a first-time player likely won't have any in his main squad, other than the player-created one.

The cadence of battle is a bit off as well, since in the majority of cases in my experience, all the enemies move at once and then all of your men move at once. Among other considerations, this makes interrupting enemy casters and timing your own casts very tricky.

Unfortunately, outside of the points of interest, dojos, and endgame (which aren't insubstantial, I should add), the only combat to be had is at the Salvage Platform or shipboard, with all of the aforementioned annoyances that the latter entails.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,512
Location
Hyperborea
Somehow I've spent 18 hours of this game mostly trading o_O. And I still don't think I'm very close to dealing with the pirates at Storm Cove. Last couple times I tried them they either had ships that surpassed mine or if I boarded the crew were at least one or two class tiers ahead of me.

Are groves level scaled to your main crew? I tried to raise up a second crew on some groves but every single one had enemies to op for them, even ones close to the starting point of the game. No more of the weak ass spiders and shit my o.g. crew fought.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,784
Location
Roanoke, VA
Grab the Codex by the pussy
Are groves level scaled to your main crew?

I don't think so. Seems to me they've all been designed by hand. However, I've only played through the game once, so perhaps which grove encounter will appear in any given spot depends upon your main party's strength, even if the grove encounters themselves are individually hand-tailored.

You've hit upon my basic problem with this game. Training a second team pretty much requires you to engage in dozens of naval battles and boarding actions, which would be fine, except that that requires putting up with [all of the things I was complaining about before].

The naval combat needs to either become more abstract (except for boarding battles), or else become more elegant and detailed. It's not in a good place right now.
 

Trash Player

Augur
Joined
Jun 13, 2015
Messages
495
Down time between the fun parts is simply too long. HG is the only game in the series I haven't completed in a binge. I put in on hold for a week despite d1p and only then finished it.
There is no disappointment, I realized during development there is simply no way the whole sailing part isn't trivial and superfluous.

At least boarding the elite fleets is pretty much what amounts as "post end game", instead of a requirement. It is the only reason to train a second team. XP can be purphased from a port after investment. It is reasonably efficient.
Trading is a boring drag though and other methods of progression are slow hassle.

There is no level scaling. It would be a headache to design one otherwise, XP being spendable on the practical and the esoteric without any distinctions at all. Groves are all handmade but the simpler ones
are randomly distributed. Consumables are very strong and can carry a green team through.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,784
Location
Roanoke, VA
Grab the Codex by the pussy
XP can be purphased from a port after investment. It is reasonably efficient.

That's good to know. There's a guide to port investment, so I might check that out to find out which one will produce unlimited essence stones.

Trading is a boring drag though and other methods of progression are slow hassle.

What trading needs to do is to scale. I tried investing a bullion port to 100%, and it still produced only one bullion per day. Perhaps the maximum stock increases after investment (one of them seems to max out at 17 bullion without any investiture), but realistically, increased maximum stock is of limited value. Bullion, pearls, perfumes, and bulk furs are pretty much the only worthwhile goods to trade apart from the monthly special, returning between 6-15k net profit per trip, depending on various factors. That may seem like a lot, but apart from furs it requires sailing all over the place to buy out 2-3 ports, then sailing to Crubtown or whichever other far-flung outpost is effectively the maximum distance from all production ports, and then sailing back again, often empty-handed.

I now understand why people want speed hacks to move their ships more quickly. Even with fast ships like Drekkars, the simplistic trading routes get very old, very quickly. And until you can reliably capture ships that sell for 3k+ apiece without taking a single loss, that is the only way to build wealth apart from the initial infusions of exploration and discoveries.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,784
Location
Roanoke, VA
Grab the Codex by the pussy
Damn it to Hell, I give up. I booted up the game, fought through a nice swampy mini-dungeon area I hadn't previously found, then spent something like twenty minutes gathering up all the Carapace from three widely-spaced ports and hauling it to Crubtown. Sea monster attacks added to the travel time, because they slow you down no matter what your approach (carefully avoiding them slows you, fighting them slows you, fleeing them slows you) and I find it's best to just auto-sail until you run into some, then blast them ASAP.

It's literally a one-dimensional, boring grind standing in the way of fun, because bankrolling 7-8 ships with cannons and shit and full of crew with gear and plenty of funds to keep their food and morale afloat is expensive. And it's manageable, but only through utter tedium. This has to be done in order to get to the "good" part: Big-ass fleet battles with great rewards and (most importantly) strong boarding-party enemies.

The only other alternative is to cheat. I don't think I want to do that.

Ah well, it was still a very enjoyable game with a pretty great race/class system.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,512
Location
Hyperborea
It's literally a one-dimensional, boring grind standing in the way of fun, because bankrolling 7-8 ships with cannons and shit and full of crew with gear and plenty of funds to keep their food and morale afloat is expensive. And it's manageable, but only through utter tedium. This has to be done in order to get to the "good" part: Big-ass fleet battles with great rewards and (most importantly) strong boarding-party enemies.

Does this have to be done to do the 'story' though?
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,625
Version 1.1.4: new dungeon, new banner, many fixes!
Horizon's Gate now has a new and vastly improved banner image!

2jfkIs.jpg


Thanks to the extremely talented Grace Liu for this beautiful artwork - Reeve and Hagger have never looked better! You can see more of her art here.

With it comes a new dungeon, more pirates, and some bugfixes! The dungeon is a multi-floor tower. This patch also includes changes from a number of other small patches.


v1.1.4
FEATURES

  • New location: Sunken Balkaloth
  • Increased reward for Salvage guild quests by +$200
  • Maximum pirate fleets now increases from 2 to 4 over the course of 200 days
  • Blunderbuss and Scout Rifle now can be reloaded (but not fired) with one hand
  • Fleet battles now show exactly who got how much XP at the end
  • Added detailed profit breakdown in tooltip when selling trade goods
  • Defeating a sea monster 'fleet' now spawns a gust in the overworld where they were
  • Weapons are now automatically reloaded at the start of each Arena round
  • Elementalist's 'Firewalker' now heals from walking in fire/acid/electric water
  • Fleeing land combat from the same enemies repeatedly now incurs a ramping Combat Fame and Crew Morale penalty.
  • Increased duration of most cafe food effects by roughly 50%
  • Added some NPC responses to certain player actions in port (Only for players who haven't visited the ports before the patch)
  • Added royal dialog if your faction takes over almost every port in Eral
  • Added a unique greeting for each temple
  • Added a few more variations for Reeve's "What should we do next?" dialog
  • Added unlockable 'Timed Hits mode' after beating the game (already unlocked if you have beaten the game)
BALANCE

  • Reduced Sea Monster spawn rate by about 5%
  • Slightly increased XP reward for sinking Megarays and slightly decreased XP for sinking Shellships
  • Life Trigger now correctly scales with Life Skill/Magic Attack additively instead of multiplicatively
  • Lifeshards no longer arc over characters (now behaves like a Dart instead of a Bow)
  • Reduced Magic Attack and Skill damage scaling of Scholar's 'Gust' from 100% -> 80%
  • Reduced MP cost of Gatewarder's 'Gate: Avalanche' from 9 -> 7
  • Halved Magic Attack and Skill duration scaling of Warden's 'Guard' and 'Ward'
  • Reduced rank up duration increase of Warden's 'Guard' from +15t -> +10t
  • Halved Magic Attack and Skill duration scaling of Elementalist's 'Freeze' and Unmaker's 'Wither'
  • Halved Magic Attack and Skill duration scaling of Defiler's 'Brainshock' but increased base duration by 4t
  • Reduced duration of Breaker's 'Break Arms' disable by 7t
  • Minstrel's 'War Ballad' duration now also scales with Life Skill (but Magic Attack scaling is halved)
  • Re-added Cleever Impaler's -3% Dodge penalty and Omnipode's +1 Skill bonus
  • Warpblade's 'Gate: Slam' base range reduced from 4 -> 3
BUGFIXES

  • Added journal entry for Turrets
  • Fixed having certain gamepads plugged in making the keyboard unresponsive
  • Fixed Guard protecting against Break Weapon and Break Armor
  • Fixed crash if you run out of possible royal quests by defecting
  • Fixed animation delay on 'Thousand Fists', 'Dual Strike', and 'Shield Bash' causing them to miss on attacks that push
  • Fixed crash when moving cargo onto Crew window when looting a fleet
  • Fixed gossip about quest items not checking items in locations you've never visited
  • Fixed Dialog Speed option not being saved
  • Fixed certain roofs not showing shadows or walls underneath
  • Fixed Rain and Storm effects persisting when entering Gale Ravine
  • Fixed shorter Morale/Poison effects reducing the duration of existing Morale/Poison effects
  • Fixed Decay not overriding Regen effects
  • Fixed Bat Handler's 'Zoarnado' not being a Physical attack
  • Fixed investments in Dunning-Mars reducing favor with Seartial (fixed for new games only)
  • Fixed AI sometimes choosing suboptimal targets (especially with area of effect spells)
  • Fixed facing-based effects (Valiant, Backstabber, etc.) not calculating consistently at 45° angles
  • Fixed Mobile Workshop furnace not working
  • Fixed Bone Crossbow's Ruin bonus not properly unequipping if the weapon was fired (thanks rcfox!)
  • Fixed delayed 'mid-air' abilities such as Blast Shot being cancelled if the caster becomes unable to act
  • Fixed Omnipode or Volskarver duplicating when thrown with Hurl Weapon
  • Fixed Volskarver's prices being inconsistent
MODDING

  • Fixed Ctrl+R crash with DialogNodeOverride mods
  • DialogOption mods now overwrite existing DialogOptions if the ID, text, and formulaReq all match
  • Ctrl+R no longer crashes with mod GlobalTriggers
  • Added support and example file for FormulaGlobal mods
  • Added support for songs in the Mods directory. (Song filenames must start with "Song-".)
  • Added cloneFrom support for ActorTypes and ActorClasses
  • Lists can now be cleared in definitions by preceding it with a '!' character (Ex: "!actions=Mec_setTurret" would clear the actions list before adding 'Mec_setTurret'.)
  • Overwriting a Zone now backs up the overwritten zone and puts it in a 'Backup' folder. Only 1 backup is kept.
  • Added support for FXData, drawOrderFX, and drawOrderFXLight (check out ModSamples/FXsamples.txt)
  • Triggers can now list multiple elements in triggeredByElement.
  • Implemented 'GlobalTriggerEffect', which adds a TriggerEffect to the specified GlobalTrigger (via ID=triggerID;).
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom