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: