Small balance and bugfix patch this time - the main focus being improvements to Tactician abilities and a few nerfs to the Warpblade's most dominant moves.
BALANCE
Tactician's 'Hold' morale boost base duration increased from 74t -> 104t
Tactician's 'Hold' morale boost duration scaling from Magic Attack increased from x2 -> x4
Tactician's 'Advance' attack boost increased from 2 -> 3
Tactician's 'Withdraw' defense boost increased from 2 -> 3
Warpblade's 'Gate: Trick' MP cost increased from 3 -> 4
Warpblade's 'Gate: Trick' accuracy bonus removed
Warpblade's 'Gate: Onslaught' now has a 50t cooldown
FIXES
Fixed procgen not properly randomizing certain elements of grove encounter terrain
Fixed Lagan's fleet becoming non-interactive from rare fleet data bug
Fixed save files with extra spaces at the end of the save name crashing on load
MODDING
When mods crash during loading, you can now opt not to disable the mod, or cancel restarting entirely
Fixed crash on right-clicking map icons in non-Eral overworld zones
Added ItemType special.hiddenFromBuildMode
fullrestore and similar effects no longer clears Max HP effects besides the KO penalty
replaceTriggerWithZoneSeries now takes a levelData ID for sValue2 and applies terrain and item replacers
Added support for Screenshake and ScreenTint to modify FXData (see Mod samples folder)
Fixed crash when a texture for a Location minimap button is missing or removed
Made 'Grab' (G key) in build mode always overwrite even with transparent/reflective terrain
"actTime" actorValue's harmfulMagnitude is now correctly set to 1 instead of -1
Version 1.5.9: Steam Deck support!
Finally, Steam Deck support comes to Horizon's Gate! And with it, vast improvements to controller use! (To use the new controller layout, make sure to reset your keybinds to Default!)
Additionally, saving and loading has been much improved - it's faster, takes up less space, and supports cloud saving! However, this came at a price: Horizon's Gate now requires .NET 4.5. This shouldn't lock any players out according to Steam's hardware and software stats - but just in case it does, version 1.5.88 will remain available on a separate branch called "v1588".
On top of that, there have been some big balance changes. Casters with delayed spells will greatly enjoy the time bonus reduction on the enemy's first round - landing spells will become more consistent rather than depending so much on the enemy's opening action. A handful of abilities and passives have been improved as well.
FEATURES
Horizon's Gate can now run on Steam Deck!
Horizon's Gate now requires .NET 4.5 (which will be automatically installed by Steam).
New saves will be stored as .zip files, taking up far less space and improving save/load times!
Cloud saving is now supported! ONLY new saves using the .zip format are uploaded to the cloud.
BALANCE
Enemy bonus Time to Act from not moving/acting is now halved during the first round of non-naval combat
Mechanist's 'Toss Medkit' range increased from 3 -> 4
Mechanist Traps and Turrets can no longer be broken by anything but explosions, earth, or physical attacks
Balancer's 'Ice Carapace' damage now scales slightly (1:0.25) with the recipient's Magic Attack and Ice Skill
Balancer's 'Ice Carapace' description updated to mention that it grants +1 Physical Defense
Balancer's 'Warmth' no longer reduces wind damage taken by 10%
Guardian's 'Blockade' now affects all adjacent targets instead of just one
Gladiator's 'Reckless' now grants +1 Physical Attack and -1 Physical Defense at all times and an additional +4 Physical Attack for 1 turn on combat start
Ignis Knight's 'Firewall' now also includes burning characters
Reduced Firebomb range by 1, and reduced amount of fire left behind on the ground
Salvage Station machine can no longer be broken by ice
Rare grove prizes are now limited to top tier equipment or Ability Tablets (no gems)
Spidests rebalanced: -1 Move, +20 HP, Jump Attack range reduced by -1 and can hit allies, Whirling Attack inflicts Itchy
Netchal 'RUIN' mode passive changed from Bulwark -> Imbue Momentum
Jarf 'RUIN' mode Time to Act bonus reduced from -3 -> -2
Entrailer 'RUIN' mode Time to Act bonus increased from 0 -> -2
FIXES
Gossip no longer mentions the current month's trade special if it is past day 20 of the month
Fixed Aegis being consumed by any effect if the target has a debuff from a meal
Added delay between targets for Balancer's 'Force' to make multi-tile pushing more reliable
Party Inventory tab now properly greys out during combat when it is inaccessible
Pressing Stash/Cargo button now only alternates between tabs and does not dismiss the window
Added small animation to weapon selector UI when using a weapon
When you freeze a puddle it now disappears after a day
Fixed AI using Warmth to overwrite an ally's Ice Carapace and vice versa
Summoned objects like Puddles and Smoke Balm are now lowest priority when selecting items
Fixed being able to waste Stars on a 7th rank of Jump (Jump maxes out at 6)
Reduced lag when highlighting characters with large movement range in combat
CONTROLLER
Completely overhauled default Controller bindings - make sure to reset to Default to use these!
New binding for Menu - default: 'Start' (Cancel no longer opens the menu)
Improved "Ability Select" functionality - can now move to inventory on repeat presses or while holding items
Improved prompts for "Weapon Select" to reflect that (A) confirms an attack and (X) selects the other weapon
Added text prompts when holding a splittable stack of items or an equippable ship item
Controller can now delete saves, edit appearances, ships, and modify keybinds
Stats in the Class Window can be pointed at to view descriptions
Keybinds now has a separate 'clear' button and a timer for canceling (instead of Delete/Escape respectively)
After closing the journal from examining, or buying/selling an item, the cursor is returned to its original spot
Improved placement of Party Inventory window on small screens
Fixed various window focus issues
Fixed misbehaving cursor when dragging abilities or crew to reorder them
Fixed rare softlock where controller gets stuck in Examine mode
MODDING
cloneFroms that reference non-existent data will now just not be loaded instead of crashing
Renamed "appendToGlobalVar_math" as "appendToGlobalVar_string" to match its functionality
Added "allWithinAoEofCaster" and "allWithinAoEofTarget" (ex: allWithinAoEofCaster:adjacentPlus1:burn)
Added extra GlobalAoEs with naming scheme "adjacentPlus1" instead of "adjacent+1" (so they can be used mid-formula)
Added GlobalAoEs "adjacentArc", "adjacentPlus1Arc", "adjacentAndSelf+2Arc", and so on with arc=true;
While Enchants themselves are quite powerful, sometimes being an Enchanter feels a bit weak... time to change that! In addition there are some hull changes, improvements to Guardian's Impair, and various bugfixes. Notably, the Unmaker's Decay is now quite a bit more effective due to bugs fixed in its damage calculation.
BALANCE
Enchanter's 'Elemental Fury's +5 Physical Attack now lasts 40t instead of 1 turn
Enchanters now also gain +1 Physical Defense
Enchanters can now rank up HP
Guardian's 'Impair' max rank increased from 2 -> 3, and XP costs reduced
Warpblade's 'Gate: Trick' MP cost increased from 2 -> 3
Cog hull reduced from 22 -> 20
Towership hull increased from 33 -> 35
FIXES
Added journal entries for 'Towerwall', 'Pole', 'Door', and 'Seartial Banner'
Fixed 'Decay' damage being reduced by enemy Magic Defense and Ruin Skill twice
Fixed 'Decay' damage being reduced against certain HP-based-damage-resistant foes
Fixed Splitworms splitting when healed
Fixed being able to be damaged by Spikes during the formation phase
Fixed Solport not spawning hires at its cafe
Fixed being able to talk to NPCs through walls under roofs while you are outside
Fixed spending XP at a Training Ground reducing shared Minimum XP of new recruits
Essence Flow now fires mid-turn if you spend MP twice in a single turn
MODDING
Automatons are now vulnerable to the 'antiMachine' element
Added formula prefix 'ceiling'
Fixed crash when using shoddy wooden doors
Fixed queued tasks not clearing on loading a new game
Fixed Ctrl+R causing crash if loading .lua files
removeFromParty task can now have bValue1 specify whether to remove from fleet
Added "GlobalFormula" as an alternative to "FormulaGlobal"
Version 1.5.87: Niche tweaks
1.5.87 brings balance tweaks to a variety of rather niche and rarely-used abilities, ship equipment, and accessories. In addition, there are some minor economy changes and some of the rarer bugs are fixed.
BALANCE
Krakenslayer's 'Static' base damage increased by +1
Ravager's 'Destroy' max rank increased from 3 -> 4, early XP costs reduced
Anti-Boarding Net boarding duration reduction increased from 25% -> 30%
Absorbent Mesh damage reduction increased from 20% -> 30%
Thaw Ring now also halves Wet duration
Sharp Ring now also halves Disable duration
Lil' Buster power increased from 9 -> 10
Reduced minimum Market Rate from 50% -> 20%
Increased base daily $ earned per vendor in player port from 6 -> 9
Increased Salvage job reward base from 1500 -> 1800
FIXES
Fixed possible slope setup that causes infinite fall loop in one of the Ahlvarza set pieces
Fixed Critical Destroy not gaining extra range from ranks in Destroy
Fixed info tooltips not showing during Formation phase
Fixed non-combatants joining combat as unstoppable gods if settings are altered during combat
Added extra null checks to hoverAction_showTiles
Fixed roof screen darken effect being slower in large zones
Minor optimization of procgen zone creation
Fixed rare crash when interacting with a fleet with corrupted fleet data
MODDING
Added formula prefixes 'lessThan', 'moreThan', 'is', 'isNot'
Added formula prefixes 'abs', 'floor', 'not'
Added formula prefix 'swapCasterTarget'
FXData and drawOrderFX now support cloneFrom
ElementReaction now accepts "actorValue" in addition to "actorValues"
DialogOption now accepts "fReq" in addition to "formulaReq"
Prevented crash if a mod that adds a sea monster encounter is uninstalled
Added gIsGreaterThan, cIsMoreThan, and tIsMoreThan as aliases for existing formulas
v1.5.87: Niche tweaks
1.5.87 brings balance tweaks to a variety of rather niche and rarely-used abilities, ship equipment, and accessories. In addition, there are some minor economy changes and some of the rarer bugs are fixed.
BALANCE
Krakenslayer's 'Static' base damage increased by +1
Ravager's 'Destroy' max rank increased from 3 -> 4, early XP costs reduced
Anti-Boarding Net boarding duration reduction increased from 25% -> 30%
Absorbent Mesh damage reduction increased from 20% -> 30%
Thaw Ring now also halves Wet duration
Sharp Ring now also halves Disable duration
Lil' Buster power increased from 9 -> 10
Reduced minimum Market Rate from 50% -> 20%
Increased base daily $ earned per vendor in player port from 6 -> 9
Increased Salvage job reward base from 1500 -> 1800
FIXES
Fixed possible slope setup that causes infinite fall loop in one of the Ahlvarza set pieces
Fixed Critical Destroy not gaining extra range from ranks in Destroy
Fixed info tooltips not showing during Formation phase
Fixed non-combatants joining combat as unstoppable gods if settings are altered during combat
Added extra null checks to hoverAction_showTiles
Fixed roof screen darken effect being slower in large zones
Minor optimization of procgen zone creation
Fixed rare crash when interacting with a fleet with corrupted fleet data
MODDING
Added formula prefixes 'lessThan', 'moreThan', 'is', 'isNot' (Example: moreThan:5:c:PhysAtk)
Added formula prefixes 'abs', 'floor', 'not' (Example: not:t:regen)
Added formula prefix 'swapCasterTarget' (Example: swapCasterTarget:m:tLastDmgHealed)
FXData and drawOrderFX now support cloneFrom
ElementReaction now accepts "actorValue" in addition to "actorValues"
DialogOption now accepts "fReq" in addition to "formulaReq"
Prevented crash if a mod that adds a sea monster encounter is uninstalled
Added gIsGreaterThan, cIsMoreThan, and tIsMoreThan as aliases for existing formulas
Version 1.5.86: A few bugfixes
Bugfixes ahoy! Some very subtle bugs are fixed, along with various modding improvements.
FIXES
Fixed Minimum XP not being given to characters with less than 54xp in the class
Fixed Salvage Station runs affecting spawn power of non-Salvage Station encounters
Fixed incorrect range in description of Storm Cannon
Minor optimization of saving zones
MODDING
Fixed SpawnData cloneFrom affecting the original
Added ModSamples/SpecialSpawnSample.txt
Fixed specialSpawn TriggerEffect not using correct tile sprite when replacing terrain
Fixed specialSpawn TriggerEffect not replacing terrain if adjustWallTypesAccordingly=true
Added filename in Mod crash log
Version 1.5.85: Salvage Station
When you've completely mastered the Salvage Station, it can get a little dull and easy... so now it will ramp up to a bigger challenge and give better loot! After wave 4, you'll only find valuable gems or rare items, but good luck making it past wave 6...!
GAMEPLAY
Salvage Station now spawns extra strong, slow Cleever after wave 6
Salvage Station wave 4+ loot improved
Sharpshooter's 'Piercing Shot' now applies augments & enchants to the furthest target
Fixed Backblaster not inflicting self-damage correctly when used with certain abilities
Fixed Hacker not increasing Axe Skill correctly when used with abilities
Fixed delay if killed by a counter attack while using Double Tap
Fixed friendly NPCs in town rarely taking fall damage and starting combat
Fixed crash when spreading Viral through a target that is disappearing
Fixed being unable to bind R3 (Right Joystick)
Fixed Negate's damage protection being affected by Lifebead Necklace and Essence Converter
Fixed Revive not curing Poison
Fixed Burst Pod Rakthol not exploding if stunned
Fixed Market Rate not being shown on map for player-owned ports
Fixed fleet cargo sometimes being different when trading vs. looting after combat
Fixed controller actor inventory auto-opening too soon
Made certain postgame dungeon enemy more likely to use alternate attacks
Made certain postgame ultraboss unable to harm certain allies with their big attack
Attempted fix for rare actTimer bug at the start of Salvage Station combat
Fixed Training Grounds trainer not having a 'Goodbye' option
Fixed typo in Scourge's Rivalry passive description
AI now accounts for priority rating when comparing value of KO'ing a target
AI now does not expect to KO a Negate'd target
Minor AI optimizations
MODDING
Increased max number of journal goals to 18
Fixed not being able to override existing ActorPrefabs
Added new palettes p87 - p107 for mods to use
Version 1.5.83: Deploying improvements
More fixes, better conveyor belts, and a new Glow Dart item just for fun.
FEATURES
Added 'Glow Dart' item made from Gloam Shroom Chunk and Dart
Toxic Powder can now be made from Bone Dust and Slugvine
Mechanist's 'Deploy Conveyor' can now be laid under a target and pushes 1 tile when first deployed
BALANCE
Final round of the Arena now spawns 3 top tier, 1 mid tier, and 1 low tier enemy instead of 5 top tier enemies (also applies to Elite Arena)
Improved loot of 4th+ wave of Salvager Station
Ice Block duration reduced from 1000t -> 400t
Launch Buoy price reduced from $9999 -> $8000
FIXES
You can now always reach items/objects that are 1 tile diagonally from you
'Summon Zoar' area of effect now more reliably targets tiles Zoar can occupy
Fixed Market Rate resetting to 100% if a trade would bring it from above 100% to lower than 100%
Fixed trade goods sold by fleets being 50% cheaper than intended
Fixed Blunderbuss applying bonus center damage to every tile with certain weapon-based abilities
Fixed Blunderbuss being able to select the same target more than once with Multishot
Fixed Heavenpiercer boosting enemy morale when used with certain weapon-based abilities
Fixed items duplicating when an item is left on your ship and you fight multiple naval battles before repairing
Fixed Instant Aid status staying active indefinitely if you flee combat
Fixed Shroud's Blind being marked as Ruin element
Fixed Arena allies not having abilities if you fight in the arena multiple times per session and happen to add an ally with the same ID as before
Version 1.5.81: Ability & economy tweaks
Time for the first patch of 2022! Alongside minor tweaks to Shiftcloak and Sage abilities, there are some subtle but impactful changes to trade.
Maxing out a port's Wealth Level to 100% is now cheaper - in fact, it will take $10,000 less per port. However, repeated trade trips to the same destination in a short time are now less lucrative - port Market Rate recovers much more slowly now. (Remember, Market Rate recovery speed is based on a port's Wealth Level and the Wealth Level of nearby allied ports!)
GAMEPLAY
Sage's 'Growth' cast time reduced from 8 -> 7
Sage's 'Dispel' cast time reduced from 8 -> 7
Enchanter's 'Counter Enchant' duration now properly scales from both Skill and Magic Attack
Shiftcloak's 'Whirl' no longer bypasses half Magic Defense
Shiftcloak's 'Distracting Aura' now triggers on the start AND end of your turn
Port Wealth Level is no longer twice as expensive to increase past 90% when investing
Greatly reduced daily Market Rate recovery from 0.5 -> 0.15
Salvage Lost Cargo job total fame requirement increased from 500 -> 1000
Salvage Lost Cargo job base reward increased from $1250 -> $1500
Improved average loot quality of certain Grove shrines
Changed visual style of Invisible status
You can no longer request royal ship escorts while you already have one
You can now dismiss royal ship escorts when requesting a boon
Royal ship escorts now turn on you if you attack your own faction
Arena fighters no longer lose bonus ability ranks or passives from RUIN mode when joining you
Arena fighters in earlier rounds no longer can learn Break Weapon or Break Armor
Moved Elite Arena final round spawn spot 1 tile further away so 1st enemy round is less brutal
Made drake's fire breath look a little bit cooler
FIXES
Fixed ship movement cannon previews incorrectly being blocked by caster's current position
Fixed Junk items occasionally showing up in 3rd-level monster dens
Fixed Growth Trigger not growing plants
Fixed being able to teleport out of the arena between fights
Moved arena triggers so you can't sneakily climb into them using Lattice Weeds
Fixed crash if you try to sell an "empty" item by crafting while trading
Added error detection/retry for rare grove generation corruption bug
Fixed Market Rate displaying as less than 50% during trading
Fixed controller cursor showing up when jumping over obstacles in combat
Fixed time bonus on Sailor's 'Smellingsalts' showing even at rank 1
Fixed 1/5 cafe visitors to player-owned ports being speechless
Cleaned up some dirt in Jasce's throne room
MODDING
Added Actor.useAIevenWhenControllable (probably will be buggy)
Added new formula "m:locIsPort" that returns 1 if the nearest or current Location is a port.
Fixed crash when using "m:locWealth" or "m:favorWithLoc" when not near a port.
"addTalkerToParty_temp" now retains RUIN Passives and ability ranks if in RUIN mode
Version 1.5.7: Big Hand Mode
For those of you with big screens - finally you can embiggen the cursor to match! There is a new checkbox in the options menu to double cursor size.
1.5.7
Added "Double Cursor Size" option
Items dropped during boarding are now found as loot after battle no matter what happened to the ship it was on (sunk, captured, etc.)
Luss now sells more Launch Buoys (new games only!)
(Modding) Right before entering ports, DialogNodeOverrides for "tryEnterPort" are now checked
(Modding) Ctrl+Z in build mode now undoes only one terrain change, unless you hold the key for >0.65s.
(Modding) Fixed crash when applying SpawnData via a SpecialSpawn