Horizon's Gate

Horizon's Gate

Apotheosis: The Green Chapel
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Update: 20 Nov, 2024 @ 5:16pm

- Removed delay when awarding Chaos weapons
- Chaos Phantoms now will have "Critical Luck" as an extra passive
- Fixed the awarding of Move Points randomization not working

Update: 17 Nov, 2024 @ 3:33pm

- Thanks to Shanakor for taking the time to fix descriptions and dialogs inside this mod with a better English!
- Dissonant:
- Its status effects now show a name instead of an icon
-- Swapper (passive): Since the crash with "swapCasterWithTarget_delay" has been fixed, this passive has returned to its original form: On swap, deals chaos damage to the target (prev: applied a random debuff)
-- Wyrd Reconstruction: Now heals a fixed 4% HP per Chaos status on the caster and target
-- Chaos Phantasms:
--- Can now be used outside combat and no longer starts in cooldown
--- Cooldown reduced to 100 (was 120)
--- Reworked stats scalling: Now grants 100% of you elemental, chaos and weapon skills, but they will have less base HP and MP. Now they can use Dissonant class skills.
--- Phantasms now have 13 weapons that are randomly given each turn to them (if both of they hands are empty), that banish after use
- New passive: Anomaly: Grants a random chaos wpn when hands are empty, and gradually transforms all of you wpns dmg into pure Chaos. Take half damage but half of the damage you didnt took will transform into random chaos dmg (from 10% to 100% of last dmg taken)
- Critical Luck: Now also makes the user invisible for 35 when active
- Improbability Field: New effect (keeps the old one): If holding "first ability" button before you wpn hits, apply "Cursed mirror" to the enemy, reversing the next instance of dmg or healing taken

Update: 12 Aug, 2024 @ 4:27pm

- Bleeding duration is now positive. This fixes a bug that made it uncurable witouth dispel.

Update: 4 Aug, 2024 @ 3:10pm

Heavy reworks and optimizations to lots of things tied to the classes of this mod
- Ringwraith status
-- Now also reduces the dmg vs attacks that scale with debuffs by half (ex: Ruin Touch)
-- To help its survivavility, now its weapon attacks have a chance to brand foes

Gravewalker:
- Brand: Reworked the skill targetting
-- Now Its a single target skill
-- Ringwraith bonus reworked: Gains a massive increase in range and becomes able to Brand up to 4 targets at once
-- Debuff transfer to Branded targets has been fixed (since it was bugging due to the skill being previously a "wave" AoE)
- Heatdraining Strike got reworked into Frozen Wave
-- Now costs 10 MP to use
-- Now deals Ice damage and lowers the temperature of the targets, spreading frozen pools in a line (same AoE as Burning Wave, but hits 2 less tiles)
-- Ringwraith bonus reworked: Makes the attack unable to miss and reduces to 0% the Dodge and Resistance of hitten targets for a turn
- Consume: Frostbite got a rework, so it affected the skill. Now Frostbite deals far less damage, but it will deal a damage tick each time the affected unit receives ice or water damage. Damage increases the lower the target temperature is.
- Frost Nova got reworked into Shivering Shell:
-- A complettly new, defensive skill: Absorbs ice and water from terrain and actors to empower defenses for a very short time: Ice improves raw defenses (Physical and Magical defenses) while water improves Dodge and Evasion
-- Requires Ice or Water to work (tip: Frozen, Wet, Branded, Chilled actors also count for this skill prouposes)
-- Ringwraith bonus: Before awarding defenses, makes any unit within 2 to become soaked (allowing the water bonuses to activate even if no water is present) and makes any Branded target become Frozen for a very short time (same as the previous)
- Soul Evisceration got tweaked:
-- Now has a native cooldown of 60 (+another 60 with "Over Life and Death" passive)
-- MP damage raised by 3
-- Now by default its a single target skill
-- Ringwraith bonus: Makes all the skill effects to also apply to adjacent targets to the main one
- Shatter (passive): Complettly reworked. Now adds extra damage to melee weapon attacks against targets with wet, chilled and frozen based on 4% of they actual HP per status of those they have.
- Manipulator (passive): Now the buff duration scales with you unit act time. Now features a Ringwraith bonus: On combat start, makes every enemy Chilled for 50 or more.
- Frozen Core: Fixed several inconsistencies within the passive (being able to stack its buff while Burning), made it prettier and gave a Ringwraith bonus: Starts the combat with 3 charges of this passive. Extra fire damage taken increased from 33% to 50%

Survivor
- Removed all the weapon / armor break mechanics in favour of simpler but more effectve skills
- Bleeding reworked to work similar to Kingsvein: take damage when using a weapon attack or being forcefully moved. Bleeding applied scales with you life skill and Physical attack. Bleed damage is now pure Life and slashing.
- Valiant Slash now deals half weapon damage and applies Bleed to the target
- Valiant Shot now pushes 1 tile, deals less damage (40%, was 70%) and applies Vulnerable to targets
- Vulnerable got a buff: Now among increasing dmg from scalling sources (Poison, Fire, etc) now also makes the target suffer x2 any debuff they get applied
- Hunting Senses: Its debuff now applies to targets that are Bleeding or Vulnerable instead of ones with broken equipment
- Iron Hide (passive): individual elemental damage reduction raised to 40% (was 25%)
- New Passive, "Salt in the Wound": Weapon attacks against bleeding targets apply a random debuff, while attacks against Vulnerable targets gain extra damage based on 2% of the target actual HP per negative status effect they have

Dark Knight
- Changed how Freeflow works behind the scenes: Now its both prettier and uses less PC resources! Offtopic note, but my library in general uses less memory now, since it got a massive cut on unused stuff and existant stuff got optimized
- Freeflow now gives +1 Fist and Dagger skill per level, +5% Dodge per level and +4% Resistance per level
- Mode: Bruiser (passive): Damage reduction against Physical, Magical and back attacks increased to -33% (was -25%)

Update: 22 May, 2024 @ 6:04pm

- Gravewalker
-- Brand now wont be affected by "Overeager" passive cooldown. It didnt scaled either with Magic or Physical attack, so I fixed this mistake on my end
-- Gains 1 more range than what it previously did while a Ringwraith
-- Now actually has a satisfying FX when used!
-- Costs 1 less MP (now 1, was 2)
-- New effect: transfers negative status effects to Branded foes

Update: 8 May, 2024 @ 6:35am

- Gravewalker
-- Branded (status) now heals and inflicts more damage, which scales with the target stats
-- Frostbite damage now scales like all other DoTs and its damage is no longer resisted by Magical Defenses. Also now plays an FX when being activated.
- Dissonant
-- Changed all the Chaos damage formulas to feature more randomization
-- Reduced the MP cost of all skills (except Phantasms and Reality Rift) by 1 or 2

Update: 7 May, 2024 @ 6:38pm

- Chaos Enchant:
-- Chance of extra damage is now divided into 100 layers that add 1% weapon damage as extra damage each. This means its extra damage will be more randomized now.
-- Now uses weapon ACC to hit and no longer has 100% hit chance
- Chaos Phantasms
-- They main weapon can deal now between 2% up to 200% sword damage randomly, divided into 200 layers that add 2% dmg each

Update: 7 May, 2024 @ 5:56pm

- Ringwraiths and Rings of Power
-- If you somehow gain immunity to Dispel (ex: Pure Mind), rings wont break due to it and you wont suffer dmg while being Dispelled as a Ringwraith
- Wyrd Reconstruction: Fixed its Viral chance being random

Update: 6 May, 2024 @ 5:41pm

- Fixed Gravewalkers "Frost Nova" while being a Ringwraith accidentally Poisoning allies instead of enemies. They are evil, but they arent meant to be THAT evil :p

Update: 6 May, 2024 @ 3:40pm

- Dissonant
-- Phantasms:
--- Chaos Phantoms limit was raised to 6 (was 4)
--- Fixed the skill being able to summon or harm when Phantoms were already on the limit