Horizon's Gate

Horizon's Gate

Individual Thirst and Hunger mechanics, by Mafe
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Update: 19 Nov, 2024 @ 12:02pm

- The mod now features internal configuration for almost all of its features. To access the menu, "look" at any Bottle of Water (Some examples: You can disable "Sailing Thirst", choose the Hunger/Thirst method, etc.).
- Overworld boons or harms while sailing can now spawn regardless of the actual day
- Fresh wind now gives double Hydration, 100 in total
- All Foods and Drinks added by this mod, individual and on area restore more HP and MP by default (+4 for individual, +2 for on area)
- Reworked how Thirst and Hunger are gained:
-- Taking physical damage or being forcefully moved will raise Hunger by 1. The chance is 100% but can be lowered with your actual HP, Physical Defense, Evasion and Hunger resistance stat.
-- Using an action will raise Thirst by 1. The chance is 100% but can be lowered with your actual MP, Magical Defense, Resistance and Thirst resistance stat.
-- Those both can happen even outside of combat, so watch out
-- Updated the tutorial at the merchant to reflect those changes
-- If one wishes to use the older method of Thirst or Hunger, on the new mod config menu those can be either swapped to the old method or disabled completely
- New Mechanic: Absorb:
-- Made to aid while in early game and for your melee units. Enemies hit by certain status effects become marked with Absorb 1, 2 or 3. Each absorb instance corresponds to either Thirst, Hunger or both, in this order.
-- On death, they restore HP or MP to any adjacent unit of yours that is under Thirst or Hunger, while also removing the stacking status.
-- Absorb 1 is applied by Itchy, Burn, Oil or Warmth. Absorb 2 is applied by Immob, Chilled, Wet and Ice Caparace. Absorb 3 is applied by Stun, Silence, Disable, Frozen, Sleep, Decay and Glow.
-- Can be disabled on the mod config menu.

Update: 19 Nov, 2024 @ 11:56am

Edited content

Update: 3 Aug, 2024 @ 2:12pm

This update is done in an effort to bring clarity about the mod mechanics to the player. It will be divided in 2 due to IRL time limitations of mine, so here is the second promised part of it
- Added tutorials for the main mod mechanics while at any Port market (those are contained inside the option to purchase water elements from this mod)
- Reworked how Hydratation can be purchased. Now its price and amount scale automatically based on player Fleet and total Crew size. Price discount based on player Faction rank also has been reworked to match other formulas used in the mod for prices. By using only 2 formulas (previously +10) it also makes you PC use a bit less resources.
- Reduced the price per Water Barrel to 2.9 Gold per barrel (was 4) and reworked complettly how the behind the scenes work for price assignation (all of them where handled individually previously, while now uses only a single formula that adapts. This saves a bit of resources for you PC.). Price discount per faction rank its now also properly scales (-0.1 per faction Rank)
- Refilling bottles awards an extra, free bottle per "refill wave" the game has to do while doing calculations per faction Rank you have (up to +9 per wave, and how many you get its based on the total amount of empty bottles you had). Its complicated but in short you will get more Bottles with water just by having a higher faction rank witouth any extra cost.

Update: 31 Jul, 2024 @ 5:49pm

This update is done in an effort to bring clarity about the mod mechanics to the player. It will be divided in 2 due to IRL time limitations of mine, so here is the first part of it
- Expanded Cargo definition to include more information about the mod mechanics: Frozen barrels on stash, rot chance, sailing thirst chance, etc
- Also made it prettier to look at

Update: 22 May, 2024 @ 9:35am

- Fixed some missing icons on some decorations descriptions

Update: 9 May, 2024 @ 7:22am

- Update for all my mods with global mechanics. Now they are all disabled for the tutorial and enabled once you sail at least 1 step on Eral. This is done to prevent the tutorial from breaking. If you had the mod on an older save, just going outside and sail will be enough to re-enable them forever. Sorry for the inconveniences.

Update: 7 May, 2024 @ 6:29pm

- Sharp Focus now ignores LoE and LoS, as it always was intended

Update: 7 May, 2024 @ 3:48pm

- Fixed Sharp Focus (passive) being able to target incapped actors, which caused a harmless console error

Update: 5 May, 2024 @ 6:11pm

- Removed a leftover fill with food option inside the mod merchant option, which caused a crash when being used outside non-player ports

Update: 5 May, 2024 @ 5:14pm

- Adept
-- "Intoxicate" (skill) animation now plays far faster
- Player Ports now include "Food and Water" merchant options
- Improved mod compatibility with others that also add options for the merchant node, no longer doing a complete override of it