Horizon's Gate

Horizon's Gate

Individual Thirst and Hunger mechanics, by Mafe
Showing 21-30 of 100 entries
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Update: 3 May, 2024 @ 8:11pm

- Classes
-- Aequormmancer
--- (Passive) Glooming Dehydrate: Now also gives +1 Ice skill among its +1 Ruin skill

Update: 3 May, 2024 @ 8:06pm

- Classes
-- Adept
--- Defensive Ram can now be used outside of combat and has a new animation. This also fixes a bug of its older animation causing weird issues.
--- (Passive) Champion`s Breakfast now also gives +1 Fire and Life skill at all times among its normal effects
--- (Passive) Flagellate: Pain levels applied now are independant of you Hunger level and stack with each hit. Duration its now what scales with hunger on the passive.
--- (Passive) Sharp Focus: Cost raised to 775. Now among its normal effect, when you are casting or charging an skill it will also delay the turn of foes within 2 by 2 time units, allowing to land delayed skills easier.

Update: 16 Apr, 2024 @ 1:03pm

- Classes
-- Adept now also gives 1 move point when equipped
-- Duplied the Resistance gained by having Aequormmancer equipped, now being 14% (was 7%)
- Fixed Crystalline Decoration in armor effect having the wrong trigger

Update: 5 Apr, 2024 @ 10:31am

- Allright, this one update can be hard to explain: In short, by fixing a wrong feature (Sated and Fresh overriding higher values with low ones) several other things where added
-- Fresh, Sated and the MagAtk / PhysAtk buffs from eating and drinking, when re-applied, now will refresh both the amounts they had and the duration. In durations case, it will increase by 25% of the actual value, so it will last longer.
- Aequormanncer MP unlock requisite lowered to 30 (was 40)

Update: 3 Apr, 2024 @ 4:52pm

- Reworked how the resores of Fresh and Sated works:
-- Now they have a magnitude when applied that scales with the amount of Thirst or Hunger that the actor had respectivly
-- Per charge/level/stack, they will regen 1% of the True value of MP or HP respectivly plus one
-- If under Regen (Sated) and Warmth (Fresh), they will restore an extra 5%
- Updated any mechanic that made use of those 2 to fit the new changes

Update: 2 Apr, 2024 @ 4:19pm

- Duration of "Sated" and "Fresh" gained trought food and drinks heavly increased per stack of Hunger or Thirst
- Also for the bonus MagAtk/PhysAtk, but its duration will always try to be at least half of the Sated/Fresh amount applied for balance reasons

Update: 24 Mar, 2024 @ 4:12pm

- Fixed Eral thirst triggers preventing saving while sailing

Update: 24 Mar, 2024 @ 9:04am

- After the Drinking Meter succesfully fills, now there will be a "grace period" before it can start its cycle again
- This grace period will last as long the "remaining barrels/bottles" icon is present
- Now its duration got reescalated and scales based on you Fleet size, for longer grace periods on larger fleets. Its base duration is 20 and each Ship you have increases it by another 20 (up to a max of 200)

Update: 23 Mar, 2024 @ 7:17pm

- *Another* numerical tweak to the Drinking meter chance and growth formula
- Added 2 new overworld winds: Arid and Refreshing. Those can spawn either on Firsday or Colday respectivly. Arid one rises you Drinking meter by one level when you step on it, while Refreshing resets the Drinking meter (and if you didnt had any level, gives an small amount of Hydratation)

Update: 22 Mar, 2024 @ 6:32pm

- Since it wasnt working, Drinking meter now resets when starting a naval battle instead of when entering a zone
- Reduced the chances for the Drinking meter to rise while sailing