Horizon's Gate

Horizon's Gate

Infinite random Groves: New repeteable content, items and more! by Mafe (Load below all!)
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Update: 3 Aug @ 6:47pm

- Fixed Cleever Flail rendering like a Whip
- Fixed Natural Bone Shield rendering 1 pixel below, which caused a small pixel artifact
- Natural Bone tools had they color swapped to be more unique and in line with the Natural Bone armors

Update: 27 Jul @ 6:18pm

- Fixed Fierce Mythril Armor effects not working as intended

Update: 23 Jul @ 9:04pm

- Iron Skin changes:
-- Now shows its magnitude on tooltip
-- Damage reduction reduced to 1 every 4 points (was previously 1 per point), with a min of 1 with at least 1 level of it
-- Removed passive wear up at the start of the turn
-- Removal for taking damage raised to 2
-- When active, Iron Skin now reduces Dodge and Resistance by 100 each
-- Due to those changes, the Iron Skin Potion default amount has been tripled (was 4, now 24)
- Armageddon Shellworm Armor:
-- Reduced and reworked the amounts and how you get Iron Skin
-- Now you can get Iron Skin only in combat to prevent exploits
-- Now Iron Skin is obtained either at the end of the turn (based on the amount of enemies within 2 tiles) or when striking an enemy with a weapon (fixed 4)
-- Amount of Iron Skin on combat start reduced to 4
-- Severe reduction on its given duration. If you don't refresh it each turn, all the Iron Skin stacks will vanish.
- Armageddon Shellworm Shield:
-- I wasn't aware of the Shield dodge bonus being innate to weapon type. Since now I know that, the Shield gives -100 Dodge at all times, since it wasn't meant to be used like a Vanilla shield at all.

Update: 22 Jul @ 9:19pm

Edited content

Update: 28 Jun @ 6:40am

- Fixed Golden Touch not working as intended, only giving 1 gold on enemy death
- Reduced the necessary amount of vanilla groves needed for the ones of this mod to start generating by 5 each tier (was 10/15/20, now 5/10/15)

Update: 20 Jun @ 8:01pm

- The mod now features a mod configuration dialog (Pause-->Mods)
-- The 4 options added so far are: Ignore generation requisites, no Grove generation cooldown, enable old aquatic setpieces and more deepwater
- Polished internal Grove generation
-- Now they feature new natural decorations inside
-- Now they can spawn things like Bone Walls or Rotworm Nests
-- Removed 99% of aquatic setpieces and replaced with randomly generated water tiles plus fishing spots
-- Removing a tree with fire (Grove ones) now also generates random Debris
-- Harmonized Debris generation, so you can have more enemies and harvesteable stuff to interact with in each one of the three Grove tiers
-- Reduced the amount of Brambles generated
-- Brambles no longer can spawn near walls, which fixes sometimes getting jumpsacred by one as soon you enter a new room

- Alchemy
-- Reverted "to stash" transmutations behavior, spawning again at the caster feet. This is done since the game wasn't able to generate the random loot when sending the items directly to stash.

Update: 7 Nov, 2024 @ 4:00pm

- Buffed "Natural Bonemeld Armor":
-- Now speeds up next turn also on killing, dodging or blocking (+ keeps its previous capacity to speed up turn based on Ruin sources within 2)
-- Allows weapon attacks to summon bones

Update: 13 Aug, 2024 @ 6:03pm

- Reworked the Alchemy dialog so it actually works on resolutions higher than 1280x720. Be warned, it may not work properly on 4K screens.
- All the Alchemical creations now go directly into the Stash instead of being placed below the feet of the one who made those
- Megabomb recipe now awards half the item amount (gave 2, now 1)
- The journal entries for some shrooms have been revised, so the hints on how to gather those should be more clearer now
- Earthshaker Corpryst tools special digging ability for melee weapons once Physical Attack of the wearer is 10 or more now needs to hold "ability 11" button while the melee anim is playing for the actual effect to activate. This makes it more comfortable to use witouth any accidental digging.

Update: 26 Jul, 2024 @ 5:49pm

- Debris journal entry its now more explicative. Now it also tells which debris type spawns which matter
- Updated the Greatsword and Whip art for the Natural Copryst tools with something better looking

Update: 1 Jul, 2024 @ 3:28am

- Erased edited version of vanilla actions used by humanoid mobs on the Groove and let them instead use the vanilla actions
- This reduces a bit the resources required to load the mod