Horizon's Gate

Horizon's Gate

Bloodstone
59 Comments
Prominence  [author] 19 Jun @ 2:20pm 
It's perfectly understandable! I've used those blocks as part of puzzles in other mods, so I don't blame you at all. Thank you for playing, solo dolo!
solo dolo 19 Jun @ 1:45pm 
Oh I'm an idiot then haha, no worries at all. Thanks for the help and all the work that you do :)
Prominence  [author] 19 Jun @ 8:43am 
solo dolo, if you're talking about the room on the left, those stones aren't part of a puzzle at all. They're just decoration. Sorry about the confusion!

The only puzzle in that area is to disable the machine. Destroy the power nodes at the top right and take a step and it should be solved. Make sure you have Rook in your party if you want the reward though.
solo dolo 19 Jun @ 8:37am 
Really been enjoying this, however I can't for the life of me figure out the 3 stones puzzle in the area with the golems. Pls help :(
Prominence  [author] 13 Jan @ 3:07am 
I’ll look into it, Wernack. It might not be fixable, but I can at least check.
Asher 13 Jan @ 2:59am 
As added note (possible bug?)- I noticed the passive Signature Range only works with basic attacks, and doesn't affect marksman or spell archon skills that use your gun, meaning you have less range with those. Is this intentional? Tested with augmented blunderbuss.
Asher 12 Jan @ 11:41am 
I see, thanks a lot for the response! I should clarify however - I am absolutely loving replaying the game with all your mods, they're clearly done with love. So many thanks! I'll try and come back to places that I struggled with at later points.
Prominence  [author] 11 Jan @ 12:00pm 
Furthermore (character limit), I would advise you to steer clear of Aurora Magna for now, if you also have that mod. Some of the fights there will be similarly stacked against you.

Thank you for the feedback, Wernack, and thank you for playing my mod.
Prominence  [author] 11 Jan @ 11:40am 
I’m sorry that you’re finding it frustrating, Wernack. I consider Bloodstone late to end game, generally. So I typically approach it with high power characters and equipment. If you’re open to suggestions, the enemies should be susceptible to nukes and AOE denial. Furthermore, careful pushes and pulls can prevent resurrection abilities from hitting their target. You can move corpses, after all. The enemy healing can be tough to manage though. If you have late game (modded) gear, it should be easier.

Bloodstone isn’t one of my earlier mods. By the time I made it, I had already added a lot of content to this game, so overleveling became a concern. I tailored the challenges here to my own party that had tested and cleared a lot of my other mods.
Asher 11 Jan @ 11:14am 
The bandit boss fight is a bit ridiculous... 12 npcs that can heal and revive eachother makes picking them off near impossible. Not the fun kind of difficulty.
Arcanista 6 Dec, 2024 @ 6:17pm 
Actually just found out that was because I'm using 7 characters at the same time with the Change Crew Size mod. After setting the crew size to default the combat started. Thanks!
Prominence  [author] 6 Dec, 2024 @ 5:46pm 
Arcanista, I'm sorry you're experiencing that. It's possible that it's being caused by another mod though. I just tested the encounter and didn't experience any crashes. Could you be using a mod that makes changes to base game races, passives, abilities, or passives? I also believe you've posted on the Discord, so I'll contact you there.
Arcanista 6 Dec, 2024 @ 2:31pm 
The fight with the group of bandits in the basement keeps freezing when right after "Combat" appears. I've tried to fight after removing Rook of my party but no didn't work either
Prominence  [author] 9 Aug, 2024 @ 6:58am 
ahcastro, I didn’t add an upgrade for them because they already have a direct upgrade in the base game.
ahcastro 9 Aug, 2024 @ 6:29am 
is there a reason that ancient pistols can't be upgraded?
Prominence  [author] 18 Jul, 2024 @ 4:22am 
Of course, Auguste. One map scrap is off to the right when you leave town, in the golem lab, in a mechanically locked chest . Another map scrap can be found in a secret room behind the big bandit fight in their layer. You can find the bandit layer way at the top of the exploration zone that is just outside of town. The third and final map scrap is hidden beneath some bugs in the varmint cave, past their disgusting food pile. This cave is off to the left in the main zone outside of town.
Auguste 17 Jul, 2024 @ 7:58pm 
Is it possible to get a spoilered list of where map fragments drop? It looks like there are three pieces, I've found 2 and excavated just about everything north of Bloodstone and killed everything, so I'm wondering if/what I missed. Either that or I found a bug. One was dug up on the map, one fragment was behind a secret passage in the cave.
EVE.exe 25 May, 2024 @ 9:48am 
They've all been "discovered" and are on the map, the two ports that aren't working have flags I can see on land, just those two specific ports don't have a visible building beyond that, as well as the Helix and Sepulchre's being invisible beyond the map blip, and none of them are able to be entered. Reeve happily called them out as discoveries and everything.

All the other mods of yours I've tried have worked great though (which is a good deal of the rest), so definitely have a lot to do.

Also tested the console command to enter and they work fine, so I can still enjoy the couple mods not quite working anyway, if a little roundabout. Thanks again for all the help with this.
Prominence  [author] 25 May, 2024 @ 9:35am 
There may also be console commands to force “discovery” of the locations in question.

If it helps, the port for Bloodstone, and indeed most (all?) the locations you mentioned, don’t have weird dependencies to make them discoverable. They should all just work by sailing within a few tiles of them like normal.

This is all quite odd. I’m sorry you’re experiencing this. Thanks for being patient and trying my mods.
EVE.exe 25 May, 2024 @ 9:31am 
Would be unfortunate if it's corrupted, but at least that's a workaround.

Apologies for all the messages btw, just wanted to help narrow things down if possible. Thank you for the help.
Prominence  [author] 25 May, 2024 @ 9:24am 
You can use console commands to enter them if need be. I don’t have all the zone ID’s committed to memory, but they’re available within the mod folders. I’m wondering if your save got corrupted or something. I have gotten reports of inconsistencies with locations that are normally only discoverable under certain conditions, but I could never replicate the issues myself. As a result, I’ve moved away from locking zones behind those “fReqs,” and instead use different methods to gate progression.
EVE.exe 25 May, 2024 @ 9:17am 
I was looking at it some more, I don't think it's that they're too far back actually, but there's no visible port for Mount Bloodstone and Port du Pont and they cannot be entered, much like the Jade Helix and Sepulcher from Tetragram (those were the two that were invisible on the sea).
Prominence  [author] 25 May, 2024 @ 7:42am 
Thanks for looking into this. I’ll check it out when I get a chance next week.
EVE.exe 25 May, 2024 @ 7:14am 
I did a quick test to narrow things down at least, turned off every other mod, still placed too far back to enter.
EVE.exe 25 May, 2024 @ 6:25am 
Wilderi Extra's, Extra Palettes, Head Plus, ProitablePlayerPort, Selectable Cafe Hires, Scaling Guild Jobs, Bigger Monster Dens, and NG+.

Other than that just your mods. The other mods don't seem like they'd interfere, but maybe one of them is the culprit? I only got the game recently. Decided to look at the workshop and your mods seemed cool, so I decided to check them out. The ones that are working fine, are really cool though.

I wouldn't be at all surprised if I've made a mistake with something though.
Prominence  [author] 25 May, 2024 @ 6:12am 
EVE.exe, I haven’t seen that issue before. Do you have any other mods from other creators?

I will admit I haven’t gone around and checked each location after the latest patch, but I don’t think it would have introduced an issue like what you’re describing.

Regrettably, it will take me a few days to test this on my own, so if you can’t nail down the issue yourself I encourage you to check the discord, which is linked on the Steam discussion page for this game, and seek out help there.
EVE.exe 25 May, 2024 @ 5:59am 
Not sure if I've done something wrong, but I'm using several of your mods and so far the port from this one as well as Port du Vent are placed too far back on land to actually enter. And several of the mods that add ocean landmarks are invisible and can't be entered, but still have collision.
Book of Thieves, Clarion, Forgotten, Ports of Ill Repute, Xochitl, and Class Academy are all working fine so far though.
Prominence  [author] 3 Jan, 2024 @ 3:08am 
Hmm. I’ll check it out later today and post a fix.
Bofrab 2 Jan, 2024 @ 11:08pm 
I think there might be a glitch with Slight of Hand. Whenever I use Hunker Down my guns aren't reloading.
Prominence  [author] 12 Jul, 2023 @ 8:58am 
No, sadly. He won't give you the reward if he's not with you when you complete it. If you want, you can use build mode to give yourself the reward (3 Bloodstone Chunks). I wouldn't consider that cheating, but it's up to you. To access build mode, open the console with shift b (enter). Then navigate to tools at the top left, and click 3 times on the Bloodstone Chunk. Click somewhere accessible on the map, then press esc. You should now be able to pick up your reward.
tlindell11 12 Jul, 2023 @ 7:52am 
First off, loving the mod! Great addition into the game. I'm running into an issue with the Rook questline. I went into the cave and killed the big bug and burned the food without having rook in my crew, and now it won't trigger his dialogue. Is there a way to still complete that part of the quest? I was able to do the power nodes with him in the crew so that worked.
Prominence  [author] 13 Mar, 2023 @ 6:51pm 
That sounds like a brutal combo. I'm starting to see why Headshot didn't make it into Horizon's Gate, despite appearing in its predecessor(s). I'm glad to hear you're enjoying the mods!
MrToffi 13 Mar, 2023 @ 6:47am 
I have found a kinda... powerful combo for Rook (at least for early-mid game if you manage to rectuit him near the beginning of the game): Sniper passive +focus from Sharpshooter + headshot = really high damage, (around 50) manages to one-shot early and even some mid-game enemies enabling in some instances (with smart positioning) to eliminate 2, 3 targets before the combat even begins, so that's fun : D

Also I have only touched the surface with the mods in my first playtrough of the game (still in early, early-mid phase), but they have been enjoyable so far : D
Prominence  [author] 17 Dec, 2022 @ 12:47pm 
Thanks, LinkToFuture! Bloodstone weapons typically only exist if there's a Corpryst variant for the weapon question. So there's no Bloodstone bow or crossbow. As for Lantern Shields, I haven't looked into that mod yet, but I do understand the appeal of its utility. You may want to look into KingJoshington's Total Weapon Package , as it has some additional Shield Lanterns.
LinkToFuture 17 Dec, 2022 @ 12:32pm 
first thing I wanna say is all your mods are amazing! thank you for making them.
I cant make bows with bloodstone is this a bug? also would you consider making your mods compatible with lantern shields?
Prominence  [author] 3 Nov, 2022 @ 2:57am 
I’ll look into it.
787 Redliner 2 Nov, 2022 @ 7:53pm 
The bloodstone knuckles dont seem to be uncraftable at a furnace
Prominence  [author] 29 Oct, 2022 @ 11:52am 
I'll put in some collision blockers by the lower edges in the expedition zones. Hopefully that will prevent this issue from happening again.
Tan90Roller 29 Oct, 2022 @ 11:35am 
I can't remember now, lol. I restarted and haven't played in a few weeks. So I ran into another issue, lol. One of my characters got knocked off the edge on an expedition. Said character died, which is fine, but they kept dying and playing the fall to death sound. The game got stuck in a loop so I had to force quit the game. I didn't even know that was possible to fall off! Knowing is half the battle (queue that GI Joe theme).
Prominence  [author] 13 Oct, 2022 @ 3:07am 
Hmm. I’ll look into this. I imagine you’ve got a stun trigger in your weapon then?
Tan90Roller 12 Oct, 2022 @ 8:10pm 
The sad part is I see an Ironice key on the other side of the room, :steamsad:
Tan90Roller 12 Oct, 2022 @ 8:09pm 
I like the desperado class, but I have an issue. I was using the Overwatch ability, the enemy is hit, but is stunned. The issue is the game is still expecting the enemy to execute an ability. I'd say it's a bit hard to stunned, lol. The game isn't hung or anything. I can open an close the map, save, but that's all as it isn't my turn yet. As of current, I can't continue so restarting I am, but I wanted to relay that in case anyone sees this.
Prominence  [author] 10 Oct, 2022 @ 6:56pm 
Rook wants you to smash the power nodes .
Tan90Roller 10 Oct, 2022 @ 5:57pm 
Understandable on the furnace front then. As for the cave/factory, Rook didn't say anything once I cleared the place. I looked around, tried to see if there were any hidden walls. Nothing doing, so I left to do an expedition. I'll revisit tonight.

I'll check out that Discord channel, thanks! I had to resort to "DLC" content to make extra money and get extra experience. I traveled the world to find all the destinations and never bothered to join a faction or invest in any towns. I see I should've done that sooner rather than later. Only place I haven't gone back to is Storm Cove as I didn't want the game to end early.
Prominence  [author] 10 Oct, 2022 @ 3:12pm 
Tan90Roller, thank you for the feedback. There are some pinned messages about trade on the Discord. People have mapped out optimal routes. I tend to invest in Wraele and Bette Sands as early as I can, then just make periodic trips up to Bellrique to sell gold as the market recovers.

As for the furnace, I understand that it would be good QOL, but I chose not to include one so as to add value to other ports that have a fully fledged blacksmith, thereby tying this mod in with systems already in the game.
Prominence  [author] 10 Oct, 2022 @ 7:26am 
If you bring Rook, he gives you hints. There may be something else you need to do in the lab.

The expedition has its best loot buried under debris, so bring a shovel.
Tan90Roller 10 Oct, 2022 @ 7:17am 
Fourth, a furnace in the area would be nice if we have to craft with this new resource, unless I missed it. I was trying to find out what all I could craft but realized I couldn't break them down to reuse.

Lastly, do you have a guide on making money? I'm gonna need a lot of it to upgrade all these guns I have and I'd like to do it legitimately.

Oh, that fight in the basement with the bandits was crazy. It took me a few tries and strategic placement of units to get the job done. Since I left the town and came back, I only had 5 characters instead of six.
Tan90Roller 10 Oct, 2022 @ 7:17am 
Hello again! I had a few questions.

In the cave with the dead mage, once you open the gates on the top right of the map, is there anything there? I defeated those two golems, activated the nodes, then nothing, lol. It was a fun fight, but I was just wondering.

Second, is the repeatable expedition weekly? I didn't get anything worth anything that first one. I also agree with Cairnos, if this is supposed to be a wild west, bring the guns to the gun show area, where's the guns?

Third, I'd love the ability to craft my own guns. I actually thought I would've but I should've fully read the descriptions. That was my bad and I got too excited.
Prominence  [author] 8 Oct, 2022 @ 9:14am 
Thank you, Undare and piratesrule2002! I'm currently focused on polishing up some of my older mods, so I don't have an ETA on any new ones.
Undare 8 Oct, 2022 @ 8:46am 
I almost end my current run and i am excited for the next one thanks to these awesome mods! So GOOD! :BotomlessMagicChest::Purse_of_Gold::loot: