Horde Hunters is a challenging horde survival rogue-lite that doesn't make you run in circles. Explore procedural maps full of missions and activities all the while using your weapons, items and abilities to slay thousands of monsters in about 15 minutes.
Hello. This update is still in the aftermath of the new weekly challenge feature. There's nothing like a little competition to bring out issues in runs! Mainly the scoring has seen an overhaul and big changes made to overcome the late-game lag. There's still more to do but I wanted to push this update out before the next weekly kicks in. All the performance improvements may affect the gameplay experience somewhat so looking forward to getting feedback on that as well. This is very much an iterative process so bear with me as we're tweaking the formula.
[h3]Full changelog:[/h3]
[b]General[/b]
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[*]Many of the leaderboard score multipliers changed. Elite multiplier is calculated based on average kill time. Unused power-ups will give a bonus multiplier for total score
[*]Endless late-game (20min+) enemies will get even tankier over time
[*]Reduced the maximum number of enemies that can be spawned
[*]Older non-elite enemies are destroyed from the map for better performance
[*]Enemy land and air units no longer collide with each other
[*]Enemy knockback stops on obstacle collision and is stunned for the remainder of time
[*]Map contrast increased a bit for better clarity
[*]Player damage when inside the mine increased by 50%
[*]Character maximum level increased to 15
[*]Shield initial attack rate decreased from 2s to 2.5s
[*]Added an arrow to protect mission party member for better visibility
[*]Fire mission radius will decrease slowly every second
[*]Mission outside timer is a total of 5s, not 5s every time you go out
[*]Jumping/dashing enemies can't be stunned anymore
[*]An icon is shown next to the player energy bar if ability is blocked by elite
[*]Cart driver (on Road maps) will hurt player too so watch out!
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[b]Bugs[/b]
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[*]Leaderboard score backup could get corrupted and not be able to send again
[*]Event log would get in the way when accessing settings during run
[*]Mission timers got desynced (in event log and arrows) when using mine or disco ball
[*]Jumping/dashing enemies could on occasion trigger more than once making their direction and speed erratic
[*]Sometimes elites would show red dash indicator line despite not having said ability
[*]Mission and level up reward screens could be dismissed with space
[*]Enemy spawn frequency was not always consistent
[*]Some weapons could have a critical upgrade costing 0 after maxing everything else out
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