Horde Hunters is a rogue-lite survival adventure that puts your skills to the test as you battle fierce monsters, tackle thrilling missions, upgrade your equipment, and grow strong enough to rescue humanity from a looming demon onslaught.
Hello. This update brings many balance and QOL improvements. I did some longer play sessions and ended up with quite a list of things to tweak on! If you ever feel like something could be improved on while doing runs don't hesitate to get in touch.
[h2]Map additions[/h2]
[img]{STEAM_CLAN_IMAGE}/43106001/55035c571e4020b3ecc24c7e4b015fd40dff9c77.png[/img]
You can now place a custom marker on the map. This will add a unique arrow to that location similar to any mission. Useful for e.g. navigating to that healing pond or specific rune number you're after. You can only place one at a time and it is destroyed once you get near it.
Furthermore, under the cursor there is a new time indicator which tells you the estimated time it takes to walk to a destination. Note that this doesn't take into account terrain differences and typically your path isn't as straight as the calculation. Still, it gives you some idea whether you'll make it in time to that one mission running out on a big map for example.
Lastly, the highlight feature also includes gems, gold and rune locations.
[h2]Tweaks[/h2]
There's a lot so read the full changelog below if you're keen to know everything but here's a few highlights.
[list]
[*] Player ability has a base damage (0.5) that will scale over time
[*] Dogs can fetch any object that the player can. This now includes water, crates and treasure chests
[*] All characters have the same base speed which is slightly faster than before
[/list]
[h3]Full changelog:[/h3]
[b]General[/b]
[list]
[*]New local event: Gold Rush - Up to +90% gold found at the Mine
[*]New map marker: Place a custom marker anywhere on the map that you can use as a guide on screen
[*]New map walk estimation: The map will show an estimated time in seconds to walk to a map destination
[*]New setting: Vertical synchronization (VSync) (Default: Off)
[*]Player ability has a base damage (0.5) that will scale over time
[*]Energy recharge cooldown after being hit fastened from 1s to 0.5s
[*]Disabling super ability bonus from 10% to 20% and removing altogether from 30% to 50%
[*]Forge and Sun Stone bonuses are a bit better on average
[*]Spring item modified: Gives +1 bounce to all weapons that support it
[*]Poison Extract item modified: Gives +1s poison to all weapons that support it
[*]A lot more weapon synergies can now have bounce or poison
[*]Projectile outline/glow whenever synergy happens (for most anyway)
[*]Diploma item will list all the currently affected weapons
[*]Piercing and bounce no longer go through objects, only enemies
[*]Chickens will always prioritize portals and black obelisks over enemy
[*]Multi-Fire will give +2 projectiles if only having 1, otherwise +1
[*]Dogs can fetch any object that the player can. This now includes water, crates and treasure chests
[*]Scared enemies will no longer hurt player
[*]Scared enemies will receive +20% damage
[*]All characters have the same base speed which is slightly faster than before
[*]Elites will get scared of all the same things as normal enemies do
[*]Enemies have 2x longer cooldown for doing consecutive damage (0.5s to 1s)
[*]Jester's damage reduction with enemy increased from -50% to -75% when ability is in use
[*]Mines will display the amount of gold currently available
[*]Marotte weapon damage upgrade increased by ~20%
[*]Initial church healing cost lower by ~30%
[*]Overall weapon upgrade costs lowered a bit
[*]The currently selected consumable will always show quantity number at the bottom of screen
[*]Highlighting map loot will also show gems, gold and runes
[*]If having available power-up slots, buying a power-up will also immediately equip it
[*]Level up reminder text is now displayed under character whenever one is available
[*]Removed setting: Confirm inventory weapon and item sells
[/list]
[b]Bugs[/b]
[list]
[*]Primary and Secondary weapon could still have synergies between them
[*]Jester's stun wasn't working in the non-super ability mode
[*]Player movement was slightly faster diagonally
[*]Map power-up did not set buildings as "found" despite opening the map causing local events to not fire unless actually finding them
[*]Tower could get stuck shooting in the same direction for a while sometimes
[/list]