Horizon's Gate

Horizon's Gate

Mafe optional and toggleable balance changes
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Update: 1 Aug @ 1:17pm
by Mafe

- Guard and Ward reduction: Added a Roman number indicating how much reduction you get from the status into they name (V means you get 50% reduction, IV means you get 40%, and so)
- Mechanics that worked on incapped foes to drop stuff now also work on boat enemies. Items are transferred automatically to the stash.

Update: 1 Aug @ 12:09pm
by Mafe

- Organized mod options into several "folders" of dialogs: Battle, Misc, EXP, +Crew Stats and Economy
- Added an FX to "scalling XP Gems" so it doesnt cause the game to lag anymore when this part awards XP
- New battle option: Guard and Ward reduction
-- When ON, Guard and Ward get override by a version of this mod when they are applied on an actor. The version of those statuses of my mod reduces the given reduction by 10% when actor takes damage from the corresponding element (Physical or Magical). When less than 10% and taking a hit, the status removes itself.
-- Also added a small hotfix for a broken vanilla interaction: Itchy resistance (when it becomes 100%, or a multiplier of 0% if you are a modder) now it's taken into account for Guard removal. If you manage to make it 100%, Itchy won't remove Guard. In vanilla, this is done with a reaction that just removes Guard if itchy actorValue gets detected, which doesn't care about resistances/multipliers. Yes, this a buff to Crubs #CrubLife

Update: 23 May @ 5:37pm
by Mafe

- Fixed unintentional actorValues colors

Update: 21 May @ 3:11am
by Mafe

- Speedburst mechanic its now its own setting, sepparate from Extended Evasion
- Added "Harsh darkness" setting, which now raises Acc penalty when attacking a pitch black tile to -75% (in vanilla, is -25%)

Update: 4 May @ 1:25pm
by Mafe

- Disabled magical defense pierce from Extended Magical Attack since it could lead to numbers over and underflowing.

Update: 1 May @ 7:08pm
by Mafe

- Fixed some minor issues

Update: 30 Apr @ 10:50pm
by Mafe

- I forgot to add Magical defense for the last option added, so this patch fixes that

Update: 30 Apr @ 10:44pm
by Mafe

- New modifier: +Stats for foes. Gives the enemy extra stats that scale with your party "power level". Can be dispelled, but those are applied on combat start and at the beginning of the foe turn.

Update: 27 Apr @ 7:58am
by Mafe

- While hovering the mouse over any of the mod options, they will now create a tooltip that explains what the option does change or how it work in-depth.

Update: 3 Mar @ 6:56pm
by Mafe

- Extended Physical Attack:
-- Now it uses the target true HP value instead of the actual. This makes it a bit more stronger and consistent, so it always adds the same extra dmg no matter the target actual HP.
-- Now the effect it adds is half as strong if the weapon being used is a ranged one.
-- Now the effect accounts for targets being resistant to effects that reduce dmg that scales with HP, becoming the Extended Physical attack effect half as strong vs targets resistant to the element "HPbased" (generally big foes on the basegame, like the Spidest for example).
- Extended Physical Defense:
-- Now if the target has Itchy the reduction per physical hit will have 100% chance all the times and will remove an extra point of Physical defense.