Horizon's Gate

Horizon's Gate

71 ratings
Mage Hunter
3
2
   
Award
Favorite
Favorited
Unfavorite
Tags: Location
File Size
Posted
Updated
1.124 MB
Jan 1, 2021 @ 8:38am
Feb 8 @ 9:35am
14 Change Notes ( view )

Subscribe to download
Mage Hunter

In 2 collections by Prominence
Prominence Mod Pack
40 items
Prominence Simple Mod Pack (No Classes)
21 items
Description
MAGE HUNTER
Mage Hunter offers a new companion, new zones to explore, new gear to collect, a quest, and new challenges to face.

Travel to Beryl’s Bridge and begin your quest to bring a mad mage to justice. Explore the surrounding region with or without the help of a new companion(Livia, the mage hunting Fareem). Find treasure, both new and familiar. Do battle with monsters and mages alike, with combat that increases in difficulty the further you delve into Mage Hunter. Solve environmental puzzles and unlock secrets. Muster every advantage you can find before the final battle!

Visit Fort Cazar, a new port location that serves as the headquarters of a reclusive order of mage hunters. Bring the new companion from Beryl’s Bridge to unlock more assignments. Track down corrupt mages and bring them to justice! Return to the fort with proof of your accomplishments to unlock new elemental training for yourself and your crew.

All told, Mage Hunter is a massive mod made up of more than 20 detailed locations of varying sizes. It is recommended for experienced parties, though the earlier encounters should be relatively easy.

Even after completing your quest and mage hunting assignments, Mage Hunter continues! Bring the new companion with you on your adventures to discover 20 new café conversations, with some featuring interaction between the new companion and existing characters like Reeve, Hagger, and even Angus from the Shallow Graves mod.

Beryl’s Bridge: (found between Ahlvarza and Gonhaldr at 90S, 72E)
Fort Cazar: (near the southeast corner of the map, 131S and 164E)



Acknowledgements:
This mod would not be possible without the modding channel of the Horizon’s Gate Discord[discord.com]. Thanks to Eldiran for not only creating this fantastic game and a modding guide, but also answering countless questions and providing support in the modding process. And thanks to radiatoryang for his excellent Deepwater and Boonetown mods, in addition to the custom dialog guide he created.


My Other Mods:
Check out my collection!

52 Comments
Celtia Mar 17 @ 12:32am 
Aha! I had suspected that Mage Hunter was scaling upwards based on certain enemy stats - I tried a few encounters with it and a different dagger in each hand to see what damage I was getting. It makes sense that it adds the enemy magic stat.

It also makes it extremely powerful, but I think it's build-around potential is properly limited by the fact that it will dispel debuffs and it's not augmentable. I love it, though I would advocate for a slight rewrite of the logbook entry to say something like "it appears to cut deepest against those skilled in magecraft" or something vague like that.

As for the debuff synergies; I'm happy to help and excited to see it fixed. My primary team will operate much smoother with such a change.

Once again, incredible work!
Prominence  [author] Mar 14 @ 5:57pm 
Also, Celtia, this is something I can fix. It will take me some time, but I'll update each of my status effects (in each of the mods they appear in) to reflect this. Before too long, ruinTouch effects like Misericorde will properly respect my custom status effects. Thank you for the report!
Prominence  [author] Mar 14 @ 5:22pm 
Celtia, I believe you've brought something to my attention that I was previously unaware of. In my testing, it seems that the added damage based on debuffs (ruinTouch element, as it's called behind the scenes) does not take modded status effects into account. As far as Mage Hunter's damage goes, it's got some weird scaling in it. It deals normal damage, then adds the target's magic attack stat to the damage it deals as well. Furthermore, it deals additional, armor-ignoring damage equal to half the attacker's Ruin skill. I expect that testing Mage Hunter against a number of different targets would likely yield very different damage numbers.
Celtia Mar 14 @ 3:40pm 
After a bit more testing, I still don't quite know why the Mage Hunter does so much damage, but it (and Misericorde) appears to do the same amount whether or not the target has Drowsy, Delirium and/or Fatigue, so it's looking like these new statuses just don't count as debuffs?

For reference, I'm just fighting Maskheads as I note this. I have the entire Prominence Mod Pack installed in the recommended load order, and no other mods.
Celtia Mar 14 @ 3:34pm 
As with everything you've done - an amazing mod!

I am curious about the Mage Hunter dagger , however. It seems to do more damage than I expect it to based on its stats, and when I try to use the Misericorde ability from the Spy class (from another mod of yours) it does exactly the same amount of damage as a regular dagger attack even against someone afflicted with both Fatigue and Delirium.

As far as I can tell, either the Mage Hunter has a built-in Misericorde effect already and it doesn't stack, or Misericorde doesn't scale with Fatigue and Delirium - perhaps because they're not listed under 'statuses' in the logbook but rather under 'Artifacts'.
Prominence  [author] Jan 22 @ 2:35pm 
Thanks for the report, fishsicles. I thought I had placed the "do not target" tiles on the greenhouse, but evidently I did not! It should be fixed now.
fishsicles Jan 21 @ 7:52pm 
Found a silly bug: When hunting Deacon Vaunt at the Abandoned Greenhouse , it's possible to teleport inside the building, which puts you in a green rectangular room (as opposed to the actual interior). You can gate right back out by clicking the black tiles outside, but you probably still shouldn't be able to do that.
Odukla Dec 14, 2024 @ 5:18pm 
You can open it. The sealed door inside the masion needs to be opened from outside .

I spent like 10 - 20 min looking for the entrance, but imo there wasnt too much interesting inside (unless i missed something else.
Celebel Dec 14, 2024 @ 4:55pm 
Also question about the 'Sealed door' inside of the mansion (When going after Isaac) is it just a bait? Because i have *NOT* been able to find a switch to open it. Not sure if i soft-locked myself out of it or not.
Thank you again!
Celebel Dec 14, 2024 @ 3:44pm 
In regards to a certain Axe and the stone you place it on. Controller *CANNOT* pick it up. I swapped to a mouse for 3 seconds and was able to grab it with no issues. (Figured i'd leave this here for other players who run controller primarily)

Also love your mods Prominence just figured i'd add that in.