Horizon's Gate

Horizon's Gate

Mafe Sea Expansion: New Port, Sea Monsters, Ships and Ship Equipment
45 Comments
Cryum Jun 14 @ 10:55am 
I found the maskheads in the northwestern area, but didn't have as much luck in the northeastern area despite having more snowy land.

I completely forgot about the misc crafting kit, couldn't figure out what works on it.
Mafe  [author] Jun 14 @ 9:34am 
@Cryum Try places closer to ice masses, I tried to make the spawns somewhat logical with the creature theme. On the north there is a good amount of those spawns.

Tar and Bones can make a cannon with the crafting kit sold at Port Lapicera (you will have to make it on the floor tho, since game does not allow even hovering a cargo item on the stash), but Ghrell Eyes dont really have an use. But they do feature a nice selling price.
Cryum Jun 9 @ 11:27pm 
Having trouble finding the maskhead ships. The plant people drop quite a few more bits, while everything else is slow going to get the 10/20 drop milestones.

Ghost ship fights are intense, the freeze cannon really shines there.

Is there a particular use for ghrell eyes and tar and bones?
xSquishx Jan 23, 2024 @ 11:27pm 
@Mafe thank you so much for the clear answer and the spawn point update! I guess one of the main reasons I hadn't run into them yet is due to them being in a stronger area I have not explored yet, I tended to avoid 3 star or higher but now with 5 frigates I may have a chance. Again, thanks for all the hard work you and other modders put in to this awesome game. Btw, the ethereal fleet is dang hard! lol
Mafe  [author] Jan 23, 2024 @ 9:43pm 
Pushed a little update to add more spawnpoints close to the following places:
-- Mirrin Farms
-- Dunning Mars
-- Some places among the shattered lands close to Dunning Mars

Thanks a lot for you valuable feedback!
Mafe  [author] Jan 23, 2024 @ 9:05pm 
@xSquishx hello, about the Tib Tibs: They core spawnpoint is close to Tsvor, a bit to the right. Then, they have a good chance to appear among Devil Esphinos in any of they battles against those. You made me notice those Tibs dont have enough spawnpoints (only 3 dedicated ones for only them) so for a next update, I am gonna add several extra spawnPoints for those.

About the difficulty... Personally, I always struggle the most with Tib Tibs, mostly due to my style having ships of my fleet so close to themselfs all the time. But if you have enough DPS to kill them 1 by 1 by tricking them with they counters, I think you should be good. However, I may recommend a Fleet a bit stronger, since Tib Tibs hit kinda hard and can mess you formation very easly.

And finally, thanks a lot! I am glad people can enjoy the stuff I do. I really apreciatte the kind words :HatHealth:
xSquishx Jan 23, 2024 @ 8:50pm 
Quick question, if you still look at comments here, I'm currently on a mission to hunt tib-tibs and I have had zero luck finding where they spawn. Any chance you could give me a hint as to their spawn location? Also, since I have yet to meet them, is a fleet of 2 caracks and 2 tower ships enough to fight them? Thanks very much for any response, great mod btw, it's quite enjoyable!
Mafe  [author] Feb 17, 2023 @ 12:32am 
Thanks a lot Yeno <3 I really apreciatte the kind words! And makes me happy to see people have fun with the stuff I did as mods
yenohamnead Feb 16, 2023 @ 2:00pm 
Thank you so much! This is absolutely my favorite game and your mods bring so much more to it! Keep making them please!
Mafe  [author] Feb 16, 2023 @ 1:41pm 
The thing you search drops from the secret sea mob added by this mod. I will add an spoiler to the description of this modpage, just in case.
yenohamnead Feb 16, 2023 @ 1:37pm 
Hey Mafe, amazing mod! I'm having trouble locating otherworldly voices, is there something I'm missing?
Mafe  [author] Jan 31, 2023 @ 3:47pm 
Glad you found a solution to it, but still, is a bizzarre bug. Mind telling what mod it was? I am filling a bug report to the Dev so they can have a look at it. You can tell me in private if you dont want to accidentally shame someone.
Mafe  [author] Jan 31, 2023 @ 2:00am 
Lets clarify, with "NPC ships", you mean, the monsters or faction ones? (Sea) Monster ones do not follow any kind of nav point and use very simple hardcoded AI, that is why some of my Sea monsters have silly pathing and sometimes have a hard time finding the player in the Sea.

But if you mean Faction ships... This mod does not even touch them or navpoints, at all. The more specific you can be on this, the best, but so far I am blank, no clue what happenned to you save. You are also the first person to come with such a particular issue, which doesnt help me. Feel free to continue here or to contact me on the Horizons Gate Discord, so maybe we can figure this out.
Welk Jan 22, 2023 @ 10:12pm 
And could you altleast made an opposite version of the lightbinger the ruinbringer ship? its ability is also -1 move near on the ship?
Welk Jan 22, 2023 @ 10:10pm 
Finally Lightbringer ship has finally given some love 70 cargo is now justified.Thanks
Welk Jan 14, 2023 @ 3:03am 
Atleast increase the lightbringer to 80 cargo pls to make a better option for a frigate which has 90 cargo.Cause its a bit more expensive than a frigate
Mafe  [author] Jan 12, 2023 @ 8:40am 
No, not every ship that I add there will be endgame
Welk Jan 12, 2023 @ 8:32am 
Could you atleast increase its cargo to 80 on the lightbringer pls? Cause you still need to unlock it anyway to make it viable for end game ships.
Welk Jan 6, 2023 @ 7:35am 
Ok thanks!
Mafe  [author] Jan 6, 2023 @ 6:31am 
The only thing the Lightbringer does is having at all times an aura of light that illuminates its surroundings, and that is it (like how lanters emit light). Its weaker (has less hull) than a Stormcutter and does not feature resistance against Electric damage, but is also far cheaper. You can buy it infinitly but is locked behind the Authorizations quest like the Snakes ones.
Welk Jan 6, 2023 @ 5:47am 
Mafe Can you explain the Light Aura Ablilty of the Lighbringer? Does it have Regen and does the light damage the crew health bit by bit? Is it way more stronger than the stormcutter? Do I need to unlock it first and invest in the port and can i infinitely buy it ?
Welk Jan 4, 2023 @ 10:44pm 
Ok
Mafe  [author] Jan 4, 2023 @ 10:40pm 
I don't have planned anything like that, nor I won't be making balance breaking stuff (more of what mods allredy do)
Welk Jan 4, 2023 @ 10:26pm 
Ok Thanks! But are you planning on creating super end game flag ships on each 3 Factions and Dominio(need to capture it like a treasure fleet) like you need 95 favor and max rank but the downside is you can only acquire only one super ship because its too op.
Mafe  [author] Jan 4, 2023 @ 10:19pm 
Moss Malt and Cave Flower drops won't return, as those heavly unbalance the game. Mobs loot are generous enough as they are. If you wished more of those there is a mod that adds a new secret shop that sells permaboost items.
Welk Jan 4, 2023 @ 9:57pm 
And Why remove the mob loot drop of moss malt and cave flower? Make it 1-2% very rare chance pls.
Mafe  [author] Dec 14, 2022 @ 7:25am 
I just removed the limit of Snake Ships per fleet. However, I also removed they special ability to take half damage after being hit. They are meant to be good, but not unkilleable, as it was only a leftover mechanic of when they multi-segments could be damaged to prevent them being instakilled by AoE attacks, but that is no longer the case.

Also the Searavager has one more cannon slot, but I think it is not retroactive with allredy purchased ships. You may have to purchase it again, but I am not sure. If that is the case, by pressing "Shift" + "~" in-game, you can bring up the Console. If you type gp x (replacing X with whatever number you wish), you will get the amount of Gold you inputted.
Welk Dec 14, 2022 @ 7:13am 
At least give the Searavager additional 1 cannon slot pls because it feels lackluster since you still need to unlock it through missions.I want an endgame ship. Seapiercer im okay with it 2 cannon slots since its already fast.
Mafe  [author] Dec 14, 2022 @ 7:07am 
@Welk The limit existed cause back in the day, when more than one in you Fleet, those ships had some nasty bugs. I eventually managed to fix them, so I kinda kept it for balance reasons. Since its a single player game, and due to those bugs being fixed (plus they exhorbitant price) I may consider removing the limit. Maybe later today, however, there is a good chunk of code that I would have to remove to lift the limit. So its a labour that will take some time.
Welk Dec 14, 2022 @ 7:02am 
Why only one of each? When will you remove the limit?
Mafe  [author] Dec 14, 2022 @ 6:27am 
Only one of each, tho I have been pondering with a removal of the limit since newest patches (it was only there for technical reasons). I will see.
Welk Dec 14, 2022 @ 6:24am 
Can I have infinite searavager and seapiercer ships or only one each?
Welk Dec 14, 2022 @ 2:24am 
Thanks.
Mafe  [author] Dec 13, 2022 @ 7:16am 
@Welk adding monster spawn areas is a massive pain, and I feel the amount of spawn points is correct atm.

The Searavager and the Seapiercer are the only ship that feature innate counters (one for cannon attacks and other against melee attacks) plus regeneration like the Living Ships, they are really strong actually so that is why they have fewer cannon slots (to not mention they base stats are also really good).

For now, I do not plan into adding new sea monsters, as it is a complicated and long proccess.
Welk Dec 13, 2022 @ 12:41am 
Are you planning to add more spawn areas for new sea monsters and monster fleets? Atleast add another cannon slot for Seapiercer and Searavager to make it far more viable for an endgame fleet since you really still need to unlock it through missions.Do these 2 new ships regenerate like floating forest? Are you planning to add new sea monsters and monster fleets?
Mafe  [author] Nov 24, 2022 @ 2:56pm 
It only happens once, next time you enter the port it will work as intended. I have no idea what causes it, so I will have to consult with the dev. Really sorry for the inconvenience but it an elusive one :/
Usuzumi Nov 23, 2022 @ 8:35pm 
I have error. when captured Vineman Fleet and Maskhead Fleet ship to enter the port, it crash.

*~*~* Click this window, then press Ctrl+C to copy this entire message! *~*~*

Location: System.ThrowHelper.ThrowKeyNotFoundException()

Location: System.Collections.Generic.Dictionary`2.get_Item(TKey key)

Location: FleetManager.refreshParty_toZoneActor(String actorID)

Location: FleetManager.refreshActors_zonePriority()

Location: ZoneManager.loadNewZone(String zoneName, TileCoord newPlayerPos)

Location: Game1.executeLoad()

Location: Game1.Update(GameTime gameTime)

Location: Game.
Mods active: 106

this is crash message.
Mafe  [author] Sep 8, 2022 @ 6:16pm 
@Kay Allright, tested it and published a hotfix, worked on my save so I think it should also work for everyone now. Both this mod and the dependancy Library got updated, so ensure both are properly up to date, and just in case, ensure the Library its loaded above this mod. Just to be sure.

And btw, thanks a lot for the kind words! I am glad people enjoy the stuff I have made so far <3
Kay Sep 8, 2022 @ 5:37pm 
thanks so much hope u enjoy dinner and thanks for all the great mods =]
Mafe  [author] Sep 8, 2022 @ 5:33pm 
Hi @Kay, thanks a lot for the report, gonna give it a look after dinner.
Kay Sep 8, 2022 @ 3:54pm 
everytime i defeat the crew on board and take the ships the game either crashes before i get back to the overworld or when i try to go to another port
Kay Sep 8, 2022 @ 3:54pm 
hey mafe i love this mod so much I'm having issues with crashing whenever i take the monster ships into my fleet i.e the floating jungles and ruinous glaciers
겜게대지 Jul 16, 2022 @ 9:08pm 
thx mafe great sexy mod :steamthumbsup:
Mafe  [author] Jul 16, 2022 @ 12:43pm 
@겜게대지 I dont speak Corean, but I see the issue: I accidentally used the coordinates of the code. I updated the Spoiler, so it now points to the correct "in game" location, my bad!
겜게대지 Jul 16, 2022 @ 12:32pm 
x는 북쪽 y는 서쪽입니까? 북쪽706은 어디입니까?