Behind the Horizon

a new story begins..

GUI

The self-made marker on the map can now be removed again with Shift + left mouse click on the map.

If you start to starve, there is now a small message (the icon was often overlooked).

The map can now be zoomed out a little further to have a larger overview.

If you press the left CTRL (or left CONTROL) key, the radius in which you can plant something is still displayed. In addition, the name of the soil is displayed on all fields. I hope that this brings more clarity.

If you talk to pets while they are running around, you will now get a short message with their name and how they are doing. This should make it easier to see when pets need to be fed and also to distinguish them if you have a lot of pets.

The whole feedback system (speech bubbles) has been redesigned to be more consistent. Instead of many different speech bubbles, there is now one that is colour-coded to match the topic of the message.
In addition, there are now new options:

1) if you try to harvest a plant that is not yet ripe, the name of the plant is now displayed. This way you can also identify unknown plants.

2) If you try to chop wood or stones, for which the axe/pickaxe is still too weak, you will also see the name of the wood/stone you are trying to chop.

3) many messages are now much more specific and say what exactly the problem is.


Game:

You can now sell cooked food to Emma at the grocery shop, or to the traders Mona and Marko. Emma offers the better prices for food. Almost all dishes can be sold and compared to the prices of the ingredients there are a few coins more :-) !

The prices for food have also been adjusted somewhat for this.

 

GUI:
There is now the possibility to set a marker on the mini map. To do this, mark the point with the right mouse button. The marker is saved with the savegame.
To close the minimap, right-click on the edge of the window or press "M" again or press "Esc".

Localisation:
Some overlooked texts have been translated

Tutorial:
There are 2 more tutorial videos with tips for getting started

Game:
The greetings texts have now been fully expanded for all remaining NPCs :-) !

While lying unconscious at a shrine, monsters can no longer kill you and after visiting the shrine, your life essence and creator power will be replenished.

GUI

Added 2 links to the start menu:
- Link to the Steam Communty for Behind the Horizon
- Link to homepage of the game

Quest arrow position optimised

When simply sorting by Left-Shift + LMB it is now also checked if the opened chest is a craft chest. Before you could use the system to put items into cave chests, which were then automatically sorted into craft chests at the farm. Of course, it wasn't meant to be that way.

Game:

Pets should now not hang around under the roof at the sides of the farm so often (this made it hard to find them).

New greetings have been added for some NPCs to add a bit more variety. This is an ongoing work in progress and with each update a few more NPCs will get more texts.


Tutorial:

There is now a series of tutorial videos on my homepage that explain all the main aspects simply and briefly. For all those who don't like to read manuals ;-) !
In the game you can open the link with F2 in the browser.

Bug:

Fixed a bug that if you died after activating the shrine in the tutorial cave, you missed the cutscene and had to run back to the cave.

A small update with two new functions:

PLEASE BE SURE TO READ!

The first change concerns the behaviour of the game when an item is transported directly into the chest with an open chest by means of ShiftL + left mouse click on the item in the inventory.
Now the game SCANS all the player's craft chests for stacks of the corresponding item and then puts the item there. Only if no stack is found does the item end up in the open chest as before.
The items do not simply disappear !
Once you get used to this, you will love this function :-) !


Changelog V1.21


GUI
Sorting items into chests has been simplified even more. By holding down the shift key, items are now not only sorted into the open chest, but ALL of the player's crafting chests are searched for stacks of the same item and these are then filled up. Only if no other stacks are found in other craft chests will the item be placed in an empty space in the open chest.

In the trade menu you can now directly talk to the NPC by clicking on the speech bubble in the upper left corner (previously this was only possible by pressing the L-Alt key when selecting the NPC).

Since many people had problems with the fact that you can't see where the ground is wet at the beginning of the game, I have now unlocked this function from the beginning and the ground is displayed slightly darker if there is still some water. However, the display in the upper status window to determine the exact water level will still be disabled until you learn the skill.


Adaptation:

The rain particles for heavy rain have been lowered.


Bugs:

Since the last update, many NPCs were unable to close the doors of their houses. This has now been fixed.

Changelog V1.2

( Old savegames can still be used )


Game:

New quest lines around the new NPC named Wood (lives as a hermit in the northern woods).

A new cave and a new area were added for the quests.


Introduction of the squirrel pet


Introduction of the llama, as a farm animal and as a mount.


Some animals can now occasionally give birth to more young or hatch eggs


Global nature events can now only occur after 60 days to make it easier for the player to get started.

 

Climate:


There are 2 new storms and two plagues - something for every season.

There are a total of 8 positive natural events - two for each season.

The events occur randomly 1-2 times in each season, so there is now a lot of variety.

In addition, there are books explaining the natural events (at the merchant and alchemist)

 

Flora:


A new rare seed with complex challenging cultivation + instruction book to go with it.

Moss now only grows on the soil types sand, gravel, stones and rock.

Propagation of wild ground cover has been lowered.


GUI:


Sheep and hares are now bigger when ready for shearing.

Announcement of natural events has now been moved from the player's messages to the info text, where it is easier to read.

Infotexts now have different colours to make them easier to categorise.


Bugs:

Fixed a small bug that occurred when farm animals ate large plants.

Fixed bug that sometimes you got stuck when opening doors and had to close the door again.

Fixed a bug in the calculation of light and heat in the weather.

Fixed a bug in burning (fire spells/fire weapons) of plants (display was wrong)

Projectiles are now also stopped correctly on walls in private houses of NPCs.

Texture error in some spells has been fixed (rounding error when converting to PNG file)

The animation sequence of old dogs and cats has been corrected (after implementation of the different fur colours)


Game Engine:

Framework for loading and integrating AddOns and tranforming savegames from other game versions created.


NetbookMode:

Simplified the rendering of plants for netbookmode for better performance on very weak systems. I also improved the system of light sources and now more lights are displayed in netbook mode. However, the ambient occlusion remains switched off (this means that light also shines a little through walls).
The goal was to be able to play the game smoothly on an Intel HD netbook.