Genre: Strategy, Turn-based strategy (TBS), Card & Board Game
Hexarchy
This playtest ends May 1. Thank you, testers!
This playtest concludes May 1. Thank you, testers!
Just like last time, you've given us a lot to work with. Thank you as always for the excellent feedback. There will be more playtests but no announcement on when just yet. Stay tuned!
If you use Discord but aren't on ours yet, we'd love to have you join the conversations: http://tinyurl.com/hexarchy
Hexarchy Binge Night
⚔️ Multiplayer Livestream Event ⚔️
Get ready to prove that our community truly rules Hexarchy! Join us this Saturday night @ 7PM (US Eastern time, EDT) as we queue for multiplayer matches and livestream the epic showdown on Twitch, YouTube, and our Steam page.
😎 Can you outsmart the devs and show off your legendary hexagonal skills? Don't miss this chance to shine! Just load the Playtest and hit Find Game once the event starts and you may end up in our game. See you Saturday night!
Hexarchy Alpha Update 0.592
Misc
Ability buttons on the map now disappear while you have another ability selected
Added max gold cost to claim territory and max hammer cost to scout gather ability
Added warning about multiplayer game settings that could result in map generation failure
Bug Fixes
Fixed an issue where the Join button on the "Players are Looking for a Game" dialog would not work
Fixed an issue that could cause a multiplayer game to start before all players connected
Fixed errors that could occur related to selecting your preferred civ
Fixed a graphical artifact that occurred when destroying your civ unit
Changes to prevent multiple connection attempts from the same game client
Fixed an issue where game client connection errors were immediately disappearing
Fixed an issue where a game client connection error would prevent future connection attempts
Thanks everyone!
Hexarchy - new playtest now live!
Get ready to 'Spring' into action - we're running a brand new, limited-time Playtest to celebrate the Yogscast Games Spring Sale. We have been working away adding a whole host of new content since the previous playtest based on your feedback that we are sure you will love.
You can check out the Yogscast Games Spring Sale when it goes live in 1 hours time! here:
If you have participated in the previous playtests you will be automatically granted access to this playtest - but if you're new to Hexarchy, simply head over to our store page and hit the request access button to gain access. The playtest also includes the game's multiplayer, so bring your friends along too.
Here is a break down of some of the new features added since the last playtest:
Civilization Specific Units
Civilization Passive Bonuses
Tech Tree Changes
Balance Changes
As well as bug fixes, balance changes, and general gameplay improvements.
For a detailed breakdown please visit the patch note announcement.
We hope you enjoy the playtest and please feel free to provide any feedback on the Steam forums or Discord.
https://discord.gg/rySTNdz
Next Playtest starts Monday, April 17
We're excited to announce the next public Hexarchy playtest will go live in just a few days on Monday, April 17 @ 1600 GMT.
Like last time, Single-player and multiplayer game modes will be enabled.
Now is your chance to test out the latest changes including the most recent update that made major changes to how the 10 civilizations play. As always, we want your feedback and look forward to the community continuing to contribute to how the final game shapes out.
Please fill out the in-game survey when you quit. We read all of these responses. Also, if you want to chat with us and other community members, hop on our Discord: https://discord.gg/rySTNdz
Please report bugs on Discord or using the in-game bug report.
See you in the game!
Hexarchy Alpha 0.588
Civilization Specific Units
Units are unlocked by researching any tech at a certain tier. The tier varies per civilization.
Persia - Immortal
The first attack that would kill the Immortal instead reduces it to half strength.
Rome - Legionnaire
Starts with extra promotion slots
Builds a fort when fortifying
Arabia - Mamluk
Build with gold
Reduced gold supply cost
China - Cho-ko-knu
Attacks twice
Greece - Companion Cavalry
Mounted unit that can claim hexes
France - Imperial Guard
Starts with Vanguard
Aztecs - Jaguar
Can melee attack and ranged attack
Starts with Woodsman
Russia - Cossack
Flank attacks do bonus damage and splash damage
Egypt - Horse Archer
Mounted ranged unit
Starts with Vanguard
England - Longbowman
Shoots over terrain that normally blocks ranged attacks
Ignores enemy terrain defense bonuses
Civilization Passive Bonuses
Persia
50% reduced unit supply gold cost
50% reduced city upkeep gold cost
Rome
+1 extra build per turn per city
+1 hammer yield on hexes with a road
Arabia
+1 gold for all resources sold
Holy Sites give +2 culture and +2 gold
China
+1 hammer from mine, workshop, forge, lumber mill, and warehouse
Shuffle cost reduced to 1 gold
Greece
Can adopt multiple civics of the same type
Adopting a civic gives 4 gold
France
+2 culture per city
Easier for border growth to steal an enemy hex
+50% damage from artillery units
Aztecs
Get 3 gold and 2 culture when killing an enemy unit
Get +1 Victory Point when killing an enemy unit
Russia
+2 food on all city hexes
50% reduced unhappiness yield penalties
Egypt
Wonder gold cost reduced by 100%
England
25% chance to gain 1 hammer when selling a resource
+1 gold yield from water tiles
Borders expand more quickly over water tiles
Tech Tree Changes
Many things moved in the tech tree. Most techs now have fewer cards
New techs: Animal Husbandry, Mining, Architecture, Astronomy, Logistics
Balance Changes
Units spawned on Barracks are immediately mobilized so they can move that turn
Settlers no longer immune to ranged attacks
Harbor gold increased to 2 and now immediately gives bonus resources when built
Courthouse maintenance reduction increased
Misc
Culture can steal hexes from enemy players
Culture can grow a city's borders multiple times in a turn
Simple culture overlay toggle
Shuffle disabled in daily challenges
Can select your "preferred civilization" for multiplayer games
Various AI changes
Tech tree panel improvements
Multiplayer game start countdown no longer skips seconds
Bug Fixes
Fix that should address some recurring multiplayer disconnect issues
Other minor fixes
Thanks everyone!
Hexarchy Alpha Update 0.574
Misc
Cities can now build a unit and a building each turn. Warehouse and Forge add an extra build of both types to the city.
Added a Shuffle button that shuffles your discard pile back into your deck immediately for 4 gold
Slight empire-wide reduction in the percent chance of a We Love You effect each time one is triggered
Maneuvers now also gives a 1 turn movement bonus in addition to ignoring zone of control
Added custom multiplayer game setting for announcing the game code on Discord
UI
Cursor changes when there is a player order being processed
Researching a card now always requires a separate click on the card the player selects to add to their hand
Added crude display of current game settings to game code panel
Bug Fixes
Fixed a bug where you could start a road on an enemy city
Thanks everyone!
Hexarchy Alpha Update 0.572
We've added new settings to single player skirmishes and private multiplayer matches. This is both to allow players to customize their games and to test potential changes for the default mode. Please give us your feedback on how games go with different settings.
Misc
Wonders are now built on hexes outside of cities
New menu system (work in progress)
All single player skirmish settings are available in private multiplayer games
New Settings
Bot Difficulty (take "hard" and "insane" with a huge grain of salt for now. More AI improvements to come)
Bot Aggressiveness
Disable bots (multiplayer only)
Fog of War
Always Mobilize (except Settler)
Require 3 hexes between cities
Thanks everyone!
Thank you, testers! Stay tuned for the next play test.
That concludes this play test. Thank you, testers!
We've received a whole lot of feedback, suggestions, and bug reports. We have a lot to go through and a ton of work to do. We're continually impressed by how thoughtful the community's feedback is - it inspires us to make Hexarchy the best game it can be.
It won't be long until the next play test so stay tuned. If you're not on Discord, we invite you to join the ongoing discussion with other players and the devs: http://tinyurl.com/hexarchy
Multiplayer Stats
For those of you interested in multiplayer, here's some metrics from the multiplayer games during the play test:
It's a priority for us to ensure that there are multiple pathways to victory in a game, so we split all of the completed multiplayer games into two groups - where the winner captured at least one enemy city and where the winner did not. Here is some data comparing those two groups:
Hexarchy Alpha Update 0.568
Misc
Changing the resource icon size in the menu will now update the size of the icons as you change it
Bug Fixes
Fixed a bug in multiplayer where an eliminated player could hang the game for the remaining players
Fixed an issue where you could click a Citizen token behind a card in your hand
Fixed an issue where resource overlay icons could show up on top of the fog of war
Resolved most issues with the resource overlay not updating on events