Attention all HexTD defenders! Get ready to experience an immersive tower defense event like never before! I am thrilled to announce a game-changing update that will revolutionize the way you strategize, conquer, and coordinate in multiplayer battles. Welcome to the HexTD: Unleashing Tactical Brilliance event!
Wave System Rework: Master the Pause
I have been hard at work enhancing the wave system to intensify the strategic element of your tower defense journey. With the new rework, after each epic boss encounter, the game will gracefully PAUSE, allowing you a moment of respite to contemplate your next move. No more frantic decisions under pressure! Gather your thoughts, assess the battlefield, and forge the ultimate defense strategy that will make your enemies tremble.
Multiplayer Major Bug Fixes
I've listened to your feedback, and I've been busy squashing bugs to ensure a seamless multiplayer experience. Engage in thrilling cooperative battles with your friends and showcase your teamwork like never before. Experience the adrenaline rush as you work together to fend off hordes of enemies and emerge victorious!
Introducing the HexTD Library
To further empower our brave defenders, I am thrilled to unveil the HexTD Library - your one-stop repository of knowledge. This new system will guide you through every aspect of the game, providing in-depth explanations of towers, enemy types, and special abilities. Become a tactical genius as you study and adapt to various challenges thrown your way.
Join the Event and Unleash Your Strategic Prowess!
This HexTD event is not just a celebration of game-changing updates but also a tribute to the incredible community that has supported me. Sharpen your strategies, assemble your team, and prepare to defend against the relentless waves of adversaries. Experience HexTD like never before, with the perfect blend of intense action and tactical brilliance.
The Elemental has arrived
Hello, everyone. The elementals update has finally arrived, and along with it several fixes and improvements to the game. With this update, the game is getting closer to being completed. I hope it pleases everyone.
Elemental The elemental was released and that changes the game a lot. A tutorial was made for it. And, when playing, you will notice that things are much more complex than with the mecha class (at least the APM (actions per minute) is lower hahaha). It needs a lot of information, so it's complicated to learn at first. That's why I tried to spread as much as possible what each tower does, and how you should use each one.
The elemental has 4 types of towers that have their own distinctive characteristics: Fire - damage over time (DOT) and area damage Earth - massive single target damage Water - group control Air - remove enemy buffs
Notice that this new class introduces a new game mechanic. Taking buffs from enemies was not present in mecha, but it is very important for elemental since turrets can't diversify much.
As for the apm of this class, at first I thought it would be an extremely low APM, but by putting an upgrade system, it ended up raising but still considerably lower than the mecha
In summary, the elemental class has very striking characteristics and high complexity in the beginning for the player to understand.
Mecha For the mecha, I made some adjustments that people asked over time. I imagine that the class is very unique and striking with its towers. They start weak and mold to the will of the player, becoming true machines of war. Its high APM may be difficult for most, but it is something that makes it very unique, and with an attractive difficulty for those who like to stay focused and attentive the whole game.
Level 1 turret miss chance - the mecha level 1 turret used to have a 70% hit chance and it has been increased to 80%. This change was made because many runs could be messed up in the beginning by some turret missing. So, to minimize this but without taking away the weak turret characteristic in the beginning, I increased the initial hit chance.
Turret rotation speed level 1 - the mecha level 1 turret used to have a rotation speed of 2.1 and this has been increased to 2.5. Just like it is frustrating to miss a target in the beginning, the turret not even shooting because it couldn't rotate is also frustrating. For this, I increased the base rotation speed of the turret.
Time to upgrade the turret - the time for the first upgrade was 2 rounds and now it's 3. And all the consectutive ones have been increased by +1. This is a direct nerf to the mecha turrets, but don't worry it will be balanced by the following game changes.
Game Changes The game was too fast in the beginning. It followed a linear progression of time, starting with 10 seconds for the first waves and going up to 60 seconds (for higher difficulties). Now the game starts with more time using the following logic: (10 + waveNumber / 2) * timeDifficulty Where "time difficulty" is a multiplier: Easy - timeDifficulty = 9/4; Medium - timeDifficulty = 8 / 4; Hard - timeDifficulty = 7 / 4; Insane - timeDifficulty = 6 / 4; More than Insane - timeDifficulty = 6/4; This directly influences the balancing of the game. The elemental was made with this time in mind, so only the mecha needed to be rebalanced because it became too strong. To see the mecha's changes, read its section above.
A button was introduced for our discord, please feel free to use, come hang out and give feedback.
The campaign was also rebalanced because it was a bit too difficult in some maps.
Finally, the last mission of each map was removed, the "survive without taking damage" mission, because it was too frustrating to take 1 damage and not be able to complete all 3 missions, so I removed it and added a mission with more waves.
Future Steps For future steps, I want to implement an information menu where you can see in detail what each tower does, their upgrades, the enemies and bosses. With numeric details about them and the internal mechanics of the game. And as always the correction of any bugs and eventual unbalances that may exist.
Build 1.07 in now live
Build 1.07 is now live. Hello guys. In this build, the stats controller was introduced, in which you can access all the tower information such as: - Damage - Attack speed - Rotation - Critical chance And much more, literally every upgrade the tower has is described in the stats controller. Also, it is now possible to sell towers through the stats controller, but only in singleplayer. To finish the stats controller you can also change the shooting mode of the turret, having the possibility of 3 modes, first, last and random.
The campaign mode can also be played in multiplayer, having all maps and tutorial available.
And for those who had doubts about what each upgrade does, now when selecting the upgrade manually, a brief description of what it does will appear. I hope this helps people better understand what each upgrade does and can better shape their strategy.
I hope you can enjoy this new version and with the qualities and improvements made, and for future updates keep an eye out for the new class that will come out, the elementals.
Build 1.06 is now live
Build 1.06 is now live. In this build, I added an info button in the menu. This button opens a window that has: - A welcome - Bug and issues - Updates And a ton of bugs in the creation of lobbys in multiplayer were fixed. Fixed a bug that caused the game to freeze for 1 second when clicked on the singleplayer.
New folder name
adjust the name of the folder installation on steam