NEW Logistics zones now have different production and transport limits
NEW Beacon of a sector strategic map quick access for faster logistics configuration
FIXED Typos and missing tool tip strings
FIXED Locator markers blocking zoom in strategic map
FIXED Bitmobile and cargo drone contents no longer included in sector resources overlay
UPDATED New more extensive tooltip for setting resource sector limits / transportation
UPDATED Some minor geometry changes and fixes for Memcache Meadows level
UPDATED Refinery work time increased from 5 to 10 seconds
UPDATED Resources flow through sectors better now
UPDATED Geothermal vent and river point strategic map icons now match the build menu marker icons
UPDATED Multiple same type refineries get input resources more equally now
------
FAQ
How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! Let us know on the steam forums!
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.5.3 Strategic map rework
Strategic map rework!
Lots of details, readibility and new completely new functionality added for your gaming pleasure.
Some examples:
Small Hexter icons in strategic map
Sector resources now show production and usage
Improved resource overlay and new sector workforce information
Defense overlay shows tower defenses, along activity (that's a secret code for SHOOTING) and reload
Power overlay showing power flow and relative production/usage of buildings Resource collecting buildings now show connection lines when placing
------
Patch notes V0.5.3 - Sublime Sealion:
NEW Strategic map Resources overlay, showing resources and production / usage flow
NEW Strategic map Hexter overlay, showing the little dudes as small UI elements
NEW Strategic map Workforce overlay, showing a breakdown of sector workforce
NEW Strategic map Power overlay, showing an overview of power flow of all buildings
NEW Strategic map Defense overlay, showing defense tower ranges and activity like firing and reload
NEW Strategic map mode for sector designated haulers allowing more control over where the Hexters stay
NEW Geothermal vents now shown as icons on stratmap after hydroelectric power is researched
NEW River points now shown as icons on stratmap after construction is researched
NEW Sawmill radius is now shown when placing a Cutter
NEW A helper connection UI line is shown when placing new buildings which connect to other buildings (like Sawmill and Cutter) or resources
NEW Geothermal vents and River points are now selectable and also include a tooltip
NEW Added tooltips for inventory items in building panel
NEW Cargo drone resources are now visible ingame
NEW Trooper ranges also visible in new strategic map defense overlay mode
NEW Player is informed if a building is being built with no proper target build location
UPDATED Strategic map now contains toggleable overlays, allowing multiple overlay modes in the same time
UPDATED Strategic map sector UI box is now prettier and has more information with proper overlay setup
UPDATED Sawmill "No cutters" status icon now has it's own unique icon instead of generic exclamation icon
UPDATED Cutter work radius dropped to 15
UPDATED Level Memcache Meadows Sawmill objective improved with more instructions
UPDATED Quick build menu history items now ignore nodes as they are already permanently included in the options
UPDATED Building button now has small flame icon for buildings that are buildable only on geothermal vents
UPDATED Building button now has small water drop icon for buildings that are buildable only on river points
UPDATED Production buildings now fill their own internal inventory even if sector limits are hit
UPDATED Level Mountains of Memory logistics objective changed a bit due new strategic map stuff
UPDATED Cargo drone capacity increased to 12 from 10 solely due more visually pleasing results
UPDATED Drones now ignore building entry points
UPDATE Building panel now includes category icon
FIXED Cutter uses Sawmill radius for connection instead of itself's
FIXED Related buildings not being visible when blueprint not valid
FIXED Buildings in FoW showing radius in building placement mode
FIXED Not being able to zoom in our out when hovering a strategic map icon
FIXED Power production buildings generating power even after stopped
FIXED Bitmobile not being an attractive workplace when starting a level
FIXED Workplaces not properly updating missing workforce status when starting a level
FIXED Survey drone getting stuck in fragmentation
FIXED Bad typo in level Memcache Meadows concerning the eastern bridge point
FIXED Research Lab was many times in erratic state when switching recipes with dependecies
FIXED Torch particles visible in FoW when restarting a level
------
FAQ
How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! Let us know on the steam forums!
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.5.2a Critical hotfixes
Hey,
Critical hotfixes to some game-breaking problems, like drones going nuts after loading a save game and not being able to proceed properly in Caves of CMOS.
------
Patch notes V0.5.2a
FIXED Level Caves of CMOS building unlock problems
FIXED Level Memcache Meadows building unlock problems
FIXED Certain building visibility fixes in campaign
FIXED Monoliths now set investigated techs also to visible state
FIXED Storage of logistics zones didn't always update properly in certain conditions
FIXED Strategic map icons not colliding with game entities, heh
UPDATE Implemented avoidance to cargo drones to avoid them getting stuck in groups
------
FAQ
How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! Let us know on the steam forums!
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.5.2 New context menu
Hey,
New context menu and quick build menu improvements
------
Patch notes V0.5.2
NEW Right clicking on a building now opens a context menu for quick actions
NEW Quick build menu now includes "previously selected" building as a quick selection
NEW Quick build menu now includes "previously built" building as a quick selection
NEW Quick build menu has a new building picker ability for quick building type selection
NEW Ability to copy building from context menu
NEW Researching Geology now reveals bit pillars on strategic map
NEW Researching Botany now reveals fractal trees and seaweed on strategic map
FIXED Relic, torch and other strategic map markers are now selectable from the actual icon
------
FAQ
How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! Let us know on the steam forums!
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.5.1 Research rework and bug fixes
Hola!
Revamped and improved research tree is here!
------
Patch notes V0.5.1 - Research Rework:
NEW Implemented dangerous resource avoiding
FIXED Troopers were accidentaly immune to H.U.M.P.E.R. attacks
FIXED Relic icons were visible on stratmap without required technology
FIXED Buildable building visibilities in campaign missions
FIXED The infamous but amusing "hulk" bug where hexter carries a stack of resources and gets stuck
FIXED Production buildings getting "stuck" sometimes
FIXED Missing icon and capitalization in Sawmill description
FIXED Garage objective in Mountains of Memory triggering immediately
FIXED Visual perimeter glitches
FIXED Disappeared Defrag Desolation english objective string
FIXED Advisor program randomization on new game restored from "noname"
FIXED Bitmobile not being part of logistics zones
FIXED Bitmobile development sometimes never getting finished
UPDATED Reworked the research tree completely
UPDATED Research tree view is now smoothly zoomable in and out
UPDATED Added tiers and cateogories to technologies
UPDATED Added descriptions / tooltips for technologies
UPDATED Technologies now list what abilities or buildings they unlock
UPDATED Research facility's research button has a notification marker now if no technology is selected
UPDATED Research window gives some feedback now
------
FAQ
How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! Let us know on the steam forums!
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.5.0a HOTFIX
Hello,
Some quick hotfixes after a major release.
------
Patch notes V0.5.0a - Sublime Sealion:
FIXED Level Memcache Meadows level complete was not triggering properly
FIXED V0.5.0 version notes had one "to do" line, removed
UPDATED Some terrain changes to Memcache meadows to allow power to be more routable over rivers
------
FAQ
How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! Let us know on the steam forums!
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.5.0 "Sublime Sealion"
Hello,
Next level out, finally! The adventure continues! Say good bye to deserts and caves, welcome to Memcache Meadows! Now you will probably know if grass really is greener on the other side.
Here are some highlights of this release:
Fractal trees!
Exploiting fractal trees...
In not just one way!
River stuff like hydro powerplant and bridges:
Some new crowd control potential
More weirdness
New fun for the industrialist inside you
Standard internal improvements and fixes to improve the overall playability and performance of the game.
------
Patch notes V0.5.0 - Sublime Sealion:
NEW Level Memcache Meadows
NEW Level Memcache Meadows music added to soundtrack
NEW Building: Cutter
NEW Building: Sawmill
NEW Building: Smelter
NEW Building: Harvester
NEW Building: Bridge
NEW Building: Hydropower plant
NEW Building: Mortar Tower
NEW Feature: Defragging
NEW Feature: River points
NEW Resource: Octahedrons
NEW Resource: Quad
NEW Obstacle: Fragmentation
NEW Introducing a new character with new fun skills
FIXED Cargo drone tooltip
FIXED Some selection related corner case problems
FIXED Cycles were able to pass derelict nodes and buildings in certain conditions
FIXED Building damage modifiers
FIXED Drones don't try to charge at destroyed beacons
FIXED Solar panel status icon
FIXED Nodes connecting to unrelated buildings in some corner cases
FIXED Medium Hub damage log message had missing icon
FIXED Many enemy projectiles collided with ground upon launching
FIXED Blueprints visible through FoW
FIXED Disappearing Geothermal building preview
FIXED Gameplay time not resetting properly when restarting level
FIXED Tooltips showing wrong values for max builders
FIXED Laser tower aiming problems
FIXED Squad button cycling focusing on derelict and unfound Bunkers
FIXED Non-selectable buildings being selectable in FoW
UPDATED Vault door investigation point improved
UPDATED Default logistics zone limits changed to 20,20 from 0,20
UPDATED Cargo drone navigation improved a bit
UPDATED Drone now drowns in water, don't ask
UPDATED ICE Module lightning causes stun in addition of damage
UPDATED Research labs remember the setup of previously configured subroutines
UPDATED Fleeing improved a bit, moves now more away from the actual threat source
UPDATED Reduced Glorg damage due new projectile fix
UPDATED Probe animation scaled to avoid it appearing out of thin air
UPDATED FoW fading optimized a bit
UPDATED Implemented system returning entities to surface if for some reason they get out of bounds and below terrain
UPDATED Tweaked fullscreen options
UPDATED Many technology related upgrades, such as upgrading engine version etc
UPDATED Since we dropped out forums lately the EA complete screen has been updated
------
FAQ
How often do you intend to update the Early Access version? As often as possible, but it will be weeks, maybe even months since we're only a two-man team.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! Let us know on the steam forums!
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.4.0b HOTFIX
Hotfix!
Fixed critical pathfinding problem where sometimes hexters got stuck navigating back and forth.
------
Patch notes V0.4.0b - Rubber Ducky:
FIXED Fixed Hexters sometimes getting stuck navigating back and forth
------
FAQ
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! We're sure you do, so let us know.
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.4.0a HOTFIX
Fresh hotfixes!
Fixes some pathing problems and missing level Caves of CMOS level complete trigger.
------
Patch notes V0.4.0a - Rubber Ducky:
FIXED Garage objective was not triggering in Level Mountains of Memory
FIXED Factory was generating Bit Bricks regardless of its storage limits
FIXED Cargo Drones were unable to move across the Bit Bridge
FIXED Exit condition in Level Caves of CMOS not triggering
FIXED Level play time in pause menu was wrong after loading a savegame
FIXED Reaper carrying Soul Canisters were dropped on the ground after loading a savegame
FIXED There were some path-finding issues after demolishing a Firewall AND finishing Bit Bridge
UPDATED Hexters and vehicles now avoid walls and edges a bit better
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)
------
Thanks for your support!
Update - V0.4.0 "Rubber Ducky"
Hello,
Hexters is turning one year old in a few weeks and we're releasing our biggest update this far! We got a new level Corruption Caverns for you, including new character, mechanics and game dynamics for your delight. Hope you enjoy it!
Here are some highlights of this release:
Push deeper into the dark caverns
Mysterious monoliths...
Dabble in digital dark arts, by having Reapers to harvest the soul weed left from the enemies...
...And bring it back to the Crypt where it can be used to compile more Hexters!
Mausoleums allow Reaper quickly move to where the action is
Or perhaps you prefer the light arts, build Chapels and employ Chaplains!
It's time to now get get rid of that annoying Corruption!
If you think you can pass the digusting Corruption Cores
And of course, as usually a lot of internal improvements and fixes to improve the overall playability and performance of the game.
------
Patch notes V0.4.0 - Rubber Ducky:
NEW Level Corruption Caverns
NEW Level Corruption Caverns music added to soundtrack
NEW Building: Crypt
NEW Building: Chapel
NEW Building: Mausoleum
NEW Structure: Monolith
NEW Structure: Mysterious altar
NEW Structure: Corruption core
NEW Prop: Decorative torch
NEW Prop: Mysterious altar mechanism
NEW Log message: Building overload
NEW Log message: Hexter recompiled
NEW Log message: Corruption Core detected
NEW Log message: New torch revealed
NEW Log message: Vault door opened
NEW Introducing a powerful new mysterious character
NEW Ditty system when Hexter acquires a special role
NEW Reaper ditties
NEW Chaplain ditties
NEW Gameplay dynamics with actively spreading corruption and cleansing
NEW Leash fx when Hexters are hauling a data module (artifact, blueprint, mapdata etc)
NEW Info panel action buttons can now display alerts (used in Research Lab to denote misprogrammed recipe)
NEW Each building or construction site now displays all hauls coming in
NEW Finally added random idle animation to advisor character
NEW Soul weed functionality
NEW Spreading corruption with corruption core is present
NEW LMB on worker slot now selects the worker
NEW World boundaries are now rendered as never ending terrain instead of just being cut off
NEW Domicile "rest until full HP" functionality
NEW Unlit, revealed torches now have an icon in strategic map
NEW Added sfx to certain actions and events
NEW Death sfx for hexters
FIXED Resources would sometimes get out of world bounds and mess hauling AI
FIXED Last vault door in Caves of CMOS could not be opened and the required relic amount is decreased
FIXED Research overlay getting stuck when leaving build mode on research buildings
FIXED Save failed when stockpile was under construction
FIXED Relics in museum had status icons
FIXED Hexters are no longer afraid of dead enemies
FIXED Cyberscapeologist no longer targets hives
FIXED In some rare conditions enemies could pass closed vault doors
FIXED Perimeter did not take in account steep walls
FIXED Drones had some pathing problems in certain conditions
FIXED Enemy detected log message clicking was disabled
FIXED HUD was not properly always updated when buildings were completed
FIXED Game over restart button asked for confirmation
FIXED Vault doors could be selected from the bounding box instead of the actual mesh
FIXED HUD research facility button tooltip string was missing
FIXED Squad button was missing hotkey string
FIXED Extract task for bit pillars had wonky pathfinding issues in certain rare conditions
FIXED Enemy sometimes chose unreachable targets
FIXED Laser generated new damage FX every frame if game was paused
FIXED Flashlight shadows were unnecessarily way too accurate
FIXED Having multiple Bunkers made squad HUD button to work a bit wrong
FIXED Some corruption related data was not serialized properly
FIXED Cycles did not vanish if connection was severed
FIXED Overloading barrier controls caused the node connection to persist
UPDATED Tweaks to undesirable job handling
UPDATED Lots of jobs and tasks now properly show the decal lines
UPDATED Drastically toned down the repository character random idle animation
UPDATED Soul weed visual changes
UPDATED Removed deprecated designated hauler dialogue from Bios Beach level
UPDATED Smoothed W.I.S.P. movement
UPDATED Lamp intensity changes
UPDATED Node changes in world map
UPDATED Improved Research lab tool tips
UPDATED Improved research window
UPDATED Improved error messaging if load game fails
UPDATED Game will now trigger game over if all hexters are dead and there are no possibility to compile more
UPDATED Research complete sfx volume increased, was a bit too easy to miss it
UPDATED Enemy detected now triggers only after the first enemy is seen
UPDATED Doubled flee task duration, should help hexters to run away from enemies better
UPDATED Implemented max cap for level enemy spawning for more control in late game
UPDATED Added User Statue to main menu background scene
How often do you intend to update the Early Access version? Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.
Does the game work on OSX? Absolutely!
And Linux? Oh yes!
Consoles? Mobile? Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.
I found a bug or I got suggestions! We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums
What about multiplayer? We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)