Genre: Real Time Strategy (RTS), Strategy, Adventure, Indie
Role of Hex
Role of Hex - Lightning Round Update
Version 1.4.0 - 08/03/2024 - Lightning Round
Additions
Time Controls
Allows speeding up the game by 2x, 3x or 4x.
Disabled when too many structures are damaged or when a lag report is generated
Challenges
7 Challenges under the new Simulations Mission tab.
Each challenge unlocks an upgrade with their theme once they are completed.
Build Saving
You can now save your auto upgrade priorities with ctrl+number, then load it by pressing that number
Upgrades
Purple Upgrades:
Static: Projectiles create lightning on impact.
7 Challenge-related upgrades
Specializations
2 new specs, one for minefield deployer and one for tesla tower
Equipment
Tesla Tower: Allows you to build tesla towers and gives access to their specialization
Random Blueprint: Transforms itself into a random tower blueprint when a mission starts
New Enemies
Ice Ball
Has a ranged attack
Slows
Attacks multiple buildings at once
Wyvern
Attacks by sweeping over your buildings
Resource Blobs
Experience and Resources now spawn as small blobs that are absorbed by buildings
Run Rebooting
The game will now try to reboot your run at your last value drift if something crashes it.
Buff and Debuff system for buildings
Includes new buffs and debuffs such as "Slowness", "Shielding" and "Multishot"
Balance Changes
New Tower unlocks now happen every 15 difficulty instead of 20
Building near lava now aggro it after 2-4 seconds
Ocean is no longer a suitable biome for spawning
Tower Changes
Behemoth
Damage decreased from 20 to 15
Attack speed reduced from 0.16 to 0.1
Accuracy reduced from 1 to 0.33
Machine Gun
Damage increased from 0.5 to 1
Base attack speed increased from 1.5 to 2
Attack speed bonus from firing increased from up to 3x to 5x
Now properly lose their attack speed bonus from firing when idle
Earthquake Generator
Shooting cooldown reduced from 10 seconds to 5 seconds
Range increased from 0.5 to 0.75
Sniper
Range increased from 1.6 to 2
High-Density Spheres
Doubled knockback chance
Upgrade Changes
Machine Learning
Scaling reduced from 1% to 0.25%
Scales based on kills from every building of the same type
Keeps values on value drifts
Combined towers count as "Structure" building type
Frenzy
Duration increased from 2s to 5s
Smite
Damage increased from 1% to 5%
Radius heavily reduced
Now bounces 10 times per second instead of instantly and can bounce outside the initial radius, this applies to every source of lightning damage within the game
Frenzy Surge
Cooldown increased from 30s to 60s
Is now global
Now has an animation
Scan
Now has an animation
Cryogenic Technology
Longer chance based
Can now apply multiple stacks per hit and even applies non-integer number of stacks
Now affects bosses, although it doesn't slow them.
Frostbite
Now scales in hits per second instead of dps only
Can hit on uneven tick intervals and even multiple times per tick
Can still trigger every on-hit effect
Growth
Can happen on uneven tick intervals and even multiple times per tick
Specs
Many of these now scale with player-level
Primed Shot
Chance is now fixed at 25%
Damage and radius increase changed from 100% to level*4
Ignite
Damage changed from 40% to level%
Slow But Steady
Damage increase changed from 100% to level
Barrage
Attack speed increase changed from 100% to level
WeakSpot Detector
Damage increase changed from 400% to level*20%
Synthetic Aperture
You now keep the benefits of telescopes when you value drift
Unusual Lubricant
Can no longer target enemies in the fog of war
Enemy Changes
Shark
No longer swims through land
Ice Shards
No longer spawn within a radius of 6 blocks of the spawning position
No longer show up on the map view
Shoots shards on destruction that slow towers for 15 seconds
Fire Bat
Fire now ticks twice per second instead of just once, total damage is unchanged
Sulfuric Geyser
Can now be killed
Snowballs
Drastically reduced growth cap
When hitting the growth cap, it will break into 2 smaller snowballs, with growth reset
General Changes
Changed the behavior of replacing your active skill to something more intuitive
Made it so that seeing the enemy is enough to unlock its database entry
Colonies now show their checking area when hovered with alt
The relationship between hotkeys and equipment slots is now consistent
Mission selection drop list now also shows upgrades available conditionally
Made some changes to the lag compensation so that the game feels more responsive at lower tps
Visual Changes
Made earth fissures emerging from the boss lair denser and with more branches
Menu should be more widescreen friendly with virtual black bars
Added icons for all Kokatune biomes
When starting a mission or on value drift, the name of the planet is now shown
Rewritten lag reports so that they are more readable
Action icons when selecting a building are now a bit smaller than one tile, so that you can select the adjacent tile without clicking on it
Added indicators to when upgrades trigger, both in the map and on the left side of the UI
Fixes
Fixed "Invalid key to next" error screen
Fixed gathering missions not showing on Kokatune
Fixed a crash with some flamethrower merges
Potential drops are now correctly positioned on the mission screen
Fixed nuke auto-casting at mouse position when there are no enemies
Notification camera movement should be a lot more reliable now
Role of Hex update 1.3.1
Hey people, now that the winter sale has cooled down a bit and I got I break to work on late-game stuff again, here is a balance patch specifically focused on the late game (>50% equipment completion)
There is a big focus here on allowing the player to make multiple value drifts, as well as making it possible to transition to a more defensive-oriented strategy as enemies become stronger in later drifts
The next big update will probably be focused on general content like new upgrades, new equipment, and more enemies. With few changes to the gameplay loop itself other than allowing several different builds to flourish. Keep an eye on our discord for more information about these, since I will probably be posting several details about the development process there
Anyway, here are the patch notes:
Removals
Temporarily removed static purple upgrade, will be reworked and reintroduced, it was a significant cause of lag in its current iteration
Balance Changes
Increased range gains from telescopes
Greatly reduced value drift increase on difficulty
Increased drop chances for yellow and purple equipment
Reduced minimum boss lair dormant time to 2.5 minutes
Reduced average distance of boss lair to starting position, this distance now reduces for every value drift
Reduced how much projectile speed affected things that aren't regular projectiles, such as missiles and earthquakes
Boss Lairs can no longer spawn on the other side of a regular ocean
The game now spawns a hex shard if it can't place a boss lair in any suitable location
Sulfuric bursts from both yellow balls and sulfuric geysers now deal massively reduced damage to shielded buildings
You can now toggle auto-cast on specific active skills rather than only turning off auto-cast as a whole
Hex shard now reveals a small area around it when it spawns
Visual Changes
Bosses now are shown normally on the map view
Earth fissures caused by King Lurker and earthquake towers had their z-index fixed
Camera movement speed when notification is clicked significantly increased
If you move your camera while the camera is being dragged by a notification, the drag ends
Framework Changes
Updated Love2d from 11.3 to 11.5
Hotfix 1.3.0e
Hello everyone, Verde here. First of all, I would like to thank you for the massive wave of feedback I'm getting from the last update.
I'm here to make myself a little bit more transparent about what issues I'm working on right now, what is being fixed, and what has been fixed.
My current focus for the next hotfixes is the following:
Fixing the overwhelming strength(not number) of enemies that come around 5-minute marks: 5:00; 10:00; and 15:00.. there currently is a cascading effect when you cannot kill the first ones as soon as possible, making the next ones even stronger.
Making time spent on a run also count towards drops. Currently, drops are calculated only around mission progress, meaning that if you make 0 progress in a 30-minute run, you get no rewards, and that needs to be changed.
Make sure that the game communicates how you are expected to do certain things, like farming a great number of drops or killing certain enemies that have no obvious spawning conditions
Also, I've introduced a loading screen in the hotfix 1.3.0e so that some computers, especially higher-end ones, wouldn't get race conditions when trying to launch the game, resulting in a white screen. I don't have data on whether that fixed the issue for everyone, if anyone is having any issue with opening the game please tell me ASAP so I can fix it for you and for everyone else who is also experiencing the same issue as you.
Also, don't be afraid of commenting on some issue that you are having in either the Steam community or our discord server, be it balance, visuals, or crashes. I am a single human being and I can't find all issues around the game so your support is of immense value both for me and for the game.
Anyway, back to work, see you later with 1.3.0f
Role of Hex - Value Drift Update
Role of Hex Version 1.3
Additions
Tech Tree
A new tech tree replaces the equipment screen. Now every equipment is active at all times, except for blueprints, for which you can still only select 3 Equipment now drops during a mission instead of at the end of it, so that if you lose or close the game during a mission, you still get some drops Most equipment are now more limited in terms of where you can find them Increased max levels of every equipment from 5/10/15 to 6/12/18
Boss System Overhaul
Bosses no longer spawn naturally Instead, they now live in their lair, it is your task to find them They now also drop Hex Shards, which can be used to obtain unmeasurable power
Tower Merging
Once certain conditions are met, you can merge 7 of your offensive towers into a big one, inheriting the properties of the two that most repeat within the group. There are 36 combinations and they are all unique!
New Equipment
Build speed, turn speed, AoE increase, cooldown reduction, projectile speed and building price reduction
3 New Upgrades
Cheaper Structures
Reduces prices
Deeper Analysis
Increases experience gains
Production line
Gives resources every second
New Towers
Minefield deployer
Places mines around that explode on contact Deployment speed scales with build speed
In game patch notes
You can find this list on the game itself too!
Balance Changes
Frenzy Surge no longer has its duration added to its cooldown
Tombstone now creates deactivated buildings instead of fully active ones
Reduced some values on some economic equipment
Changed enemy spawn cycles to be a tad bit more aggressive
Bosses will no longer spawn naturally, requiring interaction with the new "Boss Lair" structure that spawns on the map
Reduced base stats for cannons and economy due to new equipment system
Reduced the amount of salvageable ruins in a 30-hex radius around the spawning area
Sulfuric Geysers should no longer spawn within a 15-hex radius of the spawning area
Enemies now despawn if they are too far away from your base
Upgrades and equipment that increase upgrade options now only affect maximum options
Heavily increased supply drop's resource gain
General Changes
Notifications now move your camera smoothly when clicked instead of teleporting you there
Fixes
Fixed bullet buffer generating ghost shots
Fixed data centers not working under certain conditions
Fixed several holes in King Lurker's hug attack hitbox
Cluck-a-thon
We're excited to announce the release of our new game, Cluck-a-thon, a merging game where you build a coop to unlock dozens of different chickens, you can check it out [here].
We hope you enjoy Cluck-a-thon!
As for Role of Hex updates, something big is coming in a few months' time, keep an eye on our Discord so that you won't miss anything.
Hotfix 1.2.2b
Shaders should no longer crash the game if they aren't able to load.
Hotfix 1.2.2a
Fixed game crashing when hovering the knockback upgrade
Update 1.2.2
This one is rather small but hopefully should help with paving the road towards bigger ones with some QoL and code refactoring Changes with ⬡ icon were suggested by the community
Additions
Added a title to the main menu screen
⬡ Added a version number to the main menu screen
⬡ When acquiring upgrades, the tooltip now tells you what will change in the values affected by the upgrade.
Added text shadows to the menu.
Updata 1.2.1
This month will be slightly different in update schedules: Instead of 2 small and 1 big, we will have 1 small and 2 medium updates, on the 1st, 3rd, and 4th weeks.
Changes
Colonise Objective
Colony tiles can now override empty tiles it they are protected
You now lose the game if every colony tile is destroyed
Colony detection range increased to 25, this means that you can make big pens now
Multitile buildings changes
They now have only 1 health and shield pool
Health multiplied by the number of tiles they occupy
Balance Changes
Increased minimum distance between sulfuric geysers
Bosses no longer have their movement speed reduced by slow
Fixes
You can no longer sell colonies
Flamethrowers are no longer affected by project speed
Fixed a bug where multi-tile buildings are permanently stuck in the game
Fixed money and exp growth on early missions, this should make them easier
Optimizations
There can only be 50 forked lightning instances at the same time
Role of Hex 1.2
This time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.
Changes with ⬡ icon were suggested by the community.
Additions
New Planet: Kokatune
A fiery planet with nasty foes Difficulty level from 65-128
New Biome: Ash Basin
Full of dunes, the most peaceful biome of Kokatune
New Biome: Basalt Delta
Has several magma lakes which can come to life to hurt your base.
New Biome: Sulfuric Wasteland
Hosts several sulfuric geysers which often erupt, damaging nearby structures
New Biome: Lava Ocean
A regular ocean, but made out of a different liquid
New Enemy: King Lurker
The first boss of the game has multiple attack patterns and can be found everywhere. Bosses will now spawn every 20 minutes on every mission. Regular enemy spawns halt while there is a boss alive
New Enemies
Every biome from Kokatune features at least one new enemy for you to play with.
New Objectives
Added 3 new objectives: Defend, Colonize, and Eliminate. Some missions on some planets can only be of certain types.
New player towers
2 blueprints for new towers added They can be found on missions with difficulty ranging from 101 to 128
New Specializations
Added 2 new specializations for the two new player-buildable towers
Balance Changes
Clone Factory
Reduced Rarity factor from 5 to 1 This means that the rarity of the upgrade selected is similar to level 1 rather than level 5
Frenzy
Stacks no longer increase duration, duration is now fixed at 2 seconds Stacks now increase the attack speed multiplier, which starts at 1.2 and grows by 0.2 for every stack
Frenzy Surge
Now only drops if the player has at least one stack of Frenzy
Frostbite
Rarity increased from Yellow to Purple Base damage increased from 5 to [cannon damage]/2 Its damage instances can now proc on-damage effects, such as Cryotech
King of the hill
Now actually stacks Values reduced from 25% to 10%
Airborne Static
Rarity increased from Yellow to Purple Radius increased from (2.0 + 0.2*stack) to (2.0 + 0.5*stack) The barrier to damage multiplier increased from (0.3+0.2*stack) to (0.5*stack)
Overclock
Rarity increased from Yellow to Purple Cooldown reduction increased from 25% to 33%
Bigger Explosives
Rarity increased from Yellow to Purple Now scales linearly Damage scaling increased from 30% to 100%
Quality of Life changes
Changed Lag Reports
Now contains the current version Now contains the current building counts Now contains the current upgrades counts
Pause changes
⬡ You can now press spacebar to toggle pause Pause can now be toggled within the upgrade selection menu
Building Recycling Rework
When you press "F" to recycle a building, it is now scheduled for recycling. You can undo the scheduling by pressing "ctrl+F". It will recycle in the first tick where it is able to. You can schedule for recycling unclaimed buildings. You can schedule for recycling non-default targets, like trees. When a Tree or a Termite Nest is scheduled for recycling, it will become a target for your turrets and will display a proper icon for that.
Building Changes
Building pathfinding algorithm now considers ruins as a buildable tile, instead of building around it
Auto-level and auto-upgrade
When changing auto-upgrade priorities, auto-upgrade turns on. Auto-upgrade and Auto-level can now be toggled within the upgrade selection menu. Auto-upgrade priorities can be changed within the upgrade selection menu. Auto-level is no longer a configurable value, instead, it defaults to on when the game begins.
Level up bar
⬡ Risks on the level-up bar now reflect the rarities of held upgrades
Specializations
Turret-related specializations now always use the icon of the corresponding turret.
Technical Changes
New Noise algorithm
It should be not only faster but also have fewer weird straight lines This should affect coastlines and biome borders, as well as several other small things like sand dune direction
Fixes
Timeout victories no longer extend the objective target
Towers should now start working within 0.5s of an enemy entering their range
Frenzy no longer lasts longer than it should when the tower had no targets
Bullet Buffer should no longer take 10x as much to charge up
King of the Hill effect now properly stacks
Undergeared Achievement is now acquirable
Optimizations
Heavily optimized Seismic Weapons
Optimized some core functions that were called way too often
Smoke particles no longer spawn outside your vision range
Pathfinding algorithm for building heavily optimized