Role of Hex cover
Role of Hex screenshot
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