Genre: Real Time Strategy (RTS), Strategy, Adventure, Indie
Role of Hex
Hotfix 1.1.2c
If things keep going this way, we will reach 1.1.2t by the time 1.2 is here
Optimizations
Optimized Growth
Optimized Autoshields
Fixes
Solo leveling no longer triggers if you had more than 1 building
The tooltip on the end screen should show up correctly
Hotfix 1.1.2b
Changes
Lag reports are now shorter, only showing worst and average frames from the last 10 seconds
Lag reports now contain tags to encapsulate them in both discord and steam community posts
Fixes
Fixed timeout victories happening when the game is paused
Hotfix 1.1.2a
It didn't take long, did it?
Fixes
Fixed being able to survive after selling your first building
Fixed a crash that happened when alt-tabbing sometimes
Fixed time menu frame being bigger than the menu itself
Role of Hex 1.1.2
With this one, I believe I've killed most lag causes of the game. There are a few of them lurking around but I'll catch them as I go.
As per usual, next week is the third week of the month, so there will be no updates so I can prepare for the content update, which is coming on the 29th.
Changes with ⬡ icon were suggested by the community.
Additions
Top Left UI
Features a pause button and toggles for auto-upgrade and auto-level
Auto Upgrade
Enabling this will allow you to obtain upgrades automatically. To select which upgrades you want to obtain, right-click them on the list below. To remove upgrades from the auto-upgrade list, ctrl+right-click them. Multiple clicks increase or decrease the priority
New Steam Achievements
12 new additions, with 1 of them being hidden They are harder than the previous ones, but nothing impossible
Balance Changes
Buffed Supply Drop
Now has a lower bound of 1% of your level per stack of the upgrade
Nerfed Level based experience gains
They are now reduced by 1% per level, with a resulting reduction of 63% for every 100 levels These are also not affected by experience increase equipment anymore Affects passive experience upgrade and the reworked Supply Drop active upgrade
Nerfed AoE growth for active upgrades
They no longer scale linearly in radius, instead, they scale linearly in area
Building Regen sources are now max HP based
This affects the Barrier Regen upgrade and the Regeneration equipment
New Enemy Target Acquisition Algorithm
They no longer focus on one target, instead, they spread their attack to optimize DPS This algorithm is also way faster than the one before it
Reduced cost increase by extra buildings in half
Clone Factory no longer replaces active skills
Quality of Life Changes
Profiler Changes
Profiler is always on by default, it does not use the console anymore When the game TPS goes below 15(75% real-time speed), it generates a lag report You can click the notification to copy it to the clipboard
Timeout Victory
When the game TPS goes below 5(25% real-time speed), it offers you a victory by timeout. You can refuse it by extending it normally, and it will be offered again every 60 seconds(real-time) if the conditions are met.
Radar Equipment no longer leaves blank spots behind
Upgrade numbers are now right-aligned
Ruins Buildings are colored slightly gray
Optimizations
Map Generation Optimized
It now generates in chunks rather than tile by tile This has the side effect that data centers can generate and thus ping the player from farther away
Minor Optimizations
Death Mark stops if it isn't dealing damage anymore
Several internal functions that were called often were rewritten and now include caches
There is now a hard cap on smoke particles (3k)
Fixes
Objects no longer show on the edge of the fog war rendering
Clone factory no longer clones "recycle" upgrades when forfeiting upgrades
Data Centers no longer notify the player if their spawn fails
Fixes machine gun stretching (for the second time, these guys really like to stretch)
Role of Hex 1.1.1
This week's update was quite small due to some internal changes in how ticking works. Next week's update will probably be focused on balance and laying the ground for this month's content update: Kokatune Planet.
Additions
New Mission selection screen
Now there are 8 missions per planet, rather than 8 missions total This change is here to allow both more planets and more mission types in the future Changed Deconus difficulty from 1-50 to 1-64 Changed Yunuus difficulty from 51-100 to 32-96
Changes
Hotfix 1.1.0c
Fixes
Fixed some crashes when the player would attempt to sell a building
Fixed costs of special buildings being 0 in some situations
Fixed a NaN-caused crash
Hotfix 1.1.0b
Fixes
Fixed building costs sometimes getting stuck at 0.00 and not allowing to build anything
Fixed resources being spent and buildings not being placed
Fixed several inconsistencies with the bottom right part of the UI
Role of Hex 1.1
This update was rather focused on performance rather than content since it is currently the biggest known issue of the game. However, it is still a content update, so I included a few things from the feature pool and a few suggestions from the community.
Changes with ⬡ icon were suggested by the community.
Additions
Reworked Ruins
⬡ Ruins now contain parts of deactivated bases, ready to be reclaimed Some deactivated bases contain buildings never seen before, keep an eye on those! They host the once forgotten Data Centers, which contain special equipment that you can obtain if you finish a mission after reclaiming them
Database
This a place where you can find a ton of information about enemies, biomes, and planets
Notifications
⬡ The game now notifies you when a large wave spawns or when you find a data center
Map Mode
If you zoom away far enough, the game will enter the map mode, so that you can see the shape of your enormous bases
New Equipment
New equipment is found if you win a game with a Data Center alive, these include:
⬡ More Slots
⬡ Rerolls
⬡ Upgrade Rarity
Double Specialization
New Upgrades
Tombstone
Purple upgrade
When an enemy is killed, there is a 10% chance of a building being put there
Toggleable
Jack of all Trades
Purple upgrade
Every 15 seconds, generate a random white upgrade
Pandora's Box
Yellow active upgrade
Unleashes a random calamity into the selected area.
15 seconds cooldown
Airborne static
When hit, enemies have a chance of electrifying other enemies around
Eletronic Cooling
Yellow upgrade
When an enemy hits your building, it has a chance of being slowed.
Frostbite
Slowed enemies take damage every second
⬡ Accelerated Projectiles
White upgrade
Increases projectile speed by 40%
New Music
2 new tracks were added and will play randomly as the game progresses
Balance Changes
Equipment Changes
Buffed passive experience and resources equipment to scale with your level
Upgrade Changes
⬡ Upgrade rarities now match the level-up bar color
Smite now deals 1% of the sum of all barriers per stack as damage
Smite cooldown reduced from 30s to 15s
⬡ King of the Hill now affects damage, attack speed, projectile speed, and turn rate
⬡ King of the Hill now only dispels the buff from buildings that have an identical neighbor
Scan now can always be launched if the central tile is revealed
Nuke now can always be launched if the central tile is revealed
Stronger Gears now also affects building reclaim speed
Death mark no longer affects rocks and ice spikes
Enemy Changes
Spawn waves now try multiple times before failing
Reduced enemy health growth from 20% to 15% per level
When the enemy count is near the mobcap, enemies can spawn enlarged or hasted to make up for the missing enemies
Reduced enemy resource gain
The enemy level is now always shown on the UI, along with the current time
Building Changes
Ghost buildings are no longer enough to prevent you from losing
Ghost buildings now show the icon of the building they are supposed to be
⬡ Selected Buildings always show their tooltip
⬡ Increased behemoth maximum range from 1 to 1.25
QOL/Aesthetic changes
Smite upgrade now uses a forked lightning instead of several bolts of lightning coming from the same point
⬡ End screen is now instant
Changed telescope description to always tell about the extra range
Lag reports should now be nicer to look at. To generate these, it is still ctrl+p
Optimizations
Added a limit to smoke particles
Capped auto-cast internal radius to 15
Reduced auto-cast attempt frequency from 1/frame to 1/tick
Reduced draw times for when the camera is zoomed too far back
Big explosions no longer use a heatmap to determine hits
Optimized large-scale rendering
Optimized turret and missile target acquisition
Ice spikes now form in clusters of 7 tiles instead of one by one
Heavily optimized damage numbers
Removed tile entities from enemies which did not need that(looking at you, ice spikes and rocks)
Barrier drawing further optimized
Bug Fixes
Fixed unusual lubricant not updating smite cooldown
Fixed unusual lubricant sometimes nuking your own buildings
Fixed nuke acting unpredictably if you hit your own buildings with Out With A Bang
Rocks and trees can no longer spawn on top of buildings
Fixed a bug where the level 1 upgrade would not account for your equipment
Fixed turrets stretching back with high enough attack speed
Fixed placeholder text on the sell building icon
Hotfix 1.0.4c
Optimizations
Optimized barrier tile grid drawing by a lot
Hotfix 1.0.4b
Changes:
Fixed a crash when the game would quit an match with a >60hz monitor
Added a temporary toggle to disable damage numbers while I can optimize them