Role of Hex cover
Role of Hex screenshot
Genre: Real Time Strategy (RTS), Strategy, Adventure, Indie

Role of Hex

Hotfix 1.0.4a

Additions


  • Profiler


      Now you can press "ctrl + P" to open the game's profiler
      You can send the info that shows on the console it opens to me so I can figure out exactly what lags your game
      Frame times visualizations are coming soon

  • Turret Kill Count


      You can now see a turret's kill count by hovering it with your mouse and holding alt



Changes


  • Building destruction


      Rubble created by organic buildings now matches the color of the building
      When destroyed, buildings now generate a puff of smoke

  • Growth is more predictable now


      It now targets the tile with bigger regional cost instead of simply going near player-placed tiles



Fixes


  • Fixed a crash when the player would obtain lubricant after getting an active upgrade
  • Fixed lubricant being able to nuke your own buildings
  • Fixed big lag spike when Growth triggered and there is no player-placed buildings

Update 1.0.4

This week's update is heavily focused on Balance and Quality of Life.
There will be no weekly update next week, the time will be used in order to focus on the Monthly Content update, which should arrive on the 31st.

Changes with ⬡ icon were suggested by the community.

Gameplay Changes


  • Unusual Lubricant Reworked


      Now also uses active abilities automatically
      Every active ability has its own algorithm to determine where/when to be used
      Automatic usage be toggled on or off by clicking the upgrade icon

  • Shield Inductance Reworked


      Added visuals when projectiles and explosions are affected by it
      Its damage is no longer multiplied by the building damage multiplier
      Drains 50% of the added damage on its own barrier
      Does not affect cannons that have less than a 50% barrier strength

  • Primed Shot Reworked


      Proc chance is now Current Level%
      Explosions affected by it are brighter and last longer
      Can affect nukes, doubling their radius and damage

  • Changed Enemy Level formula


      No longer takes into consideration the number of tiles explored
      No longer takes into consideration the player level
      Now scales quadratically over time
      Now only a factor of time and difficulty
      The target here is for the game only to get really hard on the 20-minute mark

  • Tower changes


      Sniper damage multiplier from 2x to 5x
      Behemoth minimum attack range from 50% to 75%
      ⬡ Telescopes now display available tiles when trying to place them or hovering their icon

  • Upgrade changes


      Bigger Explosives AoE increase from 100% to 300%
      Bigger Explosives now affect the explosion area, rather than the radius
      Autoshields now places generators that are visually different from regular ones
      Clone Factory can no longer hit the same upgrade twice
      King of the Hill maximum distance from Count -> 1
      King of the Hill damage per distance from 0.5 to 0.25*Count
      Upgrades such as Growth now show their cooldowns on the top left bar

  • Enemy changes


      ⬡ Snowball now has a cap of 5x the initial size
      ⬡ Snowball now has a cap of 25x the initial health
      ⬡ Snowball now has a cap of 5x the initial damage
      Reduced mob cap from 150 to 100

  • Objective changes


      Extermination missions now have their numbers based on a simulation of how many enemies could spawn in a given amount of time
      This change will only apply to objectives generated after the update

  • Equipment Changes


      Radar now gives the player an upgrade that shows Radar cooldown and can be toggled on and off

  • Auto LevelUp can now be toggled


      If it is disabled, when you level up you will not obtain your upgrades instantly, but only when you click the experience bar or press the spacebar



Fixes


  • Equipment slots no longer glow if nothing can be equipped in them
  • Fixed bullet buffer visually misplacing some projectiles
  • Fixed high attack speed awarding multiple kills per enemy
  • Fixed numbers on action hovers displaying without notation
  • Fixed lightning and nuke craters disappearing randomly
  • Radar equipment should no longer work while the game hasn't started yet
  • ⬡ Growth should no longer grow out of unbuilt buildings

Hotfix 1.0.3b

Optimizations


  • Heavily optimized tower drawing
  • Optimized Barrier drawing

      This changed a little how barriers look like

Hotfix 1.0.3a

Bug Fixes


  • Fixed the "Table index is NaN" crash
  • Fixed building rubble and several other map objects being misplaced when UI scale was different than 1
  • Fixed tooltip flickering when FPS is low

Role of Hex 1.0.3


This was supposed to hit on 13/03, but I decided that weekly updates should come on Friday instead o Monday, so here it is.
As always, Weekly updates focus on polish, performance, balance, and quality of life.

Changes with ⬡ icon were suggested by the community.

Quality of Life


  • ⬡ Spacebar now deselects tiles
  • ⬡ Growth, autoshields, and clone factory can be toggled on and off
  • ⬡ Multiple damage numbers of the same value and target are now stacked. ie: 3 hits of 10 damage are now shown as "10x3"


Optimizations


  • ⬡ Projectiles Stacking


      Crazy-high attack speed should no longer lag the game

  • Enemy Heatmap


      Hitbox count should no longer lag the game

  • Changed Screen Filter


      Any object which is outside of the screen is now hidden
      Should reduce draw times significantly
      This already used to be the case for some objects, but it is now applied to everything.



Balance Changes


  • ⬡ Extra Equipment slots


      Added 3 equipment slots to the equipment tab
      Only building upgrades can be equipped on these ones

  • Changed Difficulty


      Mission difficulty no longer scales how much enemies level up over time instead of simply giving them some additional initial levels

  • Slow Cap


      Enemies can no longer get slowed past 10% of their original movement speed

  • Buildings cost


      Empty buildings no longer increase building costs
      Cannons and shields always increase building costs, with an organic base or not

  • Clone factory nerfed


      Times for every upgrade generation were doubled
      Some changes were made to its tooltip to make clear how it works

  • Snowballs no longer regen


      The health regen in addition to the growth was certainly too much



Bug Fixes


  • Resource gain no longer increases costs
  • Resources no longer go into the negative
  • Equipment that doesn't fit their currently equipped slots is now automatically unequipped
  • Tooltip animation is no longer framerate dependant
  • Fixed locational sounds being placed wrong
  • Fixed being able to get multiple upgrades by spam-clicking


Hotfix 1.0.2a

Optimizations


  • World Generation


      World generation and reveal is on average 10 times faster
      No more lag spikes when tiles are revealed or on mission start


Balance Changes


  • Nerfed Snowballs


      Snowballs should show up less often and have their ramping-up effect reduced

Role of Hex 1.0.2

Hello everyone, this is the first weekly update for the game, which should happen every week while the roadmap is going.
Today I'm uploading a few minor changes to the game some of you suggested.
Big thanks to Wanderbots, his videos helped me find a lot of issues within the game!

Changes with ⬡ icon were suggested by the community.

Additions


  • New stuff to the config menu


      ⬡ Option to toggle fullscreen
      ⬡ Low-shader mode
      ⬡ UI Scale option


Balance Changes


  • Ghost buildings nerfed


      This refers to buildings that were placed, but not built yet
      Ghost buildings no longer trigger 'Out With a Bang'
      Ghost buildings no longer reveal tiles
      Ghost buildings now take extra damage from enemies

  • Vortex specialization reworked


      Now multiple vortices merge when they are close enough together
      When they merge, they increase in radius and have their duration added

  • Game-pace changes


      ⬡ Spawner is accelerated when there are no enemies alive


General Changes


  • New upgrade selection screen


      ⬡ Contains a small description of every available upgrade
      ⬡ Increased grace time before the upgrade is clickable from 0.2 to 0.5 seconds
      Has a different description and 'Recycle' option when it is a Specialization selection

  • Steam Achievements


      They should now work properly
      Removed some achievements that are no longer relevant to the game

  • UI Changes


      ⬡ Bottom-right icons now also show costs
      Damage numbers now have different sizes and colors depending on several factors
      The drop screen now tells you where to equip your drops

  • Small changes


      Specializations now drop again after 10 levels if you recycle them
      Added level to enemy tooltips, you still have to hold "alt" to see these
      Nuke crater fadeout time reduced from 20 minutes to 2 minutes
      The game does not actually start until the player acts


Fixes


  • Fixed multiple of the same upgrade showing in the upgrade selection
  • 'Level Up!' equipment no longer gives one more level than stated on its tooltip
  • Fixed recycle option giving 16 times more resources than the tooltip value

Hotfix 1.0.1

Changes


  • Increased building cost


      After 20 buildings placed, every building should increase building costs by 5%
      This does not include buildings created by organic growth

  • Base upgrade options increased


      From 1-3 to 2-3

  • Removed randomization for tutorial mission


      The objective is now always "survive for 10 minutes"

  • Organic buildings have no value


      This just means that you can't just sell organic structures for astronomic amounts of resources

  • Reduced exterminate numbers


      Base numbers reduced from 300-480 to 180-480
      This number is still further reduced according to enemy variation within the initial biome


Fixes


  • Fixed level up screen taking longer when FPS is low


      Now it will always be entirely visible within 0.2 seconds
      It also won't be clickable during those 0.2 seconds

  • Fixed crits being always active


      Now you actually need the upgrade in order for it to work

  • Fixed 0.00% on equipment drops


      Used to show up when Level 0 equipment was displayed.
      Now shows stats for the Level 1 version of it instead.

  • Fixed several typos and text errors


Role of Hex 1.0


Objectives


  • When starting a match, you get to select its objective and difficulty.
  • Once the objective is completed, so is your mission.
  • It is possible to extend your objective and stay a little longer on the planet, but the longer you stay, the harder it gets.

Planets


  • There are now 2 different planets.
  • Different planets have different biomes, enemies, and soundtracks, but you will have to unlock them.

Equipment


  • Obtained when beating missions.
  • Up to 20 different pieces of equipment can be found, upgrading your cannons, barriers, buildings, or even economy.
  • Upgraded when multiple copies are acquired.

Specialization


  • At level 10, you get to select a special upgrade called specialization.
  • These upgrades radically change the gameplay and also modify drops from the following levels.
  • Some add new buildings, some change existing buildings, and some introduce new mechanics to the game.

New Biomes, enemies and map features


  • 4 new biomes, 5 new enemies, tons of new map features

Tutorial



Experience


  • Instead of randomly dropping, upgrades are now acquired when the experience bar reaches 100%.
  • Upgrades no longer cost money.
  • When the experience bar reaches 100%, you also get some bonus stats.

Blueprints removed


  • You can now obtain different cannon upgrades via Equipment instead.

Engine Rewritten


  • Game now runs at 20 tps instead of 60.
  • Game should now run smoothly even with bizarre amounts of buildings and enemies

Role of Hex - Update is coming, Early Access end is nigh.

Hello everyone, it has been a while.

Contrary to what many might believe, I did not become a tree, but I reckon communication wasn't that frequent in this meantime.

With the last update, I noticed several limitations of the game I was working on and had to do something to fix it. The solution I found required me to rewrite most of it, so that is what I've been doing for the past few months.

This announcement, however, is here to bring some good news: The rewrite is almost done, and it brings some interesting features to the table of possibilities, as well as some redesign of some very old pieces of the game that remained untouched for a very long time.

Some features that this update will be able to include due to this rewrite are being able to save your run to continue it later, as well as smooth slow motion and a very noticeable performance increase.

As for a date, I am currently aiming toward releasing it mid to late June, but there is a public Trello documenting my progress through it, you can find it here. I'm also always active on our Discord server, so you can ask me any questions there or in our community hub.

Regarding Early Access, some of you might notice that we are a few months past the date that was originally set for the full release, don't worry as this will be the last update of the early access period, we will soon be transitioning out of it.

It has been a wonderful journey and the game will still get updates after its full release. Those updates will come at a public and regular schedule once the time arrives and will be focusing mostly on content and out-of-game progression.