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.
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.