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HEXTERMINATE News

HEXTERMINATE v2.0.6 - What do you mean, 106 fleets in a sector?

New features
  • Rewrote the fleet spawn system (my thanks to Gimpel for some exciting save games, one of them had 104 fleets in a single sector). This allows fleets to correctly reinforce contested sectors, and addresses several bugs.


Bug fixes
  • Sectors can now have more than 9 fleets contesting them.
  • A player will now always be able to enter a sector, no matter how many fleets are contesting it.
  • Contesting fleets will keep jumping into a sector whenever there is space available, fixing an issue where fleets were seemingly idling and not assisting in battle.
  • Fleets spawning should no longer overlap existing ships. This could lead to ships getting stuck or being instantly destroyed.
  • Fixed various serialisation issues which could cause odd behaviours and crashes in Infinite War.
  • Message boxes will no longer spawn on game/engine warnings, only on fatal errors.
  • Models were being incorrectly clipped when the camera was at its maximum range (the range is dynamic, so this would only happen with the highest end artillery weapons and increased range perks)
  • Various engine improvements to better support ultra widescreen resolutions.


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HEXTERMINATE v2.0.5 - A little personal space please

Balancing
  • In the Infinite War game mode, it was possible for enemy homeworlds to spawn too close to the player's homeworld. As enemy fleets will spawn from a homeworld, this could very quickly lead to a loss. The galaxy generation has been adjusted and enemy homeworlds now have a minimum spawn distance.
  • The Hegemon faction (green) had the wrong loot table associated with them. They were dropping far worse modules than intended, and should now drop modules in line with their role as an end-game faction.


Bug fixes
  • The Linux build could fail to launch in certain situations where the steamapi.so hadn't loaded. This should now be fixed.
  • Fixed two shutdown crashes, one with the sound system and another with the Module code.
  • Removed a couple of references to the old "Resource Units".


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HEXTERMINATE v2.0.4 - Bug fixes

Bug fixes
  • Fix for an issue on Windows when window scaling was in use where the mouse cursor would be clamped and unable to reach the bottom right of the screen.
  • Fixed a crash when all the ship's modules were removed when in the shipyard.
  • Fixed a rare crash in very large battles where the number of projectiles was hitting a hardcoded cap.


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HEXTERMINATE v2.0.3 - Bug fixes

Bug fixes
  • Fix for an issue on Windows where window scaling was set to 125% or above. This would cause the game window to be significantly larger than it should, cropping the UI and causing very low quality rendering. My thanks to player Midnight for helping me identify the source of this one.
  • Fixed a crash when exiting the game while the tutorial was on-going.
  • Fixed a crash after leaving a game to the main menu, and then starting a new game.
  • Fixed multiple crashes when force-closing the game (e.g. Alt-F4).


Next steps


The next few patches will focus on general stability and engine improvements. There are still several known issues (such as problems with ultra-wide screen support, the ship's capacitor regeneration calculations being off and a few crashes) which need to be addressed, and the game's logging needs some attention so I get better information when players experience a crash or have issues.

I've got the basic design for the next game mode (Hyperscape) in progress, but there are general improvements which I want to do which will benefit every game mode, most notably to the AI and environment diversity.

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