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HEXTERMINATE News

HEXTERMINATE - Build 12 update

Improvements
  • The calculations behind the ramming mechanic have been revamped. The mass of both ships is now taken into account: a smaller ship ramming the player will now mostly bounce off but if the player get rammed by a larger ship that will hurt a great deal.
  • The tooltips for missile interceptors and engine disruptors now inform you of how much energy these modules use when activated.
  • The achievement "'tis but a scratch" now uses the ship's health, rather than the bridge's.

HEXTERMINATE - Build 11 update

Improvements
  • Marauders and Pirates can now roam better, being more capable of finding sectors to target as the various factions expand.


Balancing
  • Regenerative armour has had its regeneration rate reduced (10% per second to 5% per second), as it was vastly superior to the other alternatives.


Bug fixes
  • Fixed a complicated campaign progression bug which would happen if the Pirate Flagship had its base of operations set to a sector which was deep in Iriani space, and it was then conquered by that faction.
  • Fixed a visual bug where the player's fleet would no longer show as being a flagship fleet after a game was reloaded. This had no mechanical impact.

HEXTERMINATE - Build 10 update

Improvements
  • When in the Shipyard, the module tooltip will now display the damage type dealt by a weapon.


Bug fixes
  • Fixed a crash if the player entered the Cradle of Isaldren after a shipyard had been built there by another faction.
  • Fixed a case where the achievement This isn't even my final form wouldn't be granted.
  • Fixed a specific variant of a bridge where the tooltip and shipyard description were showing different values.

Developer blog #1

A week since release


Well, that was a ride! Actually shipping the game and seeing people playing HEXTERMINATE has been a rewarding experience. The community which has been taking shape in the forum has been very positive and constructive, crucially contributing to tackling some particularly critical bugs in a timely fashion.



With four patches released over the past week, covering crashes, progression issues and people with enormous monitors (Hi Brian!), the coffee stock has taken a noticeable hit.

The road ahead


Having fixed the most critical bugs over the course of the last week, development will be split in two ways:

[h2]Regular updates[/h2]

As the previous week has seen several updates go out, you can expect continued support covering stability & progression fixes, as well as quality of life tweaks to make the game more enjoyable to play.

On the roadmap for the coming week:
  • Further tweaks to ramming, to take into account the mass difference between the ships.
  • Ensure fleets which are jumping into the current sector do so safely, so they cannot immediately collide with other ships.


[h2]Major updates[/h2]

In parallel to the regular updates, development will start on a large update which will bring in new features and more complex modifications. To be clear, these are free updates, not paid DLC.

The still embryonic plan includes:
  • A new game mode, Infinite War: while the Campaign takes the player through a structured route, Infinite War will procedurally generate a new galaxy and populate it with the various factions. This should greatly increase the game's replayability.
  • Additional anomalies: to increase the complexity of the Infinite War galaxy, certain sectors will have modifiers regarding how ships and modules behave. The Campaign already has a black hole where shields do not work particularly well, so this will get developed further.
  • New faction: a new faction will be added, specific to the Infinite War mode.


Thank you for reading and I hope you keep enjoying HEXTERMINATE for a long time to come.

The Dev, Pedro

HEXTERMINATE - build 9 update

Improvements
  • The shipyard now displays all titles for all the various subsections (Engines, Armour, Addons, etc).
  • Modules in the shipyard now have considerably extended tooltips, providing more information about their functionality.



  • Reinforced bridges no longer boost the individual bridge module's health. Instead, they provide a bonus to ramming damage reduction for yourself and your fleet (30% to 60%, depending on rarity).


Balancing
  • The cooldown of Engine Disruptors is now linked with their rarity level. The higher the rarity the lower the cooldown, from 30s at "Common" to 15s at "Legendary".
  • Bridges which boost movement speed now provide a larger bonus (increasing 10% per rarity level, rather than 5%).
  • Regenerative armour regeneration has been increased, going from 2% per second to 10% per second.
  • Ships undergoing ramming maneuvers will now take substantially more damage themselves on collision.


Bug fixes
  • Fixed the "time played" not being reset if the player started a new game after loading a different game. This would cause the new game to potentially be much harder than expected.
  • The ship stats window in the shipyard will now take into account bridges which increase the fleet's damage.
  • The perk window was not updating correctly after the player collected additional perk points.
  • Fixed a typo in Chrysamere's speech.
  • Fleet Intelligence officer now correctly describes the cooldown of the Particle Accelerator: 20s, rather than 30s.