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Hexarchy News

Hexarchy 1.1.880

[h3]Fixes[/h3]
  • Several Chinese localization fixes and improvements
  • Fixed errors that could occur related to the deck inspection popup


Multiplayer games require all players to be on the same game version

February Update - v1.1.875

Multiplayer games require all players to be on the same game version

[h3]Misc[/h3]
  • Added Battlefields to hexes where a unit dies. These produce 1 culture per dead unit for the owner of the hex
  • Added Very Long custom game length - 200 points and 50 turns
  • Killing an enemy unit now gives 1 happiness to your nearest city
  • Base multiplayer turn timer increased 10 seconds
  • Turn timer visible countdown changed from 30 seconds to 45 seconds
  • Changed Long game length max turns to 40
  • Changed Normal game length max turns to 25
  • Can no longer redraw your hand while you have cards stored for next turn
  • Can view the cards in your deck (unordered) by mousing over the Draw Card button
  • Added a custom game setting for coastal player starts only
  • Added menu option for enabling or disabling automated camera panning to Wonders built by other players
  • Most floating text size decreased
  • Added single-player Skirmish setting to use the multiplayer unit movement rules
  • Yield and Citizen hover popup delayed slightly more to prevent accidental Citizen pick ups
  • Adjusted civ assignment so that your preferred civ should never be taken by a player that did not select that civ
  • Parthenon deck inspection view now shows cost that includes adjustments such as increased hammer cost from Wonders already built
  • Multiplayer network data usage reduced
  • Minor map generation performance improvements
  • Random number generation status for market, shuffle, and harbor is saved and restored for save games
  • Changed free citizen movement highlight glow to be more conspicuous and consistent with other glow effects
  • Ability icons on map now always display in the same order
  • Conquistador can now fire 3 times in a single turn instead of 2
  • Wheat now gets the resource diversity bonus like other food resources
  • Some adjustments and fixes to the tutorial campaign
  • In-game bug report submissions will now retry if the initial send attempt fails
  • Bots no longer build cities on Holy Sites
  • Bot builds slightly fewer siege weapons



[h3]Balance[/h3]
  • Winery gold yield for hex increased from 1 to 3
  • Cultivate now also adds 1 gold production to Farm and Winery
  • Persia's Satrap ability now also claims an extra random unclaimed hex next to the target hex
  • Himeji Castle now produces 4 hammers and 3 culture
  • Himeji Castle causes the extra military unit drawn to cost 20% of its strength in gold
  • Conscription unit gold cost reduced to 20% of unit strength
  • Spearman now does 400% damage when defending against mounted units
  • Cossack flank attack damage slightly reduced and splash damage limited to 2 units
  • Great Wall now adds 1/3 of unit's total movement cost instead of a flat 1 movement. This makes it more effective against mounted units, Scouts, and Settlers



[h3]Fixes[/h3]
  • Fixed a crash that occur sometime after building Parthenon
  • Fixed an issue where floating text over a unit would continue to move to the side if the unit model was hidden
  • Fixed issue where players could build a Barracks near enemy cities instead of just friendly cities
  • Fixed an issue where the default Citizen on the city hex could be destroyed with abilities like Ritual and Conscription
  • Fixed issues where players could pick up resource tokens while playing a card and could pick up a card while holding resource tokens
  • Forage used on water tiles by England now correctly receives the gold bonus if used in England's territory
  • Fixed issue where building lumbermill would not refresh terrain yield on resource overlay
  • Fixed an issue where attack orders that result in no targets still reward promotion slots
  • Fixed an issue where multiplayer games would reduce custom game map sizes with less than 5 players. This could cause map generation failures
  • Fixed an issue where Mac clients could not join friends from their Steam friends list while the game was not loaded
  • Fixed an issue where Rome's Infrastructure ability could target a card it already targeted this turn
  • Fixed an issue where Battlefields would block improvements from being built on that hex
  • Fixed an issue where Forced March was incorrectly causing units to ignore zone of control
  • Fixed Garrison card text to correctly include fact that it also gives a defense bonus in cities
  • Fixed an issue where you could apply Garrison to the same unit twice
  • Fixed issue where resistance to culture steal value would show on culture overlay for a hex player used to own but no longer does
  • Fixed localized Pyramids card description text

New Hexarchy ranked ladder season 1 - and 20% Steam Winter Sale discount!

Hello!

Happy holidays! We hope you all have a great festive season! We are kicking off this holiday season with an exciting new announcement! Today marks the launch of our ladder system for Hexarchy! Players are now able to create and join ranked games in the public lobby!

We hope you enjoy this new addition to the game, and if you have not yet picked up Hexarchy we will be offering a 20% discount during the 2 week long Steam Winter sale!

We have had a lot of feedback from the community that they would like a ranked mode added to Hexarchy, so we have added a ladder system where the top half of players will earn points to add to advance them up the ladder.



We still have more exciting updates planned for Hexarchy coming in the next few months and can't wait to share more information on them very soon! For now please enjoy the first major update since launch and check out the full patch notes and a full breakdown of the new ladder system which can be found [here]!

Patch Notes for Update 1.1.858


[h3]Multiplayer Ranked Games[/h3]
  • Ladder Season 1 starts December 21
  • Season 0 is live now and all ranked profile data will reset when Season 1 starts


[h3]New Single-Player Challenge Objectives[/h3]
  • Added Control X Holy Sites challenge objective
  • Added Have X Stored Gold challenge objective
  • New objectives can appear in Daily Challenges, Weekly Campaigns, and Hegemon runs


[h3]Misc[/h3]
  • Max gold that can be stored between turns increased to 100
  • Can no longer pillage your own cities
  • If a Spearman is defending against a cavalry unit it always fights even if its not the top unit in its stack
  • Added a few festive UI decorations
  • New custom game option: Limit Card Burn Resources. This toggle defaults off but if enabled will limit the amount of resources you get from burning cards during your turn to 2 hammer + 1 science, 1 hammer, 1 gold, 1 gold....



[h3]Balance[/h3]
  • Great Wall - now adds a flat 1.0 to movement cost when entering your territory instead of a full turn's movement
  • Pyramids - only gathers resources collected by Mine
  • Pyramids - no longer gathers from hexes controlled by another player
  • Workshop - now produces 3 hammers
  • Found Capital immediately produces 5 gold
  • Palace - gold production reduced to 1
  • Conscription - now sets unit gold cost to 33% of its strength
  • University - culture production reduced to 3
  • University - happiness production reduced to 1
  • Catapult - cost changed to 4 hammers with alternate cost of 1 stone
  • Market building - now costs 5 hammers with alternate cost of 1 stone, 1 marble
  • Market building - base gold production increased to 6
  • Market building - per-citizen working city hex gold production increased to 4
  • Road - base cost now builds a road over 4 clear hexes instead of 3
  • Turns until resources sold on market are available to other players reduced
  • Market sale prices only fluctuate up or down if more or less than 33% of a given resource type that was available for sale actually sold. For science the threshold is 50%.
  • England chance to generate a hammer on resource sale increased to 33%
  • Aztec Jaguar - card in your deck gains 1 strength every 2 turns, and cost goes up by 1 hammer every 4 turns
  • Aztec Jaguar - base strength reduced to 4
  • Aztec Sacrifice ability - Also draws a Charge or Mobilize card when played



[h3]Fixes[/h3]
  • Fixed an issue where a game's achievement state would not be stored when saving your game
  • Conscription no longer effects cards that have already been effected by Conscription
  • Strength from Royal Guard promotion is now adjusted when a unit moves instead of just when the turn changes
  • Fixed an issue where units killed while defending were not counting for Arc de Triomphe points or the Lionheart achievement
  • Fixed an issue where the Parthenon deck inspection popup would should the card cost breakdown panel to the left of the cards



Hexarchy 1.0.834

[h3]Balance[/h3]
  • Imperial Guard now unlocked at tech tier 5 instead of 4
  • Cossack now unlocked at tech tier 5 instead of 4
  • Resource sale gold capped at 8
  • Max multiplayer turn timer increased

**Balance is ongoing. There are more changes coming**

[h3]Fixes[/h3]
  • Fixed an issue where French artillery was producing 1 hammer



**Multiplayer games require all players to be on the same game version**

Hexarchy 1.0.831

[h3]Balance[/h3]
  • Burning firewood doesn't disable free redraw hand ability for this turn
  • Palace gold production increased to 2
  • Added second Firewood card to starting deck
  • Cossack flank attack bonus damage and splash damage reduced
  • Imperial Guard hammer cost increased to 10
  • Turn timer slightly increased


Balance is ongoing. There are more changes coming


[h3]Fixes[/h3]
  • Fixed an issue where blocked attacker advances would cause Charge to trigger another attack


**Multiplayer games require all players to be on the same game version**