1. Hexarchy
  2. News

Hexarchy News

Hexarchy Alpha Update 0.429

[h2]Bug Fixes[/h2]
  • Fixed an issue where you could no longer draw cards to force your deck to shuffle when your draw pile is empty
  • Fixed a problem where you could buy a resource off the market and immediately sell it for more than you bought it for. The amount of gold you receive for selling a resource you bought is capped at the amount spent to buy it. When you get x2 resources when buying a food or luxury resource, the cap for each is the amount spent divided by 2.


Thanks everyone!

Hexarchy Alpha 0.428

[h2]New Civics and their Abilities[/h2]

Military Dictatorship (Government) Conscription Ability - Sacrafice a population to make a military unit in your hand cost 1 gold
Garrison Promotion - Unit produces 1 happiness when in a city, removes gold upkeep for 1 population, and +25% city and fort defense

Agrarian Society (Economic) Winery Improvement - Produces Wine (luxury resource). Removes food yield from hex.
Cultivate Ability - Adds 1 Wheat production to a farm or 1 Wine production to a Winery.

Hereditary Rule (Government) Legacy Ability - Reduces happiness cost from population in a city by half this turn. Produces culture equal to amount reduced.
Royal Guard Promotion - +8 strength when within 3 hexes of your capital

[h2]Other New Content[/h2]
Jeweler building - Produces Jewels luxury resource. Built with Marble or Iron.
Forge building - Produces 1 Hammer for each population working the city hex. Adds 1 build per turn to the city.

[h2]Visual Changes[/h2]
  • New road graphics
  • Changes to game world lighting (work in progress - expect more changes)


[h2]Other Changes[/h2]
  • Selling resources now gives you gold immediately instead of when another player buys it
  • Workshop has been moved to the Feudalism technology


[h2]Bug Fixes[/h2]
  • Target hex arrow no longer clips on mountains
  • Needs Orders button now refreshes when a unit is mobilized or a mounted unit is built
  • Fixed rendering issues with Notre Dame
  • Attempting to draw more cards no longer costs the gold if there are no cards that can be drawn
  • Fixed UI glitches that occurred when canceling an order while a card was moving to the discard pile
  • Fixed an issue where a card could accidentally be played by moving it off the screen when trying to destroy it

Hexarchy Alpha Update 0.422

[h2]Bug Fixes[/h2]
  • Fixed an issue where map generation could fail for certain daily challenges causing them not to load
  • Fixed an issue where the game occasionally got stuck in between turns


Thanks everyone!

Alpha Update 0.420

Thank you to all of our testers and supporters on Kickstarter!

[h2]Balance Changes[/h2]
  • Horseman and Knight start mobilized and can be given orders the turn they are built
  • Military unit gold upkeep is no longer doubled outside your territory
  • Enemy units no longer block maintenance routes for cities
  • Unit upkeep costs are no longer blocked by zone of control that the unit is standing in
  • Mobilize cost changed to 3 hammers or 1 horse
  • Horseman cost changed to 2 hammers, 1 horse
  • Knight cost change to 3 hammers, 1 horse, 1 iron
  • Cannon cost changed to 4 hammers, 2 iron
  • Great Work ability is only useable on a city once per turn
  • Settler cost changed to 4 hammers or 3 food
  • Farms now only produce 1 wheat, but add 2 food yield to a tile
  • Enslave population now costs 2 happiness and no longer gives gold



[h2]New Multiplayer Turn Timer[/h2]
The turn timer in multiplayer games is now dynamic. It will be extended by players drawing extra cards and shortened by players ending their turn. However, once you see the 30 second warning, it means you have exactly 30 seconds left and it will not be extended or shortened from that point on. The timer is also now correctly synced for all players.


[h2]Misc[/h2]
  • The city panel for a citizen token is now highlighted when you pick up the token. This way you can tell which city the citizen belongs to.
  • D3D12, GLCore, and Vulkan graphics APIs can now be used with command line parameters (EXPERIMENTAL, see parameters here https://docs.unity3d.com/2019.4/Documentation/Manual/PlayerCommandLineArguments.html)
  • Improved error collection



[h2]Bug Fixes[/h2]
  • Fixed an issue where you could build a city on a hex that already had a citizen working it
  • Fixed an issue where capturing a city could give you a hex containing a different city
  • Needs orders button refreshes correctly when using Mobilize
  • Bot settlers no longer attack

Hexarchy Alpha Update 0.406

Thank you to all of our testers and supporters on Kickstarter!

[h2]Misc[/h2]
  • When the target player count (currently 4) is reached in a publicly created multiplayer lobby, the game will automatically start after a countdown. This is to prevent someone from making a public, never starting it, and block other players from playing when they click "Find game"
  • New (still placeholder) Lumbermill card illustration


[h2]Bug Fixes[/h2]
  • Fixed jankiness when you mouseover the discard pile
  • Fixed an issue where disabling the birds could cause the title screen to have an error when initializing. This could cause the buttons on the title screen to not work.
  • Fixed a bug where Courthouse could increase a city's maintenance from 0 to 1 (thanks @vTri)
  • Fixed an issue where Eliminate All Players daily challenges could be on larger maps than intended
  • Fixed an issue where card hover pop ups could get stuck on the screen when playing events after you end your turn
  • Fixed an issue where hovering over a hex would not cause the worker token to popup if the resource overlay had not been turned on this turn
  • Fixed an issue with Discord integration that could cause daily challenge results to be reported for the wrong day
  • Fixed spelling of "Colosseum"