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Hexagod News

Build 7 Hotfix 2

Fixed a bug where the Cook House was not placeable.

Build 7 Hotfix 1

- Added a note "More TRIALS coming soon!" to the run setting screen that shows when you make it to the 4th Trial.
- Fixed bug where the tooltips for Revitalization and Drought were showing some placement requirements even though they don’t have any
- Fixed a bug where the Cook House (building to make Feasts) was not actually showing in the loot pool
- Fixed a bug where the Endless Mode TRIBUTE values were not being calculated correctly

Early Access Build 7

[h2]My Goals for Build 7[/h2][p]This build ended up being aimed at cleaning up the UI/UX from BUILD 6. I tested out the ideas I mentioned in the last post, but adding back in resource costs and the tech tree made the game feel too complicated for what I think the core fun is with Hexagod. [/p][p]I love how the game loop makes getting into the fun easy and still offers the fun of roguelike decision making. In the coming builds I want to keep adding in relics, buildings, and tile improvements which give the various resource distinct purposes and synergies. My hope is that the depth and richness then comes form what you find during a run and how you position things, but the core gameplay loop is super simple.

In the next build I'm going to work on adding in more tile shapes, rework the current relics, and then add in new tile improvements/buildings.
[/p][p]Thanks for checking out my little game.[/p][p]-Aarimous

[/p][h2]Patch Notes[/h2][h3]New Things[/h3]
  • [p]Added a new daily BONUS GOAL to collect a certain amount of resources.[/p]
    • [p]If you reach the bonus goal you’ll be rewarded with a choice of 3 relics at the end of the day.[/p]
    • [p]Then the next day the goal amount will grow.[/p]
    • [p]Failing to reach it will result in no relic rewards.[/p]
    • [p]Regardless of success or failure the type of resource is randomized each day.[/p]
    • [p]In future builds I’ll likely expand upon this new system.[/p]
  • [p]Added a new refined resource called Steam to be the the refined version of water.[/p]
  • [p]Added a new refined resource called Feast to be the the the refined version of food.[/p]
  • [p]Added back in the CHOAS card which randomized the type of a target (this is an uncommon card)[/p]
  • [p]Added in 6 rare card which will change the type of a target tile to a specific type[/p]
[h3]General Changes[/h3]
  • [p]Buildings and Tile Improvements are now also moveable any time.[/p]
    • [p]My goal with this is to allow you to continually optimize or pivot your village as you place more tiles, find relics, and progress though the game.[/p]
    • [p]This should also make the bonus goals something you can rework your village to achieve.[/p]
    • [p]Removed the SMITE card since everything is now moveable[/p]
  • [p]Chests are not moveable and will now always give you the option to take a random relic or skip to gain +1 reroll.[/p]
  • [p]Adjusted the balance and placement logic for many Buildings and Improvements. Mostly my goals was to shake up the current “meta” to see what else I can learn about the balance.[/p]
  • [p]Dynamic Loot Generation[/p]
    • [p]Added some back end logic to how the BUILD offerings are generated.[/p]
    • [p]It will now dynamically increase the weights of items you haven’t seen.[/p]
    • [p]It will also prevent you from seeing an option twice in a row.[/p]
    • [p]My goal was to making rerolling a bit more interesting.[/p]
    • [p]I will adjust this in the future more to potentially add some additional weighting so the quality of what you find is better.[/p]
  • [p]Rarity changes[/p]
    • [p]I’ve adjusted how rarity works for card so that in the early game you will only see common cards and then each day the rarity shifts toward more uncommon and rare offerings as the run progress.[/p]
    • [p]For example on Day 10 the rarity is 5% common, 45% uncommon and 50% rare.[/p]
    • [p]My goal is to use these rarities to put more mid/late game options in the Uncommon and Rare tiers which should be more powerful than the early game (common) cards.[/p]
    • [p][/p]
  • [p]Daily tribute values have been increased for each day. I think the game became to easy with everything being moveable and it was already fairly easy once you figured it all out. My hope is for the daily values to be balance in a way where your decisions still feeling meaningful throughout the game. I will adjust these numbers as need and might even explore making the ACENSION level increase the daily tributes instead of all having the same base amount.[/p]
    • [p]Old: 25, 50, 150, 300, 500, 750, 1250, 2000, 3000, 4200[/p]
    • [p]New: 42, 120, 260, 500, 850, 1350, 2000, 2900, 4200, 6000[/p]
[h3]Miscellaneous & Bug Fixes[/h3]
  • [p]Popups now once again animate on/off the screen[/p]
  • [p]Updated the tutorial to have new steps. All players will need to go through the tutorial again so you can find any bugs or give me feedback on it. Thank you![/p]
  • [p]Moved the turn counter to the END TURN button[/p]
  • [p]Added a UI element to the top bar to show the the offering type you will get. I’ll add more info to this component in future builds.[/p]
  • [p]Update the Villager art to look a bit more like tokens from a board game[/p]
  • [p]Updated the Village art to have a flair which will match it’s color[/p]
  • [p]The resource tool tip will now show how much TRIBUTE each resource type counts towards[/p]
  • [p]Tile transformation effects no longer destroy everything on the tile (could be some interesting implications since this means you can make an Improvement or Building be on a tile type that it normally can’t be placed on)[/p]
  • [p]Fixed a bug where there were only 9 turns played each day instead of 10[/p]
  • [p]Fixed a bug where you could be offered duplicate relics[/p]
  • [p]Fixed a bug where if you rotated a village and canceled the movement the village’s villagers would not go back[/p]
[p]As always, none of these changes are final and I'm open to any ideas/feedback for how I can make this Hexagod more fun.[/p]

What's Next?

[p]Hey there,[/p][p]Over the past few builds of Hexagod, I’ve been experimenting with different ways to present the core mechanics of tile placement, village building, and how you're tested as a candidate to become the next Hexagod.
[/p][p]I'll admit, some things have worked well (like the addition of Villages), and some not so much (like the MULT mechanic). I’ve also tried removing a few systems like hunger, resource costs, and even the tech tree to see how the game feels without those systems. [/p][p][/p][p]All of this has taught me a lot about what works and what doesn’t.[/p][p][/p][p]So with Build 7, I want to take a step back and think about what worked across the last 6 early access builds. Specifically trying to identify the systems that will work well together. So if there’s anything you miss or want to see return, let me know! I’m always open to feedback, and please note these are just plans, so everything’s subject to change.[/p][p][/p][p]I’m taking a short vacation this weekend, but I’ll be back on July 7th. If all goes well, you can expect these updates to go live sometime between July 10–17. [/p][p][/p][p]My development philosophy is one of taking risks, making big changes, and learning along the way. So I really appreciate your patience and all the feedback you’ve shared as I’ve been working through the early access journey of Hexagod.[/p][p][/p][p]Cheers,[/p][p]Aarimous[/p][p][/p][h2]Plan for Build 7[/h2]
  • [p]Turns and Resource Costs[/p]
    • [p]Problem: In past builds with resource costs, you fairly easily create a village that produces so many resources that the cost of building a improvement/building became trivial. Since there was no limit to the number of actions you do on each turn you could then scale faster and faster very quickly out pacing my intended difficulty curve. Then all of a sudden you're decisions were meaningly. In my head this is a very similar to how I feel in the end game of Civilization games. If I reach the end game I’ve typically build such a large and powerful empire that scaled up to the point that I’m already winning by so much that each turn feels like a chore of doing a bunch of meaningless decision to simply try and run out the clock on what I already know is a win.[/p]
    • [p]Solution: Limit 1 Action Per Turn[/p]
      • [p]My idea is to limit you to one action per turn. This way the natural tradeoff of doing one action is that you did not do another action. I will experiment with this and it’s possible that I instead of simply 1 action, I give you 3 action points, and then the various actions are balanced by increasing their action point cost. I’m pretty excited about this idea since it seems that it could solve a lot of the run-a-way builds that seem far to easy to create.[/p]
      • [p]5-6 Types of Actions:[/p]
        1. [p]Place Tiles: choice of 3 tile groups to place (free)[/p]
        2. [p]Grow: +Villager (cost Food based on total population) or place Village (cost Wood/Stone increase based on # Villages[/p]
        3. [p]Build: place a building or tile improvement (cost resources based on what you are placing)[/p]
        4. [p]Use Power: use a Hexagod power to move thing, remove thing, terraform tile, etc.. (cost resources based on what you are placing)[/p]
        5. [p]Unlock Tech Tree[/p]
        6. [p]??? Probably need something to stick to the hex theme[/p]
      • [p]Things will once again cost resources to play and you’ll no longer sacrifice all your resources at the end of the day[/p]
      • [p]Doing an action ends the turn[/p]
  • [p]Return of the Tech Tree[/p]
    • [p]I think the old version of the tech tree (back in build 1-3) was interesting in the early game, but I thought became meaningless as you would get the unlocks you needed. But now that it will cost an action there will be a natural tradeoff to spending a turn unlocking something in the tech tree. Plus this tradeoff will reward careful pathing though the tree.[/p]
    • [p]You can use an action to unlock improvements, buildings, and Heaxgod powers[/p]
    • [p]Unlocks will cost resources based on what you’re unlocking with the cost increasing deeper into the tree[/p]
  • [p]Game Structure[/p]
    • [p]Survive for 10 days to win a run[/p]
    • [p]10 turns per day (all turns are played)[/p]
    • [p]Each day you must collect enough resources to reach the Quota, missing the quota and you lose[/p]
    • [p]Bonus Goal[/p]
      • [p]Each day Theseus will give you a bonus goal (ex: collect 10 Food)[/p]
      • [p]If you reach it you get to select one out of 3 relics at the end of the day[/p]
      • [p]Goal here is to give you some direction to build in and a powerful incentive to try and get the bonus each day[/p]

Build 6 Hotfix 1

  • Fixed a bug where you could go negative with Rerolls
  • Fixed a bug where if you Skipped using SPACE it would also end the turn