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Hexagod News

Early Access Build #3

Hey there,

Now that the game seems a bit more bug free I wanted to take my first big stab at reworking the system based on feedback from players. This build contains a rework to the Tech Tree and Villager Trait system as well as a few new traits and relics. A lot of stuff changed under the hood, so please let me know if I broke anything so I can hotfix it for you.

Next up I plan to add some more quality of like items like:
  • Keyboard shortcuts for the current build menu (thinking of using number keys)
  • Hotkey to prevent the building/improvement from dropping off your mouse after placing it
  • Hotkey to copy the building/improvement you are currently hovering
  • Ability to queue up villager movement by being able to assign them to a tile outside their movement range
  • Adding a bit of camera acceleration when panning with WASD or Controller


Let me know if you have any other requests for things that could make this game a bit easier to play from a UI/UX perspective.

Cheers,
Aarimous

[h2]Patch Notes[/h2]
Note: I want Hexagod to be fun for you to play while also offering you a challenge. If any of the changes below make the game unfun for you to play please let me know and I can come up with an adjustment to keep it fun.

  • When spawning a villager you now get to select 1 out three random traits
  • I removed the setting to skip the villager creation screen since there is now a gameplay decision you need to make.
  • Added 3 new villager traits and adjusted the names of others
  • Reorganizing the tech tree so you now start at the top and work your way down. The main goal is to make the first time you see the tree less overwhelming. With this new layout you'll have 3 options for your first point (previously 6).
  • In the new tech tree layout I tried to group things a bit better and move more niche techs towards the edge of the tree
  • I also took this as chance to remove the Stick, Pebbles, and Some Food techs since they were boring
  • I added a small exponential scaling to the XP per level growth. This will have almost no effect for the first few levels but at level 20 it results in the XP needed being around 240 where previously it was 145. I'll fine tune this through the early access but my goal here is to make your tech tree pathing matter more. This is a nerf, but I think one that should be healthy for the design space.
  • Added a tech to be able to place Chests (surly that won't be broken)
  • A lot of techs got their cost and or effects rebalanced (most notably stuff related to Magic and Metal)
  • Took a pass a cleaning up the tooltip langue and standardizing the icons
  • Added new tile icons for the tooltips, not sure if I like them but they are a bit more readable
  • Added 4 new relics and adjusted the balance or rarity of others




As always, thanks for checking out my little game!
Aarimous


Build 2.5?

A bit of a mix of UI improvements based on a recent "Let's Play" by Indie Game Clinic.

https://www.youtube.com/watch?v=9vItLDJ75RI

  • Changed the font
  • Sundial now cost magic instead of favor (I'll likely adjust how this building works in the future)
  • Move the level tech tree button to bottom of the screen so it's more near the build menu.
  • Change the keyboard icon for the space bar
  • Tile groups now have an rotation animations when you've selected a tile group and you rotate it or change it's orientation
  • Changed the Tech Tree tutorial step to now be broken into two steps. One for gaining enough XP to level up and one to actually apply the level up
  • Adjust the text on the tech tree to more clearly show the number of level ups you have (or don't have)
  • Update the build item tooltip text to show that the cost is a "Build Cost"
  • Fixed a rare bug where you're villager would not eat at the end of day if in the very last turn you went from 2 food to 3 food (example) AND you leveled up. Odd bug, but I'm hoping it's fixed now.
  • Probably some other changes that I have forgotten