1. Hexters
  2. News

Hexters News

Update - V0.4.0a HOTFIX

Fresh hotfixes!

Fixes some pathing problems and missing level Caves of CMOS level complete trigger.

------

Patch notes V0.4.0a - Rubber Ducky:


  • FIXED Garage objective was not triggering in Level Mountains of Memory
  • FIXED Factory was generating Bit Bricks regardless of its storage limits
  • FIXED Cargo Drones were unable to move across the Bit Bridge
  • FIXED Exit condition in Level Caves of CMOS not triggering
  • FIXED Level play time in pause menu was wrong after loading a savegame
  • FIXED Reaper carrying Soul Canisters were dropped on the ground after loading a savegame
  • FIXED There were some path-finding issues after demolishing a Firewall AND finishing Bit Bridge
  • UPDATED Hexters and vehicles now avoid walls and edges a bit better


View developer notes at Draconus forums

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!

Update - V0.4.0 "Rubber Ducky"

Hello,



Hexters is turning one year old in a few weeks and we're releasing our biggest update this far! We got a new level Corruption Caverns for you, including new character, mechanics and game dynamics for your delight. Hope you enjoy it!

Here are some highlights of this release:

Push deeper into the dark caverns


Mysterious monoliths...


Dabble in digital dark arts, by having Reapers to harvest the soul weed left from the enemies...


...And bring it back to the Crypt where it can be used to compile more Hexters!


Mausoleums allow Reaper quickly move to where the action is


Or perhaps you prefer the light arts, build Chapels and employ Chaplains!


It's time to now get get rid of that annoying Corruption!


If you think you can pass the digusting Corruption Cores


And of course, as usually a lot of internal improvements and fixes to improve the overall playability and performance of the game.

------

Patch notes V0.4.0 - Rubber Ducky:


  • NEW Level Corruption Caverns
  • NEW Level Corruption Caverns music added to soundtrack
  • NEW Building: Crypt
  • NEW Building: Chapel
  • NEW Building: Mausoleum
  • NEW Structure: Monolith
  • NEW Structure: Mysterious altar
  • NEW Structure: Corruption core
  • NEW Prop: Decorative torch
  • NEW Prop: Mysterious altar mechanism
  • NEW Log message: Building overload
  • NEW Log message: Hexter recompiled
  • NEW Log message: Corruption Core detected
  • NEW Log message: New torch revealed
  • NEW Log message: Vault door opened
  • NEW Introducing a powerful new mysterious character
  • NEW Ditty system when Hexter acquires a special role
  • NEW Reaper ditties
  • NEW Chaplain ditties
  • NEW Gameplay dynamics with actively spreading corruption and cleansing
  • NEW Leash fx when Hexters are hauling a data module (artifact, blueprint, mapdata etc)
  • NEW Info panel action buttons can now display alerts (used in Research Lab to denote misprogrammed recipe)
  • NEW Each building or construction site now displays all hauls coming in
  • NEW Finally added random idle animation to advisor character
  • NEW Soul weed functionality
  • NEW Spreading corruption with corruption core is present
  • NEW LMB on worker slot now selects the worker
  • NEW World boundaries are now rendered as never ending terrain instead of just being cut off
  • NEW Domicile "rest until full HP" functionality
  • NEW Unlit, revealed torches now have an icon in strategic map
  • NEW Added sfx to certain actions and events
  • NEW Death sfx for hexters
  • FIXED Resources would sometimes get out of world bounds and mess hauling AI
  • FIXED Last vault door in Caves of CMOS could not be opened and the required relic amount is decreased
  • FIXED Research overlay getting stuck when leaving build mode on research buildings
  • FIXED Save failed when stockpile was under construction
  • FIXED Relics in museum had status icons
  • FIXED Hexters are no longer afraid of dead enemies
  • FIXED Cyberscapeologist no longer targets hives
  • FIXED In some rare conditions enemies could pass closed vault doors
  • FIXED Perimeter did not take in account steep walls
  • FIXED Drones had some pathing problems in certain conditions
  • FIXED Enemy detected log message clicking was disabled
  • FIXED HUD was not properly always updated when buildings were completed
  • FIXED Game over restart button asked for confirmation
  • FIXED Vault doors could be selected from the bounding box instead of the actual mesh
  • FIXED HUD research facility button tooltip string was missing
  • FIXED Squad button was missing hotkey string
  • FIXED Extract task for bit pillars had wonky pathfinding issues in certain rare conditions
  • FIXED Enemy sometimes chose unreachable targets
  • FIXED Laser generated new damage FX every frame if game was paused
  • FIXED Flashlight shadows were unnecessarily way too accurate
  • FIXED Having multiple Bunkers made squad HUD button to work a bit wrong
  • FIXED Some corruption related data was not serialized properly
  • FIXED Cycles did not vanish if connection was severed
  • FIXED Overloading barrier controls caused the node connection to persist
  • UPDATED Tweaks to undesirable job handling
  • UPDATED Lots of jobs and tasks now properly show the decal lines
  • UPDATED Drastically toned down the repository character random idle animation
  • UPDATED Soul weed visual changes
  • UPDATED Removed deprecated designated hauler dialogue from Bios Beach level
  • UPDATED Smoothed W.I.S.P. movement
  • UPDATED Lamp intensity changes
  • UPDATED Node changes in world map
  • UPDATED Improved Research lab tool tips
  • UPDATED Improved research window
  • UPDATED Improved error messaging if load game fails
  • UPDATED Game will now trigger game over if all hexters are dead and there are no possibility to compile more
  • UPDATED Research complete sfx volume increased, was a bit too easy to miss it
  • UPDATED Enemy detected now triggers only after the first enemy is seen
  • UPDATED Doubled flee task duration, should help hexters to run away from enemies better
  • UPDATED Implemented max cap for level enemy spawning for more control in late game
  • UPDATED Added User Statue to main menu background scene


View developer notes at Draconus forums

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!

Update - V0.3.1d HOTFIX

Hey,

Another batch of hotfixes to help with some save/load and level script issues.

------

Patch notes V0.3.1d:


  • FIXED Some save/load issues
  • FIXED Internal changes in wire connections broke level Defrag Desolation level scripts
  • UPDATED Increased robustness when loading level with invalid level data items such as resources in invalid locations


View developer notes at Draconus forums

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting.

I found a bug or I got suggestions!
We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!

Update - V0.3.1c HOTFIX

Hey,

More hotfixes!

------

Patch notes V0.3.1c:


  • FIXED Research lab external dependencies were working without dependent lab producing anything
  • FIXED Research labs were forgetting selected recipe upon saving the game
  • FIXED Under rare conditions save games could not be loaded (not corrupted, now they can be loaded)
  • UPDATED Some Bios Beach level dialogue was outdated and was removed


View full update

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting.

I found a bug or I got suggestions!
We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!

Update - V0.3.1b HOTFIX

Hey,

Hofixes! Includes two versions due a slight mistake.

------

Patch notes V0.3.1b:


  • NEW Auto open slots of special buildings (configurable)
  • UPDATED Tweaked resource specific priorities so that Bytes and Triangles don't take too much preference over Bits
  • UPDATED High priority toggle now works on decomission as well
  • UPDATED Some performance optimizations for building placement mode
  • FIXED Level 01 Domicile tutorial was broken


  • NEW Multi-threaded path-finding to improve efficiency
  • UPDATED Visible leash when fetching Data Modules
  • FIXED Minor UI issues
  • FIXED Distance cutoff when choosing workplaces prevented Hexters from completing certain tasks


View full update

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting.

I found a bug or I got suggestions!
We're sure you do, and we're asking you to let us know in our über-elite bug tracker and forum thing at forums

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!