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Steam News7 May 20206y ago

Version 0.2 is here

In this update, I have added some different dynamics to the game that I feel are easier for a player to grasp from other games of a similar genre.

Full notes

Full Hexagon Heroes update

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What changed

0 fixes1 addition4 changes0 removals
  • Gameplay
  • Maps
  • Fixes
addedIn this update, I have added some different dynamics to the game that I feel are easier for a player to grasp from other games of a similar genre.
changedBuildersBefore this update, you would select a building and build it within a radius of two from an Outpost or Keep. That's no longer a thing. You now use a builder that is spawned from a Keep. This builder can traverse the world like any other unit but can be transformed into a building. This is better because it allows you to colonize other parts of the map discreetly without having to expand your territory using outposts. Builders are also easily killed so there is a risk/reward dynamic inherent with this type of unit.
changedMenusAt the top level, there was a default menu that you could use to build buildings/units/ heros( soon ;) ), those are now gone. You build buildings from a menu associated with builders and you build units from a menu associated with the barracks and builders from a keep. I had gotten some negative feedback about clicking a tile like a barracks and not being able to train units. I agreed and this is a much cleaner experience.
changedMapsBefore I had two types of maps, a hexagon shape and a square shape. These would use a Perlin noise solution to generate all the resources values for a tile. This made the map cluttered and imbalanced. I took the time to create a map generator that I can use (and hopefully players in the future) to create maps so that randomness can be controlled.
changedMiscellaneous cleanupWith any update, lots of bugs are going to be fixed and unfortunately, some will be introduced. I will continue to make sure that these bugs are cleaned up as quickly as they appear :).

In this update, I have added some different dynamics to the game that I feel are easier for a player to grasp from other games of a similar genre.

Builders

Before this update, you would select a building and build it within a radius of two from an Outpost or Keep. That's no longer a thing. You now use a builder that is spawned from a Keep. This builder can traverse the world like any other unit but can be transformed into a building. This is better because it allows you to colonize other parts of the map discreetly without having to expand your territory using outposts. Builders are also easily killed so there is a risk/reward dynamic inherent with this type of unit.

Menus

At the top level, there was a default menu that you could use to build buildings/units/ heros( soon ;) ), those are now gone. You build buildings from a menu associated with builders and you build units from a menu associated with the barracks and builders from a keep. I had gotten some negative feedback about clicking a tile like a barracks and not being able to train units. I agreed and this is a much cleaner experience.

Maps

Before I had two types of maps, a hexagon shape and a square shape. These would use a Perlin noise solution to generate all the resources values for a tile. This made the map cluttered and imbalanced. I took the time to create a map generator that I can use (and hopefully players in the future) to create maps so that randomness can be controlled.

Miscellaneous cleanup

With any update, lots of bugs are going to be fixed and unfortunately, some will be introduced. I will continue to make sure that these bugs are cleaned up as quickly as they appear :).

That's all for now. See you next time!

-Jesse

Source

Steam News / 7 May 2020

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