In this update3
Full notes
Full HexaScape: Cyber Defense update
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What changed
- Maps
- UI and audio
- Gameplay
- Fixes
- Balance
HexaScape: Cyber Defense changes
Hi everyone,
The first big content update during the early access of HexaScape is live now 🥳.
We added some new features to the game you can use in the editor as well as play on the three new campaign maps and the new endless mode. The features are a new victory condition to connect two regions directly, a trigger/receiver mechanic so when building to a defined spot you trigger some event on another tile/biome and the new tile limited mode. That mode doesn't contain viruses, but you will slowly run out of new tiles to place when you don't complete quests.
Besides that we have several fixes and quality of life improvements that should make playing in general easier, but also help to get started as we also improved the tutorials and some more tooltips and information.
We also changed the skillpoint mechanic. Instead of having to connect them to your towers you can freely place them now and you have a global skillpoint pool. This will make it a lot easier to spread skills among towers instead of specializing on just one of them.
Complete changelog
Enhancements:
added new trigger/receiver mechanic in the editor
added victory condition to directly connect two regions
added tile limited game mode
added some more prompts to get additional information
added proper icons to pipeline and data block tooltip
improved virus spawner animation
increased camera speed
increased general game speed
adjusted difficulty of spawner count extend path length quests
improved side mission generation to respect current map to not show impossible missions anymore
reworked skillpoint system to make it easier to unlock and use them
improved efficiency mode for corrosion upgrade in combination with the Technology Push skill
Fixes:
fixed controller navigation in editor settings menu
fixed tooltips overlapping new mission pop up
fixed game settings navigation not working properly
fixed preview of next tile in tutorial 2 being wrong after spending first upgrade point
fixed camera range not being properly restored when loading savegame
fixed rare issue that caused empty quest display being visible when no quest is available anymore
fixed hang when connecting a big cluster
fixed upgrade/skill point marker not being displayed anymore for towers not having a quest
fixed edge highlight not properly updating before first tile movement
Now the work on the second update is running. If you have ideas or feedback in general, feel free to chat with us on our Discord and let us know, what you think 😊
If you find any bugs, encounter any problems, or have any suggestions for great additions to the game, let us know in the forums or on our Discord.
Source
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