Full notes
Full HexDefense update
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Repeated intro
Hello everyone! After taking a bit of a break I am back to working on HexDefense with a goal of releasing a 1.0 version in July! This update has some major changes:
What changed
- UI and audio
- Maps
- Balance
- Gameplay
HexDefense changes
UI has had a major redesign with the goal of removing much of the onscreen clutter
Map generation and how the enemy dens and paths spawn have had a major overhaul to decrease the number of enemies on screen at one time
Towers for the most part are unchanged outside of balancing changes as well as now having 3 different targeting priorities. If for example the first priority is set to "Least Armor" and there are two enemies with 0 armor in range, the tower will then choose based on what the second priority is set to.
Items now have three rarities
Enemies now have a different health system: shields, armor, and health. To damage shields simply hit the enemy with any damage type other than DOT. Armor must be hit hard to be damaged, the damage amount required is in the top right, next to the currency value.
Some enemies now have abilities, for example some will run faster for a short period of time after taking their first point of damage.
Many bosses have been added, all with their own abilities and required strategy to defeat.
In the coming weeks as I push towards 1.0 release you can expect the following:
More towers!
More items!
More enemies!
More balance changes and fixes!
and more all-around polish!
If you have any feedback for me I'd love to hear about it! Join the discord to get into direct contact with me!
Source
Changelog.gg summarizes and formats this update. How we read updates.
