In this update4
Full notes
Full Hexstride update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Performance
- Balance
- Fixes
Hexstride changes
v0.0.3:Blob Maps, Loot Drops & Balance
Play the latest version free on itch.io
Highlights:
New map generation:distinct areas connected by corridors, tighter and denser maps
Equipment drops from mobs:a new "Poor" rarity tier gives starter gear, craft for better
Salvage reworked around gold:sell items and resources for gold, repair with gold only
Bigger bank (36 slots), crafting pulls from bank, random stat rolls on equipment
Dozens of bug fixes for combat, UI, crashes, and performance
Old
New
Added
New map generation creates distinct areas connected by corridors instead of random noise terrain
More mobs spawn across the map for a denser combat experience
Monster kill objective now requires eliminating 50% of mobs instead of 25%
You now spawn in a safe zone with no enemies nearby
Maze areas are significantly larger when the maze objective is active
Objectives are chosen before the map is built so each one gets the best area
Bank now has 36 storage slots instead of 16
Crafting and refining now automatically use materials stored in the bank
Movement inside the maze is no longer limited to 10 steps per click after completing the maze objective
Mobs already inside the wave zone now join wave 1 when you start the defense:clear the area first for an easier fight
Wave and falling floor enemies now appear as red dots on the minimap
Minimap now shows a hint that you can click or press a key to open the full map view
Message shown when trying to exit a level while in combat
Combat hint for passing your turn when movement is limited:click yourself or press Space to skip
Salvage now sells items for gold instead of returning materials, making gold the central currency
You can now salvage resources (material stacks) for gold too, not just equipment
Browser version now shows a helpful message if the game crashes, letting you know your progress is saved and you can safely reload
New "Poor" rarity tier (gray) for dropped equipment:weaker than crafted Common gear, giving a clear incentive to craft
Mobs can now drop equipment on death, giving a second way to gear up besides crafting
All primary stats now provide minor universal benefits to every class
Equipment now rolls random stat bonuses, making each piece unique
Changed
Crafting ingredients now show rarity-framed icons:click one to pick from available rarities in a dropdown
Repair now costs only gold:no more hunting for matching-rarity materials
Repair costs slightly increased to balance the simpler system
Fusion now requires 3 identical items instead of 2, making each rarity tier more valuable
Equipment base stats rebalanced (halved from previous triple) and rarity scaling steepened with exponential curve so higher-rarity gear feels meaningfully stronger
Equipment drops now start at Poor rarity; Common and above must be crafted
Random stat rolls reduced to keep them as a secondary bonus rather than dominating item identity
Fixed
Craft buttons are no longer pushed off-screen when viewing recipes with many ingredients:the panel now scrolls
Elite mobs no longer get permanently stuck after you escape combat:they walk back to their patrol area
Mobs no longer overlap onto the same tile during their turns
Wave defense no longer crashes when nearby mobs are caught in closing walls
Improved performance with many mobs on screen
Mobs no longer walk away after being knocked back by Ranger abilities:they stay engaged and keep chasing
Mobs now properly engage when you walk into their range around corners instead of wandering away
Ranged mobs no longer try to attack through maze walls:they reposition to tiles with a clear line of sight
Exit and bounty target arrows no longer hide behind objective panels
Hardcore mode now gives you a fresh map layout after dying
Walking in the hub no longer wears down your armor
Falling floor objective no longer completes early when extra mobs appear in the area from shrines or trapped chests
Fixed a crash when using a mobility ability that kills nearby enemies
Equipping items that increase Max HP no longer makes the health bar appear reduced
Fixed a crash that could occur in the browser version when saving
Fixed a bug where the player could get stuck in an infinite movement loop during combat
Source
Changelog.gg summarizes and formats this update. How we read updates.
