In this update4
Full notes
Full Hexworld update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Balance
- UI and audio
- Store
- Fixes
Hexworld changes
Hexworld 0.16.0 is out on unstable branch!
Long-awaited building upgrades, Magic Towers to boost your spellcasting power, and finally, a constant feeling of unsafety no matter how strong your army is.
Major Features
Buildings can now be upgraded using rare materials mined on levels.
- Magic TowersA new way to boost your Spell Power. Can be found in chests and as level rewards.
Citadel HP now carries between levels. Every bit of damage you get will now be permanent. Ways to repair exist, but rare.
Lives (Time knots) are deprecated in favor of Citadel HP
Global swarm progress tracker. Swarm power now grows persistently across levels, the more you linger, the harder it would be.
Swarm made significantly stronger. Nests are no longer pushovers, but more of optional late-battle targets
Minor changes
New flying units: Chopters and Dervishes join the army. Long awaited assault Order flyers and heavy Radiance defenders
New swarm enemy: Grabber -- snatches your units and flies away with them
Swarm wave progress is displayed on UI
Spell Power better displayed on UI
Destroying necro altars now reduces swarm progress
Destroying swarm nests delays the next wave
[Discord] Castle now always has at least 2 roads
Iron removed from basic spawner requirements, reserved for heavy units. Heavy units always need iron, even on Grade 1
Change shop assortment slightly, less hexagons
Catapult towers can now fire at buildings
Easier swarm on Easy difficulty
Swarm can no longer capture buildings
Medusas slightly nerfed, Swarm Towers buffed
Improved auto-aiming projectiles trajectory, including swarm tower and Death totems
Enemy portals HP now scale with region number
Redesigned stackable droplets, aether shards got new graphics and 1,5,10,50 variants. They will also autostack if there's too many of them
Bugfixes
Fix for BossTower trigger formations spawning as neutral
[Discord] Saving and quitting no longer refreshes shop items
Fix scarabs and chopters flying backwards
Fix some of swarm unit graphics
Fix rock colliders
Fix level time passing while in menu
Multitude of tutorial 1/2/3 fixes and improvements, including one blocker
Multiple UI fixes for Kingdom XP, upper panel, and building materials
Magnet artifact now stacks with Oath
Air Flavor is now fixed (since we have flying units for all factions)
All bosses should now properly give +1 spawner
Allright, folks, this update is a big one in terms of gamedesign changes and how the game feels. For next 3-4 weeks we'll take a small break from adding new things and breaking stuff to actually polish new and existing mechanics, fix bugs and set up the right balance. We'll eagerly wait for your feedback on this new build!
One small note to remember, important missing part - we don't have a metagame yet. So if you feel that game is rigged to lose and it feels unfair - that's mostly how it should be, and even a game that was lost supposed to earn you some bonuses and upgrades to use later. That is to say, currently it's still should be ease-ish to win for a veteran.
Source
Changelog.gg summarizes and formats this update. How we read updates.
