Full notes
Full Hexworld update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, Hexworlders.
What changed
- Balance
- Compatibility
- Gameplay
- Store
Hexworld changes
It's my pleasure to announce 0.16 is going live on stable branch. If you played the unstable version (thank you!), well, it's basically the same. But stable. Ish. We squashed a lot of bugs and balanced some things, polished and worked on rough spots.
If, however, you haven't been playing for a while, this is your chance to try. The game has changed A LOT over this year. New content, improved mechanics, spells, spawners, kingdom restoration, perk upgrades, squads, and much, much more. And if you wishlisted the game and waited for a good moment, this might be the time. We are not planning sale discounts any time soon, and once we hit 1.0, the price will be increased to reflect the work we've done so far!
And as always, thank you very much for your love and support!
The existing save files are not compatible with this update and will be skipped. In case you are playing pre-update version and want to keep the current progress - there is an option to switch on a special [v.0.11.1] Beta Branch in game properties in your library.
All the major changes are described in my previous posts, here is a brief summary:
Lives rework and Game over - instead of restarting the level when all your buildings are captured, Citadel will have persistent HP throughout the game, so you can actually lose the run. And with the new difficulty progression and persistent Swarm growth you'll have a substantial challenge.
Kingdom restoration mechanic - trade the excess tiles and restore the shattered world in exchange for new persistent upgrades.
Spells rework - Mana is replaced by limited casts. All charges are restored when you start a new level. And you can now upgrade your overall spell power with a special building instead of upgrading each spell.
Squads rework - you can now assign units to your squads manually using roads. Squads also have new unique abilities! Boosters will also now work through the roads and affect the whole squad
New shop content - Tiles, structures, usable items! A clickable shopkeeper!
Most of the buildings are now upgradeable with special resources, which you can mine on levels - especially near Swarm nests, which are no longer pushovers they used to be
New level exit sequence - giant vortex will suck all of the remaining islands back to you. Hopefully you've defeated your enemies first
Additional content - flying Order units and special Radiance units, now every faction have 4 types of golems. As well as new defenses, artifacts, spells, and secret loot.
Source
Changelog.gg summarizes and formats this update. How we read updates.
