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Full Infinity: HexaDome Tactics update
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What changed
- Maps
- Gameplay
- UI and audio
- Balance
Infinity: HexaDome Tactics changes
Hello, everyone!
We worked hard to gather feedback about the demo from you, friends. We analyzed the statistics and thought about how we could improve the gaming experience.
After all the analysis and experimentation, we are ready to talk about what will change in the game in the near future and what we have been working on.
Game Mode
Game mode has been simplified. Instead of multiple ways of scoring, the rule is now much simpler: to secure a zone, you need to collect more champions than your opponent. If no one has the advantage, players continue to fight for the same zone, otherwise they move on to the next ones. The game ends when one of the players secures 2 zones, or at the end of the 5th round.
The goal is easier to understand. Matches are tight from the 1st round. It also removes the feeling that a game is lost after 2 rounds but you have to continue playing for 15 minutes.
Playtests show games now last 15–25 minutes.
Arena
Down to 3 zones instead of 7 to match the new mode. We also have reduced the size of the map and are updating the arenas to match the new size. On the smaller map champions appear closer to the action, so there's less walking and more fighting right from the start.
Steam post imageSteam post image
Single player Campaign and Tutorial
Tutorial is now part of the Single Player Campaign. Mechanics unlock progressively through the first act.
The tutorial itself has been completely renewed. It is based on a system of challenges, has clear objectives, little text, and has become much more engaging.
Steam post imageSteam post image
Gameplay
We have simplified the mechanics quite a bit to make it easier for beginners to understand, but the depth and strategy remain intact.
Hype and Tactics
No more Hype currency or draw button. Hype actions now automatically draw a Tactic Card.
Sponsors
Sponsors used to give hit chances/crit chance bonuses. Now you can get a free Tactic Card by stepping on the sponsor's tile.
Ultimate tactics
No longer bought with Hype. Now, at the beginning of the round, you automatically receive the ultimate tactic from a Champion who was in the Scoring Zone at the end of the previous round.
Level up system
Previously, there were two ways to level up: skills leveled up after being used, and attributes (like Defense) were leveled up via Tactics. We've unified it, and all level ups are now done via Tactic effects or Hexadrop effects.
Armor
The old defense system, in which damage was reduced by the amount of the defense stat, was not fully understandable. We added the ‘Armor’ mechanic: now champions have armor points equal to their defense stat, which are reduced when hit and refill only at the beginning of each round.
This adds depth to combat like weakening a target with one Champion, finishing it with another. This should also make combat more visual, as you can see armor points being destroyed during attacks.
Menus
To simplify the menu and make navigation easier for players, we have changed the layout of the pages. We have also changed the visual style, making it more modern and engaging.
Fame
We have completely removed the fame system and replaced it with direct unlocking of items of interest.
All changes were made based on your feedback. We thank everyone for their contribution to improving our game.
Those will be live for the Steam Next Fest starting 23rd of February. Please, let us know what you think of such rework, and we can’t wait to see how you like the new update.
See you in the arena!
Source
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