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Steam News29 April 20233y ago

Role of Hex 1.2

This time I tried to focus a bit more on balance and content rather than optimizations.

In this update3

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Full Role of Hex update

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What changed

1 fix2 additions1 change0 removals
  • Performance
  • Gameplay
  • Balance
addedThis time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.
changedAdditionsNew Planet: Kokatune A fiery planet with nasty foes Difficulty level from 65-128 New Biome: Ash Basin Full of dunes, the most peaceful biome of Kokatune New Biome: Basalt Delta Has several magma lakes which can come to life to hurt your base. New Biome: Sulfuric Wasteland Hosts several sulfuric geysers which often erupt, damaging nearby structures New Biome: Lava Ocean A regular ocean, but made out of a different liquid New Enemy: King Lurker The first boss of the game has multiple attack patterns and can be found everywhere. Bosses will now spawn every 20 minutes on every mission. Regular enemy spawns halt while there is a boss alive New Enemies Every biome from Kokatune features at least one new enemy for you to play with. New Objectives Added 3 new objectives: Defend, Colonize, and Eliminate. Some missions on some planets can only be of certain types. New player towers 2 blueprints for new towers added They can be found on missions with difficulty ranging from 101 to 128 New Specializations Added 2 new specializations for the two new player-buildable towers
fixedBalance ChangesClone Factory Reduced Rarity factor from 5 to 1 This means that the rarity of the upgrade selected is similar to level 1 rather than level 5 Frenzy Stacks no longer increase duration, duration is now fixed at 2 seconds Stacks now increase the attack speed multiplier, which starts at 1.2 and grows by 0.2 for every stack Frenzy Surge Now only drops if the player has at least one stack of Frenzy Frostbite Rarity increased from Yellow to Purple Base damage increased from 5 to [cannon damage]/2 Its damage instances can now proc on-damage effects, such as Cryotech King of the hill Now actually stacks Values reduced from 25% to 10% Airborne Static Rarity increased from Yellow to Purple Radius increased from (2.0 + 0.2*stack) to (2.0 + 0.5*stack) The barrier to damage multiplier increased from (0.3+0.2*stack) to (0.5*stack) Overclock Rarity increased from Yellow to Purple Cooldown reduction increased from 25% to 33% Bigger Explosives Rarity increased from Yellow to Purple Now scales linearly Damage scaling increased from 30% to 100%
addedQuality of Life changesChanged Lag Reports Now contains the current version Now contains the current building counts Now contains the current upgrades counts Pause changes ⬡ You can now press spacebar to toggle pause Pause can now be toggled within the upgrade selection menu Building Recycling Rework When you press "F" to recycle a building, it is now scheduled for recycling. You can undo the scheduling by pressing "ctrl+F". It will recycle in the first tick where it is able to. You can schedule for recycling unclaimed buildings. You can schedule for recycling non-default targets, like trees. When a Tree or a Termite Nest is scheduled for

Role of Hex changes

addedThis time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.
changedNew Planet: Kokatune A fiery planet with nasty foes Difficulty level from 65-128 New Biome: Ash Basin Full of dunes, the most peaceful biome of Kokatune New Biome: Basalt Delta Has several magma lakes which can come to life to hurt your base. New Biome: Sulfuric Wasteland Hosts several sulfuric geysers which often erupt, damaging nearby structures New Biome: Lava Ocean A regular ocean, but made out of a different liquid New Enemy: King Lurker The first boss of the game has multiple attack patterns and can be found everywhere. Bosses will now spawn every 20 minutes on every mission. Regular enemy spawns halt while there is a boss alive New Enemies Every biome from Kokatune features at least one new enemy for you to play with. New Objectives Added 3 new objectives: Defend, Colonize, and Eliminate. Some missions on some planets can only be of certain types. New player towers 2 blueprints for new towers added They can be found on missions with difficulty ranging from 101 to 128 New Specializations Added 2 new specializations for the two new player-buildable towers
fixedClone Factory Reduced Rarity factor from 5 to 1 This means that the rarity of the upgrade selected is similar to level 1 rather than level 5 Frenzy Stacks no longer increase duration, duration is now fixed at 2 seconds Stacks now increase the attack speed multiplier, which starts at 1.2 and grows by 0.2 for every stack Frenzy Surge Now only drops if the player has at least one stack of Frenzy Frostbite Rarity increased from Yellow to Purple Base damage increased from 5 to [cannon damage]/2 Its damage instances can now proc on-damage effects, such as Cryotech King of the hill Now actually stacks Values reduced from 25% to 10% Airborne Static Rarity increased from Yellow to Purple Radius increased from (2.0 + 0.2*stack) to (2.0 + 0.5*stack) The barrier to damage multiplier increased from (0.3+0.2*stack) to (0.5*stack) Overclock Rarity increased from Yellow to Purple Cooldown reduction increased from 25% to 33% Bigger Explosives Rarity increased from Yellow to Purple Now scales linearly Damage scaling increased from 30% to 100%
addedChanged Lag Reports Now contains the current version Now contains the current building counts Now contains the current upgrades counts Pause changes ⬡ You can now press spacebar to toggle pause Pause can now be toggled within the upgrade selection menu Building Recycling Rework When you press "F" to recycle a building, it is now scheduled for recycling. You can undo the scheduling by pressing "ctrl+F". It will recycle in the first tick where it is able to. You can schedule for recycling unclaimed buildings. You can schedule for recycling non-default targets, like trees. When a Tree or a Termite Nest is scheduled for

This time I tried to focus a bit more on balance and content rather than optimizations. Of course, I've optimized the two greater issues that I've found within the game during that time, but most of my time these last two weeks was spent on new stuff.

Changes with ⬡ icon were suggested by the community.

Additions

  • New Planet: Kokatune

    • A fiery planet with nasty foes Difficulty level from 65-128

    New Biome: Ash Basin

    • Full of dunes, the most peaceful biome of Kokatune

    New Biome: Basalt Delta

    • Has several magma lakes which can come to life to hurt your base.

    New Biome: Sulfuric Wasteland

    • Hosts several sulfuric geysers which often erupt, damaging nearby structures

    New Biome: Lava Ocean

    • A regular ocean, but made out of a different liquid

    New Enemy: King Lurker

    • The first boss of the game has multiple attack patterns and can be found everywhere. Bosses will now spawn every 20 minutes on every mission. Regular enemy spawns halt while there is a boss alive

    New Enemies

    • Every biome from Kokatune features at least one new enemy for you to play with.

    New Objectives

    • Added 3 new objectives: Defend, Colonize, and Eliminate. Some missions on some planets can only be of certain types.

    New player towers

    • 2 blueprints for new towers added They can be found on missions with difficulty ranging from 101 to 128

    New Specializations

    • Added 2 new specializations for the two new player-buildable towers

Balance Changes

  • Clone Factory

    • Reduced Rarity factor from 5 to 1 This means that the rarity of the upgrade selected is similar to level 1 rather than level 5

    Frenzy

    • Stacks no longer increase duration, duration is now fixed at 2 seconds Stacks now increase the attack speed multiplier, which starts at 1.2 and grows by 0.2 for every stack

    Frenzy Surge

    • Now only drops if the player has at least one stack of Frenzy

    Frostbite

    • Rarity increased from Yellow to Purple Base damage increased from 5 to [cannon damage]/2 Its damage instances can now proc on-damage effects, such as Cryotech

    King of the hill

    • Now actually stacks Values reduced from 25% to 10%

    Airborne Static

    • Rarity increased from Yellow to Purple Radius increased from (2.0 + 0.2*stack) to (2.0 + 0.5*stack) The barrier to damage multiplier increased from (0.3+0.2*stack) to (0.5*stack)

    Overclock

    • Rarity increased from Yellow to Purple Cooldown reduction increased from 25% to 33%

    Bigger Explosives

    • Rarity increased from Yellow to Purple Now scales linearly Damage scaling increased from 30% to 100%

Quality of Life changes

  • Changed Lag Reports

    • Now contains the current version Now contains the current building counts Now contains the current upgrades counts

    Pause changes

    • ⬡ You can now press spacebar to toggle pause Pause can now be toggled within the upgrade selection menu

    Building Recycling Rework

    • When you press "F" to recycle a building, it is now scheduled for recycling. You can undo the scheduling by pressing "ctrl+F". It will recycle in the first tick where it is able to. You can schedule for recycling unclaimed buildings. You can schedule for recycling non-default targets, like trees. When a Tree or a Termite Nest is scheduled for

Source

Steam News / 29 April 2023

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