Hexters - Draconus Entertainment
Logistics concept change and some small fixes.

------

Patch notes V0.5.3a - Sublime Sealion:

  • NEW Logistics zones now have different production and transport limits
  • NEW Beacon of a sector strategic map quick access for faster logistics configuration
  • FIXED Typos and missing tool tip strings
  • FIXED Locator markers blocking zoom in strategic map
  • FIXED Bitmobile and cargo drone contents no longer included in sector resources overlay
  • UPDATED New more extensive tooltip for setting resource sector limits / transportation
  • UPDATED Some minor geometry changes and fixes for Memcache Meadows level
  • UPDATED Refinery work time increased from 5 to 10 seconds
  • UPDATED Resources flow through sectors better now
  • UPDATED Geothermal vent and river point strategic map icons now match the build menu marker icons
  • UPDATED Multiple same type refineries get input resources more equally now

------

FAQ
How often do you intend to update the Early Access version?
As often as possible, but it will be weeks, maybe even months since we're only a two-man team.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
Let us know on the steam forums!

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Strategic map rework!

Lots of details, readibility and new completely new functionality added for your gaming pleasure.

Some examples:

Small Hexter icons in strategic map

Sector resources now show production and usage
Improved resource overlay and new sector workforce information

Defense overlay shows tower defenses, along activity (that's a secret code for SHOOTING) and reload

Power overlay showing power flow and relative production/usage of buildings
Resource collecting buildings now show connection lines when placing


------

Patch notes V0.5.3 - Sublime Sealion:

  • NEW Strategic map Resources overlay, showing resources and production / usage flow
  • NEW Strategic map Hexter overlay, showing the little dudes as small UI elements
  • NEW Strategic map Workforce overlay, showing a breakdown of sector workforce
  • NEW Strategic map Power overlay, showing an overview of power flow of all buildings
  • NEW Strategic map Defense overlay, showing defense tower ranges and activity like firing and reload
  • NEW Strategic map mode for sector designated haulers allowing more control over where the Hexters stay
  • NEW Geothermal vents now shown as icons on stratmap after hydroelectric power is researched
  • NEW River points now shown as icons on stratmap after construction is researched
  • NEW Sawmill radius is now shown when placing a Cutter
  • NEW A helper connection UI line is shown when placing new buildings which connect to other buildings (like Sawmill and Cutter) or resources
  • NEW Geothermal vents and River points are now selectable and also include a tooltip
  • NEW Added tooltips for inventory items in building panel
  • NEW Cargo drone resources are now visible ingame
  • NEW Trooper ranges also visible in new strategic map defense overlay mode
  • NEW Player is informed if a building is being built with no proper target build location
  • UPDATED Strategic map now contains toggleable overlays, allowing multiple overlay modes in the same time
  • UPDATED Strategic map sector UI box is now prettier and has more information with proper overlay setup
  • UPDATED Sawmill "No cutters" status icon now has it's own unique icon instead of generic exclamation icon
  • UPDATED Cutter work radius dropped to 15
  • UPDATED Level Memcache Meadows Sawmill objective improved with more instructions
  • UPDATED Quick build menu history items now ignore nodes as they are already permanently included in the options
  • UPDATED Building button now has small flame icon for buildings that are buildable only on geothermal vents
  • UPDATED Building button now has small water drop icon for buildings that are buildable only on river points
  • UPDATED Production buildings now fill their own internal inventory even if sector limits are hit
  • UPDATED Level Mountains of Memory logistics objective changed a bit due new strategic map stuff
  • UPDATED Cargo drone capacity increased to 12 from 10 solely due more visually pleasing results
  • UPDATED Drones now ignore building entry points
  • UPDATE Building panel now includes category icon
  • FIXED Cutter uses Sawmill radius for connection instead of itself's
  • FIXED Related buildings not being visible when blueprint not valid
  • FIXED Buildings in FoW showing radius in building placement mode
  • FIXED Not being able to zoom in our out when hovering a strategic map icon
  • FIXED Power production buildings generating power even after stopped
  • FIXED Bitmobile not being an attractive workplace when starting a level
  • FIXED Workplaces not properly updating missing workforce status when starting a level
  • FIXED Survey drone getting stuck in fragmentation
  • FIXED Bad typo in level Memcache Meadows concerning the eastern bridge point
  • FIXED Research Lab was many times in erratic state when switching recipes with dependecies
  • FIXED Torch particles visible in FoW when restarting a level

------

FAQ
How often do you intend to update the Early Access version?
As often as possible, but it will be weeks, maybe even months since we're only a two-man team.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
Let us know on the steam forums!

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Hey,

Critical hotfixes to some game-breaking problems, like drones going nuts after loading a save game and not being able to proceed properly in Caves of CMOS.

------

Patch notes V0.5.2a

  • FIXED Level Caves of CMOS building unlock problems
  • FIXED Level Memcache Meadows building unlock problems
  • FIXED Certain building visibility fixes in campaign
  • FIXED Monoliths now set investigated techs also to visible state
  • FIXED Storage of logistics zones didn't always update properly in certain conditions
  • FIXED Strategic map icons not colliding with game entities, heh
  • UPDATE Implemented avoidance to cargo drones to avoid them getting stuck in groups

------

FAQ
How often do you intend to update the Early Access version?
As often as possible, but it will be weeks, maybe even months since we're only a two-man team.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
Let us know on the steam forums!

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Hey,

New context menu and quick build menu improvements

------

Patch notes V0.5.2

  • NEW Right clicking on a building now opens a context menu for quick actions



  • NEW Quick build menu now includes "previously selected" building as a quick selection
  • NEW Quick build menu now includes "previously built" building as a quick selection
  • NEW Quick build menu has a new building picker ability for quick building type selection
  • NEW Ability to copy building from context menu



  • NEW Researching Geology now reveals bit pillars on strategic map
  • NEW Researching Botany now reveals fractal trees and seaweed on strategic map
  • FIXED Relic, torch and other strategic map markers are now selectable from the actual icon


------

FAQ
How often do you intend to update the Early Access version?
As often as possible, but it will be weeks, maybe even months since we're only a two-man team.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
Let us know on the steam forums!

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Hola!

Revamped and improved research tree is here!

------

Patch notes V0.5.1 - Research Rework:

  • NEW Implemented dangerous resource avoiding
  • FIXED Troopers were accidentaly immune to H.U.M.P.E.R. attacks
  • FIXED Tutorial build markers look normal again
  • FIXED Restored disappeared Corruption Caverns altar unlock effect
  • FIXED Relic icons were visible on stratmap without required technology
  • FIXED Buildable building visibilities in campaign missions
  • FIXED The infamous but amusing "hulk" bug where hexter carries a stack of resources and gets stuck
  • FIXED Production buildings getting "stuck" sometimes
  • FIXED Missing icon and capitalization in Sawmill description
  • FIXED Garage objective in Mountains of Memory triggering immediately
  • FIXED Visual perimeter glitches
  • FIXED Disappeared Defrag Desolation english objective string
  • FIXED Advisor program randomization on new game restored from "noname"
  • FIXED Bitmobile not being part of logistics zones
  • FIXED Bitmobile development sometimes never getting finished
  • UPDATED Reworked the research tree completely
  • UPDATED Research tree view is now smoothly zoomable in and out
  • UPDATED Added tiers and cateogories to technologies
  • UPDATED Added descriptions / tooltips for technologies
  • UPDATED Technologies now list what abilities or buildings they unlock
  • UPDATED Research facility's research button has a notification marker now if no technology is selected
  • UPDATED Research window gives some feedback now

------

FAQ
How often do you intend to update the Early Access version?
As often as possible, but it will be weeks, maybe even months since we're only a two-man team.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
Let us know on the steam forums!

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by helping Hexters to get some wind under it's wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Hello,

Some quick hotfixes after a major release.

------

Patch notes V0.5.0a - Sublime Sealion:

  • FIXED Level Memcache Meadows level complete was not triggering properly
  • FIXED V0.5.0 version notes had one "to do" line, removed
  • UPDATED Some terrain changes to Memcache meadows to allow power to be more routable over rivers

------

FAQ
How often do you intend to update the Early Access version?
As often as possible, but it will be weeks, maybe even months since we're only a two-man team.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
Let us know on the steam forums!

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Hello,

Next level out, finally! The adventure continues! Say good bye to deserts and caves, welcome to Memcache Meadows! Now you will probably know if grass really is greener on the other side.



Here are some highlights of this release:

Fractal trees!
Exploiting fractal trees...


In not just one way!


River stuff like hydro powerplant and bridges:


Some new crowd control potential


More weirdness


New fun for the industrialist inside you


Standard internal improvements and fixes to improve the overall playability and performance of the game.
------

Patch notes V0.5.0 - Sublime Sealion:

  • NEW Level Memcache Meadows
  • NEW Level Memcache Meadows music added to soundtrack
  • NEW Building: Cutter
  • NEW Building: Sawmill
  • NEW Building: Smelter
  • NEW Building: Harvester
  • NEW Building: Bridge
  • NEW Building: Hydropower plant
  • NEW Building: Mortar Tower
  • NEW Feature: Defragging
  • NEW Feature: River points
  • NEW Resource: Octahedrons
  • NEW Resource: Quad
  • NEW Obstacle: Fragmentation
  • NEW Introducing a new character with new fun skills
  • FIXED Cargo drone tooltip
  • FIXED Some selection related corner case problems
  • FIXED Cycles were able to pass derelict nodes and buildings in certain conditions
  • FIXED Building damage modifiers
  • FIXED Drones don't try to charge at destroyed beacons
  • FIXED Solar panel status icon
  • FIXED Nodes connecting to unrelated buildings in some corner cases
  • FIXED Medium Hub damage log message had missing icon
  • FIXED Many enemy projectiles collided with ground upon launching
  • FIXED Blueprints visible through FoW
  • FIXED Disappearing Geothermal building preview
  • FIXED Gameplay time not resetting properly when restarting level
  • FIXED Tooltips showing wrong values for max builders
  • FIXED Laser tower aiming problems
  • FIXED Squad button cycling focusing on derelict and unfound Bunkers
  • FIXED Non-selectable buildings being selectable in FoW
  • UPDATED Vault door investigation point improved
  • UPDATED Default logistics zone limits changed to 20,20 from 0,20
  • UPDATED Cargo drone navigation improved a bit
  • UPDATED Drone now drowns in water, don't ask
  • UPDATED ICE Module lightning causes stun in addition of damage
  • UPDATED Research labs remember the setup of previously configured subroutines
  • UPDATED Fleeing improved a bit, moves now more away from the actual threat source
  • UPDATED Reduced Glorg damage due new projectile fix
  • UPDATED Probe animation scaled to avoid it appearing out of thin air
  • UPDATED FoW fading optimized a bit
  • UPDATED Implemented system returning entities to surface if for some reason they get out of bounds and below terrain
  • UPDATED Tweaked fullscreen options
  • UPDATED Many technology related upgrades, such as upgrading engine version etc
  • UPDATED Since we dropped out forums lately the EA complete screen has been updated

------

FAQ
How often do you intend to update the Early Access version?
As often as possible, but it will be weeks, maybe even months since we're only a two-man team.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
Let us know on the steam forums!

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Hotfix!

Fixed critical pathfinding problem where sometimes hexters got stuck navigating back and forth.

------

Patch notes V0.4.0b - Rubber Ducky:

  • FIXED Fixed Hexters sometimes getting stuck navigating back and forth

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
We're sure you do, so let us know.

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Fresh hotfixes!

Fixes some pathing problems and missing level Caves of CMOS level complete trigger.

------

Patch notes V0.4.0a - Rubber Ducky:

  • FIXED Garage objective was not triggering in Level Mountains of Memory
  • FIXED Factory was generating Bit Bricks regardless of its storage limits
  • FIXED Cargo Drones were unable to move across the Bit Bridge
  • FIXED Exit condition in Level Caves of CMOS not triggering
  • FIXED Level play time in pause menu was wrong after loading a savegame
  • FIXED Reaper carrying Soul Canisters were dropped on the ground after loading a savegame
  • FIXED There were some path-finding issues after demolishing a Firewall AND finishing Bit Bridge
  • UPDATED Hexters and vehicles now avoid walls and edges a bit better

View developer notes at Draconus forums

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!
Hexters - Draconus Entertainment
Hello,



Hexters is turning one year old in a few weeks and we're releasing our biggest update this far! We got a new level Corruption Caverns for you, including new character, mechanics and game dynamics for your delight. Hope you enjoy it!

Here are some highlights of this release:

Push deeper into the dark caverns


Mysterious monoliths...


Dabble in digital dark arts, by having Reapers to harvest the soul weed left from the enemies...


...And bring it back to the Crypt where it can be used to compile more Hexters!


Mausoleums allow Reaper quickly move to where the action is


Or perhaps you prefer the light arts, build Chapels and employ Chaplains!


It's time to now get get rid of that annoying Corruption!


If you think you can pass the digusting Corruption Cores


And of course, as usually a lot of internal improvements and fixes to improve the overall playability and performance of the game.

------

Patch notes V0.4.0 - Rubber Ducky:

  • NEW Level Corruption Caverns
  • NEW Level Corruption Caverns music added to soundtrack
  • NEW Building: Crypt
  • NEW Building: Chapel
  • NEW Building: Mausoleum
  • NEW Structure: Monolith
  • NEW Structure: Mysterious altar
  • NEW Structure: Corruption core
  • NEW Prop: Decorative torch
  • NEW Prop: Mysterious altar mechanism
  • NEW Log message: Building overload
  • NEW Log message: Hexter recompiled
  • NEW Log message: Corruption Core detected
  • NEW Log message: New torch revealed
  • NEW Log message: Vault door opened
  • NEW Introducing a powerful new mysterious character
  • NEW Ditty system when Hexter acquires a special role
  • NEW Reaper ditties
  • NEW Chaplain ditties
  • NEW Gameplay dynamics with actively spreading corruption and cleansing
  • NEW Leash fx when Hexters are hauling a data module (artifact, blueprint, mapdata etc)
  • NEW Info panel action buttons can now display alerts (used in Research Lab to denote misprogrammed recipe)
  • NEW Each building or construction site now displays all hauls coming in
  • NEW Finally added random idle animation to advisor character
  • NEW Soul weed functionality
  • NEW Spreading corruption with corruption core is present
  • NEW LMB on worker slot now selects the worker
  • NEW World boundaries are now rendered as never ending terrain instead of just being cut off
  • NEW Domicile "rest until full HP" functionality
  • NEW Unlit, revealed torches now have an icon in strategic map
  • NEW Added sfx to certain actions and events
  • NEW Death sfx for hexters
  • FIXED Resources would sometimes get out of world bounds and mess hauling AI
  • FIXED Last vault door in Caves of CMOS could not be opened and the required relic amount is decreased
  • FIXED Research overlay getting stuck when leaving build mode on research buildings
  • FIXED Save failed when stockpile was under construction
  • FIXED Relics in museum had status icons
  • FIXED Hexters are no longer afraid of dead enemies
  • FIXED Cyberscapeologist no longer targets hives
  • FIXED In some rare conditions enemies could pass closed vault doors
  • FIXED Perimeter did not take in account steep walls
  • FIXED Drones had some pathing problems in certain conditions
  • FIXED Enemy detected log message clicking was disabled
  • FIXED HUD was not properly always updated when buildings were completed
  • FIXED Game over restart button asked for confirmation
  • FIXED Vault doors could be selected from the bounding box instead of the actual mesh
  • FIXED HUD research facility button tooltip string was missing
  • FIXED Squad button was missing hotkey string
  • FIXED Extract task for bit pillars had wonky pathfinding issues in certain rare conditions
  • FIXED Enemy sometimes chose unreachable targets
  • FIXED Laser generated new damage FX every frame if game was paused
  • FIXED Flashlight shadows were unnecessarily way too accurate
  • FIXED Having multiple Bunkers made squad HUD button to work a bit wrong
  • FIXED Some corruption related data was not serialized properly
  • FIXED Cycles did not vanish if connection was severed
  • FIXED Overloading barrier controls caused the node connection to persist
  • UPDATED Tweaks to undesirable job handling
  • UPDATED Lots of jobs and tasks now properly show the decal lines
  • UPDATED Drastically toned down the repository character random idle animation
  • UPDATED Soul weed visual changes
  • UPDATED Removed deprecated designated hauler dialogue from Bios Beach level
  • UPDATED Smoothed W.I.S.P. movement
  • UPDATED Lamp intensity changes
  • UPDATED Node changes in world map
  • UPDATED Improved Research lab tool tips
  • UPDATED Improved research window
  • UPDATED Improved error messaging if load game fails
  • UPDATED Game will now trigger game over if all hexters are dead and there are no possibility to compile more
  • UPDATED Research complete sfx volume increased, was a bit too easy to miss it
  • UPDATED Enemy detected now triggers only after the first enemy is seen
  • UPDATED Doubled flee task duration, should help hexters to run away from enemies better
  • UPDATED Implemented max cap for level enemy spawning for more control in late game
  • UPDATED Added User Statue to main menu background scene

View developer notes at Draconus forums

------

FAQ
How often do you intend to update the Early Access version?
Depends a bit of what kind of update we're cooking up, but we're hoping big updates such as new levels and features would be around 4 to 6 weeks. However since our team is small, we cannot guarantee this. What we can promise is to do our best.

Does the game work on OSX?
Absolutely!

And Linux?
Oh yes!

Consoles? Mobile?
Nope. Maybe in the future consoles might be interesting but we need some serious sales figures before this is realistic.

I found a bug or I got suggestions!
We're sure you do, and we're asking you to let us know either here on steam forums or Draconus forums

What about multiplayer?
We'd love to do a co-op multiplayer, but it's not really viable right now. Help us out by getting some wind under our wings and it becomes more realistic :)

------

Thanks for your support!
...

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