Thanks to your feedback on Discord and Reddit we are further improving and fixing Hexia. Here we are with a new version!
Patch notes
[Bug fix] - The Escape key brings up the pause menu, but doesn't close it again
[Bug fix] - Destroying buildings and rebuilding them does not correctly count the number that is displayed in the name, causing confusion especially in trade routes
[Bug fix] - When loading a game, the tile is not automatically selected
[Bug fix] - Trade route on collapsed building show on in map and doesn't show on the 'manage trade routes' UI
[Bug fix] - After a tile collapses, the worker isn't available to be assigned to a new building, even though their cottage now shows them as being 'free'
The tutorials have been fixed: now the images are displayed correctly and a bug that affected the input system has been fixed
Further improvements for the Steam Deck
The instability of a tile is now also visible graphically in the map
There is more life in the map: now you will see the workers doing their job, or waiting near their house
Changes to the event system, still not impactful but which allow us to work on a series of changes that will be implemented by the next patches
[New Feature] - Kingdom information is now available from the appropriate action. The information displayed will be expanded with each update
Added part relative movement option (Shift+W by default), along with a move axis Changed part rotation so it makes more sense, and displays the rotation axis arcs Added rotation increment settings to buildmode (Shift+Brackets to change) Added part rotation/position display Expanded part move increment range down to 0.125 (NOTE: Red = X = Left/Right, Green = Y = Up/Down, Blue = Z = PgUp/PgDn) (When rotating, keys are switched for X/Y because it feels better)
Made a bunch of build mode settings save/load (snap settings, move/rotation mode, and large/small thing) Fixed dual-direction rotation sensor Improved overdrive display in new UI Fixed saw blade not working with logic inputs Tread_collider now defaults everything to Slippery except tires Fixed rotation snap so it actually does something reasonable instead of randomly rotating things
We are working to fix the above issues in a future update. We apologize for the inconvenience and ask for your patience as we work to correct these bugs.
Fixed a bug that may cause the PC version to soft lock when logging in or logging out of PSO2 Blocks or moving between an NGS Block and a PSO2 Block under certain circumstances
[/expand]
Maintenance details
Things addressed during maintenance
In regards to the Item Name being blank for Mag Form/Blanc Cheval and its icon not displaying correctly, those who have not received the Reward Item Mag Form/Blanc Cheval despite having achieved the Title in question have been given the Mag Form/Blanc Cheval as compensation.
Along with the scheduled maintenance, the expiration of Premium Sets, Extended Storage 1-6, Material Storage, Personal Shop usage, PSO2 Personal Quarters usage, Max Orders Received Limit Expansion, and Bonus Keys will be extended by 6 hours.
*The expiration for the above items expiring before the end of this scheduled maintenance has been extended by 6 hours from the original expiration.
Characters that completed the application for Ship Transfer before the beginning of the scheduled maintenance have been transferred.
*Ship transfers during scheduled maintenance are processed in the order that they are received. There is a limit to the number of transfers that can be performed during each maintenance, and if the maximum number of applications is reached, applications will be rolled over to the next scheduled maintenance.
*For more details on Ship Transfers, such as the requirements, please check here.
When logging into PSO2 Blocks, each character’s location will be set to the Gate Area.
*Characters may be moved to the Bridge depending on their progress in the story.
Update: Sometimes when the bunny goes out to play, it walks with a small pinwheel. The UI has been optimized, and bugs with camera control and the bunny randomly walking have been fixed.
---------------------------------------------------------------------- You don’t need to read anything below. That's just for chatting:
The hardest part of making a game is not art or code, although those are difficult too. The hardest part is how to make a game fun. The answer to that is not so easy. To make the game more fun, I've tried various things. Adding more animations to the bunny is the easiest thing to do. It doesn't require much code modification, just keep adding animations. But it's not enough to keep players engaged for a long time. So I often try to modify the gameplay.
However, frequently modifying the game often means starting over and redoing a lot of work. Many times, after spending a lot of time writing a feature, I end up deleting it because it's not necessary or doesn't add to the fun of the game.
For example, recently I wrote a feature that allowed users to change the map and build their own island. It took a lot of effort to develop and test, but after playing around with it, I found that it didn't make the game more fun, and the built terrain didn't look as good as the original islands. Plus, it made the game and controls more complicated. So I removed the map feature and rolled back to the old code.
Developing this way, creating something, testing it out, and then deciding whether to include it in the game is a very costly habit. Luckily, I'm the only developer on this project, and I can only imagine the frustration others would feel. I wanted to show you a video of the map feature, but some people (who don’t like reading only watch videos) might think the map feature was a new addition and complain about not being able to find it in the game, so I won't bother.
Also, this is my first game, and I come from an art background. The code complexity has slowly surpassed my abilities. The reasonable approach is to ignore some bugs as long as the code still works, and focus on the art and animations. That way, there will always be a playable game.
But when you can't understand a bug, no matter how much you try to debug it, you can't find the cause. At that point, you can't give up and have to enter survival mode. The more you think about the bug, the more it seems like it shouldn't even be happening. It's a singularity, a mystery, the beginning of a mysterious world, and an indication of another plot in life. I dreamt of possible causes for the bug nonstop. I just can’t let it go. I have to solve this bug. Fortunately, after trying various things, I finally located and fixed the problem! I could finally sleep peacefully. After solving it, it turned out to be a mundane, ordinary bug, not worth mentioning.
Some developers don't fix bugs, not because they don't care about users, but because some bugs are beyond their technical abilities. When developing independently, it's difficult to balance code and art, and some aspects are hard to achieve perfection.
Finally, I noticed several players saying that they couldn't rotate the camera. Is it because they don't know how to use it (interaction prompts are not clear) or because there is a problem with the code (camera rotation and translation are not working properly)?
To rotate the camera, use the right mouse button and drag it. Use the left or middle mouse button to translate the camera. I tested it on multiple machines, and it works fine. I already checked the camera code, but since I couldn't reproduce the camera issue, I made some changes based on guesses that might cause the problem. I also added a reset camera button at the top.
If you have any suggestions related to the camera or have encountered any issues, please leave a message for feedback~ It would be better if you could record or take screenshots. That way, I can see where the problem lies.
After fighting with the bug for a long time, I suddenly realized that you might not believe that I really fought and won the bug when I submit the new version. After all, you can't see much change from the game interface. Just like "The Old Man and the Sea," even though I won the battle, I didn't get any loot, just exhaustion and a story. So I added a small animation of a bunny holding a pinwheel. So you can see some changes.
Monthly news are here! I honestly can't wait to tell you - we are going to present our demo on Steam fest in June! Yeah, you guys will be able to play free demo and very soon! Currently we are polishing it to make sure you will enjoy it at the best!
We are open to provide copies for press and video bloggers. Send me a message if you want to try the beta before anybody else!
And now, like usually, let's take a look on new game features. On the screenshot below you can see how new industrial contracts work. Industrial contracts provide extra units and increase game scores once it is completed between two regions. One region must be part of your alliance and the other can be your alliance or neutral. Here you can see the list of current contracts:
Additionally to the list in Industry menu you can see contracts on the globe. It is small 3d model of factories. Orange models are for Soviet contracts and greenish for Democratic. Contract units under production do not take money from budget. More contracts you have more units you produce. Build smart I'd say! And yeah, more contracts = more game scores for your alliance. It's a win win situation.
Oh, and look at the bottom left corner of the screenshot above. I wonder what is this button device for and how to activate it? You have a guess what it can be for? ;)
Thank you and please, share link to this game or announcement with your friends. They also want to know about Arms Race 2!
As additional information you may want to know we are working on another Cold War project which we hope will be released in early access this year. Check it out.