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Update notes via Steam Community
This week's update is heavily focused on Balance and Quality of Life.
There will be no weekly update next week, the time will be used in order to focus on the Monthly Content update, which should arrive on the 31st.

Changes with ⬡ icon were suggested by the community.

Gameplay Changes

  • Unusual Lubricant Reworked

      Now also uses active abilities automatically
      Every active ability has its own algorithm to determine where/when to be used
      Automatic usage be toggled on or off by clicking the upgrade icon

  • Shield Inductance Reworked

      Added visuals when projectiles and explosions are affected by it
      Its damage is no longer multiplied by the building damage multiplier
      Drains 50% of the added damage on its own barrier
      Does not affect cannons that have less than a 50% barrier strength

  • Primed Shot Reworked

      Proc chance is now Current Level%
      Explosions affected by it are brighter and last longer
      Can affect nukes, doubling their radius and damage

  • Changed Enemy Level formula

      No longer takes into consideration the number of tiles explored
      No longer takes into consideration the player level
      Now scales quadratically over time
      Now only a factor of time and difficulty
      The target here is for the game only to get really hard on the 20-minute mark

  • Tower changes

      Sniper damage multiplier from 2x to 5x
      Behemoth minimum attack range from 50% to 75%
      ⬡ Telescopes now display available tiles when trying to place them or hovering their icon

  • Upgrade changes

      Bigger Explosives AoE increase from 100% to 300%
      Bigger Explosives now affect the explosion area, rather than the radius
      Autoshields now places generators that are visually different from regular ones
      Clone Factory can no longer hit the same upgrade twice
      King of the Hill maximum distance from Count -> 1
      King of the Hill damage per distance from 0.5 to 0.25*Count
      Upgrades such as Growth now show their cooldowns on the top left bar

  • Enemy changes

      ⬡ Snowball now has a cap of 5x the initial size
      ⬡ Snowball now has a cap of 25x the initial health
      ⬡ Snowball now has a cap of 5x the initial damage
      Reduced mob cap from 150 to 100

  • Objective changes

      Extermination missions now have their numbers based on a simulation of how many enemies could spawn in a given amount of time
      This change will only apply to objectives generated after the update

  • Equipment Changes

      Radar now gives the player an upgrade that shows Radar cooldown and can be toggled on and off

  • Auto LevelUp can now be toggled

      If it is disabled, when you level up you will not obtain your upgrades instantly, but only when you click the experience bar or press the spacebar



Fixes

  • Equipment slots no longer glow if nothing can be equipped in them
  • Fixed bullet buffer visually misplacing some projectiles
  • Fixed high attack speed awarding multiple kills per enemy
  • Fixed numbers on action hovers displaying without notation
  • Fixed lightning and nuke craters disappearing randomly
  • Radar equipment should no longer work while the game hasn't started yet
  • ⬡ Growth should no longer grow out of unbuilt buildings

Windows Role of Hex Content Depot 1479881
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