Hexagod

Hexagod 0.7.0

Version
0.7.0
Version Date
Nov. 8, 2024
Links

Patch Notes

Adjacency Bonuses and Tile Based Resources - Demo 0.7.0

Hello there,

This is the second patch of my rework to focus Hexagod back into what makes it fun. For a high level my goal is to make this a chill incremental villager builder. The biggest change here is adding tile based resource as well as adjacency effects for both the tiles as well as some of the buildings. The two system feel like they finally make tile placement an interesting decision. The balance of all this will absolutely change, but I am interested in hearing what you think of these new systems from a gameplay level.

Here is a devlog chatting about this patch:
https://www.youtube.com/watch?v=vd5JkaJVuNE

In the coming patches I plan on adding a set of advanced resources which will be refined versions of the basic resources (think wood -> planks). I'll also be giving the villagers a bit more love as far as naming them, customizing their art, and maybe making new villagers start as children and then grow into full adults.

Please let me know if you have any ideas or questions. I always knew combat might ruin the game, but I needed to explore that idea fully and ultimately I think my gut was correct.

Cheers,
Aarimous

Demo 0.7.0 Patch Notes:


Tile Based Resources

  • Goal: Make tile types more distinct and add new ways to collect resources other than card
  • Tiles can will now have resources on them that the villagers will collect when slotted into a tile
  • Each base type of tile has a specific resource type:
    • Grassland : Grassland
    • Plains : Favor
    • Water : Food
    • Forest : Wood
    • Hills : Stone
    • Desert : Favor
  • The resources are capped at 1 by a default, but each tile get's +1 to max for every 2 adjacent tiles of the same type
  • Tiles will gain a new resource on a day cooldown (each tile has a different cooldown)
  • Placing a resource building on a tile will collect all resources that were on the tile
  • Tiles can't gain resources if they have a resource building on them

Adjacency Bonuses

  • Goal: Make tile placement an interesting decision
  • As mentioned about tile gain increased max resources based on adjacent tiles of the same type
  • Resource buildings can now have increased uses based favored adjacent tiles
  • Added UI to show this on the cards
  • Added text to show the bonus when playing building cards

Other Changes

  • Population cap is now based on the number of tiles you've places (next breakpoint is shown on the tooltip)
  • Removed the Hut
  • Villager cards will only be added to packs if there is an open population cap and no villager cards in hand
  • Reworked the tile tooltip to show more info
  • Added a "Valid Tiles" tooltip to the cards
  • Added a new card type which will add resources directly to tiles without placing a building
  • Reworked the cards that are in pack 1 and pack 2