June update patch notes!


We just wrapped up a big update! In this release, we’ve added a bunch of new content, including new troops and items.

We are also in the middle of a major optimization process as we push toward our alpha release. Clearing out the backend clutter to streamline performance feels good)

But it’s not all backend maintenance. Gameplay is greatly affected by this update, offering plenty of new strategies and content to explore. We have some big changes to AI and several other things coming up, so keep checking back. 

As always, thank you for supporting our indie game. If you are curious, check out the full list of patch notes below...

Game Updates:

  • Changed the shield icon for the defense bonus in castles.
  • Added a gap between the 5th and 6th selected units to improve clarity.
  • Adjusted unit positioning in Guilds/Castles to prevent UI obstruction on certain resolutions.
  • Increased the unit research limit in Castles from 3 to 5 and moved the build and research buttons above the bar.
  • Items can no longer spawn twice in a single game unless the item pool is fully depleted.
  • Quests rewards will now spawn a bigger variety of items.
  • Added a turn counter in the top-left corner.
  • Reduced time taken by AI to evaluate if it should take a combat.
  • The Hero selected in the opener will now resurrect for free on the next turn if it dies within the first 10 turns of the game.
  • Added Sound effects to some map clicks and when collecting potions on the map.
  • Added multiple SFX to abilities.

Visual & Map Improvements

  • Added stars around the map and increased camera zoom range.
  • Improved fog of war with a textured “wrinkled” effect for a more natural map feel.
  • Added combat backgrounds for the Undead army and Water tiles.
  • Reduced cloud density on the map for better visibility.

Abilities Rework:

  • Absorb I/II/III: Now targets the lowest 3/6/9 troops in your stack that do not have ABSORB.
  • Corrupt I/II/III: Now targets the lowest 3/6/9 troops in your opponent's stack that are not affected by CORRUPT. They lose 1 strength.
  • Reanimate I/II/III: Now resurrect up to 3/6/9 non-Skeleton units as a Skeleton per combat.
  • Weaken I/II/III: Now targets the lowest 3/6/9 troops in the enemy stack that do not have WEAKEN. They 1 spell power.
  • Amplify I/II/III: Now targets the lowest 3/6/9 troops in your stack that do not have AMPLIFY. It grants 1 spell power.
  • Enraged I/II/III: Now targets the lowest 3/6/9 troops in your stack that do not have ENRAGE.
  • Heal I/II/III: Charges changed from 3/4/5 to 3/6/9.
  • Resist I/II/III: Now targets the lowest 3/6/9 troops in your stack that do not have RESIST. It reduces incoming damage by 1.
  • Freeze: Now negates the special ability of the first enemy troop encountered in combat.
  • Armor I/II/III: No longer gives a wound when surviving defeat.
  • Resurrect I/II/III: No longer gives a wound when surviving defeat.
  • Dominate: The converted unit comes back without a wound.
  • Lightning I/II/III: Now targets the lowest 1/2/3 troops in the enemy stacks that have not been hit with Lightning and deals 2 damage.
  • Give Dominate I/II/III: The lowest 1/2/3 troops in your stack that doesn't already have DOMINATE gains DOMINATE
  • Give Zombie Bite I/II/III: The lowest 1/2/3 troops in your stack that doesn't already have ZOMBIEBITE gains ZOMBIEBITE
  • Volley I/II/III: Changed to In the damage phase, deal 2/4/6 damage randomly among enemy units. Damage may be distributed across the same or different units, but no single unit can receive more than 2 damage.
  • Scout I/II/III: Increase vision range from 1/2/3 to 2/3/4.
  • Execute: Reduced the strength threshold from 5 to 3.
  • Flying Scout: Now increase vision range by 1 to match other scouts. New twist: A stack with a Flying Scout cannot collect pickups or move onto a hex with a building.
  • Reliable: Now ignores the first wound taken in battle.
  • Stealth: A stack with STEALTH is now only invisible in forests and also removes the movement penalty of forests.
  • Multiply, Frenzy, Walking Forest and Mechanical: Updated ability descriptions to better reflect their effects.

New Abilities:

  • Build Walls: This unit grants a castle bonus to it's stack while outside castles.
  • Counter Attack: Ignore your first defeat in combat and inflict 1 wound to your opponent.
  • Quicken: At the beginning of your turn, each troop in the stack gains +1 speed.
  • Recharge: When a stack survives their first combat each turn, instantly gain back all movement points.
  • Scream: Deal 1 wound to the first troop you meet in combat, and also 1 wound to the next troop in the opponent's stack.
  • Web I/II/III: Similar to paralyze, but targets the lowest most 1/2/3 troops.

Bugfixes:

  • Fixed an issue where units could spawn at the last previously selected castle when recruiting in Guilds under certain conditions.
  • Prevented Stacks containing Flying Scouts from entering Enemy or Neutral Outposts, Castles, Gold Mines, Farms or World Building.
  • Fixed a bug where the path preview used incorrect assets when moving near bridges.
  • Prevented the options menu from closing automatically during the AI turn.
  • Nomad recruit popup now must be resolved before resuming play or ending the turn.
  • Fixed the FOOD icon in the castle building menu.
  • Fixed an issue where tile content highlights could remain active until a stack finished moving.
  • Fixed highlight missing from splitting a stack.
  • Fixed resolution dropdowns in both the main menu and in-game settings.
  • Fixed a bug where Nomads could be claimed by the AI but remain on the map as neutral troops.
  • Fixed sound effects playing through fog of war during AI turns.

Balance Changes

Dwarves:

  • Cannon: Cost increased from 10 → 12.
  • Airship: Cost increased from 12 → 15.
  • Blacksmith: Cost increased from 5 → 8. Strength increased from 3 → 5.
  • Priest: Cost increased from 12 → 14.
  • Warmachine: Cost increased from 7 → 8.
  • Guard: Cost decreased from 5 → 4.
  • Hunter reworked into Builder: Strength 3, Speed 4, Cost 5.

Orcs:

  • Youngblood: Cost increased from 1 → 2.
  • Ogre: Cost increased from 10 → 11. Strength decreased from 7 → 6.
  • Chariot: Cost decreased from 8 → 7.
  • Shaman: Cost increased from 12 → 15.
  • Wolf: Strength decreased from 2 → 1.
  • Dire Bat: Cost decreased from 9 → 5. Strength decreased from 5 → 4.
  • Wolfrider reworked into Warbanner: Strength 7, Speed 4, Cost 14.

Humans:

  • Wizard: Cost decreased from 9 → 6.
  • Cleric: Cost increased from 12 → 13.
  • Pegasus: Cost increased from 12 → 13. Strength increased from 6 → 7. 
  • Wagon renamed to War Wagon: Cost increased from 8 → 15. Strength increased from 5 → 7. 
  • Catapult reworked into Rogue (new unit): Strength 3, Speed 4, Cost 6.

Highelves:

  • Archmage: Cost increased from 12 → 15.
  • Apprentice: Cost decreased from 4 → 3.
  • Mage: Cost decreased from 8 → 6.
  • Great Eagle: Cost decreased from 9 → 7.
  • Red Dragon: Cost decreased from 18 → 16.
  • Eagle: Cost increased from 3 → 5.
  • Ballista reworked into Archer: Strength 3, Speed 4, Cost  4.
  • Soldier reworked into Swordmaster: Strength 5, Speed 4, Cost  8.

Files

KingdomHex Demo - 2026-06-24.zip 434 MB
Version 6 15 days ago

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Comments

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I've been waiting for this moment for so long.

(+1)

Awesome! Thank you for the new patch!