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6.8.3

One more patch :)

Our closed beta for our new game is still running, and if there are still some of you interested in giving it a try / playing with us, feel free to join our discord server and ask for a key, I will be happy to show you what we've been working on these past 2 years!

[h3]ADDED[/h3]
  • Convoys spawn events on Europe 39 and Europe 41. Canada and the USA will be spawning convoys regularly in the Atlantic to help out the UK. This makes for some realistic war help and starts the atlantic war...
  • Possibility to press 'escape' when starting/loading a scenario to pass the start screen.
  • BMW R12 recon unit for Germany.
  • Willys MB Jeep recon unit for the USA and GB (Desert variant).
  • GAZ-67 jeep recon unit for the USSR.
  • Small icon on unit counter to show wether or not a unit has a hero.
  • Possibility for ships to surrender for scenarios where the year is < 1900.
  • Humans only toggle for the events in the map editor.
  • Opacity for the overlay is now saved.


[h3]CHANGED[/h3]
  • Any ground unit can now attack an enemy unit that is in a landing craft IF the enemy is on a harbour tile.
  • Embarking/disembarking from a transport plane, a ship, or a train will reset the unit's entrenchment level to 0.
  • Error text shown when trying to join a faction that already exists but you are not Neutral.
  • If two units damaging each other are on the same tile (typically, plane + ground unit) the damage visuals will be split evenly on the sides instead of both in the middle resulting in some glitchy text.
  • Stronger penalty for units proceeding to land to make a more significant different with marines which have no penalty at all.
  • Pressing 'escape' when chat is open will no longer close all of the UI but simply close the chat panel.
  • Text when a player sends you funds.
  • Added a delay to retaliation fire sound effect (0.5s).
  • Removed some Allied ships from the Sicily scenario as they didn't have that many historically.
  • Made custom manpower cost inputfield in unit editor bigger (could only fit 3 numbers before...).
  • Added an extra Istanbul city tile on the other side of the coast on Europe scenarios.
  • Added Mount Olympus mountain in Greece that was missing on Europe scenarios.
  • Stalingrad factory positioning on Europe scenarios.
  • Artillery will now take armour into account, 15%. Artillery was pretty OP and needed some nerfing.
  • Bombers take into account 15% of it.
  • Infantry now also takes into account 5% of the enemy's armour value as a penalty when attacking armoured targets.
  • When paratroopers will be dropped, if there is any enemy AA in the area the enemy AA will fire at them.
  • Reduced factories and refineries prices to 1000 and 2500 to have profit start after 30 turns vs 40+ turns previously.
  • Operation Market Garden upgrade.


[h3]FIXED[/h3]
  • Faction change event could lead to one unwanted behaviour where the country from the alliance being joined would stay at war with the country joining (Example: Romania switching sides in 1944, before the fix, USSR would be both allied with Romania and at war with Romania).
  • When duplicating an event, the MaxExecution property would reset itself to 1.
  • 'Disarmed' text was shown behind the unit counter instead of in front of it.
  • Op. Husky Canadian starting position + changes to order of battle.
  • Event actions would repeat themselves more than once if one of them could not be completed during the process of an event.
  • Redeploying units that were in trains or landing crafts would be redeployed in the same state.
  • All campaign scenarios went missing in multiplayer (no longer available).
  • Typo in armour production bonus for policies.
  • Custom cost in unit editor could only display 3 digits at a time.
  • Unit upgrade text in unit history was wrong.