1. Hex of Steel
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  3. 7.5.2

7.5.2

[h3]ADDED[/h3]
  • Mountain tile now got a summer version (without the snow).


[h3]CHANGED[/h3]
  • Huge amount of campaign scenarios updated to support both manpower + upkeep settings, as well as general balance. Actually, I think I finished revamping all 'Western' scenarios, all that's left to update now would be the Pacific ones.
  • You now can (as a Neutral) send units to other players.
  • AI will no longer purchase drop tank for its planes on small scale scenarios (waste of money).
  • Extra recruitment time for: Political units (SS/Guards), Mech. / Mot. options.
  • Updated manual (including new manpower section).
  • The way the improved AP shells policy bonus is calculated. Now more efficient.


[h3]FIXED[/h3]
  • AI would deploy anti tank obstacles in victory points.
  • AI could waste its movement if it could kill a unit that was on an adjacent tile to him.
  • Europe 1939, Italy should have owned Rijeka and Zadar (Balkans/Yugoslavia).
  • AI engineers moving out from rivers when they should have stayed to help allies cross.
  • AI not using pontoon bridges or engineers to cross rivers.
  • When purchasing new units while the reserve panel was open, it would not refresh its content.
  • If the unit you have selected was taking supportive fire, its stats would not be refreshed (selected unit stats shown on UI).
  • More research points policy was broken, upon losing the policy, the extra research points would not be removed.
  • UI size issue with transfer panel (cumbersome and couldn't always display all of the needed information).
  • AI would often waste artillery attacks by moving more than 1 tile when it could have moved just 1. It will now move only 1 tile if it doesn't need to move closer to be able to fire at the enemy.
  • ZiS-3 had too high stats.
  • UI volume slider in game would not be set to its actual value when opening the UI.
  • Your own armour obstacle would prevent your own armoured vehicles to move on the tile.
  • When having the possibility to kill more than 1 unit, AIs bombers would not prioritize destroying the most valuable target.
  • AI would place down many launch sites near each other (too close to really be worth it).
  • Stalingrad 1942 standalone scenario would never end.
  • Reaching max commander rank in campaign (20) was impossible. Therefore unlocking the associated achievement was impossible too.
  • In map editor "hold VP" button would not properly work when setting the tile for a member of the Comintern faction (would work fine for Axis and Allies though).
  • When a unit was granted a hero which provided a +1 visibility bonus, it would actually act as +2 visibility.
  • When AI attacked with coastal batteries, it would trigger supportive fire from artillery.
  • Some units stats inconsistencies.
  • Railroad issue in Northern Russia on Europe scenario.