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  3. 6.3.0

6.3.0

[h3]ADDITIONS[/h3]
  • Brand new (updated) UI! I added a blur/transparency effect and it looks more modern/slick now, I think it looks better like that, it's refreshing!
  • New policy mechanics! Totally optional, can be turned ON or OFF in the settings, multiplayer and campaign compatible (carried over from one scenario to the next). 43 policies split in 3 categories. I will add more, I just need ideas, so take a look at what’s already there and suggest me some others! :D
    Same for categories, I’m sure we can come up with more than 3 to make it more interesting or balanced.
    Now, with the introduction of policies I am also introducing High command points, using those high command points you will be able to choose policies. You can have one active policy per category MAXIMUM. You can change as many times as you wish as long as you have the high command points necessary. High command points are earned every turn based on how many city tiles you own (biggest city tiles = capitals basically). The maximum amount of high command points you can store is 100. Each city tile will produce 5 a turn. All policies have a different cost based on what they do. AI will also pick policies.
    Unfortunately, none of this is moddable. I am sorry! (It requires deep changes in several places in the code, and you do not have access to the sourcecode so that's why I can't be edited from the outside). But I am really open to ideas so go crazy!


[h3]CHANGES[/h3]
  • AI now plays ... faster. Just WAY faster. On the map Battle of France AI only it took the AI 20 minutes and 72 turns to finish the scenario, and with the old one it took it 47 minutes and 74 turns. It plays twice as fast at least :)
  • AI amphibious attacks should be more interesting now it will not send all its troops to a single point but instead spread out and land from different directions.
  • Updated Europe 1941 and Europe 1939.
  • Updated Sevastopol campaign scenario and Campaign of Poland campaign scenario.
  • SPGs took a single turn to produce, I believe it should be 2, so now they take 2 turns, they're tanks right so they should take the same amount of time.
  • FOW is now shown when playing AI vs AI games.
  • Showing the amount of money the AI player has when in the same team / AI vs AI game.
  • Added a 1 turn delay for deploying captured equipment.
  • Optimized the shit out of the store menu. No more lags.
  • Submarines are forced to surface every 3 turns now (to recharge their batteries). They will not be allowed to dive in the third turn they have been submerged and will surface automatically.
  • Optimized the supply line generation. Should lag way less and be more responsive.
  • Updated Campaign of France quick game scenario.


[h3]FIXES[/h3]
  • Sometimes the core unit amount would not be properly reset when starting a new campaign.
  • Retreating units with option quick movement ON were playing the movement animation.
  • Sonars would show naval mines.
  • Following achievements were broken (couldn't be unlocked): Creator, Cheater, Loser, Winner, Retreat, Shore bombardment, Follower, Host.
  • Submarines could attack from underwater (being submerged).
  • On the Europe maps, the railways would not reach the followings cities: Lulea, Pecs, Hammerfest, Bergen, Oslo.
  • Time played on a scenario wasn't saved in the autosaves.
  • OOB sorted by health was not working entirely, now the lowest health is properly at the top.
  • AI playing by itself without hitting start in some rare cases.
  • You could get money by upgrading a unit more than once.
  • All units price and stats on all maps.
  • Attacking a neutral unit would always make the country turn Allies and never Axis even if you were the Allies yourself.