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Hex of Steel News

8.1.5

[h3]ADDITIONS[/h3]
  • Few new german commanders: Wilhelm List, Maximilian von Weichs and Georg von Küchler.


[h3]CHANGES[/h3]
  • Operation Overlord standalone scenario channel islands ownership (should have been Germany, not the UK).
  • Europe 1942 standalone scenario: added missing commanders.
  • M4 Crocodile is now marked as Prototype.
  • M4 Crocodile availability date has been changed from early 1942 to early 1945.
  • Churchill Crocodile availability date has been changed from early 1943 to mid 1944.
  • Partisans spawning was uncapped, it is now capped so that the total amount of partisans spawned in one turn cannot be higher than the total amount of occupied cities (if there are 5 occupied cities, then a maximum of 5 partisans will be spawned).


[h3]FIXES[/h3]
  • Partisans spawning was not checking for max unit purchase cap.
  • Out of fuel range area calculation for planes was wrong.
  • Out of fuel range area for planes was not taking into account carriers or carrier compatible planes (only checked against land airfields/reinforcement tiles).

8.1.4

[h3]FIXED[/h3]
  • Player swapping seats/nations in PBEM online multiplayer games in some specific cases.
  • Next human player panel showing up in online PBEM multiplayer games between players.
  • Income modifier setting resetting itself between custom campaign scenarios leading to 0 income (both start and turnly) on second scenario and onward of custom campaigns.
  • Custom campaign scenario choice had the '.sav' extension shown on the UI.
  • Clouds spawning but never clearing themselves when zoomed out max with the camera (resulting in serious performance issues after a long time if not zooming back in again).

8.1.3

CHANGED
  • Support fire logic has been tweaked a little so that potential supporters will never support attacked unit when the distance between the attacker and the attackee is greater than the potential supporter range of attack. Vanilla behaviour remains unaffected, this really is a fix for modded games where an AT weapon with a range of 1 would support a friendly when attacked from 5 tiles away by a unit with high range.
  • [Harmony] All units modifications options now take their values from the Database.cs script, all hardcoded values have been removed. This change now properly allows modders to properly mod towed/motorized/mechanized transport options to their liking.


FIXED
  • Infinite campaign commander XP when completing a scenario, saving, loading, completing again, etc.
  • Many server-side fixes, including logic issues and email deliverability issues/blockage by some providers (gmail, yahoo...).
  • Unit purchase limit was not properly updated when you used the 'spawn units in VPs' in the map editor. It could bring you above the limit.
  • AI freeze during policy picking when modding the game (very specific, edge cases).
  • Units spawned through events would have 0 manpower value assigned and 0 morale.

8.1.2

Last update of the year :)

Happy new year in advance to everyone!

[h3]ADDED[/h3]
  • Confirmation window when you are about to pick a policy from one category where you already have an active policy (to warn you about the fact that only one policy can be active per category).
  • New setting: auto skip previous turn summary window (under Misc category).
  • Possibility to leave an online PBEM game without any penalty when 48h has passed since the last player played its turn.
  • Joining the last slot in an open online PBEM game will now automatically take you to the 'continue' menu saving you a click.
  • (SteamDeck) Virtual keyboard will now properly appear/disappear when handling inputfields.
  • (SteamDeck) Proper zooming with L1/R1.
  • (Mobile) new mod quality setting (low, medium, high) to allow user with little RAM to still run mods.
  • (Mobile) import mod button in the mods menu to circumvent Google's restrictions on storage access.


[h3]FIXED[/h3]
  • Online chat public channels had issues, as a result you would see almost no one online or everyone would be split in small sub groups.
  • Online PBEM games where you were playing more than one nation in a row would send the data to the server after every turn you played instead of letting you play through all nations at once.
  • In online PBEM games where you were playing more than one nation in a row would set you as the active player even when it was someone else's turn.
  • An email would be sent every time a player occupied a new seat in an online PBEM game even though he had already joined once.
    the game session (when choosing to play more than 1 nation for example).
  • An email would be sent every time a player left an online PBEM game even though he had not emptied all its seats.
  • Coastal artillery and land mine properties never resetting when upgrading/downgrading units.
  • Southampton was a city inland in the Sea Lion South scenario.

8.1.1

ADDED
  • Capitulation event for the USSR on the Europe scenarios (requires the loss of Moscow, Leningrad, Stalingrad, Sevastopol Murmansk and Baku).


CHANGED
  • Multiplayer compatibility version.
  • Game settings when hosting a PBEM game will now be properly sent to the PBEM server.
  • The AI will no longer redeploy its units guarding its borders.


FIXED
  • You could play a PBEM game with extra mods that were not required by the session and had a gameplay impact on the game.
  • Mods not displaying their names but their IDs instead (when coming from the Workshop).
  • Vichy France will now be properly created even if an Axis minor triggers France's capitulation.
  • No place to deploy german reinforcements on scenario start in Silver Fox (campaign).
  • P-40N was marked as carrier compatible even though it was not IRL.
  • You could not upgrade/downgrade a unit to/from itself when it was from another country.
  • Bug when trying to upgrade/downgrade a unit while having a full list of units in the basket list from previous pre-purchase actions.
  • De Ruyter Dutch cruiser had wrong start commission date.
  • UI scaling issues on the mobile version.