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Hex of Steel News

6.6.12

[h3]ADDED[/h3]
  • Placeable Czech Hedgehogs. Static unit (type=building) that will prevent any armoured vehicle to move through the tile. Any other unit type can still move.
  • Placeable dragon's teeth. Static unit (type=building) that will prevent any armoured vehicle to move through the tile. Any other unit type can still move. Has more armour than hedgehogs.
    AI will buy and placed those defensive buildings, with some limitations. They will place them only on roads / plains tiles. They will buy them only if they are losing.
    Engineers have a 100% damage bonus against these obstacles.
  • Engineers and Partisans to Croatia.
  • 57mm M1 AT gun to USA.
  • Panzer IV F2 for Germany. Very long debate. On Discord. ITS COMPLICATED.
  • Anzio 44 as a standalone scenario.
  • Sounds of the battle are now scaled / proportionate to the distance from the battlefield of the camera.
  • Winter War 1939 standalone scenario.
  • 3 new Finnish commanders: Hugo Österman, Juho Heiskanen, Wiljo Tuompo.
  • 2 new Soviet commanders: Kirill Meretskov, Vladimir Grendal.
  • R-10 Soviet tactical bomber.
  • 75mm bofors AA gun for Finland.
  • Bulgaria Light infantry 43.


[h3]CHANGED[/h3]
  • Bridges and buffs/debuffs associated to them. Bridge tiles now have a +15 defense modifier. Defending a bridge is actually not standing on the bridge but keeping an entire side of the river and shooting at anything that tries to cross it. So it makes sense to have a defensive bonus while being on the tile. Before, you had a debuff to be on the tile.
  • AT guns and AT units (SPGs) as well as AA units will now have the possibility to make enemy units retreat when making a successful attack. It was an oversight from my end, it should have been there since the beginning, it's now 'fixed'.
  • Brought Volkssturm HP on the same base as everyone else (from 50 HP to 100 HP). If conscripts have 100 HP, so should the Volkssturm. They still have very low stats, and lower stats than regular light infantry.
  • Updated Militia stats to be in line with Volkssturm unit.
  • Reduced pontoon bridge unit cost from 150 to 100.
  • Renamed the 'Custom scenarios' button in the main menu into -> Standalone scenarios.
  • I found a way to prevent unit stacking by checkin the entire path they are about to take before they move and figure out where they should stop in order to stop on an available hex and not on an ally.
  • Plane's pathfinding during bad weather has been reset to be what it used to be (allowing moving over allies) since I figured a way to prevent the stacking for units with no visibility.
  • Updated Tutorial scenario.
  • Changing the country of a player in the map editor will now refresh all flags/VPs belonging to that player.
  • Updated Continuation War 1941 and 1944 standalone scenarios.
  • Finnish StuG III G Sturmi, Panzer IV J and BT-42 graphics changed.
  • AI ground units will not (at least less) rush into enemy VPs that are in the FOW. Meaning less 'predictable' ambushes.
  • Bulgaria light infantry graphics.
  • The way units get their supply route. Now takes into account distance to source as well. Will make a balanced pick between best quantity and distance. I have set it up to have a threshold of 10% acceptance rate if 50% closer. Meaning that if a supply source is 30 tiles way and gives 50% supplies, but another supply source is 15 tiles away and gives 40% supplies, chances are the unit will pick a closer supply source to avoid being cut at the cost of losing a little supplies. This change was needed for maps where there were a lot of small villages and only one town in a big area (Hello Finland).


[h3]FIXED[/h3]
  • RADARs in map editor had a question mark instead of their graphics.
  • All issues of units not having max HP when starting a scenario (more often than not the elite ones).
  • Game could not load files that had an extension in CAPS (png -> PNG).
  • Potentially fixed all stacking issues. I implemented a new system that will check wether or not a unit can reach its destination before it starts moving. If it cannot, it will stop at the last tile it can move to. The tile obstructing the path will see its fog of war removed and a message will pop up to explain to the player that there is something obstructing the path of the unit.
  • AI didn't take into account fixed income when checking if they are winning or losing the war.
  • Modded tiles were not updated if you changed some stats AFTER you made a map.
  • Stacking issue with units having 0 visibility.
  • Fixed team / country / FOW swap bug happening when loading a save from within the game scene. Human player would not be updated and this would cause issues.
  • Swapping 2 units didn't check if one of the two units had the amount of movement points required by the other unit's tile.
  • German 12.8cm flak hard damage.
  • Rain didn't influence movement points of any country that wasn't the first country to play its turn...

6.6.11

[h3]ADDED[/h3]
  • 3 new soviet commanders: Pavel Belov, Pavel Rotmistrov and Mikhail Katukov.
  • Possibility to mod any unit's turn production. Base value is 0, which means the game automatically calculates it. If you want to edit that, just write your own value in the inputfield. Feel free to make mods that are simply overhaul of the current unit's production values (For ships, let's say, I know some people wanted longer production times ... so here you go).
  • New quick game scenario: Berlin 1945.
  • Multiplayer version in the multiplayer menu UI.
  • Engineers for Switzerland.
  • Units in production icon. This lets you know if you have any unit in production, on top of knowing if any unit is ready to be deployed.
  • Confirmation windows for both making peace or inviting a country to join your faction. This way, you can know exactly how much it will cost you.


[h3]CHANGED[/h3]
  • Soviet Partisans graphics.
  • British Valentine Mk. XI graphics.
  • Updated online chat and multiplayer versions. Not compatible with earlier versions. Please update the game to its latest version to make sure compatibility will be reached.
  • 50 to 100 caracters for save name.
  • Volkssturm , StuG IV and Puma, Jagdpanther, Ferdinand, Tiger II, Panzer III L graphics changes.
  • Swiss light infantry graphics.
  • Soviet Engineers graphics.
  • Soviet ML-20 152mm graphics.
  • Nerfed Garrisons.
  • Volkssturm got slighty better stats.
  • Changed Volksgrenadier stats.


[h3]FIXED[/h3]
  • Getting in and out of the game by swapping tabs would automatically play a new track when getting back in the game.
  • You could bomb and destroy a plain tile if it was marked as VP and bombed by a strategic bomber. This would render the tile entirely black (game trying to get a destroyed graphics for it).
  • AA that had a 2 tiles range could target ground units underneath a plane.
  • Removing a player that had events based on in the map editor would prevent you from opening the event panel ever again. This doesn't fix old instances of the bug, but will prevent newer ones to happen (removing events linked to a particular player automatically when removing a player).

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Do you wish you could play the game while travelling? There is a solution to that! Hex of Steel is also available on mobile

6.6.10

Hello everybody :)

We are almost ready to launch the PlayTest of our new game: Beasts of Steel (Plays as a TotalWar but set in WWII. Hexagonal strategic map, battles resolved in first person).
In the meantime, one more patch for Hex of Steel :)

[h3]ADDED[/h3]
  • Possibility to duplicate items in the basket. YES. Finally :) Just click on the item and it will duplicate itself. No more need to purchase the same unit over and over again and clicking everywhere, single click is enough now.
  • New key bind to clear/cancel attacks for a selected unit. This will prove useful mostly for anti air units. Why? Well let's say you want to move to a tile, but an enemy plane is on this tile. You will be forced to attack this unit before you can move in the tile. Now, when you press the key, the potential attacks will be cleared and you will be able to move freely without being forced to attack anything.
  • New event: Peace Loss VP. Country losing a specific victory point will make peace with the country capturing this VP.
  • Added list of achievements in the game + which are locked and which are unlocked in the main menu.
  • New key binding + feature to make a sub start underwater in the map editor.
  • 4 new commanders for Canada.
  • Light infantry 43 for Romania.
  • Scorched earth policy (new military tactic): When an enemy captures one of your victory point, it gets immediately destroyed for 3 turns.
  • German commander: Kurt Student.


[h3]CHANGED[/h3]
  • AI planes quantity being purchased (reduced).
  • Special AI new purchases weight for year priori to 1900 (will buy less artillery).
  • When opening a save in the map editor, under water subs will be shown as such.
  • Achievements are now sorted by locked first so you know which ones are left to unlock at a glance without needing to scroll endlessly (there's quite a lot of achievements in the game).
  • Updated graphics of 3inch M3 AA gun and M1 90mm AA gun, M19 MGMC for USA.
  • Reduced purchase amount of engineers for the AI.
  • Updated graphics for: Light infantry, Light infantry 43, Heavy infantry for USA.
  • Updated paratrooper graphics for GB.
  • AI planes now take into account the HP of units around their target. It used to treat all units as 100HP ones meaning it would not attack some units in some certain cases.
  • Graphics of BL 4.5 inch and Cruiser Mk. VIII Challenger and light infantry 43 from the British.


[h3]FIXED[/h3]
  • Ground troops armour was taken into account for airborne ones (Example: American light tank Locust M22).
  • Waypoints key binding could not be set to something else/new.
  • Europe maps Finland borders issues.
  • Changing faction while in the store would not refresh the store, meaning you could swap faction from neutral to axis and still buy from the allies. This worked only until you closed the store, next time you opened it it refreshes. Now I force refreshed it when changing faction.
  • If your unit had no movement points and hadn't moved during the turn, refuelling it would not give it its movement points back you had to wait one extra turn.
  • PBEM multiplayer broke down. Took a long while to fix, apologies!
  • 2 back/return buttons missing in the multiplayer menu (sign up + password request).
  • Couldn't untick 'player playing first' when hosting a multiplayer game.

6.6.9

[h3]ADDED:[/h3]
  • Manchukuo (Country + units).
  • Manchukuo to Pacific 1941 map.
  • Fade to season change transition. Looks better.
  • Added 203mm gun for Finland.
  • Added Canon de 194 GPF to France.
  • Light infantry to Mongolia.
  • Light infantry 43 to Canada.
  • New setting: Show unit number on counter (Thanks @CarbonDevice for the idea).


[h3]CHANGES:[/h3]
  • Small adjustment to OOB of Finnish-Soviet border on Europe 39 map.
  • Changed buildings units icon type to building icon (instead of tank icon for bunkers for example).
  • No more fuel loss due to bad weather for units being on a victory point. They will still lose their movement point.
  • AI ships will no longer try to move across the Earth anymore. I have set a maximum of 100 tiles to reach their goal. If the number of tiles to reach their goal is higher than 100 tiles, then they will abandon their goal and stay where they are. This will prevent the soviet ships moving from murmansk to attack GB for example or stuff like that. Or the Soviet Navy moving from the black see to Europe…
  • Finnish Heavy infantry graphics.
  • Japanese Type 96 15cm artillery graphics.
  • Japanese Type 88 75mm AA graphics.
  • Defensive unit shield graphics (map editor only).
  • Added bunker NATO counter.
  • Order of battle research not case sensitive anymore.
  • Operation Barbarossa South balance changes.
  • Changed Churchill Mk. II, Churchill Mk. VI, Churchill Mk. VII, Churchill Mk. VIII, graphics.
  • When the app loses focus, the weather and music sounds will now be stopped and resumed when the application gains focus again.
  • Added Manchukuo to Battle of Khalkin Gol campaign scenario.
  • Graphics of Canadian heavy infantry.
  • Graphics of Finnish light infantry and Engineers.
  • British heavy infantry graphics.
  • British engineers graphics.
  • British 2pdr graphics.
  • Graphics of Australia Light infantry and engineers.
  • For modern wars mods purposes, I am now adding all neighbours to the launch site if the unit is of type Plane. This allows modern planes to launch missiles.
  • Units with a max purchase limit will be available again once destroyed/killed.
  • You can now have the AI to play first in real time multiplayer.


[h3]FIXES:[/h3]
  • Finnish coastal defence ship cost 0 manpower.
  • Units in landing crafts could overrun ground units.
  • Torpedo equipped planes made a torpedo sound against ground units when attacking.
  • No more AI war declarations because of ships.
  • Chuikov was a Soviet Union ground hero.
  • Jungle villages could spawn all types of units (except planes).
  • Ships could move across other ships in the FOW and overlap (if they were not at war).
  • Visibility / FOW bug when right clicking over an enemy unit while deploying own units.
  • AI fighters was escorting friendly barrage balloons.
  • Issue with renaming a unit, font size and some more weird behaviours.
  • AI planes while starting above a potential target would not attack it and simply move away.
  • Showing selected unit in OOB.
  • Convert save to map small issue with alliances and wars not being properly reset.
  • BIG BIG BIG issue with AI and ... right clicking ... :)
  • Modified base units and tiles stats were not kept after playing a scenario and going back to the main menu.
  • End of scenario stats charts were not generated if you had twice the same country in a scenario (two germany's for example).
  • AI planes were attacking targets right beneath them without checking if they would die by retaliation fire or supportive fire (only when they started their turn above a target).
  • Jungle tiles turning black when snow starts falling.
  • Using the 'remove all units' button in the editor didn't take into account units with a max purchase number.
  • Real time multiplayer is now limited to 20 players max. You can host a map with more than 20 players, but the rest will be AI controlled.