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Hex of Steel News

7.7.41

[h3]ADDED[/h3]
  • Quickload key-bind (loads the last save file that was made/updated).


[h3]CHANGED[/h3]
  • Multiplayer compat. version.
  • Steam Cloud save files will no longer systematically download and overwrite local game files if the timestamps of both files is identical (should prevent any freeze when booting up the game when having tons of steam cloud save files but none have changed locally).
  • When playing with the 'camera follow AI moves' setting, it will now focus on units being targeted by AI artillery units which are in the FOW instead of not focusing on anything and skipping those attacks from FOW.


[h3]FIXED[/h3]
  • Units would overlap on friendly mines when ordered to move across them into FOW and if there was an enemy unit in that tile in the FOW (kind of very specific).
  • Pressing the 'Continue' button in the main menu would systematically load the latest steam cloud save. Steam Cloud save files now have their 'file creation date' properly restored upon download.
  • Custom units spawned in the Map Editor using the 'spawn units' button could have 'broken' graphics.

7.7.40

[h3]CHANGED[/h3]
  • Multiplayer compatibility version.
  • Faction change cost: reduced when switching to neutral (old formula only counted players you were at war with, but not if they got vanquished entirely or not).
  • Steam Workshop Mods Manager menu UI + code rewrite.


[h3]FIXED[/h3]
  • Notifications menu not properly scaling with your screen's height.
  • Units would not move to destination tile in very specific case: enemy land mine on one tile + enemy unit on an adjacent tile + ZOC setting ON.
  • Localization typos.
  • Minor issues with some scenarios.
  • Units editor resetting the active mod whenever you left the menu, giving you the 'you need to select a mod' message every time you tried to mod any unit afterward.
  • AI planes would not perform attacks when it should have in some cases.
  • Video player for video wallpaper in main menu would stretch the video content.
  • Steam API callbacks were called twice instead of once per frame.
  • In specific cases, Steam mods would remain as numbers (ID) in the Mods Manager, instead of displaying their actual name.
  • Most likely fixed the 'spotted units' icons not clearing out when they should (radar/sonar).

7.7.39

ADDED
  • Laid down the groundwork for an actual in game tutorial.


CHANGED
  • Reworked some of the codebase to make it easier to mod in the (near) future.


FIXED
  • A lot of the units options stats modifications were scattered around the whole codebase and not always matching, I have unified the definition of such modifications, and now a single modification is used across the whole game.
  • In some rare/specific cases, the mods manager mods listing would break when a steam workshop mod could not be found at its install location (when installed on a separate disk, for example, and that disk was not connected).
  • AI risk/reward calculations when attacking.
  • Save/Load menu UI scaling issues.
  • Diplomacy menu UI scaling issues.
  • Some outdated units were patched in many scenarios (name changed, stats, etc).
  • Battle of Berlin campaign scenario on the Allies side would not allow you to play both US and UK, it was either one or the other, and the other one would be AI controlled.
  • AI trains pathfinding thought it could move through destroyed bridges.
  • Units spawned through events were broken (regression from prev. version).
  • Units ID when spawned were limited from 0 to 100.
  • You could undo your move when your unit was intercepted by the ZOC of an enemy unit from the FOW (regression from prev. version).
  • Negative or very low fuel issues on planes with some specific loadouts (regression from prev. version).
  • Units spawned in the map editor using the auto spawn buttons would not be properly registered to the player (regression from prev. version).

7.7.38

ADDED
  • Warning popup window for chinese players trying to play realtime multiplayer, the game does not have any servers in China, which as a result can lead to poor performances during online games (realtime only).


CHANGED
  • Multiplayer version compatibility.
  • AI better picks its target when several are at its disposition.
  • AI now takes into account units cost when planning for an attack.
  • AI's aggressiveness is now properly influenced by the actual economical situation (allies vs enemies total income).
  • Vehicles armour have less impact vs infantry damage when engaged in unfavourable terrain (cities, forests...).


FIXED
  • AI was wrongly calculating supportive fire when making attack decisions, which could lead to some 'kamikaze' attacks.
  • Choices UI elements for next scenario(s) in campaigns were not translated when completing a campaign scenario.
  • When the AI was playing very fast and deploying new units, some of them would remain visible through the FOW.
  • Bug during human/AI control swapping mid-game through the Diplomacy menu.
  • AI paratroopers would often place themselves over rivers or mountains in their transport mode trying to paradrop but they could not due to the tile not being walkable.
  • Changing a unit's starting level and reverting back in the map editor would not revert the unit's HP.
  • Little bug with ZoC behaviour in some specific cases.
  • Infinite money glitch when selling units with a progressive cost set (factories, refineries, etc).
  • AI had some wrong stats applied when purchasing some movement options (motorization/mechanization).
  • Typo in french localization.

7.7.37

[h3]ADDED[/h3]
  • New file inside mod folders: Manifest.json. With the rework of the mod manager UI, some information relative to the mod can now be seen (author, mod version, description of the mod, dependencies, etc). I would like to invite all modders to update their mod with the new file (new file is automatically added to any mod whenever you open the Mods Manager UI menu).
  • New unit property for the Units editor: Exclude unit. This is a BOOL (true/false) which basically excludes any unit tagged with the flag from the game, you can use this to 'remove' base game units (and the reason why it was added).
  • New unit property for the Units editor: Move or Attack. This is a BOOL (true/false) which when applied will prevent the unit to both move AND attack during its turn.


[h3]CHANGED[/h3]
  • Modding menu UI. Clearer and simpler to use.
  • Mods loading order are now exactly as shown on the new modding UI menu, mods will be loaded from top to bottom.
  • AI units marked as scenario victory condition (must be killed in order to win the scenario) now are going to flee away from enemy units. As an example, the battle of Midway or the Coral sea had such victory conditions, the carriers will no longer rush into the enemy fleet, but flee instead.
  • Store menu no longer resets after closing it and reopening it (your basket will be kept intact).
  • Mods thumbnail template has been updated.
  • Quicksaves naming convention, clearer and more informative now.
  • Reworked the stats of all artillery (towed) with 15 and less damage.
  • Artillery with 15 damage and above or 3 range and above are now considered as heavy and have the 'move or attack' mechanic.
  • Heavy artillery (20+ damage) will now remove 2 entrenchment level when attacking.
  • VERY heavy artillery (30+ damage) will now remove 3 entrenchment level when attacking.
  • Reworked codebase to allow for future in-depth modding support.


[h3]FIXED[/h3]
  • Cavalry had wrong localized name for Napoleonic Wars mod.
  • Operation Uranus (Allied campaign scenario) had no victory conditions.
  • UI scaling issue with the end of turn summary.
  • UI scaling issue with save/load menus.
  • Removed annoying Aleutian islands major victory points on Pacific 1941. As a result, I will have to reset the Steam leaderboard for that specific scenario as this will change the victory quite a lot.
  • In very specific situations, the AI would skip some of its units (if a unit died during its own turn and another one was playing before, that next unit would be skipped).
  • Strategic bombers with the recon property would be shown as possible to bomb a tile even though they are not capable of such an action.
  • Patrol boats would be shown possible to move through some enemy-controlled VP even though when clicking it would result in the unit not moving and wasting its movement action.
  • AI would have issues with its vision through FOW around its VPs when playing with 'stricter FOW' setting ON.
  • Bombing a tile with a strategic bomber did not disable the 'undo' feature.