1. Hex of Steel
  2. News

Hex of Steel News

Top 10 mods

Hello hello!

I come with more mods news :p

This time, it is for the very FIRST top for the game! I shall name it, top 10 mods for HoS!

Judging by the amount of subscriptions to mods in the workshop, it seems not many of you know of its existence or seem to know what's there, so this top, hopefully, will spark interest in some of you :)

[h3]NUMBER 1: Uncut German flag.[/h3]
Replaces the base censored German flag by the historically accurate one.
You can subscribe to this mod here Credits: Valentin56610

[h3]NUMBER 2: Tinted counters.[/h3]
Replaces all white on the counters by the counter's base color but tinted.
You can subscribe to this mod here Credits: Der Kuenstler

[h3]NUMBER 3: The Great War (WWI conversion)[/h3]
Brings WWI to Hex of Steel! No more, no less :)
I heard eastern front is under development, so only the western front is available at the moment.
You can subscribe to this mod here Credits: Chrys131

[h3]NUMBER 4: Modern Warfare[/h3]
Brings modern conflicts to the game, featuring the Russo-Ukrainian war.
You can subscribe to this mod here Credits: Chrys131

[h3]NUMBER 5: Napoleonic Wars[/h3]
Brings the 1800s to the game, with a Europe map with most countries of the time.
You can subscribe to this mod here Credits: Chrys131

[h3]NUMBER 6: National bunkers[/h3]
This mod changes the graphics of most bunkers giving them a more personalized style.
You can subscribe to this mod here Credits: Der Kuenstler

[h3]NUMBER 7: More Visible Airfields[/h3]
This mod changes the graphics of the airfield tiles to make them more visible even when units are above them.
You can subscribe to this mod here Credits: Der Kuenstler

[h3]NUMBER 8: Huge Pacific scenario[/h3]
This mod adds a new scenario to the game, it is taking place in the Pacific and is a huge one! Perfect for players that are looking for huge scenarios :)
You can subscribe to this mod here Credits: evolution.400

[h3]NUMBER 9: German Generals Portraits[/h3]
This mod replaces the base generals' graphics by custom ones showing their faces.
You can subscribe to this mod here Credits: Chrys131

[h3]NUMBER 10: More Visible Trenches[/h3]
This mod changes the graphics of the trenches tiles to make them more visible even when units are above them.
You can subscribe to this mod here Credits: Der Kuenstler

Thank you for reading and thank you to all modders that already have contributed to the workshop and that will contribute in the future!

Modding update

Hello everyone!

I am making this news event to make sure everyone knows about the modifications I made to modding.
I have already talked about it in the Discord server (Discord server invite), and also in the change log of version 6.4.0 (6.4.0 change log), but in case some of you are simply not on the server OR do not read change logs (it's ok I won't be mad), here's an event with more visibility :)

--------------------------------------------------

First of, I have re made the tutorials for modding:
You can find part 1 here : Part 1 : Creating a mod in HoS
And part 2 here : Part 2 : Sharing your mod to the Workshop

-------------------------------------------------

With 6.4.0 out, it has now became incredibly easier to make mods that add units / tiles / countries

The big changes here are is the following:
- Ability to edit mods on the fly directly from within the editors

In any of the editors (country, unit, tile) you can now select a mod to edit, and remove/add stuff from it and save your changes directly from within the game.

Whereas before you needed to handle files, copy them from the root folder of the game to the mod's folder back and forth every time you wanted to edit a mod.

Now, everything is accessible from within the editors, as long as you activate the mod(s) through the mods panel :)

Happy modding!

PS: To the attention of modders, only one Custom Units.txt file is now allowed PER mod. If your mod uses more than one Custom Units.txt file, please get in touch with me so I can merge those files in a single one.

6.4.0

Hello guys!

I apologise for being out of touch for so long, I was taking a break at my grandparent's for 10 days, I just got home
Thank you for your patience on the bugs matter :)
I fixed everything that's been reported and even improved stuff
I know I was on a break and with family, but I still found some time and motivation to rework the modding system to make it easier to use
I know a lot of you were confused what to do with files, where they were where to put them etc and I understood the current solution was not optimal at all
So I rewrote most of the code and it is now way easier to make mods (for units, tiles and countries, I haven't changed the rest)
Hope you will enjoy those changes!

[h3]ADDITIONS:[/h3]
  • British light infantry 43.
  • Type 98 20 mm AAG (prototype) to Japan.
  • US M2 light tank.
  • You can now change the individual unit’s level right from the map editor. Done so when right clicking on a unit, two more buttons have been added: +1 level to unit and -1 level to unit.
  • Color blind setting. For now only the damage color is changed accordingly, but if color blind players have more ideas I am open to changing other dynamic elements for you.
  • 2 new victory types: Dealing X damage, bombing X tiles. Useful for bombing type of scenario or dealing damage to a fleet for example, so, some new scenarios possibilities here :)


[h3]CHANGES[/h3]
  • Changed the way mods are being handled. No more file handling or whatever, just create your mod through the game's UI, then add/remove/modify units of your mod directly from the editor without having to move / copy files over the place. Those dark times are over and now modding became incredibly easier! Currently looking for a solution to modify official units (base units) stats and make a mod for that. One note though, only one file will be allowed per category now, you will not have the possibility to have 2 custom units file in the custom units folder.
  • Re did the modding README file, clearer now :)
  • Bunkers and costal batteries will spawn asleep.
  • Crimea 1944 and Europe 1939 balance adjustments.
  • Optimization to deployment panel (faster to open and close, performance wise).
  • Units for the spawn unit event in the map editor are now ordered by their names. Easier to look for a particular unit.
  • Made units store slots bigger on mobile version, 4 columns instead of 5 makes more space for having bigger slots.
  • Pershing and Super Pershing graphics.
  • Slightly improved opening times of maps in the map editor.
  • You can now set and unset a victory point without the need to reset the entire tile by pressing the set vp button in the map editor. Basically pressing it once will make the tile a VP but pressing it again will remove just the vp, no more need to reset the entire tile (name + units etc).


[h3]FIXES[/h3]
  • Paratroopers kept their 8 MP when dropping if they were placed in the map editor.
  • AI generals not moving out victory points.
  • AI generals were not always winterized.
  • Human controlled partisans couldn’t blow up bridges
  • 3.7 cm sd kHz (German) had no armour.
  • Clicks going through the tiles container in map editor.
  • Paratroopers would become garrisons.
  • You could resupply submarine under water with supply ships.
  • No sounds were played when resupplying using supply ships or planes.
  • Spawning several units using the event would not spawn all of the units if there was more than 1 unit to be spawned.
  • All scroll areas that would not scroll if you did not have your mouse perfectly on the item. YAY.
  • Forgot to add the graphics for the Chinese transport plane for paras.
  • Finally fixed the annoying bug of black tiles and tiles disappearing when placing roads rivers etc. All good now!
  • AI freeze instance when using previous tile owner in map editor if the country you entered doesn't exist on the map.
  • One issue of OOB not opening.
  • Modded countries borders being white in the map editor.
  • Red text for total basket price in map editor (you got unlimited money).

6.3.5

Update is not backward compatible for real time multiplayer since I made changes/fixes to the network code.

[h3]ADDITIONS:[/h3]
  • Be-4 and Be-2 naval recon planes to the USSR. Can be launched from ships that have a catapult.
  • SS and Guards option in the store. This option will give the unit +15% damage against other units that are from another ideology. They will get twice the morale gain and suffer 50% less morale loss. They won't surrender either. Censored version for our German friends, sorry guys but the game would be banned for using the real SS icon :( Censored version is applied automatically to German region and displays the iron cross instead of the real SS logo.
  • 5 Chinese commanders.
  • Ram Mk. I and Ram Badger to Canada.
  • Possibility to mod NATO counters.
  • Custom store headers for Spain.
  • British light infantry 43.
  • You can now change the individual unit’s level right from the map editor. Done so when right clicking on a unit, two more buttons have been added: +1 level to unit and -1 level to unit.


[h3]CHANGES:[/h3]
  • Not showing the state of the enemy’s ammo and fuel anymore, will add that later back if you pick a certain policy (spying).
  • QoL : When you delete the unit’s name in game it will now set itself back to the normal name.
  • Stalingrad and Sea Lion south difficulty changes (too hard).
  • Carrier compatible planes cost 50 more.
  • Recon planes cost less to make a bigger difference with offensive planes (fighters and others).
  • Mechanized option for guns no longer apply a +5 soft damage to them. Only infantry.
  • Submarines were pretty much cannon fodder for ships due to their inability to disengage after an attack (limited by the 2 action points rule). Attacking now with submarines will not cost an action point anymore, so they can move, attack, then move again. Their number of movement points remains unchanged so they still can’t get very far away). I recommend using recon planes alongside with your fleets now so you can easily spot the subs.
  • Made deployment of new units at newly captured cities longer (2 turns to deploy new infantry at something captured behind the frontline was too short, minimum of 3 for towns, and 5 for factories and cities and 2 for airfields).
  • Inviting allies of same ideology was too cheap, made it twice more expensive.
  • Belgian heavy infantry and engineers got a graphics swap.
  • Artillery barrage policy now doubles the cost of ammo supplies.
  • Blitzkrieg policy now doubles the cost in ammo and fuel of your tanks, mechanised/motorized units and CAS planes.
  • Commanders are now more expensive and their range is taken into account in the way the price is calculated (useful for modding).
  • Small changes / adjustments to Europe map.
  • Destroyers possibility to damage ground units.
  • All ships now remove entrenchment levels (except patrol boats or gunboats).
  • Ships damage now take entrenchment into account.
  • Adjusted the ammo of German artillery.
  • Graphics of Ram Mk. II
  • NATO background graphics for ships from round to square (better distinction with planes).
  • Italian flag to historical one (original one missed the crown).
  • When clicking on the objectives panel it will now only show the VPs that are left to be captured and not the ones you captured already (easier to know where you need to go).
  • Bunkers and costal batteries didn’t spawn asleep.
  • Crimea 1944 and Europe 1939 balance adjustments.
  • Optimizations to deployment panel (faster to open and close, performance wise).


[h3]FIXES:[/h3]
  • You could resupply fuel / ammo infinitely if you just spammed the hotkeys. There were no checks for using the hotkeys to resupply a unit.
  • Sync issues in real time multiplayer with mobile / PC (when units got deleted/died).
  • Your units could be renamed to 'waswsawsass' when moving the camera around after you clicked on the unit’s name and thought you had clicked away.
  • AI freeze instance. Finally found it! Even fixed it live during my stream on Youtube :) Here
  • New random IDs for units less prone to duplicates. Regenerated the IDs of all units on all maps. This is to make sure each unit is unique and so that when a unit dies the proper one is removed and not another one with the same ID.
  • Change faction event would happen even if the player already has the faction the event wants to change it to (Allies and Allies) for example.
  • It could happen that newly placed units would have their sleep button stuck on a setup and you would click on it and nothing would happen, you couldn't change its state.
  • Fixed the custom scenarios campaign of the low countries text.
  • Partisans didn't check for a start year use when spawning (modded and official ones).
  • Paratroopers kept their 8 MP when dropping if they were placed in the map editor.
  • AI generals not moving out victory points.
  • AI generals were not always winterized.
  • Human controlled partisans couldn’t blow up bridges.
  • 3.7 cm sd kHz (German) had no armour.
  • Clicks going through the tiles container in map editor.
  • No sounds were played when resupplying using supply ships or planes.
  • You could resupply submarine under water with supply ships.
  • Spawning several units using the event would not spawn all of the units if there was more than 1 unit to be spawned.

6.3.4

[h3]ADDITIONS:[/h3]
  • Country specific (not for everyone) icons in the tech tree panel.
  • Polish icons for the store and tech tree panel.
  • Units to Switzerland.
  • Modified maps where Switzerland was present and added units there for them.
  • Engineers for Bulgaria.
  • New 12cm howitzer for Norway.
  • QoL in the order of battle, selecting a unit on the board while having the OOB open will select the unit in the OOB and highlight it. This will also work if you have a unit selected on the board THEN open the OOB. Convenient right?:)
  • Cannone da 47/32 M35 for Italy.
  • Canon de 220 L mle 1917 for France and Bulgaria.
  • Many other guns for Bulgaria (completed their roster).
  • Engineers to Slovakia.
  • P-47D to USA.


[h3]CHANGES:[/h3]
  • AI will no longer send money to ally that are not from the same ideology. This will prevent some weird exchange between the USSR sending Germany money…
  • Reduced cost in manpower of barrage balloons from 2k to 0.5k.
  • Clicking on the notification of a new tech researched will now open the research panel.
  • Country with a neutral ideology (Switzerland, Sweden etc) are now cheaper to invite to your faction (50%).
  • Invasion of Norway campaign scenario rebalance and rework.
  • Changed graphics of the 75mm for Norway.
  • Declaring war on a Neutral with your custom faction will not be 50/50 anymore with historical focus ON, but based on the ideology of the country. Meaning declaring war on Romania with your custom faction, Romania will always join the Axis.
  • France's artillery graphics.
  • Slovakian artillery graphics.
  • Polish artillery graphics.
  • Artillery now deals 30% damage instead of 50% against landing crafts.
  • Reduced engineers soft damage to 30 because they were too OP and could be used as a main force by themselves, also increased their price to 250 to further make sure people don't have an army of engineers.
  • Optimised the AI buying units part of the code, much more efficient now.
  • Refactorized code for core units display, made it more efficient and simple for me to use, also less prone to issues.
  • When playing with the Manpower mechanics, the AI will automatically change its units in its VPs to garrison and back when needed (if there are no enemy nearby or if the frontline is far then it will use garrisons to save manpower) and will upgrade them back into regular infantry when the frontline gets closer or if there is any enemy nearby.
  • Mines now are invisible to the enemy.
  • Graphics of P-47 N.


[h3]FIXES:[/h3]
  • Upgrading/downgrading a unit would not refresh the manpower.
  • Downgrading a unit that has less max HP would not update the current HP of the unit (frequent when downgrading to a garrison).
  • AI sending money to other players when it didn’t need to.
  • Supply depots were not updated on mobile.
  • He-115 had 3 max ammo instead of 2.
  • AI didn’t check if it had ammo or fuel left before doing an overrun and potentially losing its unit for nothing.
  • HP breakdown was being shown if the HP of the unit were equal or superior to its max HP.
  • Last turn summary could show negative numbers if you downgraded a unit (basically earning money).
  • You will now be able to compare stats with units from other countries in the store (before the stats were reset every time you picked a new country making it useless).
  • Human artillery would retaliate to AI artillery attacking a unit. Basically battery counter fire but that was not meant to be in the game at all!
  • Fixes to AI algorithm to buy its units. Optimizations made as well.
  • AI took into account its max manpower even when the manpower setting was OFF (meaning he stopped buying units when he ran out of manpower).
  • Units could retreat in neutral territory, therefore, you could also overrun in neutral territory.
  • Number of units built for the AI wasn't the proper one.
  • Partisans would spawn in neutral territory.
  • If a fighter was on top of an AA not both would provide supportive fire, only one of the two (usually the plane). Now both will. Even deadlier :)
  • In some rare cases the price of your unit in the upgrade panel would not be the proper one and you would pay more for an upgrade (infantry).