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Hex of Steel News

6.4.1

[h3]ADDED:[/h3]
  • List of online players in the chat. Now you can see who is online and know if your friend(s) is playing the game or just to know if you're not chatting alone :)
  • History to the chat. I set the history to be the last 10 messages that were sent before you joined the chat, this way you can know what people were talking about before you joined.
  • Friend(s) system. When in the chat, to the right you now have a list of players connected and you can click on them and add the player to your friends or remove him from your friends. Your friends will be at the top of the player list for easier finding AND you will receive an in game notification when your friend is online. Useful for cross platform or people who are not friends on steam.
  • Ping system in the chat. If someone does @yourUsername you will get a small notification to let you know someone mentioned you + the notification color will be blue.
  • Public chat OFF setting in the settings. This way the chat is disabled. You can enable it by trying to send a message, the game will ask if you want to go online.
  • Full mods support on Android.
  • No ammo for unit to start with on turn 1 option in map editor. Useful if you are making a scenario when you want one side to be surprised by an attack.
  • New boolean for unit editor: Can engineers build.
  • No entrenchment on turn 1 in map editor option for units.
  • Search input field in multiplayer when trying to look for a particular scenario to host.
  • Possibility to kick a player in real time multiplayer lobby.
  • Operation Edelweiss Soviet starting units fixes.
  • Several soviet units starting month/year fixes.
  • Made SMK into prototype tank.
  • Added a new inputfield in the unit editor to have a custom manpower cost for any unit. Works the same as the custom unit cost but instead this is for manpower.


[h3]CHANGES:[/h3]
  • Updated the manual (hence the 40MB update).
  • Any player can now delete a PBEM game. Not just only the host anymore. Several players requested this after they had PBEM games that nobody played and needed to be deleted for clarity's sake.
  • Ordered all events in the map editor.
  • Sped up generation of events in map editor (useful if you have many events).
  • Small improvements to UI in map editor.
  • Europe scenarios changes.
  • Cost of mechanised units has been changed (more expensive).
  • Amount of movement points provided by means of transports are not added to the unit's base MPs anymore but are modifying its base value. Horse drawn units will have 4MPs, mechanised will have 5 MPs and motorised 6 MPs.
  • Manpower has been reduced (too much).
  • Base manpower will increase every month by 1%. Since I reduced the manpower available, and since IRL it grew every single year, I thought I could add 1% every month, which is roughly a division of infantry for Germany for example.
  • Small changes to multiplayer UI.
  • Reduced amount of ships built by non major naval powers (AI).
  • Added 1 MP to all ships.
  • Supply line should no longer go through enemy territory.
  • AI will not buy bunkers anymore if they are winning and on the offensive.
  • Adapted AI mountaineer option quantity to percentage of hills and mountains on the map. Won't spend money on this option if there are no hills on the map or not enough.
  • Added horizontal and vertical layout for VPs generation in scenario generator.
  • Marsh tiles are now impassable to any unit other than infantry.


[h3]FIXES:[/h3]
  • Mines were invisible to your allies.
  • Issue with season change and tiles.
  • In the mod manager you couldn't delete or open a workshop's mod location (both buttons would not work). Now you can.
  • Operation Husky Axis and Allies achievements were not triggered.
  • Not correct amount of loaded files when loading mods being shown.
  • Upgrade panel didn't show the unit's mode of transport.
  • Empty Order Of Battle slots (blank).
  • You could join your own hosted PBEM game, causing issues.
  • You couldn't spawn units in the map editor.
  • Private chat in PBEM wasn't working.
  • AI buying function not always doing the best choices.
  • AI was taking into account neutrals into its calculations for troops on the battlefield and making the composition of its army.
  • Soviet Union would attack Finland between the Winter War and the Continuation War (at the same time it conquers the Baltic States) on Europe 1939 with Historical Focus ON.
  • Small disparities with British hurricane and spitfires movement points.
  • Units would show in the store even after their end date was reached.
  • Guadalcanal ending instantly as the Japanese.
  • Couldn't set a month or money amount for the money event in map editor.

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.