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Hex of Steel News

6.0.6

[h3]Added[/h3]
  • New unit type : Convoys. Convoys are used to send money to other player. When the convoy will reach a friendly harbour (as long as it is different than the owner of the convoy) the convoy will disappear and the player who received the convoy’s cost as an income. For now I added only a single type of convoy which costs 250. The amount of money added to the other player obviously scales with the amount of HP of the convoy. If the convoy has 50% HP the player will only get 50% of the 250 money. AI can use convoys and will protect them the same they protect carriers (sail in formation around them).
  • 152 mm howitzer M1910, 122 mm howitzer M1910, Canon de 105 mle 1913 Schneider and 25 mm APX modèle 1937, Landsverk L-62 Anti II to Finland.
  • Kawasaki Ki-45, Kawasaki Ki-48 to Japan.
  • 2 new achievements : Convoy killer (sink your first convoy). And War effort (supply your first ally using a convoy).


[h3]Changes[/h3]
  • Terrain tiles damage penalty modifier.
  • Veteran option from the store now give you a rank / tier 3 unit, not 4 anymore.
  • XP for unit’s next rank is now scaled with the rank and not 20 XP per rank anymore. Here are the new values : Rank 1: 0 XP, Rank 2: 15 XP, Rank 3: 40 XP, Rank 4: 75 XP, Rank 5: 120 XP (Hero).
  • No limit to unit’s rank. You can have a unit with a rank of 100, it’s in theory possible, now how much XP that’s going to require .. probably a lot !
  • Capturing a VP will grant 3 XP for the unit capturing the VP.
  • Updated the map editor on mobile.

6.0.5

[h3]Added[/h3]
  • Notifications in the multiplayer menu. If there is an incoming message, or if a game is hosted (and how many), all of this will be displayed in the menu.
  • Tooltips will now auto show even if you turn them off if you keep your mouse long enough above the UI element (0.75 seconds).
  • - Hex highlight when you go through unit list and the unit is selected.
  • Fixed income per turn per player in the map editor. Sometimes, the map you will make will not have a ton of victory points / cities or anything that produces a lot of income, so I am introducing this new feature in order to make playing on those maps possible (without building cities out of nowhere).


[h3]Changes[/h3]
  • Updated Stalingrad campaign scenario. Should be cooler now.

6.0.4

[h3]Added[/h3]
  • Possibility to move the map around with left clic instead of middle mouse button. Turn this option ON or OFF in the settings.


[h3]Changes[/h3]
  • Added more synchronisation of events in RMP.
  • Change in relationships popup windows do not close automatically anymore, i added a small close button for you to manually close them.
  • All units in a VP will now be set as « asleep » when you start a new scenario so you don’t spend 3h setting all units asleep on turn 1 :)


[h3]Fixes[/h3]
  • AI would not go at war with more than 2 countries. Oops. That is an issue I created with yesterday changes to the AI.
  • AI not moving any unit he was buying and deploying in RMP.
  • Spawning unit issues in RMP.
  • Transferring units not working in RMP.
  • Tanks were not dealing damage vs anti tanks.

6.0.3

[h3]Added [/h3]
  • M6 for the US.
  • Churchill 3-inch gun carrier for GB.


[h3]Changes[/h3]
  • Camera tracking for RMP will now be set accordingly to the player’s settings for the AI camera tracking, at the exception that human moves will always be tracked even if the option is OFF in the settings.
  • Several UI changes in the map editor.
  • AI won’t be declaring war to more countries that there is in their current alliance. If in the axis there is 4 countries, they will be at war with as many as 4 other countries.


[h3]Fixes[/h3]
  • A lot of issues with real time multiplayer.
  • Order of Battle wasn’t closing when pressing ‘escape’.

6.0.2

[h3]Added[/h3]
  • Real time multiplayer mobile compatibility across platforms. Real time multiplayer is now fully released on all platforms (Windows, Linux, MacOS, Android, iOS) and fully compatible across all of those. I know who will be playing HoS in his bed from his iPad … :)


[h3]Fixes[/h3]
  • Transferring a unit to another player was not being synchronized in RMP (I’m gonna write RMP instead of Real Time Multiplayer).
  • Could not connect to multiplayer if you were a new player (the game wasn’t installed on your PC before the update).
  • Some more non-synchronized stuff in RMP.
  • Many small UI refinements.