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Hex of Steel News

7.7.36

Many of you have several times reported back to me with issues regarding accessing the multiplayer server.
I have always received this feedback, but every time I checked the server, all indicators were showing 'green'.
No RAM issue, no CPU issue, no storage issue, no issue at all shown on the analytics.
I decided to put the blame on the provider, since I could not figure out what was wrong.
Then I decided to take a look at the logs, and oh boy, that was interesting.
Turns out, the multiplayer server basically was getting 'attacked'. HoS was DDoSed.
Some player was trying to create an account hundreds of times per second. Obviously, this should not have been possible natively, since in order to create an account you have to manually press buttons with your mouse, and have go through UI elements, etc. You cannot physically possibly send hundreds of requests for an account creation per second, and freeze the whole server for everyone by clicking buttons. So, this person definitely 'hacked' its way into the code and just decided to ruin the game for everyone.

After this was discovered, I then had to start taking measures against this sort of 'attacks', this is currently being tested, but so far the server is running, so you can sign in and resume your games.

Hopefully, this issue is resolved for good now.

People behaving like this don't deserve access to videogames at all.
They deserve to play with rocks and sticks.

[h3]CHANGED[/h3]
  • Multiplayer compatibility version.
  • Horse-towed units now get 2 movement points as a bonus, not 3 anymore. This brings horse-towed artillery up to 3 MPs max instead of 4.


[h3]FIXED[/h3]
  • Multiplayer being inaccessible.

7.7.35

[h3]ADDED[/h3]
  • Shuffle musics option.
  • Keybind to open/close the objectives window.
  • Dynamic filtering for the Units Editor search bar, you can now type in your own filters. You can use operators and units properties directly to filter at will. For example, typing in: 'name contains light infantry and productionyear >= 1943' would return all units where their name contains the 'light infantry' words and where the production year is superior or equal to 1943. I will be releasing the list of properties available on the Forums for you to dig. Spaces don't matter, caps don't matter, so doing LIGHT INFANTRY will work just like light infantry, and doing productionyear>1943 will work fine just as PRODUCTIONyear > 1943.
    Official 'how to' can be found here: https://steamcommunity.com/app/1240630/discussions/0/603033738055534866


[h3]CHANGED[/h3]
  • Changed multiplayer compatibility version to 7.7.35.
  • Updated the Manual.
  • Light artillery guns can now move/attack during their turn.
  • Heavy artillery guns can now only move OR attack during their turn.
  • AT and AA guns can now move and attack during their turn.
  • Rebalanced Sea Lion campaign scenarios.
  • Rebalanced Low Countries campaign scenario.
  • Reworked in game soundtracks UI menu.
  • When editing an official campaign scenario through the editor, the game will no longer create a copy of the original file, you will be directly editing the scenario itself (allowing you more freedom with the scenarios the game has to offer).


[h3]FIXED[/h3]
  • Potentially fixed game not launching on intel Macs.
  • Overlapping UI elements (objectives menu / draw menu).

7.7.34

[h3]ADDED[/h3]
  • Game will now look in an additional (optional) 'Shared' folder in the Units/Graphics path of your mod when it cannot find certain graphics. Useful when you have the same graphics shared across several countries, this way you don't have to duplicate the same image for all, but you keep only one in that Shared folder.


[h3]CHANGED[/h3]
  • Operation Weserubung balance changes.
  • Paratroopers now have 10 ammunitions versus 5 prior, making them more resilient when dropped behind enemy lines.


[h3]FIXED[/h3]
  • Vichy not properly transferred to Germany upon its capitulation following Op. Torch on the Europe scenarios.
  • Production time was not reset when moving from one campaign scenario to the next.
  • Lessons of War policy was not applied to artillery/ships (+1 bonus XP).
  • Supplies bug when no available tiles were found around a unit.

7.7.33

[h3]ADDED[/h3]
  • [p] UI scaling (new setting -> Graphics).[/p]
[p][/p][h3]CHANGED[/h3]
  • [p] Increased Germany's income a little bit in the Campaign of Poland '39 scenario.[/p]
  • [p]Operation Weserübung improvements (campaign scenario).[/p]
[p][/p][h3]FIXED[/h3]
  • [p] None of the gunboats/patrolboats had any AA damage value.[/p]
  • [p] If a player picked the policy/doctrine 'improved radars', when placing your mouse over a ship being equipped with radars, its attack range would display the RADAR range instead of actual firing range of the ship.[/p]
  • [p] In the map/scenario editor, when setting a player's faction to be its own, the faction would automatically be applied to be the one that was used on the first player.[/p]
  • [p] When bringing up the heal tooltip, the amount of HP potentially healed would often go over the difference between current/max HP of the unit (showing a heal of 50 even though your unit is at 75/100 HP).[/p]

7.7.32

[h3]ADDED[/h3]
  • Hong-Kong server/region location for real-time multiplayer. Could help against disconnection for players based in China.
  • Basic localization for units suffixes (1st, 2nd, 3rd, 5th etc) + units realistic naming (brigade, division, etc).


[h3]CHANGED[/h3]
  • Units captured after a country capitulated now are at 25% health (to simulate that all of their crews are gone and you basically have the raw equipment but no men to use it).
  • Units with maxHP=0 will no longer display their health state while in the reserve menu (factories, airfields, trenches...).


[h3]FIXED[/h3]
  • On the Axis side, you could not continue the campaign after the Battle of the Bulge (clicking on the 'battle of berlin' button would not load it).
  • File extension shown in the quick game/map editor list of scenarios on scenarios made by the player.
  • Regular infantry engineers were missing their NATO icon.
  • Some typos/mistakes in the french localization file.
  • Ships upgrading to destroyers could not attack submarines, and ships downgraded from destroy would keep that ability.
  • Planes over frozen bridge getting double damage penalty.
  • Units without any fuel or ammunitions (some buildings) were still receiving negative ammo and fuel penalty from artillery strikes.