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Hex of Steel News

7.7.26

[h3]ADDED[/h3]
  • New setting: hide enemy's HP. This will simply disable the HP on the UI for any units that you do not have any relation with (enemies/neutrals).
  • New US tank unit: M4A3E2(76)W Jumbo.


[h3]CHANGED[/h3]
  • Soviet Br-5 range + 1 (it had the exact same stats as the ML-20 152mm otherwise).
  • Stalingrad '43 difficulty/balance.
  • You will now be able to divert to Overlord in the Allies campaign after completing Monte Cassino.


[h3]FIXED[/h3]
  • Supplies rate on UI when hovering with the mouse over an enemy unit (or any other than the current player's) would use the current player as reference to calculate the supplies, often showing 100%. This was a UI bug and not an actual gameplay bug as when the AI played it would use itself as a reference and have the proper supplies rate applied.
  • AI sending back all of its units back into its reserve if there was no victory points on the map (bit of an odd setup but I got people making tactical battles for mods and this was an edge case).
  • Tiles holder in the map editor would not scroll left/right (only react to direct mouse drag with the left mouse button).
  • Transfer unit window could go outside of the screen if popping up near the screen's edge.
  • The scenario 'Battle of the Bulge' showed 'Battle of Bulge' in the localization file in English.
  • Some French localization issues.

7.7.25

Along with this update, I'd like to announce the release of an official mod that I made, inspired by @Den Kuenstler (original mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2834273468)

Link to my complete mod featuring all countries in the game: https://steamcommunity.com/sharedfiles/filedetails/?id=3403266090

[h3]ADDED[/h3]
  • Brand new standalone scenario: Vitebsk–Orsha offensive.
  • Dedicated NATO cavalry icon.


[h3]CHANGED[/h3]
  • Updated/Unified all of the game's counters graphics. Not all had the same shadow/light effect and it disturbed me. They are all the same now (effect wise), and some countries got a refresh too.
  • Cavalry manpower cost reduced from 15k to 5k manpower.
  • Adjusted the cost of the veterancy option (store) as it was way too expensive.


[h3]FIXED[/h3]
  • AI ship embarking routine was not properly working.
  • Clicks went through during upload of mod to the workshop. You could accidentally create a double mod or modify stuff without wanting it.
  • Some commanders had no graphics (pink icon).

7.7.24

[h3]CHANGED:[/h3]
  • Updated banned players list (from chat).
  • Updated multiplayer compatibility version to 7.7.24.


[h3]FIXED:[/h3]
  • Winter Soldiers policy could end up being free for everyone.
  • Cavalry units now have a dedicated NATO icon.
  • Terrain damage modifier breakdown was showing wrong info (UI).
  • Units having 0 HP when loading a save (when they had close to 0 HP when making the save).

7.7.23

CHANGED
  • AI will no longer purchase militia/Volkssturm units unless it has lost a significant amount of its core territory (40+%).
  • Setting negative terrain modifier in the tiles editor is now possible.


FIXED
  • Weather prediction could regenerate itself after loading a save (on turn 1 only).
  • Loading a save would reset the morale of all units.
  • AI would send its units into reserve in some cases when it should not have done so (when it had units on the map but no territory. This could affect vanilla scenarios as well as modded ones, such as the Napoleonic Wars mod).
  • Units in naval transport ships would start with lvl 3 entrenchment on turn 1.
  • Modded heroes image in unit window would not appear and would show generic medal image.
  • Some manpower availability issue when disbanding units when nearing max fielded + available total, some manpower would not be refunded.
  • Units tagged as Missiles (V1s, V2s...) would not be able to attack during bad weather.
  • Units tagged as Missiles (V1s, V2s...) could get ambushed by bumping into another air unit.
  • After loading a save, any unit being overstrength (lvl > 1) would see its HP be regenerated to full automatically. (So, a unit with base max HP = 100, let's say it was lvl 2, its new max was 120, current was 110, it would be set back to 120 on save load).
  • On Europe '45 standalone, 1 snow tile had the 'block season change' property ON and snow there would never melt.
  • The 'isCarrier' flag would not be updated properly on units (any scenario).

7.7.22

[h3]ADDED[/h3]
  • Possibility to playtest a scenario directly from the map editor, and go back to the editor after playtesting it. 2 new buttons have been added to go back and forth.
  • Brazilian localization.


[h3]CHANGED[/h3]
  • AI units in landing crafts with less than 60% HP will now go back to heal instead of try harder to land and get destroyed or simply not do anything due to too low damage.
  • Updated Karelia geography on all Europe standalone scenarios.
  • Removed all major VPs in Norway for German occupier on all Europe standalone scenarios.


[h3]FIXED[/h3]
  • AI planes purchase rate. Not buying enough.
  • Sometimes during ambushes a unit could not deal any damage to the other because it had 0 action points.
  • Plenty of units first introduction dates were wrong.
  • Upgrading a unit into paratroopers would not properly set the movement points and autonomy.