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Hex of Steel News

4.3.2

- Added : Battle of Debrecen / Hungary 1944 map.
- Added : Railroads on the Ultimate Eastern Front map (yay, took me hours lmao).
- Added : Red dot when you have unread new messages in multiplayer.

- Change : All RADARs now have a range of 7.
- Change : Destroyers will now provide supportive fire when allied ships around them are attacked by enemy aircrafts, just like normal ground anti air.
- Change : Updated manual.
- Change : AI will now try to buy the latest equipment possible, unless it doesn’t have the funds. Before today, it was purely random. Meaning no USSR buying T-26 in 1945 unless that’s all it can buy. I weighted the chances of some units, so that coastal batteries won’t be bought that often even if they are the most expensive equipment, or same for engineers. And same for prototypes. All of those units have a lower chance of being bought (one in twenty chance when the AI actually wants to buy it). The eastern front won’t be as funny as it was, because soon KV-85s will be flowing.
- Change : AI’s tanks won’t stay in newly captured VPs anymore to defend them, they’ll pursue the offensive. Kind of stupid to leave a KV-85 or IS-2 behind in a ridiculously small city just to garrison it. This can make the difference on the battlefield. Only infantry will be kept in garrisons now.
- Change : Updated Winter war scenario.

- Fix : Supply planes were broken.
- Fix : Issue with one city name in the Philippines in the pacific maps (Saigon).
- Fix : There were 2 SmallHarbour1 tiles.
- Fix : When hitting previous or next unit, if the unit selected was stacked with another one, the proper filter (air or ground) wouldn’t be applied, and the unit even though selected, wouldn’t be shown.

4.3.1

- Added : Heinkel He 219, Focke-Wulf Ta-154 to Germany.
- Added : MAVAG Heja I and MAVAG Heja II to Hungary.

- Change : T26E4 Super Pershing, Messerschmitt Bf-109 G, Messerschmitt 262, Hungarian Marder II sprite.

- Fix : More contrast button not working on mobile.
- Fix : Missing campaign miniature for the German western 1941 and 1942 campaigns.
- Fix : Dornier 17E was a light bomber, not a heavy bomber. Oops.

4.3.0

- Added : All Afrika Korps scenarios to the German campaign. You can start it directly from the main menu, otherwise you will have the choice after the campaign of France to go in Africa, or after Sea Lion North.
- Added : IMAM Ro.37 and IMAM Ro.44, Fi 156 Storch recon planes for Italy.
- Added : Caproni Ca.135 medium bomber to Italy.
- Added : Caproni Ca. 135, PZL P11, CR 20, Heinkel 112, Heinkel 46 for Hungary.
- Added : VL Myrsky II to Finland.
- Added : Fw 190 A, He 111H, PZL P23B Karas, PZL P37 A Los, Fi 156 Storchm RAS-1 Getta to Romania.
- Added : Arado 196, Avia B-135, Bloch MB.200, Caproni Ca.309, DAR 10, Dewoitine D520, Dornier 17 K, Heinkel 111 H, Heinkel He 51, Junkers 87 D, Kaproni Bulgarski KB-11 Fazan, leFH18, Messerschmitt BF-109 E, Messerschmitt BF-109 G, PZL 43 Karas, PZL P.24, Panzer IV H, 10.5cm artillery, StuG III G to Bulgaria.
- Added : New harbour tile, that is of a smaller size than the big one. You won’t be able to spawn stuff there. You can spawn militia there, and that’s all. Just like the small villages.

- Change : Pershing sprite.
- Change : Units that surrender are now counted in the end game statistics.
- Change : AI won’t invite the Luxembourg to join their faction anymore.

- Fix : Units taking on purpose a path going on mines (ground going on sea, on naval mines).
- Fix : You couldn’t launch the Defense of Sicily campaign directly from the campaign menu for the Germans (Western->1943).
- Fix : One of the 12 bridges (River3Bridge) didn’t have a destroyed sprite, causing it to turn black when being blown up.
- Fix : In the scenario “Operation Sonnenblume” the Allies had way too many units. The Axis didn’t stand a chance.

4.2.1

- Added : All 3 Italian scenarios (From husky to Grapeshot) to the German campaign. You will be able to choose right after the battle of Kursk if you want to continue in the eastern front or if you want to go defend Sicily.

- Change : Submerged submarines won’t be spotted by the surface radar anymore.

- Fix : AI could deploy coastal batteries on harbours.
- Fix : Game wouldn’t end when capturing all major victory points with a turn limit (would wait until the end of the turn limit).
- Fix : Broken paratroopers on Monte Cassino (for the Allies).
- Fix : Unit would retreat and leave their VP if they took heavy casualties. Now they won’t leave the VP.
- Fix : AI overlapping unit bug with ships (2 units on 1 tile, usually ground units).
- Fix : The ground attack plane Mosquito IV S1 could be equipped with more bombs.

4.2.0

- Added : Epic Ultimate Eastern front map with over 745 cities (192x148). Yes, I know, the map is without railroads. It took me more than a week to make it and I got so tired of it I didn’t have the strength to make all the railroads at the same time, so I’ll place them later. I’m unsure of where were all the oil fields so, I placed on in Baku, one in Romania above Bucharest, one in Grozny, one in Maykop. Im pretty sure there was something near Narva (?) but im unsure where and couldn’t locate it. This is basically a first complete draft, but still totally playable ! Just missing the railroads :) I am not a professional of the eastern front by all means, so if there are issues with the map, let me know please ! (Such as locations etc). I placed the units following the Operation Barbarossa OOB (1 unit = 1 division). I didn’t give the soviets ANY unit to start with (except garrisons everywhere), this is because if I do give them stuff, the germans won’t be able to start as quickly as they did in 1941, don’t worry if this seems unfair to you, the soviets have an income of 5500 per turn.
- Added : IAR-80B, HS-129, SM-79, Me-109E, Me-109G, 105mm model 1913, 150mm model 1934, 75mm model 1897 for Romania.

- Fix : AI would spawn veteran coastal batteries or bunkers.
- Fix : AIs submarines staying around harbours even if they couldn’t do any damage.
- Fix : AI never leaving its major victory point harbour even though he could (no enemy around).
- Fix : Autosave were made during multilayer match, and they could be loaded. Big issue.
- Fix : Game wouldn’t end when there were no VP left even though you hadn’t read the turn limit.
- Fix : End game statistics not being calculated properly.