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Hex of Steel News

2.0.3

- Added : Total amount of players is now shown.
- Added : Tutorial button for multiplayer.

- Change : Nerfed the Ju 87 D which had 90 freaking hard damage wtf.
- Change : Your platform will now be updated every time you sign in for multiplayer.
- Change : All battleships now have 200 HP, carrier 180 HP, heavy cruiser 160 HP, light cruiser 130 HP, and destroyers 100 HP as usual, same for submarines.

- Fix.: Messages display in the chat box, size issues.
- Fix : Engineers blowing up everything they touch, same for paratroopers (creating black tiles).
- Fix : Map causing crash in multiplayers on windows.
- Fix : Upgrading an infantry unit to an engineer or to a paratrooper wouldn’t allow you to use their abilities. Now this is fixed, but please do upgrade them again for the fix to apply.
- Fix : Hosting possibility issue with the end turn panel with the host button not showing when an AI player having the same faction as the human player was playing just before him.


Who needs rest ? Rest is overrated.

2.0.2

- Change : The way fighters defend / escort bombers, and the way AA defend allied planes. Before today, it was always compared to the range of the unit, so if your fighter was on the wrong side of the bomber you tried to escort, chances were you couldn't get automatic defense because it was 2 tiles away from the attacking fighter. Now, this is gone. Escorting fighters will defend the bomber they are next to regardless of the range. So you can now escort 1 bomber with a single fighter instead of 4 fighters for 1 bomber to cover all hexes around it :) Same mechanic applies for the AA defending allied airborne units around it :)

- Honestly, bunch of fixes but I made so many little of them that I didn't keep track.
So, just imagine the game in its current state, but like more stable.

2.0.1

- Added : Number of won / lost games in the multiplayer users panel.
- Added : Leaderboard for multiplayer, players are now ordered by their number of victories.

- Fix : Refresh button didn’t really work in multiplayer menu.
- Fix : Blowing up / repairing bridges issue.
- Fix : - Fix : All units ignoring ground protection (forests, buildings etc).
- Fix : You could perform quick save during multiplayer.
- Fix : Issue with chat box in multiplayer, text not placed as it should. Also, when sending a message the input field wouldn’t reinitialize itself.
- Fix : UI issue with text end of turn panel.
- Fix : Operation Uranus was set to be the last scenario and prevented you to go onto another campaign (Kharkov 43).
- Fix : On mobile, username and password weren't saved after log in, you had to re type it all the time.


Am I the only dev to update its game during christmas and new year ? I have no life X_X

Happy new year everyone, thank you for everything, and see you next year for more updates ;)

2.0.0 - Multiplayer, huge tiles revamp

- Added : FINALLY, an open public beta for the multiplayer !
- Added : 1 new tile, it’s a sort of rocky ground / plain, I wanted a tile I could use for Greece / turkey, this should do well. Winter version is also available.
- Added : 2 new achievements linked with multiplayer, I got WAY more to come, but it’s gonna need some more time for us to prepare player’s profile etc to do that in details ! The achievements are : Host a game in multiplayer, and join a game in multiplayer. Those are the only two I can do at the moment. I know there are a lot of broken ones currently in the game, sorry for not fixing them yet.

- Change : Almost all tiles have been revamped, THANK YOU JULES ! (283 tiles have been revamped).
- Change : Supply line colour now changes to red when its cut.
- Change : Balance, infantry will now do normal damage vs tanks in cities.
- Change : All tanks got +1 MP. This is because tanks couldn’t really out run infantry on foot which seemed wrong. Armoured cars don’t get anything, really just SPGs and regular tanks.

- Fix : Upgrading a core unit made it lose the fact it was a core unit (Super weird it re appeared since I fixed it but yup it reappeared out of nowhere lol) THE CODE IS ALIVE, ALIVE I TELL YOU.
- Fix : Linux executable wasn’t bearing the right name therefore you couldn’t launch the game with the steam executable.
- Fix : Bug with boats that would allow them to go around huge mass of land to go to places they couldn’t go normally when an enemy unit was blocking their way.
- Fix : Pearl Harbour was placed wrongly on the Pacific map. Sorry !


Now, I don't know what to say, I got no words. This game went SO MUCH further what I have ever anticipated, it took huge proportions. I freaking paid someone to implement multiplayer (now you all know where your money went. Nope,I didn't get myself an iphone 12 for christmas, I chose multiplayer haha). Anyway, this is just a first version, 2.0.0, I will actively be updating multiplayer to add more features, especially player's side, so we have as much info as we can about the player we are playing against, or about us ! Like number of won / lost games, I will also include a ladderboard with the best player of the game (The one that won the most games) etc etc. Still got big plans ! This early version will allow anyone to create himself an account using very minimal info (username, password, email for notifications) and immediately after host or join a game !

The way multiplayer will work is an automated Play By Email. It IS NOT live. Why ? Because there's no point in having it live for a game like this with most of its players around the world, yes, many of you actually are from so many different places, and having someone from Australia (Hi Lorne) and someone from Alaska (Hi Robert) actually play together is going to be mission impossible if you start taking into account working hours for both people etc. Now this will be a disconnected multiplayer, like in Panzer Corps. You will be playing one after the other, and when your opponent has finished his turn, you will receive an email telling you you can play ! This is gonna be way more convenient to play long turns and really long games over time. If you look at things this way, it all makes sense :)

I will end this by saying a HUGE THANKS to both my brother for revamping all tiles, it was a really long task, and Patrick from Sec-ID for making multiplayer happen ! THANK YOU GUYS ! THANK YOU !

More tile revamp will come, he just did the basics for now, but don't worry, there's more to come !

Stay tuned, see you in the comments or in the forum, feel free to now invite your friends to play, cause it's going to be more fun with friends !

PS : Multiplayer only is 1 human vs 1 human, with as many AIs as you want. It DOESN'T support more than 2 human players at a time, or less.
PS2 : We might be forced to wipe out the multiplayer database if there is an issue that needs it. I will let you know every time we do erase it. You should not lose your account and progression as a player, but your current game might be lost forever. Just wanted to let you know.

1.9.14

- Added : Resolution setting, as it has been so KINDLY suggested :))
- Added : Panzer IV D, Dicker Max for Germany.
- Added : Units for Slovakia.
- Added : For now hidden, but the UI for the multiplayer is now ready for the release of the public beta.

- Change : Infantry doesn’t suffer MP loss because of bad weather anymore. Only tanks, artillery, etc
- Change : Tweaked the money income values to be less than what it is now.
- Change : Paratroopers now have 4 MPs (instead of only 3).

- Fix : Broken Low Countries campaign scenario where it wouldn’t go onto next scenario.
- Fix : UI little ugly issues.

Yes it's Christmas Eve and no I don't have anything better to do than update the game xD