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Hex of Steel News

1.9.8

- Added : Autosave for every turn.
- Added : Multiplayer interface and multiplayer button in the main menu. It isn’t working yet, but at least the UI is ready.

- Change : AI planes won’t go to random VPs anymore, they will be more carefully selected with a bunch of conditions to make them more efficient, ex: sending fighters deep into enemy territory is dumb. They should stay on the front to cover the advance.

- Fix : Upgrading a core unit made it lose the fact it was a core unit.
- Fix : AI was placing sold captured units that instantly died once placed. Not a big deal, just visually weird to see fresh spawned unit dying, even though they are supposed to / never were supposed to be spawned in the first place. Anyway.
- Fix : Unit stacking when playing with really fast AI (slow AI OFF). The issue really seems to be linked to the time the unit has to play. The less, the worse it gets and they start ignoring stuff, like some actions require time to complete and not respecting this minimum waiting time breaks stuff so, I made it a bit slower, enough so that it stopped happening. Should be fixed.
- Fix : Jungle and desert village / city didn’t have any destroyed version tile, so this resulted in a black tile when being bombed. I temporarily added the exact same sprite for the destroyed version so that it’s not a black hex.

1.9.7

- Change : All AA now have a range of 2.
- Change : Italy 1943 huge map adjustments.
- Change : All scouts planes now do 0 damage.
- Change : All fighters air damage have been increased.
- Change : All fighters damage vs ground units have been reduced.
Change : All units can now capture VPs.

- Fix : AI planes would sometimes not attack anyone even though they could
- Fix : AI planes leaving when they could stay and continue deal damage.
- Fix : AI planes were going to places they didn’t have enough fuel to come back from.
- Fix : British bombers had insane damage values.
- Fix : One instance of AI freeze when using supply ships.
- Fix : Planes even near an allied airfield would lose 1 unit of fuel if they were not moving.

1.9.6

- Added : You can now press ’N’ when you have no units selected to toggle ON/OFF the NATO counters.

- Change : AI speed during its second turn is way faster. So, the issue with before is that there was the same waiting time regardless of a bunch of important conditions (can the unit attack ? Is there a retaliation ? Etc) So now its timed perfectly, there won’t be any more useless waiting time ! OP-TI-MI-ZA-TION ! (For both Slow, and speedy AI).
- Change : AI will now sell captured units if it doesn’t have enough money to maintain them in functioning order (pay for repair for everyone / supply fees etc). This is to generate an additional income, human players will often do that, so why the AI couldn’t ? :)

- Fix : Aachen belonged to Belgium in the Low Countries campaign scenario.
- Fix : Slovakia was with the Allies in the Polish campaign scenario.

- Removed : Message telling you the workshop map have been loaded.

1.9.5

- Change : Increased AI play speed with slow AI OFF. By something around 4 times faster.

- Fix : The camera always followed the AI moves even when the option was OFF.
- Fix : AI would go to bombed airfields thinking it could resupply there.
- Fix : You could resupply planes near a bombed airfield (which defeats the whole purpose).
- Fix : Greece and Denmark didn’t have any colour for the NATO counters.
- Fix : The Pacific map had a 1 day per turn time scale + New Zealand was spelled wrong.

1.9.4

- Change : Updated Japanese tank stats.
- Change : Italian / Romanian / Finnish NATO counters colour.

- Fix : Bombing a tile twice in a row would result in the tile’s graphics turning black.
- Fix : French MG team weren’t properly renamed.