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Hex of Steel News

1.8.4

- Change : Game will now be paused when opening the menu.
- Change : You can now access the diplomacy menu when the AI is playing in AI only games.
- Change : AI will now play all its units a SECOND time after it played all of them once. Don’t worry, this won’t really add much waiting time. The reasoning behind it is currently the AI plays its units ONCE and in order (recon first, then bombers, then CAS planes, then fighters, then ships, then artillery, then tanks / infantry etc). But this isn’t ideal as I noticed while playing, since lets say the recon car can move twice right, so recon is on an adjacent tile of an enemy city. Now in this city, there is an enemy infantry. Now around this city, AI has got some artillery that will play after the recon car, they manage to kill the infantry inside, or bombers even, whatever haha. The point is, since the recon car is playing first and being played only once, this doesn’t allow for the AI to capture the city until next turn until the recon car plays again. So now, with this possibility, with units that still can attack or move given a second chance to play will allow the AI to be more efficient and not miss any potential capture of an enemy victory point :) So yes, this will add more time to the AI playtime, but not so much in most cases since as I explained, if a unit can’t attack and can’t move anymore, it won’t be played a second time, its really those that could do something more during their turn :) So, its adding time for the ones that can actually do something useful.
- Change : Automatically turns OFF “Historical focus” when playing a campaign. Having it ON would cause issues since some countries simply wouldn’t start attacking others, so you could have an AI being inactive because historically it wasn’t at war yet or stuff like that.
- Change : The size of the city now will matter in how much supplies will be carried to your unit when you want to resupply it. Resupplying from a smaller city will now reduce the total amount of supply getting to you by 50%. And if the place has been bombed (soon there will be an update where there will be destroyed version of tiles), the supplies you can get max out at 25%. So what all this means is : You got your infantry in a bombed city. You got 10 / 100 HP. The percentage that will be shown on the left will be 25, so when you’re gonna hit that resupply
- Change : The urban tiles wealth production changed : for cities : 5, 10, and 50. Refineries 50, and factories 25.

- Fix : One really rare instance of AI freeze while capturing cities due to the new unit’s history feature (once in 25 turns of AI only Europe).
- Fix : Little non important issues with the AI loading bar (not properly being refreshed, nothing scary).
- Fix : You can finally attack a unit and destroy the city at the same time (not only one of them anymore).

1.8.3

- Added : Mines NATO counters (I forgot them).

- Fix : Double graphics bug with air over unit and your air attacking the ground that has air over them.
- Fix : Stats of the NATO counters not showing when unit was discovered from the fog of war.
- Fix : AI planes / boats wouldn’t be moving when over a trench / VP.
- Fix : Mines were included in “Prev” “Next”.
- Fix : When NATO were ON and you were spawning a unit, its graphics were bigger than the others.
- Fix : Removed veteran option from Gustav railway gun.
- Fix : Stats not showing on bunkers with NATO counters ON.

1.8.2 patch

Hello

just a little patch that was fixing another instance of AI freeze (I hate those they break the game) + there was a typo in my code that led to the armoured engineer NATO counter to not show up :)

enjoy

1.8.2

- Added : .PSD of the base counter model with all layers im using in the game files for you to make your own with different colours idk.

- Change : Revamp of the NATO counters. They look now better and even have damage values of the unit on them in this order : soft damage - hard damage - air damage.
- Change : On mobile, made objectives text bigger.
- Change : On iOS, all missing campaigns have been added and all of the campaigns are functional (wasn’t the case before).

- Fix : Camera issues with AI tracking.
- Fix : Data loss when mines went off with a unit.
- Fix : Australia didnt have any faction assigned in HUGE europe 1943.
- Fix : Capturing VPs using mines. Yes.
- Fix : Camera / selection issues on mobile.
- Fix : None of the players in the Germany45 map had money to start with.
- Fix : one instance of AI freeze (due to the unit’s history I added today).
- Fix : On mobile, you could select units while moving the camera around with your finger.

1.8.1

- Change : SU-122 more damage
- Change : For the camera follow AI option, camera will now move to the unit, and once its above it the unit will start moving.

- Fix : Diplomacy menu not scaling with screen size.
- Fix : Mines size.
- Fix : Objectives text was centred instead of aligned to left.
- Fix : Ammo / fuel removal with artillery / bombers was showing some numbers but removing others. They were actually exchanged lol.
- Fix : Was adding to the unit history after it opened the window when getting a hero. You would have to close the window and open it again in order to have the line added.
- Fix : Fighters didn’t help ground units wen being attacked by bombers when they were in range.
- Fix : AI placing mines very badly or even buying veteran mines. Yes, very well trained mines.
- Fix : Finnish AT infantry not having the good attack sound.
- Fix : On android campaigns are now working again.