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Hex of Steel News

7.7.19

I would like to make a little announcement about the future development of Hex of Steel. I have now switched my workflow to be full time on Beasts of Steel, so expect less frequent updates for Hex of Steel. I am at a point where I need a real break from developing this game because it just took too much of everything from me. The game is now in a good stable state with tons of content, so I am feeling OK dropping updates for a while... It's not like the game got years worth of updates in the span of several months in the first place :p

So, I still will be pushing out updates to fix broken things as you report it back to me, but don't await any content update or any major changes for the foreseeable future. Hope you can understand :)

[h3]ADDED[/h3]
  • Hex of Steel now has trading cards, badges, and wallpapers for your Steam profile!


[h3]CHANGED[/h3]
  • Renamed british 'Commando' unit into 'Commandos'.
  • Max zoom sensitivity has been changed from 5 to 10.
  • When being neutral and declaring war on someone else, you will automatically be into your own faction (instead of joining the one that would be closer to your ideology). This change was made because when playing for example Sweden, you declare war on Norway, as Sweden you would be placed in the Allies and Norway would be alone. What should have happened is the other way around, you are on your own and Norway is in the Allies.
  • Retreat mechanics: Since the recent change allowing units to flee with all of their MPs, I have decided to make a small tweak to that. While this is still allowed, instead of allowing a full retreat right away, the game will try to go 1 tile by 1 tile. And so if the unit can flee one tile away, it will, instead of fleeing super far at once. It will retreat far away if that is the only tile it can retreat to.


[h3]FIXED[/h3]
  • Upgrade/Downgrade issue(s) with units marked as paratroopers.
  • Spawning units in the map editor using the spawn button would create units with 0 morale.
  • Transport options bug with some AT or artillery units which had no armour set.
  • AT units would fall under the 'damage reduction over frequency' setting.
  • Annexation of tiles had the wrong cost applied.
  • Republic of China was missing Marines counter (for modding).
  • Some units stats were off.
  • Supply units could not resupply allies in some cases.
  • Supply units could destroy tiles in some cases.

7.7.18

[h3]ADDED[/h3]
  • 2-pdr to Canada.
  • Supply depot to Iraq, Iran, Saudi Arabia, Croatia.


[h3]CHANGED[/h3]
  • Multiplayer compatibility version.
  • Online chat compatibility version, it also now is split between platforns. Mobile has its own chat, and PC has its own chat.
  • Capitulation UI window will now mention the name of the country that capitulated (on top of showing the flag).
  • Units editor no longer will automatically save when you close the menu. You will have to manually hit the 'save' button.
  • In the units editor, the game will no longer generate/display all units slots when the research bar is empty to prevent excessive lag.


[h3]FIXED[/h3]
  • Online chat not working.
  • Resizing issues in the map editor.
  • 'isEngineers' property in the units editor would not be applied when creating/editing units.
  • Hellcat (US plane) should not have been able to carry torpedoes.
  • Bridges no longer working in mods.
  • Some game manual (PDF) discrepancies.
  • Supply depots for many nations were not available before 1939.
  • Some games would be shown in the multiplayer PBEM menu even though they did not exist.
  • Attempt to fix the 'auto overrun' bug.
  • Games could sometimes not be deleted in the PBEM menu.

7.7.17

[h3]ADDED[/h3]
  • Nothing for now.


[h3]CHANGED[/h3]
  • Manual got updated.
  • Inside the research menu, the unit stats tooltip would be cut on some specific aspect ratio. I have now changed it to be wider than high. This way it will always be fully visible, even on very wide screens.
  • Europe '43 rebalance.
  • Changed a bit morale color schemes (Excellent = bright green, Good = dark green, normal = grey, bad = yellow, awful = red).


[h3]FIXED[/h3]
  • Battle outcome damage on the UI could show -0 damage.
  • In some cases modded units could not get the Marines counter assigned.
  • Supplies issues (NaN) when a unit was on a sea tile that was frozen.
  • Bridge tiles types were wrong.
  • Some issues with engineers able but not able to cross destroyed bridges.
  • Upon loading a save, if some of your units were in a train, they would have wrong max MP and fuel.
  • Armour penalty to damage and final damage sometimes positive even when armour penalty was greater than final damage.
  • Movement points issue with tanks/mechanized units when playing with the 'infinite ammo and fuel' setting ON.
  • When playing campaign scenarios while having the 'research' setting turned ON would constantly remind you that you have available research points, but you could not use them. Now, all campaign scenarios force disable the research setting.
  • UI issue in the multiplayer register menu when not having a 16:9 aspect ratio.
  • Unit retreat (when human-owned and attacked by the AI) would 'teleport' from tile to tile instead of having the regular movement animation (if the movement animation setting was not OFF).
  • Sea Lion North/South had not enough income/manpower to be played with upkeep/manpower optional settings.
  • Some buildings had no graphics shown in the store when NATO graphics were turned ON.
  • Offensive symbols censorship setting not properly working.
  • CSV export/import issues with the AllowedFacingRotations property.
  • Missing entry in the french localization file (shore bombardment).
  • Issue in the map editor when generating a new map and only filling some of the players' info (Faction/Ideology), if you did not set a country, it would break everything.
  • Sometimes morale did not refresh on units until you came close to them.

Masters of War, bundle and sales (-50%)

We're pleased to announce a special sale featuring Hex of Steel and Rise of the White Sun. Both games will be available at 50% off, and if you choose to purchase both together, you'll get an additional 10% discount through our bundle offer.

Hex of Steel: A World War II strategy game that challenges your strategic skills. Command your troops, plan your operations, and experience the vastness of war across linked campaigns or gigantic standalone scenarios.

Rise of the White Sun: Immerse yourself in the chaotic period of early 20th-century China. As revolution and warlord factions fight for control, you’ll need to navigate this historical setting with strategy and careful decisions.

If you're a fan of deep strategy games or historical settings, this is a great opportunity to experience these two titles at a discounted price.

Sale ends in two weeks from now.

Thank you for your support, and we hope you enjoy the games! :)

7.7.16

[h3]ADDED[/h3]
  • New setting: Stricter fog of war. Fog of war will only be removed around victory points and units, nowhere else (basically not removing the fog of war inside territory you control entirely, just around the victory points).
  • Partisans to the CCP.


[h3]CHANGED[/h3]
  • Multiplayer compatibility version.
  • AI waiting time system reworked from the ground up, now I have much more control as to how to make it wait for camera when it plays, and as a result, it now plays faster and no longer waits for nothing.
  • As a result of the above change, the AI playing speed has been increased by about 50%, so this is -50% waiting time for you :) (When Fast AI setting is ON).
  • Retreat no longer is only on neighbouring hexes. A unit will now be able to retreat as far as it can actually move.
  • Few units graphics.
  • Europe '39 balance improved.
  • AI recon planes will try to avoid each other now in order to prevent scouting the same area, they will split more.
  • Units that cannot retreat due to allies blocking neighbour hexes will no longer surrender but have a penalty applied to it on the next turn: no attack possible.


[h3]FIXED[/h3]
  • Supportive fire from AT units did not trigger when enemy tanks were supposed to trigger it.
  • AI waiting time when playing. Sometimes, it could be waiting when it should not have been (when Fast AI was ON for example, resulting in MINUTES wasted as waiting time).
  • Potentially fixed for good unit overlapping bug (?).
  • One tile sync issue during real time MP (when transferring ownership of a tile).
  • Supportive fire removing FoW in real time MP but not showing the unit providing it.
  • AA not firing when bombers bombing ground targets nearby when the optional setting 'No AA support during air fight' was ON.
  • AI was not performing Op. Husky / Op, Overlord on Europe standalone scenarios.
  • Vichy France capitulation issues on Europe '39.
  • Croatia state territory generation issues on Europe '39.
  • AI could get in landing crafts in harbours but not move anywhere.
  • AI USSR not invading Iran in august '41 on Europe standalone scenarios.
  • Units with 'can attack ships' flag could not attack landing crafts (ground units that is, not ships).
  • AT units would provide supportive fire against regular infantry.
  • Units in landing crafts could not deal damage to units on land.
  • Units not retreating in the right direction.