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Hex of Steel News

1.7.3

- Change : Stats change to Tiger I and KV-85, IS-1 and ISU-122.
- Change : No more 0 damage + retreat.
- Change : The way the AI resupplies its units. Before, when the unit had under 35 HP it would automatically resupply it. I made that more random now. Not completely random, but chances will be higher if the HP are low than if they’re high. There will always be a chance now for it to resupply any unit.
- Change : Remade scenario Campaign of the Low Countries.
- Change : Fix price for Gustave Schwerer : 750.
- Change : Updated stats of units from : Netherlands, Great Britain, Belgium, France, USA.

- Fix : On mobile touches going through other UI buttons.
- Fix : Paratroopers having no fuel when being dropped.
- Fix : On mobile, the right click / long hold menu not showing in the map editor.
- Fix : On mobile, taps going through left side UI (again). But the problem actually is that the buttons are too small, and so when you tap on it, your finger might touch a tile as well. What I recommend, and the only fix I have for that, is for you to move the camera away from the potential tiles the unit can go to, and hit the button. Otherwise the unit will move or attack what’s under the UI :( I’m sorry :(

1.7.2

- Change : Increased ammo for the Hornisse/Nashorn.
- Change : Hill (without forest) now don’t give any defence bonus.
- Change : Sped up AI playing speed.
- Change : All Italian tanks got more hard damage.

- Fix : AA / Plane can’t target the unit you want when there are 2 units on 1 tile. Finally fixed haha. It took a long time I know, but it was not game breaking so :p
- Fix : When plane being encircled, it would show that it could go to places but actually couldn’t.
- Fix : You could upgrade units that were in a transport ship at sea.
- Fix : You could upgrade paratroopers in their transport plane.
- Fix : Operation Husky campaign scenario remade. Yes, I read your comment under the review, unfortunately I don’t know you name so I can’t mention you here, but I read you :) Thanks for pointing out !

- Removed : Mines as tiles (causing issues being tiles, will add them back but as units). Don’t worry for your maps anything, it’s all being converted when you open a save / a map or anything. So no data loss / corruption im simply transforming the tiles to normal sea / plain tiles.

1.7.1

- Change : SU-76 range = 2.
- Change : T-70 hard damage from 45 to 60
- Change : AI can get heroes.

- Fix : Mines reappearing after scenario load.
- Fix : On mobile the upgrade feature was broken.
- Fix : On mobile custom units would get deleted once game was closed.
- Fix : On mobile units could be unselectable sometimes (often even).
- Fix : On mobile touches didnt go through the rain.
- Fix : On mobile placing tiles when moving / zooming with the camera in the map editor.

Operation Citadel Review


There are no shortage of Panzer General-style hex and counter wargames on the market. They've been a staple of the genre since Panzer General II drove the formula home in 1997. Some games have innovated, like Unity of Command and Order of Battle, while others like Panzer Corp, have stuck closer to the core experience. Today's game, Operation Citadel veers much closer to the classic formula, but manages to do so in a way that captures the purity of those old games while attempting something probably beyond its ability.

To put it simply, it's fun and comes with a massive toybox of units, maps, campaigns, and scenarios. It's not perfect. There are some needed quality of life improvements and the AI could use a little work on the bigger maps, but for a game developed by a single student (Valentin Lievre) with all the art assets handled by his brother Jules, it's an admirable addition to the fold.

If the developer keeps the pace of updates, fixes, and community engagement he's shown so far, I'm sure Operation Citadel could become the standout wargame I think it can be.



Read the rest of the story...


RELATED LINKS:


Scheldt ‘44 Review

Order of Battle: WWII –Specialisations Guide: U.S. Campaigns

Review: Gary Grigsby’s War in the West

1.7.0

- Added : Panzer IV G, Panzer III N / J, Panzer 38(t) E, PaK40, Bofors 37mm, Junkers 88, Junkers 87 D , Cavalry to Romania.
- Added : PaK40 to Finland.
- Added : HUGE Europe 1943 scenario.
- Added : Heavy MG to soviets (DshK).
- Added : Auto refresh when adding / removing maps / saves. No need to go back to the menu to have it refreshed.

- Change : Japanese never surrender (@HunterofHunters).
- Change : Units do not retreat from a trench tile anymore.
- Change : AI planes behaviour slightly so they don’t stay around a victory point if they can’t do damage to anyone.
- Change : You now can upgrade a unit to a new unit that you can set as a core unit (@HunterOfHunters).
- Change : You can now play campaign scenarios with unlimited fuel / ammo and without fog of war.
- Change : Renamed the button “Mod manager” into “Workshop manager”.

- Fix : Broken units (Sherman) on the Operation Husky campaign map for the Allies (@f18effect).
- Fix : AI winterizing units in the pacific (@HunterOfHunters).
- Fix : Bug with supply ships resupply not the way they should (over resupplying actually).
- Fix : On mobile opening the side UI being too slow.
- Fix : 17cm Kanone 18 had 40 fuel capacity instead of 5 making it more expensive than the 21cm for nothing.
- Fix : You could drop paratroopers over a river and they’d be stuck there forever.
- Fix : When you unselected a unit you couldn’t do undo anymore.
- Fix : In some cases, the AI would stay immobile.
- Fix : Using strategic bombers to stop the tile’s production for 5 turns. It wasn’t working.
- Fix : Visual bug when a V1 or V2 or any unit died during an attack that resulted in the unit still being selected on the board even though it was dead.
- Fix : AI strategic bombers would not attack factories / refineries / cities.
- Fix : AI paratroopers wouldn’t drop right on empty VPs, but on the side, which is dumb. Dumb AI.
- Fix : Captured Polish AA was without a sprite. This is because I renamed the units and never updated the units on the Campaign of Poland scenario. Now I did, I removed all old AA and placed new ones, meaning they should have graphics once captured :)
- Fix : On mobile, you could accidentally select units after zooming in or out due to the fact your fingers didn’t leave the screen at the same time and was detected as a touch.
- Fix : On mobile, touches going through the UI, especially the UNDO button which is quite annoying to see your unit move to some place after you hit that button :(
- Fix : On mobile, unit would move after you killed a unit.