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How to upload your map to the workshop

Hey everyone !

So, I don't know if you guys used the editor, if so, how did it go ?

Since multiplayer is coming soon, I thought I'd make a quick video tutorial on how to create and upload your own scenario to the workshop.

I made a video on youtube : https://www.youtube.com/watch?v=hxF1bO0Pk3E

It's really short, 4min52, and I show you exactly how to create a map, upload it to the workshop, then subscribe and play it for yourself (or in case its someone else's map for example).

Hope I will see more of your content on the workshop !

Val

1.9.2

- Added : New big scenario map : Italy 1943. If you found the allied campaign of Italy too short, you will LOVE this new map. Size is 150 x 166.
- Added : Press ‘F’ to focus on the unit being selected. The camera will move to the currently selected unit.
- Added : After a lot of people told me they found hard to notice / spot airfields, I decided to add a new highlight airfields feature.
- Added : US rangers unit for the USA.

- Change : MG team has been renamed to Heavy infantry.
- Change : New graphics for all harbours in the desert. There now is a desert version of them !
- Change : Mortar team renamed to Infantry support.
- Change : All ships will now perform better against ground targets.
- Change : Added 1 MP to all planes.
- Change : Tracks from the DLC are now louder, they should be on the same level as the others now.

- Fix : Issues with experience as a commander / not being able to have more than 5 core units.
- Fix : American tanks having negative fuel value when landing on the DDAY campaign scenario.
- Fix : You couldn’t replace the tiles graphics.
- Fix : Big RAM issue with custom tiles and custom units graphics.
- Fix : All workshop content would be loading every time you went back to the main menu (instead of once when opening the game).

1.9.1

- Change : Hungarian colour with NATO counters.
- Change : Added 2 villages on Iwo Jima campaign scenario.

- Fix : Couldn’t send money to other players.
- Fix : Custom tile graphics didn’t work so well since I was Contains() instead of == for finding the custom tiles graphics. You could replace graphics you didn’t mean to not on purpose.
- Fix : Battle of Montecassino scenario was broken.
- Fix : Diplomacy menu not being scaled properly.

1.9.0

- Added : V1 and V2 launch sites (as units, so destroyable).
- Added : Destroyed version of all urban tiles (Harbours, cities, factories / refinieries, airfields). More will come later (bridges for example).
- Added : New soundtracks DLC. It’s called the support pack. I made it so those who wanted to support my brother’s work and mine could do it this way, by getting something in return :)
- Added : Disable weather particles option in the settings.
- Added : Heavy and Light cruisers NATO symbol.
- Added : On mobile, change brush size in the map editor.

- Change : Compression level of the game when exporting it. Weight will increase by a bit, but this should, I hope, prevent further updates to reach 500MB each. This is a test. If it doesn’t change anything, I might go back to the original compression level which had none, but at least updates were really small. Once the game will reach a final stage, I will finally use the biggest compression rate to have the smallest game possible, since it won’t receive updates that often.
- Change : Aachen belonged to Belgium instead of Germany on the Europe map.
- Change : Paratroopers can now blow up bridges just like engineers.
- Change : Airfields can now be bombed and won’t be usable for 2 turns after being bombed.
- Change : NATO counters colours. They now have a per country colour using the proper wargame colour code vs previously it was 3 colours only (allies, enemy, ours). I will later do colours per type like, guards could be red, etc. Upon suggestions :) If you are not satisfied with the colours, please, write me an email or comment here with the RGB values + country name, and I shall change the colour for the next update !
- Change : Revamp of the following tiles : Airfields, small villages, cities, refineries, factories, Harbours.

- Fix : Sd. Kfz. 233 had AA attack sound.
- Fix : Supportive plane hidden is glitching with ground unit under it (was it the last graphical glitch with units.
- Fix : Countries not attacking each other in Europe map with historical focus OFF.
- Fix : Game started muted.
- Fix : Added supply ships to USA forces landing on Iwo Jima campaign.
- Fix : Anti Air units could capture cities.
- Fix : Rare instance of AI freeze.
- Fix : Wrong sounds being played when a bomber retaliated on a fighter or when a boat retaliated on a bomber.

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).