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7.5.3

[h3]ADDED[/h3]
  • Edition time stat for maps. It will simply count how long it took to create a map in the editor. Just a useful stat I guess since it has no real use. But at least you will know how long it took you to make this or that map.
  • Delete unit brush in map editor. 1 = tile painting. 2 = water freeze. 3 = season change. 4 = unit removal.
  • New country: Iceland. Doesn't have any unit though, it's purely a placeholder the Europe 39 map.
  • Land mines for Switzerland.
  • New toggle in the units editor: Display only modded units. Will hide all base game units from the list.


[h3]CHANGED[/h3]
  • Multiplayer / Chat compatibility --> 7.5.3.
  • Increased painting accuracy when using the draw feature in game (x2 accuracy).
  • Using same keybind for 'Next unit' and 'Sleep' will now execute in the reverse order (first sleep, then next unit, instead of the other way around as it was before).
  • Several new campaign scenarios have been updated to be playable with manpower and upkeep settings.
  • Changing the way backups are made when resizing maps in the editor. Instead of creating a copy and working on a copy, the game will now generate a backup file (file name + backup) and the currently open scenario will remain the active / base one. All you have to do is delete the backup file if you don't need it anymore.
  • VPs to be held are now properly saved and restored when resizing a map in the editor.
  • Ships are now allowed to move across harbour tiles (if they are not at war with the owner).
  • Added Iceland as part of Europe 39 standalone scenario (so that Germany doesn't gain control over Iceland when they capture Denmark).
  • Removed +100% manpower hardcoded USSR modifier.
  • Optimized clouds system. They are now faster to process by 2.5 times.
  • Optimized AI play time where I could (was lagging a bit due to excessive Resupply() calls). On average it is 2 times faster now.


[h3]FIXED[/h3]
  • Mod would fail to upload to steam workshop if it was missing a thumbnail (in case you deleted it).
  • Strategic bombers could bomb convoy route tiles.
  • Adding one tile up when editing a map would add a minimum of 2 tiles. Same for adding one tile to the right. Same for removing 1 tile.
  • Game would play both video sound and custom music in the main menu at the same time. Now, if a video is being played, the custom music won't be played.
  • USA / Canada landing before allowed date on Europe scenarios (like from 1943 and onward for example, AI would start landing in France).
  • Add unit to reserve event action was not working (it could never be saved/setup in the editor).
  • AI ships would stay stuck near neutral or not at war with ships (sonar signals) when it should have just moved on. Same with planes.
  • AI going broke because of upkeep and buying too many units in some cases.
  • Supplies quantity calculations were not working with bridges (not counted as walkable tile).
  • Construction engineering policy and any other policy that influenced turn production of units were not working (not changing the production turn amount).
  • Naval convoy route tiles would get overwritten by autocoastlines setup if they were placed near the shore.
  • Real time MP: some variables were not synced properly.
  • Real time MP: If players left after they joined the session, the 'Start Game' would remain active even though it shouldn't have.
  • Winning on Operation Wesurubung (Allies) would not continue the campaign.

Workshop best mods 2024 edition

Hello guys!

I have talked in length about making a 'Best HoS mods' official post, for a long, LONG time...
Actually, the last similar post was made on July 31st 2022... (Link to the post for those of you who don't remember)

This time I will not make a top, I will just give you a few links to some mods that deserve some attention, and that you may have missed.
These mods are not ranked by 'the best', they are unsorted and ranked purely by me.

Alright, now that you know what we're gonna talk about today, let's start! Here's the top HoS mods I would recommend you to play...

[h3]Mod number 1: A World Map WW2[/h3]
As the mod name may suggest, it features a world map. It has pretty much every country that you can think about, it adds and modifies a ton of units, highly recommended to show the creator some love as it took over 6 months to complete.

[h3]Mod number 2: Avalon Hill World Scale[/h3]
Yet another world map mod. Although watch out for this one as it is truly massive and may not be supported on lower end PCs (I'm not even gonna talk about phones/tablets). A ton of work was put into that mod as well, and still is, as it isn't finished yet, but I'd really commend you to check it out :)

[h3]Mod number 3: Europe+[/h3]
A brand new Europe map, very similar to the vanilla one, but bigger (not to a point that it is unplayable, though). It is not yet finished, so don't worry if you subscribe and you cannot see the map in the game, but it will be finished very soon. I cannot wait for that one to release as it was made from scratch, using a mash up of real life maps (for cities, terrain, height, roads and railroads). I will definitely base my next playthrough on YouTube on this map!

[h3]Mod number 4: Marked Airfields[/h3]
Still one of those mods I use all the time. It basically changes the graphics of the airfields a little to give higher visibility even when units are on it. It looks very natural and fits the game quite well.

[h3]Mod number 5: Napoleonic Wars[/h3]
A total conversion mod to bring the 1800s into Hex of Steel. Highly recommended if you are a fan of the era. There are pretty much all campaign of Napoleon and the Coalition as well as entire Europe conversion scenarios. I cannot fathom how much work was put into that mod as well.

[h3]Mod number 6: Jun1941[/h3]
Ever wanted a historically accurate HUGE eastern front map, where each hex is 10 km? There you have it :) This is a high quality mod that also took a very long time to make, but as it is now ready, I highly recommend you checking this one out!

[h3]Mod number 7: Injim War Far East[/h3]
Total conversion of the game, brings the Korean conflicts of the 16th century into Hex of Steel. To anybody interested in this particular era/geographical area, a must have! Features high quality counters.

[h3]Mod number 8: American Revolution[/h3]
Total conversion mod which brings the 1770s to Hex of Steel. High quality mod, beautiful counters. Lovers of the era/period will absolutely love this mod!

[h3]Mod number 9: 6 Day War[/h3]
Yet another total conversion mod, this time focused on more modern events. Not only does this mod bring brand new modern units into the game, but an entirely custom hand-made map. Hats off to the author for that one :)

[h3]Mod number 10: Korea 85[/h3]
This total conversion mod brings the Korean war into Hex of Steel. Nothing much to say, except it is a great mod! Highly recommended as well.

[h3]Mod number 11: Commanders 1939[/h3]
Changes the base game commanders counters to give them a more personalized/unique look.
It will show the portrait of each commander on the counter.

[h3]Mod number 12: The Burma Campaign[/h3]
Mod adding a brand new scenario to the game, the Burma road campaign!

[h3]Mod number 13: Ethiopia '35[/h3]
Another mod bringing some uncovered events of WW2. The Ethiopian front!

[h3]Mod number 14: Dragon and Cross[/h3]
Total conversion mod (high quality) that brings China in the 1850s and 1860s. Just great!

[h3]Mod number 15: Visible Trenches[/h3]
Visual mod, just like the improved airfields one, but this time with trenches!


Alright, that's it for me, this is only my favorite 15 mods (not sorted in any way).
I invite you to take a look at the 200+ other mods available on the workshop and see what you are most interested in!

Have a great week-end

Val

7.5.2

[h3]ADDED[/h3]
  • Mountain tile now got a summer version (without the snow).


[h3]CHANGED[/h3]
  • Huge amount of campaign scenarios updated to support both manpower + upkeep settings, as well as general balance. Actually, I think I finished revamping all 'Western' scenarios, all that's left to update now would be the Pacific ones.
  • You now can (as a Neutral) send units to other players.
  • AI will no longer purchase drop tank for its planes on small scale scenarios (waste of money).
  • Extra recruitment time for: Political units (SS/Guards), Mech. / Mot. options.
  • Updated manual (including new manpower section).
  • The way the improved AP shells policy bonus is calculated. Now more efficient.


[h3]FIXED[/h3]
  • AI would deploy anti tank obstacles in victory points.
  • AI could waste its movement if it could kill a unit that was on an adjacent tile to him.
  • Europe 1939, Italy should have owned Rijeka and Zadar (Balkans/Yugoslavia).
  • AI engineers moving out from rivers when they should have stayed to help allies cross.
  • AI not using pontoon bridges or engineers to cross rivers.
  • When purchasing new units while the reserve panel was open, it would not refresh its content.
  • If the unit you have selected was taking supportive fire, its stats would not be refreshed (selected unit stats shown on UI).
  • More research points policy was broken, upon losing the policy, the extra research points would not be removed.
  • UI size issue with transfer panel (cumbersome and couldn't always display all of the needed information).
  • AI would often waste artillery attacks by moving more than 1 tile when it could have moved just 1. It will now move only 1 tile if it doesn't need to move closer to be able to fire at the enemy.
  • ZiS-3 had too high stats.
  • UI volume slider in game would not be set to its actual value when opening the UI.
  • Your own armour obstacle would prevent your own armoured vehicles to move on the tile.
  • When having the possibility to kill more than 1 unit, AIs bombers would not prioritize destroying the most valuable target.
  • AI would place down many launch sites near each other (too close to really be worth it).
  • Stalingrad 1942 standalone scenario would never end.
  • Reaching max commander rank in campaign (20) was impossible. Therefore unlocking the associated achievement was impossible too.
  • In map editor "hold VP" button would not properly work when setting the tile for a member of the Comintern faction (would work fine for Axis and Allies though).
  • When a unit was granted a hero which provided a +1 visibility bonus, it would actually act as +2 visibility.
  • When AI attacked with coastal batteries, it would trigger supportive fire from artillery.
  • Some units stats inconsistencies.
  • Railroad issue in Northern Russia on Europe scenario.

Celebrate the 80th Anniversary of D-Day with Hex of Steel – Now 40% Off!

Hey everyone!

It's a big moment as we’re rolling up to the 80th anniversary of D-Day, and to mark this historic occasion, I'm slashing the price on Hex of Steel by 40%! Whether you're a seasoned strategist or a newcomer eager to dive into the intense theaters of WW2, now’s your chance to snag the game at a great price.

For those who haven't yet jumped into the action, Hex of Steel is a strategic WW2 wargame that puts you in the commander's seat. With a massive sandbox environment and yet a historical focus, you can rewrite history or follow in the footsteps of the greatest generals of the era (I mean, blunders can happen too).

The sale starts today and will run until next week. So rally your troops and prepare your best strategies – the battlefield awaits!

Catch you on the front lines,

Val

7.5.1

[h3]ADDED[/h3]
  • First of new Fictional scenarios. People often asked for small scenarios, unfortunately, the game doesn't feature really many small scale scenarios. To solve this issue, I have started working on designing new small scale scenarios (max 30x30) to fill this gap. The downside of this is these scenarios are completely made up, they are not historical in any way, they are fictional.
  • From the map editor, you can now control the amount of entrenchment for any given unit on the map.
  • Oerlikon 20mm to Switzerland.


[h3]CHANGED[/h3]
  • Multiplayer compatibility -> 7.5.1.
  • Screen resolution setting. Instead of displaying a list of pre chosen (by me) resolutions, now the game will automatically generate the list of all resolutions supported by your screen. This is better since I could not keep track of all resolutions used by all screens in the world, and this will also help unclutter the dropdown since you will be shown only useful information.
  • In the map editor, the HP modifier for unit on scenario start is now properly indicated as a %.
  • The weather icon in the game's UI now only indicate the current turn weather, instead of the prediction for next turn. If you want the forecast, you now have to place you mouse directly over the icon to get the full forecast.
  • Many, many campaign scenarios rebalanced. and updated.
  • In the map editor, for the 'Spawn unit' or 'Add unit to reserve' event action, you now have full access to the units store to pick what unit you want to be spawned (previously you only could pick a country and a name, now you have full customization available).
  • Sleep state data of units turned into a more data friendly format, unfortunately this results in a complete loss of original data upon loading your save, so for one turn you will have to set them again.
  • AI will now properly flank when its path is blocked by enemies or friendlies and an alternative path is available.
  • Commanders and recon bonus now is scaled with HP of the unit receiving the damage bonus. So, if your unit is at 10% HP, it will be getting the bonus scaled by HP amount.
  • Supply routes going through enemy territory will be applied a great penalty.
  • The game will now look for all folders and files inside the local Maps folder. This means that if you are working on some campaign, you may now create a dedicated folder for it. The game will recreate the hierarchy in the standalone scenarios UI.


[h3]FIXED[/h3]
  • Potential AI freeze.
  • Tile info UI lying to you when you picked the 'Minimized destruction' policy. It would show you a constant +50% income although it was not applied (even on not destroyed tiles).
  • AI units would try to move (and run the calculations algorithm) even though they could not (action points = 0, because they repaired during the turn). Small (?) waste of performances.
  • Supply route could move through territories that was not allied or at war with the player (example, German's supply routes going through Switzerland).
  • AI would deploy buildables in enemy victory points. Leading to impossibility to capture it.
  • KV-8S did not have the 'has flamethrower' property.
  • T-40 was missing the 'amphibious' property.