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Update #47

- Added : Battle of Montecassino, Siege of Leningrad (campaign).
- Added : Possibility to buy or not a core-unit when playing the campaign. Not all the unit you buy will be carried over, you need to press the "make core-unit" button. Core-unit are more expensive, but are carried from one to another scenario. Normal units will be normal price, but are not carried over.
- Added : In the map editor, you can now choose what's the base core-unit value for your map, and how many new core-unit slots you get when you rank up. Nothing's fixed, it's all up to you. Default values are the one I set up though. If you're fine with them, just don't touch them.
- Added : A few more tooltips here and there.

- Change : You can make your own full campaign and jump from scenario to scenario, just press F9 in the map editor, you'll have access to some more advanced options to make the map a campaign map. I recommend turning on the tooltips.
- Change : Season change is now allowed in the campaign maps as well.
- Change : You can't go over the core-unit limit when buying the units in the campaign. Before, you could have 50 core units in the reserve and the limit only applied to the fielded units. Now it also applies to how many you can buy. You can still buy normal units if you want / need to.

- Fix : Veteran units were not getting their extra 30HP when being bought from the store.
- Fix : Number of starting / base core-units was 6 instead of 5.
- Fix : Tutorial probably was not working due to some changes in the code.
- Fix : Forgot to add a Major VP for Germany in the campaign scenario called Operation Barbarossa North, making the AI freeze.

I would advise starting over any campaign you started (especially since now what's taking into account is more than 1 player being carried over from one scenario to the next, im thinking about allied scenarios, where GB and US are both played by the player).

Update #46

- Added : 3 new maps for the Axis campaign (Invasion of Yugoslavia in 1940, followed by the Battle of Greece and in 1942 the Battle of Stalingrad). Sorry I have not made Allies ones yet, but I will !!
- Added : Deleting units from your reserve. A small button with a cross indicates that you can delete the unit. Press it, and its gone (It's also giving your money back).
- Added : In the map editor, when making your own campaign you now have the possibility to tweak the amount of XP you get when finishing the scenario and per secondary VP.

- Change : In the map editor all "set" buttons to validate values have been removed, you know only need to type in the value and it's saved automatically. Saves time.

- Fix : Bugs with AI, one that could cause freezes.
- Fix : Bofors 37mm had 3MP instead of 1.
- Fix : Mechanized unit logo was not being shown.
- Fix : When pressing "Next unit" or "Previous unit", it would not show the unit's stats.
- Fix : Date not showing entirely for some long date like for example : 1 september 1939, it would not show it entirely.
- Fix : Graphical glitch with infantry landing.

Will keep focusing on making more scenarios and fixing bugs. Also adding units for the Allies (GB/US).

Update #45

- Added : Brand new campaign. All previous scenarios / campaigns have been deleted. Please DO NOT attempt to continue any of the save you have on those maps.
- Added : new units : Messerschmitt BF-110 D F G, Henschel 126, Messerschmitt 210, Heinkel 177 A, 3.7 cm Flak 38, Mobelwagen, mle 1897 75 mm, AB40, 4 new artillery guns for Italy (forgot the names), 21 cm Morser 18, QF 25 pdf, BL6
- Added : When pressing SPACEBAR, it’ll highlight in red the enemies (my dad asked me to add this because he was mad he could bot make the difference between french and german units).
- Added : By pressing LEFT ALT, it’ll highlight in green all your units that you can still move.
- Added : Disable the weather in the options of the map editor (for the desert for example, you don’t to have rain or snow).
- Added : new river tiles for the desert.
- Added : Little arrows are now showing on the tiles you can spawn units, just a little neat graphical improvement.
- Added : Recon icon in the store and the deploy panel will now be shown for units having more than 1 tile visibility (little eye icon in the top left of the slot).
- Added : Rank and XP as a commander for the player. Your core units number is now based on your rank as a a commander. Finishing a scenario will get you XP, capturing secondary objectives (symbolized by silver / grey around the victory points) will also get you XP points. Its 20 XP per rank. You start with a capacity of 5 core units. Every rank give you +1.
- Added : Horse towed artillery, as an option, just like for the motorized / mechanized option.
- Added : Fuel / gas refinery tile.

- Change : New bunker sprite.
- Change : New variants for forests, 3 for each, so it looks less repetitive and more natural. They’re randomly generated anytime you open a map / scenario, they’ll never look the same.
- Change : Game now runs in the background (thought it would be nice for long turns for example if you don’t care about seeing the AI playing and wanna do something else while its playing).
- Change : all infantry units will now have only 2 MPs when they dont have trucks or halftracks equipped. And they do not suffer from terrain MPs penalties. What I mean here is that they have a fixed 2 movement point value, they can go 2 tiles regardless of the MP cost to move to that tile. Thick Forests have a 3 MP cost, infantry will be able to move there even with 1 MP available. I decided to make those changes because it makes sense to me that on foot infantry will always go at the same speed, on road or on grass or in the forest. Terrain only really matters to vehicles.
- Change : New achievement generic icons. They look slicker, and I also want to be able to make like dozens of them without having to ask for a personal drawing for each achievement individually, which would take like a long time.
- Change : Unit that can attack are not included in the list of “prev” or “next” unit when pressing the buttons. Only the units that can still move will be included.
- Change : less armour protection from forests.
- Change : Improved paratroopers stats (both damage and MPs values).
- Change : soft attacks values have been improved on all tanks.
- Change : bunkers now deal a bit of air damage.
- Change : to switch between plane / ground units view the shortcut on the keyboard now is TAB. SPACEBAR is for spotting the enemy.
- Change : minor code changes to the pathfinding, saving up to 50ms of processing. Will try to reduce it even more, because for high MP units it might take like a second to calculate all potential paths. Sorry about that..
- Change : infantry will deal fixed amount of damage against heavily armoured vehicles, rather than dealing 0.
- Change : Miniature/overview of the map is now what’s shown when picking a campaign.
- Change : All desert roads and desert tiles have been moved to another folder in the game's hierarchy. and renamed This means that if you made a custom map that the used those tiles with their old names, the game will not be able to find them, thus to load them, and will replace them by water. Don't be surprised.

- Fix : Torpedo bug price in the store.
- Fix : Junkers 87 R had an armour value of 70 instead of its fuel.
- Fix : Motorized / Mechanized units were not visible.
- Fix : Stats for the SU-122 and SU-152 were not updated, super weird.
- Fix : Embark / disembark button was not greyed out when it should.
- Fix : The city of Gomel was not set right in the Eastern Front custom map.
- Fix : leFH18 10.5 cm was available in 1944 instead of 1938.
- Fix : Playing the game in offline or without steam launched could cause like serious bugs / issues due to achievement check. Now the game will check if steam is open / connected before checking the achievements. You can now play the game offline without any problems.
- Fix : Retaliation damage were off. Problem is the damage being dealt are based on the unit’s HP %, but when attacking, you would already get HP to your target out, and when the unit would retaliate, it would have less HP then dealing less damage, basically turning all attacks into surprise attacks lol. Now its fixed i just make a backup of the HP before they are being taken out then use this value to calculate the damage.

- Removed : Map of Europe. I'll re do it, with all the countries. Because it's an old version of the game, there were no major / secondary objectives which rendered it impossible to play with the new game logic.

I know there are way less campaign scenarios available now, but I am going to try to upload daily until I finish / get back to what I was at before I deleted all previous maps. I made the previous campaign maps without much care, and much accuracy at all, which I regret.
But now, I will make them great, and will try for the whole war (including greece and the balkans).
I also want to include some sort of choosing for the player, like for the eastern front : choosing north or south for barbarossa and then going on like this (north would be towards leningrad) and south towards sevastopol and the caucasus + leningrad.
Because you can carry units onto the next scenario, it historically did not make sense to have two units at two different places in the same timeframe. So by choosing which path, no more problems :) this also allows for more replayability !

Will be glad to read any feedback

Update #44

- Added : Tutorial !
- Added : Winter version of marshes + fields tiles.
- Added : Drop tanks, rockets, bombs, torpedoes, bombs for armament customization when buying a plane. All of the options are not available for all planes, only for the ones that had them in real life. All options will change the plane's stats.
- Added : Hourglass now SPINNIN' HEHEHEHE.
- Added : All button's shortcuts are now visible with tooltips ON.
- Added : Next unit and Previous units buttons now have keyboard shortcuts as well, left and right arrow respectively, just turn on the tooltips its written anyway.

- Change : All buttons that you cannot use will be disabled / greyed out, so no more confusion.
- Change : Units will not be resupplied automatically when being carried over from one scenario to the other : Ex : Before, when finishing a campaign scenario, your unit would go back full health and full ammunition upon arrival at the destination of the second scenario, Not the case anymore. Gotta resupply them.
- Change : Reinstated the damage based on the HP %. Ex : You have 50% HP, you deal 50% Damage.
- Change : Store will close automatically when you bought the units you wanted to buy.
- Change : In the main menu when choosing "Quick game", all player slots will now be set to AI, I guess it makes more sense to change only 1 slot to play for yourself as human than changing like 9 slots to AI because you play alone.
- Change : Disposition of the main menu, everything is on the side and a bit smaller.
- Change : Planes with torpedoes will now deal a clean 30 damage on boats regardless of their armour value.
- Change : Planes deal only 50% of their hard damage value on boats

- Fix : Bunkers were rotating when attacked.
- Fix : German U-Boot damage value was 85 instead of 60.
- Fix : Bunker stats were not updated after I made changes on various maps.
- Fix : Performance issue with the target list of the AI not being reinitialized and causing problems with bunkers, they would not fire, or firing even 20 tiles away.
- Fix : AI units actually had the old price and did not get the update lol. They use a different function and I forgot to add the update line there.
- Fix : Music not playing in the game.
- Fix : AI only buying mechanized inf + elite units.
- Fix : Some colours on some buttons were not the one I chose.
- Fix : In the map editor, the default value for "Allow snow in winter" was false, causing rain in winter maps.
- Fix : Plane kill stats not being refreshed.
- Fix : In the map editor, when setting a unit as defensive, the popup was still using the old UI.
- Fix : For windows user, the quicksave by pressing F5 now WORKS ! HURRAY !
- Fix : Resupply buttons were all greyed out after turn 1.

And I guess that's it ! I think I'll be done now for a while to add new features, I'll focus on adding content (Redoing the campaigns, but less scenarios, on bigger scale).

HMU if you got ANY question. Also planning to add a shit ton of planes for GB.

Update #43

- Added : New map of the eastern front.
- Added : New wallpaper.
- Added : Tutorial button, tutorial's not made yet, will come soon.
- Added : See your plane's range ! Will change the potential tile's colour to red, when by going to that tile the plane would not have enough fuel to come back to the closest allied airfield. You can still move freely, it is just a visual indicator.
- Added : Possibility to set a victory point as : Major, secondary, normal in the map editor. This will be used when I'll re do the campaigns. You will not need to capture literally all VPs in order to win the scenario !

- Change : Resupply buttons for planes will now be disabled when they are not near a friendly airfield. Hoping this is going to make clearer that the plane needs to be near an allied airfield to be resupplied.
- Change : Tooltip on inactive buttons will not show up anymore.
- Change : New game logo.
- Change : All submarines now have a range and visibility of 2.
- Change : Destroyers now have a visibility of 2, and a range of 1.
- Change : All boats stats have been redone : armour has been reduced for all, and hard/soft damage as well.
- Change : When attacking with a submarine, the attacked unit will not retaliate.
- Change : Battleships have a 1/2 chance of hitting/missing. Boats damage do not change over distance like artillery does.
- Change : Range of the Morser Karl has been set up a little bit, now range of 3.
- Change : When attacking an armoured unit (any tank basically), if the attacking unit does not have enough hard damage to pierce the attacked unit's armour, let's take an example you have a Panzer III A and you attack a Centurion. Because of the fact that the Pz III A would deal 0 damage, it is given instead a random 0 to 10 damage ignoring armour. (This represents tracks being destroyed and other casualties not resulting in the tank being destroyed, but that the tank has been incapacitated).

- Fix : Naming your unit is back up again ! I fixed it. When you have a unit selected, the unit's name is an input field, just type whatever you want there and it will be changed automatically UNLESS the unit is a non-core unit.
- Fix : "Next turn" tooltip not disappearing when pressing the button.
- Fix : When resupplying planes, you would start off the next turn with your unit's autonomy minus your unit's MP value.
- Fix : Buttons being selected randomly when typing a city name in the map editor.