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Hex of Steel News

8.0.7

[h3]CHANGED[/h3]
  • Updated several sections of the manual.


[h3]FIXED[/h3]
  • Editors could not save data to mod if there were active mods that were missing data.
  • AA units were still not able to attack land units further than 1 tile away.
  • New Orleans heavy cruiser (USA) having wrong graphics.

8.0.6

[h3]ADDED[/h3]
  • New 'Help' section in the main menu, where you will be able to find both the game's Manual, as well as a 'Contact Support' email generator + log file opener. Please use this now to report issues or request for help, as it will contain all of the informations about your installation.
  • New 'Community' section in the main menu, containing all of the various social network links, as well as the steam community features (achievements, leaderboards).


[h3]CHANGED[/h3]
  • Ships now apply Zone of Control around them (submarines or submerged units excluded).
  • Rework of the main menu presentation (buttons layout, menus, sub-sections). Improved clarity.
  • Language setting has therefore been moved to the regular settings menu, under the 'Accessibility' category.
  • When pressing the 'delete' button in the Mods menu, if the mod is a Workshop mod, it will now automatically unsubscribe you from it.
  • Musics will now be played in the main menu if there is a modded video playing in the background, but the game detects that the video has no audio track.
  • For Harmony modders only: the 'mod' field from GameModification has been marked as obsolete and has been replaced by a protected property called 'Mod'. Please update your code if you are using the old 'mod' field. Simply write 'Mod' instead to use the new property.


[h3]FIXED[/h3]
  • The 'Private' toggle in the Workshop mod menu will now be properly updated when you are selecting a mod from the list that was made private.
  • Stats on units counters would not reposition properly when changing the scale of units in the settings.
  • Workshop mods description in the Workshop menu would not load fully and remain truncated.

8.0.5

[h3]BREAKING CHANGE (mods): [/h3]
To all modders working on a mod with Harmony: some Mod variables have been renamed and their type has changed (from regular open field to private property). That 'small' change as a result is effectively breaking all Harmony mods due to core mod variables being renamed. Please update the game Assembly ASAP and recompile your mod to fix.


[h3]ADDED[/h3]
  • Confirmation window when you try to delete a save file.
  • ModDataBag to PlayerSettings file.
  • Automatic dedicated chat channels for every languages the game supports.
  • Hot load support for real time multiplayer (game host can now load any save file mid game and that will be synced for every other players in the room).


[h3]CHANGED[/h3]
  • In the multiplayer game hosting menu, both PBEM and real time buttons will be visible at all times and greyed out only when scenario is not properly configured.
  • Upon their creation, new mods will have new automatic data set in the Manifest.json (username, version...).
  • Playing with Harmony mods will now properly disable the 'achievement compatible' setting.


[h3]FIXED[/h3]
  • Transferring a unit to another player had no redeployment time (if sent to reserve).
  • Max FPS setting issues when saving/loading the player settings.
  • Chat was no longer autoconnecting when playing a scenario (regression from 8.0.4).
  • Real time multiplayer trying to raise events even when playing offline (regression from 8.0.4).

8.0.4

[h3]CHANGED[/h3]
  • Transferring a unit that was on the map to some other player that was not an ally or an enemy would leave the unit on the territory, it will now be sent to the player's reserve instantly.
  • Improved sync of units movements in real time multiplayer.
  • Kicking someone from a faction will now make it join its own faction based on its country name.
  • Improved data exchanged during real time multiplayer games (reduced/batched existing data). It should be lighter and more reliable now.


[h3]FIXED[/h3]
  • Some real time multiplayer sync functions were missing.

8.0.3

[h3]ADDED[/h3]
  • Damage breakdown mention + how-to in Tutorial task + step to help new players better understand battle/damage outcomes.
  • When closing the tutorial window, it will now turn into a little 'book' icon on the UI so that you can open it later if you want/need to.
  • Fog of War clearing is now saved between sessions (no more 'recon' FOW loss).


[h3]CHANGED[/h3]
  • Multiplayer compatibility version.
  • Updated the game engine to match the latest security update.
  • Renamed 'Library' tag into 'Code' tag for filtering mods on the Workshop.
  • Yellow fuel icon indicating low fuel for a unit now starts showing from 30% instead of 40% of available fuel remaining.
  • Increased modded tiles resolution from 256 to 512 (sharper).
  • Increased modded units resolution from 256 to 512 (sharper).
  • Moved map opacity window to the right of the plans drawing window.
  • Removed char limit on Workshop Uploader mod description/changelog text fields.
  • Rebalanced Operation Crusader (Axis side) campaign scenario.
  • Reworked the UI of the main menu scenario editor UI.
  • Cheapened Tutorial alliance invitation cost a lot to make it more accessible and not block the player.


[h3]FIXED[/h3]
  • Started a rework of the sync code for real time multiplayer, many issues have been fixed.
  • Italian Littorio BB 1942 refit stats were a little off.
  • Notifications shown to non active human players in real time multiplayer.
  • Changing the 'sleep state' of a unit was not synced properly in real time multiplayer.
  • Field modifications category in the Policies menu was not properly localized.
  • Typo in a Finnish village on Europe scenario.
  • One airfield in Albania on Europe scenario was providing manpower and income.
  • Partisans not spawning in a rare, specific case.
  • AI carriers could, in rare cases, stay stranded at sea instead of going back to harbour to refuel.
  • 'No game hosted' UI message in multiplayer menu would sometimes still be displayed while you were already in a lobby about to start a real time multiplayer game.