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Hex of Steel News

6.2.6

[h3]Added[/h3]
  • Part of what campaign the scenario is in multiplayer in single player campaigns scenarios. What I mean is you probably noticed that you could play campaign scenarios just like that, but there often were like a bunch of the same scenario like 2 or 3 sometime. This is because they were all part of different campaigns (Battle of Berlin for the US, battle of Berlin for the Germans etc) and even though they are the same scenario the balance is different for each country. Anyway, you couldn’t know that because .. it wasn’t indicated! Well now it is! Next to the scenario name the scenarios country will be written in order for you to have a better idea of what you’re gonna be playing and how it should be played. If you see Kiev41 - Germany then it means this scenario is meant to be played as Germany.


[h3]Changes[/h3]
  • Reduced rain probability during summer by 2.
  • Supply planes and supply ships will only resupply other units at a 50% rate per turn. This is to prevent themselves to run out of fuel and be stuck on the map.
  • Updated the Battle of Kiev 41 scenario for both German and Soviet campaign.
  • Updated Sea Lion South for the German campaign.
  • Update Invasion of Yugoslavia for the German campaign.
  • Adding « * » to the name of an airfield will make it impossible to deploy planes. Useful if you’re creating maps and you want planes to be able to be refuel there but not allow the player to deploy anything.


[h3]Fixes[/h3]
  • Couldn’t place trains or armoured trains either in the map editor or the game after the changes I made to the way railroads work.
  • Engineers could attack units in landing crafts.
  • You could still see how much damage a ground unit that couldn’t attack units in landing crafts could do (when hovering with the mouse above the unit).
  • Graphical bug where if your paratroopers were being moved from a train into an airfield and you embarked them in transport planes they would still look like a train, but a flying train!


And finally, I would like to share with you more screenshots from the new game :


My brother worked on the environment and got some good looking grass! He started experimenting with trees as well :)

6.2.5

[h3]Additions[/h3]
  • Sea bridges tiles. 3 roads variants and 3 railroads variants. They are of type sea so ships can cross them, I also added a new boolean of type « Bridge » that all bridge tiles have. This is used to make exception for ground units to allow them to move to some tiles that have that bridge boolean set to true.
  • Added mouse zoom support on the mobile version (this is because I found out you could install the iOS app on a mac and play it on there, but without zooming capabilities it kinds sucks). I also added a new railroad boolean because I really needed tiles to have more than one type …eh (Sea, bridge, railroad…).


[h3]Changes[/h3]
  • Disabled the 15 turns neutral rule for solo games.


[h3]Fixes[/h3]
  • Custom unit names not being displayed properly in the map editor (not at all).
  • Custom unit name not being shown in the reserve panel.
  • Core Units weren’t assign suffixes.


Some more screenshots from my new game, I will try to release the beta before March!




This is all the AI only flying and fighting. I added some new planes recently, such as the La-5, the Yak-3, the Bf 109 K-4, Me 410, Hurricane Mk. I :)

6.2.4

[h3]Changes[/h3]
  • Updated Unity version to 2021.1.28f1 and Steamworks version to 1.52. Sorry I had to remove this some time ago because Steamworks wouldn’t work but now it’s fine, so the Mac version now has native support for M1 ! :D
  • Removed morale indicator for all units that had 0 movement points (Bunkers, radars, mines and others).
  • When you send a message, the inputfield will now stay selected so you can send several messages quicker and you don’t need to re select the input field every single time by clicking on it.


[h3]Fix[/h3]
  • One instance of AI freeze when trying to spawn partisans, rarely happened but still.
  • El Alamein 2 instant loss after 1 turn.
  • Random damage modifier (-5/+5) not fully working.
  • Engineers in landing crafts could disable naval mines.
  • When a country turned neutral, if another country that wasn’t neutral had units there they would be stuck. Any unit being in a neutral country will now be sent back to the reserve. And same for neutral units in someone else’s country. In order to prevent cheating, you cannot change your faction to neutral more than once in 10 turns. You can join other faction if you wish, but neutral is once max in every 15 turns. This is to prevent cheating and sending your enemies troops back to its territory any time you get attacked :)

6.2.3

[h3]Added[/h3]
  • Engineers and Light infantry 43 for Turkey.
  • Light infantry and heavy infantry for Luxembourg. I didn’t touch any of the maps though, but now they have the possibility to make those 2 units.
  • New setting, OFF by default, plane can move one tile after they attacked. This will allow for more than 1 attack per plane per tile.
  • New setting, units that can still move will now blink when the camera is far enough from the map.
  • You can now order units by their health status in the OOB. Units with the lowest health will be on top.
  • Tile’s production value is now shown in the tile’s info panel in the top left.
  • Mountaineer option damage is now shown in the damage breakdown.


[h3]Changes[/h3]
  • All campaigns scenarios now are available to play in quick games.
  • You can now deploy planes all around carriers, not just the tile above it.
  • Sending money directly to a player using the diplomacy panel will now see a penalty of 15%. Meaning : Sending 1000 to a player, this player will receive only 850. Why ? To make it more interesting to use convoys :)
  • Infantry and other non ranged units cannot attack landing crafts anymore. Only artillery, ships or planes can damage troops in landing crafts.
  • When setting up a quick game you will now see a flag instead of the country’s text, more user friendly.
  • Gunboats now get double damage from sub (just like landing crafts).
  • Removed camera max height limit in the map editor for mobile.
  • During winter, if you have some winter damage ON in the settings and > 0, they will now be multiplied by 2 when there is bad weather.
  • Removed some placeholders units for Turkey.
  • Units in trenches now start asleep.
  • Optimized the camera script.


[h3]Fixes[/h3]
  • Qattara depression was shown as “mountain”.
  • Some campaigns scenarios in the Pacific were missing naval reinforcement tiles for the Japs.
  • Autosaves were made too early (before the income was added), so if you loaded your autosave you would not get the income for your turn.
  • Droppable tanks (paratroopers, such as the Locust) didn’t have the right amount of fuel when in a plane.


Some screenshots from my new game, I already am preparing the Steam page! Release of the open beta is gonna be soon!

6.2.2

[h3]Added[/h3]
  • New desert tile : Qattara depression. Impassable desert tile.


[h3]Changes[/h3]
  • Operation Commpass changes to the map.
  • Modified all desert maps to make sure they had the proper terrain features.


[h3]Fixes[/h3]
  • Morale for spawning units event
  • Many ships/subs stats were a bit off.
  • Some ground units stats were off.
  • Capitulation vps for Greece and Romania on europe 39 were not assigned the right tile (coordinates were a bit off).
  • Luxembourg was missing its name in europe 39.