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Hex of Steel News

6.2.9

[h3]Added[/h3]
  • Overrun. This happens when armoured units make an enemy retreat or kill a unit. They will get automatically move in the tile that belonged to the defenders. Hopefully this will make the game more alive and not so much static :) Overrun will obviously not happen in any sea or river tiles as well as mountain tiles. Recon units cannot overrun. Overrun is an optional setting, you can turn it ON and OFF in the settings. The unit can attack a second time after performing an overrun.
  • Europe 1942 configuration. Takes place in November (11th) 1942. Starts with operation Uranus and operation torch, tough year for the germans.
  • Range of the artillery is now shown when you place your mouse above a ranged unit.


[h3]Changes[/h3]
  • You can now deploy your core units almost anywhere on the map on turn 1 in campaign scenarios. The rules for determining where each unit can be spawned does not apply, so you can deploy your tigers at a village if you wish. Only at turn 1.
  • Artillery removes morale now. Lots of morale if it is very heavy artillery or rockets.
  • Changed the morale bonus / penalty for losing / capturing an enemy VP from being applied to ALL units on the map to something more local. It is now applied to all units in a 10 hex radius.
  • You can now upgrade any unit that is on an adjacent tile to the tile needed for the upgrade. QoL feature.


[h3]Fixes[/h3]
  • Winter tile Road4Intersection not marked as railroad, therefore you couldn’t use trains over it.
  • When all countries on a map were neutral, the game would end.
  • Improved performances when having a big OOB.
  • When declaring war on another country while being neutral yourself your diplomacy state didn’t change. You will now turn Axis / Allies depending on the side the country you just declared war on joined.
  • Options in the store were not refunded when upgrading.
  • When using the button « Remove all units » in the map editor, it would not reset to 0 the count of owned unit of each type for the player. So for example if after removing all units from the map using the button you were to place an infantry, it would not say 1st infantry but continue from where it left off the last time you bought an infantry unit.
  • In game load panel deleting a save would not make the delete button or rename button go away, you could still press them.
  • When making a save manually from the in game load panel the input field for entering a save name would go missing.


Oh, and for those of you who would like some news about my next game ... it's going very well !
Have a look! (Yes, planes, again, but that's what I like the most to play when I play it haha)

Bf 109 K-4 Attacking a formation of Il-4s helped by a Bf 109 F-2

I added so much new stuff, I really am crossing my fingers for a release of the beta this month!
I keep pushing the date back, I know, but it isn't because I'm not working, but because I am working too much! I keep adding new stuff, fixing things, I'm doing my best! My brother has got the season change done, so we can turn summer maps into winter ones, I already got a bunch of winter camos for ground vehicles so they'll blend in :)

6.2.8

Sorry for not being so active with HoS for the last few weeks
First of my girlfriend came to France so I am spending time with her
Second of all all the work time I have left is dedicated to my new game (which is really starting to be ready now! At least the beta phase)

[h3]Additions[/h3]
  • Added capitulation events for all Baltic states in Europe 39.
  • Destroyed sea bridges graphics. We forgot about them ! Sorry !
  • Large harbours now have a terrain modifier of -15 instead of -10 (which was the same as the small harbours).
  • Rank icons when you select a unit or hover above one with your mouse, letting you know at a glance the rank of a unit without the need to right click on it.


[h3]Changes[/h3]
  • The AI will not stay on human owned VPs anymore. They will vacate them so that the human player can use his own VPs for upgrade purposes for example. The AI will still get inside those VPs if there is any threat, but will leave ASAP.
  • All Baltic states will switch to Allies when the date reaches June 1940 (Soviets should easily take over and perform the annexation).
  • Winter war in Europe 1939 had both SU and Finland in the same team/faction. SU will now be put in the "Winter War" faction and Finland in the Axis.
  • Removed the Ju-188 recon stat.
  • Strengthened the British position in North Africa in Europe 39.


[h3]Fixes[/h3]
  • AI ships could resupply at sea, sorry about this bug this is a major one.
  • Capitulations events marked as Historical Focus ONLY would get executed even when Historical focus was OFF in the settings … Oops :x
  • Okinawa as the Japanese was doomed to end after turn 1.
  • Couldn’t open the escape menu on mobile if OOB was open.
  • Units with 0 MPs were only blinking half way.
  • Units with custom names couldn't not be redeployed once sent back to the reserve.
  • Winter war in Europe 1939 event was happening one year too late.
  • Strat bombers couldn't blow up bridges.
  • Achilles tank destroyer didn't have the same attack stats as the 17-pdr.
  • Op. Edelweiss on the German side there was a random city that was assigned to Germany instead of the Soviet Union.
  • Op. Edelweiss had a Su-2 light bomber with bomb equipped even though it already is a light bomber.

6.2.7

[h3]ADDITIONS [/h3]
  • Added new keybinding to deselect a unit. By default it is right click. Had to add this one otherwise you couldn’t use right click to like move or attack cause it would deselect the unit constantly.


[h3]FIXES[/h3]
  • There were no winter versions of the sea bridges tiles resulting in them turning completely black when season was changing.
  • Small issues with generals that had air damage bonuses AND ground damage bonuses, their bonuses would never apply.
  • Cannot move any landing craft in an occupied sea tile that was inside the FOW.
  • Couldn’t use right click to move or attack a unit since it was also triggering the unselect unit at the same time!
  • Barrage balloons couldn’t be unfielded.

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 :)