1. Hex of Steel
  2. News

Hex of Steel News

4.1.2

- Added : Little message in the multiplayer panel letting you know there are no game being hosted when there are no games being hosted (I’m afraid people just thought the multiplayer simply isn’t working).

- Change : Graphics of the Elefant, Matilda II, Sherman Firefly.
- Change : Updated operation Bagration, Moscow 42 scenarios.

- Fix : AT units couldn't be sorted by in the order of battle.
- Fix : Ambush during rainy weather with planes.
- Fix : on mobile I forgot to change the flags for the potential damage.
- Fix : When the AI was getting ambushed and one of your unit could support the unit the red reticle would appear on the map just like if you were playing.
- Fix : AI would deploy radars on harbours blocking the way of other units.

Oh and, I'll be live today :)
I don't know at what time, but some time during the afternoon (French time).

4.1.1

- Added : Militia for US and GB.
- Added : RADARs for all carriers. Works the same as the unit I just added, but it comes with any carrier.
- Added : Yellow area in the RADAR’s detection range when you have your mouse over it, just like the one generals have.
- Added : Petlyakov 8 heavy bomber and Tupolev TB3 heavy bomber for USSR.
- Added : 3 new achievements. Battleship killer, carrier killer, Sauron’s eye (have 10 radars)

- Change : Complete revamp of the AI’s way of managing its land units. The AI won’t be simply rushing victory points anymore, but will be looking to seek and destroy first. This should make things
- Change : Graphics for the I-16, SU-152, and Panzer IV G, Panzer I C, PaK 38, Tiger I, panzerjager I, panther A and D.
- Change : AI will now be able to buy, and place : launch sites, bunkers, and coastal batteries. I’m making sure it won’t place like 4 bunkers at the same place, or same for coastal artillery. I maxed it at 1 per harbour (for batteries).
- Change : AI will also use radars now. Meaning if it detects stuff, it is going to go there and check with fighters.

- Fix : Awful AWFUL bug. Date of the German invasion of the USSR in their campaign was 1st of June 1941…. FIRST OF JUNE OH MY GOD. HOW.
- Fix : After a retreat, if the unit was going on a tile where a plane is, the two units indicator wouldn’t be shown.
- Fix : Big big UI issue, the damage preview was inverted, I don’t know why or how this changed. It didn’t impact finally result, as it was properly calculated, just the defender damager were in the attacker’s place.
- Fix : AA would provide supportive fire from landing crafts. I’d consider this as a bug, if you think it should be back, let me know.
- Fix : You couldn’t spawn coastal batteries.
- Fix : You could place radars from a landing craft.
- Fix : Little issue with radar spotting icon still present during AI’s turn over human’s units (in some cases).
- Fix : Removing generals from the map wasn’t possible due to a bug.
- Fix : AI embarking for nothing.

Overall, this is a nice patch, and the AI should be more dangerous than before ! Your bombers will be spotted as soon as they enter the AI’s radar field of detection, and he will send fighter to intercept you.
And on land he will do everything he can to crush you, THEN take your victory points :))

4.1.0

- Added : RADARs into the game ! RADARs will spot any plane in a radius of 5 tiles (you can edit this value in the editor). RADARs can’t move, don’t see anything around them, but they will indicate on the map where there are planes. They won’t tell you what they are, they will just show you on the map there is a plane on this tile.
- Added : Coordinates of tiles that you need to hold / take in the objectives panel.

- Fix : Deployment with units bug. You could deploy the unit but it wouldn't be removed from the deploy panel.
- Fix : Custom countries weren't loaded properly in mods.
- Fix : AI was bombing neutrals before capturing them. Little bit stupid :x
- Fix : Ships that had 340 and over fuel had issues in the UI displaying how much fuel they had.

4.0.11

- Change : Updated and balanced Eastern front 1941 quick game map.
- Change : Operation Barbarossa south and north changes in the German campaign.

- Fix : Updated game’s guide. Corrected some issues, typos, etc.
- Fix : Battle of the Coral Sea for the Japanese, you and to kill a kingfisher to win.
- Fix : end of the scenario after 1st turn for the Battle of Midway in the Japanese campaign.
- Fix : Turkey didn’t have any infantry landing craft graphics.
- Fix : AI wasn’t properly evaluating the situation with damage, being dealt in retaliation and often wouldn’t attack when it could / should.

4.0.10

- Added : A REAL GUIDE. YES. I finally actualized it, with real info, made it look good. The guide is available directly from inside the game, in the main menu you have a section named “Guides”, just click on that, then PDF guide, and the game will open the PDF for you :)

- Change : Reduced a bit the damage dealt by ships to ground units. They won’t deal 50% of their hard damage but 40% now.
- Change : A bomb damage. 100 damage to the unit it was dropped on, and 75 damage to all units around (1 tile radius).
- Change : You now need to own a factory for at least 3 turns to start deploying stuff using it, 2 turns for big and medium cities, 1 for smallest ones.

- Fix : You could undo your move after you walked on a mine.
- Fix : Admiral class battlecruiser had CA unit name.
- Fix : AI wouldn’t capture empty VPs next to him if he was in a city.