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Hex of Steel News

4.1.5

- Change : Two units indicator on winter tile will now be red instead of invisible grey.
- Change : Armour will now be taken into account for infantry vs infantry (so that mechanized infantry actually is better than simple infantry)
- Change : AI will now sell captured units.
- Change : Sd Kfz 233, Nashorn, Brummbar, Marder I, Marder II and III sprite.
- Change : No more retaliation when attacking a tank with an anti tank gun. For gameplay purposes, since anti tank guns usually have very low armour, low soft damage, why would you buy a Marder III instead of buying a panzer IV that will deal the same amount of hard damage AND a lot of soft ? Well, because now when the Marder III (or any anti tank unit) will attack another tank, the tank will not retaliate anymore. So I’m just trying to give some use to anti tanks units :) So that people have an army as diverse as possible, and so that all units have a use.

- Fix : You couldn’t deploy heavy units the first 3 turns of a new game.
- Fix : Having entered incorrectly the production month for your unit could result in a crash (example, month = 20)
- Fix : You could spawn heavy equipment at desert towns.
- Fix : Units would retreat from towns.
- Fix : There was no waiting time when units got ambushed with slow AI.
- Fix : Jagdpanzer IV L/70 had a range of 2. Jagdpanther had a range of 2. BS 3 had a range of 2. PaK-44 had a range of 2. PaK 43 had a range of 2.
- Fix : AI planes attacking ground units from the side when there were 2 units on one tile.
- Fix : on mobile little UI bug, not showing entirely total of turns you needed to wait until victory (would show 1 digit instead of 2)
- Fix : AI not attacking when it should / could.

4.1.4

- Change : Two units indicator on winter tile will now be red instead of invisible grey.

- Fix : You couldn’t deploy heavy units the first 3 turns of a new game.
- Fix : Having entered incorrectly the production month for your unit could result in a crash (example, month = 20)

4.1.3

- Added : Sonars. Will spot enemy ship in a 3x3 around the destroyer. Work the same as RADAR, will create small icons on the map when it spots enemy ships.

- Change : Panzer I A, Jagdpanther, SU-85, SU-100, T-34 1942, T-34 1943, IS-1, Panzer II flamm sprite.
- Change : T35A hard damage stats.
- Change : German AA units damage, some didn’t make sense.
- Change : Plane heal price changed to twice the amount.
- Change : Destroyers now have a visibility of 1.
- Change : Updated manual for sonars.
- Change : Lowered marines and ranges damage (come on, 60 soft …).

- Fix : AI going out of its VP to fight and KILL hehehe.
- Fix : Potential retaliation damage from planes showing when you had an Anti air unit selected.
- Fix : SU-26 had a range of 2.

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 :))