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Hex of Steel News

1.9.12

- Fix : Multiplayer panels were available, oops, forgot to disable them when updating since I’m working on it haha.
- Fix : French heavy infantry was still with the old name “MG team” and didn’t have any graphics.
- Fix : One instance of AI freeze.

1.9.11

- Added : New setting to allow you to change the size of the unit’s graphics. Keep it in the middle for the base value.

- Change : T-60 and 76mm AA have had their damage changed.
- Change : All AA range is now back to 1 except 75mm and above caliber.

- Fix : Custom units graphics had the same issue as the tiles did (Contains(unit name) instead of == unit name) resulting in having infantry 43 and normal infantry having the same texture.

- Fix : No XP loss when resupplying.

1.9.10

- Change : Improved AI planes a little bit.
- Change : Reduced PZL 23 Karas hard damage.

- Fix : Brtish commandos first use date was wrong.
- Fix : Veteran option was lost when upgrading a unit.
- Fix : No retaliation when attacking and doing more than 50%HP damage, basically a fix for yesterdays update :)
- Fix : Retaliation of 0 damage and use of ammo for that.
- Fix : Several issues with the new conditions with where to upgrade a unit.
- Fix : Broken Poland scenario, again, I thought I had fixed it and well I did, I just didn’t know it reset itself after each time I saved. So, sorry :/ if you started Poland 39, restart, or open your save in the map editor and make sure to tick “is official scenario” in the campaign settings.
- Fix : Resupplying didn't cost any money.

1.9.9

- Added : As suggested, ambush mechanics. When you click on a tile that is in the FOW and that has an enemy on it, your unit will stop (as usual, nothing new) but now you will get attacked. Use your recon and don’t rush like a freak :))

- Change : As suggested, the price to resupply the HP of your unit is now not the same for all units. It is now based on the price of the unit itself. Someone suggested me this, and I agree, it makes sense ! Why would it cost the same to resupply a Panzer I as it cost to resupply a Tiger II ? For infantry, it will always be 1. The cheapest. I based it on armour and also the type of the unit. Boats and heavy tanks (armour >= 60) and planes will have the most expensive supplies : a multiplier of 3. So base cost times 3. Medium tanks will have a multiplier of 2. And infantry will stay the same. I might need to tweak the production per turn coming from the different tiles in the game if it makes it impossible to resupply those units.
- Change : Captured units aren’t counted in the core units total. So you can still carry over captured units, but as long as you don’t upgrade them to units of your own country, they won’t count in your total you can have.
- Change : As suggested, upgrading your unit won’t be possible anywhere on the map anymore. You will need to be in a city (regardless of the size: town, village, capitol or harbour) in order to upgrade. In / over an airfield for planes. Boats can’t be upgraded anymore.
- Change : As suggested, units will now not only retreat when they can’t deal any damage back, but also when they take casualties that are >= to 50% of their MAX HP. Example: You got your infantry that has 100 / 100 HP in the open, no terrain modifier applies. Enemy heavy infantry comes in, or elite infantry whatever. They do >50 damage, the light infantry will fight back but still retreat because they took too high casualties.
- Change : As suggested, resupplying fuel is now less expensive. Instead of being 1:1 it is now 1:1/2. Maybe will switch to 1/3 of the price for 1 unit of fuel if needed / still too expensive.
- Change : The amount of core units will not be shown anymore during AI turns in order to prevent confusion for the player.

- Fix : Campaign of Poland in the German campaign was broken (couldn’t move onto the next scenario).
- Fix : Tooltip overlapping with resupply HP button cost tooltip.
- Fix : Tooltip not leaving the mouse after you right clicked on the notification.
- Fix : A “k” was missing on that same annoying tooltip :)
- Fix : AI could sometimes attack against all odds and hoped for a miracle to happen even dying doing so.
- Fix : Added the destroyed versions of the jungle village and the desert town.
- Fix : Winter damage were resetting upon game opening if you had them at 0 before you quit during your last session.
- Fix : Coastal batteries couldn’t attack boats.

1.9.8

- Added : Autosave for every turn.
- Added : Multiplayer interface and multiplayer button in the main menu. It isn’t working yet, but at least the UI is ready.

- Change : AI planes won’t go to random VPs anymore, they will be more carefully selected with a bunch of conditions to make them more efficient, ex: sending fighters deep into enemy territory is dumb. They should stay on the front to cover the advance.

- Fix : Upgrading a core unit made it lose the fact it was a core unit.
- Fix : AI was placing sold captured units that instantly died once placed. Not a big deal, just visually weird to see fresh spawned unit dying, even though they are supposed to / never were supposed to be spawned in the first place. Anyway.
- Fix : Unit stacking when playing with really fast AI (slow AI OFF). The issue really seems to be linked to the time the unit has to play. The less, the worse it gets and they start ignoring stuff, like some actions require time to complete and not respecting this minimum waiting time breaks stuff so, I made it a bit slower, enough so that it stopped happening. Should be fixed.
- Fix : Jungle and desert village / city didn’t have any destroyed version tile, so this resulted in a black tile when being bombed. I temporarily added the exact same sprite for the destroyed version so that it’s not a black hex.