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Hex of Steel News

1.5.3

- Change : Mortar won’t do 15 damage to armoured vehicles anymore.
- Change : Mortar damage changed a bit.
- Change : All infantry hard damage stats., they have now way less.
- Change : Infantry now ignores completely armour.
- Change : Engineers now have a +15 damage modifier vs troops in trench tiles.
- Change : Less planes bought by the AI, and more boats / infantry / artillery. They previously had a 30 % rate total.

- Fix : Units died instantly after you captured then deployed them.

Official youtube channel

Hi everyone :)

A few days ago I created a new youtube channel for the game, previously I was using my own personal channel, I decided it would be good to have a separate one :)

Here's the link : https://www.youtube.com/channel/UCMMq2he5LtC5Sg5qcfy8y9g?view_as=subscriber

I'll mostly play the game there, don't think I'll do videos while I'm programming, I mean I could but I'm afraid there are developpers out there that are gonna yell at my code, so :))

On my way to record some more now ! If you're interested, it would be with pleasure for me to see you subscribe :)

PS : If there are some of you that have the knowledge on how to do proper recording with a mac, please let me know. I am currently using my phone as a microphone and recording the screen separately. I don't know any application that would record my voice + screen + sound from the computer, if you could help me with that, I would greatly appreciate it !

Have a good day !

1.5.2

- Change : The attack bonus coming from recon units isn’t being added ON TOP of the total damage, but included in the damage calculation.Thus. avoiding having 2 recon units next to each other, being able to deal 5 damage against an IS3 or a Tiger II.
- Change : AI plays faster.
- Change : Made resupply % / distance more expensive, as it seemed you could always resupply with high supply rate coming in to your unit, even when super far from a city (now you will get twice less).
- Change : AI will now not walk / inadvertently capture neutral cities and declare war not on purpose.
- Change : AI sitting one major VP harbour will leave its defensive position to start a landing if he is surrounded by allied units. If he is surrounded by allies, it means he is not threatened by any enemy attack, and units are simply stacking so it’s better to free up the space.
- Change : All artillery damage reduced by 50%.
- Change : Removed the artillery damage based on distance rule. Now its always the same damage.
- Change : Armoured units now deal 75 % of their damage vs troops in cities, 50 % was too low and resulted in 0 damage most of the time.
- Change : Applied mipmap textures for tiles.
- Change : Changed units and factions on the Europe 1939 map (more neutral, especially minors).
- Change : Neutral countries will declare war automatically upon reached date at which they declared war in real life (If Romania is neutral, it will automatically declare war on the allies on the 6th June 41)
- Change : Popup windows don’t automatically delete themselves anymore. I figured it was better to leave it to the player to delete them.
- Change : Germany if played by AI will attack neutral powers. Only Germany.
- Change : Current HP of the captured unit aren’t set to 1 anymore. It will keep the HP it had when captured.
- Change : Improved AI boats.
- Change : AI needs to have at least enough money to resupply his units before he can buy new units.

- Fix : Instance of AI overlapping units (AGAIN).
- Fix : Neutral AI bought and placed units it seems.
- Fix : When moving with artillery more than 1 tile and doing UNDO, you would not get back the possibility to attack.
- Fix : When playing with damage modifier ON, when the modifier is negative, it would actually add HP to the unit (@Lorne)
- Fix : You could deploy troops on mountain tiles.
- Fix : When AI was playing and attacked with 1 unit and on this unit’s tile there were 2 units, the unit attacking would show up and the other unit on the same tile would not disappear, visual glitch.
- Fix : Henschel 126 recon plane had 10 air damage, same for ANF Mureaux.
- Fix : AI buying supply boats even though he doesn’t own boats.
- Fix : Hero bonuses weren’t added in the selected unit’s stats box.
- Fix : Train could capture VPs.
- Fix : 1 Australian tank (Stuart) had no sprite.
- Fix : AI not moving its units at all when the VP is surrounded by your units. (Meaning no path is available to it).
- Fix : Instance of AI freeze, I think that was the last one. I am going to let the game run the whole night or at least a couple of hours check if AI never freeze.

Honestly, I don't know if I should have named this version 1.6.0 or 1.5.2.

1.5.1

- Change : I thought it was the case before but it looks like it wasn’t, armoured units will now perform at 50 % of their power in urban combat.

- Fix : Unit going over land when in a boat when there is only 1 tile of ground. Weird bug don’t know how to explain it haha.
- Fix : AI planes never moving out of a major VP.
- Fix : Slow AI not working completely.
- Fix : Instance of AI freeze.

1.5.0

- Change : When planes are empty of fuel they only can’t attack anymore and move at 50% speed.
- Change : AI pathfinding algorithm, AI should less follow the same path when playing a lot of units. Meaning they won’t stay one behind another for like 10 km like it previously did, they will try to go on the side when possible now.
- Change : Percentage of what units the AI buys. It is now weighted and not totally random.
- Change : Order in which the AI plays its units. It was “random” before, like he was playing units after units in the order which the units were bought in the making of the map, now the AI will follow the following pattern : Play planes first, then recon units, then boats then artillery , then infantry and tank, then finally generals.

- Fix : AI’s behaviour with harbours / landing etc. Thanks again to @crazyStewie for fixing my broken code !
- Fix : AI moving -1 tile than its max.
- Fix : Possibly fixed ALL instances of AI units overlapping. This issue has been laying around probably well since the beginning of the game and I came upon that bit of code only today not even looking for it.
- Fix : AI units embarking in boats for no reason / when they couldn’t leave the harbour.
- Fix : AI couldn’t buy boats (since a very, very, very long time).