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Hex of Steel News

Update #61

- Added : Coastal battery for all the countries.
- Added : Junkers 87 C (carrier version of the Stuka), Yak 3P.
- Added : New mechanic : bomber escort. If there is a fighter on an adjacent tile of a bomber, if you a attack this bomber, you will suffer from retaliation from the bomber, but also from the fighter. So now it makes sense to have fighters escorting your bombers.
- Added : Sea Lion scenario.

- Change : Complete restat of all planes except for Japan and Italy, did not have time today but I wanted to release the update anyway. Might do them tomorrow.
- Change : Veteran option is now available for ALL units. Including planes and boats.
- Change : CAS planes ignore 50% of the armour.
- Change : Strategic / heavy bomber as they are called in the game ignore ALL terrain modifier. Don't freak out if they have low damage, they ignore any terrain modifier. Those might be good to bombard cities for example or units in forests or rough terrain etc.

- Fix : Custom countries not working / properly being loaded.
- Fix : Bombers / CAS planes were removing ammo when attacking / retaliating to fighters.


Update #60

- Added : New scenario, soviet counter offensive around moscow in december 1941.
- Added : Change the map's season and ALL the tiles sprites instantly in the map editor. New button.
- Added : Change the flag of any country ! This works EXACTLY the same way as changing any other unit sprite. Just make sure to name your flag "Flag" and use PNG. Dimensions are 200x100. Then drop your flag in the country folder of your choice, and it will replace the original one.
- Added : Custom countries. This means you can create and use any country of your choice. Wanted China ? Create it ! I am not going to :)

- Change : New soviet / German flag.
- Change : All infantry now have 3 MP base. That's because I figured that you could NOT cross a river using engineers as a bridge if you had a normal infantry and only 2 MP.

- Fix : Artillery and other motorized, mechanized or horsed units could attack after they moved more than their base MP value.
- Fix : 1 railroad bridge in winter did not have the same sprite as in summer, resulting in something confusing.

Update #59

- Added : Copy / paste function in the unit editor.
- Added : Type filter in the unit editor. You can see units of 1 type only by selecting a filter.
- Added : Kharkov 1943 scenario.

- Change : Recon units can now move twice.
- Change : Pioneers act as bridge. Your units will be able to cross rivers if your pionner/ engineer is on the river tile.
- Change : Removed the save button in the unit editor. Any time you leave the editor it is going to save.
- Change : Moved away the delete button in the unit editor, to make sure no one accidentally delete its unit instead of adding it, LOL.
- Change / Fix : Can't add a unit without a country anymore in the unit editor. Otherwise you simply won't be able to find it EVER. Because they are classified by country. So if it has no country, well you can't find it.

- Fix : Could deploy units on rivers.

2 patches

Hi !

I have released 2 little updates since yesterday, urgent bug fix.

- Change : Improved performances (?). Trying to batch all sprites, I rendered them as static, idk yet how Unity is going to handle that, haven't made proper testing, sure thing is its not going to make matter worse when trying to render 100.000 tiles.
- Change : Big performances improvements on generating random terrain on big maps.

- Fix : In the store, not all units could be bought due to a conflict with the date on the map and the date of the unit.
- Fix : In the map editor with any tiles you placed for the last 2 updates were not carrying ANY info about MP cost or damage modifier. You need to replace every tile. Sorry.

Update #58

- Added : Show when your unit is low on ammo or fuel with a new icon. It is going to be either yellow or red, depending on how bad the situation is.

- Change : Planes cannot attack anyone in bad weather anymore. I watched some documentaries lately, and during bad weather planes did not fly at all. So that's why I'm removing the possibility for them to attack.
- Change : All units can now move only ONCE per turn. This is because i know people could scout ahead then come back and remove their unit and stuff. This is also for more "realism" in the way you order your troops to do something, and they go and do it, you don't have time to call them back. This is also for you to be more cautious about your moves, and the strategy you will use. This probably will make games longer, as you will think more before acting.
- Change : Any unit except artillery / planes / boats can now capture cities. Not infantry only anymore.
- Change : For motorized and mechanized units, the rule for them to be able to attack and move was kinda blurry and did not really make any sense (being able to move and attack as long as you had 1MP left). Now, if your unit that is mechanized or motorized or horse-towed, you will be able to attack after you moved only if you used less or up to your base MP value. In other words, all artillery piece have a base movement point value of 1, infantry is 2. You can find those in the store. Then once you mechanize or motorize those units, then you are adding a movement point modifier to that base value, +3 or +4 I believe. Well this means if you use more than 1 for artillery, or more than 2 for infantry, movement points, you won't be able to attack after you moved. If you use less or up to the base value, you're fine, you can move AND attack. Hope I explained it clearly :)

- Fix : AI planes could resupply at any time, they did not require a friendly airport (woops).
- Fix : Loading a save with core-units was crashing the game (forgot to rename the new info container texture, the golden one).
- Fix : Hitting the play/pause button for musics was only playing the next song.
- Fix : Small increase in map loading speed (trying to load musics and sounds differently to optimize it).
- Fix : A freeze during the turn of any player upon start or even after loading a save whenever a unit was above another one (plane/ground). So the thing is the unit UNDER was not considered as active and was not getting all the references it was supposed to get, and the one that was important was the audio source and when you tried to move this unit or if the AI tried, this would induce a total freeze during AI turn or your unit not moving during your turn.