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Patch for #42

- Added : No crash when loading a scenario that has units that have been renamed. It will show you an error message telling you X or Y unit could not be loaded, you can dismiss it and play, instead of having a corrupted map forever.

- Change : Planes will no longer retaliate when an AA is attacking them
- Change : No ground unit can attack boats anymore, regarHidesdless of what it is.
- Change : Boats cannot attack willingly planes, they can only defend.
- Change : Can attack / can move sprites will now be shown even for enemy units belonging to another player when in PvP for example. Only the units of the currently playing HUMAN player will have their sprites being shown up (green arrow/red target).
- Change : Armoured (heavily, 20 armour points and more) gets a 50% armour penalty when on a city/harbour any kind of urban type of tile. This is because tanks and other heavily armoured vehicles are not efficient in urban combat.

- Fix : Damage modifier (random, the one in the settings) was not working.
- Fix : Bunkers had old version of stats, meaning like 15 HP and 5 armour.
- Fix : Typos for the Schnellboot unit that had only 1 L and for Optionnal that had 2 N.
- Fix : When setting a veteran/elite unit in the store and removing it again, stats would be weirdly reset for this unit until you refreshed the store. Unit would have like 2 soft damage and 10 HP.
- Fix : Several bugs with the targets you could attack not being chosen the way it was supposed to.

Update #42

- Added : 2 new tiles, jungle and jungle village (requested for making pacific scenarios), more should me added.
- Added : Size of the map in the map editor is now shown.
- Added : You can change and set how much money players will get for capturing a VP on your custom map in the map editor when making your map.
- Added : Tooltips ! I added some a little bit everywhere, you can disable them if you find them intrusive the option is in the settings.
- Added : Name of the current scenario you're playing being shown in-game when pressing the info button on the top left with your goals for the scenario.

- Change : ALL UNITS STATS HAVE BEEN REMADE AND RECALCULATED (that's actually what took me so long to release this update, i have spent like 4 days non-stop just making stats based on the caliber and length of the barrel + different armament). I had to redo them completely because I wanted to have more depth and more possibilities and more margin to create variants, using a base 10 was not enough for real difference between all the 400 units. Price now is automatically calculated based on the unit's stats. If you feel like some stats are off, please comment wherever you want on the forum, or send me an email, or send me a PM here. Just contact me I don't bite I promise :)
- Change : Bunkers no longer are tiles, but units ! This means they have HP and armour points. Bunkers can be purchased and placed ONLY in the editor. They cannot be resupplied or motorized or anything.
- Change : Move some of the tiles in more appropriate categories in the map editor.
- Change : Artillery now deals damage based on the distance from its target. If you're 1 or 2 tiles away, you will deal 100%. from the 3rd tile it goes down to 75%, fourth tile is 50%.
- Change : Now displays the stats the unit would have by being a veteran/elite unit in the store.
- Change : Some units might have super high hard damage, when attacking another unit that is full health and has no armour, for example a tiger II attacking a halftrack, there will be no one shot, unit's health will be brought to 20%. This applies only when your unit COULD OS the target unit and this target unit is full health. having 110 hard damage and attacking a unit with 20 HP will kill it.
- Change : Unit will always retaliate before dying. This was not the case before, the unit you attacked would die without retaliating.
- Change : Unit's damage are now based on their health level in percentage. Even if you have 110 hard damage, if you have 1HP, you will attack with 1% of your 110 hard damage. This seemed more accurate, tell me if you disagree / don't like it, I can always make it an option in the settings !
- Change : AT infantry ignores completely the armour points of an armour unit. I feel like this would be more accurate as a well placed grenade could take out a tiger II, or a well placed PIAT shot.

- Fix : When capturing a VP, money was not refreshing and it would still show you your old amount.
- Fix : Tiger II could be purchased in 1943 instead of 1944.
- Fix : Aspect ratio of the store in the map editor.
- Fix : Forgot about weather particles even with disabled snow in winter option activated, my bad. Now it will rain.
- Fix : You thought you were earning money when buying a unit, but actually you weren't its just the money was not refreshed from the previous turn and so when resupplying your unit it would refresh the money amount you had and then obviously going up because you earned some from the previous turn.

- Removed : Panzer III B, C, D, F, G
- Removed : Panzer IV J

their stats were identical to other models in the game. There was virtually no difference between those panzer III's version in terms of armour/armament. The IV J was identical to the IV H but newer, kept the old one so you can buy it sooner.

I'll remove next some of the british units as well, Churchill Mk. II and some valentines that suffer from the same problem.

I'm going to take a break for a week I think because I have exams coming up this week, but what I'd like to work on next is to have major objectives/VP that you need to capture in order to finish the scenario, and secondary objectives that you can take but are not required to win the scenario. I'll also work on adding some more units, redoing sprites for the british, and I want to work on adding an option for planes to equip rockets / bombs (for fighters that could carry some, like the typhoon, the tempest etc) just so you dont have 15654 variants with different equipment as different units, but just an option from which you could choose from in the store just as motorizing or mechanizing infantry.
I also want to add more infantry units like conscripts and volkksturm.

If you want to witness the changes as they happen, please join the discord server ! I'll be happy to see you there !

Patch for latest update #41

- Added : "anti peaking" screen for when playing with more than 1 human player in quick game, and if those 2 players are not playing in the same faction (ex : Allies / Axis).
- Added : Option in the map editor to prevent snow to fall and the map to turn into a winter version. This was requested because someone wanted to make a historical scenario in the pacific in December. Makes sense that there should not be any

- Change : F10 to hide the UI in the map editor instead of F12 (got tired of taking screenshots every 30s).
- Change : AI will now buy infantry units 60% of the time. Subject to change at any time.

- Fix : Stats of the unit not showing correctly when right clicking on it.
- Fix : Re added the upgrade button in the store, my bad, totally forgot about it.
- Fix : Core-unit icon/representation in top bar being displayed even when not in campaign.
- Fix : When resupplying, money wasn't shown as deducted.
- Fix : A copy of the map you just launched was being automatically created and renamed as "no selected map".
- Fix : Stats issues with heroes on load of scenarios.
- Fix : Bug in the map editor, not resetting all the data of previous VPs correctly when changing the number of players.

Update #41

- Added : Tetrarch, Cruiser Mk. VIII Challenger, Super Pershing, Sherman Jumbo, M16 AA, Panzer IV Ausf. J.
- Added : 3 new big maps : France 1940, Italy 1943, Germany 1945.
- Added : press CMD + S or CTRL + S to save your map quicker in the editor.
- Added : Belgium, Luxembourg, Finland, Sweden, the Netherlands.
- Added : Possibly to change not only the year, but the day and the month in the editor.
- Added : 3 new stats for the unit kills : Fighter kill, CAS kill and heavy bomber kill.
- Change : NEW UI !
- Change : new attack sounds for all infantry units.
- Change : Motorized / Mechanized units cant attack during their turn when they used all their MPs.
- Change : remade entirely the following scenarios -> Attack on Brest-Litovsk, battle of Kursk, Demyansk, Narva, Lake Balaton.
- Change : New bunker sprite.
- Change : The city names now scale with the camera size.
- Change : Textures remade for the Wurfrahmen 40, Messerschmitt BF-109.
- Change : All artillery/guns supposed to be towed now have a MP value of 1, requiring to motorize / mechanize them to actually efficiently move them, and for more realism.
- Change : Motorized units now get a +4 MP bonus and cost now 50 instead of 30. Mechanized cost 80 instead of 50 and give a bonus of +2 MP (1 more than before).
- Fix : Harbour not autoconnecting in map editor.
- Fix : Boats now work for the AI.
- Fix : Being able to mechanize / motorize the morser karl or the katyushas.
- Fix : the two units indicator moving with the even though it should be hidden before the unit move and not after.
- Fix : bug causing an impossibility to deploy any unit when going to another scenario.
- Fix : 2 british tank not working.
- Removed : american M2 halftrack unit. Forgot it. Rendered useless with the mechanize option.

I have been working non-stop the last 3/4 days to implement the new UI, I had to re code a lot of the existing code, and add more to it. We hope you will like this new UI as much as we do !
Next big update will be a revamp of all unit stats (using a base of 100, not of 10). This will allow for better stats for variants ! Don't know how much time it'll take me, and I also need a break after those 4 working days, exams coming up as well. Will be responsive to fixing bug, but new content will wait a few days now !

Enjoy

Series of patches

Hi !

As one of you noticed, I am posting a series of small updates, don't mind them, it's just patches for the map editor.

I wont write any official change log because they really are patches and #41 isn't out yet.

Have a good day !