7.2.6

Hex of Steel

Hex of Steel is a refreshing WWII wargame covering all fronts featuring a certain amount of original mechanics. Fight in solo against finally a decent AI throughout Europe, Africa or the Pacific, or against a friend in the cross-platform PBEM or real time multiplayer. Coop is also an option!

[h3]ADDED[/h3] [list] [*] Confirmation window when trying to play campaign scenarios with unsupported settings (Upkeep, Manpower). You can still play with those ON but it is not recommended because balance will not be good with those settings on those scenarios. [*] Declaration of war from the Allies in the Pacific scenarios for invading protected countries. Example: Japan invading the Philippines, USA will join the war against Japan. Etc. [*] In the Steam leaderboards, possibility to see your own score now if you are not part of the top 100 listed. [/list] [h3]CHANGED[/h3] [list] [*] Chat and multiplayer compatibility updated to version 7.2.6. [*] Added a few tiles on the upper side of the Bougainville scenario to allow for flanking manoeuvres with ships for Japan/USA. [*] Few people got banned from using the online chat. What does this mean? It means you should not write shit in the chat because I will know if you do, and then all of your messages are simply hidden for all users, and on top of that, you are not allowed to send any more messages online. This way even if you ever hack it and found a way to still send messages, every other game users will not see them because their game will ignore you. Seriously. Behave nicely. [*] Supportive fire from ships is now only 50% of their air damage value (was too OP to have all nearby ships attack a single plane with 100% of their strength as supportive fire). Cruisers will use 30% of their AA value. [*] Units that cannot retreat and would surrender because they have no available tile to move to because of nearby allied forces occupying the only available tiles will now no longer surrender, but instead lose their attack action for the next turn. Still applies some kind of penalty, but not as harsh for not being able to surrender because allies are blocking the way. [*] Reverted back to the old mod loading system, which although slower, would not result into crazy RAM usage. [*] Fuel icon will now be displayed (yellow) if the fuel amount is less or equal to 40% (previously 20%). [/list] [h3]FIXED[/h3] [list] [*] Balance on Guadalcanal campaign scenario. [*] Balance on Midway campaign scenario. [*] Balance on Sonnenblume campaign scenario. [*] Achievements not unlocking properly when editing a base game scenario. [*] Hong Kong not belonging to UK in Pacific 1937. [*] Minor territorial issues with Thailand in Pacific scenarios. [*] Russian localization issues. [*] Real time multiplayer redeploying units was not synced. [*] One rare deployment issue. [*] Progressive cost and duplicating unit in the store issue. Price wouldn't go up. [*] The AI would not purchase ships in some cases. [*] Japan 1945 standalone scenario would never end. [*] Tupolev-2 availability date should have been November 1942 instead of May 1941. [*] Minsk41 scenario had the wrong starting date: June 1st 1941 vs June 22nd 1941. [*] In some rare cases, ambushes would not trigger, and you could even undo your move. [*] When in the map editor, if one of the player had no country set, you could not use the store at all and purchase new units. Nothing would load. [*] In campaign, when forfeiting, the buttons for loading the next scenario would not be working properly. One would not do anything, the other would load the wrong scenario. [*] Willy's Jeep MB had no NATO counter. [*] Garrisons with realistic unit naming would have no name. [*] You could not use supply ships/planes to resupply your allies. Planes would on top of that trigger the destruction of the tile if you tried to. [*] In the end of game UI, when visualizing the game stats, the manpower fielded values would often show negative values. [*] Amount of time played on a given save shown at the end of the scenario would not be the correct one whenever the amount of time played was superior to 24h. [*] Philippines campaign North/South (late war) had issues with the units of the AI players (all of its units were doubled). [*] Money modification events would not fire in the right order and therefore ended up being useless (only when adding negative income, though). [*] Republic of China (ROC) was missing its ideology. [*] Typos in Minsk41 campaign scenario (axis/allies) city names. [*] Petlyakov-3 availability month (october, not June). [*] Typo in the LaGG-3 plane (soviet). [/list]