New setting: hide enemy's HP. This will simply disable the HP on the UI for any units that you do not have any relation with (enemies/neutrals).
FIXED
Supplies rate on UI when hovering with the mouse over an enemy unit (or any other than the current player's) would use the current player as reference to calculate the supplies, often showing 100%. This was a UI bug and not an actual gameplay bug as when the AI played it would use itself as a reference and have the proper supplies rate applied.
AI sending back all of its units back into its reserve if there was no victory points on the map (bit of an odd setup but I got people making tactical battles for mods and this was an edge case).
Tiles holder in the map editor would not scroll left/right (only react to direct mouse drag with the left mouse button).
7.7.25
Along with this update, I'd like to announce the release of an official mod that I made, inspired by @Den Kuenstler (original mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2834273468)
Link to my complete mod featuring all countries in the game: https://steamcommunity.com/sharedfiles/filedetails/?id=3403266090
ADDED
Brand new standalone scenario: Vitebsk–Orsha offensive.
Dedicated NATO cavalry icon.
CHANGED
Reduced game install size by 20%.
Updated/Unified all of the game's counters graphics. Not all had the same shadow/light effect and it disturbed me. They are all the same now (effect wise), and some countries got a refresh too.
Cavalry manpower cost reduced from 15k to 5k manpower.
Adjusted the cost of the veterancy option (store) as it was way too expensive.
FIXED
AI ship embarking routine was not properly working.
Clicks went through during upload of mod to the workshop. You could accidentally create a double mod or modify stuff without wanting it.
7.7.24
CHANGED:
Updated banned players list (from chat).
Updated multiplayer compatibility version to 7.7.24.
FIXED:
Winter Soldiers policy could end up being free for everyone.
Cavalry units now have a dedicated NATO icon.
Terrain damage modifier breakdown was showing wrong info (UI).
7.7.23
CHANGED
AI will no longer purchase militia/Volkssturm units unless it has lost a significant amount of its core territory (40+%).
FIXED
Weather prediction could regenerate itself after loading a save (on turn 1 only).
Loading a save would reset the morale of all units.
AI would send its units into reserve in some cases when it should not have done so (when it had units on the map but no territory. This could affect vanilla scenarios as well as modded ones, such as the Napoleonic Wars mod).
Units in naval transport ships would start with lvl 3 entrenchment on turn 1.
7.7.22
ADDED
Possibility to playtest a scenario directly from the map editor, and go back to the editor after playtesting it. 2 new buttons have been added to go back and forth.
Brazilian localization.
CHANGED
Nothing for now.
FIXED
AI planes purchase rate. Not buying enough.
7.7.21
ADDED
Nothing so far.
CHANGED
Updated the multiplayer compatibility version.
Updated the game engine.
Updated list of banned players from the online chat.
V-Sync setting has been moved to the Graphics tab in the settings.
Units in transport trains are no longer allowed to move across enemy territory.
AI would not be aggressive enough at choke points (bridges), and even when at 3 v 1 they would not perform attacks.
FIXED
UI and income issue with destroyed (bombed) tiles and the Minimized Destruction policy.
7.7.20
ADDED
Hex of Steel now has trading cards, badges, and wallpapers for your Steam profile! (This is for those of you who missed the announcement from the previous update :)).
CHANGED
Updated Battle of Berlin standalone scenario.
Increased upkeep cost on tanks/armoured vehicles.
Clouds will now nicely fade in and out when zooming in/out instead of popping out as they did.
FIXED
Supply ships freezing the game in some cases (when clicking on it twice very fast, would not happen otherwise).
AI downgrading units into garrisons way too close to the frontline.
Sometimes unit not retreating towards better tile.
Volkssturm availability date was wrong (october instead of january '44).
AI would/could upgrade/downgrade its units in VPs as part of the Garrison change into or from paratroopers which would lead to issues (from mods, not an issue with base game).
7.7.19
I would like to make a little announcement about the future development of Hex of Steel. I have now switched my workflow to be full time on Beasts of Steel, so expect less frequent updates for Hex of Steel. I am at a point where I need a real break from developing this game because it just took too much of everything from me. The game is now in a good stable state with tons of content, so I am feeling OK dropping updates for a while... It's not like the game got years worth of updates in the span of several months in the first place :p
So, I still will be pushing out updates to fix broken things as you report it back to me, but don't await any content update or any major changes for the foreseeable future. Hope you can understand :)
ADDED
Hex of Steel now has trading cards, badges, and wallpapers for your Steam profile!
CHANGED
Renamed british 'Commando' unit into 'Commandos'.
Max zoom sensitivity has been changed from 5 to 10.
FIXED
Upgrade/Downgrade issue(s) with units marked as paratroopers.
Spawning units in the map editor using the spawn button would create units with 0 morale.
Transport options bug with some AT or artillery units which had no armour set.
AT units would fall under the 'damage reduction over frequency' setting.
Annexation of tiles had the wrong cost applied.
Republic of China was missing Marines counter (for modding).
7.7.18
ADDED
Nothing for now.
CHANGED
Multiplayer compatibility version.
Online chat compatibility version, it also now is split between platforns. Mobile has its own chat, and PC has its own chat.
Capitulation UI window will now mention the name of the country that capitulated (on top of showing the flag).
Units editor no longer will automatically save when you close the menu. You will have to manually hit the 'save' button.
FIXED
Online chat not working.
Resizing issues in the map editor.
'isEngineers' property in the units editor would not be applied when creating/editing units.
7.7.17
ADDED
Nothing for now.
CHANGED
Nothing for now.
FIXED
Battle outcome damage on the UI could show -0 damage.
In some cases modded units could not get the Marines counter assigned.
Supplies issues (NaN) when a unit was on a sea tile that was frozen.
Bridge tiles types were wrong.
Some issues with engineers able but not able to cross destroyed bridges.
Upon loading a save, if some of your units were in a train, they would have wrong max MP and fuel.
Armour penalty to damage and final damage sometimes positive even when armour penalty was greater than final damage.
Movement points issue with tanks/mechanized units when playing with the 'infinite ammo and fuel' setting ON.