We're pleased to announce a special sale featuring Hex of Steel and Rise of the White Sun. Both games will be available at 50% off, and if you choose to purchase both together, you'll get an additional 10% discount through our bundle offer.
Hex of Steel: A World War II strategy game that challenges your strategic skills. Command your troops, plan your operations, and experience the vastness of war across linked campaigns or gigantic standalone scenarios.
Rise of the White Sun: Immerse yourself in the chaotic period of early 20th-century China. As revolution and warlord factions fight for control, you’ll need to navigate this historical setting with strategy and careful decisions.
If you're a fan of deep strategy games or historical settings, this is a great opportunity to experience these two titles at a discounted price.
Sale ends in two weeks from now.
Thank you for your support, and we hope you enjoy the games! :)
7.7.16
ADDED
New setting: Stricter fog of war. Fog of war will only be removed around victory points and units, nowhere else (basically not removing the fog of war inside territory you control entirely, just around the victory points).
CHANGED
Multiplayer compatibility version.
AI waiting time system reworked from the ground up, now I have much more control as to how to make it wait for camera when it plays, and as a result, it now plays faster and no longer waits for nothing.
As a result of the above change, the AI playing speed has been increased by about 50%, so this is -50% waiting time for you :) (When Fast AI setting is ON).
Retreat no longer is only on neighbouring hexes. A unit will now be able to retreat as far as it can actually move.
Few units graphics.
FIXED
Supportive fire from AT units did not trigger when enemy tanks were supposed to trigger it.
AI waiting time when playing. Sometimes, it could be waiting when it should not have been (when Fast AI was ON for example, resulting in MINUTES wasted as waiting time).
Potentially fixed for good unit overlapping bug (?).
One tile sync issue during real time MP (when transferring ownership of a tile).
Supportive fire removing FoW in real time MP but not showing the unit providing it.
AA not firing when bombers bombing ground targets nearby when the optional setting 'No AA support during air fight' was ON.
AI was not performing Op. Husky / Op, Overlord on Europe standalone scenarios.
7.7.15
ADDED
AT infantry 43 to USSR.
New setting: NATO icons by default. Does as it says :)
CHANGED
Multiplayer compatibility version.
Reduced ships damage vs land units quite a bit.
Updated Steamworks API to 1.60.
Changed retreating mechanics a little bit (under what circumstances units will retreat). I have added a new 'retreat damage threshold' (which goes from 0 to 100%). So when a unit takes some damage, the damage is evaluated as a % of the unit's current HP. So, if the unit is at 75 / 100 HP, taking 30 damage would meaning taking 40% of your health as damage. I have set up the default threshold to 30%. Then many modifiers will affect this threshold. Morale now directly affects this threshold, as an example, excellent morale doubles this threshold, meaning it no longer is 30% but 60% (only if playing with the optional morale setting ON). Then the unit's veterancy comes into play, a lvl 1 unit does not retreat at the same threshold as a lvl 5. For every veterancy level, a unit gains a +5% bonus to that retreat threshold. Units like militia or garrison have a straight -5% penalty from the get go, defaulting at 25% instead of 30%. Political units (SS/Guards) have a +5% bonus from the start too, defaulting at 35% instead of 30%. These changes should make the game more 'dynamic' and less static with more retreat going on, and less fight until death/utter destruction, although this still may happen, based on the above changes.
FIXED
AI was still purchasing regular AT infantry when it had access to AT infantry 43.
Some wars/factions issues on Europe '45.
Vichy France when capitulating not giving away its territories to the Allies.
Ju 188 wrong category.
End of scenario stats summary turn income was wrong (it was using/storing the final turn income instead of raw base income).
Bombers would rotate to face off their attackers (they should not have).
AI buying outdated recon vehicles in late war.
Bad weather prediction icon on the UI could be wrong during the beginning of winter.
Units being uncovered from the FOW when performing supportive fire when it should not have been (you could see the enemy triggering the supportive fire but not the unit it attacked, and then the supportive unit would come out of the FOW even though it was entirely not visible to you).
Possibility through the units editor to personalize in what direction units can rotate.
CHANGED
Bumped multiplayer version compatibility.
Increased supply depots upkeep (1 to 5).
Some underlying code data structure for some of the properties of the units to make save size smaller. This will create some side effects such as cancelling all of the research you have been doing and the facing rotation of the units.
AI engineers won't stay on rivers forever now anymore. If nobody needs them on there, they will move on and continue their life.
Small cost increase to strategic (heavy) bombers, to better mark the difference between each.
FIXED
You could hear AI's units movement sounds when they were swapping in the fog of war.
AI AA units moving before attacking when they could attack right away.
AI will now better remember where some arty are providing supportive fire to not make the same mistake again.
Upgrading/Downgrading a unit would not update its name.
Not possible to assign custom faction in map editor after adding a new player, you would need to close and re open the settings to be able to do it.
If you changed the max HP of some units, the game would not properly apply the change(s) when opening a save file.
Gunboats could not move across anti tank obstacles on bridges.
Downgrading an infantry unit from a paratrooper into a regular infantry would keep its type as a plane (if the para unit was not on the ground).
Anyone could delete any hosted PBEM game (instead of host only).
AI units when being downgraded or upgraded would lose some fuel / ammo in the process (which the AI would have to pay for to refill).
REMOVED
Settings to lock rotation, force left right rotation, or allow all rotations (this is now handled on a per unit basis through the editor).
7.7.13
ADDED
Nothing for now.
CHANGED
Improved balance of Europe '39.
FIXED
Units pathfinding issue when clicking on a tile to move to.
AI submarines not diving when moving a second time.
AI freeze with mods when upgrading/downgrading garrisons.
7.7.12
ADDED
New setting: No AA support fire during air on air engagements.
Auto-saving when playing offline PBEM, whenever the 'next human player playing' menu appears, the game will perform a save with the player's country name + turn count, example: Hungary_5. This will save you to have to do it manually. All you have to do is send the file to your friend(s) now. It will also automatically open the directory for you once the save is ready.
CHANGED
Defending (being attacked) on a frozen river now will grant the attacker double damage against the defender.
AI will now properly upgrade/downgrade to other units for garrisons if your mod is not in the same time period as the base game.
Sped up going back to main menu from game speed a little (about 5% speed increase, haha).
Units in the reserve now have to pay 50% of their upkeep instead of 30% (a 20% increase, basically).
Increased upkeep for heavy infantry, commandos, panzergrenadiers, shock infantry, paratroopers, marines, NKVD.
Autosave naming format (clearer).
Some diplomacy shenanigans when let's say Belgium is being declared war on by France which was in the same team, while also at war with Germany, now Belgium will join its own faction instead of joining the Axis.
FIXED
You had to pay to join a faction when being Neutral.
Turn production value on the UI for upgrading/downgrading a unit was wrong.
AI manpower hole when disbanding unused units (losing manpower, never getting it back for disbanding units in its reserve).
Hex of Steel - Wiki
Hello everyone!
Just a small announcement to let you all know that a Wiki for the game has been created on Fandom, direct link: https://hex-of-steel.fandom.com/wiki/Hex_of_Steel_Wiki
It is open to the community to edit and develop, so, if you have some extra time and knowledge about the game, and would like to share it with the community, then the Wiki will be the place to do it :)
Let me know if you have any questions
Have a great Sunday!
Val
7.7.11
ADDED
Rodion Malinovsky to USSR (commander).
CHANGED
Multiplayer compatibility version --> 7.7.10.
Europe 1943 scenario has been fully updated and reworked as part of the great Europe revamp process.
Europe 1944 scenario has been fully updated and reworked as part of the great Europe revamp process.
The setting 'production takes time' is now required for ironman mode to be ON..
When historical focus is ON, AI minors and allied with Germany will transfer what they capture to Germany (basically, if Slovakia captures territory in the USSR, it will transfer it back to Germany).
Attacking anti tank obstacles will no longer trigger supportive fire from nearby artillery.
Finnish units in the store will now have the winter option turned ON by default (free for them).
Few units graphics.
FIXED
AI would perform unit swapping with human controlled units.
Partisans spawning right after a country capitulated.
Wrong deployment tooltip rule for coastal batteries.
Game was not unloading from RAM mods after they were removed or deactivated. Basically, you could load the same mod 10 times and it would be loaded as new every time and the old data would not be purged. Only a game restart fixed it.
7.7.10
ADDED
Nothing for now.
CHANGED
Multiplayer compatibility version --> 7.7.10.
AI playing smoother (improved code performances, should lag less when it plays).
Big code refactor of a lot of the code.
Upon capitulation, you would be getting all of the land of the player you just conquered. Now, if some of this land originally belonged to your allies, or to neutrals, it will be given back to them, and you will only keep the territory of your enemy (that you just beat).
Increased cost penalty when buying units from another player (25% --> 35%).
Purchasing units from other players will no longer transfer the extra you're paying as part of the penalty, this will prevent any cheesing/exploit or money generation.
Made all air commanders ground commanders. May cause issues in your save files where they will occupy an air slot but move as a ground unit.
Availability year of all units to be 1936 if they were available before.
End availability year of all units to be 1947.01.01 (if their end use date was 1946+).
FIXED
AI not flanking anymore.
On Europe '39, USSR turned Neutral through events after the end of the Baltic States invasion, if you were at war with it as Germany and started a very early Barbarossa, you would lose all progress and troops would be sent back home.
Weather particles small issue during season change, when both rain and snow would appear on the screen and one would not go away.
7.7.9
ADDED
Amount of HP healed is now shown on the supplies tooltip (which shows how much it will cost in manpower and in cash).
Capitulation conditions for your nation in the objectives panel. If there is any capitulation event targeting you, it will be listed in there.
Map editor: Possibility to edit any level of any unit placed on the map by directly typing it in the appropriate inputfield.
CHANGED
Multiplayer compatibility version --> 7.7.9.
AI will now perform actual unit swapping (two units side by side) when in need of it.
Units with their range stat = 0 can only fight in their own tile now.
Bunkers stats and way of fighting. They could be used offensively, and were way too OP for that. So now, I have given them 0 range to make them defensive units only (cannot be used to attack), and they have their stats decreased as a whole, soft damage from 40 to 35, hard damage from 40 to 30, ammo from 25 to 20, armour from 70 to 50, but they got their HP go from 100 to 150 to compensate.
Urban tiles terrain modifiers tuned down a bit (Villages = 30%, Towns/Harbours = 40%, Cities = 50%).
One or two units graphics.
Units damage bonus by each new level of veterancy has been increased to 5% (instead of 4%).
FIXED
Ironman tooltip not following mouse position.
Entrenchment lvl 5 staying even after you disabled the policy.
AI unit swapping issues.
Priority issue in the damage calculation function, where veterancy would be applied only after armour modifier was applied.
AT units now providing supportive fire against all infantry instead of just mech. infantry (regression).
Clicking on a unit in the map editor would automatically set the unit's forced custom name to be unit name + number.