Hex of Steel
iOS Universel / Jeux
▶ Commandez la guerre. Façonnez l’histoire ◀
Hex of Steel est un wargame stratégique profond au tour par tour sur la Seconde Guerre mondiale, couvrant l’Europe, l’Afrique du Nord et le Pacifique.
Commandez 45 nations dans des combats tactiques sur carte hexagonale. Jouez en solo dans des campagnes dynamiques ou affrontez d’autres joueurs en multijoueur multiplateforme.
▶ Pourquoi Hex of Steel se démarque ◀
• Stratégie profonde au tour par tour : gameplay classique sur hexagones modernisé
• IA dynamique : adversaires intelligents et équitables, sans triche
• Campagnes épiques : influencez et réécrivez l’histoire
• Grande variété : 45 nations jouables
• Personnalisation complète : doctrines et options de réalisme
• Éditeur & mods : créez et partagez votre contenu
• Multijoueur multiplateforme
• Champ de bataille vivant : météo et saisons dynamiques
• Sans microtransactions : jeu complet, sans coûts cachés
▶ Conçu avec passion ◀
Né d’un Kickstarter de 53 €, le jeu a évolué grâce à plus de 500 mises à jour et une communauté engagée.
▶ Rejoignez la communauté ◀
Rejoignez plus de 3500 joueurs sur Discord.
▶ Important ◀
Pour une expérience optimale sur les plus grandes cartes, un appareil récent (iPhone X ou plus) est recommandé.
▶ Prêt à commander ? ◀
Prenez le contrôle et changez le cours de l’histoire.
Quoi de neuf dans la dernière version ?
ADDED
• Blacklisted players list now automatically fetched from the servers in real time to refresh the chat instead of being baked into the game files and requiring a game update to update the ban player list.
CHANGES
• Improved localization quality for Simplified Chinese.
• Europe 1941 units in villages have been replaced by garrisons.
• Europe 1942 units in villages have been replaced by garrisons.
• Europe 1943 units in villages have been replaced by garrisons.
• AI ships will now move and target low damage potential land target if there is nothing else for them to do (they would stay idle before).
FIXES
• Localization entries missing.
• Secondary/Major victory point could go out of sync from regular victory points in the map editor when setting the points (really rarely, and that would create freeze during the game so it would not go unnoticed. Did not happen on base game scenarios).
• Custom campaign scenarios could have issues when finishing the first and second scenarios of the tree and would fail to load more.
• Not all diplomatic options were disabled in campaign scenarios.
• AI ships should no longer move into harbour tiles (if that were still the case, please send me the autosave file from the previous turn to the support email).
• Buildings could be upgraded in the reserve and trigger an infinite money exploit through there.
• Buildings (factories, refineries, airfields etc) could be built on rivers (where there was a bridge).
• One rare and super specific occurence of AI game lag (several seconds) in a very specific case:
• In a very specific case, you could be prompted with the overrun confirmation window during the AI’s turn.
• If you had the ‘All Weather’ policy and had the ‘plane can move one extra tile after attack’ optional setting and your plane started above an enemy unit and you attacked that unit, your plane would not be allowed to move more than a single tile.
• Some AI controlled nations would not perform landings when historical focus was ON in custom scenarios.
• Mobile users: the amount of available units in the reserve would not display more than 2 characters, instead of 100+, it would display 10.
• Mobile users: One more attempt to prevent auto overrun on attack.