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Steam News12 April 20263mo ago

8.3.8

ADDED New unit property: AvailabilityOption. This new property replaces the old isRemoved property, it now allows you to control who this unit is available to (Everyone, No one, AI only, Humans only).

In this update4

Full notes

Full Hex of Steel update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition9 changes1 removal
  • Gameplay
  • UI and audio
  • Compatibility
  • Balance
  • Store
  • Fixes
addedADDEDNew unit property: AvailabilityOption. This new property replaces the old isRemoved property, it now allows you to control who this unit is available to (Everyone, No one, AI only, Humans only).
changedADDEDMove or Attack rule for specific units is now displayed/available in the store as part of the tooltip when placing the cursor over a unit.
changedCHANGEDBumped multiplayer compatibility version to 8.3.8.
changedCHANGEDBlitzkrieg doctrine effects have changed a bit: it now applies to tanks, SPGs, light bombers, and motorized/mechanized infantry only. Fuel/Ammo supplies cost is now 300%.
changedCHANGEDDifficulty in campaign scenarios will now automatically scale with your core units. As discussed on the forum, players gained a significant advantage mid-campaign due to accumulated core units. The AI will now receive a bonus based on your starting core units, improving balance across long campaigns (turn-based bonus, based on the net worth in manpower and cash of your core units on scenario start, fraction of it, but every turn, currently sampled as spread over 30 turns, so if you have a total core units worth of 1000 cash, each AI player will receive 1000 / 30 = 33 money per turn worth of compensation/bonus).
changedCHANGEDCleaned up deployment rule text formatting on tooltip in units Store menu.

Hex of Steel changes

addedNew unit property: AvailabilityOption. This new property replaces the old isRemoved property, it now allows you to control who this unit is available to (Everyone, No one, AI only, Humans only).
changedMove or Attack rule for specific units is now displayed/available in the store as part of the tooltip when placing the cursor over a unit.
changedBumped multiplayer compatibility version to 8.3.8.
changedBlitzkrieg doctrine effects have changed a bit: it now applies to tanks, SPGs, light bombers, and motorized/mechanized infantry only. Fuel/Ammo supplies cost is now 300%.
changedDifficulty in campaign scenarios will now automatically scale with your core units. As discussed on the forum, players gained a significant advantage mid-campaign due to accumulated core units. The AI will now receive a bonus based on your starting core units, improving balance across long campaigns (turn-based bonus, based on the net worth in manpower and cash of your core units on scenario start, fraction of it, but every turn, currently sampled as spread over 30 turns, so if you have a total core units worth of 1000 cash, each AI player will receive 1000 / 30 = 33 money per turn worth of compensation/bonus).

ADDED

  • New unit propertyAvailabilityOption. This new property replaces the old isRemoved property, it now allows you to control who this unit is available to (Everyone, No one, AI only, Humans only).
  • Move or Attack rule for specific units is now displayed/available in the store as part of the tooltip when placing the cursor over a unit.

CHANGED

  • Bumped multiplayer compatibility version to 8.3.8.

  • Blitzkrieg doctrine effects have changed a bit: it now applies to tanks, SPGs, light bombers, and motorized/mechanized infantry only. Fuel/Ammo supplies cost is now 300%.

  • Difficulty in campaign scenarios will now automatically scale with your core units. As discussed on the forum, players gained a significant advantage mid-campaign due to accumulated core units. The AI will now receive a bonus based on your starting core units, improving balance across long campaigns (turn-based bonus, based on the net worth in manpower and cash of your core units on scenario start, fraction of it, but every turn, currently sampled as spread over 30 turns, so if you have a total core units worth of 1000 cash, each AI player will receive 1000 / 30 = 33 money per turn worth of compensation/bonus).

  • Cleaned up deployment rule text formatting on tooltip in units Store menu.

  • HarmonyRefreshUnitCost(Unit) has been removed entirely from StoreGO.cs and merged into SetUnitPrice(Unit) instead.

FIXED

  • Unit cost being wrong when importing units from another country after enabling/disabling options (store options, like loadouts etc).

  • Weather particles showing even though the weather particles setting was turned OFF.

  • Various localization problems.

REMOVED

  • IsRemoved unit property usage. You must now use the AvailabilityOption property which has the possible following values: NONE, ALL, AI, HUMANS. It allows more granular control over the availability of units for players while keeping the old behavior as well.

Source

Steam News / 12 April 2026

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