- V0.41.13 - AI 'Ready Up' Issue in MP matches - 9 May 2026
v.0.41.13 - Addressed an issue where a multiplayer game with AI opponents could not be started. The game no longer waits for AI opponents to 'Ready Up.'
- SQUARED AWAY - 0.41.9 Tactical Patch - 3 May 2026
SQUARED AWAY — v0.41.5 → v0.41.9 Five back-to-back live patches. Lobby tight. Quick Match clean. Host controls locked. Sync honest. Five focused builds shipping the lobby polish and MP-flow corrections that piled up after the v0.41.0 → v0.41.4 dashboard arc. Nothing here is a feature — it's the stuff filed under "this was bothering me." Now it's all fixed. 🗺️ Terrain density actually reaches the server (v0.41.5) The host's Low / Medium / High pick was being set in the lobby UI but never made it into the /api/multiplayer/create payload — so themed-map generators (Continents, Archipelago, Pangea, Highlands, Forest Basin, River Networks) silently fell back to the default density on every MP game. v0.40.3 wired the host control; v0.41.5 wires the wire. What you'll see: your density pick now does what it says from turn 1 in MP, the same way it has in SP since v0.31.4. ⚡ Quick Match: one pat…
- JOIN DISCORD - 3 May 2026
COMMAND NET ONLINE — JOIN THE FRONT The HexArmy Discord is open. Forward intel, PvP comms, and a direct line to HQ. → JOIN THE COMMAND NET discord.gg/T4q4bhdY If you've installed HexArmy and you're playing solo against the AI, you're operating without a comms net. Discord is where the rest of the campaign happens — between matches, between patches, and between you and the people building the game. This isn't a marketing channel. It's the operations bunker. 📡 Forward Intel Patches, balance changes, and new systems get announced in #announcements before they hit the default Steam branch. You'll know what's shipping while it's still on the beta opt-in — and you'll know why each change went in. Roadmap visibility is real: what's prototyping, what's queued for v0.32 and beyond, what got shelved. 🎯 PvP Comms #lfg is where commanders find opponents in their timezone, schedule ranked fights,…
- RANKED & READY - v0.40.3 - 1 May 2026
Four tight back-to-back builds covering one focused arc: the multiplayer flow from launch to lobby is now coherent end-to-end. Sign-in is on your terms. Ranked is server-enforced clean. Quick Match actually queues. Mixed-AI lobbies are fully editable. 🪪 Choose how Steam signs you in (v0.31.30) Until v0.31.30, every Steam launch unconditionally fired the auto-Steam-link flow. That's the right default for the common case — but the wrong default for shared machines (one PC, multiple Steam profiles, single shared HexArmy callsign), smurf or test accounts, or pre-Steam HexArmy accounts already linked to a different Steam profile. The fix is to make it user-selectable. Two radios in the profile panel — Automatically use Steam account (default — byte-identical to v0.31.29) and Use custom login — plus a nested Automatically sign-in checkbox that controls whether the session cookie persists acr…
- LINKED & LOADED - 30 April 2026
Roll-up patch · v0.31.15 → v0.31.29 · 30 April 2026Steam connected. Combat audited. Army upgraded force-wide.Commanders,Fourteen patches since BREAKTHROUGH shipped. The headline arc this time isn't one big system going live — it's Steam integration finally working end-to-end, plus a class of long-standing combat and progression bugs getting cleaned out at the root. If you were one of the early-access players who registered before Steam launch wired up — your account now links cleanly the first time you sign in. If you ever bought a Tech Tree upgrade and noticed your existing tanks didn't seem any stronger — that's fixed at the source. If an enemy helicopter ever shot your Razvedchik on the way down despite your AA reaction killing it — also fixed.This is a "everything you reported actually got addressed" build.⬢ STEAM ACCOUNT INTEGRATION — END TO ENDThe biggest thread in this rollup. v0…
- BREAKTHROUGH - 29 April 2026
Roll-up patch · v0.30.0 → v0.31.15 · 29 April 2026Tech Tree goes live. Every system audited.Commanders,Sixteen patches since "Rules of Engagement" landed. The headline is the Tech Tree — a per-game research system with 60 nodes across 10 doctrines, the first fully-resolved branch (Air Superiority) live in combat, and a clean resource HUD that reads at a glance. Underneath that, every major system got walked end-to-end and audited: ultimates, faction modifiers, AI movement accounting, sprite art. Twenty-plus real bugs found and fixed. One promised-but-missing capability (engineer city repair) finally exists. The HUD that used to scatter resources across three corners of the screen now reads in one row.This is the build to play if you've been on default since 0.20.22.⬢ TECH TREE — A NEW PROGRESSION SYSTEMThe foundation (v0.30.0)Per-game research, reset on every match start, no meta-grind.…
- Rules of Engagement - v0.20.22 - 28 April 2026
Roll-up patch · v0.20.11 → v0.20.22 · 28 April 2026By the book. Player and AI.Commanders,The last twelve patches have hammered out the parts of HexArmy where the rules-as-written and the rules-as-played didn't match. The AI now fights by the same combat doctrine as you. Force caps mean what they say. Faction modifiers actually apply on deploy. Stats and Dossiers persist end-to-end. The Field Manual was rewritten from scratch so every number in it reflects the current build. Three serious freeze and start-flow bugs are dead.This is the build to play if you bounced off any version after 0.20.11.⬢ COMBAT — THE AI PLAYS BY THE SAME RULESMovement-gated attacks now apply to AI units (v0.20.17)v0.20.9 introduced the rule for player units: spend all your MP on movement, you don't get to attack on that turn. The AI was supposed to follow the same rule but a couple of attack-after-move branches i…
- FIX BAYONETS — v0.20.9 Tactical Patch - 27 April 2026
Commanders, v0.20.9 changes the way close combat works. Five fixes, one tactical shift, and the Veteran Infantry doctrine just earned its keep. The new rule — Movement-gated attacks Every unit in the game now needs at least 1 movement point remaining to attack. No more sprinting your unit to maximum range and still firing on the same turn — that final pip of MP is your trigger pull. Decide where to commit. Close the gap and shoot, or sprint into striking range and finish next turn. You can't have both anymore. Defenders gain breathing room. A retreating unit that drains its MP to escape is genuinely safe until the attacker spends a turn closing. Speed and reach matter more. Recon, helos, artillery, snipers all get a relative buff because they can position AND fire from the same MP budget. The exception — Veteran Infantry "Assault" reborn The Assault promotion was a no-op. Now it's the o…
- 0.20.6 - FIELD READY - 26 April 2026
FIELD READY — v0.20.6 Responsive Layout Pass The best command post is the one that fits where you set it down. Commanders, v0.20.6 is the field deployment patch. The whole game — setup, faction picker, theater of operations, draft, multiplayer lobby, in-game HUD — has been re-tuned to fit cleanly at 1280×720 minimum, with specific focus on Steam Deck (1280×800) and 14″ laptops (1366×768). If you've ever squinted past a panel that ate half your map, or chased a button below the fold, this one is for you. What's in the box New short-screen breakpoints at 820 px and 720 px height. Top and bottom HUD bars get leaner, claw back vertical map real estate. Tightened 1280-px-wide breakpoint. Sidebars shrink earlier, font scale tuned, fewer pixels wasted on chrome. Faction selection / Theater of Operations scrolls cleanly. Map preview, Generate / Apply ID / Lock Map controls, and Start Game all s…
- v0.20.5 - Hold the Line - 26 April 2026
HOLD THE LINE — v0.20.5 Maintenance BuildSteel doesn't shine because it was forged. It shines because it was tested.Commanders,v0.20.5 is a stability and consolidation patch . No new units, no new modes, no new content — just a clean checkpoint that locks in every fix and refinement we've shipped since 0.20.0 OPERATION OVERMATCH dropped earlier this month.What's locked in:HQ Takeover: the only path to elimination is capturing the HQ. Losing your last unit no longer ends the match if your HQ still stands.Advance-on-kill: units no longer steamroll onto a city with active defenses (HP > 0) after a kill. Your attacker holds, the city defenses report "city defenses hold," and the assault continues next turn.Disband on elimination: (HQ Takeover / Infantry Only) — when a player is eliminated, their remaining units are disbanded and removed from the battlefield.Neutralize on elimination: (Milit…
- v0.20.1 Patch - 25 April 2026
Multi-AI improvementsEnemy factions are now hidden until you discover them — no more spoiling all three opponents on turn 1Each AI player gets a unique team color (blue, red, yellow, green) so you can tell them apart on the mapAI commander names — each opponent is assigned a culturally appropriate name from their factionElimination banner appears when an AI player is knocked out of the gameIntel panel now shows all discovered opponents with their stats, threat level, and commander nameFixed AI spawning units in cities they don't ownFixed being able to walk onto an enemy city without destroying its defenses firstNew featuresUnit sleep — put idle units to sleep so they stop appearing in your turn cycle. They auto-wake when an enemy enters their vision rangeTerrain density — choose Low, Medium, or High terrain when setting up a game. Low gives open battlefields, High gives dense forest and…
- Operation Overmatch - 25 April 2026
HEXARMY 0.20.0 — OPERATION OVERMATCHEnhancement List · Milestones M-1 → M-15 · Defects D-9 → D-12One commander. Multiple fronts. Ten thousand hexes. 0.20.0 — fifteen milestones engineered to put solo commanders against two and three thinking AI opponents on battlefields ten times the size of anything we've shipped before.⬢ MILESTONES -- 10k hex maps & Multi-AI Enemies M-1 — THEATER OF SCALEThe engine now thinks in tens of thousands of tiles. 10,000-hex maps M-2 — TILE STREAMYou're never waiting for the front line to catch up. Smooth pan and zoom even when the battlefield stretches past the horizon.M-3 — RENDER CONEEvery drawcall earns its keep. Off-screen tiles, fogged units, and out-of-frustum chrome are aggressively culled before they hit the GPU - makes 10K-tile combat playable on machines that used to choke at 4K.M-4 — VECTOR PATHFINDPathfinding rebuilt on a hierarchical mesh. Path…