Today we have quite a number of items for the dev diary. We’ll be covering some new additions to the career profile system, followed by some new tools coming for modders in the Avalanche update.
To begin with, I’ll hand over to our designer on the career profile:
Ingevar here with an update regarding new features coming to the Career Profile.
Since the release of Career Profile earlier this year we've been working on the next iteration that will bring more stats, non-ironman achievements, and some profile customization.
Let's look at it in detail.
When BBA is released, every player will find the playthrough overview available in the ESC menu when playing the game.
We are adding more stats to track combat efficiency like the amount of offensive and defensive battles, the ratio between them, or the ratio of battles versus encircled divisions. We want these stats to be a better depiction of each player's playstyle and will continue to add more, so if you have any suggestions, please tell us in the comments.
Previously we gathered numbers only from the vanilla version of the game, but now we've added a separate set of data for games played with mods.
Both base game and modded games stats are working in single-player games, at least for now. We are looking into making MP counts as well, so stay tuned for future updates on that topic.
Awards are medals and ribbons: new kinds of in-game achievement that don't require you to play in Ironman mode.
Ribbons have no grades, but the difficulty is there for most of them.
At the same time, we know that mods are an essential part of the HoI experience, so together with the base feature, we're introducing support for modded awards.
Any modder will be able to use all existing UIs for creating a list of unique awards that can be tracked, awarded in the game, and then displayed in the Career Profile.
Every grade of medal you get and every ribbon will also award you with some Career Points.
Career Points are used to unlock Profile Pictures.
Some Pictures are unlocked after you get one or two medals, but others will be available only to players who dedicate a substantial amount of effort to getting lots of gold medals.
All this comes together in the last feature I'd like to show today.
We're adding a Friends list to the game. You'll be able to find it in the main menu when BBA is out.
By default, every profile in the game will be viewable by all your friends, but you can choose to make it private, this option will be available right in the Career Profile window.
All these features will be released together with the avalanche update. So any player who has the base game will be able to access Playthrough Overview, Awards, set their Profile Pictures, or view the Friends list.
The story of Career Profile just starts here and we plan to add more awards, stats, and profile customization to the game based on the feedback we get from you.
Hope you like this when it's out.
Modding In-Game Achievements
One of our new features for modders is a system to support custom achievements.
The feature aims :
- to allow mods to define their own achievements
- to display them and their completion status in-game
- to save them when a player completes them so that they appear as achieved when starting a new game
- the achievements will not be displayed on steam (or other stores)
- no way to know the completion rate among players
Behind the scenes, these achievements are earned and stored based on the game’s modset. Modifying the modset should clear achievements, but if the modset remains constant, any achievements earned will be persistent to that combination of mods.
Unit Medals and Units
Arheo back now to go over some more details on the script accessibility for our new features.
As mentioned briefly last week, unit medals are being added in BBA. These are fully scriptable, and take a similar form to regular database objects you’ll be used to working with.
Since the modifiers that can be applied via medals take a different path to regular modifiers, the list of possibilities is somewhat shorter than in other modifier scopes.
We’ve added a list of options at the top of the medals file, though we’re open to future suggestions if you find yourselves in need of something new:
The one_time_effect field will run an effect in the unit scope, though you should be able to scope to a unit’s owner and run effects on a country from this block.
Working with units is, as previously mentioned, new to script in the avalanche update. For the time being, only army units are accessible through script, though this may be expanded upon in future updates. The following effects will be available to you:
add_unit_medal_to_latest_entry #usually used in combination with add_history_entry, otherwise you may not guarantee a valid entry.
Combined with the following unit conditions:
Balance of Power
The Balance of Power feature is built in a way that makes it extremely flexible, and therefore probably very useful for modders. Any given country can only have one Balance of Power at any given time - but there’s nothing stopping you from having several that you switch between as things evolve.
The definition might seem a bit tricky at first, but that’s only because it is extremely flexible. It starts like this:
You also define a decision category as the Balance of Power category, meaning that you can script Balance of Power decisions the same way as you would script normal decisions. The will then appear in the Balance of Power UI. So basically anything you can do with decisions, you can do in the Balance of Power UI…
Each side is further divided into ranges with a min and max value, and a set of modifiers that are active when you are in this range. Again, the ranges are customizable, so you can have basically as many or as few as you like (within reason).
You can also set/change the graphics of the side as you like:
In all I expect to see some wonderful applications of this in mods going forward.
Peace conference modding has now become somewhat simpler, as well as being more consistent with the rest of the game’s scripting standards albeit at the cost of some rather verbose dotscoping chains.
Peace conferences now primarily work on a per-state basis, with the exception of ships and stacked bids (which due to technical limitations are not very accessible to script).
In the entry above, this cost multiplier will be applied at point of bidding for a country that is either NOT puppeted, or is bidding for itself, to states which are their cores.
You can add categories here which will consolidate their values in the tooltip for that state during a peace conference. This cost multiplier will only work on bids of the ‘take states’ type, but multipliers can be made to affect any combination of bid types if treated as an array.
A state can be subject to multiple cost reductions, which stack multiplicatively.
The evaluation of AI desire works in a very similar way:
The AI evaluates costs with a bucketed per-type approach, rather than simply bidding on the best cost*desire entries. This goes some of the way towards reducing bordergore, and effectively takes a sample of the desire of bids of the same type and target - France for example, would consider all Puppet Switzerland bids to be of the same value to try and avoid leaving holes.
We’ve expanded the options in our imgui during By Blood Alone, and now this handy air region tool will be in your hands:
And that’s all for this week! Next week there will be a break in dev diaries, but tune in in two weeks for a round up on the technical situation and changes coming in the Avalanche update.