As release is almost upon us tomorrow, I want to say that I hope you will enjoy Battle for the Bosporus! Today I will be showing the changelog, mention some cool stuff we are giving out for free and also talk about an onboarding experiment we will be running soon… so lets jump in!


Changelog
################################################################
######## Update 1.10.1 "Collie" ########
################################################################

####################################
# Battle for the Bosporus Country Pack
####################################
- New Focus Tree for Greece
- New Focus Tree for Turkey
- New Focus Tree for Bulgaria

####################################
# Features
####################################
- Reworked Focus Tree for Yugoslavia (Death or Dishonor)
- Reworked and tweaked the starting position for Romania (Death or Dishonor)
- added a number of new releaseable nations to the game
- The Heavy Cruiser 3d Asset Pack has been merged into the base game
- added a special infantry model with Pickelhaube for Unaligned Germany (Waking the Tiger)

##################################
# Bugfix
##################################
- Fixed a bug where Serbia was using the incorrect country colours.
- Banning Communism or Fascism should now also remove foreign communist/fascist influence national spirits.
- fixed foreign equipments not showing up under stockpiles ui
- Yugoslavia may now complete industry focuses if the owner of the province is their subject
- fixed enemy ship count now showing up in strategic region ui
- added some missing descriptions of special ship hulls (MtG only)
- Fixed some mods being erroneously removed at game start
- The external actor on the losing side of a civil war no longer get their units wiped if they were in the winner's territory as long as the civil war did not become a full blown out war
- Yugoslavia will now lose the Anti-German Military spirit if the military has already instigated a coup.
- Rocket sites will now properly delete remaining stock when captured and not crash the game further down the line
- fixed a missing national spirit icon in the French tree
- fixed some issues with AI operative assignments that was trying to make them assign same operative multiple times
- Fixed operative being stuck on rescue mission when there are no operative left to rescue
- Added a nudger generated file to the list of files to backup and remove by the Clear Cache action
- Added missing "do nothing" option to an event
- Set ROM starting ruling party to non-aligned
- Updated Institute Royal Monarchy focus to start with 65% Non-Aligned support
- Fixed a typo in wtt_events_l_english.yml for Germany Anti-Soviet Pact news pop-up
- removed Italian_generic_land_4 soldier and added Britain_generic_land_6 soldier instead.
- new hat for error dog
- added portrait to vanilla GER

##################################
# Balance
##################################
- naval supremacy is now scaled to a percentage depending on enemy intel level instead of getting reduced to 0% at low intel
- Germany can no longer annex Yugoslavia with a single focus and no input from the Yugoslavian player under certain circumstances

##################################
# Stability & Performance
##################################
- improved performance of national focus gui when there are focuses with many prerequisites or expensive allowed triggers
- Fixed OOS triggered by displaying the description of some focuses and event effects
- Improved performance of CPoliticalMinister that was evaluating decision with an ai_factor of zero
- Fixed CTD when interacting with the army portraits while merging armies
- Fixed CTD in AI code
- Added allowed trigger for ai strategy plans
- Fixed CTD related to carrier air missions
- Fixed OOS caused by localized state name
- Fixed CTD caused by effect from history trying to access the not yet initialized graphical map

##################################
# Modding
##################################
- add the modifiers navy_leader_start_level, navy_leader_start_attack_level, navy_leader_start_defense_level, navy_leader_start_maneuvering_level, navy_leader_start_coordination_level to match the sames for army_leader.
- Fixed has_dlc trigger to return false when the name of the dlc is not known
- Added support for nesting localization strings, i.e. use a localization key within another localization string, enabling strings like "Unlock $nukes$ in the $technology$ screen" where 'nukes' and 'technology' are localization keys.
- Added support for dollar signs in localization strings. Normally a dollar sign denotes the start or end of a variable. With this change "$$" will produce a single dollar sign in the resulting string.
- add_equipment_to_stockpile effect now accepts variables as producer
- added faction_leader scope change
- added custom_modifier_tooltip support for dynamic modifiers
- added add_victory_points/set_victory_points effects
- Added console command Audio.PlayEffect to play a scripted sound effect at will
- added can_be_produced trigger to equipments so they can be blocked for certain countries for production
- Added the ability to specify a variable refering to an idea for triggers and effect has_idea, add_ideas, remove_ideas, swap_ideas, add_timed_idea and modify_timed_idea
- Added support for the triggers is_enemy, is_friend and is_neutral to adjacency rules to enable script to determine which rule to use. Evaluation order is documented in adjacency_rules.txt.
- Added global.province_controllers game variable array that returns an array containing the controller for each province, where array index is mapped to province ID. For example global.province_controllers^4135 returns the controller of Gibraltar.
- Added equipment buildable trigger

##################################
# Database
##################################
- Added a series of decisions for Yugoslavia to promote a communist uprising in Bulgaria, Albania, and other Balkan nations
- Added General entry for Constantin Sanatescu
- Hooked Iraqi fascist leader into vanilla
- Added Kurdistan tag, history, and leaders

Heavy Cruiser Pack now free for all!
thumbnail.png

When we stopped selling the Colonel Edition and moved most of the cosmetics there to new armor packs instead we had nowhere to put our Heavy Cruiser pack and we figured it would just be a nice thing to give it away to everyone for this update - so thats what we did! It will now be baked in. The pack contains the following ships 3d models :
France - Algérie
USA - Baltimore
UK - Exeter
Soviet - Kirov
Japan - Mogami
German - Prinz Eugen
Italy - Trieste Class

Onboarding Experiments
Hearts of Iron is not a game known for how easy it is for new players to get into it... and that is probably not going to change ;D But we do feel like we could do a lot better job at helping new players out here. We have a lot of ideas around improving the pretty basic tutorial, more context help and helping you see changes in patches and such that we dream of doing, but much of this is still in some far away potential future. Right now though we have gotten help from our awesome experiment group at Paradox Arctic in testing some stuff on you all. Well some of you at least...

See we are doing this as a test to compare how the changes affect new players so the system will automatically enable it only for certain people next week, so do not worry if you see stuff your friends aren't or the other way around.

So what have we actually done? We have integrated little short video clips tied to alerts and such to help illustrate how to deal with them. These are also accessible from the ingame menu for browsing. Do note that this is not some full coverage of features yet, but we hope it will be enough to see if there is any impact on new player behaviors and if it works out there is a good chance we will record and add more in the future if we roll it out for everyone.

Here are some pictures of how it looks:
1602622933726.png

1602623025795.png


1602623057297.png

So see you all tomorrow for the release and for some followup diary the week after :) Oh and because you will ask. The release is aimed to go out in the afternoon tomorrow, but hey its 2020 so I don't dare give you any exact times ;D
 

PurpulaPhoenixum53

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- added a special infantry model with Pickelhaube for Unaligned Germany (Waking the Tiger)

We're going back in style. Sure its a-historical, but we can finally relive the Great War.
 
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Uuuh new models! Nice to hear! I hope you did erase the former regimes eagle from the uniforms tough. Wouldn't make much sense if it still was there.
 
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Vlad123

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add_equipment_to_stockpile effect now accepts variables as producer
- added faction_leader scope change What?
- added custom_modifier_tooltip support for dynamic modifiers What?
- added add_victory_points/set_victory_points effects Aka can change Victory points via command?
- Added console command Audio.PlayEffect to play a scripted sound effect at will nice
- added can_be_produced trigger to equipments so they can be blocked for certain countries for production this block cercain country to produce certain equipment?
- Added the ability to specify a variable refering to an idea for triggers and effect has_idea, add_ideas, remove_ideas, swap_ideas, add_timed_idea and modify_timed_idea
- Added support for the triggers is_enemy, is_friend and is_neutral to adjacency rules to enable script to determine which rule to use. Evaluation order is documented in adjacency_rules.txt. ok...i read it
- Added global.province_controllers game variable array that returns an array containing the controller for each province, where array index is mapped to province ID. For example global.province_controllers^4135 returns the controller of Gibraltar. AKA if i make this i target ENG in this exemple?
- Added equipment buildable trigger how work?
 
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- naval supremacy is now scaled to a percentage depending on enemy intel level instead of getting reduced to 0% at low intel

I hope this means the fix is in for when you cannot launch an invasion after destroying the enemy's navy and seeing your overwhelming naval supremacy count down to zero.
 
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I have one concern about the upcoming rework of Yugoslavia, it's not about mechanics but about "lore", if you could call it that.

The 4th dev diary had an "Autonomy for Slavic Transylvania" focus and the 5th an achievement "Dracula’s Revenge". This is meant to be the reverse of "Divide Yugoslavia" in terms of alternative history, using the Slavs in Transylvania like Hitler used the Germans in Sudetenland. The problem is, that there were hardly any Slavs in Transylvania at that time. Accoding to the last census, all of Transylvania wasn't even 10% Slavic. It was about 58% Romanian, 24% Hungarian and 10% German. That leaves only 8% other ethnicites, that included Jews.

If that focus tree makes Transylvania a puppet of Romania or an independent country, it's way too far fetched. I don't mind alternative history where Japan is going communist, but this is the equivalent of an alternative history like "Autonomy for Korean Nagasaki". Alternative history, however unrealistic it is, has to diverge from real history at some point. And in 1936 there were >8% Slavs in Transylvania.

While I'm a big fan of alternative history scenarios, there is a difference between unrealistic scenarios such as a 2nd American civil war or UK going communist, and logically impossible scenarios, such as demanding autonomy for a region that only has >8% slavs. It breaks immersion.

That being said, I'm not against the idea of the focus, it's just that the excuse for it is too far fetched.

I would like to see a focus that's the opposite of "Divide Yugoslavia", breaking Romania into the 3 old principalities. But I would like it to happen under a reasonable pretext. The pretext "We need autonomy for the slavs in Transylvania" when there were less than 8% Slavs in Transylvania is laughably unrealistic. It's not unrealistic like Japan goes communist, but unrealistic like "France demands autonomy for French in Catalonia".

Transylvania's population censuses:

YearTotalRomaniansHungariansGermansSzékelys[a]Notes
19205,114,21458.3%26.7%9.7%-Romanian statistics
19305,548,36357.8%24.4%9.8%-Romanian population census[83]
19485,761,12765.1%25.7%5.8%

According to the last censuses, Transylvania was about 58% Romanian, 24% Hungarian and 10% German. That leaves only 8% other ethnicites, including Jews. Granting autonomy to all of Transylvania for >8% of the population breaks immersion. Because it's not an unlikely scenario, it's logically impossible.

Yugoslavia could have the same focus, but rename it "Break the Great Union" or "Divide Greater Romania". Something that doesn't imply Transylvania got separated from the rest of Romania to grant autonomy for >8% of its population.
 
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I have one concern about the upcoming rework of Yugoslavia, it's not about mechanics but about "lore", if you could call it that.

The 4th dev diary had an "Autonomy for Slavic Transylvania" focus and the 5th an achievement "Dracula’s Revenge". This is meant to be the reverse of "Divide Yugoslavia" in terms of alternative history, using the Slavs in Transylvania like Hitler used the Germans in Sudetenland. The problem is, that there were hardly any Slavs in Transylvania at that time. Accoding to the last census, all of Transylvania wasn't even 10% Slavic. It was about 58% Romanian, 24% Hungarian and 10% German. That leaves only 8% other ethnicites, that included Jews.

If that focus tree makes Transylvania a puppet of Romania or an independent country, it's way too far fetched. I don't mind alternative history where Japan is going communist, but this is the equivalent of an alternative history like "Autonomy for Korean Nagasaki". Alternative history, however unrealistic it is, has to diverge from real history at some point. And in 1936 there were >8% Slavs in Transylvania.

While I'm a big fan of alternative history scenarios, there is a difference between unrealistic scenarios such as a 2nd American civil war or UK going communist, and logically impossible scenarios, such as demanding autonomy for a region that only has >8% slavs. It breaks immersion.

That being said, I'm not against the idea of the focus, it's just that the excuse for it is too far fetched.

I would like to see a focus that's the opposite of "Divide Yugoslavia", breaking Romania into the 3 old principalities. But I would like it to happen under a reasonable pretext. The pretext "We need autonomy for the slavs in Transylvania" when there were less than 8% Slavs in Transylvania is laughably unrealistic. It's not unrealistic like Japan goes communist, but unrealistic like "France demands autonomy for French in Catalonia".

Transylvania's population censuses:

YearTotalRomaniansHungariansGermansSzékelys[a]Notes
19205,114,21458.3%26.7%9.7%-Romanian statistics
19305,548,36357.8%24.4%9.8%-Romanian population census[83]
19485,761,12765.1%25.7%5.8%

According to the last censuses, Transylvania was about 58% Romanian, 24% Hungarian and 10% German. That leaves only 8% other ethnicites, including Jews. Granting autonomy to all of Transylvania for >8% of the population breaks immersion. Because it's not an unlikely scenario, it's logically impossible.

Yugoslavia could have the same focus, but rename it "Break the Great Union" or "Divide Greater Romania". Something that doesn't imply Transylvania got separated from the rest of Romania to grant autonomy for >8% of its population.
I complained about the same thing in that dev diary yet nothing has changed...
 
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Good job!
The updates are interessing, but still nothing to optimize the data... :/ Especially for Soviet Union, about a lot of divisions. It's unplayable after 1940, it's bad. :/ The DLC Resistance are a lot of bugs, again...
 
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Yugoslavia could have the same focus, but rename it "Break the Great Union" or "Divide Greater Romania". Something that doesn't imply Transylvania got separated from the rest of Romania to grant autonomy for >8% of its population.
Isn't that kind of how Tyrol gos stuck with Italy, despite being predominantly German?
The alternatives to the focus seems to imply that the "Slavic Transylvania" covers only Banat, not entire Transylvania, so I would see this as tearing Banat from Transylvania under flimsy pretenses of uniting it with Western Banat.
 
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This is a small and focused DLC, but for what it touches on, it really looks good. I hope the developers repeat this over and over. Without this new help, when would we have seen new focuses for Turkey, Romania, and Bulgaria? Two years? Three? Instead, we get this now without delaying the larger 1.11.
 
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No mention in the patchnotes of the new regions created?
We probably missed a bunch of stuff that got baked into the "new countries" line. We summarize at the end based on lots of lines of changes from our versioning tool and often stuff like this gets done together with focus trees and we miss writing it separately :)
 
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yes a proper balance change is needed on many fronts

- better thinking of what resources (quantity) something to produce costs
- manpower more realistic, especially occupied territories should not immediately produce so quickly manpower
- much easier way of how to form armies (like merging them all together and than splitting)
- a revision of the army group system, as now it is only a general and 24 divisions, this should change as well as the effect of an army group commander (i think this system is not thought out well and to difficult to manage)
- a bigger tech tree, as these techs are too similar for every nation.
 
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