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HOI4 Dev Diary - 1.5.2 Update #1

Hi everyone! I hope you are enjoying Waking the Tiger :) With the 1.5.1 patch released last week the team has now started on 1.5.2. Today won't really be a big diary, but I figured we could highlight some of the changes every week as they are done rather than have a diary break while the patch work is ongoing. The idea is that 1.5.2 will be available as an opt-in beta on Friday (barring QA veto), but we will be rolling out updates to it until its ready for release. Real release is at least 2 weeks away.

Making organizing commanders easier
People seem to really like our fantastic future tech dubbed “Drag-and-drop” (pending trademark registry), so based on community feedback we have decided to implement this in more places. You can now reorganize your armies and army groups by simple dragging them around (we are working on a similar thing for the theater overview to allow it there also).

dragdropcommanders.gif



XP gain on commanders and divisions
There have been a lot of conflicting feedback on how fast your commanders level up and gain traits. Some say it’s much too fast and some say its prohibitively slow. We did a quick fix for 1.5.1 to try and smooth out the progression curve, but realized we really needed to do something more radical. The issue is that its very playstyle dependent since XP is rewarded for every hour in combat. This essentially means that if you play well, pull off encirclements, use concentration of force or overrun the enemy you get very little XP compared to someone who is just throwing bodies at the enemy to slowly wear them down. To deal with this we are changing how you gain XP:
  • Overruns (blocking retreating enemy paths) and shattered divisions (enemy that cannot escape) gives you a flat xp reward per unit that is destroyed.
  • The rate of XP gain per hour is reduced over time with max penalty at 1 month long battle (-90%)
  • The more damage you do relative to the enemy the better XP reward you get to compensate for those combats being relatively short (up to a 4x difference)
Hopefully these changes should help balance the radical differences between long and short battles and reward players who play smart while not negatively impacting the brute force method too much. We’ll be relying on feedback on how this feels during the open beta process to see how it pans out.


Multiplayer desyncs
Looking at statistics from our backend 1.5.1 seems to have improved things and it’s now back to the same level as before Tiger was released. However we still see reports, so we have developed some new tools to help us as well as potentially fixed more cases. We are hopeful about improvements here as well for 1.5.2. Again, we’ll be relying on feedback in the open beta later for this as well.


Doctrine cost changes
With the infamous doctrine-swapping-for-free exploit gone we felt that the cost of switching was perhaps a bit too high now, scaring people from changing up things. To make that a fairer choice starting level of land doctrines now cost half of what they used to (so in line with other techs), making a switch still a serious tradeoff you need to think of, but not as delaying is it is now. The reason it’s not just free is at the heart of HOI4. You step into the shoes of the nation at a historical point in time, so you should need to deal with their current situation. Switching army wide doctrine is one of those things, just like division templates or low war support or stability.


Polish and German border changes
Though some effort was made to adjust states to make german historical WW1 borders possible, as this thread shows, things were still not completely up to scratch. I (Bratyn) decided to put in some of my personal development time to brush up on my map-painting skillz and improve upon what we had already done.

devdiary polish german border changes.png


1. The two Polish provinces slightly south-east of Danzig, 6347 and 6321, which previously formed a weird protrusion into Prussia, have now been reshaped with a more east-west horizontal border, with the northern province (6347) being added to the Danzig state. Once Danzig is taken by Germany, this now creates proper borders for Eastern Prussia.
2. I made a minor adjustment to ‘flatten’ the border in the little bit jutting out around Strzelno (I felt it was too pronounced).
3. The two Polish provinces on the tip of Silesia, 506 and 6464, have been reduced in size and remodeled, with the freed-up space going to the provinces around them, as well as a new province (13205) created for the Krakow state. A new state has been created (“Voivodeship Silesia”), to which provinces 506 and 6464 have been added, making it possible to transfer this state via events to Germany, much in the same way as is already done with Poznan and Danzig.
4. While I was at it, I figured I’d fix a personal pet peeve, as well. I reassigned provinces to states all over Eastern Germany, ensuring that the borders between these states now follow the Oder river. I also redrew the borders of the provinces (3514, 3572, 6595, 9535, 11415, and 11517) to follow the Neisse river (which is not shown on the HOI4 map), as well as those of province 6282 (Stettin). This now makes it possible to recreate proper modern-day eastern German borders, for those of us who enjoy that kind of thing.

devdiary german oder-neisse line.png


All of this also involved relocating some industry, air bases, and population from certain states to others, but this should not have much effect on gameplay. Unfortunately, the end result does mean that savegames will have… An unfortunate gap in the map where Voivodeship Silesia is located. Starting a new game when signing up to the Beta or when switching to the patch is recommended, as not doing so may result in some weird stuff (such as units present in those provinces beforehand being perpetually stuck there). This is also the reason why we tend to be conservative with making map-changes, and this is unfortunately unlikely to change.

Glorious end result:

devdiary german empire borders final.png



Hats! The people want Hats!
In our ongoing efforts to increase the number of great hats in the game, we have decided to add Paul von Lettow Vorbeck to the German lineup. Best known for his campaign in German East Africa during the Great War, von Lettow-Vorbeck is available for recruitment through a decision after the Kaiser has returned. Given the terrain he fought in during the war, we decided to give him the Jungle Rat trait as well as a pretty good logistics score.

Captureplv.JPG


There are of course also a slew of smaller change and fixes we have had time to do, but we’ll leave that for the eventual changelog. If your pet peeve was not mentioned check out last weeks diary covering the main areas we will be working on as this diary was to highlight stuff we had already done.

Next week we will have another update as well as showing off a really really cool thing for modders we have been working with on the side. Stay tuned!
 
Last edited:

Bratyn

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That's good enough I think. But my question was about resources, not factories ;)

If what is now Oberschleisen province has 38 steel and 13 aluminium, the new state should get a fair share of that.

It is still unclear if steel resource in-game is supposed to represent iron ore deposits, steel mills or a combination of both. In any case, there's a strong argument that the new state should have at least small amounts of steel and even trickle aluminium (likely increasing total amount of steel Poland has access to). Also see this excellent thread by @billcorr for reference.

They received 50% of this (pending balance tests). Relocating resources is a bit more tricky, as it influences a lot of other things (such as AI Germany performance).
 

myzael

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They received 50% of this (pending balance tests). Relocating resources is a bit more tricky, as it influences a lot of other things (such as AI Germany performance).
That's fair enough, especially given that you can increase resource output with infrastructure now. Why would it affect AI performance? The German AI conquers that land anyway :p
 

Bratyn

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That's fair enough, especially given that you can increase resource output with infrastructure now. Why would it affect AI performance? The German AI conquers that land anyway :p

That was my argument, but stuff might always bite you in the ass in ways you didn't foresee... Not to mention occupation does reduce the resources they have accessible. Hence we try to be pretty careful.
 

OHgamer

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puppet on a string

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Please. Please. Please.

Some choices are already used in minister files, iirc.
@Bratyn @podcat
canada: guy simonds, harry crerar

uk: john dill, percy hobart

france: rené olry, marie-pierre koenig, georges blanchard

germany: eduard dietl, fritz bayerlein, ferdinand schörner

italy: ettore bastico, gastone gambara, mario roatta, giulio martinat, italo gariboldi (led an army at stalingrad)

ussr: vasily blyukher, aleksander yegorov (both marshals)

poland: edward rydz-smigly (marshal/generalissimo)
 

BaddoSpirito

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These are good changes. More good changes are needed before vanilla is playable in multiplayer again though. Equipment stats need serious rebalancing. SA values of all equipment is too low. It is not possible to beat pure inf spam without massive air superiority. Some general traits are seriously unbalanced. Double stacking adaptable, cavalry commander, ambusher, the CAS dmg reduction trait are all OP. Makeshift bridges are OP, you can get bonus to your attack attacking across rivers which makes no sense. The game currently feels like general farming simulator and air spam simulator more than strategy. The xp gain changes will certainly help but OP general trait combos should be nerfed and base equipment stats should be increased to compensate.

In terms of air, strat bombing is OP beyond belief since the targeting change. In addition nerfing strat bomber stats, I think solving the whack-a-mole crap should also be a priority. Another thing to consider would be nerfing ground attack damage of CAS and TACs but increase the ground support bonus. That would make having quality land troops more important. You shouldn't be able to win with just airforce.
 

Sparrow

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@Bratyn @podcat
canada: guy simonds, harry crerar

uk: john dill, percy hobart

france: rené olry, marie-pierre koenig, georges blanchard

germany: eduard dietl, fritz bayerlein, ferdinand schörner

italy: ettore bastico, gastone gambara, mario roatta, giulio martinat, italo gariboldi (led an army at stalingrad)

ussr: vasily blyukher, aleksander yegorov (both marshals)

poland: edward rydz-smigly (marshal/generalissimo)

I had forgotten it was that many.

So close yet so far away.
 

Zwirbaum

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@Bratyn @podcat
canada: guy simonds, harry crerar

uk: john dill, percy hobart

france: rené olry, marie-pierre koenig, georges blanchard

germany: eduard dietl, fritz bayerlein, ferdinand schörner

italy: ettore bastico, gastone gambara, mario roatta, giulio martinat, italo gariboldi (led an army at stalingrad)

ussr: vasily blyukher, aleksander yegorov (both marshals)

poland: edward rydz-smigly (marshal/generalissimo)

Not sure about others, but Śmigły should not be included as field commander.
 

Vohen

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Polish and German border changes
Though some effort was made to adjust states to make german historical WW1 borders possible, as this thread shows, things were still not completely up to scratch. I (Bratyn) decided to put in some of my personal development time to brush up on my map-painting skillz and improve upon what we had already done.

index.php


1. The two Polish provinces slightly south-east of Danzig, 6347 and 6321, which previously formed a weird protrusion into Prussia, have now been reshaped with a more east-west horizontal border, with the northern province (6347) being added to the Danzig state. Once Danzig is taken by Germany, this now creates proper borders for Eastern Prussia.
2. I made a minor adjustment to ‘flatten’ the border in the little bit jutting out around Strzelno (I felt it was too pronounced).
3. The two Polish provinces on the tip of Silesia, 506 and 6464, have been reduced in size and remodeled, with the freed-up space going to the provinces around them, as well as a new province (13205) created for the Krakow state. A new state has been created (“Voivodeship Silesia”), to which provinces 506 and 6464 have been added, making it possible to transfer this state via events to Germany, much in the same way as is already done with Poznan and Danzig.
4. While I was at it, I figured I’d fix a personal pet peeve, as well. I reassigned provinces to states all over Eastern Germany, ensuring that the borders between these states now follow the Oder river. I also redrew the borders of the provinces (3514, 3572, 6595, 9535, 11415, and 11517) to follow the Neisse river (which is not shown on the HOI4 map), as well as those of province 6282 (Stettin). This now makes it possible to recreate proper modern-day eastern German borders, for those of us who enjoy that kind of thing.

index.php


All of this also involved relocating some industry, air bases, and population from certain states to others, but this should not have much effect on gameplay. Unfortunately, the end result does mean that savegames will have… An unfortunate gap in the map where Voivodeship Silesia is located. Starting a new game when signing up to the Beta or when switching to the patch is recommended, as not doing so may result in some weird stuff (such as units present in those provinces beforehand being perpetually stuck there). This is also the reason why we tend to be conservative with making map-changes, and this is unfortunately unlikely to change.

@Bratyn You madman did it! My Vicky2 boner can't thank you enough. And even threw in a fix for the German post war borders as well, that's wonderful.
But I can't helped but to feel a bit teased for a change in Kaliningrad for the future.;)

Now, I think I'll just stop playing for now and restart my two current games on friday, this is all just too good to pass up.
Map changes are great, but drag-and-drop and the xp fix are major gameplay changes for me.
One will help my OCD-like way to organize my armies (The most effective way to organize tank armies atm is by creating an AG just for them, but I absolutely refuse to organize my AGs in any way that is not by region).
The other reflect quite a big disappointment I had when I started playing "right", that my generals and FMs didn't seem to gain much xp if at all as when I just threw my soldiers into the meatgrinder. This is very much welcome.

But I have to ask about this:
This is also the reason why we tend to be conservative with making map-changes, and this is unfortunately unlikely to change.
If savefiles will already be incompatible from big patch to big patch anyway (like from 1.4 to 1.5), wouldn't those make it ideal for some map changes as well?

Also, is there any news to the Iron Curtain bug I reported and mentioned in last week's DD?
And when is WWW coming back? My wednesdays feel almost incomplete without it.
 

zalk12

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Can we get the ability to puppet as Monarchist Germany
 

Pajlak

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You could add Resoures and fabrics to Polisch part of Upper Silesia, because it was more advanced than German part of this region:
https://d-pt.ppstatic.pl/k/r/1/97/0f/525824c933dbd_o.jpg?1401066402
I didn't find englisch version of picturue.
In Upper Silesia there was:
53 Polish and 14 German coal mines
15 Polish (10 iron mines) and 5 German other mines
5 Polisch 6 German ironworks
Poland had also 18 zinz, lead, and silver smelters

I think you could add Polish core on Upper silesia because there lived 500 000 of Poles