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HOI4 Dev Diary - 1.5.2 Update #2 and Modding Goodies

Hi everyone welcome back to another update on our post-release work on Cornflakes and Waking the Tiger.

1.5.2 Patch
The path has now been in beta for a bit and also updated. If you are brave and want to try it early to help us find problems you can go here for how to do so. Go there to check out the current changelog, but I am going to cover some stuff here too. Note that all these things are not yet in the patch, but will appear later today when the beta gets updated.

Air Balance and Changes
Based on feedback, primarily from the MP community we decided to do several changes related to the air war.
  • Planes on missions now have to gain efficiency over time. Strategic bombers are slower than smaller planes when it comes to this. This was done to avoid ping-ponging and terrible microing in multiplayer where players would keep switching their bombers around to stop them from being caught. It also simply makes sense that it takes some time after a move to get organized.
upload_2018-3-28_15-28-28.png

  • Division anti air now reduces damage to the division caused by close air support attacks, in proportion to the AA's ability to shoot down planes. This should now make divisional AA more helpful against direct attacks as well:
upload_2018-3-28_14-14-28.png

  • We now allow a bigger bonus from close air support supporting a combat, while the penalty to defense to the enemy from pure air superiority has been reduced. The speed penalty from enemy air superiority has also been reduced as it was a little excessive. We hope these things together will incentivize CAS over fighter spam a bit.
  • Strategic Bombers now only give 0.01 air superiority to make it clear thats not really their job ;)
  • The last 3 levels of radar tech will now improve hit chance for static AA guns while unlocking new AA equipment will increase their damage and all their intermediary techs will increase the protection from AA on buildings in the area. We hope this will make the techs nicer to get and help in late game defense vs bombers.
Nukes and Surrender
We have fixed a couple of things with nukes. They should now work more reliably and hurt the targets war support depending on target. The target selection is now a bit more flexible, before you had to hit specifically the VP province, but now the state is enough for things to work out as expected. In addition a nations surrender limit will be lowered when at low war support (below 50%). It scales from 0 to -30%. That means nuking will again make nations more likely to surrender, but also have other negative effects before that point.

Manchukuo
We felt the Manchukuo independence path was a little heavy handed with bonuses so it has been reworked. We basically removed most of the factories you get from focuses. Instead you get a decision after taking over the railroads to build up to 4 civilian factories. You can also solve the bandit problem by recruiting them but that means you have to endure raids for a while until you get the focus to bolster nationalism. In the Manchu branch you get to create underground gun shops which make infantry equipment massively cheaper but also reduce its reliability by a huge amount. In the 5 people branch you can raise the Manchu banners, which are large divisions with artillery support. Finally, purging the General Affairs Council lets you spend CP to prepare to seize Japanese arms depots which gives you guns and the Japanese a negative modifier for fighting against your troops.

upload_2018-3-28_14-18-20.png


Game start speedup
Nobody likes to wait around, particularly not devs who have to start the game many many times during a day so to help with this we now do some caching during startup that should help speed up the process after the first time you run it.

Other stuff
We are still going to add some more things before the patch is done. MEFO bills for example are currently undergoing balancing work.

We also have a really cool thing for modders, but I'll let @shultays show it off for you:

Hello everyone, shultays here. I am a programmer in HoI4 team. Today I will be introducing some new cool features/tools that we introduced with our newest patch.

Scripted GUIs

That is a feature we solely developed for our modders. This new tool will enable modders to create their own GUIs (or attach their GUIs to existing ones) and attach scripts/triggers to GUI elements in those GUIs. Here are some gifs that show what you can mod in to game now.

1.gif

2.gif

3.gif

4.gif

5.gif


Everything on that gifs are modded in to the game. Here are some features that this example mod adds:

Code:
- Fuhrer Mana, a new resource for Germany
- A spell system that uses Fuhrer mana as a resource
    - You can use spells targeted on your country by clicking Fuhrer mana resource
    - You can use targeted spells on enemy countries by clicking them
    - You can use targeted spells on your own states by clicking them
- A psuedo-focus system works independent of existing one that can boost your Fuhrer mana production
- A way to boost your research by consuming Fuhrer mana
- A basic AI that can make use of Fuhrer mana

If you want to try this mod, you can download it from Steam Workshop using this link or just download the mod attached in this post and extract it to your mod folder (under \Documents\Paradox Interactive\Hearts of Iron IV\mod). I also added a small cheat, right clicking on Fuhrer mana resource will give you free Fuhrer mana.

Here is a list of things you can do using scripted GUIs

Code:
- Create GUIs that will be visible when a certain trigger is true (for example in first gif, the player clicks on resource to pop up a new GUI) and/or when player selects a country/state (second and third gifs shows an example to this)
- By default this GUIs are not attached to an existing GUI (like first three gifs) but you can also attach them to existing GUI elements (5th gif has a scripted GUI attached to national focus tree)
- Attach effects to buttons in scripted GUIs, which will be called when player clicks, right clicks on them. You can also attach different effects while user is holding ctrl/alt/shift while left or right clicking
- Attach triggers to buttons that will disable them (for example spells are disabled when you are out of mana)
- Attach triggers to buttons/icons/texts to make them visible/hidden with certain conditions (disable research button is only visible when you actually enabled it)
- Use scripted localization in your texts, tooltips, button texts etc. You can also display description of effects you attached in tooltips
- A score based AI system that will evaluate your scripted GUIs on an interval you chose and on targets that you have filtered (for targeted scripted GUIs, like 'meteor swarm' spell GUI) and simulate clicking on buttons on the order of scores you have given to them.
- It will be available on multiplayer as well!

I created a tutorial on how to use this new system, which can be found on our modding forum following this link. It gives you a much more indepth on how you you can implement this features.

If you have question, please tag @shultays and ask away!

Reloadable databases
This feature was always there, but it was hard to use for our modders. In our development branch, most commonly databases (some folders under common, gui files, yml files etc) are reloadable and automatically reloads when you make an edit on them. After 1.5.2., you can also enable same functionality on our release builds by adding following launch command

-debug

After that game will auto reload the database that contains the files you edited. Here is the list of all reloadable stuff:

Code:
- events
- decisions
- traits
- ai_strategy
- ai_strategy_plans
- on_actions
- scripted_effects
- scripted_triggers
- scripted_localisation
- scripted_guis
- defines
- some gui files
- yml files

Some of them have limitations, so if you are encountering some weird issues I suggest closing and relaunching the game, but otherwise they should work just fine. We are constantly trying to improve this list.

If you want to disable this feature for some reason but keep the other -debug features, you can add -nofilewatcher to launch options.

So that is all from me for now. From now on I will try to be more active at modding forums and write a couple more tutorials. So see you there!

While we are on the topic of modding we need to talk about dependencies. Sometimes you will want your mod to depend on other mods, and also require a certain loading order. Mods will usually load in alphabetical order of their file names (so the mod last in the list will overwrite the earlier). But some things may affect this so if you need a certain load order and be clear that you have dependencies this needs to be specified by including its full name in the .mod file under "dependencies". There have been bug reports etc about this, probably because we didn't explain properly how it works. The wiki page has been updated, here but essentially this is how to do it:
Code:
name="testmodB"
path="mod/testmodb/"

# this guarantees we load testmodA first before our testmodB is loaded
dependencies= {
   "testmodA"
}
supported_version="1.5.2"

See you next week!
 

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feedbackgaming

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You can already [SHIFT click #] to add 100s and [CTRL click #] to add 10s. You can also just create a single plane sized wing and use the +-50 +-100 buttons to modify the air wing # itself, no need for extra ui clutter imho other than maybe a collapse by type button. Would be nice to be able to untick material or at least no upgrades for your tertiary theater squadrons though. You don't have to put every ui element on the foreground.

Clutter? The current system has a list of every single model and variant of plane creating a huge list. This has them in tight cataogries of fighter CAS NAV etc.. This is a less cluttered
 
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idmw

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Clutter? The current system has a list of every single model and variant of plane creating a huge list. This has them in tight cataogries of fighter CAS NAV etc.. This is a less cluttered

other than maybe a collapse by type button.

It was the extra +50 +100 buttons I'm referring to as being clutter, those functions are already available in the current UI.
 

feedbackgaming

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It was the extra +50 +100 buttons I'm referring to as being clutter, those functions are already available in the current UI.

im totally lost. if you think adding new buttons creates clutter. im not sure why you're playing hoi4. each hoi4 dlc has added a average of 10 new buttons. welcome to UI heaven or UI hell. whatever you prefer
 

idmw

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Like I said, the function is already available in more than one way. In my opinion, adding more buttons to do the same thing leads to a more confusing UI whilst adding nothing that wasn't already there.
 

idmw

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To illustrate, the green buttons already exist and wad imho. Adding a bunch of modifier buttons in the red zones don't add to an easier to digest UI and also don't serve a function already provided.
Untitledasd.png
 

107zombiekiller

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i mean seeing as the UI is evidently modable now, cant someone who actually knows how to do such things make a mod to make the create air wing UI less nasty? obviously i dont know how these things work and dont do modding but just a thought
 

Pełpeł

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@shultays good job man, You made me more salty than theDa9L, the Salt Lord. I can only wish that EU4 gets scriptable gui elements... that would help modders alot. I could maybe even make M&T understandable... to a point :D

But in all seriousness, very good job. I envy hoi4 modders now, it's a huge game changer
 

peenerz

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Can focus tree ideological influence be nerfed too? Maybe make them last a certain ammount of time and lower their boost as well, it’s very annoying getting democratic influence thanks to GB playing as China or Greece
 

Darth_Siddius

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Great additions, I can't wait to see all those mods with their own UI!

There are three things though, that I'd love to see, maybe they can be considered in the future?
1. Special boosts and nerfs when taking Victory Points, depending on their amount. Like taking Kiev, Sevastopol, Leningrad, Stalingrad or Moscow, for example. IRL the German Propaganda department made a huge buzz when they captured one of those bigger cities, that led to a reassurance for the population to fight and work even more.
Maybe a generic decision like a propaganda speech or announcement that will boost War Support, Factory Output, etc. in relation to the amount of Victory points you have conquered, starting from maybe 10 Victory Point locations on.
Edit: And ofc when losing such points, you will get an equal nerf, since it discourages the population.

Would give a bit of a authentic feeling when playing, I'd think :)

2. If a country, especially those with generic focus trees, chose a political path, it is very hard, almost impossible to change their ideology, or even when puppeting them, to keep them in your ideology if they were another before. A solution like the Romanian Focus Tree offers, would be nice, where you can actively switch the ideology, without having to choose one definite. And then ofc a small AI script that would use that then, to change the focus to your ideology?

3. In relation to point 2, it is with the stability system now very hard to start a coup in many countries. I tried to boost fascist support in Republican Spain, but thanks to the Internationalism focus I was unable to boost it enough to reduce Spain's stability enough to start a coup.
Maybe a few more subversive options, somehow, like agitations, riots, assassinations, to reduce the targets stability?

Just a few of my thoughts, maybe someone will read this and think about it, since I know that you guys listen a lot to feedback and no matter what all the stupid haters say, HoI4 is incredible and WtT made it into a whole new game! I love it!
 
Last edited:

REDDQ

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You have made a clear and helpful suggestion, but surely the right solution to this is to keep the interface, but allow us to control which equipment types go into each air wing (as we already can with divisions)? This feature would be very helpful for both gameplay and immersion, so that the UK, USA & USSR could deploy separate variants to Europe (high speed, high guns, range not important) and the rest of the world (where range is normally the first priority for XP). It might also be useful for Japan to be able to deploy obsolete carrier aircraft only in China.

Thanks, I am sure it can be possible to combine both.

iT2ofix.jpg


I wonder what @podcat thoughts are about the subject.
 

REDDQ

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To illustrate, the green buttons already exist and wad imho. Adding a bunch of modifier buttons in the red zones don't add to an easier to digest UI and also don't serve a function already provided.
View attachment 352243

I do not think adding two buttons would make menu unreadable in significant degree if their function is clear. I think players (I definitely do) most often create large number of circa 300 aircraft wings. With that in mind "add one" and "add all" buttons are not very useful and definitely not wad. Going into that submenu you marked in green should be last resort, only in cases where you definitely need some abnormal number of planes for some reason. And hotkeys are not an alternative, they are just an option.

But my suggestion was more about finding what you need from hundreds of planes you do not need to see.
 

Gort11

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I like that a lot. Incidentally, I've always been a bit peeved by the way you can't put jet planes in a wing with piston-engine planes. If I can put a 1933-era biplane that goes 330 kph in a wing with a 1944-era fighter going 720 kph, I should be able to mix in some 1945-era jet fighters that go 950 kph as well.

We're organising our planes by the hundreds and thousands, we don't really need to worry about different engine types making our planes completely incompatible.
 

SeekTruthFromFx

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I like that a lot. Incidentally, I've always been a bit peeved by the way you can't put jet planes in a wing with piston-engine planes. If I can put a 1933-era biplane that goes 330 kph in a wing with a 1944-era fighter going 720 kph, I should be able to mix in some 1945-era jet fighters that go 950 kph as well.

We're organising our planes by the hundreds and thousands, we don't really need to worry about different engine types making our planes completely incompatible.

Forumites are always complaining that fuel and supplies should be in the game. Well, here they are! :p Avgas and jet fuel are separate supply lines, so you can't put them in the same wing, can you? :rolleyes:

In this case, your annoying UI failure is my fantastic flavour feature. The poor devs are never going to please all of the people all of the time! But hopefully we're both happy with the great air updates in this patch so far.
 

Sancruz

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I think i read something in one of the diarys that you will add the drag/drop mechanic to other things like the generals and fieldmarshalls.
Can we also get it for templates, y´know to keep all templates nice and tidy :)
 

Fulmen

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Air Balance and Changes
Based on feedback, primarily from the MP community we decided to do several changes related to the air war.
  • Planes on missions now have to gain efficiency over time. Strategic bombers are slower than smaller planes when it comes to this. This was done to avoid ping-ponging and terrible microing in multiplayer where players would keep switching their bombers around to stop them from being caught. It also simply makes sense that it takes some time after a move to get organized.
Strategic Bombers now only give 0.01 air superiority to make it clear thats not really their job ;)

The last 3 levels of radar tech will now improve hit chance for static AA guns while unlocking new AA equipment will increase their damage and all their intermediary techs will increase the protection from AA on buildings in the area. We hope this will make the techs nicer to get and help in late game defense vs bombers.

Scripted GUIs

Reloadable databases

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