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HOI4 Dev Diary - 1.8 Patch (wut?!) & Focus Tree Navigation

As Wednesday is upon us so is a new dev diary! Next week we will be back with more espionage, but today is about a small surprise patch as well as improved Focus tree navigation.

1.8 ‘Fork’
Fork you say? I thought you said 1.8 was going to be Husky? Due to technical requirements having to do with updating to the new paradox launcher we had to jump a big number other than going to 1.7.2 like we had planned. This means that 1.9 will instead be Husky which is the big update coming together with La Resistance.

Lets jump straight into the changelog (I know you all skipped straight to here anyway, you can read the stuff above later):
Code:
################################################################
########               Patch 1.8.0 "Fork"               ########
################################################################

##################################
# Feature & General
##################################
- Added new Launcher
- Added "/mute <user name>" and "/unmute <user name>" chat commands


##################################
# Balance
##################################
- Reduced number of destroyers needed to cover convoy routes from 1 destroyer per 5 convoys to 1 destroyer per 10 convoys
- Convoys can no longer detect convoys as that just drags down the average detection when escorted
- The amount of convoys in a sub battle is now based on the length of the route, so longer = fewer in a battle
- Reduced total possible torpedo reveal chance reduction to 60% from 70% by reducing wolfpack by 5% and commander trait by 5%
- Slightly reduced sub reveal chance when firing torpedos to account for convoys no longer contributing to detection averages
- Slightly reduced passive sub reveal chance in combat to account for convoys no longer contributing to detection averages
- Added 2 sub detection to radar 4 to make t4 subs not so hard to detect when matched up against modern destroyers
- Aluminium Company of Canada focus now gets an additional 14 Aluminium
- upgraded t4 radar to have sub detection from 10 to 14
- upgraded t3 radar to have sub detection from 5 to 6
- increased IC cost for t3 sub hull from 270 to 320
- increased IC cost for t4 sub hull from 300 to 450
- increased IC cost for cruiser sub hull from 370 to 390
- increased number of convoys covered by each destroyer on escort from 10 to 12
- Lowered t3 and t4 submarine torpedo damage from 23 to 22 and 30 to 28 respectively
- slightly increased the speed penalty on depth charges


##################################
# Bugfix
##################################
- Fixed a civil war revolter not getting correct focus tree
- Fixed escaping or sunk convoys from inadvertently affecting damage calculations for the remaining convoys.
- Fixed Diminishing Returns now applying to party popularity changes.
- Fixed lend-lease sender having its convoy sunk instead of the receiver in naval combats
- Prevented subjects from giving units to their overlord as part of a request for expeditionary forces if those units are volunteers or expeditionaries from another country.


##################################
# UI & Database
##################################
- The open music player button in settings now has proper size
- Music Player now has proper spelling in tooltip/settings button
- Fixes for Japanese various names (ships, divisions etc).
- Fixed full name for Canadian general Percival John Montague.


##################################
# Modding
##################################
- Added define to allow scaling of ship part of sub detection inside combats
- Enabled some console commands that had previously been developer-only but which did not really need to be locked.
    - add_mines
    - release (country)
    - debug (toggle miscellaneous in-game debug utilities)
    - debug_smooth (toggle within-game-tick frame rendering)
    - instant_prepare (division preparation)
    - reload_textures
    - tag_color (set country color)


##################################
# Stability & Performance
##################################
- Fixed a crash when removing certain unit leader traits.
- Added checks to prevent CTD in cases where AI had sent invalid expeditionary forces
- Optimized game rule checks by finding the game rule in the game rule database more efficiently.
- Prevented a crash if a script tries to make a non-existing country declare war on another country.
- Fixed CTD on invalid set_politics usage by failing to set ruling_party, made it write an error instead.
- Fixed pointer truncation in 64bits in ProtectedMemoryAllocate
- Fixed crash reporter to correctly indicate if the program is built for a 64-bit architecture.
- Fixed a CTD related to expeditionary forces that could lock in saves
- Fixed game crashing in weird ways if a mod tries reusing an id

To summarize, the big points here are: Stability, submarine balance and a new launcher

Submarine balance
Later tier 3 and 4 subs were simply too good compared to destroyers designed to hunt them. They have been nerfed a bit and increased in cost and destroyer upgrades improved. Large empires should now also have a bit easier time as we better control the amount of convoys in each battle and have fixed a bug where convoys would actively hurt the sub detection abilities of their escorts making it really tough in big battles.

upload_2019-11-13_11-48-15.png


New launcher
We, much like Imperator, EU4 and Stellaris have now also moved to the new launcher.
Since wargamers are a traditional bunch you might be asking why a new launcher is happening. There are several reasons:
  • Platform independence. We want to be able to exist on multiple platforms eventually and the current one is limited and not really capable of doing it very well.
  • The old one is really limited in how we can communicate with you. Now we can link to multiple news post for example.
  • It frees up the dev team (us). We never really had the time to work on the launcher and as the place setting up mods and such there have been a ton of requests for features (such as mod groupings and presets) that we just never have the time to do. With a dedicated team working on a unified launcher across pdx games they will have more time for stuff like this and we can worry about the game itself. I have great hopes for lots of cool improvements in the future and make sure to let them know in comments what kind of features you would like to see.
  • We got a neat continue button now directly in launcher so you can save time getting back on your previous session ;)
image (35).png


Go here to read details about the launcher changes and what the mean for modders and player.
The tl;dr for players though is that you need to start the game, run it to the main menu and then quit and restart. Without this your mods wont show up. This will clean up old mod configuration and prep everything. Mods will still show out of date until modders have updated the supported version, but we haven't made any changes that will break them so 1.7.1 mods should still be ok, despite them saying they arent - so no panic ;) If you do have issues please post about them in the above linked thread about the launcher rather in here (its still cool to discuss the launcher here though).

If you are interested in more details and plans for the launcher you can read all about it here in a post from the launcher team .

The patch itself releases later today (late afternoon). That is all about the patch, lets move on to highlight some neat stuff coming in 1.9 'Husky'...

Focus Tree Navigation
As our focus trees have gotten larger finding things in them or simply exploring them has gotten harder. To solve this we are adding several things to the national focus screen (btw UI here is still a bit WIP and may change)
  • Zoom - You can now zoom in and out to the mouse pointer much like on the map. Its a nice way to get around on big trees (*squints at the spanish focus tree*)
  • Filters - toggling various filters can let you easily spot where industry is located, or things related to particular national spirits you are trying to get rid of or modify. These are tagged manually on focuses so its something modders will be able to use also.
  • Free Search - on top of filters we also have full free search. It goes through tooltips automatically and picks out focuses. This is a more advanced and powerful version of Filters and quite nice for finding specific things fast when you know what you are looking for.
upload_2019-11-13_11-42-58.png

This is me searching for industry related stuff in the Chinese tree. It also shows some of our default filters on the right. Several nations have special filters to help highlight specific mechanics. So China has "Inflation" as a filter, the commonwealth nations have a filter to help spot affecting independence etc. We hope this is going to make getting into new focus trees a lot easier!
Here is an example of zooming out about half way on China:
upload_2019-11-13_11-45-35.png

If I place my mouse pointer somewhere I can still see tooltips and zooming will zoom to the cursor.


See you all next week for another diary!
 
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Oh, that makes sense. Interesting.

I would say that Nationalist Spain and Republican Spain both need a national spirit to keep them out of WW2 while the civil war is raging, but I guess that or something like it will be coming in the next patch/DLC.
 
The last times I have checked it for integrating stuff there have been a bunch of cheating things in it and its tricky to separate out fixes from it to integrate for this reason unfortunately
No, EAI doesn’t cheat. It has options that you can enable to give AI free convoys or reinforcements, or harder the more you win...but those are advanced options which most people don’t use. It’s pretty much impossible to win using EAI’s hardest ‘vanilla’ settings, so if you want to be creamed, the AI can get free reinforcements....because the AI still does a pretty bad job on its production queue. I believe @Chondrite stated the AI doesn’t juggle the ordering and won’t remove factories/dockyards to optimize. It just adds what it thinks it needs even though it doesn’t have the resources. Same for free convoys, the AI is terrible with adopting a critical ASW program line, meaning to delete all crusers, BBs, and CVs and only focus on DDs and convoys....even for a human it can be difficult to decide ‘when’ to pull the trigger on it realizing you will never catch up and eventually you WILL run out of convoys....but the AI does this very poorly and it’s easy to starve the UK or USA if the human is putting in a focused Max effort convoy raiding campaign focus.

The desperate defense mechanism is actually an EAI feature....the deeper you go into enemy territory, the higher bonuses the enemy gets. This feels like a realistic bonus as the Civilians are working overtime as they realize their country may soon fall. This is great so you don’t quickly annex USSR just because you smashed and encircled their front lines taking 50% of their army out in a few months....it’s a long road to Moscow.

And the last ‘buff’ I believe it Gives is an additional production buff, only when you go to war with a country. So initially when war breaks out the enemy seems to have a decent amount of units but after time it ramps up.

That’s what EAI’s ‘difficulty’ settings do basically is RAMP up, not tough bonuses from 1936 on....with Vanilla it’s hard as hell to set up the difficulties to have a competitive game. Either it’s too weak and you blow through it all, or Enemy has 500 division in 1940 and it’s impossible from the war start date.

EAI, I just set it to hard and I can have a competitive game, with loads of smart options to make it more difficult(which I can change mid game if I want if it’s easier or harder than expected. And no EAI buff IIRC buffs enemy research....and the AI is always using top notch techs if they are a major.

If you have problems understanding to the script implementation, ask @Chondrite. Oh, and Allied Constriction Projects was my idea...awesome add on mod he wrote on my request, in a day...and added extra stuff I didn’t envision...Vanilla should definitely import that...however you might want a much more fancy GUI interface. I asked for this as a USA player I HATE UK air force AI, overcrowding bases with planes doing nothing. They still park their planes at the ones I build for them, but atleast I can, where the AI might queue some air bases, but it will take 2 years to reach them in the queue...again, another example of bad Vanilla construction queue prioritization.
 
make better handle for mods in launcher is very bad, really bad, how you handle? i have 130 mods, how in hell i arrange, theres no favorites, theres no way to move up to 4 places in the list. please paradox, this is bad
 
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Although let's be clear that, historically, only about 1/3rd of the Japanese army was deployed in China-proper (i.e., excluding Manchuria) even at the height of the fighting in China during the Pacific War (i.e., Operation Ichi-Go). That is, by the war's end the China Expeditionary Army numbered roughly a million men and included one armoured and 25 infantry divisions, but the Japanese army already numbered more than 100 divisions in 1944, and by war's end more than 200 divisions of various types and had a maximum strength of 6 million men. For comparison, in 1944 during the US invasion, the Japanese Philippines garrison, a garrison for a much smaller area than China, included 11 infantry divisions and an armoured division (or elements of one) and had a strength of 500,000.

The war in China just wasn't the bloody stalemate for Japan that some people seem to believe it was. Instead, Japan's inability to make progress in Japan was the result of 1) seeking to achieve an (impossible) political victory, 2) logistics.
Then, what would you suggest?
Should the Japanese A.I be conservative in deploying divisions in China, and save them up to prepare the war against the Allies?