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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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I found the changes to the focus tree amazing and the new launcher was wonderful. Congratulations, you did a great job <3

Anyway, sorry for the question, but when will you show the Portuguese focus tree?
 
################################# # 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.

No fix for the ahead of time bug?

https://forum.paradoxplaza.com/foru...when-needed-1-7-1-87c8.1222303/#post-25983327
 
What about collapsing all the trees so you only see the options you can pick? helps with selection, especially if you already know what you are going to pick.
 
I found the changes to the focus tree amazing and the new launcher was wonderful. Congratulations, you did a great job <3

Anyway, sorry for the question, but when will you show the Portuguese focus tree?

Its going to be a while, we are still putting it together.


We have done some stuff with ahead of time fixes but it is comign in 1.9. If stuff isnt in the list we havent fixed it for this build. The goal was a small patch.

Fix air vols stopping naval combat please.
Whats an air vole? some form of flighty rodent?
 
New focus tree functions are a nice surprise! These massive Kaiserreich trees will be even better to surf through now.
 
Nice News on the national Focus trees

What I really really miss also would be a filter like "historical path"!!!!
 
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Nice;

1) could you add a shortcut fo the focus tree, e.g. 'f', which is currently used for the 'search' feature, barely useful and certainly not needing a shortcut.

2) you might want to reposition the Continuous Focus window too, it's: 1) too small, with an unnecessary scroll bar 2) weirdly positioned. Could even be another tab within the focus tree window
 
- Reduced number of destroyers needed to cover convoy routes from 1 destroyer per 5 convoys to 1 destroyer per 10 convoys
- increased number of convoys covered by each destroyer on escort from 10 to 12
Could you explain what is the difference between these two entries?


Whats an air vole? some form of flighty rodent?
Not sure if you are joking, in case you are not: air vole = air volunteers
 
Looking forward to seeing how the new balance with submarines works out. Please correct me if I'm wrong, but I always get the sense that these 'smaller' patches are few and far in between and I can't help but wonder why that is. Could you maybe shed some light on that for someone like me who has little to no knowledge of/experience with producing and patching games? I always find it peculiar that we often have to wait until the 'big' patch for balance changes etcetera whereas those changes may have very little to do (on the face of it) with the theme of that patch/DLC. Again, please correct me if I'm wrong about this. I might just have gotten it into my head that these smaller patches are few and far in between for some unknown reason.
 
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hey look better in sub, theres no nagative modifer in torpedo chance for been out of oil. if you get gor example a port in spain, even with restricted range you can still sunk huge amount of convoy, i bealive if you get fat dd full of torpedoes get the same thing (you my send in invasion suport across the chanell been still deadly).
 
Make a historical filter!
Just a filter is doable but not very useful as it doesnt show order etc so we decided to leave it until we have support for that kind of stuff. Its on our radar tho, just not sure exactly when

Not sure if you are joking, in case you are not: air vole = air volunteers

First I hear of this bug, if you can point me to a report with more info that would be cool

Looking forward to seeing how the new balance with submarines works out. Please correct me if I'm wrong, but I always get the sense that these 'smaller' patches are few and far in between and I can't help but wonder why that is. Could you maybe shed some light on that for someone like me who has little to no knowledge of/experience with producing and patching games? I always find it peculiar that we often have to wait until the 'big' patch for balance changes etcetera whereas those changes may have very little to do (on the face of it) with the theme of that patch/DLC. Again, please correct me if I'm wrong about this. I might just have gotten it into my head that these smaller patches are few and far in between for some unknown reason.

The main reason is that its a fairly involved process to do a patch involving a lot of people, and we dont have time to balance multiple games at once. In our internal dev version everything is really different because of resistance and garrison changes, so this kind of stuff needs to be done in isolation. HOI4 is a different animal than a lot of the other paradox games where doing balance changes will actually potentially break the flow of the game completely so we cant just toss things in on feel and see how it goes. I think there are ways we can have more patches but its tricky. We are usually fully focused on the DLC + big update we are doing after we release post-release patches that even doing something like this is quite disruptive. So it basically comes down to priorities on the stuff that needs to be fixed. In this case we took some time to pick safe fixes and balance stuff because we already needed to do a launcher update, and thus needed to go through all the processes anyways. We just dont have the infrastructure and manpower to keep on top of 2 versions of a game as complex as HOI at the same time. So I think what we got is a decent compromise. Perhaps we can try other stuff and rely more on open betas, but even there its tricky to deal with multiple versions.
 
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