HOI4 Dev Diary - Beta Batch Update III

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podcat

Game Director <unannounced>
Paradox Staff
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Jul 23, 2007
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Hi everyone! We are still in quarantine at home working on the patch, so time for another update!
Its a meaty chunk of balance fixes, bugfixes and mod support. Also there are some special highlights after I recommend to read up on as we are looking for feedback there. So, without further ado...

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# Balance
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- operations will now higher cost as you execute same operation on same targets (default is 15%. rescue operation is still 0%. Some exceptions are 25%)
- neutral countries no longer allowed to create collaborations
- compliance is now halved (instead of factored by 75%) when a state controller is changed
- destroying the counter-revolution now prevents France from descending into another civil war against the fascists from low stability again
- Danzig and Memel are no longer required for forming Poland-Lithuania
- Memel is no longer required for forming the United Baltic States
- Political violence can no longer return to France if France has capitulated
- unprepared offensive modifier in SCW now also affect CAS impacts
- Decrease Base manpower lost in resistance attack to 1.5% from 2.5%
- Along with Niceto Alcalá-Zamora as a leader, the Republicans will now, after the 1936 elections, receive a National Spirit reducing their political power income. Along with Zamora's trait and various tweaks and adjustments made to the political power gained through events and Republican focuses, this should make the flow of Garrison Control fighting before the SCW much more natural. Now, Nationalists get an initial advantage and a 'head start', but if the Republicans correctly focus on delaying the civil war initially, they will be rewarded and eventually be able to take more states back from the Nationalists than if they focus on taking states from the very start. Delaying the civil war should therefore be more enticing as a strategy.
- Increased tech stealing bonuses to 300% from 200%
- Increased tech stealing extra bonus outcomes to also give either 1 or 2 year ahead of time bonuses also
- Tech stealing can now unlock techs, uses weights on tech picking to prefer more up to date and equipment for a more rewarding bonus


##################################
# Stability & Performance
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- Fixed CTD on Windows related to flag atlas texture update
- Fix performance issue when creating dynamic tags from targeted decisions.


##################################
# UI
##################################
- French Focuses bypassed by not having an inefficient economy now correctly display that fact
- fixed is_on_continent trigger tooltip being reversed
- Fix units when retreating towards a tile while in multiple combats has a wrong arrow visually
- Clear all province colors when switching to root out resistance map mode
- Unified achievements tooltips during game setup and in-game so that the in-game button shows the same details as game setup.
- Corrected achievement UI to be disabled when not logged in with necessary accounts, with explanation added to tooltip.
- fixed "Expand Influence in state" decisions increasing the influence over max and causing ui to show wrong decision icons
- Fixed Communal Autarky focus showing an effect tooltip twice.


##################################
# AI
##################################
- fixed ai not taking zero cost decisions if it has negative pp
- ai will be more reluctant to create collaborations if it already has some
- GER now will try to put more armor to low countries instead of france border
- Ai now able to send volunteer airwings again (optimization broke it in 1.8.1)


##################################
# Modding
##################################
- scripted effects with names that start with "d_" (example d_test_effect) now will be available as a console command) example usages are in zzz_debug_effects.txt
- added mtth database that allows mean_time_to_happen/ai_will_do structure as if they were variables
- added script profile scopes for ideas
- fixed country_resource_cost modifiers for real
- Fixed occurences of limit in an else effect not being reported as an error
- added dirty = var_name for scripted windows. if this variable name is set, the game will check if the value of that variable is changed before updating scripted windows to see if it needs to update the gui. by default guis are updated every hour/with every command. now if a change has been made that would affect the scripted gui, you can just change/increase a variable to force an update and improve performance
- Errors that cause the invalid map data error are now preffixed with MAP_ERROR
- release release_puppet release_autonomy effects no longer changes the controller if the state is controlled by a non-ally country.
- you can specify a list of effects under spawn_civil_war effect now, which will be executed under new civil war country
- added release_on_controlled release_puppet_on_controlled effects that also works if on your controlled states


##################################
# Database
##################################
- fixed a missing Czech airwing name
- Spanish focus "Demand French North Africa" now also gives Algerian Desert.
- Portugal will not be able to complete "Intervention in Spain" or "Nationalist Intervention" if it is in a faction with Spain.
- Free French coup in territory operations should now only be available against the country actually occupying that territory
- Spanish POUM will no longer share the same game rules as Anarchist Spain. They will be able to join factions, boost ideology and puppet nations.
- fixed a number of edge cases in the Munich conference logic (and probably introduced a number of new edge cases, happy hunting!)
- Tito should no longer be able to serve as chief of army if he is dead
- Added Niceto Niceto Alcalá-Zamora as the initial leader of Spain in 1936, along with an event to replace him with Manuel Azaña in April 1936.


##################################
# Bugfix
##################################
- Fix targeted legitimacy daily decision not giving 0.05 legitimacy
- fixed propaganda against warmonger decision not having lower cost against neighbors
- Fix Missing localization tag for synthetic refineries when hovering over state resources
- Fix steal naval blueprint removing civilian instead of a navy infiltration token
- invalid operations (target is now ally etc) are now cancelled even if they are prepared
- France should now only be able to invite a country once into the non-intervention committee
- fixed two incorrect tags in a French focus
- fixed an issue preventing Paul von Lettow-Vorbeck from being recruited
- Wilno will now become a core when forming the United Baltic States or Poland Lithuania
- Nationalist Spain will no longer be offered to move their capital to Madrid if their capital is already Madrid
- Carlist Spain should now have access to a naval advisor
- Solved issue with the end of SCW news event having multiple event options
- fixed missing text in the Italian focus Develop the Benghasi Oil Fields
- Mexico should no longer be able to send shipments to Spain if the war is over
- Tooltip for Alan Turing should now make more sense
- it is no longer possible to run an operation to capture cyphers if the target country is already fully decrypted
- fixed not properly creating collaborations in some cases involving states that are controlled but not owned
- Fixed an exploit that allows you to control another country that was being controlled Back in the previous Game
- fixed missing icon and description for a hidden tech
- fixed activate_targeted_decision & remove_targeted_decision not working properly for some cases of state targeted decisions
- Dynamic tag equipment and tech names fallback to original/base country tag
- Fixed scope so that Navarra, if owned by the Carlists, will become their capital during Fascist Crackdown and Carlist Uprising events.
- Fix saving and reloading remove research bonus already applied to a research.
- fixed a rare case where a recently freed collaboration government could peacefully annex the original country if both existed at the same time
- fixed a case where countries not joining peace conferences when there are multiple different wars the enemy is in
- fixed a rare case where Italy would not correctly join the Allies if France was already part of the Allies and Italy agreed to join the Stresa Front
- Fixed the Paradox account initialization to detect the active session passed to the game from the launcher.
- fixed Reichskommissariat Ukraine not properly puppeting Ukraina
- Fixed an issue with tech stealing operation where players with MTG could be stealing old useless techs

If you want to see past changes and full changelog, check out the Beta Patch thread here as well as info on how to start playing on it.

Some highlights we wanted to make sure to highlight and where we are interested in feedback:

Peace conferences

We are now more inclusive in peace conferences to try and stop issues where you might be left out and someone steals territory from you. This means that you can actually get peace conferences with enemies on each side cutting up a 3rd side before getting back to their war. Peace conferences have a lot of edge cases so try to be observant for anything we might have broken with this behaviour change.

Tech Stealing Operation
We wanted to make this more attractive so have been beefing it up. You can now get full unlocks and the system is more weighted towards lategame techs (so you can try and nab that Tiger tank instead of a great war tank). Its still a random system (remember to pick the right operation targeting the branch of tech you want, they get unlocked by infiltration of that branch) but should be a lot more rewarding now so let us know how it feels now!

Collaboration puppets
We have made AI more reluctant to release a lot and fixed some performance issues here.

See you next week for more updates!
 
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@podcat

What does this one mean??

"Fixed an exploit that allows you to control another country that was being controlled Back in the previous Game"

It was an issue related to using observer mode

@podcat

What about "ping pong" passing in multiplayer? is that on the dev radar? I hope you are aware of this horrible issue, I'm not sure if this does anything to fix that .

Basically peace conferences are decided by the top two players on the warscore list. They just pass back and forth to get a bazillion points and everyone third player and down gets NOTHING.

Anything being done about that? Peace conferences can still ruin the game.

probably isnt happening for this patch. peace stuff is huge and complicated

I got the update a few hours back and ever since, France guarantees Czechoslovakia, blocking Germany from Getting Sudetanland. This pretty much breaks the game. Can you please fix it?

we can try and make the checks a bit smarter
 
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Isn't the guarantee removed by some French focus? Much like one Czechoslovak focus removes it's guarantees on Yugoslavia?
yes but its not always guaranteed to happen. I am not sure how it does it now but we usually do some strength checks
 
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I really don't like the idea of removing the ability to create collaboration governments from neutral countries and I can't imagine what the justification for removing that is.
We're changing that next time we update the beta to allow players but limit ai

That sums it up very vell. Bought LaR last week. While spying could be nice a nice feature, they made it a pain to play. On the normal way you only get 2 Spies after buiding your agency for 7 months and a 3rd one with recuiting the advisor. Thats nothing. All missions need at least 2 Spies and take ages. But to do missions, you need to build up your intel about your target first, which also takes ages. If you do a mission with your only 2 spies the intel goes down because nobody is doing intel mission and you have to restart doing intel before you can do another mission.
If one of your two spies got captured you can reload the game, because rescuing needs again ages (build up intel, prepare mission, do mission. While its a nice feature, its so unfair balanced and simply boring and repetative using it.

@podcat: Why can't we easily get one spy after every 5th upgrade not only one spy after the 5th upgrade?
Its to control balance of the syste. if you had 4+ spies the amount of spam attacks can get real nasty ruining MP, or SP if we dont limit AIs artificially. Remeber you can get 3 agents with the illusive gentleman and then keep one on network upkeep while the other 2 run an operation. After that you need to go spymaster as part of a faction
 
@shultays
Thanks for fixing it!

Sadly it is still not completely fixed : somehow the modifier does not work for the last resource item on the list (00_resources.txt). I've done many tests, whatever resource is put as last one, the modifier doesn't apply at all on it!
As workaround I added a "dummy" resource in my mod, but it is not ellegant and I hate when the error log tell me something is wrong ^^

Still minor issues on the modifiers :
- appears in green in the trade view (should be in red like resources needed by equipment production)
- still no localisation for the modifier (and for the state one)

But overall, this is a great addition. Will be awesome when fully operational ;)
shultays fixed some more issues with it after the beta was published and should be in next update
 
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