HOI4 Dev Diary - 1.4 "Oak" Changlog sneak peek

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- Grabbing territory occupied by others in peace conferences now much more expensive

On one hand I love this. On the other its going to be frustrating as hell.
Is the bug/feature where if you invade through an allies territory all captured land goes to the ally including capitulation?
 
I really like these changes, thanks.
On one hand I love this. On the other its going to be frustrating as hell.
Is the bug/feature where if you invade through an allies territory all captured land goes to the ally including capitulation?
One, they are in your faction. They didn't say if the multiplier is for same faction control. Two, you can ask for control during the war. (I do this when they send me gobs of units so I can see where to place garrisons. Your puppets give you control more often than not.)
 
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Does that mean you must destroy enemy fighters (gain air superiority) before any bombing runs can be carried out? If so? that is a really good change.

Sounds like it means you had better have escorting fighters with your bombers or a lot more/all are going to be disrupted. No more just spamming CAS because you can abuse the mechanics.
 
My word, lots of very good stuff here, cheers for the changelog Podcat :D. Really looking forward to giving 1.4 a play. Lots of potential highlights, very hard to pick favourites, but apart from the obvious (AI, new fleshed out nations, air interface and associated changes to air combat) the modding changes look tops - allowable tech and NF branches allow for much goodness :cool:. Hope you and the team have a great launch :).

- CAS, fighters and tac bombers now have a stat progression for naval_strike_attack instead of the same for all models.

Am a huge fan - great work :).

- Fixed a place where illegal memory could be accessed, potentially triggering the birth of a new chaos god

So when the end of days comes, you'll be sure it wasn't you guys that created the chaos god behind it all? Or it's already too late, but you thought that one was enough? :).

- Several changes so default AI focus more on inf, capital ships, fighters, less on armor, random planes, and subs/destroyers

I always got the impression that the vanilla AI didn't focus enough on subs/destroyers, particularly given somewhat overly brutal and screen-focused destruction of surface actions. Will keep an eye out for the AI struggling more with screens than normal and report if anything odd turns up.
 
"- Added a global flag that is set if Germany starts a war. AI weights for the Sudetenland and Rhineland have been adjusted to ensure that Germany will be challenged if they started a war before taking those focuses"

Damn. Now all the silly, unrealistic land grabbing with Germany is basically over. Just when I planned to go for a total exploit game rushing Poland and Soviet Union while grabbing Czechoslowakia and Yugoslavia via NF. I guess I can shelve that plan now :-/
 
One, they are in your faction. They didn't say if the multiplier is for same faction control. Two, you can ask for control during the war. (I do this when they send me gobs of units so I can see where to place garrisons. Your puppets give you control more often than not.)

1: They are not necessarily in your faction, it can happen if you invade Germany through the Soviet Union as one of the Allies or any variation of that.

2: I think that you misunderstand the issue, the aligned Nation (whether they be AI or Player) will get the capture score for capitulating the Nation you are invading. This is particularly frustrating when attacking a nation with low Unity, such as Early or Commie France, you can end up getting less points than your 'ally' even if you did all the work.

2.5: Due to them gaining the capitulation score the AI will believe that it deserves a greater chunk of land than it has actually earnt and as such will be less inclined to give you the states.
 
1: They are not necessarily in your faction, it can happen if you invade Germany through the Soviet Union as one of the Allies or any variation of that.
Hmm never tried it that way. I preferred to let my non faction partners die on their own front, so I did not consider how that affects warscore.

At least warscore from the air war has been toned down, so hopefully the faction that actually does most of the fighting has a better chance at being the war leader.
 
@podcat

Tweaked some interface stuff for air combat (stuff that was meant for the simplified version, but is of no use now).
- Added new texture-files for the simplified air combat interface, to fit some old elements that would be moved into this air combat interface.
- Implemented a simplified version of future air combat interface (in case of planned interface can't be implemented, due to time constraints).

What does this all mean precisely? Is the version we're getting now simply the first step towards a future enhancement that you are hoping to make perhaps in 1.5 or 1.6? I do recall Dan saying that some features planned for 1.4 did not make it in due to time constraints, and I know it was originally pitched as an "air overhaul" and not simply an interface overhaul. Should we expect this to continue to be something on your radar (pun intended) for future updates?

One possible reading of this is that this was all for a contingency in this update, but it feels odd to mention in the changelog the existence of now redundant changes :p And slightly odd wording where in the first sentence it sounds like it's redundant, but in the third sentence it's talking about future air combat update, which may be implying an update beyond the one featured in this current patch being discussed.
 
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- Changed event France.14: added ai chances (AI will now always create Vichy in historical mode), fixed a bug that would not assign Italy a state they were supposed to get when Vichy is created

Still, I missed the fix for the Vichy bug, when Vichy is created, because of Germany and automatically regains all territory that belonged to France in a possible peace conference. Was that already fixed or is that still on the to do list?

I also missed some other minor bugs and changes, like that ironman mode does work again. But for now, I am just curious how the game works in 1.4.
 
- Added new army leaders to Hungary: Ferenc Feketehalmy-Czeydmer, Kàvoly Beregfy, Lajos Veres.
That's all? No Lajos Csatay, Bela Miklos or even Gustav Jány?
Also it's Lajos VERESS, not Veres. That's a gypsy musician, apparently!

- Bumped Walter Model to skill 2 field marshal with defensive traits
Very nice, I already thought he deserved more skill. I'm not sure about him starting out as a marshal, but I guess if that makes Defensive Doctrine on him possible it's worth it.
Can we now have planning skills for Gamelin too, please? Pretty please?
 
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Does anyone know what this means, exactly?

Removed mobile template designs, because the AI cannot handle them properly.

TY
 
Does anyone know what this means, exactly?

TY

Was clarified by devs here:


Yup. The role that would have included motorized as primary batallion was just not working for the AI, so it had to be cut for now. The AI is performing better without it as it stands now (though some modders with time on their hands might be able to make it work :))
 
So there are no new releasable country such as Bosnia, Slovenia, Algeria, Morocco etc. ? That's very weird and disappointing considering that this DLC is Axis focus and also include a new Axis puppet system.
 
A Great changelog with lots of stuff that I'm looking forward to in both the patch and new DLC.

Good timing also now that my MP groups Campaign just finished, so that we can soon start on a new fresh one. Maybe a hot fix of some kind can be needed before a new start if saves are not compatible.

Great work team
 
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