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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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Can somebody tell me if the US is doing better with the patch? I just cant bring myself to play the game just to see japan taking out africa and asia alone
 
What was exactly the rationale for updating the launcher in isolation like this?
Seems rather odd that it couldn't wait for Husky, was it a requirement from above?
 
We just dont have the infrastructure and manpower

On this topic, I already asked the CEO in the quarterly Interim Report, but she said this would be solely the teams decisions:
Why don't you have more manpower?

On PDXcon you where quite happy with the 2 Millions copies sold, and with the really high player count, DLCs also prorably sell quite well.

How is it, that you team is still quite small? It seems you would need double the teamsize in every department (Contentdesigner, coder, internal QA).

Is it so hard to find competant staff who wants to move to Stockholm? Maybe rise the pay to make it more attractive then. ;)
 
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



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



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.
@podcat
But surely you can fix problems like battlecruisers being counted as battleships, or Italy having spotting plane 2 technology unlocked when it actually doesn't, and small obvious fixes like that, right? Im kind of surprised how minimal this patch was considering all bug reports.
 
1.8 ‘Fork’

- Fixed Diminishing Returns now applying to party popularity changes.
Does that include multiple sources of popularity change? I.e. now if you play Sweden and get the following perfectly plausible gameplay situation:
- Fascist Demagogue
- Fascist Assault Divisions
- Baltic Security (by USSR)
- anti-fascists raids (might seem weird, but sometimes it's beneficial to delay regime switch from democratic)
this will get calculated in a totally wacky way, with communism getting stuck at 0 despite literally nothing decreasing it directly. It's only the democratic support which should go down.

Also, previously these anti-X raids were not working well either (when used in conjunction with other modifiers).
 
Nice to see some balance changes sneak in with the launcher update, though there do seem to be some funky interactions with CV fighters in naval combat:Link

Would be nice to see that looked at, maybe for 1.9?
 
What was exactly the rationale for updating the launcher in isolation like this?
Seems rather odd that it couldn't wait for Husky, was it a requirement from above?

Given that when 1.9 comes modders are going to have to do a bunch of stuff to make their mods up to date we didnt want to complicate stuff by also have launcher changes happen then, especially since mods will be backwards compatible right now technically, despite saying they are old, while for 1.9 they will need actual updates. So this should ensure things overall go much smoother
 
Does the new launcher come with the same problem as the stellaris one for multiplayer, namely needing to reorder mods when playing rather than them appearing in alphabetical order by default?
 
Nice News on the national Focus trees

What I really really miss also would be a filter like "historical path"!!!!
This.
Please.
While playing as minors, knowing which path is historical is not always obvious from the focuses.
And sometimes playing in multiplayer, players agree to play with "historical" focuses, but later pick something else, because they didn't know which one was.
I would actually prefer if the option that makes AI go historical focuses would also work for players, but I guess filtering is the second best thing, and should be easy to add at this stage?
 
wow, thanks for reason of launchers! other game(eu4, stellaris) is not writing reasons in dev diary, hoi4 is very kindly. thanks!
 
I am really anticipating that new DLC.
But those fixes to subs seem very nice too.
 
On this topic, I already asked the CEO in the quarterly Interim Report, but she said this would be solely the teams decisions:
Why don't you have more manpower?

On PDXcon you where quite happy with the 2 Millions copies sold, and with the really high player count, DLCs also prorably sell quite well.

How is it, that you team is still quite small? It seems you would need double the teamsize in every department (Contentdesigner, coder, internal QA).

Is it so hard to find competant staff who wants to move to Stockholm? Maybe rise the pay to make it more attractive then. ;)

The team is actually growing at the moment, so we are bulking up. But just doubling the teamsize wouldn't by itself solve this problem. We would have to completely restructure our development and release process. It's not impossible to do, but it requires some measure of planning and thought rather than just hiring a bunch of people.

Personally I think having a permanent open beta like we do after major releases would help a lot actually, but @podcat makes that call.
 
Thank you for the update! But could you please, please, pretty please also try to squeeze in a fix for this annoying bug here?

https://forum.paradoxplaza.com/foru...orce-reinforcement-bug.1201650/#post-25751709

I'm trying another US playthrough currently and it's just annoying that I have to manage my strike forces by hand, because all carriers go crazy when I want to set them to auto reinforce :(

I really want them the squeeze in the Navy bug fixes. Battlecruiser counting as battleships, italy cheating in naval tech, carrier fighters not working...