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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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Hello @podcat. Since this DD talks about 1.8, ergo changes in AI, bugfixes, and whatnot, may I ask where can we post suggestions for AI improvements?
We know you are now working on 1.9 Husky so might as well provide some insights while you refine it for La Resistance. :)

I will just post one in this reply, even though this isn't mostly related to LaR but something I observed in my previous games in Man The Guns:

> AI Monarchist Netherlands should take "Protect Against Britain" should Germany end up Monarchist as well. Because, you know... Wilhelm and Wilhelmina. :D

Thank you and godspeed with 1.9 and LaR. We'll provide more AI/database suggestions as soon as we can. :)
 
Nerfing subs in combat is good and buffing the escort missions for Destroyers will help the AI a lot.

But Im missing any word about at least 3 Points, and these things are so easy too fix, that I dont understand why Paradox ignores the problems and all threads about them.
If you make a thread asking about new content you will get instant attention and reply from Paradox, but asking for fixing the old content (well, in these cases the content from the last DLC), it will get ignored.

Still no Fix for Germany trading Oil with Iran/Iraq and AI Allies cant do anything about it ?
Possible Fix: Give easier wargoals in national focus tree for UK and USA and weight for them to take it.

Still no Fix for Germany trading Oil and other things over the Sea with Japan, Venezuela, Brasil and even USA (until they are at war) and UK dont care to bring Convoy Raiders and do something against it ? (After USA is in war they dont do it as well).
Possible Fix: More weight for UK/USA on sub production and usage vs the Axis.Maybe buff naval production for UK.

Still no Fix for Naval Fighters on CVs beeing useless and dont protect your ships good enough, even when having absolute fighter overweight in the naval batte.Current Meta is full Naval Bombers on CVs without any fighters.
Possible Fix: Give Naval Fighters more interruption value or fix the interruption mechanic, as the values in the files seems okayish and high.
 
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Still no Fix for Naval Fighters on CVs beeing useless and dont protect your ships good enough, even when having absolute fighter overweight in the naval batte.Current Meta is full Naval Bombers on CVs without any fighters.
Possible Fix: Give Naval Fighters more interruption value or fix the interruption mechanic, as the values in the files seems okayish and high.

Agree.

Newbie question but does ship radar have any difference in air combat in carrier versus carrier battles?
 
Nerfing subs in combat is good and buffing the escort missions for Destroyers will help the AI a lot.

But Im missing any word about at least 3 Points, and these things are so easy too fix, that I dont understand why Paradox ignores the problems and all threads about them.
If you make a thread asking about new content you will get instant attention and reply from Paradox, but asking for fixing the old content (well, in these cases the content from the last DLC), it well get ignored.

Still no Fix for Germany trading Oil with Iran/Iraq and AI Allies cant do anything about it ?
Possible Fix: Give easier wargoals in national focus tree for UK and USA and weight for them to take it.

Still no Fix for Germany trading Oil and other things over the Sea with Japan, Venezuela, Brasil and even USA (until they are at war) and UK dont care to bring Convoy Raiders and do something against it ? (After USA is in war they dont do it as well).
Possible Fix: More weight for UK/USA on sub production and usage vs the Axis.Maybe buff naval production for UK.

Still no Fix for Naval Fighters on CVs beeing useless and dont protect your ships good enough, even when having absolute fighter overweight in the naval batte.Current Meta is full Naval Bombers on CVs without any fighters.
Possible Fix: Give Naval Fighters more interruption value or fix the interruption mechanic, as the values in the files seems okayish and high.
no.:
Still no Fix for Germany trading Oil with Iran/Iraq and AI Allies cant do anything about it ?
Possible Fix: give resourse rights to british as was in real life (mybe should split resourses into 2 provinces to dont break iran irak extremly hard, becouse at least iran have some oilfields under his administrations.

Still no Fix for Germany trading Oil and other things over the Sea with Japan, Venezuela, Brasil and even USA (until they are at war) and UK dont care to bring Convoy Raiders and do something against it ? (After USA is in war they dont do it as well).
Possible Fix: Pure ai issues, need better balance to make allies raider in attlantic and germany less convoy under war, but thats no a simple germany, other need a rebalance about sending convoys to long journes as defending sending patriol zones better.
 
Hmm, I've been trying out a historical UK game to see how the new changes are.

It's October 1939 and WW2 has just broken out, and the Spanish Civil War is still going. It looks like Nationalist Spain has a few extra things going on - I see a couple of national spirits giving them extra manpower - the national spirits have Spanish names, so they're not from the generic tree. I think some of the next expansion is in this build.

However, big problem, Nationalist Spain joined the Axis while the Spanish Civil War is ongoing. I know they've got a national spirit to keep them out of the Axis for a while if they win the war, but it looks like there's a loophole here.
 
It's October 1939 and WW2 has just broken out, and the Spanish Civil War is still going. It looks like Nationalist Spain has a few extra things going on - I see a couple of national spirits giving them extra manpower - the national spirits have Spanish names, so they're not from the generic tree. I think some of the next expansion is in this build.

Are you able to take a screenshot of the national spirits? I just had a gander in the files, and the latest time one of my 'event' or 'idea' files was updated was in June this year, and Spain's ideas were last updated in April, and the Spanish file didn't contain anything I'm not used to seeing. I'm sure the devs would be interested to know if there was expansion content in the patch (although maybe it's a cool piece of bonus content or similar?)
 
Still no Fix for Naval Fighters on CVs beeing useless and dont protect your ships good enough, even when having absolute fighter overweight in the naval batte.Current Meta is full Naval Bombers on CVs without any fighters.
Possible Fix: Give Naval Fighters more interruption value or fix the interruption mechanic, as the values in the files seems okayish and high.

Last I looked at this in detail was around MTG release and then a 50/50 split always beat pure NAV. Perhaps something changed. Could you do a proper bug report in the bug report forum, ping me and include some save where you set things up so its easy to verify that its this way and I will take a look.
 
Are you able to take a screenshot of the national spirits? I just had a gander in the files, and the latest time one of my 'event' or 'idea' files was updated was in June this year, and Spain's ideas were last updated in April, and the Spanish file didn't contain anything I'm not used to seeing. I'm sure the devs would be interested to know if there was expansion content in the patch (although maybe it's a cool piece of bonus content or similar?)

This is in early 1940. By now Nationalist Spain is in the Axis, Republican Spain is in the Allies, and WW2 is being fought in Northern Spain.

Both Nationalist and Republican Spain are still using the generic focus tree, so these national spirits haven't come from there. Republican Spain has no national spirits except those from the generic focus tree.
 

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This is in early 1940. By now Nationalist Spain is in the Axis, Republican Spain is in the Allies, and WW2 is being fought in Northern Spain.

Both Nationalist and Republican Spain are still using the generic focus tree, so these national spirits haven't come from there. Republican Spain has no national spirits except those from the generic focus tree.

That does look a tad suspicious - I did a "find in files" in my HoI4 folder for Carvajal and the name only comes up in common\\names\00_names.txt, so as best I can guess, it looks like a generic-ish effect that's grabbed a random leadername (which, iirc, is what a national spirit with no defined name can do - been a little while since I was tinkering with ideas/national spirits though). Without a text 'hook', I don't have time to track down where that's coming from right now - think posting this in the dev diary thread a good idea, as fairly good chance a set of dev eyeballs will see it.
 
National spirits tend to get generic names applied if they have no localized name yet. This can also happen with dynamic tags.

Ahhh - so these are national spirits from the generic focus tree, but because Nat Spain is a dynamic tag, they've got names from the 00_names.text file? That makes sense - thanks for clueing us up :).