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HOI4 Dev Diary - 1.5.2 Update #2 and Modding Goodies

Hi everyone welcome back to another update on our post-release work on Cornflakes and Waking the Tiger.

1.5.2 Patch
The path has now been in beta for a bit and also updated. If you are brave and want to try it early to help us find problems you can go here for how to do so. Go there to check out the current changelog, but I am going to cover some stuff here too. Note that all these things are not yet in the patch, but will appear later today when the beta gets updated.

Air Balance and Changes
Based on feedback, primarily from the MP community we decided to do several changes related to the air war.
  • Planes on missions now have to gain efficiency over time. Strategic bombers are slower than smaller planes when it comes to this. This was done to avoid ping-ponging and terrible microing in multiplayer where players would keep switching their bombers around to stop them from being caught. It also simply makes sense that it takes some time after a move to get organized.
upload_2018-3-28_15-28-28.png

  • Division anti air now reduces damage to the division caused by close air support attacks, in proportion to the AA's ability to shoot down planes. This should now make divisional AA more helpful against direct attacks as well:
upload_2018-3-28_14-14-28.png

  • We now allow a bigger bonus from close air support supporting a combat, while the penalty to defense to the enemy from pure air superiority has been reduced. The speed penalty from enemy air superiority has also been reduced as it was a little excessive. We hope these things together will incentivize CAS over fighter spam a bit.
  • Strategic Bombers now only give 0.01 air superiority to make it clear thats not really their job ;)
  • The last 3 levels of radar tech will now improve hit chance for static AA guns while unlocking new AA equipment will increase their damage and all their intermediary techs will increase the protection from AA on buildings in the area. We hope this will make the techs nicer to get and help in late game defense vs bombers.
Nukes and Surrender
We have fixed a couple of things with nukes. They should now work more reliably and hurt the targets war support depending on target. The target selection is now a bit more flexible, before you had to hit specifically the VP province, but now the state is enough for things to work out as expected. In addition a nations surrender limit will be lowered when at low war support (below 50%). It scales from 0 to -30%. That means nuking will again make nations more likely to surrender, but also have other negative effects before that point.

Manchukuo
We felt the Manchukuo independence path was a little heavy handed with bonuses so it has been reworked. We basically removed most of the factories you get from focuses. Instead you get a decision after taking over the railroads to build up to 4 civilian factories. You can also solve the bandit problem by recruiting them but that means you have to endure raids for a while until you get the focus to bolster nationalism. In the Manchu branch you get to create underground gun shops which make infantry equipment massively cheaper but also reduce its reliability by a huge amount. In the 5 people branch you can raise the Manchu banners, which are large divisions with artillery support. Finally, purging the General Affairs Council lets you spend CP to prepare to seize Japanese arms depots which gives you guns and the Japanese a negative modifier for fighting against your troops.

upload_2018-3-28_14-18-20.png


Game start speedup
Nobody likes to wait around, particularly not devs who have to start the game many many times during a day so to help with this we now do some caching during startup that should help speed up the process after the first time you run it.

Other stuff
We are still going to add some more things before the patch is done. MEFO bills for example are currently undergoing balancing work.

We also have a really cool thing for modders, but I'll let @shultays show it off for you:

Hello everyone, shultays here. I am a programmer in HoI4 team. Today I will be introducing some new cool features/tools that we introduced with our newest patch.

Scripted GUIs

That is a feature we solely developed for our modders. This new tool will enable modders to create their own GUIs (or attach their GUIs to existing ones) and attach scripts/triggers to GUI elements in those GUIs. Here are some gifs that show what you can mod in to game now.

1.gif

2.gif

3.gif

4.gif

5.gif


Everything on that gifs are modded in to the game. Here are some features that this example mod adds:

Code:
- Fuhrer Mana, a new resource for Germany
- A spell system that uses Fuhrer mana as a resource
    - You can use spells targeted on your country by clicking Fuhrer mana resource
    - You can use targeted spells on enemy countries by clicking them
    - You can use targeted spells on your own states by clicking them
- A psuedo-focus system works independent of existing one that can boost your Fuhrer mana production
- A way to boost your research by consuming Fuhrer mana
- A basic AI that can make use of Fuhrer mana

If you want to try this mod, you can download it from Steam Workshop using this link or just download the mod attached in this post and extract it to your mod folder (under \Documents\Paradox Interactive\Hearts of Iron IV\mod). I also added a small cheat, right clicking on Fuhrer mana resource will give you free Fuhrer mana.

Here is a list of things you can do using scripted GUIs

Code:
- Create GUIs that will be visible when a certain trigger is true (for example in first gif, the player clicks on resource to pop up a new GUI) and/or when player selects a country/state (second and third gifs shows an example to this)
- By default this GUIs are not attached to an existing GUI (like first three gifs) but you can also attach them to existing GUI elements (5th gif has a scripted GUI attached to national focus tree)
- Attach effects to buttons in scripted GUIs, which will be called when player clicks, right clicks on them. You can also attach different effects while user is holding ctrl/alt/shift while left or right clicking
- Attach triggers to buttons that will disable them (for example spells are disabled when you are out of mana)
- Attach triggers to buttons/icons/texts to make them visible/hidden with certain conditions (disable research button is only visible when you actually enabled it)
- Use scripted localization in your texts, tooltips, button texts etc. You can also display description of effects you attached in tooltips
- A score based AI system that will evaluate your scripted GUIs on an interval you chose and on targets that you have filtered (for targeted scripted GUIs, like 'meteor swarm' spell GUI) and simulate clicking on buttons on the order of scores you have given to them.
- It will be available on multiplayer as well!

I created a tutorial on how to use this new system, which can be found on our modding forum following this link. It gives you a much more indepth on how you you can implement this features.

If you have question, please tag @shultays and ask away!

Reloadable databases
This feature was always there, but it was hard to use for our modders. In our development branch, most commonly databases (some folders under common, gui files, yml files etc) are reloadable and automatically reloads when you make an edit on them. After 1.5.2., you can also enable same functionality on our release builds by adding following launch command

-debug

After that game will auto reload the database that contains the files you edited. Here is the list of all reloadable stuff:

Code:
- events
- decisions
- traits
- ai_strategy
- ai_strategy_plans
- on_actions
- scripted_effects
- scripted_triggers
- scripted_localisation
- scripted_guis
- defines
- some gui files
- yml files

Some of them have limitations, so if you are encountering some weird issues I suggest closing and relaunching the game, but otherwise they should work just fine. We are constantly trying to improve this list.

If you want to disable this feature for some reason but keep the other -debug features, you can add -nofilewatcher to launch options.

So that is all from me for now. From now on I will try to be more active at modding forums and write a couple more tutorials. So see you there!

While we are on the topic of modding we need to talk about dependencies. Sometimes you will want your mod to depend on other mods, and also require a certain loading order. Mods will usually load in alphabetical order of their file names (so the mod last in the list will overwrite the earlier). But some things may affect this so if you need a certain load order and be clear that you have dependencies this needs to be specified by including its full name in the .mod file under "dependencies". There have been bug reports etc about this, probably because we didn't explain properly how it works. The wiki page has been updated, here but essentially this is how to do it:
Code:
name="testmodB"
path="mod/testmodb/"

# this guarantees we load testmodA first before our testmodB is loaded
dependencies= {
   "testmodA"
}
supported_version="1.5.2"

See you next week!
 

Attachments

  • fuhrer_mana.zip
    10,5 KB · Views: 1.140
Last edited by a moderator:
IIRC most of the "bandits" in Manchuria are guerrilla rebels who wanted to resist the Japanese takeover. It's hard to imagine Manchukou being able to recruit them while still a puppet of Japan.

Also, would it be possible to get some sort of a fix on the army AI? There's still a lot of front line shuffling and with the new super-aggressive AI, you can no longer rely on the AI to keep your front lines intact. In my recent China game, I took my eyes off of the Russian front to drive the Italians out of India (the Raj apparently capituated to an Italian naval invasion) and my entire front line of my best equipped and most veteran soldiers got surrounded (5 full armies or 120 divisions). Not the most fun experience I've had.
 
I understand that, but right now it is ahistorical at the expense of historical mode, and if this stays the same way it just gonna make the London Conference focus strange too, and probably many people (esp hungarians) will be angry about this as long as this isnt updated(i cry about this too, but i imagine more and more ppl crying about this) .

Remember, @Bratyn did those map changes on his own time as a favor to the community so we can recreate the East German border. Correcting every possible little map error is probably not a good use of his company time compared to all his other work load.

I'll put an end here to requests for further map changes, or I will never have a day off in my life. Not saying more edits won't happen in the future, but I have to stem the inevitable flood of requests before it gets too much :p

Please don't give him the impression that no good deed goes unpunished by bombarding him with flags about this or that map change you want or he may never do another one. :)
 
Probably one of the first updates i actually agree with for HOI4, congrats.
 
Hi everyone welcome back to another update on our post-release work on Cornflakes and Waking the Tiger.

1.5.2 Patch
The path has now been in beta for a bit and also updated. If you are brave and want to try it early to help us find problems you can go here for how to do so. Go there to check out the current changelog, but I am going to cover some stuff here too. Note that all these things are not yet in the patch, but will appear later today when the beta gets updated.

Air Balance and Changes
Based on feedback, primarily from the MP community we decided to do several changes related to the air war.
  • Planes on missions now have to gain efficiency over time. Strategic bombers are slower than smaller planes when it comes to this. This was done to avoid ping-ponging and terrible microing in multiplayer where players would keep switching their bombers around to stop them from being caught. It also simply makes sense that it takes some time after a move to get organized.
View attachment 352002
  • Division anti air now reduces damage to the division caused by close air support attacks, in proportion to the AA's ability to shoot down planes. This should now make divisional AA more helpful against direct attacks as well:
View attachment 351978
  • We now allow a bigger bonus from close air support supporting a combat, while the penalty to defense to the enemy from pure air superiority has been reduced. The speed penalty from enemy air superiority has also been reduced as it was a little excessive. We hope these things together will incentivize CAS over fighter spam a bit.
  • Strategic Bombers now only give 0.01 air superiority to make it clear thats not really their job ;)
  • The last 3 levels of radar tech will now improve hit chance for static AA guns while unlocking new AA equipment will increase their damage and all their intermediary techs will increase the protection from AA on buildings in the area. We hope this will make the techs nicer to get and help in late game defense vs bombers.
Nukes and Surrender
We have fixed a couple of things with nukes. They should now work more reliably and hurt the targets war support depending on target. The target selection is now a bit more flexible, before you had to hit specifically the VP province, but now the state is enough for things to work out as expected. In addition a nations surrender limit will be lowered when at low war support (below 50%). It scales from 0 to -30%. That means nuking will again make nations more likely to surrender, but also have other negative effects before that point.

Manchukuo
We felt the Manchukuo independence path was a little heavy handed with bonuses so it has been reworked. We basically removed most of the factories you get from focuses. Instead you get a decision after taking over the railroads to build up to 4 civilian factories. You can also solve the bandit problem by recruiting them but that means you have to endure raids for a while until you get the focus to bolster nationalism. In the Manchu branch you get to create underground gun shops which make infantry equipment massively cheaper but also reduce its reliability by a huge amount. In the 5 people branch you can raise the Manchu banners, which are large divisions with artillery support. Finally, purging the General Affairs Council lets you spend CP to prepare to seize Japanese arms depots which gives you guns and the Japanese a negative modifier for fighting against your troops.

View attachment 351979

Game start speedup
Nobody likes to wait around, particularly not devs who have to start the game many many times during a day so to help with this we now do some caching during startup that should help speed up the process after the first time you run it.

Other stuff
We are still going to add some more things before the patch is done. MEFO bills for example are currently undergoing balancing work.

We also have a really cool thing for modders, but I'll let @shultays show it off for you:

Hello everyone, shultays here. I am a programmer in HoI4 team. Today I will be introducing some new cool features/tools that we introduced with our newest patch.

Scripted GUIs

That is a feature we solely developed for our modders. This new tool will enable modders to create their own GUIs (or attach their GUIs to existing ones) and attach scripts/triggers to GUI elements in those GUIs. Here are some gifs that show what you can mod in to game now.

View attachment 351923
View attachment 351924
View attachment 351925
View attachment 351926
View attachment 351933

Everything on that gifs are modded in to the game. Here are some features that this example mod adds:

Code:
- Fuhrer Mana, a new resource for Germany
- A spell system that uses Fuhrer mana as a resource
    - You can use spells targeted on your country by clicking Fuhrer mana resource
    - You can use targeted spells on enemy countries by clicking them
    - You can use targeted spells on your own states by clicking them
- A psuedo-focus system works independent of existing one that can boost your Fuhrer mana production
- A way to boost your research by consuming Fuhrer mana
- A basic AI that can make use of Fuhrer mana

If you want to try this mod, you can download it from Steam Workshop using this link or just download the mod attached in this post and extract it to your mod folder (under \Documents\Paradox Interactive\Hearts of Iron IV\mod). I also added a small cheat, right clicking on Fuhrer mana resource will give you free Fuhrer mana.

Here is a list of things you can do using scripted GUIs

Code:
- Create GUIs that will be visible when a certain trigger is true (for example in first gif, the player clicks on resource to pop up a new GUI) and/or when player selects a country/state (second and third gifs shows an example to this)
- By default this GUIs are not attached to an existing GUI (like first three gifs) but you can also attach them to existing GUI elements (5th gif has a scripted GUI attached to national focus tree)
- Attach effects to buttons in scripted GUIs, which will be called when player clicks, right clicks on them. You can also attach different effects while user is holding ctrl/alt/shift while left or right clicking
- Attach triggers to buttons that will disable them (for example spells are disabled when you are out of mana)
- Attach triggers to buttons/icons/texts to make them visible/hidden with certain conditions (disable research button is only visible when you actually enabled it)
- Use scripted localization in your texts, tooltips, button texts etc. You can also display description of effects you attached in tooltips
- A score based AI system that will evaluate your scripted GUIs on an interval you chose and on targets that you have filtered (for targeted scripted GUIs, like 'meteor swarm' spell GUI) and simulate clicking on buttons on the order of scores you have given to them.
- It will be available on multiplayer as well!

I created a tutorial on how to use this new system, which can be found on our modding forum following this link. It gives you a much more indepth on how you you can implement this features.

If you have question, please tag @shultays and ask away!

Reloadable databases
This feature was always there, but it was hard to use for our modders. In our development branch, most commonly databases (some folders under common, gui files, yml files etc) are reloadable and automatically reloads when you make an edit on them. After 1.5.2., you can also enable same functionality on our release builds by adding following launch command

-debug

After that game will auto reload the database that contains the files you edited. Here is the list of all reloadable stuff:

Code:
- events
- decisions
- traits
- ai_strategy
- ai_strategy_plans
- on_actions
- scripted_effects
- scripted_triggers
- scripted_localisation
- scripted_guis
- defines
- some gui files
- yml files

Some of them have limitations, so if you are encountering some weird issues I suggest closing and relaunching the game, but otherwise they should work just fine. We are constantly trying to improve this list.

If you want to disable this feature for some reason but keep the other -debug features, you can add -nofilewatcher to launch options.

So that is all from me for now. From now on I will try to be more active at modding forums and write a couple more tutorials. So see you there!

While we are on the topic of modding we need to talk about dependencies. Sometimes you will want your mod to depend on other mods, and also require a certain loading order. Mods will usually load in alphabetical order of their file names (so the mod last in the list will overwrite the earlier). But some things may affect this so if you need a certain load order and be clear that you have dependencies this needs to be specified by including its full name in the .mod file under "dependencies". There have been bug reports etc about this, probably because we didn't explain properly how it works. The wiki page has been updated, here but essentially this is how to do it:
Code:
name="testmodB"
path="mod/testmodb/"

# this guarantees we load testmodA first before our testmodB is loaded
dependencies= {
   "testmodA"
}
supported_version="1.5.2"

See you next week!
Well done
 
So I updated to test the beta - it now says 1.5.2 beta in Steam and ae89 when starting; is this the "old" beta or the updated one with the changes from today´s dev diary?
... ok searched the forum a bit - I guess the updated beta isn´t yet released so I´ll wait with my next game
... and it updated the very second !!

NEW version 6445
 
Last edited:
Can you please force the other development teams to adopt the dependency feature for modders in their games :)
it was a system I coded for like CK2 that got moved along, so chances are its maybe in but ppl dont know? I am honestly not sure. I can go ask EU4.

EDIT: EU only has some of it, but I bugged them to think about supporting it
 
In HoI3 I remember the corresponding value could be lowered by convoy raiding as well, but it wouldn't make much sense to include that given the state submarines are in at the moment I think.

Agreed, obviously some things will need to be looked at first, however I was thinking along the lines of devastating encirclements causing a hit. Obviously balance is tricky.
 
Remember, @Bratyn did those map changes on his own time as a favor to the community so we can recreate the East German border. Correcting every possible little map error is probably not a good use of his company time compared to all his other work load.



Please don't give him the impression that no good deed goes unpunished by bombarding him with flags about this or that map change you want or he may never do another one. :)
Yes I am sorry that it felt that way, and ungrateful.
For me, this map change makes the game in Europe VERY ahistorical. The game correctly represents smaller states like memmel, dobrudja, so not having the historical borders in yugoaslavia/serbia/hungary is quite a huge change, (also it has wrong population data, the old vojvodina had 1,09 million inhabitants), the main problem is that the game HAD more or less correct borders, now it favours ahistorical routes(and makes hungary look funky with its national focuses), that is my concern, the map changes in eastern Germany isn't making border unhistorical if you follow the historical path (sorry that sounds strange to me too) Since map redraws are very rare (not judging)
I fear that this change will be fixed in the far future,and I don't want Bratyn to do this asap and not have his free will or anything, and I am very pleased with the other map changes, but please also add this change to "the" list.
 
Last edited:
One weird thing I've noticed since WtT dropped is convoy routing through the Mediterranean now seems to be messed up - troops convoys now constantly sail through the Tyrrhenian sea despite that being a terrible route to send them while playing as the Allies. Was this intentional?
 
it was a system I coded for like CK2 that got moved along, so chances are its maybe in but ppl dont know? I am honestly not sure. I can go ask EU4.

EDIT: EU only has some of it, but I bugged them to think about supporting it
Did you fix the bug where your volunteers don't come back from the wars in 1.5.2? That's keeping me from using it at the moment.
 
Have you considered nerfing the numbers on strategic bombers? The efficiency changes here are good but probably not enough for the group I play with (and many other groups, i suspect) to unban strategic bombers in our games. The whack a mole issue may be alleviated, but they are still way too cost efficient and too difficult to intercept and shoot down, especially with the ability to specifically target enemy airfields and radar.

I believe that the efficiency growth change, superiority change, and AA changes are going to considerably counter strat bombers going forward. It's going to be very hard to bomb deep into the other side's territory when your bombers can no longer supply their own aerial superiority. Getting that "red" region to "green" for your strat bombers is going to require some escort fighters now. The state based AA is going to chew them up harder than before too if the defender bothers to research the AA line now. And you can't ping-pong effectively anymore.

In truth, we'll see more of France and Benelux getting bombed out with fighter escorts from southern england. For deeper strikes, night bombing early in the war may be plausible to try and avoid the fighters a bit and get around the air superiority, but even then enough state based AA may nullify that. A strat bombing player may consider doing night bombing only too for the 2 week efficiency build up period to limit their losses while building up. Strats will also remain useful in places like Egypt to stall the Axis armor's advance and limit axis airfield construction.

I like the thought that heavy fighters may be necessary now if you want to strike deep into Axis Europe. You'll need them to supply air superiority score more than for countering the enemy light fighters in combat directly. A combo of strats and heavy fighters should shoot down quite a few light fighters in any event in any properly contested zone.

Which, of course, you'll want to do as the Allies. After France, one of the most important things the Allies can do is force the Axis Luftwaffe into combat to keep them from building up an insurmountable plane count for Barbarossa. Forcing them to devote resources to potentially counter allied bombers again will be a good thing IMO. That period between the fall of France and Barbarossa where it's mostly "will or won't the suez fall?" will be more dynamic again.
 
Would you please consider revising the combat width of non-line of sight units like artillery and TDs ?

These units stood as far away as they could most of the time , even the late war front armor heavy variants were instructed to keep their distance and let the huge caliber of their guns do the talking.

Obviously some nerfing of their raw firepower could apply.

I've been playing a lot with the 'Realistic Combat Width' mod because of this - I strongly dislike that division frontage is somehow determined by backline units such as artillery, when for some armies, like Britain especially, they emphasised narrowing the combat frontage to allow maximum concentration of guns.

I get some people want a strong emphasis on balance for gameplay purposes, but things such as predominance of the combat width mechanic, and the insistence on 'balancing' units which were historically vital (such as artillery), sacrifices historicity, which I'm not particularly keen on.
 
I understand that, but right now it is ahistorical at the expense of historical mode, and if this stays the same way it just gonna make the London Conference focus strange too, and probably many people (esp hungarians) will be angry about this as long as this isnt updated(i cry about this too, but i imagine more and more ppl crying about this) .

I am not sure if I understand you correctly, I am not familiar with achievements system. But as far as I know, there is no way to mod in something that can store local data on clients, so a custom achievement system should be impossible to write.