HOI4 Dev Diary - Achievements & Patchlog

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Riktol

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Not sure if I misunderstood this but
- Added +10% hardness to motorized from first level mechanized tech
Does that mean Motorized start at 0% hardness or they gain 10% on top of their starting 10%?
My understanding is that the trucks have no armour and everyone jumps out of the trucks in order to do the shooting bit anyway, therefore there is no part of the division which is fully protected against soft attacks, which is what I thought the hardness bonus represented.

Is there a balance reason I can't see?
 
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Deathshead419

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Could you list all of the new portraits you've added and maybe show them off? I'd like to see who's-who in the coming patch.
 
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just_a_beaver

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Third Emu War, australians must be like, OH GOD WHY
There needs to be an event where Emu rebels spawn somewhere in Australia and have vastly superior tech. And it makes some badass state with a badass name like Emuland or something. If Empire of the Platypus is a thing, then I don't think this is too outlandish. Paradox/modders pls.
 

YesI'mANarwhal

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There needs to be an event where Emu rebels spawn somewhere in Australia and have vastly superior tech. And it makes some badass state with a badass name like Emuland or something. If Empire of the Platypus is a thing, then I don't think this is too outlandish. Paradox/modders pls.

But the backlash from reddit.com/r/emuwarflashbacks
 
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SDAirborne173

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- More small air wings is no longer better than less large air wings.

So this essentially means there is no longer any difference between 8 wings of 100 airplanes versus 1 wing of 800 airplanes, correct?
 
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tom_jones

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increased priority on some early industry techs for AI
... If I can ask, what caused this decision? If anything, the priority of the industry techs is already too high in vanilla game, to the point where the AI in the first few years gets absolutely bogged down researching industry-related techs and very little else (and failing behind in the other areas as result) o_O
 
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mudcrabmerchant

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Well, looks like I'll be saving a lot of money on future HoI4 DLC. I'm usually the guy mocking paywall boycotts, but putting desperately needed improvements to the battleplanner in a DLC is ridiculous.
 
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eyad99

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Finally Egypt is in the game
_54024303_304-nasser.jpg


Naguib approves
 

Shock360

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Well, looks like I'll be saving a lot of money on future HoI4 DLC. I'm usually the guy mocking paywall boycotts, but putting desperately needed improvements to the battleplanner in a DLC is ridiculous.
Whats wrong with additive features being paid?
 

mackau

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Blitz should not be a paid feature. That is all.
 
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Xaelyn

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wow, the spearhead, the fix/workaround against the broken battleplan that after 1 province taken mess everything, still requires money.

If it's any consolation, from what I've seen in streams the spearhead (formerly blitz) feature doesn't really make the battleplanner much better. Still looks like it requires constant microing of the front lines to stop the spread.
 

Hearth

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- Air Accidents now happens equally fair regardless of how many different air wings you have.
Is this the same for all aircraft types? For example, while a fighter has a single engine, a strategic bomber would (most of the time) have 4 engines, making it more reliable (not to be confused with the reliability issue).
 

billcorr

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Guess I still be using the No Mans Land Mod.......PRETTY PLEASE get rid of the Sahara slow dance period, I understand that not prioritizing it with the AI is a good step for Vanilla but I don't see why not make it an option at least to make those area's which IRL Divisions shall not pass into dead zones or 0 infrastructure area's starting out and divisions cannot pass through them.

Regarding the Sahara...from the patch notes:
  • Added heat_attrition and heat_attrition_factor modifiers for both country and unit leader
  • Attrition from heat and extreme heat in provinces is now separate and called heat_attrition.
Don't know what this means, but it will be interesting.

(And on the other end of the thermometer...
  • Winter_attrition now does more than nothing for unit leaders. )
 
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adam_grif

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Will players that don't have the DLC be able to join MP games with players that do?

Yes, whomever is the host sets the DLC for a multiplayer game, and all players in that game will operate with that level of DLC.

Example - Player 1 hosts a game, he does not have the DLC. Player 2 does, he joins. The game runs as if both players do not have the DLC.

Example - Player 1 hosts a game, he does have DLC. Player 2 does not have the DLC, and joins. The game runs as if both players DO have the DLC.
 
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billcorr

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From the patch notes:
  • CAS attacks now scale properly with active planes rather than whole wing when looking at ace bonuses
Would such an approach be appropriate for land based naval bombers (NAV) too? Frequently, only a portion of a NAV wing engages an enemy fleet, based on the enemy's fleet frontage (total hit points divided by 20). Typically only 4 to 10 NAV's are allowed to bomb a small enemy fleet (often, one NAV per point of fleet frontage). Thus, for a NAV wing of 100, only a fraction actually attack an enemy fleet.

Multiplayer games typically establish a minimum number of planes per wing. It is common for house rules to state that 100 planes is the least amount players can have in land-based wings.

Thus, if CAS ace bonuses are scaled to only active planes, then it may be reasonable to do so for NAV. (of course, there may be a good reason not to do it for NAV...can you think of why?).
 
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mudcrabmerchant

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Whats wrong with additive features being paid?

The battleplanner was stated as a core feature of the game, and something that we could use instead of having to micromanage every unit. As is, I find the BP mostly useless except as a means to keep a front manned while I perform every single spearhead and encirclement manually, because encirclement only reliably works with the battleplanner on really big fronts. Short spearhead attacks were a vital part of WW2, but I can only perform them effectively by manually controlling divisions, which is especially tedious because if I keep them as a part of the general front order, they will automatically try to redeploy 500 miles away if I let them sit still for just one second.

Of course this is a matter of opinion, but I think the ability to perform easy encirclements should be a basic functionality of the automated battleplanner for a WW2 game, and I was surprised that there was no such feature on release. And going off of Paradox's earlier stated DLC policy, this definitely seems to me to fall into what the devs said should come with the free updates, which adds to my bewilderment and frustration.
 
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