HOI4 Dev Diary - Beta Batch Update II

HOI4 Dev Diary - Beta Batch Update II

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podcat

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Hi everyone, as the coronavirus apocalypse grips sweden the HOI dev team have reverted to to our baser instincts... no longer chained to our desks our programmers roam the streets stealing gasoline and lines of code from weaker gangs of programmers. The content designers have started worshipping stacks of photocopies of Rommel's "Infantry Attacks", and QA are now hunting bugs using spiked clubs.

Ok, not quite ;) But the team, as well as all of paradox, is currently working from home to help limit COVID-19 spread, also as many have pointed out.. less meetings and less pants! its a win-win situation :)

Today, like last week we have another update on the Beta patch.

##################################
# Features
##################################
- Operatives can be disbanded to free up operative slots and recruit different operatives

##################################
# Balance
##################################
- Increased minimum surrender limit to for a country to 20%
- Decrease Base manpower lost in resistance attack to 2.5% from 3%
- Increased compliance decay to give cap of 90% compliance to non democracies.
- Changed compliance loss on state changing hands to 25% from 10%
- Decreased fielded manpower requirement from German "Demand Sudetenland" to 725000 from 750000
- Improved Resistance Suppression when using "Brutal Oppression" from 65% to 75%
- Decreased compliance from collab regime operation to 20% from 30% on normal result and 50% to 40% on excelent result
- changing ideology now halves compliance
- Reduced the Compliance requirements for the Anarchist coring decisions to 50%, down from 60%.
- Increased the cost of Concessions to the Anarchists decision to 150 PP to bring it more in line with its intended purpose as an 'emergency' delay rather than a permanent one, and also made it require either of the Nationalist factions to exist. This means that once those are defeated, there is no stopping the Anarchist uprising anymore.
- operative gained from faction members now is reduced for counties that lacks industry

##################################
# Stability & Performance
##################################
- Prevent CTD when attempting to display the airwings of an airbase the player does not have access to
- Fixed abort to trigger on more cases where invalid map data is detected
- Fixed CTD on invalid naval terrain type for a strategic region
- Fixed CTD on invalid state definition
- Fixed CTD that could happen when re-ordering ship names
- Fixed CTD when displaying the tooltip of the join faction diplomatic action
- Fixed CTD when a autonomy_state has not been correctly loaded
- fixed unnamed gui objects possibly causing crashes and added an errorlog
- Blocked execution of white_peace before game start, along with error log explanation, instead of CTD.

##################################
# UI & Graphics
##################################
- Fix infinite production of ships not assigning names properly in the UI
- Ensured the Abdication Crisis timed mission will now appear at the top of its decision category, for convenience.
- Fixed the Boost Ideology window to work with more than 4 ideologies
- The list of aces to pick from is now sorted to have compatible and free aces at the top
- Releasing puppet no longer creates a new operative slot that disappears again after unpausing
- fixed some graphical issues with frontlines
- fixed operative nationality flags not properly positioned when there are more than 2
- Reduced excessive digits in percentages in various occupation tooltips
- improved operative slot tooltips to see where you are gaining your slots from
- During peace conference, collaboration events are delayed until after and non-news events are hidden

##################################
# AI
##################################
- allies no longer ask SOV for military access
- fixed ai not upgrading templates of existing units
- fixed some issues that resulted in ai preferring producing earlier ships
- ai ITA no longer releases Libya as a collaboration government
- ai will try not to pick closed economy laws if it has large allies

##################################
# Modding
##################################
- fixed accessing variables using other variables not working ( such as var_name:var_name2 )
- added seed = var support for scripted locs random list & random list effect
- laws/ministers can be now modded to use list view instead by adding use_list_view = yes to their idea group
- fixed country_resource_cost_ modifiers not applying correctly
- fixed state resource cost modifiers not showing in tooltip if there were no other resources
- country total resources can go below zero now
- The game no longer aborts due to map errors if launched in debug mode, to allow access to the Nudger
- The game now displays a pop up when reaching the main menu if it detected invalid map data when launched in debug mode
- added on_operative_recruited & on_operative_created on actions
- fixed invalid error logs with tag aliases
- added army_experience navy_experience air_experience country variables

##################################
# Database
##################################
- Renamed Elastic Defense focus to Rebuild the Lines of Torres Vedras for better flavor.
- Fixed "Catalonian Occupation Zone" to properly refer to a "Catalan Occupation Zone", instead.
- Fixed decision requirements in the Abdication Crisis timed mission.
- fixed a number of issues with the French Legitimist Monarchist branch
- Fixed flavor text in the Spanish Independence War news event
- fixed some issues with Japan's head of intelligence advisor
- dismantling the Maginot Line now removes the "Protected by the Maginot Line" national spirit. The Extending the Maginot Line Focus now requires this spirit.
- fixed an issue with Yugoslavian Fighter/Bomber competition event chain having unlocalized strings
- Added missing name for Concessions to the Anarchists decision.
- Fixed Soviet Union seizing Spanish gold reserves even if the gold was never relocated.
- The French "Economic Devolution" focus now displays the correct effects after it is taken

##################################
# Bugfix
##################################
- Renamed Franco's old portrait to prevent it from being used unintentionally by the game.
- Units now correctly divide units into fallback orders that originate in friendly territory and pass through neutral territory.
- fixed another illusive gentleman being available when the first one is taken
- army templates with >10 terrain adjusters will now create a scrollbar in template editor guis so all can be visible
- Random generated female aces now get properly gender flagged
- Made ideas database loading more resilient to script error
- fixed a case where you can steal ships
- fixed sometimes not getting used factories back when canceling an operation
- Made the distribution of states for the Carlist and Anarchist uprisings more reasonable, especially when finishing the SCW early and therefore owning a lot of states before rising up as the Anarchists.
- Requesting Foreign Manpower Garrison support no longer overflows.
- Fixed an issue where territory wasn't assigned properly in the Japan surrender to China
- fixed a rare edge case where Communist China could attempt to infiltrate itself
- Lina Odena is now properly considered female when being referred to in text. Also updated her name to have the proper diacritics.
- fixed usa fascist party popularity being set incorrectly after civil war
- annexed countries will be removed from wars now
- fixed access relations getting cancelled after a while
- fixed factory tooltips in country occupation view
- fixed collaboration government not having a proper name in some cases

If you want to see past changes and full changelog, check out the Beta Patch thread here as well as info on how to start playing on it. Its pretty stable.

Some highlights
Due to popular demand its now possible to fire spies and put someone else in their slot.
upload_2020-3-18_12-39-24.png

The operative will be put back in the pool and you need to wait for a timer to get the slot back to recruit someone else (or get a previously recruited agent back).

We noticed that the code we had put in to stop people from loading broken mod maps also stopped modders from using the ingame nudger tool to fix those issues. That has now been fixed in this update and it will let people access the nudger again as well as making the warnings clearer. We have also added more detailed logging to help people fix their problems. On top of a popup we also have this info when attempting to enter single player.
upload_2020-3-17_16-41-39.png
 
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Indyclone77

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Can confirm I'm worshipping a Sooty puppet....but that's nothing new either
 

podcat

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Evethor

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I would like to know if you guys are looking into the collaboration governments beeing spammed all over the place.
I see that you fixed Italian Libya not becoming a thing, but what about the rest of the colonised world?

Wonderful work so far!
 

Dan1109

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I didn't open a suggestion thread for this, as I thought it was painfully obvious. Are you going to address the lack of ability for the allied powers to see the stockpiles of the Soviets? Perhaps a large intel bonus that kicks in only after Lend Lease has started. This would cover post-war cases where the allies would want to not LL to SOV, if they were planning to DOW them.
 

blahmaster6k

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Can I be expecting a new batch of cookies shipped to me with this update? (P.S. The thread title is misspelled.)
 

sekelsenmat

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pretty sure everybody knows that yeah ;P

What about decreasing the combat width exceeded penalty from 2x to 1x so that historical divisions are less penalised?

I know I'm probably being annoying now, but I thought I'd try 1 last time. The french-must-have-eng-and-harm got his wish after all :D
 

Dan1109

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I would like to know if you guys are looking into the collaboration governments beeing spammed all over the place.
I see that you fixed Italian Libya not becoming a thing, but what about the rest of the colonised world?

Wonderful work so far!
- Increased compliance decay to give cap of 90% compliance to non democracies.
- Changed compliance loss on state changing hands to 25% from 10%
- Decreased compliance from collab regime operation to 20% from 30% on normal result and 50% to 40% on excelent result
- changing ideology now halves compliance

This should tone it down a bit.
 

j4l

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- fixed factory tooltips in country occupation view

Only the switched numbers of CIVs and MILs before the icons got fixed. What about the missing rounding of the numbers of factories gained through compliance? With max growth in peace time it takes 8 years to reach 100% compliance to gain the last factory. That's pretty much like forever.
Why are the bonuses for peace (10%) or claim (5%) on compliance so little? Why can't there be are starting level of compliance after peace or on takeover via focus? It makes no sense when italy takes Albania and is able to use the CIV after 7 years? Why are factories still destroyed when a country got annexed? It doubles the malus on gained factories with new compliance system.
 
Last edited:

Dan1109

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"- annexed countries will be removed from wars now"

How would we be able to view the war support for a country that is not in the wars menu? Concerned about GEIs, using manpower their manpower to boost their war participation to benefit from the unlocks at 10%. If I can't see if they are at 0% or 8%, it would make a difference to me if I would want to use PP to boost their GEI rating.

Won't be able to manually count all of the countries on you side to determine spymaster spy count (or verify it atleast). GEIs who have annexed count, but now I'll have to cross reference the wars country list and the GEI list.

As well, even though annexed, their manpower casualties are still worth looking at from time to time.

I just don't see the reason to have removed annexed countries from wars. Is there some terrible side effect this was causing?
 

Zwirbaum

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Taghmon

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Oh NO!
Remerging all my local mods again. :(

Thanks for keeping us up-to-date. I will read all Code changes like a bestselling novel. :)
 

podcat

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"- annexed countries will be removed from wars now"

How would we be able to view the war support for a country that is not in the wars menu? Concerned about GEIs, using manpower their manpower to boost their war participation to benefit from the unlocks at 10%. If I can't see if they are at 0% or 8%, it would make a difference to me if I would want to use PP to boost their GEI rating.

Won't be able to manually count all of the countries on you side to determine spymaster spy count (or verify it atleast). GEIs who have annexed count, but now I'll have to cross reference the wars country list and the GEI list.

As well, even though annexed, their manpower casualties are still worth looking at from time to time.

I just don't see the reason to have removed annexed countries from wars. Is there some terrible side effect this was causing?
GiE have owned territory so arent annexed in the game sense just occupied. The issue we had was some nations annexed by event would sit around in wars without being capitulated (as their local logic didnt not run and they would never flag as capitulated). Do let us know if you find any issues though
 
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Delpheus

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Hi everyone, as the coronavirus apocalypse grips sweden the HOI dev team have reverted to to our baser instincts... no longer chained to our desks our programmers roam the streets stealing gasoline and lines of code from weaker gangs of programmers. The content designers have started worshipping stacks of photocopies of Rommel's "Infantry Attacks", and QA are now hunting bugs using spiked clubs.

Ok, not quite ;) But the team, as well as all of paradox, is currently working from home to help limit COVID-19 spread, also as many have pointed out.. less meetings and less pants! its a win-win situation :)

Today, like last week we have another update on the Beta patch.

##################################
# Features
##################################
- Operatives can be disbanded to free up operative slots and recruit different operatives

##################################
# Balance
##################################
- Increased minimum surrender limit to for a country to 20%
- Decrease Base manpower lost in resistance attack to 2.5% from 3%
- Increased compliance decay to give cap of 90% compliance to non democracies.
- Changed compliance loss on state changing hands to 25% from 10%
- Decreased fielded manpower requirement from German "Demand Sudetenland" to 725000 from 750000
- Improved Resistance Suppression when using "Brutal Oppression" from 65% to 75%
- Decreased compliance from collab regime operation to 20% from 30% on normal result and 50% to 40% on excelent result
- changing ideology now halves compliance
- Reduced the Compliance requirements for the Anarchist coring decisions to 50%, down from 60%.
- Increased the cost of Concessions to the Anarchists decision to 150 PP to bring it more in line with its intended purpose as an 'emergency' delay rather than a permanent one, and also made it require either of the Nationalist factions to exist. This means that once those are defeated, there is no stopping the Anarchist uprising anymore.
- operative gained from faction members now is reduced for counties that lacks industry

##################################
# Stability & Performance
##################################
- Prevent CTD when attempting to display the airwings of an airbase the player does not have access to
- Fixed abort to trigger on more cases where invalid map data is detected
- Fixed CTD on invalid naval terrain type for a strategic region
- Fixed CTD on invalid state definition
- Fixed CTD that could happen when re-ordering ship names
- Fixed CTD when displaying the tooltip of the join faction diplomatic action
- Fixed CTD when a autonomy_state has not been correctly loaded
- fixed unnamed gui objects possibly causing crashes and added an errorlog
- Blocked execution of white_peace before game start, along with error log explanation, instead of CTD.

##################################
# UI & Graphics
##################################
- Fix infinite production of ships not assigning names properly in the UI
- Ensured the Abdication Crisis timed mission will now appear at the top of its decision category, for convenience.
- Fixed the Boost Ideology window to work with more than 4 ideologies
- The list of aces to pick from is now sorted to have compatible and free aces at the top
- Releasing puppet no longer creates a new operative slot that disappears again after unpausing
- fixed some graphical issues with frontlines
- fixed operative nationality flags not properly positioned when there are more than 2
- Reduced excessive digits in percentages in various occupation tooltips
- improved operative slot tooltips to see where you are gaining your slots from
- During peace conference, collaboration events are delayed until after and non-news events are hidden

##################################
# AI
##################################
- allies no longer ask SOV for military access
- fixed ai not upgrading templates of existing units
- fixed some issues that resulted in ai preferring producing earlier ships
- ai ITA no longer releases Libya as a collaboration government
- ai will try not to pick closed economy laws if it has large allies

##################################
# Modding
##################################
- fixed accessing variables using other variables not working ( such as var_name:var_name2 )
- added seed = var support for scripted locs random list & random list effect
- laws/ministers can be now modded to use list view instead by adding use_list_view = yes to their idea group
- fixed country_resource_cost_ modifiers not applying correctly
- fixed state resource cost modifiers not showing in tooltip if there were no other resources
- country total resources can go below zero now
- The game no longer aborts due to map errors if launched in debug mode, to allow access to the Nudger
- The game now displays a pop up when reaching the main menu if it detected invalid map data when launched in debug mode
- added on_operative_recruited & on_operative_created on actions
- fixed invalid error logs with tag aliases
- added army_experience navy_experience air_experience country variables

##################################
# Database
##################################
- Renamed Elastic Defense focus to Rebuild the Lines of Torres Vedras for better flavor.
- Fixed "Catalonian Occupation Zone" to properly refer to a "Catalan Occupation Zone", instead.
- Fixed decision requirements in the Abdication Crisis timed mission.
- fixed a number of issues with the French Legitimist Monarchist branch
- Fixed flavor text in the Spanish Independence War news event
- fixed some issues with Japan's head of intelligence advisor
- dismantling the Maginot Line now removes the "Protected by the Maginot Line" national spirit. The Extending the Maginot Line Focus now requires this spirit.
- fixed an issue with Yugoslavian Fighter/Bomber competition event chain having unlocalized strings
- Added missing name for Concessions to the Anarchists decision.
- Fixed Soviet Union seizing Spanish gold reserves even if the gold was never relocated.
- The French "Economic Devolution" focus now displays the correct effects after it is taken

##################################
# Bugfix
##################################
- Renamed Franco's old portrait to prevent it from being used unintentionally by the game.
- Units now correctly divide units into fallback orders that originate in friendly territory and pass through neutral territory.
- fixed another illusive gentleman being available when the first one is taken
- army templates with >10 terrain adjusters will now create a scrollbar in template editor guis so all can be visible
- Random generated female aces now get properly gender flagged
- Made ideas database loading more resilient to script error
- fixed a case where you can steal ships
- fixed sometimes not getting used factories back when canceling an operation
- Made the distribution of states for the Carlist and Anarchist uprisings more reasonable, especially when finishing the SCW early and therefore owning a lot of states before rising up as the Anarchists.
- Requesting Foreign Manpower Garrison support no longer overflows.
- Fixed an issue where territory wasn't assigned properly in the Japan surrender to China
- fixed a rare edge case where Communist China could attempt to infiltrate itself
- Lina Odena is now properly considered female when being referred to in text. Also updated her name to have the proper diacritics.
- fixed usa fascist party popularity being set incorrectly after civil war
- annexed countries will be removed from wars now
- fixed access relations getting cancelled after a while
- fixed factory tooltips in country occupation view
- fixed collaboration government not having a proper name in some cases

If you want to see past changes and full changelog, check out the Beta Patch thread here as well as info on how to start playing on it. Its pretty stable.

Some highlights
Due to popular demand its now possible to fire spies and put someone else in their slot.
View attachment 555577
The operative will be put back in the pool and you need to wait for a timer to get the slot back to recruit someone else (or get a previously recruited agent back).

We noticed that the code we had put in to stop people from loading broken mod maps also stopped modders from using the ingame nudger tool to fix those issues. That has now been fixed in this update and it will let people access the nudger again as well as making the warnings clearer. We have also added more detailed logging to help people fix their problems. On top of a popup we also have this info when attempting to enter single player.
View attachment 555061

Thank you, wow, we can actually change spies now!!
 

Áurum

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Great, will test the update today!

- operative gained from faction members now is reduced for counties that lacks industry
This means Soviets won't have an operative from Tannu Tuva so they can't lose it when annexed?

- ai ITA no longer releases Libya as a collaboration government
Great, but what about other countries? Have you considered giving countries claims on their starting colonies and setting them so they don't create collabs in their claimed states?

And related to that, when releasing a country as a puppet/collab, it shouldn't get the states which are claims/cores of the master. For example, the Soviets releasing a puppet/collab in Finland shouldn't lose Karelia to the puppet if the Soviets have a claim on it.

And I have another suggestion/fix: right now, when controlling a state that is a core of no country, it has no resistance nor compliance, so the controller can never get the benefits of high compliance and is forever stuck with 0% resistance and 0% compliance. I don't think this is intented behaviour. Examples: Zara for Italy and Konigsberg for Soviet Union (after WW2 and German Reich losing its cores).

Possible solution: either allow for compliance even if the state is a core of no country or make sure that these states are somebody's core*. Better if both solutions, I guess.

*Zara could be an Italian core, it was majority Italian (according to the 1921 census, in Zara there were 12075 italians and 1255 croatians). And Yugoslavia gaining a core in Zara by focus should mean Croatia gaining it too, considering the nature of Yugoslavia. Or Croatia could have a core there from the start, as Slovenia has in Istria. About Konigsberg, either give a core to the Soviets (as Poland is given cores in German states and kinda historical since the region was repopulated with Russians), to East Germany or don't remove the German Reich cores.
 
Last edited:

Von Thoma

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MAYBE BUG ...
COULD someone WITHOUT any mods test that ...
this happens now after pressing PROPAGANDA , just one spy is eaten LOL
...
already have copied the new LINES to the defines from the mod , didn't helped

https://forum.paradoxplaza.com/foru...iv-the-great-war.944058/page-37#post-26373705


So one spy is alway deleted after the new patch , when I kick that minister out of office I keep my 3 after that I recruit them new and now I am able again to have 4 spies ????
 
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