HOI4 Dev Diary - Squanching them bugs

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Very glad that you guys have listened to the fans and will be focusing more on fixing the AI and generally polishing the game. Personally I am very much looking forward to, occasionally desperate for, some improvements on that front.
 
  • 2
Reactions:
Thanks @podcat and the rest of the team.

HOI4 is on the brink of brilliance it just needs a fair bit of AI work and you have an all time great on your hands. The AI is the monster of all monsters because you have made the game so deep, no offence meant just a complement.

Still wish you would swap the US P40 for a P36 and the P39 for a P40 ;-)
 
Hi everyone, yesterday the 1.3.2 Hotfix went live for Hearts of Iron IV so now its time to talk a bit about what we are up to next.

As I hinted at last week we have been listening to the community and decided that we want to put a heavier emphasis on bug fixing and improvements this year for the team. Hearts of Iron IV is a big complex game with a lot of moving parts and we are doing this both for you the gamers and ourselves so that we have a more stable and polished base to build new cool stuff on as well. This is something we started laying the foundations for just before Christmas by making sure we organize all our recorded issues and tasks to make sure we focus on the right stuff and have good progress.

For starters we are currently working on 1.3.3 which is going to be things that didnt make it into the 1.3.x hotfixes previously, general improvements across the board with fixes and improvements to balance, AI, bugfixing etc as well as a big chunk of stuff for modders @Havebeard has been working on. This means that 1.3.3 will have no major system rewrites or anything like that, but a bunch of nice stuff all over. You can expect this patch to drop in a couple of weeks.

After that will be focusing our efforts on the 1.4 Patch we’ve named “Oak” which will be a much larger work. Our highest priorities on the Oak patch will be improvements to air warfare and interfaces and AI as well as late game performance, but very much not limited to this. More details about this and the rest of the year will come once 1.3.3 is approaching readiness.

Turns out us showing off The Great War mod last year was very popular so for todays World War Wednesday (at 16:00CET on www.twitch.tv/paradoxinteractive today) we will continue with some more mod highlights. First up is Black ICE, but we plan to highlight a couple more and then decide which one we want to do a longer playthrough in.

Next week I’m going to see if I can trick @Havebeard into writing a modding dev diary for you all about some of the stuff we have done as well as new stuff coming :3
This sounds excellent to me. :)

I'm hoping for some performance improvements before Oak. I still tend to get a bit laggy when WW2 really gets going.
 
I find it curious that the Steam most subscribed mod is Modern-day mod.
And 3 out of the top 4 most subscribed mods are more modern times than WW2.

Will we ever see a timeline extension DLC, or even a dedicated title....


Steam most subscribed mod at 97k+ is

1. Millennium Dawn: Modern Day Mod

2. Next: Great War Mod at 88k

3. Kaiser Reich 50k

4. Cold War 36k

5. New World Order 34k

6. Black Ice 32k
 
  • 6
  • 2
  • 1
Reactions:
1. I would like to know when the AI's construction capability will be updated. I have read that it was awhile off but now seems a good time to ask.

2. I have a awesome idea to increase variety in HOI4 games (ahistorical focus), instead of requiring the AI to randomly select a focus and randomly select a non historical choice, why not create a factor called "aggression", the higher the aggression (1 to 10 for example) the higher the chance for the AI to fabricate a claim and attack a neighbor with a certain Army/navy percentage lower than the aggressor country. Instead of waiting for Germany to be the bad guy, why not the Soviet's invading Turkey or Finland early? Instead of Japan going for all of China, why not Japan attacking the smaller break off countries of China? Turkey could invade Greece or the Middle East. South America could "Game of Thrones" it and possibly get absorbed into one government. Democracies could be limited in their aggression values or not (like a setup option) and/or aggression values could be random or selectable- like setting Soviet aggression to 10.
 
  • 1
Reactions:
Cheers for the DD Podcat, sounds like a very good approach :cool:. Looking forward to what's coming up in the future (and still very much enjoying the game as-is, HoI4 now has one hour less playtime than I had for HoI3, and its got there far quicker :)) - and you should definitely trick the Great Bearded One into writing next week's DD, thanks for all the great modding support :D.

Naval-wise, I popped it up on the suggestions forum during the break (not the best time, but I have a memory like a sieve), but one thing that might help is for encounters to start at the spotting distance of each vessel (and you could just set this based on the weather via defines as an interim). That way, when you have encounters chasing up the 'dregs' of fleets, each fleet isn't (somewhat magically) seeing each other from however many hundred kilometres away, but has to deal with stumbling on each other as they did historically. Longer-term, this approach might need some work on the mechanic for disengaging (for example, slower forces could escape by using smoke and screens to dissuade attackers, and escaping in bad weather or at night (particularly pre-radar) was much easier than on a clear day, but even short terms a simple 'quick fix' (sorry, I have no idea how quick this would actually be!) might help. Note that carriers in good weather, as long as they had planes (and for a 'quick fix', maybe just assume they always do) would have spotting distances of maybe a couple of hundred kilometres.

Might also be worth toning down how easy it is to spot in the first place if taking this approach as well (hopefully reducing surface detection across the board might be a quick and dirty way of moving in this direction?), as it would make each naval encounter more likely to cause at least damage - but it would substantially reduce the number of notifications for naval actions where nothing happens (which seems to be the vast majority of them).

The other 'big' thing seems to be both the performance of, and management of, subs. The best way to use them is lots of small squadrons (apparently harder to spot), but the UI works far better with large groups. The game engine also uses them somewhat ahistorically (in a way that I think doesn't help gameplay, I'm not just being a pedant :)) - for example, a large fleet of 40 subs on convoy raiding shouldn't have all 40 of those subs turn up for an attack on one convoy - that would have been very, very unusual, particularly early on in the war - even wolf-pack tactics generally only involved a handful of subs, which would only be a relatively small proportion of the overall sub command they were part of. There were a small number of convoy battles that did involve 30-odd subs, but by that stage Germany had lots of u-boats on station in the Atlantic.

They're also far too easy to spot, and escort on sub battles tend to lead to scores of subs sunk at once. Subs also don't sink near enough surface units, but the way they interact with naval combat doesn't give them much opportunity (the above suggestion, of subs engaging surface fleets at close range may help, but may not - there are other things that'd need sorting). Not sure how easy this is to sort for 1.3.3, but might be worth giving it some thought for 1.4 (Gunther Prien, in a sub, did sink the Royal Oak at Scapa Flow, so there's at least a sketchy reference between subs and Oak o_O).

Will you do a hoi 4 The Great war game ??? It would be great to see you try to pla one of the bigest mods for HOI IV and there is always the thing that its great .

I'm not one for streams (I'm old fashioned :)), but the dev diary mentions they did one last year - I'm not sure where to find it, but if you had a gander on Paradox's Twitch archive it might be there?
 
  • 2
Reactions:
It's great that Paradox is highlighting mods. The company needs to start doing this for all their games :)
 
  • 1
  • 1
Reactions:
Well although I would personally prefer more love to the naval part first, I still appreciate all your work guys, and of course air can use all the love you can give, too :) And hopefully some AI stuff will help naval part a bit, too... Like suiciding last bits of navies and so on.
 
  • 3
Reactions: