HOI4 Hydra 1.7.0 BETA patch [checksum: d12e]

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mh370

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I had germany not declare war on poland. It then started the war by finishing around the maginot line and attacking luxemburg............. not game breaking, but a little weird.

Germany declared war on Poland every time on my tests 24th Aug 1939, but never declared war on Soviet Union until 1945 (2 out of 4 times). Instead weird things happened after France were defeated. Soviet Union declared War on Turkey, Iraq, Iran and Afghanistan (1942) and wasn't able to defeat anyone of them until 1945. Germany did nothing after 1939 until 1945 except of spamming many,many,many divisions and defending Norway (*).

*1936 Scenario

Is it just me or is this a bug ? Don´t know.
 

NeFuRii

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Germany declared war on Poland every time on my tests 24th Aug 1939, but never declared war on Soviet Union until 1945 (2 out of 4 times). Instead weird things happened after France were defeated. Soviet Union declared War on Turkey, Iraq, Iran and Afghanistan (1942) and wasn't able to defeat anyone of them until 1945. Germany did nothing after 1939 until 1945 except of spamming many,many,many divisions and defending Norway (*).

*1936 Scenario

Is it just me or is this a bug ? Don´t know.
Had the same twice out of two games while playing non germany, but in 1.6.X. So at the very least, i think it could have happened before. But since I gave up on playing, waiting for the frontline fix, and i never saw other people mentioning it, i assumed it's just some bad luck.
One game was with expert AI mod, but the other one was clean, no mods.
All games with historical focuses and my own play not interfering in European matters.
Anyway, probably it's the same thing, rather than a new bug.

Side question, are the allies still suiciding their fleet into the Baltic sea, where they get cut off?
 

minimouse007

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Like i said this update will be the worst update ever.

They are not resolving German Infantry spam thing.

They didnt resolve anyting begining of Hoi4 except making things worst.

They are doing a DLC for Balkans but Bulgaria.

Waking the Tiger, China still losing to fast.

Devs are not smart guys. Singleplayer must be scripted. Game is already too easy. What's the point doing a openworld strategy game?
that s a lot of disagreement in the reactions

also, i do think aa should reduce speed, because it did, but secondarys should reduce it more
 

Mystiqa

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The manpower issues using colonial divisions as Netherlands still seem to be present (happens with 1.6.2 and 1.7 beta).
- Train Dutch East Indies colonial divisions before capitulation
- After capitulation relocate capital to DEI using the focus tree and effectively annexing DEI
- Then the colonial divisions seem to be unable to replenish lost manpower at all (since the DEI manpower pool does not exist?)
- If the colonial division is changed to use Netherland's division template, then the division's manpower seems to be zero and division disappears
- There also seems to be weird effect, that the division disappears also by adding e.g. support division to the colonial template which results the division to need manpower reinforcements

All of the above effects happen even if there is enough manpower available in Netherlands manpower pool.
 

Andy Gainey

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Sep 26, 2017
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andygainey.com
In time for the weekend, we have another update for the 1.7.0_beta branch, with a few more bug fixes and further balance tweaking. Checksum is 507d.

Changelog of today's work:
##################################
# Bugfix
##################################
- Properly transfer faction leadership now for players without Man the Guns, when a faction member is removed from the faction
- Properly transfer faction leadership to the annexing country if they are part of the same faction

#Bugfixes for bugs introduced in earlier 1.7.0 beta versions
- Fixed reordering child fronts not updating move orders
- Convoys properly removed now when downsizing requirements


##################################
# Balance
##################################

#Convoy Raiding and Sub Balance
- Added increasing passive sub detection in combat by a power of a scripted value in order to make large differences in detection and visibility more pronounced
- Increased hit profile of torpedoes to 145, reducing their accuracy
- Increased visibility of convoys from 10 to 14
- Reduced diceroll chance, based upon spotting stats, to find trade convoys at sea

#Ship Module Balance - A general initiative to remove inconsistencies and give better balance to modules
- Heavy battery 1 added speed reduction of 0.05
- Heavy battery 3 lowered speed reduction of to 12.5%
- Heavy battery 4 lowered speed reduction of to 15%
- Light battery 1 added speed reduction of 1.0%
- Light battery 2 added speed reduction of 1.5%
- Light battery 3 added speed reduction of 2.0%
- Light battery 4 added speed reduction of 2.5%
- Light battery DP added speed reduction of 2.5%
- Light-Medium Battery lowered speed reduction to 2.0%
- Light-Medium Battery lowered speed reduction to 3.5%
- Light-Medium Battery lowered speed reduction to 5.0%
- Light-Medium Battery lowered speed reduction to 6.5%
- Medium Battery 1 lowered speed reduction to 2.5%
- Medium Battery 1 lowered speed reduction to 5.0%
- Medium Battery 1 lowered speed reduction to 7.5%
- Medium Battery 1 lowered speed reduction to 10%
- Secondaries added speed reduction of 1.0% to all but DP
- DP Secondaries added speed reduction 0f 2.0%
- Added speed reduction to all ship torpedo modules of 1.0%
- AA1 added speed reduction of 1.0%
- AA4 lowered speed reduction to 1.5%
- Increased light ship engine 1 speed by 0.01
- Increased light ship engine 2, 3 and 4 speed by 0.02
- Increased heavy ship engine 1 speed to 7

#Less Bloody Naval Combat
- Removed focus targeting from fleeing ships

#Other Balance
- Fixed exploit letting you gain mission efficiency while training


##################################
# AI
##################################
- France will now never fight remilitarization of the Rhineland on historical mode


##################################
# Modding
##################################
- Fixed some scope issues with meta_trigger and for_each_scope trigger/effects
 

RikiBreeiki

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upload_2019-5-24_19-46-24.png

These are great changes, naval part of the game is not broken anymore, another great thing is there is no need to delete air training button anymore
 

Meglok

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In time for the weekend, we have another update for the 1.7.0_beta branch, with a few more bug fixes and further balance tweaking. Checksum is 507d.

Changelog of today's work:
##################################
# Bugfix
##################################
- Properly transfer faction leadership now for players without Man the Guns, when a faction member is removed from the faction
- Properly transfer faction leadership to the annexing country if they are part of the same faction

#Bugfixes for bugs introduced in earlier 1.7.0 beta versions
- Fixed reordering child fronts not updating move orders
- Convoys properly removed now when downsizing requirements


##################################
# Balance
##################################

#Convoy Raiding and Sub Balance
- Added increasing passive sub detection in combat by a power of a scripted value in order to make large differences in detection and visibility more pronounced
- Increased hit profile of torpedoes to 145, reducing their accuracy
- Increased visibility of convoys from 10 to 14
- Reduced diceroll chance, based upon spotting stats, to find trade convoys at sea

#Ship Module Balance - A general initiative to remove inconsistencies and give better balance to modules
- Heavy battery 1 added speed reduction of 0.05
- Heavy battery 3 lowered speed reduction of to 12.5%
- Heavy battery 4 lowered speed reduction of to 15%
- Light battery 1 added speed reduction of 1.0%
- Light battery 2 added speed reduction of 1.5%
- Light battery 3 added speed reduction of 2.0%
- Light battery 4 added speed reduction of 2.5%
- Light battery DP added speed reduction of 2.5%
- Light-Medium Battery lowered speed reduction to 2.0%
- Light-Medium Battery lowered speed reduction to 3.5%
- Light-Medium Battery lowered speed reduction to 5.0%
- Light-Medium Battery lowered speed reduction to 6.5%
- Medium Battery 1 lowered speed reduction to 2.5%
- Medium Battery 1 lowered speed reduction to 5.0%
- Medium Battery 1 lowered speed reduction to 7.5%
- Medium Battery 1 lowered speed reduction to 10%
- Secondaries added speed reduction of 1.0% to all but DP
- DP Secondaries added speed reduction 0f 2.0%
- Added speed reduction to all ship torpedo modules of 1.0%
- AA1 added speed reduction of 1.0%
- AA4 lowered speed reduction to 1.5%
- Increased light ship engine 1 speed by 0.01
- Increased light ship engine 2, 3 and 4 speed by 0.02
- Increased heavy ship engine 1 speed to 7

#Less Bloody Naval Combat
- Removed focus targeting from fleeing ships

#Other Balance
- Fixed exploit letting you gain mission efficiency while training


##################################
# AI
##################################
- France will now never fight remilitarization of the Rhineland on historical mode


##################################
# Modding
##################################
- Fixed some scope issues with meta_trigger and for_each_scope trigger/effects

Keep up the great work! These balances were much needed, esp the module speeds and naval retreat.
 

podcat

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Great. Thanks for the work.
Any hint how to get music mods working again?
I aim to go over music stuff in the diary next wednesday so we can do a modding guide for it then
 

Melville

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I've noticed over the five games I've observed (historical mode) that Romania tends to join the Greater East-Asian Co-Prosperity Sphere instead of the Axis. They joined the correct faction in only one of those games.
 

ivhokie

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Looks like Melville beat me. The slow slog that Germany is going through works a lot better than it did before. Granted what we would all love is for Germany to get to the gates of Moscow in 1941 and then slowly get pushed back, but I don't think that is possible with PDX mechanics. Romania joining the Axis would change things though. I'm sure it would make the Soviets considerably more vulnerable. It is currently March of 43. The Germans have pushed up to Leningrad, near Smolensk and near Crimea so the going has been slow, but it looks like the Soviets are starting to break.

In the Pacific I'm still loving how well the Japanese are doing, but I do wish the Raj would put up more of a fight. Maybe there is a way for them to send fewer troops to Europe and keep them at home to fight the Japanese? Also it is a little head scratching that Japan is hesitant to invade the Philippines even while it controls the Solomons.

Last piece. Africa is still in a stalemate, which I actually happen to like without player influence.
 
Last edited:

wabi

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Jun 15, 2017
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Bug Report :


##################################
# Balance
##################################
.............
- Added speed reduction to all ship torpedo modules of 1.0%



Torpedos showing +1% speed modification
 

joeenochs

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Small bug: In the 1939 startdate Hjalmar Schacht is not available for Germany. "Demand Sudetenland" is marked as a not fullfilled requirement, although in the focus tree it is set to completed.
 

santali

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Well, the game seems to run a lot smoother for me. But I ran into a huge issue. My faction allies don't bother helping me at all. As Aus-Hun I created a faction with Romania and Greece (they were already at war with GER) when Germany demanded Sudetenland, and all they did was send me expeditionaries, which are unreliable, since AI recalls them for no apparent reason. Maybe it has something to do with AI not making plans from allies' regions?

Hydra 1.7.0 507d screenshot included.
 

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Goliathe

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Oct 16, 2018
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Can we please get a buff to engine speeds with all these debuffs to adding modules to a ship?

The ship designer is neat but please don't go overboard tweaking it. I for one like that DP secondaries do not reduce speed. You have to spend time teching to them and they greatly increase the overall cost of the ship.

Most people don't bother spending much air experience on the plane designer aside from increasing engine speed. This happens because that is one of the few values you can tweak that does not reduce reliability. Tweaking that value is on the border of gamey and exploitive but at the same time nothing else is even worth adjusting due to the penalties.

I get the dangerous impression you are about to make ship designs far less fun.