HOI4 Oak 1.4.2 BETA patch [checksum: a48d]

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podcat

Game Director <unannounced>
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Hello everyone, tomorrows dev diary I'll be talking a bit more in detail about this patch, but it would be of great help with some opt-in beta testing already right now. This is stuff we have been working on this week, and a little of and off when people have been at the office during summer.

The idea is to go live this week if no major problems appear to stop it and we get enough testing done in the public beta.

Why beta patch and should you download it:

We do open beta patches to make sure we get a lot of testing and catch new issues before a patch goes live.
So, if you know how to use beta patches and dare to live a little dangerously (I wouldnt attempt ironman on this build tbh in case it ruins your save), and would love to help then check this out. I am not going to promote this patch outside the forum because, well, its beta and not fully supported. If you run into problems, just roll back to default version.

Note that just because a reported issue isn't listed below doesn't mean its forgotten or that we aren't prioritizing it. Just that it hasn't gotten a fix yet. The point of the patch is to make sure the stuff we listed is ok, not necessarily fix more stuff. So questions like "Have you fixed X yet" is best answered by doing a search through the patchlog below, or test yourself. More fixes than whats below will keep coming in future patches.

Patchlog:
######################################
########### Hotfix 1.4.2 "Oak" ###########
#####################################

##################################
# AI
##################################
- Added AI strategy to avoid some naval strategic regions
- AI now realises that puppets will also join the war when their overlord does ( fixes situation where China does not put any troops on their border with Japan's puppets )
- AI should now prefer even shorter naval routes when picking what ports to navally transfer between
- Nations with low manpower are now less likely to burn pp on relation boosting as they need it for laws
- AI should be less likely to waste PP on guarantees when low on manpower and at war
- Removed AI weight modifier is_in_faction from JAP axis leaning focus
- Tweaked ai weights for carrier plane research. AI will now always research the most modern carrier version available and not research any carrier planes if they don't have carriers, the US and Japan will also be more eager to research carrier planes and particularly so when at war with each other
- Tweaked AT gun research to take enemy armor values into account (AI will be more willing to research AT upgrades if facing an enemy with high armor divisions)
- AI will no longer research basic heavy tanks if it can already research improved heavy tanks
- AI now clears the trades that are not being fulfilled due to having no access to trade country
- Italy should now be more careful about transports across the Med
- Enemies of UK will now be wary of transporting through the english channel

##################################
# Modding
##################################
- Can now use "relation" as target for pp_spend_priority ai strategy
- Can now use "guarantee" as target for pp_spend_priority ai strategy

##################################
# Database
##################################
- Added flavor names for German named fighter squadrons
- Added namelist for FAA squadrons in the 800-list
- Added a number of shipnames to the German roster (thanks davewolf!)
- Added Night Witches to the Soviet “Women in Aviation” focus
- Added German historic airwing names after player feedback
- New icons for Italian small arms and truck
- New icons for French infantry weapons (prime condition, only dropped once)
- Added a flavor name for a Yugoslavian light cruiser class
- New leader portraits for Yemen, Haiti, Malaysia, Luxembourg, Indonesia/Dutch East Indies, El Salvador, Buthan, Cuba, Panama, Dominican Republic, Netherlands (alternative)
- Commonwealth leaders now fallback on British portraits if TfV is not activated

##################################
# Audio
##################################
- Adjusted volume on some of the airplane sound effects

##################################
# Balance
##################################
- First level Radar now have a much longer range to make initial investment more attractive
- Expanded bypass criteria for puppet Bulgaria focus to allow focus to bypass if Romania holds all of Bulgaria in a war
- Albania should now not fold to Italian pressure if in a faction with Yugoslavia
- Added bypass to anschluss if AUS is a puppet
- Turkey will now only join the Axis through the German focus if they are fascist.
- Anschluss event now takes guarantees into account
- Lowered upgrade bonus to self propelled AA variants air attack from 30% per level to 15%
- Changed Demand Sudetenland focus to fire fallback event if England is a subject
- Changed South Tyrol to be a core of Austria
- Nerfed CZE fascism gain through focus by 50%
- Reduced starting fascism in CZE to 5% (down from 25%)
- Fixed wrong tech bonus in a Romanian focus
- A country that initiates coup on an another country gets a bonus while inviting revolting country to its faction

##################################
# Bugfix
##################################
- Fixed an issue where frontlines could sometimes dissapear
- It is now ok to transfer resources from your territories through subjects at war time
- Fixed issue where declaring war on a puppet could pull the puppet into an existing war on the wrong side of the war
- Subjects are now added to a faction if their master is
- Convoys used for naval transfers are no longer locked in a state of being permanently "in use" when saving/loading while navally transferring
- Fixed issue where merged wars made it impossible to surrender because you were not marked as war leader
- License production description now updates properly
- Fixed bug where division size affected how much attrition they took and how their supply status was affected by being out of supply
- Fixed a bug where volunteers could appear in an impassible area
- Fix for incorrect use of has_government = fascist/communist instead of fascism/communism
- Fixed a horrific bordergore issue in Romanian "Split CZE" focus
- Ensured that split CZE event chain did not result in CZE units sitting around after their country got annexed
- Doing the Indian focus "Battaglione Azad Hindoustan" should now fire the proper event for Italy rather than give them the option to collect money for the RAF
- Cheating on the Austria-Hungary Referendum and going with the annexation should no longer report that Hitler was assassinated. (the proper news event should fire instead)
- France now joins the Czech entente if they decide to support the Czechs and Czechs have their own faction
- Fixed a wrong tag in URG loc string
- Fixed Italy Befriend Bulgaria strategy not requiring Bulgaria to exist
- Reenabled Vichy France cosmetic tag in a cynical move to squeeze out a tiny bit of profit
- Fixed an event firing several times for Romania
- Fixed an issue with continuous naval/air production idea not being localised
- Fixed a situation that could cause an infinite loop of naval transports
- Made game several times less fun ( Fixed an exploit with nukes persisting after loading or starting new game )
- Design companies should no longer be lost when loading and older savegame in a new version (from next patch update on, it wont work with older sadly)

##################################
# Stability
##################################
- Fixed a division by zero CTD in airmissions when aircraft are fighting missiles
- Fixed various rare CTDs


So how do I get this?
1. In steam right click the game in the list of games and pick Properties
2. Go to the Betas tab
3. in the drop-down select 1.4.2_beta (if it doesnt appear you might have to restart steam)
4. Close Properties. Steam should now queue up an update and will display the game in the list as Hearts of Iron IV [1.4.2_beta]
5. if all went well the last bit of the version number in launcher should display "(a48d)" which should be the correct checksum
6. Once we go official you can just remove the beta branch and go back to main by doing this again and selecting NONE.

If this seems even a little bit complicated just skip it and wait for patch to become official.

Enjoy!

p.s
- Should be savegame compatible with 1.4.1, but its BETA so no guarantees.
- If you crash please use the handy dump uploaded on restarting the game

Montgomery_Churchill_Rommel-dog.jpg

Monty and Churchill checking out the patch
 
Last edited:
As usual when loading an old save in a new version the design company bonus is missing or wrong on all equipment.
is that not a mod thing?
 
changelog is now updated (note new checksum) and new build is up
- fixed so that the supply status also works for attrition like changelog said
- ai guarantee blocker when having no manpower etc now should work more reliably (scoring was a bit low)
- losing design companies on new version should stop after this patch. you'll still lose them going to 1.4.2, but after this the system will be able to handle the future
 
Do these two fixes relate to addressing the PP spending loop Italy was in regarding the Befriend Bulgaria focus as noted in my bug report?

it should do :)

Does this address the issue where ai German front lines vs Yugoslavia disappear and Germany walks away as soon as Croatia is formed? If not, can we please just not form Croatia until after Yugoslavia capitulates?
not sure. check it out. the disappearing frontlines could happen in several areas, but it might be something else

Does this also apply to the Commonwealth sending suicide missions into the Med after Suez has fallen and Italy has naval dominance?

sadly not. consider this our first step improving the 2 nastiest things. We'll be working on a more general solution for next patch.

Scope for 1.4.2 is the changelog above, we dont plan to add more now unless the patch itself breaks something. We want to get it released today if possible so we can start looking towards bigger tasks and the future.
 
Played up to 1940-something with the Brits and it looks like the Germans and Italians are much better at not shipping troops when they shouldn't. Convoys still go through the channel/med when it's a good way from their best interest, but suspect this isn't covered by the AI_strategy (but if it is, then this is an issue - GER lost a number of convoys in the English Channel and more in the Straits of Malacca, as did Italy in the Med (I felt a little mean beating down Italy's fleet from the get-go, but it made it easier to check these things out).

AI/player has no control over the path convoys go so no it wouldnt be able to stop them here.

Please correct the problem with Yugoslavia. The country falls out of the axis alliance while fighting with the allies. In addition, Paul is replaced by Peter.

I am not sure what you mean here. Is it coup related? Can you make a proper bug report with repro steps and saves in the bug report forum
 
@podcat @SteelVolt
Another question, did not see anything in 1.4.2 regarding the closed economy issue that @FrancescoT passed on to you guys here https://forum.paradoxplaza.com/foru...omy-gamebreaking.1038578/page-3#post-23185812
Is this on the back burner or going to make it into the final 1.4.2?

not something for 1.4.2

4) There's some kind of bug. When countries surrendered the text boxes have some kind of placeholder text rather than a description of what happened. Happened with China (both of them) and Mengkuko (or whatever the Japanese puppet is called).
yeah we broke some text accidentally. thats been fixed now
 
NOTE beta is now updated with fixes to localization (this wont change checksum). There was a problem with faction names and with the capitulate events having no text. So far its stable and we plan to release on monday morning (we cant release on fridays because there is nobody to manage support over the weekend if something happens)

  • However, and this came up before but I thought it was fixed, but maybe it wasn't? Apologies if not something to think about for this patch, but thought safer to mention than to not, as it does mean GER is doing it the hard way. In May 1940 they have 4,300 light tanks in storage, and have shifted all their tank templates to full medium, with a deficit of 6,000-odd. They have a mixed light/medium template, but don't have any lights deployed.
  • ITA is still doing a little troop shuffling around the med (transferring between Sardinia and Albania by the look of things) and their navy is too small to not have their strategy engaged (as far as I can see). They seem to be getting away with it, but just mentioning in case this isn't WAD.
- it might be that at the time of it making the decision its stockpile was fine, not sure. I'll have QA check the savegame
- ITA doesnt do full avoidance, it checks danger level depending on if the enemy fleet is in the area or not. for the channel its hard block because its always dangerous (and stuff can jump out from port)
 
So when will this hot fix go live? Really can't wait for that!

In a few minutes....

The AI is a bit too aggressive. Playing as Japan it is way too easy to bleed AI China and AI SU by digging in behind rivers and mountains. I also saw the Germans break through the Maginot line and take Paris while still fighting in Belgium. In that case they won, but still doesn't look good.

Edit: the game is still a lot better than before.

We are looking into AI defending for 1.5 actually. Its an area where Ai is weak. its especially visible for China.
 
closing as patch is going up live now
 
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