Patch 1.9.3 Husky Live - Checksum a7a4 (Not for problem reports)

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1.9.3 "Husky" is now live and downloadable through Steam. Checksum is a7a4.

We should be compatible with 1.9.2, but if you for some reason want to remain on 1.9.2 or older Here are instructions for reverting to patches since 1.5.4, or special instructions for 1.5.3 and earlier.

Please make sure that any mods you are using are updated for 1.9.3, or your game might not run properly (seriously)

If you discover any bugs in patch 1.9.3, please report them in the bug report forum as usual.

For the ones who were on the beta and experienced performance issues with the latest update, things should be back to normal now.

################################################################
######## Hotfix 1.9.3 "Husky" ########
################################################################

##################################
# Balance
##################################
- decreased suppression value of SP-Art battalions
- decreased suppression value of SP-AA battalions
- decreased suppression value of SP-AT battalions
- decreased research cost on destroyer hulls
- decreased research cost on depth charge technologies
- increased research cost on 1940 and 1944 submarine hulls
- increased research cost on torpedo module upgrades
- decreased research cost of naval munitions upgrades for light and heavy guns
- decreased research cost of armor schemes
- increased the cost of initial radar tech, lowered cost on all other radar techs
- decreased IC cost of all ship heavy batteries
- increased damage of all heavy ship batteries
- increased piercing of all medium ship batteries
- increased damage of all medium ship batteries
- Carrier planes no longer take area coverage penalties on their targeted/ground missions
- Increased carrier hull surface detection base from 20 to 26
- Added a cooldown timer after naval transfers are engaged at sea and escape to avoid stun-locking issues with many small fleets. The cooldown depends on the screening efficiency of the defenders so a defended convoy will have a longer cooldown the better defended it is
- Added an extra speed boost to convoys retreat speed when screened
- Effective carrier plane advantage in naval combat now gives penalties to positioning for the other side
- Increased air-to-air damage factor in carrier battles from 5 to 6
- increase air attack targeting scoring for carriers to make them more likely targets for other carriers
- increased naval hit penalty from 10% to 20% in heavy rain
- reduced carrier traffic penalty from 100% to 80% in heavy rain
- Reduce heavy gun target signature from 90 to 80 and increased light gun target signature from 40 to 45 to make heavy guns a bit more versatile and light guns a bit slower at picking off screens
- Patrol convoy raiding and convoy escort missions now rely on local navy position for air superiority rather than average of air zones to stop high air superiority in a zone from saving the ships from spotting in another.


##################################
# Stability & Performance
##################################
- Fixed OOS related to asking an operative to resume their mission after the operation they are assigned to completes
- Fixed OOS linked to technologies not being properly reset between games
- Fixed OOS triggered by a country asking for manpower after a civil war
- Prevented crash when trying to respond to faction invite from a faction that no longer exists
- fixed a ctd that happens when a non-existing capitulated country checks for uncapitulation


##################################
# Modding
##################################
- Added play_song and scoped_play_song effects
- added on_war_relation_added on action (scope is attacker, from is defender)
- Made targeting weights for air-to-ship in naval combat moddable. See NAVAL_COMBAT_AIR_*_TARGET_SCORE defines.


##################################
# Bugfix
##################################
- Updated the forum link in main menu to match the new forum
- Bulgaria will no longer start with Flexible Navy focus completed in 1939

The past 1.9.3 patch notes can be viewed in the respective announcement posts: 1.9.0 patch notes, 1.9.1 patch notes, 1.9.2 patch notes.
 
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It would be good if carrier fuel usage scaled with the nr of decks or at least the cruiser carrier consumed half as much fuel, so that escort carriers are viable.

That and please decrease the exceeded combat width penalty from 2x to 1x :)
 
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- Patrol convoy raiding and convoy escort missions now rely on local navy position for air superiority rather than average of air zones to stop high air superiority in a zone from saving the ships from spotting in another.
Could you elaborate a bit more about this change? I'm not sure I understand it fully.
 
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Could you elaborate a bit more about this change? I'm not sure I understand it fully.

From the text if you had a fleet assigned to mission in 3 zones previously it used the air superiority average from all 3 zones, which is clearly absurd, so now each taskforce will use the air superiority in the zone it is in.
 
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- increased research cost on torpedo module upgrades

Is this only the passive bonus upgrades or does this include researching new torpedo modules for surface ships as well?
 
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"- Bulgaria will no longer start with Flexible Navy focus completed in 1939 "
The most important bugfix in the history of fixes.

Meanwhile in 1939:
Germany doesn't get+2 rubber from the Focus that is already completed.
Germany doesn't have cores on Sudetenland and Memel
China doesn't have 'Chinese Unity' so it surrenders almost immediately after game start
France doesn't have engineers in unit templates (despite having them in 1936 bookmark)
USSR has focuses completed that should be impossible to complete before the Great War.
Romania has swapped MTG and Non-MTG ship files (so with MTG they have no ships, and without MTG they have impossible ship designs)
Mexico does not control its Oil deposits despite having 'Nationalize the Oil Fields' focus completed
Hungary has fascist drift that never expires and can't be removed
AI cancels all battleship/carrier/other ship construction underway in 1939 and instead starts building some 1914 designs.
... nevermind, I don't want to write it all... :D
 
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That´s why I play with 1936 Gamestart every time and not 1939.
 
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From the text if you had a fleet assigned to mission in 3 zones previously it used the air superiority average from all 3 zones, which is clearly absurd, so now each taskforce will use the air superiority in the zone it is in.
This makes a lot of sense. Thank you for explaining!
 
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I'd rather see fixes to 1939 than to scrap it. I love all the different start dates in older hoi games. But with this huge neglected it's rather pointless. I was pretty annoyed when I saw that small fix to Bulgaria and then all those important but also easy fixable bugs go unnoticed. Just how does that happen? Of ALL the things to fix!!!
 
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I would rather scrap the 1939 start date, than consistently fix it with every update.
 
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I would rather scrap the 1939 start date, than consistently fix it with every update.

On the EU4 forum people advocate reducing its ~10 alternative start dates to just one. This has effectively been done for the HOI series with only one alternative start date remaining from all the ones that were available in HOI2 and HOI3. And players here want to cut that last one out as well?

Come on, it's not unreasonable to expect a WW2 game to have a 1939 start. The function of the 1939 start date should be to let you play out a historical war without having to twidle your thumbs for the first 3.5 years of game time. If you start in 1936 as a country other than Japan, China or Spain you have to either endure a lot of boredom or do something ahistorical.
 
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Great changes, I think this should help the CA out quite a bit.

I think something happened to heavy munitions though, these are now 1938 tech and should either be moved up(graphically) to represent that they are later tech than the other munitions or be changed back(?) to 1936. :)

Also, AI seems to not be training their fleets at all - so they are not gaining the XP they need to redesign their ships until they are at war - still doing some testing to see if I'm just missing it or if its a bug.
It would be good if they set a handful of subs(most fuel efficient xp) on training during peace so they gain some XP for designs, atleast the majors need that XP for the naval game to be fun for the player(otherwise they are stuck building their initial designs until 1940-41 while the player is building up to date stuff).
 
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I'd rather see fixes to 1939 than to scrap it. I love all the different start dates in older hoi games. But with this huge neglected it's rather pointless. I was pretty annoyed when I saw that small fix to Bulgaria and then all those important but also easy fixable bugs go unnoticed. Just how does that happen? Of ALL the things to fix!!!

HOI4 became extremely complicated now so keeping two start dates in a same shape of polish is close to impossible. That's why you see '39 start option so much more buggy. Even the '36 start has a lot of bugs and fixing those have a priority as a vast majority plays that.
 
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- Increased carrier hull surface detection base from 20 to 26

This makes sense I guess but I think another mechanic needs to be added here. I think you should be able to assign a certain number of aircraft on your Carrier to floatplane style spotting duty. And they wouldn't be able to fight.

- Effective carrier plane advantage in naval combat now gives penalties to positioning for the other side

I don't really know if this makes any real world sense. The enemy has Carrier aircraft therefore you can't position your ships the way you want? Not sure I get it.

Would like to see Fleet/Task Force spotting reworked to make more logical sense. At least turned into a weighted average instead of the simple average it is now. Right now 1 ship can be better at spotting than an entire Task Force of ships.

Would also like to be able to give Task Forces Admirals like in real life. Maybe the bonuses would be smaller to keep it balanced.
 

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- Effective carrier plane advantage in naval combat now gives penalties to positioning for the other side

I don't really know if this makes any real world sense. The enemy has Carrier aircraft therefore you can't position your ships the way you want? Not sure I get it.

Think of it more as the side with planes advantage gets to dictate the pace of battle - they start the engagement when the positioning is best for them. If the planes spot the scouts on the left flank are too spread out your admiral can take advantage.
 
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Think of it more as the side with planes advantage gets to dictate the pace of battle - they start the engagement when the positioning is best for them. If the planes spot the scouts on the left flank are too spread out your admiral can take advantage.
To add to this, fleets would sometimes have specific formations for fighting planes as opposed to ships, so it makes sense there would be a positioning penalty. You can't deploy your ships optimally against an enemy fleet when you also have to dodge bombs and torpedoes from enemy planes at the same time.
 
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