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Barbarossa Patch 1.11.5 - Checksum: 7e1e | LIVE | Patch Notes

Hello everyone! Our 1.11.5 open beta is now the live build of the game. Checksum: 7e1e. Here are the patch notes:

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######## Patch 1.11.5 "Barbarossa" #########
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# AI
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- Majors will now send volunteers to the Spanish Civil War even without La Resistance
- AI will no longer consider enemy lakes to be dangerous
- AI has learned the definition of insanity and will now try to avoid attacking in same place if previous invasion failed
- AI will be more careful with their attacks if they start running out of manpower
- AI now assigns free aces to valid existing wings instead of only when creating new wings
- AI is now significantly less likely to release collaboration governments unless they have narrative reasons to do so

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# UI
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- Supply map mode allows normal interactions with naval unit counters and doesn't hide fleet windows
- Fixed ship stats details pages not showing correct supply usage
- Fixed UI elements highlighting spurriously when tech template would unlock equipment which isn't included in current DLC profile
- Fixed Army and Navy view windows opening on top of each other
- Fixed shift+k shortcut for training air/navy
- Decision map icons with CP costs no longer overlap unreadably
- Fixed rail upgrade buttons sometimes not being generated. Buttons now line up with rails connecting to naval bases.
- Fixed Railway Gun supply icon never showing up and being in the wrong place when it did
- Fixed naval unit counters not showing low supply icon
- Naval battle screen now correctly shows admiral portraits
- Fixed operative map icons not getting frame mask applied
- Updated equipment conversion and ship refitting tooltips to use accurate language and include the relevant values and modifiers.
- Hold units command now applies to all selected units when mixed armies are selected
- Supply bottleneck tooltip should now include undersized ports

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# Database
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- The Race for Germany achievement will no longer fail if the player does not control Luxembourg at the time of German surrender (it's complicated)
- Non-NSB tanks will now have their correct fuel usage again. It was fun while it lasted!
- Brazil should no longer have access to non-NSB tanks with NSB active

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# Modding
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- Added on_capitualtion_immediate on_action. This will be executed at the very start of the capitulation process, where on_capitulation is played in the middle of the process, which can bias the triggers result.
- Added multiplicative modifier equipment_conversion_ic_cost which reduces conversion IC cost for non-naval equipment edited with the equipment designer (i.e. tanks when NSB is active).
- Game will now try to reconcile provinces declared as coastal without bordering a seazone (and vice versa). Check your error log!
- Invalid buildings (like naval bases in landlocked provinces) in history setup will now be ignored and reported in error log.
- Modifiers declared in advisor character entries should now properly apply and persist between saves
- Made set_character_name also work for unit leaders
- Fixed a CTD when going over the building state cap with off-map buildings

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# Balance
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- Blitzkrieg Theorist advisors now have increased base cost
- Smooth talking charmer now reduces maintenance cost for improving relations.
- Backroom Backstabber no longer grants political power factor, and instead grants subverseive activities cost; drift defence factor buffed to 0.25
- Compassionate Gentlemen now reduce resistance damage to garrisons in addition to monthly opinion gain
- Ideological Crusader now grants party popularity stability modifier in addition to old effects
- Armaments Organizer now increases supply hub construction -speed- by 10%
- Balance changes for armor and varient units
- Moved High velocity 2 to antitank_4 tech
- Increase mot equipments to 36 for mot AT
- Halved motorised breakthrough and hardness
- Reduced AT gun piercing
- Added missing tungsten cost to mot rocket arty
- Total rebalance of tanks
- Tank weapons now based on turret weight class

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# Stability & Performance
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- Fixed player/ai list not being properly reset when going back to menu, triggering OOS on new games
- Significantly improved game startup time

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# Graphics
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- Fixed naval fort model luminance problem

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# Bugfix
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- Fixed issue where Danzig could get stuck with negative modifier when Polish Danzig focuses were getting bypassed.
- When loading a save from a lost ironman game, observer mode is loaded and ironman flag should be turned off.
- Fixed script parser silently ignoring last line of a file if it didn't contain a newline
- Fix positioning of the Expand Polish Intelligence branch when Man the Guns is not active. Without MtG the focus Expand Polish Intelligence will no longer require the player to complete the (MtG DLC-locked) parent focus Prepare for the Inevitable.
- Added newline at the end of equipment bonus tooltip
- Fixed George VI national spirit showing an advisor portrait instead of the regular national spirit portrait.
- Hooked-in several NSB Baltic portraits for generals that were using generic ones.
- Fix AI Queueing more railway upgrades than it intended
- Fix allied task force local supply draw
- fixed a reference to a missing German armor 3d model (this should not alter any 3d assets being displayed, just cleaned up the error log)
- Fixed issue where Generals, Field Marshals and Admirals were not being transfered when annexing through Polish and Lithuanian monarchist events.
- Made it less likely that The Soviet Union partitions Poland with Lithuania if Lithuania is AI, and even less likely if Poland is controlled by the player.
- Spanish generals should again be able to properly pick a side when the Civil War starts
- Fixed exploit which allowed circumvention of the building removal cooldown effective while at war.
- Adapt assignable trait skilled_staffer so field marshals can also gain xp in that trait.
- Air Supply now redistributes supply consumption to the hosting airbase.
- Fixed bugs with multiple air supply missions having zero effect."
- Soviet focuses will no longer grant tank designs if NSB is not active.
- Soviet focuses requiring certain armor tech will now check for the appropriate tech based on NSB being active or not.
- German focus Danubian Membership will no longer be bypassed if only one of the countries is gone, a subject, or allied to Germany. It requires all three countries to fulfill one of those conditions in order to get bypassed.
- Fixed supply network sometimes reporting no connection when shortest path traveled through an enemy province
- Added loc to an unlocalized Estonian country flag
- Fixed continous focus exploit which allowed stacking modifiers
- In civil war process, when copying unit leaders, use the clone function rather than recreating the unit leader from template (some unit leaders do not have template). Also use the character merge mecanism for those copies too if the revolter country receiving those copies already have the character.
- Fixed crash caused by invalid naval invasion order
- Railway guns should no longer be able to end up in a naval invasion
- Fixed crash caused by invalid province templates in mods during trade route computation
- Fixed CTD when playing tutorial videos or opening the ingame browser on DirectX 11
- Fixed Empire of Brazil being so much into Fascism
- Fixed inconsistencies with Dutch Wilhelmina national spirit portrait.
- Fixed logistics strike mission not taking plane number into account correctly
- Soviet focus 'Committee in Exile' focus can now be bypassed if the Civil War is completed
- Modifiers from propaganda campaigns are now properly cleared when Soviet Union capitulates.
- Emilio Mola will no longer be retired after completing the focus The National-Syndicalist State, he will just drop his country leader roles but will keep his advisor and unit leader roles.
- Swapped Soviet armored cars I and II in the tech tree.
- Communist support threshold to complete Estonian focus Break the Silence has been increased to be less than 5% (instead of less than 1%)
- Fixed several character issues with Spanish Falangists in the focus tree. Emilio Mola and Primo de Rivera should be properly handled now and will no longer be literally killed in order to allow the other to take over as country leader.
- Capital supply connection graph will now prioritize shorter sea routes
- Supply network now considers convoy availability and tries to prioritize throughput over unconditionally avoiding naval connections
- Naval Supply routes now respect blocked region flags.
- Fixed Patagonian lake being considered some sort of flooded plain aberration and prevented players from building nuclear reactors on it.
- Fixed an issue that made it impossible for players to progress down the Vichy focus tree because a Petain imposter was in charge
- German Air Innovations 2 now correctly reduces cost of air doctrines, rather than increasing research speed
- Fixed some design company ideas not having bonuses shown on equipment stats page
- Steal blueprints operation no longer gives access to locked out mutual exclude branches
- Taskforces operating in a blocked naval region can draw supply from naval bases in that region
- Characters no longer get traits for other classes of characters from national spirits
- Supply Network (and tooltips) now correctly factor in building damage when considering throughput
- Issuing a move command to a province the unit is already fighting in no longer resets combat
- Non-NSB tanks once again have their correct reliability (80%) across the board
- Fix rail construction partial progress not getting saved correctly
- The Turkish investment decisions should now actually work
- Fix British designers focus for baltics not giving correct air bonuses
- Fix crash in any_navy_leader, all_navy_leader, any_army_leader, all_army_leader when there is no general/field marshal or no admiral in a country
- Stalinist mission Behead the Snake should now properly kill Trotsky when the player is going opposition.
- Changed the Polish Focus 'Request Autonomous Status' so it can be bypassed if Poland is more than autonomous than a reichsprotectorate or integrated puppet.
- Fix so that Franco can use Nationalist Infantry Division names in 39
- Fix upgrade costs not being calculated consistently
- Fixed issue where event for Poland dismissing Lithuania's claim to its throne is sent to the wrong country.
- Fixed issue where Poland's Ignacy Moscicki would have the legacy portrait instead of using the new one from NSB.
- Rocket interceptors pilots don't consider themselves too cool for school anymore
- Toggling naval region access settings should no longer make captains panic when they reach a blocked zone and get stuck in place
- Rumors of TODOs in Soviet Stalinist missions flavor texts turned out to be counter-revolutionary propaganda. There never was any TODOs.
- Fix carrier based fighters sometimes not contributing to combat
- Fixed CTD when renaming a railway gun variant.
1.11.5 patch.png
 
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Apparently "Esti is Scandi" foci is bugged since the requirement for my Scandinavian puppets to be annexed is for them to be NOT AI-controlled.

Already posted a bug report

 
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Turns out the AI didn't like building those ships because they are bad. Forcing them to do so left them with a suboptimal navy, and the balance is thrown off for the rest of the game. To pre-empt the inevitable calls that 'the simulation should echo history' - that may be, however, rebalancing the entire naval module is not within the realms of a bugfix, though is something we have our eyes on for the undisclosed future.

So basically it comes down to this: Even the closest semblance of the historic naval build up with all its sub-optimal builds is impossible since the AI is hardcoded to cancel all builds with less than 25% progress. It also means that the MTG AI will only build meta-navies with screens only.

So.... We have a DLC module named Man the Guns which should have improved the whole naval game but the AI is incapable of using for itself. This in turn makes the DLC more or less useless.

This post is also basically the admission that not only an unfinished, only half working product has been published and sold but also that the fix of said module has not ETA and is not even planned yet (hence undisclosed future... which is business lingo for "Don't know when, if ever".

The fun part is.... the tank designer lends parts of the naval designer principles... I am holding my breath for the time this properly works... may also in the undisclosed future?
 
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This post is also basically the admission that not only an unfinished, only half working product has been published and sold but also that the fix of said module has not ETA and is not even planned yet (hence undisclosed future... which is business lingo for "Don't know when, if ever".

Do not put words in my mouth.
 
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Do not put words in my mouth.

I am not. It is my interpretation of what I read.

I would however be very interested in knowing why exactly the AI is now more incapable then ever building bigger ships then ever before and why exactly it has to be that everything deemed outdated in the build queue has to be cancelled if it is below 25% build progress by the AI.

I can understand that the AI would need to do this with every other production but Naval Production should be different... after all: warship building was indeed a very time consuming and long-term oriented project, which in game is modelled by research, ship design and building. The actual presence in the build queue more often than not represents the outfitting of the warship after launching the hull.

And yes: in reality the nations did indeed end up with Navies that can be categorized as VERY sub-optimal (especially the Royal Navy).
 
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As a possible last resort to fix the naval production problem, perhaps hardcoding certain AI countries to build their historical navies, or even a script that just gives them free ships at certain dates? I know it's not exactly elegant, but it could at least "plug the leak" until a more comprehensive solution can be found.
 
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As a possible last resort to fix the naval production problem, perhaps hardcoding certain AI countries to build their historical navies, or even a script that just gives them free ships at certain dates? I know it's not exactly elegant, but it could at least "plug the leak" until a more comprehensive solution can be found.

Please for the love of all dear, sacred and holy (and I am saying this as an atheist)... no... no stop gap measures of any kind... especially not hard-coded ones. We have enough mechanisms in this game already that are either mutually redundandant (like the old Puppet Autonomy feature and the new Collab Government) and things, that are not working as intended. In regards to scripts, free ships and the like, please leave that to modders. At least then everyone has a choice if he wants to have that. With the hard-coded AI cancels all builds below 25% completion we already have a real problem.

Someone stated not too long ago that HoI would need a curator team as Stellaris has and after seeing what this team is doing in Stellaris I can only wholeheartedly agree.
 
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I suppose I wouldn't mind the AI cancelling bad ships that it has in the build queue on day 1... if it didn't then use the freed-up dockyards to build more bad ships, like "early" cruisers when it has 1936 hull tech.
 
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I suppose I wouldn't mind the AI cancelling bad ships that it has in the build queue on day 1... if it didn't then use the freed-up dockyards to build more bad ships, like "early" cruisers when it has 1936 hull tech.

It has the tech but does it have a model to build? If not the lack of Naval Experience basically forces the AI to built early light cruisers... especially since it is forced to build screens.
 
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Yeah, they have models, 1936 destroyer and cruiser models that they've spent XP to create, but they're building "early" destroyers and cruisers instead.
 
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Yeah, they have models, 1936 destroyer and cruiser models that they've spent XP to create, but they're building "early" destroyers and cruisers instead.

That would indicate that the AI builds the cheapest designs that are not marked as outdated. Or are the built ships also marked as outdated?
That would indeed indicate that the core design of the naval module is indeed so broken that it cannot be bug-fixed but only be re-designed from the ground up…. in the undisclosed future
 
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Please for the love of all dear, sacred and holy (and I am saying this as an atheist)... no... no stop gap measures of any kind... especially not hard-coded ones. We have enough mechanisms in this game already that are either mutually redundandant (like the old Puppet Autonomy feature and the new Collab Government) and things, that are not working as intended. In regards to scripts, free ships and the like, please leave that to modders. At least then everyone has a choice if he wants to have that. With the hard-coded AI cancels all builds below 25% completion we already have a real problem.

Someone stated not too long ago that HoI would need a curator team as Stellaris has and after seeing what this team is doing in Stellaris I can only wholeheartedly agree.
I understand what you are saying, but I think this may end up being like the issue of OP China in Victoria II where there is ultimately no good way to fix the problem without completely dismantling the game and a crude stop-gap is the only realistic fix (like using sub-states was to nerf China in Victoria II).
 
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I understand what you are saying, but I think this may end up being like the issue of OP China in Victoria II where there is ultimately no good way to fix the problem without completely dismantling the game and a crude stop-gap is the only realistic fix (like using sub-states was to nerf China in Victoria II).

The problem is: crude fixes more often than not turn into crude permanent constructs with a flimsy sticker labelled „fixed“ on it. I for one am more inclined to lay off on the game and see if and when these pertinent and long lasting structural issues get fixed…. If they aren‘t the consequence is quite obvious: my decision if I want to invest my trust and money further or not. My choice is mine.
 
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With the hard-coded AI cancels all builds below 25% completion we already have a real problem.
IIRC, that problem was itself the solution to the previous problem where the AI cancelled ALL its starting builds.
 
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The problem is: crude fixes more often than not turn into crude permanent constructs with a flimsy sticker labelled „fixed“ on it. I for one am more inclined to lay off on the game and see if and when these pertinent and long lasting structural issues get fixed…. If they aren‘t the consequence is quite obvious: my decision if I want to invest my trust and money further or not. My choice is mine.
My thinking in this case is predicated on the assumption that something in the source code/engine is borked, essentially making the problem unfixable.
 
IIRC, that problem was itself the solution to the previous problem where the AI cancelled ALL its starting builds.

IMO the AI should be told not to cancel any starting builds and keep building what it starts. I can understand why the flexibility of the AI must exists for any other equipment but naval production is different. After all the simulates a project requiring thousands of workers, tons of material and huge facilities for years just to produce one battelship or carrier not to mention years of planning. This should not be discarded on a whim. The AI should be told that.

My thinking in this case is predicated on the assumption that something in the source code/engine is borked, essentially making the problem unfixable.

Well... that seems a bit dark and pessimistic to me. HoI IV is a program with code... and every code can be fixed if time and effort is invested. And yes... time and effort costs money but there are countries in which laws exists which entitle their citizens to receive a fully functioning product as advertised. Therefore company reputation sometimes costs a bit more money than initially planned.
 
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IMO the AI should be told not to cancel any starting builds and keep building what it starts. I can understand why the flexibility of the AI must exists for any other equipment but naval production is different. After all the simulates a project requiring thousands of workers, tons of material and huge facilities for years just to produce one battelship or carrier not to mention years of planning. This should not be discarded on a whim. The AI should be told that.

To be fair, it is also historical that ships were cancelled, scrapped, repurposed or changed etc. during construction. The game is a bit black and white in this regard, since ships need to be fully finished before they can be upgraded. I do agree that the AI is a bit too happy to scrap capitals, though.
 
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IMO the AI should be told not to cancel any starting builds and keep building what it starts. I can understand why the flexibility of the AI must exists for any other equipment but naval production is different. After all the simulates a project requiring thousands of workers, tons of material and huge facilities for years just to produce one battelship or carrier not to mention years of planning. This should not be discarded on a whim. The AI should be told that.
Eh, I'd sooner the AI can cancel ships if it makes sense for them to do so - the player can do it, so the AI should be able to as well.

It does seem pretty pointless to start the AI with a list of ships under construction which they then instantly cancel, though. Perhaps the ships under construction on day 1 should be "locked" to be uncancellable by the AI?

I'll also echo that I'd like to be able to make changes to a ship while under construction. It's annoying when you research a new fire control and have to wait for a ship to be built then immediately send it back for a refit.
 
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It's fine if the AI reduces all ship ques to 1 as I don't even understand why we start with ships in que in the first place. But there is no reason for the AI to remove any ongoing production as while a player can put those to better use so can the AI not do that. The starting production lines are better then what the AI does when left alone, so keeping things going would be an improvement. The only problem is that the AI also does not understand that ships have different costs so will use most it's yards for escorts and the more expensive ships will never get done, making it seem like it's a bad idea to keep the initial production lines, but the issue is that the AI can't handle building more expensive ships.
 
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"- Naval Supply routes now respect blocked region flags."
But the german subs still go to Rotterdam port to repair even when you have other ports in France for example

Workarround :
In order to avoid that ships repair in ports at sea zones that are blocked, you need to Ctrl+left click on the port so it toggles to prohibit ship repair
If your fleet ends up in a blocked sea region, you need to change the access level to get the fleet out again
 
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