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Developer Diary | Summer Open Beta

Hello there, it's me C0RAX.
A bit of the different DD than you’re used to this week. I'm here to introduce a new thing I will be doing over the summer. This summer for 4 weeks we will be giving you the chance to test some of the balance changes coming with the 1.13 Stella Polaris patch. These changes are hand picked for testing in order to get feedback from the community on specific changes that might have large impacts. These changes will affect all three major combat groups (Army, Air, and Navy), and vary from value changes to some new functionality and behavior so be sure to read the change list so you know what you're getting yourself into.

So let's go into how this is going to work. From July 6th until August 3rd there will be a special Summer Open Beta branch on steam, this branch will have the new changes listed below. Additionally it won't have anything new coming with Arms Against Tyranny just changes for base game and previously released DLC’s. In the last week of the test we will post a feedback form to be able to collect feedback data that we can use to analyze your responses. Of course this doesn’t mean you can’t or shouldn’t post about it outside the form, I want to encourage as much discourse, theorizing and number crunching as possible so give it a try and let us know what you think.

Now lets go over the change log.

################################################################
######## Summer Open Beta ######### Balance
################################################################

##########
Air
##########
- Excess thrust will now increase agility instead of max speed (0.5 AGI per excess thrust)
- airframes now how base max speeds to better represent airframe size speed effects
- major air rebalance pass for airframes and modules
- increased tech date for survival studies to 1939
- Improved aircraft turrets
- slight decrease in agility hit for large bomb bays
- small airframe can only take single turret modules
- adjusted turret stats so they are less powerful for fighters but better for bombers
- rebalanced thrust and weights of modules and airframes,
- added new modules
- Large autocannon
- Large bomb rack
- Armor piercing bomb rack
- 3 levels of torpedo mounting
- Added new techs for plane designer (see above)
- Combat better Agility and Speed has increased effect on air combat

##########
Land
##########
- reduced terrain combat widths slightly, change support widths also
- Super Heavy tanks are now support units. Super Heavy tanks are no longer line battalions
- Armor skirts provide 1 more armor
- Most tank chassis' now grant 10-20% more armor
- Super heavy tanks now cost more overall, but require 20 per support company.

##########
Navy
##########
- added damage reduction to piecing thresholds for naval combat
- convoy hitprofile reduced from 120 to 85 bringing it inline with new hitprofile calculations
- Ship torpedoes accuracy increased to bring them back in line with new hitprofile calculations 145 > 100
- slightly decreased AA disruption from ship AA
- removed visibility effects of super heavy bb armor
- rebalanced, ship engines
- removed visibility impacts from medium guns
- rebalanced IC costs to reflect engine changes
- super heavy armor now part of normal heavy armors
- rebalanced armors
- added cruiser armor to carriers


##########
AI
##########
- AI more likely to upgrade division in the field even with equipment deficits
- added generic AI upgraded infantry template for late game infantry
- added ENG and USA upgraded infantry templates for AI and improved their infantry templates in general

Right now let's get into some explanations.

Thrust and weight:
Let's get the big one out the way thrust and weight for planes. This change requires a bit of game explanation and some explanation of aircraft. So why affect agility, agility previously was a stat that was seldom increased but often reduced by making it something you are rewarded by not using all your thrust budget you can lessen the agility effects of modules by not loading up your entire plane creating a choice between maximizing raw damage or maximizing damage bonuses during air to air combat by bring higher Agility.

Now the aircraft stuff, so power/weight is very not intuitive for aircraft, adding more power will make a plane faster but taking weight off a plane won't make it faster since speed is almost entirely determined by thrust against drag not weight. What less weight does provide is better climb rate acceleration plus some other things. These are abstracted into agility in game. So now if you want your plane to go faster you either use a newer airframe with lower drag (higher base speed) or by putting a bigger engine in the existing airframe.

Combat widths:
Now the next big change, terrain combat widths. This is the change that originally spawned the open beta idea. These changes are generally intended to flatten the efficiencies further for combat widths while also reducing division sizes. There will obviously still be certain numbers that fit better than others but overall these differences should be less extreme.

  • Terrain = CW+Reinforcement Width
  • Desert = 82+49
  • Forest = 76+40
  • Hills = 72+36
  • Jungle = 74+34
  • Marsh = 68+22
  • Mountain = 65+25
  • Plains = 82+49
  • Urban = 86+28
Ship penetration:
Finally the last change I want to discuss is the new penetration effect for ships. To put this imply they now reduce damage directly on top of reducing critical chance. The damage reductions are smaller than for land combat but that's because they have a much greater effect on the combat but be careful defeating an armored foe with just small guns should be much harder now.

Thresholds and damage are as follows

Pen to Armor ThreshholdCritical Change FactorDamage Factor
221
111
0.750.750.9
0.50.50.7
0.10.10.5
000.3

##########
HOTFIX
##########
07/07
- hotfix for legacy damage reduction for ships was conflicting with new system (they will now add to each other) set legacy value to 0
- hotfix for missing agility mods for bomb bays

10/07
Naval Combat:
- fixed damage reduction happening before stat initialisation
- fixed +1 to threshold values for ship penetration
issues reported here

- updated combat width defines as per
- implemented type 2 combat widths as per
- improved some templates for planes
- balance pass on new modules
- rebalanced dismantle and conversion costs for BB engines
- adjusted damage reduction thresholds for ships

That concludes the run down of the upcoming “Summer open beta” and it's coming to you tomorrow!. I hope to see you try it out and give feedback on the changes. See you next week for more Arms Against Tyranny content coming your way. It's going to be a pretty one.
 
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Examples from wikipedia: range in miles
Spitfire Mk Vb: range 479, combat range 248, ferry 1100 with fuel tank
P-39Q Airacobra: range 525 internal fuel, combat range not given
P-51D Mustang: range 1650 with external tanks, combat not given
Bf-109G-6: range 547-711, combat range 273-355, ferry 711-1239 (711 without & 1239 with droptank)
A6M2 (type 0 model 21) Zero: range 1160, combat not given, ferry 1927
F4F-3 Wildcat: range 845, combat not given
P-38L Lightning: range not given, combat range 1300, ferry 3300

Having ranges more realistic should give heavy fighters a bigger role in game than previously, and I am all for it.
 
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Examples from wikipedia: range in miles
Spitfire Mk Vb: range 479, combat range 248, ferry 1100 with fuel tank
P-39Q Airacobra: range 525 internal fuel, combat range not given
P-51D Mustang: range 1650 with external tanks, combat not given
Bf-109G-6: range 547-711, combat range 273-355, ferry 711-1239 (711 without & 1239 with droptank)
A6M2 (type 0 model 21) Zero: range 1160, combat not given, ferry 1927
F4F-3 Wildcat: range 845, combat not given
P-38L Lightning: range not given, combat range 1300, ferry 3300

Having ranges more realistic should give heavy fighters a bigger role in game than previously, and I am all for it.
Again: we're not saying reality was different about ranges. Issue is how the rest of the game is setup: if air regions were smaller and we could have 100% mission efficiency, then no problem. Problem is that other parameters are considered to succeed in air war, and when it's out of control then you're simply have to reconsider more than just one parameter.
 
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if air regions were smaller and we could have 100% mission efficiency, then no problem.
If the air regions are made small enough, I'd even remove the coverage penalty entirely. Air regions are just a rough estimate where the encounters happen, planes shouldn't get a debuff because they can't reach the corner of an air region that has no strategic value.

A system with more air regions would need other changes as well to keep plane micro at a practicable level, but that's a different topic.
 
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If the air regions are made small enough, I'd even remove the coverage penalty entirely. Air regions are just a rough estimate where the encounters happen, planes shouldn't get a debuff because they can't reach the corner of an air region that has no strategic value.

A system with more air regions would need other changes as well to keep plane micro at a practicable level, but that's a different topic.
Yes, I could concur. But then, when you position each of your CAS wings, you always have some units following divisions in neighboring regions. A nightmare, unless you really on the attach wings to a division function.
 
Yes, I could concur. But then, when you position each of your CAS wings, you always have some units following divisions in neighboring regions. A nightmare, unless you really on the attach wings to a division function.
Ranges like these would be fine if the air worked like it did in hoi3, with airbases on every tile and no air regions. With the system as it currently exists, it's just going to put a massive defender's advantage in place for air combat and make projecting air superior impossible. Anyone's super cool 60 ic long range heavy fighter is going to get shredded to bits by defensive fighters that cost half as much and beat it in every stat but range. It's just a bad idea.
 
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Ranges like these would be fine if the air worked like it did in hoi3, with airbases on every tile and no air regions. With the system as it currently exists, it's just going to put a massive defender's advantage in place for air combat and make projecting air superior impossible. Anyone's super cool 60 ic long range heavy fighter is going to get shredded to bits by defensive fighters that cost half as much and beat it in every stat but range. It's just a bad idea.
Agreed. In the end of the day, I don't like this range nerf because of the current air regions implementation.
 
I appreciate air war getting easier for defenders, that is both realistic and good for gameplay as long as HoI4 sticks to its model of completely ethereal air units. Stopping factors are lacking, and if reduced range needs to become one, it's fine with me. The exact values can be always fine-tuned, obviously.
 
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Anybody else experiencing much improved IA? I had very tough game with Germans and Italians. They use now 9/1 and tanks more efficiently, it seems. Lost quite a bit of tiles.
What's interesting: I ran the same playthrough dozens of times since 1.11.x, maybe once a month, and always get the same good result. Except this one time: I'm curious about your own findings.
 
Battle of Britain was actually fought fighter-wise in a small area, representing the combat range of the Me 109s. They couldn't reach most of the British Isles at all with the single-engine fighters. Spitfires had very short legs. P-47s with droptanks could only escort as far as Aachen. Took P-51s with drop tanks to escort to Berlin.

So, do you want realism, or not? Make up your minds.
Another reason why fighting on defense in the air is better is often overlooked (i.e. HoI4 makes no mention of it whatsoever, neither explicitly nor implicitly) is that an offending aircraft has to have extra fuel to then make it back to its home base, thus it inheritantly carries that extra weight detrimenting its flight characteristics (e.g. agility) even if it is the same damn aircraft it faces in the fight (i.e. both are Bf-109s; and Me-109 is an arbitrary name, i.e. incorrect).

Given how HoI4 equalizes the equipment across the nations [almost] perfectly, it should come as no surprise that the same 1940 airplane on the offense appears to be less cost effective in a dogfight compared to its defending couterpart, which operates from a closer airfield. The said Bf-109 consumed like 300 kg of fuel per flight hour (at cruise speed) - for a plane of roughly 3 tonnes, that's whopping 10% of its weight. That's a lot of a combat penalty if you give it even a slightest thought.
 
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The combat width changes are very confusing. Having arbitrary reinforce widths instead of the current 90+45 on plain and 84+42 on forest will just make stacks of divisions behave unpredictably under multiple combat directions. Honestly the combat width system is already difficult enough to adapt to, and making it even more random just takes the strategy out of division design.

The other changes are nice to hear, but it's combat width changes probably need some tidying up or revoked.
I share your opinion on the complication of the new system. It feels like an unnecessary band-aid to a bigger problem.

The key issues with the announced changes (in the version with +29 reinforcement width, not the 2 versions initially suggested) are:

- Way too many main and reinforcement widths with no relation to each other, making it extremely painful to remember and calculate.
- Low over-width penalty makes it a hassle when min-maxing rather than an interesting mechanic with an appropriate reward. Make it 1% punishment per 1% overwidth for the sake of simplicity and flexibility. The only punishment for exceeding the width would be in committing more army than needed.
- I don't get the main reasoning behind the changes other than trying to refresh the meta and make all division sizes comparable in terms of width efficiency.

I'm neutral about increasing the reinforcement widths, as long as the values don't look like randomly generated numbers.

By the way, variant 1 had 46%(!) of the votes. It was the one where Forest/Jungle had immersion-breakingly and illogically more width than the Plains/Desert and should be discarded for this reason alone. Churchill was right about democracy.
 
Anybody else experiencing much improved IA? I had very tough game with Germans and Italians. They use now 9/1 and tanks more efficiently, it seems. Lost quite a bit of tiles.
What's interesting: I ran the same playthrough dozens of times since 1.11.x, maybe once a month, and always get the same good result. Except this one time: I'm curious about your own findings.
On the beta, I played Germany on normal difficulty. When testing something I like to stay on normal as I think that is probably what the developers try to balance to. Several things I noticed about the AI.

  • Italy did a much better job, over all. It still kept to many units down in Ethiopia and eventually lost it all, but I did not see any of Italy's better units down there.
  • Around June 1940 and after taking France, I declared war on Yugoslavia, instead of using the focus. I just wanted to do it different this time. When Yugoslavia fell, Bulgaria asked for a piece of the country and I accepted. This pushed Bulgaria to the border of Albania. Italy, then declares on Greece, but does not bring Albania into the war. This causes Italy a problem, because Bulgaria did not join the Greek war so Italy had no land route to Greece. What did Italy do? They launched a really good amphibious attack just south of Athens and they won! Most games in the past Italy just grinds against Greece with red battles, for years if I let them. This time they won in just a few months time and had green battles, almost the whole time. I was really impressed. I had my customary army on stand by to bail them out, but I did not even have to use it. Italy did it all by itself.
  • Italy is till holding Libya and it is July 1941. I rarely see that happen. Italy and the Allies are trading a province back and forth. As you noticed, the Italians are defending the Libyan coastline well and, again, all by itself.
  • Italy still has a fleet! The naval changes are really welcome. I got lucky and spotted one large fleet engagement and noticed that both the Italians and UK fleets immediately retreated. This was the correct thing to do, because they were practically equal in light and heavy attack. If the AI is set on moderate risk, retreat is what they are supposed to do, but in the past, that engagement would have happened and the Italians would have lost their fleet and 'ruined' the Mediterranean war in 1940.
  • When it was time for Barbarossa, I used 20w tank divisions. I know, this is not a great tank division. Heck, it is not even a good one. Still, I sometimes limit myself to 20w tank divisions to give the AI a chance. My tanks broke through, with little problem, but the AI really did a good job moving units to plug the hole and stalled my tank advance out. I had to keep taking my tanks out to refuel and bring them back to attack, just to take a few provinces. No snaking was possible, because I could not advance very far before the tank divisions ran out of fuel. In the past, my little 20w tank divisions owned the AI.
  • Impressed, I decided to reload a save to one year before Barbarossa to make 30w tank divisions and this time, to attack on a wider front. The 30w tank divisions are doing much better, but I think attacking on a wider front is helping even more. I attacked the same spot, just for comparison sake. The breakthrough happened quicker, but the AI still responded quickly. Since the AI made me play a better game, this time I had places closer to the front to refuel so there was no going back and forth like before. The main point is that I did have to play better. I could have still won with my 20w tank divisions in my earlier game, but the AI surprised me with how quickly it responded and I wanted to try something different and see if the AI could do it again.
  • The Russian AI did not weaken its front lines like it did a long time ago, by shuffling all its troops along the front. Back in those days, the AI shuffled troops and created multiple weak points that 10-0 infantry divisions could push through. This time, the shuffling did not create weak spots like that. Instead of moving all the divisions, the AI seemed to move only one or two divisions per province, leaving the rest to maintain their entrenchments. If I had been playing a better game, I could have taken advantage of a few less-strong spots, but I did not expect the beta game to turn out so well. I just wanted to see how combat felt with the changes in beta. I did not really put much thought into my attack.
  • The Russian AI seemed to have plenty of divisions for what it needed to do. This was very welcome. The AI is horrible when it is forced to make choices with limited resources and there is no good choice. Once it has a reasonable amount, it does not seem to freak out so much.
I am glad you posted your experiences. It could be coincidence, but I noticed a difference, too.
 
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On the beta, I played Germany on normal difficulty. When testing something I like to stay on normal as I think that is probably what the developers try to balance to. Several things I noticed about the AI.

  • Italy did a much better job, over all. It still kept to many units down in Ethiopia and eventually lost it all, but I did not see any of Italy's better units down there.
  • Around June 1940 and after taking France, I declared war on Yugoslavia, instead of using the focus. I just wanted to do it different this time. When Yugoslavia fell, Bulgaria asked for a piece of the country and I accepted. This pushed Bulgaria to the border of Albania. Italy, then declares on Greece, but does not bring Albania into the war. This causes Italy a problem, because Bulgaria did not join the Greek war so Italy had no land route to Greece. What did Italy do? They launched a really good amphibious attack just south of Athens and they won! Most games in the past Italy just grinds against Greece with red battles, for years if I let them. This time they won in just a few months time and had green battles, almost the whole time. I was really impressed. I had my customary army on stand by to bail them out, but I did not even have to use it. Italy did it all by itself.
  • Italy is till holding Libya and it is July 1941. I rarely see that happen. Italy and the Allies are trading a province back and forth. As you noticed, the Italians are defending the Libyan coastline well and, again, all by itself.
  • Italy still has a fleet! The naval changes are really welcome. I got lucky and spotted one large fleet engagement and noticed that both the Italians and UK fleets immediately retreated. This was the correct thing to do, because they were practically equal in light and heavy attack. If the AI is set on moderate risk, retreat is what they are supposed to do, but in the past, that engagement would have happened and the Italians would have lost their fleet and 'ruined' the Mediterranean war in 1940.
  • When it was time for Barbarossa, I used 20w tank divisions. I know, this is not a great tank division. Heck, it is not even a good one. Still, I sometimes limit myself to 20w tank divisions to give the AI a chance. My tanks broke through, with little problem, but the AI really did a good job moving units to plug the hole and stalled my tank advance out. I had to keep taking my tanks out to refuel and bring them back to attack, just to take a few provinces. No snaking was possible, because I could not advance very far before the tank divisions ran out of fuel. In the past, my little 20w tank divisions owned the AI.
  • Impressed, I decided to reload a save to one year before Barbarossa to make 30w tank divisions and this time, to attack on a wider front. The 30w tank divisions are doing much better, but I think attacking on a wider front is helping even more. I attacked the same spot, just for comparison sake. The breakthrough happened quicker, but the AI still responded quickly. Since the AI made me play a better game, this time I had places closer to the front to refuel so there was no going back and forth like before. The main point is that I did have to play better. I could have still won with my 20w tank divisions in my earlier game, but the AI surprised me with how quickly it responded and I wanted to try something different and see if the AI could do it again.
  • The Russian AI did not weaken its front lines like it did a long time ago, by shuffling all its troops along the front. Back in those days, the AI shuffled troops and created multiple weak points that 10-0 infantry divisions could push through. This time, the shuffling did not create weak spots like that. Instead of moving all the divisions, the AI seemed to move only one or two divisions per province, leaving the rest to maintain their entrenchments. If I had been playing a better game, I could have taken advantage of a few less-strong spots, but I did not expect the beta game to turn out so well. I just wanted to see how combat felt with the changes in beta. I did not really put much thought into my attack.
  • The Russian AI seemed to have plenty of divisions for what it needed to do. This was very welcome. The AI is horrible when it is forced to make choices with limited resources and there is no good choice. Once it has a reasonable amount, it does not seem to freak out so much.
I am glad you posted your experiences. It could be coincidence, but I noticed a difference, too.
Thanks a lot for your detailed post, quite useful. I'll detail as well what I saw in 3 separate playthroughs (each started from scratch, not same save seed).
  • Started as France. Guaranteed Poland but refuse to join Allies. Historical: Popular Front, got rid of most debuffs except Army's and Maginot's.
  • My 2 strongest armies stationed against Belgium always get pierced after several months, and I lose from 1 to several provinces, whether I use 8/1 or 9/1 template with support AA+ART+ARM REC + ENG. Only adding heavy tanks to add armor will give me stability, otherwise constant juggling/micro managing divisions is necessary not to lose/retake provinces. Usually I leave these armies as is and never touch for several months, while German army breaks its teeths
  • There are Brigades Coloniales (6/0) everywhere else: Maginot/Alps/Tunisia
  • By Dec 39 I usually use my 7 motorized + some tanks to fight Italy in North Africa / Sardinia / Sicily, but Italy really upped their game: naval landing Sardinia once failed, and my Brigades Coloniales were often not able to hold the line in Sicily.
  • Not only this: in one game Italy pushed hard in the Alps and I had to retreat near Rhone river: that's quite new since at least 1.11.x.
  • So: by 1941 I may have succeeded some landings in Italy but am also much weaker than usual. I have to wait at least a full year to get enough equipment (e.g space marine armies or upgrade my 7 motorized to medium tanks) in order to push back Germany behind the Rhine river.
  • Important: even positioning spies in Vlaanderen and Piemonte doesn't seem to break their planning, which is quite unusual. I think that was one of the big reason for success before.
Attached one save file: change conscription law, beef up the 8/1 to 9/1 in the North and position your spies. See that fighting Italy in Tunisia/Sardinia/Sicilia becomes spicy.
 

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Sharing again why more air debuffs are pretty annoying: wherever you put them, your IW medium bombers are unable to cover Spain air regions. Here, it means only 65% efficiency, although we're almost there.

But worst: as air accidents have been pretty much increased in a former patch, one is really questioning the merit of spending IC for air, instead of more armor to protect the army. I mean, 3 months into the Spanish Civil War and I lost already 19% of my air wing to accidents...

In the end: many give up the naval war part of the game. I'm afraid soon we do the same with air, unless we have access to unlimited IC.

1689655983192.png


1689655914271.png
 
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Sharing again why more air debuffs are pretty annoying: wherever you put them, your IW medium bombers are unable to cover Spain air regions. Here, it means only 65% efficiency, although we're almost there.

But worst: as air accidents have been pretty much increased in a former patch, one is really questioning the merit of spending IC for air, instead of more armor to protect the army. I mean, 3 months into the Spanish Civil War and I lost already 19% of my air wing to accidents...

In the end: many give up the naval war part of the game. I'm afraid soon we do the same with air, unless we have access to unlimited IC.
So, you're saying if you can't build the perfect, best, most optimized air force and navy, you just won't bother?

If you have to compromise, like was done IRL, that's not something you're willing to do?
 
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So, you're saying if you can't build the perfect, best, most optimized air force and navy, you just won't bother?

If you have to compromise, like was done IRL, that's not something you're willing to do?
Of course I do. But we're talking here about substantial headwinds, adding a lot of debuffs on top of more debuffs. I believe there's a balance everywhere, right? Also some countries may start war much later, say 1941, and don't necessarily face same issues, so experience feedback/sharing is all what this thread is about. Correct?
 
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I noticed AI improvements in my game a historic Romania as well, like Italy being slower to lose Ethiopia to the UK and still holding Lybia end of 1941. German AI might have been improved on the battlefield as well, but they still have their biggest problem around - poor use of occupation laws, leading to regularly accepting resistance levels around&above 50%:

GermanAIUseOfOccupationLaws.jpg
 
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I'm don't feel good about the air changes, the last big navy update effectively ruined vanilla navy in competitive settings and now they look to be completely ruining air. Navy is forgivable but air is terminal.

What's not fully appreciated by the devs is players can get 30k+ planes with strong play, at that point UK airport capping becomes an issues for DDAY - i.e. the game just ceases to function to work properly as allies can't deploy their IC.

@C0RAX - given the proposed changes would you consider doubling the size of airports that can built and reducing the supply usage of planes? Another cool idea is to make the max airport size dependent on the nature of the state i.e. megapolis can get 5.5k, dense urban 5k, scaling down to rural.

I'm really worried about airport saturation as lower ranges make planes less fungible across air zones! You can't change air ranges in isolation without looking at things like the cost of planes & airport size caps!

Thank you & sorry for the downbeat tone, but I'm quite worried.
 
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