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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
################################################################

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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
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- 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
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- 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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anyone noticed attrition hitting hard? i never did pay attention too attrition before, just noticed some divisions losing til 20% of strength just by walking on 'harder areas'
Attrition + air accidents mean that you constantly need to keep producing, while stocks aren't great. It seems it solves one problem for those having slow PCs, but that was not needed for everyone.
 
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@C0RAX A few questions triggered by the super heavy tank change
  • Has there been any consideration for making heavy tanks an attachment in the same way as the super heavies?
  • With the increase in support company types, has there been any consideration for increasing the maximum number (in vanilla)?
  • How about having some support companies be support battalions simply as a way to regulate that a division can only have one of them rather than having any other properties?
I'm interested in what the team may have thought on the subject.
 
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So there's now an air speed cap for airframes. So max speed is pre-determined by the airframe and can't be increased. I don't think that's a good idea. Also extra thrust now converts into agility which doesn't make any sense to begin with, but also agility doesn't do much for a plane's combat ability in general. Also air range is significantly reduced across the board now. I don't think that's a good idea either. They should add a new "Drag" stat to airframes and connect speed/agility to that.
 
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So there's now an air speed cap for airframes. So max speed is pre-determined by the airframe and can't be increased. I don't think that's a good idea. Also extra thrust now converts into agility which doesn't make any sense to begin with, but also agility doesn't do much for a plane's combat ability in general. Also air range is significantly reduced across the board now. I don't think that's a good idea either. They should add a new "Drag" stat to airframes and connect speed/agility to that.
The maximum speed of a plane is the combination of the base speed of the airframe + the engine and any other speed modifiers from design companies/MIO's or national spirits etc... in this case the base speed of an airframe is functionally a representation of drag since its the only additive value with all others being factors on that base.

So an engine 4 on a modern airframe will give you a higher speed than an engine 4 on an IW airframe, and a 2 engine small airframe will have a different speed than a 2 engine medium airframe of the same tech level.
 
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I did a write up of my thoughts on some of the changes a while ago on the suggestions forum not realizing I was meant to post them here. The others were minor but I think this problem I identified is significant enough that it still needs to be addressed:

Jet Engines seem to have received a huge nerf recently. They have reduced range and reduced thrust. I understand this is meant to boost late game aircraft engines, but honestly I feel like this may have gone a little overboard. First off Jets dont really seem to have enough thrust to add all the late game modules (which feels odd when you're talking about what is supposed to be a next-gen plane) and the range reduction, particularly on small aircraft which already received a huge range nerf, really hurts. All they get is speed, which isnt as important of a buff particularly in this later patch. This makes them feel less like futuristic techs and more like novelty weapons, which seems like a mistake since a) they are a late game "wonderweapon" tech which literally requires you to go through multiple techs to get anyway, so should be a little more rewarding, and b) they won out in real life - yes the earliest generation didnt compete in every level with the latest generation of prop engines, but overall they did win out and the game should make it feel much more of a question of when rather than if that transition occurs (instead of a novelty weapon which truly does feel like a question of if). The Novelty speed engine is already filled by the rocket engine anyway so it’s really not necessary to have that niche filled twice by what is supposed to be the future of aircraft. I am keeping in mind the intention to not make obsolete final tier regular engines though so I have two possible solutions to fix it:

A. Reduce the nerf somewhat in one of the categories. Give it slightly more thrust or slightly less range reduction, so players arent left questioning if they even want Jet engines. Right now they just feel too nerfed and feel like a downgrade when you add, which seems really odd when the late game is supposed to transition into the Jet age.
B. Add a second tier of Jet engines which is a total upgrade but is a post-ww2 tech. This would essentially be a Jet Engine II which has equal (or even greater) thrust than the final tier of regular Engines and reduced range reduction but is a super late game tech whos year is like 1948 or something. This solution would be great for a number of reasons. First it would really make the player feel like they are transitioning into the jet age as theyre moving away from the experimental Jets into the more advanced Jets of the post war. Second it would still give late regular engines plenty of time to stay relevant while still giving them a sort of post war expiration date. Third it would add another Jet technology, which would be great since alot of nations get Jet research bonuses and By Blood Alone eliminated a couple of Jet Techs which were meant to be super late game Jet upgrades anyway so this would rectify that a bit. This would eliminate the odd scenarios where you're still better off adding a prop-engine to an a modern air frame than an actual Jet (which in my experience is generally what you do even in the super late game).

Also one other suggestion not related to this. Since carriers have armor now, wouldn’t it make more sense for Converted battle ships to have battleship armor rather than cruiser armor (maybe with a debuff to maximum air wings). It just seems kinda odd these ships loose their main armor with the transition.
 
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Oh, I got booted back to the regular branch from the beta branch. Guess the beta's over?
Really? Seems ongoing to me:

1691068184032.png
 
The 4 weeks are over, glad to see how much interest was shown. We will be sending out a feedback form if you want to have any final say. the changes will now be refined for the full release of 1.13 alongside Arms Against Tyranny
Is that the reason why the QAs appear to be paying much less attention to bug reports this week?
 
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I did a write up of my thoughts on some of the changes a while ago on the suggestions forum not realizing I was meant to post them here. The others were minor but I think this problem I identified is significant enough that it still needs to be addressed:

Jet Engines seem to have received a huge nerf recently. They have reduced range and reduced thrust. I understand this is meant to boost late game aircraft engines, but honestly I feel like this may have gone a little overboard. First off Jets dont really seem to have enough thrust to add all the late game modules (which feels odd when you're talking about what is supposed to be a next-gen plane) and the range reduction, particularly on small aircraft which already received a huge range nerf, really hurts. All they get is speed, which isnt as important of a buff particularly in this later patch. This makes them feel less like futuristic techs and more like novelty weapons, which seems like a mistake since a) they are a late game "wonderweapon" tech which literally requires you to go through multiple techs to get anyway, so should be a little more rewarding, and b) they won out in real life - yes the earliest generation didnt compete in every level with the latest generation of prop engines, but overall they did win out and the game should make it feel much more of a question of when rather than if that transition occurs (instead of a novelty weapon which truly does feel like a question of if). The Novelty speed engine is already filled by the rocket engine anyway so it’s really not necessary to have that niche filled twice by what is supposed to be the future of aircraft. I am keeping in mind the intention to not make obsolete final tier regular engines though so I have two possible solutions to fix it:

A. Reduce the nerf somewhat in one of the categories. Give it slightly more thrust or slightly less range reduction, so players arent left questioning if they even want Jet engines. Right now they just feel too nerfed and feel like a downgrade when you add, which seems really odd when the late game is supposed to transition into the Jet age.
B. Add a second tier of Jet engines which is a total upgrade but is a post-ww2 tech. This would essentially be a Jet Engine II which has equal (or even greater) thrust than the final tier of regular Engines and reduced range reduction but is a super late game tech whos year is like 1948 or something. This solution would be great for a number of reasons. First it would really make the player feel like they are transitioning into the jet age as theyre moving away from the experimental Jets into the more advanced Jets of the post war. Second it would still give late regular engines plenty of time to stay relevant while still giving them a sort of post war expiration date. Third it would add another Jet technology, which would be great since alot of nations get Jet research bonuses and By Blood Alone eliminated a couple of Jet Techs which were meant to be super late game Jet upgrades anyway so this would rectify that a bit. This would eliminate the odd scenarios where you're still better off adding a prop-engine to an a modern air frame than an actual Jet (which in my experience is generally what you do even in the super late game).

Also one other suggestion not related to this. Since carriers have armor now, wouldn’t it make more sense for Converted battle ships to have battleship armor rather than cruiser armor (maybe with a debuff to maximum air wings). It just seems kinda odd these ships loose their main armor with the transition.
The rules does capture the essence of what Jet engines do. What might be a problem is if speed is not the advantage it was in real life.
 
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The rules does capture the essence of what Jet engines do. What might be a problem is if speed is not the advantage it was in real life.
The penalties aren’t really that historically accurate though. The game presents a huge range penalty, but the reality is Jet Aircraft never really had a range penalty compared to their Piston counterparts. Even though they burned fuel faster, the fact that they were much smaller and lighter and gave more thrust (which the game shows less which is completely wrong) meant that aircraft could carry much more fuel and thus maintain the same range. In fact modern Jets have much more of their aircraft devoted to fuel than a WW2 plane because a WW2 plane wouldn’t be able to have gotten off the ground while a modern Jet can produce much more power. This isn’t really possible to replicate in the game though because for some reason Jet Engines now have less thrust so you can’t even add enough extra fuel tanks to compensate. The point is it turned Jet engines from a reasonable choice to a novelty engine which is definitely not accurate and not a good change.
 
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Funny, about the beta: loading a save game now disables Ironman, even though the very same save was made in Ironman.
For the sake of curiosity, will the next patch (whichever 1.12.x or 1.13.x) enable this save to work again in Ironman, or is it a lost cause?

I like to revisit some game saves when AI did some smart moves/caused good challenge.

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