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Hi everyone! Today we will be following up with some info on what is going on with the 1.7 Hydra update as well as some cool new stuff some of you might have found hints of if you tested out the Open Beta.


The Axis Armor Pack
A lot of you have asked for us to make 3d model packs for units, so we have! We wanted it to be big so we decided to focus on a pack that would fill out all the Axis majors with vehicles. Over 60 in total, for Germany, Italy and Japan. As a free bonus, the pack includes 8 German tanks that were previously only available in the Colonel Edition (we couldn't very well make an Axis Armor Pack without the King Tiger). Here is a couple of sample renders for each nation:

tanks.png



We also have 2d art, so you will also see changes when doing production etc:

Screenshot_4.jpg

Screenshot_5.jpg


The total breakdown is as such:
  • 18 Tanks
  • 18 Tank destroyers
  • 15 Self-propelled Artillery
  • 8 Self-propelled Anti-Air
  • 2 Mechanized/Halftracks

Radio Pack
Another thing people have asked for is a chance to get access to some of the old preorder music content, as well as more music, so to make this a reality we have revamped the music player and organized old and new tracks into “Radio Stations”. The idea here is to make it easier to control what kind of music you want to listen to as it allows you to toggle on or off whole stations. Each station also has the possibility of having a custom graphical look (my old winamp modder soul is ecstatic!). When release we have a big pack we simply call “The Radio Pack” which has 3 radio stations: Communist, Fascist and Allied, each with unique art and tracks. In total the pack comes with 28 new tracks, and includes the old preorder content for a total of 35 songs. Here is some picture of how it will look:

Screenshot_12.jpg


Screenshot_2.jpg


For the axis radio we tried to match the look of the iconic German radios of the time:
Screenshot_1.jpg



As a bonus we have also made a new free station called “Hearts of Iron Classics” which has 35(!) of our favorite tunes from HOI2 and HOI3:

Screenshot_3.jpg


Last week modders asked me how to do music mods now and have them fit into the structure. its pretty simple and flexible, so click the spoiler below for a simple guide:
First up you need to edit your music track list txt file and include what radio station you want them to be in:
So for your "my_mod" mod you would have a my_mod_songs.txt file as before:
Code:
music_station = "my_mod" # include this, songs after are assigned to this station
music = {
    song = "cooltrack"
}

You will want to include a localization file to get a proper name for your station as well. Write it like this:
Code:
my_mod_TITLE:0 "My music mod"

If you also want to give it a cover image and change how the player looks you will need to do some UI modding.
Make a .gui file for your mod. Its probably best to copy one of the ones we have already once they are out and work from there. The important part is the naming of elements.
upload_2019-5-29_16-1-46.png

If you don't set up the gui files it will simply use the default look etc.

1.7 ‘Hydra’
1.7 is currently in open beta and seems to be pretty stable at the moment, so if you want to try it out you can find out how here. Since last dev diary we have been doing more fixes and balance work. The actual release date is not yet decided, and with Sweden being a socialist paradise, we only have a 3 day week this week (and another one next week). I’ll let you know when I know, but it shouldn't be that far off.

Convoy Raiding Balance
Sub convoy raiding was a bit too binary. An escort would either show up in time, and discourage raiders, or raiders would get too much free reign over convoys they have found. We made convoy raiding with subs a bit more flexible, giving them more opportunity to attack convoys that are escorted sufficiently. This comes with the added risk of losing too many subs in a war of attrition. The attrition game should favor the player with a tech and doctrine advantage.

Naval Balance
Naval battles were too decisive and too many ships, particularly screens, were dying. We tried to make changes that would increase the chance that ships survive combat. There is less focus fire in combat now, screens retreat faster, and damage has been overall lowered. Combat are longer which means a closer to statistical representative of opposing stats and a bit less feel of random results.

The speed reduction setup on ship modules didn’t really incentivise historical builds. Most ship modules have had speed impacts lowered and some others have had speed debuffs added. This should help in designing ships that are light and fast, and a bit more historical. In general ships should be faster and thus a bit more survivable. Other modules have had some updates to address community and internal balance concerns.

Land Commander Balance
Since land commander traits were introduced, they have done a bit too much to diminish the importance of ground combat tech. To soften some of the land combat min-maxing, as well as put more weight onto research, a lot of the most beneficial commander traits were nerfed and offense and defense stats on commanders had their benefit halved. This, combined with improving some of the generally less desirable traits, should provide more viable options for building commanders, and make commander grinding less impactful overall. These commander changes probably need more testing though and likely wont make it for 1.7.

Next week & 3 Day War
Next week is the 3 year anniversary (!!!) of Hearts of Iron IV, so among other things, we will be hosting a 3 day war stream together with influencers.


Me, Daniel and maybe some more people will be taking a trip down memory lane and talk about the development of HOI4 and how the game has changed. I will see if I can dig up an old pre-release version as well from the archives, and the dev diary will also be focused on the anniversary. See you then!
 
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We will see if people want to buy this one first before we start on more. They are a lot of work. There is a lot of room for an allied one tho as well as ships, planes etc in the future if this is popular :)
Price and dates and stuff will happen in the future. I just wanted to update on what we were messing around with

Will players that pre ordered the Colonel and Field Marshall editions receive a discount for this new DLC you are making? Like you mentioned in your OP the preorder content of both 3d models and music is now going to be repackaged into your new DLC.
 
The packs are cool, and I really love more 2d art (for gods sake add the Ju52 and No1 MkIII Enfield soon) but what is the utility for the 3 d sprites? Don’t we really only see one of the tank sprites at a time? When would someone actually see the SP tank sprite?

It seems to me we really need more basic infantry sprite evolve as new equipment supplies them. Now that would be cool.
 
Thx for a fantastic game, and Nice dev blogs.

Couple of things : fix supplies, why on earth cant i decide what port my convoys should prioritize? I havet one port whit 7 in naval base an one with 3, guess where it goes?
Next things, make air war a bit more interesting? Maybe in an air attack in a landbattle where u can see how many tanks for an example are killed by air forces? Or supplies damaged?

Keep UP the Great work
 
The packs are cool, and I really love more 2d art (for gods sake add the Ju52 and No1 MkIII Enfield soon) but what is the utility for the 3 d sprites? Don’t we really only see one of the tank sprites at a time? When would someone actually see the SP tank sprite?

You can always choose what sprite is displayed with the model viewer, so if you want to see a tank destroyer or SPG, you can.
 
this is cool and all but can we get more generic and cutural generic armor and whatnot, just so the other 30 or so nations dont have the same cromwell or b1 bis variant for tanks, oh and how about more models for anti tank and anti air cannons so its not just one artillery model for everything
 
this is cool and all but can we get more generic and cutural generic armor and whatnot, just so the other 30 or so nations dont have the same cromwell or b1 bis variant for tanks, oh and how about more models for anti tank and anti air cannons so its not just one artillery model for everything

I think they should just use Yugoslavia's generic art. Most other WW2 games with generic vehicles use those Yugoslavian art as part of the generic set.
 
Cheers for the DD Podcat and big props to your 2D and 3D art and music people, as well as all the coders and testers slaving away :D. Lots of stuff to get excited about :cool:.

As a bonus we have also made a new free station called “Hearts of Iron Classics” which has 35(!) of our favorite tunes from HOI2 and HOI3:

Woo! It's not Spotify, but it pretty much does what I was keen on (being able to mix HoI4 with HoI3/2 soundtracks) - thank you very much, wonderful :D.

We made convoy raiding with subs a bit more flexible, giving them more opportunity to attack convoys that are escorted sufficiently. This comes with the added risk of losing too many subs in a war of attrition.

Great to hear :).

Naval battles were too decisive and too many ships, particularly screens, were dying. We tried to make changes that would increase the chance that ships survive combat.

Wonderful to hear - survival of a significant amount of ships (on both sides) from most battles is important to make sure the naval game isn't 'up and done' early in the piece.

The speed reduction setup on ship modules didn’t really incentivise historical builds. Most ship modules have had speed impacts lowered and some others have had speed debuffs added. This should help in designing ships that are light and fast, and a bit more historical. In general ships should be faster and thus a bit more survivable. Other modules have had some updates to address community and internal balance concerns.

More great work :). I imagine you at the helm of the good ship Hearts of Iron IV, adjusting the throttle not unlike the sailor below adjusting the throttle on the N Class destroyer HMAS Norman :D

N Class destroyer throttle being changed.jpg
 
Also, a little bit sad to see that you're nerfing the commander skills. Maybe buff the doctrines a little bit instead? And talking about commander skills, some of them take way too long to learn. If they get weaker they should definitely get quicker to earn. Also, the divisions themselves also take very long to level up towards veterans, it would be nice if they could either get more XP or if the amount of XP lost per casualties would drop. It would also be nice if they got more XP the more damage they caused and the more battles they won instead of just basing it on time in battle.

I have to agree in that it can already take 5+ years of combat to get some of the traits so nerfing them is really bleh.
 
So awesome! I love the idea of you guys adding the new 3d modals and adding more packs, I would buy those! The music changes are great too and that really helps with immersion when someone is playing a certain country or faction, you can make sure your music fits your country.
 
Will there be any way to add our tracks to an already existing radio station? I'd like to add my personal collection to the Comintern station.
 
Last edited:
Hi everyone! Today we will be following up with some info on what is going on with the 1.7 Hydra update as well as some cool new stuff some of you might have found hints of if you tested out the Open Beta.


The Axis Armor Pack
A lot of you have asked for us to make 3d model packs for units, so we have! We wanted it to be big so we decided to focus on a pack that would fill out all the Axis majors with vehicles. Over 60 in total, for Germany, Italy and Japan. As a free bonus, the pack includes 8 German tanks that were previously only available in the Colonel Edition (we couldn't very well make an Axis Armor Pack without the King Tiger). Here is a couple of sample renders for each nation:

View attachment 484980


We also have 2d art, so you will also see changes when doing production etc:

View attachment 484981
View attachment 484982

The total breakdown is as such:
  • 18 Tanks
  • 18 Tank destroyers
  • 15 Self-propelled Artillery
  • 8 Self-propelled Anti-Air
  • 2 Mechanized/Halftracks

Radio Pack
Another thing people have asked for is a chance to get access to some of the old preorder music content, as well as more music, so to make this a reality we have revamped the music player and organized old and new tracks into “Radio Stations”. The idea here is to make it easier to control what kind of music you want to listen to as it allows you to toggle on or off whole stations. Each station also has the possibility of having a custom graphical look (my old winamp modder soul is ecstatic!). When release we have a big pack we simply call “The Radio Pack” which has 3 radio stations: Communist, Fascist and Allied, each with unique art and tracks. In total the pack comes with 28 new tracks, and includes the old preorder content for a total of 35 songs. Here is some picture of how it will look:

View attachment 484983

View attachment 484984

For the axis radio we tried to match the look of the iconic German radios of the time:
View attachment 484986


As a bonus we have also made a new free station called “Hearts of Iron Classics” which has 35(!) of our favorite tunes from HOI2 and HOI3:

View attachment 484988

Last week modders asked me how to do music mods now and have them fit into the structure. its pretty simple and flexible, so click the spoiler below for a simple guide:
First up you need to edit your music track list txt file and include what radio station you want them to be in:
So for your "my_mod" mod you would have a my_mod_songs.txt file as before:
Code:
music_station = "my_mod" # include this, songs after are assigned to this station
music = {
    song = "cooltrack"
}

You will want to include a localization file to get a proper name for your station as well. Write it like this:
Code:
my_mod_TITLE:0 "My music mod"

If you also want to give it a cover image and change how the player looks you will need to do some UI modding.
Make a .gui file for your mod. Its probably best to copy one of the ones we have already once they are out and work from there. The important part is the naming of elements.
View attachment 484990
If you don't set up the gui files it will simply use the default look etc.

1.7 ‘Hydra’
1.7 is currently in open beta and seems to be pretty stable at the moment, so if you want to try it out you can find out how here. Since last dev diary we have been doing more fixes and balance work. The actual release date is not yet decided, and with Sweden being a socialist paradise, we only have a 3 day week this week (and another one next week). I’ll let you know when I know, but it shouldn't be that far off.

Convoy Raiding Balance
Sub convoy raiding was a bit too binary. An escort would either show up in time, and discourage raiders, or raiders would get too much free reign over convoys they have found. We made convoy raiding with subs a bit more flexible, giving them more opportunity to attack convoys that are escorted sufficiently. This comes with the added risk of losing too many subs in a war of attrition. The attrition game should favor the player with a tech and doctrine advantage.

Naval Balance
Naval battles were too decisive and too many ships, particularly screens, were dying. We tried to make changes that would increase the chance that ships survive combat. There is less focus fire in combat now, screens retreat faster, and damage has been overall lowered. Combat are longer which means a closer to statistical representative of opposing stats and a bit less feel of random results.

The speed reduction setup on ship modules didn’t really incentivise historical builds. Most ship modules have had speed impacts lowered and some others have had speed debuffs added. This should help in designing ships that are light and fast, and a bit more historical. In general ships should be faster and thus a bit more survivable. Other modules have had some updates to address community and internal balance concerns.

Land Commander Balance
Since land commander traits were introduced, they have done a bit too much to diminish the importance of ground combat tech. To soften some of the land combat min-maxing, as well as put more weight onto research, a lot of the most beneficial commander traits were nerfed and offense and defense stats on commanders had their benefit halved. This, combined with improving some of the generally less desirable traits, should provide more viable options for building commanders, and make commander grinding less impactful overall. These commander changes probably need more testing though and likely wont make it for 1.7.

Next week & 3 Day War
Next week is the 3 year anniversary (!!!) of Hearts of Iron IV, so among other things, we will be hosting a 3 day war stream together with influencers.


Me, Daniel and maybe some more people will be taking a trip down memory lane and talk about the development of HOI4 and how the game has changed. I will see if I can dig up an old pre-release version as well from the archives, and the dev diary will also be focused on the anniversary. See you then!
I am excited about the music. :) Can I request Lily Marlene? :D
 
@podcat can we expect the tanks in this game to ever be revisited so that it doesn't feel gamey when we can create this armored divisions that melt anything and everything that fights them and make it so that we have actual benefits from producing them? Like tank destroyers were made because they were cheaper than regular tanks while still having a powerful gun, then tanks like the brumbarr were good for infantry support. I just feel like how it is currently, there is never a real reason to build any tanks beyond just the basic medium, modern tank unless you play multiplayer where you have to use them because if you dont others will. Thoughts?
 
@podcat can we expect the tanks in this game to ever be revisited so that it doesn't feel gamey when we can create this armored divisions that melt anything and everything that fights them and make it so that we have actual benefits from producing them? Like tank destroyers were made because they were cheaper than regular tanks while still having a powerful gun, then tanks like the brumbarr were good for infantry support. I just feel like how it is currently, there is never a real reason to build any tanks beyond just the basic medium, modern tank unless you play multiplayer where you have to use them because if you dont others will. Thoughts?
Not podcat, but will add couple of cents here.

Fully agree on the part of cost - tank destroyers, assault guns and everything like that are definitely cheaper than base tank, especially with comparable armament. Lack of turret on assault guns allows to give them stronger armor than on base model tank. Actually, I'd say, there is a lot to think about in the context of possible future rework of tank designer a-la MTG for ships.

Also must agree that current balance of cost-effectiveness makes heavy tanks useless, just as light ones. Only issue of production is specific resource for mediums, but it is still obtainable as most majors. And modern tanks... Modern tanks in their current depiction shouldn't exist at all, as MBT wasn't a thing until at least 1950-s, classically - 1960-s. After WW2 there were still light tanks for rough terrains and specific tasks (like paradropping, naval invasions and etc.), medium tanks for, well, niche of most common tank, and heavy tanks - as a measure of quality enhancement of present forces and breakthrough assault vehicles.
 
Thx for a fantastic game, and Nice dev blogs.

Couple of things : fix supplies, why on earth cant i decide what port my convoys should prioritize? I havet one port whit 7 in naval base an one with 3, guess where it goes?
Next things, make air war a bit more interesting? Maybe in an air attack in a landbattle where u can see how many tanks for an example are killed by air forces? Or supplies damaged?

Keep UP the Great work
Supplies usually goes to the state with the highest total number of port levels. You can use the supply map mode and read the tool tips to figure out how many port levels are actually used.