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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:

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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:

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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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Late to the party, but ...

download.jpg


YAY!
 
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.

I agree, more 2d art please.
 
@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?

Tanks are in a strange balance place with their variants. If you are defending with no intention to push then tank destroyers are amazingly strong for the production cost considering you need so few compared to how many tanks would otherwise fill the same width. To balance that out TDs have an insane -org penalty compared to regular tanks. Without that penalty people could readily abuse production values by always adding in some TDs.

Likewise the SPG is balanced by having much less armor than the regular tank model. This pretty much ruins the idea of an 'assault gun' but this is required for balance. Otherwise you would see players making a full armor tank division with massive soft attack. But if you make a tank group and put in a few SPGs you get a huge soft attack boost so these can be worthwhile too.

The AA tank variant however serves no real purpose. You add in AA to infantry/tanks to offset not having air control. Who is going to field tanks in such a number that they have lots of tanks but don't have lots of planes?

The balance problem with heavy/super heavy tanks is that they cost more but have the same health. Heavy tanks might make sense if mediums were +2 hp, heavies +3 hp and super heavies were +4 hp.

Late Edit:

I would love to see SPG/TD have a different mechanic where they dont get some massive penalty.

Assault guns and TDs could possibly be balanced by having them keep the same armor values as a tank - but you get some half stat penalty the moment you get flanked.
 
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I am excited to read about this. I will be voting with my wallet and supporting this kind of patch. I have been frustrated with the front line bug but it seems like Paradox is willing to try and fix some issues in the game and fund it with art so the developers can focus more on the code. I hope this is successful so that we can see similar patches in the future to further iron out issues with the game.
 
Note that nerfing generals will nerf attack values globally - this will be similar to the arty nerf except hitting all units at once. Unless tech upgrades are given more to compensate.

I don't mind it so much overall, but I worry that the game will go into a more org-smashing route, which is something that already happens a lot in SP.
 
Will their 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.

Make your own Station, it is not that hard to mod it.
 
Two Questions;
1. when you say packs, is this going to be DLC? I don't mind just want to know.

2. Are we able to create Playlists by choosing 2 stations parallel?
 
The AA tank variant however serves no real purpose. You add in AA to infantry/tanks to offset not having air control. Who is going to field tanks in such a number that they have lots of tanks but don't have lots of planes?


IRL the British had AA tanks while fighting in North Africa and they took them to Normandy also in 1944, but did not need them any more since Luftwaffe had ceased to be a threat to ground forces in the West. The Germans added more AA (sp and towed) in their Panzer and Panzergrenadier divisions when the Luftwaffe became weaker, and 1944-1945 they made AA variants of Panzer IV. Also the Soviets and the Canadians developed AA tanks, but did not use them much during WWII. The USA made and used AA variants of their halftracks (and so did the Germans).

AA tanks are needed for those who want to use "historical" templates.
 
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