• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

HOI4 Dev Diary - We're back! (and 1.4.2 patch)

Hi everyone! The HOI team is now back after recharging batteries on summer vacation (although yet again I failed to go visit the submarine museum in Kiel :().
We decided to start our time off with a little patch (Oak 1.4.2) since there were still a bunch of things we wanted to deal with for which there was no time before summer.

Here is changelog:
Code:
######################################
###########  Hotfix 1.4.2 "Oak" ###########
#####################################

##################################
# AI
##################################
- Added AI strategy to avoid some naval strategic regions
- AI now realises that puppets will also join the war when their overlord does ( fixes situation where China does not put any troops on their border with Japan's puppets )
- AI should now prefer even shorter naval routes when picking what ports to navally transfer between
- Nations with low manpower are now less likely to burn pp on relation boosting as they need it for laws
- AI should be less likely to waste PP on guarantees when low on manpower and at war
- Removed AI weight modifier is_in_faction from JAP axis leaning focus
- Tweaked ai weights for carrier plane research. AI will now always research the most modern carrier version available and not research any carrier planes if they don't have carriers, the US and Japan will also be more eager to research carrier planes and particularly so when at war with each other
- Tweaked AT gun research to take enemy armor values into account (AI will be more willing to research AT upgrades if facing an enemy with high armor divisions)
- AI will no longer research basic heavy tanks if it can already research improved heavy tanks
- AI now clears the trades that are not being fulfilled due to having no access to trade country
- Italy should now be more careful about transports across the Med
- Enemies of UK will now be wary of transporting through the english channel

##################################
# Modding
##################################
- Can now use "relation" as target for pp_spend_priority ai strategy
- Can now use "guarantee" as target for pp_spend_priority ai strategy

##################################
# Database
##################################
- Added flavor names for German named fighter squadrons
- Added namelist for FAA squadrons in the 800-list
- Added a number of shipnames to the German roster (thanks davewolf!)
- Added Night Witches to the Soviet “Women in Aviation” focus
- Added German historic airwing names after player feedback
- New icons for Italian small arms and truck
- New icons for French infantry weapons (prime condition, only dropped once)
- Added a flavor name for a Yugoslavian light cruiser class
- New leader portraits for Yemen, Haiti, Malaysia, Luxembourg, Indonesia/Dutch East Indies, El Salvador, Buthan, Cuba, Panama, Dominican Republic, Netherlands (alternative)
- Commonwealth leaders now fallback on British portraits if TfV is not activated

##################################
# Audio
##################################
- Adjusted volume on some of the airplane sound effects

##################################
# Balance
##################################
- First level Radar now have a much longer range to make initial investment more attractive
- Expanded bypass criteria for puppet Bulgaria focus to allow focus to bypass if Romania holds all of Bulgaria in a war
- Albania should now not fold to Italian pressure if in a faction with Yugoslavia
- Added bypass to anschluss if AUS is a puppet
- Turkey will now only join the Axis through the German focus if they are fascist.
- Anschluss event now takes guarantees into account
- Lowered upgrade bonus to self propelled AA variants air attack from 30% per level to 15%
- Changed Demand Sudetenland focus to fire fallback event if England is a subject
- Changed South Tyrol to be a core of Austria
- Nerfed CZE fascism gain through focus by 50%
- Reduced starting fascism in CZE to 5% (down from 25%)
- Fixed wrong tech bonus in a Romanian focus
- A country that initiates coup on an another country gets a bonus while inviting revolting country to its faction

##################################
# Bugfix
##################################
- Fixed an issue where frontlines could sometimes dissapear
- It is now ok to transfer resources from your territories through subjects at war time
- Fixed issue where declaring war on a puppet could pull the puppet into an existing war on the wrong side of the war
- Subjects are now added to a faction if their master is
- Convoys used for naval transfers are no longer locked in a state of being permanently "in use" when saving/loading while navally transferring
- Fixed issue where merged wars made it impossible to surrender because you were not marked as war leader
- License production description now updates properly
- Fixed bug where division size affected how much attrition they took and how their supply status was affected by being out of supply
- Fixed a bug where volunteers could appear in an impassible area
- Fix for incorrect use of has_government = fascist/communist instead of fascism/communism
- Fixed a horrific bordergore issue in Romanian "Split CZE" focus
- Ensured that split CZE event chain did not result in CZE units sitting around after their country got annexed
- Doing the Indian focus "Battaglione Azad Hindoustan" should now fire the proper event for Italy rather than give them the option to collect money for the RAF
- Cheating on the Austria-Hungary Referendum and going with the annexation should no longer report that Hitler was assassinated. (the proper news event should fire instead)
- France now joins the Czech entente if they decide to support the Czechs and Czechs have their own faction
- Fixed a wrong tag in URG loc string
- Fixed Italy Befriend Bulgaria strategy not requiring Bulgaria to exist
- Reenabled Vichy France cosmetic tag in a cynical move to squeeze out a tiny bit of profit
- Fixed an event firing several times for Romania
- Fixed an issue with continuous naval/air production idea not being localised
- Fixed a situation that could cause an infinite loop of naval transports
- Made game several times less fun ( Fixed an exploit with nukes persisting after loading or starting new game )
- Design companies should no longer be lost when loading and older savegame in a new version (from next patch update on, it wont work with older sadly)

##################################
# Stability
##################################
- Fixed a division by zero CTD in airmissions when aircraft are fighting missiles
- Fixed various rare CTDs

As usual for patches between DLC releases we put them in public beta first. I snuck this one up yesterday and it was updated with some extra fixes today. If you want to test it out in beta you can find out how here. If all looks ok we may update live tomorrow evening (earliest), or on monday.

Looking over changelog list you'll notice how we have again added more portraits for free. This is part of our ongoing project to make sure all starting nations have unique portraits and its not that much left now either. I expect us to have accomplished it by 1.5 hopefully! Here are the portraits that were added:
portraits.png


We have also been working at an old and very difficult AI problem. The classic where Italy ships troops to Germany to help out (often from africa) leading to slaughter as they go through the channel. Our solution for 1.4.2 is specifically to deal with issues in the channel and the Mediterranean and works by us highlighting particularly dangerous areas to AI. Whenever AI needs to transport through such an area to reach another front and danger is high enough it will instead use those troops somewhere else. So for example Italy would leave troops in africa and fight on those fronts rather than get them killed moving to more high priority fronts. Long term we want to come up with a dynamic solution for this that doesnt need us pointing our danger to the AI and ways it can adapt its strategies based on this. AI however is always a work in progress for improvements and I think we have made a good step forward for a more competent transportation AI.

For today's World War Wednesday stream we are going to try something different: A massive co-op game where each general in germany is a different player on the dev team and me and Daniel run the government. Its going to get interesting so tune in at 16:00CEST on https://www.twitch.tv/paradoxinteractive!

See you next week for another diary!
 
Last edited:
- Italy should now be more careful about transports across the Med - Enemies of UK will now be wary of transporting through the english channel

Kudos on the use of precise language.

Thanks to my team mates for pointing out that "transporting through the english channel" refers to the A.I. moving land units (not supplies, not resources) by sea.
  • Transports (transporting) = moving troops (land-war units).
  • Convoys (convoying) = moving materiel by sea.
(in this context, "transport" refers to naval transport, not air transport, and not the naval research option hidden out of sight at the bottom of the navy research page).

Thus, if I understand the quote about transporting through the channel,
  • the A.I. will avoid sending land units by sea through the kill zone known as the English Channel.
  • However, the A.I. will continue to send convoys of resources and supplies through the English Channel.
Did I get that right?
 
Last edited:
Wishes: Give the player the opportunity to playing as Germany - to restore the historical borders of the Third Reich. The following provinces must become national:
- Poznan
- Danzig
- Lodz
- Plock
- Alsace-Lorraine
- Luxembourg
- Eastern part of Belgium.
- Southern part of Denmark
In these provinces there should be no partisan movement. This will slightly strengthen the Reich and give an additional challenge for his opponents.
 
Wishes: Give the player the opportunity to playing as Germany - to restore the historical borders of the Third Reich. The following provinces must become national:
- Poznan
- Danzig
- Lodz
- Plock
- Alsace-Lorraine
- Luxembourg
- Eastern part of Belgium.
- Southern part of Denmark
In these provinces there should be no partisan movement. This will slightly strengthen the Reich and give an additional challenge for his opponents.
There were protest movements in Alsace-Lorraine, and the names of the peoples attached to them "les malgré nous " clearly show that this attachment to the third reich was constrained. The Alsatians and Lorrainers were very attached to their belonging to the Republic from a historical point of view. For other areas I don't know, but in Belgium it seems to me that the situation was similar.
 
"Turkey will now only join the Axis through the German focus if they are fascist."

Excellent! Most important change you've implemented here. Now if only something more can be done to keep Spain on the sidelines too... but this is a great development. Thank you.
 
Glad to have you back and I hope you are all well rested!

I'm looking forward to hearing what is planned for the future of Hearts of Iron 4, even if it may be some ways down the line.
 
Some very needed fixes in this beta so far. Especially like the carrier plane, transport, and AA fixes to name a few.

I do have some questions regarding suppression, the Treaty of Craiova issue, and the ai refusing to leave it's borders, but I addressed those here https://forum.paradoxplaza.com/foru...1-4-2-beta-patch-checksum-a48d.1039747/page-2 No need to repeat them, just hope they are dealt with before we move on to 1.5.
 
Still no fix for the disastrous Yugoslavia-Axis-Allies triangle drama event chain? Like for example when you get a button that says "German Reich declares war on Yugoslavia" and nothing happens and when Germany has no say in whether to let Yugoslavia into the Axis or not?
 
Just one advice: quit this bad dlc policy for HOI4. "Oh we're making dlc for axis minors, now for communist minors etc.."

Make a dlc that significantly adds content to the game. the first two dlcs were already very underwhelming. Another more underwhelming dlc will probably kill the game.
 
Just one advice: quit this bad dlc policy for HOI4. "Oh we're making dlc for axis minors, now for communist minors etc.."

Make a dlc that significantly adds content to the game. the first two dlcs were already very underwhelming. Another more underwhelming dlc will probably kill the game.

I completly disagree. Much better to continue to put out patches which fix stuff than to add more and more functionality which kills the AI and turns the game into a bigger and bigger mess. Guess what, you get the fixes for free, even if you don´t buy the DLC. I think what Paradox is doing here is very responsible.
 
I was thinking about the transport problem. How about making the same rule to apply for troop transports than naval invasions? You would need to control all sea provinces on the route to transport the division. Then:
- Much less suicidal divisions on seas.
- No more random travels around the world (for example Italian division traveling from France to China.)
- Realistic solution. No-one sent troops without escorts in ww2.
 
We have worked about one week since we released Death or Dishonor + made 1.4.1 patch for it. And we spent this week making 1.4.2. Its much too early to spill the beans on next DLC already :D We need to at least do some of the features in it.

Please don't forget that this DLC is supposed to be worth $25. ;)
 
I was thinking about the transport problem. How about making the same rule to apply for troop transports than naval invasions? You would need to control all sea provinces on the route to transport the division. Then:
- Much less suicidal divisions on seas.
- No more random travels around the world (for example Italian division traveling from France to China.)
- Realistic solution. No-one sent troops without escorts in ww2.

What about transferring troops to the far flung reaches of your empire (UK, France and the USA come to mind)?
Do I really need to patrol 10+ naval regions to transfer a few infantry divisions to the Raj, French Indochina or the Phillipines?
I don't know about you, but I seldom have half a dozen fleets on hand to patrol what are mostly empty waters anyway.
If there were an option to designate Destroyers or other ships to escort the troop transports enroute, I would agree to that.
The current implementation of naval missions just doesn't represent convoys properly to make this idea appealing.
 
Also it would be worthy to reevaluate the AI's emphasis on laws.

They seemingly try to increase the conscription as high as possible even if there's absolutely no need for that. I've seen China having more than 30 millions of free manpower under All Adults Serve which is certainly unwise of them. They should increase conscription if they fall under a certain ratio of free compared to fielded manpower, not as a no-brainer.

Another unwise thing is that they also tend to target Closed Economy which is rarely better than Limited Exports. Maybe the AI could check which resources are heavily imported globally (it is not cheating, human players can do this too) and in case they have net surplus of demanded resources they should increase trade and in case they have net deficiency they should decrease it.

Also the AI seems to target Total Mobilization regardless of their resource situation. It is only good if they have surplus resources and the faster build of military factories might worth the loss of manpower (if manpower is ample). But running Total Mobilization when they have deficiency in resources already makes not much sense especially if they have a thin manpower.

Would be nice to see some more reasonable choices, not racing towards Scraping The Barrel / Closed Economy / Total Mobilization from the AI.
 
Also it would be worthy to reevaluate the AI's emphasis on laws.
I would add that it would be nice to at least have the capability in ai_strategy files to get the AI building something other than factories at some point. Once resources are all gone, there really is very little to gain from just spamming more MICs/NICs. Getting the AI to take available resources into account when deciding what to build/what templates to plan would just be added gravy.
 
Sounds great and all...but after all that time I somehow expected a liitle bit more. Not free stuff, but a bit more overwhelming patch notes.
But glad you`re working again.
 
What about transferring troops to the far flung reaches of your empire (UK, France and the USA come to mind)?
Do I really need to patrol 10+ naval regions to transfer a few infantry divisions to the Raj, French Indochina or the Phillipines?
I don't know about you, but I seldom have half a dozen fleets on hand to patrol what are mostly empty waters anyway.
If there were an option to designate Destroyers or other ships to escort the troop transports enroute, I would agree to that.
The current implementation of naval missions just doesn't represent convoys properly to make this idea appealing.

If there is no enemy, one destroyer should be enough per area to get the control. If there is enemy on route, would you still want to send them?