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War Effort - Operation Capital [1.12.8 - Checksum 9d51]

Greetings Generals and Happy New Year!


To continue with the War Effort here are the latest patch notes for Operation Capital, including QoL updates, balance changes and bug fixes. As has been much requested, we've also made changes to the Stalin paranoia system - no need to look over your shoulder about it anymore!


Steam Event Header Operation Capital.png

You can find the patch notes (unchanged from the Open Beta version) below:

Balance

- Equipment variants created through focuses etc. will be created first when the technology they are based on is researched, if it's missing.
- Tank Design: Radio modules curve slightly changed, overall efficacy of radios reduced slightly
- Tank Design: Close Support Gun now has 10 piercing, from 12.
- Tank Design: Heavy Machine Gun now has 8 soft attack from 5, and 6 piercing from 10
- Tank Design: Secondary Cannon and HMG now have fewer drawbacks but higher production cost. HMG soft attack now 4, from 3, but hard attack removed
- Tank Design: Additional Machineguns soft attack reduced to 1, from 2
- Tank Design: Easy Maintenance module now reduces total build cost by 5%, but requires 30 XP, from 10
- Tank Design: Expanded Fuel Tanks now cost 1 IC, from 2
- Tank Design: Sloped Armor now increases armor by 25%, from 20
- Tank Design: Medium One-Man Turret now has 8 breakthrough, from 10, and reduces soft and hard attack by 10%, from 25%
- Tank Design: Three-Man Turret now has 24 breakthrough, from 20
- Tank Design: Torsion Bar now grants 15% reliability, from 10%
- Tank Design: Interleaved Road Wheels no longer reduces reliability, but has doubled production cost
- Tank Design: Welded armor reduced to 30% armor, from 40%
- Plane Design: Torpedo Mountings now have 14 naval strike attack from 12, -12 agility from -15, and 6 targeting from 5
- Plane Design: Reduced the lower end of plane engine IC costs; earlier planes should be a little cheaper on the whole
- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)
- Carrier Naval strike multiplier increased, reduced naval strike detection chance from 0.7 to 0.5, reduced carrier disruption factor from 8 to 6
- Basic Medium chassis now 1938 tech, amphibious tank now unlocked only by 1936 light, tank armour tech dates are now 36,38,41,44, amphibious tank no longer gets medium turrets

UI
- New variants received from auto-upgrades, focuses, events etc. are now highlighted in the production tab like variants received from research.
- In research screen for modular equipment (tank, ship, plane), stop showing a diff in stats when there is no design company attached
- Improved Tank tech tree layout

AI

- Soviet Union no longer desires to be best buddies with Romania despite being instructed to ignore them for a while
- AI weights on hiring advisors now makes more sense. You should see a better split between political advisors & research bureaus, and the AI no longer saves all PP for hiring chiefs at the exclusion of all else. [This has a pretty radical effect on early AI build-up, thus there may be some imbalance in the early game in this open beta - feedback especially welcome]
- AI have a higher weight on Captain of Industry advisors pre-1939
- AI military spirit selection is less deterministic

Modding

- Added property allow_without_tech to create_equipment_variant which will create the variant even if the technology it's based on is missing.
- Fix the way character variables in script are stored
- From now on, any trigger or effect, strictly requiring a country scope, but used in a character scope, will not work anymore
- From now on, any trigger or effect, strictly requiring a country scope, but used in all_character, any_character, random_character, every_character, party_leader, characters_list_tooltip, will not work anymore
- Correctly retrieve variables stored in character scope for text
- Fixed tooltip function of trigger can_be_country_leader when used in country scope or all_character/any_character
- Fix add_ideas and activate_advisor effects. When applied to a slot that is already filled, dismiss the currently appointed advisor before hiring the new one. Will fix crash when opening Officer corps after.
- In script, interpret correctly when a character token is used in input
- Make has_character and can_be_country_leader work with variables and keyword, and not just with a character token
- Make is_character work with variables and keyword, and not just with a character token
- Align can_be_country_leader on other character trigger and always return false if the character is retired
- Fix crash in remove_advisor_role if the character had no matching advisor role
- When using a character token as input for a scope, search for the closest encapsulating country scope in order to interpret it correctly
- Fix crash when using add_advisor_role on a character with already a role in the same slot. Add a log error if trying to put triggers and on_action in the advisor role in add_advisor_role, those can only work if in database.
- Make set_temp_variable accept character token as input
- Removed check on unit leader type for add_unit_leader_trait. This check is only relevant for random traits.
- Make sure that advisor roles in characters duplicated during civil war keep the same idea_token
- Remove check on scope for hidden_effect and effect_tooltip
- Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command
- Make sure all political parties are cleaned up when a character with multiple country leader roles retires
- Fix the tooltip for triggers inside a character scope, now the name of the character will correctly prefix the trigger tooltip
- Add can_be_fired boolean flag in advisor role block in database. If at 'no', then the advisor can't be fired once hired. Warning modders : completely replaces removal_cost = -1 !
- Add trigger advisor_can_be_fired checking new flag can_be_fired in advisor role block
- Add effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block
- Fix dynamic variables when using a unit leader scope
- Add trigger pc_is_state_claimed
- Renamed trigger pc_is_state_outside_influence_for to pc_is_state_outside_influence_for_winner
- AI now correctly evaluates the weight of the traits that an advisor has, as well as the advisor entry weights

Art

- Added portraits for political advisors in Spain and Portugal

Bugfix

- Fix all events related to Soviet Paranoia (value was always 0)
- Fixed issue where researching a new hull, chassis or airframe would not create the default variant if any variant of that type already existed.
- Fixed issue where variants created through focuses etc. would get unexpected modules and upgrades as a result of there being no default variant.
- Fixed typo in tooltip for Soviet Merge Plants focuses
- Fixed the manpower exploit by repeated splitting & merging of airwings.
- Italian Fiat 3000 and Fiat 3000B inter-war tanks will no longer be just hulls in the stockpile and will now show proper inter-war tank 2D icon.
- Italian AI should no longer release puppets in Balkans on historical via decisions.
- Decaying opinion modifers (for instance from improve relation diplomatic action) will not disappear after loading a save anymore
- Fixes to how AI selects target templates for upgrading
- Combat log tooltip now shows correct naming for losses breakdown
- Admirals can no longer erroneously gain the politically_connected general trait
- Fix bug with usage of pc_is_state_outside_influence_for trigger in ai desires
- Fixed issue where 'No Councilor' mission would complete right away.
- Fixed issue where Democratic Unrest National Spirit in Switzerland wouldn't be removed when declaring the Alpine Protectorate.
- AI no longer forgets top-most production line when reducing excessive factories
- Fixed Thrust/Weight issues in some plane designs after latest air rebalance
- Fixed not considering manpower casualties in the air combat.
- Unite Polynesia decision category now shows the appropriate decision category picture.
- Stalinist AI should now be more inclined to kill Trotsky.
- Cruiser Submarine icon will now be properly shown on the researched technology pop-up.
- Fixed Chinese general showing up with blank portrait when Nationalist China integrates Guanxi Clique army.



Playing with Mods?

We know mods are a huge part of our community and the game. With that in mind, we've updated our available old builds to include Hearts of Iron IV from before the War Effort initiative started. This means if your favorite mods is for some reason invalid with the initiative patches, you can backdate your game version and still enjoy Hearts of Iron IV your way.

Steam Rollback Guide:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  5. If the previous step fails, exit the game, right click properties, local files, Verify the integrity of game files and wait for all files to be verified.
 
Last edited:
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Reactions:
What is "Carrier Disruption Factor"? I cannot seem to find what it does.

...any chance its part of some equation to disrupt land-based Naval Bombers?
Code:
DISRUPTION_FACTOR_CARRIER = 6.0,                           -- multiplier on disruption damage to scale its effects on carrier vs carrier planes

Its a define used when calculating disruption to naval battle air to air kills there is a matching factor for regular air battles too.
 
  • 6
Reactions:
Engine 2 and Armor 2 say to position beside '38 but are set for '36
Intended?
1673987523082.png


oddly, it goes
Engine '34 ('36) > '36 ('38) > '41 ('41) > '44 ('44)
Armor '36 ('36) > '36 ('38) > '41 ('41) > '44 ('44)

Also, the effect description could be improved.

1673988242050.png


Enables Armor Upgrade values of 5 and above.
It's misleading and would be better worded as... Enables Armor Upgrade values up to 9.

I imagine I could fix that in the localisation files myself? Yep, in tank_modules_l_english.yml

Now look at that more accurate description there.

1673990993025.png
 
Last edited:
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Reactions:
¡Saludos generales y feliz año nuevo!


To continue with the War Effort here are the latest patch notes for Operation Capital, including QoL updates, balance changes and bug fixes. As has been much requested, we've also made changes to the Stalin paranoia system - no need to look over your shoulder about it anymore!



You can find the patch notes (unchanged from the Open Beta version) below:

Balance

- Equipment variants created through focuses etc. will be created first when the technology they are based on is researched, if it's missing.
- Tank Design: Radio modules curve slightly changed, overall efficacy of radios reduced slightly
- Tank Design: Close Support Gun now has 10 piercing, from 12.
- Tank Design: Heavy Machine Gun now has 8 soft attack from 5, and 6 piercing from 10
- Tank Design: Secondary Cannon and HMG now have fewer drawbacks but higher production cost. HMG soft attack now 4, from 3, but hard attack removed
- Tank Design: Additional Machineguns soft attack reduced to 1, from 2
- Tank Design: Easy Maintenance module now reduces total build cost by 5%, but requires 30 XP, from 10
- Tank Design: Expanded Fuel Tanks now cost 1 IC, from 2
- Tank Design: Sloped Armor now increases armor by 25%, from 20
- Tank Design: Medium One-Man Turret now has 8 breakthrough, from 10, and reduces soft and hard attack by 10%, from 25%
- Tank Design: Three-Man Turret now has 24 breakthrough, from 20
- Tank Design: Torsion Bar now grants 15% reliability, from 10%
- Tank Design: Interleaved Road Wheels no longer reduces reliability, but has doubled production cost
- Tank Design: Welded armor reduced to 30% armor, from 40%
- Plane Design: Torpedo Mountings now have 14 naval strike attack from 12, -12 agility from -15, and 6 targeting from 5
- Plane Design: Reduced the lower end of plane engine IC costs; earlier planes should be a little cheaper on the whole
- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)
- Carrier Naval strike multiplier increased, reduced naval strike detection chance from 0.7 to 0.5, reduced carrier disruption factor from 8 to 6
- Basic Medium chassis now 1938 tech, amphibious tank now unlocked only by 1936 light, tank armour tech dates are now 36,38,41,44, amphibious tank no longer gets medium turrets

UI
- New variants received from auto-upgrades, focuses, events etc. are now highlighted in the production tab like variants received from research.
- In research screen for modular equipment (tank, ship, plane), stop showing a diff in stats when there is no design company attached
- Improved Tank tech tree layout

AI

- Soviet Union no longer desires to be best buddies with Romania despite being instructed to ignore them for a while
- AI weights on hiring advisors now makes more sense. You should see a better split between political advisors & research bureaus, and the AI no longer saves all PP for hiring chiefs at the exclusion of all else. [This has a pretty radical effect on early AI build-up, thus there may be some imbalance in the early game in this open beta - feedback especially welcome]
- AI have a higher weight on Captain of Industry advisors pre-1939
- AI military spirit selection is less deterministic

Modding

- Added property allow_without_tech to create_equipment_variant which will create the variant even if the technology it's based on is missing.
- Fix the way character variables in script are stored
- From now on, any trigger or effect, strictly requiring a country scope, but used in a character scope, will not work anymore
- From now on, any trigger or effect, strictly requiring a country scope, but used in all_character, any_character, random_character, every_character, party_leader, characters_list_tooltip, will not work anymore
- Correctly retrieve variables stored in character scope for text
- Fixed tooltip function of trigger can_be_country_leader when used in country scope or all_character/any_character
- Fix add_ideas and activate_advisor effects. When applied to a slot that is already filled, dismiss the currently appointed advisor before hiring the new one. Will fix crash when opening Officer corps after.
- In script, interpret correctly when a character token is used in input
- Make has_character and can_be_country_leader work with variables and keyword, and not just with a character token
- Make is_character work with variables and keyword, and not just with a character token
- Align can_be_country_leader on other character trigger and always return false if the character is retired
- Fix crash in remove_advisor_role if the character had no matching advisor role
- When using a character token as input for a scope, search for the closest encapsulating country scope in order to interpret it correctly
- Fix crash when using add_advisor_role on a character with already a role in the same slot. Add a log error if trying to put triggers and on_action in the advisor role in add_advisor_role, those can only work if in database.
- Make set_temp_variable accept character token as input
- Removed check on unit leader type for add_unit_leader_trait. This check is only relevant for random traits.
- Make sure that advisor roles in characters duplicated during civil war keep the same idea_token
- Remove check on scope for hidden_effect and effect_tooltip
- Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command
- Make sure all political parties are cleaned up when a character with multiple country leader roles retires
- Fix the tooltip for triggers inside a character scope, now the name of the character will correctly prefix the trigger tooltip
- Add can_be_fired boolean flag in advisor role block in database. If at 'no', then the advisor can't be fired once hired. Warning modders : completely replaces removal_cost = -1 !
- Add trigger advisor_can_be_fired checking new flag can_be_fired in advisor role block
- Add effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block
- Fix dynamic variables when using a unit leader scope
- Add trigger pc_is_state_claimed
- Renamed trigger pc_is_state_outside_influence_for to pc_is_state_outside_influence_for_winner
- AI now correctly evaluates the weight of the traits that an advisor has, as well as the advisor entry weights

Art

- Added portraits for political advisors in Spain and Portugal

Bugfix

- Fix all events related to Soviet Paranoia (value was always 0)
- Fixed issue where researching a new hull, chassis or airframe would not create the default variant if any variant of that type already existed.
- Fixed issue where variants created through focuses etc. would get unexpected modules and upgrades as a result of there being no default variant.
- Fixed typo in tooltip for Soviet Merge Plants focuses
- Fixed the manpower exploit by repeated splitting & merging of airwings.
- Italian Fiat 3000 and Fiat 3000B inter-war tanks will no longer be just hulls in the stockpile and will now show proper inter-war tank 2D icon.
- Italian AI should no longer release puppets in Balkans on historical via decisions.
- Los modificadores de opinión en descomposición (por ejemplo, de mejorar la acción diplomática de relaciones) ya no desaparecerán después de cargar un guardado
- Corrección de cómo AI selecciona plantillas de destino para actualizar
- La información sobre herramientas del registro de combate ahora muestra el nombre correcto para el desglose de pérdidas
- Los almirantes ya no pueden obtener erróneamente el rasgo general conectado políticamente.
- Corrección de errores con el uso de pc_is_state_outside_influence_for trigger en deseos de ai
- Se solucionó el problema por el cual la misión 'Sin consejero' se completaba de inmediato.
- Se solucionó el problema por el cual el espíritu nacional de disturbios democráticos en Suiza no se eliminaría al declarar el Protectorado Alpino.
- La IA ya no se olvida de la línea de producción superior al reducir el exceso de fábricas
- Se corrigieron los problemas de empuje/peso en algunos diseños de aviones después del último reequilibrio aéreo.
- Se corrigió que no se consideraran las bajas de mano de obra en el combate aéreo.
- La categoría de decisión Unite Polynesia ahora muestra la imagen de categoría de decisión apropiada.
- La IA estalinista ahora debería estar más inclinada a matar a Trotsky.
- El ícono de Cruiser Submarine ahora se mostrará correctamente en la ventana emergente de tecnología investigada.
- Se corrigió que el general chino apareciera con un retrato en blanco cuando la China nacionalista integra el ejército de la camarilla de Guanxi.



¿Jugar con mods?

Sabemos que los mods son una gran parte de nuestra comunidad y del juego. Con eso en mente, hemos actualizado nuestras compilaciones antiguas disponibles para incluir Hearts of Iron IV antes de que comenzara la iniciativa War Effort. Esto significa que, si por alguna razón tus modificaciones favoritas no son válidas con los parches de iniciativa, puedes actualizar la versión de tu juego y seguir disfrutando de Hearts of Iron IV a tu manera.

Guía de reversión de Steam:
  1. Ve a tu biblioteca de Steam y selecciona el juego que prefieras.
  2. Haga clic derecho y seleccione Propiedades.
  3. En la pestaña "BETAS".
  4. Seleccione la versión que desea jugar y espere a que Steam Launcher finalice el cambio.
  5. Si el paso anterior falla, salga del juego, haga clic con el botón derecho en propiedades, archivos locales, Verifique la integridad de los archivos del juego y espere a que se verifiquen todos los archivos.
hola, se puede cambiar la version del juego en xbox?, si es asi como es?.
gracias
 
Soviet Union ai now will always put spy on Mexico even Trotsky was murdered due to the enable lack of the tag of Trotsky's died

Code:
SOV_build_intel_network_in_MEX_strat = {
    allowed = {
        tag = SOV
    }
 
    enable = {
        tag = SOV
        OR = {
            AND = {
                date > 1940.1.1
                has_completed_focus = SOV_the_military_conspiracy #Parent focus of Behead the Snake
            }
            has_completed_focus = SOV_behead_the_snake
        }
    }
 
    abort_when_not_enabled = yes
  
    ai_strategy = {
        type = operative_mission
        mission = build_intel_network
        value = 1000
        mission_target = MEX
    }
}

There should be something like this to fix this bug

Code:
enable = {
        tag = SOV
        OR = {
            AND = {
                date > 1940.1.1
                has_completed_focus = SOV_the_military_conspiracy #Parent focus of Behead the Snake
            }
            has_completed_focus = SOV_behead_the_snake
        }
        NOT = { has_global_flag = flag_trotsky_dead }
        NOT = { has_global_flag = flag_trotsky_has_returned_to_ussr_from_mexico }
}
 
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Reactions:
Can you please prevent Lithuania to guarante Poland in Historical Focus? As Germany, when I am attacking Poland, sometimes I am also in war with Lithuania. Or can you make Germany in this case will give Lithuania to USSR due to Molotov-Ribbentrop pact?
 
Code:
DISRUPTION_FACTOR_CARRIER = 6.0,                           -- multiplier on disruption damage to scale its effects on carrier vs carrier planes

Its a define used when calculating disruption to naval battle air to air kills there is a matching factor for regular air battles too.
Thank you C0vax! These War Efforts are just magical. I am so happy they are continuing.

Has the team looked at tweaking Plane Weapons to decrease the incredible efficiency of HMGs? Last I checked, for pure ASFs starting with Plane 2 and Engine 3, full HMG is the most competitive in contested skies all the way up to Modern planes. Cannons only work if there is significant numerical overmatch.
 
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Greetings Generals and Happy New Year!


To continue with the War Effort here are the latest patch notes for Operation Capital, including QoL updates, balance changes and bug fixes. As has been much requested, we've also made changes to the Stalin paranoia system - no need to look over your shoulder about it anymore!



You can find the patch notes (unchanged from the Open Beta version) below:

Balance

- Equipment variants created through focuses etc. will be created first when the technology they are based on is researched, if it's missing.
- Tank Design: Radio modules curve slightly changed, overall efficacy of radios reduced slightly
- Tank Design: Close Support Gun now has 10 piercing, from 12.
- Tank Design: Heavy Machine Gun now has 8 soft attack from 5, and 6 piercing from 10
- Tank Design: Secondary Cannon and HMG now have fewer drawbacks but higher production cost. HMG soft attack now 4, from 3, but hard attack removed
- Tank Design: Additional Machineguns soft attack reduced to 1, from 2
- Tank Design: Easy Maintenance module now reduces total build cost by 5%, but requires 30 XP, from 10
- Tank Design: Expanded Fuel Tanks now cost 1 IC, from 2
- Tank Design: Sloped Armor now increases armor by 25%, from 20
- Tank Design: Medium One-Man Turret now has 8 breakthrough, from 10, and reduces soft and hard attack by 10%, from 25%
- Tank Design: Three-Man Turret now has 24 breakthrough, from 20
- Tank Design: Torsion Bar now grants 15% reliability, from 10%
- Tank Design: Interleaved Road Wheels no longer reduces reliability, but has doubled production cost
- Tank Design: Welded armor reduced to 30% armor, from 40%
- Plane Design: Torpedo Mountings now have 14 naval strike attack from 12, -12 agility from -15, and 6 targeting from 5
- Plane Design: Reduced the lower end of plane engine IC costs; earlier planes should be a little cheaper on the whole
- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)
- Carrier Naval strike multiplier increased, reduced naval strike detection chance from 0.7 to 0.5, reduced carrier disruption factor from 8 to 6
- Basic Medium chassis now 1938 tech, amphibious tank now unlocked only by 1936 light, tank armour tech dates are now 36,38,41,44, amphibious tank no longer gets medium turrets

UI
- New variants received from auto-upgrades, focuses, events etc. are now highlighted in the production tab like variants received from research.
- In research screen for modular equipment (tank, ship, plane), stop showing a diff in stats when there is no design company attached
- Improved Tank tech tree layout

AI

- Soviet Union no longer desires to be best buddies with Romania despite being instructed to ignore them for a while
- AI weights on hiring advisors now makes more sense. You should see a better split between political advisors & research bureaus, and the AI no longer saves all PP for hiring chiefs at the exclusion of all else. [This has a pretty radical effect on early AI build-up, thus there may be some imbalance in the early game in this open beta - feedback especially welcome]
- AI have a higher weight on Captain of Industry advisors pre-1939
- AI military spirit selection is less deterministic

Modding

- Added property allow_without_tech to create_equipment_variant which will create the variant even if the technology it's based on is missing.
- Fix the way character variables in script are stored
- From now on, any trigger or effect, strictly requiring a country scope, but used in a character scope, will not work anymore
- From now on, any trigger or effect, strictly requiring a country scope, but used in all_character, any_character, random_character, every_character, party_leader, characters_list_tooltip, will not work anymore
- Correctly retrieve variables stored in character scope for text
- Fixed tooltip function of trigger can_be_country_leader when used in country scope or all_character/any_character
- Fix add_ideas and activate_advisor effects. When applied to a slot that is already filled, dismiss the currently appointed advisor before hiring the new one. Will fix crash when opening Officer corps after.
- In script, interpret correctly when a character token is used in input
- Make has_character and can_be_country_leader work with variables and keyword, and not just with a character token
- Make is_character work with variables and keyword, and not just with a character token
- Align can_be_country_leader on other character trigger and always return false if the character is retired
- Fix crash in remove_advisor_role if the character had no matching advisor role
- When using a character token as input for a scope, search for the closest encapsulating country scope in order to interpret it correctly
- Fix crash when using add_advisor_role on a character with already a role in the same slot. Add a log error if trying to put triggers and on_action in the advisor role in add_advisor_role, those can only work if in database.
- Make set_temp_variable accept character token as input
- Removed check on unit leader type for add_unit_leader_trait. This check is only relevant for random traits.
- Make sure that advisor roles in characters duplicated during civil war keep the same idea_token
- Remove check on scope for hidden_effect and effect_tooltip
- Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command
- Make sure all political parties are cleaned up when a character with multiple country leader roles retires
- Fix the tooltip for triggers inside a character scope, now the name of the character will correctly prefix the trigger tooltip
- Add can_be_fired boolean flag in advisor role block in database. If at 'no', then the advisor can't be fired once hired. Warning modders : completely replaces removal_cost = -1 !
- Add trigger advisor_can_be_fired checking new flag can_be_fired in advisor role block
- Add effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block
- Fix dynamic variables when using a unit leader scope
- Add trigger pc_is_state_claimed
- Renamed trigger pc_is_state_outside_influence_for to pc_is_state_outside_influence_for_winner
- AI now correctly evaluates the weight of the traits that an advisor has, as well as the advisor entry weights

Art

- Added portraits for political advisors in Spain and Portugal

Bugfix

- Fix all events related to Soviet Paranoia (value was always 0)
- Fixed issue where researching a new hull, chassis or airframe would not create the default variant if any variant of that type already existed.
- Fixed issue where variants created through focuses etc. would get unexpected modules and upgrades as a result of there being no default variant.
- Fixed typo in tooltip for Soviet Merge Plants focuses
- Fixed the manpower exploit by repeated splitting & merging of airwings.
- Italian Fiat 3000 and Fiat 3000B inter-war tanks will no longer be just hulls in the stockpile and will now show proper inter-war tank 2D icon.
- Italian AI should no longer release puppets in Balkans on historical via decisions.
- Decaying opinion modifers (for instance from improve relation diplomatic action) will not disappear after loading a save anymore
- Fixes to how AI selects target templates for upgrading
- Combat log tooltip now shows correct naming for losses breakdown
- Admirals can no longer erroneously gain the politically_connected general trait
- Fix bug with usage of pc_is_state_outside_influence_for trigger in ai desires
- Fixed issue where 'No Councilor' mission would complete right away.
- Fixed issue where Democratic Unrest National Spirit in Switzerland wouldn't be removed when declaring the Alpine Protectorate.
- AI no longer forgets top-most production line when reducing excessive factories
- Fixed Thrust/Weight issues in some plane designs after latest air rebalance
- Fixed not considering manpower casualties in the air combat.
- Unite Polynesia decision category now shows the appropriate decision category picture.
- Stalinist AI should now be more inclined to kill Trotsky.
- Cruiser Submarine icon will now be properly shown on the researched technology pop-up.
- Fixed Chinese general showing up with blank portrait when Nationalist China integrates Guanxi Clique army.



Playing with Mods?

We know mods are a huge part of our community and the game. With that in mind, we've updated our available old builds to include Hearts of Iron IV from before the War Effort initiative started. This means if your favorite mods is for some reason invalid with the initiative patches, you can backdate your game version and still enjoy Hearts of Iron IV your way.

Steam Rollback Guide:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  5. If the previous step fails, exit the game, right click properties, local files, Verify the integrity of game files and wait for all files to be verified.
ok so how do you do that for xbox game pass users?
 
Are there any plans to add localized names to army groups or theaters? Also any chance to add voice overs for Yugoslavia and Switzerland?
 
Thank you for this patch and the War Effort as a whole. I basically stopped playing HoI4 last year because of the accumulation of bugs. It's really good to see you (devs) tackling both long-standing and very recent issues. Frequent iteration is the best response to handling many of the challenges of developing a game like HoI4 where changing one thing can have widespread and unexpected effects. I realize that you have always had iteration on internal builds but the effective use of open betas in the last few months has surely helped, right?

I'm particularly pleased to see you trying to tackle the first line of factories bug and continuing to pay attention to carrier aviation.

Also there still some front prioritization issues like fight over Papua New Guinea or Belgium congo.

Papua New Guinea can safely receive some impassable areas(similar to australia), almost on the middle, historically theres no much fight involvment in "middle", just nearby coastal areas.

I guess with impassable areas then AI allied vs Japan stop being stuck there in endless 0 supply fights.
This is probably a good idea from a gameplay perspective so thank you for making the suggestion.

But it's sad to see highland New Guinea handled the same way as the emptier stretches of the Sahara. :( New Guinea is home to ancient cultures that developed agriculture independently, so it deserves a place in history up there with ancient Egypt, the Indus valley, Mesopotamia, and the Wei river basin. The fact that posts of the land were free from capitalist/colonial exploitation and unsuitable for industrialized warfare was probably a blessing in the particular era of the Second World War, even though many New Guineans & Papuans suffered horribly during the NG campaign.

hola, se puede cambiar la version del juego en xbox?, si es asi como es?.
gracias
Welcome to the Paradox forums! This is an English language only forum; the Spanish forum is here. But the answer to your question is "no, you can't". According to a dev post in this thread, it's a limitation of the Microsoft Store.
Traductor de Google: ¡Bienvenido a los foros de Paradox! Este es un foro solo en inglés; el foro español está aquí. Pero la respuesta a tu pregunta es "no, no puedes". Según una publicación de un desarrollador en este hilo, es una limitación de Microsoft Store.
Its just not possible to back track the verison of hoi4 microsoft
do something about this
Welcome to the Paradox forums! You have made your point.... very very clear. ;) I guess there's something to be said for that.

Are there any plans to add localized names to army groups or theaters? Also any chance to add voice overs for Yugoslavia and Switzerland?
I would be surprised if Yugoslavia or Switzerland got voiceovers, since voiceover artists cost money (unless there are PDX staff from those countries) and they have already had DLC. But the 3 main Swiss languages are in the game (yes I know Swiss German is weird has unique features but it's near enough), so it would be cute if there was a decision(?) to switch the language of command when playing as SWI :p.
 
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Darth_Siddius, there I agree to 100% with you. I like the new function from the Devs too and that new Game-Refresh process.

That makes the Game more and more playable with the exsiting and implemented new Content (Base-Game, all older exsting and newer DLCs) as well as bring in the Gamers more in the Process (longer Beta-Test-Time for the next Upgrade-Game-Version).

Keep up the good Work. :D
 
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How the devs are staying in there fixing bugs is great. The fact they are not limiting themselves to just current content makes it so much better. It feels like the devs are truly on a mission to make the game better, now and soon, versus some distant future time. In the past it was easy to feel that each patch/fix was going to be the last one. Not seeing my 'favorite' bug or issue get fixed could make those patches bittersweet. Now? I have grown much more optimistic that there will be another patch and another.
 
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