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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:
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###########  Hotfix 1.4.2 "Oak" ###########
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##################################
# AI
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- 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!
 
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- Reduced starting fascism in CZE to 5% (down from 25%)
I have a question. I understand most of the changes, but why reduce starting CZE fascism to 5% from 25% when historically in the 1935 elections, they had 25% and kept 25% in 1936, so historically why change it? When Czechoslovakia has other problems, which are actually historically false, like Benes being in charge of Czechoslovakia instead of Hodza
 
I have a question. I understand most of the changes, but why reduce starting CZE fascism to 5% from 25% when historically in the 1935 elections, they had 25% and kept 25% in 1936, so historically why change it? When Czechoslovakia has other problems, which are actually historically false, like Benes being in charge of Czechoslovakia instead of Hodza

Do you have a link for me to back that up? The election data I found online indicates only a tiny amount of support for the National Fascist League.
 
Do you have a link for me to back that up? The election data I found online indicates only a tiny amount of support for the National Fascist League.
Sudeten German Party had around 15%, the National Fascist Community had around 2%, the OKSZPMNPZDP had around 3.5%.
The National Fascist Community was a minority, but the Sudeten German Party and parts of the OKSZPMNPZDP were supportive of the German Nazism and Hungarian Fascism. So the total fascist support was probably between 17-19% as the 3 above parties all had fascist or nazi tendencies. So not actually 25% as I misremembered, but still around 17-19%, because the fascists weren't really one party, but more the 3 parties combined
https://en.wikipedia.org/wiki/Czechoslovak_parliamentary_election,_1935
 
Hm, fair point on the Sudeten German Party. I had somehow ignored it. Will take a second look at it, but the reduction was primarily for balance reasons (it was too easy for CZE to join the Axis).
 
Hm, fair point on the Sudeten German Party. I had somehow ignored it. Will take a second look at it, but the reduction was primarily for balance reasons (it was too easy for CZE to join the Axis).
Ah, that does make sense
 
Hm, fair point on the Sudeten German Party. I had somehow ignored it. Will take a second look at it, but the reduction was primarily for balance reasons (it was too easy for CZE to join the Axis).
Czechoslovakia is a case, also in Switzerland, where Fascist & National Socialist were competing along ideological lines as well as ethnic lines. Maybe National unity level could be a condition for Joining the Axis??

I do hope for this & other reasons we get more political parties.
 
Any chance of looking at the Yugoslavia Question bug?

Playing Germany with historical AI, UK declares war on Yugoslavia so it joins de Axis. Coup in Yugoslavia doesnt remove from faction also.
 
Back on topic, we weren't promised the ability to resupply by air in 2016 as I stated, we were told it was already a WIP in 2015 and then it was mentioned again in 2016 and now we keep getting patches for the tiniest of changes, but not this.

What happened?

Chances are they got it working a bit, it didn't work very well, they knew it was a minor feature and put it on the "Nice but not necessary for release" list for review later.
 
It's intentional from what I've read from devs. The ai works better with more units to cover its fronts.

Totally agree with this - it's been mentioned a few times. That said, just had a thought - what if unit template sizes increased with the size of the army? So as the army got better, templates got bigger, reducing the impact on performance but not increasing template size until the AI had enough troops to cope with larger divisions?
 
Czechoslovakia is a case, also in Switzerland, where Fascist & National Socialist were competing along ideological lines as well as ethnic lines. Maybe National unity level could be a condition for Joining the Axis??

I do hope for this & other reasons we get more political parties.
Or for Czechoslovakia, maybe have the 2 ways to be fascist, one through German parties, one through a Czech party with the second one taking longer to become fascist, but no civil war, while the first one has. a high chance of Czechoslovakia (excluding southern slovakia and Sudetenland) revolting replacing the Slovakian revolt.
 
How many languages do you speak?

Back on topic, we weren't promised the ability to resupply by air in 2016 as I stated, we were told it was already a WIP in 2015 and then it was mentioned again in 2016 and now we keep getting patches for the tiniest of changes, but not this.

What happened?
Hearts of Iron IV - 33rd Development Diary - Supply

gQMSkrW.png


This will never work for the AI, so this should not be a priority to add.
 
First time commenter, but 57 years of playing wargames, 50 years of studying WWII tactics and weapons, and 20 years as a professional wargame designer for commercial and military, I know a thing or two about the history behind this game. A lot of things to like in HOI4, but there is one niggling thing that a lot of developers in other games, not just Paradox, seem to misunderstand: To wit, just because a mechanized chassis mounts a 150mm howitzer does NOT make it an artillery unit. Certain classes of weapons, particularly in the Wehrmacht, were designed, fielded, and trained to be used as infantry support weapons. The Germans fielded the SIG and the LIG cannons as towed 150mm and 75mm infantry support weapons that could be attached to companies and platoons to give the pointy end of the spear additional bite. Thet also took obsolete Czech tracked armored vehicles and converted them into infantry support and SP AT assets. I get the idea that someone over there thinks they were just weak field artillery, which they absolutely were not. Also, the British Bristol Beaufighter was designed from the Bristol Beaufort light bomber. Why are these aircraft on two separate R&D tracks? Just wondering... ;)
 
First time commenter, but 57 years of playing wargames, 50 years of studying WWII tactics and weapons, and 20 years as a professional wargame designer for commercial and military, I know a thing or two about the history behind this game. A lot of things to like in HOI4, but there is one niggling thing that a lot of developers in other games, not just Paradox, seem to misunderstand: To wit, just because a mechanized chassis mounts a 150mm howitzer does NOT make it an artillery unit. Certain classes of weapons, particularly in the Wehrmacht, were designed, fielded, and trained to be used as infantry support weapons. The Germans fielded the SIG and the LIG cannons as towed 150mm and 75mm infantry support weapons that could be attached to companies and platoons to give the pointy end of the spear additional bite. Thet also took obsolete Czech tracked armored vehicles and converted them into infantry support and SP AT assets. I get the idea that someone over there thinks they were just weak field artillery, which they absolutely were not. Also, the British Bristol Beaufighter was designed from the Bristol Beaufort light bomber. Why are these aircraft on two separate R&D tracks? Just wondering... ;)
obsolete czech tracked armored vehicles? What do you mean by tracked armored vehicles? Because it sounds like you're talking about tanks there and before WWII, one thing, Czechoslovakia did not have obsolete was tanks. Also, for the years, I will assume you did those things concurrently as otherwise it would mean that you're over 127 years old, which is highly unlikely.
 
It's intentional from what I've read from devs. The ai works better with more units to cover its fronts.

Or it has more units to do stupid things with? ;) I got 2 left hands, so I'm basically useless at construction and giving me more hammers is not going to make me better at it...