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HOI4 Dev Diary - 1.5.2 Update #1

Hi everyone! I hope you are enjoying Waking the Tiger :) With the 1.5.1 patch released last week the team has now started on 1.5.2. Today won't really be a big diary, but I figured we could highlight some of the changes every week as they are done rather than have a diary break while the patch work is ongoing. The idea is that 1.5.2 will be available as an opt-in beta on Friday (barring QA veto), but we will be rolling out updates to it until its ready for release. Real release is at least 2 weeks away.

Making organizing commanders easier
People seem to really like our fantastic future tech dubbed “Drag-and-drop” (pending trademark registry), so based on community feedback we have decided to implement this in more places. You can now reorganize your armies and army groups by simple dragging them around (we are working on a similar thing for the theater overview to allow it there also).

dragdropcommanders.gif



XP gain on commanders and divisions
There have been a lot of conflicting feedback on how fast your commanders level up and gain traits. Some say it’s much too fast and some say its prohibitively slow. We did a quick fix for 1.5.1 to try and smooth out the progression curve, but realized we really needed to do something more radical. The issue is that its very playstyle dependent since XP is rewarded for every hour in combat. This essentially means that if you play well, pull off encirclements, use concentration of force or overrun the enemy you get very little XP compared to someone who is just throwing bodies at the enemy to slowly wear them down. To deal with this we are changing how you gain XP:
  • Overruns (blocking retreating enemy paths) and shattered divisions (enemy that cannot escape) gives you a flat xp reward per unit that is destroyed.
  • The rate of XP gain per hour is reduced over time with max penalty at 1 month long battle (-90%)
  • The more damage you do relative to the enemy the better XP reward you get to compensate for those combats being relatively short (up to a 4x difference)
Hopefully these changes should help balance the radical differences between long and short battles and reward players who play smart while not negatively impacting the brute force method too much. We’ll be relying on feedback on how this feels during the open beta process to see how it pans out.


Multiplayer desyncs
Looking at statistics from our backend 1.5.1 seems to have improved things and it’s now back to the same level as before Tiger was released. However we still see reports, so we have developed some new tools to help us as well as potentially fixed more cases. We are hopeful about improvements here as well for 1.5.2. Again, we’ll be relying on feedback in the open beta later for this as well.


Doctrine cost changes
With the infamous doctrine-swapping-for-free exploit gone we felt that the cost of switching was perhaps a bit too high now, scaring people from changing up things. To make that a fairer choice starting level of land doctrines now cost half of what they used to (so in line with other techs), making a switch still a serious tradeoff you need to think of, but not as delaying is it is now. The reason it’s not just free is at the heart of HOI4. You step into the shoes of the nation at a historical point in time, so you should need to deal with their current situation. Switching army wide doctrine is one of those things, just like division templates or low war support or stability.


Polish and German border changes
Though some effort was made to adjust states to make german historical WW1 borders possible, as this thread shows, things were still not completely up to scratch. I (Bratyn) decided to put in some of my personal development time to brush up on my map-painting skillz and improve upon what we had already done.

devdiary polish german border changes.png


1. The two Polish provinces slightly south-east of Danzig, 6347 and 6321, which previously formed a weird protrusion into Prussia, have now been reshaped with a more east-west horizontal border, with the northern province (6347) being added to the Danzig state. Once Danzig is taken by Germany, this now creates proper borders for Eastern Prussia.
2. I made a minor adjustment to ‘flatten’ the border in the little bit jutting out around Strzelno (I felt it was too pronounced).
3. The two Polish provinces on the tip of Silesia, 506 and 6464, have been reduced in size and remodeled, with the freed-up space going to the provinces around them, as well as a new province (13205) created for the Krakow state. A new state has been created (“Voivodeship Silesia”), to which provinces 506 and 6464 have been added, making it possible to transfer this state via events to Germany, much in the same way as is already done with Poznan and Danzig.
4. While I was at it, I figured I’d fix a personal pet peeve, as well. I reassigned provinces to states all over Eastern Germany, ensuring that the borders between these states now follow the Oder river. I also redrew the borders of the provinces (3514, 3572, 6595, 9535, 11415, and 11517) to follow the Neisse river (which is not shown on the HOI4 map), as well as those of province 6282 (Stettin). This now makes it possible to recreate proper modern-day eastern German borders, for those of us who enjoy that kind of thing.

devdiary german oder-neisse line.png


All of this also involved relocating some industry, air bases, and population from certain states to others, but this should not have much effect on gameplay. Unfortunately, the end result does mean that savegames will have… An unfortunate gap in the map where Voivodeship Silesia is located. Starting a new game when signing up to the Beta or when switching to the patch is recommended, as not doing so may result in some weird stuff (such as units present in those provinces beforehand being perpetually stuck there). This is also the reason why we tend to be conservative with making map-changes, and this is unfortunately unlikely to change.

Glorious end result:

devdiary german empire borders final.png



Hats! The people want Hats!
In our ongoing efforts to increase the number of great hats in the game, we have decided to add Paul von Lettow Vorbeck to the German lineup. Best known for his campaign in German East Africa during the Great War, von Lettow-Vorbeck is available for recruitment through a decision after the Kaiser has returned. Given the terrain he fought in during the war, we decided to give him the Jungle Rat trait as well as a pretty good logistics score.

Captureplv.JPG


There are of course also a slew of smaller change and fixes we have had time to do, but we’ll leave that for the eventual changelog. If your pet peeve was not mentioned check out last weeks diary covering the main areas we will be working on as this diary was to highlight stuff we had already done.

Next week we will have another update as well as showing off a really really cool thing for modders we have been working with on the side. Stay tuned!
 
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@Broletariat90

What if generals had political affiliations? Or is that going too deep/making it more complicated?

Are you looking for this?

FvlxemQ.png


Note that I did that for as an idea regarding the spanish civil war... to see of the modder of the spanish tree for the road to 56 will be interrested by that. It's the kind of thing that can be good in game if there is enough mechanics going on with it.
 
Will there be a version 1.5.3?

Just to organize my free time :)

If there'll be 1.5.3 i'll wait for that to play, if 1.5.2. will be final....huhh i need to find some free time really soon :)
 
Polish and German border changes
Though some effort was made to adjust states to make german historical WW1 borders possible, as this thread shows, things were still not completely up to scratch. I (Bratyn) decided to put in some of my personal development time to brush up on my map-painting skillz and improve upon what we had already done.

Hats! The people want Hats!
In our ongoing efforts to increase the number of great hats in the game, we have decided to add Paul von Lettow Vorbeck to the German lineup. Best known for his campaign in German East Africa during the Great War, von Lettow-Vorbeck is available for recruitment through a decision after the Kaiser has returned. Given the terrain he fought in during the war, we decided to give him the Jungle Rat trait as well as a pretty good logistics score.

Doki Doki Hearts of Iron
Just Germany!

And here I was hoping Waking the Tiger's most exciting new features would be featured in Asia. <_<
 
  • Overruns (blocking retreating enemy paths) and shattered divisions (enemy that cannot escape) gives you a flat xp reward per unit that is destroyed.
  • The rate of XP gain per hour is reduced over time with max penalty at 1 month long battle (-90%)
  • The more damage you do relative to the enemy the better XP reward you get to compensate for those combats being relatively short (up to a 4x difference)
Oh yeah baby, that's exactly what needed to be done. Great change.

Doctrine cost changes[/QUOTE
Cool.
 
Nice. HoI4 is finally shaping up to something that can begin to compete with HoI3!
 
@podcat
Can we please get some update on the AI as well?
Perhaps a roadmap, or how it is going in some of the basic issues that have been reported.

An updated general roadmap would also be nice, like the one you did before
/B
 
Any chance we'll see fixes to the Japanese democratic focus tree branch? Right now, thirty percent of it is either broken or so useless it might as well be broken, and in one case does not tell the player what it does:
  • Korean Question - Broken - If invited to Allies, Korea will immediately quit the faction. It doesn't build more than 2 divisions, so having Korea in a faction is pointless.
  • WPTO - Useless - Democratic Japan can only send invitations to its faction once WT reaches 80%, AND cannot invite its non-aligned neighbors because non-aligned countries won't join factions unless at war. The WPTO will consist of Japan and Korea for most of the game unless Japan blows a lot of PP on staging coups.
  • Full Sovereignty for Philippines - Useless - The player gets no benefit from an independent Philippines unless Japan flips back to fascist to invade it later.
  • Anti-Communist Bulwark - Useless - Annoys the USSR for no good benefit.
  • Anti-Communist Volunteers - Broken - Democratic Japan is not allowed to send volunteers.
  • Ultimate Deterrence - Broken - Tooltip doesn't say what this focus does. I had to go into the game files to find out it creates a tech sharing group.
 
yeh this is a great list mate but you need source images for the devs to use, and i think for france it might be difficult finding ones that are decent quality for photoshop work

if you find any link them in that thread

I did find some, you can check it out
 
Any word on preventing an A.I. Republic of Ireland joining the war (on the Allied side) in a "Historical" game.

(Also missing is event on Death/Assassination of Hitler - Republic of Ireland offers condolences)
 
VORBECK! VORBECK! VORBECK! :):D:p
 
Is that the Oder-Neisse line?

Finally! Sweet justice. Sweet, juicy justice!
 
I'm still here left waiting for Eupen-Malmedy... as well as a way to split up Swizerland between France, Germany and Italy... And propper German colonies in afrika and a way to release them as puppets or satilites.... When all of this is fulfilled I will be a happy Hoi-er...


And maybe a way to rename territory (re)taken from Poland from propper Posen right on to Nazi-created Litzmannstadt and Vandalenland.
 
Please implement the fleet manager system from Stellaris 2.0, or something similar! You can set a template for a fleet and auto build all of them, or build replacement ships after a battle. I loved that feature and I think HOI4 really needs it. Of course maybe it's coming in the rumoured 'naval' DLC/Patch etc.?? Either way, love the work that went into 1.5!