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Trial of Allegiance | Patch 1.14.1 "BOLIVAR"

Hello there generals!

It's your friendly neighbourhood Community Manager, Katten, here to talk about the Trial of Allegiance patch notes!

But before that, I want to remind you that the DLC releases tomorrow at 17:00 CET! So if you want to secure the exclusive track 'Carnaval Do Brasil', pre-purchase now!

And if you missed what this DLC is all about, watch our release trailer below;





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######## Update 1.14.1 "Bolivar" #########
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# Trial of Allegiance
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- Added Brazilian focus tree
- Added Argentina focus tree
- Added Chile focus tree
- Added minor focus tree for Paraguay
- Added minor focus tree for Uruguay
- Added Voiceovers in Brazilian Portuguese, Argentinian Spanish and Chilean Spanish.
- Added numerous new (awesome!) 3D models for the new nations
- Added 6 new music tracks

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# Gameplay
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- Admiral Trait Tree has been reshuffled, ordered now by fleet role and with some rebalancing
- The Monroe Doctrine has been reworked from the old USA guarantees to something more flexible to go with the ToA launch
- More sensible AI weights for interventionists USA going Monroe Doctrine. Will now only DOW if enough tension is generated by that country
- Tweaked Ethiopia to be more aggressive initially in the war against Italy
- Added Embargo Decision against Venezuela
- Changed handsoff tag to Haiti
- Added Quebec as releasable at game start
- Added an event to Mexican focus "Bolivarian Alliance" to ensure that players can refuse the ticking communism national spirit if they wish.
- Fix that ensures a certain shadowy German gentleman can be 100 percent obtainable if Germany capitulates and a certain focus in the Argentina fascist branch is taken
- Reworked the Amazon to have Impassable Terrain areas to model the deep jungle

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# Balance
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- reduced the number of super heavy tank destroyers needed for support battalion to 20
- reduced IC cost of jet engines considerably
- German focus 'Treaty with the USSR' now grants 1x200% research speed bonus for tank hulls, from 2x100%
- Medium tank created by german focus now starts with an MIO if AAT is installed
- Railway Company now gives 15% armor to armored trains instead of reliability
- Several mission specific air advisor modifiers that were non functional have been replaced with mission efficiency bonuses
- Airborn advisors now give bonuses to paratrooper defence and org rather than plane states
- Escort Efficiency now reduce disruption from enemy attacks
- Fixed broken turret for Italian SH tank Hand of God
- CAS leaders/doctrine now also give ground attack bonuses on top of mission efficiency to boost impact
- Added the Union Pacific Railroad as a new Industrial Company for the USA
- Added a variety of new Spies for Germany, Japan and the United States.

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# UI
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- Equipment designer name is now shown in the production list
- You can no longer accidentally click on units while in construction mapmode
- naval battle reports are now properly hidden on reading when parts of stacks
- Fixed list positioning in Military Industrial Organisation Roster

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# AI
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- Fixed bugs in how AI selects research
- A bunch of bugfixes and improvements to how AI calculates research weights
- AI will now pick more appropriate military spirits. AI now cares more about getting early equipment design techs in order to unblock them from iterating on tank equipment
- German AI will prefer picking silent workhorse before other advisors
- German AI will no longer value Heinz Guderian more than every other advisor combined :'(
- German AI will prefer to take army chief advisor before air chief
- Unit controller will now properly handle impassable neighbour adjacencies during an attack
- Discourage AI from changing production lines too quickly and too often and waste efficiency
- Allies of Britain will now share invasion strategies around Norway and be more hesitant
- make sure UK AI doesn’t hold out on guaranteeing poland when it's time critical, just to save up for laws
- fixed a scope issue for italian AI strategies
- USA AI now more likely to lend-lease UK and Soviet
- UK AI should switch from interwar tanks quicker
- Various strategy tweaks for naval invasion behaviour around the mediterranean

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# Modding
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- Added AI strategy research_weight_factor
- Added variable values for deployed_army_manpower_k, deployed_navy_manpower_k, deployed_airforce_manpower_k, and deployed_army_manpower_k
- it is now possible to define colours on sub ideologies which will then be used over ideology group colour
- Added optional 'is_frame' argument to equipment definitions to let modders define fully designed equipment without the game thinking it's a frame.
- Added longest_war_length and war_length_with triggers to allow checking how long a nation has been at war
- Fix AI for assigning MIO to production line when Task Capacity is activated in mod
- From now on_leave_faction will fire every time someone leaves a faction.
- From now on_become_faction_member will fire every time someone joins a faction.
- From now on_send_volunteers will NOT fire when volunteers are sent back to their origin country
- AI strategy EQUIPMENT_PRODUCTION_UPGRADE_DESIRE_OFFSET now handles positive numbers as well

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# Graphics
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- Fixed some bugs in train gfx spawning which could cause almost all trains to pick high-traffic ports as target locations
- fixes and tweaks for mud look
- Several visual updates to make mud look nicer
- Mud never shown on impassable terrain areas as it makes them harder to see and you cant walk there anyways
- Fixed an issue with german army insignias

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# Bugfix
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- Fixed issue where submarine task forces attempting to pass through a strait would check the rule for navies instead of the one for submarines.
- Fix for a problem where white peace does not give back all owned territories, because neutral countries owned it.
- Fixed an issue where the price of equipment in a purchase contract could change.
- Newly created Spains (after SCW starts) now update their trade influence correctly, so volunteers sent to them will now reinforce correctly straight away
- Air deploy interface filters will properly work when land and CV planes are both in stockpile
- Slovenia, Palestine and Israel now start with the correct capitals
- Soviet Union: National Spirits for Anti-Soviet Military Thinking can now be removed via decision even when Beriya takes power before the Right Opposition Coup.
- Fixed bug where National Spirits from Scandinavian Joint Focus tree didn't always have an icon
- Fixed showing negative night penalty as a positive
- Sweden: Ebba no longer gets her construction speed bonus removed when upgrading her
- Sweden: Pull the Trigger decision for communist Sweden now makes Communist NOR/DEN very likely to want to form an alliance with Sweden, and reduces the want of wanting to join the comintern or other factions
- Fixed an issue that caused communist Sweden AI path to not work properly
- Fixed the names of Zimbabwe characters
- Fixed the names of Zambian characters
- Fix the diplomatic action Justify Wargoal disappearing when the target state is not controlled by the target country anymore
- Added namelists that were missing for LAO, VIN, CAM, TRA, KOS, PAL, ISR. Also fixed the capitals for Qatar and UAE being incorrect.
- Airwings attached to armies should no longer forget their missions when they lack coverage of target areas
- Italy no longer calls its allies to join the war against Ethiopia. Italy no longer joins war against Poland. Ethiopia in exile cannot join their overlord's wars until they have completed the "Formal Request" decision.
- Made Light Aircraft MIO now upgrade CAS as well as fighters.
- Blocked province buildings from being constructed in impassable provinces
- block construction fully in impassable areas
- Fixed a bug where no effect would come from the British focus "Gibraltar for Spanish Support" if having LaR enabled.
- updated the claims gained in the Portuguese focuses "Recover the East Indies", "Recover Brazil" and "Latin America".
- Norway's Modernise Armed Forces Decision available during wartime and can be selected after 3 months of war if the appropriate focuses have been completed
- CV NAV and CAS now have proper bonuses from Admiral traits (Dive Bomber and Torpedo Bomber)
- Fixed the bug where the airplane designer did not choose the proper 2d icon by default.
- Fixed an issue where navies could not be ordered to move out of blocked sea regions.
- Fix issue with Convoy raiding efficiency modifier from leaders not applying correctly
- Fixed issues in SCW hidden event handling the opposition side of the CW working on controlling garrisons against the player

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# Stability & Performance
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- Maximum number of players in a MP game can now be configured by the host in settings.txt. Bumped the default value to 64.
- Prevent CTD in International Market AI that could happen for sea routes
- Fixed a CTD in international market when sorting on linux and mac
- Fix CTD when a mod removes unit leader traits from DB


Join The Discord_ToA.jpg
 
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Germany and Japan 100% should be next on the priority list. These focuses are fossils compared to Italy or Finland
If this is are talking about DLCs, as @Treviranus seems to think, then strongly disagree. I have already paid for German and Japanese DLCs. Why should I be asked to pay again? And it will be a total bugfest with all kinds of corner cases if you split major content for one country across two DLC. And these two countries have already had two rounds of content (launch and rework) while the Middle East and South East Asia, which were major theatres of war, still have no content at all.

I am all in favour of War Effort patches, primarily to fix bugs but also make minor improvements to countries that have already received content. But I would be really unimpressed if Germany and Japan were the centre of another patch+DLC cycle.
 
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Tbh, as long as Southeast Asia got a proper DLC/expansion pack right after ToA, i didn't care whether it comes with a Japan rework or not.

Further War Effort patches between ToA and SEA DLC for Australia and India are sorely needed, meanwhile.

For India, the old content of Indian National Army led by Subhas Chandra Bose can be resurrected, also making Jawaharlal Nehru the leader for INC would be appropriate.

For Australia, an alternate Labour and beefed up Communist paths can spice up the game, like spreading independence sentiment in their neighbors, mainly Dutch East Indies like the IRL wartime cooperation which extended even during the Indonesian Revolution
 
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If this is are talking about DLCs, as @Treviranus seems to think, then strongly disagree. I have already paid for German and Japanese DLCs. Why should I be asked to pay again? And it will be a total bugfest with all kinds of corner cases if you split major content for one country across two DLC. And these two countries have already had two rounds of content (launch and rework) while the Middle East and South East Asia, which were major theatres of war, still have no content at all.

I am all in favour of War Effort patches, primarily to fix bugs but also make minor improvements to countries that have already received content. But I would be really unimpressed if Germany and Japan were the centre of another patch+DLC cycle.
I really don't know and won't pretend to know how it will be monetized, but it is pretty hard to argue that the German and Japanese focus trees aren't vastly behind the standard of today.

I could go another 5 years without a Haiti/Oman/Nepal focus tree, but if the German one stays the same for 5 years the game would be very stale and uninteresting to me.
 
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I really don't know and won't pretend to know how it will be monetized, but it is pretty hard to argue that the German and Japanese focus trees aren't vastly behind the standard of today.

I could go another 5 years without a Haiti/Oman/Nepal focus tree, but if the German one stays the same for 5 years the game would be very stale and uninteresting to me.
The one difference between Japan and Germany is however that i think that the German is quite good actually. Or that it at least aged far better than the Japanese one.

Sure, i'd take more mechanics, focuses, etc. for Germany but apart from the fact that it basically gives you only two options (Hitler or Kaiser) and thus isn't that exciting from just the focuses, it's a well laid out tree that has the potential to be made worse. Not that i say that Paradox will make it worse, but if any of Germany or Japan are to be reworked, Japan is in more dire need than Germany, in my humble opinion.
 
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The one difference between Japan and Germany is however that i think that the German is quite good actually. Or that it at least aged far better than the Japanese one.

Sure, i'd take more mechanics, focuses, etc. for Germany but apart from the fact that it basically gives you only two options (Hitler or Kaiser) and thus isn't that exciting from just the focuses, it's a well laid out tree that has the potential to be made worse. Not that i say that Paradox will make it worse, but if any of Germany or Japan are to be reworked, Japan is in more dire need than Germany, in my humble opinion.
The only thing I can think of that keeps Japan relevant is an exploit involving the fact that carrier naval bombers/cas benefit twice from their "prioritize naval aircraft production" decision. Pair this with the air production continuous focus and you're talking -60% production cost on carrier NAV's and carrier CAS (interestingly, the fact that Japan's national focus tree completes very very quickly is a sort of buff to this strategy, allowing you to take the continuous focus in 40/41 without missing any important focuses)

Germany certainly doesn't have a bad focus tree, but it's kind of bland currently. Being essentially the protagonist of this game, it's reasonable that the standard for Germany should be higher than that of Brazil, god forbid Uruguay.
 
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controls? Explain?
stuff like green arrows attacking enemy territory, selecting units cancelling strategic redeployment before you give the selected units any orders (???????), troops set to "aggressive" ignoring their front line entirely and attacking up to 180 degrees away from it, and the game blocking from from making a queued order like "first strat redeploy here, then march" which was possible on 2016 release.

troops aggressively ignoring orders when set to aggressive is particularly annoying because it's been in the game for years but settings other than aggressive don't work right either (like the troops stop moving when you don't want them to or won't close pockets on their actual front line). thus i have to choose between 1) manually closing the pocket or 2) aggressively attacking away from the pocket into provinces with no front line assignment at all with half my troops before closing the pocket, taking tons of casualties for no reason.

you also get ridiculous scenarios like troops switching to marching from pakistan to bengal on foot because strategic redeployment was canceled when the front line moved by a province. which again, was an introduced bug/not something we had to deal with when hoi 4 was released.

i have no idea what the game is smoking with giving orders as a consequence of selecting units but this is the only game i've ever played where that happens and it's survived multiple patches now.
 
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Germany certainly doesn't have a bad focus tree, but it's kind of bland currently. Being essentially the protagonist of this game, it's reasonable that the standard for Germany should be higher than that of Brazil, god forbid Uruguay.
I think you mean antagonist, but yeah.
 
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I think you mean antagonist, but yeah.
protagonist can easily be seen as correct. germany's actions are what drives the game forward on historical focuses, and thus can reasonably be described as the protagonist. in this case the perspective chosen is arbitrary; you can forcibly make the philippines the protagonist if you wc with them.

the protagonist in a story is not necessarily a good guy. in various media you occasionally see a villain in the protagonist role. it usually doesn't end well for them, though every once in a while a story does just have evil win. even then, it's not generally portrayed as a good thing, just the way that world went.
 
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I think you mean antagonist, but yeah.
The Joker is the protagonist in his own movie. Doesn't mean I align with his values or beliefs though.

Germany works to initiate the conflict in the game for the largest amount of countries, and those countries serve to react to Germany's course of action.
 
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the protagonist in a story is not necessarily a good guy. in various media you occasionally see a villain in the protagonist role. it usually doesn't end well for them, though every once in a while a story does just have evil win. even then, it's not generally portrayed as a good thing, just the way that world went.
True, but in common usage it's usually understood as "good guy" even if technically the word only means "main character". I digress though, you're technically right.
 
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Liked the new changes to South America, it is still odd that years into the game:

The UK never does Operation Catapult unless controlled by the player.

The 3 fascist countries in the Americas join the Axis if you pick the Treaty of Reciprocal assistance as the USA while leading the Allies which is stupid and suicidal.
 
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Does this mean that the motion of no confidence path of Norway is finally playable?
I think it largely depends on what you mean by "playable". I did a test, and the tree still seems to easily breake if not played the "right" way, in the sense that the "preparedness" desicions still become unavailable once you go to war. This means that unless you have played the "preparedness" minigame enough (have a high enough "preparedness score") prior to going to war, you will never be able to unlock the "modernize armed forces" decision, or unlock the civilian branch of the focus tree. So as far as I can see, the issue pointed out previously persists, though there is one "booby trap" less. Unless I am missing something?

As pointed out previously the fact that these "tree-breaking" issues persists seems to point at a fundamentally flawed design rather than bugs.
 
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There's an issue with the Brazil event that fires when Argentina goes to war with Uruguay via the "Establishing a Foothold" focus. The event fires twice in a single day, and the war support and stability penalties are massive and permanent.

Bug report is here:

 
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I think it largely depends on what you mean by "playable". I did a test, and the tree still seems to easily breake if not played the "right" way, in the sense that the "preparedness" desicions still become unavailable once you go to war. This means that unless you have played the "preparedness" minigame enough (have a high enough "preparedness score") prior to going to war, you will never be able to unlock the "modernize armed forces" decision, or unlock the civilian branch of the focus tree. So as far as I can see, the issue pointed out previously persists, though there is one "booby trap" less. Unless I am missing something?
Have you done some testing for the wartime army reform (because I haven't)? The way I understand the patch notes, you no longer need enough preparedness in order to modernize your armed forces once you've been at war for three months. And I'm wondering if that was done for both democratic paths, as they each have their own reform decisions and I am slightly worried that something was missed.
 
Have you done some testing for the wartime army reform (because I haven't)? The way I understand the patch notes, you no longer need enough preparedness in order to modernize your armed forces once you've been at war for three months. And I'm wondering if that was done for both democratic paths, as they each have their own reform decisions and I am slightly worried that something was missed.
Good point. When I first tested, I conquered Sweden and Denmark, which locked me out of the preparedness descision and since my war lasted shorter than 3 months there was no way of unlocking the "modernize armed forces" decision while at peace. I reloaded and tried starting a prolonged war and the decision did become available, so my initial assessment needs to be corrected:

  1. The "modernize armed forces" decision is available if you are in a prolonged war, and does not cost or require "preparedness" score.
  2. However there does not seem to be any way of unlocking the decision if you have fought and won a shorter war prior to reaching a sufficient "preparedness" score.
  3. Failing to reach a sufficient "preparedness" before going to war still locks you out of the civilian development branch entirely, also when at peace after a war.

Thank you for the correction. While this fix only solves parts of the problem, it does in all fairness solve more of it than I initially thought. Still, I believe points 2 and 3 above illustrates that significant "tree-breaking" issues still persists and that the solution introduced thus far is basically working around a flawed system.
 
Just got back from vacation and now got the time to review.
I am very happy with the DLC, but I am very disappointed with the Canadian 'rework'

Honestly I never expected you guys to rework an entire focustree, but there are things that dont make sense. Why can SAF and NZL have 10% commonwealth research bonus with just 1 (SAF) focus of 70 days (2 x 70 days for NZL but they also get 150 pp). While Canada (and australia) has/have to do 2x 70 days for just 8%? Please just stick with 5% for 35 days.. That would be very reasonable

There are more very questionable focuses for Canada like the one for 4 steel & 3 chromium for 70 days (Mine the Shield)..

Then there is the focus 'If Day' and boy... I dont know where to start.....
First of all it gives you another consumer goods reduction (just like 'War Bonds') but it is still mandatory in order to change to extensive conscription
By the time you can do 'If Day' you are well over a year into a war. B-lining for 'commit to the war' & 'send in the zombies' & 'Forced Quebec Conscription' is way faster and gives you acces to more manpower way way quicker (4 focuses of 70 days to finish 'Forced Quebec Conscription' vs 6 focusses of 70 days for 'If Day').
So that is the first reason it doesnt make sense.
The second reason is 'If Day' gives you consumer goods reduction. Bro after a year+ into a war you should already be at total mob or war ec. By that time 'If Day' is useless because there is no more consumer goods to reduce, specially considering 'War Bonds' already gives you a significant reduction in consumer goods which is mandatory to reach ''If Day'. And you prob already lowered the Great Depression by one stage and if you play facist/communist you can have it removed already by that point. So there is little to no justification to get even more consumer goods reductions because you already are at max....

The 'If Day' focus is useless and should be removed from the game or be given a different kind of buff to Canada. There is simply no reason to keep it. Its just a nuisance for you not to get extensive conscription, while you can get service by requirement sooner and have no benefit for the consumer goods reduction.

In reality you only shaved off about 35 days of focustime and added some buffs that only really work well lategame. Thats really nothing and considering Canada is now the faction with the biggest focustree in TFV (and is still trash, can you imagine Australia and Raj) these one or two focuses that got changed still dont justify a (high) pricepoint for TFV
 
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Hi,

I reported this during the last patch but it still hasn't been fixed. Trotsky Norway's "Squash Dissent" still doesn't do anything (Jonas Lie is not available at all) and General Fleischer has no issues leading your armies but becoming an advisor? Nah he can't do that...

Hopefully this will be fixed since it is breaking my speedrun...

- KOTN
 

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