- AI should again be able to reprioritize equipment production lines
If this is the bug affecting the first production line in AI countries, then this should greatly improve the performance of the AI for the USSR and many other AIs. Great!
- Significant rebalance of many aspects of the naval module
As someone most interested in the naval side, I was happy with the large number of naval techs introduced by MTG. But the overwhelming majority of players did not agree and it's great to see the devs responding to player feedback and continuing to develop the naval side even in an air-focused patch.
- Convoys no longer counted as carriers when computing screening efficiency
- Added carrier night traffic modifier +50% to CAG night fighting air spirit
Staying on naval matters, this and some other changes look like carriers and naval airpower have got a buff. I'm curious to see how that will change naval warfare.
- Reduced base supply of ports from 15 to 5
- Reduced supply per level of port from 5 to 3
This is not something I remember being announced in the dev diaries. Has the cost of ports been reduced in proportion as well? I worry that this is going to make playing in less developed parts of the world much more difficult. In 1.11 it was really difficult to get sufficient supply for the Allies in Africa even with the ability to build ports for forces on the coast.
Since this change makes all countries even more dependent on Supply Hubs, it is also going to exacerbate
the serious bug that means Supply Hubs stop working if four or more countries enable motorization. I am very disappointed that this bug does not seem to have been fixed. If you are play as certain countries (e.g. the USSR on the Eastern Front or Italy in Ethiopia), you will never see it. But if you play as the Allies, Chinese United Front or Commonwealth it is infuriating because the more you invest in supply, the worse your supply gets until it disappears together. The
Border Avoidance Tool mod is a workaround, but it means regular manual interventions, when the underlying problem is a mathematical error in the code stopping a great game design reaching its full potential.
- Fixed wrong breakthrough bonus calculation for Forts on the attacker's side
- Fixed ships getting stuck when the last naval base is captured
I am hoping that these fixes cover
the bug affecting engineer companies defending forts and the bug where Polish and sometimes Danish ships get stuck in the Baltic after capitulation. They have been in the game since launch and are good bellwethers on whether the dev team is
either getting on top of the bug backlog
or changing the UI so it reflects how the game actually works, not how it's intended to work.
I appreciate that the patch fixes many bugs, no doubt including some are particularly annoying for players with different playstyles from me. But for the past year every time I start a HoI4 game I never finish it because I realize my strategy has been based on something that doesn't work in the way that I was promised (in the UI, the dev diaries or the wiki). The game still has too many systems with great design but buggy implementations.
Many existing states and strategic regions have been altered
Saudi-Arabian ... Quebec ... Northern Canada ... Siam .... Australian states ... South-East Asia ...and South India .... Manchurian & Chinese Airzones ... Iran Airzone .... Canadian Airzones .... Arabian peninsula
This is great to see! Many strategic regions outside Europe were previously so large that even twin-engined aircraft were fairly useless until well into the 1940s. This was a particularly issue for those of us who play a lot in Africa and Asia. I am a little bit concerned about how the new strategic regions will interact with the 100-aircraft wings though. I welcome the introduction of set sizes because it's a sensible way to improve the AI's allocation of wings to bases, which has been a consistent player complaint. But 100 aircraft is
a lot if you are (for example) Nationalist China, with a limited production capability and several strategic regions to defend.
Hopefully these changes will also correct some of the quirks with the interaction of base co-ordinates and range, like aircraft based in Newfoundland not being able to cover Newfoundland itself....
- Added a new AI strategy to upgrade the strategic air importance of a region. German AI should now begin the battle of britain/london blitz once France has fallen, and they are not at war with SOV
Ohh, interesting... Not only is this a nice bit of role-playing for historical mode, but AI strategies are accessible to modders so hopefully the Expert AI team can make effective use of this. IMHO the AI can be improved a lot for us single-players by using AI strategies to teach it more geography (in this case, try to get air supremacy over England while you are preparing to invade).
Day 1 hotfix? Good to see that the team are on the ball responding to issues.