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Dev Diary - Achievements


Hello, and welcome back to another Dev Diary for Hearts of Iron 4. As we close in on wrapping up this major operation, code-named Barbarossa, before winter falls (the first snow fell in Stockholm this weekend, I am sure it’ll be fine), today we will talk about the new achievements that will be added with the release of No Step Back.

As far as the process is concerned, we usually have an open list of achievement suggestions during the whole DLC development cycle. Near the end of the cycle, we take a vote on what achievements we want to see in the game (after eliminating any that would be technically impossible) and start the process of implementing them and ordering art.

For No Step Back, we started with a list of 49 suggestions, and whittled it down to 20 Achievements:


At least they run on time!: As fascist Italy, have max level railways in all your core states


Not much fun in Stalingrad: As Germany, capitulate the Soviet Union without taking Stalingrad


No more Partitions: As Poland, be independent and ensure that both Germany and the USSR are either in your faction or don’t exist


Habsburgs. Habsburgs everywhere: As Poland, install a Habsburg monarch and be in a faction with another Habsburg monarch.


The Pope? How many Divisions does he have?: As the USSR, take Rome.


This is going to be LIT: As Lithuania, hold the capitals of all of your neighbours


It has my name on it: As any Baltic State, conquer the entire shoreline of the Baltic Sea


This Achievement is Cheesy: As Latvia, form Ostland and occupy Vasterbotten. (n.b.: Vasterbotten is located in Lappland State)


Esti is Scandi: As Estonia, secure Scandinavia (n.b.: Every state in Scandinavia needs to be controlled by Estonia or a Subject of Estonia)



Not a step back!: As the Soviet Union never lose 1 core territory to anyone before 1945



one_step_forward.png
One Step Forward: As the Soviet Union, declare war on Poland and Germany before Germany attacks Poland.


The Soviet Onion: As the Soviet Union, have only puppets as neighbors


Crusader Kings III: As Poland, crown a Monarch and capture Jerusalem



The Romanovs laugh last: Restore the Romanovs to the throne and conquer Germany, Hungary, Austria, Czechoslovakia,Turkey, and Bulgaria.


We don’t really like statistics: As the Soviet Union under Stalin, conquer Germany while suffering less than 1 million casualties total


Race for Germany: As the Soviet Union, capitulate Germany after the Fall of France but before the Allies control one German core state


Siberian Tiger: As Tannu Tuva, form Siberia


Just proper gander: As the Soviet Union, activate 30 propaganda campaigns before 1945.


Around Eurasia in 80 days: Have a railroad from Gibraltar to Singapore


Poland Peasant Revolution: As Poland, have the Peasant’s Strike overthrow the government.

That's all from us today! Next week, you will get the Patchnotes for 1.11 Barbarossa (unless we are thrown out of position by a sudden enemy counter-attack).
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Join the forum discussion here
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Hearts of Iron 4 programmer goes rogue and 'fixes' French focus tree

We're counting down the days until the release of Hearts of Iron IV: No Step Back. We got a brief glimpse last week after the developers ran a feature stream that looked at the expansion in action, but there are also the dev diaries, which will continue all the way up to release and beyond as the team moves on to talk about what's coming next.


This week's dev diary spends some time looking at the tech improvements coming as part of the expansion, but it also showcases how the programmers also like to get involved in the content design as well. The tech lead for Hearts of Iron IV is the author of today's update, and apparently they've always had a pet peeve regarding some of the French focus tree options introduced in the previous major Hearts of Iron 4 DLC, La Resistance.


In what we can only assume was a great revolutionary movement that rivaled the Russian Civil War, the teach lead decided to go into the game and make some of the communist paths slightly more accurate. They even going as far as to buy and ship a rare portrait from France to Sweden so the art team could create a better image for the game.


Read the rest of the story...


RELATED LINKS:

Hearts of Iron 4: No Step Back is out now

Hearts of Iron 4 fans mark the end of current division meta with meme templates

Hearts of Iron 4 1.11 patch notes are here, and we are not ready

Dev Diary - A Tech Lead's Life


Hello everyone, it's your favourite (and only) tech lead, The French Paradox!

In this diary I'll tell you more about our tech, give some insights into the programmer's job, what we've been up to for the past year (and some change) and offer you a chance to ask any question you may have about tech.

Saying old platforms goodbye

First, with the upcoming 1.11 patch we will be retiring some old Linux and Mac platforms that aren't maintained by their own developers anymore.
This means that starting next update the minimum OS version to run HoI will be Ubuntu 18.04 (on Linux) and macOS 10.11 (El Capitan) on Mac.
There shouldn't be much to worry about though, as the previous versions are older than HoI itself at this point and our telemetry shows almost all of you have upgraded long ago.
For those on Windows who look anxiously at their aging Windows 7, keep calm and carry on, we have no plans to drop support for it (although as a friendly tech person I'd still suggest you consider upgrading ;)).

Why do we make those decisions you may wonder? Two reasons: one maintaining old tech comes with a cost that we would rather spend on improving the game for 99% of the users, and two sometimes it blocks the adoption of new tech that would make our programmers job easier and more efficient.
Without going too much into details, the general idea is that we can only use tech that is supported on all platforms, so basically we're only as modern as the oldest thing we support. If you take the case of Linux for example, the previous Ubuntu release was from 2016, meaning HoI could not use anything released since then (and probably a bit before, as Ubuntu LTS releases usually don't ship with the latest shiny goodies). Some time we can work our way around it, but not always.
Speaking of new tech...



[h2]DirectX 11[/h2]

That's right, the next HoI4 release will join Stellaris and the other more recent PDS games by adding DirectX 11 support.
DirectX 9 will still be the default for now, but you will be able to select another renderer in the launcher settings.

There shouldn't be any visual difference between DX9 and DX11 (and OpenGL for that matter), we have been working on making sure the experience will be the same.
The game should load a bit faster however, especially if you use a lot of mods that bring extra textures and models.
Working remotely for more than a year, we also noticed less issues playing with remote desktop and the like, which might not be a big deal for most of you but was quite appreciable for our devs during development.
Finally it did help us tweaking & fixing the new railways & trains graphics (as most graphics debugging tools have dropped support for DX9).
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Performance
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We know that performance is always at the heart of every discussion about our games and as a Tech Lead I have been keeping a close eye on it.
So far it looks like our release candidate is roughly on par with the current 1.10 patch, performance wise.

Why not better, I can already hear you typing? The main reason is that the game on 1.11 is a different beast 1.10 (which itself is quite different from the original 1.0 release).
Namely, the supply simulation is now much more deep and complex, and needs to account for all those railways across the world and the fact that now allies can supply each other.
While I am writing those words, our compatibility is working hard at running the game on various hardware configurations to give us a more complete picture and perhaps a few suggestion for an updated recommended configuration, as the one you can see on Steam right now dates back from the original release.



Toying with a 11th generation i9 and a RTX 3090. Will it take off?

On the topic of measuring performance, the Barbarossa update will include an ingame profiler that could use to measure how your machine performs.
You should be able to spawn it from the console using the magic line imgui show profiler.

For example here is the current release candidate on my home i7-10700 with a RTX 2080 SUPER:


1936 fresh start, speed 5, Direct 11, vsync off

1943 test save, speed 5, Direct 11, vsync off

As you can see this offers a few metrics that can be collecting by toggling the Enable/Disable Collection button at the top.
A few things you can get from it:
  • Render time: the average time to render one frame over the last second
  • Render time excluding present: same as previous but excludes the time spent waiting on the GPU to actually present the frame on screen. The difference is usually due to vsync.
  • Frames per second: the FPS count, you know this one
  • Ticks per second: how many in-game hours were simulated over the course of the last second
  • Last tick: the time it took to simulate the last hour or new day/week/month
  • Last 24 ticks average: same as previous but averaged from the last 24 (or less depending on how much time was spent collecting data)


Next you have a nice graph representation of where (in which system) that time was spent. We use it to quickly eyeball a performance report, especially when external programmer tools are not available (for example when it happens on a non-dev machine).

Final tip: if the profiler doesn't show up with the magic console command, try turning it off and on again using imgui off then imgui on.


[h2]A personal pet peeve[/h2]

Programmers at PDS are rarely just that. Most of us get involved in the game development by offering insights on design, balance or content, and I am no exception.
So now is the time to talk about French Communism.

If you remember the French focus tree from La Résistance, if you go communist you get this guy:


Maurice Thorez was historically the leader of the Parti Communiste Français (PCF).
If you walk through some cities in France you can even find streets bearing his name still today.
But he had one characteristic trait: he was a die-hard Stalinist who followed the Moscow line until his death in 1964. He had a city and an institute named after him in the USSR.
On the day the Molotov-Ribbentrop Pact was signed, he is in vacation in the Alps and the PCF changes its stance on Germany and Poland overnight following Moscow's instructions without asking him. When he comes back, he just shrugs and goes along with it.

With that in mind, I felt that it was weird you would keep him as a leader if you do not go for the "Loyalty To Moscow" sub-tree.
I did some research in French sources and found a better candidate to replace him. Behold:


René Nicod was a member of the PCF in 1939, but when the party decided to realign itself following the Pact, he and a couple other MPs quit the party and founded the Union Populaire Française (UPF) or French Popular Union in English. They denounced the Pact and supported the government's decision to stand with Poland.
In Barbarossa if you own La Résistance and go either Anti-Fascist Coalition or Loyalty to the cause you will get a new party and leader:



Each branch will give a different flavour of Nicod inspired by his published opinions pieces during the Great War (he both supported in the French Army and lost his hand in the trenches but also denounced the war on ideological grounds and hoped the French and German workers would unite in a common cause).

Finally, it turned out to be a bit difficult to find a good portrait for our artists. My initial research in the French National Assembly online database only yielded a low-res blurry picture.
But luckily a small French shop decided to sell its stock of old photos on eBay and his mayor portrait was one of the articles.

We could have stopped there and used the ad's preview picture as a source, but of course we had to buy and ship to Sweden.

So here he is, looking over the HOI corner in our Stockholm office!

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Read the full article here
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You can watch an hour of Hearts of Iron 4: No Step Back in action

What's more exciting than learning the Hearts of Iron IV: No Step Back release date? Seeing the expansion in action, that's what! As part of Paradox Interactive's regular grand strategy game streaming schedule, viewers were treated to their first look at content from the upcoming Hearts of Iron 4 DLC.


Regular hosts Benjamin Magnus and Alex Dunk from the community team were joined by content designers Manuel Molina and Thomas Arnfeldt. The stream featured around an hour's worth of gameplay as the Soviet Union with their new focus tree, which we've reported before needed a dedicated design team just to create. During the stream, the developers mentioned that there could be at least 300 different options in total, making it the biggest tree to date.


Other fascinating nuggets from the stream include the fact that players can trigger around three different civil wars themselves when playing as Russia, although that doesn't take into account various AI actions and possibilities outside of player actions. With all that purging, we wonder if you'll have time to fight the real war against Germany.


Read the rest of the story...


RELATED LINKS:

Hearts of Iron 4 1.11 patch notes are here, and we are not ready

Hearts of Iron 4 playerbase soars as Paradox reports poor performance

Hearts of Iron 4 programmer goes rogue and 'fixes' French focus tree

HoI4 Dev Diary - Loading Screen Art and more!


Greetings, HoI fans.

I'm not much of a forum goer, so most of you probably never heard of me, but I am the Art Lead on Hearts of Iron 4.

Today I bring you a rather special Dev Diary. This was prepared for you all by our 2D artist on HoI4 and should give you a glimpse into the work that goes into each new loading screen. We hope that you will all find this to be an interesting and enjoyable read.

Without further ado, I now hand over to the artist.


[h2]The loading screen for The Krojanty Battle - An artist's journey[/h2]

So where does an artist start?

First and foremost, to have a tool to gather the most crucial thing to build an epic looking loading screen is a reference board. The tool that our artist uses is called PureRef. It keeps track of your images and is easy to organize and customize.

And of course, photoshop to draw in. Can’t forget the most important of them all now, can we?

So! The tools are in place, the artist is ready and the prompt lands on their desk, saying “Polish cavalry attacking resting German soldiers early in the morning”.
Google time!

You may be familiar with the illustration by Jersy Kossak who specialized in painting military scenes. This was one of the first images that our artist found and immediately banked it in their PureRef for later use.

The myth, the legend, the Krojanty Battle:

It's epic and cool but oh so inaccurate. But it is a start!

Doing some more research led our artist to a reenacting movie about the battle. Of course still not accurate but a great score for poses, mood and composition. They also only had the trailer/making of available to them but that never stops an artist.
Screen grab galore took place, no regrets.


Epic light in this one ^


Great references for poses in these^

Of course our artist can’t stick to one source. Time to hit google again and this time they found some more reenacting scenes to add to their growing collection.

More poses and epic looking horses ^

With a PureRef filled to the brim with interesting angles, poses and an interesting mood and light our artist now starts to work on something that’s called “Thumbnailing”.

It essentially means that our artist is making quick, easily viewable suggestions for the loading screen depicting a cool looking battle, sketched up with the help and guidance of the reference material they gathered.

Fun fact; the word “thumbnailing” is actually a direct reference to the human thumbnail in size and the word has been used as early as back in the 17th century for small imagery.
Kind of gross... kind of accurate, but still.

These are the thumbnails that they did for Podcat and Archangel85 to pick from!


Yes. They are that ugly. Yes they take no time to make, that’s the point. There's a bunch of ways to go about thumbnails and our artist usually use grey scale when doing these. Mostly to be able to tell hierarchy in the scene quickly. For example, the darkest parts are the most visually interesting ones where we want you to look first and the lighter ones are secondary and not as important.
Here we also see our artist giving us the A-B-C-D options for easier communication with the team. Pro tip here is always be clear on communication with the team to deliver the most accurate representation you can as well as often showing the progress to steer the illustration in the right direction.

So the Work In Progress phase begins.
The first WIP that’ll be shared is the very first “clean” thumbnail that Podcat and Archangel85 together with our artist went for. They choose to change the direction of motion from left to right because that is the way we read as well as adding another rider in the foreground to give visual depth of the image.


Next phase in the WIP series is colours! We wanted the illustration to be time accurate, so what do we know? We know that the cavalry attacked early as heck in the morning. We know the German soldiers were camping near a forest. We know that the cavalry came through it. But what kind of feeling was most interesting/epic?
Our artist made two colour variants to choose from:

^ More time accurate with a cooler tone of morning


^ And this one is more romantic/golden hour esque which in the end we went with. This felt more on-style with what we wanted to portray even if the time of day is wrong this feels more HOI.

After working some more with what tone and mood of the illustration should lean towards, our artist start to define some more characters. Right now they are just blurs and blobs as well as straight up photos.


At this stage our artist went in the direction of adding more drama to the background. A new skyline was added with a helping paintover to show direction from HOI’s art lead as well as defining the landscape some more.

In this stage our artist also started to add some more definition of the soldiers who suddenly got multiplied (in the distance you could hear sad artist noises who realized they had bitten off more than they could perhaps chew). But as we say in Swedish “Skam den som ger sig!”


And yes… You saw right. Was that gear time period accurate? Were those crates truly used? What's up with those crazy large tents? Why are they even white? How strange…
So yes. Sad artist noises were once more heard as they realized the finds they had collected in their PureRef were indeed inaccurate for the time period. It dawned on them that they had to re-do some stuff.
There's a reason why artists live by “kill your darlings”. Sad, but oh so true. But also a very good thing to do! Sometimes you just have to realize that the best way to fix something is to start over. Now this was of course not the case. But still a hefty re-paint was in order.

Thanks to Jamor who so kindly rallied to our artist’s aid, gave them proper reference material and managed to steer clear of an embarrassing illustration.
So now we are heading somewhere! The noisy background elements were taken out because it was too distracting which wasn’t entirely the case up until now.
Remember the thumbnailing? Yeah those explosions had suddenly stolen the show which was a big no-no. Let the horses be the stars!
And in this stage the character got more defined as well as the background getting more painterly.



Well, we finally arrived where it really started to come together! It looks epic, the mood is heroic and you can feel the battle about to happen. This was therefore a time to go back to the beginning, to look at how the other loading screens had been made to maintain an equal feeling and style of rendering to this new piece!
Grabbing a bunch of older loading screens our artist studied the brush strokes, textures and colours that had been used.


Aaaan back to the illustration! More textures are now added to mirror the old style as well as adding to the foreground and middle ground as well as details in and around the camp. Some soldiers got new jobs, instead of lying dead someone is now defending the camp and some more soldiers crawl out of the tents. Our artist wanted the feeling of “panic” to be visible in the camp.



Here the decision to actually raise the ground a good chunk to balance the whole image better was taken. And at this stage our artist, together with lead artist and art director, checked the values of the image.
Arguably this could have been done much earlier in the process but sometimes you simply forget until it bites you in the ass. Luckily tho it was at least caught!
For example, the darkest part of the field kitchen was too dark to match where it stood in the field and our artist had to make it lighter in value to push it back where it belonged in the image.

Not to get in and be TOO technical about what was happening in this stage, in short, our artist checked the contrasts to make them feel believable. The things at the foreground should be the darkest and as further back you go in the image the lighter in value it is.
The example with the field kitchen was that it didn’t look believable. The darkest part of it matched the darkest parts of the horse and rider in the foreground and therefore looked off in its position.
Flipping a adjustment layer of Black and White on and off helped with a quick overlook of the scene since sometimes colours can deceive. Being able to toggle a grey-scale filter on and off can do wonders and give a new perspective and light to the image.



The final stretch of “last minute fixes”, here we go!!
Here our artist started to do those last 10% of the image to take it over the finish line! Fun fact, usually the last 10% are referred to as the longest and most tedious part of an illustration.
Here they are adding details and more life to all the characters as well as adjusting and fine-tuning the background and the light in the illustration.


The whole illustration from gathering references to thumbnailing to finally done took approximately 3 weeks, 2 of which were dedicated to be set after each other, while the rest of the remaining days were spread out in between other work our artist had to prioritize.

Our artist sure did an amazing job here and can you believe that this was the first time they ever created such a huge piece of art?!
Their usual work on HOI is to create the icons and buttons you like to push and glance at as well as a few portraits here and there so this was indeed a challenge for them. But least to say is that they sure had fun (despite some suffering, but let's be honest… what is an artist if they're not suffering) and enjoyed the challenge and above all the experience the loading screen delivered, and hopefully you’ll agree with them that it looks pretty cool.

And perhaps we’ll see them take on another loading screen again in the future.

But before I let you go, I have a little meme from our artist to you.
(artists are artists, not programmers )


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Now for something completely different.
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Portraits + Focuses[/h2]
Here are a few of the new portraits you can expect to see in No Step Back.









There are plenty more where these came from. ;)

Additionally, here is a peek at some upcoming focus and achievement icons:




Well... That's all from us for now, folks.
We hope you are all as excited about playing No Step Back as we are to have you play it.

[h2]Oh and one last thing:
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The No Step Back feature streams are starting this week, with a first look at the new focus trees in action. The first stream is today (Wed 27th) at 16:00 CEST, during the normal HOI weekly stream slot!