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Developer Diary | Quality of Life Improvements

Greetings all,

Due to a misplaced carrier pigeon, today’s dev diary will not be on modding changes, but will instead focus on a variety of minor and QoL changes coming in the Avalanche patch accompanying By Blood Alone.

This list is by no means exhaustive: we’ll cover the more impactful changes here and still give you plenty of juicy items to discover in the patch notes.

[h3]Armor Piercing[/h3]

Those of you who routinely peruse the forums may have noticed me discussing details on our change to the piercing formula, but it serves to draw attention to it here, in a more visible light.

In the Avalanche update, we’re reworking the binary nature of the piercing vs armor calculation to act in a somewhat more realistic way, as well as to make designing your divisions and equipment a little more nuanced.​


Prior to BBA, the damage of divisions making attacks against an armored target would be reduced by 50% if their piercing stat was less than the armor value of the target. In BBA, the thresholds described above will be in play.

There have been some minor changes to piercing values on equipment, but we intend to avoid making any major changes here until we see the effect of this change on player habits. Any balance changes will of course be applied in our regular patching schedule.

Piercing also plays an important role in naval combat, and we haven’t forgotten about it here. In naval combat, the piercing vs armor mechanic affects the critical hit chance (simulating penetration hits) of individual naval guns against a target, and we’ve added the following thresholds:​


You’ll notice we’ve added an extra threshold here. This goes some of the way towards simulating extreme overmatching, and brings a small extra potential bonus for super heavy guns (assuming you hit what you’re aiming at).

These values can of course be modded, and support the addition of new thresholds for those in need of atypical or more gradual curves.

[h3]Design Comparison[/h3]

The ship, tank, and plane designers now have access to an additional tool when designing equipment:​


This comparison window allows you to select a variant to compare against the variant you are designing. The comparison variant does not need to have the same equipment type as the one you are designing, and assists in the creation of specialized variants with a frame of reference. The stats comparison markers are displayed in context to the design you are editing:​
Here, we’re comparing the German starting heavy tank to the Panzer II light tank.

You can select a comparison variant from among any types you own or have licensed or captured, and for owners of La Resistance from among any countries which you have matched the highest corresponding intelligence tier for.

In short, this gives you a tool with which to plan your designs in order to counter your opponents’ equipment.

[h3]War Support[/h3]

In Avalanche, we’re making some significant changes to war support. Over the course of the game’s lifespan, war support has gradually plummeted in terms of relevance both due to power creep in country content (something we’re starting to take an active interest in addressing in general), and due to the ease of trading in political power thanks to war propaganda.

War support is intended to serve as an abstraction of a population’s willingness and capability to engage in the war effort, on a military and civilian level. As such, war support has one important new effect:​


Note we have also improved the tooltip for war support and stability to include the base value plus any changes from events and focuses.

While at war, war support has a scaling negative effect on the stability of a country, simulating the dissatisfaction of the civilian population at the predicament they have been placed in. War support is now something you will need to care about during a war, and further changes have been made to accentuate this:
  • All sources of ticking war support (weekly) have been removed or changed into flat bonuses.​
  • Taking casualties during war will now contribute to a gradual ticking war support malus replacing the malus that was previously only used by abilities such as Force Attack.​
  • The war support malus from strategic bombing has rebalanced to be in line with the above.​
  • The war support malus from sunk convoys has been rebalanced to be in line with the above​

The three components described above are now the main sources of reduced war support while at war, and give you a strategic reason to pace offensives and conduct campaigns in an intelligent manner.

‘Infinite’ war propaganda decisions have now been removed. This was a trivial way to increase war support in the mid-late game, and combined with the availability of political power, resulted in very little meaningful way to reduce a target nation’s war support.

Instead of war propaganda against countries, war support decisions now target one of the three main maluses:​


These decisions will offset the maximum negative trend of each of the three negative components, and gradually increase it to a maximum of zero. In short, war support can no longer be arbitrarily increased outside of focuses, events, and unique decisions - it must instead be managed.

As you will note, the base, generic war propaganda decision currently remains, but may only be used to increase war support if below 50%.

This is a significant change we will continue to monitor, but we are happy with the results we’ve seen so far.

[h3]Armored Trains and Logistics Strike[/h3]

Since the release of NSB, we (and many of you) felt that the Logistics Strike air mission was too strong. This is, in part, due to an oversight which did not apply state-level AA disruption effects to it - this has been fixed.

Correspondingly, a further issue with armored trains has been fixed, meaning that they will once again be vulnerable to damage from Logistics Strike, albeit at a much reduced rate compared to other varieties of train.

However, to further balance this out versus the current live version, armored trains have now learned to use their AA guns:​


We previously decided against this approach due to the relatively minor impact that armored train AA had on the grander aviation situation in the war, however thanks to the ministrations of one of our excellent coders, we have arrived at a solution whereby armored trains will only inflict damage to planes actively attacking them on a logistics strike mission. You will be able to track this explicitly in the air region details menu:​


[h3]AI Tank Strategy[/h3]

You should now notice a somewhat more sensible use of armored divisions by the AI. The AI can now be encouraged to use tank divisions on any particular frontline, and we have added some generic situation triggers to make this happen more regularly.

Note this does not yet translate to using tanks in the same sort of pincer-encirclement that players tend to use. This is a notably non-trivial problem to solve, but is on our wishlist for future investigation.

[h3]Allied Logistics[/h3]

You will now be able to open the logistics menu for subjects and faction members through the diplomacy menu. This gives you a better real-time view of your allies’ equipment situation, and helps plan a better lend-lease strategy:​


It goes without saying that any actions usually available through this menu (destroy equipment et al) will be locked for observing countries. While we toyed with the idea of making this available based on intel, this proved to be far too powerful a tool in the wrong hands.

Hearts of Iron IV - By Blood Alone set to release on September 27th

After being announced back in June, we now actually have a release date for the latest Hearts of Iron IV expansion from Paradox with By Blood Alone coming on September 27th.

Read the full article here: https://www.gamingonlinux.com/2022/08/hearts-of-iron-iv-by-blood-alone-set-to-release-on-september-27th

Pre-Order! | Hearts of Iron 4: By Blood Alone

[previewyoutube][/previewyoutube]
Coming September 27th 2022!

The future of war hangs in the balance. Take to the skies and pen the annals of history in the latest expansion for Hearts of Iron IV - By Blood Alone

[h2]Pre-Order Here![/h2] Pre-Order Bonus Song
[previewyoutube][/previewyoutube]

Barbarossa 1.11.13 - Nakama Crossplay - Checksum d173

Hello everyone!

We just released patch 1.11.13 for "Barbarossa" on Steam and Microsoft Store. The new checksum is d173.
This update introduces the possibility to play multiplayer games across stores (such as Steam and Microsoft Store) using the Nakama network solution already in use in other PDS titles. See the FAQ below for more details.

Saves made with 1.11.12 are expected to be fully compatible with 1.11.13 and you can continue your previous game.

If you discover any bugs in patch 1.11.13, first check the known issues list, and if necessary please report them in the bug report forum as usual.

Nakama Crossplay FAQ

What is Nakama Crossplay?

Nakama is a network solution that is independent of the store you bought the game on (be it Steam or Microsoft Store) and allows you to play with your friends regardless of where they have the game.

Does it replace the current network layer?

Nakama does replace the current solution (PDX MP) on Microsoft Store, but on Steam it is an optional alternative you have to select when launching the game. By default the game will behave exactly like it did in the previous release on Steam.

How does Nakama compare to Steam MP?

First and foremost, Nakama allows you to play across game stores, something our current implementation of Steam MP is unable to do. Secondly, it does not rely on direct connection, meaning it makes it impossible for clients to know the real IP address of the host (and vice versa). This comes at the cost of some extra latency, so depending on where the players are located in given MP session you may experience higher ping than with Steam MP.

How do I enable Nakama MP?

Nakama is always enabled on Microsoft Store. On Steam, you will get prompted to select if you want to start with Steam MP or Nakama MP when launching the game. Starting with the first two options will start the game with Steam MP as usual.


Once in the game, you can tell which version was used by looking at the bottom of the main menu. The letter (S) or (N) after the checksum tells you whether you are using (S)team or (N)akama.


Why does the game ask for a Paradox Account to play with Nakama?

The matchmaking service needs to be able to identify players across game stores, so we cannot effectively use your Steam or Microsoft Store ID. Instead, we rely on your Paradox Account user to be able to host, view and join other players’ games.


Patch 1.11.13 (d173) - FULL PATCH NOTES

################################################################
######## Patch 1.11.13 "Barbarossa" #########
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##################################
# Free Features and Important
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- Nakama MP is now available


Developer Diary | Peace Conference Roundup

Hello all!
I join you to once again talk about peace conferences. This time we have more info on our changes and features that I was not able to go into last time. Most of these are coming as part of By Blood Alone.

Previously I talked about mostly the structure of the new Peace Conference system. If you have not read that Dev Diary, I recommend checking that out first. The short version is that we are reworking the old peace system into a new one that features simultaneous and blind turns, all conferences actions being contestable, and limited points to use in the conference.

Before we cover new stuff I also want to address some changes to the jargon we introduced last time. We considered changing “demands” to “bids” to fit with the new system. The previous dev diary talked at length about bids. We are instead now referring to all of these as “demands.”

Now for some new stuff! Firstly, I would like to show off our nearly complete UI with a comparison to the old UI.

Nearly Finished PC UI

Old PC UI

In the new system we have expanded the “Demands” portion to the entire left of the UI while moving all relevant information about victors or beneficiary nations to the right. Part of this was to make the menu more presentable, but another part of this was to handle what is now a more complex system of demands.

As part of By Blood Alone, we are adding five new types of demands to the peace conference. Four of these are a new type of “Additional Demand” which I will go into shortly. The other new demand is “Take Navy.” This will allow participants in the conference to use their participation points to demand enemy capitol ships as they would a single state. This means that players requesting the same ship will result in a contested claim. When the conference finishes, screen ships will be divided up amongst those who claimed capital ships based upon the ratio of capital ship industrial cost claimed. We attempted to find solutions to allow more precise claiming of non-capital ships, but were unable to arrive at a satisfactory interaction flow or a good way to fit it into the larger peace conference system.

Naval Demands being issued for the mighty Scharnhorst

As mentioned previously, we now have “Additional Demands” These options all require an underlying demand of puppet or change government to have been applied to a state first. Secondary demands can be applied over the top of a normal demand during the same turn or any subsequent turn.

The first secondary demand we have is “Demilitirized Zone.” this prevents the target nation from placing troops in the selected state. This is a pretty classic part of many historical peace conferences and serves as a way of keeping troops off of borders.

DMZ option

The next two secondary demands are both economic. These are “Resource Rights” and “War Reparations.” To make resolving contested demands fit into our system, both of these demands target single states. Resource Rights gives access to the resources in a state. War Reparations gives control of local civilian factories in a state. Both of these last for a period of time the length of which is still TBD.

Resource Rights and War Reprations options

Our final new demand, coming with BBA, is “Dismantle Military Industry.” This will remove military factories from the targeted state. This can be used to tear down a heavily militarized state’s mic and help slow down re-militarization postwar.

Dismantle Miltiary Option

That’s all we have for today and I thank you for stopping by. Next week, we will be talking about modding. Stay tuned! o7