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Paradox announced the Hearts of Iron IV: No Step Back expansion releases November 23

Paradox sure are busy with recent announcements including the Stellaris: Aquatics Species Pack, Europa Universalis IV: Origins and now Hearts of Iron IV: No Step Back which releases November 23.

Read the full article here: https://www.gamingonlinux.com/2021/10/paradox-announced-the-hearts-of-iron-iv-no-step-back-expansion-releases-november-23

Hearts of Iron IV: No Step Back | Available Nov. 23rd | Pre-order Available NOW!

From the womb of Mother Russia, Machines are born - But it is in the blood of the People the Union survives!

Hearts of Iron IV: No Step Back will release November 23rd, 2021

Do your duty Comrades, And preorder now!
https://pdxint.at/3be5rXn

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Hearts of Iron 4 is making people real now

Even though we've had announcements of new Stellaris and EU4 DLC, as well as a release date for the latter, it doesn't look like the Hearts of Iron team are quite ready to put a date on the No Step Back expansion for Hearts of Iron IV just yet.


At the very least, the development team has now made people real, which I imagine will come to the relief of many. This week's development diary talks all about the changes coming to modding with the free 1.11 patch that will accompany the next expansion. These changes overall may mean that your favourite Hearts of Iron IV mod may need to spend some time updating, but a specific change involves how characters are handled in the game.


"In the current live version, the game has no real concept of a person as a distinct thing," the diary reads, which I imagine if you were a person you'd find upsetting. Thankfully, the team has spent a lot of time rejigging the back end so characters are distinct entities within the code, and anything a character can be or do can be handled within this 'container' rather than having to create duplicate entities for characters across different systems.


Read the rest of the story...


RELATED LINKS:

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

You can watch an hour of Hearts of Iron 4: No Step Back in action

Hearts of Iron 4 DLC No Step Back releases next month

Dev Diary - Modding Changes


Hello, and welcome back to another Dev Diary for No Step back and 1.11 Barbarossa. Today we will be pulling back the veil a bit and show you how modders can affect and use the new features coming in 1.11.

For those of you who do not get unreasonably excited by hearing about new script commands and changes to databases, the long and short of it is this: We made some fundamental changes to the way the game handles some things, which will probably require your favorite mods to spend some time updating. On the flip side, those changes also allow for some exciting possibilities down the line. If you came here hoping for a release date, we must ask you for just a little more patience. We promise the announcement is very close - but not today.

[h2]Characters[/h2]

Probably the biggest change is in how we handle people on the backend (or ponies, for that matter - we do not discriminate). In the current live version, the game has no real concept of a person as a distinct thing. It only knows about country leaders, military leaders, political and military advisors, and operatives. Cases where a country leader could also be a general had to be handled manually, leading to lots of exciting bugs when the country leader was removed but the general was forgotten about and other such cases.

We have overhauled that side of the game from the ground up with the introduction of characters. This should dramatically reduce the amount of potential zombie generals shambling around, which I am sure the non-zombie population will greatly appreciate.

Characters are defined in the common/character folder, and their definitions look like this:



Every character is defined as a container for different roles they can fulfill, like General (corps_commander), Advisor, country leader etc. Due to technical concerns, Operatives remain their own thing. On the character level itself, things like name and gender are handled. This also means that character names can now be localised and you can refer to a character by ID instead of by name (this helps a lot with character names that have non-english characters in them - turns out this broke some triggers and effects).



This also means that if a character is removed from play - say, through a purge - they are automatically removed from all roles that they could have, which makes such systems a lot easier to do script-side. It also means that if we wanted to allow Zhukov to become a country leader, we could simply add a country leader role for him in the character file, like this:



Or we could also add the role later on, via focus, event, decision... like we do here with Beriya:



hat means there is a lot less confusion and duplication of effort necessary when putting a character into a new role, since stuff like portraits, name etc. are already handled. A broken portrait only needs to be fixed in one place instead of five etc.

Once defined, characters are recruited in the country history file in order to be added to the game. As you can see in the first screenshot, you can use visible triggers for unit leaders to ensure they are not shown if you don’t want them to be.

Characters that can potentially become country leaders are made into country leaders using the promote_character effect, like so:


This is a clear departure from the practice in the live version of the game, where you would create a new country leader in that effect. The old script with create_country_leader and other such effects should still be working, but obviously you don’t get any of the advantages of the unified character system.

So let’s talk about some more things you can do with it!

You can set and check character flags for nefarious purposes:



You can change the traits of advisors without having to make a whole new advisor:


You can check if a character is a certain type of character:



You can save the character as a variable to refer to them later, such as spamming debug messages in the console!



[h2]Tank Designer[/h2]

Next, let’s talk a bit about how the tank designer works on the backend. It shares a lot of concepts with the ship designer, such as modules and module slots. It does, however, work a little differently in some other, important aspects.

While the system pretends that there are only a handful of chassis (light, medium, heavy, super-heavy, amphibious, modern), this is not technically true. Instead, the system maintains a whole host of other, dynamically created chassis. This allows us to make sure that tank designs with the tank destroyer role actually go into tank destroyer battalions etc.

However, these dynamic chassis are still generated from the base chassis, so any changes to them will carry over.

The roles are enabled and disabled on individual modules:


For the unlock of new module categories, you can then use this on a module to unlock that category:


[h2]Railways[/h2]

Railways function a little differently from other buildings. While they are technically province buildings like forts, they are in reality closer to a building that connects two provinces. A railway line is effectively a series of two-province connections, and the lowest one in the chain determines the level of the railroad connection between two supply hubs.

To make it easier to change and maintain the historical railway setup, we have added an option to draw railways into the nudger tool, which you can access by using the nudge command in the console.


The railway setup is in the supply menu in the nudger, and you can easily add new railway lines to the existing setup in this way. It took me about a week and a half to do the entire 1936 setup, including tracking down reference maps (with a lot of help from some of our testers).

If you want to add railways through script, you have the build_railway effect. It gives you a lot of options, with the most basic one being to lay out the path one province at a time:



This is obviously a little cumbersome for longer railways, especially if you don’t really care about the exact path. For that, you have the option to define a start and an end province:


The game will then automatically generate a path from one end to the other using advanced neural network-based self-learning algorithms that use blockchain (read: I have no idea how it works but this sounds impressive).

If finding the province is too much work, or if you want to be somewhat dynamic, you can even use start and end states (also note that you can specify what level of connection should be built):



Note that you can’t mix these, so you can’t define a starting province and a target state for example.

There are also corresponding triggers like can_build_railway and has_railway_connection:




The first checks if a railway can be built between two locations, while the other checks if one such connection already exists.

Finally, there is has_railway_level, which checks if the specified state has a railway line in it with the specified level:



[h2]Miscellaneous new effects, triggers, modifiers[/h2]

In addition to the things described above, we have added a number of useful things that some of you might find useful:

  • Building_cost_factor: a new modifier that affects the construction cost of buildings. This takes the buildings from the 00_buildings file, so it should work with mods that add more buildings.
  • Core_state scope list, allowing you to run effects and triggers on a country’s core states:


  • Add_equipment_to_stockpile effect can now take a variant name to ensure that you add the right kind of equipment.


That’s all for today, I hope you enjoyed these little insights and we are all excited about what crazy things you will do with the new tools at your disposal.

[h3]Read the full article here[/h3]

Dev Diary - Officer Corps Recap & AI Improvements


Hi all, and welcome back to today’s developer diary!

It can be very easy to get super-focused on details when looking at individual systems or parts of features - something we often tend to do when writing developer diaries. Each week, we’re going to give you an overview of a core system that we’ve so far introduced in parts, and will include all of the changes we’ve made to that system over the course of development, since we first looked at it.

In addition to this, we’ll also take a look at some changes coming to the AI in No Step Back, so if that’s more your jam, feel free to skip to the end ;D
[h2]
We’ll begin with an overview of the Officer Corps:[/h2]
This image represents a near-final take on what the office corps screen will look like.

As you can see, the branch chiefs, theorist, and military high command have found their way to the officer corps screen, though for ease of access you may still view and appoint them in the country overview screen like before. This kind of change is the sort of thing that comes up during playtesting - while it made sense to collect similar things together, there was no good reason to change the player’s flow expectations.

The manner in which you’ll appoint advisors has changed a bit. We decided during the officer corps development process, to make a bigger deal out of the advisor ‘level’ (specialist, expert, genius) that all non-theorist advisors possess. In addition to adding a flat command power allocation (reduction of max command power) which is reduced by high advisor ranks, political power costs are raised by having a higher rank advisor.

Branch advisors now grant daily experience gain, meaning stacking your command cadre well is vitally important to the pre-war development of your military. To add to the choices, doctrines now cost experience rather than being something you spend a research line on:


For owners of No Step Back, military branches also possess several specialization options in the form of Military Spirits, which are also unlocked with experience:



We found during development that less was more when it came to creating a tightly balanced set of choices, and we’ve limited the number of options in each category to around six, with each category being strongly themed around Academy, Military Service, and Command.

To add slightly more nuance to choices here, we ensured that several options in each category would be made available based on situational factors - ideology, doctrine branch, and in rare cases, country choice, can all make new choices available.

The most important part of cultivating a strong officer corps, is the ability to give your trusted commanders advisory roles. Commander traits earned in active combat can make your characters eligible for specific advisory roles:



Characters promoted to advisory duties this way will continue to advance their advisory rank as their commander level increases - a highly experienced field commander will grow from specialist to genius over the course of their career.

Lastly, we are introducing the preferred tactics weighting system. This allows you to set a national, field marshal, and commander-level preferred tactic, which will weight the chances of picking said tactic in a combat situation. While the national preferred tactic can be switched out for a cost, selecting a preferred tactic for your commanders and field marshals is something that remains a permanent choice, representing their adherence to a particular doctrinal theory.

Of course, a host of minor changes accompany the officer corps, including new alerts, better resource tooltips, and adding some of this information into intel ledgers for opponent countries.

[h2]The AI[/h2]

And now, on to a topic that is sure not to evoke strong opinions from anybody here: the AI.

During the development of La Resistance, work was begun on adding additional tools through an imgui that allow modders and users to see various internal data. In NSB, a significant amount of time was spent adding to this tooling and providing support for future AI development, as well as laying the groundwork for easier iteration on AI behaviour and more.

One of our new in-game tools for assessing AI font priorities. These tools will be available for modders, who can continue to fine-tune AI for their own needs through the use of strategies and defines. Here, you can see that the AI has evaluated the topmost defense order as desiring a minimum of 7 divisions, an 'ideal' count of 8, and a maximum count of 50. Defense orders tend to fluctuate quite heavily in 'ideal' unit counts: they tend to be quite elastic to make up for units not needed elsewhere.

While much of the work done here was investment for the future, we’ve also made some pretty big changes to the way the AI evaluates where it commits its troops and more.

While it can be hard to indicate objective improvements in terms of AI, there are several key areas we aimed to improve for this release:

Use of specialized divisions - the AI for assigning armor and special forces to appropriate fronts has received some improvement. The practical upshot of this means you ought to see fewer armor divisions assigned to inappropriate orders (garrisons, pure defensive lines etc), and mountaineers used in frontlines that have the right terrain types.



Did I mention the AI likes tanks?

Unit weight distribution - combined with the new supply system, the AI evaluation of where to put units has been totally overhauled. In practical terms, this is likely to manifest as seeing the AI commit more troops to defend key areas (ports & coasts), care more about the active supply situation on frontlines, and provide something slightly resembling a defense in depth for their own core territory, even during active frontline pushes elsewhere.



You can see that the AI considers supply carefully when assessing front unit distribution. There are certain circumstances in which the logical supply capacity of a front can be exceeded by the AI - notably when a defensive frontline is facing a numerically superior foe, or when the AI determines that it needs to win a war fast.

Once Moscow has fallen, the supply situation can get pretty dire as you push east.

Naval Invasions - logic for AI naval invasions has seen significant improvement. You should be encountering larger, less frequent naval invasions overall. The Ai will try to take advantage of weak points in coastal defences, and generally be more keen to invade to support theaters. This got so scary we had to turn the new capabilities down several times (of course, these can be tuned back up).

Counters - while it can be difficult to determine a ‘right’ time to switch templates or create a specialized template, we’ve improved logic for majors utilizing specialized divisions such as Tank Destroyers in relevant circumstances. You should see the AI care a little more about what you throw at it.

Buffer Fronts - Several AI strategies now involve the use of buffer fronts. These are specially defined area defense orders which will request a proportion of national divisions to man them. Where these differ from regular garrison orders, is that these fronts will ‘loan’ their unit distribution counts to nearby fronts or invasion orders.

For example, the heatmap below show the distribution of US troops several months prior to Overlord. The troops stationed in Alexandria and the UK are using buffer fronts, which will supply frontlines in europe, in order to avoid having to relocate troops from much further away. Here you can see the (somewhat anachronistic) defense of Greek territory being supplied by the buffer front in Alexandria, which is in turn supplied with divisions from the US mainland (arriving through the Mediterranean).

The locations and weightings of these are instructional only.

[h3]Read the full Diary[/h3]