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No Compromise, No Surrender | Hotfix & Korean Localization

Generals!

We hear your feedback. Here is Update 1.17.0.1 "Musketeer", to bring some most urgent frontline updates and fixes.

[h3]Feature[/h3]
Added an 'immobile' cohesion setting, which turns off all automatic relocation for units attached to a battleplan. Planning speed is halved while using this setting. Shift+D hotkey will now open the cohesion menu in the battleplanning UI. (Arheo worked all night to get this in!)

[h3]Bugfixes[/h3]
  • Fixed issue where Naval HQ window could not be scrolled with mouse wheel
  • Fixed a bug where the Naval HQ naval leader window would not update when you add a new admiral
  • Fixed crash when switching to the 1939 scenario after loading a save
  • Fixed a bug where, without "No Compromise, No Surrender", Tannu Tuva had great ambition and was not afraid to show it
  • Fixed a bug where, without "No Compromise, No Surrender", Poland would not get invited to the allies


[h3]Additionally[/h3]
  • If you’re experiencing issues make sure that you DISABLE ALL MODS, then try again. If you’re certain you’re not using mods and still getting error messages, then please report them. It also helps to include in your report or post that you have indeed disabled all mods
  • With the release of 1.17 ”Musketeer”, we’ve added Korean Localization.
  • We realized we had unintentionally fixed a longstanding bug (aka. ‘manual micro’) that has been much appreciated by our large MP community. We didn't want to reintroduce it as a bug, so we now support this as an actual feature (see the above section ‘Feature’). Sorry about that!
  • We’ve been made aware that some users are experiencing issues with purchasing the Hearts of Iron IV subscription - we are currently in the process of investigating the cause of this and hope to have it fixed soon.


No Compromise, No Surrender Available NOW!

[previewyoutube][/previewyoutube]

We’ve brought you Dev Corners, and then Dev Diaries. There were Videos and Live Streams, and an AMA.

You’ve seen the Patch Notes, and now we’re ready to go.

No Compromise, No Surrender is out now!

Mould new paths in history for Japan, China and the Philippines. Seize a greater depth of control over factions, forge new military doctrines and steer towards a new future for the Pacific and beyond.

Hearts of Iron IV: No Compromise, No Surrender features include:
  • Japan: Seize control of the Pacific, shatter Western dominance, and usher in a rising sun, red dawn, or other unique paths as you reshape the Pacific in an image of your choosing.
  • Communist China: Drive out the old order, unite the people and lead the nation towards its rightful ascendancy as you balance enemies within and without.
  • Nationalist China: Rally the republic, crush the warlords and bring your nation back from the precipice. Choose one of several paths towards victory against the hostile Empires in your war of resistance.
  • Philippines: Defend the islands, defy the invaders and establish independence for your nation. Explore alternative histories and work with those you once considered foes; leverage your access to abundant natural resources, and lend your support to those who most benefit your situation.
  • New Military Doctrines: Shape, manage, and ultimately reform the armed forces according to your battlefield requirements with unique doctrines that accompany a rework of the core doctrines system.
  • Expanded Factions System: Wield greater control over allied countries with new and expanded Faction Rules and defined goals of your alliance.
  • Additional supporting features and quality-of-life updates, such as new Naval Special Projects and updates to Naval Combat with improved carrier mechanics.


The tides of war rise in the Pacific. Will this be your war of dominion, or of resistance?

Get No Compromise, No Surrender on Steam:
https://store.steampowered.com/app/3796260/Expansion__Hearts_of_Iron_IV_No_Compromise_No_Surrender/

[h3]Developer Diaries & Spotlight Videos[/h3]
If you missed any of our developer diaries or spotlight videos and want to catch up on all the new features in this expansion, you can find everything you need at the links below:

Complete List of Developer Diaries Country Showcases Playlist
[h3]
Version Rollback[/h3]
As always, you’ll be able to roll back your game to previous versions. The rollback option will become available shortly after the DLC release, so if you don’t see it right away, please be patient.
If you’re unsure how to roll back your game, you can find a helpful guide here.

[h3]FREE TO PLAY![/h3]
Fresh to the frontlines or expanding your DLC arsenal? Jump in now!
HOI4 is free to play this weekend, take command today!

https://pdxint.at/44e3tlr


[h3]Release Sale![/h3]
Accompanying the release of No compromise, No Surrender, we will also be running a sale! So if you want to grab something you're missing alongside this release, you can get up to 70-75% off on select purchases.

[/p][h3]BASE GAME[/h3]
[p]Hearts of Iron IV - 70% off Hearts of Iron IV: General Edition 70% off Hearts of Iron IV: Ultimate Bundle 30% off Hearts of Iron IV: Big Nations Bundle 15% off

[/p][h3]Expansions[/h3][p]Hearts of Iron IV: Götterdämmerung 20% off Hearts of Iron IV: Arms Against Tyranny 30% off
Hearts of Iron IV: By Blood Alone 30% off Hearts of Iron IV: No Step Back 30% off Hearts of Iron IV: La Résistance 50% off

[/p][h3]Country Packs[/h3][p]Hearts of Iron IV: Battle for the Bosporus 50% off Hearts of Iron IV: Trial of Allegiance 30% off
Hearts of Iron IV: Graveyard of Empires 20% off

[/p][h3]Music & Unit Packs[/h3][p]Hearts of Iron IV: Prototype Vehicles 20% off Hearts of Iron IV: Songs of the Eastern Front 50% off Hearts of Iron IV: Eastern Front Planes 50% off Hearts of Iron IV: Allied Speeches Pack 50% off Hearts of Iron IV: Radio Pack 50% off Hearts of Iron IV: Sabaton Soundtrack 50% off Hearts of Iron IV: Sabaton Soundtrack Vol. 2 50% off Hearts of Iron IV: Allied Armor 50% off Hearts of Iron IV: Axis Armor 50% off[/p]

New Hearts of Iron 4 DLC expands three major WW2 players, but it's the factions rework I'm most excited about

As Hearts of Iron 4 storms through its tenth year since launch, new DLC No Compromise, No Surrender has finally arrived to deliver a comprehensive upgrade to the conflict in Asia. One of the best WW2 games, HoI 4 can still be found ranking high on Steam almost a decade on, and this latest expansion is the headliner of its second add-on pass. No Compromise, No Surrender follows in the footsteps of Crusader Kings 3's All Under Heaven, bringing major additions to the nations of Japan, China, and the Philippines, along with core system overhauls to the likes of factions, military doctrines, and naval combat.


Read the rest of the story...


RELATED LINKS:

You can play colossal WW2 strategy game Hearts of Iron 4 for free this weekend, and it's cheap to keep if you love it

The next Hearts of Iron 4 expansion opens new paths for three key Asian nations

Hearts of Iron 4 tackles Japan's most chaotic political struggle in new update

No Compromise, No Surrender | Patch Notes, Live Stream & Mods!

[p]Generals!

We're releasing No Compromise, No Surrender today at 18:00 CET! (Tomorrow, depending on your time zone.)

And, as is tradition, here are the Patch Notes. (Checksum: 3884)

(The usual disclaimer applies; this list is comprehensive, but not necessarily complete. Any items we add will be placed in a separate spoiler underneath.)


[/p][h2]PATCH NOTES - NO COMPROMISE, NO SURRENDER CHECKSUM 3884[/h2][h3]No Compromise, No Surrender[/h3]
  • [p]Added new ahistorical Japanese focus paths including Imperial Influence system.[/p]
  • [p]Added new historical Japan focus tree paths[/p]
  • [p]Added new focus tree to Nationalist China [/p]
  • [p]Added new focus tree to Communist China [/p]
  • [p]Added full focus tree to Philippines [/p]
  • [p]Updated existing warlord focus trees and added it to new war lord countries’ [/p]
  • [p]Split Sinkiang and Khotan Ma with NCNS enabled. [/p]
  • [p]Split Xibei San Ma into Qinghai Ma, Gansu Ma and Ningxia Mawith NCNS enabled. [/p]
  • [p]Split Nationalist China from Sichuan Clique, Northeastern Army, Hebi-Chahar and Shandong Clique with NCNS enabled. [/p]
  • [p]Split Guangdong Clique from Guangxi Clique with NCNS enabled. [/p]
  • [p]Updated states in East Asia and Philippines [/p]
  • [p]Added new VO for Philippines [/p]
  • [p]Added 10 new music tracks [/p]
  • [p]Added 67 new 3D models [/p]
  • [p]Added 54 reskinned and updated 3D models [/p]
[p]
[/p][h3]Features[/h3]
  • [p]Existing faction mechanics expanded on with completely new system, including shared inteligence, faction rules and faction goals [/p]
  • [p]Added over 60 faction rules [/p]
  • [p]Added over 150 short, medium and long term faction goals [/p]
  • [p]Added new faction theatres system for collaborating with faction allies more effectively. [/p]
  • [p]Replaced existing doctrine trees for Army, Navy and Air with new doctrines system. [/p]
  • [p]Added 3 New Special Projects [/p]
  • [p]Added 19 New Military Spirits [/p]
  • [p]Reworked and added limit for the State and Province type buildings, depending on the state type. Limits introduced for different island categories. [/p]
  • [p]Reworked Naval Invasions, replaced global cap of divisions assigned at the same time to invasions and scaling time per division, to have caps based on the number of simultaneous naval invasion plans, how many divisions can be assigned to that plan. Planning time for Naval Invasions no longer depends on the amount of divisions attached to the order. [/p]
  • [p]Added Strategic Locations, Provinces that can have increased building limits, e.g. Natural Harbor, which increases the limit of naval base in a province by 2. [/p]
  • [p]Added 23 new Subdoctrines for the No Compromise, No Surrender [/p]
  • [p]Added 1 new Subdoctrine for La Resistance [/p]
  • [p]Added 4 new Subdoctrines for By Blood Alone [/p]
  • [p]Reintroduced Fleet Home Base system, Port, from which Fleet stationed there draws range and supplies. Now with option to use 'Automatic' Selection of the Home Base. [/p]
  • [p]Planes on Carriers can now perform air missions, while their taskforce is performing naval mission. [/p]
  • [p]Added Carrier Stances that allows to customize how many planes should participate in the defense of the taskforce, and how many should perform air missions [/p]
[p]
[/p][h3]Balance[/h3]
  • [p]Increased maximum naval shore bombardment penalty to defenders to 33 percent. Halved shore bombardment generation from ship heavy and light attack to make the effect stronger but harder to cap. [/p]
  • [p]Reduced generic MIO bonuses for infantry tanks and assault guns to bring them in line with other MIO types. [/p]
  • [p]USA: Reduced all generals and admirals by one level. Several leaders can regain this level through focuses to represent pre-war experience progression. [/p]
  • [p]USA: Added Leader Experience Gain to the Department of Defence to help leaders catch up after entering the war late. [/p]
  • [p]Snowy ground is now more punishing for movement and breakthrough. Extremely cold weather now inflicts higher attrition. [/p]
  • [p]Slightly lowered base speed during strategic deployment. [/p]
  • [p]Added a small attrition multiplier while units are moving. [/p]
  • [p]Naval shore bombardment can now critically hit, causing severe damage to forts and coastal forts during combat. [/p]
  • [p]Removed WAR_SCORE_DECAY_FOR_BUILT_CONVOY. Warscore from sinking convoys now uses the same IC-based logic as ships. Significantly increased warscore for sinking ships. [/p]
  • [p]Updated submarine escape ratios to be more coherent and consistent. [/p]
  • [p]Danish Welfare Balance of Power effects on Starting Production Efficiency changed from minus 15 percent and minus 10 percent to minus 5 percent and minus 5 percent. [/p]
  • [p]China: Army Reform decisions available without No Compromise, No Surrender now cost 75 Army Experience. War of Resistance now grants 20 percent core defense. [/p]
  • [p]Subjects and Overlords no longer receive the Faction Traitor opinion penalty when leaving factions. [/p]
  • [p]Carriers now intercept land-based naval strikes by destroying incoming bombers. The number of carrier fighters determines interception strength. Bomber agility, defense, and speed determine survival chances. [/p]
  • [p]Improved German General Paulus with higher defense, planning, and logistics to better reflect his historical staff career. Previously had uniformly low stats that were not representative. [/p]
  • [p]Line Artillery: Equipment requirement reduced from 36 to 24. [/p]
  • [p]Line Rocket Artillery: Equipment requirement reduced from 36 to 24. [/p]
  • [p]Motorized Line Artillery: Artillery requirement reduced from 36 to 24. Truck requirement reduced from 50 to 36. [/p]
  • [p]Motorized Line Rocket Artillery (Truck-Drawn): Rocket equipment requirement reduced from 36 to 24. Truck requirement reduced from 50 to 36. [/p]
  • [p]Motorized Line Anti-Tank Artillery: Trucks Requirement reduced from 50 to 36. [/p]
  • [p]Motorized Line Anti-Air: AA requirement increased from 30 to 36. Truck requirement reduced from 50 to 36. [/p]
  • [p]Motorized Rocket Artillery: Rocket equipment requirement reduced from 20 to 16. Truck requirement increased from 15 to 16. [/p]
  • [p]Support Artillery Tech: Soft Attack bonus per level reduced from plus 10 percent to plus 5 percent. [/p]
  • [p]Light, Medium, Modern, and Heavy Self Propelled Artillery: Combat Width reduced from 3 to 2. Equipment requirement set to 40 Self Propelled Artillery per battalion (previously 60, 50, 50, 40). [/p]
  • [p]Light, Medium, Modern, and Heavy Self Propelled Anti Air: Equipment requirement increased from 36 to 40 per battalion. [/p]
  • [p]Light, Medium, Modern, and Heavy Tank Destroyers: Equipment requirement reduced from 50 to 40 per battalion. [/p]
  • [p]Naval Air Targeting: Adjusted ship targeting logic for planes. High screening causes targets to be selected more randomly, while low screening causes targeting to behave more like the previous system. [/p]
  • [p]Collaboration: Surrender Limit impact reduced from -30% to -15% at 100% [/p]
  • [p]Removed the Naval Admiral Level contribution to naval hit chance and removed the Coordination bonus. [/p]
[p]
[/p][h3]Gameplay[/h3]
  • [p]Reworked Samar and Cebu into Eastern and Western Visayas [/p]
  • [p]Removed the unused Ausf. I from German equipment variant names as they historically did to avoid numeral confusion. Added a new Ausf. Q to preserve the full 16-variant naming set. [/p]
  • [p]Implemented game logic for naval mission targeting. [/p]
  • [p]Assault Gun Manufacturer MIOs now also apply to Modern SP Artillery. [/p]
  • [p]Coastal Defense Ships can now mount mine rails and perform minelaying operations. [/p]
  • [p]Iraq now automatically grants air base access to United Kingdom and cannot revoke air or military access while the Anglo-Iraqi Treaty is active. [/p]
  • [p]Added coal to the mobilization laws interface. [/p]
  • [p]AI now sticks more firmly to production lines before switching. Threshold adjusted from 0.25 to 0.1. [/p]
  • [p]Removed the Medium Battery tech line. [/p]
  • [p]Moved all medium battery modules into the corresponding light and heavy battery lines. [/p]
  • [p]Added plus 5 percent attack and piercing to Heavy Cruisers through the Heavy Shell techs. [/p]
  • [p]Standardized naval equipment names to Early, Basic, Improved, and Advanced. [/p]
  • [p]Moved hull years to 1922, 1936, 1939, and 1943. [/p]
  • [p]Added submarine carrier airwing size modifiers." [/p]
  • [p]Added three new unit categories: All Anti Tank Artillery, Mobile Anti Tank Artillery, and All Rocket Artillery. [/p]
  • [p]Collaboration impact on surrender limit reduced from 30 percent at 100 percent to 15 percent at 100 percent. [/p]
  • [p]Added minor flavour national spirits for Tibet. [/p]
  • [p]Added the Warsaw Pact focus for the Soviet Union. [/p]
  • [p]Germany: Tag-based Reichskommissariats can no longer be formed if the country is already a German puppet, such as Poland or Czechoslovakia. [/p]
  • [p]Tweaked Danish AI to be more likely to declare independence when their overlord is losing and less likely when the overlord is stable. [/p]
  • [p]Encouraged France to participate in the Yalta Conference even with very low warscore. [/p]
  • [p]Opened a passage into Arunachal Pradesh and set parts of the Yunnan–Burma border to impassable. [/p]
  • [p]AI should no longer withdraw its entire army from a front when a controller area is split. This may not cover every edge case, but it addresses the majority of occurrences. [/p]
[p]
[/p][h3]Stability & Performance[/h3]
  • [p]Fixed a crash on Mac when hovering over a deleted template. [/p]
  • [p]Implemented a OOS fix related to pathfinding. [/p]
  • [p]Fixed a crash on Mac when pressing the Raids interface. [/p]
  • [p]Fixed a CTD in the supply system. [/p]
  • [p]Corrected the Noric script so it now displays the proper tooltip. [/p]
  • [p]Parallelized parts of the supply dirty check for improved performance. [/p]
  • [p]Fixed an OOS issue in production lines. [/p]
  • [p]Reordered triggers for WTT border conflicts to reduce topbar GUI lag when playing as China. [/p]
  • [p]Optimized memory allocation throughout the codebase. [/p]
  • [p]Optimized pathfinding by storing state in a single byte instead of several. [/p]
  • [p]Optimized naval strength comparison logic. [/p]
  • [p]Optimized the join wars and call allies actions. [/p]
  • [p]Optimized trade route calculations and overall route optimization. [/p]
  • [p]Optimized CCountryIntelligenceAgencyView::CalcOperations. [/p]
  • [p]Raids now evaluate equipment archetypes instead of specific variants, greatly improving performance. [/p]
  • [p]Fixed an OOS in the supply system related to localization. [/p]
  • [p]Fixed a CTD triggered when starting a peace conference. [/p]
  • [p]Fixed a temperature-related OOS issue. [/p]
  • [p]Improved save file size requirements caused by the international market. [/p]
  • [p]Added an optimization that batch-removes CGui::_guiObjectShown entries when batch-removing GUI objects, avoiding expensive per-object removals. [/p]
[p]
[/p][h3]UI[/h3]
  • [p]Most country targeted decisions will now pan the camera to that country’s capital state when right clicking them. [/p]
  • [p]Shift clicking equipment in the lend lease setup now adds all equipment of that type to the offer with the Once setting enabled. [/p]
  • [p]Main menu backgrounds are now fully localizable. Added support for the Chinese localized NCNS background. [/p]
  • [p]Added portrait traits for minor portraits and improved the tooltip for Hirohito. [/p]
  • [p]Added the Korean language folder and language selection settings. [/p]
  • [p]Added naval HQ and best HQ leader information to the combat result screen. [/p]
  • [p]Updated the top bar factory display to show coal and energy information. [/p]
  • [p]Added an alert when fuel drops below 25 percent. [/p]
  • [p]Reduced lobby list spam by collapsing duplicate lobby names. [/p]
  • [p]Improved the daily manpower gain tooltip so the displayed value now matches the underlying calculation more accurately. [/p]
  • [p]Fixed the research window layout for low resolution displays. [/p]
  • [p]Map tooltips now lock to the bottom right of the screen. This can be toggled in game settings. [/p]
  • [p]Strategic Region names are now only visible on hover. This can be toggled in game settings. [/p]
  • [p]Land unit icons now display with transparency while using the strategic naval mapmode. [/p]
  • [p]Adjusted the color of naval supply routes to be less visually noisy. [/p]
  • [p]Fixed issues with the naval stance dropdown. [/p]
  • [p]Replaced the navy engagement button with a dropdown menu. [/p]
  • [p]Modernized the repair priority button visuals. [/p]
  • [p]Added more information to the strategic location icon. [/p]
  • [p]Added a faction button to the top bar. [/p]
  • [p]Updated the Officer Corps menu icon. [/p]
[p]
[/p][h3]Modding[/h3]
  • [p]Added the annex_subject_cost_factor modifier. [/p]
  • [p]You can now switch countries by holding Tab and clicking a country on the map while in debug mode. [/p]
  • [p]Raid Types can now use a range factor modifier that multiplies the effective range of eligible units. [/p]
  • [p]Added the fade_delay GUI property to containerWindowType, allowing an initial delay before a window fades in. [/p]
  • [p]Added the army_experience_from_volunteers modifier. [/p]
  • [p]Added support for buttons with scripted effects in the focus tree inlay window. [/p]
  • [p]Added a new modifier: spotting_chance_against. [/p]
  • [p]Added a new modifier: naval_hit_chance_against. [/p]
  • [p]Added a new modifier: amphibious_invasion_against. [/p]
  • [p]The language=X argument can now be used with or without the l_ prefix. [/p]
  • [p]Implemented a new trigger: has_resources_in_collection. [/p]
  • [p]Removed cl_tech from the game. All uses have been migrated to ca_tech, and ca_tech has been renamed to Cruiser Technology. [/p]
[p]
[/p][h3]Graphics[/h3]
  • [p]Fixed a missing land bridge east of Batangas. [/p]
  • [p]Updated textures for Japanese tanks in the Axis Armor Pack. [/p]
[p]
[/p][h3]Bugfix[/h3]
  • [p]Fixed a bug where Air Accident modifiers were not applied correctly + improved the tooltip to show more accurately what is happening [/p]
  • [p]Fixed the Nothing Personal, Adolf achievement to also require the Austrian states split off in Götterdämmerung. [/p]
  • [p]Fixed redundant requirements in the Canadian focus Defense Research Grants and the Ethiopian focus Support Anti Colonialist Resistance. [/p]
  • [p]Added a missing name to the research bonus from the Yugoslav focus Industrialization Program." [/p]
  • [p]Disabled automatic bypass on several Belgian focuses. [/p]
  • [p]Updated the localization for automatic medal granting to read Automatic Free Medal Chance for better clarity. [/p]
  • [p]Fixed an issue where Lluis Companys’ portrait did not appear correctly when leading independent Catalonia. [/p]
  • [p]Corrected several cases where incorrect or unrepresentative airframe graphics were used in starting OOBs for ENG, GER, JAP, and USA. [/p]
  • [p]Fixed missing French localization for the Swedish focus Husqvarna Weapons Factory. [/p]
  • [p]Corrected the Sunrise Invasion achievement description to state that players must own a coastal European state, not merely occupy one. [/p]
  • [p]Updated the flag on the Nanjing Presidential Palace. [/p]
  • [p]Fixed border war state selection and restored the Xian Incident event. [/p]
  • [p]Fixed flickering terrain modifier tooltips when multiple units attacked from the same province. [/p]
  • [p]Amphibious tanks are now correctly classified as amphibious units. [/p]
  • [p]Warlords who imprison Kai Shek are now correctly removed from the faction if China chooses to declare war. [/p]
  • [p]Peace conferences can now force ownership of impassable states. [/p]
  • [p]Resource rights are now cancelled automatically when going to war with the rights giver. [/p]
  • [p]Fixed a GUI bug affecting the chat box in multiplayer. [/p]
  • [p]Fixed gain_xp for naval commanders. [/p]
  • [p]Border wars can now be initiated across puppet state borders. [/p]
  • [p]Redesigned the strategic region and sea zone interface window. [/p]
  • [p]Fixed an issue preventing missiles from being attached to submarines with missile modules. [/p]
  • [p]Fixed taskforce reinforcement and reserve transfer issues. [/p]
  • [p]Fixed a bug where depth charges were not properly scaled by modifiers. [/p]
  • [p]Naval Aircraft MIO archetypes now correctly apply Naval Attack, Naval Targeting, Sub Detection, and Surface Detection bonuses. [/p]
  • [p]Mengkukuo can now use the generic industrial concern. [/p]
  • [p]Casualty values are now stored using 64 bit integers. [/p]
  • [p]Added XP gain to naval missions and expanded XP tooltip information. [/p]
  • [p]Removed unnecessary whitespace in the monthly recruitable population tooltip in the state view. [/p]
  • [p]Fixed broken number symbol usage in Russian localization. [/p]
  • [p]Added a missing name to the tech bonus from the Greek focus Increase Our Mining Operations." [/p]
  • [p]Fixed an issue where enemy nations could absorb returning volunteer divisions. [/p]
  • [p]ToA music now plays less frequently when the player capital is outside South America. [/p]
  • [p]Fixed weather related speed modifiers not applying correctly during attack moves. [/p]
  • [p]Fixed UK focus Organize the Blackshirts causing overlapping branches. [/p]
  • [p]Fixed an issue where electing MacArthur during wartime did not trigger the correct event. [/p]
  • [p]Fixed a bug where subject manpower reinforcement speed was ignored. [/p]
  • [p]Corrected multiple flawed focus prerequisite and bypass conditions for Poland. [/p]
  • [p]Fixed a typo in the German focus Reorganize the Wehrmacht. [/p]
  • [p]Fixed Belgian coring of Gallic states failing when a decision was interrupted. [/p]
  • [p]Fixed a lobby bug where countries could appear to be controlled by fake players after a kick. [/p]
  • [p]Fixed both options for German demand for colonies being localized as acceptance. [/p]
  • [p]Seizing civilian trains can no longer provide armored trains. [/p]
  • [p]Fixed a rare CTD when OpenGL users joined multiplayer lobbies. [/p]
  • [p]Fixed modded decision category interfaces shifting after their first use. [/p]
  • [p]CAS damage is now scaled by effective plane count rather than full airwing size. [/p]
  • [p]Operation Countenance now proceeds more reliably along historical paths. [/p]
  • [p]Finnish sniper events will no longer appear when combat is not occurring on Finnish territory. [/p]
  • [p]Italy: Enrico Fermi can now be unlocked through the focus New Forms of Weaponry. [/p]
  • [p]Ethiopia: A ceasefire accepted by Italy during Peace Negotiations now forces all Italian allies into white peace with Ethiopia. [/p]
  • [p]Removed Axis Armor Pack references from game logic. Ownership of the cosmetic pack is unaffected. [/p]
  • [p]Corrected supply_factor usage in multiple national tags, replacing it with supply_consumption. (Argentina, British Raj, Chile, China, Congo, Denmark, Finland, Germany, Greece, Iceland, Iraq, Italy, Philippines, Sinkiang, Sweden, Afghanistan and Japan) [/p]
  • [p]Rexist Belgium will now join the Axis before Germany invades. [/p]
  • [p]Germany is now more willing to grant territory to its Reichskommissariats during peace conferences. [/p]
  • [p]French Syria no longer incorrectly loses two states at the conclusion of the war with Turkey after Megali Plan ratification. [/p]
  • [p]Added force_link_ownership_to support for impassable states. [/p]
  • [p]Added minor flavour national spirits for Tibet. [/p]
  • [p]Added the Warsaw Pact focus for the Soviet Union. [/p]
  • [p]Added a Dardanelles Straits adjacency. [/p]
  • [p]Germany: Tag based Reichskommissariats can no longer be created if the target country is already a German puppet. [/p]
  • [p]Tweaked Danish AI to be more likely to declare independence when their overlord is losing and less likely when stable. [/p]
  • [p]Encouraged France to participate in the Yalta Conference even with very low warscore. [/p]
  • [p]Opened a passage into Arunachal Pradesh and set portions of the Yunnan Burma border to impassable. [/p]
  • [p]Corrected localization cutoff in The Khakimov Proposal. [/p]
  • [p]Fixed missing images for Nordic Defense Council events. [/p]
[p]

[/p][h2]Dev Live Stream @ 11:00 CET[/h2][p]Mordred will be sitting in the bunker for four hours, hosting and moderating our pre-launch Multiplayer Live Stream. Join us to experience the new NCNS content and features, cheer on your favorite devs and see the madness unfold!

[/p][p]
And finally…

[/p][h2]These Mods have been updated for Release![/h2][p]With the release of No Compromise, No Surrender, there will be dead save games and mods that need updating, so check your Workshop. Nonetheless, our top Modders have been hard at work to make sure some of your favourite mods are up to date! Here is your latest list of mods that will be updated on release day. [/p][p][/p][p] BLACKICE [/p][p]World Ablaze [/p][p][/p][p]Millennium Dawn [/p][p][/p][p]Kaiserreich [/p][p] [/p][p]End of a New Beginning | 1857-1930 [/p][p][/p][p]The Great War Redux[/p][p][/p][p]Commanders: The Competitive HOI4 Mod[/p][p][/p][p][/p][p]The Road to 56[/p][p][/p][p]
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Development Diary | New Features

[p]Hello! I am Zwirbaum and in this dev diary I will be talking about new things coming to the game on 20th of November. There are a lot of things to cover, so I will be listing things in a rather speedy manner, without delving too much into details for each and every thing, especially if those things were talked about previously, and didn’t receive much change since the earlier showcase. So without further ado, let’s begin our feature showcase speedrun!

[/p][h2]Factions Ahoy![/h2][p]Since the last time we have looked at the faction screen, visually things have changed quite significantly. However those changes are not visual only, as we have updated certain gameplay elements quite a bit as well.

Updated Faction Window. You can see now that there is an additional element on the top bar, between the country flag and the decision tab, which serves as a shortcut to the Faction Window. For the eagle eyed people, Faction Specific Logo is used. The number below the logo on the top bar, is the number of the faction initiatives you currently have. And the new alert to the right, with two flags and exclamation mark is information that you can select a new Faction Goal - which is in the Short Term Faction Goal Section.

[/p][h3]Faction Goals - Update[/h3][p]Goals now are organized in three groups, whether they are Short, Medium or Long Term Goals, and then within each of those groups, Goals are further divided into categories, to what they are affecting, or are linked mostly. You can see there are filter icons, to easily and quickly navigate to the group you are mostly interested in. Additionally it contains interesting information about Unlocking Faction Research for your faction. Note that as usual, what you can see on this screenshot can change, especially rewards, or completion conditions.

Goals underwent a bit of update since the last time, there is no longer a set of rather static goals for your factions. Now you can choose new goals, if you have an open slot for them, completing a goal allows you to select a new one. However if you do not like, or do not see yourself to ever finishing one of the goals you started with, or set for yourself, for various reasons, you can pay with the Faction Initiative, to replace it with a new one. Speaking of Faction Initiatives…

[/p][h3]Faction Initiative Gain[/h3][p]In this example we can see that even if we would not get any other Faction Initiative, we will passively generate one within 133 days. Faction Influence, measures how influential, how powerful, and how impactful your position is within the faction.

Depending on how much of your Faction Manifesto is fulfilled, and your Faction Influence, you will generate a passive trickle of the Initiative, thus giving you the option and opportunity to actually use the actions and activities within the faction, without worrying too much about the limited pool of those points.

[/p][h3]Factions Rules Touch-Up[/h3][p]The second tab in the Faction Window contains Faction Rules, their groups, and when you want you can view all the potential faction rule groups, and once again, use a nifty filter to quickly get what you want.

Faction Rules instead of being called: “Ideology Rules” or “Joining Rules”, are now a bit more descriptive, and hopefully easier to understand at the glance, with things like: ‘Who can be removed from the faction?’. Some of the rules may also have attached modifiers to them, or have effect on the gameplay, like Faction Rules influencing Peace Cost of specific types of actions in the Peace Conference, thus for example making it cheaper for the Comintern to Puppet Countries.

Example of the Faction Rule that has a modifier attached to it.

[/p][h3]Faction Research[/h3][p]One of the new venues of faction co-operation is the Faction Research. At the start of the game, or whenever you will create a new Faction it will be locked behind completing a specific Faction Goal. That faction goal, which is called Develop Joint Research Practices™, represents setting up, and working within the faction, on establishing the cooperation and infrastructure necessary to share all the technological advancements within.Regular research and more experimental one alike, but we will go into more detail for it, a bit later.

Until the effort is undertaken by the Faction, to complete the goal, and the efforts for the faction research program are finished, this tab will remain locked.

What this tab allows you to do is, to spend faction initiative, to add one of your experimental facilities to become a Joint Research Facility. Then other faction members may assign their own scientists to help and conduct research, increasing Faction Research Bonus, as well as helping with any Special Project being developed at that facility at the same time.

In this example, the USA transformed their Naval Experimental Facility in Maryland to become a Joint Research Facility, and the Philippines assigned their scientist to join the Faction Research Program. Now the American Commonwealth enjoys a 5% Research Sharing Bonus, and any special project researched in that facility, will be developed a bit faster, while Philippines will get some of the progress towards that project as well.

[/p][h3]Faction Military Operations[/h3][p]The next tab we will be talking about is the Faction Military Operations, and similarly to the Faction Research, is locked behind completion of another goal. The "Institute a Joint Command Structure" goal focuses on establishing and further developing shared allied command structures. This is intended to increase cooperation and coordination among the militaries of different nations united by a common cause. Think of Combined Chiefs of Staff, or Supreme Headquarters Allied Expeditionary Force.

Until the Faction will prove their will to coordinate their military efforts via completing the Faction Goal of Instituting a Joint Command Structure, this tab will remain locked.

In this screenshot, the USA has selected to contribute 15% of their monthly manpower increase in the pool, storing 376 manpower in the pool, while the Philippines contributed final 15 manpower. Right now there is no need to tap into that manpower pool, but later it could be useful…

Players can adjust their monthly manpower contribution by selecting one of four options, ranging from 0% to 15% of their total monthly manpower increase. This contribution is added to the Faction Garrison Manpower pool, a shared resource. All faction members can draw manpower from this common pool, utilizing the contributions of others as well as their own.

Another way to increase the cooperation within the faction is to unlock Doctrine Sharing. By paying Faction Initiative, you can unlock sharing within one category (Land, Navy, Air). As long as a country has the same Subdoctrines selected and has achieved a higher level of combat prowess, it will share its advancements with countries that have not yet reached that level.

This list shows all the potential Subdoctrines that can be shared within a faction, and what is the highest level that can be achieved with it.

The final new tool for Faction Military Operations is the Faction Theaters feature. A faction can unlock up to four theaters. (This number may change in the future.) Each theater costs one Faction Initiative to create.

Every Faction Theater requires a Theater Commander, who can be either an Admiral or a Field Marshal. The theater must also have an assigned country and at least one selected strategic region.

Units from the assigned country that operate within those regions receive supply bonuses based on the Theater Commander’s stats. Naval units benefit more from an Admiral, while land units gain better bonuses under a Field Marshal.

When the assigned country is AI-controlled, the AI will acknowledge the theatre's creation, treating it as guidance. This elevates the theatre's priority for that AI country, leading it to commit more forces. This change enhances the feeling of coordinated and planned military operations among allied forces.

Additionally, the Theater Commander’s country earns mastery when other faction members fight within the Faction Theater.

Once a Faction Theater has been unlocked, it can be modified, deleted, or reassigned as needed, and it can be reused without paying the unlock cost again.

Example of the created Faction Theatre by the USA. In this example they have assigned Douglas MacArthur to lead it, and assigned only the USA to it.

You can select whether to keep the Faction Theater Displayed as this flag pin on the Default, Navy or Air map modes. When hovered upon, it will display this outline, and list assigned regions together with which countries should participate in the local kerfuffle.

[/p][h3]Faction Intelligence[/h3][p]The final tab is dedicated to expanding the intelligence agency's features within the faction. Faction Intelligence encapsulates all efforts to share information and coordinate clandestine operations between allied nations. Historically, this is exemplified by the joint Polish, British, and French work on the German Enigma machine, as well as various other intelligence partnerships, ranging from World War II-era collaborations to contemporary organizations like NATO Joint Intelligence, Surveillance, and Reconnaissance (JISR).

In addition to the Spymaster position, the faction now includes three new roles: Head of Cryptology, Counter Intelligence, and Operations. Assigning an advisor to one of these positions will yield benefits for both the advisor's country and other faction members. You'll need faction initiative to unlock each of these new positions, just like with the others.

Intelligence Sharing Bonus, which in this screenshot is 20%, refers to having a discount on the time your agency will take when selecting upgrade that someone in your faction already had, e.g. Radio Interception Group.

[/p][h3]Faction Manifest[/h3][p]Faction Manifests now also provide a certain benefit, scaling with the fulfillment of said manifest. Also, if that percentage is high enough, you will receive additional benefits, as in this example we can see that providing Guarantee on other countries, will also provide Democracy Drift on guaranteed nations.

As a very quick reminder - Manifest is the main ‘goal’ of the faction, what drives them, and how their success is measured.

And now it is the time to move away from the Factions, and sail towards other changes.


[/p][h2]Naval Changes[/h2][h3]Naval Mission Changes[/h3][p]
Newly updated naval mission bar, on the left we have Core Missions, Patrol, Strike Force and Convoy Raiding, and those missions are the only one that have impact on the dominance, with the symbols above the mission icon showing at glance how they impact Naval Dominance in regions they were assigned to.

One of the changes since we last discussed it in the Dev Corner, is that we decided to move Convoy Escort from the Core Mission Set to become Auxiliary Mission, and as such it no longer has any impact on the Naval Dominance, however it will now get benefit from having Naval Dominance Established - in this case, Convoy Escort Task Forces will enjoy having increased Positioning, and thus be more effective in screening the convoys, and effectively fighting off attackers.

[/p][h3]Naval Targeting Options[/h3][p]By clicking on the target icon, you will be able to access the targeting menu where you will be able to customize which ships you would like to engage in combat, and which should you avoid.

Players will now be able to specify which ships their Taskforce will want to engage, or if already engaged upon, to withdraw from the fight. This way you could set so your Strike Forces will not sail to every Submarine Raiding your convoys, or that your Light Cruiser Patrols will withdraw from the combat as soon as any Capital Ship would show up on the opposite side of the combat.

[/p][h3]Automatic Selection of Home Bases[/h3][p]That gear icon, which is highlighted for your convenience when reading this dev diary, will allow you to use ‘automated’ selection of the Home Bases.

One of the things based on the feedback that we received from the dev corners, was how to address the concerns about potentially having too much of a micro with changing the Home Bases in order to ensure your fleet have enough of a range to reach their designated targets. We have added an ‘automated home base selection’ toggle-system as an alternative to the players that prefer to concern themselves with naval matters less.

[/p][h2]New Buldings[/h2][p]Do you remember when I said that the increased cap of naval bases on some islands can lead to having some importance? Let me introduce you to our two new buildings, Naval Supply Hub and Naval Headquarters. Both these buildings will require you to have level 8 naval base in a province, before you will be able to construct those new constructions. Thus increasing the importance of those highly built-up ports, as well, as limiting where they can be placed on the islands.

[/p][h3]Naval Supply Hub[/h3][p]Icon, and the description of the Naval Supply Hub. I saw some speculations, and do not worry, you will still be able to have the regular supply ferried over to the Naval Bases, as you were able before.

As I mentioned in the Hydrodynamics Dev Corner, fleets now draw their operational range from the Home Bases, as opposed to the old system, where fleets could operate within the range of ANY friendly port. With the addition of the Naval Supply Hubs, Fleet can operate within the range of their Home Base AND any other ports that contain Naval Supply Hubs, to represent that extra capacity, and capability of the refueling and extra resupply of the navies. Some of those buildings are pre-placed at the start of the game, which should increase the importance of controlling such locations even more, like Singapore.

[/p][h3]Naval Headquarters[/h3][p]
Naval Headquarters are the second addition to the building roster. What this building does, it allows you to assign an Admiral to it, and all task forces operating within the range from the HQ will receive certain benefits based on the individual skills of the admirals. In return, successfully operating ships within those limits, will provide some experience to that Admiral. Similarly to the Naval Supply Hubs, there are some Naval Headquarters created at the start of the game, including some places you may have heard of, like Norfolk or Pearl Harbor.

Visualization of how far the Naval Headquarters located in Hiroshima can provide the bonus to task forces operating within.

You can quickly check if the task force is operating within the range of any of your Naval Headquarters, and what is the bonus provided for it.

[/p][h2]Carrier Stances, Offensive and Defensive Sorties[/h2][p]You can select Carrier Stance by using the dropdown menu. It has five settings, where the first one, Fully Defensive, has 100% Defensive Sortie Efficiency, while having 0% Offensive Sortie Efficiency. Other stances adjust values by 25% each, so Cautious will have 75%/25%, Balanced has 50%/50%, Active has 25%/75% and Aggressive finally enjoys 0% Defensive Sortie Efficiency and 100% Offensive Sortie Efficiency.

Carrier Stances are new settings that allows players to further customize how their taskforces, that contain carriers behave, setting the amount of the planes that should be held in reserve, to protect the taskforce from any air attacks, and enemy fleets that managed to initiate attack, and how many planes should be participating in Carrier Air Missions, or be ready to pounce on unsuspecting enemy fleets, during the initial engagement. If you want to take a gamble and hope that you can initiate naval engagements with the enemy, you can switch to an aggressive stance. Hopefully there will be no enemy carriers approaching from a direction you did not expect…

[/p][h2]New Special Projects[/h2][p]In the No Compromise, No Surrender, we have added three new special projects: Support Ships, Escort Carriers and Submarine Carriers.

[/p][h3]Support Ships[/h3][p]And the lovely art for the Support Ships special project, that is probably not very surprisingly put in the Naval Special Projects category. In order to start the project, you need to have technology of the Transport Ship researched (first naval invasion tech)

Support Ships special project, unlock Repair Ship and Support Ship. Ships that you can attach to your task forces, in order to provide some task force wide benefits, including Ship Recovery Chance, which is a new effect that allows you to save some of your ships from certain death and destruction.

In this case you can quickly see how much naval dominance this task force provides, and also, how much of the Repair and General Support is provided to them from Support Ships, together with the effect they provide at the current level of the ‘support’. Those ships have ‘AG’ and ‘AR’ designations. Note that the numbers present and shown here are subject to change.

[/p][h3]Escort Carrier[/h3][p]For the Escort Carriers special project, you will need to research Basic Carriers, or in other words, what used to be known as the 1936 Carrier.

Escort Carriers are the new carrier equipment that you get after researching a Special Project for them. They are meant to provide you with cheaper, easier to produce carriers that are helpful in auxiliary roles, like escort duties, where attaching a fully built up Fleet Carrier would feel like a waste. While they may lack raw combat power compared to their bigger brethren, they should provide more than enough bang for their buck in their intended role.

And here we have the Escort Carriers Hangar Deck. It provides increased Carrier Sub Detection compared to a regular Carriers Hangar Deck, while providing less deck space. This also means in order to get the full benefits of the ‘Carrier Detection’ values, you will need less planes manned on the Escort Carriers, thus reinforcing the whole ‘more economical’ approach to them, as compared to fully blown-out Fleet Carriers.

[/p][h3]Submarine Carrier[/h3][p]And the final new Special Project - Submarine Carriers. In order to research those beauties, you will need to have Basic Carriers and Improved Submarines. (Previously known as 1936 Carrier and 1940 Submarine, which of course now also means it is a 1939 Technology)

Submarine Carriers operate in slightly different manners to the regular carriers. Planes from the Submarine Carriers participate in the Carrier Air Missions, however, during the Naval Combat - they are not participating in the actual combat, and the Submarine Carriers act just like regular Submarines.

[/p][h2]Adjustments to the Naval Tech Tree[/h2][p]As you can see ship hulls now follow our usual pattern of naming Early, followed by Basic, Improved and in the end to become Advanced Destroyer. Also we have moved the technology dates for them from 1922/1936/1940/1944 to 1922/1936/1939/1943.

We heard the feedback that the Naval Tech Tree feels bloated, making it hard to stay up-to-date with the Naval Technologies, and making it even harder for any potential naval upstart to catch up with the Major Naval Powers. After some internal discussion, we did some trimming of the clearly overgrown naval tech tree. Below you will find a screenshot that contains a trimmed naval gunnery part of the tree. There are some other adjustments to the tech tree here and there.

Another adjustment we did to the Naval Tech Tree was to move the Ship Hulls one year earlier, so from 1940 to 1939 and from 1944 to 1943, allowing players to research, build and be actually able to finish production of ships of higher tiers, before the war would end.

There has been some tech consolidation in the naval tech tree window. In this example, you can notice that the naval gunnery tech branch no longer has separate medium batteries. This tech now branches depending on the type of the attack: Top line unlocks the Light Attack modules, while the bottom line unlocks Heavy Attack modules. Dual-Purpose Batteries occupy the position in the middle.

[/p][h2]Coal & Energy[/h2][p]This is the updated tooltip in the topbar for the factories count. It provides a quick overview of how much energy your industry demands (together with percentage you managed to provide), current energy production and the resources you are currently using for it, and what is your theoretical maximum energy production, with the resources you currently possess.

In the dev corner of ‘Thermodynamics’ we covered the basics of how the Coal operates, our intentions for it and so on. The basic features haven't really changed much since then. We've mostly been focusing on making the related information better, like improving tooltips and adding new alerts.

Lack of Energy remains relatively the same as was intended previously, reducing base output of the industrial buildings (e.g. military factory from 4.5 IC to 4.0 IC), however the previously mentioned scaling of the Factory Output/Construction Speed/Dockyard Output modifiers is now applied in a scaling way on a sum of those modifiers, IF the sum is a positive.

In essence, countries already struggling (e.g., low stability, lack of technology, crippling national spirits) will experience a reduction in basic output due to coal shortages, but no additional crippling effects. Conversely, a country with many positive modifiers, fully researched technology, and so on, may find that a coal shortage drastically compromises the competitiveness of its industry relative to others.

This ensures that coal/energy has long-lasting impact instead of being relevant only early on, or having disproportionately stronger effect in a specific part of the game (e.g. Mid Game).


We have also increased the effect of dams on the local factory energy consumption, to a more respectable -65% reduction, thus making those states that contain dams, quite a valuable place to concentrate your industry.

There is now also an alert that lists how much Coal do you need to satisfy the needs of your ever hungry Industry, together with all the negative effects.

[/p][h2]Rangers[/h2][p]This is how the Rangers Doctrine tree looks in the end, as we moved from placeholder art created by yours truly.

Nothing major has changed when it comes to the Rangers, so I will just use this as an opportunity to showcase brand new art for the Rangers Doctrine Tree. And use this as a reminder that they are coming to the game.

[/p][h2]New Diplomatic Options[/h2][h3]Airbase Access[/h3][p]I should write here something extremely witty and funny, however my brain is refusing to provide anything that would be fitting those requirements. I will take any: ‘That airbase access picture description was super funny’, even if out of pity.

One of the new diplomatic actions available in the foreign relations toolbox is to offer your airbases or request the access to foreign airbases, where you can place your airforce and conduct the air warfare from.

[/p][h3]Naval Blockade[/h3][p]I’m out of the ideas for the image descriptions at this point. Naval blockade, something something, icon, represent, chains of the thalassocracy strangling the means of naval recreation, please send help.

The second new diplomatic tool that will be available to the players is to impose naval blockade against other targets. Issuing the naval blockade is of course just a mere statement of intent, and not the actual thing, so in order to make it work, you will have to put some work into it. By building the Naval Dominance, and having it enough to have a control over it (in opposition to a country that is blockaded) potentially blocks that sea zone for trying to have any naval trade run through it. Of course some countries may be easier to be navally blockaded, as in the case of Sweden - successful control over the Eastern North Sea region may prevent it from reaching any of their distant trading partners like the USA. However, blockading the USA can be quite a hard task, as not only you would need to pretty much either blockade all of their ports (and hope that USA with their mighty fleet won’t be able to contest you), or put blockade on any of their potential trading partners.

In this screenshot Sweden is getting successfully blockaded by Germany, and that red shade indicates where Germany has their Naval Dominance accumulated. Sending out your fleet to try to break their blockade, by wresting enough of the control over the Eastern North Sea region, will allow you to restart your own Naval Trade with the rest of the World.

And that is all from this dev diary. I hope you will enjoy what we have been cooking during those long months.

Thanks for reading, and until next time, farewell!

/Zwirbaum


And with the last dev diary done I want to take this opportunity to highlight again all the feedback we’ve gotten from the dev corners, even if we cannot apply all the feedback, just reading it allows us to understand if we are hitting the right points in the design. We intend to continue with them for Thunder at our Gates in January, so you don’t have to wait too long ;).
Have fun with the release tomorrow!

/Niels Uiterwijk, Studio Manager PDS Gold

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