Hearts of Iron IV

Hearts of Iron IV

Their Finest Bruh (TFB)
Viser 181-190 af 307 forekomster
< 1 ... 17  18  19  20  21 ... 31 >
Opdatering: 8. apr. 2023 kl. 10:16

checksum 199c

- Medium Large Casemate (Panther and T34) now grant Basic and Improved Heavy Armaments. (Before the tooltip said advanced but it gave basic, now you can do both as was originally intended)
- Fixed an issue with the Wasteland Nation
- Japan and Manchukuo can no longer use Harsh Quotas

Opdatering: 5. apr. 2023 kl. 1:35

The Tank Designer System has had a slight overhaul to address a few issues, namely that many later tank hulls may not be worth building, namely because breakthrough stats aren't super important on later tank hulls, and because many early-mid game tanks have the ability to mount the primary gun you want later on.

To this end we have reworked the Armament Tier system. Before all guns were sorted into tiers 1-9, and turrets would grant a certain number of tiers. IE, a medium turret 1 meant any tank could use tiers 1-4. While some of that still exists in our tiny/light/medium/heavy we have split some other Armaments out by their type. The new categories are: AA, Heavy AA, Artillery, Assault Guns, Light TD, Medium TD.

Additionally, Light/Medium/Heavy turrets 1/2 have been split out into their own turret categories. In the old system Any tank that could use the Turret 1 could also mount the turret 2, but this is no longer true and we can individually grant access on that tank to those turrets. For example, Panzer 3 and 4's struggled to have meaningful differences, but now the Panzer 3 can't mount Medium Turret 2's, but Panzer 4's can. This leaves Panzer 3's as a cheaper early game medium tank choice but give the Panzer 4's the legs they need to last a bit longer.

Furthermore, we have removed 2 Guns, the Medium Squeezebore 1 and 2, and added 4 new TD guns with 2 light and 2 medium. We also added a 2nd Auto Cannon when we split out some guns into the 'Tiny' Tier to fill those out.

A number of balance changes are also happening. Later game Armaments will reduce your speed, so there is a tradeoff for picking the heavier guns that might encourage you to pick a later tank with more speed. Breakthrough is also going down in many areas to make those tank base stats more important.

Tank Armor also will now impact the hardness of the tank, with better armor granting more hardness

Full Patch notes for the changes can he here as they are too large for Steam:
https://pastebin.com/eQEcRjBx

Other changes:

- Dockyards cost increased from 5500 -> 6000
- Military factory cost increased from 6000 -> 7500
- BASE_FACTORY_SPEED_MIL = 4 -> 4.5 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).
- INFRASTRUCTURE_RESOURCE_BONUS = 0.06 -> 0.05 -- multiplicative resource bonus for each level of (non damaged) infrastructure
- SUPPLY_ROUTE_RESOURCE_BONUS = 0.05 -> 0 -- multiplicative resource bonus for having a railway/naval connection to the capital
-----
- All Non Air Mill IC Costs increased by 20%
- LAND_COMBAT_STR_DAMAGE_MODIFIER = 0.05 -> 0.03 -- global damage modifier

- You can now have 150 convoys on 1 production line instead of a max of 15 each

Opdatering: 22. mar. 2023 kl. 10:52

checksum d740

- Sonar 3 has been removed, with Sonar 4 being a 1944 tech
- Sub 3 has been moved from 1939 to 1940
- Sub 4 has been moved from 1942 to 1944
- Zhukov Mass Assault Doctrine Cost Reduction now works correctly
- USA Undisturbed Isolation Dockyard Build Speed Debuff -80 -> -60
- USA Isolation Dockyard Build Speed Debuff -30 -> -25

Opdatering: 22. mar. 2023 kl. 1:21

Patch 27: Checksum-7980

-Possible Middle East Crash Fix

Opdatering: 22. mar. 2023 kl. 0:40

Patch 26: Checksum - 7980

- Added Impassible Terrain in Borneo and Papau
- Added back about 10 civs to the soviet industry
- SS Divisons now use the Soviet Red Guards system for divisions (Big thanks to Chezloc for the brunt of the code)
- Added/Fixed a whole bunch of Division Icons
- A previous fix to ensure that divisions could train if they had specific support companies no longer seems needed and thus is being removed so infantry doesn't need Fuel
- Additional localization provided by Chezloc for the Japan and Mongolian trees


USA Refresh:
- Created two new paths for FDR and Landon
- Flint Strikes Path is created
- There is an option between Arsenal for Democracy or Public Work Projects now
- Undisturbed Isolationism 52.5 -> 50% consumer goods
- Undisturbed Isolationism -80 -> -100% mills construction
- Undisturbed Isolationism -50 -> -80% dockyards construction
- Isolationism 42.5 -> 40% consumer goods
- Isolationism -40 -> -60% mills construction
- Isolationism -20 -> -30% dockyards construction

Soviet Dance of the Marshals:
- Soviet Army branch has been completely reworked into a more LARP focused political shuffling of Field Marshalls. The changes are too numerous to list here but there are many decisions and descriptors in the tree explaining what to do and what does what. A big difference is that ALL important generals will now be cowed by Stalin but are kept safe from the purge. Furthermore you have an option to Save Tukhachevsky during his trial, for the cost of Stability. This rework is designed to help expand possible Soviet Builds and allow them to be proactive and set the tempo rather than be reactive and catering their build to the Germans.
- Bugs and Balance issues are expected in the initial patch here as we work out issues.

Opdatering: 8. mar. 2023 kl. 22:20

Patch 25 - checksum c1d1

- Added a new 1942 tech for Sonar 4
- Light Cruiser Battery 1/2/3/4 Light Attack changed from 4/8/12/16 to 3/6/9/12
- Ship Radar 4 Hit Chance Bonus decreased from 10% to 7.5% to bring it in line with the other radar
- Soviet Heavy Tank Designer Okmo Armor boost 5% -> 10%
- Soviet Heavy Tank Designer Okmo IC Cost boost -5% -> -10%
- Spirit of the Pacific Factory Output debuff on the allies has been removed
- Australia has a new decision that they can take if they don't annex New Zeeland (because it is a player) that will Core Papau and give them a buff granting +5% production efficiency, cap, retention, and output
- Japan Short Term Industry buff changed from taking away 2 civs to give a mill every month, and instead granting them 10% output and production stats but a 20% construction speed debuff.
- States now have 50 building slots at a maximum, with all state categories having their base amount increased by 20% (IE instead of a Metropolis granting 22 slots they now grant 26, etc.)
- Supply Hub Build Speed is now affected by the level of infrastructure in that state like factories

Speed:
- Gas Engine speed bonus 15% -> 10%
- Recon base Speed boost on all terrain for horse/mot/tank/ac from 5/8/10/12 to 4/6/8/10
- Recon Speed Boost per additional research now grants 1.5% instead of 2% for every level
- INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT = -0.01 -> -0.03 -- speed penalty per infrastructure below maximum.

Supply:
- COOLDOWN_DAYS_AFTER_MOVING_SUPPLY_CAPITAL = 30 -> 3 -- cooldown for moving supply again after last move
- DAYS_TO_START_GIVING_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL = 7 -> 3 -- the country will start gaining supply after this many days moving its capital
- DAYS_TO_START_GIVING_FULL_SUPPLY_AFTER_MOVING_SUPPLY_CAPITAL = 21 -> 10 -- the country will reach max supply after this many days moving its capital

Tank:
- The Lowe Heavy Tank has been removed
- IS3 Chassis has been removed, with the IS being able to mount a heavy turret 3
- To replace the lost armor, there is a 1945 research for the IS3 to upgrade that chassis
- Medium Howitzer 1 now also costs 2 Tungsten
- Medium Howitzer 2 now also costs 3 Tungsten
- Medium Howitzer 3 now also costs 4 Tungsten
- Medium Howitzer 2 Soft Attack 44 -> 38
- Medium Howitzer 2 Hard Attack 20 -> 18
- Medium Howitzer 3 Soft Attack 50 -> 46
- Medium Howitzer 3 Hard Attack 26 -> 22

Bugfixes:
- Greece's National Leader no longer will set the country to 0 Stability since we don't have the greece tree in the game
- Fixed a bug in the Japanese Air Propaganda which instead of removing the bonus after the propaganda ended was instead granting it again.

Naval AA:
- SHIP_TO_FLEET_ANTI_AIR_RATIO = 0.25 -> 0.2 -- total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction
- ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE = 0.25 -> 0.58 -- received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE
- ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.25 -> 0.02

TL:DR on Naval AA, back in October we reset some of our defines to Vanilla that were going to be identical between the mod and vanilla. This put us in a spot where we wanted to be for Naval AA Damage reduction. However for 1.12.5 in October we missed that Paradox modified those defines, buffing naval aa in a way we were not anticipating. These changes are to nerf Naval AA and to make it more linear and make every bit of added AA worth its IC cost rather than plateau so quickly. This will also nerf fleets that have only a very tiny amount of AA by bringing them more in line with what you would expect.

For example, before these changes the starting UK fleet at ~180 Fleet AA had ~50% damage reduction from naval bombers, but after these changes they will have about 17%. Likewise for a fleet of any size with only 10 total AA across the entire fleet, a ship in that fleet without AA will now have 3% damage reduction instead of a monstrous 25% with live values.

Below is a graph charting the Damage Reduction from Naval Bombers a fleet gets for a ship in that fleet that has no AA on it. The top blue line are the current live values, the yellow values are what we expected them to be had Paradox not changed naval AA, and Red is what the new curve is going to look like.

https://i.imgur.com/A9H8il8.png - 0 AA
https://i.imgur.com/2bbZ2im.png - 10AA
https://i.imgur.com/ofQuoS9.png - 20AA
https://i.imgur.com/yHPxqD2.png - 30AA

Opdatering: 3. mar. 2023 kl. 22:52

Patch 24 - checksum 5b41
Defines:
INFRASTRUCTURE_RESOURCE_BONUS = 0.04 -> .06 -- multiplicative resource bonus for each level of (non damaged) infrastructure
BASE_FACTORY_SPEED = 3.5 -> 3 -- Base factory speed multiplier (how much hoi3 style IC each factory gives) [this is a revert to what it used to be]

Piercing Changes TL:DR is there is another step of armor, and you gain less damage from partial piercing.
PIERCING_THRESHOLDS = { -- Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned.
1.00,
0.75,
0.50,
0.00, --there isn't much point setting this higher than 0
},
to
(1.0,0.8,0.6,0.4,0.0)
PIERCING_THRESHOLD_DAMAGE_VALUES = { -- 0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit.
1.00,
0.80,
0.65,
0.50,
},
to
(1.0,0.7,0.5,0.3,0.1)


- Fixed a crash caused by swapping between dispersed and concentrated Industry
- Added an auto annex scripted peace deal to Portugal and Ethiopia
- Added a multi choice scripted Peace Deal for China capping, including options to have China annex everything, Japan annex everything, have them split it, or go to a normal peace conference.
-Cast armor moved from being a 1940 to a 1938 tech

Opdatering: 26. feb. 2023 kl. 9:56

Hotfix Patch - e06c

Fix for Germany Fate of Czechs not giving proper Czech tanks

Opdatering: 26. feb. 2023 kl. 0:26

Patch 23 - Checksum 81fe

Defines:
INFRASTRUCTURE_RESOURCE_BONUS = 0.03 -> .04 -- multiplicative resource bonus for each level of (non damaged) infrastructure
INFRA_MAX_CONSTRUCTION_COST_EFFECT = 0.5 -> 1 -- Building in a state with higher infrastructure will reduce the cost of shared buildings.
BASE_FACTORY_SPEED = 3 -> 3.5 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).
BASE_FACTORY_SPEED_NAV = 2 -> 2.5 -- Base factory speed multiplier (how much hoi3 style IC each factory gives).

Building Costs:
- Steel Refineries 8k -> 12k
- Rubber and Oil Refineries 10k -> 12k

Research Changes:
- Infantry and dockyard Factory bonuses between concentrated and dispersed have been removed
- Easy Maintenance Module moved to 1939 Maintenance Company Research
- Cast Armor Plating moved to the 1940 Industry Techs
- Construction/dispersed/concentrated tech cost now 2.5 cost
- Concentrated industry has 15% building slots
- Concentrated 4 and 5 tech now give 12.5% output
- Dispersed 1 and 5 now get 5% efficiency base

Unit Changes:
Submarine Hull 1 IC Cost 220 -> 260
Submarine Hull 2 IC Cost 250 -> 300
Submarine Hull 3 IC Cost 320 -> 380
Submarine Hull 4 IC Cost 450 -> 530
Destroyer Hull 1 IC Cost 400 -> 450
Destroyer Hull 2 IC Cost 500 -> 550
Destroyer Hull 3 IC Cost 550 -> 600
Destroyer Hull 4 IC Cost 600 -> 650
Cruiser Hull 1 IC Cost 1800 -> 2000
Cruiser Hull 2 IC Cost 1900 -> 2100
Cruiser Hull 3 IC Cost 2000 -> 2200
Cruiser Hull 4 IC Cost 2100 -> 2300

Advanced Special Forces path now grants an extra 5 org, 100% HP, 5% soft Attack and Defense.
Polish Resources Focus increased from 24 steel to 200 steel and 12 aluminum to 100

Bugfix for French Terrain Bonus
Bugfix for Axis version of Pacific Spirit
Possible bugfix for jetcas not correctly reinforcing
Fix for Linux and Mac users causing desyncs and preventing them from annexing non-ai nations
Italy can do Greek Triumph if Greece is annexed because they didn't join the allies

Opdatering: 18. feb. 2023 kl. 9:37

Patch 22 - Checksum 584a

Fix Localisation issues for Spain & Brazil
Siam and Manchu forced to go to war with Japan when they declare