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War Effort - Operation Capital [1.12.8 - Checksum 9d51]

Greetings Generals and Happy New Year!


To continue with the War Effort here are the latest patch notes for Operation Capital, including QoL updates, balance changes and bug fixes. As has been much requested, we've also made changes to the Stalin paranoia system - no need to look over your shoulder about it anymore!


Steam Event Header Operation Capital.png

You can find the patch notes (unchanged from the Open Beta version) below:

Balance

- Equipment variants created through focuses etc. will be created first when the technology they are based on is researched, if it's missing.
- Tank Design: Radio modules curve slightly changed, overall efficacy of radios reduced slightly
- Tank Design: Close Support Gun now has 10 piercing, from 12.
- Tank Design: Heavy Machine Gun now has 8 soft attack from 5, and 6 piercing from 10
- Tank Design: Secondary Cannon and HMG now have fewer drawbacks but higher production cost. HMG soft attack now 4, from 3, but hard attack removed
- Tank Design: Additional Machineguns soft attack reduced to 1, from 2
- Tank Design: Easy Maintenance module now reduces total build cost by 5%, but requires 30 XP, from 10
- Tank Design: Expanded Fuel Tanks now cost 1 IC, from 2
- Tank Design: Sloped Armor now increases armor by 25%, from 20
- Tank Design: Medium One-Man Turret now has 8 breakthrough, from 10, and reduces soft and hard attack by 10%, from 25%
- Tank Design: Three-Man Turret now has 24 breakthrough, from 20
- Tank Design: Torsion Bar now grants 15% reliability, from 10%
- Tank Design: Interleaved Road Wheels no longer reduces reliability, but has doubled production cost
- Tank Design: Welded armor reduced to 30% armor, from 40%
- Plane Design: Torpedo Mountings now have 14 naval strike attack from 12, -12 agility from -15, and 6 targeting from 5
- Plane Design: Reduced the lower end of plane engine IC costs; earlier planes should be a little cheaper on the whole
- Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6
- Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles)
- Carrier Naval strike multiplier increased, reduced naval strike detection chance from 0.7 to 0.5, reduced carrier disruption factor from 8 to 6
- Basic Medium chassis now 1938 tech, amphibious tank now unlocked only by 1936 light, tank armour tech dates are now 36,38,41,44, amphibious tank no longer gets medium turrets

UI
- New variants received from auto-upgrades, focuses, events etc. are now highlighted in the production tab like variants received from research.
- In research screen for modular equipment (tank, ship, plane), stop showing a diff in stats when there is no design company attached
- Improved Tank tech tree layout

AI

- Soviet Union no longer desires to be best buddies with Romania despite being instructed to ignore them for a while
- AI weights on hiring advisors now makes more sense. You should see a better split between political advisors & research bureaus, and the AI no longer saves all PP for hiring chiefs at the exclusion of all else. [This has a pretty radical effect on early AI build-up, thus there may be some imbalance in the early game in this open beta - feedback especially welcome]
- AI have a higher weight on Captain of Industry advisors pre-1939
- AI military spirit selection is less deterministic

Modding

- Added property allow_without_tech to create_equipment_variant which will create the variant even if the technology it's based on is missing.
- Fix the way character variables in script are stored
- From now on, any trigger or effect, strictly requiring a country scope, but used in a character scope, will not work anymore
- From now on, any trigger or effect, strictly requiring a country scope, but used in all_character, any_character, random_character, every_character, party_leader, characters_list_tooltip, will not work anymore
- Correctly retrieve variables stored in character scope for text
- Fixed tooltip function of trigger can_be_country_leader when used in country scope or all_character/any_character
- Fix add_ideas and activate_advisor effects. When applied to a slot that is already filled, dismiss the currently appointed advisor before hiring the new one. Will fix crash when opening Officer corps after.
- In script, interpret correctly when a character token is used in input
- Make has_character and can_be_country_leader work with variables and keyword, and not just with a character token
- Make is_character work with variables and keyword, and not just with a character token
- Align can_be_country_leader on other character trigger and always return false if the character is retired
- Fix crash in remove_advisor_role if the character had no matching advisor role
- When using a character token as input for a scope, search for the closest encapsulating country scope in order to interpret it correctly
- Fix crash when using add_advisor_role on a character with already a role in the same slot. Add a log error if trying to put triggers and on_action in the advisor role in add_advisor_role, those can only work if in database.
- Make set_temp_variable accept character token as input
- Removed check on unit leader type for add_unit_leader_trait. This check is only relevant for random traits.
- Make sure that advisor roles in characters duplicated during civil war keep the same idea_token
- Remove check on scope for hidden_effect and effect_tooltip
- Added country dynamic variables : country_leader, theorist, army_chief, navy_chief, air_chief, political_advisor, high_command
- Make sure all political parties are cleaned up when a character with multiple country leader roles retires
- Fix the tooltip for triggers inside a character scope, now the name of the character will correctly prefix the trigger tooltip
- Add can_be_fired boolean flag in advisor role block in database. If at 'no', then the advisor can't be fired once hired. Warning modders : completely replaces removal_cost = -1 !
- Add trigger advisor_can_be_fired checking new flag can_be_fired in advisor role block
- Add effect set_can_be_fired_in_advisor_role, setting new flag can_be_fired in advisor role block
- Fix dynamic variables when using a unit leader scope
- Add trigger pc_is_state_claimed
- Renamed trigger pc_is_state_outside_influence_for to pc_is_state_outside_influence_for_winner
- AI now correctly evaluates the weight of the traits that an advisor has, as well as the advisor entry weights

Art

- Added portraits for political advisors in Spain and Portugal

Bugfix

- Fix all events related to Soviet Paranoia (value was always 0)
- Fixed issue where researching a new hull, chassis or airframe would not create the default variant if any variant of that type already existed.
- Fixed issue where variants created through focuses etc. would get unexpected modules and upgrades as a result of there being no default variant.
- Fixed typo in tooltip for Soviet Merge Plants focuses
- Fixed the manpower exploit by repeated splitting & merging of airwings.
- Italian Fiat 3000 and Fiat 3000B inter-war tanks will no longer be just hulls in the stockpile and will now show proper inter-war tank 2D icon.
- Italian AI should no longer release puppets in Balkans on historical via decisions.
- Decaying opinion modifers (for instance from improve relation diplomatic action) will not disappear after loading a save anymore
- Fixes to how AI selects target templates for upgrading
- Combat log tooltip now shows correct naming for losses breakdown
- Admirals can no longer erroneously gain the politically_connected general trait
- Fix bug with usage of pc_is_state_outside_influence_for trigger in ai desires
- Fixed issue where 'No Councilor' mission would complete right away.
- Fixed issue where Democratic Unrest National Spirit in Switzerland wouldn't be removed when declaring the Alpine Protectorate.
- AI no longer forgets top-most production line when reducing excessive factories
- Fixed Thrust/Weight issues in some plane designs after latest air rebalance
- Fixed not considering manpower casualties in the air combat.
- Unite Polynesia decision category now shows the appropriate decision category picture.
- Stalinist AI should now be more inclined to kill Trotsky.
- Cruiser Submarine icon will now be properly shown on the researched technology pop-up.
- Fixed Chinese general showing up with blank portrait when Nationalist China integrates Guanxi Clique army.



Playing with Mods?

We know mods are a huge part of our community and the game. With that in mind, we've updated our available old builds to include Hearts of Iron IV from before the War Effort initiative started. This means if your favorite mods is for some reason invalid with the initiative patches, you can backdate your game version and still enjoy Hearts of Iron IV your way.

Steam Rollback Guide:
  1. Go to your Steam Library and select your game of choice.
  2. Right-click and select Properties.
  3. Under the “BETAS” tab.
  4. Select the version you wish to play and wait for Steam launcher to finalize the switch.
  5. If the previous step fails, exit the game, right click properties, local files, Verify the integrity of game files and wait for all files to be verified.
 
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Saved for Developer Replies


Masterbobli said:
I'm wondering why there seem to be much fewer dev responses in the bug report forums
We mostly are all busy working away, but we are not ignoring them. We see them and are adding them to our internal databases as well as fixing them.

1673966585800.png


These are all hoi4 bug forum threads I have open that are sitting there waiting for me to work on them for example.


BubblesZestje said:
Good to see the Paranoia fixed, what was causing the issue in the end?
A series of bugfixes and improvement to the backend code for characters caused a cascading bug which broke the scope used to evaluate the paranoia reduction, causing the skill variable to return the default value (0)

So the script itself didn't change at all, it was just hard to find out why it suddenly broke without anyone seemingly touching it.

The backend improvements couldn't just be reverted because other later systems relied on them, but the changes themselves weren't risk-free so it needed some testing


Dimmie_Dumm said:
Have you by chance verified these bugs at the new patch?

forum.paradoxplaza.com

HoI 4 - Japan / USA / UK AIs wasting their construction economy on spamming ports [v.1.12.8.31c5 (32be) (BETA)]

Description of issue Japan / USA AIs wasting their construction economy on spamming ports [v.1.12.8.31c5 (32be) (BETA)] What platform do you play on? Steam Game Version v.1.12.8.31c5 (32be) (BETA) Enabled DLC Together for Victory, Death or...
forum.paradoxplaza.com
forum.paradoxplaza.com
https://forum.paradoxplaza.com/foru...anche-v-1-12-5-still-issue-in-1-12-8.1556621/
For me personally, those two are off-putting to the point of blockers.
we are aware about this and are working toward resolving it, no ETA on that though.


Descolata said:
What is "Carrier Disruption Factor"? I cannot seem to find what it does.

...any chance its part of some equation to disrupt land-based Naval Bombers?
Code:
DISRUPTION_FACTOR_CARRIER = 6.0, -- multiplier on disruption damage to scale its effects on carrier vs carrier planes

Its a define used when calculating disruption to naval battle air to air kills there is a matching factor for regular air battles too.


GothiousRex said:
Engine 2 and Armor 2 say to position beside '38 but are set for '36
Intended?
View attachment 939299
next patch


Microsoft HOI4 sucks said:
Its just not possible to back track the verison of hoi4 microsoft
do something about this
That's not possible currently using Microsoft Store.
 
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Thanks for the fixes.
 
Now that medium tanks are a 1938 technology, d'you think it's worth refitting France's starting light tanks? I was thinking maybe sticking close support guns and radios on them, then starting medium tank production later.
 
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I'm wondering why there seem to be much fewer dev responses in the bug report forums
We mostly are all busy working away, but we are not ignoring them. We see them and are adding them to our internal databases as well as fixing them.

1673966585800.png

These are all hoi4 bug forum threads I have open that are sitting there waiting for me to work on them for example.
 
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I'll repeat my suggestions this time too because I still think they're very important, even if the relationship bug has been fixed.


Can we update Turkey, and specifically the balkan path. The path is very broken. Greece randomly leaves your faction to join the allies even when it's already in your faction. The path is also just way too painful with all the 70 day focusses. By the time you get to inviting bulgaria to your faction they're always already in the axis, and you cannot invite them, making the path really bad and not worth it. It'd be great if the path could be shortened by having several more 35 day focusses rather than 70 so we can actually invite Bulgaria before they join the axis. It'd be great if there was also a way to have hungary be able to get invited to your faction and some general other flavor things because the path feels very lackluster and not worth it. For one, I'd add a 35 day focus that allows you to request a cypriot federation independence from the brittish (after greece is in the faction) and have them join your faction, and also to be able to mediate border disputes with your faction members such as hungary being able to get north transylvania or bulgaria being able to get macedonia with turkey as the mediator to take the role germany takes historically but peacefully. Lastly I feel there should be an idealogy drift defense modifier or democracy and unaligned party boost somewhere in the path for all faction members because romania randomly going fascist when they're in your faction makes little sense.
 
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Good to see the Paranoia fixed, what was causing the issue in the end?
A series of bugfixes and improvement to the backend code for characters caused a cascading bug which broke the scope used to evaluate the paranoia reduction, causing the skill variable to return the default value (0)

So the script itself didn't change at all, it was just hard to find out why it suddenly broke without anyone seemingly touching it.

The backend improvements couldn't just be reverted because other later systems relied on them, but the changes themselves weren't risk-free so it needed some testing
 
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We mostly are all busy working away, but we are not ignoring them. We see them and are adding them to our internal databases as well as fixing them.

View attachment 939236
These are all hoi4 bug forum threads I have open that are sitting there waiting for me to work on them for example.
This reminds me of being in university and doing an assignment or preparing for a test.
Such a good feeling when you can finally spam close all those tabs.
 
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Also there still some front prioritization issues like fight over Papua New Guinea or Belgium congo.

Papua New Guinea can safely receive some impassable areas(similar to australia), almost on the middle, historically theres no much fight involvment in "middle", just nearby coastal areas.

I guess with impassable areas then AI allied vs Japan stop being stuck there in endless 0 supply fights.

1673977365395.png
 
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"Basic Medium chassis now 1938 tech"
can I ask why this was done? it seems like a huge change to move up medium tanks to 1938 tech.


side note,
what about tanks that were historically designed in 1936? The SOUMUA 35 comes to mind but iirc in-game i think it was erroneously set to inter-war chassis anyways. (it should be set to basic chassis anyway, the tank was still considered competitive in late 1942 (even Japan & Germany were seeing to purchase S-35 then)
 
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Now that medium tanks are a 1938 technology, d'you think it's worth refitting France's starting light tanks? I was thinking maybe sticking close support guns and radios on them, then starting medium tank production later.
I always refit the FT mod.31 tanks (the ones with the machinegun) and sometimes also the FT Char Cannon tanks. Typically I think it's better to set them to high-velocity guns to help wear down german armor, IMO close support guns are rather expensive.
 
Just ran a test playthrough on the new patch, overall its a huge improvement! The Military spirits finally feel more diverse except for spirit of the division, they still love to take static warfare 80% of the time. The fixes to Russia are solid. The only thing I wish for is that the Troskey plot happens a year earlier. It finally finished in my test game late 1941. IMO it should finish late 1940 so russia can take advantage of the perks of it before Barbarossa but its better then not proc'ing at all. The tank balancing was hugely much needed, Medium tanks no longer reign supreme for 100% of the game.

My only complaint from this update is the new tank tree looks really wonky on a 1920x1080 Resolution. Almost as if everything is shifted over too much to the left.
1673980862426.png

Somethings I would like to see in future updates is some focus on the pacific theater, ever since the new Chinese war modifers that came with BBA were introduced Japan just stalls out so hard they it cant even do a pacific war correctly. They just get steamrolled by the USA with no resistance and the Chinese can easily just walk over indo-china.

I would also like to see a fix to the Plane design icon from always defaulting to the interwar plane design. Its really immersion breaking when you see the Germans building ultra modern planes and they are using the HE51 biplane design to represent it.
1673981109441.png

Last thing I would like to see fixed is the AI not updating its production lines to its latest researched variant. I ran my test game to 1945 and the only nation really updating there equipment line up is germany. All the other major powers are still building basic or improved equipment with a few odd instances where they randomly decide to move up to advanced. Like Russia cannot beat back the germans because they are still producing 1938 tanks while the germans are using Advanced 1943 tanks. The british are still using Basic AT guns while the Germans are churning out advanced 1943 AT guns. Japan is still only building interwar tanks when it has access to improved or better tanks. Well you get the point.
 
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Just ran a test playthrough on the new patch, overall its a huge improvement!

Last thing I would like to see fixed is the AI not updating its production lines to its latest researched variant.
Have you by chance verified these bugs at the new patch?



For me personally, those two are off-putting to the point of blockers.
 
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Have you by chance verified these bugs at the new patch?



For me personally, those two are off-putting to the point of blockers.
Today's official patch should be identical to the 2nd beta iteration we received Friday. I have to concede that I didn't haa time for a complete new game, so I continued my old save - but I doubt the results for these things are much different in a new game.

The "port spam" affected AIs did not change their behaviour in my save after continuing, so unless someone surprises with a fresh save bringing a different result I doubt we have improved here.

The 2nd issue (MILs left idle by minors) even got worse since Friday as a side effect of the fix to the bug that AIs got stuck with their very first production line forever - as nice and helpful this is one the whole, it also leads to minors even leaving the last factories (which produced unneeded stuff before) unused:


One problem for the minor is just that they don't research what they need (e.g. sometimes not even basic trains or the simplest air tech) and then they find nothing useful to produce.
 
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Have you by chance verified these bugs at the new patch?



For me personally, those two are off-putting to the point of blockers.
we are aware about this and are working toward resolving it, no ETA on that though.
 
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