Barbarossa Patch 1.11.12 - Checksum: 22d5 | LIVE | Patch Notes

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

PDX Katten

Community Manager - Hearts of Iron IV
141 Badges
Nov 20, 2020
25
442
  • Semper Fi
  • Heir to the Throne
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron III: Their Finest Hour
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • A Game of Dwarves
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
Steam Event Header (1920x622).png


################################################################
######## Patch 1.11.12 "Barbarossa" #########
################################################################

##################################
# Balance
##################################

- Improved tank conversion costs for tank modules
- Limited Stabilizer tank module to one per vehicle
- Armor stat ARMOR_VS_AVERAGE changed from 0.3 to 0.4 to patch piercing
- Reduced resource costs of tank upgrades, armor upgrades improved
- Reduced high velocity gun piercing
- Reduced tech piercing bonus for tank destroyers and motorised AT
- Adjusted flame tank terrain modifiers
- Recon tank stats are now proportional to unit size (including armor)
- Equipment conversion speed bonuses unlocked by tech is no longer applied to tank production lines when NSB is active. Instead the bonus reduces the base cost of the conversion, which now is 90% of the chassis cost up from 20%. The techs will reduce the cost to 50% and 10% respectively.
- Motorised equipment is now essential for motorised arty/AT/AA battalions

##################################
# UI
##################################

- Changed the icons for the techs Improved Equipment Conversion and Advanced Equipment Conversion to better communicate their effects.

##################################
# Database
##################################

- Fixed an issue where the only available 3d model for modern German tanks was an AA vehicle if axis armor pack DLC is enabled

##################################
# Bugfix
##################################

- Soviet Atomic Bomb Project focus is now properly tracking the current number of academies built and will now be unlocked when appropriate.
- Fixed issue in which Invaders Must Die state modifier was not properly removed after the propaganda campaign finished.
- Soviet focus Modernize the Far Eastern Fleet will now grant a different National Spirit if DLC Man the Guns is not active, using modifiers that work without MtG.
- Small fix to a Bulgarian news event so that if Bulgaria is already in the Comintern the text makes sense
- Turkish focus Align Bulgaria will now get bypassed if Bulgaria is a subject of any country (not only Turkey), so that the rest of the branch does not become inaccessible if Bulgaria is a subject of another country.
- Fixed Issue in Soviet decision category Middle Eastern Diplomacy in which there was a non-existent tag being checked against.
- Doctrine bonuses to tank max speed will now be taken into account when determining if a tank design's max speed is too low making it invalid.
- When calculating total trucks needed at country level, take into account all controlled nodes and not just owned ones.
- Added the missing sound effects for alert_doctrine_unlock, alert_officer_corps and alert_losing_trains.
- Fixed equipment conversion resource cost calculation to prevent resources from sometimes being counted twice.
 
  • 46Like
  • 3Love
  • 2
  • 2
  • 1
Reactions:
The tank rebalance is really a step in a good direction.

What I would love to see however is making heavy tanks more situationally viable by making them cheaper in terms of IC but more expensive in terms of chromium use (in which case it would be natural for resource rich countries to produce heavy tanks instead of mediums). Overall I'd like to see more IC vs resource tradeoffs when it comes to unit designs. That would generate nice indirect effects that would encourage creating situational and country-specific designs and would make the effects of convoy raiding and embargos more even significant, making it possible to hurt IC rich/resource poor enemies without having to directly start bomb them. This would also influence strategic decisions - encouraging attacks on resource bases in case of a prolonged war instead of going directly for victory points.
 
  • 9Like
  • 7
  • 1
Reactions:
That resource adjustment is fantastic, previously putting either engines or armor above 9 was just too resource intensive for most countries. Now there's no extra chromium cost, so making good tanks is a lot more feasible for most nations again.
 
  • 5Like
  • 2
  • 1
Reactions:
These 'comparative size' stat reductions for flame and recon tanks are strange. I get what you were aiming at, but I feel like the entire concept is besides the point.

Like, yeah. We only have 15 flame tanks instead of 60 light tanks, sure. Of course 15 tanks wouldn't be able to do what 60 tanks could do. But flame tanks also, aren't 'basic' tanks. We don't want our flame support company to be doing what a battalion of tanks would do. We want them to do flame tank stuff. So the stats should be based on what the flame tank can do and the size of the company should be based on the amount of tanks needed to actually do the flame tank stuff. Which for the flames is getting the terrain bonuses so you can hit them with all the stat penalties you want and we wouldn't care, but hitting tank recon with all these penalties basically removes from the running as a choice.

The worst part of it I think is that even if we were to accept the premise, it isn't being applied consistently. Support arty doesn't get -2/3 stats because it takes 12 instead of 36 guns, SPAA doesn't get -stats (besides breakthrough, these supports get hit with nearly everything) despite being 36 vehicles instead of 60. Armour car recon doesn't get slapped with the same -60%'s despite being in the same position as tank recon, 24 out of 60 vehicles.

And at least the -% attacks is kinda moot, because the integrated support +50% is such a huge boost that completely throws off any attempts here to balance things according to this logic.
 
  • 6
  • 5Like
  • 1
Reactions:
I guess there's an argument for throwing out the entire idea of "support units" that don't use combat width and making everything a line unit - it is a bit weird that a division with a field hospital needs five hundred medics, no matter if that division is a thousand infantry or fifty thousand infantry.

I suppose the realistic solution would be that all units would be line units, giving scaling bonuses depending on the total division size. So a small division might get full terrain bonuses out of a single engineer unit, but a large division might need several.
 
  • 12Like
  • 4
Reactions:
Good to see that my report reagarding the E-50 was acted on. Is there any hope for fixing the auto-selection so that tanks get the correct type of tank model at least and not just a seemingly random one from the list?
 
  • 2
  • 1Haha
Reactions:
designers for navy, tanks, and aviation should be made optional in the pregame options tab.

So that players who have the dlc’s but do not wish to use certain features can play more on their style without losing focus trees.
 
  • 6Like
Reactions:
Thanks guys!
 
  • 1
Reactions:
designers for navy, tanks, and aviation should be made optional in the pregame options tab.

So that players who have the dlc’s but do not wish to use certain features can play more on their style without losing focus trees.
Or just make the research for the chassis/hulls give the associated regular tech as well, though that might be difficult to balance.
 
Last edited:
  • 1
Reactions:
I guess there's an argument for throwing out the entire idea of "support units" that don't use combat width and making everything a line unit - it is a bit weird that a division with a field hospital needs five hundred medics, no matter if that division is a thousand infantry or fifty thousand infantry.

I suppose the realistic solution would be that all units would be line units, giving scaling bonuses depending on the total division size. So a small division might get full terrain bonuses out of a single engineer unit, but a large division might need several.
Support : Should do what they do and the rest nerfed.
Currently a Soft Attack Artillery's support nerfs the soft attack 50% ?????
It should nerf all other stats 90% But NOT the thing it does.
Anti-Tank support Nerf 60%???????
Why would Signal Company reduce Organization??? I guess having radios in combat is bad LOL Having radios disorganizes the unit (Communication is a bad thing)
It make no sense the way they have support set up it makes support worthless
 
You can tell that this game was developed by a Swedish company who has no National tradition of modern warfare .
Why does Gun cost more steel than a Tank?
 
Last edited:
  • 6Haha
  • 5
  • 1Like
Reactions:
"Motorised equipment is now essential for motorised arty/AT/AA battalions" = bug/exploit
"Fixed equipment conversion resource cost calculation to prevent resources from sometimes being counted twice." = bug

Finally!

11/10 for this update. Tanks are finally back in the game (my opinion).
  1. Armor upgrade
  2. having multiple TDs in 1 division is finally a good idea
  3. improved/bug free conversion
  4. recon and flame tank cheese is gone
That patch is literally the dream!

It was planned that I will play a MP with Germany this weekend. I can't wait. *evil grin*
 
  • 3Like
Reactions:
I wouldn't mind a slight cas nerf/rebalance, hopefully coming with the air rework. After testing I think they went too far into the armor direction and piercing nerf. Now it feels like we're back to the easy can't pierce me post nsb which is very boring as the ai cant provide a challenge because their templates and division are lacking and won't take the nerf into consideration.
 
  • 1
Reactions: