Avalanche 1.12.4 - By Blood Alone - Checksum f96e

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PDXKatten

Community Manager
Administrator
Paradox Staff
Moderator
QA
Oct 14, 2022
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2.496
Hello there Generals!

Another update has arrived! Today we release 1.12.4. But we are working on a larger patch that will target some of your concerns about By Blood Alone, and itl have a slightly extended open beta that's opening soon-ish. So keep your eyes peeled for that!

Patchnotes:
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######## Hotfix 1.12.4 "Avalanche" #########
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# Balance
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Peace conference:
- reduced lend lease warscore gains and losses from fuel to 0.01 warscore per fuel to 0.001 warscore per 100 fuel
- reduced lend lease warscore gains and losses from equipment IC from 0.1 warscore per IC to 0.001
- reduced war score per sunk convoy from 10 to 0.05
- reduced war score offset from convoy production from 5 to 0.04
- reduced war score per ship IC sunk from 0.04 to 0.002
- reduced war score per sailor lost when a ship sinks from 0.02 to 0.001
- increased IC value of sunk ships when determining warscore from 0.002 to 0.004
- increased base province value from 0.3 to 2.0
Air Warfare:
- Fixed primary role of guided missile for large airframes (now sets naval patrol bomber)
- Fixed aircraft naval strike mission module limits (light = 1 slot, medium = 2 slots, large = 3 slots)
- 1938 and later air module tech costs are higher
- Air engine 4 is now 1944 tech
- post 1936 Air weapon tech dates increased
- All aircraft electronics module unlocks are one tech later
- reduced USA combined bomber offensive range increase
- reduced strategic bombing stat for large bomb bays
- With BBA uk air focuses give less research bonuses but give doctrine discounts
- increased small/medium bomb bay weight
- reduced lmg turret weight
- Fix incorrect mutliengine thrust for level 2 engines. increased torpedo weight. added speed malus to floats/flying boats
- rebalanced lmg and hmg for planes
- Fixed primary role of guided missile for large airframes (now sets naval patrol bomber)
- Updated air supply to use a better calculation for per aircraft supply amount.
Balance of Power:
- Removing all the BoP requirements for the alt fascist branches; no other branch has such requirements, and it is very punishing if the player loses a core state to reach to necessary BoP levels to proceed down the alt fascist branch
Navy:
- Refresh airwing stats when setting a scrambling mission (this should fix the 1 damage 'carrier bug')

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# AI
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- Reduced the demand of AI nations to build tactical and strategic bombers

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# Database
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- Hooked up the already existing historical and generic plane variant names to the corresponding BBA plane types, leaving only plane types without a non-BBA equivalent without proper variant names (we'll get there soon).

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# Stability & Performance
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- Prevent potential CTD when reading a savegame with a faulty persistent AI strategy.
- Fixed CTD when disbanding units while paradropping

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# Bugfix
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- Don't autopause when a hidden event pops up (Aces)
- Added requirements to several focuses and fixed the completion rewards for some of them.
- Loosen the Laws on Secularism can no longer target the same state more than once.
- Romania and Hungary should no longer loose their conquered territory if puppeted after Germany completes Integrate War Economics
- Allies should be less likely to kick out Russia from the Triple entente due to generated world tension
- Chances of having a brainless Italian AI with no real plan have been reduced to 0.
- Fixed CTD when using console command "research all" and then interacting with the Kamikaze module Fixed Explosive Charge as any country other than Japan.
- Finland's leader's name will now display properly in the Estonian event '(Finland's leader) Steps Down'
- Fixed missing cost for Swiss political party concessions decisions.
- Italy is now sending the right events to the UK if the UK is hosting the Ethiopian government in exile and Italy has war with them. Also added conditions to 2 Italian focuses
- Event option to complete Italian focus Abyssinian Fiasco should no longer show up if By Blood Alone dlc is not active.
- Yugoslavia can now submit to Italy's ultimatum and become a puppet
- Improved available and bypass triggers for Italian focuses War with Greece and War With France.
- in peace conference, take navy peace action is now correctly unavailable if the victor does not own any naval base prior to the peace conference
- Italian decisions Vallo Alpino del Littorio will no longer be visible if the targeted provinces already have max fort level.
- Releasing Ostland while at war with SOV should no longer return the Baltic states to SOV
- Fixed reduced production when converting old equipment in production lines.
- When a player unlocks a mod achievement without having the cloud storage activated, catch the exception that was causing the game to shut down
- Characters with Unit Leader roles can now become President in the appropriate focuses
- Rolf Henne in Switzerland now gets the correct trait when promoted
- Fixed bug that caused an ungodly amount of divisions to escape when a country goes into exile
- Added missing Vorarlberg claim if AUS rejects the ancshluss.
- You can no longer use the exploit of leaving a minor DEI island free while you gobble up the rest of the resource giving island as Germany and expect Japan to just be fine with it
- Fixed instances where Vorarlberg is not included when granting cores.
- Franco should now get his old portrait after 1950 again
- Fixed portrait for Jonas Cenerius for Lit
- Fixed some countries (e.g. Italy) not being able to lend-lease convoys.
- Philippe Pétain has returned to lead Vichy France for Non-Lar users
- The Balance of Power will now shift towards the country leader, and away from the Grand Council, when reclaiming lost, none core territory.
- Japan will now bypass Tripartite Pact focus if Germanya dn Italy is at war with each other
- Clear active GiE division deployments for losers in a peace conference
- Fix crash when opening the Details tab of diplomacy view when DLC La Resistance is not activated
- Battleship generated by Ethiopia's 'Request Soviet Battleship Hulls' focus now has a name.
- Anarchist Spain's event to annex Portugal after their civil war will now trigger correctly.
- Young man Franco will now become old man Franco after 1950
- Fixed autonomy impact score not getting updated correctly, when closing and opening Start Lend Lease window.
- Frankfurter event no longer triggers unless GER is fascist
- Austria should no longer give up land to Switzerland if at war with Switzerland
- Fixed an instance where the Alpine protectorate would get hardlocked if you did the Alpine conferedation first
- Alpine Redoubt now correctly gives forts in Alpine states
- Don't display plane airframe names when BBA is not active.
- Avoid war score numbers to overflow and become negative when they get too big
- Fix opinion modifiers with a fixed time or with a decay. When the end date is reached they are now removed
- Airwings will now deal damage in air battles that involve very large numbers of planes.
- Variant comparison in the designer view will now take mission adjusters into account.

Remember, if you discover any bugs or if you have suggestions for the game, please do submit it in the forum sections dedicated to those areas.

/Katten
 
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((If it isn't clear, IC costs are roughly balanced. Actually, BC have more IC cost than LC approx 30K IC. In later tests, I reduced some 3 LC and LC still won))

Paradox removed the ability to create a light attack heavy cruisers which was previous naval meta. In this, you attach one Heavy medium battery of lvl 1; this gives +40% HP .Rest of slots are filled with Light Batteries. Motive was to strip enemy of sceens which leave capitals vulnerable for attack. Same idea still works except this time it is just Light Cruisers with pure ligh attack. Destroyers are needed for torpedoes as torpedoes indeed do massive damage if they hit. But, for the most part Light Guns did the most damage to capitals. Also, it makes sense because imagine 10 capitals surrounded by 80 smaller ships all firing at you. It will be devastating for capitals.

Another flaw was that Heavy guns were not doing all of the damage. If they inflicted 92 damage as shown, Light cruisers are half dead. They only have 140 HP and 140-92=48 about 34% strength left.

Oversight here by paradox is that Heavy guns have low accuracy compared to Light or Medium guns. On top of that heavy guns do only 25% of the shown damage to light ships. Also, Light ships like destroyers and Light cruisers have less surface visibility which makes them harder to hit. And, lastly Lighter ships are always and always faster than capital ships which i also another factor involved in calculating hit chance. All these factors make heavy guns practically useless against light ships. And they become absolutely helpless without their screens.

SOLUTION

I think it is clear but solution is clearly to buff heavy guns and they should give 100% of their damage to screen. Just like in real life, A shot from heavy gun will shatter a destroyer. To counter Balance it, their accuracy against screen can be reduced. I have no idea how much surface visibility and speed account for hit chance (I know about formula of hitprofile but, hitprofile is one of the parameter for determining hit chance). Also, if capitals are present in battle capital and capitals should fight each other not capital with screens. In world of warship, I observed that Capital ships didn't target destroyers but, They do target Cruisers. I think similar can be implemented here where capitals prioritize cruisers after they have defeated capitals. But, this might be a very strong nerf. Some hit chance reduction might balance it as it should be. Thank you guys. Dear Developer if you are reading this kindly reply to this :)
 
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Another update has arrived! Today we release 1.12.4. But we are working on a larger patch that will target some of your concerns about By Blood Alone, and itl have a slightly extended open beta that's opening soon-ish. So keep your eyes peeled for that!

Are we talking this week? :)
 
Lend lease nerf seems a bit too strong? Of course you could dump equipment into small wars, but now a couple thousand guns comes out to like <10 points, while a massive war is like 100.000 points
:(Still crashed after peacedeals on the beta
 
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Can we fix the issue that if you (as Italy) controll half of Europe and then loose a few turkish state that a civil war will trigger as if it was core territory?
I am at 300% of what Italy usually is, you'd think the territory lost Mussolini vs Council loss modifier would be scaled to the size of the country but apparently not.
 
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"The Duce applauds your effort to make HOI4 great again"

Stability Modifier - Community support +5% for 90 days
 
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Lend lease nerf seems a bit too strong? Of course you could dump equipment into small wars, but now a couple thousand guns comes out to like 15 points, while a massive war is like 100.000 points
:(Still crashed after peacedeals on the beta
Agreed. From 10 to 0.05 is a big jump. 0.7 seems good for testing it on the community.
Fuel is harsh but somewhat understandable though I would make it that if the oher country would be in a deficit otherwise that your fuel lending war score gain would get a 500% modifier (maybe later adjusted to half. IDK I'm just spitting out numbers)
Sinking of the entire british fleet should also give you some decent amount of participation. I don't have any ideas regarding this but the nerf seems a 0 too much.

They're reversing the change I once loved so much = You don't need to necessairly capture land to gain participation.
 
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You haven't fix the missing core of Cairo in almost every formable nation... Please, I beg you!
The state of Cairo is missing in almost every formable nation that includes Egypt (Byzantium, Ottoman, Macedonia, Persia, Arabia, etc.), since the split of Suez. Can you please fix it? I think it's a bug easy to fix.
Here you have a complete list of missing cores in formable nations:
 
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I do not have a complete list, but many formable nations ( such as Al-andalus, Bisantium, through decision, and Arabia) are missing cores on Egypt and other areas that have been splitted after BBA. If I'm not mistaken any of the aforementioned nations are missing cores on Cairo city and many other areas can you please patch these? :) Thanks for the new patch :)
 
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Great patch, although some details slip through the cracks like the flavour icons/models. While I'm thrilled that planes are getting mentioned (and I love the new models), ships seem to have gotten a raw deal - I reported a bug about how ships changed to BCs where they were previously BBs has made it impossible to access the appropriate 3D models with the ships already in your production lines. I'd propose enabling the BC/BB 3d models to be accessed by both classes.

Here's the bug report for more detail:
 
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Buff Battleships/ Battlecruisers. They still easily and convincingly lose to Heavy cruisers with heavy attack and some secondary batteries. I have tried researching all the firecentrol methods but still, heavy cruisers win. Heavy cruisers are still the meta. You need to buff damage reduction from Armor. Currently, Armor is practically useless and waste of time.


See above linked video. And, I also tested for two days non stop and nothing could beat this with equal IC. Pure Heavy attackk heavy cruisers win against these but, due to light attack, opponent is stripped of destroyers quickly and then, torpedoes destroy the remaining heavy cruisers.

Armor isn't the problem. The above video is useful, but they test without admirals or advisors, which make armor ~20-50% more effective.

The real problem is that Heavy Hulls don't have enough damage. They work on paper, but a combination of getting de-orged, damage "overflow" (Doing damage in big lumps is less efficient) and the effects of designers like Coastal Defence favouring CAs means that in practice, they're just not very good at their job.

Armor works fine for Super-Heavies and Light Cruisers. Maybe medium guns should have slightly less piercing, but the real solution is to buff Heavy Batteries. Especially later models; going from Heavy Battery II - III is just 14->15 damage, only a 7% increase for more cost and speed penalty.

In addition, the speed changes and Capital Ship Raiders nerf means is virtually impossible to get significantly below a 1x hit chance modifier for heavy attack on a BC or BB now. Some visibility reductions may also help.
 
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Armor isn't the problem. The above video is useful, but they test without admirals or advisors, which make armor ~20-50% more effective.

The real problem is that Heavy Hulls don't have enough damage. They work on paper, but a combination of getting de-orged, damage "overflow" (Doing damage in big lumps is less efficient) and the effects of designers like Coastal Defence favouring CAs means that in practice, they're just not very good at their job.

Armor works fine for Super-Heavies and Light Cruisers. Maybe medium guns should have slightly less piercing, but the real solution is to buff Heavy Batteries. Especially later models; going from Heavy Battery II - III is just 14->15 damage, only a 7% increase for more cost and speed penalty.
Agreed. Those test assumptions (e.g. size of fleet, volume of screens etc.) only make sense when you assume a major naval power is operating the fleet. All major naval powers have admirals that significantly change ship stats (including armour as you mention).

I think the test also misses out the effect of naval terrain. For example deep sea gives a significant debuff to destroyers and a moderate debuff to CLs, this might influence the ideal fleet composition in certain scenarios. These kind of factors should also at least be acknowledged as limits on the methodology of the testing. 71 cloak makes some very good tests but people should look at them more critically and evaluate the assumptions without blinding accepting results and yelling for XYZ to be buffed/nerfed after a very short time.
 
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I hate to do this, but I will keep pestering for the NATO symbols be fixed.
 

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Carriers have bite again, playing resumes. THANKS
 
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