Patch 1.4

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Patch 1.4[1] is the last patch for the vanilla HoI3, released on 2010-03-29.

AI Improvements

Unit AI

  • Improved attack cooperation between countries and different agents
  • Fixed an issue with low _current_ infrastructure causing the AI to disregard many front provinces
  • Fixed some prio issues that stupidly emptied a threatened front province of troops
  • Fixed some problems with reserve usage along fronts that could cause all units to be pulled back (especially for unmobilized countries on DoW.)
  • Fixed some superstack issues
  • Fixed a serious superstacking issue with unlimited troops allowed to match and surpass enemy forces
  • Better checks before allies send their whole army to help against some weak enemy
  • Fixed a problem with invaders and overseas units incorrectly being marked as garrisons and locking up
  • Fixed an issue where it would not return exp forces correctly
  • Improved garrison code to better handle multiple areas within a theatre
  • Fixed some problems with reserve usage along fronts that could cause all units to be pulled back (especially for unmobilized countries on DoW.)
  • Fixed a bad bug that could cause all divisions to go to the same province
  • Will reinforce coastal provinces under attack by invaders
  • Fixed an attack recklessness bug
  • Fixed an issue with reckless attacks
  • Fixed a break*off attack bug
  • Fixed a bug with fronts ignoring certain coastal provinces
  • Fixed a bug with AI units going passive due to stale support attack orders
  • Fixed an issue with allied fronts not updating correctly

HQ AI

  • Allies should now be able to operate properly within each other's territory
  • Rebalanced inter*theatre unit reassignments
  • Improved retrieval of armies from foreign areas
  • Tweaked inter-theatre allocation of units to realize when either theatre is defensive and holds a fortified line
  • Tweaked some inter*theatre thresholds
  • Fixed a serious bug with theatre ping*pong of units

Invasion AI

  • Avoids target provinces with only a strait as a border (like the Channel Islands)
  • Prioritizes provinces that border many others
  • Will not reinforce beachheads if it will severely overstack. Instead, will attempt more landings nearby.
  • Better at transporting HQs to the areas with their divisions
  • Fixed a nasty problem with the transport AI completely locking up
  • Transport AI: Fixed a bug with stale transport orders locking up fleets forever

Air AI

  • Fixed a bug with interceptors constantly being sent to enemy air bases
  • Will divert TAC and CAG to bomb invasion fleets

Production AI

  • AI should no longer burn manpower when at war if it needs for reinforcement.
  • Production AI: Slight tweak/bugfix for excessive building of land units.
  • Production AI: Fixed a bug that could prevent proper building of ships and air units
  • The AI is now a bit more conservative with its manpower.
  • The AI now builds proper divisions.
  • Major Powers will only build buildings once all build requests are met.
  • USA will build more ships in the early years (even if it fails MP checks) as long as it has more than 100 MP
  • Changed order prio on what units to build first over others.
  • Fixed an issue where transport ships where not being built in serial runs
  • AI will build buildings now if IC is available but it was not able to meet manpower checks (Except for USA)
  • If there is IC left over after doing AI build requests the AI will build a few extra units based on what was not asked for!
  • AI will build buildings now if IC is available but it was not able to meet manpower checks (gives it something to do with it).
  • Building functionality was moved into a separate method to make it easier to call.
  • More performance IC checks added into the beginning of the method.
  • AI is now limited to building 2 of each building type at the same time.
  • AI will now build a max of 5 AA in a province.
  • AI will now build no more than 2 coastal forts in a single province (same with Radar Stations)
  • China, France and Russia will no longer build coastal forts
  • Fixed a bug where the cost of the minor attachments was not being calculated correctly when the AI was trying to figure out how much it was using.
  • Added a manpower check for major powers building buildings. If the AI is low on manpower the limits placed on how many buildings he builds will be removed.
  • Any country that has over 50 IC will create full divisions, if they are less than 50 then single brigades will be built

Research AI

  • Fixed issue with too many starting techs in research queue for the AI
  • AI now focus a little bit more on a decent officer ratio.
  • AI now avoids researching ahead of time more
  • Slider AI had the values Diplomacy and NCO fliped which was causing them to set them incorrectly.
  • Redid the Slider distribution code to be a little more simpler. AI will concentrate way more on research now.
  • Tech AI has a new weight system for research techs (Major powers get a specific one for each) (too many rules to put in notes here.)
  • Improved Algorythm for research slots
  • Resolved an issue where minors would have 0 in the diplomacy slider
  • Some floats would get converted incorrection during research planning causing the LUA for tech research to terminate.

Diplomatic AI

  • Fixed several issues with DoW and preparations for DoW
  • Diplomatic AI now replies a bit quicker.
  • Soviet Union will no longer attempt repeatedly attack the Germans after the bitter peace.
  • Non*Neutral countries are less likely to spam out offers of military access now.

Misc

  • Optimized mission selection for spies in countries without spies
  • Fixed an issue with theatres not always updating their borders when neighboring provinces changed controller
  • Theatres: Corrected a problem with bad theatre merges (e.g. East Prussia being given to OB West.)
  • Theatres: Fixed a bug with Pure AI theatres switching HQ units and losing their plans

Gamebalance Changes

Supply

  • Being completely out of supply now reduces organisation daily.
  • Air Transports can now ship less supplies.
  • Rewrote supply logisitics definitions to properly handle connected areas between puppets and non-puppets.
  • Supply networks is now country+puppet specific, and no longer common for entire alliance.
  • Landlocked areas without supply sources will now attach to other supply networks if possible.

Partisans & Revolts

  • Partisans are now slightly more common.
  • Partisans is now increasing supply tax far more.
  • Revolt risk now reduces resource, manpower and IC from that province.
  • Improved police brigade is now a bit better at improving suppression.
  • Police Brigades now costs a little less manpower to build.
  • Suppression is now checked for up to 2 provinces away.
  • Occupation policies now impact resource gain as well.
  • Weaker occupation policies are no longer as good for getting manpower & leadership.
  • Revoltrisk is now applied after nationalism is calculated, so impact on RR works.
  • Nationalism is a bit more powerful now, but there is no longer a minimum revolt risk.

Technology

  • Updated starting techs for: Australia, Belgium, Bulgaria, Canada, Czechoslovakia, Denmark, Finland, Greece, Netherlands, Hungary, Norway, Poland, Portugal, Romania, Nationalist Spain, Republican Spain, Sweden, Turkey & Yugoslavia.
  • Fuel and Supply consumption increases from technology gains are now percentage instead of absolute.
  • Increased fuel*usage by about 15% for all units.
  • Fixed research progress, could start do diverge, making it impossible to finish.
  • Research efficiency techs now work properly.

Diplomacy

  • Increased the proximity impact on alignment.
  • Revanschism is now scaled by victory percentage of a faction, where higher is making the countries less likely to care about it, and lower makes them far more likely to pushed away.
  • Reduced threat caused by combat and construction significantly.
  • There's no longer possible to revoke an embargo against a country you're at war with.
  • It is now possible to declare war on a country you're guaranteeing.
  • Only majors can now influence countries.
  • It is now possible to cancel trade agreements with govs in exile.
  • Guarantees will now put you automatically in a war.
  • No longer possible to send theatre HQs as expeditionary forces through diplomacy.

Land

  • Engineers are now much better at defending in all rough terrain.
  • Engineers now gives nice bonuses to defending.
  • Tweaked stats of several support brigades, strengthening some and weakening others.
  • Decreased strength damage from combat by 20%.
  • Paratroopers now requires more officers, and have a slightly worse base hard attack.
  • Its no longer possible to extend the radio range of a HQ by stacking some tank brigades with a big radio strength together with it.
  • Suppression can no longer propagate over water.
  • AA Carriage Sights now increases soft attack slightly as well for AA brigades.
  • Bergsjaegers now gets more benefits from mountain warfare equipment.
  • Damage to org on divisions are no longer scaled by strength of the brigade, but evenly.
  • Orders are now cleared when loading on a navy or air.
  • Movement modifiers for river crossing now works.
  • Engineer Assault Equipment is now giving more bonuses to engineers.
  • Garrisons now get a little bit better attack values from each tech.
  • Organisation is no longer reset at load.
  • Expeditionary forces now use and affect officer ratio of their country of origin.
  • Retreating units are now moving slightly quicker.
  • Tweaked the offensive penalties on AT to be slightly higher.

Air

  • Air units that are based in hostile territory will now try to rebase in their daily update and be destroyed if they fail.
  • Stationary AA is now slightly more powerful.
  • Severely reduced the effect of strategic bombing.
  • Close Air Support and Tactical bombing is now twice as good.
  • AA on landunits is now a fair bit better.
  • All types of AA can now fire occasionally even if modified value is <1%, (using same algorithm as normal combat now.)
  • Air combat is now slightly bloodier.
  • Added a few more restrictions to how nuke missions can be assigned.
  • Fixed quite a few issues with air units being counted as land units for some evaluation purposes (as retreats etc.)
  • Logistical bombing now also targets fuel stockpiles.
  • Current base size, and the amount of ships/planes based there now affects org regain for naval and air units.

Navy

  • A fleet containing carriers will no longer attempt to close with an enemy fleet, but a faster enemy may force a closing.
  • Units on naval patrol now avoids stronger fleets if on defensive or passive stance.
  • Severely decreased the cost of building cags, but lengthened the time to be similar to carrier builds.
  • Fixed problem with navies not being able to escape hostile ports into certain provinces (Gibraltar, Panama...).
  • Effective visibility can never be below 1 when detect checks are made now.
  • Fixed an exploit with navy and air ranges.
  • SH BB is now affected by doctrines.
  • Fleets on orders should no longer go through blockaded straits.
  • Convoys are now checking if baltic is properly locked for trading purposes.

Submarines

  • Worse positioning for submarines
  • "Fleet_auxiliary_submarine_doctrine” and “trade_interdiction_submarine_doctrine” change boni and get them raised.
  • Higher org and morale by submarine_crew_training.
  • Increase in positioning by Acoustic torpedo tech.
  • Better Sea attack on Submarines.
  • Upgradable AA on Submarines.
  • IC cost slightly reduced on Submarines.
  • Visibility dependent on Hull tech.
  • Hull tech don’t increase Sea defence.
  • Hull tech got higher difficulty.
  • Included a “Sea_defence” boni in “Sonar” tech.
  • “Sonar” tech got increased difficulty.
  • Smallwarship_asw increased difficulty.
  • Light Cruisers got slightly worse Sub_attack by Smallwarship_asw.
  • Increase of difficulty of submarine_technology.
  • Slight decrease in Convoy Raiding on submarines.
  • Effect of Seawolf trait increased 100%.

Strategic Warfare

  • Damage done to convoys now impact National Unity hits.
  • Tweaked up the NU impact from attacking convoys severely.
  • Strength damage to convoy raiders is now far less, and its mostly org losses inflicted from escorts.
  • Decreased impact from ASW on sub warfare.
  • Supporting parties through spies is now more potent.
  • Spies from a friendly country trying to do hostile actions will now be dealt with like all other counter espionage targets.

Production

  • Rocket Tests and Nuclear Reactors now give far more practical when built.
  • Escorts and convoys are now a fair bit more expensive to build.
  • Reserves cost modifier is now applied correctly as a percentage of cost.
  • Building ships now properly draws manpower at construciton for entire series.
  • Constructions now keep track of actual manpower used and restores that amount instead of calculating current cost when cancelling.
  • Practical increases is now depending on the laws set when a construction is started (and in a serial, at every start.)
  • The strength of a reserve unit when constructed is depending on the laws that were when the production was started.

Weather

  • Winters can now be much colder.
  • Cold winters now slow down movement much more, with same threshold as landcombat impact.
  • Severely increased the penalty for offensive combat in extreme cold.

Manpower & Leadership

  • Service by Requirement now gives far more manpower.
  • Soviet Union now gets more manpower from their decisions.
  • Increased manpower in Soviet Union by about 25%.
  • Manpower is now added daily instead of monthly.
  • Lowered manpower returns when demobilizing.
  • Demobilising should now cap the strength of units properly when the manpower is returned.
  • Added leadership to Holland, Belgium, Canada, Australia, Norway, Sweden, Denmark, Finland, Czechoslovakia & Hungary.

Leaders & Ministers

  • Doubled xp gain from leaders.
  • Leader auto*assignment now handles river crossing trait correctly.
  • Pigheaded isolationist now impact suspeptibility instead of neutrality.
  • Communists can now enact draft laws if good national unity.

Interface Improvements

  • The game may support higher resolutions.
  • Added a tooltip for port throughput in supply mapmode.
  • Colorized and tweaked the tooltips for supply mapmode.
  • Improved coloration in revoltrisk mapmode.
  • Fixed exploit of using cursor to spot enemy fleet presence with.
  • Minimap day/night is now displayed properly at reload.
  • Foreigntroops alert is now checking controller, not owner of the target province.
  • Research alert now checks the year for the next tech, not the current tech.
  • Range checks are now applied properly in the order interface.
  • Fixed chat output after selecting units.
  • Time impacts from practical knowledge is now shown in correct percentages.
  • Added a tooltip to the mobilisation button, detailing approximately how much manpower is needed to mobilise.
  • Added tooltips to the deployment interface, so that is easier to see details of military units there.
  • Improved the tooltip for national unit value, to show the monthly change in detail.
  • The year trigger is now displayed correctly as "at least".
  • Improved tooltip for money gain.
  • If you have trade automation or full diplomatic automation on, you will no longer see messages about trade.
  • Improved tooltips for resources in the production screen.
  • Fixed a few precision errors with the production and leadership slider values.
  • Fixed resetting sliders in production view.
  • Fixed production sliders going below zero.
  • National Unity changes is now colored correctly when taking spy actions into account as well.
  • Officer impact on org regain is now shown properly on the org regain change value tooltip.
  • Corps no longer get "HQ" in their name.
  • Each message about techlevel now shows exactly what that level will give you.
  • Upgrading doctrines on a unit will no longer change the model name.
  • Fixed a problem which caused some organisation bars to not show relative to the actual maximum.
  • Fixed the display of expeditionary forces acceptance in the log.

User Modding

  • Added a modifier called 'local_resources'.
  • It is now scriptable which country is a major, in addition to the >100 IC check.
  • Added new date trigger, to make year and month triggers more readable.
  • Added a "load_oob = filename" effect. Use filename as a localisation tag for information. File to load must be in the units catalog, and will be ADDED to the current OOB.
  • Exported a lot functions for handling flags and variables in the .lua script.
  • Added a lot of calculation functions for units and other things to the .lua script.
  • Full details of all new .lua function at ( http://forum.paradoxplaza.com/forum/showpost.php?p=10544657&postcount=27 )

Performace and Stability

Optimisations

  • Moved some optimizations from HTTT to HOI3.
  • A lot of optimisations done, with focus on supply calculation, event engine and the AI.
  • Optimized ai calculate odds. Large battles should not "freeze" the game anymore.
  • Optimized space usage of flag file, and made it a power of 2, fixing compatibility issues with some ATI cards.
  • Severe optimisation of framerate to make the game feel more responsive.

Map

  • Map shader precision fix. ATI miscolored provinces bug solved.
  • Solved border ati graphics problem.
  • Underlying map*code have been rewritten, reducing the memory footprint significantly.
  • Making a new map by modders will no longer take hours to compress, but merely minutes.
  • The maprendering is now much quicker and should work better with lesser cards.
  • Zhele(sp?) is no longer at two places on the map.
  • Fixed a few duplicated seazones.

Stability

  • Fixed "Creating Rivers" crashbug.
  • Fixed crash related to broken owner areas and the theatre ai.
  • fixed crash in German diplomacy ai
  • Fixed crash when France surrenders.
  • Fixed crash when Denmark surrenders.
  • Fixed Crash when Manchuku surrenders.
  • Fixed crashbug related to unit shattering.
  • Fixed infinite loop in textbuffer.
  • Fixed a problem which could cause crashes on some machines when starting the game.
  • Fixed a crash bug with exp force theatre HQs

Savegames

  • Fixed another corruption of savegames.
  • Radarstation status is now properly loaded when a game is reloaded multiple times.
  • Bonus organisation is now properly loaded from savegames and no longer lost.
  • Automatic deployment check box now set correctly when loading a save game.

Database Changes

Events & Decisions

  • Fixed Danzig or War when Poland is part of the Axis
  • Added a few random events with some positive effects.
  • Added an event for Vichy to disappear.
  • There is now a decision to create Mengkukuo

Scenario Setup

  • Improved the fortress at Sevastopol.
  • Revised a few Italian generals ranks to fit the starting OOB's better.
  • Removed an erroneous army in the 1936 OOB for France.
  • Fixed location of French airforce in 38 and 39 OOB's.
  • Revised a few French generals ranks to fit the starting OOB's better.
  • Fixed a few broken units in the Japanese 1941 OOB.
  • Added the missing picture of the Hungarian leader Nemerey.
  • Added the missing picture for Italian general Appiotti.
  • Plenty more head of states are now pigheaded isolationists.
  • Kwantung theatre is now working properly in all scenarios.
  • USA, UK, France, Soviet, Italy, Japan & Germany are now always major countries.
  • Fixed Bulgarian head of government at start of game.

References

  1. Forum: 1.4 is now out!