Hearts of Iron IV - L'après-sortie de Man the Guns

Bonsoir tout le monde ! Jeudi dernier nous avons sorti Man the Guns et le patch 1.6 « Ironclad » et je suis très heureux de voir combien de personnes y joue. Nous avons encore battu notre record de joueurs connectés en même temps en une fois et mensuellement. Cela fait aussi chaud au cœur de recevoir tous ces messages de joueurs appréciant l’extension. Merci encore ! C’est toujours super d’entendre le retour des gens (le guerre sous-marine semble être la fonctionnalité préférée qui revient le plus souvent).

Je partage habituellement une télémétrie de ce qui est populaire après la nouvelle extension. Nous pouvons déjà voir que cette extension a rendu le Royaume-Uni bien plus populaire, ainsi que le Mexique. Les Etats-Unis ont toujours été populaire, mais ils ont un pic récemment. Les Pays-Bas font actuellement face à un bug, alors je ne peux pas vraiment voir leur côte de popularité. Le pays qui vit sa popularité baisser le plus fut l’Allemagne, au profit des démocraties classiques. J’espère que j’aurai des détails sur les règles de jeux personnalisées et nouveaux focus les plus pris la semaine prochaine.
Patch 1.6.1
Nous avons été occupé à écouter aux retours et en travaillant sur le prochain patch 1.6.1. Jusque-là, le patch en cours ressemble à ceci :
Spoiler:
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######## Patch 1.6.1 "Ironclad" ########
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# Feature and Important
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- New task force composition editor interface with much nicer flow
- Added a reserve button to Fleet bottom bar.
- Unlocking new ship hulls will now provide a variant with the same modules as on the best equipment variant of the previous ship hull level, to the extent possible, and hide the empty hull as obsolete in that case.
- ctrl b now toggles strategic deployment for selected units
- key k now toggles air training (kamikaze is moved to ctrl b)
- FM won't be able to activate abilities if it is already active for all child groups
- Taskforces with automatic split on will split into multiple taskforces if there is no naval base that can repair all ships at once
- Sinkign enemy ships will now award war participation

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# Bugfix
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- Fixed an issue where several British focuses were bypassed and canceled at the same time.
- Removed duplicate "Remove country leader" in Towards Indian Independence focus.
- Fixed an issue where you could not take 'War on Pacifism" decisions to get rid of national spirit if you had above 80% war support.
- fixed an issue where Manchukuo could demand Japan become their puppet while still being a subject of Japan.
- Cave to the Germans, Maintain Trade Neutrality, and Cave to the British focuses can no longer be bypassed while one of the other mutually exclusive paths are in progress (thereby unlocking multiple political paths).
- The United Kingdom can now progress to the end of the Decolonisation tree, even if India has already declared independence.
- MacArthur will no longer lead the Loyalists while also fighting as a field marshal for the Constitutionalists.
- Canada will no longer be subject to continued British communist pressure after Britain accepts the USA's demand to stand down.
- Anti-German Speech decision now correctly checks whether any German civil war faction is fascist, and does not show duplicate decisions in case Germany is in a civil war.
- fixed an issue with Reichskommissariats Ostland and Ukraine behaving weirdly
- 'Expose the Belly of the Bear' will no longer cancel if some of the criteria is true.
- The focus 'Expand the MLD' will now automatically bypass if the Netherlands or its subject does not control Java.
- Australia can now invite King Edward VIII to Australia if they decide to stand by the King in the event of him pushing his marriage forwards. The focus can now also be bypassed if Australia becomes fully independent and is not in the Allies.
- Fixed Secure the Dominions decisions still being visible if you secured them via civil war instead.
- The subject of a country can't stay at war anymore if its overlord capitulate (if no faction)
- Fixed a single port being naval strikes multiple times within the same tick creating confusion
- all units of an army will be assigned to newly created garrison orders now
- During peace conference, you can now satellite a subject even if its overlord is annexed or puppeted.
- joining a faction now cancels received guarantees
- Lithuania's 'Move Capital to Vilnius' decision can only be taken once.
- End of the British Civil War will no longer cause Canada to rename whichever faction it is in to Commonwealth of Nations if they went ahistorical.
- fixed tutorial 10 not advancing if no units are selected
- Unintended dynamic tag victors of the UK, Mexico, and USA civil war(s) now load their original focus trees upon victory.
- fixed submarine models not being shown in naval combat
- You can now move a repairing taskforce from a naval base to another without canceling repairing.
- Fixed attache not working when the recipient has less than 100PP and 50CP
- German Integrate War Economies focus now sends events rather than applying effects immediately, giving players a chance to decline to avoid being puppeted.
- Decolonize Asia game rule now releases Korea, Manchukuo, and Mengkukuo, and transfers other continental states to China.
- Heavy cruisers are now considered as capital ships in the production line.
- Underpaid, Undersexed, and Under Eisenhower achievement now correctly requires a 1936 start date.
- the nation building decisions now correctly add a national spirit to execute their effect
- Fixed Treading the Narrow Path achievement to correctly not be awarded if you lost one of your starting states.
- Fixed easter egg event to now be possible to fire.
- George VI national spirit is now properly removed when finishing The Fate of the Royal Family focus.
- You can now train colonial divisions using colonial manpower, even if master doesn't have manpower.
- The Imperial Federation focus should now be available even if you don't own Together for Victory
- Focuses and events relating to the Imperial Federation now takes into account various combinations of DLCs the player may or may not own.
- fixed repair queue reordering not working
- Removed faction requirement of Dutch Strength over Blood focus.
- Made it impossible to begin the Abdication event chain if you have also gone down a mutually-exclusive branch that would prevent you from resolving the negative effects from that event chain (such as Fallen Government) by selecting the King's Party focus, or vice-versa.
- Winning the Blackshirt civil war will now reimburse one George V king to the player.
- the gun upgrade for ships now increases light and heavy attack for players without MtG
- Resolved the hash conflict that resulted in the oddly specific case of Macedonia, puppeted by Chad, receiving a news event option text as a country name ("This messes with our plans...")
- Re-enabled releasing Egypt as UK, but only when in Ironman mode (for the Freegypt achievement).
- German focus Break the Anglo-French Colonial Hegemony now correctly gives a claim on Cameroon instead of Gabon, and on Rwanda and Burundi, as well as wargoals on these nations if they exist, or on Belgium if it still owns Rwanda and/or Burundi.
- British Decolonization focuses are now available as long as you control one of the required states, and bypass if you don't own any. Dutch Decolonization focus is similarly bypassed if you don't own any of the areas or control them as subjects.
- fixed an issue where the Loyalists in the fascist Civil War would not get the correct flag
- Honor the Confederacy focus is now correctly available for unaligned US
- South Africa Secure Interests in Africa focus now takes into account new tags.
- Fixed Battlecry and Awake and Angry being completed immediately upon unpause.
- fixed a trigger in election events that had the date reversed
- Prevented puppetting the original faction leaders from awarding the Assuming Direct Control achievement.
- Merging an active and reserve taskforce will now always merge into active
- Don't remove unit from province when transfert ownership (when a GiE is reinstalled for example)
- Fixed ship design filter by sub unit resetting when a new equipment was added to the list
- Achievement fix for Pride and Prejudice
- fixed an issue with continuing the game past 1948 when going for achivements

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# AI
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- AI will now correctly always reject requests to integrate exiled navies if they have more than 75 ships, and will also always accept if they have fewer than 25 ships.
- Added AI strategies to certain UK and Netherlands focus tree paths to avoid making weird allies.
- AI now use correctly all their dockyards
- ai will build units considering ally & subject supply chunks as well, added a strat for JAP since it will be fighting mostly on subjects
- Fixed an issue where the AI could get stuck and stop production of non-convoy ships if Man the Guns was not enabled
- AI is not a bit less reluctant to cancel convoy defense missions now if it is trading for fuel
- AI will assign more screens to convoy missions if it is being raided a lot
- AI will prio mine sweeping more if it has mines assigned next to owned regions

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# UI
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- reformulated subtracting factories from production line tooltip to be more consistent with the way the English language has developed since 1912
- Added more grandiose language into the Second American Civil War victory event texts for both sides.
- Added tooltip text for fascist mobilization of National Guard.
- Added custom tooltip to Anti-Bolshevist Aid focus to prevent the United States from appearing like it plans to send weapons to itself.
- Removed unnecessary space between the title and article of the American fascist victory news event.
- Made civil war victory event title dynamic so the event reads appropriately even if you are still non-aligned.
- Mexico will now receive the event notifying it of its acceptance into a faction instead of its faction sponsor getting the acceptance event instead.
- Shortened Commonwealth of Nations formation event text so that it no longer overlaps with the selectable event button.
- fixed a number of inconsistencies in the German Loc
- Disabled all air mission buttons for air wings on a carrier in port
- All countries in Europe now have fascist, communist, and democratic political party names.
- Added text icon for Legitimacy.
- minor grammar fixing and removal of redundant text
- added an explanatory tooltip to a US decision
- Generic Air Theorists now have proper localisation.
- Always display mission efficiency of the relevant mission on the naval mission map icon
- scroll bar works again on right side theatre view now
- achievement tooltip at start of the game now mentions "most achievements are disabled" on 39 start
- Fixed duplicate pop-ups on some diplomatic action when handled by AI
- Fixed occasionally incorrect rendering of national focus tree lines.
- Display correct type and number of ships in naval overview
- it is possible to request expeditionaries for fallback orders now
- Corrected tooltip for the Shadow Scheme focus to no longer refer to defensive wars only.
- Fixed the tooltip of the Japanese decision 'Demand Indochina'
- fixed taskforces on never repair setting having inconsistent guis about which ships are being repaired
- US warplan focuses should now correctly display the effects of the decisions they unlock
- Rename ship designer save button to match division designer
- fixed a small typo in a news event
- fixed a typo in a technology
- Fixed event option text for Edward VIII and Wallis Simpson death news event for countries other than UK itself.
- Fixed move window refering to ships by hull type. Now refering to them by sub unit name.
- Fixed hook to proper module icon for DP secondary batteries in ship designer
- Changed theater icon for moving to combat to be the same as the text icon going_to_combat
- Fixed a cropping issue with one of the achievement images
- Made decision progress bar on map a bit bigger so it is more visible
- Adjusted colors on mapmode buttons
- Added Capital Ship icon to heavy and carrier ship hulls technologies
- Improved the fuel consumption feedback for navies
- Added the ship role icon and task force insignia to the detailed ship entry
- detailed ship entries now show the current ship activity and clicking on the ship open the history if there are new entries
- Added custom icons for game rules for foreign policy, covert actions and gameplay rules
- Clarified some tooltips related to patrol and strike force missions
- Enabling automatic reinforcement on a task force will now set the requirements to the current fleet composition if they would have been zero (e.g. when a task force has been initialized from history files).
- Aligned GiE flag on ships
- Changing the task force insignia no longer disable "use fleet's color"
- Stop fuel flickering when near 0
- added a different icon for convoy combat alerts and on map battles to make it easier to see the difference
- Carriers are now displayed as capital ships in ship designer.
- Various russian loc fixes
- Naval Mines now have an improved tooltip showing you how much damage you are doing to others

##################################
# Modding
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- changing context in effects will not copy random anymore
- fixed manpower trigger for big values
- fixed unordered names not working with fallback system
- fixed selected scripted gui contexts not working with visible trigger
- fixed a visibility glitch with scripted guis
- fixed an issue where admirals with a maneuvering skill of 3 gained 75% positioning as opposed to 7.5%
- Add start_experience_factor for ships and airwings
- adding game variables for some ai strategies and attitudes
- added ability to call scripted loc on variables [?var.ScriptedLocName]
- added support for attaching a scripted gui to another scripted gui
- fixed is_target_of_coup checking for wrong country
- Added some date trigger validation to catch inappropriate usage of D.M.Y format when Y.M.D is expected.
- added on_sent & reject effects for scripted diplo actions


##################################
# Balance
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- The ability of a general couldn't be cumulative anymore with the same at the marshal level.
- Cruiser submarines can now mount extra fuel tanks
- Punitive subroutines activated against exploiters deleting their entire army just before certain civil wars... Beware!
- Added civil war divisions to Fascist UK civil war
- AI Germany should be slightly more likely to win the German Civil War.
- fixed port strikes not killing some ships but leaving at 0 health
- fixed subs running away from other subs
- activating women in the workforce and then moving away from total mobilization will now remove the manpower buff from women in the workforce
- removed duplicate effect in direct/indirect support focuses in Australian Focus Tree
- US isolation economic law now also affects naval dockyard building speed
- Removed first super heavy BB research bonus from Japanese focus tree for MtG players, replaced with 50 naval XP
- Leader XP gain now only from units outside reserves in combat
- We now use battalions rather than divisions to calculate XP scaling for commanders to avoid 1 bat exploits
- XP gain rate in combat now scaled by the lowest of yours and enemy strength
- overall Xp gain spead from combat increased to compensate for above changes
- US random congress events now differentiate better between Senate and House, which should counteract situations where one chamber supports the government to the hilt while the other has no majority
- reduced naval XP generation by a large amount. increased impact of ratio of ships. This will make smaller ships generate a bit more XP, also made manpower more have impact overall
- the Jägernotprogram decision can now only be taken once, its effect has been reduced to 90 days and taking the decision costs 5% war support and 5% stability
- added a total of 20 naval XP to the RAJ focus tree
- To take into account the vast influx of new tags, The Puppetmaster achievement now requires 50 subjects, up from 25.
- Limited Intervention now increases the PP cost of economic and recruitment laws by 100%
- Limited Intervention no longer puts the US on civilian economy but allows the country to switch out of undisturbed isolation
- Finishing the Great Depression reductions in the Communist Branch now requires a communist in government and will incur heavy opposition if at low communist support
- added a repeatable decision for the fascist side in the US fascist civil war that raises a number of militia divisions
- starting the US fascist civil war should now retain popularity for fascism and switch non-fascist support to neutrality
- Reduced bonus to Tank and Tank Destroyer Production cost in US focus tree from 25 to 10 %
- removed fuel consumption from rockets
- added fuel output reduction of 0.6 to undisturbed isolation
- added fuel output reduction of 0.5 to isolation
- added fuel output reduction of 0.25 to early mobilization
- added fuel output reduction of 0.1 to partial mobilization

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# Database
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- fixed a missing portrait in the Mexico tree
- Removed Guns for the Anti-Bolshevik War decisions from the Support China category and moved them to the Foreign Policy category.
- Monarchist Hungary now correctly receives a claim on the new state of Katowice through the Reclaim the Empire focus.
- Fixed medium and large flags for communist Cameroon that were not showing up in-game due to being incorrectly sized.
- New Zealand Prime Minister Michael Joseph Savage should now pass away on the correct date and then be replaced by Peter Fraser.
- Fixed the Tisa river properly flowing into the Danube
- Marco Polo Bridge Incident tooltip now mentions Qingdao
- Fixed democratic Cambodia flag to no longer be a copy of Cameroon's
- Improve Serbian Railway Network focus now also provides infrastructure to West Banat
- fixed an issue with the British RAJ getting the wrong portraits if the anniversary pack is installed
- unlocked cruiser submarines for Japan from 1936 start
- fixed a number of cruiser and carrier hulls not improving reliability with higher levels
- Added 5 new German advisors that are available after taking Oppose Hitler, Revive the Kaiserreich, or Re-Establish Free Elections, if the player has the Waking the Tiger DLC.
- Corrected Albanian communist leader and democratic reformer; implemented leader portraits for Kazakhstan.
- The US focus tree now has further explanatory tooltips for Honor the Confederacy, Invite Foreign Support, Focus on Europe/Asia
- fixed an issue in the Soviet Focus Tree where it gave a techbonus that did not work with the MtG naval focus tree
- Switched around the names for Unaligned and Democratic Curacao, so that the more recognizeable name "Netherlands Antilles" is the 'default' Democratic name, with the less recognizeable "ABC Republic" becoming the name for Unaligned Curacao.
- Adjusted Imperial Federation news event pictures to include New Zealand, British Africa, and various other colonial possessions in the Middle East, South and Central America and Southeast Asia.
- Fixed an issue withthe data format of the CSA flag, the historical one should now load


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# Stability & Performance
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- Cleared the country refresh flag when clearing game state, potentially avoiding an out-of-sync when joining a multiplayer game after leaving a different game session.
- Random CTD fixes
- fixed a ctd with built in profiler
- Fixed a CTD when an ally is called into war, non-aggression pacts are being assessed, and a war relation with an alleged enemy cannot be found.
- fixed having no airwing modifiers crashing the game (do plz add tho modders)
- fixed having no ai focus list crashing the game (do plz add tho modders)
- fixed a ctd with scripted diplomatic actions
- Improved OOS checks to use proper checksums instead of basic addition and occasional multiplication which can sometimes miss out-of-syncs, added resources consumed and technology status as new categories checked, and fixed localization from some previous OOS code rearrangement.
- Minor performance improvements to the tag trigger when the tag is not a variable
- Game startup speedup by improving map generation
- Game startup speedup by skipping some duplicate gamestate resets
- Avoid computing the gradient borders when reseting the game as they can be computed later on
- Made decisions update threaded for the warmup tick on game start
- Improved the performance of gradient border generation
- performance improvements when using huge number of variables (hi mods)
- optimization for checksum calc of variables
- CTD fix in mods where no ai roles for equipment are defined
- Avoided CTD when army icons do not have corresponding entries in gfx files, providing info in the error log instead.


Une beta ouverte est disponible et sera mise à jour avec les éléments de la liste ci-dessus plus tard aujourd’hui pour ceux, suffisamment courageux et prêt à nous aider. Si tout se passe bien durant cette phase de test, elle devrait sortir comme prévue la semaine prochaine pour tout le monde.

Focale sur les changements d’interface
En ignorant les bugs et autres, beaucoup de personnes pensent que le nouvelle partie navale du jeu est difficile à prendre en main. Nous avons donc travaillé à améliorer l’interface.

L’éditeur de composition de forces opérationnelles étaient difficile à utiliser, nous avons alors créer une nouvelle interface, bien plus pour une meilleure prise en main :



Cet éditeur est un outil important pour réduire la micro gestion puisqu’une fois que tout est mis en place il s’assure que le bon navire renforce votre flotte si elle prend des pertes… Fort heureusement, nous espérons que vous aimerez cette nouvelle version.

Nous avons aussi rajouté quelques informations sur les entrées de navires, lisibles en un coup d’œil :



Nous avons aussi un bouton de renforcement de flottes sur la barre inférieure pour faciliter votre gestion de forces opérationnelles.



Nous aussi améliorer l’indicateur de carburant de vos flottes pour que plus de barils = soif de carburant plus grande. Il y a aussi un indicateur si vous faites quelque chose avec vos flottes que vous ne devriez pas faire, comme patrouiller avec des navires capitaux :



Nous travaillons à l’amélioration de la visibilité de sélection de zones. Pour qu’il soit plus facile de terminer des missions de zones et de retourner des navires vers un port. Cela pourrait aussi vous permettre de savoir quelles missions sont les plus adaptées à certains types de navires. Une amélioration d’info-bulle (dont une partie à déjà été faite) est prévue aussi etc… Nous travaillons aussi à rendre l’IA bien plus réactive aux joueurs jouant beaucoup sur les mines, la guerre sous-marine tardive. L’IA nécessite alors des modifications et spécialisations particulières.

Vidéos tutoriels
Enfin, nous avons travaillé sur la création de 7 nouvelles vidéos tutoriels qui vous aideront à votre prise en main. Vous pouvez les retrouver facilement. N’hésitez pas à les partager autours de vous lorsque vous voyez des joueurs en ayant besoin :


Voici un lien vers la playlist complète : https://www.youtube.com/playlist?lis...-_NV4ITVGgUOb5

Rendez-vous la semaine prochaine pour d’avantage d’informations sur les suites de la sortie et au-delà.

Vous pouvez discuter de cet article ici

Crédit
Spoiler:
Auteur : podcat
Traducteur : Limse