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Dev Diary: Bag of Tricks #2
One of our long-standing goals with the new supply system, was to introduce some changes to the way weather affects the gameplay experience. To give some strategic relevance to weather, weve slowed down the system to modulate between potential weather effects on a less frequent basis. This gives a player some time to react to potentially advantageous/disadvantageous conditions, as well as being somewhat more predictable on a larger scale. In addition to this, weve taken a broad look at the combination of stat effects on ground conditions, temperatures, and weather, in order to mesh more closely with the new supply system, and to give a greater impact on campaigns - especially those conducted in adverse conditions:
Visually the weather effects have been updated to be easier to spot on the map, with updated particle effects weather will look better than ever. This also makes it clearer when a region is experiencing a weather event so you can react to it faster.
In NSB, were introducing the ability to manage specific equipment usage by division template. This means you can ensure that your elite breakthrough divisions have everything they need, while line divisions have equipment of a lower priority. Please bear in mind that the interface is still a work in progress!
You can access this new feature in the division designer, where youll have a comprehensive breakdown of all equipment types currently stockpiled.
Weve provided several broad methods of manipulating equipment usage, in the form of a togglable setting on whether this division template should automatically have newly researched equipment enabled, and a quick method of toggling the usage of foreign equipment. Beyond that, youll be able to toggle categories (such as Infantry Equipment II), all the way down to individual variants.
Changing these settings will not incur any explicit cost, though youll need to maintain awareness of your production lines when using these settings prodigiously. The update division tooltip, as before, will give you a summary of the scope of your changes, as well as how many divisions are likely to be impacted by this change. Lastly, it is important to note that these settings will affect reinforcement and training only - your existing divisions will not have their weapons immediately confiscated.
Indeed, as hinted at yesterday, were introducing allied construction to the game. This oft-requested feature will allow you to build certain buildings in the territory of members of your faction.
Unlike subject construction, this will utilize only your own factories, leaving your favored ally to continue with their own constructions as before. We have limited the building types permitted for allied construction to Infrastructure, Railways, Airbases, and Radar, however this setting is easily moddable for those interested in expanding their options. We initially allowed the allied construction of forts, but, well, the office MP proved why that was a terrible idea. For balance reasons, constructions with levels dependent on technology (ie Radar) will be limited by the tech of the recipient country, not the builder.
We've taken the opportunity with NSB to add some feedback to one of the more serious situations an army can find itself in - encirclement. Whenever an encircled division is destroyed, a short animation will be played to draw some attention towards it. Of course, this animation also plays if you are the one doing the destroying.
Here, Ill hand over to @podcat to cover an upcoming change in the HoI development team. Hi everyone Dan here, I want to let you know that youll be seeing Peter more and more as he is now taking over as game director on Hearts of Iron IV. Looking back I have been working on HOI4 for about 7 years now and before this I worked a few years on HOI3. So it's fair to say that Hearts of Iron will always be close to my heart, but I also feel like it's time for something new to sink my teeth into. Im going to be working with a Secret Project which I can't tell you very much about - except that I am super pumped about it, and that it isn't HOI5. While Im sure the time will come for that, right now we feel that HOI4 still has room to be developed with content and cool stuff. Timing wise it fits well for me. No Step Back was the last expansion step I had penned down back when the original game released in 2016 so it's time for another 5 year plan (heh). It takes the game full circle as with NSB we will have touched on all the major systems in free updates and expansions at least once. It's also a perfect time to get more fresh perspectives to help evolve the game when most of my original ideas and plans have now been done. Of course you will still see me around and I expect Ill be poking around here and there in HOI (one does not simply let go of their baby so easily!), but I am confident in Peter and the team to take the helm and keep steering the ship now, and I am sure No Step Back will be awesome and that you will all love it.
Et tu, Peter?! Game development is serious business! Peter here - Im honored to have been asked to take the reigns on HoI. Ive been working closely with Dan and the team over the last months, and feel confident that we can keep on building HoI in the right direction. As some of you will be aware, Ive come to HoI by way of Imperator, having previously worked on several PDS projects as a content designer. Prior to that, I had a long and entirely unrelated career in classical music. Historical PDS titles are something Ive been an avid fan of from long before I worked here, and Im super excited to take my experiences forward from Macedonian nation-building to the 20th century. We have many plans for the future of HoI so after NSB is safely out of the door, youll get a chance to see my take on the future of the game. This said, Ill point out that Dan and I are very much aligned on the creative direction of HoI 4, so to pre-empt some questions, a switch in game director does not mean lootboxes, mana, or any radical shift in core design philosophy. What does it mean? Well, itll take time to see that properly. Weve made no secret of the intentions around future dlcs and content (see last PDXcon for more details!), so the best answer I can give you there is that well be doing our utmost to meet this potential roadmap while I begin to put my personal spin on the game. Im more than happy to try and answer broad questions about my thoughts on the future of this excellent game, my industry experiences thus far, or myriad other topics, but please be aware that (beyond what Ive already implied) we will not, as usual, be able to answer qualitative questions on future releases. In general, youll find me present and willing to engage in polite discussion on the forums and other media inasmuch as my time allows, so I expect to begin interacting more with this passionate community in the near future! /Arheo
[ 2021-08-25 13:00:07 CET ] [ Original post ]
Greetings all, and welcome back for a slightly less content-focused dev diary than our latter soviet efforts. Today well be covering a couple of smaller additions to be added in NSB, some of which have been hinted at before, followed by a small announcement from project management.
Weather 2.0
One of our long-standing goals with the new supply system, was to introduce some changes to the way weather affects the gameplay experience. To give some strategic relevance to weather, weve slowed down the system to modulate between potential weather effects on a less frequent basis. This gives a player some time to react to potentially advantageous/disadvantageous conditions, as well as being somewhat more predictable on a larger scale. In addition to this, weve taken a broad look at the combination of stat effects on ground conditions, temperatures, and weather, in order to mesh more closely with the new supply system, and to give a greater impact on campaigns - especially those conducted in adverse conditions:
- In addition to Org recovery, weather will now affect org loss from movement, and in extreme cases, supply consumption.
- While temperature has no new modifier effects, weve taken a pass on temperature data across the world, with the intention of improving accuracy.
- Ground conditions now also have the potential to affect org loss on moving divisions. This becomes particularly important in muddy/cold conditions such as the eastern front, where the combination of various conditional effects can severely slow an advance.
New Weather Effects: (WIP)
New Ground Conditions: (WIP)
Visually the weather effects have been updated to be easier to spot on the map, with updated particle effects weather will look better than ever. This also makes it clearer when a region is experiencing a weather event so you can react to it faster.
Equipment Management
In NSB, were introducing the ability to manage specific equipment usage by division template. This means you can ensure that your elite breakthrough divisions have everything they need, while line divisions have equipment of a lower priority. Please bear in mind that the interface is still a work in progress!
You can access this new feature in the division designer, where youll have a comprehensive breakdown of all equipment types currently stockpiled.
Weve provided several broad methods of manipulating equipment usage, in the form of a togglable setting on whether this division template should automatically have newly researched equipment enabled, and a quick method of toggling the usage of foreign equipment. Beyond that, youll be able to toggle categories (such as Infantry Equipment II), all the way down to individual variants.
Changing these settings will not incur any explicit cost, though youll need to maintain awareness of your production lines when using these settings prodigiously. The update division tooltip, as before, will give you a summary of the scope of your changes, as well as how many divisions are likely to be impacted by this change. Lastly, it is important to note that these settings will affect reinforcement and training only - your existing divisions will not have their weapons immediately confiscated.
Allied Construction
Indeed, as hinted at yesterday, were introducing allied construction to the game. This oft-requested feature will allow you to build certain buildings in the territory of members of your faction.
Unlike subject construction, this will utilize only your own factories, leaving your favored ally to continue with their own constructions as before. We have limited the building types permitted for allied construction to Infrastructure, Railways, Airbases, and Radar, however this setting is easily moddable for those interested in expanding their options. We initially allowed the allied construction of forts, but, well, the office MP proved why that was a terrible idea. For balance reasons, constructions with levels dependent on technology (ie Radar) will be limited by the tech of the recipient country, not the builder.
Graphical Encircled Unit Icons
We've taken the opportunity with NSB to add some feedback to one of the more serious situations an army can find itself in - encirclement. Whenever an encircled division is destroyed, a short animation will be played to draw some attention towards it. Of course, this animation also plays if you are the one doing the destroying.
Changing of the Guard
Here, Ill hand over to @podcat to cover an upcoming change in the HoI development team. Hi everyone Dan here, I want to let you know that youll be seeing Peter more and more as he is now taking over as game director on Hearts of Iron IV. Looking back I have been working on HOI4 for about 7 years now and before this I worked a few years on HOI3. So it's fair to say that Hearts of Iron will always be close to my heart, but I also feel like it's time for something new to sink my teeth into. Im going to be working with a Secret Project which I can't tell you very much about - except that I am super pumped about it, and that it isn't HOI5. While Im sure the time will come for that, right now we feel that HOI4 still has room to be developed with content and cool stuff. Timing wise it fits well for me. No Step Back was the last expansion step I had penned down back when the original game released in 2016 so it's time for another 5 year plan (heh). It takes the game full circle as with NSB we will have touched on all the major systems in free updates and expansions at least once. It's also a perfect time to get more fresh perspectives to help evolve the game when most of my original ideas and plans have now been done. Of course you will still see me around and I expect Ill be poking around here and there in HOI (one does not simply let go of their baby so easily!), but I am confident in Peter and the team to take the helm and keep steering the ship now, and I am sure No Step Back will be awesome and that you will all love it.
Et tu, Peter?! Game development is serious business! Peter here - Im honored to have been asked to take the reigns on HoI. Ive been working closely with Dan and the team over the last months, and feel confident that we can keep on building HoI in the right direction. As some of you will be aware, Ive come to HoI by way of Imperator, having previously worked on several PDS projects as a content designer. Prior to that, I had a long and entirely unrelated career in classical music. Historical PDS titles are something Ive been an avid fan of from long before I worked here, and Im super excited to take my experiences forward from Macedonian nation-building to the 20th century. We have many plans for the future of HoI so after NSB is safely out of the door, youll get a chance to see my take on the future of the game. This said, Ill point out that Dan and I are very much aligned on the creative direction of HoI 4, so to pre-empt some questions, a switch in game director does not mean lootboxes, mana, or any radical shift in core design philosophy. What does it mean? Well, itll take time to see that properly. Weve made no secret of the intentions around future dlcs and content (see last PDXcon for more details!), so the best answer I can give you there is that well be doing our utmost to meet this potential roadmap while I begin to put my personal spin on the game. Im more than happy to try and answer broad questions about my thoughts on the future of this excellent game, my industry experiences thus far, or myriad other topics, but please be aware that (beyond what Ive already implied) we will not, as usual, be able to answer qualitative questions on future releases. In general, youll find me present and willing to engage in polite discussion on the forums and other media inasmuch as my time allows, so I expect to begin interacting more with this passionate community in the near future! /Arheo
For the full Article: Read it here
[ 2021-08-25 13:00:07 CET ] [ Original post ]
Hearts of Iron IV
Paradox Development Studios
Developer
Paradox Interactive
Publisher
2016-06-06
Release
GameBillet:
33.97 €
Game News Posts:
472
🎹🖱️Keyboard + Mouse
Very Positive
(220284 reviews)
The Game includes VR Support
Public Linux Depots:
- Hearts of Iron IV Linux [135.44 M]
Available DLCs:
- Hearts of Iron IV: Sabaton Soundtrack
- Hearts of Iron IV: Together for Victory
- Hearts of Iron IV: Death or Dishonor
- Hearts of Iron IV: Sabaton Soundtrack Vol. 2
- Hearts of Iron IV: Waking the Tiger
- Hearts of Iron IV: Man the Guns
- Unit Pack - Hearts of Iron IV: Axis Armor
- Music - Hearts of Iron IV: Radio Pack
- Hearts of Iron IV: La Résistance
- Unit Pack - Hearts of Iron IV: Allied Armor
- Music - Hearts of Iron IV: Allied Speeches Pack
- Country Pack - Hearts of Iron IV: Battle for the Bosporus
- Unit Pack - Hearts of Iron IV: Eastern Front Planes
- Music - Hearts of Iron IV: Songs of the Eastern Front
- Hearts of Iron IV: No Step Back
- Hearts of Iron IV - DLC Subscription
- Hearts of Iron IV: By Blood Alone
- Hearts of Iron IV: Arms Against Tyranny
- Country Pack - Hearts of Iron IV: Trial of Allegiance
- Hearts of Iron IV: Content Creator Pack - Soviet Union 2D
- Expansion - Hearts of Iron IV: Götterdämmerung
- Hearts of Iron IV: Expansion Pass 1
- Expansion pass 1 Bonus - Hearts of Iron IV: Supporter Pack
- Expansion Pass 1 Bonus - Hearts of Iron IV: Ride of the Valkyries Music
Victory is at your fingertips! Your ability to lead your nation is your supreme weapon, the strategy game Hearts of Iron IV lets you take command of any nation in World War II; the most engaging conflict in world history.
From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade. You hold the power to tip the very balance of WWII.
It is time to show your ability as the greatest military leader in the world. Will you relive or change history? Will you change the fate of the world by achieving victory at all costs?
Main Features:
Everyone will receive:
From the heart of the battlefield to the command center, you will guide your nation to glory and wage war, negotiate or invade. You hold the power to tip the very balance of WWII.
It is time to show your ability as the greatest military leader in the world. Will you relive or change history? Will you change the fate of the world by achieving victory at all costs?
Main Features:
- Total strategic war: War is not only won on land, sea and in the air. It’s also achieved in the hearts and minds of men and women.
- Authentic real-time war simulation: Let the greatest commanders of WW2 fight your war with the tools of the time; tanks, planes, ships, guns and newly discovered weapons of mass destruction.
- Assume control of any nation: Choose from the greatest powers striving for victory, or the small nations trying to weather the storm.
- Turn the world into your battlefield: Experience the full WWII timespan in a topographical map complete with seasons, weather and terrain. Snow, mud, storms can be both your strong ally and a ruthless enemy.
- Negotiate or force your will: Experience the advanced politics and diplomacy systems, form factions, engage in trade for resources and appoint ministers to your party.
- Intense Online Combat: Battle in both competitive and cooperative multiplayer for up to 32 players. Featuring cross-platform multiplayer.
- Give your nation a unique edge: Experience the flexible technology system, where all major powers get their own unique identity. Develop detailed historic tanks and planes through research and army experience.
Everyone will receive:
- Poland: United and Ready:
A Free DLC adds a unique focus tree for Poland, new 3d models for tanks and planes, 2d assets, and extra leader portraits for the ultimate in historical accuracy. - Forum Avatar
- Wallpaper
MINIMAL SETUP
- OS: OS: Ubuntu 20.04
- Processor: Intel Core 2 Quad Q9400 @ 2.66 GHz / AMD Athlon II X4 650 @ 3.20 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: ATI Radeon HD 5850 or NVIDIA GeForce GTX470 with 1GB VRAM / Latest available proprietary drivers from both manufacturers
- Storage: 2 GB available spaceAdditional Notes: Controller support: 3-button mouse. keyboard. and speakers are required. / Internet Connection or LAN for multiplayer. Up to 32 other players in multiplayer mode.
- OS: OS: Ubuntu 20.04
- Processor: Intel Core i5 750 @ 2.66 GHz / AMD Phenom II X4 955 @ 3.20 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: ATI Radeon HD 6950 or NVIDIA GeForce GTX570 with 2GB VRAM / Latest available proprietary drivers from both manufacturers
- Storage: 2 GB available spaceAdditional Notes: Controller support: 3-button mouse. keyboard. and speakers are required. / Internet Connection or LAN for multiplayer. Up to 32 other players in multiplayer mode.
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