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Steam News15 January 20206y ago

Dev Diary: Bag Of Tricks

Today's Dev Diary by Podcat Hi everyone! The team is now back from the holidays and polishing on La Resistance. Today its time for a classic “bag of tricks” diary covering various small changes.

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What changed

0 fixes3 additions4 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
  • Events
changedHi everyone! The team is now back from the holidays and polishing on La Resistance. Today its time for a classic “bag of tricks” diary covering various small changes. The theme is quality of life here.
changedMEFO Bills Ever forgotten to renew MEFO bills as Germany? Yeah me neither! But just in case someone does we got you covered. Now you can opt out or back in if you changed your mind, at any point during each cycle.
addedConstruction queue We have changed the default behaviour for the construction queue. Now when adding say a new factory construction it will be placed just below the last non-repair entry (rather than at the bottom). This removes a lot of extra work with having to reprioritize things and still allows you to put specific repair jobs at the top of the queue with no issues. There are also new shortcuts in those rare situations where you might prefer sending to end of queue directly.
addedExercise auto stop Exercise now has 2 setting states so that you can either keep the old behaviour (keep training past max level and get XP) or hold shift when activating it and it will automatically stop when hitting the max level. This also works for ships and planes and its a nice relief not to have to babysit exercises when you aren’t after XP.
addedDecision Notifiers Since we added decisions in Waking the Tiger the amount has been growing and we have been using them in more and more cool and creative ways. This has meant that the number of choices have gone up and some stuff has needed to change to make sure notifications are actually helpful for you. Firstly we have made notification numbers more visible and clear for both decisions and the espionage agency. Secondly its now possible to right click the decisions button to reset the available count. This means that after that only new ones will show up in the count. They can of course be switched on/off individually like before but if you are like me this saves a ton of clicking, and now it will impact what the notifiers show unlike before where it was only tied to separate alerts.
changedAllied Naval Invasion Alerts Invasion alerts can be critically important for you to notice if an enemy is about to make a successful landing somewhere and you need to react. Previously it was difficult to help out nearby allies as alert were only for your own controlled shores. Now we have 2 new alerts mirroring the old ones for allies so you can bail out Mussolini when he's in a pinch ;)

Today's Dev Diary by Podcat

Hi everyone! The team is now back from the holidays and polishing on La Resistance. Today its time for a classic “bag of tricks” diary covering various small changes. The theme is quality of life here.

MEFO Bills Ever forgotten to renew MEFO bills as Germany? Yeah me neither! But just in case someone does we got you covered. Now you can opt out or back in if you changed your mind, at any point during each cycle.

Construction queue We have changed the default behaviour for the construction queue. Now when adding say a new factory construction it will be placed just below the last non-repair entry (rather than at the bottom). This removes a lot of extra work with having to reprioritize things and still allows you to put specific repair jobs at the top of the queue with no issues. There are also new shortcuts in those rare situations where you might prefer sending to end of queue directly.

Exercise auto stop Exercise now has 2 setting states so that you can either keep the old behaviour (keep training past max level and get XP) or hold shift when activating it and it will automatically stop when hitting the max level. This also works for ships and planes and its a nice relief not to have to babysit exercises when you aren’t after XP.

Decision Notifiers Since we added decisions in Waking the Tiger the amount has been growing and we have been using them in more and more cool and creative ways. This has meant that the number of choices have gone up and some stuff has needed to change to make sure notifications are actually helpful for you. Firstly we have made notification numbers more visible and clear for both decisions and the espionage agency. Secondly its now possible to right click the decisions button to reset the available count. This means that after that only new ones will show up in the count. They can of course be switched on/off individually like before but if you are like me this saves a ton of clicking, and now it will impact what the notifiers show unlike before where it was only tied to separate alerts.

Allied Naval Invasion Alerts Invasion alerts can be critically important for you to notice if an enemy is about to make a successful landing somewhere and you need to react. Previously it was difficult to help out nearby allies as alert were only for your own controlled shores. Now we have 2 new alerts mirroring the old ones for allies so you can bail out Mussolini when he's in a pinch ;)

Civil War Surprises During a normal war you have time to set up your plans and get units into place fast, but in civil wars this is not so. With the spanish civil war in focus this expansion we wanted to make sure we made this less stressful for players, so now if any civil war happens the AI will wait a short while to activate its plans giving a human player time to organize or pause if they want. Its not a long break but its enough where it feels a lot more comfortable to play against now.

Zoomable & Searchable Focus Trees We already went into this in detail back here. But since then we have improved the UI to make filtering better and set it up for old trees as

Source

Steam News / 15 January 2020

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