In this update5
Full notes
Full Hearts of Iron IV update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Compatibility
- UI and audio
- Gameplay
Greetings Generals and Happy New Year!
To continue with the War Effort here are the latest patch notes for Operation Capital, including QoL updates, balance changes and bug fixes. As has been much requested, we've also made changes to the Stalin paranoia system - no need to look over your shoulder about it anymore!
Below you can find the patch notes (unchanged from the Open Beta version);
Patch 1.12.8 Operation Capital Checksum 9d51
Balance
- Equipment variants created through focuses etc. will be created first when the technology they are based on is researched, if it's missing. - Tank Design: Radio modules curve slightly changed, overall efficacy of radios reduced slightly - Tank Design: Close Support Gun now has 10 piercing, from 12. - Tank Design: Heavy Machine Gun now has 8 soft attack from 5, and 6 piercing from 10 - Tank Design: Secondary Cannon and HMG now have fewer drawbacks but higher production cost. HMG soft attack now 4, from 3, but hard attack removed - Tank Design: Additional Machine guns soft attack reduced to 1, from 2 - Tank Design: Easy Maintenance module now reduces total build cost by 5%, but requires 30 XP, from 10 - Tank Design: Expanded Fuel Tanks now cost 1 IC, from 2 - Tank Design: Sloped Armor now increases armor by 25%, from 20 - Tank Design: Medium One-Man Turret now has 8 breakthrough, from 10, and reduces soft and hard attack by 10%, from 25% - Tank Design: Three-Man Turret now has 24 breakthrough, from 20 - Tank Design: Torsion Bar now grants 15% reliability, from 10% - Tank Design: Interleaved Road Wheels no longer reduces reliability, but has doubled production cost - Tank Design: Welded armor reduced to 30% armor, from 40% - Plane Design: Torpedo Mountings now have 14 naval strike attack from 12, -12 agility from -15, and 6 targeting from 5 - Plane Design: Reduced the lower end of plane engine IC costs; earlier planes should be a little cheaper on the whole - Dive brakes no longer valid for naval bombers, increased naval targeting from dive brakes from 4 to 6 - Dive brakes no longer valid with naval bomber weapons (torpedoes and guided missiles) - Carrier Naval strike multiplier increased, reduced naval strike detection chance from 0.7 to 0.5, reduced carrier disruption factor from 0.8 to 0.6 - Basic Medium chassis now 1938 tech, amphibious tank now unlocked only by 1936 light, tank armour tech dates are now 36,38,41,44, amphibious tank no longer gets medium turrets
UI
- New variants received from auto-upgrades, focuses, events etc. are now highlighted in the production tab like variants received from research. - In research screen for modular equipment (tank, ship, plane), stop showing a diff in stats when there is no design company attached - Improved Tank tech tree layout
AI
- Soviet Union no longer desires to be best buddies with Romania despite being instructed to ignore them for a while - AI weights on hiring advisors now makes more sense. You should see a better split between political advisors & research bureaus, and the AI no longer saves all PP for hiring chiefs at the exclusion of all else. [This has a pretty radical effect on early AI build-up, thus there may be some imbalance in the early game in this open beta - feedback especially welcome] - AI have a higher weight on Captain of Industry advisors pre-1939 - AI military spirit selection is less deterministic
Modding
- Added property allow_without_tech to create_equipment_variant which will create the variant even if the technology it's based on is missing. - Fix the way character variables in script are stored - From now on, any
Source
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