In this update6
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
- Gameplay
- UI and audio
- Compatibility
- Events
Generals!
Continuing from where we left off last week, we have another briefing from Command. Find a comfortable chair, settle in, and read on.
Briefing: Reinventing Faction Dynamics (Part I)
Written by: Wrongwraith
Hey all,
Dev corners are back. What are they and how do they differ from the Dev Diaries we normally do? The key difference is probably the scope. Dev corners are usually shorter. Here we discuss things that are sometimes very early in development, whereas Dev Diaries are usually about describing and explaining the new features that come with an expansion. So less details, and also a lot less pretty screenshots. And above all, a lot more Work in Progress - the things we talk about here might not even make it into the game in the end - at least not in the shape they are presented.
But enough of that, on to what I was supposed to talk about. Today’s subject is Reinventing Faction Dynamics …
Not much has happened to factions since release, so we figured it was time to take a look at them. The main difference is that there are more of them as more countries can, and do, create factions now. But in general they are all very similar, and you don’t feel any difference playing as the Axis as opposed to the Allies, the Comintern, or the Chinese United Front - for example. The goal here is to change that. To make factions feel more unique, and immersive at the same time.
Before we continue I should reiterate that this is very early stages - so not much in terms of final UI is implemented, sometimes you can’t do things except by commands, and in general things are constantly changing - so don’t expect pretty pictures!
But look at it from the bright side - you get to see very early UX mock ups - and some beautiful “ coder art ” :)
Core Concepts
Today I will try to run you through the core concepts of what we are doing with factions. Later on I will dive deeper into details, but for now, I’ll try to keep it relatively high level and give you the big picture of what we are working on for this feature.
Faction Manifest
Early mockup of Faction Window Header - showing the Manifest, the Faction Icon, and the Faction Power Projection
Each faction has a manifest. The manifest is about what the faction wants to do. Conquer new land, Stop the spread of fascism - or similar longer term purposes.
Each manifest will have a percentage of fulfillment - that can go up or down during gameplay. If the fulfillment is high enough, some bonuses will unlock - depending on the type of manifest.
In-game view of the Faction header with manifest for the Allies - this is as raw as a screenshot will get. Placeholder art, no tooltips, no graphics added, and no attention to placement or final elements. But it is there, and it is working, and as the Allies, we want to defend democracy
Faction Goals
In addition to the Manifest each faction will have shorter or longer term strategic goals. These can be things like conquest of specific territory or control, or instigation, of resources.. These goals, once completed, will give the faction members rewards that they can use to modify their faction in various ways - as well as more standard rewards like Army Experience.
Together with the Manifest, the Goals will
Source
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