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  • Hearts of Iron IV - Patch 1.7 « Hydra »


    Hearts of Iron IV - Patch 1.7 « Hydra »

    Après la sortie de l'extension Man the Gun et de son patch 1.6 "Ironclad" qui apportèrent leur lot de nouveautés sur les aspects navals du jeu, ce patch 1.7 précédant la prochaine extension et le patch 1.8 « Husky ». Ce patch couvrira certains points comme le front de l'est et le conflit germano-soviétique, la correction de certains bogues, l'amélioration générale des fronts ainsi que l'IA.

    Sommaire

    15 mai 2019 - Le patch 1.7 & Les lignes de front
    22 mai 2019 - Problèmes techniques en folie !
    29 mai 2019 - Les packs radio & blindés
    Dernière modification par Limse, 30-05-2019, 11h54.

  • #2


    Le patch 1.6 « Ironclad » ainsi que la nouvelle extension Man the Guns, sont tous les deux sortie le 28 Février 2019.
    Après la sortie d'un patch correctif, un autre patch plus important est prévu dans les prochaines jours, intitulé 1.7 « Hydra »

    Ce premier patch de présentation se focalise sur les lignes de front - dont le plus important en tant que pivot de la guerre : le front germano-soviétique.

    Vous pouvez trouver la traduction de ce carnet ici
    Dernière modification par Limse, 17-05-2019, 22h50.

    Commentaire


    • #3
      Le beta patch:

      ##################################
      # Feature & Important
      ##################################

      - Game is now 64-bit
      - Frontlines have been reworked to where army fronts link together under army groups and playing army group only has more UI support to reduce clutter.


      ##################################
      # Bugfix
      ##################################

      - Withdraw from Contested Territories now is available to be taken if any contested territory is still held by Britain, and takes into account the possibility of having traded Newfoundland to the USA for destroyers.
      - Fixed the En Route penalty for admirals that are unassigned before being re-assigned.
      - disabled an event that merges two countries together with same original tag & ideology if either of them are puppet
      - Admiral combat XP no longer limited if more than 24 ships in fleet
      - execute orders button now executes only move order of ag front (Not attached fronts) for ag groups
      - Fixed task force fulfillment getting out of sync on save load
      - You are no longer able to draw spearheads/offensive lines without a proper frontline.
      - You should no longer be unable to remove ship modules
      - You are no longer able to draw offensive lines from a garrison order.
      - Fixed convoy distribution issues on naval supply paths
      - Initialized ships with zero manpower so that they consume country manpower correctly when production completes.
      - Block exploiting researching of tech if mutually exclusive tech has already been researched.
      - Fixed ship production to correctly set manpower and subtract that from the country manpower pool when a ship is completed.
      - Adjusted the requirements for the Treading the Narrow Path achievement to now only check for control of the Holland, Friesland, and Brabant states (rather than any Dutch core state).
      - Operation Fork and Invade Ireland decisions are no longer repeatable.
      - Italian Spanish-Italian Alliance and Befriend Portugal focuses now require being in a faction and correctly invite Spain and/or Portugal into Italy's faction, rather than try to join theirs.
      - fixed add/remove core effects adding dynamic tags as cores


      ##################################
      # Balance
      ##################################

      - Reduced detection values for spotting unit transfers to avoid long naval transfers getting extremely slowed down too easily by the enemy.
      - Manchukuo now correctly gains benefits from buffing Japan in the custom game difficulty settings
      - Submarines now get to fire while retreating
      - heavily reduced the chance of sub reveal on torpedo firing
      - Increased army fuel cost mult from 0.4 to 0.5
      - Increased air fuel cost mult from 0.32 to 0.35
      - decreased xp from air to air and air to ground combat
      - Added ability to improve sub detection chance in combat per tick to a power of a scripted value
      - gave fleet in being doctrine some extra surface detection to destroyers and light cruisers
      - improved sortie efficiency from floating airfield doctrine research from 10% to 20%
      - added carrier sub detection increase of 25% to escort carriers doctrine research
      - added carrier sub detection increase of 25% and improved sub detection of destroyers and cruisers by 5% each in integrated convoy defense doctrine research
      - gave carriers sub detection of 5
      - reduced sub surface detection in wolf packs doctrine from 15% to 10%
      - increased sub detection of ship radar 3 from 4 to 5
      - increased sub detection of ship radar 4 from 8 to 10
      - increased sub detection of ship sonar 2 from 6.5 to 7
      - reduced air defence of strat bombers at all tiers
      - Damaged convoys now add up at the end of combat and diceroll if they die to make convoy raiding/air attacks less binary
      - ship anti air kills now diceroll when calculating kills rather always killing something which works badly with convoys with their numerous, yet low damage.
      - increased the number of regions convoy defense TFs can cover to 5 base
      - Added a balance factor to make actual unit transfers more resilient to 1-tick naval strikes
      - We now count convoy presence in each region rather than by individual route for mission escorting efficiency
      - tweaked hit chance for ship AA to be more resonable for small damage numbers
      - Updated passive sub reveal chance per combat tick to have a generally higher chance of revealing subs
      - Halved reliability penalties of fire control modules
      - Increased hit profile of torpedoes to 140, reducing their accuracy
      - Increased visibility of convoys from 10 to 13
      - Lessened speed reduction debuffs from ship AA modules


      ##################################
      # UI
      ##################################

      - Text edit boxes fixed to not lose focus at inappropriate moments, including the console window when tag switching.
      - Splitting a task force now replicates the mission
      - Takao Gato should now have the correct portrait with DoD disabled
      - Fixed erroneous localisation in Yugoslav request for airplanes sale event.
      - fixed a decision displaying an empty string for a hidden event
      - We now filter out convoy attacks that do not kill convoys, and nothing else is damaged from becoming naval battle reports
      - Improved feedback in naval mines tooltip
      - fixed issues with tooltips for equipment variants with no parents
      - We now display the correct number of decision possible to take in a tooltip (issue with costs)
      - Cleaned up tooltip of technology bonus
      - Tooltip corrections on production window
      - Fixed various issues in naval tooltips
      - Fixed several texts for ship refitting
      - Naval regions are now correctly deselected when you open the construction view, even from the alert bar.
      - Display IC of armor module for ships in the tooltip
      - Fixed wrong information about design company in tooltip of ship hull
      - We now close transfer ships window when the original task force is deselected.
      - Always hide tech change confirmation box when closing research window.
      - When selecting units that are all grouped under the same army group color it will now also select the AG to make working with divisions easier
      - The button pause in top bar will be correctly updated if the player opens game menu during a peace conference.
      - Made the tooltip on sea zone if a fleet is selected or a taskforce is selected more consistent.
      - Increased amount of selected mapicons that are allowed to be shown expanded to work better with new fronts
      - fixed army groups being left selected when you create a new group when only some units are selected
      - fixed a case where order delete mode is wrongfully being cancelled if your current selection has no orders
      - you can assign new deployments to army groups orders now


      ##################################
      # AI
      ##################################

      - Netherlands AI will now prioritize taking "Cave with X" focuses, if the target country is a player and has successfully raised their Trade Influence high enough to enable the NL to take it.
      - ai will care more about non-capital areas if its capital is safe
      - Ai invasion scoring now looks at particular invasion point or best score for areas within controller area of target rather than... first province
      - US Ai should no longer pick ideology advisors in historical mode
      - Told AI not to blow up the Suez Canal if there are no enemy troops nearby
      - improved ai GER & ITA strategy against SOV that shares the borders
      - Made AI creates the order groups at the same time it creates the army within to help reduce shuffling of divisions along the frontline
      - Fixed lingering numeric overflow in AI equipment calculation during multiplication of large numbers.
      - fixed ai reordering its army groups when the front flips
      - fixed unit shuffling when units are assigned to a front that only borders a lake
      - Improved AI acceptance of fuel lend lease for GiE.
      - Soviet AI should new try to manage its defense priority strategy better


      ##################################
      # Modding
      ##################################

      - gfx files are reloadable now (!!!!!!)
      - added some temp variables for peace conf triggers
      - added global.majors & global.countries game variable arrays
      - fixed attack_level & defense_level triggers not working
      - New on_action: assume_faction_leadership
      - Added on_war and on_peace on_actions being called when starting or ending any war relation
      - new effect: set_popularities
      - Portrait pools are now appended for countries instead of replaced
      - is_core_of now always checks original tags
      - Updated the is_exiled_leader_from trigger to allow the same basic scope targets as has_attache_from.


      ##################################
      # Database
      ##################################

      - tweaked Italian name list for ships
      - Fixed an issue where Imperial Germany could not give names to its submarines
      - fixed some inconsistencies in ship naming in the non-MtG 1936 Italy naval OoB
      - enabled Chinese naming lists for ships for all Chinese factions
      - cleaned up some scripts in New Zealand


      ##################################
      # Stability & Performance
      ##################################

      - Updated the automatic crash reporter
      - Improved performance of a number of scripted triggers based on the work of Antoni Baum (Yard1)
      - Stopped triggering the OS at game start about the game not responding to user inputs
      - CTD fix when triyng to puppet a nation that is at war
      - Circular Reference CTD for relative_position_id in national focus fixed

      Commentaire


      • #4
        ##################################
        # Bugfix
        ##################################

        - Fixed an issue where very large fleets of submarines got negative range and couldnt be assigned to missions


        ##################################
        # Balance
        ##################################

        - Government in exile will now always get few convoys when exile start
        - Increased passive reveal chance for submarines in combat
        - Reduced speed debuff from AA modules
        - Halved debuff to reliability from fire control modules
        - Increased visibility of convoys from 10 to 12
        - Lowered naval damage scaling from 1.0 to 0.6
        - Lowered naval org damage scaling from 1.6 to 1.0
        - Lowered base escape speed for all ships from 0.65 to 0.45
        - Increased speed based escape speed from ships to 0.95 from 0.75
        - Lowered sub hidden escape speed from 0.25 to 0.18
        - Added an increase to sub visibility as part of the positioning penalty in naval combat
        - Lowered depth charges hit chance mult from 1.8 to 1.1
        - Lowered hit profile for dpeth charges from 120.0 to 100.0
        - Increased hide time on subs from 12 to 16
        - Increased sub base reveal chance from 0.4 to 0.5
        - Lowered convoy visibilty from 13 to 12
        - Increased visibility of t4 sub from 10.0 to 12.0
        - Carriers, capital ships and subs now get to fire before screen ships at different intervals of the start of battles (carriers get the most) to model their better weapon projection


        ##################################
        # UI
        ##################################

        - Fuel returns to UI list for other countries after lend-lease requesting from a country


        ##################################
        # Modding
        ##################################

        - In debug mode the detailed side panels of naval battles will show a very rough cost comparison of losses


        ##################################
        # Stability & Performance
        ##################################

        - You can now scuttle a carrier without crashing the game

        Commentaire


        • #5
          - Increased visibility of convoys from 10 to 12
          [...]
          - Lowered convoy visibilty from 13 to 12


          Paradox, ses patchs, ses hotfixs, ses développeurs.

          Commentaire


          • #6
            Voyons Scramouille, ces deux phrases sont strictement différentes.
            Tu ne vois pas le pluriel? le "of"?

            Commentaire


            • #7
              Au moins une chose est sûr la "convoy visibility of convoys" est à 12
              Bon on sait pas trop si elle a monté ou baissé

              Commentaire


              • #8
                Comme je le comprends c'est plus : la visibilité des navires convois augmente de 10 à 12 et la visibilité (par d'autres navires) des convois baisse de 13 à 12... (Enfin j'espère que c'est vraiment cela)

                Commentaire


                • #9


                  Le patch 1.6 « Ironclad » ainsi que la nouvelle extension Man the Guns, sont tous les deux sortie le 28 Février 2019.
                  Après la sortie d'un patch correctif, un autre patch plus important est prévu dans les prochaines jours, intitulé 1.7 « Hydra »

                  Ce second carnet se porte plus sur les aspects techniques - changements et nouveautés - qui accompagneront le patch 1.7...

                  Vous pouvez trouver la traduction de ce carnet ici

                  Commentaire


                  • #10
                    Quand tu ne sais plus quoi faire avec ton allemand en Russie, St Manstein est là pour toi (en anglais)



                    Spoiler:
                    j'espère que vous aurez compris l'ironie

                    Commentaire


                    • #11


                      Le patch 1.6 « Ironclad » ainsi que la nouvelle extension Man the Guns, sont tous les deux sortie le 28 Février 2019.
                      Après la sortie d'un patch correctif, un autre patch plus important est prévu dans les prochaines jours, intitulé 1.7 « Hydra »

                      Bien que la date de sortie n'est pas encore annoncé, ce carnet continue sur les équilibrages et les packs - en partie gratuits - qui accompagneront le patch 1.7...

                      Vous pouvez trouver la traduction de ce carnet ici
                      Dernière modification par Limse, 03-06-2019, 10h47.

                      Commentaire


                      • #12
                        Merci Limse.
                        C'est des gadgets mais c'est toujours bienvenus.
                        Je trouve l'idée du pack radio super.

                        Commentaire


                        • #13
                          Merci (avec du retard) pour la traduction !

                          Commentaire


                          • #14
                            L’équipe se lance dans la chasse aux bugs du patch qui corrigeait les bugs: https://forum.paradoxplaza.com/forum...aying.1188942/

                            Commentaire

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