Hearts of Iron IV

Hearts of Iron IV

Total War Mod
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Update: Oct 26, 2019 @ 8:07am

Initial Upload

Update: Oct 26, 2019 @ 2:21am

Initial Upload

Update: Oct 25, 2019 @ 4:21am

Changelog 25 (Still save compatible)

Hellos fellow Twers.

Yesterday we had a big test MP to test some balance issues we were having mainly with offensive snowballing in MPs in pretty much any war front, and we decided to make some balances changes.




-A general nerf into air supperiority/ground support maluses and bonuses. Speed, defense and ground support bonuses/penalties will be much weaker overall.

Now, If you want to have the same air power when it comes to affecting land battles as before you can do it by going through air doctrines. (tho it will never be as strong as before)

Fighters and CAS will still be strong but just not that optimal. The idea is to make air warfare more of a strategic factor that makes impacts in the long run (bombing infra, etc) and not just an immediate tactical factor that lets a player with green air push non stop. -don't think air won't affect battles anymore, they will still do in a very important way, just that it won't be the most deciding factor by a long run anymore. I would even argue it will still be the most deciding factor, just not 3 times more decisive than the next second decisive thing-

We hope at the same time this brings more variety in different types of planes in the game (such as different bombers, heavy fighters, etc)

-Reforming the army for SOV now takes 75 army xp instead of 100



-Retreat and withdrawal speeds were increased a tiny bit.

-Combat will be a bit slower now, like 3-4%.

*Reason for this changes: Because of patch 1.6 retreat bug, once you get broken trough it sometimes gets very hard to re organize your defensive line effectively. The attacker is always able because of this to make a lot of damage very quickly outside the defensive capabilities of a player.


-Nerfed the amount of Soft attack SPGs could get from variants.

-Reduced the amount of time some SOV focuses take to complete.


Tomorrow we are pushing one last update with changes to Mass Assault Doctrine, making it more unique.

Then we hope we don't need to push this often anymore. We are sorry for the inconveniences all this pushes could have caused on you guys.

Update: Oct 25, 2019 @ 12:15am

Initial Upload

Update: Oct 24, 2019 @ 7:23pm

Initial Upload

Update: Oct 24, 2019 @ 9:15am

Changelog Thursday October 24 (IT IS SAVE GAME COMPATIBLE)

-Increased range of Soviet fighters by 50km

-Nerfed unpiercable bonus from 100% to 80%

-Slightly made heavy anti tank more expensive and piercing better.

-2 new Romanian focuses, replaced by the Transitrian claims.

-Small buff to Mass Assault, remove the combat width changes.

-Now all doctrines show proper custom tooltips regarding equipment changes for units, make sure to check them out.

-Huge bug regarding HP modifiers and calculations, we made some fixes let's hope it works.

-Fixed speeches firing despite turning off ai speeches

-Rubber refinary now gives 5 rubber instead of 6.

-Less fuel gain per hour for every oil refinary.

-Nerfed divisions speed of long lasting spirits (100 days like barbarossa and blau) for Germany, now speed more tied to 45 days operation only.

-Fixed error of SOV order 227 from 45% surrender progress. Put it at 38%.

-Nerfed air supperiority impact on defense by 10% and ground support bonus attack by 10% (of the current value. Which means if the bonus to the unit was 30 it now is 27 and so on).

-Changed resource value amounts of Hungary and France of some states regarding Raw Materials and Aluminum.

-Slightly increase of the cost of air doctrines by 13%.

Update: Oct 19, 2019 @ 8:05am

Reworked Reichskommissars. Major changes. Make sure to take a look, a lot of effort was put into this.

Reworked German and Soviet spirits and offensives. The changelog would be too big specifically, but all offensive spirits are weaker and last less in general (Fall Blau for example is around 60% weaker, and German 1943 summer campaign lasts 40 days instead of 120 while being also weaker). Instead, we've added new short lived offensive operations activated through decisions that launch historical offensives like Zitadelle, Uranus, Saturn, Eldeweiss that last around 40 days (they will be available within the proper time frame and can only be launched when a Major scale campaign is under way -Like for Germany, they can activate Eldelweiss only under Fall Blau). They preparation time of 7 days (so it's not instant) and cost Command power. In return, they give really strong bonuses but are shortlived (and also consume a lot of fuel, so if player does not have enough stockpile he might even not take advantage of it). It will be up to the player now to know how to use the offensives to their maximum potential. To keep history and balance, German operations become weaker as time goes by, while soviets operations skyrocket starting in late 1942). We hope this changes bring some suprise factor into the game as offensives or counter offensives and make a player's ability more impactful regarding knowing how to best use this offensives and also how to defend against them.

*Note: This changes are not final and there is still a possibility of removing spirits in general and adding a completely new Mechanic. But first, we wanna give this a try.

*Note: While we made Offensives a bit historical regarding date, we still gave them a big gap of when you can activate them, so it's not like the enemy will certainly know when they will be active.

Nerfed Heavy Artillery into oblivion. No, seriously, we nerfed it so now you can't have 4 heavy artillery with 4 infantry and steam roll everything. Is still very good and cost effective, but we hope not broken anymore.

Nerfed Land Doctrine that gave Heavy Art extra 10% bonus attack to 5%.

Italy focus tree changed. More optimal paths, more understandable logic. Focuses that previously required to own London or Gibraltar changed for more reasonable objectives.

Japan focus tree received a similar treatment.

Australian focus changes, additions and minor fixes. (Thx Haresus)

German spirits reworked so they don't stack so many. Some spirits bonuses will go into others (in the end the bonuses will be the same, what changes is the amount of spirits active at the same time)

Nerfed the amount of forts that could be built in Singapur

New Air Region in north africa, between Italian and English territory.



Nerfed USA starting economy law. Now it's more punishable to build Military Factories early.

Reworked SOV mechanics on how they join the war and allies too. More historical now.

Changes to Spain, minor tweaks, mostly building buffs.

Several changes in starting technologies to nations. More than for balance purposes, for logical and historical purposes.

Buffed Poland defensive capabilities a little bit. The war should last more than 1 week. They will also not surrender as fast as before. (this also means for Germany more Army xp)

Added a new GFX for outdated equipment.

Added a lot of sea regions with Sharks now.

Several bugfixes and localisations fixes.

Soviet Order 227 needs 40% surrender limit now.

AI stuff:

Big attempts and changes were made to push for more historical eastern front in AI vs AI. Germany will try to get to the gates of Moscow by 1941 but end being pushed back. A minor stalemate by 1942/1943 until SOV steam rolls over him.

This won't happen always, it's just an attempt for more historical war. Sometimes Germanty will manage to kill SOV and sometimes they won't even get that far. But we are confident it will always be more historical than before.



---------------------------------------------------------------------------------------------------------


New changelogs.


MAJOR REWORK:

Abilities went through a full entire rework. Abilities are now tied depending which doctrine you chose. We hope this makes doctrines more dynamical and strategical. Abilities tied to General Traits are still there. Check the land doctrines techs for info about each one!.

-----

Added an entire new Bulgaria focus tree

Nerfed superior firepower % soft attack on Medium artillery.

Nerfed % soft attack to medium artillery from techs. You can kind of get the same values but much much later in the game.

Fixed poland event and decision bug, made resistance weaker. Fixed lithuanian bug.

Moved some Soviet infraestructure to the west to make the frontline more dynamical and try to motivate the player to not just give up a lot of land and fall back to the same line without losing almost anything in return.

Nerfed USA military factory construction by 10% and buffed civ construction by 5% in the starting economy law.

No more SS units abuse with Skorzeny

More nerfs to GER and SOV spirits and operations. They are still there, but the idea is to shift the power balance of offensive and defensive capability to abilities and skill.

Made RAJ and EGY AI go for normal sized 20ish width divisions. (instead of 15 w)

Slightly lower ship AA damage to airplanes

Slightly lower Submarine HP

Slightly lower how long a submarine stays revealed/escaping in combat.

Nerfed possible bunker stacks in southern Malaysia from focuses/decisions.

1941 heavy tanks now need Steel Mill technologies

SOV starts with 2 less MIL factories and 1 less CIV.








Update: Oct 13, 2019 @ 2:37am

Initial Upload

Update: Oct 12, 2019 @ 6:18am

Changelog Saturday October 12th



Reworked Reichskommissars. Major changes. Make sure to take a look, a lot of effort was put into this.

Reworked German and Soviet spirits and offensives. The changelog would be too big specifically, but all offensive spirits are weaker and last less in general (Fall Blau for example is around 60% weaker, and German 1943 summer campaign lasts 40 days instead of 120 while being also weaker). Instead, we've added new short lived offensive operations activated through decisions that launch historical offensives like Zitadelle, Uranus, Saturn, Eldeweiss that last around 40 days (they will be available within the proper time frame and can only be launched when a Major scale campaign is under way -Like for Germany, they can activate Eldelweiss only under Fall Blau). They preparation time of 7 days (so it's not instant) and cost Command power. In return, they give really strong bonuses but are shortlived (and also consume a lot of fuel, so if player does not have enough stockpile he might even not take advantage of it). It will be up to the player now to know how to use the offensives to their maximum potential. To keep history and balance, German operations become weaker as time goes by, while soviets operations skyrocket starting in late 1942). We hope this changes bring some suprise factor into the game as offensives or counter offensives and make a player's ability more impactful regarding knowing how to best use this offensives and also how to defend against them.

*Note: This changes are not final and there is still a possibility of removing spirits in general and adding a completely new Mechanic. But first, we wanna give this a try.

*Note: While we made Offensives a bit historical regarding date, we still gave them a big gap of when you can activate them, so it's not like the enemy will certainly know when they will be active.

Nerfed Heavy Artillery into oblivion. No, seriously, we nerfed it so now you can't have 4 heavy artillery with 4 infantry and steam roll everything. Is still very good and cost effective, but we hope not broken anymore.

Nerfed Land Doctrine that gave Heavy Art extra 10% bonus attack to 5%.

Italy focus tree changed. More optimal paths, more understandable logic. Focuses that previously required to own London or Gibraltar changed for more reasonable objectives.

Japan focus tree received a similar treatment.

Australian focus changes, additions and minor fixes. (Thx Haresus)

German spirits reworked so they don't stack so many. Some spirits bonuses will go into others (in the end the bonuses will be the same, what changes is the amount of spirits active at the same time)

Nerfed the amount of forts that could be built in Singapur

New Air Region in north africa, between Italian and English territory.



Nerfed USA starting economy law. Now it's more punishable to build Military Factories early.

Reworked SOV mechanics on how they join the war and allies too. More historical now.

Changes to Spain, minor tweaks, mostly building buffs.

Several changes in starting technologies to nations. More than for balance purposes, for logical and historical purposes.

Buffed Poland defensive capabilities a little bit. The war should last more than 1 week. They will also not surrender as fast as before. (this also means for Germany more Army xp)

Added a new GFX for outdated equipment.

Added a lot of sea regions with Sharks now.

Several bugfixes and localisations fixes.

Soviet Order 227 needs 40% surrender limit now.

AI stuff:

Big attempts and changes were made to push for more historical eastern front in AI vs AI. Germany will try to get to the gates of Moscow by 1941 but end being pushed back. A minor stalemate by 1942/1943 until SOV steam rolls over him.

This won't happen always, it's just an attempt for more historical war. Sometimes Germanty will manage to kill SOV and sometimes they won't even get that far. But we are confident it will always be more historical than before.


Update: Oct 4, 2019 @ 11:21pm

Initial Upload