almost 2 years ago - Paradox Interactive - Direct link

Transcript (by Youtube)


0s [Music]
12s welcome to this our first video about
15s our upcoming expansion for hearts of
17s iron four by blood alone my name is
19s peter nicholson i'm the game director
21s for hearts of iron and along with the
23s team i'd like to take some time to
25s introduce to you the features and
27s overhauls that will be coming in the
28s avalanche update accompanying by blood
31s alone
32s to start off with i'd like to introduce
34s to you our overhaul to peace conferences
39s the old peace conference system
41s claiming states was a fairly absolute
44s thing which we've never really been very
45s happy about we wanted to move to a
47s system where
48s everyone in the conference has an
50s opportunity to assert their claims every
52s time a player involves themselves
55s in a conflict or a contest the price of
57s that state will rise with a sort of tax
60s per turn
61s it allows everyone in the conference to
63s gain something after having participated
65s in a war
66s previously the top two participants were
69s pretty much always in full control of
71s the conference so with the removal of
73s the turn order system is really the
75s reason that we moved on to the blind bid
77s system as a replacement every time a
80s state is bid upon and is contested the
83s cost of bidding on every subsequent turn
86s for every actor within the conference
87s increases
89s and then on the other side we have
91s uncontested bids where
92s every turn that an uncontested bid is
95s untouched by anyone else in the
96s conference
98s the cost of bidding on that in the
99s future increases so both of these
102s separate but related actions
104s drive the conference
106s towards a conclusion
107s by slowly
109s increasing the point costs of all the
110s states that have been interacted with
113s we have had to do a fairly extensive
115s rebalancing of war participation and not
118s just the existing values but how war
120s participation is generated people are
122s actually arguing and negotiating with
124s each other now in the conferences which
126s is a lot of fun to see
129s what we'll try to do now is more clearly
132s define where everything is so everything
134s that is relating to the countries on the
137s losing side will be on one side of the
139s screen everything related to the
142s countries on the winning side will be on
144s the opposite end of the screen so if i
147s were to select
148s take state everything that i will do on
151s the map will be take state action as
153s before but now if i click on a puppet
155s action
157s i can now do that directly on the map
160s the mouse cursor will know that okay
163s here this country exists so if you click
166s here you puppet that country
168s you can also specifically select a
171s target and that filters out all of the
174s map markers so it looks a little bit
177s more neatly but if you then want to
179s still tag over to another nation you can
182s just hover your mouse cursor click on
184s that nation and now it will swap to
187s whatever action you're doing towards
190s this country
191s peace conferences are of course just one
193s of the overhauls that we'll be bringing
195s to you in the buy blood alone expansion
197s another important sphere of interest for
199s us is a series of quality of life
201s improvements to the air warfare system
206s i really enjoy now the ability you have
209s that you can now deploy multiple wings
212s not just one wing at a time it really
215s makes things so
216s much quicker
218s i can't understate how much how much
221s quality that adds to my life so for
223s instance if you play a nation where you
225s know that i will be deploying mostly
227s fighters
229s the tactical bombers or close air
231s support then you can go in and on the
233s air base assign these three buttons to
236s be tied to those
238s wing types and now these will be
241s active on all of your air bases so you
243s could just in one go deploy
245s all of your
247s planes that you have in your stockpile
248s and now you have several wings at your
250s disposal
251s air groups are an organizational tool
253s that is is really optional for players
255s to use but if you find that it
257s simplifies controlling you know hundreds
259s or thousands of aircraft at once then i
261s think it'll be something that you'll
262s find useful so now you can take all of
264s your wings and try to group them in air
267s groups and distribute them all over
269s across the map to front lines
274s where your ground troops are a big and i
276s think very noticeable part of the air
279s changes is the change we've made to
282s standardizing air wing sizes generally
284s aircraft will now come
286s in fixed groups of 100
288s having something that is reliably a
290s fixed size makes things like ai
292s management
294s and optimizing code a lot easier for us
297s it's fairly obvious to anyone who's
299s played the game that a size 100 wing
301s might not fit and in those cases we have
304s still fixed wing sizes but smaller fixed
306s wing sizes in the long run it's
308s something that people will realize is an
310s improvement for
312s managing large numbers of aircraft and
314s for just overall game health
316s the the final air change i want to talk
318s about today is the
320s interception mechanic that we are adding
322s the interception is the ability now to
324s intercept
326s a group of airplanes between the
328s starting location and the ending
330s location so for example in the battle of
332s britain you'll be able to
334s intercept german airplanes over the
336s channel now
337s moving on from the air system we're
339s keeping a keen eye on the current state
341s of the meta as well as the exceptional
343s feedback that we get from our dedicated
345s fans as a result of this the avalanche
348s update will contain a comprehensive
350s rebalance of the naval warfare module
356s the tech tree previously was quite large
358s we've chosen to split it into two
360s sections the ship holes and then the
362s second one which provides you with the
364s supporting techs such as guns or damage
367s control this means that you can easily
370s find exactly what you're looking for
372s gone are the secondary battery tech line
374s and they're now rolled into the medium
376s caliber line meaning that you have less
377s to research hip profiles are how we work
380s out how easy it is to hit a ship
383s previously a destroyer would be harder
385s to hit because it would have a low hip
386s profile because of its speed that is no
389s longer the case now it's all about being
392s able to take that damage
394s or
394s deal that damage faster than your enemy
397s we've introduced new modifiers for radar
400s fire control and homing torpedoes that
401s increase your chance to hit ships
404s you will always be able to spot somebody
406s else's ships you just have to be there
407s for enough time you also have a chance
410s to instantly spot a unit
412s this value is based upon your progress
414s per hour value
416s previously players were able to exploit
418s an oversight within the ship designer
420s that allowed you to get a heavy cruiser
422s with only light cruiser guns
424s this has been fixed previously dual
426s purpose guns were an end game tech
429s now they have their own fully fledged
431s tree that comes off of the 1939 light
433s gun tech
434s this means that historic designs with
437s dual purpose guns are now much more
439s attainable at the correct dates dual
441s purpose guns are light guns and
444s secondary batteries that give you air
446s attack at the expense of piercing this
449s allows you to deal with both air threats
451s and ships with one module making them a
454s very cost effective way of equipping
455s your ship
457s we've increased the penalty for
458s overstacking and this means you will be
460s further penalized for having large
462s fleets
463s so now it is encouraged that you have
465s good sized fleets
467s spread out across an area as opposed to
469s one single large fleet
471s joining an ongoing battle
473s was a very very dangerous thing to do
476s it gave you large penalties to your
478s positioning which made you much worse in
480s combat
480s these have now been reduced meaning the
483s strike mission is now very powerful and
485s very very good for your large
487s hard-hitting fleets
489s a constant issue ailing the multiplayer
491s community was sub 3's subvisibility stat
495s sub 3 and sub 4 visibility stats have
498s been reduced and the ability of sonar on
501s destroyers has been increased
503s this should reduce their primacy in
505s battle that's it for now folks but we'll
507s be back soon with another video to delve
509s into some of the new game features
511s coming in by blood alone we're looking
513s forward to telling you more about our
514s new expansion but until then make sure
516s to follow us on social media to get
519s plenty of updates about hearts of iron
almost 2 years ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
almost 2 years ago - PDX Katten - Direct link
Join Game Director Peter Nicholson, UX Designer Peter Johannesson and Game Developers Robert Dotson & Bradley Faithfull-Wright as they detail the coming developments with the avalanche update that accompanies the By Blood Alone expansion.

In this video they will cover the changes to Peace Conferences and Naval Combat as well as discuss the reworks to the Air systems.

Click Here to watch the Features Highlights #1

Wishlist By Blood Alone today: {LINK REMOVED}https://pdxint.at/ByBloodAloneSteam

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