over 2 years
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Paradox Interactive
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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 |