||Hello and welcome to
||this, our third and final feature video
for By Blood Alone.
||My name is Peter Nicholson, game
director on Hearts Iron IV, And today
||we'll be taking a look at some of the last
features to be introduced in BBA.
||We'll be beginning
with Divisional Command.
||In By Blood
Alone will be upgrading the system
||that previously existed to hire
new commanders, new generals.
||In By Blood Alone, Every division
is going to have its own commander.
||They don't necessarily confer
statistical bonuses, but that there is
||a sort of baseline for you to draw
||from as a pool to upgrade to generals.
||They're going to earn experience over
||as well as apply history entries
for the deeds that they they do.
you can capture strategic locations.
||You can capture airfields
that could be involved in important combat
||or perform encirclements
and stack wipe enemy troops.
||For these things, they will earn something
called a history entry.
||So you'll be able to see these in a log
in the division's history.
||And for some of these,
you will be able to award a medal.
||Medals themselves do confer bonuses.
||So using this system,
you'll be able to reward
that you're particularly attached to.
||You'll be able to give them some unique
features compared to the others,
||and you'll really be able to reinforce
that attachment to the divisions
||that you feel have served you
well during combat medals will be tracked.
||On the unit,
you'll be able to see the medals, history
||and the various history entries
that a unit possesses.
||You'll be able
||to stack the effects
with diminishing returns.
||And if you promote a commander
from a division to being a full general,
||they will take a copy of these
for flavor reasons with unit cohesion.
||Is a new battle plan setting that we'll be
introducing in the avalanche patch.
||You'll be able to choose
||from one of three settings for cohesion,
and this will affect primarily
||how the automated unit assignment
system works along that front line.
||If you choose the middle setting,
balanced cohesion, you'll find that
||the battle plan and the unit adjustment
system will work more or less as before,
||units will relocate themselves
along the front line to fill holes.
||You have two slightly stricter
settings after that, which will mean that
||the units relocate from a much shorter
distance to try and fill gaps.
||And I think beyond that
they won't relocate.
||So in short,
||you're going to find a lot less shuffling
if you use the setting above balanced.
||There is of course, a rigid cohesion
setting and this means that units will
||only relocate themselves from provinces
next door to where they currently are.
||This can leave holes,
||so you should consider this an advanced
setting in the avalanche patch.
will have dynamically generated names.
||For many of them, They will be drawn
from a list of historical operations
||that relate to the states that you're
creating the battle plan along.
||You could create a frontline
against Poland as Germany,
||and you'd probably find the name
drawn from the pool would be Fall Weiss.
||Likewise, if you
if you create a front line as Germany
||against the Soviet Union, you might end up
with Operation Barbarossa.
||There are many of these, so there'll be
a lot of historical options there.
||You'll also be able to rename them
||With divisional command covered,
we're going to take to the skies
||and take a look at the plane designer.
||So the reason why we're adding a plane
design is because we already have a ship
||design and a tank designer and people
have been asking for it for a long time.
||You can design
your tanks, can design your own ships.
||Why would planes be that different? Right.
||You choose a size of airframe
depending on what you want to build,
||and then you decide what kind of weapons
you put on it, how many engines
||you put on it,
how big the engines should be,
||and what other modules you can put on it,
like extra fuel tanks, for example.
||So modules are
what gives the plane its abilities.
||A module can be a machine gun or a bomb.
||If you have a bomb on the airplane,
then it can attack ground targets.
||If you have a machine gun,
that can attack air targets.
||And these modules are unlocked
||Some of them will be unlocked in the air
||Air to air radar will be unlocked through
radar research, as one might expect.
||And some of the guns can be found
in the artillery tree.
||We sat down and we looked at
||how people of the time
designed our planes.
||Like what were their
considerations that they
||had to take into account?
||We wanted to recreate that.
||From there, you kind of start
to think about what kind of
||items were commonly found on planes
like machine guns and bombs
||to represent these choices
that the historical actors had to make.
||These are sort of the underlying rules
that we need to put into the, the plane
||designer from there that you then
go, okay, here are other options.
||We want to give the player
a lot of choices.
||We want to have a lot of
||different playstyles that they can try out
||and experiment with or alter
||to fit the situation that the country
that they're playing in is in.
||The balancing of the plane designer
is still very much in development.
||It's something that is still
being balanced as we shoot this video.
||The balance is orientated
on the current system,
||so there shouldn't be any wild swings
and sort of effectiveness.
||So if you have a strategy that worked
||with the current system,
it will probably still work
||with the new system
and it will probably not be quite as good.
||So one of the design and balance goals
for the plane designer was to take a look
||at some of the plane types
that people have identified
||as like a little bit overpowered
and tone them down a little bit.
||CAS Planes and naval bombers in particular
||will probably not be as strong
as they are in the current meta.
||But that's sort of
the beauty of the system,
||is that it gives us a lot more screws
that we can lose
||and then tighten a little bit
to change the balance around.
||So the transport planes in the plane
design work exactly
||as they do now
because they still use the old system.
||We looked into that early
in the design phase and we figured that
||making a fully modular design
of all transport.
||Would open up
too many cases to many weird exploits.
||And that has repercussions
both for multiplayer, but also for things
||that the AI needs to consider
and we decided to just not touch that.
||That's it for now.
||But release is just around the corner.
||For those of you who opt to preorder,
you can get access
||to the new song Bella Ciao with B.B.A.
||Make sure to follow us on social media
to stay up to date.
||And thank you once again.