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Includes Poland: United and Ready DLC, Forum Avatar and Wallpapers
Includes Several cosmetic DLCs, Colonel Forum Icon, Poland: United and Ready, Forum Avatar and Wallpapers
Includes Expansion Pass #1, Field Marshal Forum Icon, Art Book, Several cosmetic DLCs, Colonel Forum Icon, Poland: United and Ready, Forum Avatar and Wallpapers
Includes Sabaton Soundtrack, Together for Victory - 2 more expansions to come!
Hi everyone and welcome to another dev diary on Death or Dishonor and the 1.4 Oak Update. Today's country highlight is Yugoslavia!
When we envisioned Death or Dishonor, we wanted to put the player into a position where they had to make hard choices and decisions that they knew may come back to haunt them. Yugoslavia is in many ways made for that kind of gameplay.
Historically, Yugoslavia attempted to remain neutral for as long as possible, despite heavy pressure from both the Axis and the Allies to declare for their side. When the government of Prince Paul finally decided to join the axis - attempting as much as they could to stay out of the war even then - the government was swiftly replaced by a coup. This caused Hitler to decide on an invasion, and the country collapsed in less than two weeks - with some areas openly welcoming the invaders as liberators.
But we are in this to allow you to change that history.
The reasons for the collapse are many, from poor military preparations to discontent amongst the various ethnic groups, who believe that Yugoslavia is not so much a union of equals as it is a Greater Serbia with some attached territories. This situation is represented in game by a set of National Spirits, which lower national unity to just 30%, make political appointments and law changes more expensive, reduce factory output and make officer recruitment costly.
You have several avenues open to deal with these issues, which may even require you to give up some territory and allow some measure of self-government. Consequently, your decisions in other areas must take this into consideration - why build up territory that will not necessarily remain yours?
Time is quite literally of the essence, as both Germany and Britain have a keen interest to see you join their faction, and they will be around from time to time to remind you of that fact. Declaring for one will, of course, get you into conflict with the other, and declaring too early might well see your government rather aggressively changed or the country descend into a civil war.
To get to the focuses that allow you to join a faction, you must first solve the pressing issues of the country, which takes precious time. Considering that you will also want to rebuild your military, you will have to make tough choices. Some of the mutually exclusive branches have been deliberately designed to be short - the time saved being the major advantage.
With such huge problems to solve, we felt that it made less sense to give Yugoslavia many options to expand - that would require a capable military and a united population, both things the historical Yugoslavia famously lacked. However, you may find that a military solution to some problems might be preferable. Joining the Axis or the Allies will also give you the option to at least claim some reward.
Of course, you can also choose to join the world revolution and seclude yourself from the petty struggles of the destruction-bound imperialists. Unfortunately, your closest ally is on the other side of some rather aggressive neighbours, and while you can solve the main issues plaguing the country reasonably quickly, your military still leaves a lot to be desired. With enemies on all sides, you must choose...Death or Dishonor.
Of course also some neat portraits for new generals and leaders. Here is a sample:
And 3d models:
And of course pretty air and tank trees:
Updated Strategic Areas
In a kebab-fueled frenzy Archangel85 stepped up and started splitting up strategic areas and adjusting them to make sense. The goal was to allow easier coverage, particularly in areas that saw heavy and prolonged fighting historically. A secondary goal was to make areas where naval landing are likely to occur easier to establish air superiority in when using carriers. Here is some highlights:
Here is a full list of zones changed:
Hi everyone, time for this weeks Death or Dishonor and Oak Update dev diary. Today will be all about the improvements to the air warfare coming in the update. Some of you who were at PDXCON this weekend might have had a sneakpeek, but here are the details :) Speaking of PDXCON, I had a lot of fun meeting fans (but yikes my feet after 3 days), and look forward to next years!
Issues with the old system
When we started looking at the air warfare part of the game we felt that there was two main flaws: Transparency and Control. The system only really showed you information over very long time with graphs so it was very hard to understand what was going on and what you could do to improve things. Control wise it was a lot of work to select, organize and move wings around, not to mention having to open lots of airbase windows everywhere.
So what did we do? Check out this screenshot, it shows most stuff we have at once:
First of all we decided to go with something we knew would work well, making airwings behave more like divisions. They are now on the map and you can move them between bases and assign missions in a similar way to divisions and it’s easy to give orders to many things at once. Secondly we made a new air combat interface that should be a lot more helpful and informative. Keep reading to check out all the details...
Air Wing Interface
The air wing interface has been overhauled. The air base window is now gone. Instead, when clicking on an air base, the air wings will be listed on the left, like army divisions would if you selected ground units. We also added the ability to drag a selection box over several air bases to be able to give orders to all of them at the same time.
The list of air wings shows relevant information about the air wing, such as its strength, type and missions it’s currently flying.
Relocating wings to a new airbase is easily done by just selecting them and right-clicking on a new airbase. We’ve added arrows to show that an air wing is relocating and its progress.
Assign Air missions
Above the list of air wings is the mission panel. To give an air wing a mission in the new system, click on the missions icons in the panel, and right click on the target air region on the map.
As before, wings will only fly missions that are suitable to them. This means that it’s possible to select both air superiority and bombing missions with a mix of air wings. The fighter wings will perform air superiority missions and the bomber wings will, unsurprisingly, provide bombing. This change should make it a lot easier to manage orders for several air wings at the same time and reduce the need to micromanage the air units.
Another thing you might have spotted in the first screenshot is that we now have special combat icons in air mapmode. These show by base color how it's going (sorry Germany) but also which side is getting air support, so a green plane with a + means they are getting help from the boys in the air.
Air Combat Window
As you may have noticed, selecting air wings does not automatically bring up the air region window. This is because we have changed this window into becoming the new air combat window.
The new combat window provides information on air combats in the past day, or from the last sortie. The top of the window shows the familiar information from the old air region window, but the bottom shows the new air combat overview.
The overview is divided into air superiority missions, where fighters battle against enemy fighters, at the top and in the bottom half we show you bombing missions and intercepts. This information can be filtered by mission type, and toggled between our missions and enemy missions.
In the top part you might recognize two new icons. Those are for Air Detection. It's such an important value that we felt it best to move from tooltips and show that instead of radar (which is just one of the factors affecting detection). We’ve been rebalancing a bunch of that stuff too, but don't look too closely on numbers as its in progress.
You may also notice that we’ve added some other useful information. A very important stat is the disruption. This refers to air missions that have been forced to divert back to base, for example due to taking damage from intercepting fighters.
You might have spotted a little green circle in the first screenie also. We've added more visible radar overlays that you can bring up either through a toggle or by hovering over one
Oh yeah, for those who want to see all the new on-map air counter icons here you go:
As is normal in game development you only end up having enough time to do half of the things you planned from the start, so see this as the first step on air improvements as well. More things are sure to follow in the future, but we are pretty happy with this progress :)
Next week we’ll be taking a look at Yugoslavia. See you then!
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“Hearts of Iron 4 wields complexity like a swift armor division during the blitzkrieg, allowing it to serve the idea of layered, cerebral, strategic warfare instead of letting it needlessly bog down the experience.”
9/10 – IGN
“It captivates me because—imperfectly, impressionistically, and perhaps a little amorally—it lets me orchestrate the most titanic armed struggles in history, from the fussy economic details to the cut-and-thrust of mechanized warfare. There are other great strategic-level wargames out there. But I have never played anything like Hearts of Iron 4”
8.8/10 – PC Gamer
“For now, after many dozens of hours, I'm taking a break from Hearts of Iron 4. Not because I'm sick of it; quite the contrary, in fact. What I need to do is some serious reading, some careful planning on what my vision for the United States should be in 1936. And when I've done that planning — when I've formulated my character sheet, as it were — I have the utmost confidence that Hearts of Iron 4 will be ready for me to play a role in world affairs.”
8/10 – Polygon
The Colonel Edition includes the following items:
The Field Marshal Edition includes the following items:
Includes the first 3 expansion and it’s related content, to an estimated value of $49.99.
Sabaton Soundtrack is included but excluded from estimated value.
Expansion 1 - Together for Victory
Expansion 2 - TBD
Expansion 3 - TBD
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