Hi everyone and surprise! We just released 1.9.1 to make sure you guys get all the fixes by easter. We are currently investigating some out of sync MP issues that are proven to be incredibly stubborn to nail down, so a 1.9.2 is planned after 1.9.1 to address that. Otherwise 1.9.1 has shaped up to be one of the bigger patches we have done with tons of fixes and I want to thank everyone who has helped out by reporting bugs and testing the open beta.
Today I also want to share another update to the roadmap like we usually do to the end of a patch cycle. Its both grown in some entries as well as had a couple checked off as of La Resistance.
1.9.1 Patch
This weeks update to the patch is a mix of bugfixes and balance. We noticed that after fixing various ai problems and tweaking balance that Germany and Japan was performing way too good again, so we've tightened up effects from resistance in occupation a bit more compared to last week and given china and soviets some more factories as well as made soviet build a better air force to meet the german air power. This should push back the war winning point further again and give a more average breakdown between soviet&german european victories. With this we think its good to go so you guys can play with all these fixes over easter.
For those who have been following every week, these are the changes since last beta update:
################################## # Balance ################################## - Medium Aircraft Designers now affect scout planes - Added 4 civ factories to USSR - added 1 mil and 2 civ factory to china - changed one civ to 1 mil for PRC - increased manpower damage from resistance from 1.5% to 1.8% - reduced compliance gain a little bit
################################## # AI ################################## - soviet will now build less naval bombers and a bit more fighters
################################## # Bugfix ################################## - Fixed issue with Spanish cores at the end of the SCW. Now the SCW winner will get resistance in the initial states of the "major" (SPD/SPA) Spanish enemy, until they get cored via decisions. - Fixed annexation effects not being triggered after defeating non-anarchist Portugal. - French Coup operations should now correctly display their potential outcomes - fixed air mission icons in intel ledger air map mode having wrong frame - Fixed a typo in Belarusian spelling and cleaned up spacing. - The Chinese "Communist threat defeated" event is now suppressed after firing once until a new Communist infiltration is detected (WtT only) - fixed remove_unit_leader effect not working correctly in some cases - Fixed "Expand Garrison Control in Burgos" decision not increasing garrison control for the Republicans - Fix instigate workers revolution britain not working properly - fixed arguments not being passed to effects when using the effect console command
################################## # Stability & Performance ################################## - Fixed CTD on Windows caused by the assumption of the presence of the popcnt instruction - Fixed a CTD caused by missing pie chart UI element in the diplomacy view - Fixed CTD while loading a save game for some mods
################################## # UI ################################## - Specified Cyrillic script fallback fonts for an old fonts used in a limited number of places, most notably the Autosaving message. - Fixed untranslated OK and CANCEL buttons in various confirmation dialogs.
################################## # Modding ################################## - added MAX_NUMBER_OF_TEXTURES define which can be increased for mods that had more than previously hardcoded 10k texture limit
################################## # Database ################################## - Improved French intervention in SCW so that now France, if fighting in the SCW, will be at war with any new Spanish tag spawned. - Any Spanish tag revived by a foreign ally will now declare war on any foreign country allied to any other Spanish tag. - Chinese decision to move the capital to Beijing/Nanjing will no longer be available for subjects. This change fixes the issue with Portuguese China moving their capital and making the achievement "Go ahead, Macau my Day" impossible to complete. - Pierre Laval now starts out as the French starting leader - Prevented Monarchist France from being able to join the Spanish Civil War on the Anarchist side. - Portuguese "Volunteers in the War" National Spirits will be removed when the SCW is over - Added advisor portrait for Agustin Munoz Grandes
As I said last time we did this, its not actually a five year plan, but I want to share with you some form of roadmap on what to expect in the future as well as follow up what we have been up to. The list below has been posted before and added to, and stuff that is crossed off we now consider handled (although we might of course return to some items again). Just to be super clear, this is not any form of exhaustive or final list and unless we have already done it we can't promise anythings. Priorities change etc. The point of this is to give you an idea of things we would like to do. The order of things is also not in any kind of priority order, or order we would do them.
Improve flavor and immersion with naming of things in the game. No more Infantry Division Type 1 etc.
A Chain of Command system allowing field marshals to command generals
Every starting nation has a custom portrait for historical leaders
A way for players to take dynamic decisions, quickly. Something that fits between events and national focuses.
Changing National Unity to something that matters during most of the game rather than when you are losing only
Rework how wars work with respect to merging etc as its a big source of problems
Add the ability to clean up your equipment stockpile from old stuff
Allow greater access to resources through improving infrastructure
More player control over naval warfare and fleet battle behaviour
Improved naval combat
Improve balance, feedback and mechanics for submarine warfare
Properly represent fuel in some way in the game
More player control over rules. HOI is played in many different ways and say competitive MP and single player rulesets often clash
A more robust and expansive mapmode system. Having a player mapmode in MP would be helpful etc
Spies and espionage
An occupation system that isnt tied only to wars and where core vs non-core isn't so binary for access to things.
[/strike]
Improvements to frontline stability
A logistics system with more actual player involvement (now you only care once stuff has gone very badly)
Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players
Improving peace conferences
Update core national focus trees with alt-history paths and more options (Germany, Italy, USA, United Kingdom, Soviet, France, Japan, Poland)
Wunderwaffen projects
More differences between sub-ideologies and government forms
More National Focus trees. (Among most interesting: China, South America, Scandinavia, Spain, Turkey, Iran, Greece)
Make defensive warfare more fun
Adding mechanics to limit the size of your standing army, particularly post-war etc
Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups
More usage of drag and drop and QoL like this. For example controlling template lists.
Rebalance ministers and ideas to give more interesting choices.
Improve weather mechanics
Strategic and tactical AI improvements
[/b] [/list] (bold ones were added this update. Striked out ones are done)
You'll notice that some of these are small and some of them are huge. I can't really talk too much details about this stuff though. That is stuff we will do once/if it makes it to dev diaries with feature highlights and has been implemented.
Now is also a good time to get your friends into HOI4 as Daniel is doing a learn to play stream (part 2) at 14:00 CEST here.
In this week's 'World War Work From Home', we're continuing our tutorial series which began last week.
We'll be covering all the basics, including national focuses, research choices, template and ship designs, and much more. We'll be running this tutorial for a few weeks to make sure we can fit all the important bits in.
If you're new to the game or can't wrap your head around a certain mechanic, then this might be the stream for you!
Hi guys, another week another patch update. We are now focusing on stabilizing it and preparing it for release once its gone through testing.
A cool thing we have added this week is new 3d models for Spain and Portugal. All the different civil war sides in Spain now look different. Here is a fancy render of what they look like in detail:
(pardon the german guns for the renders tho ;D)
Check out the changelog since last week:
################################## # Balance ################################## - neutral government can do collaborations now - If Britain or France decide to abandon Czechoslovakia or Yugoslavia in their respective event chains, any guarantees they have made to those countries are revoked
################################## # Bugfix ################################## - fixed civil war flags not being cleared when country is annexed by an effect and causing script issues - fixed some occupation modifiers wrongly being applied after loading a save game - impassable terrains no longer has resistance - fixed some issues with resources that was causing inconsistencies with the last added resource type - "Give up Baleares" and "Refuse to Give up Baleares" events are now fired to Italy instead of Spain. - fixed china uprising decision not working in some cases - France should no longer abandon all bonds of fellowship by leaving their faction if they decide to support the Czechs together with Britain, because IT IS NOT THIS DAY - The EU should now correctly gain cores on Belgium and the Netherlands, Byzanthium and Imperium Romanum now also both gain cores on new states that were previously missing - Airwing duplication now also copies missions as well as the "auto turn off" training setting - fixed some bugs that was changing resistance country (by cancelling and recreating resistance) not working - Evade Blockade decisions will now be properly removed after a country capitulates. - Germany and Soviet air volunteers can fight each other in the civil war - Fix a case where carrier combat disruption was not working - Gibraltar will not generate resistance to any Spanish nation if it is transferred during the SCW.
################################## # Stability & Performance ################################## - fixed a bug that was leaking memory in decision scripted guis - fixed a ctd that happens when you have invalid color characters - fixed a ctd that can happen when loading a save that has gie with units in naval transfer - fixed a crash that happens when saving when a border war ordergroup is invalid - fixed a ctd that happens during peace conf when the game tries getting tooltip for a deleted action
################################## # UI & Graphics ################################## - Added text-to-speech (Win/Mac) and speech-to-text (Win) to the multiplayer chat - Added large font support and visual message notification to the multiplayer chat - Added new 3D models for the various Spanish sides and Portuguese units in La Résistance - Fixed overflow of resource icons in the state view - added 'lack of fuel' icon for combat view for the divisions that are lacking fuel
################################## # AI ################################## - Soviets are discouraged from sending volunteers to western Europe - neutral ai countries won't create collaborations unless it is past 1944 and they are at peace - ai will not create single state collaborations - The US should now declare war on Vichy france closer to the historical date - ITA now no longer invades NOR until FRA falls
################################## # Modding ################################## - added army_ledger navy_ledger air_ledger civilian_ledger tokens for parent_window_token scripted gui entries - added state modifiers for building & repair speed for specific building types (example state_production_speed_infrastructure_factor state_repair_speed_infrastructure_factor) - added is_impassable trigger - added support for highlight_state_targets for decisions which is a script target that can be used for highlighting states. should give improved performance if used instead of highlight_states - decision scripted guis now supports dirty var as well. - event effects now accepts variables as its duration entries - Enabled 3D mesh lookup based on a country's cosmetic tag before checking its true tag.
################################## # Database ################################## - fixed an issue where France would start out with too low war support if Man The Guns was not active - Vichy France is now informed if any colonial territories are taken over by Free France - Several new Spanish advisors are now at the service of the different Spanish factions. POUM will also receive a field marshal and two generals upon completion of Masters of Our Own Fate focus. - Brazilian Fascist party will become an Anti-Monarchist Coalition when Portugal completes the focus Monarchist Uprising in Brazil. - Added general Jose Asensio Torrado to the Spanish roster, so he can finally show up his cool portrait. - Fixed missing portrait for Spanish general in vanilla. - Fixed unlocalized option in one of the Spanish civil war news events. - Spanish Election of 1936 events will now get the current Spanish leader, Niceto Alcala-Zamora. - Updated BLR division names to use Belarusian instead of Russian. - Added in decision category art for generic formable nations. - The UK will now prioritize giving Gibraltar, if possible, to SPD, then SPA, then SPB and, only if no other Spanish tag exists, to SPC when they complete "Withdraw from Contested Territories" focus.
################################## # Audio ################################## - Fix sound effect for light armour fire. Now it has more DAKKA
If you want to see past changes and full changelog, check out the Beta Patch thread here as well as info on how to start playing on it.
To highlight some changes: We have restricted collaboration regimes further for AI, but opened it up more for players and fixed various issues with guarantee and event chains. We have also added support for accessibility features in multiplayer, like increased font sizes, notifications and text to speech support:
See you next week where I plan to do a bit of a roadmap update!
In order to support the global response to COVID-19, Hearts of Iron is taking part in a fundraising sale on Steam, with deep discounts on Hearts of Iron IV alongside other Paradox titles. All proceeds from the promotion are being donated to the COVID-19 Solidarity Response Fund for WHO.
As well as Hearts of Iron IV, there are also discounts on Surviving Mars, Cities Skylines, Age of Wonders Planetfall, BATTLETECH, Shadowrun, Tyranny, Pillars of Eternity, and Knights of Pen and Paper 2.
In this week's 'World War Work From Home', our resident Hearts of Iron IV expert Da9L will be starting teaching the game to an absolute beginner.
We'll be covering all the basics, including national focuses, research choices, template and ship designs, and much more. We'll be running this tutorial for a few weeks to make sure we can fit all the important bits in.
If you're new to the game or can't wrap your head around a certain mechanic, then this might be the stream for you!
Hi everyone! We are still in quarantine at home working on the patch, so time for another update!
Its a meaty chunk of balance fixes, bugfixes and mod support. Also there are some special highlights after I recommend to read up on as we are looking for feedback there. So, without further ado...
################################## # Balance ################################## - operations will now higher cost as you execute same operation on same targets (default is 15%. rescue operation is still 0%. Some exceptions are 25%) - neutral countries no longer allowed to create collaborations - compliance is now halved (instead of factored by 75%) when a state controller is changed - destroying the counter-revolution now prevents France from descending into another civil war against the fascists from low stability again - Danzig and Memel are no longer required for forming Poland-Lithuania - Memel is no longer required for forming the United Baltic States - Political violence can no longer return to France if France has capitulated - unprepared offensive modifier in SCW now also affect CAS impacts - Decrease Base manpower lost in resistance attack to 1.5% from 2.5% - Along with Niceto Alcalá-Zamora as a leader, the Republicans will now, after the 1936 elections, receive a National Spirit reducing their political power income. Along with Zamora's trait and various tweaks and adjustments made to the political power gained through events and Republican focuses, this should make the flow of Garrison Control fighting before the SCW much more natural. Now, Nationalists get an initial advantage and a 'head start', but if the Republicans correctly focus on delaying the civil war initially, they will be rewarded and eventually be able to take more states back from the Nationalists than if they focus on taking states from the very start. Delaying the civil war should therefore be more enticing as a strategy. - Increased tech stealing bonuses to 300% from 200% - Increased tech stealing extra bonus outcomes to also give either 1 or 2 year ahead of time bonuses also - Tech stealing can now unlock techs, uses weights on tech picking to prefer more up to date and equipment for a more rewarding bonus
################################## # Stability & Performance ################################## - Fixed CTD on Windows related to flag atlas texture update - Fix performance issue when creating dynamic tags from targeted decisions.
################################## # UI ################################## - French Focuses bypassed by not having an inefficient economy now correctly display that fact - fixed is_on_continent trigger tooltip being reversed - Fix units when retreating towards a tile while in multiple combats has a wrong arrow visually - Clear all province colors when switching to root out resistance map mode - Unified achievements tooltips during game setup and in-game so that the in-game button shows the same details as game setup. - Corrected achievement UI to be disabled when not logged in with necessary accounts, with explanation added to tooltip. - fixed "Expand Influence in state" decisions increasing the influence over max and causing ui to show wrong decision icons - Fixed Communal Autarky focus showing an effect tooltip twice.
################################## # AI ################################## - fixed ai not taking zero cost decisions if it has negative pp - ai will be less reluctant to create collaborations if it already has some - GER now will try to put more armor to low countries instead of france border - Ai now able to send volunteer airwings again (optimization broke it in 1.8.1)
################################## # Modding ################################## - scripted effects with names that start with "d_" (example d_test_effect) now will be available as a console command) example usages are in zzz_debug_effects.txt - added mtth database that allows mean_time_to_happen/ai_will_do structure as if they were variables - added script profile scopes for ideas - fixed country_resource_cost modifiers for real - Fixed occurences of limit in an else effect not being reported as an error - added dirty = var_name for scripted windows. if this variable name is set, the game will check if the value of that variable is changed before updating scripted windows to see if it needs to update the gui. by default guis are updated every hour/with every command. now if a change has been made that would affect the scripted gui, you can just change/increase a variable to force an update and improve performance - Errors that cause the invalid map data error are now preffixed with MAP_ERROR - release release_puppet release_autonomy effects no longer changes the controller if the state is controlled by a non-ally country. - you can specify a list of effects under spawn_civil_war effect now, which will be executed under new civil war country - added release_on_controlled release_puppet_on_controlled effects that also works if on your controlled states
################################## # Database ################################## - fixed a missing Czech airwing name - Spanish focus "Demand French North Africa" now also gives Algerian Desert. - Portugal will not be able to complete "Intervention in Spain" or "Nationalist Intervention" if it is in a faction with Spain. - Free French coup in territory operations should now only be available against the country actually occupying that territory - Spanish POUM will no longer share the same game rules as Anarchist Spain. They will be able to join factions, boost ideology and puppet nations. - fixed a number of edge cases in the Munich conference logic (and probably introduced a number of new edge cases, happy hunting!) - Tito should no longer be able to serve as chief of army if he is dead - Added Niceto Niceto Alcalá-Zamora as the initial leader of Spain in 1936, along with an event to replace him with Manuel Azaña in April 1936.
################################## # Bugfix ################################## - Fix targeted legitimacy daily decision not giving 0.05 legitimacy - fixed propaganda against warmonger decision not having lower cost against neighbors - Fix Missing localization tag for synthetic refineries when hovering over state resources - Fix steal naval blueprint removing civilian instead of a navy infiltration token - invalid operations (target is now ally etc) are now cancelled even if they are prepared - France should now only be able to invite a country once into the non-intervention committee - fixed two incorrect tags in a French focus - fixed an issue preventing Paul von Lettow-Vorbeck from being recruited - Wilno will now become a core when forming the United Baltic States or Poland Lithuania - Nationalist Spain will no longer be offered to move their capital to Madrid if their capital is already Madrid - Carlist Spain should now have access to a naval advisor - Solved issue with the end of SCW news event having multiple event options - fixed missing text in the Italian focus Develop the Benghasi Oil Fields - Mexico should no longer be able to send shipments to Spain if the war is over - Tooltip for Alan Turing should now make more sense - it is no longer possible to run an operation to capture cyphers if the target country is already fully decrypted - fixed not properly creating collaborations in some cases involving states that are controlled but not owned - Fixed an exploit that allows you to control another country that was being controlled Back in the previous Game - fixed missing icon and description for a hidden tech - fixed activate_targeted_decision & remove_targeted_decision not working properly for some cases of state targeted decisions - Dynamic tag equipment and tech names fallback to original/base country tag - Fixed scope so that Navarra, if owned by the Carlists, will become their capital during Fascist Crackdown and Carlist Uprising events. - Fix saving and reloading remove research bonus already applied to a research. - fixed a rare case where a recently freed collaboration government could peacefully annex the original country if both existed at the same time - fixed a case where countries not joining peace conferences when there are multiple different wars the enemy is in - fixed a rare case where Italy would not correctly join the Allies if France was already part of the Allies and Italy agreed to join the Stresa Front - Fixed the Paradox account initialization to detect the active session passed to the game from the launcher. - fixed Reichskommissariat Ukraine not properly puppeting Ukraina - Fixed an issue with tech stealing operation where players with MTG could be stealing old useless techs
Some highlights we wanted to make sure to highlight and where we are interested in feedback:
Peace conferences We are now more inclusive in peace conferences to try and stop issues where you might be left out and someone steals territory from you. This means that you can actually get peace conferences with enemies on each side cutting up a 3rd side before getting back to their war. Peace conferences have a lot of edge cases so try to be observant for anything we might have broken with this behaviour change. Tech Stealing Operation We wanted to make this more attractive so have been beefing it up. You can now get full unlocks and the system is more weighted towards late game techs (so you can try and nab that Tiger tank instead of a great war tank). Its still a random system (remember to pick the right operation targeting the branch of tech you want, they get unlocked by infiltration of that branch) but should be a lot more rewarding now so let us know how it feels now!
Collaboration puppets We have made AI more reluctant to release a lot and fixed some performance issues here.
Hi everyone, as the coronavirus apocalypse grips sweden the HOI dev team have reverted to to our baser instincts... no longer chained to our desks our programmers roam the streets stealing gasoline and lines of code from weaker gangs of programmers. The content designers have started worshipping stacks of photocopies of Rommel's "Infantry Attacks", and QA are now hunting bugs using spiked clubs.
Ok, not quite ;) But the team, as well as all of paradox, is currently working from home to help limit COVID-19 spread, also as many have pointed out.. less meetings and less pants! its a win-win situation :)
Today, like last week we have another update on the Beta patch.
Updates since last week
################################## # Features ################################## - Operatives can be disbanded to free up operative slots and recruit different operatives
################################## # Balance ################################## - Increased minimum surrender limit to for a country to 20% - Decrease Base manpower lost in resistance attack to 2.5% from 3% - Increased compliance decay to give cap of 90% compliance to non democracies. - Changed compliance loss on state changing hands to 25% from 10% - Decreased fielded manpower requirement from German "Demand Sudetenland" to 725000 from 750000 - Improved Resistance Suppression when using "Brutal Oppression" from 65% to 75% - Decreased compliance from collab regime operation to 20% from 30% on normal result and 50% to 40% on excelent result - changing ideology now halves compliance - Reduced the Compliance requirements for the Anarchist coring decisions to 50%, down from 60%. - Increased the cost of Concessions to the Anarchists decision to 150 PP to bring it more in line with its intended purpose as an 'emergency' delay rather than a permanent one, and also made it require either of the Nationalist factions to exist. This means that once those are defeated, there is no stopping the Anarchist uprising anymore. - operative gained from faction members now is reduced for counties that lacks industry
################################## # Stability & Performance ################################## - Prevent CTD when attempting to display the airwings of an airbase the player does not have access to - Fixed abort to trigger on more cases where invalid map data is detected - Fixed CTD on invalid naval terrain type for a strategic region - Fixed CTD on invalid state definition - Fixed CTD that could happen when re-ordering ship names - Fixed CTD when displaying the tooltip of the join faction diplomatic action - Fixed CTD when a autonomy_state has not been correctly loaded - fixed unnamed gui objects possibly causing crashes and added an errorlog - Blocked execution of white_peace before game start, along with error log explanation, instead of CTD.
################################## # UI & Graphics ################################## - Fix infinite production of ships not assigning names properly in the UI - Ensured the Abdication Crisis timed mission will now appear at the top of its decision category, for convenience. - Fixed the Boost Ideology window to work with more than 4 ideologies - The list of aces to pick from is now sorted to have compatible and free aces at the top - Releasing puppet no longer creates a new operative slot that disappears again after unpausing - fixed some graphical issues with frontlines - fixed operative nationality flags not properly positioned when there are more than 2 - Reduced excessive digits in percentages in various occupation tooltips - improved operative slot tooltips to see where you are gaining your slots from - During peace conference, collaboration events are delayed until after and non-news events are hidden
################################## # AI ################################## - allies no longer ask SOV for military access - fixed ai not upgrading templates of existing units - fixed some issues that resulted in ai preferring producing earlier ships - ai ITA no longer releases Libya as a collaboration government - ai will try not to pick closed economy laws if it has large allies
################################## # Modding ################################## - fixed accessing variables using other variables not working ( such as var_name:var_name2 ) - added seed = var support for scripted locs random list & random list effect - laws/ministers can be now modded to use list view instead by adding use_list_view = yes to their idea group - fixed country_resource_cost_ modifiers not applying correctly - fixed state resource cost modifiers not showing in tooltip if there were no other resources - country total resources can go below zero now - The game no longer aborts due to map errors if launched in debug mode, to allow access to the Nudger - The game now displays a pop up when reaching the main menu if it detected invalid map data when launched in debug mode - added on_operative_recruited & on_operative_created on actions - fixed invalid error logs with tag aliases - added army_experience navy_experience air_experience country variables
################################## # Database ################################## - Renamed Elastic Defense focus to Rebuild the Lines of Torres Vedras for better flavor. - Fixed "Catalonian Occupation Zone" to properly refer to a "Catalan Occupation Zone", instead. - Fixed decision requirements in the Abdication Crisis timed mission. - fixed a number of issues with the French Legitimist Monarchist branch - Fixed flavor text in the Spanish Independence War news event - fixed some issues with Japan's head of intelligence advisor - dismantling the Maginot Line now removes the "Protected by the Maginot Line" national spirit. The Extending the Maginot Line Focus now requires this spirit. - fixed an issue with Yugoslavian Fighter/Bomber competition event chain having unlocalized strings - Added missing name for Concessions to the Anarchists decision. - Fixed Soviet Union seizing Spanish gold reserves even if the gold was never relocated. - The French "Economic Devolution" focus now displays the correct effects after it is taken
################################## # Bugfix ################################## - Renamed Franco's old portrait to prevent it from being used unintentionally by the game. - Units now correctly divide units into fallback orders that originate in friendly territory and pass through neutral territory. - fixed another illusive gentleman being available when the first one is taken - army templates with >10 terrain adjusters will now create a scrollbar in template editor guis so all can be visible - Random generated female aces now get properly gender flagged - Made ideas database loading more resilient to script error - fixed a case where you can steal ships - fixed sometimes not getting used factories back when canceling an operation - Made the distribution of states for the Carlist and Anarchist uprisings more reasonable, especially when finishing the SCW early and therefore owning a lot of states before rising up as the Anarchists. - Requesting Foreign Manpower Garrison support no longer overflows. - Fixed an issue where territory wasn't assigned properly in the Japan surrender to China - fixed a rare edge case where Communist China could attempt to infiltrate itself - Lina Odena is now properly considered female when being referred to in text. Also updated her name to have the proper diacritics. - fixed usa fascist party popularity being set incorrectly after civil war - annexed countries will be removed from wars now - fixed access relations getting cancelled after a while - fixed factory tooltips in country occupation view - fixed collaboration government not having a proper name in some cases
If you want to see past changes and full changelog, check out the Beta Patch thread here as well as info on how to start playing on it. Its pretty stable.
Some highlights
Due to popular demand its now possible to fire spies and put someone else in their slot.
The operative will be put back in the pool and you need to wait for a timer to get the slot back to recruit someone else (or get a previously recruited agent back).
We noticed that the code we had put in to stop people from loading broken mod maps also stopped modders from using the ingame nudger tool to fix those issues. That has now been fixed in this update and it will let people access the nudger again as well as making the warnings clearer. We have also added more detailed logging to help people fix their problems. On top of a popup we also have this info when attempting to enter single player.