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For my first HoI dev diary, I’m here to show you the second part of the Officer Corps, a new way of personalising your military that will be included as part of No Step Back and the Barbarossa update.
In the last dev diary we explained how we want to allow you to specialise your military branches with the leadership and advisors. Today we bring to you some new features that allow you to customise how your military operates, and act as a further use for the new sources of branch experience that were hinted at last week.
You may have been wondering what all those shiny boxes with emblems were for. I'm here to tell you they are the new Officer Corps Spirits.
Spirits are a new way to specialise your military, generals and even help your division designs. Each branch has multiple categories for its spirits that affect different aspects of the way they operate. Here I have shown you the spirits of the army which provide bonuses to designing divisions or operating armies. Of course this category has analogs for both the air and navy branches. Now we have the more direct combat effect level spirits that let you improve specific parts of your units to best match your strategy. These also let you conduct some historical moves that previously were quite hard such as using your capital ships as surface raiders without screens. And for those keen eyed readers, yes the division spirits provide tactics weight increases if you also have them selected as your preferred tactic which we will get to shortly. Finally we have the final category for the army and navy branches, the academy spirits. Previously generating commanders was a purely random chance. Now with the academy spirits you can tailor this toward specific personality traits along with helping you generals progress in a particular direction. For the above image you can also see the new engineer officer personality trait that provides bonuses to xp generation for the engineer trait. This works in tandem with the advisor promotion mentioned last week, and adds another dimension towards tailoring your officer corps from the very beginning. With the new spirits some are limited by either your political ideology or doctrines and so you will have to take this into account when deciding the strategy of your officers corps. The final part of this week's dev diary brings us to preferred tactics. This new feature provides you with a tool to influence the likelihood of a specific tactic being used in combat allowing you to increase the chance of getting that favorable matchup in battle or possibly the perfect counter.
This simulates a doctrinal emphasis on doing battle in a specific way; but can also provide a tool that can be used to counter a strongly themed force. The new window will help show you all the tactics you have unlocked from doctrines and see what effect they have on the battle. If you combine this preferred tactic with your division spirit bonus you will double the effectiveness of the tactic preference so unifying your strategic direction will help you get the most out of the officer corps.
Well that's all for this week comrades, see you at the front. C0RAX
For my first HoI dev diary, I’m here to introduce the Officer Corps: a collection of new features that will be included as part of No Step Back and the Barbarossa update.
For quite a while, we’ve wanted to allow for more direct specialization of military branches, as well as tying together various disparate systems such as the high command, generals, military-focused national spirits, and doctrines. To achieve step one of this process, we’re giving the Officer Corps and associated mechanics a unique national interface:
(WIP, as usual)
Here, the empty advisor portraits at the top of the window are where you can now find your High Command and Military Theorist, and the advisor portraits below this are related to each branch Chief - they have been moved out of the political sub-window accordingly.
As well as UI location, there are further changes coming to all military advisors. Where previously, the theorist was the only advisor type that granted daily experience gain, all high command and branch chief will now generate experience appropriate to the branch they represent.
The Advisor rank (e.g. Expert) indicates both the magnitude of their modifier bonus, and the daily experience you will receive.
We’re also experimenting with a split political/command power costs to gate the experience ramp-up somewhat, along with some other minor changes to command power.
Behind the scenes, we’ve made a host of changes to the advisor, spirits, and commander systems. Where previously, if we wanted to create a national spirit related to having a certain character in your government, it would be entirely unrelated to having an advisor with the same name, masquerading as the same person - likewise for commanders and advisors masquerading as the same person. This has changed. These are (for the most part) now controlled by ‘characters’. This has pretty sweeping connotations for our internal content designers, as well as modders, but importantly also allows us to bring the following new system to the No Step Back release:
Advisor Promotion
The introduction of a more connected Officer Corps felt like the perfect time to bring more of a connection to the Generals and Field Marshals that oversee your active forces, and the various military offices that advise your government.
In No Step Back, Generals, Admirals or Field Marshals can be assigned an advisory desk duty in addition to their status as a field commander. This will effectively add the character as a new advisor to your roster.
The type of advisor available to you is dependent on the skill level and traits of the commander you’re ‘promoting’ (not everyone likes desk duty ;) ), as you can see in the highly WIP interface below:
Here, Herr Hell can be converted to an Entrenchment specialist as he possesses the Engineer trait, and has skill level 5. Currently, both Military High Command and branch Chief roles are available.
Experience
Experience generation in general has been weighted and balanced in order to achieve a more gradual switch from peacetime generation (a strong cadre of advisors, and unit training), through to wartime. Experience generation from combat and battles has been reduced fairly significantly to account for this, as well as capped (separately from other sources). Overall, experience generation will be consistently higher than in previous versions - this was done both to mitigate the introduction of the tank designer (and thereby increased costs), and to account for the other new ways in which you are now able to spend experience, which we shall cover below.
The eagle-eyed amongst you noticed in a previous diary that the doctrine branches had been removed from the technology window - they can now be accessed from the officer corps interface, and will function somewhat differently to before. Doctrines will be unlocked directly by spending branch experience, which can still be affected by instanced cost modifiers often found in focus trees and events.
(There have been no major structural changes to doctrine layouts)
There are, in addition to the above, several new and exciting things that branch experience will be used for in NSB, some of which are handily teased in the first screenshot of this diary. Alas, we will be covering what those are and how they might affect your gameplay in a future DD.
Another Wednesday means time for another update! Today its time for a "bag of tricks" diary which means its an assortment of smaller features and improvements. Todays selection has several things you guys have asked for for a long time so I hope you will like it!
Decommissioned templates
Its now possible to mark templates as old. Much like with equipment they will no longer show in the list.
Divisions can still use them but get a little warning, and you cant switch to one until it is recommissioned.
It is also possible to reorganize the list of templates using drag and drop, so you can make sure you keep your horsie boys on top where they belong.
Army List Controls
We have also added various controls to the army list. Its now possible to sort and much easier to select
Colorized infra bonuses
Infrastructure help you build more effectively. To make it easier to parse where the best states are we went ahead and colorized the bonus indicator
Lend Lease QoL
To make it possible to more easily send ALL of your stockpile of something we have now added a button to the lend lease interface to set it to the content of your stockpile. A lot nicer than typing out a number you have to look up ːsteamhappyː
War join spam
This one has been on my top 5 annoying things since back in 2014 :D When your war causes a lot of nations to get pulled in you get a ton of separate messages. This can be super annoying because just as you fire off your attack you need to deal with popups. No longer. Check out the comparison when declaring on Poland as Germany. in New vs Old:
For five years, wargamers around the world have been challenged to outbuild and outfight history’s most terrible war machines in Hearts of Iron IV, a grand strategy wargame from Paradox Development Studio. Millions of tanks and planes have been built as players fought through an infinite variety of alternate histories set against the backdrop of humanity’s greatest struggle.
In honor of the fifth anniversary of Hearts of Iron IV, Paradox has announced a new bundle that will give players even more style as they prove that they are the master of modern total war.
The Hearts of Iron IV Anniversary Bundle Includes:
A newly available Immersion Bundle collects the game’s cosmetic touches that add further visual and audio detail to the game, including:
Radio Pack: 35 songs spread across all three factions, as well reproduced music from earlier games in the Hearts of Iron series.
Axis Armor Pack: Over 60 armored vehicle models for the German, Japanese and Italian armies, including the StuG III, Japanese experimental heavy tanks and the L-6 light tank.
Allied Armor Pack: Over 50 armored vehicle models for the American, Soviet, British, and French armies, including the M7 Priest, the French Renault tank and a host of new tank destroyers.
Allied Speeches Pack: Over 70 minutes of speeches from some of the most inspiring moments from the Allied campaign, including MacArthur’s celebrated “I shall return” and Churchill’s pledge to “fight on the beaches”.
Paradox has also updated the Mobilization Bundle to include all of the available Hearts of Iron IV expansions.
These Hearts of Iron IV compilations are all available at the Paradox and Steam stores.
################################## # Gameplay ################################## - It is no longer possible to swap templates on divisions that are encircled - For garrison reinforcement, check the division's blocked equipments to make sure they are not used - Ethiopia now has the ability to submit a peace deal to Italy if they manage to push the Italians out of East Africa
################################## # Stability & Performance ################################## - Random CTD fix in volunteer GUI - Optimized triggers for Spanish "Ignite Anarchist Uprising" decision - Refactored scripted ai_strategies to be less performance-intensive - Fixed false positive out of sync 56 when mixing Windows and Linux/Mac clients - Fixed CTD when going to menu after console cmd reloadtechnologies - Fixed CTD caused by the transfer of ships currently being refitted from one country to another, e.g. at the start of a civil war. Refitting is now always cancelled when ownership is transferred - Fixed a CTD when a decision expires with the decision UI opened and frame smoothing is enabled - Trying to connect to a badly formed UUID will no longer crash the game while playing with PdxMP
################################## # UI ################################## - Added feedback for naval combat when one side consisted of only convoys - Fixed some incorrect russian localization - Display confirmation popup when kicking or banning a player from lobby - Nation Focus name text now truncates if it is too long - Change Division Template dropdown list for unassigned divisions will no longer be occluded by army containers further down in the list. - Toggling the music player now displays the correct tooltip based on its visibility state - Remove Ship roles gui elements when Man The Guns is not active, since they can never be set. - Resume mission text now hidden in basic spy recruit window - Fix timed events persisting on the alert bar beyond their expiration. - Right-clicking on an air wing's aircraft count/reinforcement limit display now sets the reinforcement limit to the current number of aircraft in the air wing, as stated in the tooltip
################################## # AI ################################## - Turkey should now join the allies in late 1943 or early 1944 - when AI is refitting a ship, make sure it does not choose an obsolete model as target - AI no longer deletes their whole naval production queue at game start - Minor improvement to make the AI slightly less willing to ally back with Bulgaria, after Bulgaria has kicked out the country from the faction for refusing Balkan Unification - Prevented Bulgarian AI from aborting its Historical strategy plan due to undesired reasons. Now the historical plan will only be aborted if Bulgaria is at war with Germany. - Greece AI set to go Communist no longer spends lots of PP in the decision "Go to Paris to Negotiate Investment Talks" constantly - Portuguese Ai should no longer go crazy on ship purchasing decisions - Made ai more inclined to improve relations with neighbors for Bedrock of Balkan Financial Stability focus - Japanese ai will now be cautious about the shanxi border during the marco polo incident - Soviet strategy to keep volunteers out unless china is losing should now has enough score to work as intended - Fixed ai not giving control of states to allies during war
################################## # Modding ################################## - Start date again supports year with 5 digits (for all you future mod bois) - Added optional argument exclude_refitting to transfer_ship effect so that when for example the American civil war is set up ships that are currently being refitted are excluded in the search for ships to transfer to the CSA - add_building_construction effect no longer targets non-land provinces
################################## # Database ################################## - removed "legacy test" fleet name from non-mtg fleet OOBs - added Kurdish, Ukrainian, Georgian, Armenian namelists - Changed nationalities of historical Japanese Operative - the "Carry the revolution West" focus for France will now correctly describe its effects - Added event informing Romania if the Megali Idea is approved, warning them they may soon be dragged into a war with France and/or United Kingdom, and offering them a chance to revoke their guarantee of Turkey - Minor cosmetic update of some companies due to request - Fixed error in navy tech tree where the first heavy shell tech, Armor-Piercing Capped Shell, was intended to be a 1936 tech but was set to be a 1938 tech - José Díaz now has a working portrait if you do not have the LaR DLC - added Tom Moore (RIP o7) - Changed the "Ban Democratic Party" decision to be consistent with "Ban Fascist Party" and "Ban Communist Party" - The "Expand Civil Support" decision for Democracies should now have sufficient effects - Fixed text issues in the USSR-Greece investment events - America should no longer be called "Loyalists" or "Constitutionalists" when puppeted or released - Brazilian state names have been corrected. The game is now playable. - British Raj now begins with Great War tank technology unlocked - The province of Gyurmi is now correctly named Gyumri - Sao Salvador dropped the Sao - Chernivtsi re-spelled to use ostensibly correct Romanian
################################## # Graphics & Audio ################################## - Show divebombing animation for opposed air missions that still retain enough efficiency - Minor improvements to the BftB loading screen (sadly not additional cats) - Fixed some spy portraits that were too big - Added Portuguese voice-over for La Résistance owners - Added cooldown for garrison requirement alert sound - added a generic 3d model for bicycles (!!!) - Airplane 3d models in tech view now use same logic as on map so that specialized versions show
################################## # Bugfix ################################## - Fixed a bug where Transylvania was not being included as a Balkan nation - Democratic Reformers all around the globe will no longer check if they're Portuguese or not - Fixed some issues with Bulgarian Fatherland Front Coup being triggered too early and due to some inappropriate conditions - Fixed Fatherland Front Civil War not removing Fatherland Front National Spirit and Decisions from the original tag - Minor fix that should prevent an error triggered due to wrong scope when Bulgarian communist CW starts and the Fatherland Front is added to the appropriate wars. - Fixed a bug by which Bulgaria could purchase equipment that was not researched by the seller. Bulgaria now needs to purchase equipment from a seller that has already researched the equipment tech. Bulgaria no longer needs to research the equipment tech by herself in order to purchase equipment. - fixes to some peace conference error due to wrong scope - fixed an issue where any country at war with the US could remove US cores from states (instead of just CSA) - Fixed issue with War Overview opening the wrong national intel view - Greece can now restore Byzantium if they have the BftB but not the WtT dlc - Fixed localization error in South African event, making it appear like the help request came from the target country - Fixed the Guardians of Kemalism Focus so that it shouldn't be able to randomly pick the same state twice - Fixed Turkish on map decisions for Turkey so that they now cost the indicated amount of Command Power - changed event so that turkey guarantees the Golden Square led Iraq, rather than the non-aligned regime - Fixed Peninsular network of factories focus so that it now gives factories to Balkan Pact countries as well as to Turkey - Changed Greek election to only fire for original Greece, not for spawned civil war countries - South African focus for demanding Madagascar will now appropriately target the controller of the state, instead of France (regardless of whether they control it) - Acquiesce to Fundamentalists decision for Turkey now has a clearer tooltip - Greece will no longer experience a conscription crisis if following the communist path - Anti-Communist Volunteers focus for Japan now allows you to send volunteers as well as applying bonuses. - Invite Japanese Settlers focus for Manchukuo will no longer display incorrect state target if Germany has completed their industrial focus branch - The independence war focus for Manchuria now works - Correct event description now applied to romanian callback event from hungary (DOD_hungary.64) - Fixed missing string in tooltip for Imperalist crises in British colonies - Case Anton decision category now correctly shows up if Vichy France is not a puppet of Germany - Tooltip for Czech subjugation in hungarian events no longer displays two similar lines - the "London Conference" event chain related to Germany demanding Slovenia should no longer result in contradictionary news events and effects - Fix inconsistent war names between world tension summary and war summary - Fixed bug where the "After the capitulation of X we are now the leader of faction Y" popup was shown for all players in multiplayer and not only the new leader - Fixed bug where the "We continue the fight as a Government in Exile" popup after capitulating was shown for all players in multiplayer and not only the player capitulating - Fixed Spain's post-SCW un-cored states causing issues when Spain is annexed before they get around to re-integrating those states. Now, annexing Spain will grant them cores on those states, so Spain can be released as one contiguous whole afterwards. - Remove invalid options for Investment Possibilities decisions - Multiple Fixes to Destroy IMRO decisions both for Bulgaria and for other countries. Decisions now come back after being canceled. Skirmish Against IMRO state modifiers will be properly removed when decisions are canceled. Triggers and tooltips have being fixed/improved. - if Italy initially accepts the invitation to the Megali convention but then attacks Greece, they are now removed from the convention as they are behaving in a disruptive manner - The Greek Monarchist Civil War should now only fire once - Fixed ship refitting not being cancelled when the ship is forced out to sea as a result of the ownership of the naval base changing - Fixed issue where resistance wouldn't start in colony states as the Spanish Civil War ends - The Damascus Diktat now refers to whoever controls Syria rather than always referring to France - Greek fascist generals should now join the right side of the civil war - Nepal should now have access to basic infantry divisions - France should no longer go communist on historical when LaR is disabled - Fixed certain Bulgarian News Events scoping to the wrong tag in loc - Fixed typo in a Bulgarian cosmetic tag adjective breaking loc - fixed targeted variables causing ctd if target is an integer outside of state limits - fixed random seed on turkey random_list decisions - Bulgaria can bypass joining the tripartite pact if they are a subject - Fixed a few missing localization keys - French civil war now has timed decisions for communist -and- fascist civil wars - Themistoklis Sofoulis no longer slowly achieves world domination by accidental democracy - Imperial Subjects can declare war now. - Fascist France can now ally Spain if it is non-aligned and led by Franco - infrastructure tooltip updated - Operatives equipment allocation in Deploy screen no longer shown if you dont have access to that feature from La Resistance - Tweaked values and fixed Loyalty Multiplier which was unintentionally removing days instead of adding them to the Fatherland Front Coup Preparations mission timer. This should significantly reduce the amount of days removed by a single complementary mission. - New decisions UI for Bulgarian and Greek Internal Faction systems - the French "Reach out to Spain" focus should now have (and show) an effect if Franco is the country leader of Spain in an unaligned government - Fix puppeted states not being allowed to declare war even when the correct rules param is set - Fixed an issue where Turkey could end up kicking itself out of their own faction (doh)
Hi and welcome to another dev diary! It is almost time for the Hearts of Iron 5 year anniversary so we will take a short break from No Step Back, and celebrate that with some streams as well as new 3d model and radio packs, as well as a free update. Without further ado, let's dig in!
Eastern Front Planes Pack
Various planes of different types for Germany, Soviet, Poland, Hungary, Romania and Yugoslavia. 54 planes in total!
We’ve also added a new animation to CAS attacks to make them look a whole lot cooler on the battlefield (and so my, and clearly all other adults of sound minds' favourite: the Ju-87G - can shine).
Eastern Front Music Pack
A new radio pack themed around the countries fighting on the eastern front (although not necessarily eastern front songs). 13 tracks in total with tunes like The Soviet National Anthem, Lili Marlene and My, Pierwsza Brygada and others. Give it a listen below for samples while you continue reading :)
Free Update 1.10.6 "Collie"
For the anniversary we also have a free update. We have mainly focused on bugfixing in older content, with an extra focus around BFTB but there are other goodies in there as well.
Some personal highlights:
Ethiopia can now peace out Italy if they push them out
You can now control the equipment of garrison templates like with other templates
Fixed incorrect naval battle reports with convoys on one side
José Díaz portrait should hopefully now work in all combinations of DLCs, alternate universes etc and stop haunting my nightmares
Added Tom Moore as a military leader for Britain. Complete with a jungle trait to reflect his service in Burma and India in the 1940s. Captain Sir Tom Moore passed away at an age of 100 back in February due to COVID. With the team being filled with fans of history and from UK (or both) we wanted to take this opportunity to honor him in some small way.
Added Portuguese unit voice-over for La Résistance owners!
All of this should be released/in store tomorrow! Aiming for before lunch, but you never know when the winds blow across the internet.
We also have some other cool stuff planned around the anniversary Stream next wednesday looking back at 5 years of HOI with some Q&A 5 year anniversary multiplayer next week - We will tell you more soon(tm)
Hi everyone! We need some recovery time after PdxCon before we talk about more new stuff so today I figured we would recap stuff from PdxCon as well as talk about some team and studio topics. I am happy to say that we announced the name of the next big expansion - No Step Back!
No Step Back
We finally announced the name of the next expansion at PdxCon! (I accidentally wrote it on twitter last week but apparently nobody had time to spot that hehe). No Step Back will launch together with the 1.11 Barbarossa update and the mission statement is to focus on Soviet, the eastern front and refreshing land warfare and logistics! This is a huge undertaking that changes a lot of key components of the game, especially the AI. This has been a major reason for waiting with Soviet. We needed to build up both ai stability and get a new partisan system in place and have time to rework supply etc etc, so its the culmination of a long plan towards this goal and its nice to see it coming together.
This wasn’t a full reveal - we will be showing off and announcing more features as the dev diaries come online. We also showed some more up to date visuals on the ongoing work on the (wip) supply system:
There will be some more in depth looks on this again. We are currently working on how motorization functions as part of it but it's roughly as presented before with a focus on connecting supply hubs using railways and convoys to project supply, with motorization improving the process. The mapmode is starting to really come around and is much easier to play with compared to the one we showed in the initial early look diary (just don't look too close on the red - lack of supply color above, I grabbed it from a bug report where stuff was intentionally made extra bad for those units to test… but I felt it showed off the state well).
placeholder train graphics as our proper models aren't in the game just yet, but doesn't it look cozy? :)
We also teased some pictures of the railways and trains, as well as confirming that there will be railway guns as a new unit type. They function a lot like naval bombardment support and are intended to help break tough defended positions (probably cities/railway hubs). More on those in a dedicated train porn diary in the future :p
Soviet tree wise we do not wanna show off too much yet. It will have its dedicated diaries (plural) and its one of our more ambitions trees yet, both in size and in player choices. Soviet is after Germany the nation thats most important to get right for a ww2 game, and compared to Germany a lot more complex. Here is a little teaser (are those icons placeholder or is it a shaved marx?), feel free to speculate what choices hide outside the screen...
(yes I know center is on the left. Trust me it makes sense. You are crazy I am not crazy!)
PdxCon Recap - Statistics
Let's start off with some yearly statistics updates!
We keep trending up on active players. This year’s record peak was 899k players in a month which is crazy!
Majors vs Minor nation picking keeps slowly converging towards an even split:
Modding wise here are the latest numbers for the biggest total conversion mods:
Road to 56 - 10%
Kaiserreich - 6%
Millenium Dawn - 3%
The New Order - 2.9%
Old World Blues - 2.2%
The Great War - 2.2%
Cold War: Iron Curtain - 1.2%
Future Roadmap and thoughts
We also talked about the future of Hearts of Iron after No Step Back and onwards, because we don't plan to stop any time soon on expanding the game.
Yes, we will be reworking Italy in the future :)
As games get older the harder it is to do large paid mechanics changes and HOI is starting to approach that stage now. Our current thoughts (that could totally change) is to focus more towards smaller DLCs like country packs, patches and free updates long term as this lets us focus on whats best for the game and get more flavor in.
Speaking of country packs. Battle for Bosporus or Death or Dishonor is what we are thinking here. We want to focus on themes and specific regions here. At the moment the top contenders we think about are Scandinavia, Middle East and South America (so big its maybe two though), but we got more ideas. Game development is hard and no plan truly survives contact with the enemy etc so we will see, but this is our intent :)
With a more focus on content and free updating we will be able to tackle big pain points like peace conferences as well is our goal.
We also want to try and help onboarding for new players. HOI4 is a hugely complex game and the tutorial is really not what it could with. But we also have other improvement ideas here.
To be clear, none of this is promises because plans change, and I cant say exactly when these things happen - my goal is to keep you in the loop with how we think about things :)
If you want to watch the pdxcon panel here are some bookmarks to the twitch stream (I am told there will be youtube clips available in the future too):
We have some cool team stuff happening, I will hand over the mic to @Arheo
Greetings all! Fresh from the Elysian fields, several of us previously from the Imperator: Rome team have swapped our gladii for KV-1s and have integrated with team HOI to create the ultimate combined arms, bear mounted (..thanks, Dan) division.
On a personal note, I’m thrilled to be joining HOI - it remains one of my all-time PDS favorites. The opportunity to give so much attention to such a short yet critical period of history is rarely afforded elsewhere. I have a great interest in the simulation of socio-political/economic causality behind the global narrative HOI provides, but find myself most at home micromanaging an ever-diminishing frontline in Russia… now with trains.
The ex-Imperator folks bring with them a wealth of knowledge which I’m certain can be put to good use here - we have spent a long time reacting, consulting, and working with our community to build a better game - something which I look forward to doing with the passionate fans of the HoI community as well.
Join the Army?
Hi, I'm @Birken . I'm the technical director of Studio Gold and have been with Paradox since the release of Hearts of Iron III. We're expanding the programming department in Studio Gold to better support the development of Hearts of Iron and future projects. Right now I'm looking for a Manager to help me develop our department as well as programmers that want to work with us to keep on building on Hearts of Iron and other GsG titles. Please checkout the following job ads if you think it could be something for you.
Hearts of Iron team members Drikus Kuiper • Content Design Lead - PDS, Daniel Sjöberg • Senior QA - PDS & Josh Bassett • Community Manager have attempted 'The Spanish Gambit' - win the Spanish Civil War in as few days as possible as the Republicans.
Their time:
30th July, 1937
Think you can do better?
Head over to the PDXCON discord and submit your attempts on the PDXCON discord and assign yourself the HOI role!