Today we’ll be taking a dive into one of the fundamental building blocks of HOI4: division design, and some changes we’re making to it. This dev corner might be a little less grand than previous dev corners, but division design remains extremely important to the HOI experience, and is a part of the game that’s remained more or less untouched since release.
Those of you with exceedingly long memories may remember in my early roadmap for Hearts of Iron that I mentioned a desire to have doctrines better affect how the player is incentivized to design their divisions. The first step of making this possible is by adding another dimension of choice to support companies.
Support Company Changes
Here’s a look at one of Germany’s starting templates. Ordinarily, engineers would grant a bonus of 5 entrenchment at their most basic level: here, we’re getting 2 (Ed: 2.25 actually… we’ll fix that in post).
And here, in a little more detail - is the breakdown of why. Here, Engineers no longer begin by applying a flat bonus of 5 entrenchment - instead, their initial stats will grant a bonus of 0.25 entrenchment per Leg Infantry battalion in their division.
As you can see, this bonus is not applied to the cavalry battalions I have so wisely placed in my infantry division. We’ll go into the rationale behind this specific change later, but suffice it to say the following:
Support companies can now confer multiplicative or additive bonuses to line battalions of specific categories within their own division.
While it may seem like a small change, this allows us to better represent the effects of certain doctrinal advancements or technologies, and adds a completely new dimension to consider when choosing support companies.
Changes to Existing Support Companies [very subject to change]
Engineers
As you can see above, Engineers will be changing a bit. They’ll retain the flat entrenchment they gain from tech, but by moving entrenchment more towards a per-battalion balancing value, we’re able to flatten the efficacy of entrenchment and devalue it slightly for org-wall playstyles. Entrenchment itself is a multiplicative stat of course, so we take care to ensure that the upper end does not move too far ahead of what was previously achievable.
Recon
The neglected child of the support company family is finally getting some new tools. Recon has always been an underperforming support company, and these changes aim to augment the value of tactical reconnaissance on the battlefield. By default, mounted recon, motorized recon, and armored car recon companies will now confer a [10%] soft attack bonus to all battalions matching the Artillery category.
Note: we’re making the choice to stress the benefits of recon on artillery rather than general infantry here for game balance reasons.
Light Tank recon will confer a [10%] Hard Attack bonus to all Armored battalions.
Recon also gets some other new toys, some of which we’ll cover in doctrines, and others in a later diary on some New Cool Stuff (™).
Field Hospital
A slightly left-field modifier here, Field Hospitals now increase the strength (HP) of all infantry battalions within their division by [10%]. This results in proportionally less manpower (& equipment) loss per damage received.
Flame Tanks
These now increase the breakthrough of all infantry battalions by [5%].
Military Police
A support company with low usage outside of specific garrison templates, we wanted to give these slightly more utility within line divisions. These will now increase the base org recovery rate of all infantry battalions by 20%.
Doctrine Changes
We’re still working on exactly how these will look, but here’s a sample of what we have planned:
Dispersed Support: Signal companies grant 10% defense to all Artillery battalions in division
Airland Battle: Standard recon grants 10% air attack to anti-air battalions in division
Mechanized Wave: Armored Car recon grants 1 max organization to all Leg Infantry battalions in division.
Central Planning: Logistics Company adds 5% defense to all infantry battalions in division
As mentioned above we have more planned for these, but this should serve as an indicative sample of what is coming. These changes are intended to add an extra dimension to consider when building division templates, accentuating the value of interdisciplinary coordination. They also give us an opportunity to equalize the value of some underperforming support companies in a slightly more realistic way than flat stats.
Of course, the production value of your bonus-granting support companies will be weighted more favorably towards larger divisions - this is something we’re keeping an eye on, but broadly speaking we’re happy with this direction.
As well as being a significant balance change (and modding tool) these changes were necessary for a new small feature we’ll show off in a future diary. I’ll leave you guessing until then ;)
Speaking of dev diaries, we will call you to arms next week for something special… stay tuned, and save the date!
■We have made bug fixes and adjustments to the battle system as follows.
Shield Counter A bug has been fixed in which shield counters could not be performed during a successful shield attack if the opponent's Moon Drive or EX Special Move was performed in a screen freeze state.
Clash Frame Fixed an issue where the opponent's Moon Drive or EX Special Move would sometimes be treated as an invincible move if it was performed during a Clash Frame move.
■Changes outside of the battle system.
Network Mode The categorization of simple messages in player matches has been made more detailed, making it easier to select frequently used messages.
Training Mode Moon icon settings can now be set separately for 1P and 2P.
Customize Mode New items have been added to titles.
The excitement of firing a big gun at a squishy, gibbable target is one of the most enduring experiences in gaming. The resurgent popularity of the “boomer shooter” is proof of the simple joy of reducing your enemies to mulch with overwhelming firepower.
In the grim dark future of the Warhammer 40,000 universe some of the mightiest tools of destruction in the galaxy are brought to bear in epic battles. For Warhammer 40,000: Boltgun we’ve recreated some of the fiercest weapons from these battlefields and dropped them into your hands as a player.
Here’s a rundown of just some of the armaments you’ll use to hack, shoot and crush your way through your enemies.
The Chainsword
The Sternguard’s constant companion. The mighty Chainsword is a vicious tool. Part sword, part chainsaw and deadlier than both. One swift slash can eviscerate a human foe, but tougher enemies require a more concerted effort. By revving the chainsword’s trigger you can use the teeth to chew through armour, flesh and bone. Beware though, as dangerous as this weapon is, getting up close and personal with your foes can be a gamble. Tougher targets may shrug off your blows and even parry your strikes. Be sure to soften them up first with your other stalwart…
The Boltgun
The most recognisable weapon in Warhammer 40,000 universe and the game’s namesake. The Boltgun fires mass-reactive bolts (not bullets) which explode not once, not twice but three times. First a cartridge launches the round out of the barrel, then the rocket propellant in the round ignites and the shell flies towards its target. When it reaches the enemy, the high caliber round penetrates the enemy and a fraction of a second later, explodes. This terrifying and brutal weapon has been represented many times in videogame form. Our goal is the most faithful recreation to date.
As your main weapon you’ll get to know every detail of the Boltgun’s functioning. Clocking hours of heretic slaughtering combat experience.
The Vengeance Launcher
Not all of Boltgun’s weapons are drawn directly from Warhammer 40,0000’s lore. The Vengeance Launcher returns from Captain Titus’ arsenal in 2011’s “Space Marine”. This delayed action sticky grenade launcher turns your opponents into their own worst enemies. Attaching one of its charges to a heretic means that when it detonates, not only will your target be destroyed but also any allies unlucky enough to be caught in the blast radius.
The Grav-Cannon
Sometimes defeating the largest enemies of the Imperium requires the use of an equally big gun. The Grav-Cannon uses an opponent’s own mass against them. Its powerful Graviton beam compresses enemies, crushing them under their own weight. Tougher enemies have more mass and are comparatively more compressed. The Grav-Cannon is the fastest way to turn everything in front of you into a fine red slurry.
Just be sure not to get caught in the gravity well…and watch out for flying gibs.
Dear Adventurers, Green Hell has just exceeded 4.5 million copies on Steam, PlayStation and Xbox! We are deeply thankful for your trust and feedback which led us to this point.
And we’re not stopping now! Currently, we’re deep in works on the Storage & Transportation Update that is coming to Steam. We’re planning to invite you to Pre Update Beta to test new features before their full release, and get to know your thoughts on them! Above that - we’re doing our best to fix the issues reported by you. Again, huge thanks for your support, Adventurers!
Today we released our new scenario feature in Gaia Project. Beat 14 different scenarios and their 4 difficulty levels and gain unique rewards and achievements!
This update also introduces a new way to customize your profile. Click on your Avatar in your profile to access it. We added new tabs that will display all profile avatars, frames, corners and badges you collected throughout our games.
Gaia Project is the first of our games to get this feature, and other games will follow. As soon as they are updated you will also be able to show your Gaia Project profile rewards in other games. Soon we want to celebrate these new features with you. So don’t forget to check our upcoming news on social media!
Fixed a bug with the distribution of soft/med/hard ground outs.
Fixed a bug with the export of play by play sets.
Fixed a bug with the import of fielding stats when importing real-time stats from Baseball Reference. The fix will take place automatically the next time you complete a week of games for the 2023 season and import the current stats.
Good news: We just released Update #6 for Construction Simulator here on Steam. This huge update not only includes numerous game improvements but also new content and features - such as the seasonal “Event Stage” contract (playable on both maps, only available this June!), two Mixer Pumps for your vehicle fleet, as well as Online Radio and Tobii Eye Tracker support on PC!
The trailer is showing the most importand new features included in Update #6:
Concrete mixer pump “DAF CF 430 FAC 8x2/CIFA MK25H Carbotech”
Concrete mixer pump “SCANIA P500 B8x2*6NA/FBP 24”
Tobii Eye Tracking Support:
Added Tobii Eye Tracking support with various features to allow for a more immersive experience and alternative means of control.
Online Radio:
Radio feature: It is now possible to listen to your own radio stations. Up to four radio stations, in the form of streaming web sites can be added in the settings menu.
Fixes and game improvements:
Rework of the way, requests for specific action of players are handled in multiplayer to prevent many problems related to permissions, timings and synchronization
Vegetation is now visible in the mirrors
Fixed the shovel of Doosan DL550-5 Wheel Loader not being able to tilt down completely
Fixed incorrect behaviour of the buttons in photo mode
Fixed some of the problems preventing players to join a multiplayer game
Added more categories in settings to improve overview
Improved behaviour of push up and slowdown when working with bulk
Reduced memory load of the game to prevent crashes
Fixes for some achievements that were not triggered correctly every time
Fixed multiple crashes and freezes
Fix of remaining objects after leaving or switching the scenario were fixed
Improved logging for crashes to get more information for fixing
Fixed some problems when restarting a section of a job
Hello, fellow explorers and fans of the SCP universe!
We're excited to share our latest devlog for SCP: The Expedition. This update dives into the depths of agent management and movement systems, revealing how you, as the player, can navigate through the intricate and often perilous scenarios our game offers. Experience the strategic depth of commanding a team of agents, where every decision counts and every step could hold the key to survival. Join us in this journey as we bring the enigmatic world of SCP to life. Don't miss this devlog - your expedition awaits!
Your support means the world to us! If you're as thrilled about SCP: The Expedition as we are, we kindly invite you to add the game to your wishlist and subscribe to our channel for the latest updates. For more behind-the-scenes peeks, exclusive content, and to become part of our rapidly growing community, be sure to join us on Discord. Together, we can embark on this incredible expedition and unfold the mysteries of the SCP universe. See you there!
Complete all of your Weekly Challenges and the Ultimate Challenge to earn this week’s Ultimate Reward – the Orchid Cluster visor.
A new Ultimate Reward will become available every week, so be sure to keep an eye on your Challenges and take advantage of these free rewards.
Redefining the meaning of the word "boombox."
Grab the Synthetic Dawn Bundle to acquire the Synthetic Dawn armor effect, Noob Cube stance, Flayer Crysknife shoulders, and Flayed Nerve CHIMERA armor coating.
But, er... are you just gonna stand there menacingly, or are you gonna throw that thing somewhere?
Hello! Cat Warfare is still in active development, despite it looking dead on Steam, our Discord is quite active with new development updates and news.
Well What is new?!
The game has been built from the ground up... Again, but with that in mind, the net code and other aspects of Cat Warfare have improved drastically.
The net-code will be using Fish-Net and Steam relays, in layman's terms... No port forwarding, no CCU limit and you can technically have 32 players in one match, though this is not needed.
Most of the changes...
New Cat model.
New net-code.
Weapons rework.
Weapon impact decals.
128 tick-rate servers.
New movement mechanics.
Key-Binds.
New audio engine [FMOD]
DLC Changes
And much more to come in the future.
When Can We Have it?
All of this will be available for open testing sometime this year, if everything goes according to plan. Now this does mean it will be an open development, things will change and some things won't work at launch.
Regardless, hope to see you there!
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New Cat Model!
Here is the mad lad! On the right you can see the new model in action. On the left you can see the old model.
Weapon Impact Decals!
Weapon decals now get placed all over the map when firing the weapon and hitting something.