Hearts of Iron IV - PDX Chakerathe
Last week's Dev Corner can be found here, but let's begin the next one!


Briefing: Hydrodynamics
Written by: Zwirbaum

Hello everyone!

Another week is upon us which means it is the time for another dev corner. Last week Thomas talked about what we are cooking with the Factions, while I will be talking about naval and naval-related changes. Even the most beautiful placeholder art will be gone eventually like tears in the rain. So strap in, and prepare for the deluge of the information that will be coming your way. Also, keep in mind that everything discussed here is in a relatively early stage, and as such is subject to change.

It is no secret that one of the most common sentiments across the Hearts of Iron IV player base is that the Navy seems to be rather hard to understand. Some elements are almost instantaneous in the effect (Supremacy), others take a long time (building the Navy) and some elements remain relatively hidden until the actual shooting starts (Supremacy Value of the Ships, Screening in Taskforces etc.). On top of that we are also having a fairly complex system of Naval Missions - where they work best when using them together, synergistically. However missions could be explained a bit better, and sometimes what is best to achieve your goal could be somewhat counter intuitive. (Giant Strike Force of Doom, sitting idle in the port somewhat projecting supremacy across the entire oceans without ever sailing out as one example). So how are we planning to address it?

Core Concept
Similarly to how last week we talked about high-level concepts for the Factions, I will try to do the same for the Naval Systems, but before that I will also list some of our goals that were the basis for what we are working on:
  • Updating and Reshaping Naval Gameplay, making it more strategic, giving you the opportunity for the counter-play if needed; a bit more predictable, and less ‘flip-floppy’
  • Updating Naval Missions so that they become more intuitive, with a much clearer purpose and use case
  • Encourage a more active use of fleets
  • Update and Communicate better to the Player some of the intricacies of the Naval Systems
  • Increasing the Importance of the Islands Control (in the Pacific) and Naval Logistics
  • Updating Carriers and address the interactions between land-based aircraft and naval taskforces

Update to Naval Gameplay
Naval Dominance
First of all, and the most important of the changes is that we are introducing the concept of Naval Dominance. Naval Dominance is a sort of umbrella term for a couple of things. Similar to how ships had Supremacy Value, now they have Naval Dominance Value, which will be displayed on the Ship Card.


Mutsu has 509 Naval Dominance Value. We are also changing the old calculation, that was based mostly on Production Cost and Manpower, to have more things affecting the calculation, like Speed and Range, so for those who want to build Fast Battleships, increased dominance value may be the reward…

Next, we will want to talk about Naval Dominance - which is our way of indicating naval control of sea zones. Each Sea Zone, depending on the terrain type, has a certain threshold of dominance points you need to have before you can claim you ‘control’ it. And if you are at war, then similarly to the older system, you are also taking into account enemies' Dominance Value and the ratios between you and them. Also the ratio needed for ‘control’ now has been adjusted to require 66% instead of 50%+1.

Having control, or as we call it now, establishing Naval Dominance in a Sea Zone, provides you with certain advantages and bonuses. For instance, as you can see in the screenshot below - potentially reducing the amount of convoys needed for Trade and Supplies by up to 25% if you have secured the entire shipping route.
There are other benefits that I will not fully reveal yet, but amongst other things, there will be something to help you secure islands and potential naval invasion targets.


In this example we can see that in order to claim ‘control’ over the Deep Oceans sea zone, you would need to accumulate at least 1000 points worth of Dominance, assuming nobody would contest you.

Dominance Gain

This tooltip shows the information about the current amount of dominance accumulated in this sea zone, how long it will take to establish its full value, things that impact it, like airbases located on the islands in the sea zone etc.

Dominance as opposed to the previous supremacy system now takes some time to establish, but it also doesn’t simply instantly disappear when ships engage in combat, or go to repair after a battle.

Naval Mission Updates
We will also be making the following changes to Naval Missions. We will divide current missions into 2 groups; Core Missions and Auxiliary Missions.

Core Missions - (PATROL, CONVOY RAIDING, CONVOY ESCORT, STRIKE FORCE)

Those missions are your primary way to interact with naval dominance. Each mission type will interact a bit differently. As it is right now, Patrol will be serving for Building Up Dominance, Convoy Raiding reducing Enemy Dominance, Convoy Escorts will provide a ‘protected’ value, which means enemy raiding won’t be able to reduce your dominance below that value, and Strike Force serving as a ‘Synergy Tool’ - and amplifying other missions. Hopefully this will provide a clear and relatively intuitive system on how to use the Naval Missions.

Auxiliary Missions - (NAVAL EXERCISE, MINELAYING, MINESWEEPING, NAVAL INVASION SUPPORT)

Those missions do not interact directly with naval dominance, however, they do benefit from it, like for example, being able to minelay or minesweep faster and more efficiently when operating within a region where you have established control and have naval dominance.

Naval Home Bases, Range & Supply

This Dutch Fleet has set the port in Batavia to be their Home Base.

We are reintroducing the Home Base system for the Fleets. Each Fleet needs to have a Home Base. Any Naval Base that you have access to (Your own, Subject or Faction Members, or if you have secured Docking Rights) can be selected as a Home Base. So the question is; what does the Home Base do?

Naval Range
One of the changes that we are doing is that the ship's range is now projected from the Home Base instead of all Naval Bases.



As you can see depending on where Home Base is located, the range, and access to do the Naval Missions is quite different. A fleet with Königsberg set as Home Base does not have the range to do the missions in Norwegian Sea or Western Approaches Sea Zone.

Naval Supply
Previously, naval units would always draw the supplies from the Naval Bases closest to where the taskforces were operating, now - they will be drawing the supply from their selected Home Base.


This fleet has a Home Base set in Honolulu - and is operating in the Micronesian Gap. Despite the port in Johnston Atoll being closer it draws the supply from Hawaii Naval Base Supply.

State Building Limit - Islands
In Götterdämmerung we introduced terrain-based limits for province-based buildings like Forts and Coastal Forts, so that you couldn’t build the Maginot Line everywhere. In a similar spirit, we will be introducing state-based building limits for the buildings. In this case we are now focusing on putting limits on the various Island categories, so that not every single tiniest of islands can have an airbase capable of storing and launching for missions 2000 planes every day. Right now those caps are based on the Island state categories (Tiny Island, Small Island, Large Island), and upon one concept we will talk about in the future.


Marcus Island can now have at most a level two airbase and level three naval base. Those limits as all the numbers, stats and values are of course subject to change. Also there is totally nothing hidden under that Hearts of Iron IV logo.

Short Comment
Initially when I started writing this section, I was going to write how I envision things mentioned so far will change the naval gameplay, and how X will impact Y, however I think I am more interested in hearing what you, my dear readers, are thinking and your opinion on what you have read today.

Naval Invasions
We are doing some touch-ups to the naval invasions as well. In the current live version of the game, there is a global naval invasion capacity set by your technologies, doctrines and other modifiers, and then depending on how many divisions you assigned to the invasion, it would take a certain amount of time to plan that naval invasion. This system unfortunately had one issue, that in order to be ‘optimal’, it encouraged to spam 1-division naval invasions, as that technically allowed you to have a massive naval invasion planned just within a few days, at the small cost of carpal tunnel syndrome.

In the new system, there will be, depending on your technologies, doctrines etc. a certain amount of naval invasions you can plan at the same time, each being able to have a certain amount of divisions, and no matter what, always taking a specific amount of time to plan.

Also, for a country that hasn’t researched even the basic Transport technology, there will still be a possibility to launch a very limited naval invasion under the new system.

Appeal to my Lizard Brain
And last but not least, I’m going to tell you about one more thing - and that is that we are adding visual representation of control over the seas, visible on default map mode, which during a conflict should represent a gradual shift of control over the zones, giving the feeling of ‘naval frontlines’. Also this can serve as a kind of warning, that when your coastline sea zones start displaying your potential enemy colours.


This is the current prototype of showing on the default map mode who has naval dominance. In this case Japan has the most dominance, and nobody is effectively contesting it, thus Japanese colors are displayed on the map.

Wrapping Up
So, to wrap things up, this is just a number of things we are doing for the Naval. I have not touched upon anything Carrier related, new equipment or new tools yet, or any UX/UI updates. I will return in due time to provide you with more information on all the things that are not-dry, in the meantime - here is a teaser of a thing that we may talk about in the future, with this beautiful placeholder art done by myself.


Who will guess what this is?

This is my first dev corner, so I can only hope my writing is not too stiff. In time I hope it will get better.

Anyways, thanks for reading and until next time, farewell!

/Zwirbaum




Also, we have a survey for you to fill out when/if you have time regarding Naval Gameplay. Just keep in mind that this Steam thread is for your feedback about the Developer Corner. If you have feedback about this specific survey we welcome your thoughts in a separate forum post, or in the HOI Discord!


Click the Image above or this text here to fill out the survey

ReplayBellSuikaSlotLikeGame - 花倉みだれ@ほんふわ

On June 18, 2025, from 22:00 JST, Vsinger Ridel., who provided the song "Girls Collection" will be live streaming "ReplayBellSuikaSlotLikeGame." Will she manage to trigger the LB and play her own song? Stay tuned! ※ You can check the archives of past "ReplayBellSuikaSlotLikeGame" videos and streams on YouTube from the playlist below: https://youtube.com/playlist?list=PLDg_wv8u2R1SEksvdG57v7wThcCEgg2HM&si=tJsgcYpMSPboEJKc

Axe Ghost - Redshift Media
Fixed
Achievements bug.
Robots cancel their death beams if pushed off the top of the battlefield.
Win music level adjusted to match the rest.
Poke horizontal desync bug.
5:05am
Walls that Watch - Billiam
- Added 'Death Circle' to the Phantom's radar marker.
- Reworked Enraged Statue behaviour slightly.
- New death hints.
- Bug fixes & minor improvements
The Braves - 腾蛇

Brave Ones!

The "Goblin Bank" has made a massive purchase of equipment from the blacksmith and is ready to share it at an unbeatable price!

Hurry! From June 18 to June 20 at 12:00 UTC, you can purchase the Mage Equipment Set with a 750% bonus in the "Special Offers" tab!


More Building Materials!

From June 18 to June 20, you'll receive more building materials when clearing any locations!


⚠️ Important!

Relog into the game for the changes to take effect.

May fortune guide your journey!

RaceRoom Racing Experience - J-F
Update details:
  • Download size = 2.9 GB
  • Client version = 0.9.6.59
  • Client BuildID = 18902983
  • Dedi version = 102.0.1556
  • Dedi BuildID = 18903086


    Changelog:

    • All cars - Updated default gear ratio for all track layouts
    • Aquila - Rear suspension geometry tweaks
    • Audi TT cup - Tuned dampers and improved baseline setup
    • Audi TT RS VLN - A.I. improvements, tuned dampers, improved baseline setup and reduced tyre heating
    • BMW M1 Gr 4 - Tuned dampers, increased accuracy of suspensions, improved baseline setup, adjusted engine cooling
    • BMW M1 Procar - Tuned dampers, increased accuracy of suspensions, improved baseline setup
    • BMW M2 CS - Increased accuracy of suspensions, tuned dampers and baseline setup, tweaked tyre heating curves and engine heating
    • BMW M4 GT4 - BoP adjustments
    • Chevrolet Daytona Prototype - Improvements to the baseline setup, updated brake discs composition
    • Chevrolet Greenwood Corvette - Increased accuracy of suspensions
    • Crossle 90F - Increased accuracy of suspensions, tuned dampers and baseline setup
    • DTM 1992 - A.I. improvements
    • DTM 2013 - Physics updated
    • DTM 2014 - Physics updated
    • DTM 2015 - Physics updated
    • DTM 2016 - Physics updated
    • DTM 2020 - A.I. improvements
    • Fabcar 935 - Tuned dampers, tweaked tyre heating curves and baseline setup improvements
    • Formula RaceRoom 2 - Tuned dampers, updated brake discs composition (cooling and inertia), increased accuracy of suspension, tweaked tyre heating curves and baseline setup improvements
    • Formula RaceRoom 3 - Physics updated
    • Formula RaceRoom 90 - Increased accuracy of suspensions, tuned dampers and baseline setup, tweaked tyre heating curves and engine heating. Increased downshift blipping.
    • Formula RaceRoom U.S. - Increased accuracy of suspensions, tuned dampers and baseline setup, tweaked tyre heating curves and engine heating
    • Formula RaceRoom X-17 - Increased accuracy of suspensions, tuned dampers and baseline setup, tweaked tyre heating curves and engine heating
    • Formula RaceRoom X-22 - Increased accuracy of suspensions, tuned dampers and baseline setup, tweaked tyre heating curves and engine heating. Updated brake discs specs.
    • Group C car class - Tuned dampers and baseline setups, tweaked tyre heating curves
    • Group 5 car class - Updated drag sensitivity to body ride height/rake
    • GTE car class - Improved rear suspension kinematics
    • GTO car class - Increased accuracy of suspensions
    • GTR 2 car class - A.I. improvements
    • GTR 3 car class - A.I. improvements
    • GTR 4 car class - Reviewed tyre heating curves, increased accuracy of suspensions, improvement to baseline setups, tuned dampers and radiator cooling
    • Hillclimb Icons car class - Increased accuracy of suspensions, improved baseline setups
    • KTM Xbow RR - Physics updated
    • NSU TTS - A.I. improvements
    • Pagani Zonda - Increased accuracy of suspensions, tuned dampers and baseline setup
    • Porsche 718 Cayman GT4 - Increased accuracy of suspensions, tuned dampers and baseline setup
    • Porsche 911 GT2 RS CS - Baseline setup adjustments
    • Porsche 991.2 GT3 Cup - Increased accuracy of suspensions, tuned dampers and baseline setup
    • Porsche 991.2 GT3 R - Increased accuracy of suspensions, tuned dampers and baseline setup
    • Praga R1 - More downshift blipping in lower gears, tuned dampers, increased accuracy of suspensions, improved baseline setup, reduced radiator cooling
    • RaceRoom Truck - A.I. improvements
    • Silhouette car class - A.I. improvements
    • Super Touring car class - A.I. improvements, Fuel usage tweaks, Dampers tuned and some adjustments to baseline setups
    • Tatuus F4 - Rebalanced dampers
    • Aragon - A.I. improvements
    • Brands Hatch GP - Fixed some starting grid spawns that had gone rogue
    • Brno - A.I. improvements
    • Daytona Road Course - A.I. improvements
    • Dubai - A.I. improvements
    • Hungaroring - Moved time attack spawn
    • Laguna Seca - A.I. improvements
    • Monza - A.I. improvements
    • Motegi East - A.I. improvements, moved time attack spawn
    • Nogaro Caupenne - A.I. improvements
    • Norisring - A.I. improvements
    • Oschersleben - A.I. improvements
    • Road America - A.I. improvements
    • Sachsenring - Moved time attack spawn
    • Silverstone Classic GP - A.I. improvements
    • Zhejiang - Moved time attack spawn
    • Zolder - A.I. improvements
Avakin Life - LKWD Juno

🎮 The Playtest is LIVE on Steam!

The wait is over — it’s time to experience Avakin Life like never before… on PC!
Whether you’re into fashion, friendships, or building your dream world, now’s your chance to preview it early. 🖥️✨

Don’t have a code? No worries!

We’re giving away Steam Playtest codes through our Community Challenges and Ambassador Events! 🎁
💥 Win a code, show off your style, and be among the first to play.

📌 Stay connected:
🗓️ Follow our socials
💬 Join our Discord
🌟 Participate in community events

It’s your time to shine — play before the full release!

5:01am
Ping Pong Up - Black Knightmare
Bugfixes and minor improvements
Warhammer The Horus Heresy: Legions - Cunz_rac

"You could be a worthy prey."
– Jubal Khan

Deliver your first strike at the helm of the White Scars with the new starter deck! Take your first step at the head of the newest faction with a full 30-card deck including Jubal Khan as its Warlord, a new epic card and an exclusive card back.

As a special release deal, get yours today and receive 200 extra coins with it! Find it in the in-game shop today!
Onmyoji:the card game - g97na_st_test

【"Star Fate Strategies" Reinforce Card Grand Launch】

· Six new Reinforce cards will be added to the "Starry Strategy" Secret Scrolls after maintenance on June 19, 2025.

· After the Reinforce cards of the "Stellar Strategy" data pack become available on June 19, players can log into the game to claim 3 free Stellar Strategy Card Packs.

· "Starbound Strategies Reinforce Card Welcome Pack" will be available in the Jade Shop after maintenance on June 19, 2025, containing 15 Starbound Strategies Card Packs.

· The "Starry Strategy Reinforce Card Exclusive Gift Box" will be available in the Jade Shop after maintenance on June 19, 2025. The gift box contains 35 Starry Strategy Secret Scrolls and a random Starry Strategy SSR card gift box.

· The "Stellar Strategy Reinforce Card Premium Gift Box" will be available at the Jade Shop after maintenance on June 19, 2025. The gift box includes 50 Stellar Strategy Card Packs and a random Stellar Strategy SSR Card Gift Box.

【Reinforce Card Acquisition Event - Dreaming of Flowers Begins】

· Event Time: From 10:00 on June 19, 2025, to 24:00 on July 16, 2025.

· Event Description:

During the event, players can claim 10 "Reinforce Points" daily from the event interface.

Players can earn an additional 10 "Reinforce Points" for each match victory, with a daily limit of 40 points (applicable to Ranked Match/Player Match/Card Match/Investigation Society/Shotengai Combat/Hyakubun Chess).

Players can earn 20 "Reinforce Points" by making their first recharge of any amount each day.

Accumulating "Reinforce Points" allows guests to obtain SSR Reinforce Cards, corresponding Shikigami SR cards, 14-day trial cards for the Shikigami, Starbound Strategies Card Packs, and other rewards on the event page.

· Event Notice

Players can claim Reinforce Points on the event page after daily login. Each player can claim up to 10 points per day. The claimable Reinforce Points will refresh daily at 00:00. Please remember to claim your points in time.

Guests can earn 10 Reinforce Points each time they win in Ranked Match/Player Match/Game/Investigation Club/Shotengai Combat/Hyakubun Chess daily. Each guest can complete this task up to 4 times per day, and the task will refresh daily at 0:00.

Players will earn 20 Reinforce points for their first top-up of any amount each day, and the first top-up will reset at 00:00 daily.

· The reward claim page will close along with the event page at 24:00 on July 16, 2025. Unclaimed rewards will be sent via mail.

· Guests who did not obtain Reinforce cards during the event can still synthesize Reinforce cards later using Talismans.

【Mirage Chronicles Gameplay Unlocked】

· Permanent PVE Gameplay: Mirage Deep Records is now open! Guests can participate in the gameplay at Shotengai Sparrow.

· In the Mirage Deep Record, players will take on the role of different Players as collectors of ghost stories, challenging various levels to gather ghost story information and complete the "Mirage Deep Record."

· Guests, playing as the player, will use a fixed deck to take on challenges.

· During each challenge, players will engage in several consecutive battles against AI decks. After each battle, players will restore all Health and receive deck enhancements.

· Players will receive a certain number of Revive attempts during challenges, which can be used to retry the challenge upon failure.

· Guests will receive a certain number of refresh attempts during challenges. When randomly refreshing selectable content, they can consume refresh attempts to re-roll options.

Mechanic - Player Level

· Players, as the role of the Player, will gain EXP based on challenge progress, allowing them to level up.

· Upgraded players will unlock various abilities beneficial for subsequent challenges, including "Initial Stats Boost," "Initial Spirit Blessing," "Initial Treasure," "Initial Equipment," and "Card Upgrades."

Mechanism - Equipment

· "Equipment" is an item that can be equipped by Shikigami in the deck.

· "Equipment" has various effects that activate when the equipped Shikigami meets certain conditions.

· Players can obtain "Equipment" both inside and outside the challenges of the Mirage Deep Record.

Mechanic - Card Upgrade

· Players can upgrade all 32 cards of the 4 Shikigami in their deck, with each card having two upgrade levels. (Reinforce cards are not included.)

· Players can obtain "Card Upgrades" both inside and outside the challenges of the Mirage Deep Record.

Mechanism - Treasure

· Players can obtain "Treasure" cards with various powerful effects both inside and outside challenges to enhance their deck strength.

Mechanic - Spirit Blessing

· Now, upon obtaining "Spiritual Aid," abilities are directly granted without relying on layer count for acquisition or upgrades.

· Obtaining duplicate "Spiritual Aid" still allows for ability upgrades.

· In the Mirage Chronicles, players can enhance their deck in various ways during combat breaks.

Stages and Difficulty

· As exploration progresses, the difficulty of the levels encountered by players will gradually increase.

· Each level has five difficulty settings. Completing each difficulty will unlock ghost stories in the Mirage Deep Record.

· Higher difficulty levels will result in opponents having more cards, stronger abilities, and certain initial value bonuses. Please prepare your player for cultivation accordingly.

· Various content for the Mirage Deep Record gameplay will be continuously updated. Please look forward to future updates.

Standard Ranked Match Balance Adjustments

The following cards have been nerfed:

Gathering Storm

Before adjustment: In this turn, Ryomen gains 2 Power, 3 Shield, and Hunt. Enhance: Ryomen gains Haste when this card is linked to and used.

Adjusted: In this turn, Ryomen gains 2 Power, 1 Shield, and Hunt. Enhance: Ryomen gains Haste when this card is linked to and used.

The following cards have been enhanced:

Wind Charm: Flash

Before adjustment: This card will self-destruct at the end of the turn. Trigger: Automatically plays when Ichimokuren is attacked.

Adjusted: Fast This card will self-destruct at the end of the turn. Trigger: Play automatically when Ichimokuren is attacked.

Cards that have been adjusted can be disenchanted according to their crafting price before 10:00 on June 25, 2025. (Up to twice for each type)

【Croak Chorus Avatar Frame Bundle Available】

· Limited animated avatar frame "Frog Chorus" will be available in the Jade Shop after maintenance on June 19, 2025. A limited-time offer will also be available at the same time, ending at 24:00 on July 2. Guests can purchase it in the Jade Shop.

【Midsummer Night's Dream Card Back Bundle Available】

· The limited dynamic Card Back "A Midsummer Night's Dream" will be available after the maintenance on June 19, 2025. A limited-time offer will also be available at the same time. The limited-time discount will end at 24:00 on July 2. Players can go to the Jade Shop to purchase it.

Appearances Return

· The Special Basic Card Alternative Arts "Momo · Falling Blossoms - Peach Edition" and "Peacock King - Dance of Divine Prayer" return, and players can purchase them at the Jade Shop.

· The Special Basic Card Alternative Art "Chen · Starry Path at Dusk" returns, and players can purchase it at the Jade Shop.

· The Special Basic Card Alternative Art "Oitsuki·Water Moon·Eclipse Shadow Chase" returns. Guests can purchase it in the Jade Shop.

【Doodle Alternative Art Limited-time Return】

· Return Time: From after maintenance on June 19, 2025, to 23:59 on July 2, 2025.

· The returning Doodle Alternative Art includes: "Gomaru Doodle Alternative Art," "Kusa·Pupu Doodle Alternative Art," "Maestro Doodle Alternative Art," "Mouba Doodle Alternative Art," "Yamausagi Doodle Alternative Art," and "Kagewani Doodle Alternative Art"!

· For more details on the graffiti Alternative Art Card designs, players can refer to previous content~

Improvements and Bug Fixes

· When the synergy effect of battle cards can be triggered, the synergy keywords on the cards will be highlighted with a color change.

· Adjusted the pacing of playing Spell cards and Combat cards. Now, when both sides play card effects, subsequent effects and actions will no longer be blocked.

· Fixed an issue where the game would freeze if the opponent's Library had no cards and Alena's Invocation was attached.

· Fixed an issue where defeating an opponent's Shikigami with the ability \[Self-Destruct When Injured] using damage from your side would not trigger your side's \[Defeat Effect]. For example: Saki "Four-Color Violet" and Ibaraki Doji "Rage Outlet."

· Fixed an issue where Kusa·Urupu did not trigger the entry effect of Form Cards obtained through Zashiki \[Fortune's Favor].

· Fixed an issue where players might be unable to close the Battlefield Shop interface after purchasing all items in the shop.

· Fixed an issue where players purchasing cards consecutively in the battlefield shop and using Chiryu "Return to Void" before the cards were added to their hand would cause errors and affect subsequent settlements.

...

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