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OWB 4.0.5 Tech, Equipment and Unit Balance Changes

Aug 6th, 2022
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  1. # 4.0.5 Tech Balance Changelog
  2.  
  3. General Research Changes:
  4. Research Ahead of Time Penalty increased from 60% to 100%, base research time reduced by ~15%
  5. (Dev Note: This reduction to research time is to the default value, meaning any specific adjustments below are reductions to the research time that are applied after this universal reduction is. In Old World Blues, researching techs ahead of time is meant to be more encouraged than in vanilla, hence why the penalty of 200% used there is lowered. However, a reduction of only 60% allowed rushing to be far too extreme. This decreases the value of research bonuses and ahead of time reductions, makes rushing techs that are multiple years ahead less of a choice and more of a requirement for optimal play, and causes the gap between nations with higher and lower tech levels to be more dramatic and come into play much earlier. These changes seek to leave rushing still viable but more balanced while also encouraging and enabling nations to research and use a wider variety of units and equipment.)
  6.  
  7. Infantry Training Techs Research Times -10% (roughly)
  8. Enforcers Research Times +20%
  9. Infantry Equipment Techs Research Times -10%
  10. Mobile Support units, Motorisation and Motorized/Tank In-Between techs Research Times +25%
  11. (Dev Note: This increase does also affect the top path. Vehicle techs were still slightly too cheap to research in last patch, this makes them slightly more in line with other techs)
  12. Motorized and Tank Equipment Research Times +15% (roughly)
  13. Land Doctrine Research Time +10%
  14. Naval Propulsion Techs Research Times -20%
  15. Habitation tech research times -20%
  16. Resource Building Techs (Foundries, Purification Stations, Power Stations and Fabrication Laboratories) research times -20%
  17. Encryption tech research times reduced by 33% for the first four and 100% for the last tech (Digital Encryption). Decryption tech 5 (Digital Decryption) research time reduced by 33%
  18. (Dev Note: To clear up a common misconception, these technologies DO benefit players with La Resistance, granting intel and a minor combat bonus for having them higher than your enemy)
  19.  
  20.  
  21. Infantry Changes:
  22. Basic Drill +0.03 Recovery Rate changed to affect whole army
  23.  
  24. Enforcers granted -10% Air Attack and base -10% movement on plains and hills
  25. (Dev Note: This allows for enforcers to be made generally slower like they are on other terrains but to a lesser extent while retaining their base speed on urban terrain and forts)
  26. Enforcers granted base +5% attack and defense on Urban and Forts, CQC Training Fort and Urban attack and defense +15% -> +10%
  27. Crowd Gear Breakthrough 4 -> 3.5, Riot Gear Breakthrough 6 -> 5.5 and Defense 3.5 -> 3, Riot Gear +0.5 Suppression removed
  28.  
  29. Basic Weaponry (Ballistic) Defense 9 -> 8.5, Breakthrough 1.5 -> 2
  30. Basic Laser Weaponry Breakthrough 1.5 -> 2
  31. Common Energy Weaponry Defense 11 -> 10, Breakthrough 2 -> 2.5, Air Attack 3 -> 2
  32. Common Weaponry (Ballistic) Defense 12 -> 11.5, Breakthrough 2.5 -> 3
  33. Advanced Energy Weaponry Defense 14 -> 13, Breakthrough 2.5 -> 3, Air Attack 5 -> 3
  34. Advanced Weaponry (Ballistic) Defense 15 -> 14.5, Breakthrough 3 -> 3.5
  35. Pulse Energy Weaponry Defense 16 -> 15, Breakthrough 3 -> 3.5, Air Attack 7 -> 4
  36. (Dev Note: Alongside generally improving the resilience of infantry, 4.0.4's changes to these equipments sought to level the playing field between energy, ballistic and melee weapons and ensure each type had a solid niche to their name. Currently, though, for many nations offensive and defensive units alike both rely on infantry equipment for nations who are not using robots unless the nation uses tanks which are very heavy on production and still use motorized in their templates. This means that breakthrough, arguably the most important stat for offense, needed to be made slightly closer between the 3 equipments to make it less of a sacrifice to a nation's offensive capabilities to pursue energy or ballistic over melee)
  37.  
  38. Spec Ops -10% Amphibious Speed removed, granted +5% Attack and Defense in Amphibious terrain. 9% Stat Modifiers increased to 10% so as to not appear as 0.0 in the tech tree
  39. Scout Kit Armor and Piercing 3 -> 4
  40. Pioneer Kit Armor and Piercing 5 -> 6
  41. Armour Hardening Spec Ops Armor +10% -> +20%, HP +15% changed to Defense +5%
  42. Ballistic Fibres Hardness +20% -> +30%, HP +15% -> +20%
  43. Stealth Boys granted +5% Spec Ops Breakthrough
  44.  
  45. Power Armor Support changed to receive buffs to Heavy Special Forces
  46. (Dev Note: Though technically not special forces, this change is necessary to keep PA Support from falling off in usefulness due to not receiving any power armor buffs)
  47. T-45d PA Armor 35 -> 40
  48. Composite T-45d PA Armor 25 -> 30
  49. T-51b PA Armor 40 -> 45
  50. Mobile T-51c PA Armor 35 -> 40, Max Speed 5 -> 5.5
  51.  
  52. Horses Desert Attack and Defense +40% -> 20%, Plains Attack and Defense +30% -> +15%, granted +10% Speed on both terrains
  53.  
  54. Support Changes:
  55.  
  56. (Dev Note: The piercing changes below should help further with the issue of nations like BoS having higher tiers of power armor early in the game. It also helps alongside the previous buff to fireteam infantry piercing to push the usage of fireteam infantry as an Anti-Tank esque battalion on top of your piercing from support companies)
  57.  
  58. Fireteam, Anti-Air, Anti-Tank and Demolitions support units base organization 15 -> 10
  59. (Dev Note: Combat support companies often did not grant enough of an organization penalty compared to their bonuses to the division, and could reach very high values with buffs)
  60. Makeshift SAW Piercing 20 -> 25, Reliability 90% -> 85%, Defense 15 -> 14
  61. Light Machine Gun Piercing 25 -> 30, Breakthrough 2 -> 3, Soft Attack 12 -> 13, Hard Attack 5 -> 6
  62. Heavy Machine Gun Piercing 30 -> 35, Breakthrough 4 -> 5, Soft Attack 16 -> 18
  63. Minigun Piercing 35 -> 40, Breakthrough 6 -> 7, Soft Attack 20 -> 23
  64. Heavy RCW Piercing 30 -> 35, Soft Attack 10 -> 8, Hard Attack 10 -> 13
  65. Gatling Laser Piercing 38 -> 40, Soft Attack 14 -> 12, Hard Attack 14 -> 17
  66. Tesla Cannon Soft Attack 18 -> 16, Hard Attack 18 -> 21
  67. SMMG Breakthrough 6 -> 7
  68.  
  69. Air Attack CAS Damage Reduction Factor reduced by 70%
  70. (Dev Note: This is a change to defines that won't be visible outside of the code. This change means all air attack values are worth 30% of what they previously were in regards to the percentage that they reduce incoming damage from enemy close air support. Also, it is worth mentioning that this reduction's cap, 90%, was achieved at 18 air attack previously. With no other sources of Air Attack, Anti-Air 1 will still reduce CAS damage by 60%. Anti-Air 2 is also still enough to reach this cap of 90%.)
  71. Air Attack average damage per hit increased by 100%
  72. (Dev Note: This is another change to defines. Air Attack has a hidden chance to actually hit planes on ground attack missions every time they engage your units. This change makes it so that whenever a hit does connect the percentage of planes that are shot down is doubled on average)
  73. Rocket AA Piercing 9 -> 18, Production Cost 8 -> 7.5
  74. Proximity Munitions and Guided Munitions Support AA Air Attack +5% -> +10%, Static AA Damage +15% -> +10%, Static AA Hit Chance +5% -> +10%
  75. Proxi AA Launcher Air Attack 80 -> 60, Piercing 12 -> 25, Production Cost 13 -> 12
  76. (Dev Note: Check the changes to Air listed further down in the patch notes for more details on both this patch's AA changes and its plane changes)
  77.  
  78. Anti-Tank Rifle Piercing 50 -> 55, Hard Attack 6 -> 8, Granted 1 Soft Attack
  79. Rocket Launcher Production Cost 11 -> 10, Hard Attack 12 -> 16, Granted 2 Soft Attack
  80. Missile Launcher Piercing 100 -> 95, Hard Attack 18 -> 24, Granted 3 Soft Attack
  81.  
  82. Dynamite Breakthrough 3 -> 4, Hard Attack 2 -> 3
  83. Flamer Breakthrough 8 -> 9, Hard Attack 5 -> 6.5
  84. Incinerator Breakthrough 16 -> 17, Soft Attack 16 -> 15, Hard Attack 8 -> 12
  85. Heavy Incinerator Breakthrough 24 -> 25, Soft Attack 20 -> 18, Hard Attack 10 -> 16
  86. Frag Grenade Defense and Breakthrough 6 -> 7, Hard Attack 4 -> 5
  87. Grenade Rifle Defense 9 -> 10, Breakthrough 12 -> 13, Hard Attack 6 -> 7
  88. Grenade Machinegun Defense 12 -> 14, Breakthrough 18 -> 19, Hard Attack 8 -> 9
  89.  
  90. Dog Support Company unit granted base 2 Suppression and +5% Attack on Hills and Mountains
  91. Trained Mongrels given base 1 Defense, Trained Dog given base 2 Defense, Cyberdog given base 3 Defense
  92. Trained Mongrels Suppression 1 -> 0.5, Trained Dog Suppression 1.5 -> 1, Cyberdog Suppression 2 -> 1.5
  93. (Dev Note: These changes mean that the dog suppression modifiers can actually improve their effectiveness like intended, as previously the unit lacked suppression and so the modifiers would not increase suppression as far)
  94. Training Programs, Military Training, Cybernetic Enhancements Dog Support Suppression bonuses +10% -> +20%, Granted +0.2 Recon to Support Dogs and +0.1 Recon to Warhounds
  95.  
  96. Medical Chem Support base unit Recovery Rate 0.30 -> 0.35, Org 15 -> 20, HP 15 -> 20
  97. Medical Chem Support upgrades changed to give Chem Support units +0.02 Recovery Rate
  98. (Dev Note: These 2 small changes seek to increase the strength of chems from their current weak state in a way that's flavorful, especially by adding to your division's Recovery Rate)
  99.  
  100. Base Recon Company Movement on Hills, Mountains, Rivers, Jungles and Marshes +5% -> +10%
  101.  
  102. Base Logistics Company Equipment Capture Ratio +10% removed, Supply Usage -15% -> -10%, granted Initiative +10%
  103. Logistics Company upgrades changed to give an additional +2% Initiative
  104. (Dev Note: The reasoning for this change is threefold: Logistics are still slightly on the weak/niche side compared to the benefits of other support companies, sources of consistent Initiative don't exist in OWB due to the lack of Signal Companies from vanilla HOI4, and Equipment Capture Ratio is already granted by maintenance anyway and in higher values too)
  105.  
  106. Maintenance Company reliability upgrades fixed to be a flat addition to the division like intended instead of a percentual modifier to just the unit
  107. Base Maintenance Company reliability bonus +10% -> +5%
  108. (Dev Note: Obviously this bug fix makes maintenance far stronger after a couple upgrades, providing much larger amounts of reliability to the division hence the nerf to its base)
  109.  
  110. Robot Changes:
  111. Robot Efficiency Techs Recruitable Population -25% -> -20%
  112. (Dev Note: The conscription penalties of these techs were often too extreme even for nations which were most dedicated to and reliant on robots)
  113. Bipedal Support Robots Reliability 80% -> 85%
  114. Thruster Support Robots Reliability 75% -> 80%
  115.  
  116. Vehicle Changes:
  117. Mobile Chems, Recon, Logistics and Maintenance Techs changed to actually unlock new units which use motorized and are variants of their respective support companies
  118. (Dev Note: These have also been added to the upgrade techs in the support tab for consistency. The reason separate units were not previously used was due to time constraints as icons and the background AI work had not been completed. Now these techs will offer a separate unit based off of each support company unit. They also sport different base unit stats, which can be found at the bottom of these patch notes.)
  119. Motorized Enforcers Armor penalty -10% -> -20%, granted -20% Max Speed malus, -20% Hardness malus and -10% Air Attack malus
  120. Motorized Demoteams and Fireteams Breakthrough -10% removed, Organization 0 -> 15. Motorized Fireteam HP 10 -> 15, Motorized Demoteam HP 5 -> 10
  121.  
  122. Motorisation Vehicle Breakthrough +5% -> +3%
  123. Tyre Profile and Wet Stowage HP +30% -> +20%
  124. Rubber Refinement Max Speed +6% -> +5%, Soft and Hard Attack +4% -> +3%
  125. Compartmentalization Vehicle Org +4 -> +3, Reliability +1% -> +2%
  126. Engine Overclocking granted +5% Vehicle Cell Usage
  127. Gun Ports Vehicle Speed -5% -> -10%
  128. Protected Storage granted -0.05 Vehicle Supply Use
  129.  
  130. Simple Tracks Tank Speed +8% -> +10%
  131. Improvised Tank Breakthrough 22 -> 24, Production Cost 40 -> 45
  132. Return Rollers Tank HP +50% -> +30%
  133. Wasteland Tank Breakthrough 30 -> 33, Production Cost 55 -> 60
  134. Battle Tank Breakthrough 40 -> 44, Production Cost 70 -> 75, Composite and Advanced Materials Cost 3 -> 2
  135. Great War Tank Breakthrough 54 -> 55, Hard Attack 55 -> 56, Production Cost 85 -> 90, Composites and Advanced Materials Cost 4 -> 3
  136.  
  137. Air Changes:
  138. (Dev Note: Sub-technology stats were changed in equal percentages to the main technologies below unless otherwise mentioned. This was ommitted for brevity but the proportions are the same)
  139.  
  140. Ground Attack Strength and Organization damage factor reduced by 25%
  141. (Dev Note: This is a change to defines that won't be visible outside of the code. This change means all ground attack values are worth 25% less of what they previously were in strength and organization damage to land units)
  142. Ground Support Friendly division bonus reduced by 20%
  143. (Dev Note: On top of direct damage, planes running CAS missions grant friendly units a scaling bonus based on how many of them are helping in the combat compared to the max amount that can fit in said combat. Previously this bonus was a percentage out of a max of +25% division attack, which has been changed to +20% division attack)
  144.  
  145. Glider Ground Attack 2 -> 1.5
  146. Biplane Fighter Ground Attack 3 -> 2.5
  147. Monoplane Fighter Ground Attack 6 -> 5
  148. Jetfighter Ground Attack 9 -> 7.5
  149. Nuclear Jetfighter Ground Attack 12 -> 10
  150.  
  151. Triplane Attacker Ground Attack 8 -> 7.5
  152. Monoplane Attacker Ground Attack 16 -> 15, Ground Pounder Agility 36 -> 35, Ground Pounder Speed 450 -> 425
  153. Jet-Attackplane Ground Attack 24 -> 23, Interdiction Jet Striker Agility 45 -> 34, Interdiction Jet Striker Speed 675 -> 640,
  154. Nuclear Powered Attack Plane Ground Attack 36 -> 35, Armoured Anihilator Agility 54 -> 52, Armoured Anihilator Speed 900 -> 855
  155. (Dev Note: After 4.0's unannounced changes to internal values, air has actually been nerfed significantly. However, this alongside changes to anti-air creates a situation where close air support is still over tuned against land units without enemy air attack, but with enemy air attack CAS are neutered almost to the point of uselessness, making AA required to an unhealthy extent and CAS feast or famine with regards to their performance. These ground attack changes seek to make CAS perform worse without AA than they do currently, but keep AA still impactful while having it not completely obliterate the impact of enemy CAS even with the very first tech, instead requiring more upgrades to reach its cap of a 90% reduction to CAS damage. More information on the math and thought process behind these changes can be found at the end of this changelog for anyone interested)
  156.  
  157. R-Plane Bomber Range 350 -> 400, Strategic Bombing 20 -> 25, Production Cost 34 -> 35
  158. Rotary Engine Bomber Range 700 -> 800, Strategic Bombing 40 -> 50, Production Cost 55 -> 50
  159. Jetbomber Range 1050 -> 1200, Strategic Bombing 60 -> 75
  160. Nuclear Jetbomber Range 1400 -> 1600, Strategic Bombing 80 -> 100
  161. (Dev Note: Reminder that production costs for all planes except for sub-technologies and Barrage Balloons/Bomb Gliders are double this value in the production tab. Check the tooltip shown when looking at a plane in the tech tree for an explanation if this is your first time hearing of this)
  162.  
  163. Transport Gliders tech made 2 years earlier and shifted left into basic air tech instead of intermediate
  164. New In-between tech moved into the place Transport Planes previously occupied: Cabane Struts, which grants Air Defense +5%
  165. (Dev Note: Thematically, transport gliders have no reason to be locked behind intermediate technology when they don't actually utilize motorization. This combined with the fact that getting effectiveness or usefulness out of air superiority with tribal air is more difficult means this change allows transport planes to offer a benefit to securing airspace for those nations while also making transport planes more affordable and easier to research for all nations)
  166.  
  167. Combat Blimp Air Defense 40 -> 45, Ground Attack 20 -> 25, Strategic Bombing 40 -> 50
  168. Assault Airship Air Defense 60 -> 70, Ground Attack 40 -> 50, Strategic Bombing 60 -> 75
  169. Flying Fortress Air Defense 80 -> 95, Ground Attack 60 -> 75, Strategic Bombing 80 -> 100
  170. Superfortress Air Defense 100 -> 120, Ground Attack 80 -> 100, Strategic Bombing 100 -> 125
  171. (Dev Note: Blimps suffer greatly from their lack in agility and speed, reducing their effectiveness in any of the jobs they perform thus leaving them versatile but outclassed in every job and not worth the investment of factories and manpower just to save research time. These changes seek to keep them niche but make them more rewarding in the cases where they are usable)
  172.  
  173. Doctrine Changes:
  174. (Dev Note: Players correctly reported that universal terrain penalty reductions do not actually function correctly anywhere that isn't a unit leader trait. Due to their usage in one vanilla national spirit as well, this is undoubtedly an error by Paradox, but for now all have been removed and replaced with other effects.)
  175.  
  176. #Automated Warfare
  177. Automated Warfare (Starting Tech) Max Planning +10% -> +15%, Planning Speed +15% -> +10%
  178. Human Targetting Firmware CnC Organization +20 -> +15
  179. 3 Middle Path Techs grant +0.02 Recovery Rate on Robots, +5% Coordination and +1% Initiative on Robots respectively
  180. (Dev Note: Initiative bonus here is additive per battalion)
  181. Middle Path Techs -10 Organization penalties changed to only affect all frontline battalions, CnC Organization +25 -> +15
  182. (Dev Note: This change helps with the issue of reducing support company org too far, but also results in slightly higher CnC Org thus the change to counteract this)
  183. Field Maintenance Cell Usage -3% -> -10%
  184. The Flesh is Weak Breakthrough +5% -> +10%, Soft Attack +7% -> +10%, Hard Attack +3% -> +5%
  185. Refined Construction Armor and Hardness +10% -> +15%, Granted +5% Defense
  186. Age of the Machine granted +5% Coordination
  187.  
  188. #Refined Warfare
  189. Concentration of Force Infantry Recovery Rate +0.15 -> +0.10
  190. Integrated Support Combat Support Soft Attack +10% -> 15%, Hard Attack +20% -> +15% Non Combat Support +25 Org -> +15 Org, Reliability +2% fixed to no longer add to the division total.
  191. (Dev Note: This organization change undoes last patch's change to this doctrine tech as support companies could reach organization values which were too high oftentimes, and reduces it farther to accomodate other changes to these companies)
  192. Walking Tanks Power Armor Breakthrough, Soft Attack and Hard Attack +8% -> +10%
  193. Recon Infiltration granted +5% Defense to whole Army
  194. Combined Arms +5% Infantry Defense removed, granted +5 Org and +0.1 Recovery Rate to Power Armor Support Companies
  195.  
  196. #Conventional Warfare
  197. Battle Plans Planning Speed +10% -> +15%
  198. Coordinated Assault Terrain Penalty Reduction +20% removed, replaced with Coordination +10%
  199. Field Fortifications Weapon Infantry Soft and Hard Attack +3% -> +5%, granted +0.3 Entrenchment to Weapon Infantry and +5 Organization to both Weapon and normal Infantry
  200.  
  201. Concentrated Assault granted Infantry +3% Breakthrough and +5% Speed
  202. Motorised Deployment granted +4% Reinforce Rate and -20% Truck Attrition
  203. Rapid Motorised Deployment granted -20% Truck Attrition
  204.  
  205. Radio Defense 3 -> 2.5, Hard Attack 2 -> 1.5, Reconnaissance 0.1 -> 0.2, Production Cost 5 -> 4
  206. Radios changed to be unlocked for production by Prepared Defense (2 techs earlier), but will not be used or required by units immediately
  207. (Dev Note: This change seeks to address the issue of unlocking radios from the doctrine immediately putting your units on low strength. Now you have time to produce them first.)
  208. Soldier Level Radio Integration changed to only make units require radios as opposed to also unlocking them as per the above change
  209. Forward Firebases changed to also receive Fireteam unit Buffs
  210. Fortifications Production Cost 16 -> 14
  211.  
  212. Anti-Armour Tactics Combat Support Unit Soft Attack +10% -> +5%, granted +5% Hard Attack and +5% Piercing to whole Army
  213. Soldier Level Radio Integration +2 Org changed to Front Line Units and not whole army, granted +2% Initiative
  214. (Dev Note: Initiative bonus here is additive per battalion)
  215. Suppressive Firepower Fireteam Soft Attack and Demolitions Defense +5% -> +15%
  216. Forward Fire-base (Doctrine Tech, not the Unit) granted +5% Army Defense
  217. Rapid Redeployment No Entrenchment Loss on Attack removed
  218. (Dev Note: This modifier was actually not functional regardless as it can only work on unit leaders)
  219. Rapid Redeployment granted Forward Firebase +4 Entrenchment and +5 Organization
  220.  
  221. #Asymmetric Warfare
  222. Asymmetric Warfare (Starting Tech) grant -10% Org Loss when at Low Org
  223. Improvised Obstructions granted +10% Resistance Damage to garrisons on the country's states when occupied by enemies
  224. Decimation Organization +10 -> +15
  225. Wedge Formation granted +1% Army Initiative
  226. (Dev Note: Initiative bonus here is additive per battalion)
  227. Cannae Formations Defense +4% -> +5%, Soft and Hard Attack +8% -> +10%
  228. Cult of Personality Special Forces Capacity +25 -> +30
  229. Strong Right Flank granted +5% Army Max Speed
  230. The Legion Army HP +100% -> +50%
  231.  
  232. The Gang Enforcer Recovery Rate +0.4 -> +0.2
  233. Wasteland Intuition granted Non-Combat Out of Supply Penalties -30%
  234. Nightstalker Tactics granted +10% Land Night Attack, Non-Combat Out of Supply Penalties -50% removed
  235. The Deathclaw's Might Enforcer Breakthrough +25% -> +20%
  236.  
  237. #Outsider Warfare
  238. Outsider-Inspired Warfare Behemoth Soft and Hard Attack +2.5% -> +5%
  239. Mutated Strength Mastery granted +5% Soft Attack, Hard Attack and Breakthrough to Behemoths
  240. Inherent Tactical Knowledge granted -10% Org Loss When Moving
  241. Enhanced Perception Training granted +0.5 Recon to Behemoths Battalions and -10% Attrition
  242. Battlefield Scavenging changed to grant a percentual -15% Supply Consumption reduction for the army instead of a flat rate for only Mutants, granted +5% Equipment Capture Ratio
  243. Selective Exposure Behemoth Soft and Hard Attack +3% -> +5%, granted +5% Behemoth breakthrough and -10% Recruitable Population Factor
  244. Lessons of the Past granted +0.05 Recovery Rate to Behemoths and -20% Experienced Soldier Losses
  245. Veteran Integration +50% Terrain Penalty Reduction removed, replaced with +10% Coordination
  246. Strategic Training Regimen granted Behemoth Recovery Rate +0.05
  247. Accurate Radiation Exposure granted +3% Soft Attack and Hard Attack, +3 Org and +5% Maximum Speed to Behemoths
  248. Efficient Exposure Methods Special Forces Capacity +80 -> +40. Granted +20% Mobilization Speed and both +10% Breakthrough and Defense for Behemoths and Nightkin
  249. (Dev Note: Behemoths are strong early but receive very few buffs, scaling poorly into the mid and late game. These changes attempt to remedy this to keep Behemoths viable for longer)
  250.  
  251. #Perks and Doctrine School (No Step Back)
  252. Lawkeepers added to the Infantry Perk platoon xp cost reductions and Infantry Doctrine School techs
  253. Power Armor Demoteams and Fireteams added to Special Forces Doctrine School techs
  254. All 3 CnC Attachments added to the Robot Perk platoon xp cost reductions and Robot Doctrine School techs
  255. Motorized Enforcers, Demoteams and Fireteams added to the Vehicle Perk platoon xp cost reductions and Vehicle Doctrine School techs
  256. 75xp and 100xp perks changed to grant -20% platoon xp costs so that max perks grant a -100% reduction, making templates free
  257. 75xp perk Recovery Rate +0.01 -> +0.02
  258. 100xp perk Soft and Hard Attack +2% -> +5%
  259.  
  260. New Crossroads granted +15% Army Experience Gain and +5% Special Forces Capacity Multiplier
  261. All Doctrine School Terrain Buffs +15% Attack and Defense -> +10% Attack and Defense
  262. New Recruits, Expanding the Ranks and Rising Squadrons granted -5% Special Forces Training Time
  263. Superior Firepower Soft Attack, Hard Attack and Breakthrough +3% -> +5%
  264. Bolstered Vanguard granted Special Forces -25% Out of Supply Penalty
  265. Refining the Best Special Forces Capacity Multiplier +2% -> +5%
  266.  
  267. Tribal and Unique Tech Changes:
  268. Military-Purpose Changes Enforcer Breakthrough +20% -> +10%
  269. Ammunition Backpack Enforcer Soft Attack 15% -> 10%, granted +0.05 Enforcer Recovery Rate
  270. Specialized Weaponry Enforcer Hard Attack +20% -> +10%, granted +10% Piercing
  271. Heavy Armor Mastery Enforcer and Infantry Max Speed +20% -> +15%
  272. (Dev Note: These changes seek to help address Enforcers being far too strong with specific buffs due to now being better at a baseline)
  273. Adaptation Doctrine Terrain Penalty Reduction +25% removed, replaced with -15% winter and heat attrition
  274.  
  275. Caesar's Legion Vexillarius Infantry Initiative +7% -> +5%
  276. Texan reward techs (Deputy Training, Sheriff Training, Marshall Training) Lawkeeper Initiative +2% -> +1%
  277.  
  278. Industry and Engineering Tech Changes:
  279. Tribal Huts Population Nomadicity -2% -> -4%
  280. Adobe Housing Population Nomadicity -3% -> -5%
  281. Scrap Shacks Population Nomadicity -3% -> -6%
  282. Brick Housing Population Nomadicity -4% -> -7%
  283. Home of the Future Population Nomadicity -22% -> -18%
  284.  
  285. Organised Agriculture Monthly Population +2.5% -> +5%, granted +1% Appeal to Refugees
  286. Seed Selection and Plant Cultivation Monthly Population +5% -> +7.5%, Appeal to Refugees +1% -> +2%
  287. Crop Rotation, Irrigation, Industrial Fertilizer, Automated Harvesting and Genecrops Monthly Population +5% -> +10%
  288. Crop Rotation and Irrigation Appeal to Refugees +2% -> +3%
  289. (Dev Note: Agriculture techs are often only beneficial for small nations due to the flat boost to manpower. Monthly Population is a very small contribution to manpower under most circumstances. These changes seek to make the techs at least slightly more worthwhile for all nations and not just ones with very small manpower values)
  290.  
  291. Base Foundry Metal and Purification Station Water 2 -> 4, Base Power Station Energy 2 -> 3 and Base Fabrication Laboratory Circuitry 1 -> 2
  292.  
  293. Combat Language, Smoke Signals, Primitive Radio and Radio granted +1% Coordination
  294. Long Range Radio granted +1.5% Coordination
  295. Digital Data Links granted +2% Coordination, Research Speed +1% -> +2%
  296. Radar-Detection technologies all granted +1% Coordination
  297. (Dev Note: Coordination is an important stat added in No Step Back. These changes provide sources of it in OWB on the types of techs which already grant it in vanilla HOI4)
  298.  
  299.  
  300. ~~~~~~~~~
  301.  
  302.  
  303. This marks the end of the main changelog and the start of details on Air changes and the new Vehicle support companies
  304.  
  305.  
  306. ~~~~~~~~~
  307.  
  308.  
  309. Mobile Support Companies:
  310. (Dev Note: Being technically new units, these are obviously very subject to changes in the future)
  311.  
  312. All 4 Mobile Variants have: +15 Motorized Equipment Required, Training Time 120 -> 150, Weight 0.1 -> 0.5
  313. Mobile Recon, Logistics, Maintenance HP 15 -> 30, Org 15 -> 20, Recovery Rate 0.30 -> 0.35. Mobile Chems HP 20 -> 35, Org 20 -> 25, Recovery Rate 0.35 -> 0.40
  314. Mobile Chems, Logistics, Maintenance added Supply Use of 0.2. Mobile Recon Supply Use 0.1 -> 0.3
  315. Mobile Chems Base Trickleback +10% -> +15%, granted Desert Attack and Defense +5%
  316. Mobile Recon Base Reconnaissance 1 -> 1.5. Movement on Mountains, Jungles, Rivers and Marshes +10% -> +5%. Movement on Plains and Desert +5% -> +10%
  317. Mobile Logistics Base Supply Usage and Initiative +10% -> +15%. +5% Defense on Jungles and Marshes removed
  318. Mobile Maintenance Base Equipment Capture Ratio +10% -> +15%. Granted +5% Movement on Urban and Forts
  319.  
  320. Air Changes - The Explanation
  321.  
  322. To begin we should clarify some of the details of how the interactions between CAS and AA actually work. There are other means of disrupting CAS like with Fighters, but those are
  323. less of a concern for balance since fighters counter themselves in this respect by escorting CAS, so we will just focus on AA/Air Attack
  324.  
  325. Air Attack's main value is twofold: Actually shooting down planes and decreasing the damage of planes percentually. The latter is typically more significant.
  326. -Air Attack has a % chance to hit enemy planes on close air support missions every time they engage units. The chance to hit is 5% as of 4.0.5 and 7% in Vanilla.
  327. -Whenever Air Attack connects a hit, the damage is proportional to Air Attack and a scaling factor in the defines. This value in the defines is .007 as of 4.0.5 and .005 in Vanilla.
  328. In other words, planes get shot down in percentages and the percentage of planes in the combat that get shot down is a random value scaling up to (Air Attack * .007). If the value
  329. is less than 1 it will always get rounded up to 1, so at least one plane will always be shot down when a hit connects.
  330. -The average Air Attack of the units in combat (in this case also including reserves) is also used to calculate a % reduction to CAS damage that is taken. In vanilla this reduction
  331. is capped at a 75% reduction to CAS damage and is achieved at 10.7 Air Attack, which to put that in perspective means that even level 1 AA can fully reduce damage from ground attack
  332. to the lowest possible % of 25%. Further upgrades to Air Attack in vanilla only help with shooting down more planes therefore. For OWB this cap is at 90%, but while this cap was
  333. previously reachable with level 1 AA it has as of 4.0.5 been drastically scaled down. The formula for determining how much your Air Attack will reduce CAS damage by is the following:
  334. (Percentual Reduction = Air Attack * .05 * .3) with .05 being the previous hit chance value that is also used for shooting down planes and .3 being a value only used here. As an example,
  335. Infantry with AA 1 and no other sources of Air Attack would have 40 Air Attack and therefore reduce CAS damage by 40 * .05 * .3 = .6 or 60%
  336.  
  337. Next lets talk CAS and the details of how it works. CAS also has a lot more to it than just the Ground Attack value you see in the tech window
  338. -CAS deals direct damage to ground unit org and strength at a rate of (Ground Attack * Number of planes). This is then also modified by a scaling value in the defines. In vanilla
  339. this value as of 4.0.5 is 0.12, and in vanilla it is 0.04. This means a single point of ground attack is worth 3 times as much in OWB
  340. -CAS has limits on how many planes can fit in a combat. This limit can be modified by factors such as terrain but the number typically is only dependent on enemy frontage, or in
  341. other words their combat width. In Vanilla this is equal to 3 times the combat width and in OWB it is equal to 0.5. This means that in a battle where the enemy has 60 combat width
  342. total across their divisions, a maximum of 30 CAS planes can fit in OWB and a maximum of 180 planes can fit in Vanilla. This difference does make CAS have a lower ceiling but other
  343. factors make this less of a nerf than it may seem such as the very next point
  344. -CAS doesn't just do direct damage. Having CAS planes of any kind in a battle also directly buffs your land unit attack by a percentage. This attack bonus is somewhere between 0%
  345. and 25% in Vanilla dependent on how much of the Air Combat Width is filled. For example, against 60 combat width in OWB you would need 15 planes to reach halfway to the cap. As of
  346. 4.0.5 this cap is now 20% instead of 25%, so having 15 planes of any kind running air support against 60 combat width will grant your divisions +10% Attack. This can be seen by hovering
  347. over units in a combat screen and looking at the value "Air Support". This is part of the reason that lower width for planes is also a buff in some situations, as reaching this cap
  348. is far easier thus your divisions themselves receive a higher bonus with less investment
  349.  
  350. When you have this context and combine it with the numbers you can see in the tech tree, some parts of the changes might still seem odd. The final significant difference that's hidden
  351. from the player's view is how often CAS actually attack, which may be something you'd be wondering if you weren't very familiar with Air Combat. In Vanilla this value is every 4 hours,
  352. but in reality it's every 8 hours since CAS have to perform round trips. In OWB this is cut in half to every 2 hours or 4 counting the round trip, so CAS actually attack twice as often.
  353. While this does buff AA somewhat in that they have twice the amount of chances to shoot planes down, it's far more of a buff to the planes since more of AA's value is found in the percentual
  354. reduction to incoming damage. After accounting for differences between CAS planes in OWB and Vanilla such as Ground Attack, the hidden ground attack defines and production cost you can
  355. actually begin to see comparable numbers before AA comes into play, so a .9 reduction to CAS damage, which is still achievable with tier 2 Anti-Air, may seem excessive. However, planes
  356. attacking units twice as often doubles their direct damage output, so it is not as oppressive as it seems.
  357.  
  358. These values are a significant change to the way AA operates even in Vanilla, as an effort is being made to have our many sources of Air Attack gradually scale CAS damage reduction
  359. instead of it being the max reduction immediately. The hope is that with some iteration on these numbers over a couple patches a point can be reached where Air Attack/Anti-Air and CAS
  360. planes both have a healthy tug of war progression throughout the game. Ideally, both AA as a whole and other sources of Air Attack like Fireteams will still remain strong enough to help
  361. units stand up to CAS while also still allowing CAS to be a strong investment with enough of an impact.
  362.  
  363. For any questions or feedback on this topic or the changelog as a whole, contact tran#2352 on Discord
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