Hearts of Iron IV

Hearts of Iron IV

Dead Zone S.T.A.L.K.E.R
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Update: 9 Jun @ 8:55am

Версия мода 2.1.1
Исправили критическую ошибку в фокусах Свободы.

Update: 9 Jun @ 7:41am

==== version 2.1.0
Content:

Work on the first version of the tricks of Sin has officially been completed.

Work continues on the tree of Freedom's foci. Perhaps in the near future there will be testing for users of our discord server.

- A new game rule has been added that can prohibit the use of border conflicts either completely or only for AI.
- An event has been added to Clear Sky for IIG, so that you can get to O-Consciousness without unnecessary hassle.
- All regional unification decisions are now accompanied by the allocation of the relevant regions.
- The dead and the Mercenaries of the dark valley have switched places. The dead have retained the old national territories. (T_M_D - I made this decision due to the fact that the tunnel under the old factory is most likely the beginning of the mercenaries' intervention in the valley. Therefore, it would be more logical to make it the capital for this group. As for the bandits, although they are not mentioned in the dialogues of the game, no one denies their existence either. I can well believe that before Scar's arrival at this location, there were local clashes with bandits wandering here from the Landfill. Especially considering that this can happen in the gameplay in STALKER Clear Sky if the latter have enough resources. As for saving the bandits' crusts, this is to highlight the boar's puppet within the correct boundaries after the latter's move to the Dark Valley.)
- A new 163rd quote has appeared on the loading screen.
- A new starting national spirit has been added to freedom-debuff.
- Environmentalists have flags for each ideology.
- Lefty's Group now has flags for every ideology.
- The Hunters got an anarchist flag.
- The sexy slipper flag has been removed.
- The Avengers and the Wolfhound have puppet names in Russian localization (In the future, each group will have to have such names in 2 languages)
- National spirit has been added to the mercenaries of the dark Valley, one of the modifiers of which gives +200% to the surrender limit. It is removed by surrender or by the plot of freedom.
- Mercenaries have received a new category of solutions with a couple of defensive capabilities based on the presence of underground tunnels.
- The planned "mod group focuses" setting has been cut out and replaced with a starter event that will appear for all mod groups and ask if it is necessary to leave unique tricks that can harm the historical game. If the historical AI focus is enabled, the bot will always choose a minor tree.

Переходите на наш Discord сервер для прочтения остальной части патчноута.

Update: 9 Jun @ 7:24am

Update: 30 Mar @ 11:16pm

Version. 2.0.1 (Yes, we're renumbering from now on).
====
Content: (To view the full patch note, go to our discord server)

- With the reworking of the operations of the intelligence agency to adequately implement them in our mod, lorno justify and make them convenient to use - there were difficulties.
Therefore, so far in the game added 2 new decisions to increase resistance in the regions of the other faction, if its occupied territory with you borders.
Most likely, when in the future I - T_M_D - (or other developers) get a better understanding of how this mechanic works, these 2 added decisions will move into the content for people who play without La Resistance dlc.

- Redesigned the interface of the internal politics of their country (in particular, we completely decided to do away with mini-portraits).
- Added Concerns available to all players and giving an additional factory or military factory to choose from.
- Even those who used to use vanilla small portraits of ministers, switched to large portraits of stalkers.
- Totally reworked the laws. New ones added and old ones changed (more about changes to the old ones in the “balance” section)
- Dark Valley mercenaries got decisions to recruit Shchukin and start sabotage against Freedom. This is a small part of the future Freedom update and there will be many more solutions later, including recruiting other Freedom members.
- The environmentalists got three new advisor generals: Kruglov, Semyonov and Vasiliev.
- Yogi's Bandits got two new generals from Shadows of Chernobyl, Kocherga and Fryer.
- O-consciousness got a new decision to gradually increase the tension in the Zone.
- The focus of the Wolf group “Big Stalker Camp” and the focus of the Bandits of Kordon “Volyny for Pakhan” received new icons.
- Formed for the Wolf group “Shelter of newcomers” received its own separate flag under individualism.
- Monolith got a flag for the ideology of order.
- The Dump Diggers got a flag with the ideology of anarchism.
- The Perimeter Guard, Dark Valley Mercenaries, Hog's Group, Leshy's Group, Black Slugs, Orestes Group, Avengers, Freedom, Military Stalkers, Renegades and Kordon bandits have flags for each ideology.
- The basic mercenary flags have been redesigned.
- The Mercenary Syndicate has updated its Order, Science, and Fanaticism flags.
- Two world events have been added in case a clash of interests (civil war) breaks out in Freedom or Duty.
- Freedom has a new level 2 general - Pavlik.
- Added a new secret event for Freedom related to the Ancap (I won't talk about the other secrets).
- Added 2 new random events (with descriptions, fear not).
- Development on the Yoga focus tree has been discontinued due to core developer burnout. Another tree will be created in the future, and the existing tree has been added to the public domain and enabled by a separate setting before the scenario starts. When the new tree is finalized - this setting will be removed.
- Varta gained two new traits for leader, 5 generals, and one national spirit.

Update: 24 Feb @ 2:26am

Content: (Read the full version of the changes in our Discord community)
- Plot decisions continue to be developed for now.
- A secondary developer continues to work on the Nabat faction.
- Warring factions of Duty and Freedom have been added to Limansk with their own missions in solutions. Historically, these factions spent in 2011 attempted to make their way to Limansk, but it did not work out.
- Duty, Freedom, and their factions have been added a common short focus branch about the Limansk war, which blocks the foreign policy branch until the Limansk war is over.
- Added single faction decisions for Army Depots, Dead City and its environs, Wild Territory, Bar, Yantar, Limansk and Redwoods (Accordingly, added new world events)
- Localization of factions of the name of single locations has been updated. Now it is more interesting, and what is much more important - more generalized, so that the names are not too much out of the atmosphere of what is happening, if Kordon was united by the one for whom this very Kordon - a smaller part of its territories (To a greater extent, this applies NOT to individualistic names).
- Added new laws to the diplomacy window that spell out your current faction type. They cannot be changed manually. They will make it easier for you to understand which country belongs to which faction type.
- Added a new ONE decision that allows you to start a war in 5 days with a neighboring faction that is considered enemy to you and against which you justify the purpose of the war. The decision sends an ultimatum to the target and the target can pay off the region, but the AI will never pay off. This option is created only for rp between players. The decision itself, along with decisions about border conflicts, is designed to diversify gameplay in the early stages of the game, when the global turmoil has not yet begun.
- Added MIOs (Military Industrial Organizations). For factions with unique techniques, they differ from the default ones and can offer slightly more significant buffs than MIOs of “uninteresting” countries.
- For players without the Arms Against Tyranny DLC, instead of design offices (MIOs), industrial concerns are implemented. They are called “Vise Technicians” and give the standard +15% to industrial research speed for those factions that did not have unique technicians in the CH storyline. Unique modifiers are provided for unique techs.
- Added new custom settings for the formation of countries, as well as expanded settings for the merging of Cordon and Small Zone.
- Added new custom settings that allow you to set factions random ideologies, strategic alliances and conflicts, as well as the ability to split the Wolf Group (In the future, the list will be replenished with all factions with unique characters).
- Added a new general and leader to the Wolfhound mercenaries under anarchism.
- Added several alternative flags to Monoliths, Syndicate, Wolfhound, Wolf Group, Freedom (Hunters, perimeter guards, military stalkers, black slugs, dark valley mercenaries, assassins, environmentalists, lefty got 1-2 new flags so far), reused some old flags.
- Nabat and captured stalkers completely changed their flags.
- Added a new world event for the disappearance of the stalker legend Vydra.
- Singles of the bar added 3 new generals and the events associated with them.
- Hog's Mercenaries added a new generel, which will be a future loner in the Army Depots area.
- 8 new quotes to the loading screen.
- A new general has been added to Freedom, appearing when taking control of the Army Depots.
- A new mercenary-related event has been added to Freedom, which is a link between the beginning of the investigation and the end (Another stall until the full-fledged faction update).
- Added new territories with victory points to northern locations.
- Lefty's group is added a mission to take over zombie territories, in case of successful completion of which a peace with held territories is signed. If it fails, a peace is signed without changing the borders, and the zombies are given the goal of war against the Ecologists. By the time Scar arrived in Yantar - Lefty had already held at least a lowland of artifacts. So my decision was to tweak the borders in this unusual way, leaving room for players to take over more territory.
- Neutrals added two low-ranking commanders mentioned in the dialogs of the original. Puzo and Goblin. The former is unlocked by the general stalker ideals focus, and the latter by the “Push the Military” focus.
- Added an event in case the popularity of any opposition ideology rises to 31%. The event will offer not to resist and lose 5% support to the ruling party, or to resist and gain support in exchange for a loss in faction and stability points.
- Removed the background without frames for the loading screen.

Update: 19 Jan @ 2:29am

====
Content:

- The Sin and Yoga Gang factions continue to be developed.
- A secondary developer has begun work on content for Nabat.
- Yogi's Gang has added a decision category for interacting with Duty and Freedom during their war in the Junkyard.
- A couple of random events without descriptions have gotten their descriptions.
- An event has been added that will come to the owner of the Mechanizer's Yard in the Great Swamps when the Perimeter Guard on the “Swamp Reconnaissance” focus takes the territory without a fight. Now the owner of the territory is at least notified of what happened.
- A decision to obtaining additional building cells has been added. It is unlocked after learning the latest tool technology.
- A new event has been added for the Wolf Group on the occasion of the death of Gray.
- A new decision for bandit groups in the Junkyard has been added, allowing for easier border conflicts with loners in this location. It is opened on condition of bandits fleeing from the Depot.
- A new decision for Military Stalkers was added, allowing you to organize an invasion on the territory of diggers of the Research Institute, provided the Institute is controlled by friendly forces.

====
Bug Fixes:


- Decisions in the “diplomacy” category to spawn additional divisions using allied factories now correctly take away and add civilian factories.
- The condition for taking the Wolf Group focus “Support the Gray Group” is now displayed adequately.
- If Cordon Bandits flee Cordon territory by decision, their conqueror now has an event correctly played notifying them of this.
- Finally, all references to the Inquisition have been removed from the Perimeter Guard's Focuses and decisions related to the now defunct Inquisition of Hell. All of this content now refers to the Western Division of the Monolith.
- Bandits of Cordon now change their tree if they choose the path of Yoga's puppet.
- The Perimeter Guard now requires a lack of order ideology from the target of the rebellion, rather than itself, to raise order uprisings.
- The Perimeter Guard's “Disgraced” national spirit will now definitely be removed once the conditions described in the same are met.
- The national spirit “Cannon Fodder” of the Perimeter Guard will now definitely be removed after fulfilling the conditions described in it.
- Fixed a bug that caused the game to freeze and crash when hovering the mouse over the focus icon of the Bandits of Cordon “faction war”.
- In the quote (in the Russian version, for the loading screen) Ashot about Sochi now clarified that he is talking about the Zone. Also, the extra dot before the exclamation mark has been removed.
- The border conflict started by the Wolf Group's “Show of Force” focus now works.
====
Balance:

- The “Big Risk” Neutral focus now sparks an additional division of 4 helmets into the Railway embankment area.
- Conscription and economy laws have been strengthened by increasing the size of special forces. A single faction, not including proxies and allies, can now by default deploy 33 divisions of 4 helmets each instead of 25.
- Replenishing military supplies will now give, along with weapons, either -1% stability, -1% war support, -25 faction points, or -1% support for the ruling ideology. A separate unlockable Perimeter Guard mission, in the path of Khaletsky's power, will only have a loss of faction points and ruling ideology popularity.
- More Perimeter Guard decision categories are now available for other countries with Perimeter Guard focuses.
- Now the decision to change tree after squeezing through the last Neutrals' focuses will not only be seen by the Neutrals themselves, but also by any other country with their tree if they are given these focuses via customization to random focus trees.
- The Cordon Bandits “Factions War” focus no longer requires another bandit faction to form an alliance with to be a major.
- Decisions to boost one ideology or another will now be hidden (meaning on the historical focus) not only for some specific countries with conflicting ideologies, but for any others, provided they choose a conflicting ideology on minor focuses.
- The border conflict started by the Wolf Group's “Show of Force” focus does not change the border at its end.
- Minor puppet focuses can now be extended to include “sub-units” (aka dominions).
- The Neutrals “Close Your Eyes”focus now creates an alliance and gives the faction the right to dissolve and create them at any time.
- The number of divisions granted by the Contractors minor focus has been reduced from 6 to 5. Templates weakened from 12 helmets, to 4.

Update: 21 Dec, 2024 @ 7:06am

====
Content:

- The dark valley mercenaries have been added a leader under the ideology of science, who is also a level 3 general.
- The leader of the dead in the dark valley now has the “Defeated” trait, and also lost the “political connections” trait in the role of field marshal.
- War Reaction Events have been added for the Great Swamps and Dark Valley, which can appear in any faction from the nearest locations.

====
Bug Fixes:

- Fixed a bug that caused divisions created in minor focuses to not appear.
- Fixed a bug that could cause decision categories to disappear after changing the focus tree.
- Fixed incorrect modifiers in diplomatic decisions related to division transfers.
- Fixed a bug with the Russian name “Ублюдки” in the English localization.
- Attempted to return the modifiers that did not work.
- Fixed a bug with battles in Limansk, when divisions could not adequately receive an order to attack.
- Returned deleted localization of modifiers (This was not written in the patch notes before, but localization in the mod has gone down more than once. This is not the first time it has been rewritten).

====
Technical:

- Updated the custom triggers that determine whether a faction belongs to its “faction”. Now in order to make the game consider Yoga's Gang as a “loner faction” - you just need to issue a specific flag tag to this country.
- Localization changes.

====
Balance:

- National spirits gained in political minor focuses can now be maintained even if you are alone in an alliance. Previously, you needed at least one ally from the same type of faction to maintain the idea.
- Now a border conflict through the “Clash of Interest” decision category can also be started from an ally's territory, by the ally's hands.
- Perimeter Guard National Spirit “Betrayal of Ideals” now gives -0.25 daily order support, instead of -0.05.
- The level that stability with War Support must reach to remove the National Spirit “Cannon Fodder”, in the way of the Perimeter Guard's “Cold Headed” focus, has decreased from 60% to 50%.
- The Defeatist trait now reduces the surrender limit by 30% instead of 25%.
- Perimeter Guard's “Operation Return” focus now adds 30 days to the “HQ Annoyed” quest.
- The Perimeter Guard focuses “Recall the Real Mission”, “Change the Army's Mind” and “Aggressive Response” now add 15 days to the “HQ Annoyed” mission each.

Update: 3 Dec, 2024 @ 2:21am

====
Bug Fixes:

- Fixed a bug where Cordon Bandits might not be able to change their focus tree after completing all branch focuses.
- Fixed a bug that caused the leader of the Perimeter Guard on Khaletsky's power path to be not Khaletsky.
- Fixed some events not having a picture.
- Fixed the name of the “Strengthen Stability” decision.
- Fixed AI behavior bug where Pure Sky could stage an individualistic coup while at war with Monoliths.
- The decision to make peace on the border line can no longer be used if you are at war with a faction that has split from you (e.g. through civil war).
- Fixed the text in one of the quotes on the loading screen.
- Added localization to events with border conflicts between Kordon Bandits and Neutrals.
- Fixed a bug that caused the Perimeter Guard to receive extra copies of National Spirits after the Civil War started.
- The “Anarchy is the Mother of Order” national spirit of Freedom now has an icon.
- Fixed a bug that caused the Perimeter Guard to keep one of the corrupted majors in power along the path of “His Duty”.

====
Technical:

- Divisions of the Ukrainian state invading the Perimeter Guard (in case the latter goes to war with the state) are now formed by their unique templates of 4 helmets, instead of being copied from the player on Perimeter as it was before. This change will simplify gameplay if a player has created their own imba templates.
- Minor puppet focuses, instead of checking for specific tags, now use checks using custom triggers that signify a group of countries.

====
Balance:

- Sin group no longer has access to the decision to change the leader.
- When the war between the military and stalkers starts on Kordon, and Khaletsky is still in captivity - the delay before the neutrals' event with the offer to kill Khaletsky is increased from 30 days to 36.
- The base amount of stability and war support with which Perimeter Guard starts the game has been increased by 40%
- The Perimeter Guard's Anti-Corruption branch of the Perimeter Guard's anti-corruption focus will now still improve in the National Spirit “Fighting Corruption” branch if the aggressive purge fails.
- The Perimeter Guard's “Start Patrolling” focus now lasts 15 days, instead of 30.
- Perimeter Guard's “Reform the Army” focus now lasts 25 days, instead of 40.
- The Perimeter Guard's “Khaletsky Trial” focus now lasts 5 days instead of 25.
- Changed the maximum number of primary weapons that Cordon Bandits can take from Neutrals in the event of a successful raid on the Pig Farm from 100 to 60.
- The stability and war support requirements needed for the Perimeter Guard to manually get rid of the Cannon Fodder national spirit have been reduced from 100% and 75% to 75% and 70% respectively (And up to 60% if you choose the “Cold Head” focus).
- The Perimeter Guard national spirit “Army Rebuild” now gives -15% to a division's recovery rate instead of -30%, and no longer affects army defense in any way.
- The national spirit of the Perimeter Guard “Cost Restructuring” will now be maintained if the country is in a civil war and no longer at war with anyone.
- The Perimeter Guard now has 1 more division at the start of the scenario.
- The probability of a weak, medium, and strong invasion of the Perimeter Guard's territory on a state war path has been changed from 40-30-30 to 70-15-15 respectively.
- The time between the end of one invasion of Perimeter Guard territory by a state and the start of another has been increased from 70 days to 85 days.
- The number of divisions attacking the Perimeter Guard on the warpath with a state has been reduced from 10, 20, 30 for easy, medium and worst outcomes (respectively) to 10, 15 and 20 respectively. Also all divisions now appear in the same region.
- The Sin faction focus tree is hidden behind -debug again. Consider this was a trial beta test.
- Cordon Bandits' “Build a Bar” focus now gives a research cell instead of +20% base stability.
- Bandits of Kordon is once again allowed to use the leader change decision, but only if the faction leader is not a Fryer or a Leaderless Gang.

Update: 30 Nov, 2024 @ 8:45am

Steam won't let me upload the update description due to character limit. So you'll have to download this notebook and paste its text into the translator. We don't like it either, but we don't make the rules.

https://drive.google.com/file/d/1iwt2KiUjL7vqpRnZWJN0OVplJPAORXhD/view?usp=sharing

Update: 7 Sep, 2024 @ 9:53am

====
Content:

- Yoga Gang development has been resumed
- Added a voiceover for bandits to the public domain.
- The “Sin” faction continues to be developed.
- Continues to develop the group “Perimeter Guard”.
- Added two new ways to get Psi Defense for your faction. It is no longer necessary to be in the same alliance with the Environmentalists to unlock the solution. Now the solution is also unlocked if you make the environmentalists your puppet, or if you improve your relationship with them to 90 points.
- Alexander Degtyaryov - the leader of the Military Stalkers group - has been replaced by Kruchelnikov (Head of the military group at the Agroprom Research Institute in the PM story). Initially, Dyagterev was not an accident and the grouping was conceived as the same group in which the future major SBU ran errands before the beginning of the plot CoP. Now we have abandoned this idea and I (T_M_D) am going to realize the grouping as those who will occupy the institute after Dlg in case of historical development of events.
- IIG got a national spirit that prevents alliances before the level of tension in the Zone rises to 100%. It also increases the starting skill of hired commanders and (practically) prevents recruiting people in non-national territories.
====
Bug Fixes:

- Added a description to the “Operation Forward-Duty” focus.
- “Seryoga”, a technician unlockable from the Perimeter Guard, got an English name.
- “Wolf Group” became more likely to choose the correct leader in the opening event. According to the historical focus or the chosen path of AI development.
- Now for a number of focuses at the “Perimeter Guard” in the historical industrial branch, it is not necessary to be in the same alliance with the Military of the Army Depots. It is enough to have a good relationship with any military faction. Previously there was no problem since there were alliances.
- Fixed a bug that caused the level of the national spirit “Fighting Corruption” not to change and “stuck” in one place, preventing you from finishing the fight against corruption.
- Fixed a bug that caused the Perimeter Guard to become a puppet of stalkers when trying to capture stalkers who are with Perimeter in the same alliance.
- Fixed a bug that caused in the event with the trial of Khaletsky - Khaletsky did not resign as leader after the verdict.
- Focus “*capital name* and warehouses” now has a different undamaged icon.
- Fixed English names of faction types (e.g. Solitary, Military, Mercenary).
- Attempted to fix a bug that caused factions accepted into an alliance by focus/decision/invent to immediately leave the alliance.
====
Technical:

- Each region bordering the edge of the map has been given the flag tag “borderzone_flag”. The tag was added to implement the mechanics with the invasion of the perimeter territory by the AFU soldiers from the Big Land, in case the first go to the focus of the confrontation with the state. But it is planned to use this innovation in other places as well.

====
Balance:

- National Spirit “For Monolith” now gives a 20% bonus to attack on national territory instead of 10%, and a 2% bonus to defense instead of 10%.
- The national spirit “Psi Radiation Attacks” now removes 50 people weekly, instead of 35.
- The probability of a successful purge in the Perimeter Guard's anti-corruption focus branch has been increased to 65%
- Neutrals have lost the right to form alliances at game start.
- The Perimeter Guard's starting mission requiring Major Khaletsky's resignation or the fulfillment of a specific focus will now under no circumstances start a civil war if the faction is under AI control and the historical focus is enabled.
- The x-18 exploration decision now becomes unavailable after the Perimeter Guard takes the “Destroy Labs” focus.
- Ideology popularity increase decisions have reduced the recharge time from 45 days to 15.
- The decision to assassinate Khaletsky can now be seen also after pressing the “Aggressive Response” focus, not only when a civil war starts or when the Neutrals perform the “Close Your Eyes” focus.
- The Neutrals' trick to explore the Agroprom Research Institute dungeon is now skipped if the Perimeter Guard takes the “Destroy Labs” trick.
- The “*leader's name* creates a new army” focus now also grants the right to send volunteers.
- Each faction of NOT mercenaries under the control of the AI has gained -200 willingness to enter into an alliance with an AI faction.