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HOI IV - Open Beta SE™ Update 1

Hearts of Iron IV · Community Announcements · July 13, 2026

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Generals!

Hello, I’m Zwirbaum, Game Designer for Hearts of Iron, and I want to welcome you to the first update of the Open Beta SE™ (Not really trademarked). To avoid writing too much, and boring everyone to the death, as I am fairly sure - you will likely skip to the patch notes section anyways.

For those that are not skipping immediately to the patch notes, I want to say thanks everyone for sharing your feedback and opinions, and engaging in discussions with me, that was incredibly helpful!

Now this update may contain even more of the highly experimental changes, so stay tuned, and look through the patch notes to look for them. They will likely (if I will not forget) be either mentioned in the developer commentary in regards to them, that they are experimental changes, or directly next to it. Anyways, that’s it for this update.

Thanks for reading, and until next time, Farewell!

/Zwirbaum


How to join this Open Beta:

This beta client is Operation Postern v1.19.2.0.4cba (a448)

To install Open Beta client, follow the instruction below:

  1. Right-click the game in your library
  2. Select Properties from the drop-down menu
  3. Select Game Versions & Betas
  4. Select the beta branch called open_beta


If you are already on the Open Beta client, you should get an update automatically.

Finally, to report any issues you find, in relation to this beta, please use the bug report forum and make sure to include the version you’re using. That way our Jira won’t go nuts trying to figure out what bug report belongs to what.



Open Beta SE™ Update 1 Notes



Developer Commentary: In this section I will write what has specifically changed since the last update:

Gameplay




Developer Commentary: This is one of the new experimental features. As we have heard that the new doctrine system as opposed to our intention turned out to be a bit more rigid in how switching of the Subdoctrines turned out to be, we are now experimenting with new base value of 25% of retainment (on top of the reserved bank if you had any). There is also a new modifier related to it, that can increase or decrease the amount of retainment. Base Value is set in the 00_defines.lua. The new strings and modifiers are only localized in English for now - as this is an experimental feature that is not guaranteed to stay.

Developer Commentary: This means that Amphibious Tanks should follow the same restrictions their land family members have to adhere to. This may have some negative effects on your game, if you already were using such a combination, HOWEVER unless you re-open it, they should work and once again SHOULD NOT cause any crash.

Balance



Developer Commentary: This should be the final step in adjusting the stacking modifiers from the experience for now. However this doesn't mean we won't be looking in the future when it comes to how the experience is gained by land units, how much they lose, and how easy or hard it is to retain any meaningful amount of experience in the units.

Developer Commentary: This effectively means that the more secondary turrets you will install on your tanks, the less benefits you will be drawing from your multi-turreted monsters. Also because it is a multiplicative penalty it means that the more the game progresses, the less effective those turrets will become.

Developer Commentary: This change is to make sure that no equipment has a negative (by easy combination of modules and chassis) breakthrough, which then counterintuitively anything that was increasing breakthrough would also increase that penalty, and anything penalizing breakthrough would lower penalty.



Developer Commentary: This together with reverting combat width change to the Self-Propelled Artillery is a slightly different approach when it comes to trying to balance out the armor variants and their regular counterparts. While this will reintroduce some power back, it should not have overbearing impact



Doctrine Balance - Land Doctrines




Doctrine Balance - Naval Doctrines




AI







Open Beta SE™ Aggregated Notes



Developer Commentary: In this section, you will be able to find a total set of all changes.

Gameplay




Developer Commentary: First change should fix the unintended player behavior when adding certain units for their Battalion Adjusters, like Super Heavy Artillery and then turning off the usage of such equipment and still getting the benefit of the modifiers from Siege Artillery. And even if players did not intend to abuse the system, any losses suffered from combat/attrition would not apply any effect to that Battalion Adjusters. Second change is that there were quite a number of units that because they lacked essential equipment defined that would result in them not scaling their modifiers and effects due to the potential lack of equipment. Tank Crews riding in pretend Flame Tanks will no longer confer the sense of bravery and invincibility that would let them attack enemy fortifications or cities at ease.

NEW NOTE(S)


Developer Commentary: This is one of the new experimental features. As we have heard that the new doctrine system as opposed to our intention turned out to be a bit more rigid in how switching of the Subdoctrines turned out to be, we are now experimenting with new base value of 25% of retainment (on top of the reserved bank if you had any). There is also a new modifier related to it, that can increase or decrease the amount of retainment. Base Value is set in the 00_defines.lua. The new strings and modifiers are only localized in English for now - as this is an experimental feature that is not guaranteed to stay.

Balance




Developer Commentary: Positioning while exists as an interesting concept, in practice it was way too easy to counter-act massive doom stacks by just various plethora of the modifiers providing a lot of positioning benefits. This should give a bit more of a breathing space for the natural positioning penalties to occur and happen in-game. As the Naval Combat is already quite deadly, and retreating ships have hard time to disengage from the combat, increasing the speed with which ships can retreat could help save a couple ships here and there. This change is of a more experimental nature.



Developer Commentary: Experience bonus to the Land Units resulted in a massive boost to their combat capabilities as all modifiers during combat are multiplicative with each other depending if they belong from 'different source' that 75% bonus could result in a massive sway of the effective stats. This is a relatively modest reduction, but we may explore squishing that effect a bit or reworking it to have non-linear progression in the future.



Developer Commentary: The goal of changing the Design Cost reductions on them is to replace: pay the air XP in order to potentially save some air XP down the line when designing more planes. However with the current amount of air XP incoming from the combat and missions, there is rarely a situation where as a player you feel starved out on the Air XP - in order to make a design, and if you really can't make a design, then paying those 50 Air XP upfront isn't helping with that goal either. Hopefully giving them a more dedicated and focused effect on the specific mastery track will make them somewhat more competitive. I will monitor feedback on this one as well - so depending on the feedback we may see doing further adjustments or going back to the original one.



Developer Commentary: One of the changes we did with the No Compromise, No Surrender release was to equalize the base weights for all ships when it comes to being picked as targets by the Naval Bombers, when screening value is 100%, and the old prioritization would be kicking in when the screening efficiency depending on how much screening was missing. While targeting would also take into the account strength of the ships (their HP, making Battleships even with equal base weights technically being a bit more of a viable target than 'Early Destroyer') - the result, especially with the meta depending on spam of the masses of the destroyers, would make them rarely targeted. The old behaviour where Carriers and Capitals ships being almost always prioritized with full precision, was not ideal either. Hopefully with this change, or a couple more tweaks, we will still have a possibility where all damage is NOT focused on big ships, but also isn't fully soaked by the screens either, resulting in a more spread out damage across the fleets and the taskforces. Carriers performance and their planes during naval battles should also hopefully get better results.



Developer Commentary: This renaming will be only localized in English for now, if we will go further with these changes, we will localize it properly for all the languages.



NEW NOTE(S)


Developer Commentary: This effectively means that the more secondary turrets you will install on your tanks, the less benefits you will be drawing from your multi-turreted monsters. Also because it is a multiplicative penalty it means that the more the game progresses, the less effective those turrets will become.



Developer Commentary: This change is to make sure that no equipment has no negative (by easy combination of modules and chassis) breakthrough, which then counterintuitively anything that was increasing breakthrough would also increase that penalty, and anything penalizing breakthrough would lower penalty.



Developer Commentary: This together with reverting combat width change to the Self-Propelled Artillery is a slightly different approach when it comes to trying to balance out the armor variants and their regular counterparts. While this will reintroduce some power back, it should not have overbearing impact



Regimental Support Companies Balance




Developer Commentary: Regimental Support Companies have been vastly overperforming when it comes to both their contribution in the pure stats, and especially compared to their low economical requirements. After this balance they should feel less overpowered and be closer in-line with what should be expected out of them. This doesn't rule out any further tweaks to them. Also for the time being the armored regimental support companies will be excluded from the main Tank Destroyer and Self-Propelled Anti-Air unit categories to make sure that the buffs aimed at those regimental support companies will be adjusted and tweaked separately, giving more control over what and in what magnitude each buff is applied to. Main Categories will likely be renamed to indicate that they refer to: Battalions, or 'Line Units'.



Line Artillery Balance




Developer Commentary: This is our starting point to increase the viability of the Line Artillery. We have heard and thought about various different approaches for making them more viable, including lowering their Combat Width from 3 to 2. However in the current environment where Regimental Support Companies, and all the various imbalances did exist, and the excessive 'stat' bloat as it was called was present - we have decided for now against taking that step. To make the presence of the Artillery - be a more viable tool in providing the combat stats other than Attack values (mainly Breakthrough), which should make Infantry supported by the Artillery a little bit more viable on the attack. We will continue working and tweaking on the Line Artillery to find the right spot for it.

Doctrine Balance - Land Doctrines




Developer Commentary: This is likely just a start of tweaking the doctrines. We may see doing a bigger balance pass or some redesigns moving forward, depending on the feedback received for them.

NEW NOTE(S)


Doctrine Balance - Naval Doctrines



NEW NOTE(S)


Doctrine Balance - Air Doctrines



Developer Commentary: Tweaks to Air Doctrines will happen next time

Bugfixes




NEW NOTE(S)


AI



NEW NOTE(S)





As you were!
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