⚜ SteamCozy

Home / News / Hearts of Iron IV

HOI IV | Open Beta SE™ Update 3.03

Hearts of Iron IV · Community Announcements · August 28, 2026

Read the original on Steam ↗
Generals!

Hello, I’m Zwirbaum, Game Designer for Hearts of Iron, and I want to welcome you to yet another Open Beta SE™ (Not really trademarked) Update for Hearts of Iron IV. This week I am bringing more of the experimental features and changes, which may or may not end up in the game integrated into the main branch. That’s why your feedback is important and to let me know how you feel and how it plays with the current set of changes, as well as more of those that are coming.

As usual there will be more of my ramblings in the Developer Commentaries in the Patch Notes, and I will be looking at the messages across different platforms, but that is pretty much all from me in this Update, as I have to write something that will be released upon you, very quite soon.

Thanks for reading, and until next time, Farewell!

/Zwirbaum

——
Hello,

We managed to sneak in one teeny tiny core tech update with this open beta as well: We fixed math. Well maybe not fixed it as such but we fixed computational errors for very small or large numbers when computing exponents, logarithms and power. Unmodded, this shouldn’t affect gameplay at all. Unless you ran convoy escort or raiding in 33+ regions under the same admiral while only managing to cover 1 of them. Now if you did do that, well then we fixed a bug in the efficiency computation for you as well.

If you’re a mod developer and you’re using very small or large numbers with exponents, logarithms or powers, then you might want to take a look at the open beta to check that there’s no big fallout from them now having better precision.

/Pdxen



How to join this Open Beta:

This beta client is Operation Postern v1.19.2.0.3eb1 (85f4)

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.


PATCH NOTES


Experimental Feature: Equipment can now have defined multipliers to the ‘additive stats’ from the modules, and multipliers to the ‘multiplicative stats’. This can be done on selective stats, e.g. only to Soft Attack, or done on the entirety of the stats, and with defined intensity, e.g. +5% Soft Attack bonus to all modules installed on this specific tank chassis. This is experimental change, and is not guaranteed to stay, so modders before you start going crazy over this, be aware that this change can be reverted. This change is not localized, so it will be properly displayed only in English.

Developer Commentary: With last open betas updates there was a focus on reducing the power gap on the specialized armor variants, now with this change I want to experiment and address that there is a feeling of armored units being on underpowered side - providing power boost, as well as increasing and providing incentive into researching, and fielding higher tiers of the armored equipment instead of just sticking to the most basic tank chassis. This may also due to various tiers of equipment coming ‘online’ at different timeframes, may also provide some extra incentives of considering different tank types. (e.g. Light Tanks may get its moment of glory for longer). I have seen some alternative suggestions about limiting to what modules can be installed over on which tank chassis level (e.g. no Improved Medium Cannon on Interwar Medium Tank) - it would require doing a big pass on the modules, their tech availability, where something is unlocked and then finally doing UI/UX changes to mention that this specific module can’t fit on a said chassis and why.

Experimental Feature: Equipment can now have defined stats that scale with the reliability stat of the equipment. This new effect is clamped between 0 and 1, where 0% reliability provides 0% stats defined in that new stat block, while having 100% reliability provides 100% of the stats defined in that new stat block. Following stats should not be used in it: Reliability, Reliability Factor, Carrier Deck Size and IC Cost. This is experimental change, and is not guaranteed to stay, so modders before you start going crazy over this, be aware that this change can be reverted. This change is not localized, so it will be properly displayed only in English.

Developer Commentary: This experimental change is aiming at further increasing the incentive of researching higher tiers of tanks and armored units, and also giving some benefits to Reliability. This change should make armored units a bit more efficient in the long run, and designs that are a bit less ‘skewed’ towards ignoring reliability should end up benefiting a bit more from this change. Math for how HP are calculated per unit basis are a bit less straightforward, than just being multiplicative or additive, but numbers chosen were adapted for the calculation. Anything that increases HP of subunits will have stronger effect due to it, but those picks previously were not that often used, which should increase their competitiveness

Developer Commentary: In order to provide a bit more distinct roles for Tank Destroyers, Self-Propelled Anti-Air and Self-Propelled Artillery, we have now standardized and lowered breakthrough stat they provide, so that they no longer serve as ‘Tank Replacement’, but rather as it should be, specialized variant for their specific role. Self-Propelled Artillery and Tank Destroyer units.

Land Doctrines



Developer Commentary: Large Unit Tactics has been unquestionable king of the Infantry Subdoctrines. With this change, the aim is to keep its benefits and rewards centered around Leg Infantry and the general theme of the ‘Infantry Mass Offensives’ while lowering some of their potential for Mechanized and Motorized infantry.

AIR DOCTRINES:



SPECIAL PROJECTS:



TANK MODULES:



Developer Commentary: This module has been a guaranteed pick before in most of the circumstances, especially due to the nature of stacking cost reducing modifiers being more effective the more you have. As right now Reliability has some potentially extra effect, and armored equipment should suffer lower losses, this could result in an ever increasing amount of armored equipment present at any time. We will likely look into addressing other cost reductions from other sources in the future.

LAND UNITS:



TECHNOLOGIES:



BUG FIXES:



MODDING:



Hearts of Iron IV MORE ON STEAMCOZYHearts of Iron IV 89.2% positive · 342,150 reviews Price tracking · player charts · similar games →