Generals,
Open Beta Announcement
Open Beta Update I
Please share your feedback regarding this beta build in this dedicated thread. If you encounter bugs, kindly post them in the bug report forum. You are welcome to start a new thread if needed, just ensure you include “[Open Beta]” in the title for clarity.
I’m Zwirbaum, a Game Designer for Hearts of Iron. Our latest Open Beta is launching slightly ahead of schedule this Thursday, as Friday is a Bank Holiday in Sweden. Because of this accelerated release, the update has had a shorter development cycle than usual. My primary focus remains on refining submarines, specifically their detection and stealth mechanics. I would greatly appreciate your insights—how does the balance feel when operating or engaging submarines? (Ideally, please share your thoughts after testing Open Beta Update II).
The feedback from last week regarding the trade-offs between hyper-specialization and multi-role ship design was fascinating and has given me plenty to consider. Thank you for the thoughtful discussions!
I wish you all a wonderful holiday weekend, and for those who don’t celebrate, I hope you have a fantastic few days off! 🙂
Thanks for reading, and until next time—farewell!
/Zwirbaum
If you are interested in joining the Open Beta but aren’t sure how to proceed, please follow the steps outlined in the original Open Beta announcement HERE.
This beta client is Musketeer v1.17.5.2.cf14 (63d3).
Open Beta Update II Notes
(Changes since the previous OB build)
Gameplay: Submarine Detection Formula Tweaked
- SUBMARINE_REVEAL_DETECTION_MULTIPLIER: Reduced from 0.1 to 0.075. This lowers the passive detection chance for submarines during combat by approximately 25%.
- SUBMARINE_REVEAL_TORPEDO_FIRING_DETECTION_MULTIPLIER: Increased from 1 to 1.1. Submarines will be roughly 10% more likely to be revealed when firing torpedoes (unless modified). Accounting for other adjustments, submarines firing torpedoes should still be ~17.5% harder to detect than in the previous beta update.
- SUBMARINE_HIDE_TIMEOUT: Reduced from 20 to 8 hours. Once revealed, submarines will remain spotted for a shorter duration.
- SUBMARINE_REVEALED_TIMEOUT: Reduced from 16 to 12 hours for defending task forces.
- SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING: Reduced from 2 to 1 (0% positioning now grants +100% visibility instead of +200%).
- Shallow Waters: Now increases Submarine Visibility by +33% (down from +100%).
Developer Commentary: These adjustments aim to reduce the frequency with which submarines are detected and destroyed. By shortening their exposure time, submarines are more likely to escape battle with damage rather than being decimated in every encounter. We’ve also softened the penalties for low positioning and shallow water, which previously crippled early-game hulls.
Hull & Carrier Adjustments
- Early Submarine Hull: Visibility 25 → 22; Strength 10 → 15
- Basic Submarine Hull: Visibility 22 → 20; Strength 20 → 22.5
- Improved Submarine Hull: Visibility 20 → 18
- Advanced Submarine Hull: Strength 35 → 37.5
- All Carriers: Surface Detection 26 → 20; Sub Detection 5 → 1
- Carrier Deck Space Modules: Updated to provide higher detection bonuses to compensate for the reduction in base ship stats.
Aggregated Patch Notes
(*Cumulative changes from Live to current OB build)
Developer Commentary: Carriers no longer receive a “free” bonus to sub and surface detection. Instead, these bonuses are now tied to their flight deck modules. This ensures that carriers with full air wings are more capable, while pushing them further into a specialized role.

- Naval Reform Spirit: Changed from +15% Naval Experience Gain to +10% Naval Mastery Gain.
- Reduced minimum naval hit chance: 2% → 0.5%.
- Supply Consumption: Significant reductions for Carriers, Battleships, Battlecruisers, and Heavy Cruisers.
- Resource Costs: Resource requirements removed from most naval modules (guns, deck armor, etc.). Armor schemes and Anechoic Tiles remain unchanged.
- Hull & Equipment Balancing: Comprehensive rebalancing of Naval Range, Service Manpower, and Steel/Chromium requirements across all ship classes.
UI
- Tooltip updated: The control ratio required to maintain dominance in a sea zone is now 60% (down from 66%).
