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Bulletins les plus vues en PvP


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Sur le Pvp bas lvl quand je joue (souvent avec des gens de la coh fr) je remarque que les bulletins beaucoup utilisé niveau armée rouge ( quand nous jouons allemands ) c'est les bulletins des fusiliers de la garde ( de 1 à trois bulletins pour les fusiliers de la garde) mais je les trouves pas si exceptionnel que ça donc je me demandais si avec les bulletins ça les boostaient tant que ça ?

(je présume aussi que c'est pour contrer à fond les chars allemands et en général ces gens là favorise le blob d’infanterie  en fusilier de la garde plutôt qu'autre chose avec un canon ou deux canons Zis pour empaler les chars allemands). 

 

Du coup c'est vraiment rentable avec les bons bulletins les fusiliers de la garde ? car quand je vois ça c'est tout de même 75 munitions pour les dp 28 pour l'upgrade anti inf et probablement que ça doit bien empaler les chars.

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    • MaJ v1.4.1.21415  - 2023/12/06 mercredi Taille : 185Mo This hot fix aims to address the desynchronization issues currently affecting multiplayer. Additionally, we have included a temporary fix for Challenges not auto-claiming. Fixed high occurring sync errors affecting multiplayer and replays. We will be monitoring match stability over the weekend, and once we are satisfied, we will unpause ELO and rank changes. For now, they will stay paused. Fixed an issue where the Custom Game browse screen prevented players from navigating if there were more than 15 current game lobbies. Temporary Challenges fix: Challenges that were in-progress and over their completion amount (ex: Kill X Axis vehicles) can now be completed by meeting the criteria one more time (ex: Kill 1 more Axis Vehicle). If a Challenge is stuck at their completion amount, players will need to wait until the Challenge reset on Sunday at Midnight. We hope to have a permanent fix for this issue in a hot fix next week. Source : https://steamcommunity.com/games/1677280/announcements/detail/3878225542370268135
    • MaJ v1.4.0.21283 (Steel Shepherd) - 2023/12/05 mardi Taille : 3,59Go The Steel Shepherd update (1.4.0), along with our Hammer & Shield pack, are bringing impactful improvements, new content including maps and Battlegroups, and additional changes and updates to key areas of the game. This also includes a new Replay system, visual improvements, balance changes, an overhaul to the Campaign Map and more. Be sure to review all of the changes and fixes below or check out the Mission Briefing for an overview.   The Update goes live at 10AM PT. In the meantime, catch our Balance Discussion on Twitch where our Designers cover the Balance changes coming to Steel Shepherd.   NEW CONTENT & FEATURES    Hammer & Shield Expansion Pack  Battlegroups US Forces – Advanced Infantry Battlegroup  Wehrmacht – Italian Coastal Battlegroup Campaign Company British Forces – Air & Sea  Premium Cosmetic Bundle US Forces - Board Room Hellcat & Half-track Pack   Wehrmacht - Fallen Leaf Stug III & Fallen Leaf Panzer IV   British Forces - Nature’s Vanguard 15 CWT Truck & Dingo Pack   Afrikakorps - Blocking Force Infantry Pack   Maps  Villa Fiore – 1v1 Added 1v1 Villa Fiore map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.  Villa Fiore is a quaint, unspoiled map set in the vineyards of rural Italy, including:  Hilltop Villa Featuring close quarters and building-to-building combat within its inner courtyards  Rural outskirts Featuring easy mobility in and around hamlets, stables and farms and its various territories  Day 101 – 2v2 Added 2v2 Day 101 map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.  Day 101 was the product of our Map Making 101 video series, with a final layer of polish and balancing – major features include:  Central farmlands Considerably more open and exposed farmland, bisected by a shallow river, where players will need to construct their own cover to maintain a foothold   Northern city outskirts Featuring combat across various plazas, bridges and dense, city streets  Southern waterfall A narrow passage of low ground enabling flanking around the map which players cannot afford to ignore    Replays  This feature allows players to access saved Replay files from previously played matches, a powerful yet flexible game interface, and many quality-of-life improvements that make the experience feel modern and easy to use. We want Replays to be a tool that will serve your needs, whether you are a competitive player, a content creator or a new player looking to learn and improve. For more details read our detailed Replay blogpost here.      VISUAL IMPROVEMENTS    Ambient Occlusion, Atmospheric Fog, Fog of War, Lens Bloom, Tone Mapping, and Lighting improvements have combined to update visuals across all maps and modes.  Added a subtle new camera lens bloom effect.  Adjusted tone mapping to improve readability, particularly in shadows.   Improved ambient occlusion rendering quality.    Improved the quality of atmospheric fog.  Modified the way atmospheric fog interacts with the fog of war effect.  Updated environment atmospheres to accommodate new rendering changes.    Updated environment lighting to improve tone and readability.   Front End and Navigation  Starting with a revamped Front-End Menu experience, the overhauled UI Menu now aligns with the franchise's legacy, in conjunction with stronger immersion and a consistent experience.   Streamlined navigation and an organized layout that simplifies players' access to their favorite game modes and settings. Players can now resume their Campaign progression right from the Main Menu, as well as find the brand-new Replay Feature in case they want to relive their favorite gameplay moments.   An upgraded Visual Presentation featuring brand new sets of background images in the Main Menu, Loading UI, and Game Modes. The newly updated Main Menu will immerse players with new ambient sound effects and visual animations.   Every menu and screen players encounter offers a uniform and refined experience, making it easier and more predictable to navigate. This update lays the groundwork for future interface improvements.  Additional UI/Navigation changes  A new "Cycle Emplacements " hotkey binding has been added which cycles through team weapon emplacements such as AA emplacements (but not bunkers and base defenses).   A Resume Campaign button has been added to the Main Menu.   The "Cycle " naming now makes it clear that the camera behavior when the hotkey is used is governed by the "Find and Cycle " setting (select without moving the camera vs camera focus vs camera follow).   The Edge Pan Smoothing option has been added in Settings. Default setting ‘Off’.  The default WASD key binding profile has been updated to better match the regular default profile including using Alt as the camera orbit modifier instead of Alt+Ctrl.   The "Focus Next [unit] " and "Select Next [unit] " hotkey bindings have been combined into a new set called  "Cycle [units] " along with the "Idle " equivalents.   The "Select All " and "Select All On Screen " hotkeys have been fixed.   Updated Battlegroup selection menu to include space for a description, enabling players to compare battlegroups before locking their choices.   REDESIGNED CHALLENGES    Challenges have been rebalanced to make Merit both easier and more enticing to earn. The amount of Merit that can be earned per week remains the same, but we have added, edited, and adjusted rewards for Challenges to better reward natural gameplay.  5 new Challenges are available in the challenge pool.  Added a pip on the main menu Challenges widget indicating when new Challenges are available.   Challenge rewards will now automatically be claimed when the Challenge requirements have been met.   Fixed an issue that caused the Challenge expiry timer to be stuck in Updating state.  Several Challenges have had their requirements reduced or changed to make them more achievable.   Some Challenge descriptions have been edited to improve clarity.  Some Challenges were removed from the rotation.   Weights of all Challenges have been adjusted to change which Challenges can be available at the same time and how likely players are to encounter each Challenge.   Weekly challenges  New Challenges  Guided Glory  Play 5 Multiplayer or Co-op vs AI matches  Fire in the Hole  Kill 40 infantry with grenades, satchel charges or rifle grenade infantry abilities  Machinist  Upgrade 10 trucks or half-tracks  Changed Challenges  Armored Recon  Kill 40 vehicles with armored cars -> Kill 15 infantry squads with vehicles  Battle Ready  Win 5 multiplayer matches of any team size -> Win 3 multiplayer matches   Company of Heroes  Train 50 US Forces Paratrooper squads -> Deploy 20 squads  Industrial complex  Kill 40 vehicles with 76mm upgraded American Sherman Tanks -> Destroy 15 vehicles as the US Forces   Panzertruppe   Kill 50 vehicles as the Werhmacht -> Destroy 15 vehicles as the Wehrmacht   Stalking Tiger   Kill 50 vehicles as the Afrikakorps -> Destroy 15 vehicles as the Afrikakorps  Tally Ho!   Kill 50 vehicles as the British Forces -> Destroy 15 vehicles as the British Forces  Tank Destroyer  Kill 50 vehicles with anti-tank guns -> Destroy 15 vehicles with anti-tank guns  Tankette  Kill 40 vehicles with light tanks -> Destroy 15 vehicles with light tanks    Daily Challenges  New Challenges  Junkpile  Destroy an Allies truck or Half-track in a match  Strike a Chord   Call-in 2 airstrikes in a match  Changes to Daily Challenges   Ace of Spades   Build 2 US Forces Fighting Positions in a match -> Build a US Forces Fighting Position   Allied Expedition  Win a match as the US Forces in Co-op vs AI -> Win a Co-op vs AI match as Allies  Close Air Supply  Call-in 2 US Forces aircraft abilities in a match -> Call in 2 aircraft abilities in a match   Desert Fox   Win a Multiplayer match as the Afrikakorps -> Win a Multiplayer match as the Axis   Edelweiss  Kill 5 infantry with Jäger squads upgraded with Reconnaissance Packages in a match -> Kill 10 infantry with Jäger squads in a match   Eighty Eight   Kill 1 Allied vehicles with an Afrikakorps FlaK36 Anti-tank gun in a match -> Destroy an Allied vehicle with an Afrikakorps Marder III Tank Destroyer in a match   Gustav Line  Build 2 Wehrmacht Concrete Bunkers in a match -> Build a Wehrmacht Concrete Bunkers in a match   Hanomag Scrap  Kill 1 Wehrmacht or Afrikakorps trucks or Half-tracks in a match -> Destroy an Axis truck or Half-track in a match  Hedgehogs  Build 10 tank traps with British Forces Royal Engineers in a match -> Build 5 tank traps or sandbags in a match   Infantry Anti-Tank  Kill 2 vehicles with infantry squads in a match -> Destroy a vehicle with infantry squads in a match   Making Tracks  Deploy 1 US Forces M3 Half-track in a match -> Deploy a Half-track in a match  Orders are in  Swap 3 Wehrmacht Grenadier squads for Panzergrenadiers with Transfer Orders in a match -> Swap 2 Wehrmacht Grenadier squads for Panzergrenadiers with Transfer Orders in a match   Panzerarmee  Kill 1 vehicle with Afrikakorps panzers in a match -> Destroy a vehicle with panzers in a match   Panzerkorps   Renamed to Hornet’s Nest   SAW  Upgrade 4 US Riflemen squads with additional BARs in a match -> Upgrade 3 US Riflemen squads with additional BARs in a match   Supply Depots   Build 2 resource caches in a match -> Build a resource cache in a match  Stars and Stripes  Win a match as US Forces in Multiplayer -> Win a Multiplayer match as the Allies      SINGLE PLAYER GAMEPLAY IMPROVEMENTS    Difficulties renamed to: Easy, Standard, Hard, Expert.   Changed the default campaign difficulty from Easy to Standard  General tool-tip fixes and improvements   Dynamic Italian Campaign  With these changes, we're improving the Italian Campaign experience and adding a new layer of strategic play. We want Company selection to be a meaningful choice for players and the Campaign Map to be a driver of these choices.  A Hold Position toggle has been added to Campaign Companies. When this is toggled on, the unit will not alert at the end of turn if it has not been moved. You may find this useful for defending a position.  Added a keyboard short cut to End Turn.   Added an Italian Campaign Gameplay Guide accessible from the campaign menu.   Added option in Settings menu to fast forward the player and enemy turns in the Campaign Map.   Added smoke and flare tutorials to Salerno.    Battle difficulty can now be changed during a Campaign or Operation playthrough.    Campaign paths show potential danger zones and attacks more clearly. Terrain info popup appears for all terrain types and shows exact move cost for current Company.   Campaign skirmishes now provide bonus starting resources and pre-built base buildings based on player and enemy Company veterancy level.   Capture shields on the campaign map are now also enabled for campaign towns with an active mission. These shields must be cleared to start the mission. The number of shields on towns across the map has been generally reduced.   Changed the medium projectile type in Single Player to increase the initial speed from 0 to 35 meters per second. As result, many of the medium projectiles on units and off map abilities will come down faster and look more realistic as a result.    Companies garrisoned in any Capture Point now heal every turn. Forward Headquarters upgrade has been removed.  Companies now visually attack cities when attempting to capture them.   Detachments have been removed as an upgrade option from Companies. Each company type now has inherent access to building one emplacement type.   General text updates.    The enemy now has a new Artillery company type.   Improved visual feedback for pinned and suppressed units.   Many new dialogue lines from Joe Conti and Captain MacKay were added throughout the missions.   Most of the dialogue in the Italian Campaign Map is now skippable.    Removed a population cap restriction that was resulting in making the AI less aggressive than intended.   Removed supply visuals from the Campaign Map  Improvements made to provide clear feedback to players when abilities buttons are active, in cooldown mode, and when they are passively active or inactive.    Removed terrain cover as a combat value. Companies on roads no longer have a penalty.   Shortened the time it takes for AI to use aircraft abilities on the Campaign Map.   Skirmish combats have been added to the cities of Pomigliano, Naples, Altavilla, Spinazzola, Bari, Altamura, Lesina, Lecura, Gaeta, and Aquino.   Supplies are now awarded every turn (from every 3 turns). Supply volume has been reduced to compensate.   Swapped the strategic medical point for the default medical point in all missions. Medical stations will now exist on these points automatically, rather than needing to upgrade to them.  The initial population cap for the player is increased from 25 to 35.   Tuned Battleship Barrage visual radius and speed.   Auto-Resolve Formula Update Our goal with this change is to bring damage and health values into easier interactions and remove some repetitive skirmish gameplay. Combats between Companies in the field are now automatically resolved, without an option to start a skirmish.  Auto-resolve damage has been normalized into thresholds by degree of victory.   Company Health, Unit Type, Company Veterancy, and nearby Affectors (emplacements, companies, abilities) have impact on the auto-resolve outcome.    Companies now get a combat strength bonus based on their unit type.  Artillery gets a bonus against Infantry  Infantry gets a bonus against Armor  Armor gets a bonus against Artillery Max health of all Companies has been reduced from 900-1000 to 100. Damage values have been adjusted to compensate.   Foggia Airfield Mission  Adjusted difficulty.  Increased the population cap to 100.  Reduced the veterancy and number of units in the base-attack groups, as well as the homing groups.   Swapped the loiter for two of the strafes that are used on Easy and Normal.  Reduced the veterancy and number of enemies in the final wave. Traits  Medic Trait Changes  Now reduces cost of Heal Target ability for the company  Well-supplied and Bolstered Forces traits have been removed from Companies as they did not work with combat and Supply updates.  New Traits  Dug In - Damage taken when defending from auto-resolve reduced by 20%  Hard Chargers - Damage taken from emplacements reduced by 33%  Gela Tutorial  Gela has been reworked from the ground up. Now a far more streamlined mission, the player will begin by assaulting a fortified beach before continuing on to capture the courtyard in the city. The Tutorial experience offers a new atmosphere, lighting, environment art, and intro cinematics.  Joe Conti's letters cinematics have new voiceover dialogue.  Now features a landing craft which delivers the introductory squad.  The Base-building segment of Gela has been removed so a building construction tutorial has been added to the beginning of Salerno.  Updated the Lighting and Atmosphere Transitions for all missions.      MULTIPLAYER GAMEPLAY CHANGES    Event Cues  Added a new text background to make event cues text more legible.   Fixed a bug that was preventing the maximum of 3 event cues from being visible at the same time and allowing any number of event cues to be displayed.  Fixed instances where the Mine Hit event cue wouldn’t trigger   General tool-tip fixes and improvements   Improved visual appearance to match the new art style, improving consistency and readability.   Maps  Adjusted the minimum and maximum depth craters can cause, reducing the chances of impassible areas being generated by overly large craters  Updated a North African building (including sand-textured versions) to have a larger hit box, preventing units from clipping within the walls from the outside.   Updated various Greek ruins that were not blocking most heavy and medium tanks. This enabled the vehicles to clip through walls they visually should not be able to. Benghazi  Fixed a fuel container’s state, preventing units from being able to fire through them until they are damaged.   Updated rails and tracks at the docks, enabling them to be crushed and destroyed by artillery and heavy tanks.  Updated rock piles in the North of Benghazi to be more buried underground, as they can be used as cover in combat. Catania Crossing  Fixed not being able to fully repair bridges from one bank of the river.   Mignano  Updated buildings straddling the non-playable edge to either be un-garrisonable, or to be more viable in combat.  Monte Cavo  Updated impasse beneath large rock formations to reduce the amount of clipping if units move nearby.  Updated various rocks and blockers to improve gameplay around the central compound. Access to the compound should be notably easier and large blocking rocks should be more effective at screening movement, especially when travelling on low ground.   Sousse Wetlands  Added descriptions and titles to all garrisonable buildings, similarly, to existing civilian buildings.  Pathfinding improved across the map, by increasing space for light vehicles and anti-tank guns where required.  Removed a visible blocker, which was unintentionally rendering.  Updated impasse near a narrow staircase in the walled city, preventing vehicles from attempting access, which was causing physics bugs.  Updated impasse underneath large rock formations to reduce the amount of clipping, when units move nearby.  Updated the minimap to display additional routes into the walled city. Twin Beaches  Removed a hidden element beneath a small section of road, which was preventing the construction of defenses/mines.    Queue flow  Players will start loading into a match from the Quick Match lobby immediately after a match is found. This will shore up matchmaking quality while also mitigating the impact of players leaving the queues.     Tactical Map & Minimap  Minimap  Minimap indicators for Airplane abilities now better match their location.  Added hand-drawn, custom minimap images to all Multiplayer Maps. These custom images should improve clarity of major features on each map, including distinguishing buildings, roads and bridges from inaccessible areas. Tactical Map  Increased size to match the full screen height.  Improved visual appearance to match minimap art updates.  Improved units' visual priority relative to each player, both on the tactical map and in-game: player units have higher priority, followed by enemy, then allied and finally neutral. This means that player owned units will have their shield decorators always appear on top of any other player.  Improved unit selection on the tactical map: selection box creation is now possible on the entirety of the screen, and they now correctly include only units within them.  Improved territory line resolution and added a blending effect to improve the overall quality and polish level.  Double clicking on units garrisoned in buildings now correctly closes the Tactical Map.  Removed squad Buff and Debuff icons, Control Groups, and Status Decorators from the Tactical Map to improve visual clarity. . Control Groups and Status Decorators will still be available on the minimap.  Removed neutral vehicle wrecks health bars from being displayed on the tactical map.    Unit Responsiveness, Selection & Pathfinding fixes  Pathfinding Fixed a case of infantry getting stuck on world objects.  Fixed a few instances where vehicles wouldn't move when trying to go around enemy vehicles.   The Walking Stuka Rocket Halftrack will now properly path through light crush obstacles.  Units are now more likely to prioritize pathing in the direction they are currently facing, according to the movement order.  Engineers no longer get stuck in a running loop when attempting to repair bridges. Responsiveness  Construction will now begin before the unit’s tools are out. This should help with construction delays and improve the overall construction experience.  Mobility pass on all vehicles.   Reversing vehicles no longer stutter when blocked by enemy vehicles.   Separated the rotation rate from the pivot rate. Tanks, light vehicles and ultra light vehicles have different turn plans meaning that vehicles will be able to do tighter turns.  Vehicles get a flat increase in rotation rate of 10, excluding case mate vehicles.  Vehicles will now start their movement with a base movement speed rather than slowly ramping up.  Selection  Buildings are no longer selectable through the ground, making it easier to move infantry close to buildings without entering them.   Decorators now have higher priority than bounding boxes, making it easier to select single units.   Player-constructed defenses now show up as ghosts in fog of war   When selecting multiple unit abilities shouldn't overlap or have a priority such that both retreat and reverse commands are now available to use when both infantry and vehicles are selected.    Weapon Upgrades  If a squad has picked up weapons and reached their squad capacity, their weapon upgrades will now be locked.   If a squad has picked up only one weapon and performs a weapon upgrade, any upgrade that would grant two weapons now only grants one. It will cost half the munitions to perform the upgrade.    If a squad of Afrikakorps Panzer Pioneers pick up an abandoned GRB-39 off the ground, they will unlock the smoke grenade ability, without having to purchase the GRB-39 upgrade.   If a squad of Engineers with a stowed-away Minesweeper pick up enough weapons to reach maximum capacity, the ability to pull out your Minesweeper will no longer drop a Minesweeper on the ground. But since the squad's hands are full, you will not see a unit carrying the Minesweeper. Fret not, as the ability to find the mines will still be active, even with the invisible minesweeper. If in any further doubt, driving an M8 Greyhound over mines is the next most effective method of finding them.   The GRB-39 weapon upgrades for both factions can now drop on the ground on squad death.   The US barracks upgrade that grants Browning Automatic Rifles (BARs) to all Riflemen should no longer drop BARs at the foot of squads who are already at weapon capacity.  Tweaked the MP44 upgrade for the Wehrmacht Stosstruppen so that it properly replaces the MG42 and G43 with four MP44s. Essence Editor New Template  In attribute editor, a new template "Weapon_upgrade " ability was added. Using this as a parent should allow creating new simple weapon upgrades for your squad in a straightforward manner.  Added a new requirement to check if there is enough capacity to fit one (or many) inventory items.  Added a new requirement to check if your inventory contains one (or more) copies of a specific Inventory Item     MULTIPLAYER BALANCE CHANGES   Adjusted the health of bridges down between 20% and 50%, making them easier to destroy with artillery and airstrikes, and overall decreasing the time required to repair them.  Changed vehicles to no longer auto attack targets while en route to execute an Ability command.  Demolitions Package upgrade from the Infantry Support Center will now grant the same demo charge types to Riflemen, Engineers and Bazooka Teams.  Forward Observer Barrage can now be used in the Fog of War for all units.  Frequency of special death criticals for vehicles has been adjusted. Turret ejection, out of control and brew-up deaths should occur much more often.   Infantry units can now use grenades while inside smoke.   SSF Commandos now have Prioritize Vehicle.   Field Defenses   Buildable defenses have been adjusted to be cheaper to construct, reflecting their base and opportunity cost. We have also added a new ability for all constructed garrisonable structures where infantry squads garrisoned in these structures will have higher offensive stats.  The Wehrmacht Bunkers have also received several changes to their upgrades to better reflect their high upgrade cost and give them more flexibility when deployed forward in the field.  Buildable defenses now crush most light cover map assets, such as crates or bushes, enabling easier placement in dense areas   Buildable defenses now provide combat bonuses to infantry inside  Units fighting from inside gain +25% accuracy and +30% rate of fire     Fighting Position   Fighting Position cost from 150 to 100     Grenades  The following change to grenades makes grenades lethal against all infantrymen in the game with greater damage in the center of the blast zone, but a higher damage drop-off around the edges. Previously, high health troops were able to stand on-top of a grenade and survive the explosion.   25% damage penalty against buildings   Damage standardized across the board to 120   Gammon and Bundle Grenades Area of effect damage set to 1/0.4/0.35   Area of effect distance to 1/1.5/6 for Bundle Grenades, 1 / 2 /6 for Gammon Bombs   Area of effect radius set to 5.5; Gammon Bomb remains at 6  Damage reduced from 180 to 160   No damage penalty against emplacements or buildings   Regular Fragmentation – US Forces and British Thrown Grenades   Area of effect damage to 1/0.5/0.2   Area of effect distance to 0.125/1/4.5   Area of effect increased from 4 to 4.5   Model damage limit set to 4   Throw wind-up sped up from 0.875 to 0.675 Rifle Grenades – Infantry Section and Pathfinder Grenades   Area of effect damage to 1/0.5/0.3   Area of effect distance to 0.125/1/4.5   Model damage limit set to 4   Stick Grenades – Axis Grenades (excluding bundles)   Area of effect damage to 1/0.4/0.15   Area of effect distance to 0.125/1/3.5   Model damage limit set to 4   Range increased from 20 to 23; Fallschirmjager can throw range at 25  Throw wind-up sped up from 0.875 to 0.675    Indirect Fire Changes We are strengthening the power of mortars by reducing their barrage recharge times, increasing their rate of fire when not barraging, and the number of entities they can damage. Auto-fire and barrage range have also been standardized, allowing mortars to cover their full range while the barrage is on recharge. Area of effect damage in the center of the blast has been reduced due to the increases in damage limits.  Other artillery units have also been improved by increasing their model damage limits. Rocket Artillery has been tuned to be more threatening to vehicles willing to stay stationary within a barrage, making them more relevant with dealing with large concentrations of armor.     Light Mortars    Area of effect damage reduced from 0.6/0.3/0.1 to 0.4/0.25/0.2  Auto-fire weapon cooldown reduced from 6/7 to 5   Auto-fire range increased from 75 to 90   Barrage range standardized to 90 for all mortars   Barrage recharge times reduced from 30 to 20   Model damage limit increased from 3 to 4   Howitzer Emplacements – Obice 210, BL 5.5, M1A1 105mm Howitzer  Cannot be built in the base sector; must be built outside the base sector in friendly territory  Bishop, Wespe, Cannone da 105mm Model damage limit increased from 3 to 4   BL 5.5 Inch Howitzer   Model damage limit increased from 3 to 5   Pack Howitzer, le.IG 18, 4.2 Heavy Mortar  Model damage limit increased from 3 to 4   Rocket Artillery   Nebelwerfer now deals +100% damage and has +300% penetration against vehicles.   Stuka Zu Fuss penetration against vehicles increased by +300%     Wehrmacht Fighting Nest  Goes neutral when ungarrisoned   Manpower cost reduced from 100 to 50   Now allows 6 models to fire out the front and side; 4 from the rear  Off-map Artillery against Defenses and Buildings  We have reduced the damage of certain off-maps against defenses, primarily against the Wehrmacht Bunker. The reason for this change is to allow Bunkers under the influence of either Bulwark or the Command Bunker aura to have a chance of surviving when undamaged, requiring a follow-up to destroy them. Regular bunkers will still be destroyed as normal by these off-maps.  Note the P-47 Dive-Bomb requires the Double Sortie upgrade to destroy a bunker.  Carpet Bombing +100% bonus damage against buildings removed   Naval Bombardment now deals 25% less damage to buildings such as bunkers; does not affect emplacements.   Off-Map airburst now has a -75% damage penalty against emplacements and bunkers  P-47 Dive Bomb bonus damage against all buildings reduced from +100% to +40%   Wehrmacht Bunkers  Build-time increased to 35 seconds from 20   Manpower cost reduced from 250 to 175   Medical and Repair munitions cost reduced from 85 to 70   Medical Bunkers can now retrieve casualties and grants free reinforcement; similar to the USF Medical Station  Now allows 6 models to fire out from the front, 3-4 from the side, and 2 from the rear   Repair Bunkers now repair structures and defenses; can repair themselves when out of combat  Repair Bunker repair rate increased from 3.2 to 6  Upgrade times standardized to 30 seconds      FACTION BALANCE   US FORCES  4x4 Truck  The 4x4 is having its Commander upgrade returned in a different form, giving the US Forces a more powerful reconnaissance unit in the mid-late game.  Armor increased from 4 to 4.5   New Upgrade – Scout Commander  Allows the 4x4 to detect enemy units in the Fog of War up to range 90  Costs 50 munitions   Increases vision range of the unit by 10 75mm Halftrack Gun Motor Carriage    We have made adjustments to the barrage to be more accurate and have increased range, allowing the 75mm Half-track to safely engage units like anti-tank guns and give the US Forces a light artillery unit. Reload times for the barrage have been increased to give players time to respond once the unit has begun firing.  Barrage Adjustment   Manpower cost reduced from 320 to 280   Range increased from 50 to 70   Area of effect    HE Barrage area of effect damage adjusted from 1/0.15/0.05 to 0.6/0.4/0.2   HE Barrage area of effect penetration increased from 15/10/5 to 30/30/30  HE Barrage damage increased from 110 to 120  HE Barrage distance changed from 1/3/6 to 0/1.5/6   HE Barrage reload time increased from 3/4 to 5   Scatter   Angle scatter reduced from 7 to 3.5   Distance scatter max reduced from 8 to 5   Distance Scatter offset from 1 to 0   Bazooka Team   We have made the Bazooka Team’s launchers as effective as those carried by elite infantry due to their role as a dedicated anti-vehicle squad. The removal of Precision Shot was done to focus the unit’s role at fending off vehicles.  Bazooka stats now use the Bazooka stats found on Paratroopers/SSF Commandos  Ready-aim time reduced from 1/1.25 to 0.5/1  Reload time reduced from 3.5/4 to 2.75/3.25  Removed Precision Shot; Satchel Charge ability moved from Hotkey X to Z M1 57mm Anti-Tank Gun  Armor-piercing round duration increased from 10 to 15   Armor-piercing rounds now increases damage by +40; damage model increases from 160 to 200   M1 81mm Mortar Mortar   Airburst area of effect far damage changed from 0.15 to 0.25   Airburst area of effect near distance changed from 0 to 0.25   Model damage limit increased from 4 to 5   M3 Personnel Carrier  50cal accuracy increased from 0.3375/0.3375/0.15 to 0.4/0.388/0.173   M8 Greyhound   Having lower health than other light vehicles of its cost, we are giving players the option to increase survivability of their Greyhounds against autocannons and weaker anti-tank weapons by spending munitions.  New Upgrade: Side Skirts   Cost 70 Munitions   Increases health by 120   M18 Hellcat Tank Destroyer  The Hellcat is having its reload time increased so units like the Panzer IV will slightly win in a head-on fight without maneuvering. Previous improvements to the units such as speed and accuracy have made the Hellcat too efficient when engaging more costly units head-on.  Reload time increased from 3.75/4.25 to 4.5/4.75  Sherman Bulldozer   The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.  Angle scatter reduced from 5 to 4   Area of effect damage increased from 1/0.25/0.15 to 1/0.3/0.15  Area of effect distance increased from 0/1/6 to 0/1.25/6  Damage against bunkers and emplacements increased by 100%   Distance scatter max reduced from 4 to 2.5  Distance scatter offset increased from 0 to 1  Distance scatter ratio from 0 to 0.1  Manpower cost reduced from 400 to 360   Model damage limit increased from 4 to 5 Airborne Battlegroup  Airborne Reinforcement  Munitions cost reduced from 150 to 120  Now replenishes infantry significantly faster  Plane heal reduced from 4000 to 2500 Smoke Run   Munitions cost reduced from 50 to 40  Armored battlegroup  Fast Deploy  Fast Deploy build speed bonus increased from +50% to +75%  Warmachine  Command Point cost reduced from 4 to 3   Special Operations Battlegroup  Flamethrower Engineer Weasel Replaced with Weasel Towing M1 Pack Howitzer  Due to the limited use cases of the Weasel carrying Engineers, we have changed the ability to bring in a M1 Pack Howitzer, giving Special Operations access to early light artillery to pressure defensive positions.  Costs 400 manpower   Weasel arrives towing a Pack Howitzer, no longer arrives with an Engineer squad with a flamethrower.   Off-map Smoke Barrage  Munitions cost reduced from 40 to 35  Raiding Flares  Munitions cost reduced from 65 to 55    WEHRMACHT  251 Halftrack and Variants  Acceleration increased from 2.5 to 3  MG 42 weapon cooldown decreased from 1.5/2 to 0.75/1   Hull Down Ability  Can no longer be activated in combat but will continue to remain active if started prior to entering combat; can still be deactivated in combat.  Hulldown now provides +5 range, +5 sight, and speeds up reload times by 30% in addition to the current 25% damage reduction   Jager Squad   Panzerschreck ready-aim time reduced from 1.25/1.5 to 1/1.25  Schreck long-range accuracy increased from 0.0375 to 0.04  Scoped Rifles long-range accuracy increased from 0.65 to 0.695   MG 42 HMG Team  The MG 42 is gaining increased accuracy, improving its damage output. We want the MG 42 to be a key unit of the Wehrmacht and one of their primary anti-infantry damage dealers.  Incremental accuracy increased from 1.12 to 1.17  Weapon accuracy increased from 0.55/0.4/0.185 to 0.61/44/0.2135   Nebelwerfer   Barrage range increased from 140 to 160  Incendiary rocket area of effect explosion damage increased from 0.4/0.3/0.2 to 0.4/0.35/0.3  Weapon health increased from 360 to 440      Panzer Kommand  Now requires either Panzergrenadier Kompanie of Luftwaffe Kompanie to be constructed  Pioneer Squad  Weapon near cooldown decreased from 1.1 to 0.8   Side Skirts   Now increases side armor of affected vehicle by 20% in addition to the health bonus  Stosstruppen Squad  G43 accuracy increased from 0.7/0.67/0.64 to 0.77/0.74/0.704  MG 42 accuracy increased from 0.48/0.47/0.44 to 0.528/0.517/0.484  Overall DPS increased by 10% Stosstruppen StG 44 Ambush Package  Ambush Package munitions cost reduced from 50 to 30  StG 44 damage increased from 5 to 5.5   Sturmpanzer IV Brummbar    The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.  Fuel cost reduced from 110 to 100   Area of effect damage increased from 0.75/0.25/0.1 to 0.75/0.35/0.15   Area of effect penetration increased from 20/20/20 to 70/70/70   Deflection damage increased from 25% to 50%   Distance scatter offset increased from 0 to 1   Damage against bunkers and emplacements increased by 100%   Wehrmacht Marder III M   We have adjusted the Marder to be more effective when fighting from a defensive position, but at a higher fuel cost. The unit can now ‘deploy’ to increase its range and firepower at the cost of mobility.  Cost adjusted from 280 manpower and 25 fuel to 240 manpower and 40 fuel  New ability: Sight Main Gun. Replaces Hulldown  Increases range by 10m and speeds up reload times by 20% when active. Removes ability to move. Can still rotate   Breakthrough Battlegroup  Rapid Production  Rapid Production build time bonus increased from 50% to 75%   Luftwaffe Battlegroup  Fallschirmpioneers  Build menu standardized with Pioneer squads; still has access to the Luftwaffe Relay  20mm Flak Emplacement  20mm Flak Emplacement build Time reduced from 45 to 40 seconds  20mm Flak Emplacement cost reduced from 250 manpower and 35 fuel to 200 manpower and 25 fuel  Pioneers can now construct the 20mm Flak Emplacement 88mm Anti-tank Emplacement  88mm Anti-Tank Emplacement CP cost reduced from 3 to 2  88mm Emplacement Anti-air range modifier reduced from 10 to 6  All 88mm Flak damage against aircraft increased from 240 to 600   Updated text for Luftwaffee Fallschirmpioneers to tell players about the Flak unlock  Mechanized Battlegroup  StuG Assault Group  Stug D Assault Group manpower cost increased from 600 to 650  StuG D Assault Group now comes with a Stosstruppen Squad  StuG D Hulldown removed Wespe  Wespe CP cost reduced from 4 to 3    BRITISH FORCES  Boys AT Rifles  No longer has a damage penalty against bunkers  Crusader MK III  We have increased the scatter and lowered the area of effect damage of upgraded Crusaders to make Crusaders less effective against infantry at range. For its cost, the Crusader was too effective against infantry from long-range.  6-pounder angle scatter increased from 5 to 8.5  6-pounder area of effect near damage reduced from 1 to 0.833333  6-pounder distance scatter max increased from 3 to 5.5 Grant 75mm Gun   Penetration increased from 180/145/110 to 200/165/125   Matilda Heavy Tank  The penetration of the Matilda’s main gun is being reduced to be less effective against armored vehicles. We want to retain the Matilda’s high health and armor, but make the unit less effective at engaging heavier vehicles.  2-pounder penetration reduced from 100/85/70 to 90/70/55  Air and Sea Battlegroup  Centaur    The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.  Angle scatter reduced from 7 to 4   Centaur area of effect damage increased from 1/0.25/2 to 1/0.275/0.275   Damage against bunkers and emplacements increased by 100%   Distance scatter max reduced from 4 to 2.5   Distance scatter offset increased from 0 to 1   Distance scatter ratio from 0 to 0.1   Model damage limit increased from 4 to 5   Penetration increased from 35 to 65   Commandos - Both Variants  Commandos are receiving minor passive healing, allowing for successive ambushes and granting Commandos greater flexibility when operating on their own.  Commandos of both variants now heal when out of combat for 1.6 health per second  Commando Squad  Commando Concealing Smoke now immediately breaks suppression and pinned status conditions  Supply Surplus - Forward Medical Station  British Forward Medical Station can now be toggled on as a retreat point  British Armored Battlegroup  Designate Targets  Designate Targets Command Point cost reduced from 4 to 2   Forward Repair Assembly  Due to the ready access of Royal Engineer Sections found in the battlegroup, we are increasing the repair rate of the Forward Assembly and allowing it to repair itself and friendly structures.  Forward Repair Assembly repair speed increased from 3.2 health per second to 8 health per second.  Now repair nearby structures and emplacements including itself. Indian Artillery Battlegroup  Airburst Artillery  British Off-Map Airburst area of effect damage changed from 1/0.15/0.05 to 0.35/0.175/0.175  British Off-Map Airburst area of effect distances changed from 3/5/10 to 0/2/3  British Off-Map Airburst model damage limit changed from 3 to 4  British Off-Map Airburst munitions cost increased from 90 to 110 Volunteer Infantry  Volunteer Infantry Command Point cost increased from 3 to 4    DEUTSCHE AFRIKAKORPS  250 Mortar Half-track  The incendiary barrage is having its initial area of effect explosion damage reduced due to the accuracy of the barrage. This will give team weapons more team to leave the blast radius before being destroyed.  Mortar half-track Incendiary Barrage area of effect damage reduced from 0.85/0.4/0.25 to 0.2/0.2/0.2  Flakvierling Half-track  Model damage limit reduced from 3 to 2  Armor-piercing weapon penetration reduced from 32/30/28 to 30/27/25  Armor-piercing weapon moving burst decreased from 0.75 to 0.5; matches the regular weapon  Guastatori  Can now fire their flamethrowers while moving   Marder III Tank Destroyer  Now has access to Smoke Canisters   Panzer III L Medium Tank  The Panzer III is gaining increased frontal armor to be able to withstand lighter AT weapons such as the Chaffee when being attacked head-on from distance.  Frontal armor increased from 130 to 150  Manpower cost reduced from 340 to 320 Italian Combined Arms Battlegroup  Armored Support Stuka Anti-Tank Loiter  Munitions cost increased from 180 to 200   Bersaglieri   Population reduced from 8 to 7  Urra duration increased from 5 to 10   Combined Arms Strafe  Strafe damage increased from 15 to 30. Suppression removed.      BUGFIXES   Art/Animation  British Forces infantry section upgraded with Recce Package no longer throw their rifles when throwing grenades.   Corpses no longer have shiny surfacing. The materials on the corpses match the playable units.  Engineers no longer get stuck in a running loop when attempting to repair bridges.   Grenadiers' uniform trousers color updated to be historically authentic.  Fixed a case where infantry can get stuck in a shuffling loop near their destination.  Fixed an issue where items attached to the US Forces Sherman 76mm cannon were propping into odd positions when using abilities   Fixed an issue with the Cupola hatch being closed on the Churchill commander when in an idle state   Fixed an issue with the US Forces Sherman 76mm cannon upgrade not receiving the US Night Fighters cosmetic   Fixed the British Forces HMG crew t-posing after being paradropped   Fixed the MG 15 gunner animation looping when in cover.   Improved the destruction state of barbed wire fences (notably those used on Monte Cavo) to reduce their “floating” appearance  Improved visual appearance of Campaign map British Carrier.   Reinforced barbed wire now has the correct animation  Ships now face the right way on the Campaign map.   Suppressed units in cover now go prone to visually communicate the squad is suppressed.  The Afrikakorps Bersaglieri squad no longer yeet their Breda machine gun alongside the grenade when using the grenade throw ability.   The flag on the German Command Bunker now uses team color.  The rubble created by the US Carpet Bombing run on Pachino Stalemate no longer flickers.   Units building barbed wire now have the correct animation   Using High Explosive Barrage or Target Weakest Point ability for US Forces M3 halftrack no longer causes the added cosmetic on the gun to revert to the default materials.   Units no longer have issues reaching the Wehrmacht Fighting Nest cover and firing positions.   Audio  Added ambient combat sound effect track in the Main Menu.   Fixed several units that were not calling out their first engagements – this was causing units to enter combat for the first time without warning   Fixed Stg 44 weapon echo and length    Fixed the Breda Model 30 weapon audio from firing for too long   Fixed the Fallschirmjager weapon echo.   Fixed the Paratrooper Bazooka Battle Chatter.   Intel Voice Over now has radio effect Tuning Intel frequency.   Essence Editor  Fixed a bug where the editor grid was hidden by fog in the scenario and FX editor.  Fixed a crash in the Attribute Editor that would occur when deleting a template variable.   Gameplay   Adjusted the recoil and reset time on all vehicles when firing their main guns to reduce wobble.    British Forces Dingo can no longer go through tank traps, dragon teeth and areas designed only for infantry to go through.   Emplacements will now properly update their visuals when repaired after a decrewed state   Engineer Light it Up now properly displays a timer over the unit when active.   Fighting nests will no longer go back to full HP when crewed    Fixed a bug that allowed squads to purchase more than one weapon upgrade.    Fixed a case where engineers ignore the second queued action after finishing a build order    Fixed Afrikakorps L6/40 Smoke Canister not working while Emergency Overdrive ability was active.   Fixed an issue in which the Werhmacht Flak38 would become invisible when de-crewed.   Fixed an issue that caused the Panzergrenadier squad to display the "+" icon next to their weapon after picking a single weapon, giving the impression the squad somehow already had 2 special weapons.   Fixed an issue where dropped weapon UI would not show until the weapon was moused over.   Fixed an issue where Emergency Repair Kits image was incorrect in the production queue.   Fixed an issue where garrisoned units become trapped on unload.   Fixed an issue where Mechanized Assault did not apply to newly constructed vehicles while the ability was active    Fixed an issue where recrew team weapon ability could be used on emplacements that were under construction.   Fixed an issue where reinforcements for the Wehrmacht Stosstruppen would not always get the upgraded Submachine gun.   Fixed an issue where resource caches constructed by Supply Surplus did not use the same icon as the British resource caches.   Fixed an issue where Resource Caches under Supply Surplus did not properly show their correct value and flickered between 150 and 200 manpower.   Fixed an issue where Sherman 76mm tanks would occasionally be recovered as 75mm tanks.   Fixed an issue where smoke canisters did not function on the Afrikakorps recovery vehicle.   Fixed an issue where the Armored Battlegroup's Field Repair ability was different for the ability and the Battlegroup command card.   Fixed an issue where the Kradschutzen did not get the self-repair benefit of Emergency Repair Kits.   Fixed an issue where the name of certain structures would not appear in the Building Shortcut tab.   Fixed an issue where the Panther Tank Hunter ability did not apply correctly onto vehicles hit.   Fixed an issue where the Tommy weapon would become invisible after using the rifle grenade ability.   Fixed an issue where the training center text was in the incorrect location for the Team Weapon Training upgrade   Fixed an issue where the Valentine did not have a functional machine gun    Fixed an issue with emplacement construction that would show the object as fully constructed despite still being in construction.   Fixed an issue with German 8-Rad radar effect not playing when the Signal Detection veterancy ability is active.    Fixed an issue with tire tracks being left by British Forces CWT Truck 15.   Fixed being able to unlock Air Re-Supply Operation ability multiple times from Special Operations Battlegroup.    Fixed being able to use the Hull Down ability while in combat    Fixed casemate vehicle auto target selection so it is no longer indecisive between infantry it can fire upon now versus tanks it has to turn to fire at.   Fixed Fortified Combat Position Bonus ability to keep showing in command card when a building is garrisoned     Fixed instances where units wouldn’t fire after vaulting    Fixed Mechanized Assault ability not healing vehicles.   Fixed ML 4.2-inch Heavy Mortar Recon Flare ability to show projectile being fired.   Fixed Munition cost refund for Demo charge munitions.    Fixed Rally to Me! radio antenna asset playing destruction effect after spawning.    Fixed recovery vehicles sometimes getting stuck when issued the Repair Vehicle ability.    Fixed some barrage abilities not properly locking out availability to other barrage abilities.    Fixed Team Weapons tearing down while in combat when given an attack move order even if they're already engaging an enemy.    Fixed the bonus emplacement damage being done to Wehrmacht bunkers    Fixed the Commando Section's Concealment Smoke ability sometimes going on cooldown without triggering smoke effect.   Fixed the Designate Defensive Line ability being able to target neutral/environment bunkers.    Fixed the Jaeger and Panzerjaeger's Ambush Tactics passive ability to properly give the +40% accuracy and +25% damage to all attacks and for the first attack as well as the following ones in the 5 second window.   Fixed the Matilda Critical Repair ability only activating once.   Fixed the Panzergrenadier squad moving to target after Focus Fire ability ends.   Fixed the Valentine Command Tank's Forward Observer Smoke Barrage ability to have projectiles cooldown start correctly.   Fixed the vehicle repair icon for self-healing abilities    Fixed Wehrmacht bunker weapons tearing down and trying to move when issued attack command out of range    GRB-39 from Afrikakorps and Wehrmacht now drop on the ground at the same rate as other special weapons when a squad is wiped out.   Infantry section Base of Fire ability now properly triggers only when all the squad is in cover and it affects all squad members.  Landmines dealing damage now properly grant experience and kills to the squads responsible for building them.   Loiters will no longer chase targets across the map or well outside the circle.  Low altitude recon run will now properly reveal camouflaged units.   Pioneers, Fallschirmpioneers, Engineers, Assault Engineers, Sappers and Panzerpioneers and Guastatori can no longer defuse their own mines.   Player-constructed defenses now show up as ghosts in the fog of war. Spooky.   Queued reinforcements provide proper refund if they are cancelled due to instant reinforcement from a medical station.   Recrewing a British Forces M1 Pack Howitzer with the Afrikakorps faction will correctly grant you that unit.   Special Operations Mark Target airplane time on the field now better matches the actual duration of the ability   The Kettenkrad will no longer act erratically when hit by certain weapons.    Weapon upgrades are now all properly locked / grayed out if the squad doesn't have the inventory capacity required to equip them.   Weapon upgrades on squads that do not have enough capacity will no longer result in dropping a weapon on the ground. This fixes the issue where Team-Owned weapons laying on the ground have priority over squads when selecting multiple units on screen via a selection box.   Performance/Stability  Computers with 8GB VRAM and 16GB of RAM can now select the Ultra texture detail level.  Fixed a crash that occurs in the Italian Campaign recovery bonus objective if the target vehicle is destroyed before the objective begins.  Fixed a desync occurring when the AI takes over for a player in a Multiplayer match.   Single Player  Adjusted a territory point on the urban skirmish map that now enables units to capture in cover. Previously they were automatically pulled out of the capture area because of a lack of cover.   Adjusted the Out of Bounds area and Vistas across many maps so the out of bounds areas are less visible.   All Unit Production and Research Times in for the Allies is affected. Standard is 15 seconds for infantry and ultralight units. Standard is 10 seconds for upgrades. Build times of the majority of core infantry units reduced to 15 seconds. Upgrade times for individual upgrades reduced to 10. Tech research upgrades reduced to 15. Reduced recharge time on medical crates to 60 from 180 for Dingo and halftrack.   Changed the fail conditions on Potenza.Fixed some Company abilities not having a hotkey assigned to them.  Cover added to a unique urban crater which previously provided no cover. Will affect any map it’s present in.  Fixed an issue where a kicker would appear on units for a very short moment when in radius of the Valentine's Armoured Commander aura ability.   Fixed an issue where the player’s chosen affector was missing in the post mission debrief screen.   Fixed many instances throughout missions where player squads were getting stuck in buildings or other features of the maps. Adjusted the impassable areas and disabled some garrisons in various missions to account for this.   Fixed restart not being available when a Skirmish game was loaded from a save.  General tool-tip fixes.   Removed inaccessible areas of flame from skirmishes played on Pachino Stalemate to improve flow into and out of the central village.   Resolved an issue where German bunkers were missing roofs. Too bad for Klaus, he loved stargazing.  Saving the game while a squad is paradropping will no longer cause the unit to get stuck in the air upon loading the save.  Shortened delay for bonus objectives to start in the Skirmish Battles so they appear closer to the beginning of the match.  Tactical pause hint icon no longer overlaps with text. Dynamic Italian Campaign  Adjusted HQ emplacements on the Mountain Ruins skirmish map to ensure there is sufficient space for off-map units to enter the field.    Campaign units will no longer overlap when attacking.   Company purchase menus can now be closed with escape after being interacted with.   Deleted Sandbags in Anzio Defend that were not providing cover correctly.    Emplacements that already fired this turn no longer shows as a threat on the movement preview.   Fix bombardments not negatively affecting garrisoned enemy units in subsequent missions   Fixed a bug causing Companies on the Campaign map to fail to load into transport ships during the transport ability.   Fixed a bug where the End Turn button would sometimes not become disabled after clicking on it.   Fixed a Fatal Scar Error in the Winter Line mission that occurs when the player kills bunkers early   Fixed a load error during the Calabria tutorial    Fixed an issue in Pignataro Maggiore where the British faction didn't have enough room to build the Company Command Post.   Fixed an issue in the Monte Cassino mission where the Hangman's Hill complete dialogue played twice.   Fixed an issue where Saving Private Norton mission could be soft locked by the player destroying their own tank.   Fixed an issue where Wehrmacht Mortars recrewed by the British Forces used the wrong portrait    Fixed Campaign map missions granting more resources than indicated in the mission rewards indicator.   Fixed campaign Map movement animation for infantry and armored companies.   Fixed campaign soft locking if a skill menu was opened while attack was in progress.   Fixed Companies becoming invulnerable sometimes if retreating when attacked during AI's turn.   Fixed German howitzers sometimes trying to target aircraft .   Fixed hospital retreat point always being active on Salerno mission.    Fixed issue on River Crossing Airfield where the airfield would sometimes lose track of its aircraft out on missions on save/load.    Fixed issues in the garrison for the church near the forward base on the Ortona Defend mission that was causing units to be untargetable and unresponsive.   Fixed Campaign map secondary objectives completing by flying a company over the location instead of reaching the location through land.  Fixed paradrop on Campaign map being interrupted by autosaves when ending the turn.   Fixed ships sometimes overlapping over each other on Italian Campaign Map.   Fixed some soft locking occurrences if certain narrative events get triggered during the AI's turn.   Fixed the game sometimes soft locking when Naval Transport ability was used on Anzio.   Fixed the targetable state for one of the German Destroyers near Naples.   In Anzio, updated the "Prevent HQ from being destroyed " objective to only start once the gun begins firing.    Moved the ML 4.2-inch Heavy Mortar Team 4.2-inch Incendiary Barrage ability to the column 3 row 2 of the abilities card.   On Salerno Defend when units are at the bottom or top of the stairs and directed to go down or up, they will follow the stair path instead of jumping down.    Planes on the Campaign map will no longer create visual ghosts when exiting the fog of war   Prevented Companies from using abilities when garrisoned in a Battleship.  Removed a non-functional fuel cache from the soldier storyline.   Replaced the SAS unit with a Foot Guards unit in the River Crossing Airfield mission.   Territory borders on campaign map no longer flicker when overlapping. North African Operation  Added a fail condition to the intro beat of Tobruk, preventing a soft lock.  Changed the upgradeable medical strategic point for a default medical point in Ajdabiya, Gazala and Tobruk.  Fixed a text issue with Grant tanks during the Tobruk mission.  Moved props away from Garrison Doors to allow units to easily exit/enter on the Desert Raid mission.   UX/UI  Added additional tooltip for the Airborne Rally ability   Added extra tooltips in the Mission and Skirmish results popup   Added missing translations for “Turn” and “End” in Campaign for all languages    Added SFX to various Minimap buttons   Closing chat channels will no longer hide the chat widget   Fixed a bug causing inventory to disappear in the Loadout tab   Fixed a bug causing the veterancy tier descriptions to be missing for M3 Stuart tank.    Fixed a bug causing the wrong icon to appear for Tungsten rounds when upgrading.   Fixed a bug that caused a player’s Battlegroups to show blank on the Match Stats screen   Fixed a bug where the Panzerpioneers could have multiple versions of the Booby Trap ability.    Fixed a bug which had allowed the Panzerjager squad to deploy too early in the Ajdabiya mission.   Fixed an issue where in the Load Games page, where campaign saves would sometimes appear in the Skirmish Load menu.   Fixed disappearing Company support modifiers on the mission debriefing screen.    Fixed UI being disabled when opening chat in screenshot mode.    Improved quality of the territory lines on the mini and tactical maps.    Match settings are now saved when exiting Custom or Skirmish lobbies.    Mod Download notification: changed percent downloaded from float 0-1 to percent 0% - 100%   Mod Download notification: fixed progress bar dropping back to zero after download completes   Mod Download notification: fixed text "Download in Progress " to make sense after download completes    Mod Download notification: implemented total download size and amount downloaded so far.   Removed Rank icons from Skirmish match stats screen.    Removed the End Turn button appearing when the mission briefing screen is opened.    To help provide further gameplay clarity, there is now a bigger opacity difference between selected and unselected squad decorators    Updated cut-off shortcut key text for keyboard and mouse to show full text.   Updated Japanese text for readability    Updated Minimap capture indicator animations to show the point is being captured.   Updated name of performance benchmark map to 'Benchmark'.   Updated the Salerno UI decorator to show it is held by the enemy.   Updated UI so that players cannot accidentally end turn while in the recruitment panel.   Updated visual style of campaign loyalty rewards button   When requesting slot swap in custom games, fixed an issue showing incorrect team number   When using the Match Lobby Default Settings button to reset match settings, it now correctly resets as the default settings. Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/93-pc-steel-shepherd-1-4-0-patch-notes
    • MaJ v1.3.1.19658 (Umber Wasp Balance Tuning Update) - 2023/10/31 mardi Taille : ?Mo This Balance Tuning update is meant to alleviate some issues stemming from the Umber Wasp (1.3.0) update, and to provide some minor tuning adjustments to Multiplayer balance. This update also fixes an issue with framerates locking to 30 FPS. Here is a note on the goals of this update from Jason on our Balance team.  General  Pachino Stalemate (1vs1) and Sousse Wetlands (4vs4) have had their Automatch selection weight reset so they no longer have a higher chance of appearing. Our team will continue experimenting with this weighting in the future to try to find the best balance as we showcase new maps.  Heavy Machine Guns   Crew health decreased from 90 to 80.  HMG 42 Team suppression dealt to suppressed targets reduced from 0.35 to 0.3.  Vickers, M1919 Browning, and MG 34 suppression dealt to suppressed targets reduced from 0.5 to 0.4.  HMG Incremental Accuracy standardized to 1.12.  Infantry pin threshold increased from 0.5 to 0.65.  Wide arc machine gun arcs reduced from 125 to 110.   US Forces    Riflemen  M1 Garand cooldown modifier when in close quarters is reduced from 0.2 to 0.15.     M24 Chaffee Light Tank  Changes from 1.3.0 update reverted.   Reload time decreased from 4/4.25 to 3.5/4  M8 Greyhound  Area of Effect model cap increased from 2 to 3.  The tracking speed of the turret increased by 33%.   Wehrmacht    Flak 30 20mm AA Gun  Area of Effect model cap reduced from 3 to 2.  Incremental accuracy bonus removed. Kettenkrad  Communication Cables sight range now properly affects all resource points.   Decapture rate from Communication Cables removed.  No longer gains bonus sight range from veterancy. (Tooltip will be adjusted in a future update).   Deutches Afrikakorps  Axis 8 Rad Armored Car  Main gun Area of Effect model cap reduced from 3 to 2.  Receives +50% damage bonus to its coaxial machine gun rather than +100% from Armored Support Battlegroup’s Superior Fire Drills   Panzergrenadiers  Kar98k cooldown multiplier at close range has been increased from 0.35 to 0.45.   Panzerjaegers  Manpower cost increased from 250 to 275.  Tear Gas Shot now requires Veterancy 1.  Tear Gas Shot duration reduced from 10 to 3 seconds. Veteran Leaders  Manpower cost increased from 200 to 250.  No longer automatically reinforces Panzergrenadier Squads upon completion.  Flak 36 Anti-Tank Gun Team  Armor when decrewed reduced from 100 to 70; standardized with other team weapons  Reload speed increased from 2.5/2.75 to 2.875/3.15; reload time increased by 15%   Bug Fixes  250 Halftrack - Heal ability is no longer hidden under the Smoke Dischargers ability.   Axis Loiters now have their health at their correct value of 1800 instead of 280.   Axis Tigers Veterancy requirements now require 25% more XP to level (from 2200/6600/13200 -> 2750/8250/16500).  Fixed an issue where "Framerate Limit" was locked to 30 FPS on machines where lower CPU specifications or hardware were detected Dingo can now fire on the move.  Fixed British Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.  Fixed an issue where the StuG D's veterancy requirement was not set properly to 1000/3000/6000.  Fixed M29 Weasel's Signal Layer ability not giving bonus resources.  Using Focused Gunnery with the Vickers HMG no longer prevents group / band-box selection. Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/85-pc-umber-wasp-balance-tuning-update-1-3-1
    • MaJ v1.3.0.18567 (Umber Wasp) - 2023/10/04 mercredi Taille : 867Mo The Umber Wasp update (1.3.0) is focused on continued gameplay improvements and polish to pathfinding, and pings. This update also brings several quality-of-life improvements, such as a smaller icon size on the tactical map and a better flow for end-game stats. The balance changes will impact all factions, with some focus on the Deutsche Afrikakorps. Additionally, this update delivers a Newsfeed for players to access patch notes and news directly from the game’s main menu. We are also introducing one new 4v4 map with Sousse Wetlands and a reworked 1v1 map of Pachino Stalemate. Be sure to review all of the changes and fixes below or check out the Mission Briefing for an overview.       NEW CONTENT, FEATURES AND IMPROVEMENTS New Map   Sousse Wetlands – 4v4  Added 4v4 Sousse Wetlands map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.  Sousse Wetlands is a vast Tunisian map with three distinct locations:  The ancient walled city to the North Featuring exciting urban combat and flanking routes galore  The wetlands and causeway Featuring masses of foliage and water where combat is long-ranged, and maneuverability is key  The desert village to the South Where cover can rapidly deteriorate, and defenders can easily be outflanked    Reworked Map   Pachino Stalemate – 1v1 Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes.  A redesign of the existing 1vs1 map for all game modes, including:  Considerable changes to territory and accessibility  Large rock formations have been removed map-wide enabling better mid to late game pathfinding (which should open the map up as larger vehicles hit the field)  Updated cover around central resource points  Updated map textures to improve visibility around key areas  Updated atmosphere   Match stats  Quitting a match will no longer exit the Match Stats screen.   If a player gets disconnected from a match, they will now still be able to view the match stats.      GAMEPLAY IMPROVEMENTS AND BALANCE   Pathfinding  Adjusted vehicle pathfinding to take more direct paths to the requested location.  Infantry will now do less pathing adjustments when friendly soldiers are in the way.  Infantry will no longer prefer to take paths with denser cover distribution, which has often led to unpredictable behaviours.  Infantry will now be able to path through allied infantry and team weapons. When traversing through blocking vehicles, infantry will now think they can path through, but will be physically stopped until the vehicles move out of the way for more predictable behavior.  Retreating infantry will no longer get stuck in place when pathing into vehicles, squads, and team weapons.  Team weapons (whether abandoned, set-up, or idle) will no longer be able to block chokepoints for allied units. The space under team weapons is now considered a pathing space.       Units executing attack orders will more consistently approach their target in a straight line.   Vehicles doing a Move order at longer distance will now follow a straight path opposed to following a path that is aligned with their orientation.        Vehicles will no longer be allowed to stop while phasing.       Pings  On map communication pings will now feature a new visual effect, that includes a uniquely colored tear drop effect lasting for 10 seconds.  New features for ping visibility  A colored light beam will appear on pings to improve visibility at distance and when used next  to tall assets like high vegetation, trees and buildings.  Previous pings will be removed when a new ping of the same type is issued.   Each ping type will have a unique cursor when selected.  New animation effects on both minimap and tactical map have been added to drastically improve ping readability.   Ping cooldown  Introduced a cooldown period during ich a player can no longer issue pings, which is activated when a given player issues multiple pings in rapid succession.  When on cooldown, trying to use pings again will display a message in the chat visible to the player.  Continuously using pings when on cooldown will further increase the cooldown itself.     Map Updates  HQ Sector bunker positioning has been adjusted across various maps to prevent bunkers from unintentionally covering resource points, whilst also reducing the number of blind spots that might be exploited by the enemy player.  Many heavy-crush rock piles have been removed across Africa maps, including but not limited to Road to Tunis - 1v1 and Gazala Landing Ground - 3v3  Heavy-crush rock piles have been replaced in many cases by Sangars, which still provide heavy cover, but are less resilient to damage and are medium-crush   Taranto Coastline 1v1  Rebalancing of buildings near Victory Points.  Removal of several large rock outcrops to enable late-game crush to open the map.  Territory layout adjusted to be more appropriate for competitive gameplay.   Twin Beaches 1v1   Added an infantry-only “gitty” between Mount Bacon and the Northern beach  Adjusted the placement and number of rocks and tank traps on the Southern beach, to better improve vehicle flow and pathfinding  Minor adjustments to cover around Mount Bacon  Terrain adjusted to rebalance height gameplay around Mount Bacon   Campbell’s Convoy – 2v2   Readjusted cover placement along the central resource points, particularly around the most contested resources.    Catania Crossing 3v3  Returned the baby truck to its home, where it belongs.  Updated the two rail bridges to one double length bridge, reducing the number of bridges to destroy/repair in this area of the map from 4 to 2.   Mignano Summit – 3v3   Updated territory layout, reducing the number of high resource points and spreading their value more evenly across the map. This should reduce the chances of games ending too soon from dominating the central areas of the map.    Monte Cavo – 4v4  Updated camera mesh to make it adhere closer to the terrain, which will prevent the camera from elevating too high near rocky outcrops.  Updated atmosphere to transition into Dawn after around 30 minutes of gameplay.    Winter Line – 4v4  Updated cover placement around the central bunker complex.  Replaced a number of trenches with sangars, improving the pathfinding of tanks in these areas.   Tactical Map  Scaled down unit decorators, they now act as position icon.  Removed the Unit position icon (circle).    New Cosmetics  Eight new cosmetics will be released in October, with four releasing in each of the first two weeks.    British Forces  Mud Brown Foot Guards Mud Brown Matilda II US Forces Sea Blue M18 Hellcat Sea Blue Sniper Wehrmacht Dark Brown Brummbar Dark Brown Nebelwerfer  Afrikakorps Basalt Grey Stug III D Basalt Grey Anti-Tank Gun Team     GENERAL BALANCE CHANGES   Accuracy Changes   We have standardized accuracy across the board for the various tank guns. We have noted that our tank guns were too accurate at maximum range. This resulted in situations where vehicles chasing at maximum range would often land their shots while on the move, more than intended, especially after the fix to projectiles that made it easier for scatter hits to avoid low obstacles.     76mm halftrack and 221 Panzerbüchse accuracy set 0.1/0.055/0.045    Anti-armor vehicle accuracy set to 1/0.05/0.04   Crusader II and III accuracy set to 0.1/0.05/0.04   General medium, heavy and light tank accuracy set to 0.075/0.0475/0.035   Hellcat, Marder III and variants accuracy set to 0.1/0.055/0.4   Sherman 76mm accuracy set to 0.1/0.05/0.04   Anti-Air  We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond.   Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed:  CWT 15CMP AA Truck  Crusader AA  M16 Quad Halftrack  Flakpanzer IV Wirbelwind  Flak 30 20mm AA Gun Team  Flakvierling Halftrack   Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable to most durable:  Strafing Runs (P-47 Strafing Run from the ASC, Luftwaffe Strafing Run)  Close-in/Dive Bombs (P-47 Dive Bomb from the ASC, Fragmentation Bombs)  Loiter (Hawker Typhoon Anti-tank loiter)  Reconnaissance versions of Strafing, Dive Bombs, and Loiters (Recon Artillery, P-47 Reconnaissance Loiter)  Heavy Bomber Runs (Carpet Bombing Run, Breakthrough Incendiary Bombing Run)   A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target.  These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air.   Notes:  Loiters are currently bugged, and are able to be shot down easier than intened. We hope to address this in a future patch.    Mortars  Wehrmacht, Deutsche Afrikakorps, British Forces Light Mortars   HE Barrage cooldown reduced from 0.75 to 0  HE Barrage reload rate standardized to US Forces mortar   Veterancy Adjustments  Anti-tank Gun veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000  Panzerpioneer and Royal Engineers veterancy requirements reduced from 800/2400/4800 to 700/2100/4200  Walking Stuka Half-track and Sherman Whizbang veterancy requirements reduced from 1950/5850/11700 to 1500/4500/900   Sniper Units   Camouflage when leaving cover increased from 1 to 4 seconds.  Sight range increased from 35 to 40.   FACTIONS & ABILITY BALANCE CHANGES   US FORCES  USF continues to perform well, however, we have noted a number of overperforming units and abilities that made it difficult for the opposing player to counter or deal with. We are weakening certain abilities such as Pour it on ‘Em, the Sherman Easy E8 call-in, the M8 Scott’s White Phosphorous shells, and the offensive capabilities of the Air Support Center.     4x4 Truck  Frontal armor decreased from 5 to 4.  Moving weapon burst reduced from 100% to 75%.   Assault Engineers  Veterancy requirement reduced from 900/2700/5400 to 750/2250/4500.    Bazooka Team  Manpower cost reduced from 250 to 240.  Reinforce cost increased from 22 to 24.  Veterancy requirement reduced from 900/2700/5400 to 800/2400/4800.   Engineer  Veterancy requirement reduced from 750/1500/3000 to 600/1800/3600.    M3 Armored Personnel Carrier  Fortify Position ability reduces ability recharge times for nearby units by 25%.    M8 Greyhound Armored Car  Area of effect damage changed from 1/0.3/0.15 to 0.75/0.4/0.4.  Area of effect model limit  set from 0 to 2.  Area of effect radius increased from 1.75 to 2.  Max scatter reduced from 4 to 3.  Scatter offset set reduced from 0.33 to 0.   M8 Scott  White Phosphorus Barrage direct damage reduced from 80 to 10.  White Phosphorus Barrage now has a cost of 25 munitions.   M24 Chaffee Light Tank  APCR Rounds munition cost reduced from 45 to 35.  APCR Rounds penetration bonus reduced from +100% to +50%.  Reload time increased from 3.5/4 to 4/4.25 seconds.  Chaffee no longer does additional damage against friendly units.   Paratroopers  Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5; matches the standard US Forces frag grenade used by Riflemen.   Riflemen  Fire Superiority now reduces the squad’s speed by 33% when active.  M1918 BAR penetration reduced from 2.5/2/1.75 to 1.75/1.5/1.33.   Scout   Manpower cost reduced from 160 to 150.  Utility Package munitions cost reduced from 30 to 25.  Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.   Seek and Destroy  Accuracy bonus increased from 25% to 35%.  Capture bonus and received accuracy bonus while moving removed.  Seek and Destroy Ability properly provide its benefits to vehicles you control for the full 40 seconds duration of the activation.   Sherman  White Phosphorus Smoke ability no longer slows vehicles on hit.    Sherman Easy 8  76mm penetration reduced from 300/200/170 to 200/180/160.  Arrives with a veterancy 1 Engineer squad; unit only becomes Assault Engineers if the Assault Engineer is unlocked.  Command point requirement increased from 7 to 8.  Cost increased from 600 manpower and 100 fuel to 650 manpower and 105 fuel.   Sherman Whizbang  Precision Rocket barrage renamed to Long-Range Barrage.  Long-Range Barrage range increased from 80 to 160.   Long-Range Barrage range reload increased from 0.25 to 1.   Long-Range Barrage rocket count increased from 10 to 15.    Special Operations P-47 Dual Strafing Run  Second plane now arrives 2 seconds later than the first plane.    Support Center   Air Support Center  Ability reticules adjusted to be more representative of their area of effect.  Air Supply cost increased from 100 manpower and 30 fuel to 150 manpower and 40 fuel.  P47 Dive Bomb area of effect reduced from 10 to 7.  P47 Strafe’s 2nd plane now arrives 2 seconds slower.     Infantry Support Center  Munitions Surplus no longer grants an ability recharge bonus.  Survival Training now grants 25% faster recharge speed on infantry abilities.    Mechanized Support Center  Chaffee APCR Rounds ability penetration reduced from 300/200/160 to 270/165/120.   Munitions cost reduced from 45 to 35.  Canister Shot ability reworked to deal high damage against infantry in the open, but is less effective against units in cover. Deals 25% damage against units in garrison and heavy cover, 50% against light cover.  Munitions cost reduced from 45 to 25.  Greyhound canister area of effect model limit increases from 3 to 4.  Sherman canister area of effect model limit increases from 3 to 5.    US Airborne  M1919A6s upgrade time reduced from 50 to 30 seconds.    WEHRMACHT   While a potent faction, a number of the Wehrmacht units were underperforming when they should be key components of their respective tier’s arsenal. We have made a number of changes to address units like the Wirbelwind’s cost and the Stummel’s performance. Furthermore, the Armored Skirts upgrade has been reworked to offer a potent power spike for all the Wehrmacht’s core medium armored vehicles in the late-game.    20mm Flak 30 AA  Gun Team  Build time reduced from 45 to 40.  Crew health increased from 80 to 90.  Penetration increased from 26/22/18 to 30/26/22.  veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000.    251 Stummel Conversion  Auto-fire reload reduced from 5 to 4 seconds.  Barrage recharge time standardized to 20 seconds.  Barrage reload reduced from 2.5 to 2 seconds.  Barrage shell count increased from 4 to 6.  Munitions upgrade cost reduced from 60 to 50 Munitions.    Armored Skirts  Cost increased from 125 manpower and 25 fuel to 200 manpower and 45 fuel.  Now provides +80 health to all affected vehicles.  Side armor bonus removed.    Blitzkrieg – Breakthrough Battlegroup  Reload bonus increased from 35% to 40%.  Speed bonuses and received accuracy bonus reduced from 50% to 35%.    Command Panzer IV  AP rounds penetration increased from 90/75/65 to 90/85/75.  AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.  AP Round area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.  HE angle scatter reduced from 12.5 to 7.  HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.   HE round area of effect radius increased from 4 to 5.  HE round area of effect mode limit increased from 3 to 4.  HE round reload time reduced from 4.5/5 to 4/4.5.  HE rounds now fire directly at targets.  Movement scatter changed to match other tank guns.    Flakpanzer IV Wirbelwind   Cost reduced from 320 manpower and 60 fuel to 300 manpower and 50 fuel. Reload speed decreased from 3.75/4.25 to 1.875/2.125.  Tactical Advance replaced with White Phosphorous rounds.  White Phosphorous Rounds cause suppression and reduce a vehicle’s vision by 75% on hit for 5 seconds. Costs 30 munitions. Lasts 30 seconds.  Jaeger Light Infantry  Capture and de-capture bonus from reconnaissance package set to a flat +20% bonus.   Reconnaissance Package munition cost reduced from 60 to 50.   Kettenkrad  Communication cable munitions cost reduced from 35 to 25.  Communication cables now grants the Kettenkrad +33% capture and de-capture speed and grants +7 vision range to points captured by the Kettenkrad.  Communications cable resource bonus removed.  Speed increased from 10.50 to 11.75.  Mechanized 8Rad  Veterancy ability replaced with Deutsche Afrikakorps Commander 8Rad Ability.    Nebelwerfer  White Phosphorous rocket count increased from 5 to 6.    Pioneer  Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.    Panther  Tactical Advance replaced with Tank Hunter.  Tank Hunter is a Passive Ability that causes target vehicles hit by the Panther to be 25% easier to hit for 8 seconds. The affected unit will also be revealed, even in the fog of war for the entire duration.   Stosstruppen  White Phosphorous Grenades now properly deal damage over time.    BRITISH FORCES    We have given the British forces a small number of adjustments to address a number of concerns. The changes below should make it easier to deal with British artillery in late-game scenarios, and reduce how oppressive their vehicle rushes with Crusader AA or Stuart can be against infantry.    BL 5.5 Inch Howitzer  Command Point cost increased from 2 to 3.  Health reduced from 800 to 480.  Manpower cost increased from 320 to 400.  Dingo  Now gains shared experience.    CMP 15 CWT Truck  Veterancy 1 Improved Logisitic ability now shared between the standard CWT and the medical variant.    Commandos  Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5.    Crusader AA  Area of effect radius reduced from 2.5 to 2.  Area of effect distances reduced from 0.75/1.5/2 to 0.33/1/1.75.   Infantry Section  Recce Package passive vision bonus reduced from 7.5 to 5.    Light Vehicle Refit and Withdraw  No longer costs munitions.    M3 Stuart  Mark Target munitions cost increased from 25 to 45.  Mark Target penetration bonus reduced from +50% to +25%.  Area of effect damage changed from 1/0.3/0.15 to 0.5/0.3/0.3.  Area of effect damage distances changed from 0.44/0.875/1.31 to 0.375/0.375/2  Moving scatter increased from 25% to 50%.  Max scatter to 3.5.  Scatter angle from 7.5 to 5.5.  Scatter offset set to 0.125 to 0.   DEUTSCHE AFRIKAKORPS  We are making a number of changes to DAK to address some of the issues they face. These issues include a lack of ready access to infantry-based anti-tank units when going for the Mechanized Kompanie and the early weakness of their Panzergrenadiers when outside Combined Arms range. We still want DAK to be a vehicle-based faction that needs to leverage its vehicles to gain an advantage and have made improvements to early units like the 250 Halftrack to further emphasize to encourage vehicle play.    250 Halftrack  Manpower cost reduced from 260 to 250.  Front armor increased from 6 to 7.  Veterancy Requirements reduced from 1200/3600/7200 to 600/1800/3600.   Advanced Optics  New upgrade added to the Armory. Requires Panzerarmee Command.  Costs 250 Manpower.  Increases the vision range of all vehicles by +5 when moving. When vehicles are stationary, increases vehicle vision by +10.    Advanced Repairs  Manpower cost reduced from 200 to 150.  Advanced Repairs now requires the Light Support Kompanie. Previous Panzer Armee requirement removed.  Assault Grenadiers  Manpower cost reduced from 340 to 300.    Bersaglieri  Bersaglieri call-in ability recharge time increased from 60 to 75 seconds.  Manpower cost reduced from 320 to 280.   Breda Model 30 Light Machine Guns  Command point requirement reduced from 3 to 2.  Weapon burst duration increased from 0.75/1.25 to 1/1.55.  No longer grant 1 free LMG to Panzergrenadier and Bersaglieri squads.    Combat Half-track  Provides a flat 4 armor bonus to all facings to all affected units    Combined Arms  Gives +15% speed to all Deutsche Afrikakorps infantry who have Combined Arms available.  Panzergrenadier version no longer grants ability range bonuses and only provides +10% bonus to accuracy. Grants the same bonuses as the Combined Arms used by other infantry.   Command Panzer IV  Wehrmacht and Deutsche Afrikakorps Command Panzer IV now both share the ammo swap ability.  AP rounds penetration increased from 90/75/65 to 90/85/75.  AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.  Area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.  HE angle scatter reduced from 12.5 to 7.  HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.  HE round area of effect radius increased from 4 to 5.  HE round maximum damage cap from 3 to 4.  HE round reload time reduced from 4.5/5 to 4/4.5.  HE rounds now fire directly at targets.  Movement scatter changed to match other tank guns.    Grenade Package  Grenade Package Removed. Panzergrenadiers now require either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed in order to access grenades.    Kradschutzen  Speed increased from 11.5 to 13.    Light Support Kompanie  Now has access to Panzerjaegar squads costing 250 manpower.   Panzergrenadiers  Grenade range increased from 16 to 20.  LMG accuracy increased from 0.363/0.286/0.2332 to 0.396/0.312/0.2544.  Rifle accuracy increased from 0.493/0.484/0.341 to 0.538/0.528/0.372.  Model 24 grenade and Hafthohlladung Anti-tank Grenades now requires either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed.   Secure Location  Now grants a +20% decapture bonus in addition to its capture bonus.    StuG III D  Veterancy Requirement reduced from 1500/4500/9000 to 1000/3000/6000.  Firing Positions range bonus increased from +15 to +20 range. Notes:  Currently our Veterancy is 1000/2000/6000. This will be set to the intended values in our next patch.    Italian Infantry    Booby Traps  Command Point requirement from 2 to 1.  Booby Trap cost reduced from 55 to 45 munitions.  Traps that detonate on a Victory or Territory point will increase the time it takes to capture the given point by +100% for 20 seconds.    Cannone da 105/28  Command Point requirement from 4 to 3.    Designate Defensive Line  Renamed to Sound the Alarm.  Munition cost reduced from 60 to 40.  Now also makes squads 20% harder to hit when active in addition to other bonuses.  Now plays an alarm effect on activation.   Guastatori  Armor increased from 1.25 to 1.5    L6/40  Cost increased from 450 manpower and 30 fuel to 475 manpower and 35 fuel.  Emergency Speed now replaces Italian Brotherhood: Increases speed by +50%, and has +25% acceleration while making the unit 25% harder to hit. Disables weapons while active.   Health increased from 240 to 280.   Now has medium crush.   Penetration increased from 16/14/13 to 45/25/15.    Propaganda War    Now has a delay before the ability activates.  Now fires 10 shells over a large area that cause suppression damage. Targets that are pinned will retreat if they are in the blast radius of propaganda shells. No longer causes units to immediately retreat if they are not pinned.   We have also made some significant changes to the Italian Infantry tree, increasing its viability.  Before    After      BUGFIXES    Art/Animation  Changed the way weapon swap animations are played so they are now layered as upper-body animation. Mechanically that means that when a unit upgrades to a new weapon (such as the BAR) or when a unit changes weapons (such as mine sweeper for engineers), they no longer stop in their tracks and get separated from the rest of the squad.    Fixed a T Pose when units embark into the Deutsche Afrikakorps 205 Light Carrier.   Fixed hit reaction animations when infantry is dropped to prone from explosions (grenades, mortar, etc.). These animations should now quickly end when the squad is issued a command, instead of keeping the unit locked down for the full length of the animation (It was never the intention for hit reaction animations to lock down units in place).  Fixed a problem where squads would lose the player's requested unload destination if the player issued a second order while the squad was in the process of unloading. The vehicle will now properly acknowledge the new destination and navigate accordingly. Soldiers will now also respond to the unload more quickly and will exit the hold more seamlessly.  Modified the Weapon Swap to use an upper body animation layer. This should should mean kneeling units to no longer stand up when ordered to change weapons or tools.  Removed most pivots from infantry to increase infantry responsiveness.    There should be no more popping before and after throwing a grenade. Entities should now be using the aim animation while rotating to the ability location.   Adjusted the behaviour of infantry entering cover while engaged in combat. Infantry will now avoid sliding into cover (and instead opt to stay standing and shooting) if they are in the middle of aiming. However, the unit will still do the slide into cover animation if they aren't aiming - which might happen depending on a number of factors, such as the weapon type, range, wind down period etc.     Gameplay  Anti-Air units can now target airplanes outside the playable area.       Artillery should now fire with a 20 second cooldown that is surfaced through a decorator It should respect having vision on the enemy unit.     Breach now forces retreat of garrisoned units.      Burst weapons will no longer keep firing if the target ducks behind a shot blocker.    Clarified the meaning of “resource lost” stats with tool tips. This means the resource value of units lost in combat.   Fallschirmpioneers now have access to wire cutters from the start of the game.    Fixed damage over time damage not awarding veterancy and kills to the damage originator.    Fixed HMG redeploying when switching targets in arc.    Fixed a bug where the Panzerjaeger squad was unable to fire Anti-Tank Tear Gas round if the remaining squad members didn't have Panzerbuchse 39 equipped.    Fixed a bug where it was possible for a unit who was repeatedly given the Stop command to completely lose the ability to attack. This was unintentional, and now units told to stop while they're already stopped will no longer cause them to stop attacking. This bug affected infantry, vehicles and structures alike (defensive positions, etc.).   Fixed a missing UI text string on the Salvage Crew ability for the M3 Armored Personnel Carrier when used on friendly or hostile units .  Fixed a tool-tip issue with the Bishop's direct-fire ability.  Fixed an issue where certain call-in units could not be deployed due to incorrect population requirements.  Fixed an issue where certain units could double shot projectiles. Shermans, Brummbars, and Greyhounds now need to cycle a reload sequence if they fired a shell before using WP, Bunker Buster or Smoke shot.    Fixed an issue where Deutsches Afrikakorps Schu Mines and Teller mines would not cancel construction if the builder was given another order before construction begun.   Fixed an issue where Flak emplacements would not be cancelled if the engineer was given a build other before they reached the construction site.   Fixed an issue where Wehrmacht bombers used the incorrect model during the Montella mission.   Fixed an issue where Tear Gas would not disable an indicator over the target.   Fixed an issue where the Crusader had further sight than intended.  Fixed an issue where the Hellcat and M3 75mm Gun Motor Carriage First-Strike Veterancy bonus failed to work correctly.  Fixed an issue where the Stosstruppen Red Phosphorous Grenade would not continue to deal damage after detonation.    Fixed British Forces Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.    Fixed invalid target requirement text for the Sherman's White Phosphorus Shell.  Fixed M1 Anti-Tank Gun continuing to fire while Brace ability was active.    Fixed M1 Anti-Tank Gun not firing after Brace ability ends.    Fixed missing UI requirements for the Captain's 'Rally to Me' ability.  Fixed players appearing on the wrong team after a skirmish restart.    Fixed Recover Wrecked Vehicle ability range for recovery vehicles.    Fixing a programming glitch that caused repeatedly giving the Attack move order to prevent a unit from moving. Repeatedly giving Attack Move orders now behaves smoothly, similar to how repeatedly giving the Move order does.    Improved weapon range visualization to account for shooter size.    L6/40 Combat Group should now properly be 10 population instead of 12.  Mortars and HMG's should now have their abilities cancelled when pinned.      Pathfinding tuning on Deutsche Afrikakorps recovery now matches the US recovery vehicle.   Setup HMG teams will no longer become stuck if given a reface order in place.    Smoke Canisters should no longer break functionality on the creeping barrage ability.   Team weapons no longer change targets when already engaged via an attack move order.    The Focus Next Infantry command now cycles through units properly, skipping over retreating units.   Unit Efficency has been changed to Efficiency Factor, which is now a ratio like 1.5, rather than 150%. Efficiency Factor means the amount of resource damage dealt to enemies, divided by the cost of units produced. There are now tooltips to explaining this.   Beyond the meaning of Unit Efficiency being unclear, there were also errors in the calculation of efficiency which have been fixed. (Average) efficiency was displaying a total instead of an average. Additionally, the total damage dealt had been including friendly fire and environmental damage.  Updated a large number of tooltips in-game to display numerical values for bonuses of many upgrades and abilities.  Updated the VFX on On Map Communication Pings for the Attack, Defend and Look Here pings. Added a new VFX beam to make pings more visible when used on tall assets like buildings or when placed behind trees and bushes.  You will now receive a specific message in the left-hand-side event queue if one of your units takes a hit from a sniper.   Fix wrecks staying attached to recovery vehicles when issued move command.   Performance/Stability  Improvements in detecting cases of file corruption and trigger verifications on game installs.  Fixed a rare crash that would occur while previewing unit pathing using Tactical Pause.  Turning off FSR with antialiasing on doesn't crash anymore.  Improved/Reduced Frame Per Second drops while in a match.  Fixed crash when closing prompts from a previous mission.    Single player  Dynamic Italian Campaign  Adjusted bunkers to prevent paratroopers from dropping behind them on Monte Cavo map.   Fixed stuttering during mission zero intro sequence.  Fixed the default save names not changing in different game modes.  Fixed an issue with the Anzio Annie Barrage ability not having a cooldown.   Fixed damage on bridges with abilities such as bombing or barrages. These abilities now do the intended damage.  Fixed cursor showing that incorrectly showed you can attack again when you controlled a naval unit that had already attacked this turn.   Fixed FSE that can occur after loading a Calabria tutorial save.   Fixed game crashing when loading some save files that had used paradrop.   Fixed issue where troops would sometimes walk through Italy after landing from troop transport ability from port.  Fixed map atmosphere state not being saved.   Fixed Recover Wrecked Vehicle ability range for recovery vehicles.  Fixed save overwrite confirmation dialogues not always displaying when making a save with an existing name.  Fixed turn soft locking after using naval transport ability on a specific location in the Calabria campaign map tutorial. This only fixes new saves.  Fixed the tooltip text to no longer be a blank “Requires: “ when issuing move orders out of bounds on the campaign map.  Improved clarity on the ability fail message when trying to cast ability out of range.    Addressed the jittery transition from zoomed in to zoomed out states on the Italian Campaign map.   Attempting to capture towns no longer deal damage to it prior to doing mission or skirmish.  Repainted territory in the Cliff Crossing Skirmish to make sure that the new territory layout has separate sectors for each point.  Replaced detachments with emplacements in the Italy population breakdown menu.     North African Operation  Adjusted asset position to prevent blocking garrison doors in the Ajdabiya mission.   Fixed a bug in the Ajdabiya mission where the Flak 36 Objective could be completed by driving the truck up without the Flak 36.   Fixed an issue causing the title card to play even when the player is not first starting the operation.  Moved the enemy spawn locations to prevent them from spawning in view in the Ajdabiya mission.   Reviewed UI mission completion and start popups to reduce cases where they appear back-to-back.   UI/UX  Building production buttons now have a toggled state.   Changed the message on disconnect notifications to add clarification.   Fix a crash that can occur when loading saves from Gela.   Fixed a bug that caused dialog messages to get cut off in certain aspect ratios.   Fixed a typo in Deutsche Afrikakorps Armored Support Group name.   Fixed an issue occurring when a newly created North African Operation save uses the default name of the last completed mission.   Improved the tooltip message shown when trying to invite offline players to your party.  Replaced the CoH3 Desktop icon to support sizes from 16px to 256px.  The Battlegroup panel can now be closed by pressing ESC or clicking outside the panel.  Fixed an issue where the Night Fighter Resource Point cosmetic did not state which resource point it affects.  Fixed an issue that prevented some players to receive new daily or weekly challenges on reset Updated the Co-op vs AI stats to have the most played faction.  Disabled Select Map and Game Options buttons during match start countdown.  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/81-pc-umber-wasp-1-3-0-patch-notes
    • MaJ v1.1.6.1 - 2023/09/05 mardi This update brings the Console Edition of Company of Heroes 3 in line with the 1.1.6 PC update with the exception of the in-game store, Challenges and Merit, which will not be coming to console. We are hoping to bring cosmetics to console in a different fashion at some point in the future. We have also made several console specific changes in this update outlined below. Additionally, we are introducing a new map, gameplay and balance changes, and plenty of bug fixes.  NEW CONTENT    Catania Crossing – 3 vs 3 Map  Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes.   A return to classic CoH bridge maps, based on the Allied Landings in Sicily.   Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.    CONSOLE CHANGES    Dynamic Resolution  Dynamic resolution will now allow the PS5 and Xbox Series X to track closer to their target settings. Performance will target 60 FPS and scale resolution to achieve it. Resolution will attempt to retain 4k at 30 FPS. There is no change to the Xbox Series S implementation.    Tutorial  We adjusted the controller tutorial for changes in steps and updates from PC.   Added the ability to load Keyboard + Mouse tutorial on console. This will depend on the input method when loading into the tutorial mode. Saves will retain the input used and display a warning message if they detect the incorrect input type when loaded.    Online Requirement Change:   Removed consistent online check. Checks now occur on startup and when entering multiplayer. An online connection is still required for startup. This is to resolve issues of losing connection during gameplay.   The game will now display an error message when attempting to access multiplayer while offline   Saves can now be completed when a connection drops.     GENERAL CHANGES    A.I.  A.I. respond accordingly to different ping types   Attack ping, question ping - may send units to appropriate location pinged   Defend ping - may respond with defensive behaviors   Capture behavior when pings issued on capture points    Audio  New voiceover for Gurkha Infantry unit.  Audio improvements for the British Forces War Cry ability. All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.    Camera    The camera now allows players to zoom out an additional 5 meters using the RS, increasing the overall zoom level.     Event Cues    Event Cues are now aligned over top of the minimap.    Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.   Event Cues are now limited to how many can display on screen at the same time   The background transparency of Event Cues has been reduced to improve readability      Italian Dynamic Campaign  The A.I. (Artificial Intelligence) will now be performing offensive behaviors more often on difficulties above standard and easy. Expect to see the AI sending companies into player territory, recapturing towns and attacking player companies.  We expect a higher rate of defense missions triggered, which will occur when the A.I. attacks player towns where these missions exist. These differ from Skirmish modes, which we hope will add more variety and replayability to the Italian Dynamic Campaign. Expect more combat at towns/cities like Potenza, Foggia, Ortona, and Anzio.   It is expected to see more aggressive behaviors from the A.I. while playing on greater difficulty levels.   AI now uses Recon Runs less often, and on a wider variety of targets.   Campaign Map Population Capacity adjusted so more supporting units can be built in the early campaign.   P47 Population Capacity cost reduced from 3 to 2   B25 Population Capacity cost reduced from 4 to 3   Aircraft Carrier Population Capacity cost reduced from 6 to 4.    Maps     Gazala Landing Ground   Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.     Mignano Gap   Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles    Removed cover from Greek staircases to prevent unintended balance issues.   Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.     Multiplayer  Disabled battlegroup selection during match start countdown. This change helps prevent players from having non-functioning battlegroups when loading into a match.   Enemy A.I. in Skirmish mode is now less likely to try to capture the same point with several units and more likely to try to capture separate points with individual units.    Player Names    A toggle for player names has been added to the game settings both while in a match and in the main menu   ON: Player names will be permanently displayed under the unit decorator.   OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey. (Hotkey is only available with Keyboard + Mouse input)   Player names will be displayed on unit information cards.   Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.     Player List   Added a tooltip when on Battlegroups in the Player List, containing the Battlegroup name and a brief description.    All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.    Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.    Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.    Unique team / Player Colors   Team and Unique colors now apply to player names.   Team and Unique colors now apply to units' health bars on the unit cards.    Territory point flag and capture UI now uses team colors rather than unique colors.     FACTIONS & ABILITY CHANGES    General    Anti-Tank Rifles  Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles  Range decreased from 40 to 35   Weapon cooldown modifier when suppressed increased by +50%    Auto-Reverse Distance   The distance a player can now issue an automatic auto-reverse command without using the auto-reverse ability has been set from 20 to 60     Barbed Wire   Armor increased from 1 to 10      Bunkers  Wehrmacht Bunkers & Afrikakorps Heavy Machine Gun Bunker    Build times standardized to 20 seconds      Button Abilities   Wehrmacht Flak 30 AA Gun, US Forces M16 Multiple Gun Motor Carriage & US Forces M1919 Heavy Machine Gun Team   Button no longer disables weapons   Button now reduces sight by 50% and speed by 25%; speed penalty is increased to 50% on penetrating hits   Duration set to 15 seconds    Indicator now added when the ability is active   Recharge time standardized to 120 seconds    Forward Reinforcement Times   Reinforcement time of in-combat units located +45m away from the HQ increased by +100% for a total of +200%    Reinforcement time of units located +45m away from the HQ increased by +100%      Infantry and Mortar Flares   Mortar and Infantry flare duration decreased from 30 to 15     Mobile Anti-Tank Guns   Will hit objects and terrain significantly less   Horizontal traverse speed increased from 16 to 24   Aim-time decreased from 0.5 to 0.125    Build times standardized to 40 seconds   Reinforcement time standardized to 5 seconds   Accuracy at long-range increased by 7%      Mobile Heavy Machine Guns   Cost standardized to 240 manpower   Crew health increased from 80 to 90    Horizontal traverse speed increased from 35 to 50   Infantry now become pinned around 17% faster   Reinforcement time standardized to 5 seconds   Suppression radius increased from 13 to 15   Suppression recovery now takes 3 seconds longer     Smoke   Smoke duration decreased from 30 to 20 seconds     Snipers  Aim-times standardized to 1.75 seconds    Target size increased from 1.33 to 1.5    Vision range decreased from 45 to 35   Weapon cooldown increased from 3.5 to 3.75/3.825 seconds    Planes   Standardized airplane arrival times:    Utility based airplanes (includes smoke & recon runs): 3 seconds   Strafing runs: 5 seconds   Bombing runs: 7 seconds   Airplanes now start their dives earlier to allow for a less aggressive angle.   Airplanes speed increase while loitering from 36 m/s to 72 m/s.   Airplanes turn angles are increased from 25 degrees to 60 degrees.   Adjusted Airplane crashes to create deformation and include a new effect.   Adjusted Airplane crashes to damage environmental objects.   Adjusted Airplane debris to last longer.   Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.   Adjusted Airplane abilities flares to match the center of the ability reticule.   Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)    Airplanes performing paradrop abilities are now invincible.   Airplanes performing Mark Target abilities now show a proper indicator on the target.     Airplane Weapon & Projectile Changes   Adjusted projectile speeds overall to be 2x to 3x times faster.   Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.   Adjusted deformation to better match the area of effect of some of the explosions.   Adjusted strafing runs to have an area of effect of 45m length.   Adjusted strafing runs to cover the area within 1s as opposed to 3s.     Loiters   Loiters no longer acquire new targets in base sectors.   Loiters now display a ground indicator that reflects the target acquisition area.   Loiters now display an indicator on top of the unit they are targeting.   Loiters now properly display the time left for the ability to end.   Loiters now take longer in between passes.     Factions   British Forces    Bishop Self-propelled Gun   Barrage recharge time increased from 30 to 45 seconds      B.L. 5.5 Inch Artillery Emplacement   Build time decreased from 70 seconds to 40 seconds      Centaur   Area of Effect radius increased from 4 to 6    Cost decreased from 380 manpower and 80 fuel to 360 manpower and 75 fuel   Horizontal traverse speed increased from 25 to 50   Reload speed decreased 6 to 4.5 seconds   Smoke Shot veteran ability now only fires 1 round   Speed increased from 5.2 to 6      CMP15 CWT AA Truck   Anti-aircraft range bonus from +600% to +1000%    Horizontal traverse speed increased from 120 to 160    Now deals +50% extra damage against aircraft   Range reduced from 45 to 40      Commando Light Machine Gun Section   Manpower cost reduced from 350 to 320   Population cost reduced from 9 to 8     Commandos   Reinforcement cost decreased from 40 to 31     Crusader II   Fuel cost increased from 60 to 70      Dingo   Coordinate Barrage and Decoy Flare range decreased from 60 to 45   Coordinated Barrage cost decreased from 45 to 35 munitions    Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Infantry Section   Base of Fire passive veteran ability now requires the unit to be in cover to activate   Coordinated Barrage cost decreased from 45 to 35 munitions      Matilda II Heavy Tank   Population cost reduced from 14 to 13      Royal Engineer Section   Build time increased from 16 to 20 seconds      Training Center Upgrades   Combat bonuses now only apply once to units with at least 1 level of Veterancy   Damage bonuses from all upgrades removed   Upgrades buff no longer stacks per veterancy level. It is now a consistent 10% bonus that is applied only once     Vicker Heavy Machine Gun Team   Build time decreased from 41 to 30 seconds    Air and Sea Battlegroup   Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5    Incendiary Bombing Run Command Point cost increased from 1 to 3     Anti-tank Rocket Loiter   Munition cost increased from 120 to 180   Typhoon rocket damage from 200 to 100   Typhoon rocket count from 6 to 5 per pass     Naval Blockade   Duration reduced from 60 to 30 seconds   Munitions cost reduced from 80 to 50     British Armoured Battlegroup  Churchill Black Prince Command Point cost increased from 6 to 7     Indian Artillery Battlegroup  War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged     4.2 Inch Heavy Mortar   Cost increased from 440 manpower to 440 manpower and 20 fuel     Perimeter Monitor   Perimeter Monitor Cost increased from 150 to 225 munitions     Deutsches Afrikakorps    250 Light Carrier   20mm autocannon conversion cost reduced from 75 to 60 munitions    Build time reduced from 40 to 35 seconds   Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Advanced Field Repairs   Manpower cost reduced from 250 to 200       Booby Trap    Increased cost from 30 to 55 munitions   Armor reduced from 35 to 1  Greatly reduced Boobytrap damage; damage now also tapers off from the blast point centered on the capture point      Emergency Repair Kits   Manpower cost increased from 250 to 325      Fire Support Elements   Cost reduced from 150 manpower and 45 fuel to 100 manpower and 40 fuel     Flak 36 88mm Anti-Tank Gun   Build time increased from 30 to 45 seconds      Flakvierling Half-track   Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%   Angle scatter reduced from 8 to 3    Burst duration increased from 1.75/2.5 to 3.5/4 seconds   Weapon cooldown reduced 2/2.5 to 1.5 seconds   Weapon long-range cooldown multiplier increased by 50%      Kradschutzen Motorcycle Team   Build time reduced from 35 to 30 seconds      L6/40    Armor increased from 40/20/15 to 50/40/25   Flamethrower munition cost reduced from 75 to 50      Le.IG 18 Support Gun   Build time reduced from 61 to 45 seconds      MG 34 Heavy Machine Gun Team   Build time set to 30 seconds      Pak 38 Anti-Tank Gun Team   Manpower cost reduced from 290 to 260      Panzerjaeger   Panzerjaeger Tear Gas Shot ability no longer creates a White Phosphorous Cloud explosion effect. The performance is unaffected.      Panzergrenadier Squad   Build time reduced from 25 to 20 seconds      Rapid Advance   Rapid Advance manpower cost increased from 250 to 325      StuG III D Assault Gun   Acceleration increased from 2.5 to 2.67    Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40   Support Advance ability range reduced from 60 to 45   Support Advance ability toggle recharge now from 0 to 5      Tungsten Rounds   Damage bonus removed   Penetration bonus increased from 20% to 25%      Vehicle Survival Package    Health bonus reduced from 80 to 40    Armored Support Battlegroup   Assault Salvage Command Point cost reduced from 3 to 2    Panzer III Flame Tank Command Point cost increased from 3 to 4    Panzer Storm Command Point cost reduced from 3 to 2    Superior Fire Drills Command Point cost reduced from 2 to 1    Stuka Anti-Tank Loiter Command point increased from 3 to 5   Veteran Gunners Command Point cost reduced from 2 to 1      Stuka Anti-Tank Loiter   Munition cost reduced from 225 to 180   Damage reduced from 33 to 10   Damage against vehicles decreased to 22.5    Stuka Dive Bomb  Munition cost from 250 to 150.     Italian Combined Arms Battlegroup  Force Recon Command Point cost reduced from 2 to 1   Secure Location Command Point cost reduced from 2 to 1    Carro Armato M13/40 Light Tank   AP Rounds penetration bonus from +90% to +33%   Fuel cost increased from 45 to 50   Italian Vanguard reload bonuses per nearby Italian unit from -10% to -5%. Reload bonus maxes out at -25% or 5 units   Main Weapon rate of fire decreased from 3.2/3.5 to 3.5/4.125 seconds    Italian Infantry Battlegroup    Guastatori   Anti-tank satchel ability removed    Manpower cost reduced from 440 to 400   Now able to plant regular mines   T.35 Gas Mask ability now requires Veteran Level 1      US Forces    4x4 Truck   30cal machine gun lethality increased by 13%    Self-repair speed increased from 8 to 12   Self-repair duration increased from 10 to 15   Veteran ability Capture and Decapture speed increased from 100% to 125%      Advanced Logistics   Manpower cost reduced from 250 to 200      Assault Engineers   Reinforcement cost decreased from 25 to 23      Bazooka Team   The Destroy Obstacles ability damage penalty against infantry is increased from 25% to 75%   White Phosphorus Rocket ability cost increased from 25 to 35 munitions      Engineer   Reinforcement cost decreased from 25 to 23  US Forces Engineer squad's "Light It Up" veterancy ability can now be used without a Flamethrower. Costs 30 munitions without flamethrower upgrade.      Grenade Package   Fuel cost decreased from 25 to 15   Research time decreased from 30 to 25 seconds     High Velocity Armor Piercing Rounds  M4A3E8 Sherman & M18 Hellcat    Can no longer pierce through shot-blocking obstacles   HVAP rounds now use the reload times of the parent vehicle’s main weapon, this is a general reload time decrease of 1 second resulting in increased rate of fire      M3 75mm Gun Motor Carriage   Aim-time decreased from 1 to 0.125    Barrage range decreased from 60 to 50    Barrage recharge decreased from 70 to 45 seconds   Penetration decreased from 300/250/220 to 200/160/140   Reload time decreased from 4/4.5 to 3.75 seconds   Rotation rate increased from 30 to 50      M3 Half-track   Conversion to M3 75mm Gun Motor Carriage decreased from 75 to 60 munitions    Manpower cost decreased from 270 to 250   Non-converted form now gains Shared Veterancy      M4 Sherman 105mm Dozer   Manpower cost decreased from 420 to 400      M8 Greyhound    .30cal Coaxial Machine Gun lethality increased by 10% at all ranges   .50cal Pintle Machine Gun lethality increased by 20% at all ranges   Speed increased from 6.4 to 6.75     M8 Scott   Barrage minimum range decreased from 15 to 10    Cost decreased from 320 manpower and 60 fuel to 280 manpower and 50 fuel   High Explosive Barrage reload time decreased from 3/4 to 2/2.75 seconds   Horizontal weapon traverse speed increased from 30 to 45    Reload time decreased from 4.5 to 3.5/4 seconds   Vertical weapon traverse speed increased from 10 to 15     M16 Multiple Gun Motor Carriage   Armor decreased from 12.5/9.375/6 to 10/7/5   Can now use the Prioritize Vehicles ability   Damage against aircraft decreased by -77.5%   Weapon penetration decreased from 2.5/2/1.5 to 2.5/1.5/1.25     M24 Chaffee Light Tank   Acceleration from 2.5 to 3.5   Deceleration from 3.5 to 5.5    Manpower cost reduced from 320 to 300   Now has medium vehicle pathing and medium crush   Rotation rate from 35 to 40   Reload time decreased from 3.875/4.375 to 3.5/4 seconds   Speed from 5.5 to 6.5     M1918 Browning Automatic Rifles   Research time decreased from 45 to 30 seconds      M1919 Heavy Machine Gun Team   Build time decreased from 45 to 30    Riflemen   Browning Automatic Rifle long-range lethality increased by 15%    Browning Automatic Rifle mid-range lethality increased by 5%    Pour it On’Em Ability area suppression removed   Recharge time from 120 seconds to 180 seconds   Weapon suppression adjusted; changes are a general decrease   Browning Automatic Rifle suppression decreased from 0.005 to 0.003    Garand Rifle suppression increased from 0.005 to 0.0075   Thompson SMG suppression decreased from 0.01 to 0.00075    Scouts  Build time increased from 25 to 33      Survival Training   Fuel cost decreased from 80 to 50    Health increase now applies to team weapon crews    M4A3E8 Sherman   High-Velocity Armor Piercing Rounds veteran ability is now a default ability   Veterancy abilities changed to the match standard M4A1 Sherman – High Explosive Rounds and White Phosphorous Rounds      76mm Sherman   AOE damage drop-off reduced to Sherman 75mm levels   AOE model damage cap decreased from 4 to 3     Airborne Battlegroup    Airborne Reinforcement Loiter   Fixed the ability reinforcing squad to full strength even after the ability was over   Maximum number of reinforce entities from infinite to 12-15 total   Munition cost increased from 80 to 150   Reinforce rate dramatically reduced to 1 model replaced every 4 seconds     Pathfinders   Build time increased from 25 to 33    Flare ability range decreased from 50 to 40   Now have access to the Utility Package    Flares, Rifle Smoke Grenades and Rifle Grenades now all require the Utility Package    Reinforcement cost increase from 25 to 30 manpower   Smoke Rifle Grenade recharge time increased from 120 to 180   Upkeep per population increased from 1 to 1.25 manpower per minute     Armored Battlegroup  Rapid Production Command Point cost decreased from 1 to 0   Seek and Destroy Command Point cost increased from 2 to 3   Strength in Steel Command Point cost decreased from 2 to 1    Field Repairs   Ability duration increased from 30 to 45 seconds   Health restored per second increased from 11 to 20   Munitions cost decreased from 125 to 100   Will now activate if the vehicle is on the move     M4A3E8 Sherman Combat Group   Cost decreased from 800 manpower and 120 fuel to 640 manpower and 100 fuel   Command Point cost decreased from 8 to 7   The Sherman Easy Eight will now enter the field carrying a Veteran Level 1 Assault Engineer Squad instead of the standard Rifleman Squad    Special Operations Battlegroup  Sherman Whizbang Command Point cost decreased from 6 to 5    Sherman Whizbang   Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel   Population cost decreased from 14 to 13   Wehrmacht    251 Medium Carrier   Conversion to Stummel cost decreased from 90 to 60 munitions   Non-converted form now gains Shared Veterancy   Riegel Mines now properly camouflage and trigger   Riegel Mine damage increased from 300 to 500   Riegel Mine deployment time from 11.5 seconds to 7.5 seconds      Armored Car 221   Cost decreased from 280 manpower and 30 fuel to 220 manpower and 25 fuel   Panzerbusche mid-range accuracy increased by 18%   Panzerbusche far-range accuracy increased by 43%   Speed increased from 6 to 7.75      Flak 30 20mm Anti-Air Gun   Build time decreased from 50 to 45 seconds     Grenadiers   Assault Package cost from 45 to 50 munitions   Assault Package Sprint ability munition cost removed   Sprint recharge time increased from 35 to 180   Manpower cost decreased from 270 to 260   Medical kit healing duration increased from 15 to 30 seconds    Medical kit healing rate per second reduced from 8 to 6   Veterancy Level 2 accuracy bonus multiplier increased from 10% to 15%    Veterancy requirements decreased from 900/2700/5400 to 800/2400/4800      Hulldown Ability   Hulldown bonuses are activated 10 seconds after the ability is triggered.    An indicator was added to represent the countdown before the bonus triggers.     Jäger Light Infantry   Capture and decapture rate decreased from 150%/125% to 133%/100%    Smoke grenade range decreased from 45 to 35   Sight reduced from 42 to 35   Reconnaissance Package now increases vision by +7 and capture and decapture rate back to 150%/125%      Panzerschreck    Accuracy against infantry decreased by 50%   Area of effect damage removed   Long-range aim-time multiplier increased from +50% to +100%    Ready-aim time increased from 1/1.25 to 1.25/1.5 seconds   Scatter increased; rockets should no longer reliably scatter into vehicles at longer ranges      Marder III M Tank Destroyer   Long range accuracy increased by 20%      MG 42 Heavy Machine Gun Team   Build time decreased from 26 to 25     Officer Quarters Upgrades  Infanterie Kompanie, Luftwaffe Kompanie, Panzergrenadier Kompanie & Panzer Kompanie  Research time decreased from 45 to 30 seconds    Panzer IV Command Tank   Acceleration increased from 1.9 to 2.5   Deceleration increased from 3 to 4   Speed increased from 5 to 5.5      Panzergrenadier Squad   Manpower cost decreased from 360 to 340     StuG III G Assault Gun   Acceleration increased from 1.9 to 2.67   Cost adjusted from 360 manpower and 50 fuel to 300 manpower and 60 fuel   Deceleration increased from 3 to 4   Long-range accuracy increased from 0.045 to 0.0475    Rotation rate increased from 30 to 40   Reload time decreased from 4/4.5 to 3.5/4 seconds   Weapon penetration increased from 180/140/110 to 250/180/140      Stosstruppen   Armor increased from 1 to 1.25   Overall DPS output increased by 13%   G43 accuracy increased from 62% / 61%/ 57% to 70% / 67% / 64%   G43 now properly reloads after 10 rounds fired, not 9   LMG accuracy from 46%/ 45%/ 40% to 48% / 47% / 44%   LMG will no longer spread damage on the targeted squads but instead focus down individual entities   Reinforcement cost increased from 39 to 40      StuG III D Assault Gun (Short Barreled)   Acceleration increased from 1.9 to 2.67   Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40      Stummel Half-track   Auto-fire range increased from 40 to 45   Auto-fire minimum range removed   Area of Effect radius from 5 to 6   Area of Effect damage increased from 33% / 25% / 15% to 35 % / 25% / 20%   Penetration for barrage and auto-fire standardized to 20     Sturmpanzer IV Brummbar    Build time decreased from 55 to 45 seconds    Cost decreased from 440 manpower and 120 fuel to 440 manpower and 110 fuel   Rotation rate increased from 25 to 28   Reload time decreased from 8.25 to 6/6.25 seconds   Speed increased from 4 to 4.25     Wespe Self-Propelled Gun   Barrage recharge time reduced from 60 to 45 seconds   Creeping Barrage recharge time reduced from 180 to 70 seconds    Breakthrough Battlegroup    Panzer IV Command Tank   Command Point cost reduced from 4 to 2    Luftwaffe Battlegroup  Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree     Fallschirmjaeger   Manpower cost increased from 340 to 380   FG 42 ready-aim time from 0.125 to 0.5/1      Fallschirmpioneers   Manpower cost increased from 260 to 280 Recharge time increased from 60 to 75 seconds Reinforcement cost increased from 28 to 30 manpower     Fragmentation Bomb  Fragmentation Bomb now drops 6 bombs instead of 4.   Fragmentation Bomb now has two airplanes in formation.     Stuka Loiter  Stuka Anti-Infantry Loiter damage from 30 to 20   Stuka Anti-Tank Loiter damage against vehicles from 50 to 25   Stuka Anti-Tank Loiter rate of fire from 15 to 12     Mechanized Battlegroup  8 Rad Armored Car Command Point cost reduced from 3 to 2   Stosstruppen Assault Package Command Point cost reduced from 2 to 1   StuG III D Assault Group Command Point cost reduced from 4 to 3     Mechanized Assault   Munition cost increased from 80 to 120    BUGFIXES & IMPROVEMENTS    General  Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.    Fixed an issue with the main menu background not appearing.    Audio  Added a new sound effect to campaign map captures.     Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.   Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.    Capture point now always plays capture sound when neutralized.      Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.       Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Paratrooper Squad's M1 Carbine now uses unique firing sound effects.    Recon ability sound effects will no longer be heard in the fog of war.     The Humber 15mm turret's sound effect now correctly matches fire rate and animation.    US Forces halftracks now uses different audio after being upgraded.       US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.       Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.  Added audio cue for when a player joins or leaves a party.   Audio adjustments for map pings.   Combat music no longer starts immediately after intro to the Pomigliano airfield mission in the Italy Dynamic Campaign.   Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random skirmishes in the Italian Dynamic Campaign.   Fixed a bug that occurs when recovering an enemy vehicle and the vehicle would retain the enemy voice.    Fixed an issue where M2A1 Howitzers were missing voiceover lines.    Fixed an issue where restoring a wrecked vehicle would not play sound effects.    Fixed an issue where Victory and Defeat screen voiceover sometimes did not play.   Fixed an unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Fixed silent voiceover line at the end of the defend Potenza mission.   Hover sound effects properly play in the Select Map screen.    Intel voiceover warnings for weapon crews such as Anti-Tank-guns and Mortars didn't play when the unit was lost. Voiceover warnings now play correctly.   Refined the voiceover selection logic to reduce the recurrence of memorable lines.   Sound effect properly plays when hovering over A.I. difficulty settings.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    The Humber Armored Car and CMP 15cwt Truck now have a radio effect applied to their voice lines.    US Forces infantry will make footsteps sound when retreating.    Various Audio fixes missing voiceovers in different airplane abilities.     Voice Over  Fixed silent voice over line at the end of the Defend Potenza mission.    Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    Victory and Defeat screen voiceover will now always play.      Art  Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!    Anzio Annie crew now stands on the gun, where they should be.   British Forces M1 Pack Howitzer Team now uses the correct models and portrait.    Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.    CWT AA Mount seat no longer clips through benches.    Fixed smoke trails to match team colors.   Flame attacks correctly apply charring to vehicles.    Heavy machine guns no longer floats when the M8 Greyhound is destroyed.    Kattenkrad Recon Vehicle now produces debris when destroyed.    US Forces M1 carbine now uses the correct semi-automatic animation.  Added missing destruction to wrecked truck asset.    Buildings under construction no longer appear completed if you move the camera.    Fixed an issue where the main menu background would not appear.    Fixed lighting on the Battleship in the Italian Dynamic Campaign map.   Fixed missing hole in breech of British 6 pounder Anti-Tank gun.   Fixed several visual issues with debris physics from destroyed buildings.    Fixed taillights for Sherman tanks to bring them closer to real life taillights.    Fixed texture issue with Stuka plane wrecks already on maps that appear pure black.   Fixed textures on SSF Commando Squads Johnson LMG so it is not showing just black in game.   The Flammenwerfer 35 of the Wehrmacht and DAK is using player colors instead of the default grey.   Kettenkrad communication cables have an updated texture and color.   Sherman tanks explode with improved smoke effects.    Sherman Whizbang turret now has the correct color and material upon being upgraded.   The Devil's Brigade Sherman now has the correct material on its upgraded 76mm turret.   The flag on the Devil's Brigade victory point now connects with the flagpole.   Gurkhas now equip, attach, and animate correctly when obtaining new weapons.   US Forces M1 Anti-Tank gun team now holds their team weapon properly.    Victory and Defeat videos are now displayed in high resolution.    Wehrmacht Pioneers and Fallschirmpioneers now place schu-mine 42s when instructed instead of S-mines.     Animation  Engineers will no longer T-pose when canceling construction or having construction aided by another squad.    Engineers will no longer T-pose when reinforcing a squad.   Fixed an animation issue when units attempted to ride the Centaur IV Medium Tank.    Fixed an issue that could cause animation bugs upon reloading a save.    Fixed animation issues that could occur when a medic was carrying a casualty and their assigned medical building was destroyed    Fixed several visual issues with spent magazines remaining in the weapon during reload animations.    Infantry will no longer look like they are falling when near destroyed churches.    Mortar crews no longer get stuck in an infinite animation loop when they retreat after issuing a stop command during an ability.    Mortar crews no longer T-pose when retreating just as they are hit by another mortar.    Smoothed airplane turning for certain bombing run and supply run abilities.   The Afrikakorps 254 Reconnaissance Tractor's commander no longer has binoculars stuck to their face.    US Forces Heavy Machine Gun crews no longer have their ammo boxes float around after one of their comrades is killed.    Wehrmacht units holding STG 44s will no longer T-pose when rapidly turning around.    When aiming at a bridge with "Destroy Obstacles" ability, US Forces Bazooka squad members no longer T-pose to assert dominance over the bridge.    When riding in a vehicle towing a Heavy Weapon, the weapon's crew will try to keep their hands, feet, and heads inside the vehicle at all times.     Gameplay  Fixed a scaling issue where unit paths would be the wrong size on the minimap.      Fixed an issue where the cover dots indicators would be rendered floating in the air.     Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.    Fixed an issue where the minimap did not orient north correctly.     Fixed an issue where units got stuck when trying to exit certain buildings while retreating.      Fixed an issue with some environmental vehicles being targetable as if they were enemies.   Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.     Fixed several issues related to bridges not correctly having cover.     Loiter planes no longer disappear off map while performing abilities.     Updated Line of Sight generated by capture points to be more consistent with past CoH games.  Artillery now properly collides with Vehicles.    Base buildings align with HQ by default rather than pointing to the map's center.    Destroyed bridges no longer receive damage until they are fully repaired. This was because it was easy to deal damage faster than they could be repaired, resulting in permanently closed paths. Now to prevent bridges being restored after destruction, players will have to focus on disrupting or killing the engineers or recovery vehicles repairing them.    Fixed a bug where heavy weapons could not be recrewed when previous crew died while being towed    Fixed a few instances of AI-controlled Heavy Weapons tearing down instead of firing after setup.    Fixed an issue when A.I. controlled squads are entering from the map edge, where they would attack the players units from outside the playable area.    Fixed an issue where battlegroup abilities could spawn units targeting locations outside the map.    Fixed an issue where certain emplacements were missing veterancy description text    Fixed an issue where infantry inside specific buildings on specific maps could not attack or be attacked.    Fixed an issue where players had access to battlegroups from other factions.    Fixed an issue where sometimes vehicles would not rotate correctly to fire when given Attack or Attack Ground commands.  Fixed an issue where the icon was incorrect for auto-reinforce on Medical Stations and Field Infirmaries when de-activated  Fixed an issue with certain grenade abilities not going on cooldown properly after use.    Fixed several issues with units being able to leave the playable map area.    Heavy Machine Gunners no longer try to shoot targets that are out of range.    Heavy Weapon squads are now included in unit stats at the end of a match.    Improved vehicle movement and responsiveness.    Many tooltips and descriptions have been updated to better reflect abilities, units, veterancy, and upgrades for greater clarity and information to the player.    Fixed several tooltips and icons missing on abandoned British team weapons.   Fixed a tooltip issue where the advanced Self-Repair version of the 4x4 Truck did not state 'Must be Damaged' and instead, left a blank requirement   Paratrooper tooltip has been updated to reflect that paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.  Plane wrecks no longer have unexploded bombs attached to them.    Recovery vehicles will no longer fail to repair vehicles the first time you attempt to repair a vehicle after recovering its wreck.    Removed ability for units to stand behind and shoot through the closed door on second story of stone barn.    Several tank turret abilities that can be fired on the move will now stop correctly if issued a stop command.    Tanks no longer do a dance on bridges on the campaign map.     Tier 1 battlegroup abilities no longer have a warning that they require a previous ability to be unlocked.    Units no longer have the high ground while paradropped reinforcements are dropping in.    Updated Line of Sight generated by capture points to be more consistent with previous CoH games.    Updated rubble piles to improve pathfinding around certain key buildings.    Vehicles commanded to face in a different direction will turn properly instead of driving in circles.    When selecting a wrecked vehicle, the unit info card now mentions info about salvaging.    When taking window positions while garrisoning a building, infantry now prioritize squad members with special or heavy weapons for better firing positions.    Wrecked vehicles no longer scoot backwards before being lifted by a recovery vehicle during the recovery sequence.   Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.   Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.   Dingo is now properly affected by Training Center upgrades    Fixed an issue where all Marders would take additional damage on rear-hits   Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs    Fixed an issue where mines would suppress retreating units   Fixed an issue where Paratrooper carbines did not ignore cover at short-range  Fixed an issue where the Commando Grenade had minimum range   Fixed an issue where the Training Center Upgrades would not apply   Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart    Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles   Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns   Riegel Mines now properly camouflage and trigger  Fixed an issue where team weapons could get stuck if a retreat command is issued.   Fixed an issue where abilities upgraded with Double Sortie were not affected by Air Supply.     Localization  Added Japanese text display improvements.    Adjusted and simplified tooltip text throughout the game.   Fixed several typos and inconsistencies in texts.   Fixed an issue with subtitles in Campaign not appearing at the correct time.   Improved localization in all languages and integrated missing translations.   Improved localization on several abilities and unit descriptions.     Maps  Added missing cover to several objects in the environment.   Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.    Fixed an issue where certain buildings would make units garrisoned inside invincible.   Fixed an issue where territory lines did not display correctly on stairs.   Fixed missing collision on large standing fuel container on L'Aquila map.   Fixed several issues with indestructible hedges.   Fixed several issues with small objects taking up too much space and blocking unit movement.    Updated balustrades to provide cover as expected (identically to stone walls).   Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.   Updated map edge visuals on Torrente, including railway tunnel and rail lines.   Improved width of impasse around some cliff areas across multiple maps to reduce clipping.  Fixed an issue where certain buildings would not let units kill the last few enemies holed up inside them.    Fixed an issue with certain buildings where units retreating from inside the building would get stuck when trying to exit.    Fixed an issue with territory being drawn outside the playable area of the map.    Fixed several issues related to bridges not correctly having cover.   Fixed several issues with small objects taking up too much space when blocking unit movement.    Improved width of impasse around some cliff areas to reduce clipping.   Minor adjustments to Strategic and Victory Point locations on (6) Gazala Landing Ground to ensure the Western points favor the Southern team, and Eastern points favor the Northern team.   Removed cover from Greek staircases to prevent unintended gameplay issues.    Territory layout adjusted on (8) Mignano Gap to ensure a fair dispersal of munitions resources near each Team's HQ areas.    Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.     Updated hangar assets to no longer provide cover. Suspended sections were providing cover to units beneath them.    Updated map edge visuals, including railway tunnel and rail lines.  Updated rock geometry to be impassible, preventing undesirable clipping.  Updated terrain behind several rows of buildings to prevent buildings from being indestructible.    Single Player  Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.    Fixed a crash that sometimes happened when loading a save game.    Fixed mission failed dialog in certain campaign missions.     Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.  British Humber "Forward Barrage" ability no longer requires specific base buildings to be alive.    Churchill IV Heavy Tank call-in tooltip has been updated to reflect that it calls in ONE tank, not TWO.    Convoy routes in certain single player campaign missions no longer get stuck on the mini map.    Fixed an issue where the campaign call-in for Medical Half-Tracks and Medical CWT Trucks did not display their population on the ability UI.    Fixed an issue where the Italian Front CMP 15cwt Truck did not have a veterancy 1 ability like its African front variant.    Fixed an issue where the Italian Front CMP 15cwt Truck used the medical variant's portrait.    Fixed an issue where the Stuart in certain campaign missions was using the incorrect portrait.    Fixed upgrade inconsistencies between the CMP15 CWT Truck that comes towing the 17-Pounder and the one built from the Platoon Command Post    US Forces Airborne Company now correctly reduces the cost of bombing runs after unlocking the Cost Reduction upgrade.    Dynamic Italian Campaign  AA Emplacements can no longer shoot at Supply Crates.      AA emplacements no longer attack ships in the single player campaign.     Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.    Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.    Adding correct portraits to Supply Drop Crates.   Displaying correct description text on Supply drop Crates.       Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:   Battle Hardened - Raises minimum Veterancy Level of Gurkha Rifles to 2.    First Class Fighting Men - Raises minimum Veterancy Level of all infantry squads to 1.       Adjusted out of bounds vista in Salerno to make for a smoother transition in the distance.    Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.      Assassinate Baumann object will no longer auto-complete and the mission can be played.    Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.    Combat music no longer starts immediately after intro to the Pomigliano airfield mission.        Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.       Disabled the forward artillery ability in Salerno until the player gets access to a base.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective.    Enemy companies in the single player campaign now use recon abilities more consistently.     Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.       Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a bug in which narrative lines in the Ice Cream event could play out of order.    Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the The Great Ammo Robbery mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases    Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.    Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.    Fixed an issue where Partisan capture ability would sometimes not do anything     Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.     Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.    Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn    Fixed an issue with certain bridges on River Crossing Rescue not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.    Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.    Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.    Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.    Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.    Fixed an issue with the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.    Fixed lighting on battleships.    Fixed Partisan support ability sometimes not being selectable in skirmish/mission    Fixed post mission death animations for defending company playing on top of the initiating company    German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters/icons correspond with their Company Type       In the Anzio mission in the Italy campaign, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.    In the Enigma retrieval mission, added a small lump sum of manpower when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando fixed force feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.    Italy Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.    Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities       Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.    Repair and Heal cost no longer increase on Save/Load       Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.    Smoothed airplane turning for certain bombing run and supply run abilities.    Some missions in the Italian campaign now only trigger once.    The enemy territory that exists directly East of the player base in Gela now becomes player owned once the territory point to its north is captured by the player.    The Foggia mission now correctly registers when intel has been destroyed.     The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.     The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport       Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.  Added an impasse to prevent players from entering cliff rock assets placed throughout Hill Highway missions.    Added description text on Supply Drop Crates    Added relevant requirement text to the Heal, Repair, & Encircle abilities when out of range    Adding correct portraits to Supply Drop Crates    Adjusted and clarified objective text throughout the Italian Dynamic Campaign.    Adjusted buildings in Salerno mission to avoid overlapping placement.    Adjusted description for the following UK Artillery company abilities/upgrades to match their functionality in-game more accurately:    Battle Hardened - "Raises minimum Veterancy Level of Gurkha Rifles to 2."   First Class Fighting Men - "Raises minimum Veterancy Level of all infantry squads to 1."  Adjusted out of bounds vista to make for a smoother transition in the distance.    Adjusted position of Stuka assets in Pomigliano to prevent them from appearing sunken into the ground.    Adjusted the first few steps of the tutorial to restrict what the player can interact with.    Adjusted timing of Conti's voiceover to not overlap with sitreps.   Anti-Air Emplacements can no longer shoot at Supply Crates.    Anti-Air emplacements no longer attack ships in the Italian Dynamic Campaign.    Assassinate Baumann objective was autocompleting. Now the mission must be played.   Adjusted the narrative objectives/dialogue in the Italian Dynamic Campaign to present less to the player on one turn. This will only be seen on new playthroughs, ongoing playthroughs will not be affected.   Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal & Repair abilities.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective,    Enemy companies in the Italian Dynamic Campaign now use recon abilities more consistently.    Fixed a bug in which narrative lines in the "Ice Cream" event could play out of order.    Fixed a bug that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a narrative bug in the "Operation Morning Glory" mission where a line's audio was assigned to the wrong character.    Fixed several typos and inconsistencies in the game's text.    Fixed air supremacy ability of P-47 not dealing any damage    Fixed an issue in the Anzio mission where enemy units would spawn during a cutscene.    Fixed an issue on certain missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue that prevented description text from appearing on the "Swap Company" ability button.    Fixed an issue where an affecter slot that is supposed to be empty would sometimes be occupied by the affecter from the previous skirmish/mission    Fixed an issue where C-47 transport aircraft spawned in airfields and captured by companies with the "Air Support" trait were not displayed in the airfield management page.    Fixed an issue where Repair and Heal cost increased on Save/Load    Fixed an issue where ships moved via the "Transfer Seaports" ability could not move on following turns.    Fixed an issue where some mini maps did not orient North correctly.    Fixed an issue where the "Destroying the Guns" objective in the Gela mission would not complete properly before ending the mission.   Fixed an issue where the Marston Mats upgrade was not correctly reducing the fuel/munitions cost of aircraft abilities on the Dynamic Campaign Map.    Fixed an issue where the partisan capture ability would sometimes not do anything    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.   Fixed an issue where the Churchill Command Tank call-in did not reference the proper unit and its abilities.    Fixed an issue with certain bridges not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed dialogue bugs in the "The Winter Line" mission in which lines were assigned to the wrong characters.    Fixed objective UI language being incorrect when loading a save that was made in a different language.    Fixed partisan affecter sometimes not being selectable in skirmish/mission.    Fixed several issues where units could move through cliffs or rock faces.    Fixed the following towns (Lesina, Altamura) from running duplicate missions that were already used elsewhere.  In the Enigma retrieval mission, added a small lump sum of manpower (adjusted by difficulty) when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando "fixed force" feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.      German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters correspond with their Company Type.    In the Anzio mission, aircraft can now be used without being shot down if the "Destroy AA Guns" objective was previously completed.    If a Company is within range of the target and has 0 Movement Points it should still be able to heal or repair it. Navy Salvage and Repair ability have been moved so they are no longer overlapped by other abilities    Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run.    Replaced Forward HQ in Defend Salerno mission with a standard Headquarters building.    Some missions in the Italian Dynamic Campaign now only trigger once.    The enemy territory that exists directly east of the player base in Gela now becomes player owned once the territory point to its north is captured by the player to better reflect territorial gains. Previously, it stayed enemy owned because it is not capturable and has no resources.    The Foggia mission in the Italian Dynamic Campaign now correctly registers when intel has been destroyed.    The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport    Updated Mignano Gap territory balance and improved southernmost engagement area to be approachable from more angles. When attacking Salerno, the British Indian Artillery company no longer starts with free veterancy on their first infantry units.     North African Operation  Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.    Finale Mission - Fixed units clipping into each other during the introductory camera pan.   Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.    Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.    Fixed an issue where sometimes victory cinematics at Tobruk would play twice.    Updated minor timing issues with camera sequences.  Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Ajdabiya and “Fire with Fire” missions    Adjusted some tutorial text to include special cases when using different control profiles.    Fixed a narrative bug in the "The Great Ammo Robbery" mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue where sometimes victory cinematics would play twice.    Fixed an issue with subtitles not appearing at the correct time.    Fixed missing Mission Failed dialog in certain campaign missions.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.    Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.    Fixed units clipping into each other during the introductory camera pan.    Removed an unintended vehicle ability from the Ajdabiya mission     Skirmish  The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.    Tutorial  Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.    Fixed a minelaying tutorial tooltip staying active indefinitely.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.   Fixed an issue that prevented some hint messages from appearing.   Minor additional instruction hint added to the aid post tutorial sequence.      Multiplayer  Added missing foundation under some exterior props for German Luftwaffe Kompanie to stop them from floating if built on uneven terrain.    Afrikakorps "Emergency Repair Kits" upgrade no longer works while vehicles are moving.    Afrikakorps Panzerjagers no longer receive the Salvage Kit ability.     British Forward Observer Barrage abilities now consistently require that a barrage not already be active.     British Infantry Section's "Forward Barrage" ability no longer throws a flare but uses flares consistent with the Dingo and Humber.    British Matilda II Heavy Tank will now shoot infantry with its coaxial machine gun.    Afrikakorps Panzer IV and StuG G now properly provide the benefits of armory upgrades.    Fixed a bug where Afrikakorps Panzer III tanks could not use their smoke launchers a second time after the ability was used once.    Fixed a bug where US Forces Armored Battlegroup's "Fast Deploy" ability was not properly reducing production times.     Fixed a UI issue where the Fallschirmpioneer icon would appear locked in the Battlegroup menu when Infantry Reserves was unlocked.    Fixed an issue where Battlegroup Icons on the player list were incorrect.    Fixed an issue where the cost for Carpet Bomb and Rocket Strafe refunded 1 CP when unlocked.    Fixed an issue where the Grenadier Medkit would not heal the squad while moving    Fixed an issue where the LG 40 could not be paradropped if they had 5 or less population space available.    Fixed an issue with the Airborne Rally company ability was not applying bonuses correctly.     Flare and Smoke cooldowns will now persist when upgrading from Scouts to Pathfinders     Improved handling of disconnects while the game is loading    Infantry Section "Forward Barrage" ability no longer requires specific base buildings to be alive.    Killing Wehrmacht infantry now correctly updates the kill count UI.    Smoke Rifle Grenade minimum range now correctly set at 15    Stuart Mark Target can no longer stack.    Taking the Pathfinders upgrade for Scouts in the US Forces Airborne Battlegroup now works correctly on scouts that were in the building's production queue at the time the upgrade was taken. Previously they would spawn without the extra unit in the squad.     The Afrikakorps Italian Infantry Battlegroup's Cannone da 105/28 Howitzer can now shoot at its minimum range.    The British Air and Sea Battlegroup's Supply Surplus ability is no longer available for other factions.    The US Forces Special Operations battlegroup's "Assault Operation" ability no longer disables retreat while active.    US Forces Heavy Machine Gun fighting positions no longer displays a veterancy bar.    US Forces Heavy Weapons stolen by other factions now keep their veterancy abilities.    US Forces Infantry Support Center's "Advanced Logistics" discount has been adjusted to be more consistent across every unit. Previously, the amount varied slightly between units.    US Forces SSF Commando squad's demolition charge description updated to reflect that it is a manual rather than a timed trigger.    Wehrmacht MG 42 Bunker impasse bug has been fixed. Previously it was not blocking units' pathfinding or other building's construction, leading to unintended gameplay issues, like being able to stack four bunkers for a 360° area coverage.       Performance  Fixed a crash that would sometimes occur when skipping a cutscene.      Reduced memory increases across missions.    Stability  Improved desync handling to only remove the desynced player allowing the match to continue.   Fixed a crash that occurred when a voice over line was unavailable.    Fixed a frequent Italy Campaign crash triggered by a deleted capture point.  Bloom was removed. Fixed blur or "haze" on the maps.   Fixed a bug that could cause a soft lock if the player started a campaign mission with another in-game window open   Fixed a bug where sometimes skipping a cutscene would cause the game to crash.    Fixed a crash caused by A.I. trying to give movement orders to emplacements that lost line of sight of their target due to smoke.    Fixed a crash related to the Tungsten Round ability used by Partisan marksmen.    Fixed a crash that sometimes happened when loading a save game    Fixed an issue where sometimes the green dots used to indicate cover would be rendered floating in the air.    Fixed an issue with units not rendering properly after adjusting the game scale in Graphics settings and then zooming the camera out.    Reduced memory increases across missions.     Tactical Map  Fixed an issue with the tactical map where capture point animations were offset.    UI/UX  We performed a full review of all text in our User Interface.   A.I. players listed in the custom browse game screen now display the correct icon.    Added a confirmation when leaving the settings that leaving with unsaved changes will discard them. Also applies to control remapping.   The Hellcat Aimed shot ability now has an icon/status decorator above the unit when in idle state.   Adjusted the color, styling, and duration of many event cues that appear on the left edge of the screen during real-time gameplay.    Battlegroup icons now remain visible after switching sides in the lobby.    Company names in skirmish missions are no longer cut off in Japanese.    Description of Companies in skirmish missions are no longer cut off in Japanese.    Fixed a bug where changing UI settings in Main Menu would not impact single player skirmish.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.    Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after playing a skirmish game in single player.    Fixed several issues related to special characters not displaying correctly in non-English languages.  Pause menu will be closed at the end of match before transitioning to Victory/Defeat screen   Added Labels to all missing Player Statistics in the Post-Match Screen.   Realigned tooltip positions on main menu buttons.    Replaced several icons and portraits with the correct Company of Heroes 3 icons    Text in the load screen is no longer cut off in Japanese.    Updated Unique Player Color option. Colors are now unique per team: allies will be cool colors, and enemies will be warm.  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/80-console-update-1-1-6-1
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