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Fall Balance Preview


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Salut,

La Fall Balance Preview 1.0 est disponible sur le steam workshop. Il s'agit pour rappel d'un mode de jeu officiel de Relic développé en coopération avec des personnes de la communauté (Mr. Smith, Miragefla, SoE-Sturmpanther, Bene, Lieutenant et Shatterhand). Une fois le développement arrivé à son terme (l'automne finit le jeudi 21 décembre 2017), le mod sera passé en mise à jour.

Grande première Relic s'attaque enfin à l'équilibrage des modes de jeu 3v3 et 4v4. Plus précisément sur le fonctionnement des antiaériens, des unités appelées hors-carte (call-in) et des points de retraite avancés (FRP - Forward Retreat Points) qui influent beaucoup sur ces modes de jeu sans oublier un équilibrage concernant les unités dominant la meta (comme la Dshka) et des corrections de bogues.

FALL BALANCE PREVIEW

We are excited to announce that our Community Curated Balance Programis back! Similar to the Winter Balance Preview and Grand Championships Balance Preview, we will be working together with a group of community balance modders to test a series of focused balance changes with the community. If the proposed changes improve strategic diversity, reduce frustrating gameplay, and receive a high approval rating from the community, they will be eligible for curation into automatch. Similar to previous curated balance changes, this will be an iterative process that will span multiple months of playtesting, feedback, review and iteration. As stated in the name, the changes proposed below are meant to act as a preview of the potential balance changes to come with the final version of the changes intended for a Fall 2017 release. A huge thank you goes out to community members, Mr. Smith, Miragefla, SoE-Sturmpanther, Bene, Lieutenant, and Shatterhand for their work and contribution thus far.

The primary focus (or Scope) for this set of balance changes is on Team Game balance (primarily that of 3v3 & 4v4). Therefore, the proposed changes outlined below have been curated from players in the community with team game oriented knowledge and expertise to identify and potentially address any key, re-occurring concerns in these match types. The prioritized scope for the team game related balance changes has been focused around Tank Destroyers & On-Map Artillery.

A secondary goal for the Fall Balance Preview mod will be to test some fundamental changes to how Anti-Air, Call-in Units & Forward Retreat Points work in-game. These changes will require thorough testing and high community approval ratings to move beyond being tested in the mod to being playable in automatch and thus, may not be part of the Fall 2017 release.

Lastly, the scope has been expanded to include some slight adjustments to a few units currently causing dominate meta, such as the Dshka HMG team. As always, the balance preview will also include a number of Quality of Life changes as well as bug fixes.

Subscribe to the Fall Balance Preview on the Steam Workshop.

DISCLAIMER - The changes outlined below are NOT FINAL and are intended for extensive public / community testing. Please provide all relevant feedback to the Fall Balance Preview Feedback thread in the Balance section of the forums
 

GENERAL CHANGES

Anti-Air

We have adjusted the way anti-air RNG works to ensure AA units can bring down aircrafts at a more consistent and predictable rate. As a result, aircrafts will no longer have the chance of being immediately destroyed upon entering the battlefield.
• All non-cargo planes have 240 health and 35 armour. 
• Cargo planes have 300 health and 35 armour.
• Planes that could not be attacked such as paradrop planes are still immune to AA.
• Death critical on deflection removed from all AA weapons.

Half-Tracks

Half-tracks are being given slightly more utility by allowing them to transport the majority of weapon teams. Note that weapon teams will not fire their crewed weapons out of open-topped half-tracks.
• All half-tracks can now carry mortars, HMGs and Raketenwerfers

Blitzkrieg/Overdrive/War Speed/Step On It

These movement boost abilities will now cease when the vehicle receives an engine critical. 
• The effects of speed boost abilities now becomes cancelled (without refund) if the vehicle receives any type of engine damage.
• This affects all similar speed-boost type of abilities for all factions

Forward Retreat Points (FRP)

Forward Retreat Points are being modified to act as a mid-late game. These changes aim to bring the UKF & OKW in-line with the USF (i.e. requires the Major to access FRP) and limit players from digging in too early before counters such as light vehicles & AOE are available, particularly in team games.
UKF FRP requires Company Command Post.
OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.
OKW Battlegroup unable to reinforce if cut-off from friendly territory.
• 60 second cooldown between toggles.
• 40 second delay after the FRP is triggered or turned off before the changes take effect.
 

CALL-IN UNIT CHANGES

A major goal for the Fall Balance Preview mod will be test some changes made to how call-ins work, primarily focused around call-in units.

The changes proposed will either lock the call-in unit to tech, increase its call-in cooldown duration or in most cases, give the call-in unit an inflated pre-tech cost, which will be reduced to normal levels once the unit’s corresponding tech has been achieved. 
The intent behind these changes is to make choosing call-in units more meaningful, a choice that is dependent on the course of a match rather than a guaranteed, pre-ordained decision. This will also help prevent some of the call-in spam we are seeing from some strategies, making losing one of these units more impactful.

The following call-in units have been adjusted to reflect the changes mentioned above:
Soviet
• IS-2 (Price Premium)
• KV-1 (Price Premium)
• KV-2 (Price Premium)
• ISU-152 (Price Premium)
• KV-8 (Price Premium)
• M4C (Tied to Tech) 
Wehrmacht
• Tiger (Price Premium)
• Elephant (Price Premium)
• Command Panzer IV (Price Premium)
USF
• Pershing (Price Premium)
• M10 (Price Premium)
• Sherman Bulldozer (Price Premium)
• Priest/Calliope (Price Premium)
OKW
• Ostwind (Price Premium)
• Command Panther (Price Premium)
• Jagdtiger (Price Premium)
• Flammpanzer 38 ‘Hetzer’ (Price Premium)
• Sturmtiger (Price Premium)
British
• Crocodile (Price Premium)
• AVRE (Price Premium)
 

USF

M10

Due to the relatively low price of the M10, the unit has received a higher mark-up in manpower when the Major has not been deployed.

AP shells have had their ready-aim time reduced to fix their responsiveness when switching targets.
• Call-In cost without Major tech: 450/115.
• AP shell Ready-Aim Time from 2.25 to 0.125.

M4 Sherman Dozer

With the increased price to call-ins without the appropriate tech, the Dozer has received a number of changes to improve its effectiveness. Veterancy has been modified to be more in-line with anti-infantry breakthrough tanks and the vehicle’s AT performance is now closer to that of the Brummbar rather than the HE Sherman.
• Call-In cost without Major tech: 500/175
• Penetration from 30 to 50
• Added 50% deflection damage
• Moving scatter set to 1.5 from 2
• CP from 10 to 11
Veterancy Changes
• Veterancy 2 now provides 160 health and +5 range.
• Veterancy 3 +35% horizontal traverse moved to veterancy 2.
• Veterancy 2 mobility boosts moved to veterancy 3.
• Veterancy requirements set from 2160/4320/8640 to 1950/3900/7800

M26 Pershing

The M26 has received a slight change to its HVAP rounds to slightly lower its capability of being able to ‘double-shot’ in addition to the changes to call-ins.
• Call-In cost without Major tech: 750/290
• HVAP ready-aim time from 0.5 to 2.5

M7B1 Priest

The Priest has received a change to reduce its ability to be massed in team games through the use of de-crewing. In return, the unit has received a slight reduction in population while its AOE has been modified to be more in-line with other howitzers.
• Call-In cost without Major tech: 600/145
• Mid AOE from 0.15 to 0.28
• Creeping Barrage weapon now shares the same stats as the standard barrage weapon.
• Population from 16 to 15.
• Can no longer be decrewed.

M4 Sherman Calliope

The Calliope has had its population increased to match other artillery units while its ability to alpha-strike soft targets has been significantly decreased. This change puts the Calliope in the role as an area denial weapon due to the increase delay in rockets. Furthermore its durability has been reduced to make the unit more vulnerable to attacks. Regardless, it still has the most health and armour of any artillery unit.
• Call-In cost without Major tech: 480/180
• Popcap from 12 to 15
• Near AOE distance from 1.5 to 0.5
• Removed Reload Frequency from 9 to 0.
• Cooldown from 0 to 0.3 
• Health from 640 to 480

M36 ‘Jackson’ Tank Destroyer

To push the M36 into the role of heavy tank hunter, we have increased the unit’s health and accuracy to better allow the unit to be more aggressive when assaulting hostile tanks, but have slightly reduced the range and increased the cost to compensate. 
• Health from 480 to 600
• Accuracy from 0.06/0.045/0.03 to 0.06/0.05/0.04
• Fixed an issue where HVAP Rounds were unresponsive when switching targets
• Range from 60 to 55
• Cost from 350/125 to 400/145

M15 AA Half-Track

The AA half-track has received reduced damage against aircraft when using its machine guns to compensate for its three AA guns. The 37mm has been unchanged.
• Machine Guns: 200% penetration, 50% damage versus aircraft.

M2HB Mounts

• 20 penetration versus aircraft. 0.5 damage vs aircraft.

M4 Smoke Launchers

Previously smoke deployed from a Sherman did not scatter. This made the multiple shells redundant. The change will allow the smoke to blanket a larger area and also be useful for covering an advance into an area that has yet to be scouted.
• FOW scatter multiplier from 1 to 1.25
• Scatter max distance from 1.5 to 8

Captain and Lieutenant

We have standardized all the models in the Lieutenant and Captain squad to ensure the player only pays a single price for reinforcing both the officer and regular infantry models. As a result their price has also been slightly decreased, but non-officer squad members are now slightly more expensive to reinforce.
• Squad costs to 280. Reinforce for every members now standardized to 28.

Major

Like the Lieutenant and Captain, we have standardized the cost of the whole squad to a single reinforce value. The Major’s price remains the same.
• Reinforce for every member now standardized to 25
 

BRITISH

M4A2 Sherman Firefly

We are lowering the accuracy of the Firefly to be on-par with other tank destroyers and reducing its moving accuracy to be in-line with its role as an anti-armour hunter.

Tulips have also been modified, mainly for team games, to prevent devastating alpha strikes. The rockets will no longer completely stop a tank’s movement to prevent them from cancelling a player’s movement commands.
• 17 pounder accuracy from 0.08/0.07/0.05 to 0.055/0.045/0.4
• Moving accuracy from 0.75 to 0.5
• Tulips no longer cancels move commands upon stun.

17 Pounder ATG Nest

The population of the 17 Pounder has been adjusted to better reflect its value and match its counterpart, the Pak 43.
• Population from 20 to 14.

Mortar Pit

The mortar pit is being adjusted to be less powerful and unable to cover such a large area on its own. To compensate for these adjustments, the unit will be cheaper to give the British faction more readily access to indirect-fire and smoke.

Basic changes
• The mortar pit now spawns with a single mortar.
• Cost reduced from 400MP to 240MP.
• Population from 8 to 6.
• Health from 700 to 600.
• Armor from 5 to 2

Advanced Mortar Pit Upgrade
• The pit can upgrade a second mortar for 160 MP. This increases the unit’s population by 3.
• Upgrade increases armor by 3 and health by 100. Reduces the cooldown of all barrages by 33%

Auto-Fire and HE Barrage
• Autofire range reduced from 120 to 85
• HE barrage range reduced from 150 to 120
• HE Barrage cooldown reduced from 75 secs to 60 secs

Smoke Barrage
• Smoke Barrage range from 120 to 150
• Smoke Barrage range available from the start and on a separate cooldown from HE barrage
• Only one mortar will engage in smoke barrages

Veterancy
• Veterancy requirement from 480/960/1920 to 960/1920/3840.
• Veterancy 1: Smoke barrage unlock to -15% Smoke Barrage cooldown

Bofors

The Bofors has had its AOE profile adjusted to be more effective against garrisons to match other autocannons. 
• Max weapon elevation from 75 to 90.
• 40mm unchanged against aircraft.
• Garrison damage from 0.25 to 0.35. 
• Garrison accuracy from 0.4 to 0.5.
• Far AOE from 1 to 0.05.
• Damage all in hold from False to True.

Centaur AA Tank

We have modified the Centaur’s AA profile to make it more effective as an AA unit. Furthermore we are increasing the unit’s power versus garrisons by allowing it to apply AOE to multiple members in a squad. The unit’s performance against infantry in heavy cover has also been fixed where it previously only received an accuracy penalty.
• 115% Damage vs aircraft.
• Heavy cover damage from 1 to 0.5.
• Light cover accuracy from 1 to 0.5.
• Garrison damage from 0.5 to 0.35.
• Garrison accuracy from 0.4 to 0.5.
• Damage to all in hold set to True.
• Far AOE from 1 to 0.05.

Churchill Crocodile

The Crocodile’s flamethrower damage is being toned down to match other flamethrowers. Previously the unit had a second ‘hidden’ flamethrower attached to its profile that caused it to deal more far damage than other flamethrower tanks.
• Call-in cost without Hammer or Anvil research: 800/290
• Second “hidden” Flamethrower weapon removed.
• Flamethrower damage from 10 to 12.
• Burst duration from 1/2 to 3.
• Flamethrower minimum range removed.
• Main turret now receives attack orders.

Churchill AVRE

• Call-in cost without Hammer or Anvil research: 750/175

Raid Operation

Raid Operation’s cost has been adjusted to closer match its value.
• Affected vehicles now capture and de-capture points at normal speeds rather than at higher than usual values.
• It is no longer possible for pinned squads to capture sectors.
 

WEHRMACHT

Ostwind

The Ostwind has had its damage increased against aircraft as part of the AA rework. It should now destroy most planes in four rounds at veterancy 0 and three rounds at veterancy 2.

The Ostwind has also had its minimum range removed to match all other AI tanks and its projectile will no longer collide with terrain/landscape to improve its AI performance on rough ground.

• Minimum range removed.
• 150% Damage versus aircraft. 200% damage versus aircraft at veterancy 2.
• Projectile no longer collides with landscape or terrain.
• Changes also affect OKW Ostwind.

MG-42 Mounts
• 15x penetration versus aircraft. 50% damage vs aircraft.

Elefant

The Elefant has received a damage reduction to reduce the unit’s effectiveness against medium tanks and tank destroyers. Previously, units like the Elefant were found to be too dominant in team games thanks to their ability to shutdown all forms of Allied armour while remaining relatively population efficient.
• Call-in cost without Battlephase 3: 900/310.
• Damage from 320 to 280.
• Population from 20 to 23.

Tiger

The Tiger is receiving a mobility and speed boost to better reflect the Tiger’s position between the more armoured IS-2 and the faster Pershing. Note these changes do not affect the Tiger Ace.
• Call-in cost without Battlephase 3: 800/290.
• Speed from 4.7 to 5.4.
• Acceleration from 1.5 to 1.8.
• Deceleration from 1.8 to 2.

Command Panzer IV

• Call-in cost without Battlephase 3 or Support Armor Korps: 450/160.

StuG-G

The StuG-G’s Target Weak Point is being moved in-line with units like the Puma. Previously the ability lasted for too long, disabling a targeted vehicle for the majority of the fight. The ability will now need to be used in conjunction with other assets.

The Target Weak Point ability has received certain QoL changes that will allow the Stug to aim and fire the ability while moving.
• Population from 8 to 10.
• Target Weak Point duration from 15 to 5.
• Target Weak Point damage from 160 to 80.
• Target Weak Point now Blinds the target in addition to disabling the target’s weapons.
• Target Weak Point will always penetrate.

StuG-E

The StuG-E is losing its TWP ability. To push the unit towards its general anti-infantry role, it is gaining a pintle machine gun to help defend itself against infantry trying to close the distance.
• Veterancy 1 ability from TWP to free pintle machine gun (same MG as the StuG-G).

LeFH

• Cost changed from 600MP to 400MP/50FU.

Panzerwerfer

Suppression is being removed from the Panzerwerfer. This unit could destroy infantry far too easily due to the fact players would lose control of their troops when the barrage landed.
• Suppression removed from rockets.

Stuka Dive Bomb

The Stuka has received a cost increase and removal of its instant death critical against infantry to better reflect its pin-point accuracy, lack of flare warning and large AOE radius.
• Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08.
• Increased cost to 200.
• Will no longer instantly kill infantry within its AOE radius. Previously it could instant kill any infantry model up to 15 in-game meters.
 

OKW

251 Flak Half-Track

The unit will now be able to better track approaching aircraft passing overhead. Previously a 251 could fail to fire if aircraft flew right above the half-track.
• 200% increased damage versus aircraft.
• Max weapon elevation from 45 to 90.

Le.ig 18

The changes outlined below increase the unit’s micro requirements, but will now perform more effectively versus fortified position. The unit has also gained smoke barrage to assist the OKW with providing cover and flanking the enemy.
• Auto-fire range from 100 max, 40 min to 70 max, 30 min
• Barrage range from 100 max, 40 min to 85 max, 25 min
• Now has access to Smoke Barrage ability - fires four rounds at the target area.
• AOE Radius from 3 to 3.5.
• AOE distance from 0.75/1.5/2.25 to 0.75/1.75/3.
• Max scatter from 5 to 7 (all attacks)
• Angle Scatter from 6 to 6.75
• Auto-fire reload from 6.5-7.1 to 4.25
• Firing cone from 20 to 5
• Weapon horizontal speed from 3 to 8.
• Cost from 330 to 280
• Penetration from 75 to 35
• Population from 9 to 8
Veterancy Changes
• Veterancy 1 range boost replaced by Hollow Charge Shot. This ability is an direct-fire targeted anti-vehicle attack that deals 120 damage and has 200 penetration. Costs 15 munitions.
• Veterancy 2 bonuses replaced with -15% reload speed and 33% increased range on the smoke barrage.
• Veterancy 3 also reduces smoke barrage recharge by 33%.

LeFH

• Cost changed from 600MP to 400MP/50FU.

Jagdpanzer IV

The Jagdpanzer IV is receiving a reduction in terms of its veterancy power. Previously, a veteran Jagdpanzer proved to be too powerful due to its incredibly high damage when attacking from stealth, ability to self-spot without penalty to its max range, while also being very well-protected against tank shells. The Jagdpanzer stealth capabilities is also being moved in-line with other vehicles.
• Detection radius from 10 to 20.
Veterancy Changes
• Veterancy 5 First-Strike damage from 400 to 200.
• Veterancy 2 sight bonus replaced by 20% weapon accuracy.
• Veterancy 2 armor bonus removed.

Jagdtiger

The Jagdtiger is receiving significant changes to lower its dominance in team games. The changes will make the Jagdtiger less potent against the majority of Allied. At the same time, Support-Fire will now be available without the need for veterancy to allow the Jagdtiger to support attacks against non-vehicle targets. Support-Fire has been modified in terms of damage output as the ability no longer collides with terrain or landscape.
• Call-In without Schwerer Panzer Headquarters: 900MP/350FU.
• Accuracy from 0.06/0.05/0.04 to 0.05/0.0375/0.025. (Matches Elefant accuracy)
• Damage from 320 to 280.
• Range from 85 to 78.
• Supporting Fire range from 125 to 85.
• Veterancy 4 rotation bonus removed.
• Engine upgrade no longer provides a 20% rotation bonus.
• Population from 21 to 24.
• Jagdtigers now suffer a short stun (disables main gun and reduces speed by 70% for 3 secs) upon receiving penetrating hits on rear armor. Ignored when the Jagdtiger reaches veterancy 5.

Supporting Fire
• Supporting Fire projectile now ignores terrain/landscape.
• Supporting Fire now available without veterancy.
• Veterancy 1 increases Supporting Fire rounds from 3 to 5.
• Jagdtiger Supporting Fire scatter from 6 to 8. Distance Scatter Max from 8.4 to 10
• Supporting FIre mid AOE from 2.25 to 1.5

Ostwind

• Call-In without Schwerer Panzer Headquarters: 350/125.
• Refer to Ostheer Ostwind changes above.

Flammpanzer 38 ‘Hetzer’

• Call-In without Schwerer Panzer Headquarters: 350/125.

Command Panther

• Call-In without Schwerer Panzer Headquarters: 700/280.

Sturmtiger

• Call-In without Schwerer Panzer Headquarters: 700/200.

251 Walking Stuka

The AOE and scatter have been adjusted to make the unit less devastating, particularly against team weapons that it could generally wipe out in one barrage. In return the cost has been reduced and the population made to match the other rocket launchers.
• Health from 320 to 160.
• Cost from 390/100 to 360/85.
• Build-time from 60 to 45.
• Population from 14 to 12.
• AOE damage from 1/0.15/0.05 to 1/0.15/0.01.
• AOE distance from 2/4/6 to 0.5/5.5/7.
• Angle Scatter from 0 to 9.
• Distance scatter max from 0 to 10.5.
• Distance scatter ratio from 0 to 0.0875.
• FOW scatter multipliers from 1 to 1.25.

Base Flak Emplacement

The base emplacements are no longer being allowed to target aircraft. If a player wants to deny aircraft, they must now invest into proper AA such as the Schwerer Panzer HQ or 251 Flak Half-Track.
• Can no longer target aircraft.

Flak Emplacement

• 25% increased damage against aircraft.

Sturm Offizer

• Offizer model Reinforce from 50 to 35 .
• Reinforce time from 16 to 7.

Kubelwagon

To make the Kubelwagon more vulnerable to light-arms fire and cause less manpower bleed in the early game, the following changes have been made. 
• Armour from 4.5/4.5 to 2.5/2.
• Health from 190 to 220.

OKW Starting Weapon Crews

The starting crews for OKW team weapons were currently performing as well as regular Volksgrenadiers unlike traditional weapon teams while their received accuracy on certain weapons was lower, making them more durable against small-arms. This has been adjusted to match other weapon crews.
• Now use a unique variant of the Kar98k rather than the Volksgrenadier version to match other weapon teams.
• Reinforce from 25 to 22.
• Raketenwerfer Crew received accuracy from 0.85 to 1.
• MG-34 Crew received accuracy remains at 1.25.
• Le.ig 18 Crew received accuracy from 0.85 to 1.25
 

SOVIETS

Penal Battalion

The Penal battalion is receiving a reduction in their potency regarding their on-the-move performance to be more in-line with other infantry. Furthermore, Penals will now need to upgrade PTRS rifles to have the ability to stick Satchels to vehicles. This will force players to purchase upgrades, reducing their AI power in return, if they want to ward off vehicles. The Anti-Vehicle Satchel, however, will now be made more reliable as players will have a clear indicator of which squads they will need to avoid.

The veterancy requirements of the Penal squad have also been increased to better match their price and power.
• Moving cooldown from 0.5 to 0.75.
• Veterancy requirements increased from 540/1080/2160 to 640/1280/2560.
• Regular Satchels no longer collide with vehicles.
• Targeted Anti-Vehicle Satchels now require the PTRS upgrade.
• Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range.
• Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles.
• Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry.

1910 Maxim HMG

The Maxim is receiving some boosts to its ability to acquire and respond to targets within its arc. Base suppression is being raised to help the Maxim perform its intended role and its rate of fire at distance is being increased where it suffered the most. This change will boost both damage and suppression at long-range.
• Suppression from 0.00006 to 0.000065.
• Nearby suppression from 1.25 to 1.
• Ready-Aim Time to 0.125.
• Fire-Aim Time to 0.125.
• Fire-Aim Time multipliers standardized to 0.5.
• Rate of fire far modifier from 0.9 to 1.15.

Dshka HMG Team

We are reducing the Dshka’s raw performance and increasing its population, along with its reinforce, to be in-line with other HMGs. Previously the unit’s high suppression allowed it to ignore most sources of cover on-top of having incredibly high damage at short-to-mid distances that required triple the # of machine guns to match.
• Increased reinforcement cost for vanilla crew from 15 to 20.
• Traverse speed decreased from 90 to 38.
• Suppression decreased from 0.00044 to 0.00030.
• Rate of fire multiplier changed from 2.1/1.5/0.9 to 1.3/1.15/0.9.
• Setup time increased from 2 to 2.25.
• Fire aim time from 0.125/1 to 0.125/0.5.
• Ready aim time from 0.375-0.5 to 0.25.
• Population from 6 to 7.

IS-2

• Call-In cost without Mechanized Armor Kompenya tech: 800/290.
• Veterancy 1 ‘Secure Point’ ability replaced with OF-471 Fragmentation Shell. This ability is a targeted ability that fires a HE shell that cover a large area, but low OHK radius also applies a mini-stun to vehicles hit. Ignores landscape and terrain.

ISU-152

The ISU-15 is being made more reliable in its role as an anti-personnel and anti-fortification assault gun. The HE and Concrete-Piercing shells will no longer collide with terrain such as hills. To adjust for this change, the HE shells are being given less OHK radius against infantry and higher scatter but a lower damage drop-off at distance to prevent it from wiping out full squads in a single hit. Its population is also being raised to match other heavy tank destroyers/assault guns.
• Call-In cost without Mechanized Armor Kompenya tech: 900/325.
• Population from 20 to 23.
• HE Far damage from 0.05 to 0.15.
• HE AOE Distances from 1.25/2.75/4.5 to 0.25/1.5/6.
• Concrete-Piercing and HE rounds can now bypass landscape/terrain.
• Scatter Distance max from 8.7 to 10.
• Angle scatter from 5 to 6.5.

M4C Sherman

Due to the prominence of this general-purpose tank that can be readily deployed without requiring any sort of tech and its effectiveness against most targets, the unit is now being moved in-line with its T-34/85 counterpart. It will now require the Mechanized Armor Kompenya to be produced.
• Now required the Mechanized Armor Kompenya to be constructed.

KV-1

To emphasize the KV-1’s role as defensive tank meant to absorb damage for lighter units, we are increasing its health to allow the unit to take more punishment. KV-1s has also received a new veteran ability to be more in-line with its adjusted role.
• Call-In cost without Mechanized Armor Kampanenya tech: 525/175.
• Health from 800 to 960.
• Secure Mode replaced with KV-1 Hulldown. Increases rate of fire by 15% and damage resistance by 20% after five seconds. Tank becomes immobile when active.

KV-2

• Call-In cost without Mechanized ArmorKampanenya tech: 785/290.

KV-8

• Call-In cost without Mechanized Armor Kampanenya tech: 485/175.
• Veterancy requirements from 2070/4140/8280 to 1750/3500/7000.
• Armor from 240 to 270.

B4 Howitzer

• Cost from 600MP to 400MP/50FU.
• Population from 21 to 15.

ML-20

The ML-20 is getting a boost to its mid-range AOE. Previously the ML-20 had worse damage drop-off between near and far distances compared to its counterpart, the LefH.
• Cost from 600MP to 400MP/50FU.
• Mid AOE from 0.15 to 0.28.

Dshka Pintle MGs

• 20 Penetration vs aircraft. 65% damage against aircraft.

M5 Quad Mount

The M5 Quad mount has been modified for the new AA system. Due to the number of rounds it fires per burst, its damage against aircraft had to be reduced to prevent it from immediately shooting down planes that enter range. An M5 should still reliably down most aircraft in two bursts, however. 
• 35 penetration vs aircraft. 60% damage vs aircraft.
 

QUALITY OF LIFE CHANGES

Projectiles

We’ve improved the following aspects of various units that fire shells in an arced trajectory which should increase their reliability. There were a number of issues revolving around units such as:
• Overshooting/Undershooting
• Inconsistent Firing Arcs
• Poor performance when firing over or near shot blockers
• Projectiles disappearing mid-air
• Fixed an issue where it was possible to double-tap fire with ISG/Pack-Howitzers

This affects the following units:
• KV-2
• Brummbar
• StuG E
• Le.ig 18
• Pack Howitzer
• Sturmtiger
• AVRE
• M8A1
• Bulldozer

Sandbags Standardization and Ghosting

All sandbags have been adjusted to a standardized profile. Previously their values were inconsistent resulting in them being destroyed immediately while others could be rapidly destroyed by small-arms.

Furthermore, we are addressing an issue where sandbags could be used to block their opponent, despite the fact their construction remained incomplete.

Ostheer Pioneers will also build sandbags faster to be more in-line with other units due to their four man squad.
• All sandbags standardized to 240 health and 35 armor.
• Ostheer sandbags build-time from 60 to 45
• Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct

Infantry Model Population and Soviet Weapon Teams

We’ve adjusted the population of infantry to be based on the squad rather than individual models. This means that all team weapons, regardless of who crews them, will retain the same amount of pop cap.

Furthermore, Soviet weapon teams and weapons that they have re-crewed will now have reduced population to match their counterparts.
• All infantry model population standardized to 1
• Soviet captured or weapon teams in use have -2 population to match the population of other factions.

Team Weapon Squad Formations

Team weapons are being adjusted in their formations to make them less vulnerable to both AOE when they are taking cover.
• Formations adjusted for all team weapons to increase spacing between models when in cover.

Toggled Cloak Abilities

We are reducing the amount of unnecessary clicks surrounding these abilities by allowing the following units to move at their full speed when they have been revealed, regardless if the ability is still active.
• Panzer II Luchs
• Jagdpanzer IV
• Raketenwerfer
• Soviet ATGs

Smoke Barrages

• Activating smoke barrages will now only order one unit at a time (similar to grenades). Previously if multiple mortars were selected, all units would fire smoke at the target position.

Target Weak Point

This change affects the mode of operation for TWP that applies to StuG Gs, Pak guns, Pumas and the Elefant. Target Weak Point should now only fire one shot, but the player has more time to. Furthermore, it means units with this ability can now use TWP on the move without being forced to stop when told to target hostiles.
• Target Weak Point now last for 10 seconds or until the unit fires its first shot while under this ability. Activating the ability forces the unit to reload before being able to fire

Battlegroup Headquarters

• Medic search radius increased from 20 to 30. 
• The Battlegroup between now requires more distance between itself and obstacles before it can be deployed. This is to prevent it from trapping infantry models.

T-70

• Projectile no longer collides with terrain/landscape.

T-34 Animator State

This is a simple re-introduction of assets that are already available to provide some diversity when the T-34 spawns.
• T-34s now have a 50% chance of arriving on the battlefield with fuel canisters and supply boxes.

Resupply Half-Track

The Resupply Half-Track is being adjusted to be in-line with other transport half-tracks.
• Occupant death chance from 0% to 50%.

Headquarters Glider

A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed.
• Airlanding Officer limited to one, but can now be produced from the Glider.
• Fixed an issue where the player could be locked out of the ability if the glider crash landed.

Misc

USF Officers shield icons will now display on the unit bar when their respective tech building is being unlocked.
 

BUG FIXES

• Grenadier LMG 42 now uses the proper upgrade icon.
• Maxim Sustained Fire now uses the proper ability icon.
• KV-8 Call-In ability now uses the proper unit icon.
• Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.
• Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers
• Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer
• Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger
• 120mm Mortar flare ability not matching the weapon’s auto-fire range
• Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.
• Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy
• Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.
• Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.
• Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman.
• Fixed an issue where officer cost and reinforce times did not match with the rest of their squad.
• Fixed an issue where Firefly tulips could apply their effects on infantry.
• The Priest no longer requires 4 models to recrew. Now requires 3.
• Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.
• Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.
• Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.
• Fixed an issue where certain units could ‘double shot’. 
• Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured. 
• Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.]
• Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.
USF battlechatter will now reference their bazooka lines when in combat.
• Fixed an issue where Fallschirmjager did not use their FG-42 voice lines.
• Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.
• Fixed an issue where it was possible to hide the Sturmtiger aiming its shell.
• Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.
• Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)
• Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.
• Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.
• Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.
• Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.
• Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.
• Pack Howitzer HEAT barrage no longer replaces HE barrage.

Source : https://community.companyofheroes.com/discussion/244194/fall-balance-preview-changelog

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V1.1 UPDATE

GENERAL CHANGES

Pathfinding

We find that, when responding to right-click commands, the potential for vehicles to pick a reverse-moving path is too high. This is despite the fact that there already exists an explicit reverse-move command. This often leads to vehicles selecting a turn plan that exposes their rear armour to the enemy.

To address this issue, we are changing how pathfinding works when using the simple right-click command:
In order for a vehicle/team-weapon to select a reverse-moving motion, the reverse path should be significantly faster than any other forward-moving path.

Addressed an issue where the following units would prefer picking reverse paths over forward paths; Anvil Churchill, Universal Carrier, M3A1, WC51

The change will make it so that issuing a right-click command behind the tank will still allow the tank to use a reverse movement. At the same time, clicking to the sides will now guarantee that a forward-moving path is picked.

Anti-Air

AA performance is being adjusted for a number of units in respect to the availability, cost, durability and the various other roles these AA units take on in the late game.

  • Ostwind damage modifier vs aircraft +150% to +125%. Veterancy 2 to 150% from 200%.
  • Schwerer Panzer HQ AA damage modifier to -50%.
  • Flak Emplacement AA damage modifier from +125% to +200%
  • M15 Machineguns AA damage modifier from -50% to -25%.
  • Dshka Mount AA damage modifier from -35% to -50%.
  • Centaur AA damage modifier from +115% to +125%.
     

SOVIETS

1910 Maxim

We are seeing a resurgence of Maxim spam; to prevent the strategy from reappearing in the live game, we are toning down some of the changes.

  • Rate-of-fire multiplier far reverted from 1.15 to 0.9

KV-1

Given the performance upgrade of the KV-1, the units is seeing its call-in requirements increased to give more time for its counters to arrive.

  • Command Point requirements from 8 to 9

IS-2

The IS-2 is receiving a slightly ready aim-time shorter time on its special ability. Previously it was too easy to avoid due to the long aim-time and indicators signified that the IS-2 would use its ability. Furthermore, we are slightly adjusting AOE and scatter offset to improve the unit’s consistency when firing at infantry.

  • Veteran 1 Ready-Aim Time from 4 to 3.25
  • Scatter offset from 0.25 to 0.185
  • Far AOE damage from 0.05 to 0.1
     

WEHRMACHT

Bunkers

Bunkers are being modified to make them a worthwhile asset to garrison during combat. Previously garrisoning the bunker held little purpose as the squad would die should the bunker be destroyed unlike trenches or fighting positions.

  • Survival chance for garrisoned units increased from 0% to 50%

StuG G

The StuG G is receiving a penetration reduction to make the unit less potent against heavier vehicles. A single StuG G could previously hold off heavier vehicles on its own thanks to TWP, high rate of fire and good penetration values. The changes will make the StuG G less effective against heavier units at distance, but the unit will still be a threat to heavies that attempt to close the distance.

In addition to the other changes, the MG mount is being made cheaper with higher range, since it has a fixed arc and is mounted on a rather fragile unit that wants to maintain distance with its targets.

  • Population from 10 to 9.
  • Penetration from 200/185/170 to 200/160/150
  • Machine Gun Changes (Affects both StuG E and StuG G)
  • Machine gun cost from 50 to 30.
  • Machine gun range to 40.

Ostwind (Both Ostheer and OKW Variants)

The Ostwind is receiving changes to its AOE to account for the new projectile. Previously, an Ostwind at short-range would decimate infantry with only a couple shots, even on retreat, but the unit had poor effectiveness at range due to the high AOE drop-off. The changes will make the Ostwind less deadly at short-range against clumped up or individual models, but the damage from non-direct hits should allow the Ostwind to perform better from a distance and against spaced out squads.

  • Distance scatter max from 2.9 to 3.5
  • AOE Distance from 1/1.25/1.5 to 0.5/1.5/2
  • AOE damage from 1/0.15/0.05 to 0.8/0.2/0.1

Tiger

The Tiger is having its speed modified to be slightly slower than it previously was in the Fall Balance Preview. The new acceleration combined with the higher top speed increase made the Tiger an extremely difficult opponent to flank or escape from.

  • Speed partially reverted from 5.4 to 5.2

Tiger Ace

The Tiger Ace is being modified to be less of an all-in unit. Previously a Tiger Ace was used to finish off or overwhelm a player thanks to its lack of fuel cost. At the same time, a Tiger Ace was more of a detriment to the player in the long-term due to the penalty in place. These changes should make the Tiger Ace less powerful as a sudden shock weapon, but also not become a unit that needs to be tossed away due to the resource penalties.

  • Cost changed from 800MP to 720MP/240FU (with BP3) / 900MP/300FU (without BP3)
  • Penalties reduced from -25%MP -90% until death FU to -20% MP -50% FU for 8 minutes

Elefant

Due to the changes to the Elefant that saw a damage reduction and a population increase, the unit is receiving a reduced * Cost to represent its new statline.

  • Cost from 720/245 to 680/230 with Battle Phase 3

Panzerwerfer

We find that the Panzerwerfer deals too little damage to garrison compared to other indirect fire units and are correcting this.

  • Increased damage against ambient buildings by 30%
     

USF

Pack Howitzer

The Pack Howitzer is receiving some adjustments to its cost, cooldown and population. The reduced cost, population and barrage cooldown should allow the Pack Howitzer to fulfill its role as the USF’s primary artillery unit meant to attack hostile defensive position. This was a role the unit struggled at due to its lengthy cooldown in comparison to other light artillery units.

  • Cost from 380 to 340.
  • Normal and White Phosphorus Barrage cooldowns from 60 to 40 (does not affect vet2 HEAT barrage)
  • Population from 11 to 9.

M36 ‘Jackson’ Tank Destroyer

The M36 is having its range restored and a slight price reduction to allow the unit to retaliate against long-range units to some effect. At the same time, the higher penetration drop-off and reduced accuracy at distance should force the Jackson to close in to be effective. The accuracy changes should also make the Jackson less dominating against lighter vehicles, particularly when it is on the move.

The changes will make it sub-optimal (but still possible) to engage targets from max range, but much stronger when the Jackson is closing in.

  • Cost partially reverted from 400/145 to 380/135
  • Range from 55 to 60 (reverted)
  • Pen from 240/220/200 to 280/230/180
  • Accuracy from 0.06/0.05/0.04 to 0.06/0.05/0.03 (all attacks)

Calliope

The Calliope is receiving adjustments to improve the unit’s performance. The previous changes gave the opposition too much time to dodge the substantially weaker rockets, even if the Calliope had closed the distance.

  • Cooldown from 0.3 to 0.125
  • Near AOE from 0.5 to 0.75
     

OKW

Le.IG 18

The Le.ig is have some of its cost changes reverted and reload increased along with its minimum range. Previously the unit was too cheap for its cost and the low minimum range, combined with its low firing angle, made it difficult to attack into Le.IG positions.

  • Cost from 280 to 300
  • Minimum range raised from 25 to 35
  • HE Barrage recharge timers increased from 30 seconds to 40 seconds
  • Auto-fire reload time partially reverted from 4.25 to 5.5
  • Fixed an issue where the Le.IG’s auto-fire range was incorrect.

251 Walking Stuka

The scatter changes previously introduced to the Stuka make it very difficult for infantry squads to escape the area as the rockets would often scatter onto units outside of the line. To adjust for this, the rockets are having their OHK radius further reduced.

To improve barrage consistency, particularly against emplacements and award players for moving their walking stukas close to the frontlines for reduced scatter, we are lowering the length of the Creeping Barrage from 40 to 30. While the Stuka may cover less of an area, this change should ensure the rockets land in a somewhat predictable pattern.

Finally, the Stuka will now require more rockets to level structures and destroy team weapons to reflect its new price. The Stuka will still clear out infantry inside structures when the rockets land and decrew weapon teams should a rocket land directly on target.

  • Build-time returned to 60.
  • Incendiary rockets damage reverted
  • Mid AOE distance reduced from 5.5 to 3.33
  • -50% damage vs team weapons
  • -50% damage vs buildings
  • Creeping Barrage length from 40 to 30.
  • UI indication for Creeping Barrage now coincides with the actual barrage

Jagdpanzer IV:

The Jagdpanzer is receiving a slight cost increase to match its true performance due to its higher armor values, lower target size, and ability to self-spot up to ranges of 45.

  • Fuel cost increased from 135 to 145

Jagdtiger

Due to an issue caused by the stun which saw the Jagdtiger immediately reload when the duration ended, the weapon disable penalty is being replaced with a rotation penalty instead. This makes a Jagdtiger more vulnerable to flanks and circle-strafed, but will also mean that lucky stuns do not stop the Jagdtiger from engaging targets in front of it.

Daze effect changed from weapon disable/speed decrease (3 seconds) to rotation decrease/speed decrease (-70% each) for 3 seconds

Hetzer

The Hetzer is being decoupled from the tech tree to match units like the StuG E and Puma which are not powerful enough to require a specific tech or building for the removal of the call-in penalty.

  • Call-in adjustments reverted.
     

UKF

Crocodile

Due to the loss of the second flamethrower that significantly reduced the Crocodile's output against infantry (range: 38), we are slightly increasing the primary flamethrower’s range to match other flame tanks. The damage of the main gun is also being increased.

  • Flamethrower range partially reverted from 25 to 30
  • Main gun damage from 80 to 120

AEC Treadshots

The AEC’s Treadshot ability is being adjusted to be more in-line with the adjusted Target Weakpoint ability. This should make the ability more responsive and easier to use.

  • Now a timed ability
  • Lasts 15 seconds, during which time the AEC can move and fire the 2 treadshots
  • Treadshot no longer benefits from faster reload between shots

Centaur

The Centaur is having its light cover penalties removed. The unit had issues attacking veteran infantry in light cover due to its reliance on accuracy-based attacks compared to scatter-based units such as the Ostwind. The change will allow the Centaur to engage its intended targets in the late-game where craters and light cover is plentiful.

  • Penalties for firing vs Light cover reverted

Firefly

Tulip damage against infantry is being adjusted. Previously a player could use the Firefly’s rockets to kill weapon teams and infantry from long-range due to their AOE and damage radius, despite this ability being meant for AT work.

  • Tulips now deal 33% damage versus infantry.
     

BUG FIXES

  • Fixed an issue where the LOS and shot blocking mechanics of smoke would linger longer than the visual effects. Now all smoke mechanics will linger for 20 seconds.
  • Addressed an issue where Hold Fire would behave different from the live version
  • Fixed an issue where the 17-pounder would still require 20 popcap if built from the Advanced Emplacement Regiment commander.
  • Fixed an issue where Soviets could not recrew abandoned Le.IG guns
  • Fixed an issue where brace wouldn’t disable the mortar pit from firing
  • Fixed an issue where Destroy Cover and Commando Smoke Grenades would not always trigger properly
  • Fixed an issue where garrisoning a particular building in Red Ball Express would interfere with the barracks selection hotkey
  • Changed the hotkey for Sturmpioneer’s panzerschreck upgrade so as not to collide with the wirecutter ability
  • Fixed an issue where the AI was able to deploy Lend-Lease Shermans for free, and without any restrictions

Source : https://community.companyofheroes.com/discussion/comment/270537#Comment_270537

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  • 2 weeks later...

V1.1.1 HOTFIX

BUG FIX

  • Fixed an issue where the ISU-152 could not use the Concrete-Piercing Rounds ability

Source : https://community.companyofheroes.com/discussion/comment/270619#Comment_270619

V1.2 UPDATE

SOVIETS

1910 Maxim

The Maxim is having its far Rate of Fire slightly increased to improve it performance at distance.

  • Far ROF modifier from 0.9 to 1

ISU

The recent changes to the ISU made the unit far too lethal to infantry. As a result, the unit is having its one hit kill radius reduced against infantry.

  • Mid AoE distance further reduced from 1.5 to 1.1
     

USF

Jackson

Based on feedback from the community we are readjusting the Jackson. With these changes, we aim to reinforce Jackson’s use as a slugger and dive-in unit, to give the USF faction a late-game boost. In exchange, the unit’s cost is being increased and accuracy being reduced to prevent the Jackson from taking on all AT roles in the USF’s roster.

  • Health from 600 to 640
  • Cost from 380/135 to 400/145
  • Accuracy from 0.06/0.05/0.03 to 0.055/0.04/0.03
  • Far penetration from 180 to 200.
     

OKW

Kubelwagen

The original changes to the unit (armour reduction) made it difficult for the unit to acquire veterancy, preventing it from scaling to any useful role for later stages in the game. Therefore, we are changing how the Kubelwagen performs, allowing it to acquire veterancy by fighting alongside infantry units. To prevent the (free) Kubelwagen Detection ability from being too powerful and overshadowing other forms of recon, we are changing the way it performs.

  • Now benefits from shared veterancy
  • Detection (vet1) ability now immobilizes the vehicle
  • Cannot toggle Detection ability more often than every 5 seconds

Le.IG

We are reverting a handful of changes due to the removal of the range bug that was found in version 1.0. The Le.IG’s AOE is also being increased to improve its performance against team weapons.

  • AOE radius from 3.5 to 4.
  • Auto-fire reload from 5.5 to 4.5.
  • Cost from 300 to 280
     

UKF

Mortar Pit

The Mortar Pit is being adjusted to be less map dependent by having its price reduced and its defensive stats readjusted. The changes to target-size will make the Mortar Pit less vulnerable to anti-tank units while the hit-box changes will make the Mortar Pit less susceptible to indirect-fire. The reduction in armor, however, will make the Mortar Pit extremely vulnerable to small-arms allowing players to destroy Mortar Pits with well-executed flanks from either bolt-action rifles or submachine guns depending on range. The adjustment in cost will also make the use of single mortar-pits on open maps more viable as the investment is lower.

  • Cost from 240/160 to 200/150
  • Minimum range increased from 25 to 30
  • Target size from 40 to 1
  • Armour from 5 to 1
  • Hitbox size reduced
  • Upgraded health from 700 to 1050

Brace
Given the durability improvements on the mortar pit, Brace is having its duration reduced to allow infantry attacks to be more effective against overrun emplacements.

  • Duration decreased from 30 to 20
  • Armour bonus removed
  • Still yields -75% received damage for all incoming attacks

Improved Fortification (Emplacement) Commander

We are changing the armour bonus from an additive one to a multiplicative one, to prevent upgraded Mortar Pits being immune to small-arms.

  • Upgrade armor bonus changed from 10+ to 2x stock armour.
     

QUALITY OF LIFE

Model 24 Stun Grenades

We are fixing several issues with the German Stun Grenades while maintaining their current functionality.

  • Grenade Stun critical now only affect squad-members within the AOE rather than the whole squad.
  • Stunned squad members are unable to move for the duration of the 5 second stun.
  • Fixed an issue where stun nades would permanently break team weapons
  • This affects both OKW stun nades and OST stun nades
     

BUG FIXES

  • Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.
  • Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars
  • Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.
  • Fixed an issue where it was possible to stack multiple booby traps together on the same location.
  • Fixed an issue where Prioritize Vehicle would sometimes not show when multiple AT guns were selected together
  • Fixed an issue where Jackson/M10/Jagdtiger were still able to double-tap their attacks at the end of the ability
  • Emplacement range is now visible both when setting up and after they have been built
  • Fixed an issue where the KV1 ‘Hulldown’ ability would not deform the ground properly.
  • Reverted changes to Sturmtiger projectile (were buggy)

Source : https://community.companyofheroes.com/discussion/comment/270817#Comment_270817

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    • 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. 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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
    • Super, merci ! Je me suis joint au Discord. Mon pseudo est Hi_Im_Cim !
    • MaJ v1.2.5.17366 - 2023/08/31 jeudi Taille : 198,4Mo This hot fix focuses on fixing select gameplay bugs. You can also find the issues we are tracking and looking to resolve in the Known Issues list.   Fixed an issue with burst weapons that allowed to continuously fire outside of range. However, if the burst fire started in range, the unit will keep firing until the initial burst is over but will not initiate another one if the target is outside of range. This affects any unit with burst fire such as:  Heavy Machine Guns  ¼ -Ton 4x4 Truck  250 Light Carrier Halftrack  M29 Weasel  Flak Half-Track  Several Infantry Weapons Modified the German MG42 Machine Gun Team White Phosphorous ability to have a mandatory reload animation when activated and at the end of its timer.  Fixed a glitch that caused Team Weapon's Reload ability to not animate when used back to back.  Modified the generic Team Weapon's reload ability to also force a reload animation, meaning that it will now interrupt a firing sequence, rather than simply queue the reload instruction.  Fallschirmpioneers and PanzerJagers can enter damaged vehicles  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/79-pc-hot-fix-1-2-5
    • Si tu es sur le Discord CoH France n'hésite pas à me mentionner comme ça je te donne le rôle pour que tu puisses écrire cette annonce à propos du site dans le fil d'actu de CoH 3.
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