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Iron Harvest - Nouvelles


Mithiriath

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Salutation,

Voici ci-dessous, les informations regroupées au sujet d'Iron Harvest principalement tirées de leur page kickstarter, de leur serveur Discord, de leur site officiel et de leur réseaux sociaux.

L'univers du jeu

Iron Harvest qu'on peut traduire par "récolte de fer" prend place en 1920, soit deux ans après la fin de la première guerre mondiale. Le jeu se déroule dans le monde de 1920+. Il s'agit d'une version alternative (univers uchronique dieselpunk) de notre monde créée par l'artiste polonais Jakub Różalski pour le jeu de plateau Scythe. Le studio développant Iron Harvest, King Art, travaille eux aussi conjointement avec Jakub. Le jeu nom du jeu vient du fait que les cultivateurs retrouvant leur champs à la fin de la guerre doivent débarrasser le sol de toutes les douilles d'obus, shrapnel et autres déchets rendant incultivable la terre.

Au début du 20e siècle, dans un monde plein de mystères et de secrets, les traditions se heurtent au progrès.

2018_ih_description_1.thumb.jpg.24b320923deb33c1620c3d3368f3dbc7.jpg

Les êtres humains, fascinés par la technologie, le fer et la mécanique, ont inventé de puissantes machines qui ont fait des ravages sur les champs de bataille de la Grande Guerre. Ces machines font désormais partie de leur quotidien.

2018_ih_description_2.thumb.jpg.72ce6c20db7d02e12738becc41246f06.jpg

Quelques années après la Grande Guerre, des forces secrètes travaillent à déstabiliser l'Europe. Leur objectif : prendre le contrôle du monde.

2018_ih_description_3.thumb.jpg.25f5a64b92cb43988cb655a2522b7cba.jpg

Factions

Il y a trois factions jouables dans le jeu, chacune possédant plus d'une dizaine d'unités individuelles et trois héros jouables.

2018_ih_logo_saxony.thumb.jpg.ca0c84d7b7c72ffa31cd5dcc4005f42b.jpg

L'Empire de Saxonie est l'un des pays les plus influents d'Europe, doté d'une industrie avancée, de villes développées, d'usines modernes et d'une forte tradition militaire. Suite aux conditions de reddition imposées à l'Empire durant la Grande Guerre, l'humeur des Saxons est au plus bas, et les élites de la nation, tout comme les aristocrates qui ont été humiliés, s'opposent secrètement à la politique d'apaisement de l'empereur.

  • Ils utilisent les technologies les plus avancées avec des capacités fortes à longue distance ;
  • Leur mechs sont puissants mais chers.

2018_ih_logo_polania.thumb.jpg.84ae9422b4636fd7ec9783d154df96f9.jpg

La République de Polonia est un vaste pays agricole avec une longue histoire. Faisant tout pour garder son statut et son territoire, la Polonia lutte contre ses voisins agressifs : l'Empire de Saxonie à l'ouest et l'Union Rusviet à l'est. La Polonia a mis au point un programme de modernisation de son armée, sans doute pour reprendre la partie du pays qui est occupée par les troupes de l'Union Rusviet.

  • Dans la campagne Polonia, nous jouons une armée de rebelles et de combattants pour la liberté. Ils sont rapides et leur légèreté les empêche souvent de combattre à découvert mais ils peuvent se camoufler et utiliser efficacement la tactique du hit & run ;
  • Ils ont un support important de la population. Il est facile et bon marché aux troupes Polonia de se renforcer.

2018_ih_logo_rusviet.thumb.jpg.32d4993821cea7ad52b4702432f6b0e0.jpg

L'Union Rusviet est une nation aussi gigantesque que puissante, et son industrie est sans égale. Cependant, la durée de la guerre a épuisé le pays.La population est frustrée et le pouvoir du Tsar Nicolas s'amoindrit. Le mystérieux Grigori Raspoutine est devenu un homme extrêmement puissant et la révolution menace...

  • Leur mechs sont relativement lent mais leur blindage est élevé. Leur technologie est peut être vieille mais elle est très efficace particulièrement au corps à corps ;
  • Leur armée est immense. Les unités sont bon marché et nombreuse. Au corps à corps, il est très difficile des les arrêter.

Campagne (solo ou coop) et héros

Iron Harvest comprend trois campagnes solo reliées par une histoire globale (style “Warcraft 3”). Il y aura en tout 21 missions. Dans cette histoire, vous passerez du camp de la Polonia à celui de l'Union Rusviet, puis à celui de la Saxonie.

Nous pourrons jouer l'intégralité de la campagne avec un ami, en contrôlant les mêmes unités. Nous pourrons par exemple diviser vos unités en deux groupes de combat, ou alors laisser un joueur attaquer l'ennemi pendant que l'autre gère les défenses et la production.

Dans chaque campagne, nous suivrons le périple d'un personnage principal, qui est rejoint par deux autres héros. Les héros d'Iron Harvest ne sont pas de super-unités invincibles, mais des unités dotées de compétences spéciales qui nous offrent des options supplémentaires en combat. Les neuf héros (trois par faction) du jeu sont aussi tous jouables en multijoueur et dans les matchs d'escarmouche.

2018_ih_3_heroes.thumb.jpg.f59d9d7d0112acc0aa25d1839513401e.jpg

Voici les trois premiers héros (de gauche à droite) :

  • Anna, une tireuse d'élite de Polonia qui est devenue le symbole de la Résistance et accompagnée de son ours Wojtek ;
  • Gunter, un guerrier expérimenté et chef de guerre légendaire et accompagné de ses loups Tag et Nacht ;
  • Olga, une espionne Rusviet qui est proche du Tsar et qui agit dans l'ombre et accompagnée de son tigre Changa.

Certains héros ont donc des animaux de compagnie dont ils peuvent se servir sur le champ de bataille. D'autres disposent de mechs ou d'armes uniques.

Défis en coopération

Quelques cartes de défi seront conçues spécialement pour la coopération. L'objectif pourra être de coordonner des attaques contre les bases ennemies, ou encore de rester en vie jusqu'à l'arrivée de votre partenaire.

Unités

Il existe une dizaines de types d'unités différents de combat. L'infanterie classique, des machines marchante (“Walking machines”) et mechs.

Il existe 30 types différents de mechs dans le jeu. Cela va du géant, machines ultra-lourdes au mechs léger et rapide.

Il y a aussi des unités humanoïdes avec des exosquelettes primitifs.

Les fantassins sont les unités les plus polyvalentes du jeu. Ils peuvent s'équiper d'armes sur le champ de bataille pour gagner des compétences spéciales et en puissance de feu. Une unité d'infanterie par défaut ne fera pas dégâts à un mech mais si elle s'équipe de grenades, de mines ou d'un canon à main alors elle peut changer le rapport de force.

L'infanterie peut également manier des armes lourdes, telles que des mitrailleuses, des canons et des mortiers. Chacune de ces armes ont des avantages et des désavantages. La mitrailleuse peut causer des ravages sur l'infanterie mais elle est lente à déplacer, a un temps de déploiement et un cône de visé limité.

Les unités d'infanteries sont organisées en section et composées de 5 ou 6 soldats.

Toutes les unités peuvent être soignée/réparée et monter en grade (0, 1 et 2). Le but est donc de les préserver plutôt que d'en sortir de nouvelles à leur place.

Ce que l'on a pu voir en vidéo comme unités :

  • Polonia - Fusilier

FGukz1P.png

  • Polonia - Cavalier

0ieBQLt.png

  • Infanterie équipée d'une mitrailleuse mech

V9fkBLq.jpg

  • Canon anti-char (ou plutôt anti-mech)

myJAp6z.jpg

  • Polonia - Recon-Mech "Smialy"

ZhcCvZD.png

  • Polonia - Mech

OoVlWgO.jpg

  • Saxony - Mortar Battle Suit

eoLOkLP.jpg

  • Saxony - Gatling-Mech Bär

5ace08d92bae2_SaxonyGatling-MechBr.png.5f7aa3b82e986f9a835628d7180c5a9e.png

  • Rusviet - Mech

5ace08d8590f2_RusvietMech.png.74b6bc8cf143b8ed28da4198c220870c.png

  • Saxony - Char Mech

ch9iiR5.jpg

Tactiques

Iron Harvest vous laisse le temps d'établir un plan et vous permet d'utiliser un vaste éventail de tactiques, dont la furtivité.

Couverture, protection/blindage et destruction

Presque tout dans le jeu est destructible, à condition que l'arme soit suffisamment puissante. Aucun couvert ne dure éternellement et les lignes de vue changent continuellement.

Les balles des fusils ne peuvent pas pénétrer le blindage d'un immense mech et les unités d'infanterie dans des tranchées ou derrière une couverture subiront moins de dégâts que s'ils étaient à découvert.

Bâtiments de base et ressources

On peut construire des bâtiments dans le jeu. Suivant la mission ou la carte en multijoueurs, on commence avec un QG et on construit les bâtiments de production. On peut y ajouter des installations de recherche et des fortifications pour protéger la production d'unités (bunker et nid de mitrailleuse).

Produire une unité coute des ressources. On collecte des ressources en capturant des points de ressources sur le carte qui donne un certain nombre de ressource par minute ou en trouvant des stocks de ressources qui donne un certain nombre de ressource une seule fois.

Multijoueurs et système d'handicap

Ils proposeront un mode multijoueur classé et avec des saisons. Nous pourrons déverrouiller des skins, gagner des médailles et tenter d'atteindre la première place dans votre région.

Le système d'handicap offre le choix à un joueur recherchant une partie multijoueurs de patienter plus ou moins de temps (le temps dépendant beaucoup du nombre de personnes à la recherche d'une partie avec les mêmes critères que nous (1v1, 2v2, ...) et de si leur niveau est hétérogène) pendant que le matchmaking recherche un joueur de même niveau ou d'attendre peu de temps mais d'accepter d'avoir un handicap (plus ou moins prononcé suivant la différence de niveau entre les deux joueurs) si le joueur en face n'a pas le même niveau. Les handicaps seraient sous forme de paris suggérés par le matchmaking qui peuvent être reconfigurés et combinés pour régler la difficulté de l'affrontement. Exemple : Je paris que je peux te battre avec des unités faisant 25% moins de dégâts, avec des points générant moitié moins de ressources, en commençant la partie avec moitié moins de points de victoire. Plus c'est difficile, plus on gagne de points si on gagne.

Ils réfléchissent aussi à une option permettant d'appeler en partie des renforcements. On échangerait des XP/points contre un boost dont on pourrait avoir ou non besoin. Je pense qu'ils veulent dire par là qu'on ne connaitrait pas à l'avance les unités composants ce renforcement.

Planning

Alpha et Beta uniquement sur PC Windows via Steam.

Alpha 1 - Ouverte aux personnes ayant soutenu le projet Kickstarter à hauteur de 55$ (ou plus) ou précommandé la "Deluxe Edition" (ou plus) sur le site officiel

Elle sera une version de test en solo très simple, dédiée aux éléments de base : les contrôles, l'interface utilisateur, le gameplay de base, les unités principales, les performances et la compatibilité, etc.

  • Contenu : Un défi solo (vagues d'assaut de l'IA) et escarmouche contre l'IA sur une carte 1v1 ;
  • Factions jouables : Quelques unités de la République de Polonia et de l'Empire de Saxonie ;
  • Période : Jeudi 9 août 2018 à mi-décembre 2018 - Date de l'arrivée de l'Alpha 2.

Alpha 2 - Ouverte aux personnes ayant soutenu le projet Kickstarter à hauteur de 55$ (ou plus) ou précommandé la "Deluxe Edition" (ou plus) sur le site officiel

Elle se concentrera sur le multijoueur et vous permettra de jouer contre d'autres contributeurs pour la première fois.

  • Contenu (Acte 1) :
    • Multijoueur/Escarmouche/Défi solo, 3 cartes (deux 1v1 et une 2v2)
    • 8 unités d'infanterie ;
    • 10 mechas ;
    • 2 armes collectives ;
    • construction de base ;
    • bunkers ;
    • fortications ;
  • Factions jouables : Polonia et Saxony ;
  • Période Acte 1 : Mercredi 19 décembre 2018 (DevBlog #8) au mercredi 9 janvier 2019 ;
  • Période Acte 2 : Mercredi 13 février 2019 (DevBlog #10) au mercredi 20 février 2019 ;
  • Période Acte 3 : Mercredi 27 mars 2019 (DevBlog #11) au mercredi 3 avril 2019 ;
  • Période Acte 4 : Lundi 19 (DevBlog #16) août 2019 au ... ;

Alpha 3 - Ouverte aux personnes ayant soutenu le projet Kickstarter à hauteur de 55$ (ou plus) ou précommandé la "Deluxe Edition" (ou plus) sur le site officiel

  • Contenu :
    • ..
    • cartes déjà présentes : "Deserted Tracks" (1v1), "Border River" (1v1 - celle dans la vidéo), "Oilspill" (1v1) et "Industrial Area" (2v2) ;
    • ...
  • Factions jouables : Polonia et Saxony ;
  • Période : ... à la date d'arrivée de la Beta 1.

Beta 1 - Ouverte aux personnes ayant soutenu le projet Kickstarter à hauteur de 45$ (ou plus) ou précommandé n'importe quelle édition du jeu sur le site officiel

Elle permettra de se faire une idée de tous les modes de jeu et comprendra les premières missions de la campagne en solo.

  • Contenu :
    • Les 5 premières missions de la campagne avec la faction Polonia et l'héroïne Anna ;
    • Ajout de 2 nouvelles cartes escarmouches/multijoueurs ("Crash Site" en 2v2 et "Restless Woods" en 3v3) en plus des cartes déjà présentes : "Deserted Tracks" (1v1), "Border River" (1v1 - celle dans la vidéo), "Oilspill" (1v1) et "Industrial Area" (2v2) ;
    • 2 nouveaux mechas lourds (SKS 300 Kaiser pour la Saxonie et PMZ-24 Tur pour la Polonia) et quelques héros.
    • Les unités d'infanterie pourront passer par dessus les murets.
  • Factions jouables : Polonia et Saxony ;
  • Période : Dernière semaine de mars 2020 (DevBlog #22) à la date d'arrivée de la Beta 2.

Beta 2 - Ouverte aux personnes ayant soutenu le projet Kickstarter à hauteur de 45$ (ou plus) ou précommandé n'importe quelle édition du jeu sur le site officiel

  • Contenu : ...
  • Factions jouables : Ajout des Rusviet en plus des factions déjà présentes Polonia et Saxony ;
  • Période : ?

Sortie : 01/09/2019

PC Windows : Code Steam ou GoG
Console : Code PS4 ou XONE

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Voici ci-dessous, regroupé, les informations datant de 2018 tirées de leur page kickstarter et celles que l'on peut voir sur leur site officiel.

Campagne (solo ou coop) et héros

Iron Harvest comprend trois campagnes solo reliées par une histoire globale (style “Warcraft 3”). Il y aura en tout 21 missions. Dans cette histoire, vous passerez du camp de la Polonia à celui de l'Union Rusviet, puis à celui de la Saxonie.

Nous pourrons jouer l'intégralité de la campagne avec un ami, en contrôlant les mêmes unités. Nous pourrons par exemple diviser vos unités en deux groupes de combat, ou alors laisser un joueur attaquer l'ennemi pendant que l'autre gère les défenses et la production.

Dans chaque campagne, nous suivrons le périple d'un personnage principal, qui est rejoint par deux autres héros. Les héros d'Iron Harvest ne sont pas de super-unités invincibles, mais des unités dotées de compétences spéciales qui nous offrent des options supplémentaires en combat. Les neuf héros (trois par faction) du jeu sont aussi tous jouables en multijoueur et dans les matchs d'escarmouche.

2018_ih_3_heroes.thumb.jpg.f59d9d7d0112acc0aa25d1839513401e.jpg

Voici les trois premiers héros (de gauche à droite) :

  • Anna, une tireuse d'élite de Polonia qui est devenue le symbole de la Résistance et accompagnée de son ours Wojtek ;
  • Gunter, un guerrier expérimenté et chef de guerre légendaire et accompagné de ses loups Tag et Nacht ;
  • Olga, une espionne Rusviet qui est proche du Tsar et qui agit dans l'ombre et accompagnée de son tigre Changa.

Certains héros ont donc des animaux de compagnie dont ils peuvent se servir sur le champ de bataille. D'autres disposent de mechs ou d'armes uniques.

Défis en coopération

Quelques cartes de défi seront conçues spécialement pour la coopération. L'objectif pourra être de coordonner des attaques contre les bases ennemies, ou encore de rester en vie jusqu'à l'arrivée de votre partenaire.

Unités

Il existe une dizaines de types d'unités différents de combat. L'infanterie classique, des machines marchante (“Walking machines”) et mechs.

Il existe 30 types différents de mechs dans le jeu. Cela va du géant, machines ultra-lourdes au mechs léger et rapide.

Il y a aussi des unités humanoïdes avec des exosquelettes primitifs.

Les fantassins sont les unités les plus polyvalentes du jeu. Ils peuvent s'équiper d'armes sur le champ de bataille pour gagner des compétences spéciales et en puissance de feu. Une unité d'infanterie par défaut ne fera pas dégâts à un mech mais si elle s'équipe de grenades, de mines ou d'un canon à main alors elle peut changer le rapport de force.

L'infanterie peut également manier des armes lourdes, telles que des mitrailleuses, des canons et des mortiers. Chacune de ces armes ont des avantages et des désavantages. La mitrailleuse peut causer des ravages sur l'infanterie mais elle est lente à déplacer, a un temps de déploiement et un cône de visé limité.

Les unités d'infanteries sont organisées en section et composées de 5 ou 6 soldats.

Toutes les unités peuvent être soignée/réparée et monter en grade (0, 1 et 2). Le but est donc de les préserver plutôt que d'en sortir de nouvelles à leur place.

Ce que l'on a pu voir en vidéo comme unités :

  • Polonia - Fusilier

FGukz1P.png

  • Polonia - Cavalier

0ieBQLt.png

  • Infanterie équipée d'une mitrailleuse mech

V9fkBLq.jpg

  • Canon anti-char (ou plutôt anti-mech)

myJAp6z.jpg

  • Polonia - Recon-Mech "Smialy"

ZhcCvZD.png

  • Polonia - Mech

OoVlWgO.jpg

  • Saxony - Mortar Battle Suit

eoLOkLP.jpg

  • Saxony - Gatling-Mech Bär

5ace08d92bae2_SaxonyGatling-MechBr.png.5f7aa3b82e986f9a835628d7180c5a9e.png

  • Rusviet - Mech

5ace08d8590f2_RusvietMech.png.74b6bc8cf143b8ed28da4198c220870c.png

  • Saxony - Char Mech

ch9iiR5.jpg

Tactiques

Iron Harvest vous laisse le temps d'établir un plan et vous permet d'utiliser un vaste éventail de tactiques, dont la furtivité.

Couverture, protection/blindage et destruction

Presque tout dans le jeu est destructible, à condition que l'arme soit suffisamment puissante. Aucun couvert ne dure éternellement et les lignes de vue changent continuellement.

Les balles des fusils ne peuvent pas pénétrer le blindage d'un immense mech et les unités d'infanterie dans des tranchées ou derrière une couverture subiront moins de dégâts que s'ils étaient à découvert.

Bâtiments de base et ressources

On peut construire des bâtiments dans le jeu. Suivant la mission ou la carte en multijoueurs, on commence avec un QG et on construit les bâtiments de production. On peut y ajouter des installations de recherche et des fortifications pour protéger la production d'unités (bunker et nid de mitrailleuse).

Produire une unité coute des ressources. On collecte des ressources en capturant des points de ressources sur le carte qui donne un certain nombre de ressource par minute ou en trouvant des stocks de ressources qui donne un certain nombre de ressource une seule fois.

Multijoueurs et système d'handicap

Ils proposeront un mode multijoueur classé et avec des saisons. Nous pourrons déverrouiller des skins, gagner des médailles et tenter d'atteindre la première place dans votre région.

Le système d'handicap offre le choix à un joueur recherchant une partie multijoueurs de patienter plus ou moins de temps (le temps dépendant beaucoup du nombre de personnes à la recherche d'une partie avec les mêmes critères que nous (1v1, 2v2, ...) et de si leur niveau est hétérogène) pendant que le matchmaking recherche un joueur de même niveau ou d'attendre peu de temps mais d'accepter d'avoir un handicap (plus ou moins prononcé suivant la différence de niveau entre les deux joueurs) si le joueur en face n'a pas le même niveau. Les handicaps seraient sous forme de paris suggérés par le matchmaking qui peuvent être reconfigurés et combinés pour régler la difficulté de l'affrontement. Exemple : Je paris que je peux te battre avec des unités faisant 25% moins de dégâts, avec des points générant moitié moins de ressources, en commençant la partie avec moitié moins de points de victoire. Plus c'est difficile, plus on gagne de points si on gagne.

Ils réfléchissent aussi à une option permettant d'appeler en partie des renforcements. On échangerait des XP/points contre un boost dont on pourrait avoir ou non besoin. Je pense qu'ils veulent dire par là qu'on ne connaitrait pas à l'avance les unités composants ce renforcement.

Planning

Alpha et Beta uniquement sur PC Windows via Steam.

  • Alpha 1 (solo) : Mi-août 2018 - Ouverte aux backers ayant mis 55 US$ ou plus

Elle sera une version de test en solo très simple, dédiée aux éléments de base : les contrôles, l'interface utilisateur, le gameplay de base, les unités principales, les performances et la compatibilité, etc.

  • Alpha 2 (multijoueurs) : Fin 2018 - Ouverte aux backers ayant mis 55 US$ ou plus

Elle se concentrera sur le multijoueur et vous permettra de jouer contre d'autres contributeurs pour la première fois.

  • Beta (solo et multi) : Q2 2019 - Ouverte aux backers ayant mis 45 US$ ou plus

Elle permettra de se faire une idée de tous les modes de jeu et comprendra les premières missions de la campagne en solo.

  • Sortie : Fin 2019

PC Windows : Code Steam ou GoG
Console : Code PS4 ou XONE

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2018_ih_polonia_infantry.thumb.jpg.fa1e7382bc8acf686c6a484328e8e6e6.jpg

Citation

Nous redesignons les unités d'infanterie Polonia d'Iron Harvest.

Nous avons 4 buts : Le rôle/classe de chaque unité doit être évident, leur look doit correspondre à l'histoire/cadre, toutes les unités devrait visuellement apartenir à la même faction et ils doivent être facilement visible en jeu.

Edit : La faction Polonia dans le jeu est "l'armée rebelle". Combattant de la résistance. Ex soldats et civiles sans support de l’État.

Qu'en pensez-vous ? La prochaine étape est la modélisation des unités en 3D.

Source : https://www.facebook.com/ironharvest/photos/a.1475689139125221.1073741832.1362750673752402/2069216096439186

----------------------------------------

 

2018_ih_polania_oil_pump.thumb.jpg.6e341908a1c46c22110e2504448f2ce0.jpg

 

Citation

Dans Iron Harvest vous collectez des ressources en conquérant et défendant des bâtiments de ressources.

C'est un concept art de pompes à pétrole (normal et version améliorée).
Nous ajouterons celles-ci et des mines de fer pour l'Alpha 1 fin juillet.

Source : https://www.facebook.com/ironharvest/photos/a.1475689139125221.1073741832.1362750673752402/2076906432336819

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Mardi 8 mai 2018 : DevBlog #1 : https://kingart-games.com/article/43-iron-harvest-devblog-1-mai-2018

Mercredi 13 juin 2018 : DevBlog #2 : https://kingart-games.com/article/44-iron-harvest-devblog-2-june-2018

Jeudi 12 juillet 2018 : DevBlog #3 : https://kingart-games.com/article/45-iron-harvest-devblog-3-july-2018

[Iron Harvest - Pre-Alpha Demo] Replay du stream de Helping Hans avec des devs de King Art : https://www.twitch.tv/videos/286148058

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Jeudi 9 août 2018 : L'Alpha 1 est disponible (~1,4 Go). Si vous avez soutenu le projet Kickstarter à hauteur de 55$ (ou plus) ou précommandé la "Deluxe Edition" (ou plus) sur le site officiel, vous pourrez accéder à votre code Steam sur le site officiel du jeu https://kingart-games.com/library en allant dans le menu "My Account" -> "My Library". Une fois le code Steam récupéré, il faut l'ajouter à votre compte Steam (cf. https://support.steampowered.com/kb_article.php?ref=5414-TFBN-1352&l=french).

Les devs en ont profité pour publier aussi le DevBlog #4 : https://kingart-games.com/article/46-iron-harvest-devblog-4-august-2018.

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Vendredi 10 août 2018 : Hotfix de ~128Mo pour l'Alpha 1 pour corriger les envoies de rapport de bugs vides.

Hotfix because of two annoying bugs

Unfortunately we had two bigger bugs in the last version, which are now fixed. The hotfix will be downloaded automatically, you don't have to do anything.

1. The AI difficulty level was only correctly applied if it was changed while running a game. If you changed it previously in the main menu, the change was not applied. Whoever has beaten the game in "Insane", should try again 😉

2. Unfortunately, there was a bug in our feedback form that caused feedback from the "Name three things you didn’t like" section not to be transmitted. In other words, we have only received positive feedback. That’s nice for our ego but it would be better for the game if we also get the negative feedback. If you have already given us feedback using the form, can you please just send us your negative feedback again? Sorry for the inconvenience.

Some minor things we fixed:

  • Users now have the opportunity to submit one feedback form for each new version/patch of Iron Harvest
  • Fixed a bug that slowed down the game when ending a match while a mech or a soldier was dying
  • Fixed a bug that occurred when a squad that was interacting with a weapon system died
  • The Victory Point limit for Skirmish Matches is now properly applied to the UI (bar and tooltip)

Source : https://www.kickstarter.com/projects/kingartgames/iron-harvest/posts/2262979

Citation

[6:52 PM] [IH] Julian: Hey, sure we will document the patch notes. This one was just a small hotfix to avoid too many empty bug reports

Source : Discord officiel - Salon faq

------------

Lundi 20 août 2018 : Mise à jour pour l'Alpha 1.

Changelog

  • Fixed a bug that caused all health bars in the middle of the screen to collapse.
  • Fixed a bug that caused the grenade's target mark to stay on the ground forever.
  • Fixed a bug that occurred when double clicking on a unit while a weapon system was on the screen.
  • Fixed some bugs that slowed down the game after a game was finished.

Instead of starting, the screen stays black and "New text" appears

This is most likely a corrupted profile-file. Please try the following solution:

  1. Open Windows Explorer and find %USERPROFILE%\AppData\Local\ih (e.g. c:\users\Nutzername\AppData\Local\ih)
  2. Locate and delete the".usr" file
  3. Start the game

Source : https://kingartgames.freshdesk.com/support/solutions/articles/13000053856-anstatt-zu-starten-bleibt-der-bildschirm-schwarz-und-es-erscheint-new-text-instead-of-starting-

I can only see the cursor and hear music. After some time the game crashes

This can be caused by a multiple of reasons. Here are possible solutions:

  • Whitelist Iron Harvest in your virus scanner
  • Whitelist Iron Harvest in your firewall
  • deactivate the steam overlay for Iron Harvest
  • make sure your GPU drivers are up to date and from the manufacturer of your GPU

Source : https://kingartgames.freshdesk.com/support/solutions/articles/13000053858-ich-sehe-nur-den-cursor-und-höre-musik-nach-einiger-zeit-stürzt-das-spiel-ab-i-can-only-see-the-c

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Jeudi 6 septembre 2018 : Sortie du DevBlog #5 : https://kingart-games.com/article/48-iron-harvest-devblog-5-september-2018

Pour résumer :

  • Nouveau patch pour l'Alpha 1 : Au programme quelques améliorations et corrections de bugs. Retrouvez le changelog complet sur le site ;
  • Plan d'amélioration pour la suite (Alpha 2) : Optimisation des performances, refonte du système de couverture pour que les unités utilisent plusieurs couvertures quand elles sont côte à côte plutôt que les deux côtés d'une couverture, réactivité des unités (par exemple : s'éloigner rapidement d'une couverture, interrompre un ordre rapidement si un nouvel ordre est donné), ligne de vue/brouillard de guerre, pathfinding, comportement des sections, rangs de vétéran des unités et compétences (inclue la retraite), file d'attente d'ordres (donner plusieurs ordres qui s'exécutent à la suite), Interface/Expérience utilisateur. Le but est d'essayer d'implémenter tout ça dans l'Alpha 2 en plus du multijoueurs ;
  • Route vers l'Alpha 2 : Sur le front du game design les sujets principaux sont : le multijoueurs, la meta (progression, ligues, achievements, ...), amélioration des outils des cartes et préparation de la production de la campagne solo. Le prochain blog sera plus classique et parlera d'une fonctionnalité et introduira des membres de l'équipe ;
  • Gamescom : Le studio a eu durant la Gamescom des offres de prestataires de service (aide pour développer et faire la publicité d'Iron Harvest), d'éditeurs et distributeurs qui respectent leur vision du jeu. King Art annoncera l'heureux élu d'ici quelques semaines.
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Mercredi 4 novembre 2018 : Sortie du DevBlog #7 : https://kingart-games.com/article/50-iron-harvest-devblog-7-november-2018

Pour résumer :

  • Unity : Iron Harvest fonctionne maintenant avec la dernière version du moteur de jeu Unity 2018.3. Cette version apporte des améliorations sur le système de terrain, le rendu et les performances. Les devs n'auront pas le temps d'ajouter ces nouveautés dans l'Alpha 2 mais ils vont voir les possibilités d'implémentation dans les prochains mois ;
  • Multijoueur : Les devs ont fait un tournoi interne pour tester le multijoueur et ils n'ont pas rencontré de problème technique pendant ces douzaines  de parties. Ils travaillent maintenant a ce que le mode multijoueur soit plus joueur-friendly. Ca inclut l'UI comme les stats de fin de parties et le matchmaking. Leur plan est de faire un autre tournoi avant l'Alpha 2 avec cette fois une douzaine de joueurs de la communauté pour voir si le jeu passe ce stress test.
  • Cartes : L'Alpha 2 comprendra trois cartes : Une version mise à jour de "Abandoned Railway Tracks" (carte de l'Alpha 1), "Border River" une carte 1v1 plus large avec de la neige et une carte 2v2 ;
  • IA : Nous aurons toujours la possibilité de jouer contre l'IA dans l'Alpha 2 ;
  • Mêlée : Les unités d'infanterie passeront maintenant au combat au corps à corps (CAC) automatiquement quand un ennemi s'approche trop près. Les unités ayant une force différente, la mêlée offrira de nouvelle possibilité tactique. Certains mecha seront capables, dans la version finale du jeu, de combattre au CAC contre d'autres mecha ou unités d'infanterie. Ils ont aussi prévu d'implémenter des "synchronized kills/finishers" ;
  • Franchissement : Les devs espèrent finir cette fonctionnalité pour l'Alpha 2. Elle permet à une unité de passer par dessus un petit obstacle (barrière, muré) ou de sauter dans une tranchée ;
  • Fortification : Les ingénieurs pourront dans l'Alpha 2 construire des fortications comme un bunker ou (si les devs ont le temps de l'implémenter) des barrières en sacs de sables et des clôtures avec du fil de fer barbelé partout sur la carte ;
  • Repli : Le bouton de repli fonctionnera. Une fois l'unité repliée, elle ne peut plus être contrôlée jusqu'à ce qu'elle atteigne sa base. Elle courra plus vite et recevra moins de dégâts ;
  • Éditeur : Ils ont réduit la liste a deux éditeurs potentiels. Ils annonceront leur choix en début d'année prochaine ;
  • Recrutement : King Art veut embaucher 6 personnes ;
  • DevBlog : Le prochain DevBlog parlera de l'Alpha 2. Ces nouvelles cartes, unités et améliorations de l'UI. Ils pensent tenir les délais qu'ils se sont fixés pour que l'Alpha 2 soit disponible mi-décembre.
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Mercredi 19 décembre 2018 : L'Alpha 2 est en ligne ainsi que le DevBlog #8 : https://kingart-games.com/article/51-iron-harvest-devblog-8-december-2018

Pour résumer :

  • Contenu de l'Alpha 2 : Multijoueur/Escarmouche/Défi solo, 3 cartes (deux 1v1 et une 2v2), 2 factions (Polonia et Saxony), 4 unités d'infanterie (Ingénieur, Fusilier, Grenadier et Canonier), 5 mechas, 2 armes collectives (HMG et canon AT) par faction, construction de base, bunkers et fortification (sacs de sables et clôtures avec du fil de fer barbelé) ;
  • UI et Contrôles : Possibilité de donner des ordres à la suite (avec la touche MAJ + clique), Unités visibles dans l'interface même lorsqu'elle est en production, Bâtiment de production sélectionnable depuis l'interface, Numéro des groupes de contrôle affiché (Ctrl + chiffre) ;
  • Gameplay : Fortification - Les ingénieurs peuvent construire des sacs de sables, des clôtures avec du fil de fer barbelé et des bunkers partout sur la carte. Replis - Une unité peut se replier jusqu'à son QG. Elle reçoit alors un boost de vitesse et d'armure mais ne peut plus être contrôlée une fois l'ordre donné. Amélioration des bâtiments - La "barracks" et le "workshop" peuvent être améliorés pour donner accès à la production des unités avancées. Amélioration des ressources - Les mines de fer et les pompes à pétrole peuvent être améliorées pour gagner plus de ressources ou détruits par l'ennemi. Couverture - Les sections peuvent se protéger derrière plusieurs couvertures simultanément. Marche arrière - Les mechas peuvent marcher en arrière pour ne pas montrer leur dos (armure plus faible). Mêlée - Les unités d'infanterie passeront maintenant au combat au corps à corps (CAC) automatiquement quand un ennemi s'approche trop près ;
  • Unités : Il ne manque plus que quelques unités aux factions Polonia et Saxony, plus leur 3 héros avant que leur arsenal soit complet ;
  • Graphisme : Les devs ont mis à jour Unity (moteur du jeu) en version 2018.3 ce qui leur a permis d'améliorer les graphismes. Les unités d'infanterie sont plus visibles et ressortent mieux même dans l'ombre. Nouveau système de terrain qui permet d'ajouter plus de détails. Solution de végétation qui lui permet d'être plus dense sur les PC performant mais aussi plus flexible en terme de configuration des options qualité/performance pour les vieux PC. Nouveau système de gestion de l'eau pour prendre en compte la profondeur (par exemple, on peut voir à travers l'eau si elle est peut profonde). Ajout de la glace et la neige.
  • Multijoueur : C'est la première version du mode multijoueur dans le jeu. Il ne contient donc pas de fonctionnalités avancées comme le fait de pouvoir se reconnecter à une partie ou un mode spectateur. C'est rudimentaire pour le moment mais ça leur permet de tester si ça fonctionne assez bien pour s'amuser et surtout leur donne des informations importantes pour la suite du développement.
  • Équilibrage : Alpha oblige, le jeu ne sera pas parfaitement équilibré. Les devs comptent aussi sur nos retours pour l'améliorer ;
  • Performance : Les devs n'ont pas fait beaucoup d'optimisation car ils basculeront en début d'année prochaine (début 2019) sur l'Unity 2018.3 HD Render Pipeline. Autant optimiser le jeu après ce changement. Cependant ils ont commencé à pousser certain calcul coûteux sur d'autres coeur CPU ou sur le GPU. Ils pensent que les performances générale de l'Alpha 2 devrait être similaire à l'Alpha 1.
  • Non inclus dans l'Alpha 2 : Système de progression (XP du joueur, ligues, classement et exploit), héros et animaux, rang de vétéran des unités, brouillard de guerre/ligne de vue et compétences des unités.
  • Planning : Période Acte 1 - Mercredi 19 décembre 2018 au Mercredi 9 janvier 2019. Pause 1 - Mercredi 9 janvier 2019 à début février 2019 : Arrêt des serveurs pour s'occuper des retours de la communauté, ajouter de nouvelles fonctionnalités, équilibrer et sûrement ajouter l'unité Medics. Période Acte 2 - Mars 2019. Pause 2 - ?. Période Acte 3 - ? ;

 

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Jeudi 20 décembre 2018 : Premier patch pour l'Alpha 2.

Citation

We just released a patch for Alpha 2. Steam will update the game automatically so you don’t have to do anything. If you are playing at the moment, please restart the game (otherwise you can’t play against players who already have the patch). Thanks a lot for the great feedback you have given so far! Keep it coming!

Patch Notes 0.3.3
================

Improvements

  • You no longer can have more than one Headquarters anymore.
  • Some adjusted and improved AI behaviours.

Balancing

  • Reduced Polania Rifleman damage to unarmored targets.
  • Reduced SKS 156 "Wotan" damage to medium armored targets.
  • Reduced Polania Riflemen range.
  • Increased Bunker range to match the new range of the Polania Riflemen.
  • Moved SLL 33 "Erlkönig" to workshop tier 2.

Bugfixes

  • Fixed some bugs that could lead to simulation errors, asynchronous games or crashes.
  • Multiplayer Result Screen now always shows whole numbers.
  • Fixed some errors in the matchmaking process.
  • Fixed some errors in tooltips and unit descriptions.
  • Ruins and stones are now covered in snow on the map "Border River".
  • Fixed a bug that prevented sound and music from playing in the main menu once the game start.
  • Fixed a bug that prevented ambient sounds from being stopped when leaving a game.
  • Fixed the missing material on the PZM-11 "Lowca" (it’s no longer white).

Workarounds

If you are experiencing an issue with maps beginning to load but freeze after a while (around 17%), your CPU might miss some required instructions for Unity’s burst compiler. We added a compatibility mode so that you might be able to play. We’re waiting on a permanent fix from Unity which should be available early 2019. Please follow these steps to activate the compatibility mode:

  • Right-click on “Iron Harvest” in the Steam “Games” list.
  • Properties -> Set Launch Options
  • Copy the following into the text field without quotation marks: “-no-burst”

Source : Discord Officiel

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Vendredi 21 décembre 2018 : Deuxième patch pour l'Alpha 2.

Citation

We just uploaded a second patch for Alpha 2 of Iron Harvest, the last one for this year. We received tremendous feedback so far and are really looking forward to continue working on the game next year. From everybody here at KING Art: Happy holidays!

Patchnotes 0.3.4
================

Improvements

  • Fortifications can no longer be built in the building zone of another player.
  • Adjusted the attack behaviour of the "Hard" and "Insane" AI difficulty levels.
  • Retreating units no longer need to touch the Headquarters to complete their retreat. They finish the retreat when near the HQ now.
  • Improved how selection boxes are handled from different camera angles and zoom levels.

Bugs

  • Fixed a bug where you could get stuck in the loading screen of a skirmish map when you previously hosted a multiplayer match.

Source : Discord Officiel

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Mercredi 13 février 2019 : Mise à jour de ~525 Mo. Le multijoueur de l'Alpha 2 est de nouveau ouvert du mercredi 13 février au mercredi 20 février accompagné du DevBlog #10 : https://kingart-games.com/article/55

Traduction du DevBlog #10

Status des campagnes

  • Le contenu et la structure des 21 missions et des 23 cutscenes ont été définis ;
  • Les textes pour la premier campagne (Polonia) sont presque finis (y compris le tutoriel) ;
  • Il y a un calque (localisation des couvertures, objectifs, ...) pour la pulpart des cartes (3 ou 4 manques) ;
  • La carte de la première campagne (carte 3 de la campagne Polonia) vient de recevoir le premier "visual pass" (plus d'infos dans le devblog) ;
  • Cette carte sera notre carte de test pour le scripting, la mise en scène et le gameplay de la campagne. Nous travaillons en ce moment sur notre système de scripting et nous nous attendons à pouvoir jouer à la mission en mars ;
  • En ce moment, trois "level designers" et trois artistes travaillent sur les multiples cartes et la boite à outils graphique (graphics set) en même temps. D'habitude, la premier carte prend un temps considérable mais dès que tous les "assets" sont prêts et des les personnes savent ce qu'elles font, la vitesse d'exécution augmente considérablement ;

dzAp3visual_pass02.thumb.jpg.67a126e49955797b49d06a6a1cd673f4.jpg

Collection de bâtiments

  • Faire la première carte du jeu prend une éternité car nous devons au préalable designer tous les éléments pour la carte. Nous avons presque finit nos collections "rurale" et "industrielle" (toutes les cartes de l'Alpha 2 utilise ces collections) et nous travaillons sur une collection de bâtiments plus compliqués ;

A6UOacity_renderings.thumb.jpg.3e7de6ad543b8323551b5f6ffe820ccd.jpg

Note de mise à jour de l'Alpha 2

Généraux

  • Ajout d'un tchat dans le lobby multijoueur ;
  • Ajout d'un tchat en partie pour communiquer qu'avec votre coéquipier ou avec tous les joueurs ;

xKwt9chat.thumb.jpg.b5ba3498c944326afd628383d58764c9.jpg

  • Amélioration des performances et réduction des pics de lags quand par exemple vous vous battez contre un mecha araignée pour la première fois ;
  • Ajout de plusieurs notifications en jeu ;
  • Ajout d'une nouvelle unité pour les facions Polonia et Saxonie, le médecin. Il peut soigner les autres unités et vous pouvez le sacrifier pour constuire un centre de soin qui peut soigner et renforcer les unités d'infanterie ;

b3hdEmedics.thumb.jpg.f18d33447e7d21a79bfb72ed373e9421.jpg

UI et Remarques en jeu

  • Cercle de sélection et de portée des unités maintenant plus lisible sur plus de type de terrains ;
  • La barre de progression (capture, construction) a une animation de progression maintenant et la barre de vie d'un bâtiment brille quand il est capturé ;
  • Le bâtiment de ressources n'affiche plus de barre de vie complète quand il est détruit ;
  • Les conseils et barre de vie des bâtiments qui peuvent être occupé montre maintenant combien de soldats sont en garnison;
  • Les conseils des options de construction dans le menu de production est amélioré pour mieux montré pourquoi une unité ne peut être produite ;
  • Le placement d'une fortification montre maintenant une prévisualition fantôme ;
  • Il y a maintenant un élément de l'UI qui informe d'un nombre insuffisant de FPS, d'un mauvais ping et d'un problème avec le serveur. Par défaut, vous ne verrez ces éléments que s'il y a un problème mais vous pouvez changer ce paramètrage.
  • Le changement des touches dans les options a été amélioré ;
  • Les "Rules" dans le menu "Skirmish Map Settings Screen" a été améliorée ;
  • Vous pouvez maintenant configurer les conditions de victoire plus facilement qu'avant ;
  • Le "Multiplayer Result Screen" fonctionne maintenant mieux et ne devrait plus afficher la valeur "0" ;

Contrôles

  • Des ordres peuvent maintenant être donné en cliquant sur le portrait d'une unité. Par exemple : Vous pouvez réparer un mecha en cliquant sur le portrait de celui-ci ;
  • Amélioration des intéractions des unités avec les objets (meilleur retour et maniabilité) ;
  • C'est maintenant possible de sélectionner une caisse ou un équipement qui serait juste devant une unité ;
  • Vous pouvez maintenant grâce au clique droit glissé donner la direction vers laquelle vous voulez que votre unité soit orientée dans le cas d'une tranchée ou d'une couverture ayant deux côtés ;

OP5Vgcover_direction.thumb.jpg.4bc30575b7269c2decd042c659ad03c3.jpg

  • Le clique droit glissé fonctionne pour tous les mechas ;
  • Quand on fait une sélection rectangulaire par dessus un objet qui n'est pas sur la couche du sol, le rectangle commence maintenant exactement là où le clique a été enregistré au lieu du sol en dessous ;
  • On peut cliquer sur les soldats suivant une arme collective ;
  • Les raccourcis ne sont plus bloqués si le curseur est sur un élément de l'UI ;
  • L'assignation en groupe avec Ctrl + Nombre devrait fonctionner même si on relâche Ctrl avant le nombre ;
  • Le fait de cliquer sur le bouton d'une compétence puis d'éloigner et relâcher le curseur de la souris n'exécute plus la compétence ;
  • Les raccourcis de la rotation de la caméra sont associés à l'affection des touches définis dans les options ;

Gameplay

  • Une unité se repliant n'a plus besoin de toucher le QG pour arrêter la retraite. Le fait d'arriver à côté du QG suffit ;
  • Dans une partie multijoueur, un joueur peut se rendre s'il se retrouve seul dans l'équipe ou lancer un vote pour se rendre s'il est dans une équipe avec d'autres personnes ;

FDkdasurrender.thumb.jpg.0f73e005e89b8f8f671b22eed8bcd1fd.jpg

  • L'IA remplace dans une partie  multijoueur un joueur en cas de déconnexion. Il y a une chance pour qu'il puisse se reconnecter à la partie ;
  • C'est impossible maintenant de constuire un deuxième QG ;
  • Les fortications ne peuvent plus être construite dans la zone de constuction d'un autre joueur ;

Animation et Art

  • Beaucoup de bâtiments sont animés maintenant ;
  • Réduction importante de l'imprécision de l'animation de visée de tous les soldats ;
  • Activation du mouvement complet de tous les soldats (tous les mouvements qui vont de la marche à la course) ;
  • Amélioration de la réactivité de tous les soldats ;

Équilibrage et IA

  • Le coût en population a été retravaillée pour être dans l'ensemble réduit et plus facile à lire ;
  • Réduction globale des valeurs de dégâts et de vie pour être à 1/100 de leur ancienne valeur. Le gameplay reste le même ;
  • Buff des dégâts de zone d'une manière générale. Cela affecte les unités suivantes : Smialy, Isegrim, Wotan, Cannon System and Gunner Infantry ;
  • Nerf du Wotan : Légère réduction de sa vie, réduction des dégâts contre les cibles d'armure légère et moyenne, réduction des dégâts des fusées et augmentation de la durée de rechargement des fusées ;
  • Nerf des grenadier : Réduction des dégâts des grenades sur toutes les cibles ;
  • Buff du Lowca : L'attaque standart perce maintenant les cibles non blindés et d'armure légère ;
  • Buff du Grimbart : Légère augmentation des dégats contre les cibles d'armure légère et moyenne ;
  • Buffed du Eisenhans : Augmentation de sa vie, réduction de la taille de sa hit-box ;
  • Ajustement du comportement des attaques de l'IA en difficulté "Hard" et "Insane" ;
  • Amélioration plus poussée du comportement de l'IA ;

Bugs

  • Les carcasses de mechas ne "flottent" plus si la destruction arrive hors caméra ;
  • Le point de ralliement n'est plus réinitialisé après l'amélioration d'un bâtiment ;
  • Le coût en population des armes collectives est maintenant traité correctement ;
  • Setting "Confident" bonus modifier to anything higher than "None" no longer results in invulnerable units ;
  • Les bâtiments construit par l'IA sont tournés du bon côté ;
  • L'attaque par défaut de la gatling et l'araignée sont maintenant proprement annulé quand ils meurent en tirant ;
  • Résolution d'un bug où l'on reste bloqué à l'écran de chargement d'une carte d'escarmouche quand vous aviez précédemment invité quelqu'un dans une partie multijoueur ;

La suite

Les devs prévoient la prochaine Alpha 2 (partie 3) pour fin mars. Si tout se passe comme prévu, ils ajouteront les "shouts" (les unités qui parlent quand on les sélectionne, donne des ordres, ...).

Après s'être occupé à résoudre des bugs pour cette mise à jour (Alpha 2 - partie 2), ils ajouteront plus de fonctionnalités, au moins une nouvelle unité et une nouvelle carte.

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Vendredi 15 février 2019 : Mise à jour de l'Alpha 2 de ~824 Ko.

Patch Notes 0.4.1
=================

  • FIXED: Asynchronous multiplayer matches would occur when issuing move orders to a group of selected units that includes a weapon system that was recently abandoned.
  • FIXED: Boxes were occasionally highlighted with an outline at the feet of soldiers when they were reinforced.
  • FIXED: Medics now have their correct tool-tip text.
  • FIXED: The HMG Weapon System flashes red when targeted by an order like all other objects.
  • FIXED: The buttons in the action grid would turn white at times.
  • FIXED: Tool-tips when hovering over unit cards were not visible.
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    • MaJ v1.3.1.19658 (Umber Wasp Balance Tuning Update) - 2023/10/31 mardi Taille : ?Mo This Balance Tuning update is meant to alleviate some issues stemming from the Umber Wasp (1.3.0) update, and to provide some minor tuning adjustments to Multiplayer balance. This update also fixes an issue with framerates locking to 30 FPS. Here is a note on the goals of this update from Jason on our Balance team.  General  Pachino Stalemate (1vs1) and Sousse Wetlands (4vs4) have had their Automatch selection weight reset so they no longer have a higher chance of appearing. Our team will continue experimenting with this weighting in the future to try to find the best balance as we showcase new maps.  Heavy Machine Guns   Crew health decreased from 90 to 80.  HMG 42 Team suppression dealt to suppressed targets reduced from 0.35 to 0.3.  Vickers, M1919 Browning, and MG 34 suppression dealt to suppressed targets reduced from 0.5 to 0.4.  HMG Incremental Accuracy standardized to 1.12.  Infantry pin threshold increased from 0.5 to 0.65.  Wide arc machine gun arcs reduced from 125 to 110.   US Forces    Riflemen  M1 Garand cooldown modifier when in close quarters is reduced from 0.2 to 0.15.     M24 Chaffee Light Tank  Changes from 1.3.0 update reverted.   Reload time decreased from 4/4.25 to 3.5/4  M8 Greyhound  Area of Effect model cap increased from 2 to 3.  The tracking speed of the turret increased by 33%.   Wehrmacht    Flak 30 20mm AA Gun  Area of Effect model cap reduced from 3 to 2.  Incremental accuracy bonus removed. Kettenkrad  Communication Cables sight range now properly affects all resource points.   Decapture rate from Communication Cables removed.  No longer gains bonus sight range from veterancy. (Tooltip will be adjusted in a future update).   Deutches Afrikakorps  Axis 8 Rad Armored Car  Main gun Area of Effect model cap reduced from 3 to 2.  Receives +50% damage bonus to its coaxial machine gun rather than +100% from Armored Support Battlegroup’s Superior Fire Drills   Panzergrenadiers  Kar98k cooldown multiplier at close range has been increased from 0.35 to 0.45.   Panzerjaegers  Manpower cost increased from 250 to 275.  Tear Gas Shot now requires Veterancy 1.  Tear Gas Shot duration reduced from 10 to 3 seconds. Veteran Leaders  Manpower cost increased from 200 to 250.  No longer automatically reinforces Panzergrenadier Squads upon completion.  Flak 36 Anti-Tank Gun Team  Armor when decrewed reduced from 100 to 70; standardized with other team weapons  Reload speed increased from 2.5/2.75 to 2.875/3.15; reload time increased by 15%   Bug Fixes  250 Halftrack - Heal ability is no longer hidden under the Smoke Dischargers ability.   Axis Loiters now have their health at their correct value of 1800 instead of 280.   Axis Tigers Veterancy requirements now require 25% more XP to level (from 2200/6600/13200 -> 2750/8250/16500).  Fixed an issue where "Framerate Limit" was locked to 30 FPS on machines where lower CPU specifications or hardware were detected Dingo can now fire on the move.  Fixed British Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.  Fixed an issue where the StuG D's veterancy requirement was not set properly to 1000/3000/6000.  Fixed M29 Weasel's Signal Layer ability not giving bonus resources.  Using Focused Gunnery with the Vickers HMG no longer prevents group / band-box selection. Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/85-pc-umber-wasp-balance-tuning-update-1-3-1
    • MaJ v1.3.0.18567 (Umber Wasp) - 2023/10/04 mercredi Taille : 867Mo The Umber Wasp update (1.3.0) is focused on continued gameplay improvements and polish to pathfinding, and pings. This update also brings several quality-of-life improvements, such as a smaller icon size on the tactical map and a better flow for end-game stats. The balance changes will impact all factions, with some focus on the Deutsche Afrikakorps. Additionally, this update delivers a Newsfeed for players to access patch notes and news directly from the game’s main menu. We are also introducing one new 4v4 map with Sousse Wetlands and a reworked 1v1 map of Pachino Stalemate. Be sure to review all of the changes and fixes below or check out the Mission Briefing for an overview.       NEW CONTENT, FEATURES AND IMPROVEMENTS New Map   Sousse Wetlands – 4v4  Added 4v4 Sousse Wetlands map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.  Sousse Wetlands is a vast Tunisian map with three distinct locations:  The ancient walled city to the North Featuring exciting urban combat and flanking routes galore  The wetlands and causeway Featuring masses of foliage and water where combat is long-ranged, and maneuverability is key  The desert village to the South Where cover can rapidly deteriorate, and defenders can easily be outflanked    Reworked Map   Pachino Stalemate – 1v1 Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes.  A redesign of the existing 1vs1 map for all game modes, including:  Considerable changes to territory and accessibility  Large rock formations have been removed map-wide enabling better mid to late game pathfinding (which should open the map up as larger vehicles hit the field)  Updated cover around central resource points  Updated map textures to improve visibility around key areas  Updated atmosphere   Match stats  Quitting a match will no longer exit the Match Stats screen.   If a player gets disconnected from a match, they will now still be able to view the match stats.      GAMEPLAY IMPROVEMENTS AND BALANCE   Pathfinding  Adjusted vehicle pathfinding to take more direct paths to the requested location.  Infantry will now do less pathing adjustments when friendly soldiers are in the way.  Infantry will no longer prefer to take paths with denser cover distribution, which has often led to unpredictable behaviours.  Infantry will now be able to path through allied infantry and team weapons. When traversing through blocking vehicles, infantry will now think they can path through, but will be physically stopped until the vehicles move out of the way for more predictable behavior.  Retreating infantry will no longer get stuck in place when pathing into vehicles, squads, and team weapons.  Team weapons (whether abandoned, set-up, or idle) will no longer be able to block chokepoints for allied units. The space under team weapons is now considered a pathing space.       Units executing attack orders will more consistently approach their target in a straight line.   Vehicles doing a Move order at longer distance will now follow a straight path opposed to following a path that is aligned with their orientation.        Vehicles will no longer be allowed to stop while phasing.       Pings  On map communication pings will now feature a new visual effect, that includes a uniquely colored tear drop effect lasting for 10 seconds.  New features for ping visibility  A colored light beam will appear on pings to improve visibility at distance and when used next  to tall assets like high vegetation, trees and buildings.  Previous pings will be removed when a new ping of the same type is issued.   Each ping type will have a unique cursor when selected.  New animation effects on both minimap and tactical map have been added to drastically improve ping readability.   Ping cooldown  Introduced a cooldown period during ich a player can no longer issue pings, which is activated when a given player issues multiple pings in rapid succession.  When on cooldown, trying to use pings again will display a message in the chat visible to the player.  Continuously using pings when on cooldown will further increase the cooldown itself.     Map Updates  HQ Sector bunker positioning has been adjusted across various maps to prevent bunkers from unintentionally covering resource points, whilst also reducing the number of blind spots that might be exploited by the enemy player.  Many heavy-crush rock piles have been removed across Africa maps, including but not limited to Road to Tunis - 1v1 and Gazala Landing Ground - 3v3  Heavy-crush rock piles have been replaced in many cases by Sangars, which still provide heavy cover, but are less resilient to damage and are medium-crush   Taranto Coastline 1v1  Rebalancing of buildings near Victory Points.  Removal of several large rock outcrops to enable late-game crush to open the map.  Territory layout adjusted to be more appropriate for competitive gameplay.   Twin Beaches 1v1   Added an infantry-only “gitty” between Mount Bacon and the Northern beach  Adjusted the placement and number of rocks and tank traps on the Southern beach, to better improve vehicle flow and pathfinding  Minor adjustments to cover around Mount Bacon  Terrain adjusted to rebalance height gameplay around Mount Bacon   Campbell’s Convoy – 2v2   Readjusted cover placement along the central resource points, particularly around the most contested resources.    Catania Crossing 3v3  Returned the baby truck to its home, where it belongs.  Updated the two rail bridges to one double length bridge, reducing the number of bridges to destroy/repair in this area of the map from 4 to 2.   Mignano Summit – 3v3   Updated territory layout, reducing the number of high resource points and spreading their value more evenly across the map. This should reduce the chances of games ending too soon from dominating the central areas of the map.    Monte Cavo – 4v4  Updated camera mesh to make it adhere closer to the terrain, which will prevent the camera from elevating too high near rocky outcrops.  Updated atmosphere to transition into Dawn after around 30 minutes of gameplay.    Winter Line – 4v4  Updated cover placement around the central bunker complex.  Replaced a number of trenches with sangars, improving the pathfinding of tanks in these areas.   Tactical Map  Scaled down unit decorators, they now act as position icon.  Removed the Unit position icon (circle).    New Cosmetics  Eight new cosmetics will be released in October, with four releasing in each of the first two weeks.    British Forces  Mud Brown Foot Guards Mud Brown Matilda II US Forces Sea Blue M18 Hellcat Sea Blue Sniper Wehrmacht Dark Brown Brummbar Dark Brown Nebelwerfer  Afrikakorps Basalt Grey Stug III D Basalt Grey Anti-Tank Gun Team     GENERAL BALANCE CHANGES   Accuracy Changes   We have standardized accuracy across the board for the various tank guns. We have noted that our tank guns were too accurate at maximum range. This resulted in situations where vehicles chasing at maximum range would often land their shots while on the move, more than intended, especially after the fix to projectiles that made it easier for scatter hits to avoid low obstacles.     76mm halftrack and 221 Panzerbüchse accuracy set 0.1/0.055/0.045    Anti-armor vehicle accuracy set to 1/0.05/0.04   Crusader II and III accuracy set to 0.1/0.05/0.04   General medium, heavy and light tank accuracy set to 0.075/0.0475/0.035   Hellcat, Marder III and variants accuracy set to 0.1/0.055/0.4   Sherman 76mm accuracy set to 0.1/0.05/0.04   Anti-Air  We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond.   Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed:  CWT 15CMP AA Truck  Crusader AA  M16 Quad Halftrack  Flakpanzer IV Wirbelwind  Flak 30 20mm AA Gun Team  Flakvierling Halftrack   Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable to most durable:  Strafing Runs (P-47 Strafing Run from the ASC, Luftwaffe Strafing Run)  Close-in/Dive Bombs (P-47 Dive Bomb from the ASC, Fragmentation Bombs)  Loiter (Hawker Typhoon Anti-tank loiter)  Reconnaissance versions of Strafing, Dive Bombs, and Loiters (Recon Artillery, P-47 Reconnaissance Loiter)  Heavy Bomber Runs (Carpet Bombing Run, Breakthrough Incendiary Bombing Run)   A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target.  These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air.   Notes:  Loiters are currently bugged, and are able to be shot down easier than intened. We hope to address this in a future patch.    Mortars  Wehrmacht, Deutsche Afrikakorps, British Forces Light Mortars   HE Barrage cooldown reduced from 0.75 to 0  HE Barrage reload rate standardized to US Forces mortar   Veterancy Adjustments  Anti-tank Gun veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000  Panzerpioneer and Royal Engineers veterancy requirements reduced from 800/2400/4800 to 700/2100/4200  Walking Stuka Half-track and Sherman Whizbang veterancy requirements reduced from 1950/5850/11700 to 1500/4500/900   Sniper Units   Camouflage when leaving cover increased from 1 to 4 seconds.  Sight range increased from 35 to 40.   FACTIONS & ABILITY BALANCE CHANGES   US FORCES  USF continues to perform well, however, we have noted a number of overperforming units and abilities that made it difficult for the opposing player to counter or deal with. We are weakening certain abilities such as Pour it on ‘Em, the Sherman Easy E8 call-in, the M8 Scott’s White Phosphorous shells, and the offensive capabilities of the Air Support Center.     4x4 Truck  Frontal armor decreased from 5 to 4.  Moving weapon burst reduced from 100% to 75%.   Assault Engineers  Veterancy requirement reduced from 900/2700/5400 to 750/2250/4500.    Bazooka Team  Manpower cost reduced from 250 to 240.  Reinforce cost increased from 22 to 24.  Veterancy requirement reduced from 900/2700/5400 to 800/2400/4800.   Engineer  Veterancy requirement reduced from 750/1500/3000 to 600/1800/3600.    M3 Armored Personnel Carrier  Fortify Position ability reduces ability recharge times for nearby units by 25%.    M8 Greyhound Armored Car  Area of effect damage changed from 1/0.3/0.15 to 0.75/0.4/0.4.  Area of effect model limit  set from 0 to 2.  Area of effect radius increased from 1.75 to 2.  Max scatter reduced from 4 to 3.  Scatter offset set reduced from 0.33 to 0.   M8 Scott  White Phosphorus Barrage direct damage reduced from 80 to 10.  White Phosphorus Barrage now has a cost of 25 munitions.   M24 Chaffee Light Tank  APCR Rounds munition cost reduced from 45 to 35.  APCR Rounds penetration bonus reduced from +100% to +50%.  Reload time increased from 3.5/4 to 4/4.25 seconds.  Chaffee no longer does additional damage against friendly units.   Paratroopers  Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5; matches the standard US Forces frag grenade used by Riflemen.   Riflemen  Fire Superiority now reduces the squad’s speed by 33% when active.  M1918 BAR penetration reduced from 2.5/2/1.75 to 1.75/1.5/1.33.   Scout   Manpower cost reduced from 160 to 150.  Utility Package munitions cost reduced from 30 to 25.  Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.   Seek and Destroy  Accuracy bonus increased from 25% to 35%.  Capture bonus and received accuracy bonus while moving removed.  Seek and Destroy Ability properly provide its benefits to vehicles you control for the full 40 seconds duration of the activation.   Sherman  White Phosphorus Smoke ability no longer slows vehicles on hit.    Sherman Easy 8  76mm penetration reduced from 300/200/170 to 200/180/160.  Arrives with a veterancy 1 Engineer squad; unit only becomes Assault Engineers if the Assault Engineer is unlocked.  Command point requirement increased from 7 to 8.  Cost increased from 600 manpower and 100 fuel to 650 manpower and 105 fuel.   Sherman Whizbang  Precision Rocket barrage renamed to Long-Range Barrage.  Long-Range Barrage range increased from 80 to 160.   Long-Range Barrage range reload increased from 0.25 to 1.   Long-Range Barrage rocket count increased from 10 to 15.    Special Operations P-47 Dual Strafing Run  Second plane now arrives 2 seconds later than the first plane.    Support Center   Air Support Center  Ability reticules adjusted to be more representative of their area of effect.  Air Supply cost increased from 100 manpower and 30 fuel to 150 manpower and 40 fuel.  P47 Dive Bomb area of effect reduced from 10 to 7.  P47 Strafe’s 2nd plane now arrives 2 seconds slower.     Infantry Support Center  Munitions Surplus no longer grants an ability recharge bonus.  Survival Training now grants 25% faster recharge speed on infantry abilities.    Mechanized Support Center  Chaffee APCR Rounds ability penetration reduced from 300/200/160 to 270/165/120.   Munitions cost reduced from 45 to 35.  Canister Shot ability reworked to deal high damage against infantry in the open, but is less effective against units in cover. Deals 25% damage against units in garrison and heavy cover, 50% against light cover.  Munitions cost reduced from 45 to 25.  Greyhound canister area of effect model limit increases from 3 to 4.  Sherman canister area of effect model limit increases from 3 to 5.    US Airborne  M1919A6s upgrade time reduced from 50 to 30 seconds.    WEHRMACHT   While a potent faction, a number of the Wehrmacht units were underperforming when they should be key components of their respective tier’s arsenal. We have made a number of changes to address units like the Wirbelwind’s cost and the Stummel’s performance. Furthermore, the Armored Skirts upgrade has been reworked to offer a potent power spike for all the Wehrmacht’s core medium armored vehicles in the late-game.    20mm Flak 30 AA  Gun Team  Build time reduced from 45 to 40.  Crew health increased from 80 to 90.  Penetration increased from 26/22/18 to 30/26/22.  veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000.    251 Stummel Conversion  Auto-fire reload reduced from 5 to 4 seconds.  Barrage recharge time standardized to 20 seconds.  Barrage reload reduced from 2.5 to 2 seconds.  Barrage shell count increased from 4 to 6.  Munitions upgrade cost reduced from 60 to 50 Munitions.    Armored Skirts  Cost increased from 125 manpower and 25 fuel to 200 manpower and 45 fuel.  Now provides +80 health to all affected vehicles.  Side armor bonus removed.    Blitzkrieg – Breakthrough Battlegroup  Reload bonus increased from 35% to 40%.  Speed bonuses and received accuracy bonus reduced from 50% to 35%.    Command Panzer IV  AP rounds penetration increased from 90/75/65 to 90/85/75.  AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.  AP Round area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.  HE angle scatter reduced from 12.5 to 7.  HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.   HE round area of effect radius increased from 4 to 5.  HE round area of effect mode limit increased from 3 to 4.  HE round reload time reduced from 4.5/5 to 4/4.5.  HE rounds now fire directly at targets.  Movement scatter changed to match other tank guns.    Flakpanzer IV Wirbelwind   Cost reduced from 320 manpower and 60 fuel to 300 manpower and 50 fuel. Reload speed decreased from 3.75/4.25 to 1.875/2.125.  Tactical Advance replaced with White Phosphorous rounds.  White Phosphorous Rounds cause suppression and reduce a vehicle’s vision by 75% on hit for 5 seconds. Costs 30 munitions. Lasts 30 seconds.  Jaeger Light Infantry  Capture and de-capture bonus from reconnaissance package set to a flat +20% bonus.   Reconnaissance Package munition cost reduced from 60 to 50.   Kettenkrad  Communication cable munitions cost reduced from 35 to 25.  Communication cables now grants the Kettenkrad +33% capture and de-capture speed and grants +7 vision range to points captured by the Kettenkrad.  Communications cable resource bonus removed.  Speed increased from 10.50 to 11.75.  Mechanized 8Rad  Veterancy ability replaced with Deutsche Afrikakorps Commander 8Rad Ability.    Nebelwerfer  White Phosphorous rocket count increased from 5 to 6.    Pioneer  Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.    Panther  Tactical Advance replaced with Tank Hunter.  Tank Hunter is a Passive Ability that causes target vehicles hit by the Panther to be 25% easier to hit for 8 seconds. The affected unit will also be revealed, even in the fog of war for the entire duration.   Stosstruppen  White Phosphorous Grenades now properly deal damage over time.    BRITISH FORCES    We have given the British forces a small number of adjustments to address a number of concerns. The changes below should make it easier to deal with British artillery in late-game scenarios, and reduce how oppressive their vehicle rushes with Crusader AA or Stuart can be against infantry.    BL 5.5 Inch Howitzer  Command Point cost increased from 2 to 3.  Health reduced from 800 to 480.  Manpower cost increased from 320 to 400.  Dingo  Now gains shared experience.    CMP 15 CWT Truck  Veterancy 1 Improved Logisitic ability now shared between the standard CWT and the medical variant.    Commandos  Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5.    Crusader AA  Area of effect radius reduced from 2.5 to 2.  Area of effect distances reduced from 0.75/1.5/2 to 0.33/1/1.75.   Infantry Section  Recce Package passive vision bonus reduced from 7.5 to 5.    Light Vehicle Refit and Withdraw  No longer costs munitions.    M3 Stuart  Mark Target munitions cost increased from 25 to 45.  Mark Target penetration bonus reduced from +50% to +25%.  Area of effect damage changed from 1/0.3/0.15 to 0.5/0.3/0.3.  Area of effect damage distances changed from 0.44/0.875/1.31 to 0.375/0.375/2  Moving scatter increased from 25% to 50%.  Max scatter to 3.5.  Scatter angle from 7.5 to 5.5.  Scatter offset set to 0.125 to 0.   DEUTSCHE AFRIKAKORPS  We are making a number of changes to DAK to address some of the issues they face. These issues include a lack of ready access to infantry-based anti-tank units when going for the Mechanized Kompanie and the early weakness of their Panzergrenadiers when outside Combined Arms range. We still want DAK to be a vehicle-based faction that needs to leverage its vehicles to gain an advantage and have made improvements to early units like the 250 Halftrack to further emphasize to encourage vehicle play.    250 Halftrack  Manpower cost reduced from 260 to 250.  Front armor increased from 6 to 7.  Veterancy Requirements reduced from 1200/3600/7200 to 600/1800/3600.   Advanced Optics  New upgrade added to the Armory. Requires Panzerarmee Command.  Costs 250 Manpower.  Increases the vision range of all vehicles by +5 when moving. When vehicles are stationary, increases vehicle vision by +10.    Advanced Repairs  Manpower cost reduced from 200 to 150.  Advanced Repairs now requires the Light Support Kompanie. Previous Panzer Armee requirement removed.  Assault Grenadiers  Manpower cost reduced from 340 to 300.    Bersaglieri  Bersaglieri call-in ability recharge time increased from 60 to 75 seconds.  Manpower cost reduced from 320 to 280.   Breda Model 30 Light Machine Guns  Command point requirement reduced from 3 to 2.  Weapon burst duration increased from 0.75/1.25 to 1/1.55.  No longer grant 1 free LMG to Panzergrenadier and Bersaglieri squads.    Combat Half-track  Provides a flat 4 armor bonus to all facings to all affected units    Combined Arms  Gives +15% speed to all Deutsche Afrikakorps infantry who have Combined Arms available.  Panzergrenadier version no longer grants ability range bonuses and only provides +10% bonus to accuracy. Grants the same bonuses as the Combined Arms used by other infantry.   Command Panzer IV  Wehrmacht and Deutsche Afrikakorps Command Panzer IV now both share the ammo swap ability.  AP rounds penetration increased from 90/75/65 to 90/85/75.  AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.  Area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.  HE angle scatter reduced from 12.5 to 7.  HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.  HE round area of effect radius increased from 4 to 5.  HE round maximum damage cap from 3 to 4.  HE round reload time reduced from 4.5/5 to 4/4.5.  HE rounds now fire directly at targets.  Movement scatter changed to match other tank guns.    Grenade Package  Grenade Package Removed. Panzergrenadiers now require either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed in order to access grenades.    Kradschutzen  Speed increased from 11.5 to 13.    Light Support Kompanie  Now has access to Panzerjaegar squads costing 250 manpower.   Panzergrenadiers  Grenade range increased from 16 to 20.  LMG accuracy increased from 0.363/0.286/0.2332 to 0.396/0.312/0.2544.  Rifle accuracy increased from 0.493/0.484/0.341 to 0.538/0.528/0.372.  Model 24 grenade and Hafthohlladung Anti-tank Grenades now requires either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed.   Secure Location  Now grants a +20% decapture bonus in addition to its capture bonus.    StuG III D  Veterancy Requirement reduced from 1500/4500/9000 to 1000/3000/6000.  Firing Positions range bonus increased from +15 to +20 range. Notes:  Currently our Veterancy is 1000/2000/6000. This will be set to the intended values in our next patch.    Italian Infantry    Booby Traps  Command Point requirement from 2 to 1.  Booby Trap cost reduced from 55 to 45 munitions.  Traps that detonate on a Victory or Territory point will increase the time it takes to capture the given point by +100% for 20 seconds.    Cannone da 105/28  Command Point requirement from 4 to 3.    Designate Defensive Line  Renamed to Sound the Alarm.  Munition cost reduced from 60 to 40.  Now also makes squads 20% harder to hit when active in addition to other bonuses.  Now plays an alarm effect on activation.   Guastatori  Armor increased from 1.25 to 1.5    L6/40  Cost increased from 450 manpower and 30 fuel to 475 manpower and 35 fuel.  Emergency Speed now replaces Italian Brotherhood: Increases speed by +50%, and has +25% acceleration while making the unit 25% harder to hit. Disables weapons while active.   Health increased from 240 to 280.   Now has medium crush.   Penetration increased from 16/14/13 to 45/25/15.    Propaganda War    Now has a delay before the ability activates.  Now fires 10 shells over a large area that cause suppression damage. Targets that are pinned will retreat if they are in the blast radius of propaganda shells. No longer causes units to immediately retreat if they are not pinned.   We have also made some significant changes to the Italian Infantry tree, increasing its viability.  Before    After      BUGFIXES    Art/Animation  Changed the way weapon swap animations are played so they are now layered as upper-body animation. Mechanically that means that when a unit upgrades to a new weapon (such as the BAR) or when a unit changes weapons (such as mine sweeper for engineers), they no longer stop in their tracks and get separated from the rest of the squad.    Fixed a T Pose when units embark into the Deutsche Afrikakorps 205 Light Carrier.   Fixed hit reaction animations when infantry is dropped to prone from explosions (grenades, mortar, etc.). These animations should now quickly end when the squad is issued a command, instead of keeping the unit locked down for the full length of the animation (It was never the intention for hit reaction animations to lock down units in place).  Fixed a problem where squads would lose the player's requested unload destination if the player issued a second order while the squad was in the process of unloading. The vehicle will now properly acknowledge the new destination and navigate accordingly. Soldiers will now also respond to the unload more quickly and will exit the hold more seamlessly.  Modified the Weapon Swap to use an upper body animation layer. This should should mean kneeling units to no longer stand up when ordered to change weapons or tools.  Removed most pivots from infantry to increase infantry responsiveness.    There should be no more popping before and after throwing a grenade. Entities should now be using the aim animation while rotating to the ability location.   Adjusted the behaviour of infantry entering cover while engaged in combat. Infantry will now avoid sliding into cover (and instead opt to stay standing and shooting) if they are in the middle of aiming. However, the unit will still do the slide into cover animation if they aren't aiming - which might happen depending on a number of factors, such as the weapon type, range, wind down period etc.     Gameplay  Anti-Air units can now target airplanes outside the playable area.       Artillery should now fire with a 20 second cooldown that is surfaced through a decorator It should respect having vision on the enemy unit.     Breach now forces retreat of garrisoned units.      Burst weapons will no longer keep firing if the target ducks behind a shot blocker.    Clarified the meaning of “resource lost” stats with tool tips. This means the resource value of units lost in combat.   Fallschirmpioneers now have access to wire cutters from the start of the game.    Fixed damage over time damage not awarding veterancy and kills to the damage originator.    Fixed HMG redeploying when switching targets in arc.    Fixed a bug where the Panzerjaeger squad was unable to fire Anti-Tank Tear Gas round if the remaining squad members didn't have Panzerbuchse 39 equipped.    Fixed a bug where it was possible for a unit who was repeatedly given the Stop command to completely lose the ability to attack. This was unintentional, and now units told to stop while they're already stopped will no longer cause them to stop attacking. This bug affected infantry, vehicles and structures alike (defensive positions, etc.).   Fixed a missing UI text string on the Salvage Crew ability for the M3 Armored Personnel Carrier when used on friendly or hostile units .  Fixed a tool-tip issue with the Bishop's direct-fire ability.  Fixed an issue where certain call-in units could not be deployed due to incorrect population requirements.  Fixed an issue where certain units could double shot projectiles. Shermans, Brummbars, and Greyhounds now need to cycle a reload sequence if they fired a shell before using WP, Bunker Buster or Smoke shot.    Fixed an issue where Deutsches Afrikakorps Schu Mines and Teller mines would not cancel construction if the builder was given another order before construction begun.   Fixed an issue where Flak emplacements would not be cancelled if the engineer was given a build other before they reached the construction site.   Fixed an issue where Wehrmacht bombers used the incorrect model during the Montella mission.   Fixed an issue where Tear Gas would not disable an indicator over the target.   Fixed an issue where the Crusader had further sight than intended.  Fixed an issue where the Hellcat and M3 75mm Gun Motor Carriage First-Strike Veterancy bonus failed to work correctly.  Fixed an issue where the Stosstruppen Red Phosphorous Grenade would not continue to deal damage after detonation.    Fixed British Forces Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.    Fixed invalid target requirement text for the Sherman's White Phosphorus Shell.  Fixed M1 Anti-Tank Gun continuing to fire while Brace ability was active.    Fixed M1 Anti-Tank Gun not firing after Brace ability ends.    Fixed missing UI requirements for the Captain's 'Rally to Me' ability.  Fixed players appearing on the wrong team after a skirmish restart.    Fixed Recover Wrecked Vehicle ability range for recovery vehicles.    Fixing a programming glitch that caused repeatedly giving the Attack move order to prevent a unit from moving. Repeatedly giving Attack Move orders now behaves smoothly, similar to how repeatedly giving the Move order does.    Improved weapon range visualization to account for shooter size.    L6/40 Combat Group should now properly be 10 population instead of 12.  Mortars and HMG's should now have their abilities cancelled when pinned.      Pathfinding tuning on Deutsche Afrikakorps recovery now matches the US recovery vehicle.   Setup HMG teams will no longer become stuck if given a reface order in place.    Smoke Canisters should no longer break functionality on the creeping barrage ability.   Team weapons no longer change targets when already engaged via an attack move order.    The Focus Next Infantry command now cycles through units properly, skipping over retreating units.   Unit Efficency has been changed to Efficiency Factor, which is now a ratio like 1.5, rather than 150%. Efficiency Factor means the amount of resource damage dealt to enemies, divided by the cost of units produced. There are now tooltips to explaining this.   Beyond the meaning of Unit Efficiency being unclear, there were also errors in the calculation of efficiency which have been fixed. (Average) efficiency was displaying a total instead of an average. Additionally, the total damage dealt had been including friendly fire and environmental damage.  Updated a large number of tooltips in-game to display numerical values for bonuses of many upgrades and abilities.  Updated the VFX on On Map Communication Pings for the Attack, Defend and Look Here pings. Added a new VFX beam to make pings more visible when used on tall assets like buildings or when placed behind trees and bushes.  You will now receive a specific message in the left-hand-side event queue if one of your units takes a hit from a sniper.   Fix wrecks staying attached to recovery vehicles when issued move command.   Performance/Stability  Improvements in detecting cases of file corruption and trigger verifications on game installs.  Fixed a rare crash that would occur while previewing unit pathing using Tactical Pause.  Turning off FSR with antialiasing on doesn't crash anymore.  Improved/Reduced Frame Per Second drops while in a match.  Fixed crash when closing prompts from a previous mission.    Single player  Dynamic Italian Campaign  Adjusted bunkers to prevent paratroopers from dropping behind them on Monte Cavo map.   Fixed stuttering during mission zero intro sequence.  Fixed the default save names not changing in different game modes.  Fixed an issue with the Anzio Annie Barrage ability not having a cooldown.   Fixed damage on bridges with abilities such as bombing or barrages. These abilities now do the intended damage.  Fixed cursor showing that incorrectly showed you can attack again when you controlled a naval unit that had already attacked this turn.   Fixed FSE that can occur after loading a Calabria tutorial save.   Fixed game crashing when loading some save files that had used paradrop.   Fixed issue where troops would sometimes walk through Italy after landing from troop transport ability from port.  Fixed map atmosphere state not being saved.   Fixed Recover Wrecked Vehicle ability range for recovery vehicles.  Fixed save overwrite confirmation dialogues not always displaying when making a save with an existing name.  Fixed turn soft locking after using naval transport ability on a specific location in the Calabria campaign map tutorial. This only fixes new saves.  Fixed the tooltip text to no longer be a blank “Requires: “ when issuing move orders out of bounds on the campaign map.  Improved clarity on the ability fail message when trying to cast ability out of range.    Addressed the jittery transition from zoomed in to zoomed out states on the Italian Campaign map.   Attempting to capture towns no longer deal damage to it prior to doing mission or skirmish.  Repainted territory in the Cliff Crossing Skirmish to make sure that the new territory layout has separate sectors for each point.  Replaced detachments with emplacements in the Italy population breakdown menu.     North African Operation  Adjusted asset position to prevent blocking garrison doors in the Ajdabiya mission.   Fixed a bug in the Ajdabiya mission where the Flak 36 Objective could be completed by driving the truck up without the Flak 36.   Fixed an issue causing the title card to play even when the player is not first starting the operation.  Moved the enemy spawn locations to prevent them from spawning in view in the Ajdabiya mission.   Reviewed UI mission completion and start popups to reduce cases where they appear back-to-back.   UI/UX  Building production buttons now have a toggled state.   Changed the message on disconnect notifications to add clarification.   Fix a crash that can occur when loading saves from Gela.   Fixed a bug that caused dialog messages to get cut off in certain aspect ratios.   Fixed a typo in Deutsche Afrikakorps Armored Support Group name.   Fixed an issue occurring when a newly created North African Operation save uses the default name of the last completed mission.   Improved the tooltip message shown when trying to invite offline players to your party.  Replaced the CoH3 Desktop icon to support sizes from 16px to 256px.  The Battlegroup panel can now be closed by pressing ESC or clicking outside the panel.  Fixed an issue where the Night Fighter Resource Point cosmetic did not state which resource point it affects.  Fixed an issue that prevented some players to receive new daily or weekly challenges on reset Updated the Co-op vs AI stats to have the most played faction.  Disabled Select Map and Game Options buttons during match start countdown.  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/81-pc-umber-wasp-1-3-0-patch-notes
    • MaJ v1.1.6.1 - 2023/09/05 mardi This update brings the Console Edition of Company of Heroes 3 in line with the 1.1.6 PC update with the exception of the in-game store, Challenges and Merit, which will not be coming to console. We are hoping to bring cosmetics to console in a different fashion at some point in the future. We have also made several console specific changes in this update outlined below. Additionally, we are introducing a new map, gameplay and balance changes, and plenty of bug fixes.  NEW CONTENT    Catania Crossing – 3 vs 3 Map  Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes.   A return to classic CoH bridge maps, based on the Allied Landings in Sicily.   Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.    CONSOLE CHANGES    Dynamic Resolution  Dynamic resolution will now allow the PS5 and Xbox Series X to track closer to their target settings. Performance will target 60 FPS and scale resolution to achieve it. Resolution will attempt to retain 4k at 30 FPS. There is no change to the Xbox Series S implementation.    Tutorial  We adjusted the controller tutorial for changes in steps and updates from PC.   Added the ability to load Keyboard + Mouse tutorial on console. This will depend on the input method when loading into the tutorial mode. Saves will retain the input used and display a warning message if they detect the incorrect input type when loaded.    Online Requirement Change:   Removed consistent online check. Checks now occur on startup and when entering multiplayer. An online connection is still required for startup. This is to resolve issues of losing connection during gameplay.   The game will now display an error message when attempting to access multiplayer while offline   Saves can now be completed when a connection drops.     GENERAL CHANGES    A.I.  A.I. respond accordingly to different ping types   Attack ping, question ping - may send units to appropriate location pinged   Defend ping - may respond with defensive behaviors   Capture behavior when pings issued on capture points    Audio  New voiceover for Gurkha Infantry unit.  Audio improvements for the British Forces War Cry ability. All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.    Camera    The camera now allows players to zoom out an additional 5 meters using the RS, increasing the overall zoom level.     Event Cues    Event Cues are now aligned over top of the minimap.    Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.   Event Cues are now limited to how many can display on screen at the same time   The background transparency of Event Cues has been reduced to improve readability      Italian Dynamic Campaign  The A.I. (Artificial Intelligence) will now be performing offensive behaviors more often on difficulties above standard and easy. Expect to see the AI sending companies into player territory, recapturing towns and attacking player companies.  We expect a higher rate of defense missions triggered, which will occur when the A.I. attacks player towns where these missions exist. These differ from Skirmish modes, which we hope will add more variety and replayability to the Italian Dynamic Campaign. Expect more combat at towns/cities like Potenza, Foggia, Ortona, and Anzio.   It is expected to see more aggressive behaviors from the A.I. while playing on greater difficulty levels.   AI now uses Recon Runs less often, and on a wider variety of targets.   Campaign Map Population Capacity adjusted so more supporting units can be built in the early campaign.   P47 Population Capacity cost reduced from 3 to 2   B25 Population Capacity cost reduced from 4 to 3   Aircraft Carrier Population Capacity cost reduced from 6 to 4.    Maps     Gazala Landing Ground   Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.     Mignano Gap   Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles    Removed cover from Greek staircases to prevent unintended balance issues.   Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.     Multiplayer  Disabled battlegroup selection during match start countdown. This change helps prevent players from having non-functioning battlegroups when loading into a match.   Enemy A.I. in Skirmish mode is now less likely to try to capture the same point with several units and more likely to try to capture separate points with individual units.    Player Names    A toggle for player names has been added to the game settings both while in a match and in the main menu   ON: Player names will be permanently displayed under the unit decorator.   OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey. (Hotkey is only available with Keyboard + Mouse input)   Player names will be displayed on unit information cards.   Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.     Player List   Added a tooltip when on Battlegroups in the Player List, containing the Battlegroup name and a brief description.    All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.    Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.    Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.    Unique team / Player Colors   Team and Unique colors now apply to player names.   Team and Unique colors now apply to units' health bars on the unit cards.    Territory point flag and capture UI now uses team colors rather than unique colors.     FACTIONS & ABILITY CHANGES    General    Anti-Tank Rifles  Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles  Range decreased from 40 to 35   Weapon cooldown modifier when suppressed increased by +50%    Auto-Reverse Distance   The distance a player can now issue an automatic auto-reverse command without using the auto-reverse ability has been set from 20 to 60     Barbed Wire   Armor increased from 1 to 10      Bunkers  Wehrmacht Bunkers & Afrikakorps Heavy Machine Gun Bunker    Build times standardized to 20 seconds      Button Abilities   Wehrmacht Flak 30 AA Gun, US Forces M16 Multiple Gun Motor Carriage & US Forces M1919 Heavy Machine Gun Team   Button no longer disables weapons   Button now reduces sight by 50% and speed by 25%; speed penalty is increased to 50% on penetrating hits   Duration set to 15 seconds    Indicator now added when the ability is active   Recharge time standardized to 120 seconds    Forward Reinforcement Times   Reinforcement time of in-combat units located +45m away from the HQ increased by +100% for a total of +200%    Reinforcement time of units located +45m away from the HQ increased by +100%      Infantry and Mortar Flares   Mortar and Infantry flare duration decreased from 30 to 15     Mobile Anti-Tank Guns   Will hit objects and terrain significantly less   Horizontal traverse speed increased from 16 to 24   Aim-time decreased from 0.5 to 0.125    Build times standardized to 40 seconds   Reinforcement time standardized to 5 seconds   Accuracy at long-range increased by 7%      Mobile Heavy Machine Guns   Cost standardized to 240 manpower   Crew health increased from 80 to 90    Horizontal traverse speed increased from 35 to 50   Infantry now become pinned around 17% faster   Reinforcement time standardized to 5 seconds   Suppression radius increased from 13 to 15   Suppression recovery now takes 3 seconds longer     Smoke   Smoke duration decreased from 30 to 20 seconds     Snipers  Aim-times standardized to 1.75 seconds    Target size increased from 1.33 to 1.5    Vision range decreased from 45 to 35   Weapon cooldown increased from 3.5 to 3.75/3.825 seconds    Planes   Standardized airplane arrival times:    Utility based airplanes (includes smoke & recon runs): 3 seconds   Strafing runs: 5 seconds   Bombing runs: 7 seconds   Airplanes now start their dives earlier to allow for a less aggressive angle.   Airplanes speed increase while loitering from 36 m/s to 72 m/s.   Airplanes turn angles are increased from 25 degrees to 60 degrees.   Adjusted Airplane crashes to create deformation and include a new effect.   Adjusted Airplane crashes to damage environmental objects.   Adjusted Airplane debris to last longer.   Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.   Adjusted Airplane abilities flares to match the center of the ability reticule.   Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)    Airplanes performing paradrop abilities are now invincible.   Airplanes performing Mark Target abilities now show a proper indicator on the target.     Airplane Weapon & Projectile Changes   Adjusted projectile speeds overall to be 2x to 3x times faster.   Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.   Adjusted deformation to better match the area of effect of some of the explosions.   Adjusted strafing runs to have an area of effect of 45m length.   Adjusted strafing runs to cover the area within 1s as opposed to 3s.     Loiters   Loiters no longer acquire new targets in base sectors.   Loiters now display a ground indicator that reflects the target acquisition area.   Loiters now display an indicator on top of the unit they are targeting.   Loiters now properly display the time left for the ability to end.   Loiters now take longer in between passes.     Factions   British Forces    Bishop Self-propelled Gun   Barrage recharge time increased from 30 to 45 seconds      B.L. 5.5 Inch Artillery Emplacement   Build time decreased from 70 seconds to 40 seconds      Centaur   Area of Effect radius increased from 4 to 6    Cost decreased from 380 manpower and 80 fuel to 360 manpower and 75 fuel   Horizontal traverse speed increased from 25 to 50   Reload speed decreased 6 to 4.5 seconds   Smoke Shot veteran ability now only fires 1 round   Speed increased from 5.2 to 6      CMP15 CWT AA Truck   Anti-aircraft range bonus from +600% to +1000%    Horizontal traverse speed increased from 120 to 160    Now deals +50% extra damage against aircraft   Range reduced from 45 to 40      Commando Light Machine Gun Section   Manpower cost reduced from 350 to 320   Population cost reduced from 9 to 8     Commandos   Reinforcement cost decreased from 40 to 31     Crusader II   Fuel cost increased from 60 to 70      Dingo   Coordinate Barrage and Decoy Flare range decreased from 60 to 45   Coordinated Barrage cost decreased from 45 to 35 munitions    Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Infantry Section   Base of Fire passive veteran ability now requires the unit to be in cover to activate   Coordinated Barrage cost decreased from 45 to 35 munitions      Matilda II Heavy Tank   Population cost reduced from 14 to 13      Royal Engineer Section   Build time increased from 16 to 20 seconds      Training Center Upgrades   Combat bonuses now only apply once to units with at least 1 level of Veterancy   Damage bonuses from all upgrades removed   Upgrades buff no longer stacks per veterancy level. It is now a consistent 10% bonus that is applied only once     Vicker Heavy Machine Gun Team   Build time decreased from 41 to 30 seconds    Air and Sea Battlegroup   Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5    Incendiary Bombing Run Command Point cost increased from 1 to 3     Anti-tank Rocket Loiter   Munition cost increased from 120 to 180   Typhoon rocket damage from 200 to 100   Typhoon rocket count from 6 to 5 per pass     Naval Blockade   Duration reduced from 60 to 30 seconds   Munitions cost reduced from 80 to 50     British Armoured Battlegroup  Churchill Black Prince Command Point cost increased from 6 to 7     Indian Artillery Battlegroup  War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged     4.2 Inch Heavy Mortar   Cost increased from 440 manpower to 440 manpower and 20 fuel     Perimeter Monitor   Perimeter Monitor Cost increased from 150 to 225 munitions     Deutsches Afrikakorps    250 Light Carrier   20mm autocannon conversion cost reduced from 75 to 60 munitions    Build time reduced from 40 to 35 seconds   Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Advanced Field Repairs   Manpower cost reduced from 250 to 200       Booby Trap    Increased cost from 30 to 55 munitions   Armor reduced from 35 to 1  Greatly reduced Boobytrap damage; damage now also tapers off from the blast point centered on the capture point      Emergency Repair Kits   Manpower cost increased from 250 to 325      Fire Support Elements   Cost reduced from 150 manpower and 45 fuel to 100 manpower and 40 fuel     Flak 36 88mm Anti-Tank Gun   Build time increased from 30 to 45 seconds      Flakvierling Half-track   Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%   Angle scatter reduced from 8 to 3    Burst duration increased from 1.75/2.5 to 3.5/4 seconds   Weapon cooldown reduced 2/2.5 to 1.5 seconds   Weapon long-range cooldown multiplier increased by 50%      Kradschutzen Motorcycle Team   Build time reduced from 35 to 30 seconds      L6/40    Armor increased from 40/20/15 to 50/40/25   Flamethrower munition cost reduced from 75 to 50      Le.IG 18 Support Gun   Build time reduced from 61 to 45 seconds      MG 34 Heavy Machine Gun Team   Build time set to 30 seconds      Pak 38 Anti-Tank Gun Team   Manpower cost reduced from 290 to 260      Panzerjaeger   Panzerjaeger Tear Gas Shot ability no longer creates a White Phosphorous Cloud explosion effect. The performance is unaffected.      Panzergrenadier Squad   Build time reduced from 25 to 20 seconds      Rapid Advance   Rapid Advance manpower cost increased from 250 to 325      StuG III D Assault Gun   Acceleration increased from 2.5 to 2.67    Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40   Support Advance ability range reduced from 60 to 45   Support Advance ability toggle recharge now from 0 to 5      Tungsten Rounds   Damage bonus removed   Penetration bonus increased from 20% to 25%      Vehicle Survival Package    Health bonus reduced from 80 to 40    Armored Support Battlegroup   Assault Salvage Command Point cost reduced from 3 to 2    Panzer III Flame Tank Command Point cost increased from 3 to 4    Panzer Storm Command Point cost reduced from 3 to 2    Superior Fire Drills Command Point cost reduced from 2 to 1    Stuka Anti-Tank Loiter Command point increased from 3 to 5   Veteran Gunners Command Point cost reduced from 2 to 1      Stuka Anti-Tank Loiter   Munition cost reduced from 225 to 180   Damage reduced from 33 to 10   Damage against vehicles decreased to 22.5    Stuka Dive Bomb  Munition cost from 250 to 150.     Italian Combined Arms Battlegroup  Force Recon Command Point cost reduced from 2 to 1   Secure Location Command Point cost reduced from 2 to 1    Carro Armato M13/40 Light Tank   AP Rounds penetration bonus from +90% to +33%   Fuel cost increased from 45 to 50   Italian Vanguard reload bonuses per nearby Italian unit from -10% to -5%. Reload bonus maxes out at -25% or 5 units   Main Weapon rate of fire decreased from 3.2/3.5 to 3.5/4.125 seconds    Italian Infantry Battlegroup    Guastatori   Anti-tank satchel ability removed    Manpower cost reduced from 440 to 400   Now able to plant regular mines   T.35 Gas Mask ability now requires Veteran Level 1      US Forces    4x4 Truck   30cal machine gun lethality increased by 13%    Self-repair speed increased from 8 to 12   Self-repair duration increased from 10 to 15   Veteran ability Capture and Decapture speed increased from 100% to 125%      Advanced Logistics   Manpower cost reduced from 250 to 200      Assault Engineers   Reinforcement cost decreased from 25 to 23      Bazooka Team   The Destroy Obstacles ability damage penalty against infantry is increased from 25% to 75%   White Phosphorus Rocket ability cost increased from 25 to 35 munitions      Engineer   Reinforcement cost decreased from 25 to 23  US Forces Engineer squad's "Light It Up" veterancy ability can now be used without a Flamethrower. Costs 30 munitions without flamethrower upgrade.      Grenade Package   Fuel cost decreased from 25 to 15   Research time decreased from 30 to 25 seconds     High Velocity Armor Piercing Rounds  M4A3E8 Sherman & M18 Hellcat    Can no longer pierce through shot-blocking obstacles   HVAP rounds now use the reload times of the parent vehicle’s main weapon, this is a general reload time decrease of 1 second resulting in increased rate of fire      M3 75mm Gun Motor Carriage   Aim-time decreased from 1 to 0.125    Barrage range decreased from 60 to 50    Barrage recharge decreased from 70 to 45 seconds   Penetration decreased from 300/250/220 to 200/160/140   Reload time decreased from 4/4.5 to 3.75 seconds   Rotation rate increased from 30 to 50      M3 Half-track   Conversion to M3 75mm Gun Motor Carriage decreased from 75 to 60 munitions    Manpower cost decreased from 270 to 250   Non-converted form now gains Shared Veterancy      M4 Sherman 105mm Dozer   Manpower cost decreased from 420 to 400      M8 Greyhound    .30cal Coaxial Machine Gun lethality increased by 10% at all ranges   .50cal Pintle Machine Gun lethality increased by 20% at all ranges   Speed increased from 6.4 to 6.75     M8 Scott   Barrage minimum range decreased from 15 to 10    Cost decreased from 320 manpower and 60 fuel to 280 manpower and 50 fuel   High Explosive Barrage reload time decreased from 3/4 to 2/2.75 seconds   Horizontal weapon traverse speed increased from 30 to 45    Reload time decreased from 4.5 to 3.5/4 seconds   Vertical weapon traverse speed increased from 10 to 15     M16 Multiple Gun Motor Carriage   Armor decreased from 12.5/9.375/6 to 10/7/5   Can now use the Prioritize Vehicles ability   Damage against aircraft decreased by -77.5%   Weapon penetration decreased from 2.5/2/1.5 to 2.5/1.5/1.25     M24 Chaffee Light Tank   Acceleration from 2.5 to 3.5   Deceleration from 3.5 to 5.5    Manpower cost reduced from 320 to 300   Now has medium vehicle pathing and medium crush   Rotation rate from 35 to 40   Reload time decreased from 3.875/4.375 to 3.5/4 seconds   Speed from 5.5 to 6.5     M1918 Browning Automatic Rifles   Research time decreased from 45 to 30 seconds      M1919 Heavy Machine Gun Team   Build time decreased from 45 to 30    Riflemen   Browning Automatic Rifle long-range lethality increased by 15%    Browning Automatic Rifle mid-range lethality increased by 5%    Pour it On’Em Ability area suppression removed   Recharge time from 120 seconds to 180 seconds   Weapon suppression adjusted; changes are a general decrease   Browning Automatic Rifle suppression decreased from 0.005 to 0.003    Garand Rifle suppression increased from 0.005 to 0.0075   Thompson SMG suppression decreased from 0.01 to 0.00075    Scouts  Build time increased from 25 to 33      Survival Training   Fuel cost decreased from 80 to 50    Health increase now applies to team weapon crews    M4A3E8 Sherman   High-Velocity Armor Piercing Rounds veteran ability is now a default ability   Veterancy abilities changed to the match standard M4A1 Sherman – High Explosive Rounds and White Phosphorous Rounds      76mm Sherman   AOE damage drop-off reduced to Sherman 75mm levels   AOE model damage cap decreased from 4 to 3     Airborne Battlegroup    Airborne Reinforcement Loiter   Fixed the ability reinforcing squad to full strength even after the ability was over   Maximum number of reinforce entities from infinite to 12-15 total   Munition cost increased from 80 to 150   Reinforce rate dramatically reduced to 1 model replaced every 4 seconds     Pathfinders   Build time increased from 25 to 33    Flare ability range decreased from 50 to 40   Now have access to the Utility Package    Flares, Rifle Smoke Grenades and Rifle Grenades now all require the Utility Package    Reinforcement cost increase from 25 to 30 manpower   Smoke Rifle Grenade recharge time increased from 120 to 180   Upkeep per population increased from 1 to 1.25 manpower per minute     Armored Battlegroup  Rapid Production Command Point cost decreased from 1 to 0   Seek and Destroy Command Point cost increased from 2 to 3   Strength in Steel Command Point cost decreased from 2 to 1    Field Repairs   Ability duration increased from 30 to 45 seconds   Health restored per second increased from 11 to 20   Munitions cost decreased from 125 to 100   Will now activate if the vehicle is on the move     M4A3E8 Sherman Combat Group   Cost decreased from 800 manpower and 120 fuel to 640 manpower and 100 fuel   Command Point cost decreased from 8 to 7   The Sherman Easy Eight will now enter the field carrying a Veteran Level 1 Assault Engineer Squad instead of the standard Rifleman Squad    Special Operations Battlegroup  Sherman Whizbang Command Point cost decreased from 6 to 5    Sherman Whizbang   Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel   Population cost decreased from 14 to 13   Wehrmacht    251 Medium Carrier   Conversion to Stummel cost decreased from 90 to 60 munitions   Non-converted form now gains Shared Veterancy   Riegel Mines now properly camouflage and trigger   Riegel Mine damage increased from 300 to 500   Riegel Mine deployment time from 11.5 seconds to 7.5 seconds      Armored Car 221   Cost decreased from 280 manpower and 30 fuel to 220 manpower and 25 fuel   Panzerbusche mid-range accuracy increased by 18%   Panzerbusche far-range accuracy increased by 43%   Speed increased from 6 to 7.75      Flak 30 20mm Anti-Air Gun   Build time decreased from 50 to 45 seconds     Grenadiers   Assault Package cost from 45 to 50 munitions   Assault Package Sprint ability munition cost removed   Sprint recharge time increased from 35 to 180   Manpower cost decreased from 270 to 260   Medical kit healing duration increased from 15 to 30 seconds    Medical kit healing rate per second reduced from 8 to 6   Veterancy Level 2 accuracy bonus multiplier increased from 10% to 15%    Veterancy requirements decreased from 900/2700/5400 to 800/2400/4800      Hulldown Ability   Hulldown bonuses are activated 10 seconds after the ability is triggered.    An indicator was added to represent the countdown before the bonus triggers.     Jäger Light Infantry   Capture and decapture rate decreased from 150%/125% to 133%/100%    Smoke grenade range decreased from 45 to 35   Sight reduced from 42 to 35   Reconnaissance Package now increases vision by +7 and capture and decapture rate back to 150%/125%      Panzerschreck    Accuracy against infantry decreased by 50%   Area of effect damage removed   Long-range aim-time multiplier increased from +50% to +100%    Ready-aim time increased from 1/1.25 to 1.25/1.5 seconds   Scatter increased; rockets should no longer reliably scatter into vehicles at longer ranges      Marder III M Tank Destroyer   Long range accuracy increased by 20%      MG 42 Heavy Machine Gun Team   Build time decreased from 26 to 25     Officer Quarters Upgrades  Infanterie Kompanie, Luftwaffe Kompanie, Panzergrenadier Kompanie & Panzer Kompanie  Research time decreased from 45 to 30 seconds    Panzer IV Command Tank   Acceleration increased from 1.9 to 2.5   Deceleration increased from 3 to 4   Speed increased from 5 to 5.5      Panzergrenadier Squad   Manpower cost decreased from 360 to 340     StuG III G Assault Gun   Acceleration increased from 1.9 to 2.67   Cost adjusted from 360 manpower and 50 fuel to 300 manpower and 60 fuel   Deceleration increased from 3 to 4   Long-range accuracy increased from 0.045 to 0.0475    Rotation rate increased from 30 to 40   Reload time decreased from 4/4.5 to 3.5/4 seconds   Weapon penetration increased from 180/140/110 to 250/180/140      Stosstruppen   Armor increased from 1 to 1.25   Overall DPS output increased by 13%   G43 accuracy increased from 62% / 61%/ 57% to 70% / 67% / 64%   G43 now properly reloads after 10 rounds fired, not 9   LMG accuracy from 46%/ 45%/ 40% to 48% / 47% / 44%   LMG will no longer spread damage on the targeted squads but instead focus down individual entities   Reinforcement cost increased from 39 to 40      StuG III D Assault Gun (Short Barreled)   Acceleration increased from 1.9 to 2.67   Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40      Stummel Half-track   Auto-fire range increased from 40 to 45   Auto-fire minimum range removed   Area of Effect radius from 5 to 6   Area of Effect damage increased from 33% / 25% / 15% to 35 % / 25% / 20%   Penetration for barrage and auto-fire standardized to 20     Sturmpanzer IV Brummbar    Build time decreased from 55 to 45 seconds    Cost decreased from 440 manpower and 120 fuel to 440 manpower and 110 fuel   Rotation rate increased from 25 to 28   Reload time decreased from 8.25 to 6/6.25 seconds   Speed increased from 4 to 4.25     Wespe Self-Propelled Gun   Barrage recharge time reduced from 60 to 45 seconds   Creeping Barrage recharge time reduced from 180 to 70 seconds    Breakthrough Battlegroup    Panzer IV Command Tank   Command Point cost reduced from 4 to 2    Luftwaffe Battlegroup  Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree     Fallschirmjaeger   Manpower cost increased from 340 to 380   FG 42 ready-aim time from 0.125 to 0.5/1      Fallschirmpioneers   Manpower cost increased from 260 to 280 Recharge time increased from 60 to 75 seconds Reinforcement cost increased from 28 to 30 manpower     Fragmentation Bomb  Fragmentation Bomb now drops 6 bombs instead of 4.   Fragmentation Bomb now has two airplanes in formation.     Stuka Loiter  Stuka Anti-Infantry Loiter damage from 30 to 20   Stuka Anti-Tank Loiter damage against vehicles from 50 to 25   Stuka Anti-Tank Loiter rate of fire from 15 to 12     Mechanized Battlegroup  8 Rad Armored Car Command Point cost reduced from 3 to 2   Stosstruppen Assault Package Command Point cost reduced from 2 to 1   StuG III D Assault Group Command Point cost reduced from 4 to 3     Mechanized Assault   Munition cost increased from 80 to 120    BUGFIXES & IMPROVEMENTS    General  Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.    Fixed an issue with the main menu background not appearing.    Audio  Added a new sound effect to campaign map captures.     Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.   Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.    Capture point now always plays capture sound when neutralized.      Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.       Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Paratrooper Squad's M1 Carbine now uses unique firing sound effects.    Recon ability sound effects will no longer be heard in the fog of war.     The Humber 15mm turret's sound effect now correctly matches fire rate and animation.    US Forces halftracks now uses different audio after being upgraded.       US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.       Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.  Added audio cue for when a player joins or leaves a party.   Audio adjustments for map pings.   Combat music no longer starts immediately after intro to the Pomigliano airfield mission in the Italy Dynamic Campaign.   Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random skirmishes in the Italian Dynamic Campaign.   Fixed a bug that occurs when recovering an enemy vehicle and the vehicle would retain the enemy voice.    Fixed an issue where M2A1 Howitzers were missing voiceover lines.    Fixed an issue where restoring a wrecked vehicle would not play sound effects.    Fixed an issue where Victory and Defeat screen voiceover sometimes did not play.   Fixed an unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Fixed silent voiceover line at the end of the defend Potenza mission.   Hover sound effects properly play in the Select Map screen.    Intel voiceover warnings for weapon crews such as Anti-Tank-guns and Mortars didn't play when the unit was lost. Voiceover warnings now play correctly.   Refined the voiceover selection logic to reduce the recurrence of memorable lines.   Sound effect properly plays when hovering over A.I. difficulty settings.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    The Humber Armored Car and CMP 15cwt Truck now have a radio effect applied to their voice lines.    US Forces infantry will make footsteps sound when retreating.    Various Audio fixes missing voiceovers in different airplane abilities.     Voice Over  Fixed silent voice over line at the end of the Defend Potenza mission.    Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    Victory and Defeat screen voiceover will now always play.      Art  Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!    Anzio Annie crew now stands on the gun, where they should be.   British Forces M1 Pack Howitzer Team now uses the correct models and portrait.    Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.    CWT AA Mount seat no longer clips through benches.    Fixed smoke trails to match team colors.   Flame attacks correctly apply charring to vehicles.    Heavy machine guns no longer floats when the M8 Greyhound is destroyed.    Kattenkrad Recon Vehicle now produces debris when destroyed.    US Forces M1 carbine now uses the correct semi-automatic animation.  Added missing destruction to wrecked truck asset.    Buildings under construction no longer appear completed if you move the camera.    Fixed an issue where the main menu background would not appear.    Fixed lighting on the Battleship in the Italian Dynamic Campaign map.   Fixed missing hole in breech of British 6 pounder Anti-Tank gun.   Fixed several visual issues with debris physics from destroyed buildings.    Fixed taillights for Sherman tanks to bring them closer to real life taillights.    Fixed texture issue with Stuka plane wrecks already on maps that appear pure black.   Fixed textures on SSF Commando Squads Johnson LMG so it is not showing just black in game.   The Flammenwerfer 35 of the Wehrmacht and DAK is using player colors instead of the default grey.   Kettenkrad communication cables have an updated texture and color.   Sherman tanks explode with improved smoke effects.    Sherman Whizbang turret now has the correct color and material upon being upgraded.   The Devil's Brigade Sherman now has the correct material on its upgraded 76mm turret.   The flag on the Devil's Brigade victory point now connects with the flagpole.   Gurkhas now equip, attach, and animate correctly when obtaining new weapons.   US Forces M1 Anti-Tank gun team now holds their team weapon properly.    Victory and Defeat videos are now displayed in high resolution.    Wehrmacht Pioneers and Fallschirmpioneers now place schu-mine 42s when instructed instead of S-mines.     Animation  Engineers will no longer T-pose when canceling construction or having construction aided by another squad.    Engineers will no longer T-pose when reinforcing a squad.   Fixed an animation issue when units attempted to ride the Centaur IV Medium Tank.    Fixed an issue that could cause animation bugs upon reloading a save.    Fixed animation issues that could occur when a medic was carrying a casualty and their assigned medical building was destroyed    Fixed several visual issues with spent magazines remaining in the weapon during reload animations.    Infantry will no longer look like they are falling when near destroyed churches.    Mortar crews no longer get stuck in an infinite animation loop when they retreat after issuing a stop command during an ability.    Mortar crews no longer T-pose when retreating just as they are hit by another mortar.    Smoothed airplane turning for certain bombing run and supply run abilities.   The Afrikakorps 254 Reconnaissance Tractor's commander no longer has binoculars stuck to their face.    US Forces Heavy Machine Gun crews no longer have their ammo boxes float around after one of their comrades is killed.    Wehrmacht units holding STG 44s will no longer T-pose when rapidly turning around.    When aiming at a bridge with "Destroy Obstacles" ability, US Forces Bazooka squad members no longer T-pose to assert dominance over the bridge.    When riding in a vehicle towing a Heavy Weapon, the weapon's crew will try to keep their hands, feet, and heads inside the vehicle at all times.     Gameplay  Fixed a scaling issue where unit paths would be the wrong size on the minimap.      Fixed an issue where the cover dots indicators would be rendered floating in the air.     Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.    Fixed an issue where the minimap did not orient north correctly.     Fixed an issue where units got stuck when trying to exit certain buildings while retreating.      Fixed an issue with some environmental vehicles being targetable as if they were enemies.   Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.     Fixed several issues related to bridges not correctly having cover.     Loiter planes no longer disappear off map while performing abilities.     Updated Line of Sight generated by capture points to be more consistent with past CoH games.  Artillery now properly collides with Vehicles.    Base buildings align with HQ by default rather than pointing to the map's center.    Destroyed bridges no longer receive damage until they are fully repaired. This was because it was easy to deal damage faster than they could be repaired, resulting in permanently closed paths. Now to prevent bridges being restored after destruction, players will have to focus on disrupting or killing the engineers or recovery vehicles repairing them.    Fixed a bug where heavy weapons could not be recrewed when previous crew died while being towed    Fixed a few instances of AI-controlled Heavy Weapons tearing down instead of firing after setup.    Fixed an issue when A.I. controlled squads are entering from the map edge, where they would attack the players units from outside the playable area.    Fixed an issue where battlegroup abilities could spawn units targeting locations outside the map.    Fixed an issue where certain emplacements were missing veterancy description text    Fixed an issue where infantry inside specific buildings on specific maps could not attack or be attacked.    Fixed an issue where players had access to battlegroups from other factions.    Fixed an issue where sometimes vehicles would not rotate correctly to fire when given Attack or Attack Ground commands.  Fixed an issue where the icon was incorrect for auto-reinforce on Medical Stations and Field Infirmaries when de-activated  Fixed an issue with certain grenade abilities not going on cooldown properly after use.    Fixed several issues with units being able to leave the playable map area.    Heavy Machine Gunners no longer try to shoot targets that are out of range.    Heavy Weapon squads are now included in unit stats at the end of a match.    Improved vehicle movement and responsiveness.    Many tooltips and descriptions have been updated to better reflect abilities, units, veterancy, and upgrades for greater clarity and information to the player.    Fixed several tooltips and icons missing on abandoned British team weapons.   Fixed a tooltip issue where the advanced Self-Repair version of the 4x4 Truck did not state 'Must be Damaged' and instead, left a blank requirement   Paratrooper tooltip has been updated to reflect that paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.  Plane wrecks no longer have unexploded bombs attached to them.    Recovery vehicles will no longer fail to repair vehicles the first time you attempt to repair a vehicle after recovering its wreck.    Removed ability for units to stand behind and shoot through the closed door on second story of stone barn.    Several tank turret abilities that can be fired on the move will now stop correctly if issued a stop command.    Tanks no longer do a dance on bridges on the campaign map.     Tier 1 battlegroup abilities no longer have a warning that they require a previous ability to be unlocked.    Units no longer have the high ground while paradropped reinforcements are dropping in.    Updated Line of Sight generated by capture points to be more consistent with previous CoH games.    Updated rubble piles to improve pathfinding around certain key buildings.    Vehicles commanded to face in a different direction will turn properly instead of driving in circles.    When selecting a wrecked vehicle, the unit info card now mentions info about salvaging.    When taking window positions while garrisoning a building, infantry now prioritize squad members with special or heavy weapons for better firing positions.    Wrecked vehicles no longer scoot backwards before being lifted by a recovery vehicle during the recovery sequence.   Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.   Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.   Dingo is now properly affected by Training Center upgrades    Fixed an issue where all Marders would take additional damage on rear-hits   Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs    Fixed an issue where mines would suppress retreating units   Fixed an issue where Paratrooper carbines did not ignore cover at short-range  Fixed an issue where the Commando Grenade had minimum range   Fixed an issue where the Training Center Upgrades would not apply   Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart    Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles   Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns   Riegel Mines now properly camouflage and trigger  Fixed an issue where team weapons could get stuck if a retreat command is issued.   Fixed an issue where abilities upgraded with Double Sortie were not affected by Air Supply.     Localization  Added Japanese text display improvements.    Adjusted and simplified tooltip text throughout the game.   Fixed several typos and inconsistencies in texts.   Fixed an issue with subtitles in Campaign not appearing at the correct time.   Improved localization in all languages and integrated missing translations.   Improved localization on several abilities and unit descriptions.     Maps  Added missing cover to several objects in the environment.   Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.    Fixed an issue where certain buildings would make units garrisoned inside invincible.   Fixed an issue where territory lines did not display correctly on stairs.   Fixed missing collision on large standing fuel container on L'Aquila map.   Fixed several issues with indestructible hedges.   Fixed several issues with small objects taking up too much space and blocking unit movement.    Updated balustrades to provide cover as expected (identically to stone walls).   Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.   Updated map edge visuals on Torrente, including railway tunnel and rail lines.   Improved width of impasse around some cliff areas across multiple maps to reduce clipping.  Fixed an issue where certain buildings would not let units kill the last few enemies holed up inside them.    Fixed an issue with certain buildings where units retreating from inside the building would get stuck when trying to exit.    Fixed an issue with territory being drawn outside the playable area of the map.    Fixed several issues related to bridges not correctly having cover.   Fixed several issues with small objects taking up too much space when blocking unit movement.    Improved width of impasse around some cliff areas to reduce clipping.   Minor adjustments to Strategic and Victory Point locations on (6) Gazala Landing Ground to ensure the Western points favor the Southern team, and Eastern points favor the Northern team.   Removed cover from Greek staircases to prevent unintended gameplay issues.    Territory layout adjusted on (8) Mignano Gap to ensure a fair dispersal of munitions resources near each Team's HQ areas.    Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.     Updated hangar assets to no longer provide cover. Suspended sections were providing cover to units beneath them.    Updated map edge visuals, including railway tunnel and rail lines.  Updated rock geometry to be impassible, preventing undesirable clipping.  Updated terrain behind several rows of buildings to prevent buildings from being indestructible.    Single Player  Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.    Fixed a crash that sometimes happened when loading a save game.    Fixed mission failed dialog in certain campaign missions.     Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.  British Humber "Forward Barrage" ability no longer requires specific base buildings to be alive.    Churchill IV Heavy Tank call-in tooltip has been updated to reflect that it calls in ONE tank, not TWO.    Convoy routes in certain single player campaign missions no longer get stuck on the mini map.    Fixed an issue where the campaign call-in for Medical Half-Tracks and Medical CWT Trucks did not display their population on the ability UI.    Fixed an issue where the Italian Front CMP 15cwt Truck did not have a veterancy 1 ability like its African front variant.    Fixed an issue where the Italian Front CMP 15cwt Truck used the medical variant's portrait.    Fixed an issue where the Stuart in certain campaign missions was using the incorrect portrait.    Fixed upgrade inconsistencies between the CMP15 CWT Truck that comes towing the 17-Pounder and the one built from the Platoon Command Post    US Forces Airborne Company now correctly reduces the cost of bombing runs after unlocking the Cost Reduction upgrade.    Dynamic Italian Campaign  AA Emplacements can no longer shoot at Supply Crates.      AA emplacements no longer attack ships in the single player campaign.     Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.    Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.    Adding correct portraits to Supply Drop Crates.   Displaying correct description text on Supply drop Crates.       Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:   Battle Hardened - Raises minimum Veterancy Level of Gurkha Rifles to 2.    First Class Fighting Men - Raises minimum Veterancy Level of all infantry squads to 1.       Adjusted out of bounds vista in Salerno to make for a smoother transition in the distance.    Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.      Assassinate Baumann object will no longer auto-complete and the mission can be played.    Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.    Combat music no longer starts immediately after intro to the Pomigliano airfield mission.        Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.       Disabled the forward artillery ability in Salerno until the player gets access to a base.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective.    Enemy companies in the single player campaign now use recon abilities more consistently.     Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.       Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a bug in which narrative lines in the Ice Cream event could play out of order.    Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the The Great Ammo Robbery mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases    Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.    Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.    Fixed an issue where Partisan capture ability would sometimes not do anything     Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.     Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.    Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn    Fixed an issue with certain bridges on River Crossing Rescue not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.    Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.    Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.    Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.    Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.    Fixed an issue with the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.    Fixed lighting on battleships.    Fixed Partisan support ability sometimes not being selectable in skirmish/mission    Fixed post mission death animations for defending company playing on top of the initiating company    German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters/icons correspond with their Company Type       In the Anzio mission in the Italy campaign, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.    In the Enigma retrieval mission, added a small lump sum of manpower when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando fixed force feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.    Italy Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.    Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities       Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.    Repair and Heal cost no longer increase on Save/Load       Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.    Smoothed airplane turning for certain bombing run and supply run abilities.    Some missions in the Italian campaign now only trigger once.    The enemy territory that exists directly East of the player base in Gela now becomes player owned once the territory point to its north is captured by the player.    The Foggia mission now correctly registers when intel has been destroyed.     The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.     The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport       Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.  Added an impasse to prevent players from entering cliff rock assets placed throughout Hill Highway missions.    Added description text on Supply Drop Crates    Added relevant requirement text to the Heal, Repair, & Encircle abilities when out of range    Adding correct portraits to Supply Drop Crates    Adjusted and clarified objective text throughout the Italian Dynamic Campaign.    Adjusted buildings in Salerno mission to avoid overlapping placement.    Adjusted description for the following UK Artillery company abilities/upgrades to match their functionality in-game more accurately:    Battle Hardened - "Raises minimum Veterancy Level of Gurkha Rifles to 2."   First Class Fighting Men - "Raises minimum Veterancy Level of all infantry squads to 1."  Adjusted out of bounds vista to make for a smoother transition in the distance.    Adjusted position of Stuka assets in Pomigliano to prevent them from appearing sunken into the ground.    Adjusted the first few steps of the tutorial to restrict what the player can interact with.    Adjusted timing of Conti's voiceover to not overlap with sitreps.   Anti-Air Emplacements can no longer shoot at Supply Crates.    Anti-Air emplacements no longer attack ships in the Italian Dynamic Campaign.    Assassinate Baumann objective was autocompleting. Now the mission must be played.   Adjusted the narrative objectives/dialogue in the Italian Dynamic Campaign to present less to the player on one turn. This will only be seen on new playthroughs, ongoing playthroughs will not be affected.   Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal & Repair abilities.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective,    Enemy companies in the Italian Dynamic Campaign now use recon abilities more consistently.    Fixed a bug in which narrative lines in the "Ice Cream" event could play out of order.    Fixed a bug that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a narrative bug in the "Operation Morning Glory" mission where a line's audio was assigned to the wrong character.    Fixed several typos and inconsistencies in the game's text.    Fixed air supremacy ability of P-47 not dealing any damage    Fixed an issue in the Anzio mission where enemy units would spawn during a cutscene.    Fixed an issue on certain missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue that prevented description text from appearing on the "Swap Company" ability button.    Fixed an issue where an affecter slot that is supposed to be empty would sometimes be occupied by the affecter from the previous skirmish/mission    Fixed an issue where C-47 transport aircraft spawned in airfields and captured by companies with the "Air Support" trait were not displayed in the airfield management page.    Fixed an issue where Repair and Heal cost increased on Save/Load    Fixed an issue where ships moved via the "Transfer Seaports" ability could not move on following turns.    Fixed an issue where some mini maps did not orient North correctly.    Fixed an issue where the "Destroying the Guns" objective in the Gela mission would not complete properly before ending the mission.   Fixed an issue where the Marston Mats upgrade was not correctly reducing the fuel/munitions cost of aircraft abilities on the Dynamic Campaign Map.    Fixed an issue where the partisan capture ability would sometimes not do anything    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.   Fixed an issue where the Churchill Command Tank call-in did not reference the proper unit and its abilities.    Fixed an issue with certain bridges not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed dialogue bugs in the "The Winter Line" mission in which lines were assigned to the wrong characters.    Fixed objective UI language being incorrect when loading a save that was made in a different language.    Fixed partisan affecter sometimes not being selectable in skirmish/mission.    Fixed several issues where units could move through cliffs or rock faces.    Fixed the following towns (Lesina, Altamura) from running duplicate missions that were already used elsewhere.  In the Enigma retrieval mission, added a small lump sum of manpower (adjusted by difficulty) when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando "fixed force" feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.      German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters correspond with their Company Type.    In the Anzio mission, aircraft can now be used without being shot down if the "Destroy AA Guns" objective was previously completed.    If a Company is within range of the target and has 0 Movement Points it should still be able to heal or repair it. Navy Salvage and Repair ability have been moved so they are no longer overlapped by other abilities    Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run.    Replaced Forward HQ in Defend Salerno mission with a standard Headquarters building.    Some missions in the Italian Dynamic Campaign now only trigger once.    The enemy territory that exists directly east of the player base in Gela now becomes player owned once the territory point to its north is captured by the player to better reflect territorial gains. Previously, it stayed enemy owned because it is not capturable and has no resources.    The Foggia mission in the Italian Dynamic Campaign now correctly registers when intel has been destroyed.    The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport    Updated Mignano Gap territory balance and improved southernmost engagement area to be approachable from more angles. When attacking Salerno, the British Indian Artillery company no longer starts with free veterancy on their first infantry units.     North African Operation  Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.    Finale Mission - Fixed units clipping into each other during the introductory camera pan.   Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.    Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.    Fixed an issue where sometimes victory cinematics at Tobruk would play twice.    Updated minor timing issues with camera sequences.  Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Ajdabiya and “Fire with Fire” missions    Adjusted some tutorial text to include special cases when using different control profiles.    Fixed a narrative bug in the "The Great Ammo Robbery" mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue where sometimes victory cinematics would play twice.    Fixed an issue with subtitles not appearing at the correct time.    Fixed missing Mission Failed dialog in certain campaign missions.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.    Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.    Fixed units clipping into each other during the introductory camera pan.    Removed an unintended vehicle ability from the Ajdabiya mission     Skirmish  The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.    Tutorial  Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.    Fixed a minelaying tutorial tooltip staying active indefinitely.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.   Fixed an issue that prevented some hint messages from appearing.   Minor additional instruction hint added to the aid post tutorial sequence.      Multiplayer  Added missing foundation under some exterior props for German Luftwaffe Kompanie to stop them from floating if built on uneven terrain.    Afrikakorps "Emergency Repair Kits" upgrade no longer works while vehicles are moving.    Afrikakorps Panzerjagers no longer receive the Salvage Kit ability.     British Forward Observer Barrage abilities now consistently require that a barrage not already be active.     British Infantry Section's "Forward Barrage" ability no longer throws a flare but uses flares consistent with the Dingo and Humber.    British Matilda II Heavy Tank will now shoot infantry with its coaxial machine gun.    Afrikakorps Panzer IV and StuG G now properly provide the benefits of armory upgrades.    Fixed a bug where Afrikakorps Panzer III tanks could not use their smoke launchers a second time after the ability was used once.    Fixed a bug where US Forces Armored Battlegroup's "Fast Deploy" ability was not properly reducing production times.     Fixed a UI issue where the Fallschirmpioneer icon would appear locked in the Battlegroup menu when Infantry Reserves was unlocked.    Fixed an issue where Battlegroup Icons on the player list were incorrect.    Fixed an issue where the cost for Carpet Bomb and Rocket Strafe refunded 1 CP when unlocked.    Fixed an issue where the Grenadier Medkit would not heal the squad while moving    Fixed an issue where the LG 40 could not be paradropped if they had 5 or less population space available.    Fixed an issue with the Airborne Rally company ability was not applying bonuses correctly.     Flare and Smoke cooldowns will now persist when upgrading from Scouts to Pathfinders     Improved handling of disconnects while the game is loading    Infantry Section "Forward Barrage" ability no longer requires specific base buildings to be alive.    Killing Wehrmacht infantry now correctly updates the kill count UI.    Smoke Rifle Grenade minimum range now correctly set at 15    Stuart Mark Target can no longer stack.    Taking the Pathfinders upgrade for Scouts in the US Forces Airborne Battlegroup now works correctly on scouts that were in the building's production queue at the time the upgrade was taken. Previously they would spawn without the extra unit in the squad.     The Afrikakorps Italian Infantry Battlegroup's Cannone da 105/28 Howitzer can now shoot at its minimum range.    The British Air and Sea Battlegroup's Supply Surplus ability is no longer available for other factions.    The US Forces Special Operations battlegroup's "Assault Operation" ability no longer disables retreat while active.    US Forces Heavy Machine Gun fighting positions no longer displays a veterancy bar.    US Forces Heavy Weapons stolen by other factions now keep their veterancy abilities.    US Forces Infantry Support Center's "Advanced Logistics" discount has been adjusted to be more consistent across every unit. Previously, the amount varied slightly between units.    US Forces SSF Commando squad's demolition charge description updated to reflect that it is a manual rather than a timed trigger.    Wehrmacht MG 42 Bunker impasse bug has been fixed. Previously it was not blocking units' pathfinding or other building's construction, leading to unintended gameplay issues, like being able to stack four bunkers for a 360° area coverage.       Performance  Fixed a crash that would sometimes occur when skipping a cutscene.      Reduced memory increases across missions.    Stability  Improved desync handling to only remove the desynced player allowing the match to continue.   Fixed a crash that occurred when a voice over line was unavailable.    Fixed a frequent Italy Campaign crash triggered by a deleted capture point.  Bloom was removed. Fixed blur or "haze" on the maps.   Fixed a bug that could cause a soft lock if the player started a campaign mission with another in-game window open   Fixed a bug where sometimes skipping a cutscene would cause the game to crash.    Fixed a crash caused by A.I. trying to give movement orders to emplacements that lost line of sight of their target due to smoke.    Fixed a crash related to the Tungsten Round ability used by Partisan marksmen.    Fixed a crash that sometimes happened when loading a save game    Fixed an issue where sometimes the green dots used to indicate cover would be rendered floating in the air.    Fixed an issue with units not rendering properly after adjusting the game scale in Graphics settings and then zooming the camera out.    Reduced memory increases across missions.     Tactical Map  Fixed an issue with the tactical map where capture point animations were offset.    UI/UX  We performed a full review of all text in our User Interface.   A.I. players listed in the custom browse game screen now display the correct icon.    Added a confirmation when leaving the settings that leaving with unsaved changes will discard them. Also applies to control remapping.   The Hellcat Aimed shot ability now has an icon/status decorator above the unit when in idle state.   Adjusted the color, styling, and duration of many event cues that appear on the left edge of the screen during real-time gameplay.    Battlegroup icons now remain visible after switching sides in the lobby.    Company names in skirmish missions are no longer cut off in Japanese.    Description of Companies in skirmish missions are no longer cut off in Japanese.    Fixed a bug where changing UI settings in Main Menu would not impact single player skirmish.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.    Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after playing a skirmish game in single player.    Fixed several issues related to special characters not displaying correctly in non-English languages.  Pause menu will be closed at the end of match before transitioning to Victory/Defeat screen   Added Labels to all missing Player Statistics in the Post-Match Screen.   Realigned tooltip positions on main menu buttons.    Replaced several icons and portraits with the correct Company of Heroes 3 icons    Text in the load screen is no longer cut off in Japanese.    Updated Unique Player Color option. Colors are now unique per team: allies will be cool colors, and enemies will be warm.  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/80-console-update-1-1-6-1
    • 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
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