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Company of Heroes 3 News

Wire Report - July 7, 2023



Our team is hard at work making final preparations for the Emerald Bear (1.2.0) update coming later in July. So, we’ll keep this week’s Wire Report short and sweet!

[h2]NEWS [/h2]

[h3]Emerald Bear Map Showcase [/h3]
If you missed it, last week we sat down with Company of Heroes 3’s Map Designer extraordinaire, Will (aka Monolithicbacon)! We previewed the new maps coming to CoH3 in Emerald Bear, Benghazi and Monte Cavo, we talked about their inspiration, and we learned more about the work Will and team are doing for these and future maps. See the entire discussion below.

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[h3]Wounded Warriors Canada[/h3]
We’re extending our support of Wounded Warriors Canada! Check out how we’ve worked with this great charity so far, and how you can get involved. Donate to the charity here to receive some free CoH3 merch!



[h2]DEVELOPER SITREP [/h2]

[h3]Emerald Bear Preview Livestream [/h3]
Next Friday, July 14th, we’ll be hosting a livestream previewing all the changes coming to Company of Heroes 3 in Emerald Bear. We’ll be joined by our Designers Marco (Marcus2389) and Miguel (DevM) to talk about balance, off-map abilities, pathfinding and more! Be sure to tune in on our Twitch channel at 10am PT next Friday.



[h3]Sneak Peeks [/h3]
We’ve already shared a bunch of sneak peeks (as voted on by our players!) of the changes coming in Emerald Bear. Here’s the full list so far.

We’ll be sharing more sneak peeks next week, so be sure to follow all our social channels at the links below!

[h2]COMMUNITY SPOTLIGHT [/h2]

CoHmmunity Germany is hosting a throwback 4v4 tournament - the Summer Clash! To get involved, head over to their Discord.



Looking for some chill, no commentary CoH3 gameplay? Look no further than Achilles Gaming on YouTube. We love sitting back and watching their matches whenever we need a break!

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That's it for this week. Don’t forget to tune in to our Emerald Bear Preview livestream on July 14th, featuring DevM and Marcus2389!

You can submit your content for consideration by using the hashtag #CoHCommunity or by sharing screenshots, links and videos on our Discord or Forums.

[h2]LINKS[/h2]

Play CoH3 Official Forums Steam
Technical Support
YouTube
Twitch
Discord
Facebook
Twitter Instagram

Wire Report - June 23, 2023



As we prepare for July’s PC update, we’ve got another recap of all things Company of Heroes from our team and the community!

[h2]NEWS[/h2]

[h3]Wounded Warriors Canada[/h3]
The Company of Heroes team is thrilled to be partnering with Wounded Warriors Canada (WWC), a fantastic organization that supports Canada’s veterans, first responders and their families. We really believe in the work and values of Wounded Warrior Canada and know this cause will also be close to the hearts of our players. Relic is sponsoring Canadian Armed Forces Veteran Patrick (aka Sch1lly) on WWC’s annual charity Battlefield Bike Ride – a 7-day and 500-mile trip through historic World War 2 locations in Italy following the allied advance. Some of the locations en route are even featured in CoH3! To help fundraise for this terrific charity, we’ve created several prize bundles containing CoH3 and WWC gear.

Need a copy of the game for a friend or an official CoH3 t-shirt? If you donate via our co-branded Tiltify, you can opt to receive one of the great swag packages shown in the image below while stocks last.



You can check out some of the highlights from the Battlefield Bike Ride below and over on Patrick’s Twitter.










This Saturday, June 24th, Patrick will be tackling the CoH3 Italian Campaign live on his stream. Be sure to tune in to show your support and ask him all about his ride through Italy!



[h2]DEVELOPER SITREP[/h2]

[h3]Livestream Q&A [/h3]
If you missed it, Gabby and John from the Community Team hosted a live Q&A session where they answered a bunch of player questions about the recent Brass Leopard (1.1.5) PC update, along with what’s to come in the future. Be sure to check it out!

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[h3]PC Hot Fix [/h3]
On June 12th, our team released a small PC hot fix that addressed a few gameplay and stability issues. You can find those notes here.

[h3]Console Hot Fix [/h3]
On June 14th, we also released a hot fix for the CoH3 Console Edition to alleviate some crashes and progress blockers in singleplayer. Find the notes here.

[h3]Deutsches Afrikakorps Nightfighters[/h3]
We’ve also released our latest set of Nightfighters cosmetics for PC - this time for the Deutsches Afrikakorps! If you have Prime Gaming, be sure to redeem these here.



[h3]Emerald Bear PC Update (1.2.0)[/h3]
We’ll have more teases and news about Emerald Bear soon! Stay tuned to our social channels to catch all the news for July’s PC update.

[h2]PARTNER CONTENT[/h2]

The fourth round of the Master League is in full swing, with the world’s best Company of Heroes 3 players duking it out to see who comes out on top! Be sure to check out last week’s matches and tune in this coming Saturday, June 24th for more.

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[h2]COMMUNITY SPOTLIGHT[/h2]

ZaneyZap shared some incredible shots with us on Discord. Let us know which is your favorite! Don’t forget to check out their casts on YouTube.

















GhostBot & LordRommel have been building Relic headquarters out of blocks!



It looks like SargeGG is enjoying the new P-47 Rocket Strike!

That's it for this week. Don’t forget to tune in to our Map Showcase livestream on June 29th, featuring our mapmaker Will (aka MonolithicBacon)!



You can submit your content for consideration by using the hashtag #CoHCommunity or by sharing screenshots, links and videos on our Discord or Forums.

[h2]LINKS[/h2]

Play CoH3 Official Forums Steam
Technical Support
YouTube
Twitch
Discord
Facebook
Twitter Instagram

CoH3 Hot Fix 1.1.6



Today's hot fix focuses on the top issues that were introduced after the release of Brass Leopard (1.1.5).

[h3]Gameplay[/h3]
  • 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.
  • Damage reduction of the Stuka AT strafe in multi-player - Damage reduced from 33 to 10. Damage against vehicles decreased to 22.5

[h3]Stability[/h3]
  • Players are able to use the replay workaround from the command line support -dev again.

Wire Report - June 9, 2023



There’s been a lot happening in the world of Company of Heroes, and we wanted to cover all of it here. Let’s not waste any time and just get right to it!

[h2]NEWS[/h2]

[h3]Brass Leopard [/h3]
This week we released the Brass Leopard (1.1.5) update for PC. You can find a high-level overview of the update in our Brass Leopard Mission Briefing, or dive into the Patch Notes for all the details. If you're in a hurry, check out our video summary below.

[previewyoutube][/previewyoutube]

As always, if you’re encountering any technical issues or bugs, be sure to report it to our team by filling out this form here. This ensures our team will see the issue and we can get it into our system for review. You can also find our current list of PC Known Issues here.

Our team is preparing hot fix 1.1.6 for PC to address many of these top known issues, including overpowered loiters and planes, and you can expect it early next week after some additional testing. We know this might cause some frustration over the weekend, but we appreciate your patience as we work on this.

[h3]Company of Heroes 3 Console Edition Launch [/h3]
We’re very happy to be welcoming all our new Xbox and PlayStation 5 players to the Company of Heroes community! The reception and feedback have been terrific so far. We plan to roll out an initial hot fix to address some of the top issues affecting console players in the next couple of weeks. As we mentioned above, reach out to our support team if you’re having any issues. Be sure to review the Console Known Issues list here.

The Pub Landlord himself, Al Murray, helped us launch CoH3 on console. Check out his briefing in the Console Edition launch trailer!

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[h2]DEVELOPER SITREP[/h2]

[h3]What’s Next?[/h3]
It’s been a tough couple of weeks for everyone at Relic, and we’re very grateful to all of you for the kind words of support you’ve sent our way. We know there was some concern about the future of Company of Heroes, but after some restructuring, our team is set up to support and continue improving CoH3 for the foreseeable future. You can find more details about “what’s next” for Company of Heroes in our Road Ahead of Us blogpost. Not only do we talk about next month’s update, Emerald Bear, but we commit to a steadier communication cadence, and we shared our updated Priorities Map for June and July.



[h2]Brass Leopard Preview [/h2]
Early in May, we also sat down with our designers Marco (Marcus2389) and Miguel (DevM) for a quick preview of all the changes coming to Brass Leopard. Check out their insights from the livestream!

[previewyoutube][/previewyoutube]

[h2]PARTNER CONTENT[/h2]

With the launch of Company of Heroes 3 Console Edition, MoiDawg from our Creator Squad is getting console players ready to tackle the battlefield with a controller! Check out all of our console tutorials here. Here’s a preview of the series, where MoiDawg shows off how to use the Command Wheel in CoH3 on Xbox and PS5.



We also want to highlight some of the awesome maps we’re seeing submitted to Greyshot’s 4v4 Map Competition. You can find them all here (assembled by GBPirate).



[h2]COMMUNITY SPOTLIGHT[/h2]

We also love seeing the projects, screenshots, art and more that you are creating and working on! Be sure to tag us @companyofheroes and use the hashtag #CoHCommunity so we can check out and share your amazing creations.

First up, is one of our recent favorite memes from Reddit moderator, Viceroy.


(Video version here).

Next, for all our co-op players out there, we highly recommend Shadowphreak’s Comp Stomp II. Repel the enemy advance and destroy them!



Cpl. Chen over on the official Discord has been sharing some heart-pounding moments from the battlefield. Check them out!







That’ll be it for this Wire Report! Don’t forget to submit your content for consideration by using the hashtag #CoHCommunity or by sharing screenshots, links and videos on our Discord or Forums.

[h3]LINKS [/h3]

Play CoH3
Official Forums
Steam
Technical Support
YouTube
Twitch
Discord
Facebook
Twitter
Instagram

Brass Leopard Patch Notes



This update focuses on several quality-of-life improvements, gameplay changes, bug fixes and more. We feel these changes should provide many iterative improvements to the overall feel and experience of CoH3. You can find all of the changes below, or an overview here, along with a video summary here.

In this update, you will find the following:

[h3]Audio improvements[/h3]
  • Additional intel warnings
  • New sound effects audio mixes

[h3]Gameplay feature improvements[/h3]
  • Camera height
  • Event cues
  • Player names and colors

[h3]Gameplay changes [/h3]
  • Plane and loiter changes
  • Mignano Gap and Gazala Landing Ground map fixes

[h3]A new 3 vs 3 map available in: [/h3]
  • Skirmish
  • Custom games
  • Co-Op vs AI

[h3]Several improvements to the single player experience[/h3]
  • Italian campaign bug fixes

[hr][/hr]
NEW CONTENT

[h2]Catania Crossing - 3 vs 3 Map [/h2]
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.

[hr][/hr]
GAMEPLAY CHANGES

[h2]Audio[/h2]
[h3]British Forces – War Cry ability [/h3]
  • All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.

[h2]Camera[/h2]
  • The camera now allows players to zoom out an additional 5 meters using the scroll wheel increasing the overall zoom level.

[h2]Event Cues[/h2]
  • 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 now allow players to click and select units behind them.
  • 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

Event Cues lifetime on screen will adapt based on player interaction. Event Cues that are not interacted with will be unchanged. Event Cues that are clicked will be considered “seen” and their total lifetime will be reduced by 5 seconds. For example:
  • A ‘grenade incoming’ event cue appears on screen. The player clicks on it after 10 seconds, the event cue immediately disappears as its total lifetime has been reduced to 5 seconds when becoming ‘seen’.
  • The same event cue appears on screen again, this time the player clicks on it after 1 second: the event cue will be considered ‘seen' and will remain for 4 more seconds, as its total lifetime has been reduced to 5 seconds.

[h2]Maps [/h2]
[h3]Gazala Landing Ground[/h3]
  • Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.

[h3]Mignano Gap [/h3]
  • 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.

[h2]Planes [/h2]
The intent of the changes to airplanes and loiters is to deliver more believable-looking visuals along with better responsiveness and game feel. When a player clicks, it’s essential that the feedback on the ability be more immediate. As always, we are looking into new ways to bring you an immersive experience, so we’ve adjusted the visuals and deformation on airplane crashes, dives, and projectile speeds.

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.

[h3]Airplane Weapon & Projectile Changes [/h3]
  • 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.

[h3]Loiter changes [/h3]
  • 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.

[h3]Afrikakorps [/h3]
  • Stuka Dive Bomb munition cost from 250 to 150.

[h3]Wehrmacht [/h3]
  • Fragmentation Bomb now drops 6 bombs instead of 4.
  • Fragmentation Bomb now has two airplanes in formation.

[h3]Plane bug fixes[/h3]
  • 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.
  • Various Audio fixes missing voiceovers in different airplane abilities.

[h2]Player Names [/h2]
  • A new bindable hotkey has been added to the Controls settings, allowing players to customize the button to temporarily toggle player names. Default has been set to CTRL.
  • 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.
  • 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.

[h2]Unique team / player colors [/h2]
  • 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.

[h3]Player List [/h3]
  • Added a tooltip when hovering with the mouse 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.

[hr][/hr]
Bugfixes & improvements
  • 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.
  • Improved indication of resolution on the settings screen when borderless Fullscreen window mode is selected.
  • Improved mouse compatibility and clamping while in windowed mode.
  • Textbox now properly displays when chatting with friends.

[h2]Audio [/h2]
  • 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 audio sound effects when capture points are 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.

[h3]Voice over [/h3]
  • 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.
  • M2A1 Howitzers now has working voice over lines.
  • Refined the voiceover selection logic to reduce the repetition of memorable lines.
  • 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.

[h2]Art [/h2]
  • 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.

[h2]Gameplay [/h2]
  • 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.

[h2]Localization [/h2]
  • 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.

[h2]Maps [/h2]
  • 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.

[h2]Modding tools improvements & bug fixes [/h2]
  • Added first ability archetype “equip_and_fire_weapon”. This archetype is intended primarily for infantry to replicate the functionality of abilities such as grenades or panzerfausts. It will equip a weapon of the chosen name or hardpoint index and fire it X times at the target. The caster entity(ies) must have the weapon assigned to that hardpoint in order to cast.
  • Introduced “custom properties”, which allow modders to adjust the variables that will be read by state tree scripts to allow variations of existing ability archetypes. Custom properties are only used for a specific ability state tree script, however any ability that references that state tree script can re-use the same variable names to create the same effect.
  • Introduced the concept of an “ability archetype” -- These are template abilities that can be cloned to easily create variations using custom properties. For now, this is just the “equip_and_fire_weapon” ability with the potential to release more in the future. Previously, if you modded an ability like the rifleman’s grenade, it could only ever throw that specific grenade. Now a modder could adjust which weapon to swap in and how many shots to fire by copying the equip_and_fire_weapon ability and changing those properties.
  • It will also be possible to use custom properties to adjust values on some of the abilities that do not yet have a formal archetype created, such as any of the flight abilities we reworked this patch and abilities such as Repair, which now exposes several tuning handles to adjust the repair amount.
  • Tuning pack mods can now have their files reference each other without crashing on load
  • Updated the default atmosphere to the latest day lighting version, this should improve the modding experience with default settings.

[h2]Performance [/h2]
  • Fixed a crash that would sometimes occur when skipping a cutscene.
  • Fixed an issue where capped fps was higher (by as much as 10fps) than the set cap due to sometime not being accumulated frame-to-frame.
  • Reduced memory increases across missions.

[h2]Single Player [/h2]
  • 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.

[h3]Dynamic Italian Campaign [/h3]
  • 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, 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.
  • Italian Campaign 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.

[h3]North African Operation [/h3]
  • 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.

[h3]Skirmish [/h3]
  • The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.

[h3]Tutorial [/h3]
  • 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.

[h2]Stability [/h2]
  • 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.

[h2]Store / Cosmetics [/h2]
  • All soldiers in Captain's Retinue squad will get appropriate cosmetics instead of just the Captain.
  • Fixed a bug where the granted item window does not show the correct rarity color.
  • Winter Tundra Panzer IV’s turret accessories no longer flicker.
  • Winter Tundra Wirbelwind no longer leaves floating objects behind when destroyed.
  • Fixed issue with UK truck bed not getting camo.
  • Fixed issue of DAK Left Behind StuG III D not being available as an offer in the store.
  • Amazon Night Fighter vehicle crews now have their intended camo.