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Company of Heroes: Eastern Front News

Update 3.5 - Release Notes [1/3]

We're pleased to announce that Update 3.5 is heading your way.

This update brings fixes to desync and major changes to AI difficulty scaling, Commonwealth faction overhaul, balance tweaks, quality of life improvements, bug fixes, and more!

[h2]Desync & Saved games[/h2]
Update 3.4 brought major fixes to desync and saved games. Nevertheless, some reports since Update 3.4 revealed that players were still were experiencing regular desync issues during multiplayer games with a mix of human and AI players, and that some saved games were not working.

Thanks to your continued feedback we were able to identify the issues and as such were able to fix the issues at hand.

  • Unified all AI display names across all languages (CPU - Easy, CPU - Normal, CPU - Hard, CPU - Expert).
  • Fixed a desync issue that would occur in team games with a mix of human and AI players if players were using different localization settings.
  • Fixed an issue tied to custom AI scripts not updating properly after loading a saved game.
  • Fixed AI difficulty settings not being applied properly for languages with non-ansi characters. (e.g. Russian, Chinese).

[h2]AI[/h2]
Update 3.4 introduced many fixes and improvements to the AI. These changes had a significant impact on the overall competence and difficulty of the AI.

Consequently, we have noted concerns about the AI difficulty, most notably the Easy AI. Previously, the AI difficulty scaling was exponentially. With Normal AI being the baseline (no bonuses), it meant that the Easy AI, while penalized compared to the player, was only marginally easier than the Normal AI. Additionally, the step up from Normal to Hard, and Hard to Expert were generally speaking much steeper.

Starting from Update 3.5, the AI difficulty scaling will now be linear. In practice this means that Easy AI should now be significantly easier compared to the Normal AI, Hard AI will be slightly more difficult than before, while both the Normal and Expert AI remain more or less the same. We hope that this change in difficulty scaling will enhance the player experience when playing against the various AI difficulties.

AI bonuses reworked:

  • Reworked difficulty scaling from exponential to linear.
  • Normal AI is still the baseline (no income bonuses whatsoever)
  • Population cap override removed. Was: 79/81/97/125 (Easy/Normal/Hard/Expert)
  • Base population addition bonus added (Easy/Normal/Hard/Expert): 0/+10/+20/+30

[h2]General changes[/h2]

[h3]Repair Stations[/h3]
Dev note: Unlike Infantry units that can withdraw to the base sector to reinforce and heal up, vehicles and tanks are completely reliant on other units in order to restore hitpoints. While this is an iconic dynamic in CoH gameplay and gives opportunities to keep vehicles rolling on the frontline, we also recognize that it often can lead to a snowballing effect in situations where engineer units are busy elsewhere, or eliminated. In such situations players are not only losing a unit, they also lack the means to get other existing units back into the action. We are therefore introducing ways for all factions to repair vehicles and tanks without the immediate need to field additional engineer units.

  • Added Repair Station upgrade to the following base structures:

    • US Motor Pool and Tank Depot
    • Soviet War Factory (Note: Tank Hall already has this feature)
    • Ostheer Panzer Recon Company and Mechanized Command
    • Panzer Elite Logistics Kompanie and Kampfgruppe Kompanie

[h3]Commonwealth Emplacements[/h3]

  • Rebalanced target type from the ground up:

    • Generally speaking, indirect fire weapons should deal vastly more damage to emplacements.
    • Fixed a plethora of weapons dealing very high damage against emplacements.
    • Fixed a plethora of weapons dealing abysmal damage (notable examples: Mortars, Nebelwerfer, Incendiary DoT weapons).
    • Small arms should now deal more notable and consistent chip damage.

[h3]Trench cover[/h3]

  • Rebalanced cover effectiveness:
  • Small arms:

    • Accuracy multiplier: 0.4 → 0.5
    • Damage multiplier: 0.25 → 0.5

  • Machine Guns:

    • Accuracy multiplier: 0.2 → 0.5
    • Damage multiplier: 0.25 → 0.5

  • Mortars:

    • Accuracy multiplier: 0.15 → 1
    • Damage multiplier: 0.1 → 0.5
    • Penetration multiplier: 0.25 → 1

  • Artillery:

    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5

  • Tank Guns:

    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5
    • Penetration multiplier: 0.5 → 1

  • Autocannons:

    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5

  • Infantry AT Launchers:

    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5

[h3]PTRS/PTRD/Boys AT Rifles[/h3]

  • Penetration multipliers:

    • Hotchkiss: 1 → 0.8
    • Stuart: 1 → 0.8
    • M8: 2 → 1
    • Staghound: 2 → 1
    • SdKfz 250: 2.7 → 1
    • SdKfz 221: 3.7 → 1

[h3]PIAT[/h3]

  • Reworked projectile ballistics:

    • Can no longer phase through hedgerows and other tall objects
    • Projectiles will now use the homing ballistics for better overall reliability (note: this does not guarantee hits).
    • Acceleration: 30 → 15
    • Speed: 15 → 30

  • Scatter angle: 10 → 8
  • Max scatter distance: 4 → 12
  • Scatter distance offset: 0 → 0.3
  • Scatter distance ratio: 0.6 → 0.5
  • Long range base accuracy: 0.3 → 0.35
  • Reworked target tables from the ground up

[h3]Handheld launchers (Panzerschreck, Bazooka, Recoilless Rifle, Panceltoro, PIAT)[/h3]

  • Tweaked accuracy multiplier and moving accuracy multipliers vs light vehicles and infantry. Generally, handheld launchers should be less accurate against such units.
  • Panzerschreck damage multiplier vs infantry: 1 → 0.33
  • Bazooka/Panceltoro damage multiplier vs infantry: 1 → 0.5
  • Recoilless Rifle damage multiplier vs infantry: 1 → 0.6
  • Recoilless Rifle damage multiplier vs PE light vehicles: 1 → 0.9
  • Removed range-based reload multipliers

[h3]Soldier Infantry Type[/h3]

  • Normalized received damage multipliers:

    • Volksgrenadier kar98k: 0.65 → 0.75
    • Luftwaffe kar98k: 0.6 → 0.75
    • Panzerfusilier kar98k: 0.65 → 0.75
    • Landsers g43: 0.6 → 0.75
    • Partisans Mosin/kar98k: 0.5 → 0.75
    • Riflemen Garand: 0.6 → 0.75
    • Rangers Garand: 0.65 → 0.75
    • Airborne Carbine: 0.65 → 0.75

  • Normalized received accuracy multipliers:

    • Strelky Mosin: 0.85 → 1
    • Guards SVT: 0.85 → 1
    • Conscripts Mosin: 0.9 → 1
    • Honved Mannlicher: 0.85 → 1
    • Panzerfusilier kar98k: 0.75 → 1
    • 30cal HMG: 0.75 → 1
    • Riflemen BAR: 0.75 → 1

[h3]NEW: Weapon Crew critical type[/h3]

  • Implemented new critical type intended for weapon crews. This critical type is based on the default infantry critical type.
  • Weapon Crew criticals are also applied to crews of captured team weapons.
  • Dev note: The difference between this and the default infantry critical type is that heavy AoE weapons (Heavy Artillery, Rockets, etc) do not inflict criticals in both the green and yellow hp brackets (100-5% hitpoints). This is to reduce the effect of such weapons regularly instagibbing weapon teams with single shell/projectile impacts. Note that most heavy AoE weapons usually have enough raw damage to kill multiple, if not the entire crew with a single shell anyway. Criticals simply tend to emphasize this effect tenfold. Note also that this otherwise does not affect weapons like Mortars, Grenades, Tank Guns, or Small Arms.

[h3]Vehicle Machine Gunners[/h3]

  • All mounted machine gunners can now be killed with grenades, AT weapons and concentrated small arms fire (with a relatively low chance).


[h2]Commonwealth[/h2]
Our goal was to increase the versatility and depth of the faction while preserving some of the unique faction features. The aim here was to retain the defining faction style intact, while addressing the limited gameplay options and forced oppressive playstyles that the faction was experiencing.

[previewyoutube][/previewyoutube]
[h3]General[/h3]

  • Command Trucks no longer secure sectors by default. This now requires Secured Resourcing upgraded individually on each truck.
  • Slow troop movement mechanic removed.
  • Starting unit: Infantry Section → Scouts
  • Starting manpower: 460 → 380
  • Starting fuel: 15 → 5
  • Starting munitions: 25 → 0
  • All emplacement crews now share veterancy points with the Lieutenant and Captain (and no longer with the Command Tank).
  • All units and emplacements may now gain individual veterancy.
  • Officers/Command Tank will no longer share their veterancy gain with other units.
  • Units will now share 50% (previously 100%) of their veterancy gain with Officers/Command Tank.
  • Base population cap: 40 → 30
  • Population upkeep threshold: 12 → 8
  • Upkeep costs (mp/min):

    • HQ Trucks: 1.3 → 0
    • Universal Carrier: 2 → 5.38
    • Lieutenant: 1.5 → 3.5
    • Captain: 1.5 → 3.5
    • 6-Pounder: 3.4 → 5.4
    • 17-Pounder: 3.4 → 7
    • Bofors: 3.4 → 7
    • Mortar Pit: 0 → 4
    • Commando Jeep: 5 → 2.7
    • Cromwell: 7 → 11
    • Command Tank: 7 → 11
    • Firefly: 9 → 11
    • Comet: 9 → 11
    • Priest: 10 → 14
    • Churchill: 10 → 11
    • Churchill Crocodile: 12 → 11
    • Churchill AVRE: 10 → 14
    • Kangaroo Carrier: 2 → 7

  • Added Victory music that will play at the end of a game and during the post-game screen.

[h3]Secured Resourcing[/h3]

  • No longer restricted to one globally, now available once per truck
  • No longer adds an additional increased income bonus to the sector (on top of the securing bonus).
  • Now enables the truck to secure the sector while set-up.
  • Manpower cost: 250 → 200
  • Fuel cost: 25 → 20
  • Research time: 35s → 60s

[h3]Maintain Command Range[/h3]

  • Follow distance: -10m → -3m (will now follow closer to the squad. This helps when moving back the Infantry squad away from enemy fire)
  • Officers will now benefit from -20% received accuracy and -80% target priority while following.

[h3]Infantry Section[/h3]

  • Manpower cost: 450 → 340
  • Reinforce cost: 35 → 34
  • Reinforce time multiplier: 1.25 → 1
  • Deployment time: 38s → 45s
  • Infantry Armor Type: Soldier → Infantry
  • Hitpoints: 65 → 70
  • Veterancy XP value: 2 → 1
  • Added squad leader
  • Removed Recon Element upgrade.

    • Added Boys Anti-Tank Rifle Package:
    • Cost: 75 munitions
    • Adds 2x Boys Anti-Tank Rifles

  • Lee Enfield Rifles:

    • Base accuracy (s/m/l): 0.7/0.55/0.4 → 0.75/0.65/0.4
    • Base cooldown: 1.2-1.7s → 1s
    • Cooldown multipliers (s/m/l): 0.75/1/1.25 → 0.75/1/1.5
    • Squad DPS (s/m/l): +17%/+22%/+14%

  • Bren Light Machine Gun:

    • Range brackets (s/m/l): 10/20/35 → 8/17/35
    • Long range accuracy: 0.175 → 0.15
    • Long range dps change: -15%

  • Rifle Grenades

    • Rebalanced Rifle Grenades from the ground up. Now similar in performance to the Ostheer Granatbuchse 39, especially against various cover types (most notably, much better performance against garrison cover).
    • Munition cost: 75 → 50

  • Can now construct Repair Stations

[h3]NEW: Scouts (3)[/h3]

  • Manpower cost: 210
  • Reinforce cost: 28 (Total: 56)
  • Capture rate multiplier: 2
  • Hitpoints: 75 (Total: 225)
  • Armor type: Spotter
  • Critical type: Scouts (will not get OHK by Snipers)
  • Enabled unique voice line set.
  • Good at long range combat
  • Abilities: Marksman Shot (requires Recon Element), Wire Cutters
  • Upgrades: Recon Element, Minesweeper
  • Recon Element:

    • Cost: 35 munitions
    • Unlocks Marksman Shot
    • Increases sight range by 15 meters

  • Minesweeper:

    • Cost: 35 munitions
    • Equips Minesweeper, ability to detect and clear mines.

[h3]Staghound Armoured Car[/h3]

  • Hitpoints: 300 → 250
  • Sandbags upgrade:

    • Removed 2x health multiplier
    • Added +50 health addition

[h3]Kangaroo Carrier[/h3]

  • Garrison squad slots: 4 → 3
  • Reinforce radius: 0 → 20
  • Manpower cost: 300 → 280
  • Hull traverse rate: 50 → 40
  • Units may no longer use abilities from inside the Kangaroo
  • Units will now suffer from -25% weapon accuracy while firing from inside the Kangaroo

[h3]Cromwell[/h3]

  • Improved overall armor strength
  • Fuel cost: 70 → 80
  • QF 75 mm Tank Gun:

    • Moving accuracy multiplier: 0.5 → 0.75
    • Reload time: 5s → 6s

[h3]Command Tank[/h3]

  • Enabled Main Gun (same gun as the Cromwell)
  • Manpower cost: 300 → 440
  • Fuel cost: 50 → 90
  • Hull traverse speed: 40 → 35
  • Acceleration: 1.5 → 2.2
  • Deceleration: 5 → 4.4
  • Manpower upkeep cost (mp/min): 3 → 7
  • Removed special -20% reload multiplier towards the Firefly (now only the default -10% reload bonus applies)
  • Removed special -20% reload multiplier towards the Firefly on vet 2 (now only the default -19% reload bonus applies)
  • Added Supreme Combat Bonus at veterancy 3: -27% reload bonus)
  • Removed Maintain Command Range ability
  • Bonuses are now applied across the entire map (akin the Soviet Commander units) as opposed to radius based.

    • Note: Units sharing veterancy progression with the Command Tank obviously do not share these across the map.

  • Veterancy Rank 1 now unlocks Creeping Smoke Barrage (no longer requires Forward Observation Officers in Royal Artillery doc)
  • Creeping Smoke Barrage munition cost: 50 → 15
  • Added Victor Target ability

[h3]Lieutenant[/h3]

  • Hitpoints: 65 → 100
  • Population cost: 1 → 2
  • Limit: 3 → 1
  • Capture rate multiplier: 1 → 2
  • No longer is required to have units move at a normal pace.
  • Fuel cost: 15 → 30
  • Veterancy 3 no longer expands population cap.
  • Veterancy 3 now unlocks a third level of Combat Bonuses towards Infantry.
  • Heroic charge munition cost: 0 → 45
  • Shared bonuses are now applied across the entire map (akin the Soviet Commander units) as opposed to radius based.

    • Note: Units sharing veterancy progression with the Lieutenant obviously do not share these across the map.

  • Basic Command Bonus (Vet 0):

    • Weapon accuracy multiplier: +15% → +10%
    • Weapon damage multiplier: +15% → removed

  • Enhanced Command Bonus (Vet 2):

    • Weapon accuracy multiplier: +32% → +16% (cumulative effect)
    • Weapon damage multiplier: +22% → removed
    • Cooldown multiplier: -24% → removed

  • NEW: Supreme Command Bonus (Vet 3):

    • Weapon accuracy multiplier: +21% (cumulative effect)

  • Command Bonuses now also apply to Commandos.

[h3]Captain[/h3]

  • Hitpoints: 65 → 100
  • Population cost: 1 → 2
  • Capture rate multiplier: 1 → 2
  • Manpower cost: 300 → 250
  • Fuel cost: 35 → 50
  • Added Mark Target (requires Veterancy 1)
  • Bonuses are now applied across the entire map (akin the Soviet Commander units) as opposed to sector based.

    • Note: Units sharing veterancy progression with the Lieutenant obviously do not share these across the map.

  • No longer highlights the sector since this is no longer relevant.
  • Basic Command Bonus (Vet 0):

    • Received damage multiplier: -20% → removed
    • Received accuracy multiplier: -10%
    • Received suppression multiplier: -50% → -15%
    • Passive healing addition: +2 mp/min → removed

  • Enhanced Command Bonus (Vet 2):

    • Received accuracy multiplier: -10%
    • Received suppression multiplier: -75% → -40% (cumulative effect)
    • Maximum health multiplier: +15% → +10%

[h3]Sappers[/h3]

  • New unit symbol (wrench → spade)
  • Weapons: Lee Enfield → Sten SMG
  • Manpower cost: 320 → 280
  • Reinforce cost: 24 → 35
  • Infantry Armor Type: Soldier → Infantry
  • Added squad leader
  • Added Throw Grenade ability (requires Mills Bombs)
  • Over Repair:

    • Repair rate: 10 → 7.5
    • Maximum health boost: 300 → 200
    • Fixed decay stopping at +100 bonus health as opposed to the default health of the vehicle.

  • Can now construct Casualty Clearing Stations and Repair Stations

[h3]Universal Carrier[/h3]

  • Renamed from Bren Carrier
  • Bren Light Machine Gun (hull-mounted and pintle mounted):

    • Base accuracy (s/m/l): 0.45/0.45/0.175 → 0.55/0.45/0.175
    • Burst duration: 1-2s → 2-3s
    • DPS change (s/m/l): +40%/+20%/+25%

  • Bren Carrier upgrade:

    • No longer equips the vehicle with a Vickers MMG.
    • Now equips the vehicle with a second Bren LMG, doubling firepower.
    • Button Vehicle ability removed.
    • AP Rounds ability removed.
    • Munition cost: 50 → 35

  • NEW: Wasp upgrade:

    • Replaces the forward Bren LMG with a Flamethrower
    • Disables troop transporation
    • +30 Hitpoints
    • Cost: 50 munitions
    • Requires: Lieutenant

  • NEW: Mortar Carrier upgrade:

    • Adds a 2" Mortar as primary weapon (range: 70 m)
    • Unlocks 2" Mortar Barrage, Smoke Barrage
    • Forward Bren LMG remains operational as secondary weapon
    • Reduces overall mobility
    • Disables troop transporation
    • Cost: 50 munitions
    • Requires: Lieutenant

  • Fuel cost: 10 → 15
  • Veterancy requirements: 6/12/24

[h3]Headquarters Command Truck[/h3]

  • NEW: Scouts
  • NEW: Medical Corps upgrade

    • Infantry squads will passively regenerate hitpoints over time while in friendly territory.
    • Cost: 200 mp, 30 fuel

  • Removed Speed Governors upgrade

[h3]Field Support Truck[/h3]

  • Manpower cost: 185 → 240
  • Fuel cost: 30 → 40
  • Deployment time: 70s → 90s
  • Added 6-Pounder Anti-Tank Gun
  • Removed Speed Governors upgrade
  • Added Expert Engineer upgrade (global tech):

    • Speeds up Infantry Section and Sapper construction rates by 25%, and enable Sappers to conduct Over-Repairs.
    • Cost: 200 mp, 30 fuel

  • Added Mills Bombs upgrade (global tech):

    • Unlocks Throw Grenade ability for Sappers and Commandos
    • Cost: 100 mp, 30 fuel

[h3]NEW: 6-Pounder Anti-Tank Gun (3)[/h3]

  • Manpower cost: 280
  • Abilities: APDS Shells (cost: 35 munitions)
  • Veterancy requirements: 6/12/24

[h3]Armour Command Truck[/h3]

  • Manpower cost: 205 → 300
  • Fuel cost: 65 → 100
  • Deployment time: 70s → 120s
  • Added Churchill (420 mp, 90 fuel)
  • Speed Governors:

    • Moved from unit upgrade panel to command panel.
    • Now a global upgrade applying to all HQ trucks at once instead of individual trucks.
    • Available in Armour Command Truck.
    • Manpower cost: 150 → 200
    • Fuel cost: 10 → 30

[h3]Slit Trench[/h3]

  • Manpower cost: 0 → 20

[h3]Royal Commandos[/h3]

  • Left: Radio Triangulation (1) → Commandos (2) → Decoy Artillery (2)
  • Right: Glider HQ (1) → Tetrarch Glider (2) → Typhoon Airstrike (3)
  • Removed Ultra Decryption
  • Added Typhoon Airstrike

[h3]NEW: Typhoon Airstrike[/h3]

  • Call-in a Hawker Typhoon ground-attack aircraft to strafe the targeted area with 3" RP-3 Rockets.
  • Munition cost: 150

[h3]Glider HQ[/h3]

  • Manpower cost: 260 → 220
  • Added SAS Jeep
  • Removed PIAT Commandos

[h3]NEW: SAS Jeep[/h3]

  • Manpower cost: 220
  • Weapons: Bren LMG
  • Captures Territory. good vs. Snipers, Weapon Teams
  • Abilities: Mine Drop (cost: 35 munitions)

[h3]Commandos[/h3]

  • Call-in manpower cost: 560 → 420
  • Manpower cost: 510 → 420
  • Hitpoints: 65 → 75 (Total: 390 → 450)
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Sten SMG (Silenced):

    • Range 35 → 30
    • Rate of fire: 10 → 8
    • Cooldown: 3-4s → 1.5-2s
    • Mid range accuracy: 0.2 → 0.4

  • Concealing smoke munition cost: 0 → 15

[h3]Tank Hunters[/h3]

  • Renamed from PIAT Commandos
  • Squad size: 3 → 4
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Hitpoints: 65 → 75 (Total: 195 → 300)
  • Manpower cost: 325 → 320

[h3]Mortar Section[/h3]

  • Renamed from Mortar Commandos
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Manpower cost: 255 → 250

[h3]Heavy Machine Gun Section[/h3]

  • Renamed from HMG Commandos
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Manpower cost: 255 → 240
  • Added AP rounds ability

[h3]Tetrarch Light Tank[/h3]

  • Call-in manpower cost: 450 → 400
  • Manpower cost: 300 → 280
  • Fuel cost: 25 → 30
  • Spawn delay after glider landing: 4s → 1.7s
  • Turret rotation speed: 50 → 100 deg/s
  • Fire Smoke Canister removed
  • Added Concealing Smoke:

    • Envelope the vehicle in a thick smoke cloud to camouflage it for 5 seconds. The smoke cloud can also be used by other units for excellent temporary cover.
    • Cost: 15 munitions

[h3]Royal Engineers[/h3]

  • Left: Improved Emplacements (1) → Counter Battery (2) → Churchill AVRE (4)
  • Right: Improved Command Vehicles (2) → Hull-Down (2) → Churchill Crocodile (3)
  • Improved Command Vehicles:

    • HQ speed bonus: +50% → +20%
    • HQ population cap addition per truck: +6 → +3

[h3]Churchill Mk.IV[/h3]

  • Added Tank Commander upgrade
  • Vastly improved overall armor strength
  • Hitpoints: 700 → 736
  • QF 6-Pounder Tank Gun:

    • Moving accuracy multiplier: 0.5 → 0.75
    • Reload time: 4.25-5s → 5s
    • AoE radius: 1.5 → 0.5
    • Deflection damage multiplier: 0.15 → 0.2
    • Vastly improved armor penetration capabilities

  • Updated help description: Good vs. Infantry, Light Vehicles → Good vs. Tanks

[h3]Churchill AVRE[/h3]

  • Added Tank Commander upgrade
  • Vastly improved overall armor strength
  • Enabled main gun auto-target search and attack ground
  • Rebalanced base damage and AoE
  • Main gun range: 35 → 40
  • Removed Fire Petard ability
  • Hitpoints: 700 → 736
  • Call-in cost: 600 → 700
  • Now restricted to 2
  • Added Tank Shock ability

[h3]Churchill Crocodile[/h3]

  • Added Tank Commander upgrade
  • Vastly improved overall armor strength
  • Swapped to Mk.VII model (square turret)
  • Main gun: QF 6-Pounder → QF 75 mm
  • Fixed Flamethrower animations
  • Vastly improved Flamethrower effectiveness vs Infantry and Buildings
  • Hitpoints: 900 → 736
  • Call-in cost: 600 → 700

[h3]Hull-Down[/h3]

  • Defensive bonuses no longer apply instantaneously, but instead after a 7s delay (Approximately once the dig in animation is done).

[h3]Improved Emplacements[/h3]

  • CP cost: 2 → 1
  • Removed -10% received penetration bonus
  • Health bonus: +25% → +200

[h3]Counter Battery[/h3]

  • Reworked ability functionality from toggled to timed:

    • Duration: 60s
    • Salvo: 2 shells
    • Rebalanced barrage weapon to have reduced scatter, making it more effective at hitting intended targets.
    • Cost: 35 munitions
    • Cooldown time: 60s

[h3]Royal Canadian Artillery[/h3]

  • Left: Forward Observation Officers (2) → Overwatch Artillery (2) → Priest (3)
  • Right: Supercharge (1) → Humber Armoured Car (2) → Creeping Barrage (2)

[h3]NEW: Humber Armoured Car[/h3]

  • Call-in cost: 400 mp
  • Weapons: Besa 15mm Autocannon, Besa Coaxial MG
  • Armor type: Humber (similar to Sd.Kfz. 222 Armored Car)
  • Hitpoints: 350
  • Upgrades: Tank Commander
  • The Humber marries high speed and all terrain mobility with a rapid firing 15 mm autocannon capable of engaging infantry and other soft targets.

[h3]17-Pounder AT Gun[/h3]

  • Hitpoints: 450 → 700
  • Weapon range: 70 → 90
  • Base damage: 150 → 180
  • Horizontal traverse: -50/+50 → -25/+25
  • Deflection damage multiplier: 0.35 → 0.5
  • Ready aim time: 1s → 1.5s
  • Reload time: 5s → 6-6.5s
  • Scatter angle: 5 → 7
  • Scatter offset: 0.75 → 0.5
  • Penetration multipliers:

    • King Tiger: 1.1 → 0.66
    • Panther: 1.113 → 0.82
    • Panzer IV: 3.334 → 1.6
    • Stug IV: 2.463 → 1.4
    • Tiger: 1.376 → 0.85
    • Elefant: 1.1 → 0.61
    • Jagdpanzer IV: 1.113 → 0.82
    • Hetzer: 0.92 → 1
    • Jagdpanther: 0.88 → 0.81

  • Manpower cost: 280 → 300
  • Fuel cost: 25 → 35
  • Now requires Captain
  • Population cost: 3 → 7

[h3]40 mm Bofors AA Gun[/h3]

  • Hitpoints: 550 → 600
  • Added projectile ballistics
  • Base damage: 25/35 → 40
  • Range: 40 → 45 (inner brackets: 10/29/40 → 10/20/45)
  • Deflection damage multiplier: 0.05 → 0.15
  • Base accuracy: 1/1.5/5 → 0.9/0.75/0.5
  • Accuracy multiplier vs infantry: 0.75 → 0.6
  • Base cooldown: 4s → 5s
  • Burst duration 4 → 3
  • Burst rate of fire: 2 → 2.1 (fixing firing animation misalignment)
  • Reload frequency: 6 → 3
  • Added Area of Effect damage functionality
  • Scatter angle: 7.5 → 6
  • Max scatter distance: 15 → 12
  • Vastly improved overall performance against infantry and light vehicles.
  • Manpower cost: 280 → 300
  • Fuel cost: 15 → 40
  • Population cost: 3 → 5

[h3]Casualty Clearing Station[/h3]

  • Medical Supplies munition cost: 40 → 25

[h3]NEW: Repair Station[/h3]

  • Cost: 150 mp, 15 fuel
  • Constructed by: Infantry Sections, Sappers
  • Deploys specially trained mechanics that will automatically repair vehicles and tanks within the vicinity of the Repair Station.
  • Restricted to 3

[h3]Mortar Pit[/h3]

  • Hitpoints: 395 → 500
  • Weapon range: 75 → 90
  • Supercharge range: 90 → 110
  • NEW: Creeping Mortar Barrage:

    • Cost: 35 munitions
    • Fire a salvo of fifteen high-explosive mortar shells in rapid succession along a predetermined path.
    • Requires: Creeping Barrage

  • Sector Overwatch

    • Renamed from Overwatch Barrage
    • Reworked from a toggled ability overwatching a small radius to a timed, sector-based overwatch ability.
    • Requires: Overwatch Artillery

[h3]Machine Gun Emplacement[/h3]

  • Manpower cost: 280 → 200
  • Fuel cost: 0 → 10
  • Added Armor-Piercing Burst
  • Vickers HMG:

    • Base accuracy: 0.6/0.3/0.15 → 0.75/0.4/0.2
    • Reload frequency: 20 → 5-6
    • Base cooldown: 2.5-3s → 1.5-2.5s
    • Short range cooldown multiplier: 1 → 0.4
    • Scatter angle: 10 → 8
    • Ready aim time: 0.3s → 0.1s
    • DPS change (s/m/l): +51%/+39%/+43%

[h3]Priest[/h3]

  • Call-in manpower cost: 625 → 650
  • 105 mm Howitzer Barrage range: 175 → 160
  • Supercharged Howitzer Barrage range: 225 → 200

[h3]25-Pounder Howitzer[/h3]

  • Hitpoints: 450 → 550
  • 25-Pounder Barrage range: 145 → 180
  • Supercharged Howitzer Barrage range: 225 → 250
  • Reduced overall scatter when firing into the FoW (now more in line with other stationary Howitzers)
  • Base damage: 125 → 150
  • Area of effect damage (s/m/l): 188/94/38 → 225/120/60
  • Area of effect radii (s/m/l): 1/4/7 → 1/3/7
  • Now requires Captain

[h3]Royal Canadian Artillery[/h3]

  • Swapped the unlock position of Creeping Barrage and Overwatch Artillery.

[h3]Creeping Barrage[/h3]

  • Removed all "off-map" shells that caused multiple shells to hit simultaneously, especially during the first section.
  • Removed orange warning smoke
  • Transferred all fired shells to the Priest/25-Pounder itself.
  • Total barrage salvo: 10 shells
  • Enabled shell projectile and tracer visibility and sound.
  • Adjusted shell scatter to land more consistently inside their respective barrage section.
  • Reload time between shells: 1.6 s → 2.5 s (this fixes the interrupted crew shell loading animations).
  • Total barrage area length: 70 → 50
  • Adjusted barrage preview UI scaling to fit the actual barrage constraints.
  • Fixed quirky hull traverse animation for the M7 Priest.
  • Fixed missing barrage range UI.
  • Updated command tree upgrade and ability descriptions.
  • Barrage range: 225 → 200/250 (Priest/25-Pounder)
  • Recharge time: 75s → 105s
  • Munition cost: 150 → 50

[h3]Overwatch Artillery[/h3]

  • Reworked from a toggled, radius based overwatch to a timed, sector-based overwatch:

    • Any Friendly or Neutral sector can be targeted (regardless of Mortar/Howitzer range).
    • Mortars/Howitzers will fire Airburst Shells at any visible target.
    • Orange smoke will appear on targeted squads.
    • Targeted sectors are highlighted in green.
    • Duration: 60 seconds
    • Recharge time: 60 seconds
    • While Overwatch Battery is active, the howitzer will not respond to Victor Target calls and can fire neither regular Barrages nor Creeping Barrages.
    • Overwatch is now on the same shared cooldown timer as the default barrage and Creeping Barrages.

  • Updated ability description.
  • Cost: 35 munitions
  • Fixed shell scatter values that would often result in overshooting/missing intended targets.

[h3]Sherman Firefly[/h3]

  • Turret traverse speed: 48 → 38
  • Hitpoints: 550 → 636
  • 17-Pounder Tank Gun:

    • Base damage: 125 → 112.5
    • Base reload time: 8.5s → 7s (with vet0 Command Tank: 7.8s → 6.4s)
    • Range: 50 m → 47.5 m
    • Moving accuracy multiplier: 0.75 → 0.65
    • Penetration multipliers:

      • King Tiger: 1.1 → 0.56
      • Panther: 1.113 → 0.82
      • Panzer IV: 3.334 → 1.1
      • Stug IV: 2.463 → 1.0
      • Tiger: 1.376 → 0.75
      • Elefant: 1.1 → 0.51
      • Jagdpanzer IV: 1.113 → 0.72
      • Hetzer: 0.92 → 0.87
      • Jagdpanther: 0.88 → 0.72

    • Damage multipliers:

      • King Tiger: 1 → 1.1
      • Panther: 1 → 1.1
      • Elefant: 1 → 1.1
      • Tiger: 1 → 1.1
      • Jagdpanther: 1 → 1.1


  • Added APDS ability:

    • Cost: 35 munitions
    • Duration: 20 s
    • Effect: Temporarily guaranteed penetration chances, increased accuracy, and +20% damage.

[h3]Comet[/h3]

  • Manpower cost: 450 → 510
  • Improved overall armor strength
  • 17-Pounder Tank Gun:

    • Base damage: 125 → 112.5
    • Range: 50 m → 40 m
    • Moving accuracy multiplier: 0.7 → 0.75
    • Penetration multipliers:

      • King Tiger: 1.1 → 0.56
      • Panther: 1.113 → 0.82
      • Panzer IV: 3.334 → 1.1
      • Stug IV: 2.463 → 1.0
      • Tiger: 1.376 → 0.75
      • Elefant: 1.1 → 0.51
      • Jagdpanzer IV: 1.113 → 0.72
      • Hetzer: 0.92 → 0.87
      • Jagdpanther: 0.88 → 0.72

    • Damage multipliers:

      • King Tiger: 1 → 1.1
      • Panther: 1 → 1.1
      • Elefant: 1 → 1.1
      • Tiger: 1 → 1.1
      • Jagdpanther: 1 → 1.1


[h3]Button Vehicle[/h3]

  • Mobility reduction is now applied in a staggering effect at a 2s, 6s, and 9s delay respectively.
  • Mobility reduction: -90% → -40%/-70%/-85%
  • Sight range penalties are now applied in a staggering effect at a 2s, 6s, and 9s delay respectively.
  • Sight range reduction: -85% → -50%/-75/-85%


Part 2

[h2]Soviets, Ostheer[/h2]
https://store.steampowered.com/news/app/317600/view/3982938673437071316

Part 3

[h2]Panzer Elite, Wehrmacht, Americans, Maps, Sound Design, Quality of Life & Bug fixes[/h2]
https://store.steampowered.com/news/app/317600/view/4061752300806439090

Update 3.5 - Release Notes [2/3]

Part 1

[h2]Desync, AI, General changes, Commonwealth[/h2]
https://store.steampowered.com/news/app/317600/view/3982938673437067888


[h2]Soviets[/h2]

  • Starting unit: Ingenery → Observer Team

    • Dev note: Soviets have quite a complex starting unit roster with many options available. Some of these are very bad in terms of momentum building and ultimately result in the faction falling behind from the start. This is quite different from all other factions that generally have fewer choices available. This in turn means that players are much less likely to make a major mistake in their initial army composition. Observers are a mandatory unit to ensure good capping power and early game map presence, but it is difficult to gauge when exactly to field them alongside Ingenery and Conscripts. At the same time, the T1 options of the HMG team and Sniper aren't as vital to be fielded immediately as they usually need one or two support squads to be useful. Observers coming as a starting unit should help smooth out the initial unit choices, while also ensuring early game capping power.

  • Full update for all Infantry models and textures (courtesy of Halftrack & S42 mod), this includes:

    • More distinct (unique) visuals for Observers
    • Less performance demanding unit models
    • More varying and unique visuals for Naval Infantry, Partisans, Weapon Crews

[h3]Ingenery[/h3]

  • Deployment time: 28 s → 16 s

[h3]Conscripts[/h3]

  • Veterancy rank 1 now also provides -10% received accuracy

[h3]SG-43 Heavy Machine Gun Team[/h3]

  • Teardown time: 2.6s → 2.1s

[h3]Command Squad[/h3]

  • Manpower cost: 300 → 240
  • Reinforce cost: 38 → 30
  • Reinforce time multiplier: 1.5 → 1
  • Now receives shared veterancy from Infantry and Weapon Crews (similar to CW officers):

    • Units share 50% of their own veterancy gain with the Command Squad in a 40 m radius

  • Veterancy requirements: 8/16/32 → 12/24/48
  • Upkeep reduction bonus:

    • Vet 0: -5% → -15%
    • Vet 1: -5% → -10% (cumulative effect: -10% → -23.5%)
    • Vet 2: -5% (cumulative effect: -14% → -27%)
    • Vet 3: -5% (cumulative effect: -19% → -31%)

  • Now come with DP-28 LMG by default
  • DP-28 LMG can no longer be dropped
  • For The Motherland now affects every own Infantry unit on the map.

[h3]Tank Hall[/h3]

  • Added T-34/76:

    • Cost: 360 mp, 70 fuel

  • T-34/85 moved to reward unit status as alternative for the T-34/76.

[h3]T-34/76 and T-34/85[/h3]

  • Fixed inversed vertical hull mg animations
  • ATo-42 Flamethrower:

    • Fixed broken horizontal and vertical animations. (This caused the flamethrower to be practically unusable as it could only target units directly in front of the weapon.)
    • Rebalanced flamethrower damage output from the ground up. (Now similar to Churchill Crocodile flamethrower.)

[h3]SU-100[/h3]

  • Focused Firing ability also increases weapon range to 55m
  • Removed +14% damage multiplier against medium tanks/assault guns (Stug, hetzer, zrinyji, ostwind, panzer iii, panzer iv)

[h3]IS-2 Heavy Tank[/h3]

  • Hitpoints 764 → 840
  • Fuel cost: 140 → 130
  • Hull traverse speed: 26 → 24
  • Top speed: 3.8 → 4.0
  • Acceleration: 2.2 → 1.8
  • 122 mm D-25T:

    • Base accuracy (s/m/l): 1/0.85/0.7 → 1/1/0.8
    • Area of Effect radii: (s/m/l): 0.5/2/4.3 → 0.75/1.25/3.5/4.7
    • Area of effect damage multipliers (s/m/l): 1/0.25/0.1/0.1 → 1/0.25/0.15/0.1
    • Moving accuracy multiplier: 0.5 → 0.55
    • Damage multiplier vs Soldier infantry type: 0.9 → 0.6
    • Penetration multiplier vs Panther: 1.36 → 1.06
    • Penetration multiplier vs Elefant: 0.8 → 0.68

[h3]BT-7 Cavalry Tank[/h3]

  • Manpower cost: 270 → 260
  • Fuel cost: 35 → 30
  • 45 mm 20K tank gun:

    • Base accuracy (s/m/l): 1/0.9/0.7 → 1/1/0.7
    • Base penetration (s/m/l): 1/0.9/0.8 → 1/0.95/0.9
    • Damage multiplier against medium tanks: 1 → 1.25
    • Turret traverse speed 50 → 100
    • Penetration multipliers:

      • StuG IV: 0.24 → 0.31
      • Panzer III: 0.38 → 0.48
      • Panzer IV: 0.32 → 0.42

    • Added AP rounds ability that increases gun penetration by 60% and damage by 25% for 25 seconds

  • BT-7A KT-28 Howitzer upgrade reworked:

    • Now requires Tank Hall
    • ammunition cost 75 → 125
    • Rebalanced damage profile and enabled artillery shell ballistics
    • Upgrade now enables 76 mm HE Barrage ability:

      • Salvo: 5
      • Recharge time: 90s
      • Range: 130 m

    • KT-28 76mm Howitzer:

      • reload 5.5-6s → 7.5-8.5s
      • Area of Effect radii (s/m/l): 0.5/1.5/3 → 0.5/2.5/5.2
      • Area of Effect damage multipliers (s/m/l): 1/0.8/0.4 → 1/0.4/0.2
      • Weapon range: 40 m → 35 m
      • Changed shell impact FX.
      • Turret traverse speed 38 → 50


[h3]SU-76[/h3]

  • Manpower cost: 280 → 270
  • Fuel cost: 40 → 35
  • Artillery Ammunition removed.
  • 76 mm ZiS-3 reload time: 5-5.5 s → 4.5-5 s
  • Fixed various abysmal penetration chances vs tanks
  • NEW: Rapid fire:

    • Cost: 35 munitions
    • Duration: 20s
    • Reduces reload time by 40%

  • Now affected by Improved Ammunition again
  • Slightly improved overall mobility

[h3]Improved Ammunition[/h3]

  • Base benetration bonuses:

    • T-34/76: +15% → +50%
    • T-34/85: +15% → +20%
    • SU-76: +15% → +30%

  • Dev note: Due to how base penetration and target specific multipliers interact, the net effect of Improved Ammunition was often hardly noticeable against a lot of targets. The net effect is now roughly 10-15% as opposed to only 5-7%, with some outliers being better/worse.

[h3]Soviet Propaganda Strategy[/h3]

  • Right Branch: Partisans (1) → Machine of War (2) → Sturmovik Airstrike (3)
  • Removed KV-85 Heavy Tank
  • Added Machine of War:

    • Soviet Industry produces at maximum capacity!
    • Population cap is increased by 10%
    • Unit upkeep costs are reduced by 25%
    • infantry weapon upgrades are 25% cheaper and equip 50% faster
    • Vehicles/Tanks are produced 50% faster
    • Ingenery repair 33% faster

[h3]Partisans[/h3]

  • Added Scorched Earth (cost: 35 munitions)
  • Dev note: Besides laying mines, Partisans were lacking tools to harass and hamper enemy operations. The ability to spawn behind enemy lines paired with the option to disable strategic points should aid in emphasizing the unique traits of Partisans over default Infantry units.
  • Weapon packages now equip 4 SMGs at once.
  • Weapon package upgrade icons will now properly indicate PPD40 in friendly territory, and MP40 in Neutral/Enemy territory.
  • Hitpoints: 70 → 75
  • Upkeep cost (mp/min): 7.7 → 8
  • Mauser/Mosin rifles:

    • Base accuracy (s/m/l): 0.85/0.6/0.3 → 0.75/0.55/0.35
    • Close range cooldown multiplier: 0.6 → 0.75
    • DPS change (s/m/l): -16%/-8%/+12%

  • PPD40/MP40 SMGs:

    • Fixed and rebalanced a plethora of weapon statistics for overall improved consistency.
    • DPS change (s/m/l): -/+25%/+5%

[h3]Sturmovik Airstrike[/h3]

  • Plane count: 1 → 2
  • Delay between planes: 1.5s
  • PTAB base damage: 60 → 75
  • Removed Air Raid alarm sound

[h3]Naval Infantry[/h3]

  • No longer passively heal while in combat
  • Resilience received accuracy: -15% → -10%

[h3]Observer Team[/h3]

  • Updated unit icon, symbol and portrait.
  • Change speaker from Sniper to Recon (similar to Conscripts, but with recon speaker enabled).
  • Implemented proper Tokarev TT-33 pistol model and firing sound (Unleash the hand cannon!).
  • Added Off-map Smoke Barrage ability
  • TT-33 Pistol range: 35 → 20
  • TT-33 Pistol range brackets: 8/17/35 → 5/15/20

[h3]82mm Mortar Team[/h3]

  • Veterancy requirements: 8/16/32 → 7/14/28
  • Base cooldown: 6-8 s → 7-9 s
  • Cooldown multipliers (s/m/l): 1/1/1.2 → 1/1./1.25
  • Critical type: Infantry → Weapon Crew

[h3]Heavy Mortar Team[/h3]

  • Crew size: 3 → 4
  • Hitpoints: 55 → 60
  • Call-in manpower cost: 350 → 320
  • Population cost: 6 → 5
  • Critical type: Infantry → Weapon Crew
  • Weapon setup time: 4s → 3s
  • Weapon teardown time: 4.5s → 3.4s
  • 107 mm Mortar Barrage:

    • Base cooldown: 2.5-3s → 1s
    • Salvo: 3 → 5
    • Cooldown: 60s → 15s

  • NEW: Creeping Barrage:

    • Cost: 35 munitions
    • Fire a salvo of fifteen 107 mm mortar shells in rapid succession along a predetermined path.

  • NEW: Creeping Smoke Barrage:

    • Cost: n/a
    • Fire a salvo of fifteen 107 mm smoke mortar shells in rapid succession along a predetermined path.

[h3]Breakthrough Strategies[/h3]

  • Guards CP cost: 3 → 2
  • Breakthrough Assault CP cost: 1 → 2
  • Infantry Storm CP cost: 2 → 1
  • Heavy Mortar CP cost: 2 → 3
  • Breakthrough Artillery CP cost: 3 → 2

[h3]Guards[/h3]

  • Hitpoints: 75 → 90
  • Removed passive health regeneration
  • Reinforce time: 10s → 8s
  • Suppressed activation threshold: 0.35 → 0.3
  • Pin down activation threshold: 0.85 → 0.75
  • Pin down recovery threshold: 0.65 → 0.6
  • Suppression recovery rate: 0.015 → 0.012
  • Veterancy requirements: 12/24/48 → 10/20/40
  • Added -50% suppression multiplier
  • Infantry critical type: Infantry → Assault

[h3]Shock Infantry[/h3]

  • Renamed from Shock Strelky
  • Upgrade now also affects Guards:

    • Increases hitpoints by 10
    • Enables passive health regeneration (10.56 hp/min)

[h3]Breakthrough Artillery[/h3]

  • Reworked into an Overwatch Barrage:

    • Can be used anywhere (not tied to territory)
    • Radius: 35 m
    • Total duration: 40s

  • Two off-map heavy artillery overwatches will be activated:

    • 203 mm B-4 Howitzers:

      • Targets Vehicles, Tanks and Structures.
      • Orange smoke will appear where shells are targeted.
      • Salvo: 1
      • Interval: 11s (will fire up to 5 salvos)

    • 152 mm ML-20 Howitzers:

      • Targets Infantry and Structures.
      • Orange smoke will appear where shells are targeted.
      • Salvo: 2
      • Interval: 10s (will fire up to 5 salvos)


  • Cost: 175 munitions
  • Cooldown: 90s after usage
  • Updated ability icon an description

[h3]KV-2[/h3]

  • Added proper heavy artillery firing sound and visuals.

[h3]RPG-43 Anti-Tank Grenade[/h3]

  • Detonation delay: 2.7s → 1.5s
  • Base damage: 120-150 → 200
  • Throwing range: 24 → 18


[h2]Ostheer[/h2]

[h3]Sturmpioneers[/h3]

  • Veterancy requirements: 6/12/24/48 → 7/14/28/49
  • Granatbuchse 39:

    • Damage multiplier vs heavy cover: 1.1 → 1
    • Reload time: 5-6s → 7-8s
    • Long range accuracy: 0.75 → 0.6
    • Max scatter distance: 6 → 7

  • NEW: MP40 SMGs upgrade

    • Cost: 60 munitions
    • Equip the squad with three MP40 SMGs for better short range firepower

[h3]Landsers[/h3]

  • Gewehr43/MKb.42:

    • Base cooldown: 1.5-2s → 2-2.5s
    • Cooldown multipliers (s/m/l): 0.8/1/1.8 → 0.65/1/1.4
    • Squad DPS change (s/m/l): -/-15%/-
    • Dev note: Landsers were firing too fast on medium range (~50% faster fire rate than Riflemen; this change reduces that to ~20%), enabling them to drop models at a much quicker rate than intended.

  • MG34 Light Machine Gun:

    • Base damage 6 → 5
    • Base accuracy (s/m/l): 0.7/0.375/0.175 → 0.7/0.35/0.175
    • Fire aim time multipliers (s/m/l): 0.3/1/1 → 0.1/1/2
    • DPS change (s/m/l): -10%/-22%/-20%

[h3]Mortar Team[/h3]

  • Critical type: Infantry → Weapon Crew
  • Veterancy requirements: 6/12/24/48 → 7/14/28/49
  • Airburst Barrage:

    • Suppression modifier vs light cover: 0.75 → 0.6
    • Suppression modifier vs heavy cover: 0.5 → 0.4
    • Area of Effect radius: 13.5 → 12
    • Area of Effect radii (s/m/l/d): 2/4.5/8/13.5 → 2/3.5/7/12
    • Reworked criticals vs Infantry:

      • Green hp bracket casualty chance: 5% → 0%
      • Yellow hp bracket casualty chance: 25% → 10%
      • Yellow hp bracket soldier killed chance: 25% → 5%
      • Dev note: The Airburst now is similar to the Incendiary Mortar, having no chance to kill models through critical hits in the green hp bracket. It also will have a significantly lower chance of killing models in the yellow hp bracket, going from 50% chance to 15%. This is primarily to reduce the oppressiveness of Airburst shells against weapon teams, but also to ensure the Airburst Barrage should be used in its intended role; zone controlling through suppression and moderare aoe damage, as opposed to having a very high killing potential per shell.


[h3]Honved[/h3]

  • Implemented completely new unit visuals (courtesy of Halftrack & S42 mod).
  • Panceltoro 44M munition cost: 100 → 80

[h3]Panzerfusiliers[/h3]

  • Infantry type: Infantry → Elite
  • Reduced the overall Kar98k/G43 DPS to offset the vastly increased durability:

    • Normalized the DPS between the Kar98k and G43 squad leader weapons
    • DPS change (s/m/l): -5%/-8%/-13%

  • Scoped MP44 package:

    • Now grants 5 weapons at once instead of 2x2
    • Now limited to 1 per squad
    • Requires 5 free slot items
    • Upgrade completion time: 20s → 30s
    • Munition cost: 75 → 100 (previously it was 2x75 = 150 for a total of 4 weapons)
    • Tweaked weapon DPS profile

[h3]MG34 Heavy Machine Gun Team[/h3]

  • Setup time: 2.4s → 3s

[h3]75 mm Pak 97/38 Anti-Tank Gun[/h3]

  • HEAT shells base penetration (all ranges): 1 → 2
  • Damage multiplier vs BA64: 1.5 → 1
  • Damage multiplier vs M3 Halftrack: 1.35 → 1 (will no longer 2 shot them consistently)
  • Accuracy multiplier vs M4 Sherman: 1.1 → 1.00
  • Penetration multipliers:

    • M26 Pershing: 0.45 → 0.35
    • IS-2: 0.54 → 0.33

[h3]Skirmish Commander[/h3]

  • Priority Defense:

    • Now affects every own unit in all friendly territory
    • Merged in most of the effects of Counterattack (previously available in Joint Operations)
    • Recharge time: 120 s → 240 s

[h3]Luchs[/h3]

  • Hitpoints: 315 → 380
  • Fixed bugged main gun animation (this impacted combat performance a lot)
  • Fixed bugged coaxial machine gun animations
  • Significantly increased coaxial machine gun damage output (now similar to Armored Car)

[h3]Jagdpanzer IV[/h3]

  • Ready aim time: 1-1.2s → 0.5s
  • Horizontal gun traverse speed: 25 → 35
  • Moving accuracy multiplier: 0.5 → 0.65
  • Improved Coaxial MG42 performance against infantry
  • Hitpoints: 700 → 742
  • Manpower cost: 480 → 460
  • Fuel cost: 100 → 90
  • Removed Coated Optics

[h3]Division Assault Troops[/h3]

  • Fuel cost: 45 → 60

[h3]Panzer Recon Company[/h3]

  • Construction time: 45 s -> 50 s
  • Manpower cost: 240 → 260
  • Fuel cost: 65 → 60
  • NEW global Upgrade: Spotting Scopes

    • Cost: 200 mp, 60 fuel
    • Increases vehicle/tank sight range (+3 m) and main gun range (+5 m)
    • Affects: Panzer III, Panzer IV, Flakpanzer IV Kugelblitz, Tiger I, Elefant, Jagdpanzer IV

[h3]Mechanized Command[/h3]

  • Fuel cost 90 → 70
  • Removed Panzer 38(t)
  • Added Flakpanzer IV Kugelblitz
  • Dev note: The Panzer 38(t) is intended to fulfil the gameplay role as anti-infantry specialist with the capability to fight other light vehicles. It also is meant to serve as a late game counter against infantry-heavy tactics, especially (elite) assault infantry. However, its intended role can rarely be utilized to reliable extend, especially during later stages in the game. This due to a combination of long time-to-kill against (multiple) infantry squads, high vulnerability to anti-tank weapons and other (light) vehicles/tanks, and late first appearance. This meant that the Panzer 38(t) had a highly limited window of opportunity in which it was a viable choice. Unlike the PE Hotchkiss, which in terms of combat performance is very similar, the Panzer 38(t) also lacks a secondary role it can fulfil (Hotchkiss Stuka; indirect fire support) when its primary role diminishes in use, or an upgun upgrade.

    All-in-all, it generally positioned the Panzer 38(t) as dysfunctional within its intended role, often left in favour for the Panzer III or Panzer IV, or doctrinal options like the Flammpanzer III.

    For this reason, the Panzer 38(t) is moved into T3 as alternative unit to the Luchs, and the Kugelblitz takes its place in T4. Like other Flakpanzers, the Kugelblitz is a much more potent platform to engage and quickly silence (multiple) infantry squads due to its fast-firing 30 mm autocannon and decent overall durability. This not only enables for more diverse late game army composition choices, but also means the faction now has a functional and desirable unit within this unit slot. This in turn means that the faction is less forced to solely rely on the Panzer IV, and thus gives T4 a much-needed fuel-cheap alternative to battle infantry-heavy tactics.

[h3]NEW: Flakpanzer IV Kugelblitz[/h3]

  • Cost: 320 mp, 55 fuel
  • Hitpoints: 500
  • Armor type: Panzer IV
  • Abilities: Armor-Piercing Shells (35 munitions)

[h3]Wespe[/h3]

  • Population cost: 8 → 10

[h3]88 mm PaK 43 AT Gun[/h3]

  • Population cost: 5 → 7

[h3]Concrete Emplacement[/h3]

  • Manpower cost: 75 → 20
  • Flak Emplacement manpower cost: 100 → 150
  • Field Hospital manpower cost: 100 → 150

[h3]Blendkörper Grenade[/h3]

  • Now directly targets vehicles
  • Adjusted projectile speed to be more reliable

[h3]Pervitin[/h3]

  • Exhaustion duration: 10s → 25s
  • Recharge time 90s → 180s

[h3]Panzer III[/h3]

  • Manpower cost: 340 → 360
  • Deployment time: 45s → 55s
  • Removed Coated Optics
  • HEAT shells:

    • Base damage: 90 → 87.5
    • Removed +25% damage multiplier on close range AoE
    • Added +25% damage multiplier against most tanks (112.5 → 110 dmg)
    • Fixed inconsistent damage multipliers vs light vehicles to offset the above changes
    • Improved accuracy vs M10/M18

[h3]Panzerwerfer[/h3]

  • Fuel cost: 20 → 25
  • Incendiary Rockets munition cost: 100 → 125

[h3]Elefant[/h3]

  • Now can be upgraded with Coated Optics
  • Reduced accuracy against infantry by 5% to offset the range increase with Coated Optics
  • Improved main gun recoil animation
  • Increased chassis recoil kickback animation when firing the main gun
  • Changed main gun firing sound to match other 88 mm KwK/Pak43 guns
  • Fixed suspension animation running too fast
  • Removed bouncing effect while idling
  • Removed Coated Optics

[h3]Joint Operations[/h3]

  • Removed Counterattack:

    • Dev note: Counterattack is now merged into the Priority Defense ability available to the Skirmish Commander.

  • Added Airdrop Medical Supplies (1cp)

[h3]Ju-88 Bombardment[/h3]

  • Munition cost: 150 → 160
  • Reworked ability from the ground up:

    • Two visible planes will now appear in succession of each other (1.5s delay between planes), dropping 250kg bombs on the targeted location
    • Bombs are now visible while falling
    • Reworked scatter area for better spread/consistency
    • Rebalanced bombs damage and area of effect
    • Reworked Ju-88 plane engine sound from the ground up
    • Improved Ju-88 plane propeller animations
    • Added 1s delay before plane spawns

[h3]Luftbrücke Supplies[/h3]

  • Munition amount per crate: 50 → 40 (total munition count: 250 → 200)

[h3]Spearhead Operations[/h3]

  • Swapped Luftwaffe Intelligence with Panzerfusiliers
  • Emergency Repairs CP cost: 3 → 2

[h3]Incendiary Airburst Artillery[/h3]

  • Munition cost: 125 → 150


Part 3

[h2]Panzer Elite, Wehrmacht, Americans, Maps, Sound Design, Quality of Life & Bug fixes[/h2]
https://store.steampowered.com/news/app/317600/view/4061752300806439090

Update 3.5 - Release Notes [3/3]

Part 1

[h2]Desync, AI, General changes, Commonwealth[/h2]
https://store.steampowered.com/news/app/317600/view/3982938673437067888

Part 2

[h2]Soviets, Ostheer[/h2]
https://store.steampowered.com/news/app/317600/view/3982938673437071316


[h2]Panzer Elite[/h2]

[h3]Panzergrenadiers[/h3]

  • Gewehr 43:

    • Damage multiplier vs heavy cover: 1.25 → 1
    • Accuracy multiplier vs heavy cover: 1 → 0.5
    • Damage multiplier vs light cover: 1.25 → 1

[h3]20 mm Flakvierling[/h3]

  • Population cost: 3 → 5

[h3]Vehicle Veterancy[/h3]

  • Offensive:

    • Removed -5% reload time bonus
    • Added +10% mobility bonus

  • Defensive:

    • Removed +10% speed bonus
    • Added +2.5 m sight range bonus

[h3]Jagdpanther[/h3]

  • Slightly increased overall mobility and traverse rate.
  • Horizontal gun traverse speed: 25 → 35
  • Moving accuracy multiplier: 0.5 → 0.65
  • Main gun range: 45 → 47.5
  • Inner range brackets: 10/20/45 → 10/35/47.5

[h3]Hummel[/h3]

  • Lockdown (rapid fire):

    • Removed -25% received accuracy bonus
    • Lockdown/Mobilize cooldown: 5/15 s → 20 s

[h3]Hotchkiss Light Tank[/h3]

  • Traverse speed: 40 → 45
  • Max speed: 4.2 m/s → 5.2 m/s

[h3]Luftwaffe Infantry[/h3]

  • Hitpoints: 55 → 60

[h3]Fallschirmjägers[/h3]

  • Hitpoints: 60 → 65

[h3]Luftwaffe Tactics[/h3]

  • Removed Henschel Panzerknacker Overwatch
  • Added Henschel Overwatch

[h3]Henschel Overwatch[/h3]

  • For a period of time Henschel Hs. 129 ground-attack aircraft will fly air coverage over the designated area, targeting all visible enemy units with 75 mm APHE ammunition.
  • Cost: 175 munitions
  • Bordkanone 7,5:

    • Vastly increased area of effect damage
    • Base damage: 225 → 200
    • Swapped shell explosion FX to match the AoE
    • Added a small suppression effect
    • Fixed a potential issue that caused planes to miss a lot

[h3]Scout Car[/h3]

  • Rebalanced armor effectiveness from the ground up; generally the vehicle should be sturdier against (automatic) small arms fire. A plethora of inconsistencies were also fixed where certain weapons were excessively strong against this armor type.
  • Added Suppressing Fire ability (cost: 20 munitions)
  • Acceleration: 4 → 3
  • Hitpoints: 225 → 275
  • Manpower cost: 280 → 230
  • Fuel cost: 0 → 10
  • Radio upgrade now increases sight range by 15 m

[h3]Light Anti-Tank Halftrack[/h3]

  • Hitpoints: 250 → 295
  • Manpower cost: 270 → 260
  • Moving accuracy multiplier: 0.5 → 0.75
  • Accuracy multiplier vs infantry: 0.25 → 0.6
  • Area of Effect radius: 0.5 → 1

[h3]88 mm Flak 36 AA/AT[/h3]

  • Damage multiplier vs US Halftrack: 1.35 → 1
  • Damage multiplier vs BA64: 1.35 → 1

[h3]Marder III[/h3]

  • Damage multiplier vs US Halftrack: 1.5 → 0.75 (will no longer 2 shot them consistently)

[h3]Infantry Halftrack[/h3]

  • Hitpoints: 250 → 295
  • Manpower cost: 220 → 230
  • Fuel cost: 20 → 15
  • Added Funkwagen upgrade:

    • Cost: 30 munitions
    • Enables capture of territory
    • Adds a camouflage detection radius
    • Disables troop transporation

  • Rebalanced armor effectiveness from the ground up; generally the vehicle should a bit less sturdy against all small arms fire. However, a plethora of inconsistencies were also fixed where certain weapons were excessively strong against this armor type.

[h3]Logistics Kompanie[/h3]

  • Manpower cost: 160 → 140
  • Fuel cost: 15 → 10
  • Removed Scout Car
  • Added Infantry Halftrack

[h3]Kampfgruppe Kompanie[/h3]

  • Removed Infantry Halftrack
  • Added Scout Car
  • Advanced Kampfgruppe Kompanie

    • Manpower cost: 120 → 100
    • Fuel cost: 30 → 20

[h3]Panzerwurfmine (Anti-Tank Grenade)[/h3]

  • Projectiles will now stick to vehicles
  • Projectile speed: 9 → 12
  • Detonation delay: 0s → 1s
  • Munition cost: 20 → 30
  • Range: 24 → 18

[h3]Panzerjäger Kommand[/h3]

  • Advanced Panzerjäger Kommand research time: 70 s → 50 s

[h3]Sdkfz 222 Armoured Car[/h3]

  • Deployment time: 50 s → 40 s

[h3]Panzer IV Infantry Support Tank[/h3]

  • Fuel cost: 60 → 70

[h3]Hetzer[/h3]

  • Rebalanced main gun to now be identical to the StuG IV. Generally, the vehicle will deal more damage per shot against tanks, and have significantly better overall penetration chances.

[h3]Infantry AT Efforts[/h3]

  • Removed Tank Busters free second Panzerschreck
  • Reinstated Tank Buster Panzerschreck upgrade

[h2]Wehrmacht[/h2]

[h3]Reich Headquarters[/h3]

  • Skirmish Phase:

    • Research time: 45s → 35s

  • Assault Phase:

    • Research time: 60s → 45s
    • Fuel cost: 50 → 45

  • Battle Phase:

    • Research time: 60s → 45s
    • Fuel cost: 50 → 45

[h3]Wehrmacht Quarters[/h3]

  • Manpower cost: 220 → 180
  • Construction time: 30s → 25s

[h3]Sturm Armory[/h3]

  • Construction time: 60s → 40s

[h3]Panzer Command[/h3]

  • Manpower cost: 260 → 240
  • Fuel cost: 50 → 40
  • Construction time: 82s → 60s

[h3]Medical Kits[/h3]

  • Munition cost: 20 → 15

[h3]82 mm Gr.34 Mortar Team[/h3]

  • Critical type: Infantry → Weapon Crew

[h3]Volksgrenadiers[/h3]

  • Capture speed multiplier: 1 → 1.25
  • Skirmish Phase capture speed bonus: +25% → +20%

[h3]Stormtroopers[/h3]

  • Reinforce cost: 42 → 40
  • Infantry Armor Type: Infantry → Elite
  • Veterancy 2:

    • No longer grants Elite armor
    • NEW: Received suppression: -25%
    • NEW: Received damage: -5%

[h3]Assault[/h3]

  • Munition cost: 50 → 35

[h3]StuH 42[/h3]

  • Unified damage multiplier vs vehicles: 0.75-1 → 0.6 (112.5-150 → 90)

[h3]StuG IV[/h3]

  • 75 mm StuK 40 main gun damage multipliers:

    • Pershing: 1 → 1.5
    • Churchill: 1 → 1.5
    • Priest: 1 → 1.5
    • IS-2: 1 → 1.5
    • ISU-152: 1 → 1.5

[h3]50 mm Pak 38 Anti-Tank Gun[/h3]

  • Damage multiplier vs BA64: 1.5 → 1
  • Damage multiplier vs US Halftrack: 1.35 → 1 (This means paks will no longer 2 shot a Halftrack, not even with first strike bonus)
  • Penetration chances vs T-34 (s/m/l): 88%/63%/60% → 100%/77%/72%
  • Penetration chances vs SU-100 (s/m/l): 73%/53%/50% → 90%/65%/61%

[h3]88 mm Flak 36 AA/AT[/h3]

  • Damage multiplier vs US Halftrack: 1.35 → 1
  • Damage multiplier vs BA64: 1.35 → 1

[h3]150 mm Nebelwerfer[/h3]

  • Critical type: Infantry → Weapon Crew
  • Gun traverse speed: 26 → 75
  • Movement speed: 2.75 → 3.5
  • Veterancy 1 bonus: +35% speed → -15% received damage
  • Fixed clunky crew animations (always going through a short re-setup before barraging)
  • Improved shell projectile ballistics for better visual appeal and more consistent scatter.
  • Vastly improved barrage reliability, fixing issues where the launcher would get stuck during the initiation of a barrage.

[h3]Sd.Kfz. 234 Puma[/h3]

  • 50 mm KwK 39 penetration chances vs T-34 armor (s/m/l): 44%/40%/35% → 64%/58%/51%
  • 50 mm KwK 39 penetration chances vs SU-100 armor (s/m/l): 32%/28%/25% → 42%/37%/33%

[h3]Geschutzwagen[/h3]

  • Damage multiplier vs US Halftrack: 1.5 → 0.75 (will no longer 2 shot them consistently)

[h3]Ostwind Flakpanzer[/h3]

  • Damage multiplier vs US Halftrack: 1 → 0.5

[h3]Tiger Ace[/h3]

  • Manpower cost: 500 → 800
  • Removed -100 mp/min drain for 5 minutes

[h3]King Tiger[/h3]

  • Manpower cost: 500 → 800
  • Removed -100 mp/min drain for 5 minutes

[h3]Leutnant[/h3]

  • No longer requires Assault Phase (available by default)
  • Manpower cost: 260 → 200
  • Capture rate multiplier: 1.5 → 2
  • Hitpoints: 140 → 100
  • Infantry type: Infantry → Heroic (can no longer be OHK by Snipers)
  • Removed +10.56 hp/min passive health regen
  • Veterancy 1 health regen bonus: +10.56 → +21.12 hp/min
  • Veterancy 2:

    • No longer grants Elite armor
    • NEW: Received suppression: -25%
    • NEW: Received damage: -5%

  • Luger P08:

    • Rebalanced accuracy, cooldown and reload parameters
    • Rebalanced criticals vs Infantry
    • DPS change (s/m/l): +160%/+290%/+530%

  • Supervision now requires Skirmish Phase
  • Rout Enemy now requires Assault Phase
  • NEW: Maintain Command Range

[h3]Luftwaffe Officer[/h3]

  • No longer requires Assault Phase (available by default)
  • Manpower cost: 260 → 200
  • Capture rate multiplier: 1.5 → 2
  • Hitpoints: 140 → 100
  • Infantry type: Infantry → Heroic (can no longer be OHK by Snipers)
  • Removed +10.56 hp/min passive health regen
  • Veterancy 1 health regen bonus: +10.56 → +21.12 hp/min
  • Veterancy 2:

    • No longer grants Elite armor
    • NEW: Received suppression: -25%
    • NEW: Received damage: -5%

  • Changed weapon from Luger P08 to Mauser C96:

    • Rebalanced accuracy, cooldown and reload parameters
    • Rebalanced criticals vs Infantry
    • DPS change (s/m/l): +160%/+290%/+530%

  • Supervision now requires Skirmish Phase
  • Demoralize Enemy:

    • Now requires Assault Phase
    • Rebalanced ability from the ground up; now featuring a targeted radius as opposed to affecting a single squad.

  • Air Raid:

    • Reworked airstrike, now similar to Ostheer Stuka Airstrike ability.
    • Munition cost: 150 → 120

  • NEW: Maintain Command Range

[h2]Americans[/h2]

[h3]Heavy Machine Gun Team[/h3]

  • Hitpoints: 55 → 65
  • M1917 weapon range: 40 → 45
  • M1917 Inner range brackets: 10/20/40 → 11/22/45
  • M1917 Reload frequency: 10 → 5-6

[h3]Mortar Team[/h3]

  • Critical type: Infantry → Weapon Crew

[h3]Airborne Company[/h3]

  • Airdrop Supplies CP cost: 1 → 2
  • Bombing Run CP cost: 4 → 3

[h3]Supply Drops[/h3]

  • Changed supply drops from 3x ammunition (50 each) and 1x fuel (40 each) to 2x ammunition (75 each) and 2x fuel (20 each)
  • Ammunition drops spawn mortar and M18 Recoilless Rifle, fuel drops a .30cal heavy machine gun and a M1918 BAR.

[h3]Bombing Run[/h3]

  • Damage multiplier vs Bunkers: 0.5 → 1.5
  • Significantly increased projectile speed (no longer slow-mo bombs)
  • AoE damage (s/m/l/d): 200/160/150/150 → 200/150/60/30
  • Fixed a plethora of target table inconsistencies

[h3]Strafing Run[/h3]

  • Enabled tracers
  • Changed shell impact FX to be more pronounced
  • Slightly increased overall damage output
  • Slightly increased overall effectiveness against light vehicles

[h3]Armor Company[/h3]

  • Swapped Raid and Fast Deployment:

    • Left: Raid (1) → Field Repairs (2) → M26 Pershing (5)
    • Right: Fast Deployment (2) → War Machine (2) → Calliope Rocket Launcher (3)

  • Raid CP cost: 2 → 1
  • Fast Deployment CP cost: 1 → 2
  • Dev note: Raid needs to be available earlier to have an impact on early Jeep usage. On the flipside, Fast Deployment being available this early generally does not give much useful benefits since it only applies to T3 and T4. Additionally, the right branch generally favors playing for T4, thus benefitting from the faster deployment of tanks. While the left branch has the M26 Pershing as focus, it needs an early bonus to become a more appealing choice.

[h3]M3 Halftrack[/h3]

  • M2Hb .50cal Machine Gun is now mounted by default (no longer tied to loaded squads)
  • M2Hb .50cal Machine Gun:

    • Base damage: 7 → 10
    • Damage multiplier vs Infantry: 1.5 → 1
    • Base cooldown: 2-4s → 2-3s
    • Close range cooldown multiplier: 0.4 → 0.5
    • DPS change (s/m/l): +40%/+55%/+55%
    • Gun traverse: -90/+90 → -180/+180 (fully traversable)
    • Tweaked performance against various light vehicles (Sd.kfz. 222, 250, 251, and 234 puma)
    • Hold cover type: Garrison → Halftrack
    • Significantly reduced the chance autocannons killing the MG gunner.
    • Dev note: These changes are intended to make the base M3 Halftrack a self-sustaining combat unit, no longer being reliant on a loaded squad. The weapon damage output changes are aimed to improve capabilities against light vehicles and elite infantry, while retaining its overall decent performance against normal Infantry.

[h3]M2Hb .50cal Machine Gun (Turret Mount)[/h3]

  • Base damage: 7 → 10
  • Damage multiplier vs Infantry: 1.5 → 1
  • Base cooldown: 2-4s → 2-3s
  • Close range cooldown multiplier: 0.4 → 0.5
  • DPS change (s/m/l): +40%/+55%/+55%
  • Tweaked performance against various light vehicles (Sd.kfz. 222, 250, 251, and 234 puma)
  • Dev note: These changes are aimed to improve capabilities against light vehicles and elite infantry, while retaining an overall decent performance against normal Infantry.

[h3]M1 57 mm Anti-Tank Gun[/h3]

  • Damage multiplier vs PE light vehicles: 0.9 → 0.8 (will no longer 2 shot them consistently)
  • Damage multiplier vs US Halftrack: 1.5 → 0.9

[h3]M10 Wolverine[/h3]

  • Removed +25% damage multiplier vs Panzer III
  • Penetration multiplier vs Jagdpanzer IV: 0.52 → 0.47

[h3]M18 Hellcat[/h3]

  • Penetration multiplier vs Jagdpanzer IV: 0.52 → 0.47
  • Updated texture to now match in color scheme to other US tanks (more greyish tone)
  • Removed skirts/mudflaps for better visual appeal (makes the already vastly oversized model look a lot less bulky)

[h3]M4 Sherman[/h3]

  • Penetration multiplier vs Jagdpanzer IV: 0.52 → 0.47

[h3]Sticky Bombs[/h3]

  • Detonation delay: 4s → 2s

[h3]M2A1 Howitzer[/h3]

  • 105 mm Howitzer Barrage range: 250 → 200
  • Veterancy Rank 1: Adds +20 m barrage range
  • Veterancy Rank 2: Adds +20 m barrage range
  • Veterancy Rank 3: Adds +10 m barrage range

[h3]Sherman Calliope[/h3]

  • Manpower upkeep cost (mp/min): 15 → 21
  • Population cost: 10 → 12
  • M8 Rocket base damage: 30-50 → 30-40
  • Enabled turret traverse (When initiating a barrage, the turret will now rotate instead of the vehicle traversing the entire hull).

[h2]Quality of Life[/h2]

  • Fixed close range target prioritization for all SMGs/Assault Rifles. Units should now properly switch to closer targets even when already busy engaging another target slightly farther away.
  • Significantly improved Vehicle/Tank Pathing:

    • All vehicles may now pivot turn when long-distance move orders are given.
    • Improved overall priorities between smooth curve turns, reversing and pivot turns.
    • Curve turns will be considered for distances
    • Reversing will be considered for distacnes
    • Pivot turns will generally be considered for move orders >48 m

  • Updated icons for BT-7, T-60, SU-76, T-34/76, T-34/85, SU-85, SU-100, IS-2
  • Updated symbols for T-60, T-34/76, T-34/85, SU-85, SU-100
  • M26 Pershing HVAP Shells are now visualized in the vehicle ratings UI as +4 vs tanks.

[h2]Maps[/h2]

  • Updated [EF] Elbing (2):

    • Fixed a plethora of terrain elevation issues
    • Removed a hedgerow that caused a major map imbalance
    • Moved the outer fuel points away from the map center
    • Tweaked walls around graveyard
    • Added OOB horizon
    • Added weather options: Dusk, Overcast Daytime

  • Updated [EF] Lemberg (4):

    • Fixed minor pathing issues
    • Significantly widened land bridges around the northern medium fuel point
    • Moved sandbag fortications farther away from the northern medium fuel point
    • Added potential cut-off to the corner medium munition points

  • Remastered [EF] Feodosia (2)
  • Remastered [EF] Grodno (4)
  • Remastered [EF] Dom Pavlova (4)
  • Removed [TGPW] Budapest (4)
  • Removed [TGPW] Futa Pass (4)

[h2]Bug fixes[/h2]

  • Fixed incorrectly implemented Mortar Halftrack critical tables, causing high probability of no damage inflicted when below 5% hp
  • Fixed CW Machine Gun Emplacement construction preview arc of fire being misaligned with the actual arc of fire upon construction.
  • Fixed Axis AT gun shooting infantry out of camouflage
  • Fixed Panzer Elite Panzer Jäger Kommand and Panzer Support Kommand not permanently unlocking once a Kampfgruppe Kompanie or Logistics Kompanie had been built.
  • Fixed Hotchkiss Stuka Upgrade not requiring to be in friendly territory.
  • Fixed the BA-64 DT light machine gun having unintentionally high penetrating capabilities against the Sd.Kfz 222.
  • Fixed PE Anti-Tank Grenade unintentionally low damage multipliers vs various tank types.
  • Fixed the HP bar off-set on all Commonwealth Emplacements (now properly situated above the emplacement as opposed to being "inside" the emplacement from the default camera perspective).
  • Fixed Casualty Clearing Station obscenely large hitbox that caused it to catch shells hitting between the roof structure and flag pole. Hitbox now similar to the US Triage Center.
  • Fixed DP-28 firing sound being too loud.
  • Fixed Soviet 82 mm weapon range inconsistencies (75-95 → 85).
  • Fixed a faulty Breakthrough Assault suppression bonus values for t60 and ba64 so they no longer instantly pin infantry units.
  • Fixed a bug that caused Strelky to not receive Red Flag bonuses when equipped with PPSh in certain scenarios.
  • Fixed a bug that caused recovered Panzer III to spawn with 5cm KwK-39.
  • Fixed 221 Scout Car armour against some SMG type weapons.
  • Fixed Command Tank Creeping Smoke Barrage not working.
  • Fixed Zrinyi Barrage name and description.
  • Fixed Zrinyi Barrage animations not synchronizing with the main gun.
  • Fixed Zrinyi HEAT shell projectile ballistics and visibility.
  • Fixed Partisan MP40 bugged tracers.
  • Fixed (removed) Ostheer Dive Bomb ability hotkey.
  • Fixed an issue where Snipers would unintentionally automatically engage certain vehicles and tanks.
  • Fixed PE Flak 88 and Flakvierling not having stationary weapon cover.
  • Fixed Incendiary Barrage not sharing the same cooldown as the normal/smoke barrages.
  • Fixed Casualty Clearing Station lacking visible faction flags on the flagpole and structure.
  • Fixed an issue where most Commonwealth units could be deployed despite HQ trucks not being in connected territory.
  • Fixed DP-28 firing sound volume.
  • Fixed Zrinyi II main gun vertical animations.
  • Fixed BT-7 coaxial machine gun using the wrong sound file.
  • Fixed BT-7 bugged suspension animation.
  • Fixed BT-7A missing main gun recoil animation.
  • Fixed BT-7A 76mm excessive projectile craters.
  • Fixed BT-7 collision model size
  • Fixed T17/Staghound missing main gun recoil animation.
  • Fixed some issues with Spotter armourtype/criticals.
  • Fixed Panzerfusiliers being suppressable during Sprint.
  • Fixed a missing weapon critical on T-60 main cannon
  • Fixed SG-43 excessive suppression vs units in heavy cover.
  • Fixed potential issues with non-damage weapons dealing criticals
  • Fixed various target table inconsistencies for the M10 Wolverine main gun.
  • Fixed Wehrmacht Base Structures MG42 missing tracers (Fortify the Perimeter)
  • Fixed Kampfkraft Center requirement tooltip
  • Fixed Hummel and Hotchkiss not receiving barrage cooldown reduction with veterancy

Leaderboards and Ranked Play now available

The new rank system is now available on the discord server! Feel free to join and start playing games to save yourself a spot on the leaderboards!

https://steamcommunity.com/games/317600/announcements/detail/5859804391132227136

Leaderboards and Ranked Play

We're proud to present you a discord-exclusive ranking and matchmaking system for Company of Heroes: Eastern Front mod.

Thanks to the ranking/ELO bot system NEATQUEUE from NeatZ we can finally provide a proper matchmaking system through discord.

If you want to play a match, you simply join our discord, go to one of our matchmaking channels and queue in as axis or allies. Our discord bot will match you up with people who also search for games.

When enough players are available, a custom lobby is created in which you can see the players and the map to be played (yes, we have a random map generator). After that you can join voice channels and play the game in our Eastern Front client.

the last thing required is to report the game result, after that your rating (called MMR) changes accordingly.

Depending on your rating you will be assigned a special Discord rank:

  • MMR 2200 and higher: Grand Marshal (only one player per Ladder)
  • MMR 2199-2000: General
  • MMR 1999-1700: Major
  • MMR 1699-1400: Captain
  • MMR 1399-1200: Lieutnant
  • MMR 1199-1000: Junior Lieutnant
  • MMR 999 or less: Officer Cadet


[h2]Planned game modes:[/h2]


  • [h3]Supremacy[/h3]

    The classic way Company of Heroes is played in multiplayer. Victory Points and a set of balanced maps on the Eastern Front.

    Team Size: 1 vs. 1 and 3 vs. 3
    Rules: Victory Points 500, fixed starting positions, standard ressources

    Map Pool 1v1
    • (2) Mstow
    • (2) Kotelnikovo
    • (2) Cologne
    • (2) Demyansk
    • (2) Karski
    • (2) Wrecked Train


    Map Pool 3v3
    • (6) Kiev
    • (6) Konvoi
    • (6) Seelow Heights
    • (6) Prokhorovka



  • [h3]King of the Hill[/h3]

    Opposed to classic Victory Point game mode, King of the Hill only features a single Victory Point in the center of the map. Points will trickle down much slower and allow for more drawn out games. High starting ressources allow players to push and attack more fiercely in the beginning of the match.

    Team Size: 2 vs. 2
    Rules: King of the Hill, fixed starting positions, high ressources

    Map Pool
    • (4) Kotelnikovo
    • (4) Zmievka
    • (4) Kursk
    • (4) Sevastopol
    • (4) Constanta Port
    • (4) Nikolaevka
    • (4) Rails and Metal

[h2]Release Date[/h2]
The ladder system will be available shortly.

We'll start off with the ladders described above, with working custom ladder ranks in our Discord Server, Leaderboards and playercards with stats. The system is planned to be improved and expanded in the future.

[h3]Community Discord Server:[/h3]
Click here to join our Community Discord