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Company of Heroes: Eastern Front News

Game launch issues - now resolved

[h3]UPDATE: We've deployed a hotfix that should address the issue of the game not launching directly through Steam.[/h3][p][/p][p]Hello everyone,[/p][p][/p][p]We're receiving feedback that the mod does not launch through the Steam Library.[/p][p][/p][p]We're currently investigating the root of this issue and will provide a hotfix for this as soon as possible,[/p][p][/p][p]Until then you can try to launch Eastern Front mod manually:[/p]
  • [p] Open your Steam Library[/p]
  • [p] Right click the game's title Company of Heroes (NOT Eastern Front!) and select Properties.[/p]
  • [p] On the General tab you'll find Launch Options section.[/p]
  • [p] Enter the launch options you wish to apply: "-dev -mod EasternFront" (without the " )[/p]
  • [p] Close the game's Properties window and launch the game Company of Heroes.[/p]
[p]If everything is installed correctly Company of Heroes will start with Eastern Front mod active. It may take a while to launch though. [/p][p][/p][p]Apologies for the inconvenience.[/p][p][/p][p][/p][p][/p]

Update 3.6 - Release Notes [1/2]

[p]We're pleased to announce that the long anticipated Update 3.6 is now available! This update brings fixes to notorious Fatal Scar & AI Errors, comprehensive faction balance tweaks, quality of life improvements, map enhancements, bug fixes, and more![/p][p][/p]
General changes
[p][/p][h3]Stationary Cannons[/h3]
  • [p]Can now be reinforced[/p]
  • [p]Will now always be recrewed by 2 members instead of 3[/p]
  • [p]Affects: 88 mm Flak 36, 20 mm Flakvierling 38, 88 mm Pak 43, M2A1 Howitzer, 85 mm 52K Cannon[/p]
[p][/p][h3]Commonwealth Emplacements [/h3]
  • [p]Weapon Crews can now be killed and emptied emplacements can now be captured[/p]
  • [p]Added Medical Kits to enable crew healing[/p]
  • [p]Affects: MG nest, Mortar Pit, Bofors, 17-Pdr, 25-Pdr[/p][p][/p]
[h3]Slit Trenches[/h3]
  • [p]Significantly improved tank guns and AT launchers performance vs garrisoned units.[/p]
  • [p]Increased overall cover effectiveness vs ballistic weapons, autocannons, mortars and heavy artillery. (note: still much less compared to vanilla)[/p]
  • [p]Manpower cost: 20 → 50[/p]
  • [p]Construction time: 20s → 30s[/p]
  • [p]Significantly reduced overall durability against tank guns, AT launchers, Grenades/throwables[/p][p][/p]
[h3]Minesweepers[/h3][p]Dev Note: this affects all Minesweeper upgrades for Engineers, Sappers, Scouts, Ingenery, Pioneers, Panzergrenadiers, Sturmpioneers, Kettenkrad, Schwimmwagens. Mines provide a lot of value for a very cheap price, and counterplay against 'mine spam' is limited. The changes aim towards addressing the issue that mines cause tremendous damage to everything while countering them with Minesweepers is tedious and requires constant attention.[/p]
  • [p]Upgrade munition cost: 35 → 15 [/p]
  • [p]Mine detection radius: 15 → 18 [/p]
  • [p]Mine clearing radius on idling: 10 → 18[/p]
[p][/p][h3]Mines/S-Mines[/h3]
  • [p]Nearby suppression radius: 15 → 12 [/p]
  • [p]Nearby suppression multiplier: 1.5 → 1 [/p]
  • [p]Unified critical chances vs infantry, infantry_assault, infantry_scout, and infantry_weapon_crew: [/p]
  • [p]Green hp bracket (100-60% hp):[/p]
    • [p]no critical: 95%[/p]
    • [p]make casualty: 5% [/p]
  • [p]yellow hp bracket (60-5% hp):[/p]
    • [p]no critical: 85% → 90%[/p]
    • [p]make casualty: 10% → 5%[/p]
    • [p]killed: 5%[/p]
[h3]Mortars [/h3]
  • [p]Tweaked shell ballistics for better responsiveness and visual appeal: [/p]
    • [p]Speed increment: 2 → 4.5 [/p]
    • [p]Speed distance multiplier: 0.3 → 0.2[/p]
  • [p]No longer cause engine criticals to light vehicles with full hitpoints.[/p]
  • [p]Removed incremental engine damage critical vs light vehicles[/p]
  • [p]Now has chance to cause following criticals:[/p]
    • [p]Green hp bracket (100-60% hp):[/p]
      • [p]75% no critical[/p]
      • [p]25% damaged engine critical [/p]
    • [p]Yellow hp bracket 60-5% hp):[/p]
      • [p]50% no critical[/p]
      • [p]25% damaged engine critical[/p]
      • [p]25% kill gunner[/p]
[p][/p][h3]AA weapons[/h3]
  • [p]Base flakvierlings now deal significantly less damage to planes than those built by Luftwaffe.[/p]
  • [p]Removed 5% critical kill chance vs full hp planes from Quad, Wirbelwind, Flakvierling, Ostwind, Bofors (this reduces the chance of planes being taken down before they even have a chance to appear on the map)[/p]
  • [p]Fixed some target priority issues[/p][p][/p]
[h3]Experience value[/h3]
  • [p]Tweaked and fixed inconsistenties between unit experience points granted when destroyed/killed (those that count towards gaining Command Points): [/p]
    • [p]Ostheer Tiger: 46 → 66 (now same as WH Tiger)[/p]
    • [p]King Tiger: 54 → 66[/p]
    • [p]Tiger Ace: 54 → 66[/p]
    • [p]Elefant: 54 → 66[/p]
    • [p]ISU-152: 61 → 54[/p]
    • [p]Sherman Calliope: 28 → 44[/p]
    • [p]Wespe: 22 → 33[/p]
    • [p]Katyusha: 22 → 28 [/p]
    • [p]Priest: 19 → 33[/p]
    • [p]Zrinyi: 21 → 31[/p]
    • [p]Churchill Croc: 39 → 44[/p]
    • [p]Churchill AVRE: 39 → 44[/p][p][/p]
[h3]Soviet Anti-Tank Rifles (PTRS, PTRD)[/h3]
  • [p]Damage multiplier vs motorcycles: 1.7 → 1.5 (now requires an extra shot to kill)[/p]
  • [p]Transmission damage critical:[/p]
    • [p]Dev note: This critical stacked a lot with Engine Damage and was much easier to apply using the Target Weakpoint ability. Now focuses on lowering axis vehicles ability to chase down units and makes it harder for them to escape AoE abilities.[/p]
    • [p]No longer reduces vehicle speed[/p]
    • [p]Now reduces vehicle acceleration by 60% instead of 30%[/p]
    • [p]Now reduces main gun accuracy while moving[/p]
    • [p]Base damage: 50 → 25[/p]
  • [p]PTRD-41 base penetration (s/m/l): 1.0/0.9/0.8 → 1.0/0.95/0.87[/p]
  • [p]PTRD-41 base accuracy (s/m/l): 1.0/0.8/0.75 → 1.0/0.9/0.8[/p]
[h3][/h3][h3]Boys Anti-Tank Rifle[/h3][p]Dev note: While intended as a tool to engage and zone away early and mid game light vehicles/tanks, The Boys AT rifle is generally overperforming against such units. It often gave the impression of a hard counter once deployed. Previously, the Boys AT Rifle shared the same penetration table as the PTRS/PTRD-41 AT Rifle. It is important to consider that unlike the Soviet counterparts, the Boys AT Rifle is not the primary infantry anti-tank weapon available to the faction, as this is the PIAT. Additionally, the faction gets natural access to the 6-Pounder AT Gun due to a linear tech tree. For this reason, the weapon performance was reduced notably against light vehicles while its current effectiveness against heavier vehicles was mostly retained. Although not as important for game balance decisions, it is worth noting that the Boys AT Rifle also didn't have the same stopping power and armor-penetrating capabilities as the PTRS/PTRD-41, primarily due to the type of ammunition used[/p]
  • [p]Base damage: 25 → 20 [/p]
  • [p]Rebalanced penetration multipliers:[/p]
    • [p]In summary, a notable reduction against light vehicles frontally, especially on max range (up to -20%)[/p]
    • [p]More or less the same chances against heavier vehicles[/p]
    • [p]Fixed a plethora of rear penetration multipliers[/p]
[p][/p][h3]Panzerschreck[/h3]
  • [p]Damage multiplier vs CW emplacements: 0.6 → 0.7 (this translates to it requiring 1 less shot to destroy all emplacement types) [/p]
  • [p]Increased target prioritization vs emplacements (should now be larger than infantry)[/p]
  • [p]Penetration chance against T-60: 100% → 90%[/p][p][/p]
[h3]Bazooka / Panceltoro[/h3]
  • [p]Damage multiplier vs Panzer IV: 1.4 → 1.2 [/p]
  • [p]Penetration chances: [/p]
    • [p]Panzer IV: 80% → 70%[/p]
    • [p]Panzer IV Skirts: 75% → 60% [/p]
    • [p]Panzer III Skirts: 75% → 70%[/p]
    • [p]T-60: 100% → 90%[/p][p][/p]
[h3]M8 Greyhound, T17, Stuart, Staghound, Tetrarch[/h3][p]Dev note: The aim of these changes is to make light vehicles/tanks stay relevant for longer once heavier vehicles and tanks start appearing. The purpose here is to improve the chances for these vehicles to retaliate against various tanks by improving their overall penetration capabilities. Keep in mind that many of these tanks in return deal more damage, have more hitpoints, and have guaranteed penetration chances against these light vehicles.[/p]
  • [p]Unified main cannon statistics[/p]
  • [p]Base damage: 50-65 → 65 [/p]
  • [p]Damage multiplier vs various light vehicles: 1.2 → 1[/p]
  • [p]Long range base penetration: 0.66 → 0.76[/p]
  • [p]Area of effect radius: 0.1-1 → 1 [/p]
  • [p]37 mm main gun improved vs various armor types: [/p]
  • [p]Penetration chances (s/m/l):[/p]
    • [p]Ostwind: 70%/58%/46% → 80%/66%/61%[/p]
    • [p]Panzer IV: 42%/35%/28% → 62%/51%/47%[/p]
    • [p]Marder III: 100%/100%/84% → 100%/100%/100%[/p]
    • [p]Panzer 38t: 100%/83%/66% → 110%/91%/84%[/p]
    • [p]Hotchkiss: 100%/83%/66% → 110%/91%/84%[/p]
    • [p]Panzer III: 48%/40%/32% → 88%/73%/67%[/p]
    • [p]Hetzer: 4%/3%/3% → 25%/21%/19%[/p]
    • [p]Hummel: 38%/32%/25% → 100%/100%/100%[/p]
  • [p]Fixed various abysmal rear penetration multipliers[/p]
[p][/p][h3]Heavy tank Call-ins[/h3]
  • [p]Tiger/Elefant/Pershing/ISU/Jagdpanther: 360s → 240s[/p]
  • [p]King Tiger/Tiger Ace: 900s → 600s[/p][p][/p]
[h3]Flamethrowers[/h3][p]Dev note: Flamethrowers need more area of effect radius in order to be effective vs large buildings where models are spaced out, but also in order to hit spread out squads more consistently. Very high damage output disparity between the various cover types also made Flamethrowers feel incredibly inconsistent, especially when units swap between cover types during an engagement.[/p]
  • [p]Rate of fire: 3 → 2[/p]
  • [p]Burst duration: 4-6 → 3-5[/p]
  • [p]Critical chance: 15 → 20%[/p]
  • [p]Damage: 8-10 → 10-12[/p]
  • [p]Accuracy: 0.9/0.9/0.9 → 1.0/1.0/0.9 [/p]
  • [p]Area of effect:[/p]
    • [p]Damage multipliers: 1/0.5/0.25 → 1/0.6/0.3[/p]
    • [p]Radius: 2 → 4[/p]
    • [p]Accuracy: 1 → 0.9[/p]
  • [p]Tweaked cover multipliers:[/p]
    • [p]Damage vs heavy: 2 → 1.5[/p]
    • [p]Accuracy vs heavy: 1 → 1.5[/p]
    • [p]Damage vs light: 1.5 → 1[/p]
    • [p]Accuracy vs heavy: 1 → 1.5[/p]
    • [p]Damage vs garrisons: 3 → 2[/p]
[p][/p][h3]Weapon Crews[/h3]
  • [p]All team weapon crews received the new weapon crew critical to improve their survivability against certain indirect fire weapons (mainly mortar shells, rockets and heavy artillery)[/p]
[p][/p][h3]Halftrack critical type[/h3]
  • [p]Small arms will no longer kill Gunners within the green hp bracket (100-60% hp)[/p]
[p][/p]
British
[p][/p][h3]General[/h3]
  • [p]Strategic Point spawned in the base sector removed. [/p]
    • [p]Dev note: This means that the faction and its allies no longer have access to an additional territory sector that generated resources (was +3 mp/min) and provided population space (was +2).[/p]
  • [p]Replaced Withdraw to Captain ability with Withdraw to Forward Assembly[/p][p][/p]
[h3]Scouts[/h3]
  • [p]Hitpoints: 70 → 65[/p]
  • [p]Veterancy rank 1:[/p]
    • [p]Received damage: -15% → 0% (removed)[/p]
    • [p]Now grants soldier armor[/p]
  • [p]Veterancy rank 2:[/p]
    • [p]+10% weapon damage → +25% weapon accuracy[/p]
  • [p]Long range cooldown multiplier: 1.5 → 1.75[/p]
  • [p]Mid range accuracy: 0.65 → 0.55[/p]
  • [p]DPS change (s/m/l): -/15%/-5%[/p]
  • [p]Recon Element upgrade now increases capture rate by 25%[/p]
  • [p]Marksman shot munition cost: 30 → 35[/p][p][/p]
[h3]Infantry Section[/h3]
  • [p]Capture speed multiplier: 1 → 1.25[/p]
  • [p]Suppression activation threshold: 0.25 → 0.2[/p]
  • [p]Suppression recovery threshold: 0.2 → 0.15[/p]
  • [p]Pin down activation threshold: 0.65 → 0.6[/p]
  • [p]Pin down recovery threshold: 0.55 → 0.5[/p]
  • [p]Lee Enfield Rifles:[/p]
    • [p]Base accuracy (s/m/l) 0.75/0.55/0.35 → 0.85/0.65/0.45 [/p]
    • [p]DPS change (s/m/l): +13%/+18%/+28% [/p]
    • [p]Fixed scatter values[/p]
  • [p]Bren Light Machine Gun: [/p]
    • [p]Base accuracy (s/m/l): 0.65/0.35/0.15 → 0.75/0.35/0.2 [/p]
    • [p]DPS change (s/m/l): +15%/+8%/+33% [/p]
    • [p]Significantly increased suppression potential[/p]
  • [p]Boys AT Rifle upgrade now requires Field Support Truck[/p]
  • [p]Rifle grenades:[/p]
    • [p]Upgrade munition cost: 75 → 50[/p]
    • [p]Damage: 20-25 → 25-30[/p]
    • [p]Now grants 1 grenade launcher instead of 2[/p]
    • [p]Smoke Rifle Grenades munition cost: 15 → 0[/p]
  • [p]Squad leader will now have Medic visuals once Medical Corps is upgraded as additional visual indicator that the upgrade was purchased.[/p]
  • [p]Veterancy Rank 1: Weapon damage: +10% → +25% [/p]
  • [p]Veterancy Rank 2: +10% weapon damage → +25% weapon accuracy [/p]
  • [p]Veterancy Rank 3: Weapon damage: +10% → +20% (cumulative effect: +21% → +50%) [/p][p][/p]
[h3]Sappers[/h3]
  • [p]Manpower cost: 280 → 300[/p]
  • [p]Reinforce cost: 35 → 38[/p]
  • [p]Upkeep: 6 mp/min → 7.7 mp/min[/p]
  • [p]Suppression activation threshold: 0.25 → 0.2[/p]
  • [p]Suppression recovery threshold: 0.2 → 0.15[/p]
  • [p]Pin down activation threshold: 0.65 → 0.6[/p]
  • [p]Pin down recovery threshold: 0.55 → 0.5[/p]
  • [p]Sten SMG:[/p]
    • [p]Reload frequency: 5 → 3[/p]
    • [p]DPS change (s/m/l): +16%/-/-[/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.2 (same as Volks MP40)[/p]
    • [p]Dev note: Sappers are too efficient in the role of assault infantry. This change will make Sappers less effective while on the move, also differentiating them from Commandos. [/p]
  • [p]Grenade cooldown time: 30s → 35s[/p]
  • [p]Veterancy Rank 1: Weapon damage: +10% → +20% [/p]
  • [p]Veterancy rank 2: +10% weapon damage → +15% weapon accuracy[/p]
  • [p]Veterancy Rank 3: Weapon damage: +10% → +15% (cumulative effect: +21% → +38%) [/p]
  • [p]XP value per model: 2 → 1.5 [/p]
  • [p]Over-Repair repair speed: 7.5 hp/s → 10 hp/s[/p][p][/p]
[h3]PIAT [/h3]
  • [p]Fixed missing +25% damage multiplier on close range AoE [/p]
  • [p]Fixed abysmal damage multipliers Sd.Kfz. 234 and 251 (0.7 → 0.9)[/p]
  • [p]Base damage: 90 → 80[/p]
  • [p]Ambush bonuses:[/p]
    • [p]Accuracy: +300% → removed [/p]
    • [p]Damage: +50% → +25%[/p]
    • [p]Penetration: +50% (added)[/p]
  • [p]Penetration chance vs T-60: 100% → 90%[/p][p][/p]
[h3]6-Pounder ATG[/h3]
  • [p]APDS Shells now requires Armoured HQ[/p][p][/p]
[h3]Universal Carrier[/h3]
  • [p]Wasp upgrade munition cost: 50 → 75[/p]
  • [p]Mortar Carrier upgrade munition cost: 50 → 75[/p]
  • [p]Removed Bren Carrier upgrade[/p]
  • [p]Bren LMG (Forward and pintle mounted):[/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.2[/p]
  • [p]Reinstated MMG Carrier upgrade:[/p]
    • [p]Dev note: Despite doubling the vehicle's firepower, the Bren Carrier upgrade was often an unappealing choice compared to the Wasp or Mortar Carrier. The MMG Carier upgrade will allow the Universal Carrier to combat other light vehicles such as Halftracks and Armored Cars, or provide moderate suppression capabilities. [/p]
    • [p]Cost: 50 munitions[/p]
    • [p]Adds a Vickers MMG and unlocks Armour-Piercing Burst ability[/p]
    • [p]Unlocks Armour-Piercing Burst ability:[/p]
      • [p]Cost: 20 munitions[/p]
      • [p]Vastly increases penetration power vs light vehicles, but also slows down the vehicle while active.[/p]
      • [p]Vickers MMG rebalanced from the ground up.[/p]
      • [p]Fixed Vickers MMG missing horizontal/vertical animations. [/p]
  • [p]Removed -25% received accuracy from rifles while on the move[/p]
  • [p]Wasp Flamethrower:[/p]
    • [p]Fixed missing horizontal/vertical animations.[/p]
    • [p]Base damage: 12-14 → 10-12[/p]
    • [p]Reduced overall damage output[/p]
    • [p]Reduced effectiveness against units in the open and in negative cover.[/p][p][/p]
[h3]Stuart Light Tank [/h3]
  • [p]Hitpoints: 340 → 320[/p][p][/p]
[h3]Lieutenant[/h3]
  • [p]Capture speed multiplier: 2 → 1.5[/p]
  • [p]Experience value: 3 → 5[/p]
  • [p]Fuel cost: 30 → 20[/p]
  • [p]Deployment time: 40s → 35s [/p]
  • [p]Population cost: 2 → 1 [/p]
  • [p]Veterancy requirements: 8/16/32 → 6/12/24[/p]
  • [p]Now increases the veterancy gain rate of infantry squads by 15% by default. [/p]
  • [p]Command Bonus:[/p]
    • [p]Now requires veterancy rank 1[/p]
    • [p]Increases veterancy gain rate of infantry squads by another 10% (cumulative effect: +26.5%)[/p]
    • [p]Now also provides a -5% received accuracy bonus.[/p]
    • [p]Weapon accuracy bonus: +10% → +5%[/p]
  • [p]Additional command influence stars will now be visible when Enhanced (vet 2) and Supreme (vet 3) bonuses are unlocked:[/p]
    • [p]Command bonus (Vet 1) - 1 star[/p]
    • [p]Enhanced Command bonus (Vet 2) - 2 stars[/p]
    • [p]Supreme Command bonus (Vet 3) - 3 stars[/p]
    [p][/p]
[h3]Captain[/h3]
  • [p]Capture speed multiplier: 2 → 1.5[/p]
  • [p]Manpower cost: 250 → 200[/p]
  • [p]Fuel cost: 50 → 30 [/p]
  • [p]Deployment time: 60s → 45s [/p]
  • [p]Population cost: 2 → 1 [/p]
  • [p]Veterancy requirements: 8/16/32 → 6/12/24[/p]
  • [p]Command bonuses now apply in all territory instead of only friendly. [/p]
  • [p]Now increases the veterancy gain of infantry squads by 15% by default.[/p]
  • [p]Command Bonus:[/p]
    • [p]Now requires veterancy rank 1[/p]
    • [p]Now increases veterancy gain rate of infantry squads by another 10% (cumulative effect: +26.5%)[/p]
    [p][/p]
[h3]NEW: Supply Truck[/h3]
  • [p]The Supply Truck secures sectors which increases resource production and prevents enemy units from capturing that sector. Can convert into a Forward Assembly to establish a retreat and reinforce point. [/p]
  • [p]Cost: 240 manpower[/p]
  • [p]Can be upgraded to Forward Assembly (220 mp, 25f):[/p]
    • [p]Convert this truck into a Forward Assembly. The Forward Assembly acts as a forward retreat and reinforce point that infantry can withdraw to.[/p]
    • [p]Increases hitpoints[/p]
[p][/p][h3]Commandos[/h3]
  • [p]Hitpoints: 75 → 70[/p]
  • [p]Grenade throw range: 22 → 15[/p]
  • [p]Grenade cooldown time: 15s → 35s[/p]
  • [p]Capture speed multiplier: 1 → 1.25[/p][p][/p]
[h3]Tank Hunters (Commandos)[/h3]
  • [p]Removed Demolition Charges[/p]
  • [p]Now requires Field Support Truck (primarily to prevent instant PIATs on High Resources games)[/p]
  • [p]Weapons: Sten SMG → Lee Enfield[/p][p][/p]
[h3]Heavy Machine Gun Commandos[/h3]
  • [p]Concealing Smoke removed[/p]
  • [p]Sten SMG dps (s/m/l): -47%/-50%/-[/p][p][/p]
[h3]Mortar Commandos [/h3]
  • [p]Concealing Smoke removed [/p]
  • [p]Sten SMG dps (s/m/l): -47%/-50%/-[/p][p][/p]
[h3]Humber Armoured Car[/h3]
  • [p]Fixed an issue where some shell types would phase through the vehicle[/p]
  • [p]Population cost: 6 → 4[/p][p][/p]
[h3]Cromwell Command Tank[/h3]
  • [p]Removed Flank Speed[/p]
  • [p]Removed Victor Target[/p]
  • [p]All Command Bonuses (vet0, vet2, vet3) no longer increase sight range (this is what the Tank Commander upgrade is for).[/p]
  • [p]Combat Bonus (vet0) reload bonus: -10% → -15%[/p]
  • [p]Fixed missing Supreme Command Bonus (vet3)[/p]
  • [p]Command Bonus visual indicator now has different visualizations with acquired veterancy.[/p]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Cromwell[/h3]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Sherman Firefly[/h3][p]Dev note: APDS is meant as a tool to combat the heaviest of vehicles, or veteran tanks with reduced received penetration by guaranteeing penetration capabilities for a duration of time. The increased damage per shot meant it would also improve performance against targets it's already strong against.[/p]
  • [p]No longer requires Command Tank[/p]
  • [p]APDS Armour Piercing:[/p]
    • [p]Munition cost: 35 → 50[/p]
    • [p]No longer increases damage per shot by 20%[/p]
    • [p]Implemented APDS piercing state visual (barrel will glow + larger smoke cloud when firing)[/p]
    • [p]Duration: 20s → 25s (makes it easier to fire 4 shells with a vet0 Cmd Tank present) [/p]
  • [p]17-Pounder main gun:[/p]
    • [p]Now deals -10% dmg vs skirted tanks (now in line with other tank guns)[/p]
    • [p]Damage multiplier vs Panther, Jagdpanzer IV, Jagdpanther, Tiger, Elefant, King Tiger: +10% → +25% (Now deals same damage per shot as an M10)[/p]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Comet[/h3]
  • [p]No longer requires Command Tank[/p]
  • [p]Significantly improved penetration chances vs heavy armor (now more or less the same as the Firefly)[/p]
  • [p]Same changes to the main gun as the Firefly.[/p]
  • [p]Top speed: 5 → 5.2 [/p]
  • [p]Main gun weapon range: 40 m → 45 m[/p]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Churchill Mk.IV[/h3]
  • [p]Reload time: 7s → 6s[/p]
  • [p]Veterancy 3 Bonus: -25% Rec. Penetration → -15% Rec. Damage[/p][p][/p]
[h3]Churchill AVRE[/h3]
  • [p]Population cost: 14 → 12[/p]
  • [p]Veterancy 1 Bonus: +25% Mobility → +50% Penetration[/p]
  • [p]Veterancy 3 Bonus: -25% Rec. Penetration → -15% Rec. Damage[/p]
[p][/p][h3]Churchill Crocodile[/h3]
  • [p]Hitpoints: 836 → 1036 [/p]
  • [p]Reload time: 7s → 6s (now same as Cromwell) [/p]
  • [p]Veterancy 1 Bonus: +25% Mobility → +50% Penetration[/p]
  • [p]Veterancy 3 Bonus: -25% Rec. Penetration → -15% Rec. Damage [/p]
  • [p]Now restricted to 2.[/p]
[p][/p][h3]Churchill Mine Plow [/h3]
  • [p]Now has to be activated through a toggle similar to the Sherman Crab. [/p]
  • [p]Now reduces mobility while deployed. [/p]
  • [p]Mine Plow now has crush collision OBB. [/p]
  • [p]Implemented missing upgrade voice lines.[/p]
  • [p]Fixed broken Mine Plow animations and added smoke dust effects while the Plow is deployed.[/p]
[p][/p][h3]Hull-Down[/h3]
  • [p]Now also increases main gun range by 5 meters.[/p]
  • [p]Now also increases main gun reload time by 20%.[/p][p][/p]
[h3]Creeping Barrage[/h3]
  • [p]Sped up barrage sequence (time between first and last shell landing) by roughly 30%[/p]
[p][/p][h3]Victor Target[/h3]
  • [p]Munition cost: 50 → 35[/p]
  • [p]Salvo per howitzer: 3 → 4[/p]
[p][/p][h3]M7 Priest[/h3]
  • [p]Damage multiplier vs tanks: 0.75 → 1 [/p]
  • [p]Fixed various inconsistent target table parameters[/p][p][/p]
[h3]Radio Triangulation Beacons[/h3]
  • [p]Munition cost: 0 → 15[/p]
[p][/p][h3]Typhoon Airstrike[/h3]
  • [p]Cooldown time: 120s → 180s [/p]
  • [p]Munition cost: 160 → 175[/p]
  • [p]3" RP-3 Rockets:[/p]
    • [p]Area of effect radius: 10 → 7[/p]
    • [p]Area of effect inner radii: 3/5/7/10 → 2/4/7[/p]
    • [p]Base damage: 100 → 80[/p]
[p] [/p][h3]17-Pounder Emplacement[/h3][p]Dev note: Generally speaking the 17-pounder should be less efficient on max range (>60m), now having a much higher chance to bounce both medium and heavy tanks. However, its "medium" range is also extended to the default AT gun range (60m), which should help retaining reliable stopping power against incoming threats. All-in-all, this is more similar to how a Flak 36 behaves rather than having near-guaranteed penetration on all ranges. It also puts more emphasis on using the APDS ability that otherwise saw little usage, and the +50% penetration bonus acquired at veterancy 2. [/p]
  • [p]Manpower cost: 300 → 400[/p]
  • [p]Fuel cost: 50 → 60[/p]
  • [p]Base damage: 180 → 165[/p]
  • [p]Long range reload time multiplier: 1 → 1.5[/p]
  • [p]Long range reload time: 6-6.5 s → 8.5-9.25 s[/p]
  • [p]Weapon range brackets (s/m/l): 20/45/90 → 30/60/90[/p]
  • [p]Base penetration (s/m/l): 1.25/0.92/0.835 → 1.25/0.92/0.635[/p]
  • [p]Removed +10% damage multiplier vs Panther[/p]
  • [p]Now deals -10% damage vs tanks equipped with armor skirts (schurzen)[/p]
  • [p]Rebalanced target tables from the ground up[/p]
  • [p]APDS Shells now requires Armoured HQ [/p][p][/p]
[h3]25-Pounder Howitzer[/h3]
  • [p]Barrage range: 200 → 160[/p]
  • [p]Supercharge barrage range: 250 → 200[/p]
  • [p](Supercharge) Barrage ranges now increase with veterancy: +20/+20/+10 (to 180/200/210 and 220/240/250 respectively)[/p][p][/p]
[h3]FOO Artillery (CW Lieutenant/Captain) [/h3]
  • [p]First shell no longer instantly pins infantry[/p]
  • [p]Salvo: 7 → 5[/p]
  • [p]Now requires Officer to be in LoS of the target[/p]
  • [p]Added visual Binoculars animation while targeting the barrage[/p]
[p][/p][p][/p][h3]Casualty Clearing Station[/h3]
  • [p]Fuel cost: 15 → 10[/p]
[p][/p][h3]Triangulation radios[/h3]
  • [p]Munition cost: 35 → 15[/p]
[p][/p]
Soviets
[p][/p][h3]Ingenery[/h3]
  • [p]Minesweepers no longer unlock Demolition Charges [/p]
  • [p]Demolition Charges now require a global Demolitions upgrade available in the HQ (cost: 100 mp, 15 fuel)[/p][p][/p]
[h3]Observer Team[/h3]
  • [p]Detection range: 18 m → 22 m [/p]
  • [p]Damage taken from Sniper Rifles: 50% → 33%[/p][p][/p]
[h3]Conscripts[/h3]
  • [p]Veterancy 1 now also grants -20% weapon cooldown, increasing rate of fire on both the Mosin rifles and DP-28 LMG (This translates to a DPS increase of 7-10%) [/p]
  • [p]Now have a unique squad leader[/p]
  • [p]DP-28 Light Machine Gun:[/p]
    • [p]No longer requires Armoury[/p]
    • [p]Munition cost: 50 → 60[/p][p][/p]
[h3]Strelky[/h3]
  • [p]Suppression recover rate: 0.012 → 0.009[/p]
[p][/p][h3]Navals[/h3]
  • [p]Suppression recover rate: 0.012 → 0.010[/p]
[p][/p][h3]Guards[/h3]
  • [p]Suppression recover rate: 0.012 → 0.010[/p]
[p][/p][h3]SG-43 Heavy Machine Gun Team[/h3]
  • [p]Slightly reduced supression against units in cover and on maximum range [/p]
  • [p]No longer almost instantly pins infantry that have been suppressed [/p]
  • [p]Hitpoints 60 → 65[/p][p][/p]
[h3]Sniper[/h3]
  • [p]Upkeep cost: 12 mp/min → 10.8 mp/min [/p]
  • [p]Weapon base cooldown 8s → 7s[/p]
  • [p]Veterancy bonuses:[/p]
    • [p]vet 2: +30% accuracy / +15% Hitpoints → +10% weapon range / +15% Hitpoints[/p]
    • [p]vet 3: -10% received accuracy / +25% damage → -10% received accuracy / -25% weapon reload[/p]
[p][/p][h3]Guards[/h3]
  • [p]SVT-40 DPS (s/m/l): -18%/-%/-%[/p]
  • [p]Experience points per model: 2 → 2.5[/p]
[p][/p][h3]Partisans[/h3][p]Dev note: Partisans low cost and early appearance paired with the ability to be spawned anywhere on the map made them overly efficient at dictating early game engagements and building tempo. A low investment cost also made it easy to quickly field multiple squads. As a compensation of their reduced initial durability and higher cost, veterancy rank 1 will now provide a stronger overall bonus.[/p]
  • [p]Call-in manpower cost: 240 → 300 [/p]
  • [p]Reinforcement cost: 27 → 33 [/p]
  • [p]Suppression activation threshold: 0.24 → 0.2 [/p]
  • [p]Infantry armor: Infantry → Conscript (easier to suppress, more damage from machine guns)[/p]
  • [p] Veterancy rank 1 equalized to Conscripts: [/p]
    • [p]Now changes infantry type from Conscript to Regular [/p]
    • [p]Received damage: -15% → -10% [/p]
    • [p]NEW: Received Accuracy: -10% [/p]
    • [p]Weapon cooldown: -10% → -20% (this translates to a roughly 6-10% DPS increase with all weapons, previously this was 2-3%)[/p]
  • [p]PPD-40/MP40 SMG moving accuracy multiplier: 0.35 → 0.2[/p]
  • [p]Scorch Point Ability:[/p]
    • [p]Munition cost: 35 → 15[/p]
    • [p]no longer useable on neutral points[/p]
    • [p]Point disabling is no longer instant[/p]
  • [p]Weapon packages munition cost: 40 → 60[/p][p][/p]
[h3]ZiS-44 Medical Truck[/h3]
  • [p]Can now reinforce Infantry once deployed[/p]
  • [p]Heal rate outside base 60 hp/min → 45 hp/min[/p][p][/p]
[h3]76 mm ZiS-3 ATG[/h3]
  • [p]Base penetration (s/m/l): 1.25/1/0.85 → 1.25/0.85/0.75[/p]
  • [p]Improved Ammunition penetration bonus: +30% → +20%[/p]
[p][/p][h3]F-1 Fragmentation Grenades[/h3][p]Dev note: To make Soviet infantry blobs less effective against pushing into heavy machine guns[/p]
  • [p]Throw range: 21 → 19[/p]
[p][/p][h3]RPG-43 Anti-Tank Grenades[/h3][p]Dev note: While the grenade is intended to be very strong it should not be as spammable as it currently is.[/p]
  • [p]Munition cost: 35 → 50[/p]
[p][/p][h3]BT-7[/h3]
  • [p]BT-7A upgrade:[/p]
    • [p]Munition cost: 125 → 100[/p]
    • [p]Now slightly decreases vehicle acceleration[/p]
    • [p]76 mm KT-28 gun:[/p]
      • [p]Range: 35m → 30m[/p]
      • [p]AoE radii (s/m/l): 1/3/7 → 1.75/3.5/7[/p]
    • [p]Upgrade now increases the experience value of the vehicle by 100% (5 → 10)[/p]
    • [p]Fixed target tables inconsistencies against some axis light vehicles and tanks[/p]
  • [p]45 mm 20K:[/p]
    • [p]Base damage: 60 → 65[/p]
    • [p]Damage multiplier vs various light vehicles: 1.2 → 1[/p]
    • [p]Area of effect radius: 0.8 → 1[/p]
    • [p]Long range base penetration: 0.66 → 0.76[/p]
    • [p]Penetration chances (s/m/l):[/p]
      • [p]Ostwind: 70%/58%/46% → 80%/66%/61%[/p]
      • [p]Panzer IV: 42%/35%/28% → 62%/51%/47%[/p]
      • [p]Marder III: 100%/100%/84% → 100%/100%/100%[/p]
      • [p]Panzer 38t: 100%/83%/66% → 110%/91%/84%[/p]
      • [p]Hotchkiss: 100%/83%/66% → 110%/91%/84%[/p]
      • [p]Panzer III: 48%/40%/32% → 78%/74%/70%[/p]
      • [p]Hetzer: 4%/3%/3% → 25%/21%/19%[/p]
      • [p]Hummel: 38%/32%/25% → 100%/100%/100%[/p]
      • [p]Fixed various abysmal rear penetration multipliers[/p]
[p][/p][h3]T-60[/h3][p]Dev note: The changes intend to make the T-60 more useful against large amounts of infantry with antitank weaponry since it does not have access to Cage Armour.[/p]
  • [p]Manpower cost: 320 → 310[/p]
  • [p]Manpower upkeep: 8.6 mp/min → 6.5 mp/min[/p]
  • [p]Build time: 50 s → 45 s[/p]
  • [p]Armour now has a chance to deflect infantry AT rockets[/p]
  • [p]Hull traverse speed: 45 → 35[/p]
  • [p]Acceleration/Deceleration: 4/4 → 3/3[/p]
  • [p]20mm Shvak-T autocannon:[/p]
    • [p]burst duration 3.5-4.5s → 3-4s[/p]
    • [p]damage s/m/l -%/-%/+2%[/p]
    • [p]acc incr. 1.00 → 1.04[/p]
    • [p]nearby suppression radius 7m → 8m[/p]
    • [p]suppression s/m/l -%/+25%/-%[/p]
    • [p]Critical brackets[/p]
      • [p]yellow hp bracket (60-5% hp): kill soldier 10% → 12.5%[/p]
    • [p]Penetration multiplier vs Sd.Kfz. 250: 2.9 → 1.15 [/p]
    • [p]Rear penetration multiplier vs Sd.Kfz 250: 0.8 → 1.2[/p]
[p][/p][h3]SU-100[/h3][p]Dev note: The SU-100 has been on the rader for a while for overperforming. Featuring very high penetration, top tier damage per shot, very long weapon range (especially with focused firing), reliable armor, and a good amount of hitpoints. In essence, the SU-100 performed much like a vCoH Firefly, with the added benefit of good armor and even higher damage per shot. This not only made the SU-100 immensely cost effective against larger threats but also made it oppressive against equal and lesser targets. This often led to players gravitating to fielding multiple SU-100 rather than using either of the T-34 tanks. The above changes are intended to make the vehicle less manpower efficient while also reducing some of its overall stopping power. Keep in mind, the effects of Focused Firing remain unchanged, temporarily guaranteeing penetration capabilities up to range of 55(!) meters.[/p]
  • [p]Focused Firing:[/p]
    • [p]Munition cost: 35 → 50[/p]
    • [p]Penetration bonus: +300% → +140%[/p]
    • [p]+25% damage bonus replaced with +15% weapon range.[/p]
    • [p]Implemented Focused Firing state visual (barrel will glow + larger smoke cloud when firing)[/p]
  • [p]Accuracy multiplier vs infantry: 0.6 → 0.5[/p]
  • [p]Manpower cost: 400 → 420[/p]
  • [p]Deployment time: 50s → 60s[/p]
  • [p]Base penetration (s/m/l): 1/1/0.86 → 1/0.94/0.83[/p]
  • [p]Penetration chances (s/m/l):[/p]
    • [p]Panzer IV: 100%/100%/95% → 100%/100%/89%[/p]
    • [p]Stug IV: 100%/100%/86% → 100%/95%/83%[/p]
    • [p]Hetzer: 100%/100%/86% → 85%/80%/71%[/p]
    • [p]Tiger: 85%/79%/73% → 70%/65%/60%[/p]
    • [p]King Tiger 60%/55%/52% → 45%/42%/39%[/p]
    • [p]Jagdpanther 60%/55%/52% → 50%/46%/43%[/p]
    • [p]Elefant 70%/65%/60% → 40%/37%/34%[/p]
    • [p]Now deals -10% damage vs skirted tanks[/p][p][/p]
[h3]T-34/76[/h3]
  • [p]Manpower cost: 360 → 340[/p]
  • [p]Hitpoints: 450 → 470[/p]
    • [p]Dev note: this puts it above an important threshold where it now requires the intended 6 shots to be destroyed by 87.5 dmg cannons as opposed to 5 in practise, due to how the last 5% hp work[/p]
  • [p]76mm F-34 gun:[/p]
    • [p]Area of effect radius: 2.6 → 3 [/p]
    • [p]Area of effect damage (s/m/l): (87.5/40/22 → 87.5/44/31) [/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.65[/p]
    • [p]Moving accuracy vs infantry (s/m/l): 80%/36%/28% → 75%/44%/34%*[/p]
  • [p]Improved Ammunition penetration bonus: +20% → +50%[/p]
    • [p]Dev note: This translates to a net effect of roughly +10-20% due to how multiplications work, whereas previously this was ~5% only.[/p]
[p][/p][h3]T-34/85[/h3]
  • [p]Fuel cost: 80 → 75[/p]
  • [p]85mm ZiS-53 Gun:[/p]
    • [p]Accuracy multiplier vs Infantry: 0.8 → 0.75 [/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.65: [/p]
    • [p]Moving accuracy vs infantry (s/m/l): 80%/36%/28% → 75%/44%/34%[/p][p][/p]
[h3]BM-13 Katyusha [/h3]
  • [p]Experience value: 5 → 10[/p][p][/p]
[h3]ISU-152[/h3]
  • [p]Hitpoints 964 → 764[/p]
  • [p]Movement Speed 3.7 → 4.1[/p]
  • [p]Traverse speed 23 → 25[/p]
  • [p]Acceleration 1.4 → 2.0[/p]
  • [p]Removed +25% damage multiplier vs Jagdpanther[/p][p][/p]
[h3]Heavy Mortar [/h3][p]Dev note: Tweaked shell ballistics for better responsiveness and visual appeal.[/p]
  • [p]Acceleration: 40 → 25[/p]
  • [p]Speed: 25 → 20 [/p]
  • [p]Speed increment: 2 → 4.5 [/p]
  • [p]Speed distance multiplier: 0.3 → 0.2[/p][p][/p]
[h3]Infantry Weapons[/h3][p]Dev note: These changes are intended to allow PPSh and DP-28 to suppress enemy infantry when using For The Motherland ability.[/p]
  • [p]PPSh-41[/p]
    • [p]Suppression (s/m/l): +20%/+33%/-[/p]
  • [p]DP-28[/p]
    • [p]DPS change (s/m/l): +9%/-%/-%[/p]
    • [p]Suppression (s/m/l): +33%/+33%/-%[/p][p][/p]
[h3]For the Motherland[/h3]
  • [p]Reworked ability to provide following bonuses/penalties:[/p]
    • [p]Infantry will sprint upon activation[/p]
    • [p]Received suppression: -85%[/p]
    • [p]Received damage: +10%[/p]
    • [p]Weapon reload: -40%[/p]
    • [p]Weapon accuracy: -40%[/p]
    • [p]Weapon suppression: +100%[/p]
[p][/p][h3]Inspiring Speech[/h3][p]Dev note: This change allows Soviet infantry to charge into enemy lines more reliably. Heroic criticals will prevent them from taking lethal damage unless very low on health. removed overlapping bonuses with For the Motherland and Breakthrough Assault[/p]
  • [p]No longer limited to friendly territory[/p]
  • [p]No longer provides sprint[/p]
  • [p]changed bonuses to:[/p]
    • [p]-25% received damage[/p]
    • [p]-15% received accuracy[/p]
    • [p]infantry receives heroic criticals[/p]
    • [p]Duration: 25 s[/p]
[p][/p][h3]Urban Combat[/h3]
  • [p]Incendiary Bombing CP cost: 3 → 2[/p]
  • [p]KV-2 CP cost: 3 → 4[/p][p][/p]
[h3]52K 85mm AA/AT Cannon[/h3]
  • [p]Can now be reinforced[/p]
  • [p]Reload time: 5-5.5s → 4.5-5s[/p]
  • [p]Weapon range brackets: 22/45/90 → 30/60/90[/p]
  • [p]Weapon penetration: 1.25/0.83/0.66 → 1.5/0.87/0.66[/p]
  • [p]Weapon health: 375 → 430[/p]
  • [p]Experience value: 3 → 4[/p][p][/p]
[h3]KV-2[/h3]
  • [p]Slightly adjusted barrage scatter[/p][p][/p]
[h3]Outpost[/h3]
  • [p]Reinforce Point upgrade munition cost: 50 → 25[/p]
[p][/p][h3]Large Scale Assault[/h3]
  • [p]No longer affects infantry[/p]
  • [p]Reworked the way enemy infantry is suppressed by tanks/vehicles:[/p]
    • [p]Suppression is now applied from coaxial machine gun(s) [/p]
    • [p]Light vehicles suppress less than heavy tanks[/p]
    • [p]The total bonuses: [/p]
      • [p]All vehicles get 20% faster reload [/p]
      • [p]All tanks (IS-2, SU-100, T-34s, ISU-152) additionally get -25% rec. penetration and -15% rec. damage [/p]
      • [p]all coaxial machine guns deal increased suppression at 30m range instead of 22m [/p]
      • [p]enemy special abilities and minimap are disabled for 30 seconds [/p]
      • [p]ability duration 60 seconds[/p][p][/p]
[h3]Breakthrough Artillery[/h3]
  • [p]Recharge time: 120s → 180s[/p]
  • [p]Duration time: 40s → 30s[/p]
  • [p]now uses a new unique 203mm explosion FX[/p][p][/p]
[h3]PTAB Airstrike [/h3]
  • [p]Munition cost: 150 → 200[/p][p][/p]
[h3]Molotovs[/h3]
  • [p]Flame FX duration: 7s → 9s[/p]
[p][/p][h3]VPGS-41[/h3]
  • [p]Improved accuracy against moving targets[/p]
  • [p]Damage multiplier vs light/medium/heavy tanks: 1 → 1.5[/p][p][/p]
[h3]Ammunition Supplies[/h3]
  • [p]Molotov cooldown reduction: 50% → 67% [/p][p][/p]
[h3]Mark Target [/h3]
  • [p]Munitions cost: 0 → 15[/p][p][/p]
[h3]Shock Infantry[/h3]
  • [p]Fuel cost: 40 → 70[/p]
[p][/p][h3]Improved Ammunition[/h3]
  • [p]Manpower cost: 100 → 150[/p]
  • [p]Fuel cost: 30 → 50[/p]
[p][/p][h3]Men Against Tanks[/h3]
  • [p]Fuel cost: 20 → 30[/p]
[p][/p]
Ostheer
[p][/p][h3]General[/h3]
  • [p]Upkeep threshold: 10 → 11[/p]
  • [p]Dev Note: this is the amount of population that is free of unit upkeep.[/p]
[p][/p][h3]Sturmpioneers[/h3]
  • [p]Minesweepers no longer unlock Demolition Charges[/p]
  • [p]Demolition Charges now require a global Demolitions upgrade available in the HQ (cost: 100 mp, 15 fuel)[/p][p][/p]
[h3]Mortar Team[/h3]
  • [p]Veterancy 1 now also reduces Airburst recharge time by 15s[/p]
  • [p]Airburst Barrage:[/p]
    • [p]Airburst barrage range 80m → 85m[/p]
    • [p]Improved overall suppression consistency[/p]
    • [p]Base suppression (s/m/l): 0.2/0.2/0.1 → 0.1 [/p]
    • [p]Suppression multipliers: [/p]
      • [p]vs light cover: 0.6 → 1[/p]
      • [p]vs heavy cover: 0.4 → 0.75[/p]
      • [p]Area of effect suppression (s/m/l/d): 1/1/0.5/0.25 → 1[/p][p][/p]
[h3]Marksman[/h3]
  • [p]Upkeep: 12mp/min → 13.2mp/min[/p]
  • [p]Weapon base cooldown: 8s → 7s[/p]
  • [p]Veterancy bonuses:[/p]
    • [p]vet 2: +10% rec. damage / +20% weapon accuracy → +10% rec. damage / -20% weapon reload[/p]
    • [p]vet 3: -15% rec. accuracy / -20% weapon reload / -20% weapon cooldown → -15% rec. accuracy / -20% weapon cooldown[/p]
    • [p]vet 4: weapon accuracy x1.2 / weapon damage x1.25 → range +5m[/p][p][/p]
[h3]Bk2h Blinding Devices[/h3]
  • [p]Now also appplies a received accuracy modifier during the initial blinding for 5 seconds (+100%) [/p]
[p][/p][h3]MG34 Heavy Machine Gun[/h3]
  • [p]Base suppression (s/m/l): 0.0014/1.0014/0.001 → 0.00165/0.0015/0.0011[/p]
[p][/p][h3]MG34 Light Machine Gun[/h3][p]Dev Note: This improves the weapon's ability to more effectively damage and kill infantry that move in large groups.[/p]
  • [p]Incremental accuracy: 1.03 → 1.04[/p]
  • [p]Incremental Accuracy search radii (s/m/l): 5/4/3 → 10/8/6[/p]
  • [p]Base suppression (s/m/l): +15%/+33%/-%[/p]
  • [p]Burst duration: 1-2s → 1.25-2s[/p][p][/p]
[h3]Honveds[/h3]
  • [p]Changed DPS (s/m/l): +4/+9%/+1%[/p]
  • [p]Reinforcement cost: 29 mp → 25 mp[/p]
  • [p]Upkeep cost: 15.9 mp/min → 12.4 mp/min[/p]
  • [p]Panceltoro reload time: 7.5-8.5 → 6.5-7.5[/p]
  • [p]M43 Danuvia SMG upgrade[/p]
    • [p]damage s/m/l -4%/+2%/-%[/p]
    • [p]upgrade requirement Army Assault Troops → Army Support Troops[/p]
    • [p]ammunition cost 80 → 90[/p]
[p][/p][h3]Panzerwerfer[/h3]
  • [p]Manpower cost: 310 → 340[/p]
  • [p]Fuel cost: 25 → 35[/p]
  • [p]Manpower upkeep: 10.9 mp/min → 12.4 mp/min[/p]
  • [p]Experience value: 5 → 10[/p]
  • [p]Significantly reduced armour effectiveness vs small arms[/p]
  • [p]15 cm Rockets:[/p]
    • [p]Reworked Rocket ballistics - Rockets are now fired at a steeper angle so they will less likely collide with tall objects such as buildings and hedges.[/p]
    • [p]Base damage: 25-30 → 40-50[/p]
    • [p]Rockets now deal double damage vs tanks[/p]
  • [p]Veterancy 4 Barrage cooldown bonus: -10s → -5s[/p]
  • [p]Rocket barrage:[/p]
    • [p]Salvo: 10 → 5[/p]
    • [p]Rebalanced overall barrage scatter[/p]
    • [p]Barrage range: 125 m → 115 m[/p]
  • [p]Removed Incendiary Rockets upgrade[/p]
  • [p]Added Extended Rocket Supplies upgrade:[/p]
    • [p]Cost: 150 munitions[/p]
    • [p]Enable the Panzerwerfer to ripple fire all ten rockets at once during a barrage.[/p][p][/p]
[h3]43M Zrinyi II[/h3]
  • [p]CP cost: 4 → 3[/p]
  • [p]Hardcap: 3 → 2[/p]
  • [p]Hitpoints: 620 → 480[/p]
  • [p]New Ability: High Explosive Incendiary Barrage[/p]
    • [p]Bombards the targeted area with incendiary artillery shells [/p]
  • [p]Default HEAT-shell:[/p]
    • [p]Tweaked projectile ballistics to make it more reliable against vehicles[/p]
    • [p]Damage: 120 → 145[/p]
    • [p]Reload time: 7-8s → 6-7s[/p][p][/p]
[h3]75 mm Pak 97/38 ATG[/h3]
  • [p]After selecting Joint Operations newly constructed AT guns are crewed by Honveds (visual difference only).[/p]
  • [p]Damage multiplier vs most light vehicles: 1 → 0.9[/p]
  • [p]Dev note: This fixes dealing excessive damage against such targets, as well as 2-shotting US Halftracks. Note that with HEAT enabled, 2-shots can still occur.[/p]
[p][/p][h3]88 mm PaK 43 AT Gun[/h3][p]Dev note: Generally speaking the Pak 43 should be less efficient on max range (>60m), now having a higher chance to bounce both some medium and heavy tanks. However, its "medium" range is also extended to the default AT gun range (60m), which should help retaining reliable stopping power against incoming threats. All-in-all, this is more similar to how a Flak 36 behaves rather than having near-guaranteed penetration on all ranges. [/p]
  • [p]Can now be reinforced[/p]
  • [p]Weapon range brackets (s/m/l): 20/45/90 → 30/50/80[/p]
  • [p]Zeiss Optics increases weapon range by 10m[/p]
  • [p]Base penetration (s/m/l): 1/0.9/0.835 → 1.25/1/0.725[/p]
  • [p]Removed -25% damage multiplier vs Churchill[/p]
  • [p]Now deals -10% damage vs tanks with cage armour[/p]
  • [p]Rebalanced target tables from the ground up[/p]
  • [p]Hitpoints 390 → 450[/p]
  • [p]Crew size: 3 → 4[/p]
[p][/p][h3]Concrete Emplacement[/h3]
  • [p]Garrisoned units will now partly survive the building being scuttled/destroyed as opposed to retaining full hitpoints.[/p]
  • [p]Field Hospital upgrade muniton cost removed[/p]
  • [p]Field Hospital now has access to a timed area healing ability (cost: 25 munitions)[/p]
  • [p]Manpower cost: 20 → 50 [/p]
  • [p]Construction time: 15s → 30s[/p]
  • [p]Field Hospital manpower cost: 150 → 120[/p]
  • [p]Anti-Air Battery manpower cost: 150 → 120[/p][p][/p]
[h3]Opel Krankenwagen[/h3]
  • [p]Can now reinforce infantry upon reaching Division Support Troops.[/p]
  • [p]Heal rate outside base 60hp/min → 45hp/min[/p][p][/p]
[h3]Luchs[/h3]
  • [p]Fuel cost: 35 → 30[/p]
[p][/p][h3]Panzer 38(t)[/h3]
  • [p]Hitpoints: 350 → 320[/p]
  • [p]Fuel cost: 35 → 40[/p]
  • [p]37 mm main gun rebalanced and improved vs various armor types:[/p]
    • [p]Base damage: 50 → 65[/p]
    • [p]Damage multiplier vs various light vehicles: 1.2 → 1[/p]
    • [p]Area of effect radius: 0.8 → 1[/p]
    • [p]Penetration chances (s/m/l):[/p]
      • [p]M10/M18: 60%/52%/40% → 100%/86%/76%[/p]
      • [p]Sherman: 23%/20%/15% → 33%/29%/25%[/p]
      • [p]Churchill: 2%/2%/2% → 20%/17%/15%[/p]
      • [p]Cromwell: 21%/18%/14% → 51%/44%/39%[/p]
      • [p]Priest: 83%/72%/55% → 100%/100%/100%[/p]
      • [p]Stuart: 100%/86%/66% → 100%/93%/82%[/p]
      • [p]T-34: 20%/17%/13% → 43%/37%/33%[/p]
      • [p]KV-2: 19%/16%/12% → 72%/62%/55%[/p]
      • [p]Fixed various abysmal rear penetration multipliers[/p][p][/p]
[h3]Panzer III Infantry Support Tank[/h3][p]Dev note: The Panzer III Infantry Support Tank is a formidable unit against other light vehicles due to the combination of good armor effectiveness, hitpoints, firepower, and decent mobility. This often led to situations where such units had few ways to retaliate and compete against these tanks. While these tanks still retain their overall edge against light vehicles, a reduction in penetration chances should help these units stay competitive during engagements. On the flip side, the vehicle was too ineffective against the mobile tank destroyers, so an increase in penetration chances should aid in combating these tanks.[/p]
  • [p]75 mm KwK 37 penetration chances (s/m/l): [/p]
    • [p]M10/M18: 16%/15%/12% → 46%/41%/35%[/p]
    • [p]Stuart: 80%/71%/61% → 70%/62%/53%[/p]
    • [p]SU-76: 93%/82%/70% → 83%/74%/63%[/p]
    • [p]BT-7: 98%/87%/75% → 88/79%/67%[/p]
    • [p]T-60: 100%/94%/80% → 80%/71%/61%[/p]
    • [p]M8/T17/Staghound/Tetrarch: 100%/100%/88% → 100%/89%/76%[/p]
  • [p]HEAT Shells: [/p]
    • [p]Fixed base damage per shot being higher than intended (109 → 87.5) [/p]
    • [p]Fixed missing damage reduction vs T-34 with cage armour (-10%) [/p]
    • [p]Penetration chances: [/p]
      • [p]vs Churchill: 52% → 63%[/p]
      • [p]vs Sherman: 88% → 78%[/p]
      • [p]vs Cromwell: 94% → 87%[/p]
    • [p]Now has a visual in the taskbar UI for easier identification[/p][p][/p]
[h3]Flakpanzer IV Kugelblitz[/h3]
  • [p]Fixed various model LOD issues[/p]
  • [p]Implemented new weapon sound while PzGr ability is active as additional audio cue that the ability is activated[/p]
  • [p]Twin-mounted 30 mm MK103:[/p]
    • [p]Base accuracy: 0.45/0.45/0.3 → 0.75/0.65/0.45[/p]
    • [p]Close range cooldown multiplier: 0.75 → 1[/p]
    • [p]DPS change (s/m/l): +30%/+22%/+33%[/p]
    • [p]RoF change (s/m/l): -10%/-/-[/p]
    • [p]Base suppression: 0.007 → 0.03[/p]
    • [p]Suppression multiplier vs light cover: 0.3 → 0.75[/p]
    • [p]Suppression multiplier vs heavy cover: 0.1 → 0.5[/p]
    • [p]Nearby suppression radius: 18 → 12[/p]
[p][/p][h3]Jagdpanzer IV[/h3][p]Dev note: The Jagdpanzer IV was too cost effective within its intended role as a defensive tank destroyer, and Pzgr40 were too spammable.[/p]
  • [p]Fuel cost: 95 → 110[/p]
  • [p]Deployment time: 50s → 70s[/p]
  • [p]Upkeep cost (mp/min): 20 → 24[/p]
  • [p]Now has heavy crush[/p]
  • [p]Penetration chances: [/p]
    • [p]vs Sherman (s/m/l): 100%/100%/94% → 100%/91%/84% (now same as Panther) [/p]
    • [p]vs Churchill (s/m/l): 100%/97%/89% → 67%/61%/56% (now same as Panther) [/p]
  • [p]Veterancy xp value: 10 → 14[/p]
  • [p]Panzergranate 40 APCR:[/p]
    • [p]Munition cost: 35 → 50[/p]
    • [p]Implemented APCR piercing state visual (barrel will glow + larger smoke cloud when firing) [/p]
  • [p]Implemented new, higher quality visual model.[/p]
[p][/p][h3]Elefant[/h3][p]Dev note: Reduced overall efficiency against Infantry to make it harder to quickly accumulate veterancy when engaging such targets, while also making the Lockdown a more appealing choice to use strategically and in a defensive manner. Previously, even with Zeiss Optics, locked down Elefants would still get outranged by the SU-100 with Focused Firing, and units like the ISU-152 and Sherman Firefly could easily match its range or kite the Elefant without having to sacrifice mobiliy. The changes are aimed to put further emphasis on using the Lockdown to engage targets from farther distances beyond normal sight ranges, while also making it less oppressive to push into. This should also make it harder to target an Elefant with off-maps.[/p]
  • [p]88 mm Pak43:[/p]
    • [p]AoE radius: 5.3 → 4 [/p]
    • [p]Inner AoE radii (s/m/l): 0.5/2/5.3 → 0.25/1.5/4 [/p]
    • [p]Mid range AoE damage multiplier: 0.3 → 0.25[/p]
    • [p]Range brackets (s/m/l): 10/20/40 → 15/30/40[/p]
  • [p]Lockdown Ability: [/p]
    • [p]Main gun range bonus: +10 m → +15 m[/p]
    • [p]Main gun reload time: -10% → +15% (now slows down reload by ~2 seconds)[/p]
    • [p]Increased accuracy bonus replaced with reduced scatter[/p]
  • [p]Hull traverse speed: 22 → 25[/p]
  • [p]Reduced damage taken from PTAB, 203 mm B-4 and Typhoon RP-3 Rockets[/p]
[p][/p][h3]NEW: Tiger Tank "S13"[/h3][p]We're introducing a new reward unit for the Ostheer, replacing the default Tiger call-in in Spearhead Operations[/p]
  • [p]Statistically identical to the default Tiger, the only difference being a Tank Commander upgrade (increases view range) instead of the MG34 Gunner.[/p]
[p][/p][h3]Flammpanzer III[/h3]
  • [p]Manpower call-in cost: 550 → 480[/p]
  • [p]Flamethrower:[/p]
    • [p]Removed reload time to streamline damage output (flamethrowers only rely on a cooldown time between bursts)[/p]
    • [p]Improved overall weapon responsiveness[/p]
    • [p]Fixed broken flame fx animation (flame jet stream did not align with where the weapon was firing)[/p]
[h3]Wespe [/h3]
  • [p]Fixed various inconsistent target table parameters[/p]
  • [p]Experience value: 5 → 12[/p][p][/p]
[h3]Pervitin[/h3]
  • [p]Moved from HQ to Ordnance Depot[/p][p][/p]
[h3]Zeiss Optics[/h3]
  • [p]Renamed from Coated Optics[/p]
  • [p]Main gun range bonus: +5m → +2.5m[/p]
  • [p]Now affects Luchs, Panzer 38(t)[/p]
  • [p]Updated description[/p]
  • [p]Now adds +1 to Infantry, Vehicles, Structures and Tanks as visual indicator that this upgrade was purchased.[/p][p][/p]
[h3]Panzerkrieg [/h3]
  • [p]No longer provides heavy crush for Panzer IV, Jagdpanzer IV[/p][p][/p]
[h3]Priority Defense[/h3]
  • [p]significantly improved weapon suppression effect[/p]
[p][/p][h3]Counterassault[/h3]
  • [p]No longer provides a -25% weapon cooldown/reload bonus[/p]
  • [p]Duration 35s → 55s[/p]
[p][/p][h3]Stuka Dive Bomb[/h3]
  • [p]Munition cost: 150 → 125[/p]
  • [p]CP cost: 2 → 3[/p]
  • [p]Removed sight range while flying, plane path no longer shown on the minimap[/p]
  • [p]Reworked flight parameters to be more closely to an actual dive now.[/p]
[p][/p][h3]44M Panceltoro[/h3]
  • [p]Slot item size: 1 → 2[/p][p][/p]
[h3]Incendiary Airburst Barrage[/h3]
  • [p]Barrage delay 3s → 2.5s[/p]
[p][/p][h3]Joint Operations[/h3]
  • [p]Adjusted left tree:[/p]
    • [p]1cp : Medical Airdrop[/p]
    • [p]2cp : Luftbrücke Supplies[/p]
    • [p]2cp : JU88 Bombardment[/p][p][/p]
[h3]Luftbrücke Supplies[/h3]
  • [p]Manpower cost: 200 → 300[/p]
  • [p]Duration: 60s → 40s[/p]
  • [p]Total munition amount: 200 → 150[/p]
  • [p]Recharge time: 300 → 180[/p]
  • [p]Minimap icon replaced with a different visualization[/p]
[p][/p][h3]JU88 Bombardment[/h3]
  • [p]Number of bombs per plane: 3 → 4[/p]
  • [p]CP cost: 2 → 3 (total: 6 → 5)[/p][p][/p]
[h3]Hungarian Strategic Reserves[/h3]
  • [p]Command Point cost: 2 → 3[/p]
  • [p]Now instantly grants 50 fuel and 500 manpower instead of an over-time-bonus[/p]
  • [p]Recharge time: 300s → 420s[/p]
  • [p]Munition cost: 125 → 150[/p]
[p][/p]
Part 2
[p]Panzer Elite, Wehrmacht, Americans, AI, Quality of Life, Visuals, Maps, Bug fixes[/p][p][dynamiclink][/dynamiclink][/p]

Update 3.6 - Release Notes [2/2]

Part 1
[p]General changes, British, Soviets, Ostheer[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
Panzer Elite
[p][/p][h3]Kettenkrad / Schwimmwagen[/h3]
  • [p]Now has access to Basic Repairs by default (repair rate 3 hp/s)[/p]
  • [p]Tank Destroyer tactics now grants Battlefield Repairs (repair rate 5 hp/s; less received damage while repairing)[/p]
[p][/p][h3]Panzergrenadiers[/h3]
  • [p]Hitpoints: 70 → 75 [/p]
  • [p]Reinforce cost: 28 mp → 35 mp (note: vCoH is 45)[/p]
  • [p]Removed Sprint[/p]
  • [p]Volley Fire ability:[/p]
    • [p]Moved from slot 10 to 12[/p]
    • [p]Now supresses and pins more reliably[/p]
    • [p]Increased the amount of supression from warning shot ability:[/p]
      • [p]Supression now increases twice after 3s/8s instead of once after 10s Supression multiplier: x3/x9 after 0s/10s → x5/x8/x12 after 0s/3s/8s[/p]
      • [p]Munition cost: 30 → 25 [/p]
  • [p]Gewehr 43[/p]
    • [p]Suppression AoE: 6 m → 8 m[/p]
    • [p]Suppression (s/m/l): 0.006/0.004/0.001 → 0.0045/0.0045/0.004[/p]
  • [p]Reinstated Minesweeper upgrade[/p][p][/p]
[h3]Assault Grenadiers[/h3]
  • [p]MP44 Sturmgewehr upgrade munition cost: 100 → 75[/p]
[p][/p][h3]Infantry Halftrack[/h3]
  • [p]Manpower cost: 230 → 240[/p]
  • [p]Fuel cost: 15 → 20 [/p]
  • [p]Veterancy requirements: 8/22/38 → 8/16/32 [/p]
  • [p]MG42 Light Machine Gun:[/p]
    • [p]Arc of fire: +45°/-45° → +60°/-60° (90° → 120°)[/p]
    • [p]Long range base suppression: 0.0015 → 0.002[/p]
    • [p]Incremental accuracy search radii (s/m/l): 6/8/10 → 3/4/5 [/p]
  • [p]Removed Suppression Fire ability [/p]
  • [p]Added Site Machine Gun ability:[/p]
    • [p]Lock down the Halftrack to trade mobility for vastly increased suppression capabilities and weapon range.[/p]
    • [p]while active, unit transportation and reinforcement are disabled[/p]
    • [p]Dev note: This is an attempt to turn the Infantry Halftrack into a vehicle-based HMG that might be decent to play with/against, while also being in line with core PE faction design features. Additionally, to differentiate it from the Scout Car's Suppression Fire ability. The lockdown ability works as such that it locks down immediately, locking down the hull and increasing weapon range by +10 meters. After a 3s delay the suppression boost comes into effect. Mobilizing has a 3 seconds initiation phase before the bonuses get removed and the vehicle becomes mobile again.[/p]
[p][/p][h3]Light Anti-Tank Halftrack[/h3]
  • [p]Veterancy requirements: 8/22/38 → 8/16/32[/p]
  • [p]37 mm Pak35:[/p]
    • [p]Reload time: 5.6 - 6.6s → 4.5 - 5s[/p]
    • [p]Base accuracy (s/m/l): 1/1/0.75[/p]
    • [p]Range (s/m/l): 15/30/45 → 20/35/50[/p]
    • [p]Base Penetration (s/m/l): 1/0.67/0.34 → 1/0.67/0.45[/p]
    • [p]Number of shots required to destroy vehicles:[/p]
      • [p]T-60: 8 → 6 [/p]
      • [p]SU-76: 5 → 4[/p]
  • [p]Stielgranate 41[/p]
    • [p]Ability munition cost: 35 → 50[/p]
    • [p]Now inflicts guaranteed criticals similar to Sticky Bombs.[/p]
  • [p]Damage multiplier vs Snipers: 1 → 1.5 (guaranteed OHK when it hits)[/p]
  • [p]Reduced chance to instantly kill multiple soldiers with a single shell[/p]
    • [p]kill chance green health 100% → 15%[/p]
    • [p]kill chance yellow health 100% → 30%[/p]
  • [p]Focused Firing[/p]
    • [p]now also increases gun range to 55m[/p]
    • [p]reload time increase 75% → 40%[/p]
    [p][/p]
[h3]Pioneer Halftrack[/h3]
  • [p]Manpower cost: 180 → 200 [/p]
  • [p]Fuel cost: 15 → 0[/p]
  • [p]Manpower Upkeep: 6.7 → 1.1[/p][p][/p]
[h3]Headquarters[/h3]
  • [p]Removed Repair Station upgrade[/p][p][/p]
[h3]Logistik Kompanie [/h3]
  • [p]Added Repair Station upgrade[/p][p][/p]
[h3]Kampfgruppe Kompanie[/h3]
  • [p]Advanced Kampfgruppe Kompanie upgrade now reduces unit upkeep costs by 15%[/p]
  • [p]Added Repair Station upgrade[/p][p][/p]
[h3]Panzerjager Kommand [/h3]
  • [p]Advanced Panzerjager Kommand now reduces unit upkeep costs by 15% [/p][p][/p]
[h3]Panzer Support Kommand [/h3]
  • [p]Advanced Support Kommand now reduces unit upkeep costs by 15%[/p][p][/p]
[h3]Fallschirmjägers[/h3]
  • [p]Population cost: 8 → 4[/p]
  • [p]Partly reinstated first strike bonus:[/p]
    • [p]When shooting out of camouflaged/cloaked state the squad member will receive a +25% weapon accuracy and damage bonus for a duration of 5 seconds.[/p]
    • [p]Added a visual indicator while the bonus is active[/p]
    • [p]The first strike bonus will not repeat itself until the camouflage resets.[/p]
    [p][/p]
[h3]Tank Busters[/h3]
  • [p]Heavy weapon item slots: 4 → 6[/p][p][/p]
[h3]Scout Car[/h3]
  • [p]Veterancy requirements: 8/22/38 → 8/16/32 [/p]
  • [p]Improved armor effectiveness against small arms fire by roughly 10% [/p]
  • [p]MG42 Light Machine Gun:[/p]
    • [p]Base accuracy (s/m/l): 0.6/0.45/0.3 → 0.45/0.45/0.25[/p]
    • [p]Burst rate of fire: 12 → 15[/p]
    • [p]Burst duration: 1.75-2.5 s → 1.5-2 s[/p]
    • [p]Incremental accuracy multiplier: 1.04 → 1.05[/p]
    • [p]DPS change (s/m/l): -16%/+10%/-9%[/p]
    • [p]RoF change (s/m/l): +12%/+10%/+9%[/p]
  • [p]Logistics Car upgrade now increases capture rate by 50% (1 → 1.5) [/p]
  • [p]Camouflage detection radius: 9 → 18[/p]
  • [p]Secured Interception: [/p]
    • [p]Renamed from Radio Interception[/p]
    • [p]Now secures the sector again[/p]
    • [p]Camouflage detection bonus: +25m → +9m[/p][p][/p]
[h3]Infantry Anti-Tank Efforts[/h3]
  • [p]Now also unlocks the RPzB. 54 Panzerschreck upgrade for Panzergrenadiers[/p][p][/p]
[h3]Scorch Point Ability[/h3]
  • [p]Munition cost: 35 → 15[/p]
  • [p]No longer useable on neutral points [/p]
  • [p]Point disabling is no longer instant[/p][p][/p]
[h3]Armored Car [/h3]
  • [p]Reduced overall armor effectiveness vs small arms fire (now slightly less sturdy than a Sd.Kfz 251 HT, this also puts significantly more emphasis on getting defensive vet) [/p]
  • [p]Small arms damage multiplier vs 222: 1 → 0.75[/p]
  • [p]Fixed missing gun vertical animations on both the 20 mm KwK 38 and Coaxial MG42)[/p][p][/p]
[h3]Marder III[/h3]
  • [p]Fuel cost: 40 → 35[/p]
  • [p]Maximum speed +15% (reverted to vCoH values)[/p]
  • [p]75 mm Pak40 reload time: 6-6.5s → 5-5.5s[/p]
  • [p]Site Main Gun (lockdown):[/p]
    • [p]Penetration bonus: +20% → +35% (reverted to vCoH)[/p]
    • [p]Now also provides +10 m weapon range[/p]
    • [p]Now also provides a -15% received accuracy bonus[/p][p][/p]
[h3]Panzer IV Infantry Support Tank[/h3][p]Dev note: The Panzer IV Infantry Support Tank is a formidable unit against other light vehicles due to the combination of good armor effectiveness, hitpoints, firepower, and decent mobility. This often led to situations where such units had few ways to retaliate and compete against these tanks. While these tanks still retain their overall edge against light vehicles, a reduction in penetration chances should help these units stay competitive during engagements. On the flip side, the vehicle was too ineffective against the mobile tank destroyers, so an increase in penetration chances should aid in combating these tanks.[/p]
  • [p]75 mm KwK 37 penetration chances (s/m/l): [/p]
    • [p]M10/M18: 16%/15%/12% → 46%/41%/35%[/p]
    • [p]Stuart: 80%/71%/61% → 70%/62%/53%[/p]
    • [p]SU-76: 93%/82%/70% → 83%/74%/63%[/p]
    • [p]BT-7: 98%/87%/75% → 88/79%/67%[/p]
    • [p]T-60: 100%/94%/80% → 80%/71%/61%[/p]
    • [p]M8/T17/Staghound/Tetrarch: 100%/100%/88% → 100%/89%/76%[/p][p][/p]
[h3]Wirbelwind Flakpanzer [/h3]
  • [p]Increased overall suppression potential[/p][p][/p]
[h3]Hotchkiss Light Tank[/h3]
  • [p]Long-Barreled gun and Stuka Zu Fuss can no longer be upgraded simultaneously on a single vehicle.[/p]
  • [p]37 mm SA18:[/p]
    • [p]Base damage: 50 → 65[/p]
    • [p]Damage multiplier vs various light vehicles: 1.2 → 1[/p]
    • [p]Fixed incorrect damage multiplier vs SU-76[/p]
    • [p]Penetration chances (s/m/l):[/p]
      • [p]M10/M18: 60%/52%/40% → 100%/86%/76%[/p]
      • [p]Sherman: 23%/20%/15% → 33%/29%/25%[/p]
      • [p]Churchill: 2%/2%/2% → 20%/17%/15%[/p]
      • [p]Cromwell: 21%/18%/14% → 51%/44%/39%[/p]
      • [p]Priest: 83%/72%/55% → 100%/100%/100%[/p]
      • [p]Stuart: 100%/86%/66% → 100%/93%/82%[/p]
      • [p]T-34: 20%/17%/13% → 43%/37%/33%[/p]
      • [p]KV-2: 19%/16%/12% → 72%/62%/55%[/p]
    • [p]Fixed incorrect shell projectile markers[/p]
  • [p]Long-barreled 37 mm SA38 (upgun):[/p]
    • [p]Dev note: Since the Hotchkiss can no longer be upgraded with both the Stuka Zu Fuss and Long-Barrel simultaneously, the latter of these became an unappealing choice. For it to be worthwhile, the Long-barreled cannon needs to both compete against the appeal of the Stuka Zu Fuss, and feel like a significant upgrade to the default cannon.[/p]
      • [p]Range 40m → 45m[/p]
      • [p]Base damage: 67.5 → 75[/p]
      • [p]Damage multiplier vs various tanks: 1 → 1.3[/p]
      • [p]Fixed incorrect damage multiplier vs SU-76[/p]
      • [p]Penetration chances (s/m/l):[/p]
        • [p]Fixed a plethora of incorrect/abysmal penetration multipliers[/p]
        • [p]M10/M18: 100%/100%/81% → 100%/100%/90%[/p]
        • [p]Sherman: 40%/32%/24% → 40%/36%/32%[/p]
        • [p]Cromwell: 37%/30%/22% → 48%/43%/38%[/p]
        • [p]T-34: 34%/27%/20% → 54%/49%/43%[/p]
        • [p]KV-2: 32%/26%/19% → 82%/74%/66% [/p]
        • [p]Fixed various abysmal rear penetration multipliers[/p]
      • [p]Fixed incorrect shell projectile markers[/p]
  • [p]Long-barreled 37mm Cannon upgrade:[/p]
    • [p]Munition cost: 75 → 50[/p]
    • [p]Updated description: "Upgrade the Hotchkiss with a long-barreled 37mm SA38 for increased weapon range and damage, larger area of effect, and better armor-piercing capabilities."[/p]
  • [p]Stuka Zu Fuss upgrade:[/p]
    • [p]Now slightly decreases vehicle maximum speed and acceleration[/p]
    • [p]Stuka Zu Fuss upgrade now increases the experience value of the vehicle by ~43% (7 → 10)[/p]
    • [p]Stuka Zu Fuss Scatter Angle multiplier: 10 → 12[/p]
    • [p]Stuka Zu Fuss FoW Scatter angle multiplier: 3 → 2[/p]
    • [p]Tweaked Barrage UI, target area size is now dynamic based on range[/p]
    • [p]Minimum barrage range: 25 → 40 (inner brackets: 30/40/120 → 60/80/120)[/p]
    • [p]Dev note: Point blank barraging will be more difficult. Previously, the inner range brackets were practically non-existent (5 m close range, 10 m mid range, 80m long range). Barrage shell spread is otherwise mostly dependent on scatter values. So while the range brackets are redistributed the practical change in accuracy won't be noticeable.[/p][p][/p]
[h3]Panther[/h3]
  • [p]75 mm KwK 42 damage multiplier vs IS-2: 1 → 1.15 (shots to kill: 8 → 7)[/p]
  • [p]Can now be upgraded individually with Armor Skirts (cost: 75 munitions)[/p][p][/p]
[h3]Panther Battlegroup[/h3]
  • [p]Removed one-time limit[/p]
  • [p]Cooldown set to 600 seconds (same as King Tiger)[/p]
  • [p]Manpower cost 1000 → 1200[/p][p][/p]
[h3]Jagdpanther [/h3]
  • [p]Veterancy requirements: 24/58/102 → 12/29/51 (now same as Panther) [/p]
  • [p]Fixed received shared veterancy not working[/p]
  • [p]Reduced overall efficiency against Infantry to make it harder to quickly accumulate veterancy when engaging such targets.[/p]
  • [p]Manpower upkeep: 31.2 → 25.9[/p][p][/p]
[h3]Flakvierling 38[/h3]
  • [p]Can now be reinforced[/p]
  • [p]Veterancy requirements: 12/29/51 → 8/16/32[/p][p][/p]
[h3]88mm Flak 36 AT/AA[/h3]
  • [p]Can now be reinforced[/p]
  • [p]Veterancy requirements: 12/29/51 → 8/16/32[/p]
  • [p]Penetration chances (s/m/l): [/p]
    • [p]Churchill: 100%/53%/27% → 100%/63%/32% [/p]
    • [p]SU-100: 100%/68%/33% → 100%/78%/39% [/p]
    • [p]KV-2: 100%/70%/35% → 100%/100%/72% [/p]
    • [p]IS-2: 97%/48%/24% → 100%/51%/26% [/p]
    • [p]ISU-152: 100%/61%/31% → 100%/71%/36%[/p][p][/p]
[h3]Luftwaffe Infantry[/h3]
  • [p]Veterancy requirements: 8/24/36 → 8/16/32[/p][p][/p]
[h3]Panzergranate 40[/h3]
  • [p]Munition cost: 35 → 50[/p][p][/p]
[h3]Panzerwurfmine AT Grenade[/h3]
  • [p]Now has criticals similar to a Krak RPG-43 Anti-Tank Grenade:[/p]
    • [p]Green (100-60% hp):[/p]
      • [p]Damage engine: 25%[/p]
      • [p]Transmission damage: 75%[/p]
    • [p]Yellow (60-5% hp):[/p]
      • [p]Destroy engine: 25%[/p]
      • [p]Destroy treads/wheels: 25%[/p]
      • [p]Damage engine: 50%[/p]
  • [p]Munition cost: 30 → 35[/p]
  • [p]Reinstated impact fuze (no longer sticks to target, explodes on impact)[/p][p][/p]
[h3]Henschel Overwatch[/h3]
  • [p]Reworked plane flight parameters from the ground up[/p]
  • [p]Significantly improved overall effectiveness and consistency vs Tanks/Vehicles, especially on maps with tall buildings/objects[/p]
  • [p]Reduced general effectiveness vs Infantry[/p]
  • [p]Fixed a major issue that caused planes to fire its salvo at targets outside the overwatch area, resulting in planes seemingly not engaging intended targets.
    [/p]
[h3]Scorched Earth Tactics[/h3]
  • [p]Hetzer CP cost: 3 → 2 (total: 5 → 4) [/p][p][/p]
[h3]Hummel [/h3]
  • [p]Experience value: 12 → 14[/p][p][/p]
Americans
[p][/p][h3]Riflemen[/h3]
  • [p]Heavy weapon slots: 6 → 5[/p][p][/p]
[h3]Sniper [/h3]
  • [p]Upkeep: 15mp/min → 13.2mp/min[/p]
  • [p]Veterancy requirements: 6/16/32 → 8/16/32[/p]
  • [p]Weapon base cooldown: 8s → 7s[/p][p][/p]
[h3]Demolition Charges[/h3]
  • [p]Now requires Supply Yard[/p]
[p][/p][h3]Supply Yard[/h3]
  • [p]Level 1 Production fuel cost: 50 → 40[/p]
  • [p]Level 2 Production fuel cost: 100 → 120[/p]
[p][/p][h3]Paratroopers[/h3]
  • [p]Veterancy requirements: 8/16/32 → 10/20/40[/p]
  • [p]Heavy weapon slots: 6 → 5 (no more triple AT launchers)[/p]
  • [p]Recoilless Rifle upgrade now requires 4 empty slots[/p]
  • [p]M1 Carbine:[/p]
    • [p]Close range cooldown multiplier: 0.6 → 0.8[/p]
    • [p]Mid range accuracy: 0.65 → 0.55[/p]
    • [p]DPS change (s/m/l): -22%/-15%/-[/p]
[p][/p][h3]Rangers[/h3]
  • [p]Heavy weapon slots: 6 → 5 (no more triple AT launchers)[/p]
  • [p]Removed -25% reduced scatter bonus when acquiring veterancy rank 2. [/p]
[p][/p][h3]M1918 BAR[/h3]
  • [p]Drop rate: 20% → 12.5% (now same as Bazooka)[/p]
[p][/p][h3]M9 Bazooka[/h3]
  • [p]Slot item size: 1 → 2[/p]
  • [p]Damage multiplier vs Panzer IV: 1.4 → 1.2[/p]
  • [p]Penetration chances:[/p]
    • [p]Panzer IV: 80% → 70% [/p]
    • [p]Panzer IV Skirts: 75% → 60%[/p]
    • [p]Panzer III Skirts: 75% → 70%[/p][p][/p]
[h3]M18 Recoilless Rifle[/h3]
  • [p]Drop rate: 40% → 20%[/p]
[p][/p][h3]Machine Gun Emplacement[/h3]
  • [p]Garrisoned units will now partly survive the building being scuttled/destroyed as opposed to disappearing into a void.[/p]
[p][/p][h3]Medic Station[/h3]
  • [p]Added Medical Kit ability:[/p]
    • [p]Cost: 25 munitions[/p]
    • [p]For a duration of 30s squads within the proximity of the Medic Station will heal. [/p]
    • [p]Cooldown: 30s [/p]
  • [p]Manpower cost: 150 → 180[/p]
  • [p]Now visible on the minimap and tactical map.[/p][p][/p]
[h3]M1 57mm/6-Pounder [/h3]
  • [p]Penetration chances (s/m/l): [/p]
    • [p]Jagdpanther: 23%/16%/15% → 31%/23%/21%[/p]
    • [p]Churchill: 19%/14%/13% → 38%/27%/26%[/p]
[h3]M3 Halftrack[/h3]
  • [p]M3 Quad Upgrade now has a visual in the taskbar UI[/p][p][/p]
[h3]M10 Wolverine[/h3]
  • [p]Main gun now deals 10% less damage against tanks with armor skirts (schurzen)[/p]
  • [p]Penetration changes vs Hetzer (s/m/l): 100%/92%/84% → 70%/64%/59%[/p][p][/p]
[h3]M18 Hellcat[/h3]
  • [p]Main gun now deals 10% less damage against tanks with armor skirts (schurzen)[/p]
  • [p]Main gun base penetration (s/m/l): 1/0.96/0.92 → 1/0.92/0.838[/p]
  • [p]Penetration changes vs Hetzer (s/m/l): 100%/96%/92% → 70%/64%/59%[/p]
[p][/p][h3]M4 Sherman[/h3]
  • [p]M1A1C 76 mm main gun:[/p]
    • [p]Added +25% damage bonus vs Hummel, Panzer IV, Panther, Tiger, Elefant, King Tiger (note: still 10% less damage vs skirted tanks)[/p]
    • [p]Significantly increased penetration chances vs heavy tanks [/p][p][/p]
[h3]Sherman Crocodile[/h3]
  • [p]Bulldozer:[/p]
    • [p]Hitpoint bonus: +20% → +10% (reverted to vCoH)[/p]
    • [p]Received penetration bonus: -25% → -15%[/p][p][/p]
[h3]Sherman Calliope[/h3]
  • [p]Experience value: 10 → 16[/p]
  • [p]Barrage cooldown: 95s → 90s (vCoH is 80s)[/p][p][/p]
[h3]M2A1 Howitzer [/h3]
  • [p]Can now be reinforced[/p]
  • [p]Damage multiplier vs tanks: 0.75 → 1 [/p]
  • [p]Fixed various inconsistent target table parameters[/p][p][/p]
[h3]Medic Station[/h3]
  • [p]Added Medical Kit ability: [/p]
    • [p]Cost: 25 munitions [/p]
    • [p]For a duration of 30s squads within the proximity of the Medic Station will heal. [/p]
  • [p]Manpower cost: 150 → 180[/p]
  • [p]Now visible on the minimap and tactical map.[/p][p][/p]
Wehrmacht
[h3]
Pioneers[/h3]
  • [p]Reduced +50% repair speed boost on veterancy 3 to +20% (7.5 → 6)[/p][p][/p]
[h3]Volksgrenadiers[/h3]
  • [p]MP40 base accuracy (s/m/l): 0.75/0.4/0.1 → 0.75/0.45/0.1 (reverted to vCoH values)[/p]
[p][/p][h3]Sniper[/h3]
  • [p]Upkeep: 12 mp/min → 13.2 mp/min[/p]
  • [p]Weapon base cooldown: 8s → 7s[/p]
  • [p]Veterancy rank 3 cooldown bonus: -40% → -30% (this translates to a ~3s faster cooldown instead of ~4s. In comparison, other factions get 0.7 - 1.4s cooldown reduction)[/p][p][/p]
[h3]Medical Kits[/h3]
  • [p]Munition cost: 15 → 20[/p]
  • [p]Units are now more vulnerable while healing (note: only when a model is healing)[/p]
[p][/p][h3]Sd.Kfz. 251[/h3]
  • [p]Stuka Zu Fuss upgrade:[/p]
    • [p]Now increases the experience value of the vehicle by 150% (4 → 10)[/p]
    • [p]Stuka Zu Fuss Scatter Angle multiplier: 10 → 16[/p]
    • [p]Stuka Zu Fuss FoW Scatter angle multiplier: 3 → 1.5[/p]
    • [p]Tweaked Barrage UI, target area size is now dynamic based on range[/p]
    • [p]Minimum barrage range: 25 → 40 (inner brackets: 30/40/120 → 60/80/120)[/p]
    • [p]Dev note: Point blank barraging will be more difficult. Previously, the inner range brackets were practically non-existent (5 m close range, 10 m mid range, 80m long range). Barrage shell spread is otherwise mostly dependent on scatter values. So while the range brackets are redistributed the practical change in accuracy won't be noticeable.[/p]
  • [p]Veterancy bonuses:[/p]
    • [p]Fixed Veterancy 2 +20% damage bonus not applying to upgrade weapons (Stuka Rockets, Flame Thrower and rear machine gun)[/p]
    • [p]Veterancy 1 Barrage cooldown bonus: -10s → -5s [/p]
    • [p]Veterancy 2 Barrage cooldown bonus: -10s → -5s [/p]
    • [p]Veterancy 3 Barrage cooldown bonus: -10s → -5s[/p]
    • [p]Dev note: While all other factions have to rely on getting kills with their barrages, Wehrmacht can buy barrage cooldown boosts through veterancy upgrades. This change is intended to make up for the fact that we fixed the fact that the +20% bonus damage veterancy boost did not apply to the Stuka Rockets and the improved barrage reliability.[/p][p][/p]
[h3]50 mm Pak 38 ATG[/h3][p]Dev note: While first strike still has a guaranteed penetration chance against targets like M10s, Shermans, and T-34s, Heavy Tanks like the Churchill, M26 Pershing, IS-2, and ISU-152 may now sometimes bounce the first strike shot.[/p]
  • [p]First strike damage multiplier: 1.25 → 1.15[/p]
    • [p]Dev note: Pak38 has a higher base damage in EF (125 vs 115). This change is to offset that difference so that the first strike damage remains unchanged. [/p]
  • [p]First strike penetration multiplier: 10 → 2[/p][p][/p]
[h3]Geschutzwagen[/h3]
  • [p]75 mm Pak 40 reload time: 7-7.5s → 5-5.5s[/p]
  • [p]Rapid fire reload bonus: -30% → -25%[/p]
  • [p]MG42 LMG suppression reduced (now matching Stug IV, SdKfz251 HT)[/p][p][/p]
[h3]Nebelwerfer[/h3]
  • [p]Scatter angle: 12 → 14[/p]
  • [p]FoW Scatter angle multiplier: 2.5 → 1.5[/p]
  • [p]Max scatter distance: 12 → 16[/p]
  • [p]Veterancy bonus adjustments[/p]
    • [p]Veterancy 1 Barrage cooldown bonus: -10s → -5s [/p]
    • [p]Veterancy 2 Barrage cooldown bonus: -10s → -5s [/p]
    • [p]Veterancy 3 Barrage cooldown bonus: -10s → -5s[/p]
    • [p]Dev note: While all other factions have to rely on getting kills with their barrages, Wehrmacht can buy barrage cooldown boosts. This change is intended to make up for the fact that Nebelwerfers have vastly improved useability in Eastern Front.[/p]
    [p][/p]
[h3]Sd.Kfz. 234 Puma[/h3]
  • [p]Veterancy rank 2 now also increases hitpoints by 15% (previously vet 2 would 'only' increase sight range by 10 m) [/p]
    • [p]Dev note: Not only is this in line with other vehicles affected by vehicle veterancy, improved reliability and usability for most AT weaponry in EF has made it more difficult to use Pumas effectively.[/p]
  • [p]Puma 50 mm now has a visual in the taskbar UI[/p]
  • [p]Fixed missing gun vertical animations on the 20 mm KwK 38.[/p][p][/p]
[h3]Panther[/h3]
  • [p]75 mm KwK 42 damage multiplier vs IS-2: 1 → 1.15 (shots to kill: 8 → 7)[/p]
[p][/p][h3]Bunker [/h3]
  • [p]Garrisoned units will now partly survive the building being scuttled/destroyed as opposed to disappearing into a void.[/p][p][/p]
[h3]MG42 Light Machine Gun[/h3]
  • [p]Base accuracy: 0.15 → 0.13 (reverted to vCoH)[/p][p][/p]
[h3]Observed Fire (Officer)[/h3]
  • [p]Now requires Assault Phase instead of Battle Phase[/p]
  • [p]Now requires Officer to be in LoS of the target[/p]
  • [p]Added visual Binoculars animation while targeting the barrage[/p]
  • [p]Can no longer be cancelled[/p]
  • [p]Salvo: 15 → 12[/p]
  • [p]Time between shells: 0.25-0.5s → 0.75-1.25s[/p]
  • [p]Munition cost: 120 → 125[/p][p][/p]
[h3]Bf 109 Air Raid (Luftwaffe Officer) [/h3]
  • [p]Now requires Assault Phase instead of Battle Phase[/p]
  • [p]Now requires Officer to be in LoS of the target[/p]
  • [p]Added visual Binoculars animation while targeting the barrage[/p]
  • [p]Munition cost: 120 → 125[/p]
  • [p]Call-in range: 35 m → 45 m[/p][p][/p]
[h3]For the Fatherland[/h3]
  • [p]Recharge time 45s → 120s[/p]
  • [p]Munition cost: 45 → 50[/p][p][/p]
[h3]Zeal[/h3][p]Dev note: These changes are primarily intended to make the initial effect of Zeal less dominant while retaining its cumulative power as more squad members drop.[/p]
  • [p]For all infantry squads with less than 4 squad members:[/p]
    • [p]Weapon accuracy +15% → +10% [/p]
    • [p]Hitpoints: +10 → +0 [/p]
  • [p]For all infantry squads with less than 3 squad members:[/p]
    • [p]Cumulative weapon accuracy +32% → +26%[/p]
    • [p]Hitpoints: 0 → +5 (cumulative: +10 → +5)[/p]
  • [p]For all infantry units with 2 or less man: [/p]
    • [p]Received damage -10% → -5% (cumulative: -19% → -16%)[/p]
    • [p]Weapon accuracy +25% → +20% (cumulative: +65% → +52%)[/p]
    • [p]Hitpoints: 0 → +5 (cumulative: +10)[/p]
[p][/p][h3]Inspired Assault[/h3]
  • [p]Munition cost: 40 → 50 (reverted to vCoH)[/p]
  • [p]Received accuracy penalty: +25% → +50% (reverted to vCoH)[/p]
  • [p]Cooldown time: 60s → 120s after use[/p][p][/p]
[h3]Resource Blitz[/h3]
  • [p]Munition cost: 125 → 175 (reverted to vCoH)[/p][p][/p]
[h3]Blitzkrieg Assault[/h3]
  • [p]Munition cost: 100 → 125 (reverted to vCoH) [/p][p][/p]
[h3]Assault[/h3]
  • [p]Munition cost: 35 → 50 (reverted to vCoH)[/p]
[p][/p][h3]Blitzkrieg Doctrine [/h3][p]Dev note: reverted the Doctrine unlocking costs to vCoH values.[/p]
  • [p]StuH 42 CP cost: 3 → 2 (total: 5 → 4)[/p]
  • [p]Tiger CP cost 4 → 5[/p]
[p][/p][h3]StuH 42[/h3]
  • [p]105mm Howitzer:[/p]
    • [p]Gun base damage reverted to vCoH values.[/p]
    • [p]AoE area values reverted to vCoH values.[/p]
    • [p]Reload time: 11-12s → 9-10s[/p]
    • [p]Shell now deals damage more reliably to units in the center of impact.[/p]
    • [p]Reenabled the ability to fire on the move[/p]
    • [p]Will no longer engage targets that aren't within LoS[/p]
    [p][/p]
[h3]King Tiger[/h3]
  • [p]Reduced overall efficiency against Infantry[/p][p][/p]
[h3]Tiger Ace[/h3][p]Dev note: In its previous iteration, the Tiger Ace essentially was an amalgamation of both the Wehrmacht ánd Ostheer Tiger with part (or entirety) of their veterancy bonuses and other global upgrades applied in one single upfront package, on top of having other additional inflated parameters. In other words, a much better unit from the get-go without having to invest in global upgrades or acquire veterancy.[/p][p][/p][p]Having a Tiger with all of its traits available within the framework of Terror Doctrine is already a major shift in capabilities and possible strategies compared to using the King Tiger.[/p][p][/p][p]The goal with the changes below is to push the Tiger Ace into a position where it features the unique trait of having superior penetration capabilities compared to the Blitz/OH Tiger, while also benefitting from a faster reload, more hitpoints, mobility and turret traverse speeds compared to the default Tiger. However, other Tigers may surpass it in some of these areas with their respective upgrades and veterancy bonuses.[/p]
  • [p]Hitpoints: 1220 → 1170[/p]
  • [p]Removed -10% received penetration multiplier[/p]
  • [p]Turret traverse speed: 19 → 23[/p]
  • [p]Main gun:[/p]
    • [p]Moving accuracy multiplier: 0.65 → 0.5[/p]
    • [p]Reload time: 6.5s/7.5s → 6s/7s[/p]
    • [p]Scatter angle: 5 → 7.5[/p]
    • [p]Max scatter distance: 12 → 15[/p]
    • [p]Max range: 45 → 42.5 (range brackets (s/m/l): 15/30/45 → 10/20/42.5)[/p]
    • [p]Added +35% accuracy bonus vs heavy tanks[/p]
    • [p]Penetration chances (s/m/l):[/p]
      • [p]Sherman: 100%/98%/94% → 100%[/p]
      • [p]Churchill: 93%/81%/78% → 100%/88%/84%[/p]
      • [p]Cromwell: 100%/90%/86% → 100[/p]
      • [p]Pershing: 78%/69%/65% → 100%/88%/86%[/p]
      • [p]IS-2: 85%/74%/71% → 100%/88%/86%[/p]
      • [p]ISU-152: 100%/93%/88% → 100%[/p]
      • [p]KV-2: 90%/78%/75% → 100%[/p]
      • [p]SU-100: 87%/76%/73% → 100%/92%/88%[/p]
      • [p]T-34: 94%/82%/79% → 100%[/p]
    • [p]Max speed: 5 → 4.6[/p]
    • [p]Acceleration: 2 → 1.8[/p]
[p][/p]
AI
  • [p]Fixed a critical bug in the AI budget system that would cause Fatal AI/Scar errors, most notably when a British AI player was present in a match.[/p]
  • [p]Fixed British AI not using Gliders.[/p]
  • [p]Enabled reward units for AI. These will be randomly applied for each AI player at the start of a match.[/p]
  • [p]Increased AI threat aggressiveness to make it slightly more willing to commit to early game engagements regardless of having fewer units than the opponent, while also being less scared as army sizes grow. [/p]
  • [p]Increased base safety and anti-tank safety factor for infantry and weapon teams. This should help AI be more willing to commit to engagements and less likely to back off with its HMG's and AT guns during attacks. [/p]
  • [p]Added various missing entries to the AI "rushable" table, AI should now be aware of close-range high DPS upgrades like the MP40 and StG44, and avoid rushing into such units. These include the Skirmish Commander, Sturmpioneer MP40 upgrades, Stormtroopers, Panzerfusilier and Hoved upgrades. [/p]
  • [p]Resource income bonuses:[/p]
    • [p]Munition income multiplier (Easy/Normal/Hard/Expert): 0.7/1/1.3/1.6 → 1/1.3/1.6/1.9[/p]
  • [p]Unit bonuses/penalties:[/p]
    • [p]NEW: Capture rate penalty (Easy/Normal/Hard/Expert): -30%/-20%/-10%/0%[/p]
    • [p]Infantry received damage (Easy/Normal/Hard/Expert): +2.5%/0%/-2.5%/-5% → +5%/+2.5%/0%/-2.5%[/p]
    • [p]Infantry received accuracy (Easy/Normal/Hard/Expert): +2.5%/0%/-2.5%/-5% → +5%/+2.5%/0%/-2.5%[/p]
  • [p]Tweaked Wehrmacht AI build orders and tech priorities.[/p]
  • [p]Improved CW officer following behavior.[/p]
  • [p]Reduced Bren Carrier self-repair usage.[/p]
  • [p]Increased Bren LMG upgrade priority.[/p]
  • [p]Added Commando HMG, Mortar and SAS Jeep to purchase rules.[/p]
  • [p]Fixed a Fatal AI error caused by the T17 stun shot.[/p][p][/p]
Quality of Life & Miscellaneous
  • [p]Tiger Tank "205" reward unit is now always available (no longer needs campaign completion)[/p]
  • [p]US Barracks, Weapon Support Center and Supply Yard no longer have to be rebuilt to access Motorpool and Tank Depot.[/p]
  • [p]AT gun and HMG arc of fire is now visible while having the unit selected (works for both friend and foe).[/p]
[p][/p]
  • [p]Hetzer/Hellcat ambush ability can now be initiated while moving (activating will stop the vehicle).[/p]
  • [p]Hetzer now has gun arc visual. [/p]
  • [p]Flare grenade no longer applies negative kicker to units (it does not have any negative effects other than spotting camouflaged units).[/p]
  • [p]Implemented a hack that enables xp kickers even when command trees are fully unlocked. [/p]
    • [p]Removed endless CP gain which was added as a workaround. [/p]
    • [p]Credit to this goes to HSK, developer at Europe at Ruins.[/p]
  • [p]Mortar Bunker:[/p]
    • [p]Mortar Barrage: [/p]
      • [p]Significantly increased delay between shells fired [/p]
      • [p]Salvo: 5 → 4[/p]
      • [p]Scatter angle: 9 → 10 Quality of life[/p]
  • [p]Mortar Barrages:[/p]
    • [p] Targeting will no longer snap to objects or units, always targeting a position instead.[/p]
  • [p]Gliders and Supply Trucks can now be accessed through the quick-access menu.[/p]
[p][/p]
Visuals & GUI
  • [p]Implemented higher quality M1 Garand model.[/p]
  • [p]Implemented higher quality M1 Carbine model.[/p]
  • [p]Updated Hotchkiss vehicle symbol[/p]
  • [p]The following upgrades are now visible on the taskbar unit symbol:[/p]
    • [p]Stuka Zu Fuss[/p]
    • [p]Halftrack Flammenwerfer[/p]
    • [p]Maxson Quad[/p]
    • [p]Puma 50 mm[/p]
    • [p]Panzer III with HEAT Shells[/p]
    • [p]Panzerwerfer with Extended Rocket Supplies[/p]
[p][/p]
  • [p]Flame related deaths now use flame specific animation[/p]
[p][/p]
Target prioritization
  • [p]Updated small arms base target prioritization (s/m/l): 15/10/5 → 30/15/5[/p]
  • [p]Updated target tables with missing or outdated target prioritization multipliers[/p][p][/p]
Maps
  • [p]Updated \[EF] Zmievka (4)[/p]
[p][/p][h3]\[EF] Lemberg (4)[/h3]
  • [p]Changed VP layout, increased total count from 4 to 5[/p]
  • [p]Western medium fuel point area:[/p]
    • [p]Replaced two small shed/garage buildings with larger barn/farmhouses for additional opportunities to play for these areas.[/p]
  • [p]Eastern medium fuel point area:[/p]
    • [p]Replaced two small shed/garage buildings with larger barn/farmhouses for additional opportunities to play for these areas.[/p]
    • [p]Updated tactical map/preview maps [/p]
[h3]NEW: \[EF] Semoiskiy (2) [/h3]
  • [p]An alternative version to the classic CoH1 map featuring additional pathways and movement routes, a revised sector and victory point layout, and a remastering/balance pass for many iconic areas. [/p]
[h3]\[EF] Budapest (4)[/h3]
  • [p]Renamed from Grodno (4).[/p]
  • [p]Fixed map crashing and Victory Points not working.[/p]
  • [p]Updated tactical/preview maps.[/p][p][/p]
[p][/p]
Bug fixes
  • [p]Fixed DShK missing sound.[/p]
  • [p]Fixed Snipers not moving at slow pace while camouflaged after retreating[/p]
  • [p]Fixed Armor Company War Machine icon and description.[/p]
  • [p]Fixed Firefly APDS Shells not working properly.[/p]
  • [p]Fixed Wirbelwind missing hull mg tracer[/p]
  • [p]Fixed Ostwind missing hull mg tracer[/p]
  • [p]Fixed Mortar Carrier LMG not firing.[/p]
  • [p]Fixed Mortar Carrier Crew not being killable[/p]
  • [p]Fixed Mortar Carrier damage vs infantry (40 → 36)[/p]
  • [p]Fixed CW Lieutenant xp value (3 → 5)[/p]
  • [p]Fixed various captured team weapon squad AI behavior.[/p]
  • [p]Fixed Pak97/38 HEAT shells being applied permanently to the cannon if the crew died while the ability was still active.[/p]
  • [p]Fixed various unit UI ratings.[/p]
  • [p]Fixed StuH42 engaging targets that aren't in direct line of sight.[/p]
  • [p]Fixed various instances of AT guns dealing excessive damage against light vehicles.[/p]
  • [p]Assault Grenadiers will no longer make Assault Rifle callouts without upgrade.[/p]
  • [p]Fixed CW starting mg emplacement weapon (M1917 → Vickers HMG).[/p]
  • [p]Fixed a potential issue where M8's were overly accurate against AT gun crews.[/p]
  • [p]Fixed recrewed 85 mm 52K cannon display name (was 88 mm Flak 36).[/p]
  • [p]Fixed an inconsistent damage modifier on Axis machine guns/pistols.[/p]
  • [p]Fixed Tank Hunters not receiving ambush bonuses.[/p]
  • [p]Fixed Commando Tank Hunters, Heavy Machine Gun Sections, and Mortar Sections "Good vs." description.[/p]
  • [p]Fixed Mechanized Command description.[/p]
  • [p]Fixed Panzer Recon Company description.[/p]
  • [p]Fixed Armour Command Truck description.[/p]
  • [p]Fixed MP40 upgrade description.[/p]
  • [p]Fixed "stationary weapon cover" icon visibility (now no longer visible).[/p]
  • [p]Fixed several issues with vehicle reverse pathing logic.[/p]
  • [p]Fixed Recovered Shermans and T-34's lacking voice lines.[/p]
  • [p]Fixed Panzer 3/Flammpanzer 3 making Panzer 4 specific call-outs.[/p]
  • [p]Fixed Breakthrough Assault not affecting T34 tanks.[/p]
  • [p]Fixed 25-pounder creeping barrage and sector overwatch requiring the main gun hardpoint to be enabled (unable to trigger abilities while setting up).[/p]
  • [p]Fixed Retreat to Captain granting infinite sprint.[/p]
  • [p]Fixed For the Motherland being useable alongside with Breakthrough Assault and Inspiring Speech.[/p]
  • [p]Fixed Scouts not clearing detected mines.[/p]
  • [p]Fixed 25-pounder creeping barrage and sector overwatch requiring the main gun hardpoint to be enabled (unable to trigger abilities while setting up).[/p]
  • [p]Fixed Retreat to Captain granting infinite sprint.[/p]
  • [p]Fixed Ostheer Halftrack Mg34 clipping through the weapon shield in some situations.[/p]
  • [p]Fixed Cromwell Command tank becoming a Beutepanzer Sherman when recovered by a Famo Truck.[/p]
  • [p]Fixed US Supply Yard upgrade unintentionally reducing reinforcement costs[/p]
  • [p]Fixed various DoT weapons not killing models within the red HP bracket.[/p]
  • [p]removed an unintended 75% reduced damage modifier for some Howitzers against British emplacements.[/p]
  • [p]Fixed Panzerfusilier population requirement (8 → 5)[/p]
  • [p]Fixed Molotovs dealing unintentionally low damage against units that were not in the direct impact area.[/p]
  • [p]Fixed Snipers moving at normal pace while camouflaged.[/p]
  • [p]Fixed Snipers not appearing in Soviet Outposts. [/p]
  • [p]Fixed an unintended side effect of some AP shell abilities causing tanks to overperform vs infantry.[/p]
  • [p]Fixed Pervitin and Counterassault stacking suppression resistance.[/p]
  • [p]Fixed Sturmpioneer Blendkorper grenade causing damaged engine criticals on low health vehicles.[/p]
  • [p]Fixed Inspiring Speech damage/rec. accuracy values stacking per squad member instead of per squad.[/p][p]Fixed a veterancy bug on Katyushas that caused their animation to go out of sync.[/p]
  • [p]Fixed a bug that enabled FAMO to recover Churchill tanks as Shermans.[/p]
  • [p]Fixed Humber, Scouts and Tetrarch camouflage detection radii.[/p]
  • [p]Fixed a bug where Sherman Smoke Cloud could be used multiple times during recharge time.[/p]
  • [p]Fixed faulty AoE modifiers on Wasp flamethrower.[/p]
  • [p]Fixed Panzerwerfer continous barrage bug.[/p]
  • [p]Fixed Guard Squad leaders having more health than Guards squad members.[/p]
  • [p]Fixed recovered Wespe criticals not being applied correctly.[/p]
  • [p]Fixed some flamethrower RoF and damage inconsistencies for Sherman Croc and Panzer III.[/p]
  • [p]Fixed some movement modifiers on Elefant and ISU in heavy cover.[/p]
  • [p]Fixed some missing or outdated unit descriptions.[/p]
  • [p]Fixed Kettenkrad, Schwimmwagen and Pioneer Halftrack unable to select veterancy bonuses.[/p]
  • [p]Fixed various leftover bugs for the gunner killed critical.[/p]
  • [p]Fixed stationary cannon costs (a leftover bug after implementing reinforcement).[/p]
  • [p]Fixed Elefant Site Main Gun commander not being added/removed properly.[/p]
  • [p]Fixed incorrect US Minesweeper upgrade icon.[/p]
  • [p]Fixed Boys AT Rifle missing projectile.[/p]
  • [p]Fixed Infantry Halftrack gunners not being killable by small arms fire.[/p]
  • [p]Fixed Scout Car gunners not being killable by small arms fire.[/p]
  • [p]Fixed M3 Halftrack having two weapons.[/p]
  • [p]Fixed M3 Halftrack gunners not being killable by small arms fire.[/p]
  • [p]Fixed Ostheer Sd.Kfz 251 gunners not being killable by small arms fire.[/p]
  • [p]Fixed Boys AT Rifle requirement text.[/p]
  • [p]Fixed PIAT Ambush overlapping with Repair ability[/p]
  • [p]Fixed Humber excessive penetration chances vs rear tank armor[/p]
  • [p]Fixed an issue that likely caused replays to desync and result in a fatal scar error.[/p]
  • [p]Fixed some issues with abilities being invisible when Panzer Elite doctrines have not been chosen yet.[/p]
  • [p]Fixed 88 mm Flak 36 having different base hitpoints than in vCoH[/p]
  • [p]Fixed PE 88 mm Flak 36 giving 5 xp instead of 3[/p]
  • [p]Fixed Volksgrenadier squad leader having different hitpoints than the other squad members[/p]
  • [p]Fixed some faulty damage modifiers of the 203mm artillery against tanks[/p]
  • [p]Fixed Pervitin passive healing rate being higher than intended[/p]
  • [p]Fixed some Soviet units missing 'Hero of the Soviet Union' veterancy[/p]
  • [p]Fixed certain vehicle and plane mapobjects not giving cover.[/p]
  • [p]Fixed certain vehicle and plane mapobjects being selectable.[/p]
  • [p]Fixed main menu art shader issue[/p]
  • [p]Fixed Pershing call-in population requirement (12 → 14)[/p]
  • [p]Fixed some aircraft variants having obcenely high hitpoints (now unified at 100 hp) [/p]
  • [p]Fixed Field Hospital Medical Supplies ability visibilty (and updated FH upgrade description).
  • Fixed Emplacement recrew squad counts (now always recrews with 3 models). [/p]
  • [p]Fixed and unified damage and destroyed engine criticals (some had +rec. accuracy modifiers, others not). When a vehicle has a destroyed or damaged engine it will get +40% received accuracy.
  • Fixed flame weapon damage on Zrinyi II artillery shell [/p]
  • [p]Fixed OH Panzer IV getting double speed boost from Panzerkrieg (+32.25% → 15%) [/p]
  • [p]Fixed missing V1 Rocket incoming general announcer voice line. [/p]
  • [p]Fixed shells phasing through PE Schwimmwagen [/p]
  • [p]Fixed PE Schwimmwagen having the ability to detect mines by default [/p]
  • [p]Fixed Counter Battery always hitting dead center. [/p]
  • [p]Fixed Mortar Pit/MG emplacement incorrect veterancy tables.[/p]
  • [p]Fixed CW starting mg nests taking up population space. [/p]
  • [p]Fixed StuH42 accuracy tables vs infantry. [/p]
  • [p]Fixed 25-Pounder damage multipliers vs tanks (now deals full damage) [/p]
  • [p]Fixed faulty Flammpanzer III flamethrower range tables [/p]
  • [p]Fixed Commando PIAT ambush overlapping with the Throw Grenade ability. [/p]
  • [p]Fixed Commandos suppression break camouflage not working as intended. [/p]
  • [p]Fixed (removed) CW emplacement medical kits. [/p]
  • [p]Fixed Demolition Charges not destroying stationary cannons with a single charge. [/p]
  • [p]Fixed Sherman Firefly wreck entity (should now be recovered by the FAMO as a Sherman). [/p]
  • [p]Fixed a minor issue with T-34/85 Improved Ammunition bonus. [/p]
  • [p]Fixed a veterancy modifier on JP IV/Zrinyi II Ace vet. [/p]
  • [p]Fixed ISU 152 weapon penetration against Elefant, Tiger I, and Jagdpanther. [/p]
  • [p]Fixed minor target table inconsistencies between Pershing/HVAP weapon. [/p]
  • [p]Fixed minor target table inconsistencies between Jagdpanther/Elefant/KT weapons. [/p]
  • [p]Fixed various inconsistencies in mortar weapon range tables.[/p]
  • [p]Fixed various axis tank guns missing damage modifier against BA64 [/p]
  • [p]Fixed Panzerschreck rear penetration multiplier vs Churchill[/p]
  • [p]Fixed Luftwaffe Flakvierling missing weapon [/p]
  • [p]Fixed JU-88 Bombing Run and Paradrop Medical Supplies sharing cooldown with Luftbrucke Supplies [/p]
  • [p]Implemented a potential fix for Propaganda War sometimes failing to retreat targeted squads. [/p]
  • [p]Fixed BoysAT/PTRS/PTRD sometimes bouncing certain world objects[/p]
  • [p]Fixed Breakthrough Artillery explosions sometimes not having a shell projectile [/p]
  • [p]Fixed bk2h Blinding Devices sometimes being able to destroy low hitpoint vehicles [/p]
  • [p]Fixed Ba64 taking less damage than intended from certain Antitank weapons [/p]
  • [p]Fixed PE Schwimmwagen missing doctrinal abilities (SE: Incendiary Trap, Luft: Mark Target, TD: Battlefield Repairs)[/p]
  • [p]Fixed 25-Pounders/Wespe/M2A1 Howitzer sometimes failing to initiate a barrage due to being placed on uneven terrain.[/p]
  • [p]Fixed Kettenkrad Rudimentary Repairs disappearing when Scorched Earth or Luftwaffe Tactics was selected.[/p]
  • [p]Fixed some minor issues with Hetzer/Hellcat camouflage revert times.[/p]
  • [p]Fixed PE Vehicle veterancy inconsistency applying barrage cooldown bonus for Hotchkiss Stuka Zu Fuss, Hummel (now always -5s per veterancy rank)[/p]
  • [p]Fixed KV-2 using incorrect main gun firing sound[/p]
  • [p]Fixed KV-2 main gun recoil animation[/p]
  • [p]Fixed KV-2 base accuracy (now in line with other howitzers)[/p]
  • [p]Fixed Hummel instant barrage recharge time[/p]
  • [p]Fixed Hummel base accuracy (now in line with other howitzers)[/p]
  • [p]Fixed recrewed Ostheer Mortar missing barrage ability if Supercharged Shells are unlocked.[/p]
  • [p]Fixed many explosive weapons (artillery, rockets) missing criticals to destroy building panels.[/p]
  • [p]Fixed Nebelwerfer rockets sometimes disabling garrisons.[/p]
  • [p]Fixed infantry flamethrower damage output vs buildings and emplacements (was around 25% lower than intended).[/p]
  • [p]Fixed Large Scale Assault and Fire Discipline sharing cooldown. [/p]
  • [p]Fixed missing Medical Kit for recrewed emplacements. [/p]
  • [p]Fixed Bk2h Anti-Tank Stun Grenade sometimes destroying vehicles with low hitpoints.[/p]
  • [p]Fixed Ostheer Demolition Charge upgrade requirement.[/p]
  • [p]Fixed Jagdpanther main gun accuracy multiplier vs infantry (0.75 → 0.6)[/p]
  • [p]Fixed some target table inconsistencies on Soviet Coax machine guns[/p]
  • [p]Fixed missing Soviet t3 repair station upgrade[/p]
  • [p]Fixed incorrect requirement text for Strelky[/p]
  • [p]Fixed rebuilt Wespe population cost (8 → 10)[/p]
  • [p]Fixed the infamous "unselectable demo charges" exploit/bug that would occur when demo charges were placed near other selectable objects (e.g. resource points)[/p]
  • [p]Fixed Naval Infantry PTRD upgrade missing Armoury requirement[/p]
  • [p]Fixed various instances of mortar barrages missing when capturing mortars originally belonging to other factions.[/p]
  • [p]Fixed all instances of captured mortar barrage ranges not corresponding with the weapon's actual potential barrage range. [/p]
  • [p]Fixed Commando support units selection groups overlapping[/p]
  • [p]Fixed (updated) Priority Defense description[/p]
  • [p]Fixed PIAT Ambush not revealing units after the first shot[/p]
  • [p]Fixed Concrete Emplacements causing team weapons to become non-selectable after leaving the emplacement[/p]
  • [p]Fixed Nebelwerfer not dealing any suppression vs heavy cover (multiplier was 0, now 0.25)[/p]
  • [p]Fixed (updated) M18 Hellcat descriptio[/p]
  • [p]Fixed Opel Krankenwagen remaining multi-squad selectable (drag-n-click) after setting up.[/p]
  • [p]Fixed Sherman 76 mm missing damage multiplier vs Panzer III/skirts (1/1 → 1.25/1.125)[/p]
  • [p]Fixed Honved Danuvia M3 and Panceltoro upgrade being visible while upgrading the other squad weapon[/p]
  • [p]Fixed an AoE inconsistency on Molotov that caused it to sometimes miss on direct impact[/p]
  • [p]Fixed Molotov sometimes being able to destroy heavy tanks[/p]
  • [p]Fixed Breakthrough Artillery not targeting Anti-Tank Guns and stationary Cannons[/p]
  • [p]Fixed Counter Battery description mentioning Mortar Emplacements[/p]
  • [p]Fixed Butterfly Bombs being available after HQ is destroyed[/p]
  • [p]Fixed Panzer Elite emergency call-in not always showing up[/p]
  • [p]Fixed Emergency call-in disparities[/p]
  • [p]Fixed vehicle flamethrower damage multipliers vs garrisons and trenches[/p]
  • [p]Fixed Panzer III missing vertical gun traverse[/p]
  • [p]Fixed IL-2 Incendiary Bombardment not killing infantry in some situations[/p]
  • [p]Fixed overlapping hotkeys for Sturmpioneer Minesweeper/MP40 upgrades[/p]
  • [p]Fixed Street Fighting bonus not applying properly to some weapon crews[/p]
[p][/p]

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