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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]