Update 3.0 - Release Notes [2/2]
We're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)!
This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more!
https://store.steampowered.com/news/app/317600/view/3328745165989788306
[h2]Global balance & gameplay changes[/h2]
[h3]Snipers[/h3]
Snipers have seen a significant reduction in combat capacity and their camouflage functionality has been tweaked as well. The aim of these changes is to reduce the ability to kite during firefights by making it more difficult to perform the "stop-and-shoot" behaviour. A longer initial aiming time paired with longer cooldown between shots and longer reveal times after shooting should make it easier to catch snipers and reduce the overall dominance that these units could impose against other infantry types.
Intended counter units such as the Jeep, Motorcyle, and Observers are now also significantly more effective at detecting and damaging Snipers. Lastly, an significantly increased manpower upkeep cost should also make it less favourable to field multiple Snipers.
[h3]Off-map artillery[/h3]
Off-map artillery abilities have seen a significant increase in cooldown after use, and some abilities also received a cost increase. The aim of this change is to reduce the overall availability of such abilities so that these cannot be used to dictacte every engagement. Some specific abilities such as the Commonwealth FOO Artillery Strike and Decoy Artillery Strike received additional attention in order to reduce the oppressive nature of these abilities.
[h3]Resource sharing in team games[/h3]
We have changed the resource distribution inbetween players in larger team games (3v3, 4v4) so it becomes harder to fasttech into the "best" units a faction has to offer. By changing the income we intend that players can utilize basic infantry units, light vehicles and weapon teams more effectively while spamming on- and offmap artillery and heavy tanks becomes harder.
In practise this means that points will deliver less resources per player in gamemodes 3v3 and 4v4. Each captured sector will provide 75% instead of 100% for the team, which results in following numbers:
[h3]Target Prioritization[/h3]
Reworked unit target prioritization from the ground up:
[h3]Quality of life[/h3]
[h3]Vehicle combat[/h3]
Disabled "vehicle cover" ability (vehicles receiving a -25% received accuracy bonus when passing through light and heavy cover). This change reduces a significant layer of RNG that mostly causes frustrating moments where tanks shoot into the dirt during crucial moments in battle simply because a vehicle target randomly passes through terrain elements.
[h3]Infantry combat[/h3]
[h3]Infantry Anti-Tank Weapons[/h3]
[h3]Field Defenses[/h3]
[h3]Light Recon Vehicles[/h3]
[h2]Americans[/h2]
[h3]Supply Yard[/h3]
[h3]Jeep[/h3]
[h3]M1917 Heavy Machine Gun Team[/h3]
[h3]Rangers[/h3]
[h3]M1 57 mm Anti-Tank Gun[/h3]
[h3]T17 Armored Car[/h3]
[h3]M10 Wolverine[/h3]
[h3]M18 Hellcat[/h3]
[h3]Sherman Crocodile[/h3]
[h3]M26 Pershing[/h3]
[h3]Howitzer Shoot[/h3]
[h3]Strafing Run[/h3]
[h3]Bombing Run[/h3]
[h3]Air Reconnaissance[/h3]
[h3]War Machine[/h3]
[h3]Field Repairs[/h3]
[h2]Wehrmacht[/h2]
[h3]150 mm Nebelwerfer Rocket Battery[/h3]
[h3]50 mm Pak 38 Anti-Tank Gun[/h3]
[h3]150mm Nebelwerfer 41[/h3]
[h3]Officer[/h3]
[h3]StuH 42[/h3]
[h3]Panther[/h3]
[h3]King Tiger[/h3]
[h3]Kampfkraft Center[/h3]
[h2]Panzer Elite[/h2]
[h3]Panther[/h3]
[h3]Jagdpanther[/h3]
[h2]Commonwealth[/h2]
[h3]Stuart Light Tank[/h3]
[h3]Forward Observation Officers (FOO) Artillery Barrage[/h3]
[h3]Decoy Artillery (real barrage)[/h3]
Decoy Artillery
[h2]Sound design and Visuals[/h2]
[h2]Maps[/h2]
Numerous maps have seen significant visual improvements and balance tweaks. These include:
Furthermore, 5 completely new maps were added!:
[h2]Bug fixes[/h2]
This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more!
Part 1
Summary & Faction Overhaulshttps://store.steampowered.com/news/app/317600/view/3328745165989788306
[h2]Global balance & gameplay changes[/h2]
[h3]Snipers[/h3]
Snipers have seen a significant reduction in combat capacity and their camouflage functionality has been tweaked as well. The aim of these changes is to reduce the ability to kite during firefights by making it more difficult to perform the "stop-and-shoot" behaviour. A longer initial aiming time paired with longer cooldown between shots and longer reveal times after shooting should make it easier to catch snipers and reduce the overall dominance that these units could impose against other infantry types.
Intended counter units such as the Jeep, Motorcyle, and Observers are now also significantly more effective at detecting and damaging Snipers. Lastly, an significantly increased manpower upkeep cost should also make it less favourable to field multiple Snipers.
[h3]Off-map artillery[/h3]
Off-map artillery abilities have seen a significant increase in cooldown after use, and some abilities also received a cost increase. The aim of this change is to reduce the overall availability of such abilities so that these cannot be used to dictacte every engagement. Some specific abilities such as the Commonwealth FOO Artillery Strike and Decoy Artillery Strike received additional attention in order to reduce the oppressive nature of these abilities.
- Cooldown: 20-45 s → 75 s
- Affects: Howitzer Shoot, Firestorm, Rocket Artillery, Airburst Artillery, Decoy Artillery, Artillery Strike (Forward Observation Officers)
[h3]Resource sharing in team games[/h3]
We have changed the resource distribution inbetween players in larger team games (3v3, 4v4) so it becomes harder to fasttech into the "best" units a faction has to offer. By changing the income we intend that players can utilize basic infantry units, light vehicles and weapon teams more effectively while spamming on- and offmap artillery and heavy tanks becomes harder.
In practise this means that points will deliver less resources per player in gamemodes 3v3 and 4v4. Each captured sector will provide 75% instead of 100% for the team, which results in following numbers:
- Low resource point income: 5 → 4, with outpost 8 → 6
- med resource point income: 10 → 8, with outpost 18 → 14
- high resource point income: 16 → 12, with outpost 26 → 20
[h3]Target Prioritization[/h3]
Reworked unit target prioritization from the ground up:
- Vehicles and tanks should now prioritize other vehicles over infantry targets in a much more logical sense.
- Vehicles and tanks should no longer heavily favor targets up close, and may now properly swap to a more important target further away.
- Units will now continue to consider a manually suggested target (RMB on a unit) even after move commands are issued.
- Units will now properly prioritize various target types over others, fixing issues such as infantry prioritizing close-by structures instead of infantry target in the distance.
- Tweaked a plethora of base target prioritization values for all target types.
[h3]Quality of life[/h3]
- Implemented better vehicle and anti-tank gun turn plans. It should now be easier to reverse vehicles for greater distances, and tanks should generally prefer reversing over U-turns and pivot turns.
- Non-turreted tank destroyers can now fire while on the move:
- Affects: Elefant, ISU-152, Marder III, SU-76, Geschützwagen
- Affects: Elefant, ISU-152, Marder III, SU-76, Geschützwagen
- Added gun arc UI for all non-turreted tanks.
- Fixed an issue where certain Anti-Tank Gun abilities could not be activated during weapon setup.
- Changed Axis squad formations from staggered column to line formation for ease of use around cover and more consistent combat performance.
- Affected squads: Volksgrenadiers, Grenadiers, Stormtroopers, Panzergrenadiers, Assault Grenadiers, Tank Busters, Luftwaffe Ground Forces, Fallschirmjägers, Landsers, Honved, Panzerfüsiliers.
- Affected squads: Volksgrenadiers, Grenadiers, Stormtroopers, Panzergrenadiers, Assault Grenadiers, Tank Busters, Luftwaffe Ground Forces, Fallschirmjägers, Landsers, Honved, Panzerfüsiliers.
- Anti-Tank Guns, Mortars, Nebelwerfers, and HMG's will now always be recrewed by 2 models. This enables it to safely capture team weapons with 3-men squads without risk of losing the squad to RNG.
[h3]Vehicle combat[/h3]
Disabled "vehicle cover" ability (vehicles receiving a -25% received accuracy bonus when passing through light and heavy cover). This change reduces a significant layer of RNG that mostly causes frustrating moments where tanks shoot into the dirt during crucial moments in battle simply because a vehicle target randomly passes through terrain elements.
- Fixed a plethora of inconsistent accuracy and penetration modifiers for all tank and anti-tank guns:
- Tanks and anti-tank guns are now more consistently accurate against vehicles regardless of type.
- Vehicles on the move are now generally penalized less against individual target types (base -50% accuracy remains).
- In certain extreme cases Anti-Tank Guns are now vastly more reliable against certain targets penetration-wise.
- In the specific case of the SU-85, Jagdpanzer IV, Cromwell, and Hetzer, they will now significantly receive hits more consistently (nearly everything had up to -25% accuracy vs these).
- Captured at guns will generally perform better against their "own" faction/side.
- Base accuracy and penetration chance remain unchanged.
[h3]Infantry combat[/h3]
- Reduced the overall cover search radius to prevent units from jumping out of cover too easily in favour of other nearby cover objects.
[h3]Infantry Anti-Tank Weapons[/h3]
- Greatly increased the overall reliabilty of the M9 Bazooka, Panceltoro 44.M, and Panzerschreck at range. It should now be significantly easier to use these weapons effectively:
- M9 Bazooka:
- Scatter angle: 20 → 8
- Vastly increased penetration capabilities against all vehicles and tanks.
- Scatter angle: 20 → 8
- Panzerschreck:
- Scatter angle: 15 → 8
- Max scatter distance: 20 → 10
- Normalized base damage: 105/120 → 110
- Scatter angle: 15 → 8
- Panceltoro 44.M:
- Scatter angle: 20 → 8
- Vastly increased penetration capabilities against all vehicles and tanks.
- Scatter angle: 20 → 8
[h3]Field Defenses[/h3]
- Barbed Wire and Sandbags construction time increased by ~40%
- when placing multiple mines (in a line via drag&drop) spacing inbetween individual mines was increased (2m -> 8m)
[h3]Light Recon Vehicles[/h3]
- Reduced durability against small arms fire while moving. This change should make it less efficient to use these types of vehicles to push infantry out of cover during engagements.
- Affected units: Jeep, Motorcycle, Schwimmwagen, Kettenkrad, Kübelwagen
[h2]Americans[/h2]
[h3]Supply Yard[/h3]
- Base upkeep reduction: -25% → -15%
- Level 1 Supply Yard upkeep reduction bonus: -27% → -37%
- Level 2 Supply Yard now reduces infantry reinforce cost by roughly 10% (affects Airborne, Riflemen and Rangers)
[h3]Jeep[/h3]
- Veterancy requirements: 8/16/32 → 6/12/24
[h3]M1917 Heavy Machine Gun Team[/h3]
- AP rounds munition cost: 35 → 20
- Significantly increased suppressive capabilities.
[h3]Rangers[/h3]
- Improved M1 Garand rifle effectiveness.
- Bazookas now once again come by default instead of being available as upgrade.
- M1 Thompson upgrade now grants 4 Thompsons instead of 6.
[h3]M1 57 mm Anti-Tank Gun[/h3]
- APCR Shells ability:
- Vastly reduced scatter while active
- Ability can now be activated before setting up
- Munition cost: 50 → 35
- Duration: 11s → 25s (potential amount of shots: 2-3 → 4-5)
- Weapon damage multiplier: 1.25 → 1.2
- Vastly reduced scatter while active
- Deployment time: 60s → 40s
- Reinforce time: 5s → 8s
- Recrewed reinforce time: 20s → 8s
- Reinforce cost: 26 mp → 35 mp
- Airborne reinforce cost: 84 mp → 35 mp
- Recrewed reinforce cost: 65 mp → 35 mp
[h3]T17 Armored Car[/h3]
- Hitpoints: 265 → 350
- Added .50cal HMG upgrade
- Normalized main gun performance to be similar to the CW Staghound:
- Vastly increased penetration capabilities vs all vehicle types.
- Reload time: 3.5s → 7s
- Base damage: 50 → 65
- Vastly increased penetration capabilities vs all vehicle types.
[h3]M10 Wolverine[/h3]
- Removed 25% damage bonus against light vehicles and medium tanks (including Panzer IV)
[h3]M18 Hellcat[/h3]
- Removed 25% damage bonus against light vehicles and medium tanks (up to Panzer IV)
[h3]Sherman Crocodile[/h3]
- Vastly increased flame damage output and consistency
- Fixed missing flame projector sound effect
- Fuel cost: 110 → 70
- Fixed overlapping upgrades (.50cal HMG and Bulldozer in the same upgrade slot).
- Fixed vehicles only being able to purchase one upgrade instead of the intended two.
[h3]M26 Pershing[/h3]
- Main gun reload time: 6 s → 6-7 s
[h3]Howitzer Shoot[/h3]
- Reduced overall effectiveness against base buildings
- Fixed Artillery Shells lacking damage fall-off within its area of effect radius:
- Base damage: 115 → 120
- Area of effect damage multipliers (short/mid/long): 1 → 1.5/0.75/0.3
- Area of effect damage (short/mid/long): 115/115/115 → 180/90/36
- Base damage: 115 → 120
[h3]Strafing Run[/h3]
- Cooldown: 45 s → 75 s (now matching other airstrikes)
- Weapon consistency pass:
- Damage output should now be much more consistent across the board.
- Full squad wipes against mainline infantry being much less frequent (assuming full hitpoints).
- Damage output versus infantry blobs is now more consistently distributed across the entire blob.
- Damage output versus cover and (Wehrmacht) veteran infantry is now more consistent.
- Suppressive effect is now more consistent.
- Weapon range is reduced to slightly reduce the "instant damage on activation", especially on smaller maps (still very fast).
- Damage output should now be much more consistent across the board.
- Fixed artillery warning sound cues.
- Slightly tweaked the targeting box size to better represent the ability area of effect.
[h3]Bombing Run[/h3]
- Vastly increase area of effect radius.
- Weapon damage consistency pass; damage output should now be much more consistent across the board.
- Cooldown: 45 s → 75 s (now matching other airstrikes)
[h3]Air Reconnaissance[/h3]
- Cooldown: 20 s → 60 s
[h3]War Machine[/h3]
- Cooldown: 60 s → 90 s
[h3]Field Repairs[/h3]
- Cooldown: 25 s → 90 s
[h2]Wehrmacht[/h2]
[h3]150 mm Nebelwerfer Rocket Battery[/h3]
- Manpower cost: 325 → 320
- Deployment time: 46s → 40s
- Reinforce time: 5s → 7s
- Recrewed reinforce time: 20s → 7s
- Reinforce cost: 26 mp → 35 mp
- Recrewed reinforce cost: 65 mp → 35 mp
[h3]50 mm Pak 38 Anti-Tank Gun[/h3]
- Manpower cost: 290 → 280
- Deployment time: 46s → 40s
- Recrewed reinforce time: 20s → 7.5s
- Reinforce cost: 26 mp → 35 mp
- Recrewed reinforce cost: 65 mp → 35 mp
[h3]150mm Nebelwerfer 41[/h3]
- Manpower cost: 325 => 320
- Deployment time: 46s => 40s
- Reinforce time: 5s => 7s
- Recrewed reinforce time: 20s => 7s
- Reinforce cost: 26 mp => 35 mp
- Recrewed reinforce cost: 65 mp => 35 mp
- Veterancy level 2 now grants -25% weapon scatter
[h3]Officer[/h3]
- Now available in Reich Headquarters instead of Sturm Armory
[h3]StuH 42[/h3]
- Command point cost: 2 → 3
- Completely redesigned the main gun functionality:
- The weapon will no longer fire in a howitzer-type fashion but instead fire in direct-fire mode.
- Rate of fire reduced significantly
- Incresaed damage consistency against infantry and vehicles
- The weapon will no longer fire in a howitzer-type fashion but instead fire in direct-fire mode.
- Manpower upkeep cost increased significantly
[h3]Panther[/h3]
- Fuel cost: 110 → 125
- Main gun base damage: 137.5 → 115
- Slightly reduced overall mobility
[h3]King Tiger[/h3]
- Main gun reload time: 4.5-5.5s → 6-7s
- Vastly increased area of effect damage against infantry (similar to the Tiger)
[h3]Kampfkraft Center[/h3]
- Veteran Tanks upgrade costs:
- Veterancy 1:
- Manpower: 100 → 140
- Fuel: 30 → 40
- Manpower: 100 → 140
- Veterancy 2:
- Manpower: 300 → 250
- Fuel: 50 → 70
- Manpower: 300 → 250
- Veterancy 3:
- Fuel: 70 → 90
- Fuel: 70 → 90
[h2]Panzer Elite[/h2]
[h3]Panther[/h3]
- Main gun base damage: 137.5 → 115
- Slightly reduced overall mobility
[h3]Jagdpanther[/h3]
- Hitpoints: 1600 → 942
- Traverse rate: 32 → 27
- Main gun reload time: 4.5-5.5s → 6-7s
- Vastly increased area of effect damage against infantry (similar to the Tiger)
- Manpower upkeep cost: 11.5 mp/min → 31 mp/min
[h2]Commonwealth[/h2]
[h3]Stuart Light Tank[/h3]
- Canister Ammunition:
- Slightly tweaked initial responsiveness (hopefully reducing a misfire issue).
- Main gun is now disabled for 4 seconds after firing a Canister Shell (can no longer quickly fire canister and another shot in quick succession).
- Fixed crucial bugs with the weapon that resulted in regular squad wipes at full hitpoints:
- Removed criticals that caused the weapon to have a high chance of wiping models from full hp.
- Fixed bugged area of effect damage.
- Base damage: 40 → 30
- Removed criticals that caused the weapon to have a high chance of wiping models from full hp.
[h3]Forward Observation Officers (FOO) Artillery Barrage[/h3]
- Initial volley:
- Shell count: 2 → 1
- Fixed shell dropping height (caused the shell to appear before any audio cues)
- Chance to kill infantry within the green hp bracket: 20% → 5% (now matching other artillery shells)
- Change to kill infantry within the yellow hp bracket: 35% → 15% (now matching other artillery shells)
- Shell count: 2 → 1
- Delay between initial shot and second volley: 3 s → 2 s
- Second volley:
- Delay between shells: 0.125-0.75 s → 1.75-2.25 s
- Shell count: 3 → 6
- Delay between shells: 0.125-0.75 s → 1.75-2.25 s
- Third volley (3 shells) removed (prevents shells from landing simultaneously)
- Cooldown: 30 s → 75 s (now matching other barrages)
- Added missing barrage preview UI
- Barrage UI now properly previews the barrage area.
- Munition cost: 150 → 125
- Cooldown: 45 s → 75 s
[h3]Decoy Artillery (real barrage)[/h3]
- Initial delay: 1.8 s → 3 s (now matching Howitzer Shoot).
- Delay between shells: 1-2 s → 2-2.5 s
- Added missing barrage preview UI.
- Cooldown: 30 s → 75 s (now matching other barrages)
- Barrage UI now properly previews the barrage area.
Decoy Artillery
- Cooldown: 25 s → 75 s
[h2]Sound design and Visuals[/h2]
- Implemented new weapon sounds for:
- Mosin Nagant Rifle
- SVT-40 Rifle
- PPSh-41 SMG
- PPD-38 SMG
- PPD-40 SMG
- SG-43 HMG
- Maxim M1910 HMG
- DP-28 LMG
- MG34 HMG/LMG
- Beretta Modello 38 SMG
- Mannlicher 33.M Rifle
- Danuvia 43.M SMG
- Gewehr 33/40 Rifle
- Mosin Nagant Rifle
- Enabled additional Grenadier/Stormtrooper voice lines:
- Squads upgraded with MG42 LMG first will make machine gun call-outs
- Squads upgraded with Panzerschrecks first will make anti-tank unit call-outs
- Squads upgraded with MG42 LMG first will make machine gun call-outs
- Updated/new visual models and textures for:
- T-60 Light Tank
- IS-2
- ISU-152
- Krankenwagen
- Jagdpanzer IV
- Panzerwerfer
- Sd.Kfz. 9 Famo
- T-34-85
- Scout Car
- M26 Pershing
- 52K 85 mm AT/AA Cannon
- Panzer III
- Panzer II Luchs
- T-60 Light Tank
- Updated/new icons and symbols for a plethora of units, upgrades, and abilities, including:
- Landsers
- Sturmpioneers
- Observers
- Assault Grenadiers
- Tank Busters
- Panzer 38(t)
- Panzer II Luchs
- SU-100
- T-34-85
- SU-76
- T-60 Light Tank
- BT-7 Cavalry Tank
- Cromwell
- M26 Pershing
- Hotchkiss
- Marder III
- Wespe
- Elefant
- Landsers
- Updated and improved names and descriptions for most units, abilities, and upgrades.
[h2]Maps[/h2]
Numerous maps have seen significant visual improvements and balance tweaks. These include:
- Kotelnikovo (2)
- Dom Pavlova (4)
- Lemberg (4)
- Sevastopol (4)
- Tali Ihantala (6)
Furthermore, 5 completely new maps were added!:
- Cologne (2)
- Constantaport (4)
- Nokolaevka (4)
- Anapa (6)
- Convoy (6)
- Pitomnik (6)
[h2]Bug fixes[/h2]
- Fixed weapon coordinates for a multitude of squads and vehicles, which were causing potential risks for subpar performance:
- Affected units: Ingenery, Strelky, Conscripts, Soviet Weapon Crews, SG-43 HMG, MG34 HMG, BA-64, Kübelwagen.
- Affected units: Ingenery, Strelky, Conscripts, Soviet Weapon Crews, SG-43 HMG, MG34 HMG, BA-64, Kübelwagen.
- Fixed weapon coordinates for a multitude of weapons, which were causing potential risks for subpar performance:
- Affected weapons: DP-28, Beretta 1938, MG34 LMG, MG26t, Grb.39, FG42 (ostheer)
- Affected weapons: DP-28, Beretta 1938, MG34 LMG, MG26t, Grb.39, FG42 (ostheer)
- Fixed an issue with some DP-28's being allowed to fire on the move (while there is no animation for this).
- Fixed unintended high area of effect radius for 76 mm ZiS-3 Anti-Tank Gun.
- Fixed Comet Reward unit not working.
- Fixed 52K 85 mm AT/AA causing the game to crash.
- Fixed model LOD issues on Ostheer base structures.
- Fixed LOD issues with Pak97/38 and Hungarian Mannlicher 31.M rifle.
- Fixed Beutepanzer T-34-85 main gun not working.
- Fixed a general inconsistency with weapon crews (at guns, nebelwerfers) reinforce cost and timings. Recrewed guns now also have proper costs and reinforce timings.
- Fixed game lobby faction flag UI size.
- Fixed Hotchkiss Light Tank UI icon alignment.
- Fixed missing smoke barrage for Soviet 82 mm mortar.
- Fixed recaptured heavy mortars UI (all factions).
- Fixed recaptured soviet mortars having heavy mortar name and symbol.
- Fixed missing smoke barrages on recrewed mortars (all factions).
- Fixed Group Zeal bonuses, visuals, and description.
- Fixed VPGS-41 invisible projectile.
- Fixed upgunned Shermans missing firing animations.
- Fixed Sd.Kfz. 9 "Famo" recover ability ui slot
- Fixed recovered Panzer III wrecks causing the game to crash.
- Fixed Panzerwerfer not being recoverable by Famo.
- Fixed Wespe not being recoverable by Famo.
- Fixed recovered Panzer 38(t) causing the game to crash.
- Fixed Concrete Emplacement target type (slit_trench → bunker_emplacement)
- Fixed StuH42 unable to target buildings.
- Fixed Recoilless Rifle projectiles phasing through Sd.Kfz. 222.
- Fixed Hetzer call-in population requirements (6 → 8)
- Fixed Conscript DP28 LMG UI slot.
- Fixed Scout Car detection radius: (0 → 9)
- Fixed minor target table inconsistencies for the Marder III.
- Fixed Observer Team Fire-Up ability name, description, icon, and functionality.
- Fixed Observer Team SVT-40 rifle upgrade description and icon.
- Fixed Observer Team camouflage functionality.
- Fixed Beutepanzer T-34 main gun and armor type.
- Fixed Honved being able to purchase Panceltorro twice.
- Fixed Armoury not having a reinforce radius.
- Fixed missing squad leader for Honved infantry.
- Fixed Infantry Storm not reducing unit reinforcement time.
- Fixed broken tracers for 43M Sub-Machine Guns, MP44 squad leader weapon.
- Fixed missing vehicle badge UI for several Ostheer, Panzer Elite, and Soviet vehicles
- Fixed incorrect shell spawning markers for Panther, Puma 50mm, Geschützwagen, Light Anti-Tank Halftrack
- Fixed Armored Car coaxial MG42 tracers
- Fixed Scout Car MG42 tracers
- Fixed broken PPHs-41/MP-40 SMG tracers (tracers disappearing before reaching their target)
- Fixed Soviet Repair Engineers appearing as white boxes on the minimap
- Fixed Sd.Kfz. 250 halftrack series turn plan (jeep_i → halftrack_i)
- Fixed PPD-38/PPD-40 SMG having excessive muzzle flash.
- Fixed T-60 missing coaxial machine gun.
- Fixed Panzer IV infantry Support Tank missing hull and coaxial machine guns.
- Fixed Wirbelwind missing hull machine gun.
- Fixed Panzer III not being affected by the global Schürzen Armor Skirts upgrade.
- Fixed Kettenkrad/PE Schwimmwagen taking excessive damage from small arms
- Fixed Panzerwerfer weapon Y coordinate to ease barraging close to tall objects.
- Panzer Elite Panther now properly receives the correct target type at veterancy 3 (which grants Schürzen) instead of a flat -25% received penetration multiplier.
- Fixed a bug where Breakthrough Artillery would remain available after the HQ is destroyed.
- Fixed recrewed 52K AA/AT Gun name and icons.
- Fixed Panzergrenadiers not being able to purchase veterancy upgrades.
- Fixed Skirmish Commander not being able to heal.
- Fixed a bug where Satchel Charges (Breakthrough Assault Strategy) would reduce certain ability munition costs.
- Fixed Snipers being unable to target Pak 43 gun crews.
- Soviet squads/abilities/upgrades that require the Armoury will now remain available even if the Armoury is destroyed.
- Fixed Ostheer tank experience values.
- Fixed Outpost not being in slot 1 for all construction menus.
- Fixed PTRS weapon symbol.
- Fixed KV-2 Shell projectile sound (now sounding like artillery).
- Fixed Panzer 38(t) not spawning a wreck when destroyed.
- Fixed an issue where Men Against Tanks bonuses would only affect Strelky and Naval Infantry.
- Fixed an issue where planes would not fire weapons in the second hardpoint slot.
- Fixed Panzerwerfer 42 firing sound bug (sound disappearing after first barrage).
- Fixed Zrinyi II Assault Gun gun arc UI
- Fixed Zrinyi II projectile spawning at incorrect marker, causing in poor shell ballistics and thus subpar weapon consistency.
- Fixed Zrinyi II firing angle (shells no longer leave the barrel at highly odd angles).
- Fixed Landser Gewehr 43 missing firing sound.
- Fixed Sherman 105 projectile ballistics.
- Panzer II "Luchs" will no longer make puma specific callouts.
- Panzer 38t will no longer make Hotchkiss specific callouts.
- Flammpanzer III no longer receives a double movement bonus from Panzerkrieg (Army Elite).
- Fixed a bug with Commonwealth Rifle Grenades min/max damage being reversed. Weapon now deals 20/35 as intended.
- Fixed PaK 43 shell sounding like artillery shells.
- Fixed and improved USF veterancy icons (above unit healthbars and on the taskbar)
- Fixed clipping Wehrmacht veterancy icons for both infantry and vehicles.
- Fixed missing tracers for Sd.Kfz. 251/21 Drilling.
- Fixed Sd.Kfz. 251/21 Drilling broken tracer references and orientation, resulting in faulty tracers.
- Fixed incorrect weapon coordinates for the Sd.Kfz. 251/21 Drilling, causing the weapon to underperform.
- Fixed incorrect weapon coordinates for the MG34 Heavy Machine Gun, causing the weapon to have subpar performance.
- Fixed incorrect weapon coordinates for the MG151 Emplacement, causing the weapon not deal suppression as intended (and as a result deal too much damage).
- Fixed Ostheer turret mounted MG34 Gunners not being killable.
- Fixed Traverse Mechanism critical showing up as destroyed main gun on the vehicle blueprint.
- Fixed M7 Priest wrecks being recoverable as Beutepanzer Shermans.
- Fixed an exploit that allowed antitank guns to fire faster than intended