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  3. Update 3.5 - Release Notes [1/3]

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