Update 3.4 - Release Notes [1/2]
We're pleased to announce that Update 3.4 is heading your way, and will be released in the near future!
This update brings fixes to desync and saved games, game stability improvements, major AI fixes and enhancements, balance tweaks, quality of life improvements, bug fixes, and more!
[h2]Desync & Saved games[/h2]
One of the major issues that has been reported since the release of Update 3.3 was that players were experiencing desynchronization (desync) during multiplayer games, and that saved games were not working.
Desync refers to a situation where the game state becomes inconsistent or out of sync between different players or the server. This means that what one player sees or experiences in the game may differ from what others are experiencing. Desync issues can result in gameplay problems, such as units behaving incorrectly, actions not registering correctly, or players perceiving events differently. This eventually results in very odd game behavior, lag, and in some cases game crashes. Ultimately Desync ruins the match outcome and player experience.
Thanks to your continued feedback we were able to isolate the issues and as such were able to fix the issues at hand.
Note that a poor internet connections with high ping and severe packet loss, low end systems, and poor in-game performance can also lead to desync and lag.
[h2]Game stability issues[/h2]
The Eastern Front mod suffered from game stability issues since quite some time. While some of these were related to the newly introduced AI scripts that were introduced with Update 3.3, there were other issues that would cause frequent crash-to-desktop errors and game freezes.
In a very time consuming process we managed to identify and fix two critical sources of the crashes. As a direct result, the game should now run much more stable than it used to.
Unfortunately one of these sources related to our custom implementation of Steam Achievements. We therefore decided to disable the achievements completely until we can figure out a way to implement them without causing game instability issues. The achievements will remain visible on the Steam page, but for the time being it will no longer be possible to complete them.
We hope you understand this decision and that our priority is first and foremost to make Eastern Front an enjoyable gaming experience.
Lastly, it should be noted that Company of Heroes has game instability issues unrelated to the Eastern Front mod. The game is notoriously unstable when using Ultra Shaders (which enables DirectX 10), even on modern high-end systems. We strongly recommend setting Shaders to either Low or High, and only low amounts of Anti-Aliasing should be used.
[h2]AI[/h2]
With Update 3.3 a plethora of new AI functionalities were introduced with the aim to make the AI more dynamic and a be a more interesting and challenging opponent to play against on all difficulties.
However, we quickly started to note reports of the AI controlled players being passive and unwilling to engage in combat. This includes the AI constantly retreating units or it simply avoiding combat altogether. Additionally it became evident that the AI failed to purchase units and tech upgrades. All-in-all it has led to the player experience against the AI being fairly mediocre to outright underwhelming depending on the set difficulty.
Many of the reported issues were related to several major script bugs where important elements of newly implemented code and functionalities were inactive or not working as intended. These issues took a long time to figure out and address properly.
With the presented fixes and improvements we hope that the AI in Update 3.4 once again will be a fun yet challenging experience for all players. This goes for both novice players as well as battle-hardened veterans!
[h3]Fixes[/h3]
[h3]Improvements[/h3]
[h2]General changes[/h2]
[h3]Demolition Charges[/h3]
Dev note: We want to make Demolition Charges a more appealing tool to use during games. Unifying their placement functionality and overall damage potential should offer a broader range of use .
[h3]Panzerfaust[/h3]
[h3]Panzerschreck[/h3]
Dev note: The T-34/85 is an agile machine that also benefits from having decent armor protection againt a variety of weapons. As it currently stands the combination of mobility and armor means it's difficult to reliably score penetrating hits with Panzerschrecks. This is especially noticeable when the T-34/85 is upgraded with Cage Armour. We are therefore increasing the penetration chances of the Panzerschreck versus the T-34/85, while also reducing the overall impact of the Cage Armour upgrade.
[h3]PTRS/PTRD Anti-Tank Rifles[/h3]
Dev note: When it comes to handheld anti-tank weapons, the initial shots are often of great importance when trying to scare away vehicles. Lacking the large alpha strike of rocket launchers, Anti-Tank Rifles were often perceived too ineffective when engaging at max range, taking too long to start engaging their targets. An increase in range should help getting squads to fire their initial shots earlier, thus helping with the overall responsiveness of the weapon.
[h3]Mortar Smoke Barrages[/h3]
Dev note: We're significantly improving smoke barrages with the aim to increase their overall appeal and utility. The following changes should make it much more responsive and efficient to quickly deploy a dense smoke screen wherever it is needed.
[h3]Resource sharing[/h3]
Dev note: We noticed that the reduced ammunition and fuel income was a bit too much in large team games. We therefore decided to tweak the shared income multipliers accordingly.
[h3]Forward HQs[/h3]
While Forward HQs see some use on certain maps, the upgrade often is not worth the effort. In addition, we want to address that the Ostheer lacks an option to reinforce in the field independant from using Halftracks.
[h2]Soviets[/h2]
We've noticed a trend where the Soviets tend to overperform significantly when applying certain strategies. Many of the issues lie with the faction being able to build too much momentum too quickly. As such the Soviets were often a squad ahead during the early stages of the game compared to other factions.
Additionally, the faction was able to reach late game tech such as the T-34/85 too quickly without needing to forego other tech and units. This meant that the Soviets could quickly supplement their early game advantage with powerful mid-game spikes while also being able to swiftly transition into late game tanks. All-in-all it resulted in lopsided tendencies in army compositions that are hard to play against.
The following set of changes are together aimed to address the issues at hand and should put the faction back in line with the other factions and make the Soviets less oppressive in various match-ups.
[h3]Mustering Tent[/h3]
[h3]Support Barracks[/h3]
[h3]Tank Hall[/h3]
[h3]Ingenery[/h3]
Dev note: This change is primarily aimed at addressing the so-called "clown car" tactics where players would use flamethrower Ingenery together with T-34/85s to wreck havoc while also having repairs available when cruising around the map. At the same time, this change is also makes it easier to conduct repairs on tanks with tank-riding capabilities without the need for hotkeys.
[h3]Observer Team[/h3]
[h3]Conscripts[/h3]
[h3]Strelky[/h3]
[h3]Guards[/h3]
Dev note: These changes result in practially no DPS change. However, it significantly reduces the rate of fire on mid and long ranges, reducing the overall "endless bullet storm" effect that these weapons had, often leading to overperformance at these ranges.
[h3]Naval Infantry[/h3]
[h3]ZiS-44 Medic Truck[/h3]
[h3]BA-64[/h3]
[h3]SU-76[/h3]
[h3]BT-7 Cavalry Tank[/h3]
Dev note: BT-7 was too efficient when spammed.
[h3]T-60[/h3]
Dev note: T-60, while powerful, lacked the ability to stay in fights for longer periods of time. We decided to make it more durable in exchange for higher initial cost.
[h3]SU-100[/h3]
[h3]T-34/85[/h3]
Dev note: While we are happy with the overall combat performance of the T-34/85 as highly versatile and hard hitting medium tank, it has become evident that the vehicle is too cost efficient compared to other medium tanks of similiar class. We are therefore increasing the overall cost of the T-34/85, not only to put it in line with other vehicles, but also to slightly delay its initial appearance on the battlefield.
[h3]IS-2[/h3]
[h3]ISU-152[/h3]
[h3]Vehicle/Tank Veterancy[/h3]
[h3]Cage Armour[/h3]
[h3]Improved Logistics[/h3]
[h3]Improved Ammunition[/h3]
[h3]Petrol Bombs[/h3]
[h3]Men Against Tanks[/h3]
[h3]Breakthrough Strategy[/h3]
[h3]Urban Combat Strategy[/h3]
[h3]Propaganda Strategy[/h3]
Dev note: Propaganda trees were readjusted to increase the synergy between the available abilities.
[h2]Ostheer[/h2]
Dev note: Due to the high fielding cost of Landsers, the Ostheer starts training their first Landser squad at a later timing compared to other factions. A slight increase in starting resources should enable the Ostheer to keep up during the early stages of the game.
[h3]Ordnance Depot[/h3]
[h3]Division Assault Troops[/h3]
[h3]Mechanized Command[/h3]
[h3]Sturmpioneers[/h3]
Dev note: The Granatbüchse proved an unreliable weapon due to a variety of bugs and unintended behavior. This often made upgraded Sturmpioneers feel underwhelming in certain combat situations.
[h3]Landsers[/h3]
Dev note: We've noticed that Landsers tend to underperform slightly for their overall cost and intended role. The following changes are aimed to address a major DPS inconsistency between the Gewehr 43 rifle and the squad leader weapon, as well as instances where the Mkb.42 would fire much faster on longer ranges than the Gewehr 43 of other squad members.
It has also proven too difficult to reach veterancy rank 1, which is intended as an essential scaling factor during later stages of a game. On the contrary, once veterancy 1/2 were reached it was too easy to progress to veterancy rank 3 and 4.
[h3]Kubelwagen[/h3]
[h3]Skirmish Commander[/h3]
Dev note: We're adding an additional scaling potential to the Skirmish Commander akin the Offensive/Defensive bonuses provided by the Soviet Command Squad. At the same time it will also require more experience too reach the later veterancy ranks to prevent players from quickly ranking up their Skirmish Commander.
[h3]Concrete Emplacement[/h3]
[h3]MG34 Light Machine Gun[/h3]
[h3]Company Support Troops[/h3]
Dev note: This should help Ostheer get to T2 at a similar pacing as Wehrmacht. In comparison to the Wehrmacht, the Ostheer early units are generally more expensive and the faction has other side techs to consider while also having to progress to later tech.
[h3]Mechanized Command[/h3]
[h3]Grenade Supplies[/h3]
Dev note: Grenade Supplies often foregone for the MG34 Light Machine Gun upgrade. A cost reduction is aimed to increase the overall appeal of this upgrade during earlier stages of the game.
[h3]Supercharged Mortar Shells[/h3]
[h3]Mortar Team[/h3]
[h3]75 mm PaK 97/38 Anti-Tank Gun[/h3]
[h3]Wespe[/h3]
Dev note: The Wespe performs below expecations, often missing its intended barrage area due to excessive shell scatter. We're therefore making its barrage spread more consistent while also retaining some of its inaccuracy when barraging into the fog of war.
[h3]Elefant[/h3]
Dev note: The Elefant has a powerful main cannon but can rarely utilize it in the majority of games and is too vulnerable against a plethora of weapons ranging from artillery to regular tank guns. We decided to revise its armourtype to become more resilient against said weapons.
[h3]Zrinyi II Assault Gun[/h3]
[h3]Schurzen (Armor Skirts)[/h3]
[h3]Spearhead Operations[/h3]
Dev note: The left branch of Spearhead Operations is often favored because of the early access to self-repairs on tanks followed by the Tiger call-in that can be unlocked for a total of 8 CPs. We're therefore bringing the Tiger unlocking cost in line with the Wehrmacht Tiger (9 CP) to reduce its oppressiveness when appearing too early.
[h3]Siege Operations[/h3]
Dev note: We're improving the appeal of Frontline Observers to be more impactful.
[h3]Joint Operations[/h3]
Dev note: We decided to rework the Zrynji II to make it a more appealing and useful assault gun.
[h2]Panzer Elite, Wehrmacht, Americans, Commonwealth, Maps, Sound Design, Quality of Life & Bug fixes[/h2]
https://store.steampowered.com/news/app/317600/view/3686814404781284876
This update brings fixes to desync and saved games, game stability improvements, major AI fixes and enhancements, balance tweaks, quality of life improvements, bug fixes, and more!
[h2]Desync & Saved games[/h2]
One of the major issues that has been reported since the release of Update 3.3 was that players were experiencing desynchronization (desync) during multiplayer games, and that saved games were not working.
Desync refers to a situation where the game state becomes inconsistent or out of sync between different players or the server. This means that what one player sees or experiences in the game may differ from what others are experiencing. Desync issues can result in gameplay problems, such as units behaving incorrectly, actions not registering correctly, or players perceiving events differently. This eventually results in very odd game behavior, lag, and in some cases game crashes. Ultimately Desync ruins the match outcome and player experience.
Thanks to your continued feedback we were able to isolate the issues and as such were able to fix the issues at hand.
- Fixed a desync issue that was especially prevalent when teams had a mix of human and AI players.
- Fixed an issue tied to custom AI scripts not updating properly after loading a saved game.
Note that a poor internet connections with high ping and severe packet loss, low end systems, and poor in-game performance can also lead to desync and lag.
[h2]Game stability issues[/h2]
The Eastern Front mod suffered from game stability issues since quite some time. While some of these were related to the newly introduced AI scripts that were introduced with Update 3.3, there were other issues that would cause frequent crash-to-desktop errors and game freezes.
In a very time consuming process we managed to identify and fix two critical sources of the crashes. As a direct result, the game should now run much more stable than it used to.
Unfortunately one of these sources related to our custom implementation of Steam Achievements. We therefore decided to disable the achievements completely until we can figure out a way to implement them without causing game instability issues. The achievements will remain visible on the Steam page, but for the time being it will no longer be possible to complete them.
We hope you understand this decision and that our priority is first and foremost to make Eastern Front an enjoyable gaming experience.
- Fixed a major issue that would cause the game to crash to desktop without errors.
- Temporartily disabled Steam Achievements functionality due to causing critical game stability
- Fixed various Fatal AI and Scar errors related to custom scripts.
- Fixed various bugs, black screens, and crashes that would occur duing the Tutorial, Performance Test, and various campaign missions.
Lastly, it should be noted that Company of Heroes has game instability issues unrelated to the Eastern Front mod. The game is notoriously unstable when using Ultra Shaders (which enables DirectX 10), even on modern high-end systems. We strongly recommend setting Shaders to either Low or High, and only low amounts of Anti-Aliasing should be used.
[h2]AI[/h2]
With Update 3.3 a plethora of new AI functionalities were introduced with the aim to make the AI more dynamic and a be a more interesting and challenging opponent to play against on all difficulties.
However, we quickly started to note reports of the AI controlled players being passive and unwilling to engage in combat. This includes the AI constantly retreating units or it simply avoiding combat altogether. Additionally it became evident that the AI failed to purchase units and tech upgrades. All-in-all it has led to the player experience against the AI being fairly mediocre to outright underwhelming depending on the set difficulty.
Many of the reported issues were related to several major script bugs where important elements of newly implemented code and functionalities were inactive or not working as intended. These issues took a long time to figure out and address properly.
With the presented fixes and improvements we hope that the AI in Update 3.4 once again will be a fun yet challenging experience for all players. This goes for both novice players as well as battle-hardened veterans!
[h3]Fixes[/h3]
- Fixed a critical issue that was prone to causing desync in multiplayer games, even in games without AI controlled players.
- Fixed multiple major issues with custom AI control scripts that led to these not running properly, leading to passive AI behavior.
- Fixed a major issue where an outdated custom AI unit control script was active.
- Fixed Commonwealth AI not deploying HQ trucks properly, trucks should now dynamically move and setup in territory sectors, with high income sectors being preferred so long as they are not in too close proximity to danger. AI will also properly retreat trucks that are too exposed to nearby danger.
- Fixed several major AI behavior related issues due to important elements of scripts being disabled.
- Fixed a major issue that would cause AI to spam off-map call-in abilities.
- Fixed an issue where AI would not consider using certain off-map call-in abilities.
- Fixed a fatal AI error related to Soviet AI command tree purchases.
- Fixed major script issues that would cause unintended CW HQ truck behavior. This includes refusing to set-up trucks, driving trucks to high-danger areas, and not properly prioritizing correct sectors.
- Fixed a fatal scar error related to Guards PPS upgrade (incorrect reference to luaconsts)
- Fixed various HQ truck abilities/upgrades.
- Fixed AI bonuses not applying properly.
- Fixed a bug where the American AI would fail to unlock all Armor Company upgrades.
- Fixed an issue where the Cromwell Command Tank would remain stationary in the HQ sector.
- Fixed missing CW Lt/CW officer behavior.
- Fixed an issue that caused many medium/heavy vehicles with relatively low hitpoint pools being too passive and afraid of potential danger.
[h3]Improvements[/h3]
- Implemented AI avoidance functionality from Company of Heroes: Back to Basics mod; AI is now capable of dodging throwables like grenades, and both on- and off-map artillery barrages.
- Implemented AI budget system from Company of Heroes: Back to Basics mod.
- Implemented AI tactics from Company of Heroes: Back to Basics mod.
- Significantly improved tech purchasing rules, based off Company of Heroes: Back to Basics mod. AI should now purchase tech upgrades with better logic than before, minimizing situations where it would purchase any tech upgrade whenever it had resources available.
- Improved the overall aggressiveness and threat handling of the AI. Generally speaking it should result in the AI being more willing to take disadvantageous engagements, while still remaining conservative with its overall army.
- Vastly improved heavy machine gun usage.
- Vastly improved mortar and mobile artillery unit usage.
- Implemented personality builds to all factions. This enables the AI to prioritize certain teching routes through increase demand on necessary tech upgrades and units while reducing the demand for side-techs and global upgrades.
- Implemented better initial starting build orders for all factions.
- 'Assault troops' functionality:
- Reduced the default close in distance from 17 to 10. This should help AI position units that prefer close-mid range combat in their desired combat range.
- Fixed Riflemen, Landsers, Engineers, Pioneers, Fallschirmjägers* and Assault Grenadiers* not properly using the assault troops functionality. (*these units will only use this functionality when upgraded with assault rifles).
- Reduced the default close in distance from 17 to 10. This should help AI position units that prefer close-mid range combat in their desired combat range.
- Vastly improved barrage control functionality, AI should now also properly consider recrewed mortars and the like as artillery units.
- Reworked unit purchase rules from the ground up. AI should now purchase units with much greater logic than before.
- Improved AI unit ability usage.
- Improved Ostheer/Soviet healing truck usage.
- Cleared up a plethora of leftover stuff from previous AI implementations.
- Improved Pervitin usage, AI should now utilize this ability while under attack as opposed to spamming it randomly.
- Improved Soviet and PE AI upgrade purchasing logic; AI should no longer be purchasing all Armoury upgrades early on as this would significantly delay its tech progression.
- Improved various Command tree progression paths.
- PE AI should now use Railway Artillery and MG42 Team call-ins
- PE AI may now deploy and set up a Pioneer Halftrack within its base sector to help repairing vehicles.
- Improved PE teching rules
- Barrage control:
- Increased max barrage duration from 20 to 30s
- Improved Hummel barrage usage
- Implemented Ostheer mortar team barrage usage
- Increased max barrage duration from 20 to 30s
- Slightly reduced Panzergrenadier and Sturmpioneer demand
- Reduced Mortar Halftrack class rating
- Added Assault Grenadier anti-tank class ratings when upgraded with Panzerschrecks.
- Implemented aiclass ratings for brit hq trucks, this should help AI fielding units that counter the units that the respective HQ trucks deploy.
- AI is now more likely to build the Supply Yard, Kampfkraft Center, and Armoury near its HQ rather than at the edge of the base sector.
- Implemented basic tech rules for Wehrmacht veterancy purchasing.
- Improved AI sniper usage, and tweaked sniper demand (AI should now be getting Snipers on a regular basis again)
- Slightly increased AT gun base safety factor (should help them stay put a while longer before pulling away from danger).
- Significantly reduced Wehrmacht AI Medical Kit usage.
[h2]General changes[/h2]
[h3]Demolition Charges[/h3]
Dev note: We want to make Demolition Charges a more appealing tool to use during games. Unifying their placement functionality and overall damage potential should offer a broader range of use .
- Can now be placed anywhere on the map as opposed to solely on Bridges, or Structures.
- Recharge time: 0-60s → 30s
- Will now revert back to camouflaged state after being out of any detection ranges.
- Fixed major damage and area of effect inconsistencies between Demolition Charges of different factions.
[h3]Panzerfaust[/h3]
- Damage multiplier vs Jeeps: 2 → 1.5 (effective damage is now ~80% hp instead of >100%)
[h3]Panzerschreck[/h3]
Dev note: The T-34/85 is an agile machine that also benefits from having decent armor protection againt a variety of weapons. As it currently stands the combination of mobility and armor means it's difficult to reliably score penetrating hits with Panzerschrecks. This is especially noticeable when the T-34/85 is upgraded with Cage Armour. We are therefore increasing the penetration chances of the Panzerschreck versus the T-34/85, while also reducing the overall impact of the Cage Armour upgrade.
- Penetration multipliers vs T-34/85:
- Default: 0.84 → 0.9
- Cage armor: 0.74 → 0.8
- Default: 0.84 → 0.9
[h3]PTRS/PTRD Anti-Tank Rifles[/h3]
Dev note: When it comes to handheld anti-tank weapons, the initial shots are often of great importance when trying to scare away vehicles. Lacking the large alpha strike of rocket launchers, Anti-Tank Rifles were often perceived too ineffective when engaging at max range, taking too long to start engaging their targets. An increase in range should help getting squads to fire their initial shots earlier, thus helping with the overall responsiveness of the weapon.
- Range: 35 → 40
- Penetration multipliers:
- Sd.Kfz. 22x series: 1.7 → 1.2
- Panzer III: 0.3 → 0.4
- Panzer III with skirts: 0.25 → 0.3
- Sd.Kfz. 22x series: 1.7 → 1.2
[h3]Mortar Smoke Barrages[/h3]
Dev note: We're significantly improving smoke barrages with the aim to increase their overall appeal and utility. The following changes should make it much more responsive and efficient to quickly deploy a dense smoke screen wherever it is needed.
- Scatter angle: 25 → 14
- Max scatter distance: 25 → 6
- Scatter distance offset: 0 → 2
- Max tilt distance: 10 → 6
- Cooldown: 0.3s → 0s
- Wind down: 1s → 0s
[h3]Resource sharing[/h3]
Dev note: We noticed that the reduced ammunition and fuel income was a bit too much in large team games. We therefore decided to tweak the shared income multipliers accordingly.
- Shared resource multiplier: 0.76 → 0.87
- Shared resources from a low point: 3 → 4
- Shared resources from a medium point: 7 → 9
- Shared resources from a high point: 12 → 14
[h3]Forward HQs[/h3]
While Forward HQs see some use on certain maps, the upgrade often is not worth the effort. In addition, we want to address that the Ostheer lacks an option to reinforce in the field independant from using Halftracks.
- Forward HQ manpower cost 260 → 220
- Ostheer now can convert ambient structures to a Forward Headquarters. (Can deploy Sturmpioneers, Landsers, MG34 HMG teams, Mortar Teams, and PaK 97/38 Anti-Tanks Guns.
[h2]Soviets[/h2]
We've noticed a trend where the Soviets tend to overperform significantly when applying certain strategies. Many of the issues lie with the faction being able to build too much momentum too quickly. As such the Soviets were often a squad ahead during the early stages of the game compared to other factions.
Additionally, the faction was able to reach late game tech such as the T-34/85 too quickly without needing to forego other tech and units. This meant that the Soviets could quickly supplement their early game advantage with powerful mid-game spikes while also being able to swiftly transition into late game tanks. All-in-all it resulted in lopsided tendencies in army compositions that are hard to play against.
The following set of changes are together aimed to address the issues at hand and should put the faction back in line with the other factions and make the Soviets less oppressive in various match-ups.
- Starting fuel: 15 → 10
- Starting manpower: 440 → 420
[h3]Mustering Tent[/h3]
- Manpower cost: 100 → 140
- Fuel cost: 15 → 10
[h3]Support Barracks[/h3]
- Manpower cost: 140 → 200
- Fuel cost: 15 → 25
[h3]Tank Hall[/h3]
- Manpower cost: 350 → 280
[h3]Ingenery[/h3]
Dev note: This change is primarily aimed at addressing the so-called "clown car" tactics where players would use flamethrower Ingenery together with T-34/85s to wreck havoc while also having repairs available when cruising around the map. At the same time, this change is also makes it easier to conduct repairs on tanks with tank-riding capabilities without the need for hotkeys.
- Can no longer ride tanks.
- Upkeep cost: 3.8 → 7.1 mp/min
- Added Demolition Charges (Requires Minesweeper & Demolition Package).
[h3]Observer Team[/h3]
- Hitpoints: 65 → 70
[h3]Conscripts[/h3]
- Manpower cost: 260 → 280
- Reinforce time: 5s → 6s (with Infantry Storm: 4s → 5s)
- Reinforce cost: 18 → 22 (with Infantry Storm: 16 → 20)
- VPGS-41 Anti-Tank Rifle Grenade:
- Damage multiplier vs Kubelwagen/Schwimmwagen/Kettenkrad/Motorcycle: 1.8 → 1.6 (effective damage is now between 70-80% hp of these vehicles instead of >90%)
- Improved overall visuals and projectile ballistics, making it easier to spot when fired. This helps reducing the effect of "instant damage" that was perceived.
- Damage multiplier vs Kubelwagen/Schwimmwagen/Kettenkrad/Motorcycle: 1.8 → 1.6 (effective damage is now between 70-80% hp of these vehicles instead of >90%)
[h3]Strelky[/h3]
- Upkeep cost: 7.2 → 8.6 mp/min
- PPSh-43 SMG:
- Base damage: 4 → 5
- Base accuracy (s/m/l): 0.55/0.3/0.05 → 0.55/0.3/0.1
- Damage multipliers vs most infantry types: 1 → 0.75
- Burst rate of fire: 12 → 10
- Burst duration: 1.25-1.75s → 1-1.5s
- Base cooldown: 1-1.5s → 2-2.5s
- Cooldown multipliers (s/m/l): 0.7/1/1.7 → 0.3/1/1.5
- Rounds Per Minute (s/m/l): 280/250/175 → 260/190/125
- Range brackets (s/m/l): 8/17/30 → 5/15/30
- Base damage: 4 → 5
[h3]Guards[/h3]
Dev note: These changes result in practially no DPS change. However, it significantly reduces the rate of fire on mid and long ranges, reducing the overall "endless bullet storm" effect that these weapons had, often leading to overperformance at these ranges.
- Call-in cost: 440 mp → 400 mp
- PPS Sub-Machine Guns no longer require War Factor or Tank Hall (available by default).
- Health regeneration per tick: 0.033 → 0.022
- SVT-40 Rifles:
- Base damage: 10 → 15
- Base accuracy: 0.8/0.6/0.45 → 0.75/0.65/0.35
- Base cooldown: 1.2-1.7s → 2.5-3s
- Cooldown multipliers (s/m/l): 0.75/1/1.25 → 0.5/1/1.5
- Rounds Per Minute (s/m/l): 45/33/20 → 37/20/13
- DPS change (s/m/l): +5%/-11%/-33%
- Base damage: 10 → 15
- PPS SMG:
- Base damage: 4 → 5
- Base accuracy (s/m/l): 0.8/0.35/0.1 → 0.75/0.35/0.1
- Damage multipliers vs most infantry types: 1 → 0.75
- Burst duration: 1-1.3s → 1-1.5s
- Burst rate of fire: 10 → 8
- Base cooldown: 1-1.3s → 1.5-2s
- Cooldown multipliers (s/m/l): 0.7/1/1.7 → 0.3/1/1.5
- Rounds Per Minute (s/m/l): 275/200/160 → 235/165/135
- Range brackets (s/m/l): 6/13/35 → 5/15/30
- Reload frequency: 3-4 → 3
- Base damage: 4 → 5
[h3]Naval Infantry[/h3]
- Veterancy requirements 8/16/32 → 9/18/36
- Removed Sprint ability
- Manpower upkeep: 9 → 9.6 mp/min
- Mosin Nagant DPS (s/m/l) -/-/-5%
- PTRD-41:
- Now slightly better against infantry in garrisons, bunkers and heavy cover
- Ammunition cost 60 → 80
- Now slightly better against infantry in garrisons, bunkers and heavy cover
- Resilience now provides flat passive bonuses:
- Rec. damage multiplier: 0.9
- Rec. accuracy multiplier: 0.85
- Rec. suppression multiplier: 0.5
- Health regeneration: 10.56 hp/min
- Rec. damage multiplier: 0.9
[h3]ZiS-44 Medic Truck[/h3]
- Now requires either the Mustering Tent or Armoury to be built once.
[h3]BA-64[/h3]
- Can no longer transport infantry.
- Upkeep cost: 2.6 → 7.0
[h3]SU-76[/h3]
- 76.2mm ZiS-3 accuracy (s/m/l): 1.0/0.9/0.6 → 1.0/0.9/0.8
- DP-28 Coaxial MG arc of firing 70° → 24°
- Artillery Ammunition gun no longer disables the main gun. Instead, when upgraded with Artillery Ammunition the vehicle will now fire HE ammunition instead of AP (akin a StuH42). HE ammunition is inefficient against heavily armored targets, but remains decent against Infantry and light vehicles.
[h3]BT-7 Cavalry Tank[/h3]
Dev note: BT-7 was too efficient when spammed.
- Health 385 → 285
- manpower cost 320 → 270
- fuel cost 40 → 35
- 76mm upgun health bonus 10% → 25%
- 45 mm Mod.34 L/46 main gun:
- base penetration (s/m/l): 1.0/0.86/0.67 → 1.0/0.9/0.8
- Reduced penetration multipliers against most heavy tanks by ~15%
- base penetration (s/m/l): 1.0/0.86/0.67 → 1.0/0.9/0.8
- 76 mm Kt-28 main gun:
- Base penetration (s/m/l): 1.0/0.905/0.767 → 1.0/0.77/0.52
- Base penetration (s/m/l): 1.0/0.905/0.767 → 1.0/0.77/0.52
[h3]T-60[/h3]
Dev note: T-60, while powerful, lacked the ability to stay in fights for longer periods of time. We decided to make it more durable in exchange for higher initial cost.
- Health 320 → 385
- manpower cost 280 → 320
- fuel cost 30 → 40
[h3]SU-100[/h3]
- Fixed some damage multiplier inconsistencies vs light armor
- Now has access to Focus Firing ability that increases accuracy and penetration at the cost of lower rate fire
- DP-28 coaxial MG firing arc: 70° → 24°
[h3]T-34/85[/h3]
Dev note: While we are happy with the overall combat performance of the T-34/85 as highly versatile and hard hitting medium tank, it has become evident that the vehicle is too cost efficient compared to other medium tanks of similiar class. We are therefore increasing the overall cost of the T-34/85, not only to put it in line with other vehicles, but also to slightly delay its initial appearance on the battlefield.
- Manpower cost: 360 → 380
- Fuel cost: 75 → 80
- Can no longer upgrade Ato42 flamethrower alongside mine roller
- Main Gun now affected by improved ammunition (+15% base penetration)
[h3]IS-2[/h3]
- Main gun base penetration: 1/0.85/0.71 → 1/0.87/0.74
[h3]ISU-152[/h3]
- Area of Effect inner radii (s/m/l/d): 1/2.5/5/8 → 1/2/4/8
- Area of Effect Damage multipliers (s/m/l/d): 1/0.3/0.1 → 1/0.3/0.15/0.1
- Adjusted projectile speed
[h3]Vehicle/Tank Veterancy[/h3]
- Light Vehicles (BT-7, T-60, BA-64D)
- Veterancy 1: -20% received damage
- Veterancy 2: +30% weapon accuracy
- Veterancy 3: -20% weapon reload
- Veterancy 1: -20% received damage
- Tanks (ISU-152, SU-100, T-34-85, IS-2, KV-85)
- Veterancy 1: -10% received penetration
- Veterancy 2: +30% weapon accuracy
- Veterancy 3: +30% weapon penetration
- Veterancy 1: -10% received penetration
- Artillery & Cannons (KV-2, SU-76, 76mm ZiS-3 Anti-Tank Gun, 52K 85mm AA/AT, Katyusha)
- Veterancy 1: -10% weapon reload, - 5s barrage cooldown
- Veterancy 2: +30% weapon accuracy, - 5s barrage cooldown
- Veterancy 3: +30% weapon penetration, -10s barrage cooldown
- Veterancy 1: -10% weapon reload, - 5s barrage cooldown
- NEW: Hero of the Soviet Union
- When a tracked vehicle (ISU-152, IS-2, KV-85, T-34/85, T-60, BT-7, SU-100, SU-76, KV-2) reaches veterancy rank 3, it can be promoted to become a Hero of the Soviet Union. The Hero of the Soviet Union can select a boost to weapon damage and mobility OR increased durability. It also inspires all player owned vehicles which will gain veterancy significantly faster, indicated by a Red Star above the vehicle. There can only be one Hero of the Soviet Union active at the same time.
- When a tracked vehicle (ISU-152, IS-2, KV-85, T-34/85, T-60, BT-7, SU-100, SU-76, KV-2) reaches veterancy rank 3, it can be promoted to become a Hero of the Soviet Union. The Hero of the Soviet Union can select a boost to weapon damage and mobility OR increased durability. It also inspires all player owned vehicles which will gain veterancy significantly faster, indicated by a Red Star above the vehicle. There can only be one Hero of the Soviet Union active at the same time.
[h3]Cage Armour[/h3]
- Fuel cost: 50 → 60
[h3]Improved Logistics[/h3]
- Manpower cost: 150 → 200
- Fuel cost: 50 → 70
- Fixed manpower upkeep reduction: -35% → -25% (as intended)
[h3]Improved Ammunition[/h3]
- No longer affects SU-76 tanks.
- Now affects T-34/85 tanks.
- Now requires either a Support Barracks OR War Factory to be built once. (This is to make the Armoury upgrades appear less overwhelming for new players; this upgrade isn't useful before having Anti-Tank Guns or Tanks on the field.)
[h3]Petrol Bombs[/h3]
- Manpower cost: 80 → 100
[h3]Men Against Tanks[/h3]
- Manpower cost: 150 → 80
- Fuel cost: 25 → 20
[h3]Breakthrough Strategy[/h3]
- ISU-152 reinforcement CP cost 5 → 4
- Heavy Mortar reinforcement CP cost 1 → 2
- Breakthrough Assault munition cost: 125 → 100
- Breakthrough Artillery visually use 107mm mortar shells instead of 81mm mortar shells
[h3]Urban Combat Strategy[/h3]
- Naval Infantry reinforcement CP cost: 2 → 1
- 52K 85mm Anti-Air Gun CP cost: 2 → 3
- Street Fighting CP cost: 1 → 2
- KV-2 reinforcement CP cost: 4 → 3
- IL-2 Incendiary Bombing Run
- ammunition cost 200 → 160
- ammunition cost 200 → 160
[h3]Propaganda Strategy[/h3]
Dev note: Propaganda trees were readjusted to increase the synergy between the available abilities.
- Position of 'The Red Flag' and 'Partisan Infiltration' switched
- Red Flag CP cost 1 → 2
- Street Fighting CP cost 1 → 2
- Katyusha reinforcement CP cost 5 → 4
- IL-2 PTAB Airstrike :
- Adjusted PTAB Air Strike area of effect slightly
- Ammo cost 175 → 150
- Adjusted PTAB Air Strike area of effect slightly
[h2]Ostheer[/h2]
Dev note: Due to the high fielding cost of Landsers, the Ostheer starts training their first Landser squad at a later timing compared to other factions. A slight increase in starting resources should enable the Ostheer to keep up during the early stages of the game.
- Starting manpower: 400 → 420
[h3]Ordnance Depot[/h3]
- Manpower cost 230 → 220
[h3]Division Assault Troops[/h3]
- Research time: 75s → 60s
[h3]Mechanized Command[/h3]
- Manpower cost: 350 → 280
- Fuel cost: 95 → 90
[h3]Sturmpioneers[/h3]
Dev note: The Granatbüchse proved an unreliable weapon due to a variety of bugs and unintended behavior. This often made upgraded Sturmpioneers feel underwhelming in certain combat situations.
- Manpower cost: 180 → 160
- Granatbüchse 39 Grenade Launcher:
- Upgrade now grants two Grenade Launchers.
- Reworked projectile ballistics and scatter; projectiles will now fly in a higher arc trajectory.
- Rebalanced area of effect and critical damage.
- Damage multiplier against garrison cover: 3 → 7
- Upgrade now grants two Grenade Launchers.
- Added Demolition Charges (Requires Minesweeper & Demolition Package).
[h3]Landsers[/h3]
Dev note: We've noticed that Landsers tend to underperform slightly for their overall cost and intended role. The following changes are aimed to address a major DPS inconsistency between the Gewehr 43 rifle and the squad leader weapon, as well as instances where the Mkb.42 would fire much faster on longer ranges than the Gewehr 43 of other squad members.
It has also proven too difficult to reach veterancy rank 1, which is intended as an essential scaling factor during later stages of a game. On the contrary, once veterancy 1/2 were reached it was too easy to progress to veterancy rank 3 and 4.
- Veterancy requirements (1/2/3/4): 10/20/35/55 → 9/18/36/63
- Gewehr 43 Rifles:
- Mid range accuracy: 0.55 → 0.65
- Scatter angle: 10 → 5
- Base cooldown: 1.4s → 1.5-2s
- Cooldown multipliers (s/m/l): 1/1/2.1 → 0.8/1/1.7
- Mid range accuracy: 0.55 → 0.65
- MKb.42W Rifle:
- Fixed missing point blank mechanic
- Fixed several behavior inconsistencies
- Base damage: 7 → 10
- Mid range accuracy: 0.55 → 0.65
- Base cooldown: 1.4s → 1.5-2s
- Cooldown multipliers (s/m/l): 1/1/2.1 → 0.8/1/1.7
- Reload frequency: 9-14 → 9
- Reload time: 2.5-3s → 2-2.5s
- Fixed missing point blank mechanic
- Squad DPS change (s/m/l): +5%/+5%/+5%
[h3]Kubelwagen[/h3]
- MG34 Light Machine Gun munition cost: 25 → 15
[h3]Skirmish Commander[/h3]
Dev note: We're adding an additional scaling potential to the Skirmish Commander akin the Offensive/Defensive bonuses provided by the Soviet Command Squad. At the same time it will also require more experience too reach the later veterancy ranks to prevent players from quickly ranking up their Skirmish Commander.
- Veterancy requirements (1/2/3/4): 10/20/35/55 → 10/20/40/70
- Added a stacking shared bonus towards all infantry, starting at veterancy rank 2:
- Received damage multiplier: 0.95
- Received accuracy multiplier: 0.95
- Added visualization (PE def vet icon) for each level.
- Total effect for vet 2/3/4 Skirmish Commander:
- Received damage: -5%/-10%/-15%
- Received accuracy: -5%/-10%/-15%
- Received damage: -5%/-10%/-15%
- Received damage multiplier: 0.95
[h3]Concrete Emplacement[/h3]
- Hitpoints: 500/600 → 700
- MG151 Emplacement now requires Company Support Troops
[h3]MG34 Light Machine Gun[/h3]
- Research time: 45s → 60s
[h3]Company Support Troops[/h3]
Dev note: This should help Ostheer get to T2 at a similar pacing as Wehrmacht. In comparison to the Wehrmacht, the Ostheer early units are generally more expensive and the faction has other side techs to consider while also having to progress to later tech.
- Manpower cost: 200 → 160
[h3]Mechanized Command[/h3]
- Manpower cost: 350 → 280
[h3]Grenade Supplies[/h3]
Dev note: Grenade Supplies often foregone for the MG34 Light Machine Gun upgrade. A cost reduction is aimed to increase the overall appeal of this upgrade during earlier stages of the game.
- Fuel cost: 35 → 30
- Research time: 60s → 45s
[h3]Supercharged Mortar Shells[/h3]
- No longer requires Company Support Troops
- Now also unlocks Airburst Barrage ability
- Fuel cost: 20 → 10
[h3]Mortar Team[/h3]
- Added Airburst Barrage ability:
- Munition cost: 35
- Salvo: 4
- Intended usage: Great for suppressing infantry in cover and stopping advances.
- Requires: Supercharged Mortar Shells
- Munition cost: 35
[h3]75 mm PaK 97/38 Anti-Tank Gun[/h3]
- AP shell projectile speed: 70 → 75
- HEAT shell projectile speed: 40 → 60
- HEAT shell projectile acceleration: 30 → 40
[h3]Wespe[/h3]
Dev note: The Wespe performs below expecations, often missing its intended barrage area due to excessive shell scatter. We're therefore making its barrage spread more consistent while also retaining some of its inaccuracy when barraging into the fog of war.
- Hitpoints: 220 → 270
- Upkeep cost: 20 mp/min → 15 mp/min
- Scatter angle: 10 → 6.5
- Max scatter distance: 17 → 18.5
- Distance scatter offset: 0.35 → 0.3
- Distance scatter ratio: 0.35 → 0.15
- FoW angle multiplier: 1.5 → 2
[h3]Elefant[/h3]
Dev note: The Elefant has a powerful main cannon but can rarely utilize it in the majority of games and is too vulnerable against a plethora of weapons ranging from artillery to regular tank guns. We decided to revise its armourtype to become more resilient against said weapons.
- Frontal armour is +35% more resilient to most tank guns and AT guns
- Has a -10% received damage modifier against everything but infantry AT weapons
- Lockdown now provides 15% bonus accuracy in addition to a -10% reload modifier
[h3]Zrinyi II Assault Gun[/h3]
- Hitpoints: 520 → 620
- Now fires HEAT shells by default as opposed to HE.
- Added High-Explosive Barrage ability:
- Salvo: 3
- Damage: 100
- Range: 90 m
- Cooldown time: 105s
- Salvo: 3
[h3]Schurzen (Armor Skirts)[/h3]
- Fuel cost: 50 → 70
[h3]Spearhead Operations[/h3]
Dev note: The left branch of Spearhead Operations is often favored because of the early access to self-repairs on tanks followed by the Tiger call-in that can be unlocked for a total of 8 CPs. We're therefore bringing the Tiger unlocking cost in line with the Wehrmacht Tiger (9 CP) to reduce its oppressiveness when appearing too early.
- Emergency Repairs CP cost: 2 → 3
- Panzerkrieg now grants heavy crush to Panzer IV tanks.
[h3]Siege Operations[/h3]
Dev note: We're improving the appeal of Frontline Observers to be more impactful.
- Frontline Observers
- Now applies +7 m sight range while stationary.
- No longer equips Landers with ZF-4 rifle scopes to avoid potential confusion of intended combat role.
- Now applies +7 m sight range while stationary.
- Incendiary Airburst Artillery
- Ammunition cost 150 → 125
- Ammunition cost 150 → 125
- Riegel Mines
- Now can also be placed by Landsers and Sturmpioneers.
- Now can also be placed by Landsers and Sturmpioneers.
[h3]Joint Operations[/h3]
Dev note: We decided to rework the Zrynji II to make it a more appealing and useful assault gun.
- Zrinyi II Assault Gun:
- no longer uses HE shells by default, instead it fires HEAT:
- Damage: 100
- Reload: 7-8sec
- Weapon range: 40m
- Damage: 100
- Can fire a 3-shot HE barrage onto a designated area:
- Reload: 105 s
- Weapon range: 90m
- Reload: 105 s
- Call in CP cost: 3 → 4
- Luftbrücke Supplies:
- Call in CP cost: 3 → 2
- Duration time: 75sec → 65sec
- Call in CP cost: 3 → 2
Part 2
[h2]Panzer Elite, Wehrmacht, Americans, Commonwealth, Maps, Sound Design, Quality of Life & Bug fixes[/h2]
https://store.steampowered.com/news/app/317600/view/3686814404781284876