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Company of Heroes: Eastern Front News

Update 3.4 - Release Notes [2/2]

Part 1

[h2]Desync & Saved games, Game stability, AI, General changes, Soviet & Ostheer[/h2]
https://store.steampowered.com/news/app/317600/view/5466859616674036407


[h2]Panzer Elite[/h2]
Dev note: We've noticed that the Panzer Elite has a difficult time maintaining a healthy manpower income during the later stages of the game. Since the faction has no means of reducing its unit upkeep costs, it means the faction had a tendency to lack the manpower to sustain a reasonable army growth over time. This in turn led to limited momentum building capabilities, making it difficult to reach critical power spikes throughout the course of a game.

We aim to address the issue by increasing the base population threshold as well as tweaking some unit upkeep costs. What this means in practise is that it should enable players to field their two initial Panzergrenadier squads without a steep income reduction, and the faction should have an easier time building momentum while also having to maintain losses.

  • Base upkeep threshold: 5 → 7
  • Unit upkeep costs (mp/min):

    • Panzergrenadiers: 8.2 → 7.2
    • Assault Grenadiers: 9.6 → 8.0
    • Tank Busters: 11 → 8.6
    • Fallschirmjägers: 11 → 8.0
    • Infantry Halftrack: 6.7 → 5.4
    • Light AT Halftrack: 6.7 → 5.4
    • Armored Car: 6.7 → 5.4
    • Pioneer Halftrack: 6.7 → 0
    • Hotchkiss Light Tank: 6.7 → 5.4

[h3]Panther Battlegroup[/h3]
Dev note: With Update 3.0 that brought the initial rework of the Panzer Elite faction the Panther Battlegroup call-in was removed. This because its power spiking potential was deemed too efficient and toxic in conjunction with common strategies performed by the faction. The game plan of the Panzer Elite often revolved around reaching the Panther Battlegroup as quickly as possible, after which it became a repetitive gameplay loop of solely relying on this call-in ability.

The overall oppressiveness and momentum building potential of the faction was reduced significantly compared to the original faction, and we've noted concerns from the community that certain strategies have a difficult time transitioning into late game options that can reliably deal with the power spikes of other factions.

We are therefore reinstating this iconic ability to the faction, albeit with some tweaks. While we want to avoid players solely relying on this call-in ability once available, we recognize its importance as an initial power spike when performing certain strategies (most notably, a strong mid game focus on T3).

  • Reinstated Panther Battlegroup call-in:

    • Requires Advanced Kampfgruppe Kompanie, Advanced Panzerjäger Kommand, Advanced Panzer Support Kommand AND Panther Support
    • Can only be used once per battle.
    • Cost: 1000 manpower

[h3]Schwimmwagen Type 128[/h3]
Dev note: We're also reintroducing a familiar unit to the faction as an optional replacement for the Kettenkrad.

  • Reinstated Schwimmwagen Type 128 reward unit (replacing Kettenkrad).
  • Abilities:

    • Incendiary Trap (Scorched Earth Tactics)
    • Mark Target (Luftwaffe Tactics)
    • Mine Drop (Tank Destroyer Tactics)
    • Booby Traps (Scorched Earth Tactics)

[h3]Incendiary Trap[/h3]

  • Added suppression effect on detonation.
  • Rebalanced overall damage output of the incendiary damage over time effect.
  • Munition cost: 15 → 35

[h3]Panzerjäger Kommand[/h3]

  • Fuel cost: 50 → 40

[h3]Tank Busters[/h3]

  • Reinforce cost: 36 → 32 (total: 144 → 128)
  • Kar98k mid range accuracy: 0.65 → 0.55
  • Removed unintended -40% reduced received suppression multiplier.


[h3]Luftwaffe Infantry[/h3]

  • Can now construct Observation Posts.

[h3]Fallschirmjägers[/h3]

  • Manpower cost: 400 → 420
  • Removed First Strike attack bonus when firing out of camouflage.
  • Kar98k Rifles moving accuracy multiplier: 0.75 → 0.5
  • FG42 Assault Rifle:

    • Base damage: 10 → 7
    • Burst duration: 0.75-1s → 1-1.25s
    • Damage multiplier vs most Infantry armor types: 1 → 0.75
    • Reduced suppression parameters to avoid single Fallschirmjäger squads suppressing targets during a firefight.

[h3]Mortar Halftrack[/h3]
Dev note: The Mortar Halftrack is a powerful unit that stands central in many Panzer Elite strategies. However, it also has a tendency to be too difficult to counter due to its good mobility characteristics and lack of set-up and teardown times compared to conventional mortars.

We've decided to reduce its overall mobility, make the weapon slightly less accurate, and increase its manpower cost to make it less appealing to field multiple vehicles during the earlier stages of the game.

  • Manpower cost: 270 → 310
  • Top speed: 7 → 6
  • Acceleration: 3.3 → 2
  • Deceleration: 3.3 → 3
  • Rotation rate: 50 → 35
  • Cooldown: 6-8s → 7-9s
  • Ready aim time: 0-0.5s → 1-1.5s
  • Scatter angle: 10 → 11
  • Max scatter distance: 10 → 12

[h3]Sd.Kfz. 222 Amored Car[/h3]

  • Increased overall mobility
  • Deployment time: 50s → 40s

[h3]Panther[/h3]
Dev note: The Panther is one of the most versatile and formidable tanks in the game. In Update 3.0 its overall power was reduced with the aim to be less oppressive. While we're happy with the overall power level of the Panther, we've noticed that it performs slightly below expectations against the American mobile tank destroyers. This change enables the Panther to 3-shot the M10 again instead of requiring 4 shots.

  • Damage multiplier vs M10/M18: 1 → 1.2 (damage: 115 → 138)
  • Damage multiplier vs ISU-152: 1.00 → 1.15

[h3]Teller Mines[/h3]

  • Can now also be placed by Assault Grenadiers and Tank Busters.

[h2]Wehrmacht[/h2]
[h3](Field) Medical Kit[/h3]

  • Ability can no longer be activated when a squad is full hp, and will cancel automatically once full hp is reached.
  • Enabled healing visuals to better indicate which squad members are healing.
  • Munition cost: 30 → 20


[h3]Stormtroopers[/h3]

  • Bundled Grenade munition cost: 40 → 35

[h3]Sdkfz 234 Puma[/h3]
Dev note: The Puma struggled against Soviet light vehicles which is adjusted by making its guns slightly better against Bt-7.

  • 20mm-KwK30 against BT-7:

    • moving accuracy multiplier: 0.8 → 1.0
    • damage multiplier: 0.3 → 1.0
    • accuracy multiplier: 0.75 → 1.0

  • 50mm-KwK39 against Bt-7:

    • moving accuracy multiplier: 0.8 → 1.0
    • accuracy multiplier: 0.9 → 1.0


[h3]Geschutzwagen[/h3]
Dev note: The Geschutzwagen has ever since its introduction been a gimmicky vehicle featuring very high damage per shot but lacking in overall versatility. After it eventually lost some of its sting, it is often regarded as being in the shadow of the StuG IV. We want to bring this vehicle back into the light by tweaking its overall design to offer alternative strategies when playing as the Wehrmacht, without it being frustrating to use or play against.

The following changes are intended to put the Geschutzwagen more in line with the Panzer Elite Marder III, exchanging its excessive alpha damage and range for more overall flexibility. A change in veterancy class from Tanks to Vehicles also means it is more comfortable to combine the Geschutzwagen with the Sd.Kfz. 234 Puma.

  • 75 mm Pak 40:

    • Base damage: 185 → 150
    • Weapon range: 60m → 50m
    • Reload time: 7.5s → 6-6.5s
    • Penetration multipliers:

      • Sherman: 0.9 → 0.75
      • T-34/85 cage: 0.52 → 0.81

    • Damage multiplier vs SU-76: 1.5 → 1
    • Deflection damage multiplier: 0.5 → 0.35
    • Gun traverse limits: -22/+22 → -15/+15 (bug fix, now aligned with the animation limits)

  • Fuel cost 55 → 45
  • Top speed: 6 → 4.2
  • Traverse rate: 24 → 40
  • Death exp modifier: 10 → 8
  • Now uses Vehicle Veterancy instead of Tank Veterancy:

    • Switched vet 3 bonus: -25% reload → +25% damage

  • Rapid Fire shells:

    • Added UI visualization above the health bar while active.
    • Duration: 30s → 25s
    • Reload reduction: -50% → -30%
    • Munition cost: 50 → 35
    • Added weapon hardpoint check (can no longer be activated with a destroyed main gun)

[h3]Panther[/h3]
Dev note: The Panther is one of the most versatile and formidable tanks in the game. In Update 3.0 its overall power was reduced with the aim to be less oppressive. While we're happy with the overall power level of the Panther, we've noticed that it performs slightly below expectations against the American mobile tank destroyers. This change enables the Panther to 3-shot the M10 again instead of requiring 4 shots.

  • Damage multiplier vs M10/M18: 1 → 1.2 (damage: 115 → 138)

[h2]Americans[/h2]

[h3]Demolition Charges[/h3]

  • Fuel cost: 30 → 10

[h3]Mk2 Grenades[/h3]
Dev note: Similar to the Ostheer Grenade Supplies upgrade, Mk2 Grenades are often foregone for BAR upgrade. A cost reduction is aimed to increase the overall appeal of this upgrade during earlier stages of the game.

  • Fuel cost: 40 → 30

[h3]M10 Wolverine[/h3]
Dev note: In vCoH the M10 has a misfire issue partly due to a 0.8s wind up time before firing. This was fixed in EF and the wind up time was removed. This effectively means the M10 fired 0.8s faster than intended compared to the vCoH values, resulting in an overall overperformance of the vehicle.

  • Reload time: 4.2s → 5s

[h3]Sherman Crocodile[/h3]

  • Burst duration: 4-6s → 3-5s

[h3]Defensive Smoke Screen[/h3]

  • Manpower cost: 150 → 100
  • Fuel cost: 25 → 10
  • Research time: 45s → 30s

[h3]Sherman Calliope[/h3]

  • Manpower upkeep 13.8 → 15.1 mp/min

[h3]Machine Gun Emplacement[/h3]

  • Fixed faulty weapon coordinates that led to the weapon being less effective than intended.
  • Slightly improved effectiveness against suppressed targets.

[h3]Airborne Company[/h3]
Dev note: Airborne Company has a significant manpower and munition demand due to various expensive units, abilities, upgrades and multiple airstrikes. The Paradropped AT gun is often deemed too expensive to field and maintain compared to the conventional AT gun, and players often favor Airborne Squads with Recoilless Rifles to handle vehicle threats. The Airstrikes in turn see limited use due to the high munition demand to upgrade Airborne squads with Recoilless Rifles. Our aim is to make the Paradropped AT gun and Supply Drops more appealing choices, which in turn should boost ability usage. Additionally, we want to address that Airborne squads are often perceived as an expensive yet somewhat underwhelming unit, and make airstrikes more accessible throughout a match.


  • Airborne (Paratroopers):

    • Satchel Charges munition cost: 50 → 35
    • Item slots: 4 → 6 (can now pick up an additional heavy weapon when upgraded with RR)
    • M1 Carbine:

      • DPS change (s/m/l): +55%/+37%/+10%

    Dev note: Compared to Riflemen (especially with BAR), Airborne squads had really underwhelming anti-infantry capabilities, especially when upgraded with the Recoilless Rifle package. While the DPS increase may seem extreme on paper, the improved firepower makes them a more capable package out of the box, while also retaining some of their capabilities once upgraded. The high deployment and maintenance cost remain the same and act as a balancing factor to offset their power and versatility.

  • Paradropped Anti-Tank Gun:

    • Manpower cost: 350 → 320
    • Reinforce cost: 84 mp → 35 mp

  • Supply Drops

    • CP cost: 2 → 1
    • Manpower cost: 100 → 250
    • Recharge time: 240s → 300s
    • Munition crate munition amount: 100 → 50
    • Added two additional Munition crate drops (total munitions: 100 → 150):

      • One munition crate drops an M1919A4 Medium Machine Gun.
      • One munition crate drops an M1918 Browning Automatic Rifle (BAR).
      • One munition crate drops an M18 Recoilless Rifle.

    Dev note: Supply Drops are rebalanced to offer additional munitions and heavy weapons to allow players to more swiftly utilize this ability in conjunction with infantry orientated strategies.
  • Strafing Run:

    • Added red warning smoke
    • Munition cost: 150 → 125
    • Slightly lowered initial delay time.

  • Bombing Run

    • CP cost: 3 → 4
    • Munition cost: 175 → 150

[h3]Infantry Company[/h3]

  • Off-Map Combat Group:

    • Manpower cost: 800 → 700
    • First "wave" will now always grant one M10 Wolverine or M18 Hellcat (no longer randomizes with an M1 57 mm Anti-Tank Gun)
    • Second "wave" now consists of either an M10 Wolverine/M18 Hellcat OR M8 Greyhound/T17 Armored Car OR Rangers (M1 57 mm Anti-Tank Gun removed).
    • Removed third "wave" of reinforcements (HMG team, AT gun, Mortar, or Riflemen)

[h2]Commonwealth[/h2]

[h3]Mortar Emplacement[/h3]

  • Added Smoke Barrages and Supercharged Smoke Barrages.
  • Fixed Mortar Overwatch and Counter Battery barrages overlapping the same UI slot.
  • Removed Victor Targeting functionality.
  • Can now use Hold Fire
  • Overwatch Barrage:

    • Changed projectile explosion FX from default mortar to small airburst.
    • Area of effect radius: 6 → 12
    • Suppression: 0.025 → 0.07
    • Nearby suppression radius: 7 → 14
    • Nearby suppression multiplier: 1 → 2
    • Overwatch barrage duration: 20 → 12
    • Overwatch barrage interval: 10 → 8
    • Salvo: 5 → 3
    • Dev note: the intention of these changes is to make the Overwatch ability a proper area denial and suppression tool instead of being inferior to the default mortar barrages.

[h3]Commando Mortar Section[/h3]

  • Added Smoke Barrages.

[h2]Maps[/h2]

  • New map: [EF] Vilnia (2):

    • Core map based off Wolfheze (4) but overhauled from the ground up and adapted for 1v1 games, including base sector locations and overall territory design.

  • New map: [EF] Lublin Region (8):

    • Improved version of Montargis Region, featuring a reworked territory and Victory Point layout, and improved passability and movement options in key areas.

  • Improved [EF] Anapa (6):

    • Reworked many areas for better overall passability and gameplay options.
    • Improved Territory and Victory Point layout
    • Tweaked atmosphere settings

  • Improved [EF] Zmievka (4)

    • Improved some areas for better passability and gameplay options.

[h2]Sound design[/h2]

  • Tweaked DP-28 LMG sound
  • Implemented a new weapon sound for the MG34 LMG/HMG.

[h2]Quality of Life[/h2]

  • Smoke cover now has a visual shield and preview dots akin light/heavy cover.
  • Stationary Howitzer barrages are no longer the default action. This makes it possible to set the facing of howitzers using a right-click action without also ordering a barrage.
  • Booby traps are now the default action, meaning that squads can quickly plant booby traps using a right-click action on a strategic point.
  • Updated ZiS-44 vehicle symbol.
  • Panzerwerfers upgraded with Incendiary Rockets now have a flame on their unit symbol (akin flamethrowers) for easier identification.
  • Pioneer Battlefield repairs (vet 3 repairs) now uses the Advanced Repair icon.
  • Implemented a potential fix for disappearing artillery warning smoke.
  • Improved VPGS-41 projectile physics and visuals.
  • All base structures and defensive structures (bunkers, emplacements) now appear on the tactical map.
  • Increased the construction print size of all base structures, including HQ's (0-1 → 1.5-3). This should help avoiding units getting stuck when structures are placed close to the map border or other structures. This is especially crucial for the AI.
  • PaK 97/38 can now activate HEAT shells while on the move (similar to other AT guns).

[h2]Bug fixes[/h2]

  • Fixed Panzerfusilier missing reliable Kar98k rifles (still using G33-40t).
  • Fixed Panzerfusilier DPS inconsistencies between the reliable Kar98k and leader Gewehr 43.
  • Fixed Guards requiring 10 population space instead of the intended 5.
  • Fixed Heavy Mortar Team using 3 population space instead of the intended 6.
  • Fixed Shock Strelky description.
  • Fixed Improved Ammunition description.
  • Fixed Luftwaffe Intelligence revealing all infantry on the minimap (now only reveals all vehicles as intended).
  • Fixed Panzergrenadier Minesweepers blocking Incendiary Grenade usage.
  • Fixed Infantry Halftrack suppression ability taskbar UI slot (11 → 9)
  • Fixed Panzer III Infantry Support Tank visuals (now using the "late" hull as intended).
  • Fixed unintended abysmal damage output and weapon range on Ostheer weapon team crew members.
  • Fixed Triage Center healing UI visuals not matching the actual healing range (15 → 20).
  • Fixed swapped Ostheer (Heavy) Mortar recew icons.
  • Fixed a bug where Panzer 38(t) and Jagdpanzer IV would have full health when recovered by Bergetiger or FAMO
  • Fixed potential minor bugs with statue cover objects.
  • Fixed an issue where Overwatch and Counter Battery barrages (Mortar Emplacement, 25-Pounder Howitzers, Priest SPG) could not be activated.
  • Fixed an issue where the Kettenkrad/Schwimmwagen mine detector would require Tank Destroyer Tactics.
  • Fixed M7 Priest track animations not working.
  • Fixed an issue of overlapping hotkeys between the Concrete AA Battery upgrade and Mortar Barrage when a Mortar Team is garrisoned.
  • Fixed faulty UI indicator for Zeal on KCH
  • Fixed Zrynji II constantly re-arranging to hit moving targets without shooting
  • Fixed Priority Defense not applying its combat bonuses correctly
  • Fixed Counterassault not applying its combat bonuses correctly
  • Fixed Jagdpanzer IV weapon range brackets not matching Panther KwK42 weapon
  • Fixed an unintentional rate of fire reduction on Panzer38t
  • Fixed reinforcement cost for Panzer Elite MG42 teams to match their actual squad cost
  • Fixed Concrete Emplacements not providing proper cover to units inside
  • Fixed US M1 Howitzer not receiving reduced barrage recharge, now applies -5s/-5s/-10s when reaching veterancy level 1/2/3
  • Fixed Partisans not equipping Mp40/PPD-40 submachine guns as intended
  • Fixed a bug that allowed Soviet 82mm Mortars to shoot further than intended
  • Fixed penetration bonuses not applying HVAP Pershing gun
  • Fixed a bug that applied a larger line of sight bonus for spotters while camouflaged than intended
  • Fixed Soviet Outposts not providing the intended cover modifiers for infantry.
  • Fixed a bug that allowed Ingenery upgraded with flamethrowers to pick-up heavy weapons.
  • Fixed King Tiger call-in ability using the incorrect icon.
  • Fixed King Tiger call-in reinforcement requirement (20 → 16, now matching the tank pop cost)
  • Fixed Tiger Ace population cost (14 → 16, now matching the call-in requirement)
  • Fixed Flammpanzer III using the incorrect requirement string (Only three available → Only two available)
  • Fixed DP-28 LMG slot size (1 → 2)
  • Fixed Stormtrooper STG44 Assault Rifle using the FG42 firing sound.
  • Fixed inconsistencies between Goliath units of different factions.
  • Fixed some minor inconsistencies with various throwables.
  • Fixed M1918 Browning Automatic Rifle not having the point blank mechanic enabled.
  • Fixed missing improved ammunition slot item (now shows +1 against heavy armour)
  • Fixed various inconsistencies with certain vehicle mounted light machine guns (mostly range tables)
  • Fixed T34-85 with flamethrower upgrade being able to carry infantry units.

Greetings from the Eastern Front - Developer Interview

We recently had the opportunity to have a chat with Capt.Sedaris and talk about Company of Heroes, the origins (and future!) of the Eastern Front mod, the people behind it, hurdles during development, modding Company of Heroes, and more!

So are you curious to learn more about the development and history of Company of Heroes: Eastern Front, or to get to know the developers? Check out the full interview on their YouTube channel:

[previewyoutube][/previewyoutube]

p.s. playback speed can be increased!

Update 3.3 is now available!

Comrades,

This update brings balance tweaks, AI enhancements, major overhauls to two of our featured maps, bug fixes, and more!

[h2]General changes[/h2]

[h3]Ambient objects[/h3]

  • Fixed various map objects lacking object cover and impass completely (certain statues, hay bails and large rubble piles).
  • Tractors now provide heavy cover instead of light cover.
  • Standardized metal fuel barrels to all provide heavy cover instead of a mixture between light and heavy.

[h2]Ostheer[/h2]
[h3]Kubelwagen[/h3]

  • MG34 upgrade ammo cost: 25 → 15

[h3]Landsers[/h3]

  • Damage output (short/mid/long): -7%/+9%/-4%

[h3]Panzer III[/h3]
Dev note: Panzer III upkeep was lowered in an earlier version, and due to the last set of buffs it is reasonable to revert the upkeep back to the original values.

  • All Panzer III variants upkeep: 8.08 → 10.75

[h3]Spearhead Operations[/h3]

  • Panzerfusiliers

    • Now use reliable Kar98k rifles (visual change only)
    • Scoped MP44 package ammo cost: 50 → 75

[h3]Siege Operations[/h3]

  • Riegel mines

    • CP cost: 2 → 1

  • Flammpanzer III

    • Flamethrower will now launch multiple, shorter bursts with a small pause inbetween

  • Elefant

    • CP cost: 4 → 5
    • Accuracy against antitank guns: 50% → 20%

[h3]Joint Operations[/h3]
Dev note: In some situations the abilities of the right side of the doctrine tree proved to be too spammable.

  • Honved Combatgroup

    • Call in cost: 260 mp → 270 mp

  • Hungarian Strategic Reserves

    • Recharge time: 180s → 300s

[h2]Soviets[/h2]
[h3]Conscripts[/h3]
Dev note: dp 28 will now be slightly more effective against large groups of infantry.

  • Veterancy requirements rank 1/2/3: 6/14/28 → 6/12/28
  • DP-28 light machine gun acc incr. 1.03 → 1.05

[h3]Strelky[/h3]

  • Veterancy requirements rank 1/2/3: 10/20/40 → 9/18/36

[h3]Observer Team[/h3]

  • Now use their own armourtype tp_infantry_scout. This fixes an issue with Observers not dying except when they're on extremely low health in some situations.
  • Enemy sniper shots will no longer one-shot-kill Observers with full health
  • Squad will be slightly harder to hit while they are on the move
  • Hitpoints 65 → 70

[h3]SU-76[/h3]

  • 76mm Artillery Barrage

    • Increased the overall damage area by 12%

[h3]SU-100[/h3]

  • Manpower cost: 450 → 400
  • Fuel cost: 100 → 90
  • Improved ammunition tech affects SU-100 (+10% penetration)

[h3]Urban Combat Strategy[/h3]

  • Naval Infantry

    • Hitpoints: 80 → 85 (squad health 320 → 340)
    • Resilience mechanic now also reduces weapon reload by 10%

  • 52K 85mm cannon

    • Base penetration (short/mid/long): 1.0/0.92/0.88 → 1.25/0.83/0.66
    • Base damage: 200 → 180
      Dev note: This might look like a major nerf, but it isn't. The gun had some unintentionally high penetration values which are put in line with other flak and long range AT weapons


[h3]Breakthrough Strategy[/h3]

  • M1937 107mm Heavy Mortar

    • CP cost: 2 → 1
    • Call-in recharge time: 90 s → 180 s

  • Breakthrough Artillery

    • CP cost: 2 → 3

[h2]Panzer Elite[/h2]
[h3]Upkeep Threshold[/h3]
Dev note: this value determines how many population points are free of upkeep.

  • Required population points: 8 → 5

[h3]Panzer Grenadiers[/h3]
Dev note: The weapon is mostly meant as an anti-garrison weapon that can be used in addition to incendiary grenades. Playtests showed it was slightly too powerful in open combat.

  • Gewehr 43 weapon

    • Base damage: 15 → 12
    • Damage output (short/mid/long): -25%/-27%/-21%
    • Damage against cover and garrisons +33%

[h3]Marder III[/h3]

  • Damage taken factor from PTRS/PTRD Anti-Tank Rifles 2.0 → 1.5

[h3]Panther[/h3]

  • Penetration multiplier vs SU-100: 0.88 → 0.82

[h3]88 mm Flak 36 AT/AA[/h3]

  • Reverted crew size to 3

[h2]Wehrmacht[/h2]
[h3]Panther[/h3]

  • Penetration multiplier vs SU-100: 0.88 → 0.82

[h3]88 mm Flak 36 AT/AA[/h3]

  • Reverted crew size to 3

[h2]Maps[/h2]
[h3]Remastered [EF] Kotelnikovo (4)[/h3]

  • Significantly improved map flow and passability in key areas:

    • Opened many fences and blocked passageways to ease flanking around critical areas.
    • Reduced the size of several hedgerows for better overall passability across the map.
    • Added additional shot blockers and cover options in a plethora of areas for better gameplay options and map flow, reducing the "shooting range/wasteland" effect that used to happen in many areas.
    • Tweaked many fences and walls to offer better approaches toward critical areas and to reduce the funneling effect in these areas.

  • Added additional terrain cover and other cover objects where deemed necessary:

    • Generally speaking, players may find more terrain cover around cliffs, alongside roads that impose negative (red) cover, and very large open fields.

  • Rebalanced area around the western Victory Point:

    • Vastly improved terrain aesthetics for improved visual appeal and added character.
    • Added additional shot blockers and cover options for better gameplay options and map flow.

  • Rebalanced area around the eastern Victory Point:

    • Vastly improved terrain aesthetics for improved visual appeal and added character.
    • Reworked cover balance around the large barn building.
    • Improved overall object placement for better visual appeal and better pathing.
    • Moved central Victory Point off the road.

  • Western medium fuel point (barn area):

    • Widened the ramp towards the medium fuel point.
    • Added additional cover options to fight the barn building from both sides.

  • Eastern medium fuel point (barn area):

    • Added additional shot blockers and cover options for better gameplay options and map flow.
    • Added additional cover options to fight the barn building.

  • Territory layout:

    • Replaced corner low munition points with low fuel points.
    • Replaced central low fuel point on the road with a Strategic point, and moved it off the road.
    • Western medium fuel sector now also incorporates the large barn.
    • Western medium fuel sector no longer provides a cut-off towards the western strategic point and corner fuel point.
    • Eastern medium fuel sector no longer provides a cut-off towards the eastern strategic point and corner fuel point.
    • Western Strategic points are now linked.
    • Eastern Strategic points are now linked.

  • Improved base area aesthetics and design.
  • Moved off-map entry points for player 2 and player 3 to be adjacent to their base sector instead of the main road.
  • Fixed a plethora of terrain elevation related issues.
  • Updated minimap and preview maps.
  • Added weather options: Overcast, Sunny.


[h3]Remastered [EF] Cologne (2)[/h3]

  • Reworked map visuals from the ground up:

    • Expect a much higher color fidelity and much more diverse character between various areas of the map.
    • Fixed purple reflections/fog appearing on buildings and objects.
    • Improved dynamic weather coloring and overall atmosphere.
    • Vastly improved terrain detailing and overall visual appeal.

  • Reworked building and cover balance for better game flow:

    • Added a plethora of new fighting positions and new buildings that may be used in key locations.
    • Reworked many areas for greater gameplay options around common fighting zones.

  • Repositioned the Victory Points and and tweaked the sector layout:

    • Added an additional medium fuel sector in the middle of the map.
    • Added two additional strategic points as possible cut-offs towards the far southern high munitions point.
    • Fixed various territory sector drawing bugs.


[h2]User Interface[/h2]

  • Enabled VP announcers on Ostheer and Soviets
  • Updated doctrine announcements for Ostheer
  • updated UI values for Panceltoro

[h2]AI[/h2]
Dev note: We've implemented a plethora of new AI functionalities that should help improve its overall behavior and competence on all difficulty levels. However, it will take time for us to finetune all of it and flesh any bugs that may arise. Be sure to leave us feedback on the AI and stay tuned for future updates in which we will be tweaking it further.

[h3]Behavior changes[/h3]

  • Fixed Commonwealth AI not deploying HQ trucks properly. HQ 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 relocate trucks that are too exposed to nearby danger.
  • Fixed multiple major issues with custom AI control scripts that led to them not running properly.
  • Fixed a major issue where an old custom ai unit control script was active.
  • Significantly reduced the overall AI defensiveness, fixing an issue where it would often prefer construction Observation Posts over producing combat units.
  • Increase priority to make Stuarts/Staghounds and sappers for British AI.
  • Greatly increase priority of Bren carrier MG upgrade.
  • Increased priority of sapper PIAT upgrade, will upgrade them over Expert Engineers.
  • Increased priority to build howitzers for British AI.
  • Added additional starting builds for British AI .
  • Implemented functionality for AI to use Anti-Tank units more effectively vs tanks and vehicles.
  • Implemented functionality for AI to better manage repairing vehicles.
  • Implemented functionality for AI to better manage and utilize mobile artillery units.
  • Implemented functionality for AI to use grenades and other infantry abilities more effectively.
  • Implemented functionality for AI to control and coordinate units better:

    • AI will try to keep long range units at range and away from threats.
    • AI will use units which excel at close and medium ranged combat much more effectively, trying to close the distance more than always staying at max range.
    • Implemented functionality for AI to now better and control team weapons such as mortars, AT guns, and heavy machine guns.

  • Implemented functionality for AI to set up the Krankenwagen and ZiS-44 Medical Truck.


[h3]AI bonuses[/h3]
We have tweaked the traditional AI bonuses (increased manpower, munition and fuel income) for each difficulty level. Additionally, we have introduced several new bonuses the AI receives with increased difficulty. Remember, CPU - Normal has no bonuses whatsoever, and CPU - Easy is penalized compared to the player.

  • Easy

    • Manpower income multiplier: 0.9 → 0.92
    • Munition income multiplier: 1 → 0.95
    • Fuel income multiplier: 0.9 → 0.95
    • Fuel income addition (after multiplier): 0 → -0.5
    • Starting resources multiplier: 1 → 0.946
    • Production rate multiplier: 1 → 0.95
    • Repair rate multiplier: 1 → 0.97
    • Experience received multiplier: 1 → 0.97
    • Command Point gain rate multiplier: 1 → 0.97
    • Population cap override: 75

  • Normal

    • Manpower income multiplier: 1
    • Munition income multiplier: 1
    • Fuel income multiplier: 1
    • Fuel income addition (after multiplier): 0
    • Starting resources multiplier: 1
    • Production rate multiplier: 1
    • Experience received multiplier: 1
    • Command Point gain rate multiplier: 1
    • Population cap override: 81

  • Hard

    • Manpower income multiplier: 1.15 → 1.24
    • Munition income multiplier: 1 → 1.15
    • Fuel income multiplier: 0.9 → 1.15
    • Fuel income addition (after multiplier): 0 → 1.5
    • Starting resources multiplier: 1 → 1.162
    • Production rate multiplier: 1 → 1.15
    • Production rate multiplier: 1 → 1.09
    • Experience received multiplier: 1 → 1.1.15
    • Command Point gain rate multiplier: 1 → 1.09
    • Population cap override: 97

  • Expert

    • Manpower income multiplier: 1.6 → 1.64
    • Munition income multiplier: 1.6 → 1.4
    • Fuel income multiplier: 1.3 → 1.4
    • Fuel income addition (after multiplier): 0 → 4.0
    • Starting resources multiplier: 1 → 1.433
    • Production rate multiplier: 1 → 1.4
    • Production rate multiplier: 1 → 1.24
    • Experience received multiplier: 1 → 1.24
    • Command Point gain rate multiplier: 1 → 1.24
    • Population cap override: 125


[h2]Bug fixes[/h2]

  • Fixed JU-87D wreck collision box.
  • Fixed a range issue on Sherman Crocodile and Flammpanzer III.
  • Fixed snipers moving at normal speed with veterancy.
  • Fixed Panceltoro 44M becoming a Wehrmacht Panzerschreck when picked up by troops.
  • Fixed some armour inconsistencies on Soviet and Ostheer weapon teams.
  • Fixed a bug that didn't allow the Luchs to drive at maximum speed.
  • Fixed a bug with soviet and Ostheer artillery not always gaining reduced barrage recharge.
  • Fixed a bug where Partisan weapon upgrade were unavailable after the Armoury has been destroyed.
  • Fixed a bug with Elefant StuK43 cannon that allowed the tank to shoot farther than intended when not locked down.
  • Fixed a bug where Panzer38t and Jagdpanzer IV would have full health when recovered by Bergetiger or FAMO
  • Fixed Incendiary Ammo ability appearing on recovered Sdkfz 221 Scout Cars.
  • Fixed an issue where the M26 Pershing sometimes would appear with pink model textures.

1v1 Tournament - The Winter Conflict

Greetings Eastern Front fans,

We are glad to announce the first Company of Heroes: Eastern Front 1v1 Tournament!

The Winter Conflict




[h2]Prize pool[/h2]
Thanks to our tournament sponsor Relic Entertainment we can offer the following prize pool:


  • 1st place: Company of Heroes 3 Digital Premium Edition Steam™️ key
  • 2nd place: Company of Heroes 3 Steam™️ key
  • 3rd place: Company of Heroes 3 Steam™️ key
  • 4th place: Company of Heroes Franchise Steam™️ key


[h2]Participation & Sign-ups[/h2]
The tournament has free entry. There are 32 player slots in total.

So be sure to sign up as soon as possible to secure a chance to arise as winner of this event and claim a key for the upcoming title Company of Heroes 3!

Sign-ups start January 8th, 2 pm CET and close January 29th, 12 pm CET.

[h3]Click here to go to the sign-up page.[/h3]

Tournament brackets will be made public after the sign-ups are closed.

[h2]Time & Dates[/h2]
The tournament comprises of four rounds that will start on February 3rd and end on February 12th.


  • Feb 3 :: Round 1
  • Feb 4 :: Round 2
  • Feb 10 :: Round 3 (Quarter Finals)
  • Feb 11 :: Round 4 (Semi Finals)
  • Feb 12 :: Round 5 (Finals)


Participants have time to play their games from 5 pm CET until 12 pm CET. Players must check-in 1 hour beforehand.

[h2]Terms & Conditions[/h2]
Full tournament rule set:


  1. Allowed Factions: Ostheer and Soviets.
  2. Match rules:

    • 500 VPC
    • Random Starting Positions
    • Standard Starting Resources

  3. Rounds 1-4 are played in Best-of-Three (BO3) format. Map pool:

    • Game 1: [EF] Cologne (2)
    • Game 2: [EF] Kotelnikovo (2)
    • Game 3: [EF] Karski (2)

  4. Round 5 is to be played i Best-of-Five (BO5) format. Map pool:

    • Game 1: [EF] Cologne (2)
    • Game 2: [EF] Kotelnikovo (2)
    • Game 3: [EF] Karski (2)
    • Game 4: [EF] Karachev (2)
    • Game 5: [EF] Demyansk (2)

  5. Game organization:

    • Both players bear responsibility to contact the other to organize their game.
    • The player in the upper bracket should host the game lobby and set it up i accordance to the match rules.
    • If a participant does not show up after the time runs out, the win goes automatically to the opponent. No substitutes are allowed.

  6. Faction picking:

    • First Match (BO3/BO5): The Tournament referee will use the Coin Flipping method to decide who picks first. Players in the upper bracket are Heads, Players in the lower bracket are Tails.
    • Second Match (BO3/BO5): The player who did not pick first the previous match may now pick a faction first.
    • Third Match (BO5): The player who did not pick first the previous match may now pick a faction first.
    • Fourth Match (BO5): The player who did not pick first the previous match may now pick a faction first.
    • Tiebreaker Match (BO3/BO5): If both participants won an equal amount of matches, the player with the most remaining Victory Points in all matches may pick their faction for the final battle.

  7. Grid hotkeys are permitted.
  8. Zoom Mods are not permitted.
  9. All participants must join the Eastern Front Discord for ease of communication between the tournament organization and its participants.
  10. All participants must join a Eastern Front Discord voice channel throughout the duration of their games.
  11. Participants may be asked at random to stream their games to the tournament organization.
  12. All replays have to be saved and uploaded to the tournament website as match attachment. The winner of each round is responsible for this.
  13. Be fair, no griefing, no CHEATING, no toxic behavior.
  14. Any confirmed cases of cheating, match rigging, or other behavior against the rules will result in immediate exclusion of the tournament.
  15. Players have the opportunity to call for a restart in the first 2 minutes of a match. A match restart must be played in the same set-up and starting locations as the original match.
  16. For game stability reasons, players must run with the following graphics settings:

    • Shaders: High or Low
    • Anti-Aliasing: None
    • Post Processing: OFF

  17. In the case of a game crash during a game as a result of game instability, players should contact the tournament referee. If proven correct, the referee may decide that the game result is voided and has to be restarted. A match restart must be played in the same set-up and starting locations as the voided match. Any false claims of a game crash will count as a defeat for that match.
  18. Any issues regarding game organization, player infringements, or any other errands related to the tournament must be taken up directly with the tournament organization.
  19. The tournament organization may take the right to change the rules at any time during the tournament to improve the continuity of the tournament or add clarification. The tournament organization is obliged to notify all remaining participants about this.


[h2]Broadcast[/h2]
The Finals will be casted by AECoH on Twitch (https://www.twitch.tv/aecoh) and YouTube (https://www.youtube.com/c/AECoH). Schedule for these castings are TBA in the future.


Good luck & best regards,

Archaic Entertainment

Update 3.2 is now available!

Update 3.2 is now available!

Check out our dedicated articles to see what this update brings to Company of Heroes: Eastern Front.

[h2]Part [1/2][/h2]
[h3]Global changes, Axis Armies[/h3]
https://store.steampowered.com/news/app/317600/view/3618109754360204669
[h2]Part [2/2][/h2]
[h3]Allied Armies, Maps, AI, User Interface, Bug Fixes[/h3]
https://store.steampowered.com/news/app/317600/view/3308481413922153782

Happy holidays!