1. Company of Heroes: Eastern Front
  2. News

Company of Heroes: Eastern Front News

Update 3.1 is now available!

Update 3.1 is now available!

This update brings game balance changes, AI difficulty tweaks, language support for Traditional Chinese, bug fixes, and more! Check out the release notes to see what has changed:

https://store.steampowered.com/news/app/317600/view/3302850737223779994

Update 3.1 - Release Notes

As we remain in awe of the enthusiasm around Update 3.0, we look forward to the road ahead. We also want to take this opportunity to show our gratitude towards you as a community for staying with us all these years and for your continued support and enthusiasm around Company of Heroes: Eastern Front!

Getting the opportunity to share and play our creation with many of you is a great reward after all these months of development and internal playtesting. Thanks to your valuable feedback and bug reports we were able to track down and address many balance concerns and other issues.

We are therefore happy to announce that Update 3.1 is scheduled to be released on September 30th, 10 am PDT (5 pm GMT, 7 pm CEST)!

The update brings game balance changes, AI difficulty tweaks, language support for Traditional Chinese, bug fixes, and more!

Before we dive into the details of this update, we want to give a shout-out to our community translators. Without your efforts we would be unable to support localization for languages other than English and German. Support for additional languages is planned, but we also are still looking for translators that can aid in this process for currently unsupported languages. If you think that you are up for the task, make sure to get in contact with us!

[h2]Global balance & gameplay changes[/h2]

[h3]Infantry Anti-Tank Weapons[/h3]
In Update 3.0 the M9 Bazooka and 44M Panceltoro received major improvements to their overall reliability and penetration capabilities. While we are mostly satisfied with these changes, we deem the weapons to overperform against certain targets.

M9 Bazooka/44M Panceltoro

  • Damage multipliers:

    • SdKfz 22x series: 1 → 0.9
    • SdKfz 250 series: 1 → 0.9
    • SdKfz 251 series: 1 → 0.9
    • SdKfz 234 Puma: 1 → 0.9
    • Stug skirts: 0.9 → 0.7
    • Panzer IV: 1.6 → 1.4
    • Panzer IV skirts: 1.2 → 1.1
    • Panzer III: 1.6 → 1.2
    • Panzer III skirts: 1.2 → 1
    • Jagdpanzer IV: 1.5 → 1.4
    • Jagdpanzer IV skirts: 1.125 → 1.1
    • Panther: 1.5 → 1.4
    • Panther skirts: 1.125 → 1.1
    • Jagdpanther: 1 → 1.2

  • Penetration multipliers:

    • Panzer III: 0.85 → 0.75
    • Panzer III skirts: 0.8 → 0.7
    • Jagdpanther: 0.2 → 0.15

  • Accuracy multipliers:

    • SdKfz 234 Puma: 1 → 0.85
    • SdKfz 250 series: 1 → 0.85
    • SdKfz 251 series: 1 → 0.85
    • Panzer II Luchs: 1 → 0.85
    • M8 Greyhound: 1 → 0.85

  • Target moving accuracy multipliers:

    • SdKfz 234 Puma: 1 → 0.8
    • SdKfz 250 series: 1 → 0.8
    • SdKfz 251 series: 1 → 0.8
    • Panzer II Luchs: 1 → 0.8
    • M8 Greyhound: 1 → 0.8

[h3]Vehicle Cover[/h3]
The vehicle cover mechanic was disabled completely with Update 3.0, addressing a significant layer of RNG in vehicle-to-vehicle combat. However, this mechanic also served as an important factor for the survivability of stationary cannons like Howitzers and Flaks. We have therefore decided to re-enable it for these types of units.

  • Flak 88, 52k-AA/AT, M2A1 Howitzer, Pak 43/41, LeFH, Flakvierling will benefit from a -25% rec. accuracy modifier when placed close to light or heavy cover.

[h2]Soviets[/h2]

[h3]VPGS-41 Anti-Tank Rifle Grenade[/h3]

  • damage multiplier vs Motorcycle/Kubelwagen/Schwimmwagen: 2 → 1.8

[h3]Urban Combat Strategies[/h3]
The current progression layout proves to strongly favor a linear unlocking progress starting with the left branch. This had a tendency to result in a cookie-cutter approach that comprised of strong Ingenery and Weapon Teams, followed up with Naval Infantry, the highly potent KV-2 Artillery Tank, enhanced defenses, and 52K AA/AT Cannons. We decided to rearrange the branches with the aim to reduce this effect, make the right branch more appealing as a standalone progression, while also reducing the overall efficiency of this command tree.

Street Fighting

  • Street Fighters (1 cp)
  • Incendiary Carpet Bombing (3 cp)
  • KV-2 Artillery Tank (4 cp)
Fortification

  • Fortification (2 cp)
  • Naval Infantry (1 cp)
  • 52K 85 mm AA/AT Cannon (2 cp)

[h3]ZiS-44 Medic Truck[/h3]

  • Fuel cost: 15 → 20
  • Can now be damaged by small arms.

[h3]Strelky[/h3]
While intended as formidable mainline infantry, Strelky were too oppressive out of the box, capable of bullying off other mainline infantry. We decided to lower their overall damage output.

  • Mosin Nagant:

    • Damage 12 → 10
    • Weapon cooldown multipliers (s/m/l): 1/1.4/1.8 → 1/1.3/1.6

[h3]T-60 Light Tank[/h3]
The T-60 proved to be too strong, especially against certain light vehicles.

  • 20 mm TNSh cannon:

    • Scatter angle: 6 → 8
    • Max scatter distance: 8 → 16
    • Deflection damage: 15% → 5%
    • Base accuracy (s/m/l): 0.4/0.4/0.25 → 0.4/0.35/0.25
    • Base cooldown: 3-3.5s → 3.5-4.5s
    • Cooldown mutliplier (s/m/l): 1/1.25/1.5 → 1/1/1.25
    • Damage multiplier vs. Puma/Luchs: 0.5 → 0.3
    • Chance to critically kill soldiers at 60-5% hitpoints: 15% → 10%
    • Rear penetration chance vs. Panzer 38(t): 35% → 28%

[h3]82 mm Mortar Team[/h3]

  • Manpower cost: 240 → 290
  • Barrage area UI now dynamically shows the barraged area based on range (QoL).
  • Fixed Mortar Smoke Barrage not working.

[h3]107 mm Heavy Mortar Team[/h3]
While certainly powerful, the Heavy Mortar proved to be too unreliable compared to the 82 mm Mortar Team. That's why we improved the weapon performance. Shell travel will be faster and the area of effect damage is more evenly spread out, which should enable it to deal damage more consistently.

  • Minimum barrage range: 25 → 30
  • Barrage target UI now dynamically shows the barraged area based on range (QoL)
  • Barrage reload time: 3-3.5s → 2.5-3s (+15% faster)
  • Mortar shell impact after firing: ±12 s → ±10s (normal Mortar impact is ±7-8s)
  • Mortar shell now uses a different FX
  • Area of Effect:

    • Inner radii (s/m/l/d): 2/4/8/8 → 1.5/3/6/9
    • Damage multipliers (s/m/l/d): 1/0.55/0.4/0.4 → 1/0.55/0.4/0.25
    • Damage: 50/27.5/20/20 → 50/27.5/20/12.5

[h3]ISU-152[/h3]

  • 152 mm ML-20 Howitzer:

    • reload 10-11 → 11-12
    • Area of Effect Damage (s/m/l/d): 250/75/37.5/25 => 250/75/25/25

[h3]Observer Team[/h3]
Observer Teams proved to be too cost effective in their default configuration, and were difficult to fight off in tight, close ranged and urban areas. Their pistol damage is reduced to a more reasonable level and their overall durability is reduced significantly.
  • Hitpoints 70 → 60
  • Removed -10% rec. accuracy modifier
  • TT-33 Pistol:

    • Accuracy (s/m/l) 0.6/0.4/0.25 → 0.45/0.3/0.2/
    • Damage 10 → 7

[h3]KV-2 Artillery Tank[/h3]
While the KV-2 is intended to be a heavy artillery platform, we noticed that it currently overperforms significantly. We have tuned down its combat potential to be more in line with other mobile heavy artillery tanks like the Hummel.

  • no longer uses superheavy tank minimap icon
  • Heavy Artillery Barrage:

    • Cooldown: 75 s → 90 s
    • Maximum range: 175 → 160

  • 152 mm M-10 Howitzer:

    • Fog of War scatter angle multiplier: 1.3 → 1.5
    • Fog of War distance multiplier: 1.5 → 2
    • Max scatter distance: 14 → 16

[h3]T-34/85[/h3]
The T-34/85 is a very common sight and players often tend to gravitate towards this tank for handling various threat types. We want to tweak the main gun performance against heavily armoured targets, most notably assault guns and tank destroyers like the StuG IV and Hetzer. The aim is to primarily reduce the effectiveness of the T-34/85 against such targets while engaging on range, while retaining most of its combat potential during close range engagements.

  • Main gun base penetration (s/m/l): 1/0.9/0.8 → 1/0.88/0.76

[h3]SU-100[/h3]
These changes aim towards making the SU-100 better against axis heavy tanks, while slightly reducing its max range sniping potential.

  • Accuracy (s/m/l): 1/1/0.85 → 1/1/0.8
  • Base penetration (s/m/l): 1/0.92/0.81 → 1/0.93/0.86
  • Added a bonus damage multiplier against heavy armor (damage 145 -> 165)

[h3]SU-76[/h3]
We noticed that it is too easy for Soviets to field a large amount of SU-76 and use them as long range indirect fire support. We are also going to address that the main gun penetration is very high in direct-fire mode, especially with Improved Ammunition.

  • Main gun reload time: 4-5 s → 5-5.5 s
  • Base penetration (s/m/l): 1/0.95/0.85 → 1/0.9/0.8
  • Artillery Ammunition:

    • Munition cost: 100 → 150
    • Upgrade time: 20s → 30s

  • High-Explosive Barrage:

    • Salvo: 5 → 4
    • Max scatter distance: 14 → 16
    • Range: 150→ 130
    • FoW scatter angle multiplier: 1.5 → 2.5

[h3]Improved Logistics[/h3]
Improved Logistics upgrade is currently too cost efficient as it lowers the manpower upkeep from all soviet units by roughly 30%.

  • Fuel cost: 35 → 50

[h2]Ostheer[/h2]

[h3]Kubelwagen[/h3]

  • Hitpoints: 150 → 160

[h3]Krankenwagen[/h3]

  • Can now be damaged by small arms.

[h3]Panzer38(t)[/h3]

  • Main gun damage multipliers:

    • Jeep: 1.0 → 1.4
    • Katyusha Rocket Launcher: 1.2 → 1.6
    • BA-64D: 1.2 → 1.6
    • M8 Greyhound/T17/Staghound: 1.0 → 1.2
    • BT-7: 1.0 → 1.2
    • T-60: 1.0 -→ 1.2

[h3]Panzer III Infantry Support Tank[/h3]

  • Fire HEAT shells ability:

    • Duration: 15 s → 20 s
    • Damage 100 → 110
    • Damage multiplier against cage armour: 0.75 → 0.8

[h3]Mortar Team[/h3]

  • Manpower cost: 260 → 280
  • Deployment time: 40 s → 45 s

[h3]Coated Optics[/h3]
Coated Optics enabled tanks that were already great at handling both Infantry and Tanks to become too efficient overall. This enabled such vehicles to farm veterancy against soft targets too effectively, which often resulted in a snowballing effect during the late game. The upgrade remains available on more specialized vehicles to enhance their intended role without becoming too powerful against secondary targets.

  • Accuracy bonus while moving: +33% → +20%
  • Disabled upgrade for Panzer IV and Panzer III Infantry Support Tank

[h3]Sturmpioneers[/h3]

  • Granatbuchse 39

    • Cooldown multipliers (s/m/l): 1/1/1.25 → 0.9/1/1.1

[h3]Honved[/h3]
Honved are too cost effective and oppressive when upgraded with Sub-Machine Guns. We have therefore reduced the overall damage output of the 43M Danuvia Sub-Machine Guns while also making the squad more costly to reinforce.

  • Reinforce cost 26 → 28
  • Throw Brandflasche ability munition cost: 10 → 20
  • 43M Danuvia Sub-Machine Guns:

    • cooldown modifier 0.3 → 0.5
    • removed 1.02 incr. accuracy modifier
    • moving accuracy modifier 0.75 → 0.5

[h3]Jagdpanzer IV[/h3]
The Jagdpanzer IV is deemed to underperform against heavier vehicles, while also being too difficult to use effectively.

  • Fixed gun elevation values
  • Added 1.25 damage modifier against heavy tanks
  • Traverse rate: 30 → 35

[h3]Zrinji II[/h3]

  • tweaked weapon accuracy: 0.5/0.75/1.00 → 0.35/0.7/1.0
  • weapon scatter settings:
  • distance scatter offset 0.1 → 0.15
  • distance scatter max 6 → 7
  • AoE penetration 0.75/0.9/1.0 → 0.5/0.75/1.0
  • CP cost increased to 3 (7cp total)

[h3]75 mm Pak 97/38 Anti-Tank Gun[/h3]
The Pak was overperforming out of the box, meaning that it rarely had to use its HEAT Shell ability to succeed against heavy tanks. The weapon range was also brought in line with other Anti-Tank Guns.

  • Base penetration: (s/m/l): 1.2/0.8/0.72 → 1.1/0.74/0.66
  • Range: 65 → 60

[h3]Pervitin[/h3]

  • Now adds +10 hitpoints per soldier if the squad is at full hitpoints during activation. This bonus health decays slowly over time

[h2]Panzer Elite[/h2]

[h3]Panzer IV Infantry Support Tank[/h3]
The vehicle proved too efficient when utilizing its Lockdown ability, especially in conjunction with the upgraded Long-Barreled 75 mm KwK 40 L/48 tank gun. We are therefore rebalancing the ability to be less focused around improving the already impressive rate of fire, while still offering a notable advantage as a trade-off for mobility.

  • Lockdown:

    • Main gun reload reduction: -50% → -20%
    • Main gun range increase: +0 m → +5 m

  • 75mm KwK40 L/48 penetration multipliers:

    • IS-2: 0.39 → 0.46
    • SU-100: 0.31 → 0.56

[h3]Hetzer[/h3]

  • Main gun penetration multipliers:

    • IS-2: 0.66 → 0.54
    • SU-100: 0.31 → 0.675

[h3]Infantry Veterancy[/h3]
Infantry Veterancy is deemed significantly too effective, often causing a major snowball effect when it gets going (acquiring veterancy helps with gaining more veterancy). The offensive upgrades grant too much of a boost to overall damage output, while the Defensive upgrades make units too resistent to incoming damage and suppression.

  • Offensive:

    • Weapon accuracy: +26% → +20%
    • Weapon cooldown: -16% → -10%
    • Weapon reload: -16% → -15%
    • Weapon penetration: +26% → +15%

  • Defensive:

    • Received suppression: -15% → -10%
    • Received damage: -5%
    • Health maximum: +10%
    • Health regeneration addition: 2.4 hp/s

[h3]Marder III[/h3]
Despite now being able to fire on the move, the Marder currently underperforms against its intentional targets. As we do not want to turn the Marder into a highly mobile kiting machine, we have improved its Lockdown ability while also reinstating its long range accuracy.

  • Lockdown range bonus: +5 → +10
  • Main Gun long range accuracy: 0.65 → 0.75

[h3]Infantry Halftrack[/h3]

  • Removed scopes upgrade
  • MG42 Light machine Gun:

    • range: 30 → 35
    • Base accuracy (s/m/l): 0.5/0.45/0.3 → 0.45/0.4/0.3

[h2]Wehrmacht[/h2]

[h3]Motorcycle: [/h3]

  • Hitpoints: 125 → 160

[h3]Panzer IV[/h3]

  • Main gun penetration multipliers:

    • IS-2: 0.39 → 0.46
    • SU-100: 0.31 → 0.56

[h3]Sturmgeschutz IV[/h3]

  • Main gun penetration multipliers:

    • IS-2: 0.66 → 0.54
    • SU-100: 0.31 → 0.675

[h2]Americans[/h2]

[h3]T17 Armored Car[/h3]

  • Hitpoints: 350 → 250
  • Damage multiplier vs Marder III: 2 → 1.2 (now requires 5 shots instead of 3)

[h2]British[/h2]

[h3]Staghound[/h3]

  • Now replaces the Stuart Light Tank instead of the Command Tank.
  • Hitpoints: 450 → 250
  • Armour type: Stuart → M8 Greyhound
  • Fuel cost: 45 → 40
  • Damage multiplier vs Marder III: 2 → 1.2 (now requires 5 shots instead of 3)
  • Added Armor Skirts upgrade:

    • Cost: 50 munitions
    • Increases hitpoints by 50

[h3]Sherman Firefly[/h3]

  • Main gun range: 55 → 50 (52.5 with Command Tank nearby)
  • Fixed gun recoil animation (wind_down: 0.5s → 1s)
  • Base reload time: 8.5s → 7.5s
  • Removed long range -35% reload multiplier (effective base reload time: 7s → 7.5s; with command tank: 4s → 5.5s)
  • Removed close range +20% reload multiplier (effective base reload time: 10.7s → 7.5s; with command tank: 6.6s → 5.5s)

[h3]Button vehicle (Infantry Section, Bren Carrier)[/h3]

  • Fixed inconsistent duration time; now unified at 15s
  • Reduced mobility penalties are now applied at a 2s delay instead of on ability activation. Sight range reduction & secondary weapon penalties are still applied instantly.

    • Sight range reduction: -99% → -85%

  • Now also applies the following modifiers to the casting squad:

    • Weapon accuracy multiplier: 0.2
    • Weapon reload multiplier: 0.5
    • ]Weapon cooldown modifier: 0.5

[h2]Maps[/h2]

  • Constanta Port (4):

    • Reworked several areas for better map flow and visual appeal.

  • Added Pripyat Marshes (2)
  • Added Zmievka (4)
  • Removed Kholm (4)

[h2]User interface[/h2]

  • Added Eastern Front logo to the taskbar

[h2]Localization[/h2]

  • Added language support for Traditional Chinese.

[h2]AI[/h2]
We received feedback that the AI is too difficult to beat for new and inexperienced players. That's why we rebalanced the difficulty scaling for a more level playing field.

From now CPU - Easy is penalized compared to the player. CPU - Easy will thus receive less income than the player and with that scale slower throughout a game. We also tweaked the income multipliers for CPU - Hard and CPU - Expert to reduce the scaling potential in the late game.
[h3]AI income multipliers[/h3]

  • Easy

    • Manpower: 1 → 0.9
    • Munitions: 1
    • Fuel: 1 → 0.9

  • Normal

    • Manpower: 1
    • Munitions: 1
    • Fuel: 1

  • Hard

    • Manpower: 1.1 → 1.2
    • Munitions: 1.1 → 1.2
    • Fuel: 1.2 → 1.1

  • Expert

    • Manpower: 1.65 → 1.6
    • Fuel: 1.6 → 1.3

[h3]Behavior improvements[/h3]

  • Adjusted ostheer throw blendkorper target filter so the AI uses it against vehicles instead of infantry
  • Added purchasing logic to AI for PE G43
  • Adjusted purchasing logic for PE Panzerschreck
  • Adjusted purchasing logic for PE T3 and T4 buildings
  • Removed Sherman 105 from Tank Depot spawner list so AI cannot use it
  • Brit AI should now always deploy trucks
  • Adjusted purchasing rules for ostheer AI panzerwerfers
  • Made AI purchase decision of Stuart/Staghound higher if enemy vehicles present before T3 truck available
  • Increased AI purchase priority of Firefly if enemy armor is present
  • Added starter build orders for brit AI
  • Fixes for brit AI to make better unit and upgrade purchasing decisions
  • Fixed AI not using some artillery abilities
  • remove military cap from expert AI (it will continue to make units even if it matches player military strength)
  • Greatly increased AI priority of purchasing men against tanks and PTRS if enemy vehicles are fielded

[h2]Bug fixes[/h2]

  • Fixed pink Panzer III tracks during certain weather settings.
  • Fixed Krankenwagen wreck/recover visual bugs.
  • Fixed field defenses (Sandbags, Barbed Wire, etc.) counting as building kills.
  • Fixed Anti-Tank Guns counted as heavy vehicle kills (light vehicles now).
  • Fixed Ostheer Mortar Team barrage weapon z-coordinate, addressing an issue where shells would collide with nearby tall objects such as hedgerows right after being fired.
  • Fixed Mortar rate of fire inconsistencies .
  • Fixed Panzergrenadier Veterancy upgrades visibility (were hidden behind squad upgrades).
  • Panzergrenadiers receiving double veterancy bonuses.
  • Fixed Naval Infantry Zeal retaining heroic criticals when fully reinforced.
  • Fixed a plethora of inconsistent damange, accuracy and penetration values for mines, artillery and handheld weapons against light and medium tanks (mostly Zrinji II, T34, SU 100, T-60 and Bt-7).
  • Fixed pak97/38 range to be in line with other AT guns.
  • Fixed Cage armour bonuses not properly applying to SU-100.
  • Fixed a bug where Sherman Beutepanzer could use self repairs.
  • Fixed a bug where Wehrmacht and Ostheer sniper would automatically camouflage and move slowly in cover.
  • Fixed RPG-43 Anti-Tank Grenades overthrowing targets.
  • Fixed an AoE inconsistency on Molotov Cocktails.

Update 3.0 is now available!

Welcome back to the Eastern Front comrades, Update 3.0 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]Summary & Faction Overhauls[/h3]
https://store.steampowered.com/news/app/317600/view/3328745165989788306

[h2]Part [2/2][/h2]
[h3]Global balance changes, faction balance tweaks, visuals & sound design, maps enhacements, quality of life improvements, bug fixes[/h3]
https://store.steampowered.com/news/app/317600/view/3328745165989795116

Update 3.0 - Release Notes [1/2]

We're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)!

This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more!

Soviets

Characterized as a versatile faction, the Soviets have with a wide variety of units available in their base arsenal. The envisioned faction playstyle revolves around being more static and defensive early on and transition into an offensive powerhouse as the game progresses.

However, this versatility was heavily restricted as many units and upgrades were locked behind an array of highly specific and unique upgrades. The sheer amount of available teching options made it difficult to transition between units, especially when falling behind your opponent. These restrictions limited the amount of viable strategies, leading to repetitive army compositions as certain unit and tech choices were strongly favoured over others. At the same time this allowed the Soviets to snowball massively when getting ahead of their opponent in terms of resourcing. This became most evident in team games, where Soviet players would often out-scale other factions quickly throughout the course of a game.

Many of the faction's units featured a similar playstyle as most infantry squads wield Mosin Nagant rifles. This meant that units often lacked a clear identity and would often fulfill the same roles in battle. A notable example here was the dynamic between Ingenery, Conscripts, Strelky, and the Command Squad. A secondary effect of this was that these units lacked their own distinct audio characterization, making engagements feel unexciting and non-immersive.

Our goal was to improve the versatility and flexibility of the faction by reorganizing the base arsenal, simplifying the teching options, and clarifying unit roles while also reducing unit overlap. Additionally, we aimed to permit a broader range of strategies while tweaking the overall power scaling potential to be more in line with the other factions. Alongside the revised core faction design, all Command Trees have seen significant changes and balance tweaks with the primary goal to improve the synergy with the core faction, while also offering unique playstyles and progression choices.

The basic tech tree is as follows:



The revised Command Trees:



[h2]Headquarters[/h2]

[h3]Ingenery (4)[/h3]
Primary Builders equipped with PPD-38 Sub-Machine Guns. Construct all Base Structures and defenses, and can repair Vehicles/Structures. Can be upgraded with Minesweepers, or a Flamethrower for increased combat effectiveness. Ingenery are good at close range combat.


[h3]Observers (2)[/h3]
Specialized soldiers trained for reconnaissance. Good against Snipers and targets at range. Capable of detecting camouflaged units. Can be upgraded with SVT-40 rifles for increased firepower. May use Flares to reveal areas in the Fog of War.


[h3]Conscripts (7)[/h3]
Light infantry with little combat experience. Can be equipped with DP-28 Light Machine Guns for increased overall firepower. A variety of equipment can be unlocked to handle various threat types, including Molotov Cocktails and VPGS-41 Anti-Tank rifle grenades.

Conscripts now come fully equipped with Mosin Nagant Rifles by default, are generally more effective at combat, and can now gain veterancy. This enables the Soviets to more reliably use this unit throughout the course of a game instead of being phased out completely when Strelky or elite infantry become available.


[h3]Medical Truck[/h3]
The unarmed ZiS-44 Medical Truck can deploy into an Aid Station to heal nearby troops.

[h2]Mustering Tent[/h2]


[h3]SG-43 Heavy Machine Gun Team (3)[/h3]
The air-cooled SG-43 Goryunov is capable of laying down devastating suppressive fire. Good at holding positions or supporting advancing infantry.


[h3]Sniper (1)[/h3]
Specialised anti-infantry unit. Equipped with a Mosin Nagant sniper rifle, Snipers eliminate infantry targets with single shot precision at extreme ranges. Conventional camouflage was reintroduced. Snipers have seen a global rebalance to reduce their overall combat efficiency and oppressive nature.


[h3]Strelky (6)[/h3]
Versatile soldiers equipped with Mosin Nagant rifles that form the backbone of the Red Army. Can be upgraded with PTRS-41 Anti-Tank Rifles or PPSh-41 Sub-Machine Guns to enforce combat effectiveness against all various threat types. Can throw Fragmentation Grenades and be upgraded globally for increased overall combat efficiency.

Strelky are now much more rounded right from the get-go, no longer requiring a multitude of unique upgrades to unlock additional utility and squad upgrades. This enables Strelky to fulfill their intended role as iconic mainline infantry when they first become available, and scale more smoothly throughout the course of a game.

[h2]Support Barracks[/h2]


[h3]Command Squad (4)[/h3]
Commander unit. Imparts global Offensive or Defensive Bonuses towards Infantry with gained veterancy. The Command Squad is an effective combat unit equipped with SVT-40 rifles that also provides additional utility. Can use Mark Target to induce prioritized firing against a selected target. Reduces global Manpower upkeep costs that improves with gained veterancy. Can be equipped with a DP-28 Light Machine Gun for increased overall firepower.


[h3]Mortar Team (3)[/h3]
The M1936 82 mm Mortar provides effective long range indirect fire support. Good for breaching through defenses and deploying smoke to screen units from incoming fire.


[h3]ZiS-3 Anti-Tank Gun (3)[/h3]
Long range Anti-Tank weapon with good armor penetrating capabilities at all ranges. Penetration capabilities can be upgraded globally for increased effectiveness against heavily armored targets, and to initiate Focused Firing to trade rate of fire for greatly increased accuracy, penetration chance, and damage per shot.

The ZiS-3 has received a significant boost in base penetration capabilities versus armored targets, making it an overall much more reliable tool to counter heavy tanks.


[h3]BA-64D Armored Car[/h3]
The BA-64D is a lightly armored but agile vehicle that mounts a DT Machine Gun in a fully traversable turret. Can be upgraded with a DShK Heavy Machine Gun for increased firepower. Good for hunting down snipers or flanking weapon teams.

[h2]War Factory[/h2]


[h3]T-60 Light Tank[/h3]
Agile light tank mounting the rapid-firing 20mm TNSh autocannon and a coaxial DT machine gun. Highly efficient against Infantry and other soft targets, but ineffective against armored threats. Can be upgraded with a Tank Commander for increased sight range.


[h3]BT-7 Cavalry Tank[/h3]
Mounting the 45mm L/46 tank gun, the BT-7 Cavalry Tank is a versatile platform capable of engaging infantry and light vehicles. Can be upgunned with a 76 mm gun for increased firepower against soft targets.


[h3]SU-76[/h3]
Lightly armored tank destroyer that combines good mobility with the powerful 76 mm ZiS-3 Field Gun that is capable of both direct and indirect fire. Good against tanks and vehicles. High-Explosive shells are available for long range indirect fire support that is effective against soft targets and defensive locations.

[h2]Tank Hall[/h2]


[h3]T-34-85[/h3]
Versatile medium tank outfitted with the 85 mm ZiS S-53 tank gun. The T-34-85 is a formidable platform that combines good mobility with solid firepower and reasonable armor protection. Can be upgraded with a Tank Commander for increased sight range, Mine Rollers to clear minefields, and a Flamethrower for added firepower against soft targets and defenses. The T-34-85 excels at using its mobility to flank heavily armored threats.


[h3]SU-100[/h3]
Tank Destroyer that combines the powerful 100 mm D-10S tank gun with sloped armor protection, forming an effective platform capable of handling armored threats at very long range. Can be upgraded with a Tank Commander for increased sight range.


[h3]IS-2[/h3]
Mounting the massive 122 mm D-25T tank gun and thick all-round armor, the IS-2 is a formidable heavy tank capable of handling any threat type. Can be upgraded with a DShK Heavy Machine Gun for added firepower against infantry and soft targets.

Ostheer

The Ostheer can be described as an aggressive faction that relies on building up momentum early on. The faction has a wide range of units available in their base arsenal, and their mainline infantry squad, the Landsers, are adaptable to most combat situations.

Although the faction has the versatility to react to combat situations, the proactive things that players could do to put themselves ahead were restricted due to the underwhelming performance of basic infantry units. This led to a specific issue where the faction was built around using shock units to succeed in battles.

We have further shifted the core design of the Ostheer to feature a push-and-hold type of gameplay. What this means in practise is that the faction excels at early and mid game aggression, while having to transition into more defensively orientated tactics as the game progresses. The faction now has access to a wide array of defensive options in their core arsenal that further help emphasizing this type of gameplay. These include the mightly 8,8 cm PaK 43 Anti-Tank Gun, garrisonable emplacements, and support weapons.

Likewise the Soviet faction, our goal was to improve the flexibility of the faction by reorganizing the base arsenal, clarifying the teching options, and introducing distinct unit roles with minimal unit overlap. Additionally, we aimed to introduce a broader range of possible strategies that players can apply while playing as the Ostheer.

Several new units were added to bolster army composition choices and increase the diversity of combat situations created when fighting with and against the faction. While certain units like the Panther and Tiger were cut from the faction or moved into a command tree option, other iconic units such as the Elefant were reintroduced. The faction also received completely new units in the form of the Jagdpanzer IV tank destroyer and Wespe mobile artillery!

Alongside the revised core faction design, all Command Trees have seen significant changes to a point of being complete overhauls. The aim here was to improve the overall synergy with the core faction while also offering unique playstyles and progression choices.

The basic tech tree is as follows:



The revised Command Trees:



[h2]Headquarters[/h2]


[h3]Sturmpioneers (3)[/h3]
Combat pioneers equipped with Kar98k rifles. Good for mid-long range combat while screened by other units. Construct all Base Structures and defensive tools, and may repair Vehicles and Structures. Can be equipped with Minesweepers or Granatbuchse 39 Grenade Launchers. Blendkorper 2H Smoke Grenades may be utilized to slow down vehicle threats.

Available defensive tools include the powerful 8,8 cm PaK 43 Anti-Tank Gun and Concrete Emplacements. Concrete Emplacements are neutral structures that may be garrisoned by Infantry, Machine Guns, and Mortar Teams. While garrisoned, Ostheer players can also upgrade these structures to an Anti-Air Battery or Field Hospital.


[h3]Kübelwagen[/h3]
Fast and agile, the unarmed Kübelwagen is ideal for capturing Territory and other Reconnaissance tasks. Can be upgraded with an MG34 Light Machine Gun for fire-support.


[h3]Krankenwagen[/h3]
The unarmed Opel Blitz Krankenwagen can deploy into a stationary Aid Station to heal nearby Infantry.

[h2]Schützen War Camp[/h2]


[h3]Landsers (5)[/h3]
Versatile mainline infantry equipped with Gewehr 43 rifles that excel at medium ranged combat situations. RPzB. 43 Panzerschrecks can improve firepower and provide utility against vehicle threats. Landsers can be upgraded globally with a MG34 Light Machine Gun for increased overall firepower, and Stielhandgranate 39 Grenades for added utility.

Despite losing a squad member, Landsers received a boost in overall squad survivability. They can be a formidable force that can be further emphasised by upgrading squads globally with an MG34 Light Machine Gun. On the contrary, the close range specialty upgrades were removed, giving Landsers are more pronounced unit role overall.

The revised Landsers offer a dynamic which requires allied factions to stay at range or utilize brute force. This gives the overall Ostheer early game infantry dynamics a very different feeling compared to the Wehrmacht and Panzer Elite. All-in-all, Landsers are now able to fulfill their intended role as backbone infantry squad for the Ostheer, while also now having clear boundaries and combat preferences.


[h3]Marksman (1)[/h3]
Specialised anti-infantry unit. Equipped with a Kar98k sniper rifle, Marksmen eliminate infantry targets with single shot precision at extreme ranges. Conventional camouflage was reintroduced. Snipers have seen a global rebalance to reduce their overall combat efficiency and oppressive nature.


[h3]Mortar Team (3)[/h3]
The Kz 8 cm GrW 42 provides effective long range indirect fire support. Good for breaching through defenses and deploying smoke to screen units from incoming fire.

[h2]Ordnance Depot[/h2]


[h3]MG34 Heavy Machine Gun Team (3)[/h3]
The MG34 Heavy Machine Gun can provide devastating suppressive fire, both great for holding positions and supporing advancing infantry.


[h3]Skirmish Commander (3)[/h3]
Commander unit. The Skirmish Commander imparts global bonuses towards Infantry; all Infantry squads gain veterancy faster and are tougher to suppress while present on the battlefield.

The Skirmish Commander is an effective close-range combat unit equipped with Beretta Modello 38 Sub-Machine Guns that also provides additional utility. Can initiate Sector Overwatch to saturate a targeted sector with mortar fire, and initiate Prioritized Defense to defend a selected Territory sector.


[h3]7,5 cm PaK 97/38 Anti-Tank Gun (3)[/h3]
Long range Anti-Tank weapon with good armor penetrating capabilities at all ranges. The PaK 97/38 can fire HEAT shells, trading rate of fire for increased penetration and stopping power.


[h3]Sd.Kfz. 251 Halftrack[/h3]
Armoured troop transport that offers great early and mid-game synergy with infantry orientated tactics. Infantry loaded into the halftrack will visibly occupy the open-top compartment and can independently target enemy units with their own weapons. It can be upgraded with a MG151 "Drilling" autocannon to provide anti-air support and firepower against soft targets.

[h2]Panzer Recon Company[/h2]


[h3]Panzer II Luchs[/h3]
Agile light tank that combines great mobility and reasonable armor protection with a rapid firing 2.0 cm KwK 38 cannon and secondary MG34 Light Machine Gun. Capable of effectively engaging infantry and soft targets.


[h3]Panzer 38(t)[/h3]
Light tank that combines decent armor and good mobility with the 3.7 cm KwK 38(t) L/48.5 main gun. Can effectively engage infantry and lightly armoured threats. Can be upgraded with a Turbocharger for increased overall mobility.


[h3]Panzerwerfer[/h3]
The Panzerwerfer 42 mounts the 15 cm Werferrohren Rocket Launcher, capable of providing effective long range indirect fire support. Can be upgraded with Incendiary Rockets for increased area of effect effectiveness.


[h3]Panzer III Infantry Support Tank[/h3]
Agile medium tank mounting the 7.5 cm KwK 37 L/24 tank gun, capable of handling infantry and light vehicle threats with its High-Explosive ammunition. Can fire HEAT shells for good capabilities against vehicles and tanks. Can be upgraded with a MG34 Light Machine Gun for added firepower, and Coated Optics for improved accuracy on the move. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.

[h2]Mechanized Command[/h2]


[h3]Sd.Kfz. 9 "Famo"[/h3]
The Sd.Kfz. 9 can repair and recover Vehicles and Tanks. Additionally, it can also recover some destroyed enemy tanks and turn these into Beutepanzers. These include the American Sherman, the Commonwealth Cromwell, and the Soviet T-34-85. Unlike the Bergetiger, the Famo cannot recover heavy tanks like the Panther or Tiger.


[h3]Panzer IV[/h3]
Versatile medium tank outfitted with the long barreled 7.5 cm KwK 40 L/48 tank gun, capable of adapting to most combat situations. Can be upgraded with an MG34 Light Machine Gun for added firepower, and Coated Optics for improved accuracy on the move. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.


[h3]Jagdpanzer IV[/h3]
Tank Destroyer that combines the powerful 7.5 cm PaK 42 L/70 tank gun with thick sloped armor protection. The Jagdpanzer IV is a formidable tank destroyer that can tackle heavily armored target at very long ranges. Can be upgraded with a Tank Commander for increased sight range, and Coated Optics for improved accuracy on the move. May fire APCR shells for better capabilities against heavily armoured tanks. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.

[h2]Panzer Elite[/h2]
The Panzer Elite core design revolves around mobile and vehicle orientated gameplay, with limited defensive options. While the tech tree is open and non-linear, the overall base arsenal is cluttered with highly specific and unique vehicles that have little to no purpose in practise. In addition, their main infantry squads lack singular identity, often favoring the base Panzergrenadier unit.

The sheer abundance of impractical and highly situational light vehicles lead to repetitive army compositions that limit gameplay options. This in turn puts a heavy emphasis on other specific and oppressive units.

To summarize the issues:

  • Main infantry lacking singular identity, and are essentially three of the same unit.
  • Main infantry are cluttered with abilities, upgrades and roles they have to fulfill.
  • Main infantry having to fulfill engineer tasks; constructing base structures and repairing vehicles and structures.
  • Lack of proper suppression utility in the base arsenal.
  • Overabundance of highly specific and impractical vehicles.
  • Lack of versatile vehicles and tanks.
  • Lack of basic defensive tools.

These issues combined result in an overall low diversity of possible strategies for the player. A specific issue that emerges is that the faction is built around specific shock units and having access to late game tech much sooner than other factions. This resulted in tendencies in army compositions that are hard to balance and play around. Furthermore, the main infantry unit of the faction served as an engineer unit, which in turn made the faction too flexible at the frontline. This enabled the faction to quickly put itself ahead and it was common to see it snowball massively into the mid and late game.

Our goal was to address all the aforementioned issues, 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 playstyles that the faction was experiencing. Lastly, the revised faction remains fully compatible with the Operation Market Garden campaign!

To summarize these changes:

  • Panzergrenadiers, Assault Grenadiers and Tank Busters are now three distinct and unique unit.
  • The main tech tree was reorganized to offer more diverse gameplay options.
  • Removed or revised some of the light vehicles that were cluttering the base arsenal without providing any practical utility.
  • Some upgrades were revised to offer more interesting teching options.
  • Implemented basic defensive tools into the base arsenal.
  • Revised and enhanced Command Trees to synergize with the redesigned faction and offer additional playstyles and interesting progression choices.

The basic tech tree is as follows:



The revised Command Trees:



[h2]Headquarters[/h2]


[h3]Panzergrenadiers (3)[/h3]
A small but adaptable combat pioneer unit equipped with Kar98k rifles. Good for mid-long range combat while screened by other units. Panzergrenadiers synergize well with backbone infantry and early game light vehicles. Construct all Base Structures and some basic defenses, and can repair Vehicles/Structures. Can throw Incendiary Grenades when upgraded globally. Can be upgraded with a Minesweeper, or Gewehr 43 Rifles for improved overall firepower.

The role of Panzergrenadiers was shifted from mainline infantry to support infantry. They can no longer be upgraded with STG44 Assault Rifles or Panzerschrecks. Received an overall reduction in squad survivability, but their deployment cost was also reduced. This makes it easier to field multiple engineer units without also providing the player with a strong infantry unit.


[h3]Kettenkrad[/h3]
An unarmed but agile reconnaissance vehicle. While its primary function is capturing territory, additional utility is unlocked through Command Tree unlocks. With Scorched Earth Tactics, the Kettenkrad can deploy S-Mines, Luftwaffe Tactics enable the vehicle to deploy a concealing smoke screen, and Tank Destroyer Tactics allow for the repairing of structures and vehicles.

[h2]Logistik Kompanie[/h2]


[h3]Scout Car[/h3]
An agile but lightly armored reconnaissance vehicle equipped with an MG42 Light Machine Gun. The Sd.Kfz. 221 can effectively engage infantry and capture Territory. Can lockdown for increased detection capabilities.

The Scout Car will no longer be able to secure territory, but can instead serve as detector unit, spotting units at very far ranges and even through the Fog of War.


[h3]Mortar Halftrack[/h3]
The Mortar Halftrack mounts the Granatewerfer 34 81 mm Mortar in the rear of the vehicle, offering great capabilities for indirect fire support.

The Incendiary Barrage was redesigned to now fire a salvo of three shells to reduce efficiency against weapon teams without reducing the total effectiveness of the ability. The vehicle can now also deploy a smoke barrage to screen units from incoming fire.


[h3]Pioneer Halftrack[/h3]
A Sd.Kfz. 251/7 equipped to conduct Repairs and deliver munition supplies. Can deploy into a stationary Repair Station. Specially trained Pioneers will then automatically repair vehicles within the vicinity of the vehicle. Infantry and vehicles within the support radius will rapidly recharge any abilities that make use of munitions. Can deploy Goliaths.

[h2]Kampfgruppe Kompanie[/h2]


[h3]Assault Grenadiers (4)[/h3]
Versatile mainline infantry equipped with Kar98k Rifles. Excel at long range combat. Can be upgraded with MP44 Assault Rifles to transition into specialized assault infantry. Incendiary Grenades, Anti-Tank Grenades, and global upgrades may further increase combat effectiveness.


[h3]Infantry Halftrack[/h3]
A light Halftrack capable of transporting and reinforcing troops. Infantry inside the Halftrack can use it as mobile fire platform. The base effectiveness of the MG42 Light Machine Gun was reduced significantly, but vehicles may now be upgraded with Optical Sights to improve firepower and enable suppressive fire.


[h3]Light AT Halftrack[/h3]
The Sd.Kfz. 250/10 combines good mobility with the accurate 37 mm PaK 36 Anti-Tank Gun. Capable tackling infantry and lightly vehicles. Can use Focused Fire, and may utilize Stielgranate 41 shells for increased stopping power against vehicles and structures.

[h2]Panzerjäger Kommand[/h2]


[h3]Tank Busters (5)[/h3]
Heavy mainline infantry equipped with Kar98k Rifles and a RPzB. 54 Panzerschreck. Tank Busters are formidable backbone infantry that excel at long range combat and handling armoured threats. Received an overall boost in squad survivability by gaining an extra squad member. Incendiary Grenades, Anti-Tank Grenades, and global upgrades may further increase combat effectiveness.


[h3]Armored Car[/h3]
The Sd.Kfz. 222 combines all terrain mobility with a rapid firing 2,0 cm KwK 38 main gun and secondary MG42 Light Machine Gun, capable of effectively engaging infantry and soft targets.

The Armored Car has seen an increase in overall durability against small arms, and a cost increase to go with that. The vehicle now also requires the Advanced Jäger Kommand upgrade to push back the initial appearance of the vehicle.


[h3]Marder III[/h3]
Lightly armored tank destroyer that combines good mobility with the powerful 7,5 cm Pak 40 Anti-Tank gun. Capable of tackling armored threats at long range. Can lock down to increase weapon performance at the cost of mobility.

The Marder, like all non-turreted tank destroyers, can now fire on the move for improved usability. But the main gun also reloads slower to off-set this increased overall versatility.

[h2]Panzer Support Kommand[/h2]


[h3]Hotchkiss Light Tank[/h3]
Light Tank that combines decent mobility and armor with the SA-37 3,7 cm tank gun. Can be upgraded with a long-barreled 3,7 cm SA-18 gun for increased effectiveness against armored threats. The Hotchkiss can also be equipped with the Wurfrahmen 40 Rocket Launcher , enabling it to provide effective long-range indirect fire support.

The Hotchkiss is a flexible light tank that can pose a formidable threat due to its fairly large hitpoint pool and armor that is impervious to small arms fire. The long-barreled upgun enables the Hotchkiss to effectively engage armored targets.


[h3]Panzer IV Infantry Support Tank[/h3]
A versatile platform outfitted with a short barrel 7,5 cm KwK 37 L/24 main gun that is capable of handling infantry and light vehicle threats with its High-Explosive ammunition. Can be upgraded with an MG42 Light Machine Gun for added firepower, and Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons. Can lock down for increased weapon performance at the cost of mobility.

The Panzer IV Infantry Support Tank can be upgraded globally with the long-barreled 7,5 cm KwK 40 L/48 tank gun for increased weapon range and firepower and effectiveness against vehicles and tanks.


[h3]Bergetiger[/h3]
Repair and Recovery vehicle. A heavy-lift crane and reconfigured turret turn this Tiger chassis into a Bergetiger, enabling it to repair tanks and other vehicles, and recover destroyed vehicles so they can be returned to action.


[h3]Panther[/h3]
The Panther is a highly efficient machine that sports excellent overall dynamics with regards to mobility, survivability and firepower. The Panther can be upgraded with an MG42 Light Machine Gun for added firepower and Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.

The Panzer Elite no longer has access to the Panther Battlegroup, but may intead field Panthers from this structure at a regular deployment cost. The Panther Battlegroup was deemed too efficient and oppressive, while also forcing the Panzer Elite player to fully unlock their entire tech tree in order to gain access to this late game powerhouse unit.

Part 2
Global balance changes, visuals & sound design, Maps enhacements, quality of life improvements, bug fixes
https://store.steampowered.com/news/app/317600/view/3328745165989795116

Update 3.0 - Release Notes [2/2]

We're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)!

This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more!

Part 1
Summary & Faction Overhauls
https://store.steampowered.com/news/app/317600/view/3328745165989788306

[h2]Global balance & gameplay changes[/h2]

[h3]Snipers[/h3]
Snipers have seen a significant reduction in combat capacity and their camouflage functionality has been tweaked as well. The aim of these changes is to reduce the ability to kite during firefights by making it more difficult to perform the "stop-and-shoot" behaviour. A longer initial aiming time paired with longer cooldown between shots and longer reveal times after shooting should make it easier to catch snipers and reduce the overall dominance that these units could impose against other infantry types.

Intended counter units such as the Jeep, Motorcyle, and Observers are now also significantly more effective at detecting and damaging Snipers. Lastly, an significantly increased manpower upkeep cost should also make it less favourable to field multiple Snipers.

[h3]Off-map artillery[/h3]
Off-map artillery abilities have seen a significant increase in cooldown after use, and some abilities also received a cost increase. The aim of this change is to reduce the overall availability of such abilities so that these cannot be used to dictacte every engagement. Some specific abilities such as the Commonwealth FOO Artillery Strike and Decoy Artillery Strike received additional attention in order to reduce the oppressive nature of these abilities.

  • Cooldown: 20-45 s → 75 s
  • Affects: Howitzer Shoot, Firestorm, Rocket Artillery, Airburst Artillery, Decoy Artillery, Artillery Strike (Forward Observation Officers)


[h3]Resource sharing in team games[/h3]
We have changed the resource distribution inbetween players in larger team games (3v3, 4v4) so it becomes harder to fasttech into the "best" units a faction has to offer. By changing the income we intend that players can utilize basic infantry units, light vehicles and weapon teams more effectively while spamming on- and offmap artillery and heavy tanks becomes harder.

In practise this means that points will deliver less resources per player in gamemodes 3v3 and 4v4. Each captured sector will provide 75% instead of 100% for the team, which results in following numbers:


  • Low resource point income: 5 → 4, with outpost 8 → 6
  • med resource point income: 10 → 8, with outpost 18 → 14
  • high resource point income: 16 → 12, with outpost 26 → 20


[h3]Target Prioritization[/h3]
Reworked unit target prioritization from the ground up:

  • Vehicles and tanks should now prioritize other vehicles over infantry targets in a much more logical sense.
  • Vehicles and tanks should no longer heavily favor targets up close, and may now properly swap to a more important target further away.
  • Units will now continue to consider a manually suggested target (RMB on a unit) even after move commands are issued.
  • Units will now properly prioritize various target types over others, fixing issues such as infantry prioritizing close-by structures instead of infantry target in the distance.
  • Tweaked a plethora of base target prioritization values for all target types.


[h3]Quality of life[/h3]

  • Implemented better vehicle and anti-tank gun turn plans. It should now be easier to reverse vehicles for greater distances, and tanks should generally prefer reversing over U-turns and pivot turns.
  • Non-turreted tank destroyers can now fire while on the move:

    • Affects: Elefant, ISU-152, Marder III, SU-76, Geschützwagen

  • Added gun arc UI for all non-turreted tanks.
  • Fixed an issue where certain Anti-Tank Gun abilities could not be activated during weapon setup.
  • Changed Axis squad formations from staggered column to line formation for ease of use around cover and more consistent combat performance.

    • Affected squads: Volksgrenadiers, Grenadiers, Stormtroopers, Panzergrenadiers, Assault Grenadiers, Tank Busters, Luftwaffe Ground Forces, Fallschirmjägers, Landsers, Honved, Panzerfüsiliers.

  • Anti-Tank Guns, Mortars, Nebelwerfers, and HMG's will now always be recrewed by 2 models. This enables it to safely capture team weapons with 3-men squads without risk of losing the squad to RNG.


[h3]Vehicle combat[/h3]
Disabled "vehicle cover" ability (vehicles receiving a -25% received accuracy bonus when passing through light and heavy cover). This change reduces a significant layer of RNG that mostly causes frustrating moments where tanks shoot into the dirt during crucial moments in battle simply because a vehicle target randomly passes through terrain elements.

  • Fixed a plethora of inconsistent accuracy and penetration modifiers for all tank and anti-tank guns:
  • Tanks and anti-tank guns are now more consistently accurate against vehicles regardless of type.
  • Vehicles on the move are now generally penalized less against individual target types (base -50% accuracy remains).
  • In certain extreme cases Anti-Tank Guns are now vastly more reliable against certain targets penetration-wise.
  • In the specific case of the SU-85, Jagdpanzer IV, Cromwell, and Hetzer, they will now significantly receive hits more consistently (nearly everything had up to -25% accuracy vs these).
  • Captured at guns will generally perform better against their "own" faction/side.
  • Base accuracy and penetration chance remain unchanged.


[h3]Infantry combat[/h3]

  • Reduced the overall cover search radius to prevent units from jumping out of cover too easily in favour of other nearby cover objects.


[h3]Infantry Anti-Tank Weapons[/h3]

  • Greatly increased the overall reliabilty of the M9 Bazooka, Panceltoro 44.M, and Panzerschreck at range. It should now be significantly easier to use these weapons effectively:
  • M9 Bazooka:

    • Scatter angle: 20 → 8
    • Vastly increased penetration capabilities against all vehicles and tanks.

  • Panzerschreck:

    • Scatter angle: 15 → 8
    • Max scatter distance: 20 → 10
    • Normalized base damage: 105/120 → 110

  • Panceltoro 44.M:

    • Scatter angle: 20 → 8
    • Vastly increased penetration capabilities against all vehicles and tanks.


[h3]Field Defenses[/h3]

  • Barbed Wire and Sandbags construction time increased by ~40%
  • when placing multiple mines (in a line via drag&drop) spacing inbetween individual mines was increased (2m -> 8m)


[h3]Light Recon Vehicles[/h3]

  • Reduced durability against small arms fire while moving. This change should make it less efficient to use these types of vehicles to push infantry out of cover during engagements.
  • Affected units: Jeep, Motorcycle, Schwimmwagen, Kettenkrad, Kübelwagen


[h2]Americans[/h2]

[h3]Supply Yard[/h3]

  • Base upkeep reduction: -25% → -15%
  • Level 1 Supply Yard upkeep reduction bonus: -27% → -37%
  • Level 2 Supply Yard now reduces infantry reinforce cost by roughly 10% (affects Airborne, Riflemen and Rangers)


[h3]Jeep[/h3]

  • Veterancy requirements: 8/16/32 → 6/12/24


[h3]M1917 Heavy Machine Gun Team[/h3]

  • AP rounds munition cost: 35 → 20
  • Significantly increased suppressive capabilities.


[h3]Rangers[/h3]

  • Improved M1 Garand rifle effectiveness.
  • Bazookas now once again come by default instead of being available as upgrade.
  • M1 Thompson upgrade now grants 4 Thompsons instead of 6.


[h3]M1 57 mm Anti-Tank Gun[/h3]

  • APCR Shells ability:

    • Vastly reduced scatter while active
    • Ability can now be activated before setting up
    • Munition cost: 50 → 35
    • Duration: 11s → 25s (potential amount of shots: 2-3 → 4-5)
    • Weapon damage multiplier: 1.25 → 1.2

  • Deployment time: 60s → 40s
  • Reinforce time: 5s → 8s
  • Recrewed reinforce time: 20s → 8s
  • Reinforce cost: 26 mp → 35 mp
  • Airborne reinforce cost: 84 mp → 35 mp
  • Recrewed reinforce cost: 65 mp → 35 mp


[h3]T17 Armored Car[/h3]

  • Hitpoints: 265 → 350
  • Added .50cal HMG upgrade
  • Normalized main gun performance to be similar to the CW Staghound:

    • Vastly increased penetration capabilities vs all vehicle types.
    • Reload time: 3.5s → 7s
    • Base damage: 50 → 65


[h3]M10 Wolverine[/h3]

  • Removed 25% damage bonus against light vehicles and medium tanks (including Panzer IV)


[h3]M18 Hellcat[/h3]

  • Removed 25% damage bonus against light vehicles and medium tanks (up to Panzer IV)


[h3]Sherman Crocodile[/h3]

  • Vastly increased flame damage output and consistency
  • Fixed missing flame projector sound effect
  • Fuel cost: 110 → 70
  • Fixed overlapping upgrades (.50cal HMG and Bulldozer in the same upgrade slot).
  • Fixed vehicles only being able to purchase one upgrade instead of the intended two.


[h3]M26 Pershing[/h3]

  • Main gun reload time: 6 s → 6-7 s


[h3]Howitzer Shoot[/h3]

  • Reduced overall effectiveness against base buildings
  • Fixed Artillery Shells lacking damage fall-off within its area of effect radius:

    • Base damage: 115 → 120
    • Area of effect damage multipliers (short/mid/long): 1 → 1.5/0.75/0.3
    • Area of effect damage (short/mid/long): 115/115/115 → 180/90/36


[h3]Strafing Run[/h3]

  • Cooldown: 45 s → 75 s (now matching other airstrikes)
  • Weapon consistency pass:

    • Damage output should now be much more consistent across the board.
    • Full squad wipes against mainline infantry being much less frequent (assuming full hitpoints).
    • Damage output versus infantry blobs is now more consistently distributed across the entire blob.
    • Damage output versus cover and (Wehrmacht) veteran infantry is now more consistent.
    • Suppressive effect is now more consistent.
    • Weapon range is reduced to slightly reduce the "instant damage on activation", especially on smaller maps (still very fast).

  • Fixed artillery warning sound cues.
  • Slightly tweaked the targeting box size to better represent the ability area of effect.


[h3]Bombing Run[/h3]

  • Vastly increase area of effect radius.
  • Weapon damage consistency pass; damage output should now be much more consistent across the board.
  • Cooldown: 45 s → 75 s (now matching other airstrikes)


[h3]Air Reconnaissance[/h3]

  • Cooldown: 20 s → 60 s


[h3]War Machine[/h3]

  • Cooldown: 60 s → 90 s


[h3]Field Repairs[/h3]

  • Cooldown: 25 s → 90 s


[h2]Wehrmacht[/h2]

[h3]150 mm Nebelwerfer Rocket Battery[/h3]

  • Manpower cost: 325 → 320
  • Deployment time: 46s → 40s
  • Reinforce time: 5s → 7s
  • Recrewed reinforce time: 20s → 7s
  • Reinforce cost: 26 mp → 35 mp
  • Recrewed reinforce cost: 65 mp → 35 mp


[h3]50 mm Pak 38 Anti-Tank Gun[/h3]

  • Manpower cost: 290 → 280
  • Deployment time: 46s → 40s
  • Recrewed reinforce time: 20s → 7.5s
  • Reinforce cost: 26 mp → 35 mp
  • Recrewed reinforce cost: 65 mp → 35 mp


[h3]150mm Nebelwerfer 41[/h3]

  • Manpower cost: 325 => 320
  • Deployment time: 46s => 40s
  • Reinforce time: 5s => 7s
  • Recrewed reinforce time: 20s => 7s
  • Reinforce cost: 26 mp => 35 mp
  • Recrewed reinforce cost: 65 mp => 35 mp
  • Veterancy level 2 now grants -25% weapon scatter


[h3]Officer[/h3]

  • Now available in Reich Headquarters instead of Sturm Armory


[h3]StuH 42[/h3]

  • Command point cost: 2 → 3
  • Completely redesigned the main gun functionality:

    • The weapon will no longer fire in a howitzer-type fashion but instead fire in direct-fire mode.
    • Rate of fire reduced significantly
    • Incresaed damage consistency against infantry and vehicles

  • Manpower upkeep cost increased significantly


[h3]Panther[/h3]

  • Fuel cost: 110 → 125
  • Main gun base damage: 137.5 → 115
  • Slightly reduced overall mobility


[h3]King Tiger[/h3]

  • Main gun reload time: 4.5-5.5s → 6-7s
  • Vastly increased area of effect damage against infantry (similar to the Tiger)


[h3]Kampfkraft Center[/h3]

  • Veteran Tanks upgrade costs:
  • Veterancy 1:

    • Manpower: 100 → 140
    • Fuel: 30 → 40

  • Veterancy 2:

    • Manpower: 300 → 250
    • Fuel: 50 → 70

  • Veterancy 3:

    • Fuel: 70 → 90


[h2]Panzer Elite[/h2]

[h3]Panther[/h3]

  • Main gun base damage: 137.5 → 115
  • Slightly reduced overall mobility


[h3]Jagdpanther[/h3]

  • Hitpoints: 1600 → 942
  • Traverse rate: 32 → 27
  • Main gun reload time: 4.5-5.5s → 6-7s
  • Vastly increased area of effect damage against infantry (similar to the Tiger)
  • Manpower upkeep cost: 11.5 mp/min → 31 mp/min


[h2]Commonwealth[/h2]

[h3]Stuart Light Tank[/h3]

  • Canister Ammunition:
  • Slightly tweaked initial responsiveness (hopefully reducing a misfire issue).
  • Main gun is now disabled for 4 seconds after firing a Canister Shell (can no longer quickly fire canister and another shot in quick succession).
  • Fixed crucial bugs with the weapon that resulted in regular squad wipes at full hitpoints:

    • Removed criticals that caused the weapon to have a high chance of wiping models from full hp.
    • Fixed bugged area of effect damage.
    • Base damage: 40 → 30


[h3]Forward Observation Officers (FOO) Artillery Barrage[/h3]

  • Initial volley:

    • Shell count: 2 → 1
    • Fixed shell dropping height (caused the shell to appear before any audio cues)
    • Chance to kill infantry within the green hp bracket: 20% → 5% (now matching other artillery shells)
    • Change to kill infantry within the yellow hp bracket: 35% → 15% (now matching other artillery shells)

  • Delay between initial shot and second volley: 3 s → 2 s
  • Second volley:

    • Delay between shells: 0.125-0.75 s → 1.75-2.25 s
    • Shell count: 3 → 6

  • Third volley (3 shells) removed (prevents shells from landing simultaneously)
  • Cooldown: 30 s → 75 s (now matching other barrages)
  • Added missing barrage preview UI
  • Barrage UI now properly previews the barrage area.
  • Munition cost: 150 → 125
  • Cooldown: 45 s → 75 s


[h3]Decoy Artillery (real barrage)[/h3]

  • Initial delay: 1.8 s → 3 s (now matching Howitzer Shoot).
  • Delay between shells: 1-2 s → 2-2.5 s
  • Added missing barrage preview UI.
  • Cooldown: 30 s → 75 s (now matching other barrages)
  • Barrage UI now properly previews the barrage area.


Decoy Artillery

  • Cooldown: 25 s → 75 s


[h2]Sound design and Visuals[/h2]

  • Implemented new weapon sounds for:

    • Mosin Nagant Rifle
    • SVT-40 Rifle
    • PPSh-41 SMG
    • PPD-38 SMG
    • PPD-40 SMG
    • SG-43 HMG
    • Maxim M1910 HMG
    • DP-28 LMG
    • MG34 HMG/LMG
    • Beretta Modello 38 SMG
    • Mannlicher 33.M Rifle
    • Danuvia 43.M SMG
    • Gewehr 33/40 Rifle

  • Enabled additional Grenadier/Stormtrooper voice lines:

    • Squads upgraded with MG42 LMG first will make machine gun call-outs
    • Squads upgraded with Panzerschrecks first will make anti-tank unit call-outs

  • Updated/new visual models and textures for:

    • T-60 Light Tank
    • IS-2
    • ISU-152
    • Krankenwagen
    • Jagdpanzer IV
    • Panzerwerfer
    • Sd.Kfz. 9 Famo
    • T-34-85
    • Scout Car
    • M26 Pershing
    • 52K 85 mm AT/AA Cannon
    • Panzer III
    • Panzer II Luchs

  • Updated/new icons and symbols for a plethora of units, upgrades, and abilities, including:

    • Landsers
    • Sturmpioneers
    • Observers
    • Assault Grenadiers
    • Tank Busters
    • Panzer 38(t)
    • Panzer II Luchs
    • SU-100
    • T-34-85
    • SU-76
    • T-60 Light Tank
    • BT-7 Cavalry Tank
    • Cromwell
    • M26 Pershing
    • Hotchkiss
    • Marder III
    • Wespe
    • Elefant

  • Updated and improved names and descriptions for most units, abilities, and upgrades.


[h2]Maps[/h2]
Numerous maps have seen significant visual improvements and balance tweaks. These include:


  • Kotelnikovo (2)
  • Dom Pavlova (4)
  • Lemberg (4)
  • Sevastopol (4)
  • Tali Ihantala (6)


Furthermore, 5 completely new maps were added!:

  • Cologne (2)
  • Constantaport (4)
  • Nokolaevka (4)
  • Anapa (6)
  • Convoy (6)
  • Pitomnik (6)


[h2]Bug fixes[/h2]

  • Fixed weapon coordinates for a multitude of squads and vehicles, which were causing potential risks for subpar performance:

    • Affected units: Ingenery, Strelky, Conscripts, Soviet Weapon Crews, SG-43 HMG, MG34 HMG, BA-64, Kübelwagen.

  • Fixed weapon coordinates for a multitude of weapons, which were causing potential risks for subpar performance:

    • Affected weapons: DP-28, Beretta 1938, MG34 LMG, MG26t, Grb.39, FG42 (ostheer)

  • Fixed an issue with some DP-28's being allowed to fire on the move (while there is no animation for this).
  • Fixed unintended high area of effect radius for 76 mm ZiS-3 Anti-Tank Gun.
  • Fixed Comet Reward unit not working.
  • Fixed 52K 85 mm AT/AA causing the game to crash.
  • Fixed model LOD issues on Ostheer base structures.
  • Fixed LOD issues with Pak97/38 and Hungarian Mannlicher 31.M rifle.
  • Fixed Beutepanzer T-34-85 main gun not working.
  • Fixed a general inconsistency with weapon crews (at guns, nebelwerfers) reinforce cost and timings. Recrewed guns now also have proper costs and reinforce timings.
  • Fixed game lobby faction flag UI size.
  • Fixed Hotchkiss Light Tank UI icon alignment.
  • Fixed missing smoke barrage for Soviet 82 mm mortar.
  • Fixed recaptured heavy mortars UI (all factions).
  • Fixed recaptured soviet mortars having heavy mortar name and symbol.
  • Fixed missing smoke barrages on recrewed mortars (all factions).
  • Fixed Group Zeal bonuses, visuals, and description.
  • Fixed VPGS-41 invisible projectile.
  • Fixed upgunned Shermans missing firing animations.
  • Fixed Sd.Kfz. 9 "Famo" recover ability ui slot
  • Fixed recovered Panzer III wrecks causing the game to crash.
  • Fixed Panzerwerfer not being recoverable by Famo.
  • Fixed Wespe not being recoverable by Famo.
  • Fixed recovered Panzer 38(t) causing the game to crash.
  • Fixed Concrete Emplacement target type (slit_trench → bunker_emplacement)
  • Fixed StuH42 unable to target buildings.
  • Fixed Recoilless Rifle projectiles phasing through Sd.Kfz. 222.
  • Fixed Hetzer call-in population requirements (6 → 8)
  • Fixed Conscript DP28 LMG UI slot.
  • Fixed Scout Car detection radius: (0 → 9)
  • Fixed minor target table inconsistencies for the Marder III.
  • Fixed Observer Team Fire-Up ability name, description, icon, and functionality.
  • Fixed Observer Team SVT-40 rifle upgrade description and icon.
  • Fixed Observer Team camouflage functionality.
  • Fixed Beutepanzer T-34 main gun and armor type.
  • Fixed Honved being able to purchase Panceltorro twice.
  • Fixed Armoury not having a reinforce radius.
  • Fixed missing squad leader for Honved infantry.
  • Fixed Infantry Storm not reducing unit reinforcement time.
  • Fixed broken tracers for 43M Sub-Machine Guns, MP44 squad leader weapon.
  • Fixed missing vehicle badge UI for several Ostheer, Panzer Elite, and Soviet vehicles
  • Fixed incorrect shell spawning markers for Panther, Puma 50mm, Geschützwagen, Light Anti-Tank Halftrack
  • Fixed Armored Car coaxial MG42 tracers
  • Fixed Scout Car MG42 tracers
  • Fixed broken PPHs-41/MP-40 SMG tracers (tracers disappearing before reaching their target)
  • Fixed Soviet Repair Engineers appearing as white boxes on the minimap
  • Fixed Sd.Kfz. 250 halftrack series turn plan (jeep_i → halftrack_i)
  • Fixed PPD-38/PPD-40 SMG having excessive muzzle flash.
  • Fixed T-60 missing coaxial machine gun.
  • Fixed Panzer IV infantry Support Tank missing hull and coaxial machine guns.
  • Fixed Wirbelwind missing hull machine gun.
  • Fixed Panzer III not being affected by the global Schürzen Armor Skirts upgrade.
  • Fixed Kettenkrad/PE Schwimmwagen taking excessive damage from small arms
  • Fixed Panzerwerfer weapon Y coordinate to ease barraging close to tall objects.
  • Panzer Elite Panther now properly receives the correct target type at veterancy 3 (which grants Schürzen) instead of a flat -25% received penetration multiplier.
  • Fixed a bug where Breakthrough Artillery would remain available after the HQ is destroyed.
  • Fixed recrewed 52K AA/AT Gun name and icons.
  • Fixed Panzergrenadiers not being able to purchase veterancy upgrades.
  • Fixed Skirmish Commander not being able to heal.
  • Fixed a bug where Satchel Charges (Breakthrough Assault Strategy) would reduce certain ability munition costs.
  • Fixed Snipers being unable to target Pak 43 gun crews.
  • Soviet squads/abilities/upgrades that require the Armoury will now remain available even if the Armoury is destroyed.
  • Fixed Ostheer tank experience values.
  • Fixed Outpost not being in slot 1 for all construction menus.
  • Fixed PTRS weapon symbol.
  • Fixed KV-2 Shell projectile sound (now sounding like artillery).
  • Fixed Panzer 38(t) not spawning a wreck when destroyed.
  • Fixed an issue where Men Against Tanks bonuses would only affect Strelky and Naval Infantry.
  • Fixed an issue where planes would not fire weapons in the second hardpoint slot.
  • Fixed Panzerwerfer 42 firing sound bug (sound disappearing after first barrage).
  • Fixed Zrinyi II Assault Gun gun arc UI
  • Fixed Zrinyi II projectile spawning at incorrect marker, causing in poor shell ballistics and thus subpar weapon consistency.
  • Fixed Zrinyi II firing angle (shells no longer leave the barrel at highly odd angles).
  • Fixed Landser Gewehr 43 missing firing sound.
  • Fixed Sherman 105 projectile ballistics.
  • Panzer II "Luchs" will no longer make puma specific callouts.
  • Panzer 38t will no longer make Hotchkiss specific callouts.
  • Flammpanzer III no longer receives a double movement bonus from Panzerkrieg (Army Elite).
  • Fixed a bug with Commonwealth Rifle Grenades min/max damage being reversed. Weapon now deals 20/35 as intended.
  • Fixed PaK 43 shell sounding like artillery shells.
  • Fixed and improved USF veterancy icons (above unit healthbars and on the taskbar)
  • Fixed clipping Wehrmacht veterancy icons for both infantry and vehicles.
  • Fixed missing tracers for Sd.Kfz. 251/21 Drilling.
  • Fixed Sd.Kfz. 251/21 Drilling broken tracer references and orientation, resulting in faulty tracers.
  • Fixed incorrect weapon coordinates for the Sd.Kfz. 251/21 Drilling, causing the weapon to underperform.
  • Fixed incorrect weapon coordinates for the MG34 Heavy Machine Gun, causing the weapon to have subpar performance.
  • Fixed incorrect weapon coordinates for the MG151 Emplacement, causing the weapon not deal suppression as intended (and as a result deal too much damage).
  • Fixed Ostheer turret mounted MG34 Gunners not being killable.
  • Fixed Traverse Mechanism critical showing up as destroyed main gun on the vehicle blueprint.
  • Fixed M7 Priest wrecks being recoverable as Beutepanzer Shermans.
  • Fixed an exploit that allowed antitank guns to fire faster than intended