1. Company of Heroes: Eastern Front
  2. News

Company of Heroes: Eastern Front News

Update 3.4 is now available!

Update 3.4 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]Desync & Saved games, Game stability, AI, General changes, Soviet & Ostheer[/h3]
https://store.steampowered.com/news/app/317600/view/5466859616674036407
[h2]Part [2/2][/h2]
[h3]Panzer Elite, Wehrmacht, Americans, Commonwealth, Maps, Sound Design, Quality of Life & Bug fixes[/h3]
https://store.steampowered.com/news/app/317600/view/3686814404781284876

Update 3.4 - Release Notes [1/2]

We're pleased to announce that Update 3.4 is heading your way, and will be released in the near future!

This update brings fixes to desync and saved games, game stability improvements, major AI fixes and enhancements, balance tweaks, quality of life improvements, bug fixes, and more!

[h2]Desync & Saved games[/h2]
One of the major issues that has been reported since the release of Update 3.3 was that players were experiencing desynchronization (desync) during multiplayer games, and that saved games were not working.

Desync refers to a situation where the game state becomes inconsistent or out of sync between different players or the server. This means that what one player sees or experiences in the game may differ from what others are experiencing. Desync issues can result in gameplay problems, such as units behaving incorrectly, actions not registering correctly, or players perceiving events differently. This eventually results in very odd game behavior, lag, and in some cases game crashes. Ultimately Desync ruins the match outcome and player experience.

Thanks to your continued feedback we were able to isolate the issues and as such were able to fix the issues at hand.
  • Fixed a desync issue that was especially prevalent when teams had a mix of human and AI players.
  • Fixed an issue tied to custom AI scripts not updating properly after loading a saved game.

Note that a poor internet connections with high ping and severe packet loss, low end systems, and poor in-game performance can also lead to desync and lag.

[h2]Game stability issues[/h2]
The Eastern Front mod suffered from game stability issues since quite some time. While some of these were related to the newly introduced AI scripts that were introduced with Update 3.3, there were other issues that would cause frequent crash-to-desktop errors and game freezes.

In a very time consuming process we managed to identify and fix two critical sources of the crashes. As a direct result, the game should now run much more stable than it used to.

Unfortunately one of these sources related to our custom implementation of Steam Achievements. We therefore decided to disable the achievements completely until we can figure out a way to implement them without causing game instability issues. The achievements will remain visible on the Steam page, but for the time being it will no longer be possible to complete them.

We hope you understand this decision and that our priority is first and foremost to make Eastern Front an enjoyable gaming experience.

  • Fixed a major issue that would cause the game to crash to desktop without errors.
  • Temporartily disabled Steam Achievements functionality due to causing critical game stability
  • Fixed various Fatal AI and Scar errors related to custom scripts.
  • Fixed various bugs, black screens, and crashes that would occur duing the Tutorial, Performance Test, and various campaign missions.

Lastly, it should be noted that Company of Heroes has game instability issues unrelated to the Eastern Front mod. The game is notoriously unstable when using Ultra Shaders (which enables DirectX 10), even on modern high-end systems. We strongly recommend setting Shaders to either Low or High, and only low amounts of Anti-Aliasing should be used.
[h2]AI[/h2]
With Update 3.3 a plethora of new AI functionalities were introduced with the aim to make the AI more dynamic and a be a more interesting and challenging opponent to play against on all difficulties.

However, we quickly started to note reports of the AI controlled players being passive and unwilling to engage in combat. This includes the AI constantly retreating units or it simply avoiding combat altogether. Additionally it became evident that the AI failed to purchase units and tech upgrades. All-in-all it has led to the player experience against the AI being fairly mediocre to outright underwhelming depending on the set difficulty.

Many of the reported issues were related to several major script bugs where important elements of newly implemented code and functionalities were inactive or not working as intended. These issues took a long time to figure out and address properly.

With the presented fixes and improvements we hope that the AI in Update 3.4 once again will be a fun yet challenging experience for all players. This goes for both novice players as well as battle-hardened veterans!
[h3]Fixes[/h3]

  • Fixed a critical issue that was prone to causing desync in multiplayer games, even in games without AI controlled players.
  • Fixed multiple major issues with custom AI control scripts that led to these not running properly, leading to passive AI behavior.
  • Fixed a major issue where an outdated custom AI unit control script was active.
  • Fixed Commonwealth AI not deploying HQ trucks properly, trucks should now dynamically move and setup in territory sectors, with high income sectors being preferred so long as they are not in too close proximity to danger. AI will also properly retreat trucks that are too exposed to nearby danger.
  • Fixed several major AI behavior related issues due to important elements of scripts being disabled.
  • Fixed a major issue that would cause AI to spam off-map call-in abilities.
  • Fixed an issue where AI would not consider using certain off-map call-in abilities.
  • Fixed a fatal AI error related to Soviet AI command tree purchases.
  • Fixed major script issues that would cause unintended CW HQ truck behavior. This includes refusing to set-up trucks, driving trucks to high-danger areas, and not properly prioritizing correct sectors.
  • Fixed a fatal scar error related to Guards PPS upgrade (incorrect reference to luaconsts)
  • Fixed various HQ truck abilities/upgrades.
  • Fixed AI bonuses not applying properly.
  • Fixed a bug where the American AI would fail to unlock all Armor Company upgrades.
  • Fixed an issue where the Cromwell Command Tank would remain stationary in the HQ sector.
  • Fixed missing CW Lt/CW officer behavior.
  • Fixed an issue that caused many medium/heavy vehicles with relatively low hitpoint pools being too passive and afraid of potential danger.

[h3]Improvements[/h3]

  • Implemented AI avoidance functionality from Company of Heroes: Back to Basics mod; AI is now capable of dodging throwables like grenades, and both on- and off-map artillery barrages.
  • Implemented AI budget system from Company of Heroes: Back to Basics mod.
  • Implemented AI tactics from Company of Heroes: Back to Basics mod.
  • Significantly improved tech purchasing rules, based off Company of Heroes: Back to Basics mod. AI should now purchase tech upgrades with better logic than before, minimizing situations where it would purchase any tech upgrade whenever it had resources available.
  • Improved the overall aggressiveness and threat handling of the AI. Generally speaking it should result in the AI being more willing to take disadvantageous engagements, while still remaining conservative with its overall army.
  • Vastly improved heavy machine gun usage.
  • Vastly improved mortar and mobile artillery unit usage.
  • Implemented personality builds to all factions. This enables the AI to prioritize certain teching routes through increase demand on necessary tech upgrades and units while reducing the demand for side-techs and global upgrades.
  • Implemented better initial starting build orders for all factions.
  • 'Assault troops' functionality:

    • Reduced the default close in distance from 17 to 10. This should help AI position units that prefer close-mid range combat in their desired combat range.
    • Fixed Riflemen, Landsers, Engineers, Pioneers, Fallschirmjägers* and Assault Grenadiers* not properly using the assault troops functionality. (*these units will only use this functionality when upgraded with assault rifles).

  • Vastly improved barrage control functionality, AI should now also properly consider recrewed mortars and the like as artillery units.
  • Reworked unit purchase rules from the ground up. AI should now purchase units with much greater logic than before.
  • Improved AI unit ability usage.
  • Improved Ostheer/Soviet healing truck usage.
  • Cleared up a plethora of leftover stuff from previous AI implementations.
  • Improved Pervitin usage, AI should now utilize this ability while under attack as opposed to spamming it randomly.
  • Improved Soviet and PE AI upgrade purchasing logic; AI should no longer be purchasing all Armoury upgrades early on as this would significantly delay its tech progression.
  • Improved various Command tree progression paths.
  • PE AI should now use Railway Artillery and MG42 Team call-ins
  • PE AI may now deploy and set up a Pioneer Halftrack within its base sector to help repairing vehicles.
  • Improved PE teching rules
  • Barrage control:

    • Increased max barrage duration from 20 to 30s
    • Improved Hummel barrage usage
    • Implemented Ostheer mortar team barrage usage

  • Slightly reduced Panzergrenadier and Sturmpioneer demand
  • Reduced Mortar Halftrack class rating
  • Added Assault Grenadier anti-tank class ratings when upgraded with Panzerschrecks.
  • Implemented aiclass ratings for brit hq trucks, this should help AI fielding units that counter the units that the respective HQ trucks deploy.
  • AI is now more likely to build the Supply Yard, Kampfkraft Center, and Armoury near its HQ rather than at the edge of the base sector.
  • Implemented basic tech rules for Wehrmacht veterancy purchasing.
  • Improved AI sniper usage, and tweaked sniper demand (AI should now be getting Snipers on a regular basis again)
  • Slightly increased AT gun base safety factor (should help them stay put a while longer before pulling away from danger).
  • Significantly reduced Wehrmacht AI Medical Kit usage.


[h2]General changes[/h2]

[h3]Demolition Charges[/h3]
Dev note: We want to make Demolition Charges a more appealing tool to use during games. Unifying their placement functionality and overall damage potential should offer a broader range of use .

  • Can now be placed anywhere on the map as opposed to solely on Bridges, or Structures.
  • Recharge time: 0-60s → 30s
  • Will now revert back to camouflaged state after being out of any detection ranges.
  • Fixed major damage and area of effect inconsistencies between Demolition Charges of different factions.

[h3]Panzerfaust[/h3]

  • Damage multiplier vs Jeeps: 2 → 1.5 (effective damage is now ~80% hp instead of >100%)

[h3]Panzerschreck[/h3]
Dev note: The T-34/85 is an agile machine that also benefits from having decent armor protection againt a variety of weapons. As it currently stands the combination of mobility and armor means it's difficult to reliably score penetrating hits with Panzerschrecks. This is especially noticeable when the T-34/85 is upgraded with Cage Armour. We are therefore increasing the penetration chances of the Panzerschreck versus the T-34/85, while also reducing the overall impact of the Cage Armour upgrade.

  • Penetration multipliers vs T-34/85:

    • Default: 0.84 → 0.9
    • Cage armor: 0.74 → 0.8

[h3]PTRS/PTRD Anti-Tank Rifles[/h3]
Dev note: When it comes to handheld anti-tank weapons, the initial shots are often of great importance when trying to scare away vehicles. Lacking the large alpha strike of rocket launchers, Anti-Tank Rifles were often perceived too ineffective when engaging at max range, taking too long to start engaging their targets. An increase in range should help getting squads to fire their initial shots earlier, thus helping with the overall responsiveness of the weapon.

  • Range: 35 → 40
  • Penetration multipliers:

    • Sd.Kfz. 22x series: 1.7 → 1.2
    • Panzer III: 0.3 → 0.4
    • Panzer III with skirts: 0.25 → 0.3

[h3]Mortar Smoke Barrages[/h3]
Dev note: We're significantly improving smoke barrages with the aim to increase their overall appeal and utility. The following changes should make it much more responsive and efficient to quickly deploy a dense smoke screen wherever it is needed.

  • Scatter angle: 25 → 14
  • Max scatter distance: 25 → 6
  • Scatter distance offset: 0 → 2
  • Max tilt distance: 10 → 6
  • Cooldown: 0.3s → 0s
  • Wind down: 1s → 0s

[h3]Resource sharing[/h3]
Dev note: We noticed that the reduced ammunition and fuel income was a bit too much in large team games. We therefore decided to tweak the shared income multipliers accordingly.

  • Shared resource multiplier: 0.76 → 0.87
  • Shared resources from a low point: 3 → 4
  • Shared resources from a medium point: 7 → 9
  • Shared resources from a high point: 12 → 14

[h3]Forward HQs[/h3]
While Forward HQs see some use on certain maps, the upgrade often is not worth the effort. In addition, we want to address that the Ostheer lacks an option to reinforce in the field independant from using Halftracks.

  • Forward HQ manpower cost 260 → 220
  • Ostheer now can convert ambient structures to a Forward Headquarters. (Can deploy Sturmpioneers, Landsers, MG34 HMG teams, Mortar Teams, and PaK 97/38 Anti-Tanks Guns.

[h2]Soviets[/h2]
We've noticed a trend where the Soviets tend to overperform significantly when applying certain strategies. Many of the issues lie with the faction being able to build too much momentum too quickly. As such the Soviets were often a squad ahead during the early stages of the game compared to other factions.

Additionally, the faction was able to reach late game tech such as the T-34/85 too quickly without needing to forego other tech and units. This meant that the Soviets could quickly supplement their early game advantage with powerful mid-game spikes while also being able to swiftly transition into late game tanks. All-in-all it resulted in lopsided tendencies in army compositions that are hard to play against.

The following set of changes are together aimed to address the issues at hand and should put the faction back in line with the other factions and make the Soviets less oppressive in various match-ups.

  • Starting fuel: 15 → 10
  • Starting manpower: 440 → 420

[h3]Mustering Tent[/h3]

  • Manpower cost: 100 → 140
  • Fuel cost: 15 → 10

[h3]Support Barracks[/h3]

  • Manpower cost: 140 → 200
  • Fuel cost: 15 → 25

[h3]Tank Hall[/h3]

  • Manpower cost: 350 → 280

[h3]Ingenery[/h3]
Dev note: This change is primarily aimed at addressing the so-called "clown car" tactics where players would use flamethrower Ingenery together with T-34/85s to wreck havoc while also having repairs available when cruising around the map. At the same time, this change is also makes it easier to conduct repairs on tanks with tank-riding capabilities without the need for hotkeys.

  • Can no longer ride tanks.
  • Upkeep cost: 3.8 → 7.1 mp/min
  • Added Demolition Charges (Requires Minesweeper & Demolition Package).

[h3]Observer Team[/h3]

  • Hitpoints: 65 → 70

[h3]Conscripts[/h3]

  • Manpower cost: 260 → 280
  • Reinforce time: 5s → 6s (with Infantry Storm: 4s → 5s)
  • Reinforce cost: 18 → 22 (with Infantry Storm: 16 → 20)
  • VPGS-41 Anti-Tank Rifle Grenade:

    • Damage multiplier vs Kubelwagen/Schwimmwagen/Kettenkrad/Motorcycle: 1.8 → 1.6 (effective damage is now between 70-80% hp of these vehicles instead of >90%)
    • Improved overall visuals and projectile ballistics, making it easier to spot when fired. This helps reducing the effect of "instant damage" that was perceived.

[h3]Strelky[/h3]

  • Upkeep cost: 7.2 → 8.6 mp/min
  • PPSh-43 SMG:

    • Base damage: 4 → 5
    • Base accuracy (s/m/l): 0.55/0.3/0.05 → 0.55/0.3/0.1
    • Damage multipliers vs most infantry types: 1 → 0.75
    • Burst rate of fire: 12 → 10
    • Burst duration: 1.25-1.75s → 1-1.5s
    • Base cooldown: 1-1.5s → 2-2.5s
    • Cooldown multipliers (s/m/l): 0.7/1/1.7 → 0.3/1/1.5
    • Rounds Per Minute (s/m/l): 280/250/175 → 260/190/125
    • Range brackets (s/m/l): 8/17/30 → 5/15/30

[h3]Guards[/h3]
Dev note: These changes result in practially no DPS change. However, it significantly reduces the rate of fire on mid and long ranges, reducing the overall "endless bullet storm" effect that these weapons had, often leading to overperformance at these ranges.

  • Call-in cost: 440 mp → 400 mp
  • PPS Sub-Machine Guns no longer require War Factor or Tank Hall (available by default).
  • Health regeneration per tick: 0.033 → 0.022
  • SVT-40 Rifles:

    • Base damage: 10 → 15
    • Base accuracy: 0.8/0.6/0.45 → 0.75/0.65/0.35
    • Base cooldown: 1.2-1.7s → 2.5-3s
    • Cooldown multipliers (s/m/l): 0.75/1/1.25 → 0.5/1/1.5
    • Rounds Per Minute (s/m/l): 45/33/20 → 37/20/13
    • DPS change (s/m/l): +5%/-11%/-33%

  • PPS SMG:

    • Base damage: 4 → 5
    • Base accuracy (s/m/l): 0.8/0.35/0.1 → 0.75/0.35/0.1
    • Damage multipliers vs most infantry types: 1 → 0.75
    • Burst duration: 1-1.3s → 1-1.5s
    • Burst rate of fire: 10 → 8
    • Base cooldown: 1-1.3s → 1.5-2s
    • Cooldown multipliers (s/m/l): 0.7/1/1.7 → 0.3/1/1.5
    • Rounds Per Minute (s/m/l): 275/200/160 → 235/165/135
    • Range brackets (s/m/l): 6/13/35 → 5/15/30
    • Reload frequency: 3-4 → 3

[h3]Naval Infantry[/h3]

  • Veterancy requirements 8/16/32 → 9/18/36
  • Removed Sprint ability
  • Manpower upkeep: 9 → 9.6 mp/min
  • Mosin Nagant DPS (s/m/l) -/-/-5%
  • PTRD-41:

    • Now slightly better against infantry in garrisons, bunkers and heavy cover
    • Ammunition cost 60 → 80

  • Resilience now provides flat passive bonuses:

    • Rec. damage multiplier: 0.9
    • Rec. accuracy multiplier: 0.85
    • Rec. suppression multiplier: 0.5
    • Health regeneration: 10.56 hp/min

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

  • Now requires either the Mustering Tent or Armoury to be built once.

[h3]BA-64[/h3]

  • Can no longer transport infantry.
  • Upkeep cost: 2.6 → 7.0

[h3]SU-76[/h3]

  • 76.2mm ZiS-3 accuracy (s/m/l): 1.0/0.9/0.6 → 1.0/0.9/0.8
  • DP-28 Coaxial MG arc of firing 70° → 24°
  • Artillery Ammunition gun no longer disables the main gun. Instead, when upgraded with Artillery Ammunition the vehicle will now fire HE ammunition instead of AP (akin a StuH42). HE ammunition is inefficient against heavily armored targets, but remains decent against Infantry and light vehicles.

[h3]BT-7 Cavalry Tank[/h3]
Dev note: BT-7 was too efficient when spammed.

  • Health 385 → 285
  • manpower cost 320 → 270
  • fuel cost 40 → 35
  • 76mm upgun health bonus 10% → 25%
  • 45 mm Mod.34 L/46 main gun:

    • base penetration (s/m/l): 1.0/0.86/0.67 → 1.0/0.9/0.8
    • Reduced penetration multipliers against most heavy tanks by ~15%

  • 76 mm Kt-28 main gun:

    • Base penetration (s/m/l): 1.0/0.905/0.767 → 1.0/0.77/0.52

[h3]T-60[/h3]
Dev note: T-60, while powerful, lacked the ability to stay in fights for longer periods of time. We decided to make it more durable in exchange for higher initial cost.

  • Health 320 → 385
  • manpower cost 280 → 320
  • fuel cost 30 → 40

[h3]SU-100[/h3]

  • Fixed some damage multiplier inconsistencies vs light armor
  • Now has access to Focus Firing ability that increases accuracy and penetration at the cost of lower rate fire
  • DP-28 coaxial MG firing arc: 70° → 24°

[h3]T-34/85[/h3]
Dev note: While we are happy with the overall combat performance of the T-34/85 as highly versatile and hard hitting medium tank, it has become evident that the vehicle is too cost efficient compared to other medium tanks of similiar class. We are therefore increasing the overall cost of the T-34/85, not only to put it in line with other vehicles, but also to slightly delay its initial appearance on the battlefield.

  • Manpower cost: 360 → 380
  • Fuel cost: 75 → 80
  • Can no longer upgrade Ato42 flamethrower alongside mine roller
  • Main Gun now affected by improved ammunition (+15% base penetration)

[h3]IS-2[/h3]

  • Main gun base penetration: 1/0.85/0.71 → 1/0.87/0.74

[h3]ISU-152[/h3]

  • Area of Effect inner radii (s/m/l/d): 1/2.5/5/8 → 1/2/4/8
  • Area of Effect Damage multipliers (s/m/l/d): 1/0.3/0.1 → 1/0.3/0.15/0.1
  • Adjusted projectile speed

[h3]Vehicle/Tank Veterancy[/h3]

  • Light Vehicles (BT-7, T-60, BA-64D)

    • Veterancy 1: -20% received damage
    • Veterancy 2: +30% weapon accuracy
    • Veterancy 3: -20% weapon reload

  • Tanks (ISU-152, SU-100, T-34-85, IS-2, KV-85)

    • Veterancy 1: -10% received penetration
    • Veterancy 2: +30% weapon accuracy
    • Veterancy 3: +30% weapon penetration

  • Artillery & Cannons (KV-2, SU-76, 76mm ZiS-3 Anti-Tank Gun, 52K 85mm AA/AT, Katyusha)

    • Veterancy 1: -10% weapon reload, - 5s barrage cooldown
    • Veterancy 2: +30% weapon accuracy, - 5s barrage cooldown
    • Veterancy 3: +30% weapon penetration, -10s barrage cooldown

  • NEW: Hero of the Soviet Union

    • When a tracked vehicle (ISU-152, IS-2, KV-85, T-34/85, T-60, BT-7, SU-100, SU-76, KV-2) reaches veterancy rank 3, it can be promoted to become a Hero of the Soviet Union. The Hero of the Soviet Union can select a boost to weapon damage and mobility OR increased durability. It also inspires all player owned vehicles which will gain veterancy significantly faster, indicated by a Red Star above the vehicle. There can only be one Hero of the Soviet Union active at the same time.

[h3]Cage Armour[/h3]

  • Fuel cost: 50 → 60

[h3]Improved Logistics[/h3]

  • Manpower cost: 150 → 200
  • Fuel cost: 50 → 70
  • Fixed manpower upkeep reduction: -35% → -25% (as intended)

[h3]Improved Ammunition[/h3]

  • No longer affects SU-76 tanks.
  • Now affects T-34/85 tanks.
  • Now requires either a Support Barracks OR War Factory to be built once. (This is to make the Armoury upgrades appear less overwhelming for new players; this upgrade isn't useful before having Anti-Tank Guns or Tanks on the field.)

[h3]Petrol Bombs[/h3]

  • Manpower cost: 80 → 100

[h3]Men Against Tanks[/h3]

  • Manpower cost: 150 → 80
  • Fuel cost: 25 → 20

[h3]Breakthrough Strategy[/h3]

  • ISU-152 reinforcement CP cost 5 → 4
  • Heavy Mortar reinforcement CP cost 1 → 2
  • Breakthrough Assault munition cost: 125 → 100
  • Breakthrough Artillery visually use 107mm mortar shells instead of 81mm mortar shells

[h3]Urban Combat Strategy[/h3]

  • Naval Infantry reinforcement CP cost: 2 → 1
  • 52K 85mm Anti-Air Gun CP cost: 2 → 3
  • Street Fighting CP cost: 1 → 2
  • KV-2 reinforcement CP cost: 4 → 3
  • IL-2 Incendiary Bombing Run

    • ammunition cost 200 → 160

[h3]Propaganda Strategy[/h3]
Dev note: Propaganda trees were readjusted to increase the synergy between the available abilities.

  • Position of 'The Red Flag' and 'Partisan Infiltration' switched
  • Red Flag CP cost 1 → 2
  • Street Fighting CP cost 1 → 2
  • Katyusha reinforcement CP cost 5 → 4
  • IL-2 PTAB Airstrike :

    • Adjusted PTAB Air Strike area of effect slightly
    • Ammo cost 175 → 150

[h2]Ostheer[/h2]
Dev note: Due to the high fielding cost of Landsers, the Ostheer starts training their first Landser squad at a later timing compared to other factions. A slight increase in starting resources should enable the Ostheer to keep up during the early stages of the game.

  • Starting manpower: 400 → 420

[h3]Ordnance Depot[/h3]

  • Manpower cost 230 → 220

[h3]Division Assault Troops[/h3]

  • Research time: 75s → 60s

[h3]Mechanized Command[/h3]

  • Manpower cost: 350 → 280
  • Fuel cost: 95 → 90

[h3]Sturmpioneers[/h3]
Dev note: The Granatbüchse proved an unreliable weapon due to a variety of bugs and unintended behavior. This often made upgraded Sturmpioneers feel underwhelming in certain combat situations.

  • Manpower cost: 180 → 160
  • Granatbüchse 39 Grenade Launcher:

    • Upgrade now grants two Grenade Launchers.
    • Reworked projectile ballistics and scatter; projectiles will now fly in a higher arc trajectory.
    • Rebalanced area of effect and critical damage.
    • Damage multiplier against garrison cover: 3 → 7

  • Added Demolition Charges (Requires Minesweeper & Demolition Package).

[h3]Landsers[/h3]
Dev note: We've noticed that Landsers tend to underperform slightly for their overall cost and intended role. The following changes are aimed to address a major DPS inconsistency between the Gewehr 43 rifle and the squad leader weapon, as well as instances where the Mkb.42 would fire much faster on longer ranges than the Gewehr 43 of other squad members.

It has also proven too difficult to reach veterancy rank 1, which is intended as an essential scaling factor during later stages of a game. On the contrary, once veterancy 1/2 were reached it was too easy to progress to veterancy rank 3 and 4.

  • Veterancy requirements (1/2/3/4): 10/20/35/55 → 9/18/36/63
  • Gewehr 43 Rifles:

    • Mid range accuracy: 0.55 → 0.65
    • Scatter angle: 10 → 5
    • Base cooldown: 1.4s → 1.5-2s
    • Cooldown multipliers (s/m/l): 1/1/2.1 → 0.8/1/1.7

  • MKb.42W Rifle:

    • Fixed missing point blank mechanic
    • Fixed several behavior inconsistencies
    • Base damage: 7 → 10
    • Mid range accuracy: 0.55 → 0.65
    • Base cooldown: 1.4s → 1.5-2s
    • Cooldown multipliers (s/m/l): 1/1/2.1 → 0.8/1/1.7
    • Reload frequency: 9-14 → 9
    • Reload time: 2.5-3s → 2-2.5s

  • Squad DPS change (s/m/l): +5%/+5%/+5%

[h3]Kubelwagen[/h3]

  • MG34 Light Machine Gun munition cost: 25 → 15

[h3]Skirmish Commander[/h3]
Dev note: We're adding an additional scaling potential to the Skirmish Commander akin the Offensive/Defensive bonuses provided by the Soviet Command Squad. At the same time it will also require more experience too reach the later veterancy ranks to prevent players from quickly ranking up their Skirmish Commander.

  • Veterancy requirements (1/2/3/4): 10/20/35/55 → 10/20/40/70
  • Added a stacking shared bonus towards all infantry, starting at veterancy rank 2:

    • Received damage multiplier: 0.95
    • Received accuracy multiplier: 0.95
    • Added visualization (PE def vet icon) for each level.
    • Total effect for vet 2/3/4 Skirmish Commander:

      • Received damage: -5%/-10%/-15%
      • Received accuracy: -5%/-10%/-15%


[h3]Concrete Emplacement[/h3]

  • Hitpoints: 500/600 → 700
  • MG151 Emplacement now requires Company Support Troops

[h3]MG34 Light Machine Gun[/h3]

  • Research time: 45s → 60s


[h3]Company Support Troops[/h3]
Dev note: This should help Ostheer get to T2 at a similar pacing as Wehrmacht. In comparison to the Wehrmacht, the Ostheer early units are generally more expensive and the faction has other side techs to consider while also having to progress to later tech.

  • Manpower cost: 200 → 160

[h3]Mechanized Command[/h3]

  • Manpower cost: 350 → 280

[h3]Grenade Supplies[/h3]
Dev note: Grenade Supplies often foregone for the MG34 Light Machine Gun upgrade. A cost reduction is aimed to increase the overall appeal of this upgrade during earlier stages of the game.

  • Fuel cost: 35 → 30
  • Research time: 60s → 45s

[h3]Supercharged Mortar Shells[/h3]

  • No longer requires Company Support Troops
  • Now also unlocks Airburst Barrage ability
  • Fuel cost: 20 → 10

[h3]Mortar Team[/h3]

  • Added Airburst Barrage ability:

    • Munition cost: 35
    • Salvo: 4
    • Intended usage: Great for suppressing infantry in cover and stopping advances.
    • Requires: Supercharged Mortar Shells

[h3]75 mm PaK 97/38 Anti-Tank Gun[/h3]

  • AP shell projectile speed: 70 → 75
  • HEAT shell projectile speed: 40 → 60
  • HEAT shell projectile acceleration: 30 → 40

[h3]Wespe[/h3]
Dev note: The Wespe performs below expecations, often missing its intended barrage area due to excessive shell scatter. We're therefore making its barrage spread more consistent while also retaining some of its inaccuracy when barraging into the fog of war.

  • Hitpoints: 220 → 270
  • Upkeep cost: 20 mp/min → 15 mp/min
  • Scatter angle: 10 → 6.5
  • Max scatter distance: 17 → 18.5
  • Distance scatter offset: 0.35 → 0.3
  • Distance scatter ratio: 0.35 → 0.15
  • FoW angle multiplier: 1.5 → 2

[h3]Elefant[/h3]
Dev note: The Elefant has a powerful main cannon but can rarely utilize it in the majority of games and is too vulnerable against a plethora of weapons ranging from artillery to regular tank guns. We decided to revise its armourtype to become more resilient against said weapons.

  • Frontal armour is +35% more resilient to most tank guns and AT guns
  • Has a -10% received damage modifier against everything but infantry AT weapons
  • Lockdown now provides 15% bonus accuracy in addition to a -10% reload modifier

[h3]Zrinyi II Assault Gun[/h3]

  • Hitpoints: 520 → 620
  • Now fires HEAT shells by default as opposed to HE.
  • Added High-Explosive Barrage ability:

    • Salvo: 3
    • Damage: 100
    • Range: 90 m
    • Cooldown time: 105s

[h3]Schurzen (Armor Skirts)[/h3]

  • Fuel cost: 50 → 70

[h3]Spearhead Operations[/h3]
Dev note: The left branch of Spearhead Operations is often favored because of the early access to self-repairs on tanks followed by the Tiger call-in that can be unlocked for a total of 8 CPs. We're therefore bringing the Tiger unlocking cost in line with the Wehrmacht Tiger (9 CP) to reduce its oppressiveness when appearing too early.

  • Emergency Repairs CP cost: 2 → 3
  • Panzerkrieg now grants heavy crush to Panzer IV tanks.

[h3]Siege Operations[/h3]
Dev note: We're improving the appeal of Frontline Observers to be more impactful.

  • Frontline Observers

    • Now applies +7 m sight range while stationary.
    • No longer equips Landers with ZF-4 rifle scopes to avoid potential confusion of intended combat role.

  • Incendiary Airburst Artillery

    • Ammunition cost 150 → 125

  • Riegel Mines

    • Now can also be placed by Landsers and Sturmpioneers.


[h3]Joint Operations[/h3]
Dev note: We decided to rework the Zrynji II to make it a more appealing and useful assault gun.

  • Zrinyi II Assault Gun:
  • no longer uses HE shells by default, instead it fires HEAT:

    • Damage: 100
    • Reload: 7-8sec
    • Weapon range: 40m

  • Can fire a 3-shot HE barrage onto a designated area:

    • Reload: 105 s
    • Weapon range: 90m

  • Call in CP cost: 3 → 4
  • Luftbrücke Supplies:

    • Call in CP cost: 3 → 2
    • Duration time: 75sec → 65sec


Part 2

[h2]Panzer Elite, Wehrmacht, Americans, Commonwealth, Maps, Sound Design, Quality of Life & Bug fixes[/h2]
https://store.steampowered.com/news/app/317600/view/3686814404781284876

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.