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Company of Heroes: Eastern Front News

Update 3.2 - Release Notes [1/2]

Comrades,

As the holidays appear on the horizon, we're coming back to you with another update announcement. We're pleased to announce that Update 3.2 is scheduled to be released on December 23rd, 10 am PDT (5 pm GMT, 7 pm CET)!

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

[h3]Flamethrowers[/h3]
Flamethrowers were improved in Eastern Front and provide a more steady and reliable damage output which makes them less powerful against fully healed infantry units while more deadly against low health models.

Playtests showed that Flamethrowers currently overperform in certain situations due to these changes, so we decided to reduce their effectiveness against squads with ~30-50% hitpoints slightly. In return, we increased the damage that flamethrowers do to garrisoned infantry. They will still be much less RNG dependant than vCoH flamethrower units.


  • Chance to burn models on yellow health bracket: 30% → 20%
  • Damage multiplier against garrison cover: 2.0 → 2.5
Affected units:

  • M2 Flamethrower (Engineer)
  • Flammenwerfer 42 (Pioneers)
  • Roks3 (Ingenery)
  • vehicle flamethrowers (Flammpanzer III, Sherman Crocodile, Churchill Crocodile, Sdkfz 251 Halftrack Flamer, Ato42 T34)


[h3]Anti-Air weapons[/h3]

  • Fixed a plethora of inconsistencies between various Anti-Air Weapons

[h3]Panzerfaust[/h3]

  • Base damage: 70/85 → 100
  • Rebalanced and fixed all target table inconsistencies:

    • Panzerfausts generally will deal significantly more damage against tanks, but the penetration chance remains unchanged.
    • Damage against light vehicles remains similar but may be a bit higher in specific cases.

[h2]Ostheer[/h2]

[h3]Teching adjustments[/h3]
The Ordnance Depot stands central in many Ostheer strategies, offering critical counter units that help establishing a foothold against a multitude of threat types. However, the structure proved too cheap and we therefore decided to increase its overall cost to reduce momentum building potential and mitigate an identified snowballing effect.

At the same time, the Panzer Recon Company was often discarded in favour of the Mechanized Command due to missing vital Anti-Tank options, and a unit roster that was too focused around handling soft targets. We adjusted this issue by moving the Panzer 38(t) to the Mechanized Command, and made the remaining units in the Panzer Recon Company much more appealing. Panzerwerfers are more accessible, and the Panzer III can now be deployed without the need for the Division Assault Troops update, and now has access to permanent Anti-Tank capabilities.

[h3]Division Assault Troops[/h3]

  • Fuel cost 60 → 45

[h3]Ordnance Depot[/h3]

  • Manpower cost 180 → 230
  • Fuel cost 10 → 20

[h3]Mechanized Command[/h3]

  • fuel cost 80 → 95

[h3]MG34 Light Machine Gun Upgrade[/h3]

  • Fuel cost: 60 → 50

[h3]Krankenwagen[/h3]

  • Fuel cost: 15 → 20

[h3]Kubelwagen[/h3]
The Kubelwagen currently overperforms its role as mobile fire support unit. We're correcting some of its basic statistics to put it more in line with other early recon vehicles.

  • MG34 Light Machine Gun:

    • Range brackets (s/m/l): 10/20/35 → 6/15/35
    • DPS (s/m/l): -7.5%/-9%/-9.6%

  • Mobility:

    • Acceleration: 10 → 6
    • Deceleration: 10 → 6
    • Traverse rate: 105 → 85

  • Material hit type: armour → vehicle

[h3]Landser[/h3]
Landsers had the same hitpoints as Volksgrenadiers, meaning that the time-to-kill (TTK) was the same for these two squads in small arms fights. In comparison to Volks, Landsers rely on individual veterancy, do not get elite infantry armor, are more expensive to field and maintain, and do not have a clear niche range where they outperform Riflemen early on. With Conscripts being more durable, Ostheer had a tendency to struggle in establishing a foothold against both USF and Soviets. An increased TTK against Landsers by roughly 10% across all ranges should enable Landsers to stay competitive.

  • Health 60 → 65 (squad hitpoints: 300 → 325)
  • LMG 34

    • dps change s/m/l -%/+3%/+6%
    • Incremental accuracy multiplier: 1 → 1.04

[h3]Skirmish Commander[/h3]
Aside from providing a +20% global veterancy gaining bonus towards all infantry, the Skirmish Commander also acts as an early shock unit, capable of going toe-to-toe with most mainline infantry squads. An increased cost to both deploy and maintain the Skirmish Commander on the battlefield will mitigate an issue of the unit being too cost effective.

  • Manpower cost: 250 → 270
  • Reinforce cost: 33 mp → 45 mp (90 mp total)
  • Reinforce time: 10-15s → 12s (24s total)

[h3]MG 151 Emplacement[/h3]

  • Hitpoints 600 → 500
  • Performance against aircraft:

    • Accuracy multiplier: 0.6 → 0.2
    • Penetration multiplier: 1.2 → 3

[h3]Sd.Kfz. 251 Halftrack[/h3]

  • MG 151 performance against aircraft:

    • Accuracy multiplier: 1.00 → 0.45
    • Damage multiplier: 1.00 → 0.80
    • Penetration multiplier: 1.2 → 3

[h3]Panzer III Infantry Support Tank[/h3]
The Panzer III is a mobile and potent anti-infantry tank, but outshadowed by the Panzer IV in terms of utility in most situations. That's why we decided to rework some aspects of the Panzer III to differentiate it from the Panzer IV and give players reasons to utilize this unit over the Panzer IV.

  • No longer requires Division Assault Troops upgrade
  • Deployment time: 50s → 45s
  • Manpower cost: 380 → 340
  • Weapon range: 30m → 35m
  • Can now equip Coated Optics (35 munitions)
  • Can now equip Anti-Tank Shells (50 munitions)

    • Gr.Patr. 38 High-Explosive Anti-Tank (HEAT) shells provide vastly increased armor penetrating capabilities at the expense of precision and area of effect effectiveness.
    • As compensation for being a permanent upgrade the damage and accuracy has been tweaked. The HEAT is less accurate while being fired on the move and is less accurate on long range:
    • Damage: 110 → 90
    • Reload time: 4.5-5s → 5-6s
    • Accuracy: 1/1/0.75 → 1/1/0.7, reduced by 50% on the move
    • Weapon range: 35m
    • Upgrade now lifts the antenna on the hull and shows smoke dischargers on the turret sides as minor visual indicator that the tank has HEAT instead of HE.

[h3]Panzerwerfer[/h3]
While its offensive power is good, the Panzerwerfer proved too clumsy to use effectively compared to other mobile artillery units. That's why we made the Panzerwerfer more mobile and overall more accessible.

  • Damage output vs tanks is now more consistent
  • Removed and tweaked a couple weapon inconsistencies
  • Fuel cost: 35 → 20
  • Upkeep: 13.8 → 11.7
  • Mobility: + 12.5% (max speed)

[h3]Panzer 38(t)[/h3]
The Panzer 38(t) has been moved to the Mechanized Command to allow Ostheer players to field an early vehicle out of the building even if the fuel income has been cutoff.

  • Moved unit to Ostheer Mechanized Command
  • Health 330 → 400
  • Main gun reload time: 6s → 5s
  • Main gun Area of Effect:

    • Radius: 0.5 → 1.5
    • Damage multipliers (s/m/l): 1.0/1.0/0.9 → 1.0/1.0/0.5

  • Vastly improved main gun performance vs Stuart.
  • Speed limiter munition cost: 50 → 30
  • Can now lay Riegel Mines

[h3]Granatbüchse 39[/h3]

  • Fixed an AoE damage inconsistency bug that would cause the grenade to deal very low damage to units in buildings
  • Munition cost: 60 → 50
  • Increased overall damage output by ~15%
  • Fixed critical tables, now the values are:

    • green health: 95% no critical, 5% cause casualty
    • yellow health: 85% no critical, 10% cause casualty, 5% kill soldier
    • red health: 55% kill soldier, 45% make casualty

[h3]Grenade Supplies[/h3]
Combined with the area damage bugfix, Stielgranate 39 will be a more appealing tool to combat infantry units.

  • Fuel cost: 40 → 35


[h3]Honveds[/h3]

  • Betonmine munition cost: 40 → 35
  • Panceltoro 44M:

    • Improved penetration capabilities against various tank types.

[h3]Coated Optics[/h3]

  • Requires Assault Divisions troops
  • adds +5m weapon and sight range
  • Munition cost: 50 → 35

[h3]Panzerfusiliers[/h3]

  • Scoped Assault Rifles movement accuracy penalty: -50% → -25%
  • Scoped MP44 Assault Rifle:

    • Close range cooldown multiplier: 0.75 → 0.5
    • Close range DPS increase: +20%


[h3]Elefant[/h3]

  • Call-in cooldown time: 480s → 360s

[h3]Tiger[/h3]

  • Call-in cooldown time: 150s → 360s


[h3]Joint Operations[/h3]

Adjusted the Left Doctrine Tree:

  • Counter Assault (2)
  • JU-88 Bombardment (2)
  • Luftbrücke Supplies (3)
Adjusted the right Doctrine Tree:

  • Honveds (1)
  • Strategic Reserves (2)
  • Zrinyi II Assault Gun (3)

[h3]Counter Assault[/h3]

  • Fixed Counter Assault bonuses not applying consistently and reshuffled some bonuses for better utility. Infantry will now break suppression and capture sectors significantly faster. They also do a short sprint upon activation and reload their weapons slightly faster.
  • Duration time: 20s → 60s
  • Recharge time: 45s → 160s
  • Munition cost: 45 → 50

[h3]Luftbrücke Supplies[/h3]

  • Recharge time: 180sec → 300sec

[h2]Panzer Elite[/h2]

[h3]Panzer Elite Veterancy:[/h3]

  • Defensive Infantry Veterancy bonuses:

    • Received Suppression bonus: -10% → -15%

[h3]Kampfgruppe Kompanie[/h3]

  • Removed Group Zeal Upgrade
  • Current implementation of Group Zeal is impractical and offers little use. At the same time we do not want to back to the original functionality that strongly promotes blobbing infantry. The upgrade may be revised and reimplemented in the future.

[h3]Panzergrenadiers[/h3]
Playtests showed that Panzergrenadiers were in need of a higher damage output to effectively fulfill their role as fire support unit. Additionally, the G43 weapon package was not cost effective. We're addressing the matter by boosting the overall damage dealing potential for both Kar98k and Gewehr 43, while also making the weapon upgrade more accessible.

Keep in mind that Panzergrenadiers, even with improved damage output, are not intended as bulk mainline infantry force for the Panzer Elite. That role has been shifted over to Assault Grenadiers and Tank Busters.

  • Hitpoints: 65 → 70 (squad hitpoints: 195 → 210)
  • Kar98k rifles:

    • Base damage: 10 → 12
    • Accuracy (s/m/l): 0.85/0.65/0.4 → 0.75/0.65/0.35
    • Squad DPS (s/m/l): +20%/+20%/+5%

  • Gewehr 43 package:

    • Munition cost: 60 → 50
    • Base damage: 12 → 15
    • Short range base accuracy: 0.75 → 0.85
    • Squad DPS change (s/m/l): +36%/+24%/+19%

  • Reworked Volley Fire ability:

    • Summary: At the cost of accuracy and movement speed the squad will fire as rapidly as
      possible. Volley fire temporarily increases damage dealing potential and may induce a small
      suppressive effect.
    • Ability is now timed instead of targeted on one squad (duration: 20s), while active:

      • Weapon cooldown: -40% (+250% fire rate)
      • Weapon accuracy: -50%
      • Movement posture speed: -2

    • Added visual indicator
    • Target slow removed
    • Recharge time: 140s → 90s
    • Munition cost: 40 → 30

  • Added Wire Cutters ability
  • Veterancy requirements: 12/16/32 → 12/24/36

[h3]Kettenkrad[/h3]

  • Capture rate multiplier: 1.25 → 1

[h3]Defensive Operations[/h3]

  • Manpower cost: 180 → 200

[h3]Assault Grenadiers[/h3]

  • Hitpoints: 65 → 60
  • Veterancy requirements: 12/26/40 → 12/28/48
  • MP44 Assault Rifles (Sturmgewehr):

    • Weapon package upgrade cost: 80 → 100
    • Base accuracy (s/m/l): 0.9/0.35/0.1 → 0.8/0.3/0.1
    • Squad DPS (s/m/l): -11%/-14%/-

[h3]Infantry Halftrack[/h3]

  • Tweaked suppression ability:

    • Munition cost 30 → 20
    • Weapon range 35m → 40m while ability is active
    • Halftrack can now move at 20% max speed while ability is active
    • Significantly increased initial suppression and it further increases over time

[h3]Light Anti-Tank Halftrack[/h3]

  • Weapon range: 55m → 45m
  • Weapon reload: 2.6s → 4.6-5.6s
  • Accuracy: 0.65/0.9/1.0 → 0.75/1.0/1.0
  • Accuracy against infantry: -15%
  • Stielgranate 41

    • Ability munition cost: 45 → 35
    • Base damage: 70/85 → 100
    • Rebalanced and fixed all target table inconsistencies. Stielgranate generally will deal significantly more damage per penetrating hit, but the penetration chance remains unchanged.

[h3]Tank Busters[/h3]

  • Veterancy requirements: 12/26/40 → 12/28/48

[h3]Marder III[/h3]

  • Lockdown range bonus: +5 → +10
  • Long range accuracy: 0.65 → 0.75

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

  • 75 mm L/24 cannon weapon range 30m → 35m

[h3]Armored Car[/h3]

  • Critical armor type: tp_light_vehicle → tp_vehicle
  • Removed Phosphorus Rounds ability
  • Added Overdrive ability:

    • Speed bonus: +25%

    Phosphorus rounds proved highly toxic against targets the Armored Car was already very strong against, while only offering limited use in other situations (such as vs garrisons). Overdrive instead brings back a familiar element of the Armored Car.

[h3]Wirbelwind Flakpanzer[/h3]

  • Traverse rate: 50 → 35
  • 20 mm Flakvierling 38:

    • Rebalance accuracy and cooldown parameters
    • DPS (s/m/l): +50%/+63%/+46%
    • Slightly reduced suppression potential

[h3]20 mm Flakvierling 38[/h3]

  • Vastly increased suppression potential against infantry units

[h3]MG42 Heavy Machine Gun Team[/h3]

  • Veterancy requirements: 8/16/32 → 12/24/36

[h3]Luftwaffe Ground Forces[/h3]

  • Can now equip Minesweepers (cost: 35 Munitions)

[h3]Fallschirmjägers[/h3]

  • Manpower cost: 420 → 400
  • FG42 Assault Rifles:

    • Squad DPS (s/m/l): +2%/-5%/+5%
    • Fixed some cover and suppression table inconsistencies

  • Veterancy requirements: 12/26/40 → 12/28/48

[h3]Incendiary Grenades[/h3]

  • Ability munition cost: 25 → 20

[h3]Anti-Tank Grenades[/h3]

  • Projectile acceleration: 5 → 10
  • Implemented a proper Panzerwurfmine visual model
  • Implemented new explosion FX
  • Improved projectile ballistics

[h3]Henschel Panzerknacker[/h3]

  • Vastly improved consistency of the main cannon hitting targets.
  • Removed secondary gun that fired all over the place.
  • Main gun base damage: 200 → 225
  • Plane xp value: 20 → 3

[h3]Jagdpanther[/h3]

  • Call-in manpower cost: 500 → 800
  • Call-in cooldown time: 900s → 360s
  • Removed -100 mp/min drain for 300s after deployment

[h2]Wehrmacht[/h2]

[h3]MG42 Light Machine Gun[/h3]

  • Incremental accuracy multiplier: 1.05 → 1.03

[h3]Sturmgeschutz IV[/h3]
With US Tank Destroyers no longer having the massive damage bonus against Stugs, the Stug is too population efficient as a result.

  • Population cost: 4 → 6

[h3]Tiger[/h3]

  • Call-in cooldown time: 40s → 360s

[h3]Tiger Ace[/h3]
When we released the last update we had not yet rebalanced all one-time call-ins. The Tiger Ace has now been adjusted to be called in more than once and its combat power has been tweaked to reflect that.

  • Removed 1 time hard cap, recharge set to 480s
  • 88 mm KwK 36 L/56:

    • Accuracy: 1.0/1.0/0.9 → 1.0/1.0/0.85
    • Moving accuracy multiplier: -50% → -35%
    • Reload time: 6-7s → 6.5-7.5s

  • health 1400 → 1220
  • mobility/max speed reduced by -5.5% (matching Panther level)
  • upkeep 21.5 → 32.2
Part 2

Allied Armies, Maps, Bug Fixes
https://store.steampowered.com/news/app/317600/view/3308481413922153782?l=english

Update 3.2 - Release Notes [2/2]

Part 1

Global changes, Axis Armies
https://store.steampowered.com/news/app/317600/view/3618109754360204669?l=english

[h2]Soviets[/h2]
We noticed that the faction was often struggling to gain an advantage during the early game, while at the same time capable of quickly snowballing with fast access to powerful tanks. In other words, the "tank rushing" strategy was too efficient at the same time that the faction often relied on these shock units as an offset to relatively weak early game options. The following changes aim to push back the timing of the initial T-34/85 tanks while also enabling Soviets an easier transition into a combined arms approach through natural tech progression.

We also aim towards making squad upgrades more accessible, allowing players to equip their forces more easily when falling behind. Furthermore, we also aim to address that the Soviets were lacking early game capping power, often falling behind quickly against an equal opponent, something that became most evident in competitive 1v1 games.

[h3]Armoury[/h3]

  • Fuel cost 50 → 45

[h3]Support Barracks[/h3]

  • Fuel cost 10 → 15

[h3]War Factory[/h3]

  • Fuel cost 55 → 60

[h3]Tank Hall[/h3]

  • Now requires either Support Barracks or War Factory
  • Removed Breakthrough Tankovy tech


[h3]Upkeep[/h3]

  • upkeep threshold 10 → 15
Explanation: This threshold defines when units start to affect your manpower income. Below
15 population units are free of upkeep, after that point each unit that is fielded starts to cost upkeep.

[h3]Shock Strelky[/h3]

  • No longer unlocks PPSh-41 Sub-Machine Gun weapon package.
  • Fuel cost 50 → 40
  • Research time 90s → 60s
  • Added +10% Mosin Nagant weapon damage bonus
  • Removed -15% received damage bonus

[h3]Petrol Bombs[/h3]

  • Manpower cost: 100 → 80
  • Research time: 60s → 45s

[h3]Ingenery[/h3]

  • Reinforce cost: 22 mp → 18 mp (66 total → 54 total)
  • Capture rate multiplier: 0.75 → 1

[h3]Conscripts[/h3]
Conscripts are not meant to be used in large numbers or as aggressive mainline infantry. They thrive in static long range combat and should remain stationary during engagements due to a hefty weapon accuracy penalties while on the move. However, it became evident that Conscripts were a bit too susceptible to light AoE weaponry like Mortars, while also requiring a bit too much planning to be used effectively. This resulted in Conscripts quickly falling apart when caught out in the open or when forced to relocate during combat.

The following changes are aimed to make Conscripts a bit more forgiving to use out of the box, reducing their reliance on the damage output from DP-28 Light Machine Guns, while retaining their overall mediocre combat efficiency.

  • Hitpoints: 45 → 50 (squad hitpoints: 315 → 350)
  • Capture rate multiplier: 1 → 1.25
  • Mosin Nagant damage output (s/m/l): +7%/+5.3%/-
  • Deployment time: 49s → 42s
  • Reinforce time: 7s → 5s (total reinforce time for 6 models: 42s → 30s)
  • Upkeep cost: 5 mp/min → 6 mp/min
  • veterancy requirements for level 1/2/3: 6/12/24 → 6/14/28
  • DP-28 LMG

    • damage output (s/m/l): -6%/-3.6%/-35.7%

  • VPGS Anti-Tank Rifle Grenade

    • Munition cost: 35 → 30
    • Damage multiplier against Sdkfz 250 (PE): 1.3 → 1.5
    • Damage multiplier against Skdfz 251: 1.3 → 1.5
    • Improved weapon responsiveness
    • Ability range 25 → 30
    • Removed Veterancy Rank 2 range bonus

[h3]Observer Team[/h3]

  • capture speed 1.5 → 2.0
  • TT-33 Pistols:

    • Base accuracy (s/m/l): 0.45/0.3/0.2 → 0.7/0.3/0.2
    • Squad damage output (s/m/l): +55%/+67%/+50%

  • SVT damage output (s/m/l): +18%/+36%/+12%
  • SVT upgrade ammunition cost 40 → 30
  • Sight range while camouflaged reduced by 15%
  • Now reveal themselves after 2 shots
  • Added visual indicator when the passive sight range and camouflage detection bonus is active.

[h3]Medic Truck[/h3]

  • Reworked set-up/mobilize functionality to work similar to the Krankenwagen/CW HQ Trucks.

[h3]Strelky[/h3]

  • Reinforce cost: 29 → 27
  • Mosin Nagant DPS change (s/m/l): +6%/+1%/+10%
  • PTRS-41 Anti-Tank Rifle upgrade:

    • Munition cost: 75 → 60
    • Now available by default (no longer requires Men Against Tanks)

  • PPSh-41 Sub-Machine Gun upgrade:

    • Now unlocked automatically with War Factory (no longer requires Shock Strelky).
    • Moving accuracy multiplier vs heroic infantry armor: 0.9 → 1

[h3]Sniper[/h3]

  • Now equipped with a Mosin Nagant Sniper Rifle instead of SVT-40.
  • buildtime 55 → 45

[h3]SG 43 Heavy Machine Gun Team[/h3]

  • Manpower cost: 250 → 240
  • Capping speed: 0.75 → 1.0

[h3]Command Squad[/h3]

  • SVT-40 DPS change (s/m/l): +34%/+37%/+44%
  • DP-28 LMG DPS change (s/m/l): -16.5%/-3.4%/-2.2%
  • Capture rate multiplier: 1.25 → 1.5

[h3]82 mm Mortar Team[/h3]

  • Manpower cost: 290 → 260
  • Upkeep: 8.7 mp/min → 5.8 mp/min

[h3]107 mm Heavy Mortar Team[/h3]

  • FoW scatter multiplier: 1.1 → 1.25

[h3]BA-64D Armored Car[/h3]

  • Vastly improved damage output vs light recon vehicles (sdkfz 22x, 250 and 251 series)
  • Fixed a plethora of weapon inconsistencies
  • Fixed DShk weapon unresponsiveness after upgrade
  • Fixed DShK weapon sound

[h3]Guards[/h3]

  • PPS-43 SMG weapon package now requires War Factory or Tank Hall.

[h3]Partisans[/h3]
Despite their low manpower cost, Partisans proved difficult to use effectively. As a result the squad performance was generally perceived as underwhelming. That's why we're improving their overall survivability and weapon upgrade package in exchange for a slightly higher manpower cost.

Keep in mind that Partisans, like Conscripts, are ineffective while on the move due to much greater on-the-move accuracy penalties compared to conventional mainline infantry squads.

  • Manpower cost: 220 → 240
  • Reinforcement cost 24 → 27
  • Hitpoints 60 → 70
  • Weapon package

    • Munition cost 50 → 40
    • Grants 1x mp40 + 1x ppd40, can be equipped twice
    • Damage change (s/m/l): +30%/+20%/- (+60%/+40%/- for 2x upgrade)

[h3]Naval Infantry[/h3]

  • PTRD-41 Anti-Tank Rifles weapon package munition cost: 75 → 60
  • Hitpoints: 95 → 80 (squad hitpoints: 380 → 320)
  • Reinforce cost: 42 → 38
  • Increased manpower upkeep from 7mp/min to 9mp/min
  • Can now construct Sandbags, AT mines, Outposts, MG Nests
  • Reworked Resiliance mechanic (Zeal):

    • Bonuses in friendly territory:

      • Health regeneration: +10.56 hp/min
      • Maximum hitpoints: +10
      • Received suppression: -25%

    • less than 4 squad members (stacks with above):

      • Received damage: -10%
      • Received accuracy: -5%
      • Weapon reload: -25%

    • less than 3 squad members (stacks with above):

      • Received damage: -15%
      • Received accuracy: -5%
      • weapon cooldown: -33%


  • Phosphor grenades:

    • Munition cost: 35 → 30
    • Damage: 30 → 30-40
    • Area values:

      • AoE area: 6/2/0.5 → 4.5/2.25/0.75
      • AoE impact damage 0.2/0.5/1 → 0.25/0.5/1

    • damage over time:

      • AoE damage over time 1→ 1-1.25
      • AoE damage over time radius 5 → 5-6

    • Criticals:
      green health: 100% no critical→ 95% no critical, 5% burn death
      Yellow health: 100% no critical → 70% no critical, 10% kill soldier, 20% burn death
      Red health: No changes

[h3]BT-7[/h3]

  • Increased mobility by roughly 10%
  • Increased maneuverability in light cover slightly
  • Hitpoints: 310 → 375
  • Fuel cost: 35 → 40
  • 45 mm Mod. 32 L/46:

    • Reload time: 6s → 5.5-6s
    • Base penetration: 1/0.84/0.6087 → 1/0.86/0.67

  • KT-28 76.2mm:

    • Damage: 87.5 → 80
      [
    • Reload time: 6-7s → 5.5-6s
    • base penetration: 1/0.84/0.607 → 1/0.905/0.767
    • significantly increased penetration capabilities against vehicles, especially Panzer III

[h3]T-60 Light Tank[/h3]

  • 20 mm Schwak-T main gun against Marder III armor type

    • Damage multiplier: 0.5 → 0.3
    • Penetration multiplier: 0.887 → 0.687

  • DPS change (s/m/l): +15%/17%/+13%
  • Increased maneuverability in light cover slightly

[h3]SU-76[/h3]

  • Main gun reload time: 4-5s → 5-5.5s
  • Base penetration: 1/0.95/0.85 → 1/0.9/0.8
  • increased mobility by roughly 10%
  • Weapon range 50 → 55
  • Artillery ammunition upgrade:

    • Salvo: 5 → 4
    • Range: 150 → 130
    • scatter -25%
    • ammo cost 150 → 120
    • added UI indicator for upgrade
    • requires Soviet Tank Hall

[h3]Tank Riders[/h3]

  • infantry now has -25% weapon accuracy while riding tanks
  • infantry received accuracy while raiding tanks 0.5 → 1.1

[h3]Katyusha Rocket Launcher[/h3]

  • Base damage: 25/35 → 30/40

[h3]T-34/85[/h3]

  • Reduced overall speed and acceleration by 10%
  • Reduced chassis turning speed by 13%

[h3]IS-2[/h3]

  • Slightly increased top speed on roads
  • manpower cost 600 → 640
  • fuel cost 135 → 140
  • Now requires War Factory

[h3]ISU-152[/h3]
We've implemented a refurbished visual model for the ISU-152, Aside from the vehicle being slightly taller and truer to its historical silhouette, the main gun now has proper horizontal and vertical traverse animations. This greatly improves the comfort of use and reliability during combat, fixing instances of the gun massively overshooting targets.

  • Implemented a refurbished visual model.

[h3]KV-2 Artillery Tank[/h3]

  • Reduced accuracy when shooting into the FoW by ~20%

[h3]IL-2 ASh-4 Incendiary Carpet Bombing[/h3]

  • reduced overall damage by ~20%

[h3]Molotov Cocktails[/h3]

  • chance to ignite models upon impact:

    • green health: 20% → 10%
    • yellow health: 60% → 50%
    • red health: no change

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

  • Munition cost: 30 → 35

[h3]Breakthrough Assault ability[/h3]

  • Enemy special abilities/minimap are disabled for 15sec
  • Duration 40s → 45s
  • Effects on Vehicles:

    • Received penetration 0.75
    • Vehicle maximum speed 1.25 → 1.15
    • Applied proper suppression values to guns

  • Effects on Infantry:

    • Instant ability recharge
    • Received damage 0.6
    • Received suppression 0.1 → 0.35

  • No longer affects weapon teams

[h3]Target Weakpoint (PTRS-41/PTRD-41 Anti-Tank Rifles)[/h3]

  • Damaged Transmission critical now shows up as green engine on the vehicle blueprint.

    • Damaged Transition critical now reduced mobility by 30% and turret traverse speed by 50%.

  • Removed Main Gun Destroyed critical from the yellow hp bracket (60%-5% hp.
  • Removed Damaged engine critical from frontal hits within the green hp bracket (100%-60% hp)

[h3]Infantry Storm[/h3]

  • Reinforce cost discount now dynamic per squad instead of a flat -20% decrease:

    • Conscripts (19mp): 12 → 17 (-10%)
    • Strelky (27mp): 22 → 24 (-10%)
    • Guards (44mp): 35 → 38 (-15%)

[h3]The Red Flag[/h3]

  • Hitpoint bonus: +15% → +10%

[h2]Americans[/h2]
[h3]Riflemen[/h3]

  • Suppressive Fire:

    • Summary: Reworked the suppression potential into a more staggering effect. The result is that suppression no longer happens instantaneous on activation, but becomes more powerful throughout the ability duration (thus making it better vs heroic/assault infantry types).
    • Added a slow movement penalty while the ability is active.
    • Added a visual indicator
    • Duration: 15s → 20s

[h3]Heavy Machine Gun Team[/h3]
Despite a high theoretical damage output, the the Heavy Machine Gun Team has quite underwhelming performance. The suppressive potential was further increased to make it a worthwhile support unit alongside Riflemen and other Infantry, and cheaper AP rounds should allow for more opportunities to counter light vehicles.

  • Increased weapon suppression potential by ~20%
  • Range 40m → 42m
  • AP rounds munition cost 35 → 20

[h3]M3 Halftrack[/h3]

  • Maxson M45 Quadmount:

    • Upgrade time 45s → 30s
    • Accuracy multiplier against aircraft 1.25 → 0.6

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

  • Fixed a plethora of accuracy multipliers vs various vehicle targets.
Dev note: The US Anti-Tank Gun is now more comfortable to use and more efficient at handling light vehicles. Most notably against veteran Pumas and Panzer Elite light vehicles with defensive veterancy.
[h3]M8 Greyhound:[/h3]

  • Hitpoints: 150 → 200
  • Armour Skirts hitpoint multiplier: 2 → 1.5 (net difference is the same, now being 200 → 300 as opposed to 150 → 300)
  • Damage multiplier vs Marder III: 2 → 1.2 (now requires 5 shots instead of 3)
  • Fixed minor target table inconsistencies
Dev note: The M8 is too reliant on the Armour Skirts upgrade, being a OHK for the pak 38 with first strike bonus (shooting out of camouflage). With more reliable Panzerschrecks in EF it also became too easy to take down unskirted M8's. This change ensures that the dynamic of the Armour Skirts remains untouched, but also makes the M8 a bit more forgiving to use before upgrading.
[h3]T17 Armored Car[/h3]

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

[h3]M26 Pershing[/h3]

  • Call-in cooldown time: 15s → 360s
  • Now has the unique minimap icon

[h3]Sticky Bombs[/h3]

  • Throwing range: 14 → 16
Dev note: While strong when pulled off, Sticky Bombs are much harder to use than other vehicle snare abilities. Vehicles are often able to kite away from Riflemen even when a throw is initiated, cancelling the animation. This change should enable easier snaring of vehicles, thus making Sticky Bombs more effective at careless vehicle usage.
[h2]Maps[/h2]
We've updated a selection of

  • New map: [EF] Karski (2) - A tweaked version of a map from our friends at Back to Basics mod.

  • Updated [EF] Cologne (2) - Updated sector and victory point layout, and better passability in across the map center.
  • Updated [EF] Pripyat Marshes (2) - Disabled passability across the ice sheets, minor pathfinding fixes.
  • Updated [EF] Constanta Port (4) - Improvements to map flow around the eastern city area.
  • Updated [EF] Kharkov (4) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Lemberg (4) - Minor pathfinding and passability fixes.
  • Updated [EF] Sevastopol (4) - Minor pathfinding and passability fixes.
  • Updated [EF] Zmievka (4) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Danzig (8) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Stalingrad (8) - Significant improvements to overall passability and pathfinding.

[h2]AI[/h2]
[h3]Behaviour Adjustments[/h3]

  • Enabled deployment of the Cromwell Command Tank so that the AI can deploy the Firefly.
  • Adjusted purchasing logic for assault grens for PE AI, will prefer them more over regular grens
    once available for purchase
  • Removed Pantherturm from defense purchasing decisions for AI.

[h2]Localization[/h2]

  • Updated English localization
  • Updated German localization
  • Updated Russian localization
  • Updated Traditional Chinese localization

[h2]User Interface[/h2]

  • Updated vehicle cover shield icon.
  • Added visual indicator to Focused Firing.
  • Added visual indicator to Suppressive Fire, Volley Fire.
  • Tweaked UI radius for Molotow.
  • Fixed mine placement for Allied and axis mines to 5m spacing for regular and 7m for special
    mines.
  • Fixed Kettenkrad Mine detector requirement description.
  • Improved US veterancy icon visibility.
  • updated honved smg upgrade icon
  • added visual effect to Axis Zeal and Resilience
  • updated Naval Fire Up ability indicators
  • Fixed Panzergrenadier wire cutters overlapping with Incendiary Grenades.
  • Fixed Tank Buster help text (now: Good vs Infantry, Tanks)
  • Added Eastern Front logo to the taskbar


[h2]Hotkeys[/h2]

  • Soviet Sniper: H → E
  • Command Squad: H → S
  • Ostheer Outpost: W → P

[h2]Bug fixes[/h2]

  • Fixed Fallschirmjager reinforce description
  • Fixed a bug where T-60 20mm shells would not damage 105mm howitzers and AT guns
  • Fixed a bug where T-60 20mm shells would bounce off motorcycles
  • Fixed a bug where Panzer IV would have increased chance to hit targets that move through
    cover.
  • Fixed BA-64D DP-28 tracers
  • Fixed BA-64D Dshk sound volume and sound looping
  • Fixed T-60 performance against airplanes
  • Fixed various weapon team recrew count requirements (2/3 → 2)
  • Fixed a bug that allowed KV-85 to snipe infantry units too reliably
  • Fixed a bug where recovered Jagdpanzer IV had no proper armortype
  • Fixed several inconsistencies with Soviet Breakthrough Infantry Storm
  • Fixed a bug where Soviet infantry would gain veterancy too quickly with the Red Flag Bonus
  • Fixed a bug that showed Ostheer units 'Hot Barrel' with Soviet heavy machine guns
  • Fixed Ingenery with Minesweepers not being able to group repair
  • Fixed a bug that allowed Panzergrenadiers and Sturmpioneers with Minesweeper to pick up
    weapons.
  • Fixed a weapon range inconsistency on Mg151 emplacement
  • Fixed a bug that allowed Ostheer units to use 'Hot Barrel' with Soviet heavy machine guns
  • Fixed Kettenkrad and Panzergrenadiers unable to defuse mines
  • Fixed a bug where Artillery Spotter veterancy 2 + 3 bonuses were not applied properly
  • Fixed a major bug with PTRS/PTRD, causing them to consistently miss vehicles up close
  • Fixed Tank Commander upgrades missing "required in territory" requirements
  • Fixed Landsers not receiving scopes when Forward Observers (Siege Operations) is unlocked.
  • Fixed a bug where Panzer II could equip Coated Optics without researching Division Assault troops
  • Fixed a bug where units retreating out of camouflage would move at a lower pace compared to other retreating units.
  • Fixed a bug where MP44 Sturmgewehr (Assault Rilfes) would become unavailable if both the Panzerjäger Kommand and Panzer Support Kommand are destroyed.
  • Fixed Command Squad default squad formation (wedge instead of column), making it much easier to position the squad effectively.
  • Fixed an issue where certain Soviet small arms were lacking the "point blank" mechanic.
  • Fixed an issue where certain Soviet small arms were listed as support weapons, affecting squad formation stance.
  • Fixed Conscript icon & portrait shadows.
  • Fixed Men Against Tanks upgrade description.
  • Fixed a bug where Infantry were able to garrison Ostheer outposts.
  • Fixed Tank Buster help text (now: Good vs Infantry, Tanks).
  • Fixed a bug where the Damaged Traverse Mechanism critical could be applied multiple times.
  • Fixed a bug where the Destroyed Main Gun critical could be applied multiple times.
  • Fixed a bug where the Soviet Sniper had a much higher firing rate than other Snipers.
  • Fixed some bugs with Naval Resilience
  • Fixed SVT-40 Sniper Rifle (currently unused) unintended fast aim time and high rate of fire (now equal to Gewehr 43 Sniper Rifle).
  • Fixed Panzer Elite starting Position Flak veterancy UI.
  • Fixed an bug where Panzerfusiliers could be spawned from ambient buildings.
  • Fixed a bug where VPGS antitank riflegrenades would occasionally do less damage to light vehicles than intended.
  • Fixed ISU-152 'jump' animation when firing.
  • Fixed M1 57 mm Anti-Tank Gun damage multiplier vs Puma, Sd.Kfz. 251 Halftrack.
  • Fixed a bug where Strelky could not construct Sandbags.
  • Fixed a bug where Ostheer Outposts are garrisonable.
  • Fixed several target table inconsistencies for BT-7A, Panzer III IST, Panzer IV IST.
  • Fixed sight range accuracy inconsistencies on Panzer III, Panzer II, 52k AA gun, SU 100, SU 76.
  • Fixed Flammpanzer III being recovered as a regular Panzer III (also fixes UI effectiveness numbers).
  • Fixed a bug where Stielgranate 39 dealt low damage in certain situations.
  • Fixed Command Squad hitpoints inconsistency, now every squad member has 75 hitpoints as
    intended.
  • Fixed a bug where the V1 would deal very low damage against the 52K 85mm AT/AA Cannon.

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.