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Patch R54.1

Hi All,

With the summer now behind us, EIR will be returning to a more regular patching schedule once again. And what better way to do so than with a war reset and a chance for everyone to start anew?

Patch R054.1 which we deployed earlier this week though not only brings the war reset but also introduces a number of balance and gameplay changes, the most exciting of which is no doubt the refresh of the British royal canadian artillery (RCA) doctrine. RCA has long felt like one of the most lacklustre doctrine selections in the mod and so has been on our wishlist for a refresh for quite some time. Our intention is for the doctrine to be unique in its ability to provide " support - oriented" gameplay alongside some of the more infantry-centric choices that had been introduced in recent years. The supporting gameplay we recognise won't be for everyone but it does open up an array of very different abilities, including on the artillery front, that we hope will make RCA players beloved teammates and make the doctrine more appealing overall. The changes introduced in this patch are only a first step, so expect to see some further changes in the coming patches, together with a continued focus on improving game balance.

The full changelog for Patch R054.1 is included below.

Best of luck in the war effort, commanders!


Patch R054.1


[h2]General:[/h2]
  • Spawn protection: duration decreased to 15 seconds (from 20)
  • HP/EXP UI counter colours changed to match EIR UI
  • Light vehicle repair kits: repair rate increased to 3 HP/s (from 2.5 HP/s). Both uses of a LV repair kit will now repair 270 HP instead of 230 HP
  • Fixed SCAR error with + pop upgrades


[h2]Launcher changes:[/h2]
(Hopefully) Fixed a bug with games getting stuck and not reporting

[h2]Reward Unit changes:[/h2]
  • Infantry reward units now have a unit cap of 2 instead of 1
  • Geschutzwagen: model changed to smaller variant (double check if this works).
  • Sturmtiger: reduced vet requirements. Updated vetmod matches tiger
  • Sturmpanzer:fixed launcher vet table mismatch
  • Maus: fixed repair kit not working
  • Stuhchill: cost reduced 380 MP, 220 F (from 460, 250F)


[h2]Americans
[/h2]
  • M8 scott: Main gun now matches EIR IST rather than vCoH IST. Price reduced to 150 F (from 160)
  • Ranger captain: cost increased to 280 MP (from 230)
  • I&R team: cost reduced to 220 MP, tooltip updated to reflect they have +20 sight compared to regular infantry.
  • American Industry: 3x BAR upgrade now has an icon indicator
  • Staccato: passive AP round price reduced to 80 MP (from 100 MP). Staccato Roar now shows icon on tanks and vehicles with coax MGs
  • Assault engineers: shotgunt M range bracket increased to 15 (from 13) Max range reduced to 15 (from 20)
  • Greaseguns: price reduced to 45 MU (from 50)
  • Airborne Riflemen: cost reduced to 225 MP (from 230)
  • Recoilless Rifle: cost reduced to 150 MU (from 170)
  • M18 hellcat: fixed issue with repair kit having long recharge in between uses. Repair kit cost reduced to 60 MU (from 70). Unit cost reduced to 450 MP, 260 Fuel (from 480, 280). Population reduced to 11 (from 12) Damage modifier versus hetzer armour increased to 0.85 (from 0.73)
  • Airborne Operation cartwheel: Stolen paks now get vCoH cloak
  • AB barrage experts: mortar smoke should now work
  • AB elite: bonus now scales based on squads: so solo = max bonus acc + cd + rld, 2x squad = cooldown + reload, 3x squad = cooldown.
  • AB Trained NCO’s: Victor mortar now drops an additional 2 mortar shells 1.75s after the initial
  • M20: removed extra sight bonus at vet 3. Pathfinders sight bonus reduced to 15 (from 20)


Bugfixes:
  • Demolition charges now work on bunkers
  • Spare mags moved to UI slot 12 for airborne riflemen (this addresses overlap with BAR suppression)
  • fixed Broken Arrow planes still being able to self-scout


[h2]Commonwealth
[/h2]
  • Lieutenant: cost reduced to 240 MP (from 300)
  • Captain: cost reduced to 280 MP, 80 MU (from 300 MP, 90). Foo cost reduced to 80 MU (from 100)
  • Bridge at benouville: price on tommies, commando LT, reduced to 10 MP
  • Defenders of dunkirk: aura buff updated to give visual indicator ingame
  • BREN Suppression fire: new ability available for unlock in RSE. Similar to BAR suppression fire. +30 MU
  • Sabot rounds: updated tooltip to reflect buff given instead of history
  • Churchill Mk4: 6 pounder gun penetration improved versus panzer 4 (0.88 from 0.73), stug ( from 0.52 from 0.43), tiger (0.36 from 0.3) and panther (0.29 from 0.24) armour, This puts it at 50% better pen over the 75mm variant.
  • Crusader AA: moved to heavy duty unlock (RSE).
  • RSE Rocket run: offmap delay reduced to 2 (from 2.5)
  • Dug in: now also gives tommies and sappers -20% build time for trenches
  • 17 pounder: can now purchase 2x Armor Piercing Discarding Sabot (APDS) rounds: x5 pen, +25% damage for 12s duration
  • Up-armored: ability replaced with Field Mechanics: repair duration on churchill tanks increased by 33%.
  • Hull down: received damage and penetration bonus increased to -33% from -25%. Cost increased to +50 on churchills
  • AVRE: damage modifier versus bunkers increased to 1.2 (from 1), this will allow it to one shot regular bunkers. Critical chance against heroic armour at red HP increased to 75% (from 50%)
  • Gliders: wrecks no longer salvageable


RCA doctrine refresh:
  • Centaur: pop reduced to 9 (from 10). Moved to command and control unlock, replacing the Stuart Recce.
  • Scout sniper: cost reduced to 420, 140 MU (from 460, 200 MU) to reflect boys AT. Also given boys AT icon.
  • Heavy ammunition: New unlock. +0.1 accuracy, +2 damage for duration. 30s duration After ability ends, 10 s "exhaustion" period that applies 1.5 reload and cooldown., 120 s recharge. 3x uses (30 MU?) sappers, recon tommies, tommies,
  • Lit up: cast range extended to 80m (from 45) , now shows red shield above enemy squads near flare to reflect the +10% rec accuracy.
  • Stretcher bearer: ability now turns CCS into a medic station with medics collecting bodies and spawning walking sapper infantry
  • High Velocity: buffed piats no longer shoot through obstacles
  • Tank shock barrage: now on seperate cooldown from other priest barrages
  • Recon Forces: tank commander sight range now free with purchase of tank commander
  • Artillery Command: new offmap replacing earthshaker. Grants ingame munitions for choice of 3 different offmaps ingame at different costs (precision strike, airburst barrage and earthshaker).
  • Illumination: new unlock, artillery receive lit up barrage. LT gains lit up.
  • Cheaper than blood: new unlocks, adds +20MU for artillery command. Grants victor target to captain. Lit up and illumination barrage -25% recharge
  • Airburst: now extended to 25 pdr
  • Join Strike Force: Captain sector aura extended to friendly inf. Tommies/sappers within 30m from MG, mortar emplacements receive -15% received damage


Bugfixes:
  • Firefly hold fire moved to UI slot 7 to avoid overlap with ablative armour
  • Hopefully resolved an issue with ablative armor removing the use of flank speed on cromwells
  • Fixed bug with supercharged rounds not working



[h2]Wehrmacht[/h2]
  • Stug III: MG cost reduced to 40 MU (from 50). Panzer aces cost reduced to 60 MP (from 75), breakthrough cost reduced to 40 MP (from 60) joint ops cost reduced to 20 MP (from 25), 7th panzer cost reduced to 20 MP (from 40)
  • Grenadiers: vet 4 received suppression bonus reduced to 0.8 (from 0.6)
  • Leig: unlock moved to sturm kompanie. Pre-registered now a unit upgrade.
  • Bunkers: construction time increased to 45s (from 30). Note this is full construction time for 1 single pioneer. Build time with a 4 man squad would be 11s (up from 7.5)
  • Fatherland bunker: HP increase reduced to 20%
  • Military Intelligence: now shows minimap sight icon
  • Heroes of the Long War: upgrade now excludes with double panzerschreck upgrade
  • Mark and fire: text updated to reflect the ability
  • Joint Ops: now displays icon on halftracks
  • Flammen HT: cost increased to 40 F (from 35 F)


Bugfixes:
  • Fixed shield of the wehrmacht not working on stugs in defensive
  • Upgunned puma now receives correct repair kit
  • Fixed a bug with buzzsaw MG dealing significantly more damage than intended. Now a unit upgrade rather than a seperate unit.


[h2]Panzer Elite[/h2]
  • Panzergrenadiers: vet requirements increased to match grenadier vet (vetmod 182). Received suppression at vet 4 reduced to 0.8 (from 0.6)
  • P4 IST: population reduced to 10. Upgun IST in luft now a separate unit at 11 pop. This should also resolve a visual bug with sideskirts not showing up.
  • Luft henschel run: price reduced to 110 MU (From 130 MU)
  • Fallschrimjaeger: build time for bushes, haystacks, etc reduced significantly
  • Fallschirmjaeger MG34: range increased to 45 (from 40, now matches other MGs)
  • Mechanised scout training: fixed lit up not working on scout cars. Flare recharge time increased to 120s (from 60)
  • Healing Car: now has correct ingame name, and receives a healing icon
  • MP717: price reduced to 40 MU (from 50)
  • Hetzer: Repair cost increased to 55 MU (from 45), infrarot option removed. Veterancy requirements increased from vetmod 182 to vetmod 152 (not matches P4 IST)
  • Jagdpanther: now receives infrarot upgrade
  • Bergetiger: spare parts upgrade reduced to 100 MU, down from 200 MU.
  • 5 Man Panzergrens: now correctly receive G43 suppression fire
  • Tank Hunters Light support: LATHT now gains free lockdown ability to replace treadbreak + focus fire buff (moved to luft). Lockdown grants +100% pen, -25% reload. 10s Lockdown

Patch R054

Hi everyone,

We're back for another major patch already! Patch R054 was deployed yesterday and brings with it a full revamp of the commander card system and introduces a number of launcher improvements including bug fixes and the beginnings of a new system that will give players greater insight into unit stats. It also contains some quality of life changes ingame with the introduction of a system that will allow players (1 per team max) to still receive their company even if they get their steam name wrong (. And with thanks to OMG mod, we are also now able to display unit XP and HP information.

Balance and gameplay changes are more modest this time around, though notable changes include a rebalancing of the Bergetiger in the Tank Hunters doctrine and a new doctrine ability for both RSE and RCA.

Note that to accommodate the changes to the commander card system we had to wipe all existing cards, as well as all gold and reward units in circulation. All players have been given 5K gold to compensate.

As always, please report any bugs or issues you come across via our discord and we’ll try to sort them as quickly as we can.

Full patch logs are included below.

- The EIR team



Patch R054


[h2]General:[/h2]

SCAR: Ingame additional pop bonus capped at 5. (this prevents excessive stacking of attacking + doctrinal pop bonuses)

[h2]Launcher changes:[/h2]
  • Ingame UI update:: Added the XP and HP trackers ingame that OMG has, thanks to Stromtrout for the help.
  • Scot is a wizard: There is the start of a new, in-Launcher, wiki! Right click on a unit in the unit roster to see a statistical overview of the unit! In future I’ll add weapon stats and upgrades, but I want to see how this holds up, as well as get feedback on it.
  • Vet Scaling: Fixed the vet gain scaling not applying correctly
  • Battle Tab: Fixed clicking “Multiplayer Battle” crashing launcher
  • Warmap Actions: Now give contribution, but requires launcher restart to show currently
  • Warmap participation reward: reactivated.


Card Changes:
  • Card Drops: Drops no longer bound to faction and race. So if playing CW, you can now drop cards for any faction or race, not just ones you can use on CW.
  • Commander Cards: Overhauled so each is only present at one rarity, new cards also added.


[h2]Maps[/h2]
Map updates (Thanks Gork!):
  • Added 8p Brecourt
  • Updated 8p Bastion
  • Updated 6p Stonewall
  • Updated 8p Pointe du Hoc


[h2]Reward Unit changes:[/h2]
  • New reward units: Stuart Flamer, Sherman Tulip, M3 Lee, Radio P4, Geschutzwagen
  • Sherman Ace: can now purchase staccato roar
  • Tiger Ace: now gets black skin, has +200hp, and base 4.8 speed (from 4). No longer receives blitzkrieg uses.
  • Dragoni: now a Scottish unit called Blackwatch. Leader now has a kilt!
  • M8 spahis: repair kit changed to medium
  • Airlanding infantry: now receive heroic armour. Cost increased to 300 MP. Can no longer purchase brens. Sten cost increased to 80 MU. Renamed to Special Air Service
  • Sturmpanzer IV: explosion FX changed to match that of StuH to reflect actual impact. Ready aim time reduced to 1 (from 1.5)
  • T57: removed it getting a second repair kit


[h2]Americans[/h2]
  • Urban survival: cost reduced to 30 F (from 40) on shermans
  • Sherman 76mm: cost reduced to 250 F (from 260)
  • M8 Scott: cost reduced to 150 F (from 160)
  • Tank Reapers: +1 engineer mine cost increased to 30 (from 25)
  • Staccato roar: can now be purchased on upgun calliope
  • Charge at Remagen: can now be purchased on M8, M10 and Calliopes, reduced price for all other vehicles.
  • T17: Accuracy versus infantry armour types increased by 0.1. Penetration versus halftrack armour types increased to 3 (from 2 vs 251 and 1.3 vs 22x halftrack variants)
  • M10: damage modifier vs hetzer armour increased to 0.85 (from 0.73)
  • Ambulance: hp reduced to 250 (from 315)
  • Airborne M1 Carbine: L range accuracy increased to 0.35 (from 0.25), damage increased to 8.2 (from 7). This effectively puts them closer to DPS of standard riflemen rifles


[h2]Commonwealth[/h2]
  • Gammon bomb: damage modifier vs infantry reduced to 0.3 (from 0.4), modifier vs ATG and flak88 reduced to 0.25 (from 1)
  • Speed trials: bonus speed reduced to 25% (from 33%)
  • Trenchbusters: now come with flamethrower instead of Stens. Cost reduced to 65 MU.
  • Kangaroo: fixed repair not working without kangaroo workshop
  • Rifled guns: now works on staghound
  • RCA Recon: ability replaced with artillery spotting. Spawns a flare and reveals an area in the fog of war for a short period of time
  • Firefly: should now have hold fire button
  • Lit up: flare now gives +10% received accuracy to enemy infantry for its duration
  • Scout sniper: pop reduced to 7 (from 8)
  • Lynx: sight range increased to 55 (from 50)
  • Churchill mineplows: now a base upgrade on churchills
  • Dug in: New unlock replacing pom pom,infantry received -15% weapon cooldown and +20% accuracy when garrisoned in trenches and buildings. Emplacements and CCS gain +100 HP
  • Pom pom: .50 Bren carrier made a unit upgrade and moved to Cut em Down
  • Defenders of Dunkirk: new unlock: churchills gain 40m tank aura: nearby infantry gain -25% received suppression and -20% received accuracy
  • Up-gunned: unlock merged into experimental guns


[h2]Wehrmacht[/h2]
  • JP4: passive repair now excludes with panther upgun choice. (this is experimental but meant to force a clearer choice between the upgun and non-upgun jp4)
  • Pio butterfly mines: engine damage criticals versus vehicles and tanks removed. Damage modifier versus vehicles reduced from 5 -> 2.5. (25 dmg per mine). Renamed to SMi-35 Minefield
  • Defensive V1: replaced with military intelligence. Reveal an area of the map in the fog of war for a short period of time. (V1 now a mythical commander card option)
  • Propaganda tower: radius increased to 80, enemy infantry received damage and accuracy increased to +25% (from 20%)


[h2]Panzer Elite[/h2]
  • Hetzer: cost increased to 200 F
  • Hotchkiss Stuka: upgun now a unit upgrade. Excludes with direct fire unlock
  • Pak43: tear down time reduced to 3s from 5
  • TH Axis Accessoires: IST can now purchase concussion shells: concussed tank loses ability to fire, has -50% sight and has speed reduced by -70% for 5 second duration. 4 min cooldown. Teller and slow mines moved to field engineering unlock
  • Field Engineering: LMG upgrade removed (its still in luft). Teller and slow mine moved from axis accessoires to this unlock
  • Henschel run: added cooldown on game start
  • Panzer 3: shell fx changed to more appropriately reflect weapon
  • SE Hauptmann: guards given heroic armour
  • Area Denial: hummel reload bonus reduced to 30% (from 35%)
  • SE mobile platforms: IHT accuracy buff now only applies to infantry inside the halftrack, to avoid stacking buffs with munition halftracks.
  • Bergetiger rebalanced:
  • veterancy requirements increased by 1.5.
  • Vet Bonuses changed to:
  • 1. 0.85 rec dmg,
  • 2. 1.15 speed, 15s reduced recharge on base repair
  • 3. 1.15 speed (to be replaced with Staccato hull MG later)
  • 4. 1.2 accel/decel,15 reduced recharge on free rep
  • 5. 0.85 rec dmg
  • Base repair duration increased to 60s (from 50).
  • Base ingame MU repair cost reduced to 60 (from 75)
  • Spare parts ability and associated free repair cooldown reduction removed. Now receives 200 MU purchase option base
  • Expert engineer repair duration increased to 40s (from 25), MU repair cost reduction removed.
  • P4 Incendiary Rounds: fixed bug with incendiary rounds being available without doctrine purchase. Also fixed name and description. DoT to 3 (from 4)
  • Mobile Mechanics: should now work
  • 5 Man Pgren: now a unit upgrade instead of seperate unit


Patch R053

Hi All,

Over the weekend we deployed a new EIR patch, R053.

Patch R053 introduces significant balance changes to some of the axis doctrines and to defensive and luftwaffe in particular. The Luftwaffe doctrine received a significant update in the last patch but gameplay over the last weeks quickly showed us that in our enthusiasm for revamping the doctrine we ended up overturning some of these new abilities, like the combination of lions of carentan and the +1 man on fallschirmjaegers. In the defensive doctrine as well, the combination of kch zeal with for the fatherland, officer aura and heroic crits on grenadiers has been a longstanding issue that has been leading to poor and unbalanced gameplay in the form of extremely powerful and hard to counter grenadier blobs. We've therefore decided to remove the aura zeal on defensive KCH and have also made some changes to buzzsaw and for the fatherland which should make them slightly less potent for supporting grenadier blob gameplay. Over time, we'd very much like to see more defensive builds that revolve around support weapons and volksgrenadiers, over just heroic crit grenadier blobs, so we'll definitely be keeping an eye on how the doctrine performs with these changes and where it might need shoring up.

Some other changes being made in this patch are some changes to the AB doctrine and the cost of upgrades on Airbourne to make them more competitive, as well as some first changes to RCA to elevate the doctrine's appeal and impact. Expect to see more changes to RCA over the coming patches, as well as some smaller changes to RSE and Tank Hunters further down the line.

The full changelog for the patch is included below. As always, if you have any questions or comments, do let us know via our discord server!

- The EIR team


Patch R053


[h2]Launcher changes:[/h2]
  • Rebalanced post game reward unit drops to scale with war and updated post game UI to reflect this
  • Added hover text over the Mythical icon for Mythical cards, rather than it being “Unknown”
  • Reworked some launcher admin bits to give testers access to making new player templates
  • Added warmap cards contributing to warmap contribution


[h2]Reward Unit changes:[/h2]
  • 1944 Marines: 3x BAR price increased to 90 MU
  • Panzerwerfer: barrage recharge increased to 140 s (from 120)
  • M36 jackson: accuracy against infantry improved to 0.4 (from 0.15)


[h2]Americans[/h2]
  • MG team: cost reduced to 280 MP, 55 MU
  • M18 Hellcat: repair kit cost reduced to 70 MU (from 80)
  • T17: cost reduced to 145 F (from 165)
  • AB Rebecca/Eureka: airbourne riflemen and engineers excluded from 15s drop timer
  • AB Spare Mags: Can now be purchased on airborne riflemen through the spare munitions upgrade. ABR LMG moved unlock to Hunt weapon unlock, and cost reduced to 60 MU (from 80)
  • AB Anti Infantry mine: cost reduced to 35 MU (from 40)
  • AB M2 Carbines: cost reduced to 55 MU (from 65)
  • AB Hit and Run specialists: cost on airborne reduced to 10 MP (from 20)
  • AB Pathfinders: cost reduced to 10 MP (from 20)
  • AB Light Cavalry: cost on infantry reduced to 15 MP (from 20)
  • AB Disruption: unlock now also puts grenades and satchels on global pool
  • Armor Urban Survival: cost on pershing reduced to 100 MP (from 200)
  • Armor Charge at Remagen: cost on pershing reduced to 80 MP


[h2]Commonwealth[/h2]
  • Vickers MG team: cost reduced to 280 MP, 55 MU
  • RSE Defensive measures: Sappers may now purchase 2x slow mines.
  • RSE Ablative armour: ability cooldown reduced to 4 minutes. This will allow players to use it multiple times on a vehicle combined with repairs if used right.
  • RCA improved gunnery: now grants +5s duration for boys AT tank shock and applies -20% speed for 1 second (this will be further fine-tuned later)
  • RCA High Caliber: removed bren carrier boys AT upgrade. Now gives tommies access to Gammon bomb AT grenades
  • RCA Strangers in Arms: ability replaced by "The Commonwealth" - tank commanders grant +50% faster XP and support weapons and CW support weapons and captain can unlock +1 man
  • Rally: fixed a bug with it only appearing on LT at vet 1
  • Cromwell: shell FX reverted to vCOH
  • Mortar team: fixed a bug with barrage ability not showing while unit is undeployed


[h2]Wehrmacht[/h2]
  • Defensive Booming voice: KCH zeal has been removed
  • Defensive Shield of the Wehrmacht: For the Fatherland offmap outside of friendly territory no longer applies suppression break. Ability moved to Booming voice
  • Defensive Unbreakable: cost on volks, pio, support weapons reduced to 10 MP (from 15)
  • Defensive Buzzsaw: LMG rate of fire buff reduced to 20% (from 33%) but now also applies to Zb 26 on volks (in practice, LMG RoF goes to 19 from 20, Zb 26 RoF goes to 8 from 7)
  • Defensive Shield of the Wehrmacht: Received penetration buff increased to 15% (from 10). Cost on panther increased to 70 MP (from 60).
  • Leutnant: cost reduced to 70 MU (from 100).


[h2]Panzer Elite[/h2]
  • ATHT: Treadbreak cost reduced to 40 MU (from 60)
  • 5 Man Fallschrimjaeger: cost increased to +40 MP (from 30)
  • Luft Lions of Carentan: received damage in cover reduced to 20% from 25%. Now excludes with 5 man Luft
  • Luft Close fire support: fixed a bug with stuka smoke bomb drop being cancelled when assault grenadier moved
  • Luft Henschel Offmap: ability reworked. Now more closely resembles the vCOH version (35s duration, lower rate of fire but with higher damage ) which should make it more balanced and consistent, while also leaving allied vehicles more time to escape.
  • Luft Light Support: Panzerschreck bonuses replaced by sprint on MG team
  • Luft Fortress Europe: now a unit upgrade instead of a player upgrade, cost set as 20 MP
  • SE Welcome to the Westfront: bonus grenade range reduced to 5m (from 7.5)
  • SE Survivalists: elite armour cost increased to 35 MP (from 25)
  • SE Mobile Platforms: fixed a bug with 50mm being able to move in lockdown
  • TH Infrarot: fixed a bug with hetzer receiving bonus anti-infantry accuracy twice
  • TH Scavenging Experts: panzergrenadier scavenged munitions mine replaced by firecracker mine
  • TH Plating: ability replaced by Scavenged Supplies: munitions halftrack can use scavenged munitions to give infantry medkits and grenades. (10 MU per use). Kettenkrad +45 HP from plating moved to Zimmerit.

Patch R052.1

Hi All,

Last weekend we deployed a smaller patch that addresses some of the bugs that were introduced or still left unaddressed in our previous patch and which also brings with it some of the last outstanding tweaks to the commando doctrine.

One of the more notable changes being made to commando doctrine is the replacement of the commando LT medical crate with air-dropped field medkits like those used in luftwaffe. This should put a more firm limit on the extent to which commandos are able to cycle heals and will also provide a clearer downside to the use of healing while in combat. The armor doctrine meanwhile too is seeing changes on the healing front as it will now get access to the Dodge WC-54 Ambulance unit which offers medic (casualty pick up, 8 bodies -> rear echelon squad) and triage services when deployed. This should already provide a significant boost to infantry play within the doctrine , but you can expect to see some other changes in future patches as like in other armor-centric doctrines ( tank hunters, RSE, terror) we want to avoid a too one-dimensional focus on just fuel-based units.


The WC54 Ambulance makes a return as an available unit for the US armor doctrine
(skin and model by Halftrack, BotB Mod)



The full changelog is included below.

- The EIR team


EIR Patch R052.1


[h2]General
[/h2]
  • Updated a number of ability tooltips ingame
  • New maps added to rotation (by Gorhali):
    Schanze (6p), Stonewall (6p), Abbeville (8p - replacing the winter version)


[h2]Launcher changes:[/h2]
War participation tracking and awards now use account activity.

[h2]Reward Unit changes:[/h2]
  • T57: pop increased to 10 (from 8), acceleration reduced slightly to match that of GMC, fuel cost increased to 200 (from 175)
  • Assault riflemen: fixed vet requirements, now same as rangers/airbourne
  • Aufklarer: mark target should now function, cost reduced to 25 MU


[h2]Americans[/h2]
  • Armor ‘Pour it on’: No longer gives barrage recharge bonus to the 76mm Calliope. Instead provides superior Armor criticals
  • Sniper: now correctly receives hp regen with infantry allied grit unlock
  • Broken Arrow: reduced prioritisation of and effectiveness versus infantry and support weapon targets
  • M18 Hellcat: can now purchase gyroscopes , price reduced to 280 F (from 320)
  • White Phosphorus: unlock moved to modified ammunition
  • Assault Company: Unlock now gives access to Dodge WC-54 Ambulance
  • Armor grease guns: damage increased to 7 (from 5), this should put their effective dps at a similar level to that of mp40s


[h2]Commonwealth[/h2]
  • Dragoni: now 5 pop instead of 6
  • Wasp: now 5 pop instead of 4
  • Lieutenant: heroic charge is now the new "Rally" ability as was intended with the last patch already. Ability acts a suppression break and defensive modifier without the sprint
  • Forward HQ: fixed a bug with the LT aura on CCT not working
  • Commando LT: can now use decoy artillery
  • Commando offmaps: fixed issue with identical icons/texts and missing initial recharge time for the bombing and strafing runs
  • Commando medic crate: has been replaced with luftwaffe medkit drop
  • Marquis HQ: now also gives +50% xp to partisans
  • Ambush operations: now gives tets and stuarts +50% speed 45 seconds after deploying
  • Sabotage Operations: now a new unlock which gives commando sabotage (moved from night drop) and +1 partisan booby trap and trip flare mine
  • Trip wire flare: changed trigger effect
  • Commandos: reduced icon gore with multiple buffs active
  • Bofors emplacement: rear penetration modifier versus axis medium armour reduced to 5 (from 10), versus heavy armour reduced to 2 (from 10)
  • Comet: weapon splash area of effect increased to 3m (from 1.5) to match 75mm sherman
  • Crusader AA : Cost reduced from 325 MP 175 FU to 300 MP 150 FU; penetration versus halftrack variants improved
  • Experimental Guns & Sabot Shot: Can now be purchased by Churchill MK IV, Churchill Croc and Crusader AA
  • Ablative Armour : Cost now reduced to 120 MP for Churchill Croc. and AVRE, 100 MP for all other tanks
  • Churchill Up-Armoured ability : Now functions, cost reduced from 100 MP to 80 MP
  • Churchill 6 pdr: rear pen versus tiger increased to 3 (from 2)


[h2]Wehrmacht[/h2]
  • King Tiger: veterancy requirements lowered slightly (for reference, vet 5 is now 1406 xp instead of 1500)
  • Krieg: keybind changed to W to avoid overlap with commander toggle
  • Propaganda tower: aura range increased to 50 (from 40)


[h2]Panzer Elite[/h2]
  • Panzer 3: fixed skirts unintentionally still giving +140 HP
  • TH plating: now available on kettenkrads, gives +45 HP

Patch R052 and War Reset

Hi All,

Welcome to Patch R052! This is a bigger patch that accompanies a war reset and company wipe, which will give everyone the chance of a fresh start. The update introduces a number of changes to the warmap mechanics which we hope will see sectors change hands more frequently and keep the warmap more interesting. We are also introducing warmap rewards which based on war participation will provide access to mythical commander cards (at this stage mainly special units) for those commanders who make a significant contribution to their side’s war effort.

In addition to that, you’ll also note we made a number of changes to the commander cards, the most notable of which is probably the removal of the +1 offmap card. We felt this card in particular ended up negatively impacting games, particularly in 3v3 and up where a lot of players indicated the sheer amount of offmaps being thrown around was overwhelming. We believe the removal of the card will go a long way in addressing that issue but we will continue to monitor them as we go along and we also want to particularly make sure every single offmap can be dodged (see also the firestorm change further down)or countered.

Moving on to doctrines then. This update brings some further changes to the commando doctrine which put it in a close to final state, as well as a more significant revamp of the luftwaffe doctrine which was in dire need of some love (thanks, dire). We’re particularly excited about the introduction of 5 man falls, which in addition to the other new abilities and weapons we think will really shake up the doctrine’s appeal. Terror, RCA and Defensive doctrines meanwhile received some minor tweaks too and in a future patch we plan to take on a similar revamp of the RCA doctrine.

2 Of the new units introduced in this patch, 5 man fallschirmjaegers and the T57 reward unit

One last big announcement to make here is that EIR now also has a Patreon page! A number of you have asked us over the last months whether you can support the mod and thanks to Carrot who’s gotten the patreon set up you now can. We plan to use these donations to cover server costs and to promote the mod.

You can access the patreon page here: https://www.patreon.com/EuropeInRuins

We are also still looking to expand our development team, so if you have any skills (web, rgd, SQL, server, C++, …) or just free time you’d like to volunteer to help grow the mod, do let us know via PM. And one other way you can help the mod of course is by spreading the word to help us grow the community, for example by leaving us a review on our steam page.

We appreciate all the support, and hope you enjoy this patch. As always, if you come across any bugs or issues, do flag them up in discord and we’ll try to sort them out as quickly as we can.

If you are new to the mod, we strongly recommend you join us on discord as that will help you find games and will let us help you get set up.

The full patch notes are included below.

- The EIR team


Patch R052 Changelog


[h2]General[/h2]
  • Added ingame icons for a number of doctrine abilities to allow players to recognise major doctrine buffs taking effect.
  • Updated 2v2 France (By duck or die)


[h2]Launcher changes:[/h2]
  • Warmap War Contribution rewards have been implemented, this include mythical reward units such as the Maus and Super Pershing. Contribute to the war to earn points which can be used to gain the rewards!
  • War Theatre Momentum has been added. This mechanic groups sectors by theatre, giving bonus impact from actions on the warmap to those with the momentum within that theatre. The aim here is to make the war more fluid, and more happen, at least early in the war. We will ofc see how this turns out and tweak accordingly.
  • Developer test mode added in order to allow easy testing of any RGD/ SCAR changes
  • Vet gain scaling slightly rebalanced, will require more xp before negatives are applied, and now works based on avg xp across the company.
  • “Battle” Tab layout has seen minor changes.
  • Commander XP per game rebalanced
  • Gold gain per game rebalanced
  • Launcher now blocks login if the mod is installed incorrectly. This has been done with the aim of removing the autoupdater, which currently does that check.
  • Added the ability to include different supply choices within templates.
  • Commander Card Changes:
  • The four card slots unlock at ranks 1/3/6/10 respectively, meaning you only start with one slot
  • Logistics Wizard, Trickster, and Radio Support card removed
  • Medics on Standby/ Armoured Reserves, now only save 50% xp rather than 100%. Save chance increased to 10/15/20%
  • Glory Seeker, bonus commander XP reduced to +4/5/7 inline with rebalance
  • Well Connected, bonus gold reduced to +25/40/50 inline with rebalance, legendary card removed
  • Lucky Git, card added, gives +10/15/20 to any die rolls which decide card drop rarity. Making it more likely to get cards of higher rarities
  • Elite Recruits, card added, new squads are recruited at 6/ 12 xp for the Legendary and Mythical versions appropriately
Bug Fixes:
Fixed an exploit which allowed for circumventing of a units hardcap

[h2]Reward Unit changes:
[/h2]
  • Volontaires: replaced by T57 AT/artillery piece unit
  • Assault Riflemen: now have elite armour by default, price increased accordingly
  • Marine '44: flamethrower upgrade removed
  • Matilda: can now purchase smoke canisters (same as those in blitzkrieg). Increased base weapon penetration versus halftrack armour types.
  • Dragoni: now 5 men instead of 4. Zeal bonus accuracy reduced to +10% for every man lost (from 15%). Command car call in removed. Can now purchase sprint and Blacker Bomber Piat (2x damage versus standard Piat)
  • Aufklarer: camouflage detection increased to 14 (from 7). Sight radius increased to 55 (from 45, this matches I&R inf)
  • Black Prince: replaced by Comet


[h2]Americans
[/h2]
  • M8 Greyhound: Main gun penetration vs Stuart armor(Hotchkai) increased from 0.35 -> 0.8
  • M10: repair kit cost reduced to 40 MU (from 45)
  • Marines: cost reduced to 230 MP (from 240). 1x BAR price cost reduced to 35 MU (from 40)
  • Broken Arrow: cost increased to 120 MU (from 100)
  • Assault Engineers: HP increased to 75 per man (from 65)
  • M18 Recoilless Rifle: Angle scatter reduced from 7 -> 5
  • Airbourne ATG: Now reverted to standard 57mm instead of the light 37mm gun. Price adjusted accordingly
  • Rebecca/Eureka Transponders: Call in timer bonus no longer affects airbourne riflemen and airbourne engineers
  • M18 Hellcat: Reverted to pre LV rework and made an unlock in the AB doctrine. Fuel cost increased to 320.
Bugfixes:
  1. Airborne Fire up: Should no longer grant double use


[h2]Commonwealth[/h2]
  • LT Heroic Charge: Sprint during ability and speed debuff after ability have been removed. All other bonuses and subsequent debuffs remain unchanged. Renamed to Rally.
  • Scoped enfields: Once again ignore heroic crits.
  • Stuart: Target tables vs inf set to .20/.25 from 0.1.
  • 17 Pounder ATG: aim time reduced to match that of PAK 40 (lowered to 2.5 from 3.2)
  • WASP Bren Carrier: Flamethrower cooldown reduced to 2-3s (from 4,5 - 5), range reduced to 30m (from 35), damage increased to 30 - 35 (from 25 - 30). Price adjusted accordingly
  • RCA Right in the eye: 6 pounder extra range ability kick text now reads Rangefinding! Instead of Focus Fire. Duration cut to 10 seconds (from 30)
  • RCA Advanced Snap Shooting: replaced by supercharged round ability for mortar pit, 25pdr and priest


Commando doctrine changes:
  • Moved around a number of abilities and unlock to streamline the design
  • Rocket Strike offmap replaced by strafing run unlock (3 uses, 50 MU)
  • Commandos: no longer get sprint default with Sten purchase.
  • Bridge at benouville: sprint in negative cover removed and replaced with Sten sprint ability (see above) . 45s Smoke cooldown reduction removed.
  • Supplied and Supported: smoke cooldown and grenade recharge abilities split. Smoke cooldown moved to new unlock, grenades on recharge now included as part of tools of the trade
  • Eyes and ears: replaced by new ability “ Terror of the Night”: Commando smoke -90s, officers may purchase decoy flare
  • Added 2 new deployment abilities for partisans: reduced droptime and faster deployment in R+ and while attacking
Bug fixes:
  1. Night drop gliders: Sprint aura now functions again
  2. Commando Sabotage: Now functions upon unlock.
  3. Daimler: fixed penetration values (were identical to non-upgun tet, now effectively has 2x penetration)


[h2]Wehrmacht[/h2]
  • Terror Firestorm: Delay on flares removed. Delay on rockets increased from 2.5 -> 3
  • Terror Ambulance: population reduced to 2 (from 3)
  • Terror King of Tanks: ability reworked: now has Stug, JP4 give +15% acc to nearby infantry in addition to KT receiving reduced duration on tank shock and krieg abilities.
  • Mortar mustard gas barrage: now fires three chemical incendiary rounds
  • Volksgrenadier ZB26: damage versus soldier armour increased to 0.75 (from 0.5, this brings it in line with damage versus other infantry armour types)
  • Puma HEI rounds: Aoe dmg tables improved to 1/0.75/0.5 S/M/L from 1/0.5/0.35 S/M/L. Dmg vs light cover improved to 0.55 from 0.35. Acc/Dmg mods vs garrison improved to 0.5/0.75 from 0.25/0.5. Heavy cover mods (I.E. atg crews) remain unchanged.
  • Defensive Booming voice: no longer gives individual grenadiers defensive zeal. (this is experimental and you can still get the zeal via the KCH aura)
  • Defensive Shield of the Wehrmacht: now also grants Stugs +100 HP
Bug fixes
  1. Blitz Overwhelm Assault Nades/Medikits: Should now function again
  2. Fixed a bug with ostfront veterans +10HP not being applied


[h2]Panzer Elite[/h2]
  • Panzer 2: repair kit price reduced to 35 MU (from 45)
  • Marder III: Price reduced to 280 MP (from 305). repair kit price reduced to 40 MU (from 45)
  • Panzer III: Standard gun and Upgun have been unified into a single weapon. In short, accuracy vs infantry dropped from 0.75 -> 0.65 and max splash radius reduced in exchange for up gun penetration tables and reload rate. Base HP set at 500 (from 380 without upgun)
  • Hummel incendiary barrage: impact damage doubled, putting it closer to the damage of the regular barrage (130 vs 200). Impact damage modifier versus CW emplacements increased to 0.5 (from 0.25)
  • Rudimentary Repair: activation icon changed to avoid confusion with sprint
  • Jagdpanther: damage modifier versus sherman, cromwell and pershing armour types increased to 1.1 (from 1.0)
  • SE Strafing Run: ability has been reworked, effectiveness against ATG weapon decreased significantly. Effectiveness versus infantry increased significantly. Max purchases reduced to 2 (from 3) while we test this in live.


Luftwaffe doctrine revamp:
  • Henschel anti-tank offmap: max purchases increased to 2 (from 1)
  • Heroes of Monte Cassino: Fallschirmjaegers can purchase +1 man
  • Highway 69: sprint bonus extended to Assault Grenadiers and Panzergrenadiers.
  • Luftwaffe Mobile Mechanics: A free use of mobile repairs now comes with the doctrine by default for the following units; 250 IHT, 250 Armed IHT, Mortar Halftrack, Light AT Halftrack.
  • Tankhunters Light Support: A duplicate of this doctrine is now available for purchase in luftwaffe. (this ability will be moved out of TH at a later date)
  • Light PAK36: removed from roster
  • Fallschirmjaegers no longer require doctrine selections for expanded build menu’s and FG42 covering fire.
  • ‘Familiar Ground’ doctrine re-named to ‘Close Fire Support’: Now provides additional range to MHT as well as access to smoke abilities for Assault Grenadiers and Stummels.
  • Kampfgruppe South: In addition to the +4 pop now swaps G43s for Semi-Auto FG42s and Assault Grenadier MP44s for FG42s.
  • Lions of carentan bonus for FJ now -20% suppression, -25% damage (from 25, 33%) in cover and -20% rec acc (from 25%) when moving.
  • Pgrens and assault grens gain access to an alternative version of Lions of Carentan that changes armour to soldier and reduces HP to 55.
  • Scout training: Now provides additional bonus to Vampire and scout cars (Flares and Rec dmg in lock down)
  • Crete Vets: Now offers a +1 range bonus to Tanks for every vet level (IST, Panther, PIII)
  • Luftwaffe MG34 can now purchase AP rounds (identical to US). Suppression at L ranges increased to match that of .30 Cal (set to 0.015 from 0.0125)
  • Infiltration offmap replaced by recon run
Bug fixes:
  1. 5 man Panzergrenadiers (Tank Hunters): Now cap
  2. Pak43: Will no longer get vCoH vet bonuses on recrews.
  3. Luftwaffe panzergrenadiers: should now be able to use sprint with the Highway 69 ability unlock