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Company of Heroes: Europe in Ruins News

Summer Update R056

Hi everyone,

Another war cycle has come to an end after ca. 5 months and so we’re pleased to be bringing you a major update for Europe in Ruins accompanied by a full company wipe and war reset which will ofr new and old players alike a fresh start.

This update introduces a number of more significant changes to the doctrines, with the royal infantry and royal engineer doctrines both seeing some major changes and new abilities which we hope will open up more playstyles in the doctrine and make them more interesting and fun to play. We’re also making some changes to the doctrine unit rosters in defensive and terror doctrines ahead of some more substantial changes we are discussing for both these doctrines and the TH Tank Hunter and US Armour doctrine.

The new bren mortar for the Royal Canadian Infantry doctrine (credit to and model by Halftrack)

Aside from the many doctrine and balance changes, in this update we’ve also taken a balance pass at the reward unit pool and particularly the reward vehicles that we felt were not getting much playtime.

As always, we hope you enjoy these changes and the new war cycle. Don’t hesitate to drop by our discord to share your feedback or ideas on how to make Europe in Ruins the best mod it can be as we fully intend to keep going up to and beyond the release of Company of Heroes 3!

The full changelog is included below.

- The EIR team



Full Patch R056 Changelog


[h2]General:[/h2]

  • Attack/Defend mode has been disabled (we think) pending introduction of new gamemodes
  • Map updates for Tilburg (8p), Beachhead (6p) and Neuville (6p), with thanks to ivsh and skaffa
  • Reverted tank priority changes introduced in previous patch - after testing the changes in live we came to the conclusion that it was too much of a quality of life downgrade with users reporting tank priorities getting stuck on wrong targets. Instead, we will work to improve specific tank target priorities so please report any instances where a given tank’s target prioritization has felt off.
  • New skins and smaller unit visual changes to reflect significant doctrine upgrades, courtesy of Volsky
  • New doctrine icons! - over the next few days we will be rolling out a revamp of all doctrine selection icons which should make the doctrine pages look a lot more appealing. Huge thanks to Speedy for undertaking this work.


Reward unit changes:
  • NEW reward unit: Flammpanzer Char B2 has been added as a legendary unit for axis
  • Kangaroo has been made a reward unit.
  • Jagdtiger, Elefant moved to mythical unit pool. Maus removed from mythical unit pool.
  • Jagdtiger: cost increased to 760 F (from 700). Gun range reduced to 52.5 (from 55). Reload time increased to 6-7.5s from 5.6-6.8s to account for lack of wind up. Dmg modifier vs ATG reduced to 0.48 from 1. Pop increased to 17 (from 16)
  • Elefant: Range reduced to 50. Reload time increased from 4-5 to 6-7s. Damage modifier against ATG lowered from 0.75 to 0.6. Pop increased to 17 (from 16)
  • Superpershing: pop reduced to 17 (from 19), reload time reduced to 7 - 8 (from 9 - 9), HP increased to 1200 (from 1175). Cost reduced to 1100 MP, 680 F (from 1200, 800)
  • Churchill Black Prince: Increased speed from 3 to 3.75, decreased range from 50 to 45, decreased reload from 7 to 6, decreased damage from 137.5 to 112.5 . Damage mod vs ATG’s from 0.6 to 0.84. Increased accuracy against infantry from 0.2 to 0.4
  • M36 jackson: vet increased to match m18, damage reduced to 120 (from 137), penetration values reduced to 0.9/0.8/0.75 from 1.3/1.25/1.2. Speed reduced to 6.2 (from 7.2). Pop increased to 11 (from 10, but was listed 12 in launcher)
  • Comet: to 15 pop (from 13), deceleration decreased to 3.4 (from 4.3)
  • Panzerwerfer: recharge time reduced to 120s (from 140s), base damage increased to 40-50 (from 25-30). Increased distant splash damage to 0.1 (from 0)
  • M3 lee: increased accel/decel to 1.4/3.6 (from 1.1/2.7). Weapon reload on both guns reduced.
  • Churchill 95: HP increased to 925 (from 700), reload time decreased to 7-8 (from 8), Accuracy changed to 0.5/0.75/1 (from from 0.25/0.5/1). Price increased to 460 MP, 230 F (from 380 MP, 220 F)
  • Matilda: Speed increased to 4.25 (from 3.75), Penetration against p4 increased from 0.4 to 0.6, fixed penetration values against marder, hummel, armoured car. Increased splash distance from L/M/S 1.5/1/0.25 to 2.25/1.5,0.75
  • Stuart satan: now correctly 7 pop in launcher, cost reduced to 130 F (from 150)
  • Panzerpioneer: now receive volks mp40s instead of pio mp40s.
  • Kriegsmarine: infantry aura now tied to the squad instead of just the squad leader


[h2]Bug fixes[/h2]
  • Fixed bug with terror mustard rounds being 70 range instead of 85
  • Fixed a bug with KT zeal unintentionally given higher bonuses and applying the maximum bonus at 2 men instead of at 1 man.
  • M10 HVAP upgrade now applies correct 0.85 damage mod versus hetzer armour (was still giving old 0.73 dmg mod)
  • Fixed a bug with joint task force in RCA not applying to CW support weapons
  • Terror officer now correctly 4 pop in launcher
  • Fixed a UI overlap issue between fast patch and propaganda towers on panthers in Scorched Earth


[h2]American[/h2]
  • Riflemen: cost reduced to 190 MP (from 200)
Infantry doctrine:
  • Rangers: cost reduced too 290 MP (from 300)
  • I&R infantry: cost reduced to 190 MP (from 220)
  • 76m GMC: now shows an AT icon
  • Allied grit: now grants riflemen and engineers +10 HP. No longer grants -15% Received damage on the move. Bazooka or Full package purchase on rangers grants additional +5 HP/man. Cost increased to 25 MP on riflemen (from 15)
  • Tank telephones: now also grants US officers a -90s cooldown on smoke offmap and a -25% weapon cooldown bonus to nearby infantry
Armor doctrine:
  • Locked & Loaded:
  • L&L ATG and Mortar now benefit from a 0.8 reload bonus as long as they have 4 crewmembers on the weapon.
  • Added bonus that lets shermans give nearby infantry +15% accuracy in a 35m radius
  • Let ‘em have it: engineer tank reload aura now works in garrison
  • Charge at Remagen: now also grants tanks a small +10% speed bonus. Ability cost increased +10 MP and +20 MP on Pershings


[h2]Commonwealth[/h2]
  • Captain: FOO cast range increased to 50 (from 45). Now receives -60s FOO barrage recharge with vet 3.
  • 17 pounder: now a non-doctrinal unlock (this is a trial), fire cone increased to 35 degrees (from 30)
  • Cromwell: cost increased to 230 F (from 220)
  • Piat: cost reduced to 110 MU (from 120)
Royal Canadian Artillery:
  • New unit unlock: Mortar Bren Carrier has been added, replacing the kangeroo
  • Heavy munitions: cost reduced to 25 MU. Bonus damage increased to 3 (from 2), penalty cooldown and reload penalty after use reduced to 5s (from 10), weapon penetration increased by 2x.
  • Cheaper than Blood: Victor Target moved to RSE. Replaced by -120s cooldown on Captain FOO
  • Illumination barrage: cooldown increased to 240s (from 180)
  • Improved gunnery: Recon tommy sniper recharge reduction increased to 45s (from 40s). Boys at tank shock slow duration increased to 3s (from 1s). Now also applies 90% sight reduction on target tank for first 3 seconds. Now also gives access to rangefinding ATG upgrade (moved here from supercharged)
  • Supercharged: Artillery range increase no longer requires upgrade purchase. Now also gives access to Cromwell 95mm weapon upgrade with bonus +5m range, indirect arc, +1m AoE range and +0.5s reload
  • Strangers in Arms: Triple bren purchase removed. Ability extended to sappers. Bonus changed to grant -15% rec dmg, +5 sight in enemy territory, +10% acc +5m detection in friendly territory. Cost set to 20 MP. Now unlocks BREN incremental accuracy bonus (moved here from improved gunnery)
  • Kangaroo workshop: ability replaced with inspired defense: emplacement builders gain soldier armour and +10 HP and sprint on deployment. Emplacements can trigger inspired defense ability granting emplacement -20% rec dmg and nearby allied and own infantry -20% weapon reload and cooldown and -75% suppression.
  • Recon forces: moved back to commandos and replaced by new ability: Forward Observers: artillery scatter -25% (X MP), MG and recon tommies can cloak in cover (X MP), Captain & recon tommies +5m detection and sight (free playerupg)
  • Gammon Bombs: now apply a 1s vehicle slow when hitting vehicles
Royal Engineers:
  • AVRE: shell now ignores heroic criticals at red health
  • Defensive Measures: BREN suppression fire cost reduced to 25 MU (from 30)
  • Experimental guns: sabot round timed penetration bonus increased to 33% (from 25%).
  • Bombed Up and Ready: now allows purchase of victor target. AVRE Smoke round moved to Close support Unlock
  • Close Support: CCT upgrade moved to defenders of dunkirk unlock. Cost increased to 50 MP.
  • AVRE smoke round: projectile changed to distinguish it from explosive shell, range increased by 5, recharge set to 120s (was 60s ingame but listed as 180s in launcher).
  • Field mechanics: extra repair duration on churchills reduced to 30s (-10s), ability now gives access to repair kits on cooldown on bren carriers (incl wasp - moved here from old RCA kangaroo workshop)
  • Desert rats: elite armour now a unit upgrade for crew weapons, also gives +10 HP and 0.9 reload speed for +30 MP.
  • Tank shock: now also grants -30s recharge bonus for Boys AT rifles (free)
  • Dug in: now also grants -10% rec dmg bonus to infantry in garrison (trench/building) cover
Commandos:
  • Commando polsten: cost reduced to 340 MP 70 MU (from 360, 75)
  • Recon forces: returned to commandos from RCA doctrine, filling the empty slot
  • Tetrarch: weapon penetration versus hummel armour increased to 1.2 (from 0.38). Damage modifier versus marders reduced to 1.2x (from 2x). Damage modifier versus ATG reduced by 0.5


[h2]Wehrmacht[/h2]

Defensive:
  • ZB26: purchase now 2x/3x option for 35/55 MU (instead of 65 MU for 4x)
  • Jagdpanzer IV moved to defensive, can now purchase panther upgun by default. Cost increased to 460 MP, 230 F (from 400 MP, 220F)
  • Sanitatskompanie: medic bunker unlock moved to unit upgrade row and merged with Pio SMI-mines unlock
  • Puma HE-IT upgrade: moved to standard supply unlock
  • Pre-registered: Leig upgrade now a unit upgrade instead of a separate unit in the roster, Flak 88 artillery now tied to weapon via a global unlock purchased in the company offmap screen - this means you will continue to be able to use the ability on recrew
Terror:
  • Geschutzwagen moved to terror, replacing jagdpanzer IV
  • Firestorm: drop delay reduced by 0.5s, drop time range between shells reduced by 0.25 to make the barrage more consistent
  • Panzer I moved to terror, replacing the field ambulance. Sight range increased by +7.5m
  • Blaue grenadiers: can now purchase 1x LMG,34, 4x MP40
  • Mustard rounds: cost reduced to 30 MU (from 40), damage over time increased to 6 - 8 (from 5 - 7)
  • Tank superiority: KT global zeal infantry bonus reduced to 15% accuracy, -15% cooldown/reload, -15% rec suppression (from +25% on all)
Blitzkrieg:
  • Distribute supplies: no longer affect walking stuka
  • Tank shock removed from panthers and p4s


[h2]Panzer Elite[/h2]

Scorched Earth:
  • Maximum overdrive cost reduced to 30 MP (from 35)
  • Survivalists: now grants Panzergrenadiers airbourne armour instead of elite armour (largely same bonuses as elite armour but only in effect on the move), cost reduced to 20 MP
  • Boobytraps: detonation delay increased by 0.5s
  • Let ‘em burn: Hummel Incendiary barrage now available on separate cooldown (set to 360s default). Shell damage reverted to 60 (from 110), flame DoT duration increased to 15-30 (from 10-20)
Luftwaffe:
  • Lions of carentan: ability replaced by new ability which grants explosive shells on cooldown to marder 3, P4 upgun and Panther (15s duration, 240s cooldown). Ability also reduces fallschrimjaeger fg42 covering fire cooldown by 30s.
  • Quick response: speed increase reduced to +15% (from 20%)
Tank hunters:
  • Panzer II: cost reduced to 140 F (from 150)

June 6th D-day Event! / 2 Years of EIR:R on Steam!

Attention, Commanders! It's yet another year for EIR:R, and we're still going strong! 15 years since the launch of Company of Heroes and we're keeping it near the top of the most played WW2 RTS games category. This is the 2nd year for EIR:R on Steam, and we can't thank you enough for joining us on this amazing journey.

It's June 6th, and like every year - we invite you to enjoy this momentous occasion with us in the fields of Normandy. Call up your friends, hop on discord and get some games in! The most interesting games played this week will shoutcasted by our own IllegalCarrot, while every played game will garner some rewards for the players. Playing on the D-Day map will bring you something extra!

Crush your enemies, save your replays, share the best occasions on Discord!

There are reports of extra supplies being brought in on the weekend! Expect temporary drastic changes from the usual amount of available resources!

See you on the battlefield!

Patch 0553

Hi All,

After a small hiatus, we are returning to a more regular patching schedule. Last week we published patch 0553 which brings a small set of balance and bug fixes and a particular focus on the CW commando doctrine. The changelog is included below.

Expect to see some bigger doctrinal changes in the months ahead. As always, if you're new to the mod or returning after a long break, do join our discord server as we'd love to talk to you and help get you started!

Enjoy!

The EIR Team



EIR Patch R055.3 + Hotfix


[h2]General:[/h2]

  • New 3v3 eastern front map by gork, new 4v4 Tanteville map by Gork
  • Update to 8p Overloon
  • Recon offmaps timer 180s
  • Launcher unit stats now correctly show again with right click
  • Tulip reward unit turret rotation rate increased to 35 from 23 to match other shermans


[h2]Bug fixes:[/h2]
  • Fixed Partisan AT nade and bazooka crate overlap - Crate moved to UI slot 8
  • Fixed P4 CT not getting repairs
  • Crusader AA penetration vs Marder, Hummel fixed
  • Illumination barrage overlaps with 25pdr retreat/abandon button -> moved to UI position 10
  • Fixed a bug with disruption giving +3 demo charges
  • Tulip now has correct vet values in the launcher
  • Commando grenade and grenade on recharge now exclude
  • Fixed mg AP rounds giving absurd penetration buffs
  • Fixed a bug with old Tiger repairs still showing in launcher


[h2]American[/h2]

  • Last ditch slow mines now cost 20 MU for 2 like in other factions (was listed as 15 x 1 but actually gave 2)
  • Sherman HVAP: cost reduced to 50 MP (from 75)
  • Staccato Roar: cost reduced to 50 MP (from 100)
  • Sherman bulldozer: cost increased to 30 FU (from 20)
  • Assault engineers: cost increased to 75 MU (from 70)
  • T17: moving accuracy increased from 0.75 to 1, cost reduced to 130 F (from 145)
  • M20: sight reduced by 5, MG damage increased by 3 per shot (from 7 to 10)
  • AB Pathfinders: M20 sight reduced +10 (from +15), camouflage detection increased by 10, cost reduced to 60 MP (from 80)
  • Strafing Run : Delay reduced by 0.5s. Increased ROF (from 25 to 30), art change, lowered suppression, increased penetration against LV’s, can damage stugs and p4’s.
  • Dodge Ambulance: now has access to extra repairs with the Mass produced unlock


[h2]Commonwealth[/h2]

  • 2” Mortar : Range increased from 65 to 75, Radius increased from 6 to 10
  • Wasp now costs 45FU as intended
  • Cromwell to 12 pop (from 11), +10 F
  • Victor target to 60 MU (from 50)
  • Priest Tank Shock Barrage to 60 MU (from 50)


Commandos:
  • Commando Demo Charge: Detection radius from 12 -> 5. Units should no longer spot it in the open at M/L range.
  • Layforce - Sprint 30MP -> 20MP
  • The Paras: cost reduced by -10 MP, extended to recon tommies
  • Enigma Decoded - CCT buff -> 50MP
  • Stens - 120MU -> 110MU
  • Partisans: Now have 1x sten, 3x k98 rifle and ambush bonus. Cost increased to 230 MP (from 200)
  • Tetrarch: cost reduced to 140 F (from 150)
  • Daimler: cost reduced to 150 F (from 160)
  • Partisan AB crate: cost reduced to 40 MU (from 50)
  • Partisan grenade package: cost reduced to 40 MU (from 50)
  • Raid cromwell now a unit upgrade, can now purchase flank speed and actually receives raid ops moving accuracy buff
  • Due to heavy losses, partisans have adopted unconventional tactics to deal with being overrun by superior forces ;)


[h2]Wehrmacht[/h2]
  • ZB26 -0.1 dmg mod vs soldier armour
  • LEIG: cost reduced to 110 MU (from 120)


[h2]Panzer Elite[/h2]
  • SE Medical car: repair cost changed to 35 MP, 25 MU (from 30 MU)
  • Marder accuracy against ATG’s reduced from 0.5 to 0.4
  • Wirblewinds now have access to pzgr. 40 rounds - AP rounds unlocked by selecting the advanced explosives unlock!



Patch R055 + R055.01

Hi All,

Happy new year! While the regular patching schedule has not been implemented, we're still proud of the progress we've made streamlining the progress, so expect more! We've also included a little teaser, so make sure to play games against devs these next few weeks! ;)

Patch R055 which we deployed earlier this month though introduced a number of balance and gameplay changes, the most exciting of which is no doubt the LV rework. We've completely overhauled how small-caliber cannons and small-arms interact with vehicles which are less armoured. This has brought a lot of extra depth to the interaction between light vehicles, and not to mention has lowered the effectiveness of spamming light vehicles against infantry. Patch R055.1 Has been small, unfortunately, but has brought some well needed changes, and we hope to patch more often!

The full changelog for Patches R055 and R055.1 is included below.

Best of luck in the war effort, commanders!


Patch R055 and R055.1


[h2]General:[/h2]
  • Numerous launcher description updates (SQL) Thanks Howieroark and RikiRude for your diligence!
  • Added 2 new maps! Achelous river and Operation Overloon. Courtesy of Gork
  • Updated 2 maps: Abbeville (8p), Deserted Village (6p)

  • Light Vehicle rework:
    Massed light vehicles have forever been a difficult balancing act in the mod. Their invulnerability to small arms and lower-caliber cannons have allowed them to be used relatively risk-free. We’ve put in a lot of deliberation into this, and have come up with a solution which we believe could see us move past hard caps in the future, which can be summarised as follows:
    1. Rifle-caliber weaponry now have a small chance to penetrate light vehicle armour (up to the Stuart).
    2. Low-caliber cannons (20 mm’s) and heavy machine guns (.50 cals) now have more effective penetration versus light vehicle armour types (up to Stuart armour).
    3. Light Vehicle (armored car and light tank) pricing will see further changes as we assess the impact of these changes.
    Various weird interactions between lightly armoured vehicles and guns of all calibers have been addressed.
    With these changes we hope to create more dynamic interactions between light vehicles, opening up more LV vs LV counters and moving the emphasis of their use to hit-and-run tactics. We further hope the changes bring a clearer distinction between light tanks and armored cars, whereby lighter vehicle types like Pumas, ACs and M8s wont always require a 100% dedicated AT weapon on the field.

  • Note these changes are experimental and will see further finetuning based on player feedback
  • Side effect of changes : All weapon target tables have been equalised between factions (Jeep/Bike, Greyhound/puma etc.).

  • This will remove some of the weird situations where stolen weaponry (flakvierling, for example) would not penetrate bikes, pumas and such.
  • All rear penetration modifiers have been equalized to 2x. This will prevent situations where some weapons had less penetration hitting rear armour.


[h2]Americans
[/h2]
  • M8 Greyhound cost reduced to 290 MP 140 FU (From 320/0/160)
  • Broken Arrow - Halved splash range from 9/5/0.5 to 4.5/2.5/0.025
  • Jeep repair cost price lowered to 20 MP 5 MU
  • Grease gun and mp40 S/M/L range bracket change which will make the upgrade more effective at close range combat. Current S/M/L range brackets : 6/13/20


[h2]Commonwealth
[/h2]
  • Artillery HQ: price reworked. Base unlock now grants 120 ingame munitions instead of 100. Precision Strike cost increased to 40 (from 30), Airburst cost reduced to 50 (from 70), Earthshaker cost increased to 70 (from 60) Launcher cost increased to 150 MU (from 120)
  • Artillery HQ: Airburst barrage reworked. Now deals higher damage to infantry in radius but with a low crit chance. Also increased scatter. This will make it a more effective anti-blobbing tool but will still require you to follow up with other units to actually kill the infantry models
  • Scoped enfields: now excludes with heavy munitions
  • Stuart gun change - lowered penetration against p4, p4 skirts, stug, stug skirts, lowered accuracy against infantry from 0.8 to 0.5.
  • Crusader AA lowered damage to 8, increased effectiveness against cover, penetration against LV’s.
  • Fixed ablative armor for non churchill tanks (123 hp to 125hp).



Bugfixes:
  • CW Crusader AA now has accurate target tables, penetrates LV's
  • CW Stuart gun now functions as intended.
  • Fixed direct fire piats unintentionally rolling accuracy instead of scatter
  • Fixed a bug with crusader AA not getting its upgrades when multiple are purchased
  • Crusader AA can now benefit from CCT bonus


[h2]Wehrmacht[/h2]
  • Puma cost reduced to 220 MP 90 FU (from 240/0/110)
  • AT Puma cost reduced to 260 MP 130 FU (from 280/0/150)
  • Unbreakable now works on volksgrenadiers
  • ZB26 damage increased by 50% vs soldier armor, 4x instead of 2x.
  • PAK cover & evasion cost reduced to 30 MP (from 50)
  • Added a captured vehicle from the Eastern front as a legendary unit. Play to find out what it is!
  • Added distribute supplies to walking stuka
  • Puma upgun heat cost reduced to 50 MP (from 75)
  • MP40 S/M/L range bracket change which will make the upgrade more effective at close range combat, S/M/L brackets : 6/13/20


[h2]Panzer Elite[/h2]
  • AC cost reduced to 200 MP 90 FU (from 210/0/110)
  • Fixed bug with panzer pioneer repairs not working for PE players with advanced repairs
  • Panzer 4 IST up-gun rotation increased and health increased from 600 to 636
  • Henschel run change - Flies twice as fast, fires 1.5 times faster.
  • Elite grenadier fg 42 upgrade cost reduced from 110 MU to 60 MU
  • 2cm IHT vet requirement lowered to match Armored Car
  • Luftwaffe doctrine Airdrop medkits from 50 to 70 MU

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