The patch notes for tomorrow's "Turning Point" update have been posted by Noun:
http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=2128#post2128
Updates for November 12th, 2013
Free Content
World Builder - allows for the creation of user maps
Email registration system - signing up gives 2 free Commanders
Play AI Battles in Co-Op mode
Multiplayer Maps:
Rails & Metal (2-4 players)
Lazur Factory (6-8 players)
Soviet Commanders:
Soviet Community Defense Tactics
Soviet Reserve Army Tactics
German Commanders:
Germany Community Defense Doctrine
German Mechanized Doctrine
Public Chat
Chat channels are based on Steam Groups. Players can join up to 5 channels at a time from among any of the 14 official CoH2 channels or any personal Steam Groups that they belong to. They just click on the chat icon in the lower-left of the lobby to see the available channels.
Personal channels can be bookmarked so that they will be automatically joined the next time they launch CoH2.
Clicking on a Player's name in the chat opens a menu with a variety of options. If a players is in the official Looking for Group channel or any of your personal channels, you can invite other users to your match by selecting the "Invite" option. This should make it much easier to set up custom matches and make new friends with other community members.
Players can type "/help" into any channel to display a list of commands available in that channel.
When players join a Match or log into your Twitch.tv account (via the Broadcasting tab in the Options menu), you will be automatically put into a special channel for that session.
Relic developers are often in the public channels so stop on by and chat with us!
Paid Content
Victory at Stalingrad Theater of War Pack
Kalach Pincer - Co-Op Scenario
Tatsinskaya Raid - Challenge
Bridge Defense - Challenge
Winter Storm - AI Battle
Stalingrad Resistance - AI Battle
Stalingrad Encirclement - Co-Op AI Battle
German Commanders:
Elite Troops Doctrine
Luftwaffe Supply Doctrine
Soviet Commanders:
Soviet Industry Tactics
Partisan Tactics
Skins:
Soviet Two Ton Don Front
Soviet Two Tone Spring Front
Soviet Makeshift Sand Southern Front
Updates
Players can now change your active Loadout while searching for a match without canceling their search
An experimental "-fast_camera" option has been added to the game which dramatically increases the speed at which your in-game camera moves. To try this feature, players must enter "-fast_camera" into the "Set Launch Options..." dialog for CoH2 in Steam. Depending on the community's feedback to this feature, we will be fully supporting this feature in future patches.
Holding down the CTRL key while in-game now displays the name of each squad's owner above the squad. This should make it much more clear who is fighting in larger battles.
The in-game player list and the post-game stats screen now make it more clear when a player has dropped and been taken over by the AI
Players can now add other players directly to their friends list from the post-game stats screen with the "Add Friend" button
The multiplayer setup screen now has a button to take players to our Steam leaderboards page. Players can now keep track of where they stand against their friends friends and against the world!
AI Improvements
Hard AI is now more challenging than Standard AI. (Main change is the units that get built and limits on detecting target in fog of war)
AI squad can now run tactics while moving. (Picking up weapons/items, re-crewing vehicles, etc)
AI squads being repaired or reinforcing will now stop moving.
AI squads can now reinforce from half-tracks and will reinforce in areas outside of their base.
AI controlled units that want to reinforce or repair will now move toward locations that provide reinforcement or repair.
AI controlled half-tracks will now move towards squads that need to be reinforced.
When AI squads fallback, they will fallback to the closest fallback location and not all the way to base.
AI player no longer waits for one command point before trying to choose a commander.
AI takeover for dropped players in multiplayer games will now use the correct AI personality.
Easy and Standard AI difficulties no longer take targets in the fog of war into account when planning which targets to attack.
Removed the AI class for medium vehicles and added the AI class for stationary infantry to better represent actual gameplay roles of different units.
Soviet AI should build the Barracks less often and the Weapon Support Centre more often due to better code for breaking ties in building utility.
AI no longer tries to build units to kill enemy bunkers and base buildings unless it has seen them.(Prevents AI from wanting to build mortars and AT in early game)
AI will spend less resources reinforcing squads that aren’t useful.
AI squads the have waited too long to reinforce will now become aggressive instead of standing in the base forever.
Hard and Expert AI will now build more infantry units at the start of the game before trying to tech up.
Soviet AI will now still build Penal Troops after Guard or Shock Troops become available.
Easy AI no longer buys squad upgrades, and Standard AI now buys less squad upgrades.
AI no longer uses Oorah, sprint, Steady Driving or Mark Target abilities because it wasn’t using them correctly and it was wasting munitions.
AI will now try to use the Infantry Medkits ability on friendly units instead of enemy units.
AI will now use Panzer Blitz less often and only when it is low on health.
Adjusted ratings for Penal Troops, Soviet Team Weapons, Shock Troops, and vehicles with rear mounted weapons.
Balance
Building Functionality
Our goal was to improve the player’s capacity to make decisions when using garrisons within the game. To achieve this, we improved the readability of a garrison’s structural integrity, making damage more consistent and in turn making it easier to calculate the risks associated with the use of said garrison. Buildings will be far less prone to being knocked down to single attacks at full health as a result.
Building Critical System
Removed the random chance for AOE weapons to inflict up to 6x their AOE radius when exploding near a garrison.
Unit Behavior
Infantry flamethrower damage modifier vs. garrisons from 1 to 1.6
Mortar damage modifier vs. garrisons from 0.25 to 0.75
Unit Animation Behavior Modifications
This change enables squads to fire within a 180 degree arc, better enabling them to engage other squads while executing combat maneuvers. Previously, their firing arc was far more restricted which lead to a loss of DPS when ordering squads to move.
Squad Combat Behavior
Entities can now fire within a 180 degree arc
Units and Abilities
Performance and cost adjustments to units and abilities that better align them with their in-game value.
Trenches
Now require friendly territory
T34-85
Penetration from 110 to 120
Reload from 8.5 to 6
Distance scatter max from 2.6 to 5
T34-85 call-in cost from 720 MP and 260 FU to 680 MP and 240 FU
JU-87 Anti-tank Support
Damage from 80 to 120
Deflection damage enabled; now deals 80 damage on deflect
Attacks per plane from 4 to 3
Infantry Flamethrower
Chance of causing entity to explode in a fiery death from 20% to 10%
120mm Mortar
Cost from 360 MP to 400 MP
Range from 120 to 100
Scatter ratio from 0.1 to 0.15
Distance scatter max from 14 to 15
Panzer Tactician
Cost from 15 to 30
For Mother Russia
Bonus/penalty aura from 100% to 50%
Cost from 150 MU to 100 MU
Forward HQ
HQ aura bonus from 100% to 50%
Cost from 420 MP and 80 FU to 300 MP and 60 FU
Assault Grenades
Cost from 60 MU to 45 MU
Mechanized Assault Group
Cost from 560 MP and 55 FU to 520 MP and 40 FU
B4 Howitzer
Precision shot cost from 50 to 90
B4 recharge time from 110 to 55
Minesweeper
Hazard detection range from 15 to 25
Railway Artillery
Recharge duration from 120s to 60s
Veterancy Rework
Our goal is to make veterancy feel more unique and appropriate within the context of Company of Heroes 2. Specifically, we want to remove scenarios where veterancy began to modify a unit’s role and its counters. The new veterancy system focuses on improving a unit within the confines of its core role.
General
Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value.
Open the spoiler to see the veterancy details:
Are you not psyched?