Marcus was writing a really interesting piece about this.
We got Part I, but I don't think he ever published part II.
A small part of his idea has however been implemented in the forthcoming patch i.e. the rapid descaling of players, who no longer participate. But it was his fully developed concepts about leagues and resets which remain unpublished...as if somebody has torn out the last page of a 'whodunnit' |
Sept 3rd Patch Notes
General:
British Forces
The British Forces added to the game. This includes the Core Army + 3 Commanders (Commando Regiment, Royal Artillery Regiment, Royal Engineer Regiment).
8 new maps added (Arnhem Checkpoint, Gelsenkirchen Refinery, Heidelberg Crossings, Dusseldorf, Across the Rhine, Essen Steelworks, Port of Hamburg, Lorch Assault).
British items now drop in Warspoils. This includes 32 British Intel Bulletins, 3 British Victory Strikes, 4 skin sets, and 3 commanders (Special Weapons Regiment, Tactical Support Regiment, Vanguard Operations Regiment).
British items are now available in the in-game store (3 commanders, 4 skin sets).
British Forces added to the leaderboards.
Tool Set update
Modding toolset has been regenerated and published to allow modding of British data.
Map List Changes
Removed Sittard Summer from the Automatch map list
Removed Stalingrad from the Automatch map list
Removed Bystraya Voda from the Automatch map list
Leaderboards
After 2 weeks with no games played ranks will begin to decay.
After 4 weeks with no games played players are hidden from the leaderboard view.
Playing a game will return a player to viewable.
Store
In game store now has mixed bundles and Mission Packs tabs
Gameplay Updates:
Random AOE issues
Area of Effect weapons had accuracy and penetration fall off values that would make Area of Effect damage inconsistent. In the case with Mines, it sometimes wouldn’t do any damage when it obviously triggered.
Removed Accuracy and Penetration from AOE. Accuracy values have been changed to always hit and Penetration value have been changed to the same as the value of the weapon. There were a lot of issues that accuracy value and penetration values created with AOE. One of them being mines sometime doing no damage even when triggered. We raised AOE accuracy so it can no longer miss and Penetration to match the penetration value of the weapon.
AOE Weapon tuning
By removing AOE accuracy and penetration fall off from AOE weapons, we had to make adjustments to many AOE weapons to compensate for this. AOE radius on AOE Weapons may have changed slightly due to this.
Ambient Buildings
We wanted to improve unit response times when infantry squads are entering and exiting ambient buildings.
Changed time to load into and unload out of buildings to 0.
Target Tables
To isolate relationships of certain weapons vs a unit type without affecting its relationship with all the other units, we felt we needed to use target tables.
Target tables have been added into the Attribute Editor. All extra damage towards certain unit types have been moved from damage penetration actions to the target table.
New Weapon Type
We felt grenades were taking down ambient buildings too easily so we wanted to isolate its weapon critical type from other bigger explosive weapons.
Small Explosive and big explosive. Small explosives are grenades and big explosives are every other explosive weapons.
Flame Weapons and Flame Criticals
We were not happy with how Flamethrower weapons took on the role of an anti-infantry upgrade when its role was anti-cover. All Infantry and Vehicle Flame weapons now spawn a flame Damage over time on the location of the flame burst. Flame weapons also have a 50% accuracy debuff while moving. This is to prevent flame units from acting like assault troops or easily wiping retreating infantry.
Flame Criticals no longer trigger at 50% health but at 0%.
All Flame Weapons have had their damage increased to compensate
All Flame Weapons now leave a flame DOT doing damage over time in that area.
All Infantry and Vehicle Flame weapons are 50% less accurate while moving.
Squad Formations
All infantry squads has had their squad formation updated to better spread out the units in open, and negative cover. Their formation in light or heavy cover remains the same.
New Squad Formation added to existing infantry to make them spread out more
ALL Howitzers
We wanted to make it easier for players to counter Howitzers.
Howitzers can no longer be built in Command H.Q Territory
Balance Updates
Bridges
We have increased the durability of bridges so they can withstand more damage.
Bridges health and armor increased
Wehrmacht
We are increasing the CP of the Command Tank to bring it in-line with our new tank pacing.
Command Tank CP increased from 8 to 9
Soviets
The ML-20 was doing too much damage per shot for the number of shells it fired. We have decided to reduce the damage.
ML-20 Damage reduced from 300 to 160
USF
We wanted to improve the Field Defense Commander upgrade.
Field Defenses - CP reduced from 2 to 0
Field Defenses - M7 Mine replaced with regular mine
OKW
Sturmtiger
The visual feedback from the FX was smaller than the actual damage radius. To match visual feedback and damage radius we are reducing its AOE radius slightly.
Weapon AOE Radius changed from 10 to 8
Balance Preview Mod
More Balance updates to come with the Balance Preview early September.
Maps
Road to Ligneuville
The territory point near the docks will no longer disappear when attacked
Noville Encirclement
Winter skins and winter portraits will now appear properly
Lierneux
Winter portraits will now appear properly
Trois-Ponts
Two buildings were wrecked due to entry points not properly set up on them
Pripyat
Train tracks will no longer float when playing in position 3 as USF
Pripyat Winter
Train tracks will no longer float when playing in position 3 as USF
Moscow Outskirts
Minor balance improvements
Faymonville Approach
Minor balance improvements
Langreskaya
Minor balance improvements
Knolodny Ferma
Minor balance improvements
BUG FIXES
Data Optimization
Fix a bug on the Raketenwerfer squad. While Prioritize vehicles and Camouflage is active, Weapon Crew would fire at vehicles or infantry revealing itself out of camouflage.
Fixed a bug where using an ability while Prioritize vehicle is active cancelled prioritize vehicle.
Fixed a few issues with units receiving unnecessary and unintended criticals
Fixed an issue where the soviet mortar weapon would be destroyed before the crew
Fixed an issue that allowed players to instantly withdraw and refit their vehicle when the vehicle is immobile.
Fixed an issue where timed speed abilities could still work during engine damaged
Fixed an issue where partially constructed tank traps were as durable as completed ones
Fixed an issue with easy eight radio net not working as intended
Fixed an issue when if you recrewed an West German Ostwind it would turn into an East German Ostwind
Fixed an issue where the Panzer II Ausf Luch could not suppress at vet 5
Updated various icons with proper assets
Tiger Ace Can no longer be abandoned
Main Gun Criticals will now only be trigger through explosive and ballistic weapons now
Mortar Squads can no longer garrison slit trenches
Puma unit text now appears correctly when recrewed by USF and Soviets
Tank Traps will remain visible in the FOW once spotted
Flame damage can no longer damage bridges
Fixed a bug where Bridges can no longer be damaged while being repaired
Sandbags can no longer be crushed by Light Crush. Only Medium Crush and up.
Replaced all map object wrecks with non-salvageable ones (Built vehicle's wrecks are still salvageable)
Replaced the map object Opel Blitz truck with a non-salvageable wreck
Fixed the Sim box on the Ostwind in the Ardennes Assault campaign. Ostwind can now be hit by incoming Fire.
The Jagdpanzer IV and the Rakentenwerfer now have an out of combat delay before their first strike bonus becomes active
Fix to "OKW sWs Half-Track's structure ghost leaves marks in the snow
Fix to issue "Infantry killed by Infantry Abilities like Grenades & Satchel Charges aren't refunded with Rapid Conscription
Fixed an issue where the player could not progress past the 1st Objective in Mission 5 if the User Prevents the Germans from Capturing the 1st Point,
Fixed an issue where ALL USF Vehicles that are given queued up Move Commands will continue to carry out the orders when they are Abandoned
Fixed an issue where Infantry Pinned down by a Kubelwagen will eventually become unpinned
Updated the help text on the KV-2 to indicate proper setup time
Fixed an issue where the Hull MG on Panther doesn't track properly track enemy targets
Fixed an issue where "Lightning War doctrine" and "Armored Assault Tactics" abilities show in the incorrect order
Fixed an issue where setting a rally point on a non-vault-able wall will cause infantry to stop in the soft map edge
Fixed an issue where the Para drop .50cal M2HB Heavy Machine Gun icon from the customizer is different from the in-game icon
Fixed an issue where the Guard Rifles will retreat to the Mechanized Armor Kampaneya Building instead of the HQ
Fixed the issue with Raketenwerfer and its ability to toggle abilities in garrisoned buildings.
Lend Lease Commander UI now uses the proper M5 Halftrack UI.
Lend Lease Tactics ability Allied Supply Drop now shows proper icon
Fixed a Speech issue where – Soviet team weapons were not calling out kills on certain light vehicles
Off set start squad location for the OKW so Sturmpioneers no longer spawn inside the HQ Geometry and get stuck
Fixed an issue with Battle Chatter lines for the Soviets and German
Fix to USF vet leveled vehicle crew leaving behind vet buff on any recrewed vehicles after crewing and decrewing them
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