You can find the notes here: https://community.companyofheroes.com/discussion/244441/december-balance-preview-changelog/p1?new=1 V1.0-V2.0 Compiled Show Spoiler We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog.
For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums.
DBP Goals
Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch
Tone down the effectiveness of some the Axisâ elite, heavy tanks to make them less spammable and dominant in team games
Tone down the squad wiping effectiveness of some over performing, off-map abilities
Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity
Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units
Primary Focus
Revitalizing 2 â 3 underused commanders for each faction (more info to come)
Continuing the work from the Fall Balance Previewâs highest rated changes
Secondary Focus
Adjustments to units dominating the current Soviet meta in competitive play
* Lend Lease Commander
* Maxims & Penals adjustments
* Conscripts
Adjustments to select heavy tanks that are currently over performing in team games
* OKW Panther V
* Elefant
* Jagdtiger
Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come)
Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)
Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes
General improvements to help with quality of life and strategic diversityGENERAL Airplane Loiters
Loiters would sometimes last longer than the denoted duration, and could even acquire targets outside the visual indication.
Standardized loiter duration (60 secs) and radius (50)
Call-in Changes
The following vehicles are now available 0 CP, but buildable only at each of the factionsâ respective tech buildings. The reason why OKW call-in vehicles have been moved to T4 rather than the HQ is to level the playing field for all OKW doctrines and ensure that call-in options continue to make T4 placement relevant.
Tying the following vehicles to tech will achieve the dual goal of making call-in vehicles less dominant in 1v1 (since they generally arrive earlier than their corresponding core tech), and making the same vehicles more relevant in 2v2+, as they can now arrive earlier in these gamemodes (i.e. Command Points accumulate at a slower pace than relative fuel income)
KV-8 - Buildable only at Mechanized Armor Kampaneya (T4)
M-10 'Wolverine' - Buildable only at Battalion Command Post (T3)
Ostwind - Buildable only at Schwerer Panzer HQ (T3); cost reduced from 100FU to 90FU
Flame Hetzer - Buildable only at Schwerer Panzer HQ (T3)
Panzerfaust Bug Fix
We are trialing a workaround to fix the Panzerfaust bug (i.e. faust missing when the target hides in the fog of war while the panzerfaust projectile is mid-air). Credits for the workaround go to Widerstreit for the potential fix.
If you still experience this bug, please report any issues in the DBP Bug Reporting thread in the Balance Feedback section of the forums.
Blitzkrieg/Overdrive/War Speed/Step On It
* These movement boost abilities will now cease when the vehicle receives an engine critical.
Forward Retreat Points
* UKF FRP requires Company Command Post.
* OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.
* OKW Battlegroup unable to reinforce if cut-off from friendly territory.
* 2 minute cooldown when FRP ability is deactivated
* +75% reinforcement time per model
* It is now, again, possible to immediately disable the FRP (30 second deactivate cooldown removed); 120 second cooldown on re-activating FRP after deactivation remains
Sandbags and Ghosting
* All sandbags standardized to 240 health and 35 armor.
* Ostheer sandbags build-time from 60 to 45
* Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct
Repair Speeds
USF Rear Echelon & British Royal Engineers:
Vet 0 repair speed reduced from 2 to 1.6
Vet 2 repair bonus decreased from 1 to 0.5
Heavy Sapper upgrade (sappers only) decreases repair speed from 2 to 0.525
Sturmpioneers
Vet 0 repair decreased from 3 to 2
Squad Behaviour
* Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
* Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)
* Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique
* Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.
* Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation
Smoke Barrages
* Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position
Fuel and Munition Caches
* MP cost increased from 200 to 250
_Garrisoning _
* Load time for buildings increased to 0.75 (per model)
* Max load time increased to 2 (entire squad)
* Unload time for buildings increased to 0.375 (per model)
*Reduced grenade damage vs buildings (the structure itself; not the units garrisoned inside)LeFH/B4/ML20
Cost of these howitzers and the Pak 43 more accessible in smaller game modes while less potent when shelling into a base without spotters.
Scatter penalty when firing into fog of war increased from 1.25 to 1.75 (affects both vertical and horizontal scatter); doesnât affect B4
Prices changed from 600MP to 400MP / 50FUML20
Extra shells received at Veterancy 1 barrage reduced from +2 to +1
Mid damage modifier increased from 0.015 to 0.028
Near AoE damage reduced from 1 to 0.9LeFH
Damage no longer increases at Vet3
LeFH weapon change at Vet 3 removed (improved scatter & range bonuses remain)B4
Population reduced from 20 to 15Pak 43
* Price changed from 500MP to 350MP/45FU
* OKW Pak43 now earns veterancy at the same rate as the Wehrmacht Pak 43
Commander Revamp Update
As the Commander Revamp survey has now closed, we are excited to announce which commanders we will be looking at revitalize in the December Update. We hope to complete our first pass on the proposed changes to the commanders listed below will before the end of next week. Similar to all Balance Preview changes, the Commander Revamp changes will be available to test in the DBP Mod when the changes are ready to go.
Commander Revamp Commanders
* (USF) Recon Support Company
* (USF) Mechanized Company
* (SOVIET) Tank Hunter Tactics
* (SOVIET) Guard Rifle Combined Arms Tactics
* (BRITISH) Royal Engineer Regiment
* (BRITISH) Commando Regiment
* (OKW) Feuersturm Doctrine
* (OKW) Luftwaffe Ground Forces Doctrine
* (WEHRMACHT) Jaeger Light Infantry
* (WEHRMACHT) Osttruppen Doctrine)
Infiltration Units
To give players a better chance to react to infiltration units and to reduce the number of guaranteed squad wipes caused by infiltration units, the following change has been made:
All abilities now start on cooldown (the default cooldown of the ability)
This affects:
Infiltration Commandos
Fallschirmjager
Partisans, both variants
Stormtroopers
JLI
Hold Fire
We are changing the hold fire button for all units in the game for consistency and accessibility.
All Hold Fire to Q and at grid position 22 (all units)
Reverted Tommy medkit and coordinated fire hotkey & grid position
Heavy Sapper upgrade hotkey reverted
Conscript Merge position change reverted
Conscript Oorah hotkey revertedLight Mines (Affects both Soviet Commander mines and Rear echelon mines)
We are improving the cost-efficiency of light mines, but we are increasing the planting time to something substantial to offset this.
Cost decreased from 15MU to 10MU
Stun Duration from 5 seconds to 8 seconds
Full squad plan time increased from 5s to 25s
Penalty to speed/rotation from -65% to -50%OKW Squad XP
To normalize the XP value for OKW squads (i.e,. How much XP enemy units gain from attacking OKW squads), the OKW units that have had their performance adjusted no longer award additional XP when transitioning from Veterancy 4 to Veterancy 5
Veterancy awarded to opponent squads from OKW Vet 5 squads (when a vet 5 squad takes dmg or is killed) decreased from 2.0 x BASE_XP to 1.8 x BASE_XPSpec Ops Doctrine
Command Panther
We want to delay the arrival time of the Command Panther to prevent the Spec Ops doctrine from dominating opposition in 1v1 and overshadowing all OKW doctrineâs due to the call-in mechanic.
CP increased from 11 to 12Luftwaffe Air Support Flak Emplacement
We found that the high manpower cost of the Flak emplacement made it too expensive to field reliably.
* Cost altered from 250/10 to 220/20
Build time reduced from 120 to 100
* Can now pick-up nearby medkitsValiant Assault
* Duration increased from 30 secs to 45 secsFallschirmjäger
Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy. Population is also being adjusted to match other Axis elite squads.
Veterancy requirements reduced from 760/1520/3040/3800/5054 to 600/1200/2400/3000/3900
RA improved from 0.87 to 0.83
Veterancy 3 received accuracy bonus removed
Population from 8 to 9
Can now camouflage in cover when stationary without veterancy
Veterancy 4 Accuracy and Veterancy 3 Healing bonuses swapped
Cooldown bonus of -20% added to Veterancy 3
Now turned from an infiltration ability to a paradrop ability
Delivers a 4-man squad of fallschirmjagers anywhere on the map
Cost from 400 to 380
Reinforcement cost from 38 to 36
Can now reinforce while Airborne Assault is activeAirborne Assault (Air Assault Operation)
We are removing Fallschirmjager drops from the Airborne assault activity of the doctrine to make it more accessible.
No longer paradrops a Fallschirmjager squad
Fallschirmjager squads will be able to reinforce anywhere on the map while the ability is active
Cost reduced from 250 to 200
CP requirements raised from 10 to 12
Multiple airplanes deliver AI/AT strafes at the precise target location
AT loiter airplanes arrive with a delay of 20 seconds and now deliver 2 strafes each (down from 3)Feuersturm Doctrine Volksgrenadier Assault Upgrade
Given the loss in damage at range, we are significantly reducing the cost of this upgrade.
Cost reduced from 70MU to 45MU
Now also confers a 0.93 received accuracy bonus
Volks Model 24 Grenade (Assault Package Upgrade)
* Cost from 30 to 25Flame Hetzer
We want to restrict the Flame Hetzer from dominating 1v1 games (where Call-ins are already powerful), but also allow the Hetzer to arrive earlier in team games, with sufficient tech.
Now buildable from the HQ. Requires Schewere Panzer Headquarters to be built, but not active if destroyed.
Cost increased from 280/100 to 300/100
* Population properly adjusted to 10 (different than announced)
* Fixed an issue where it was still possible to call a Hetzer in from the ability
Fuel cost reduced from 100 to 90
Damage reduced from 12 to 9 (only affects direct damage; does not affect DoT damage)Rocket Barrage
* The 2 final rockets are now guaranteed to land in the center of the ability.Opel Blitz
We find that the Blitz truck comes too early and poses a real threat to ending games when rushed near the enemyâs cut-off.
Command Point value from 2 to 3
Can no longer carry MGs or Raketenwerfers (can still carry mortars)
* Cooldown reduction now also affects Sturmpioneer medkits
* Aura reload bonus reduces reload time by 35% for infantry weapons (not communicated previously)Base Flak Defenses
We are removing the OKW's free Anti-air capabilities to bring their AA better in-line with other factions.
Can no longer fire at air targetsSchwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.
No longer automatically engages aircraft
Now has an Anti Air ability which activates AA mode for 60 seconds (while active it can engage both ground and air targets). After AA ability finishes, the gun will go on a cooldown for 60s where it can not engage any targets (air or ground)Stuka
We are adjusting the performance of the Stuka to prevent it from destroying team weapons and buildings in a single attack while making it more vulnerable to flanks and assaulting tanks.
Damage vs team weapons reduced by ~50% (affects the weapon, not the squad)
Damage vs Garrison buildings reduced by 50% (affects the building, not garrisoned squads)
HP reduced from 320 to 160Panzer II âLuchsâ
The following changes aims to reduce the Luchs potency vs vehicles and further define its role as an anti-infantry unit.
Build time increased from 40 seconds to 85 seconds
Moving scatter penalties increased from 1.25 to 2
Target table modifier vs vehicles of 0.0625 addedVolksgrenadiers
We found that high veterancy and upgraded Volksgrenadiers scaled too well vs other core infantry and overshadowed much of the OKW's own elite infantry. To compensate for this, the following changes have been made:
Flame grenade now unlocked when the first sWS Supply Half-track hits the field
Flame grenade now has a 0.75s timer on explosion
Faust price reduced from 30 to 25
Veterancy Changes
Veterancy 3 Received Accuracy bonus increased from 0.9 0.86
Volks require cover and to be stationary to benefit from their Vet 4 sight bonus
Vet 3's passive healing ability moved to Vet 5
All combat bonuses from Vet 4 and Vet 5 (+15% accuracy bonus & -20% weapon cooldown)Sturmpioneer
We are toning down the efficiency of Vet 0 repair speed (with or without the minesweeper) to further promote aggression and risk-taking, much like for the Soviet and Wehrmacht factions (i.e., keep the engineers in the front line so that they can accumulate veterancy, as opposed to keeping them safe).
Sturmpioneers are receiving a reduction to their repair speed to better match other factions. Their veterancy 0 repair speed with or without the minesweeper has been reduced to promote aggression with Sturmpioneers to vet up.
Base Repair speed to 2
Veterancy 2 Repair rate to 0.75
Minesweeper Repair rate to 25% rather than a flat bonus of 1.
Vet0 repair: 2
Vet2 repair: 0.75
Minesweeper repair: +25% (so that its power is spread more evenly between stock and vet)
Reinforce time decreased from 10s to 7s.
Build time decreased from 40s to 28s.
Population cost decreased from 9 to 8
Panzerschreck price decreased from 90 to 70
Veterancy Changes
Veterancy 4 -23% Received Accuracy and +15% accuracy bonuses removed
Veterancy 5 +40% weapon accuracy moved to Veterancy 4 (Vet 5 bonus of no longer taking extra damage while repairing remains)
Veterancy requirements reduced to 580/1160/2320/2900/3770 (approximately a 10% reduction)Raketenwerfer
To make the Raketen more reliable and consistent while bringing its stealth better in-line with other stealthed units, we've made the following changes:
Vet 1 speed bonus when stealthed reduced from +100% to +25%
Projectile now ignores terrain
Raketenwerfer can no longer be suppressed
Sight and range bonuses have been removed from veterancy 4 and 5 (other vet bonuses remain)MG 34
We found that the MG34 struggled at achieving veterancy at a sufficient rate and generally under performed vs units behind cover. To alleviate these problems we have made the following changes:
Damage increased from 2 to 3
Popcap increased from 5 to 6
Cost increased from 230 to 250
Veterancy 4 received accuracy bonus reduced from 0.8 to 0.95
Veterancy 5 accuracy bonus reduced from 1.15 to 1.08Kubelwagon
To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes:
Decrease rear armor from 4.5 to 1.9
Decrease front armor from 4.5 to 3
Increase health form 190 to 240Jagdtiger
To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements.
Damage reduced from 320 to 300
Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03
Range reduced from 85 to 80
Supporting Fire range reduced from 125 to 95
Engine upgrade rotation bonus removed
Pop-cap increased from 21 to 23
Supporting Fire ability now available at Vet 0
Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5
Supporting fire changes:
No longer collides with terrain
Mid distance from 2.25 to 1.5
Angle scatter from 6 to 8
Distance scatter max from 8.4 to 10
Distance scatter offset from 0.1 to 0JP4
We feel that the Jagdpanzers veterancy bonuses made it scale too well and become too lethal at higher veterancy. To reduce its lethality while keeping it an effective Tank Destroyer we've made the following changes:
Increase range from which it can be detected from 10 to 20
Veterancy Changes
Veterancy 2 armour and sight bonus removed
Vet 2 now increases accuracy by 20%
Veterancy 5 ambush damage/accuracy/pen bonus reduced from +150% to +25%Panzer IV
We want to make OKW Panzer IV to be slightly less vulnerable to infantry rushes and more effective in a generalist anti-infantry / anti-tank role. To accomplish this, the following changes have been made:
Cost changed from 360MP/150FU to 380MP/140FU
Population cost increased from 12 to 14
Scatter improved from 7.5/6.4 (angle/distance) to 6.5/5.54
Penetration increased from 120/110/100 to 125/115/110
Veterancy Changes
Veterancy 2 scatter veterancy increased from 0.75 to 0.866
Veterancy 4 range bonus removed (scatter bonus remains)
Veterancy 5 - Panzer IV must be stationary to benefit from sight bonus (similar to spotting scopes)Panther V
As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes:
Pop-cap increased from 16 to 18
Decreased moving accuracy from 0.65 to 0.5
Increased moving scatter from 1.7 to 2
Vet 2 +10 % armor bonus removed (also affects command Panther)
Fuel cost from 200 to 185
Veterancy 4 range bonus removed (scatter bonus remains)
Veterancy 5 - Panther V must be stationary to benefit from sight bonus (similar to spotting scopes)King Tiger
The KT has received a slight adjustment to its veterancy 4 to help prevent it from out scaling opposing players.
Vet 4 range bonus removed (scatter bonus remains)
Angle scatter increased from 4 to 7.5
Distance scatter max increased from 4 to 5.7
Scatter offset decreased from 0.25 to 0.185
Population cap increased from 21 to 23Combat Blitz
We are changing Combat Blitz to bring it more in line with similar abilities (e.g., Blitzkrieg/Emergency Warspeed). The changes will make it so that Combat Blitz remains a valuable asset to be used offensively. However, it will not be able to be used as readily to retreat.
Received accuracy modifier increased from 0.5 to 0.75 (to match Wehrmacht variant)
Now increases main gun reload speed by 25% (even when not moving)
Speed bonus for Panther/Command Panther/King Tiger decreased from +40% to +20%
+100% accuracy bonus reduced to +20% (affects all OKW vehicles)Sturmtiger
* Abandon critical now only occurs from ballistic weapons
* The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25%
* Damage reduced from 640 to 580
* Manpower cost increased from 560 to 620
* Fuel cost increased from 160 to 180
* All random critical types removed except for vehicle stun
Sturmtiger can no longer fire through buildings (Buildings now act as shot blockers)
Range reduced from 45 to 40
Reload duration decreased from 50 seconds to 40 seconds
Veterancy requirements decreased by 33%
Veterancy 1 grenade far damage increased from 0.05 to 0.25, radius decreased from 5 to 4.5, and AOE penetration decreased from 23 to 15251 Flak Half-Track
We find that the unit generally has a difficult time reaching its key Veterancy 2 level, which bestows mobility to the unit. To assist with this, vet requirements are being reduced:
Reduced veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750
We find that the Flak HT underperforms against the more mobile Soviets and USF. The setup time decrease will make the unit more versatile as a support weapon.
Veterancy 2 set-up moved to veterancy 0
Damage from 20 to 16
Veterancy 2 restores damage from 16 to 20Le.IG 18
The Le.IG is being tuned to require more player input to be used effectively. In return we are boosting its damage against ambient structures improving its support and anti-garrison ability.
Cost decreased from 330MP to 270MP
Auto-attack range decreased from 100 to 80
Autoattack range bonus removed from Veterancy 1
Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15)
HE Barrage recharge time increased from 30 secs to 40 secs
Smoke barrage recharge time independent from HE barrage
Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge
* Now has access to a smoke barrage ability
Population reduced from 9 to 7
Penetration reduced from 75 to 35
Incendiary barrage scatter FoW penalty increased from 1.25 to 1.75
Veterancy Changes
Veterancy 3 smoke recharge moved to veterancy 2
Movement speed bonus removed from veterancy 2 (Received Accuracy bonus remains)
Number of extra barrage shells received from veterancy reduced from +4 to +1Pazerfusiliers
The following changes aim to put Panzerfusilliers on-par with other, similar infantry in the late game and encourage the use of flares for increased sight.
Population from 6 to 8
G43 upgrade sight range from +50% to +20% (from 52.5 to 42)
Veterancy 4 +15% accuracy changed to +15% capture and decapture rate.Obersoldaten
Obersoldaten are being made more accessible through a number of changes with only some adjustment regarding their late game veterancy to prevent them from them out scaling counterpart infantry units.
Cost reduced from 400 to 340
LMG34 and Stg44 munitions cost increased from 60 to 80
Reduce reinforcement time from 12.5+ to 9
Built-time from decreased from 50 seconds to 36s.
Reduce popcap reduced from 10 to 9
Veterancy 4 received accuracy bonus removed
Veterancy 4 suppression bonus converted to âSuppressive Fire abilityâ
Non-elite squad LMG34 (picked-up) damage from 6 to 4WEHRMACHT G43 upgrade (Stormtroopers only)
The change to the Stormtrooper G43 upgrade only benefited Elite Troops doctrine (which is already dominant) at the expense of other doctrines, which goes against the intent of fostering more strategic diversity.
Stormtrooper G43 upgrade reverted to 2xG43âs (does not affect Panzergrenadiers)Storm Doctrine
Due to the Sprint ability merging with Ambush Camouflage, Tactical movement became a redundant ability for the commander. Thus, we are replacing it with an ability of similar strength that provides better synergy.
Tactical Movement replaced with Smoke BombsStuka Smoke Drops
* Now targetable in the fog of war (to allow a dual smoke/recon role)Mortar Halftrack
* Smoke cooldown on separate cooldown from offensive abilitiesLight Artillery Barrage
* Partially revert of cost from 90 to 100Jaeger Infantry Doctrine
Ambush Tactics
We found that 0 CP Sprint came too early and was very difficult to counter at that stage of a match.
Now require 1 Command Point (affects both Sprint and Camouflage)Osttruppen Doctrine
Osttruppen
We find that our previous recharge time change to Ostruppen was completely ineffective. To balance the Osttruppen doctrine early game, we are instead delaying the first Ostruppen squad to hit the field. This should give players more of a tactical choice between teching to T1 (with Ostruppen) or going directly for T2.
Cooldown between squads partially reverted from 35 to 25 secs
Osttruppen call-in now start on cooldown
Supply Drop
The paradrop animations for the Pak40 and MG34 have been adjusted to make it more clear to the player. The team weapons now drop in separate crates from the fuel and munitions crates (big thanks goes out to Wilderstreit for detailing how to use the animations).**JU87 Close Air Support Loiter (Commander Ability) **
We are slightly lowering the damage of the JU-87 to ensure it remains a potent ability, but is no longer capable of outright destroying medium tanks in a single pass.
JU87 Loiter damage reduction from 60 to 50
Tech Cost Restructuring
To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.
Battle Phase 2 costs increased from 100MP/45FU to 200MP/90FU
Battle Phase 3 costs decreased from 100MP/45FU to 100MP/25FU
Support Armor Korps costs decreased from 240MP/60FU to 140MP/15FU
Heavy Panzer Korps costs decreased from 200MP/50 to 100MP/25FUGrenadiers
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.
Popcap reduced from 7 to 6Bundle Grenade (affects both OST and OKW)
With the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpartâs performance:
Damage decreased from 120 to 100
AoE distance decreased from 1.25/2.5/3.75 to 1/2.1/3.75
AoE damage far increased from 0.25 to 0.3
Cost decreased from 45 to 35Pak 40
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns.
Popcap decreased from 9 to 8 to match actual performance
Pak40 Target Weak Point Ability
* Stun changed to -75% speed and rotation rate251 Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to give players a chance to react and de-garrison.
Far-aoe reduced from 1 to 0.5 (only really affects anti-garrison damage)Stug G
We found StuG Gâs âTarget Weakpointâ ability over performs for its cost while unit's machine gun lacked some needed defensive capabilities vs infantry. Thus, the following changes have been made:
TWP's main-gun disable reduced from 15 seconds to a blind critical that lasts 5 seconds.
TWP's damage reduced to 50% (to account for guaranteed penetration)
MG cost reduced from 50 to 35
MG range increased from 35 to 40Ostwind
The Ostwind is being improved to make it more consistent and reliable as an anti-infantry platform (regardless of map) while still able to chip away at armoured vehicles.
Projectile no longer collides with terrain
Distance scatter max increased from 2.9 to 3.5
AOE distance reduced from 1/1.25/1.5 to 0.5/1.5/2 (to compensate for projectile changes)
AOE damage reduced from 1/0.15/0.05 to 0.8/0.2/0.1 (to compensate for projectile changes)
Cost reduced from 100FU to 90FU (does not affect the OKW version)
Penetration increased from 45/40/35 to 55/40/35Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.
Speed from 4.7 to 5.2
Acceleration from 1.5 to 1.8.
Deceleration from 1.8 to 2
Popcap increased from 19 to 20Panzer IV
To allow the Panzer IV to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and rate of fire, the unit is receiving a slight penetration increase.
Penetration increased from 120/110/100 to 125/115/110
Fuel cost reduced from 125 to 120Elefant
Given the Elefantâs role as a dedicated anti-armour vehicle, its accuracy is being increased to improve reliability at range. Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks.
Damage from 320 to 300
Pop-cap increased from 20 to 22
Accuracy increased from 0.05/0.375/0.025 to 0.055/0.045/0.03Panther V
Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, the make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced.
Pop-cap increased from 16 to 18
Vet 2 +10 % armor bonus removed
Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up)
Stuka Dive Bomb
* Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08
* Increased Munitions cost from 160 to 200
* Removed critical hit modifier
Coaxial and hull MGs performance improved to now match that of OKW Panther
Stuka close air support
* CAS loiter no longer deals deflection/penetration criticals on attacked vehiclesArtillery Officer
We feel the Victor target ability is too efficient for its new cost.
Victor target now has a warning time of 3 seconds before the shells launchSOVIET KV1
To give the KV1 a more defined role (soaking damage), we are slightly increasing its durability, and significantly increasing the rate at which it can get repaired. The following changes will result in KV-1âs being 25% faster to repair.
Raw hitpoints reverted from 960 to 800
Now has a received damage modifier of 0.8Tank Hunter Tactics
RPG-40 Anti-Tank Grenade Assault
We find that the AT Grenade assault is over performing vs medium armour and heavy armour.
Penetration partially reverted from "always penetrate" to a penetration value of 150
Aim time max partially reverted from 1 to 1.375
Fixed an issue where it was not possible to target neutral vehicles
Conscript Anti-Tank Package
PTRS Conscripts appear to over perform vs Medium armour and Heavy armour.
Deflection damage reverted from 20 to 13 (affects only Conscript PTRS rifles)IL-2 Strafe
The damage is being lowered to prevent a single plane from wiping out full squads.
Damage changed from 8 to 5 Repair Stations (Soviet Industry Tactics)
Due to the general changes to repair, Soviet repair stations are being given a manpower price to limit a playerâs ability to mass produce them without sacrificing unit production.
Cost increased from 75MU to 120MP/45MUSoviet Forward HQ (Commander Ability)
To make this ability less frustrating to counter while keeping it a viable option for Soviet players, the following changes have been made:
Requires structure to be in connected territory.
+50% damage converted to+25% accuracy
Armor modifier from +50% to +25%
Reduced cost from 300MP/60FU to 250MP/40FU
For Mother Russia (Commander Ability)
The âFor Mother Russiaâ ability is having its potency reduced to bring it in-line with the recent changes to Conscripts.
+100% Armour bonus removed (accuracy and speed bonuses remain)
Duration reduced from 60 seconds to 45.M4C Sherman
The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech.
Now required the Mechanized Armor Kompenya to be constructed.
CP cost decreased to 0Penal
The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle.
Moving cooldown from 0.5 to 0.75.
Reinforce cost increased from 25 to 27
Veterancy requirements increased from 540/1080/2160 to 640/1280/2560.
Regular Satchels no longer collide with vehicles.
Targeted Anti-Vehicle Satchels now require the PTRS upgrade.
Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range.
Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles.
Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry.
PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants)Dshka
The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit.
Increased reinforcement cost for vanilla crew from 15 to 20.
Traverse speed decreased from 90 to 38
Suppression decreased from 0.00044 to 0.00030.
Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9.
Setup time increased from 2 to 2.25.
Fire aim time from 0.125/1 to 0.125 - 0.5.
Ready aim time from 0.375-0.5 to 0.25
Population from 6 to 7Maxim
To make some slight performance improvements to the Maxim HMG, the following changes have been made:
Suppression from 0.00006 to 0.000065.
Nearby suppression from 1.25 to 1.
Ready-Aim Time to 0.125.
Fire-Aim Time to 0.125.
Fire-Aim Time multipliers standardized to 0.5.
Maxim Suppression Intel Bulletin
Suppression bonus reduced from +5% to +1%Conscript
To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:
Damage from 16 to 12
Accuracy from 0.541/0.495/0.334 to 0.7572339/0.6598548/0.55654425
PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818
Molotov cost from 15 to 20 (does not affect Partisans)
Molotov tech cost reduced from 125MP/15FU to 80MP/10FU
Tripwire cooldown from 0 to 30
Max number of slot weapons reduced from 2 to 1
Oorah ability cost increased from 10MU to 15MU
Veterancy changes:
Vet1: Added a Received Accuracy modifier of 0.92
Vet2: Molotov range replaced with increased Molotov throw speed
Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707T-34/76
We are slightly increasing the cost of the T-34/76 to match its performance.
Fuel price increased from 80 to 90PM-42 (Soviet T2 mortar)
The PM-42 Mortar will now have the âFlareâ ability from the start to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
âFlareâ ability no longer requires veterancy
Veterancy 1 reduces âFlareâ recharge by 25%ZiS-3 Divisional Field Gun (AT gun)
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and limited penetration. This will emphasize ZiS-3âs secondary role as an indirect fire unit that can soften up enemy positions.
Popcap reduced from 9 to 7, to match its performance
Reduced cost of ZiS-3 barrage ability from 60MU to 35MU
Barrage shells from 6 to 4IS-2
To make the IS-2 more reliable at range, the following changes have been made:
Scatter offset decreased from 0.25 to 0.185
Far AOE increased from 0.05 to 0.1
Population cost increased from 19 to 20.ISU-152
To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made.
Armor increased from 310 to 340
MP cost decreased from 720 to 680
HE Far damage increased from 0.05 to 0.15.
HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6.
Concrete-Piercing and HE rounds can now bypass landscape/terrain.
Scatter Distance max increased from 8.7 to 10.
Angle scatter increased from 5 to 6.5.
AP Shells deal 50% deflection
Popcap from 20 to 22Demo Charges
To give players an opportunity to react to activated demo charges and to reduce mass squads wipes of this weapon, the following changes have been made:
Can no longer be planted on territory points
Cost reduced from 90MU to 65MU
Demo charges are now revealed by all units within 13m.USF Pop-Cap Adjustments
* Ambulance population cap from 4 to 2
* Pak Howitzer population cap from 11 to 9
* 50cal population cap from 5 to 7USF Mortar
* Smoke barrage range increased from 65 to 80
* Vet 1 smoke barrage range increase removed
* Vet 1 decreases cooldown of smoke barrage by 25%Calliope
To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made:
Pop-cap increased 16
Delay between rockets fired of 0.125 added
Near AOE increased from 0.5 to 0.75
Removal of Reload Frequency
HP decreased from 640 to 480
Priest
The Priest has received the following changes to make it less abusive and spammable in team games.
Mid AOE from 0.15 to 0.28
Creeping Barrage weapon now shares the same stats as the standard barrage weapon.
Population decreased from 16 to 15.
Can no longer be de-crewed.Sherman
We are reducing the extremes in performance for the Sherman HE shell to improve consistency and reliability.
HE shells now ignore terrain
HE shell AOE distance changed to 0.75/1.5/2.25 to 0.5/1.25/2.25
HE far AOE from 0.05 to 0.1Sherman Easy-8
To make the Easy-8 less effective at wiping squads on the move, we have made the following change:
Moving scatter increased from 1 to 1.35Jackson
The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance.
Main gun reload from 5.2/5.8 to 4.375/4.975 (Note - Jackson still retains its wind-up and wind down delays of 1.125/0.5)
Veterancy 3 reload bonus reduced from 30% to 15%
Health increased from 480 to 640
Fuel increased from 125 to 140
Manpower increased from 350 to 400
Damage from 200 to 160
Penetration from 240/220/200 to 260/240/220M8 Greyhound
We are giving a conservative arrival time to the Greyhound due to its potency.
Command Point requirements from 3 to 5
Hold fire now also disables the MG from firing
* 50-cal now receives attack commands
AoE damage decreased from 1/0.35/0.05 to 0.8/0.28/0.04Mechanized Company M3 Assault group
To make the pricing of this bundle ability more attractive, we are replacing the vehicle crew of the M3 Half-track with the Assault Engineer squad that the ability originally came with separately.
Assault Engineer squad replaces the vehicle crew
Cost reduced from 460MP/30FU to 290MP/30FU
Assault Engineers
* Popcap reduced from 8 to 7WC-51 Dodge
We find that the lack of munitions off-map abilities is too restrictive for the commander. Therefore, we are re-adding the 155 artillery barrage in a different form. To prevent players from lending Dodge trucks to others, abilities are locked behind the Mechanized Company commander.
Can now call in the 155mm Barrage after the Major is dispatched.
Captured WC-51s cannot use special abilities
Now has a starting cooldown of 60 seconds
Fixed multiple animation issues with the canopy and the gunner
Fixed an issue where the ability would display the wrong popcap requirementsM21 Mortar Half-Track
We found that M21 halftrack's value for its cost was out of alignment.
* Barrage attack scatter now matches the 250 81mm mortar
* Auto-attack reload time increased from 4 seconds to 5 seconds
* HP reduced from 320 to 240
* Change hotkey from R to C (standard smoke)Paradrop Combat Group
We are moving the arrival of the combat group earlier to allow players to better bridge their early-game infantry composition with Recon doctrine elements.
Command Point requirement from 5 to 4.Raid Tactics
The infantry capture bonus is being lowered to incentive more use of light vehicles to capture.
Infantry Sight bonus changed from multiplicative (+20%) to additive (+7)
* Now affects capture and decapture rates by equal amounts
* Fixed an issue where the ability would not apply to certain light vehicles properly
Light Vehicle capture/decapture rate increased from 1.25 to 2.5M83 Cluster Bombs
* Reverted to red smoke with air strike warning to match other off-maps.
Now drop from height 50 (up from 40)
Scatter reduced from 20 to 17
Properly adjusted the ability radius indicator
The cluster bombs are now delivered by aircraft
The cluster bombs drop in 4 waves and at smaller concentration in the outer rings of the ability
Damage per mine from 40 to 30Rear- Echelons / Riflemen
To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made:
Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke)
Now have access to the Light M7 mine at a cost of 15 Munitions per mine
* Can no longer use smoke when upgraded to flamethrowers
* Light M7 mines now only detonate on vehicles (not infantry)
The received accuracy penalty for Volley-Fire is being reduced to allow this ability to be viable in more situations when Rear Echelon come under-fire. This allows Rear Echelon in cover to suppress approaching troops without taking high amounts of damage in return.
Volley-Fire Received Accuracy Penalty from 40% to 15%.
Toned down Volley fire for slot weapons; now all slot weapons gain a 0.0025 suppression that does not ramp up
Lowered suppression values for the BAR by 50% and the M1919 LMG by 70% when Volley-Fire is active.Captain
To prevent the "get out of jail free card" "On me!" provides to blobbing, the following changes have been made:
Player can now only target one unit within a 25m radius of the Captain
Now has a 45 second cooldown
Now gets access to the M23 smoke rifle grenade ability
On-me hotkey changed to V, moved to grid position 34 (to mesh in better when selecting the Captain with riflemen/lieutenant squads)Major
Now gets access to the M23 smoke rifle grenade abilityP47/Typhoon Rockets
The following change is intended to make rocket plane attacks more consistently accurate, especially vs stationary targets.
Rocket origin point from 5/5 to 3.5/-3.5 (affects consistency)BRITISH UKF Artillery Commander Concentration barrage
* Can no longer fire through the FOW
* Now always fires Airburst shells, regardless of Anvil techCommand Post
We are reducing the cost of Tommy grenades to improve viability of this upgrade purchase. In addition to this, we are lifting the Command Post requirements to buy grenades to allow for more diverse T1 openings.
Grenade upgrade cost reduced from 150MP/15FU to 100MP/10FU
Weapon Rack unlock and Grenade unlock no longer require Tech structures builtVickers_K (LMG)
We are improving the responsiveness of Vickers_K to match its intended performance
Ready aim-time max increased from 0.5 to 1Universal Carrier
We are improving the performance and reliability of the Universal Carrier to give the British faction early and reliable access to anti-garrison capabilities. These changes also intend to offset the other changes made to the UKFâs early game.
Repair speed penalty of -75% when in combat
Now benefits from shared veterancy
WASP cost reduced from 90MU to 70MUAEC
We would like to experiment with giving the British faction reliable access to snare enemy vehicles to help offset their weakened early game.
Treadshot available from Vet 0; now fires one shot that slows enemy vehicles
Veterancy 1 restores treadshot to its original state (fires two shots; second shot immobilizes)PIATs
Due to the British's lack of snares and difficult competing against light vehicle rushes, the following changes have been made to the PIAT.
Range increased from 30 to 35
Far accuracy decreased from 0.038 to 0.025
Mid-range increased from 15 to 25British Trench
* British Trench now capturable by enemy troops
* Cost reduced from 10 MP to 0 (free)
* Can only be built in captured territory (also affects OST trench)
Trench target size now significantly increases when they are abandoned (to allow tanks/AT to clear and destroy)Emplacements
To increase vulnerability of emplacement to their counters, the following changes have been made:
Brace duration reduced from 30 secs to 20 secs
Incoming repairs reduced by 75% while brace is activeMortar pit
To bring the counter play between the Mortar Pit and LeIG in-line, we have made the following changes:
Garrison bonus changed from reload bonus to barrage recharge bonus (-25% recharge)
Mortar Pit autoattack reduced from 90 to 85
Mortar Pit auto-attack range decreased from 115 to 90
HE/smoke barrage cooldown decreased from 75 to 40 seconds
Smoke barrage on independent cooldown form HE barrage
Barrage aim-time for both mortars decreased from 0.5/1 to 0.125
Barrage Reload time changed from 4-4 to 3-5 for both mortarsForward Assembly
To increase diversity and utility of the FA while decreasing the benefits of emplacement clumping, the following changes have been made:
Emplacement aura removed
Cost reduced from 250MP to 200MP
Can upgrade Medics that provide passive healing for 60MU
Advanced Fortifications removed
Medic upgrade, Forward retreat upgrade and Repair station upgrade are mutually exclusive
Repair engineers (passive) can no longer repair their own repair station17-pounder
* Popcap reduced from 20 to 14
* Arc indicator added
* No longer possible to garrison the 17-pounder
* Reload speed normalized from 5 - 7 to 5.5
* Flares from garrison bonus to veterancy 1.
* Piercing rounds moved from Vet 1 to Vet 0Firefly
Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made:
* Vet 3 damage bonus reduced from +80 to +40
Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4
Moving accuracy from 0.75 to 0.55
Tulips no longer cancels move commands upon stun when hit
Tulips now deal 33% damage versus infantry.
Mortar Pit
* Now has access to smoke barrage at Vet 0
* Vet 1 reduces smoke barrage cooldownInfiltration Commandos
* Cost further reduced from 400MP to 370MP
Gammon Bomb
Cost decreased due to the reduced potency of the grenade, and to also give more versatility to elite squads.
Cost from 40 to 35
Commando Smoke Grenade
* Cost reverted from 25 to 15Tommies (also affects Tank Hunter Infantry Sections)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to effectively assault a position. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:
Moving accuracy modifier increased from 0.25 to 0.35
Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
Lowered Veterancy 2 RA bonus from 0.76 to 0.78
Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
Bren gun reload time decreased from 8-9 secs to 6.5 secs
Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
Increased cone of fire from 1 to 5
British Infantry Cover bonus
* Sappers, Sniper and Commandos no longer gain -10% RA bonus when in coverSappers
We felt that Sappers scaled too well and become too cost effective as the game progressed compared to the British's mainline infantry. To compensate for this, the following changes have been made:
Target size increased from 0.8 to 0.9
Veterancy 3 reinforcement bonus reduced from -20% to -10% (-6MP to -3MP) (Received Accuracy bonus remains)
Popcap reduced from 6 to 5 (Becomes 6 with 5 man squads)Anvil
To increase the appeal of Anvil to be more on par with Hammer and to bring its cost better in-line with its benefits / performance, the following changes have been made:Heavy Sappers
* Movement speed penalty reduced from -50% to -25%
* Armor bonus reduced from +1 to +0.25Churchill
* Population cap reduced from 18 to 16
* Smoke projector speed penalty removed
* Veterancy 1 side-hatch SMGs moving accuracy penalties increased from 0.5 to 0.85.Airburst shells
* Now fire at randomized intervals between 5-10 seconds
* Now have a 15 radius scatterHeavy Gammon Bomb
To make the Heavy Gammon Bomb a better building clearing tool and more in-line with the Satchel charge, the following changes have been made:
Cost reduced from 75MU to 50MU
Damage increased from 200 to 340
AOE distance decreased from 1.5/3/4.5 to 1.25/2.5/3.75Crocodile
To brine the Crocodile's performance better in-line with its cost, the following changes have been made:
Rotation rate reduced from 35 to 30
Popcap increased from 18 to 20
HP decreased from 1400 to 1080
Armour increase from 240 to 290
Crocodile damage output decrease by 30% (flamer to 7/ flamesweep to 6)
Flamethrower range normalized from 25/39 to 32Centaur
We felt that the Centaur lacked needed anti-garrison abilities and suffered from low mobility which made the unit ineffective on certain maps. To resolve theses issues, the following changes have been made:
Garrison table modifiers changed from 0.4 accuracy and 0.5 damage to 0.5 accuracy and 0.35 damage
Damage all in hold modifier from false to true (All models in the building will take Far AOE damage)
Acceleration increased from 1.5 to 1.8
Speed increased from 4.6 to 5.225 Pounder (Base Howitzers)
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements. Airburst changes make it so that teching Anvil will allow the 25 pounder barrage to also double as an area-denial ability.
Damage
First Howitzer now fires 4 shells from 6
Second Howitzer now fires 5 shells from 6.
Reload decreased from 4.7 to 4
Now always penetrates
Now does 75% extra damage against team weapons.
AOE damage to friendlies from 0.025 to 1/0.25/0.1
Scatter
First howitzer has 0 angle scatter and 5 scatter-max and 1 scatter-ratio
Second howitzer has 7.5 angle scatter, 12 scatter-max and 1 scatter-ratio
Airburst shells have a randomized 3-10 second interval between them and come with increased scatter radius (from 7 to 20 radius)
Responsiveness
Horizontal and vertical rotation rate increased from 25 to 40
Shell speed increased from 29 to 40
Usage/Cooldown
Cooldown decreased from 150s to 80s
Suppression reduces howitzer flare throw range by 33%.BUG FIXES & Quality of Life Changes (intended for modders)(V1.0)
Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.
Fixed an issue where remanned howitzer crewmembers would cost more to reinforce
Fixed an issue where certain infantry models were immune to death from flame weapons
Pak43 and 17 pounder now have Prioritise Vehicles permanently on
Grenadier LMG 42 now uses the proper upgrade icon.
Maxim Sustained Fire now uses the proper ability icon.
KV-8 Call-In ability now uses the proper unit icon.
Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.
Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers
Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer
Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger
120mm Mortar flare ability not matching the weaponâs auto-fire range
Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.
Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy
Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.
Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.
Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman.
Fixed an issue where officer cost and reinforce times did not match with the rest of their squad.
Fixed an issue where Firefly tulips could apply their effects on infantry.
The Priest no longer requires 4 models to recrew. Now requires 3.
Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.
Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.
Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.
Fixed an issue where certain units could âdouble shotâ.
Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.
Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.]
Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.
Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.
Fixed an issue where it was possible to hide the Sturmtiger aiming its shell.
Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.
Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)
Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.
Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.
Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.
Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.
Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.
Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.
Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars
Fixed an issue where demo charges would deal double damage if detonated by weaponsâ fire.
Fixed an issue where it was possible to stack multiple booby traps together on the same location.
Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together
Emplacement range is now visible both when setting up and after they have been built
Fixed Hammer vehicle tracking (wouldnât refresh properly); duration decreased from 15 secs to 7 secs to compensate
Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL)
Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns)
Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry
Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck)V1.1
Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from.
A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed.
We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active:
Raketenwerfer
Doctrinal Soviet AT gun ability
Jagdpanzer4
Luchs
Half-tracks are being given slightly more utility by allowing them to transport the majority of weapon teams. Do note weapon teams will not fire their crewed weapons out of open-topped half-tracks.
Model 24 Stun Grenades
We are fixing a couple issues with the German Stun Grenades while maintaining their current functionality.
Stunned squads are immobilized for the duration of the 5 second stun.
Fixed an issue where stun nades would permanently break team weapons
This affects both OKW stun nades and OST stun nades
Target Weak Point/Treadshot (Quality of Life)
This change affects the mode of operation for TWP that applies to StuG Gs, Pak guns, Pumas and the Elefant. Target Weak Point should now only fire one shot, but the player has more time to aim the ability and can be used on the move.
Target Weak Point now last for 10 seconds or until the unit fires its first shot while using this ability.
Activating the ability forces the unit to reload before being able to fire
The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds)V1.2.1 (includes V1.2)
Fixed an issue that prevented squads from properly obeying garrisoning commands
Readjusted pathfinding behaviour for vehicles to avoid suboptimal behaviour around obstacles
Addressed an issue with Target-Weak-Point and Treadshot abilities, that they were taking too long to fire
Hammer tracking; partially revert duration from 7 secs to 9.5 secs
Adjusted Lend-lease Sherman hotkey to avoid overlap
Fixed an issue where the Jackson would cost more than intended (cost from 145FU to 140FU)V1.3
Fixed issue where USF grenade bulletins were not applying to Rear Echelon smoke
Readjusted pathfinding
Remove forced movement from Commando squads that have recently deployed (makes squads ignore orders)
Removed Tank Elite Armor, Tank Commander arty from firing into the base
Assault Engineer/Paratrooper minelaying speed too low
Changed Ostruppen cover bonus indicator. Instead of an overhead crosshair indicator, Ostruppen cover bonus displays in the same way as the Tommy cover bonus indicator
Increase duration of TWP-like abilities, to match initial delay
Added a warning line for Stun GrenadesV1.4
Fixed an issue where Walking Stuka barrages would not share cooldown
Volks flame grenade now available when truck hits the field (as advertised last update)
Tripwire flare cooldown fixedV1.5
Churchill smoke ability UI position changed from 24 to 34
Fixed an issue where Obersoldaten bundle grenades used to be inaccurate
Readjusted pathfinding to improve performance
Fixed an issue with the British Air Supremacy ability where the anti-infantry strafe in bombing run failed to engage infantry
Demos can no longer be planted near capture points (as intended in V1.4)
Reverted DBP ghostbag changes (over concerns for performance drop)
Fixed an issue where Vanguard Doctrine aircraft would not engage infantry (introduced in DBP)
Fixed an issue with 17 piercing shots that allowed the gun to double-shoot (introduced in DBP)
OKW Overwatch Sector Planes will no longer target casualties
Conscript squad models no longer all do the oorah animation at the same time (visual; doesnât affect performance)V1.6
Adjusted salvage values of some wrecks that were yielding too many resources
Addressed friendly fire disparity with respect to certain weapons (FF generally now causes 25% dmg)
Reverted USF teching progress bar fix (due to unresolvable knock-on side-effects)
Soviet Capture Mode hotkey changed from C to XV1.6.1
Fixed an issue where the Ostheer Panzer IV was incorrectly set at 14 population
Fixed an issue where the OKW Panzer IV population was not correctly set at 14
Salvage should now appear on Sturmpioneers and Volksgrenadier when Firestorm is picked.
Fixed an issue where mortar halftracks (OST and USF) would fire beyond their intended arc of fire
Fixed an issue with the Opel Blitz wreck did not provide cover.
Fixed an issue where M83 cluster mines gave no air-strike warning.
M83 explosion FX now displays properly
Fixed an issue where Airborne Assault could be launched into base sectors.
76mm Shermans now use the same selection group as 75mm Shermans
Fixed an issue where demo charges did no damage
Fixed an issue where Recon Support Paras did not get hold fire
Fixed an issue where the MG 34 was not set to the correct price
Adjusted text and UI for changed units and abilitiesV1.7
Moved the Interrogate icon to avoid clash with the new hold fire location
Fixed an issue where it was not possible to upgrade Paratrooper bazookas in enemy territory
Fixed an issue where the 76mm sherman prioritise vehicle ability would not work properly
Fixed an issue where the Le.Ig would lose access to the doctrinal incendiary barrage at veterancy 4V1.8
Fixed an issue where Le.IG barrages would sometimes become unavailable when the Le.IG becomes decrewed
Fixed an issue where the Storm doctrine no longer had access to the Tactical advance ability
Fixed an issue where the Bulldozer upgrade modifiers were lost when the vehicle became decrewed
Fixed an issue where Commando squads would not be eligible to fire picked-up LMGs on-the-move
Fixed an issue where squads would prioiritise the passengers of dodge trucks rather than dodge trucks themselves
Forward assemblies now require additional space between them and obstacles (to prevent reinforcements from getting stuck)
Changed Rear Echelon minesweeeper upgrade hotkey from M to Z (to avoid conflict with smoke grenade)
Changed the hotkeys of Recon Pathfinder fake artillery to match the new layout of Major abilities (position 23 and hotkey D)
Fixed an issue where it was possible to upgrade Rear Echelons with both Minesweepers and flamers at the same timeV1.9
Fixed an issue where the Jaeger Infantry Command squad would not use the proper panzerfaust/rifle-grenade animations
Rifleman/Panzerfusilier AT rifle grenades no longer have a minimum range requirement
Fixed another issue where squads would prioiritise the passengers of dodge trucks rather than dodge trucks themselves
Fixed an issue where Raid Tactics would not apply properly to recrewed vehiclesV2.0
Fixed an issue where Command Panther/Pershing would award less experience than implied by their call-in costs
Prevented players from using Artillery Officer victor target when no candidate units are on the field
Fixed an issue where several squads would experience random delays when throwing their grenades (mostly affects SMG troops, e.g., panzergrenadiers). Credits go to Widerstreit for finding the fix