Thông tin Update các phiên bản Company of Heroes 2!

Thảo luận trong 'Company of Heroes' bắt đầu bởi KingOfQualifier, 11/7/13.

  1. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Update ngày 12 tháng 11 năm 2013, nhiều Free contents quá, thay đổi hệ thống Veterancy:
    [SPOIL]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.

    Grenadiers

    Veterancy 2
    +25% Range on Rifle-grenade
    +40% Accuracy

    Veterancy 3

    +30% Armor
    -20% Cooldown
    -25% Recharge on Panzerfaust

    Panzer Grenadiers
    Veterancy 2

    +40% Armor
    -25% Cooldown
    Veterancy 3
    +40% Accuracy
    +25% Range on bundle grenade

    Assault Grenadiers
    Veterancy 2

    +40% Armor
    -25% Cooldown
    Veterancy 3
    +40% Accuracy
    +25% Range on bundle grenade

    Artillery Officer
    Veterancy 2

    +40% Range on Smoke Barrage
    +40% Range on Coordinated Barrage
    +30% Armor

    Veterancy 3

    +40% Accuracy
    +10% DPS to coordinated fire

    Osttruppen
    Veterancy 2

    +40% Accuracy
    -25% Recharge on Panzerfaust

    Veterancy 3

    +40% Armor
    -20% Cooldown

    Pioneer
    Veterancy 2

    +20% Accuracy
    +50% Repair Speed

    Veterancy 3

    Combat Repairs (no penalty for repairing in combat)
    -15% Cooldown
    +15% Accuracy

    Sniper
    Veterancy 2

    -20% Reload
    +20% Sight
    -20% Cooldown

    Veterancy 3

    -30% Reload
    +10 Range Incendiary Shot
    -30% Cooldown

    MG42
    Veterancy 2

    +20% Suppression
    +30% Horizontal Traverse

    Veterancy 3

    +20% ROF
    +30% Accuracy
    +10% Horizontal Traverse

    81mm Mortar
    Veterancy 2

    -20% Scatter
    -40% Ability Recharge

    Veterancy 3

    +33% Range

    Pak 40
    Veterancy 2

    +30% Rotation
    -30% Reload

    Veterancy 3

    Camouflage Netting (Gains ZIS camouflage ability)
    +30% Penetration
    -10% Reload

    Pak 43
    Veterancy 2

    +100% Rotation
    -30% Reload

    Veterancy 3

    +30% Accuracy
    -20% Reload

    German Howitzer
    Veterancy 2

    -15% Scatter
    +30% Rotation
    -25% Ability Recharge

    Veterancy 3

    +33% Range

    Armored Car
    Veterancy 2

    +30% Sight
    +30% Accuracy

    Veterancy 3

    +20% Accuracy
    +20% Rotation
    +20% Acceleration
    +20% Max Speed

    251 Half-track
    Veterancy 2

    +20% Reinforcement Radius
    +20% Acceleration
    +20% Max Speed
    +20% Rotation

    Veterancy 3

    +20% Reinforcement Radius
    +30% Sight
    -20% Cooldown

    Brummbar
    Veterancy 2

    +30% Armor
    -10% Reload

    Veterancy 3

    -30% Reload
    +20% Rotation
    +20% Acceleration
    +20% Max Speed

    Elefant
    Veterancy 2

    +20% Rotation
    +20% Acceleration
    +20% Max Speed
    -20% Reload

    Veterancy 3

    -30% Reload
    +30% Accuracy

    Mortar Half-track
    Veterancy 2

    -20% Scatter
    -40% Ability Recharge

    Veterancy 3

    +33% Range

    Ostwind
    Veterancy 2

    -20% Cooldown
    +40% AA Capacity

    Veterancy 3

    +20% Rotation
    +20% Acceleration
    +20% Max Speed
    -40% Reload

    Panther
    Veterancy 2

    +30% Armor
    +40% Turret Rotation

    Veterancy 3

    -30% Reload
    +20% Rotation
    +10% Acceleration

    Panzer 4
    Veterancy 2

    +30% Armor
    +40% Turret Rotation

    Veterancy 3

    -30% Reload
    +20% Rotation
    +10% Acceleration

    Panzerwerfer
    Veterancy 2

    -20% Scatter
    -40% Ability Recharge

    Veterancy 3

    +33% Range

    StuG III
    Veterancy 2

    +30% Armor
    -10% Reload

    Veterancy 3

    -30% Reload
    +20% Rotation
    +20% Acceleration
    +20% Max Speed

    Tiger
    Veterancy 2

    +10 Range
    -20% Scatter
    +20% Accuracy

    Veterancy 3

    -30% Reload
    +20% Acceleration
    +20% Rotation
    +20% Max Speed

    Conscripts
    Veterancy 2

    +25% Range on Molotov
    +40% Accuracy

    Veterancy 3

    +30% Armor
    -20% Cooldown
    -25% Recharge on AT Grenade

    Penal Battalion
    Veterancy 2

    Gains Oorah
    -20% Cooldown
    +30% Accuracy

    Veterancy 3

    +30% Accuracy
    +30% Armor

    Guard Squad
    Veterancy 2

    +20% Armor
    +10% Penetration
    +30% Accuracy

    Veterancy 3

    +25% Button Duration
    +30% Armor
    -20% Cooldown

    Shock Troopers
    Veterancy 2

    -40% Recharge on Smoke Grenades
    +20% Armor
    -25% Cooldown

    Veterancy 3

    +40% Accuracy
    +25% Range on RG-42 Grenade

    Combat Engineer
    Veterancy 2

    +20% Accuracy
    +50% Repair Speed

    Veterancy 3

    Combat Repairs (no penalty for repairing in combat)
    -15% Cooldown
    +15% Accuracy

    Partisans - SMG
    Veterancy 2

    -40% Recharge on Molotov
    +20% Armor
    -25% Cooldown

    Veterancy 3

    +40% Accuracy
    +25% Range on Molotov

    Partisans - LMG
    Veterancy 2

    -40% Recharge on Molotov
    +40% Accuracy

    Veterancy 3

    +30% Armor
    +20% Accuracy
    +25% Range on Molotov

    Partisans - Rifle
    Veterancy 2

    -40% Recharge on Molotov
    +40% Accuracy

    Veterancy 3

    +30% Armor
    +20% Accuracy
    +25% Range on Molotov

    Irregulars
    Veterancy 2

    -40% Recharge on RG-33 Grenade
    +40% Accuracy

    Veterancy 3

    +30% Armor
    +20% Accuracy
    +25% Range on RG-33 Grenade

    Partisan AT - Panzershrek
    Veterancy 2

    +20% Armor
    +10% Penetration
    +30% Accuracy

    Veterancy 3

    +10% Accuracy
    +30% Armor
    -20% Reload

    Partisan AT - PTRS
    Veterancy 2

    +20% Armor
    +10% Penetration
    +30% Accuracy

    Veterancy 3

    +10% Accuracy
    +30% Armor
    -25% Cooldown

    Sniper
    Veterancy 2

    -20% Reload
    +20% Sight
    -20% Cooldown

    Veterancy 3

    +25% Range on Flare
    -30% Reload
    -30% Cooldown

    Maxim
    Veterancy 2

    +20% Suppression
    +30% Horizontal Traverse

    Veterancy 3

    +20% ROF
    +30% Accuracy
    +10% Horizontal Traverse

    DSHK HMG
    Veterancy 2

    +20% Suppression
    +30% Horizontal Traverse

    Veterancy 3

    +20% ROF
    +30% Accuracy
    +10% Horizontal Traverse

    82mm Mortar
    Veterancy 2

    -20% Scatter
    -40% Ability Recharge

    Veterancy 3

    +33% Range

    120mm Mortar
    Veterancy 2

    -20% Scatter
    -40% Ability Recharge

    Veterancy 3

    +33% Range

    ZIS AT Gun
    Veterancy 2

    +30% Rotation
    -30% Reload

    Veterancy 3

    +5 Range on Barrage
    -20% Reload
    +30% Penetration

    53K AT Gun
    Veterancy 2

    +30% Rotation
    -30% Reload

    Veterancy 3

    +30% Accuracy
    +30% Penetration

    ML-20 Howitzer
    Veterancy 2

    -15% Scatter
    +30% Rotation
    -25% Ability Recharge

    Veterancy 3

    +33% Range

    B4 Howitzer
    Veterancy 2

    -15% Scatter
    +50% Rotation
    -25% Ability Recharge

    Veterancy 3

    +50% Damage

    M3A1 Scout Car
    Veterancy 2

    +30% Sight
    +30% Accuracy

    Veterancy 3

    +20% Accuracy
    +20% Rotation
    +20% Acceleration
    +20% Max Speed

    IS-2
    Veterancy 2

    +50% Turret Rotation
    +10 Range
    +20% Accuracy

    Veterancy 3

    -30% Reload
    +20% Rotation
    +20% Max Speed
    +20% Acceleration

    ISU-152
    Veterancy 2

    -30% Reload
    -30% Scatter

    Veterancy 3

    +20% Rotation
    +20% Acceleration
    +20% Max Speed
    +20% Accuracy

    KV-1
    Veterancy 2

    +10 Damage
    +35% Turret Rotation
    -20% Reload

    Veterancy 3

    +20% Max Speed
    +20% Acceleration
    +20% Rotation
    -20% Reload

    KV-2
    Veterancy 2

    +50% Turret Rotation
    +10 Range

    Veterancy 3

    -20% Rotation
    +20% Acceleration
    +20% Max Speed
    +20% Turret Rotation

    KV-8
    Veterancy 2

    -25% Reload
    +35% Turret Rotation
    +20% Max Speed

    Veterancy 3

    +20% Rotation
    +35% Burst Duration
    +5 Range (from 25 to 30)
    +20% Acceleration

    Katyusha Half-track
    Veterancy 2

    -20% Scatter
    -40% Ability Recharge

    Veterancy 3

    +33% Range

    M5 Half-track
    Veterancy 2

    +20% Reinforcement Radius
    +20% Acceleration
    +20% Max Speed
    +20% Rotation

    Veterancy 3

    +20% Reinforcement Radius
    +30% Sight
    -20% Cooldown

    SU-76
    Veterancy 2

    -25% Barrage Recharge
    +20 Damage
    +30% Accuracy

    Veterancy 3

    +10 Range on Barrage
    -25% Reload
    +25% Rotation

    SU-85
    Veterancy 2

    -30% Reload
    +30% Accuracy

    Veterancy 3

    -20% Reload
    +20% Max Speed
    +20% Acceleration
    +20% Rotation

    T-34-76
    Veterancy 2

    +10 Damage
    +35% Turret Rotation
    -20% Reload

    Veterancy 3

    +20% Max Speed
    +20% Acceleration
    +20% Rotation
    -20% Reload

    T-34-85
    Veterancy 2

    +50% Turret Rotation
    -25% Reload

    Veterancy 3

    +20% Max Speed
    +20% Acceleration
    +20% Rotation
    -20% Reload

    T-70
    Veterancy 2

    Recon Mode (+40% Sight)
    -20% Reload
    +20% Accuracy

    Veterancy 3

    +20% Rotation
    +20% Acceleration
    +20% Max Speed
    +30% Sight[/SPOIL]

    Game version: 3.0.0.11349 - 3.0.0.11369
     
    Chỉnh sửa cuối: 2/5/14
  2. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Hai minor updates cho hai ngày 13 và 14 tháng 11 năm 2013:
    [SPOIL]Bug Fixes

    Fixed an issue with Bridge Defense where "We Surrender" would cause a crash post Wave 10
    Turned chat notifications off by default
    if you want to turn back on the chat notification audio and join/leave messages, just run the game with–chat_cue
    Turned off audio cue for sending a message in chat
    if you want to turn back on the chat notification audio and join/leave messages, just run the game with–chat_cue
    -------------------------------------------------------------------------------------------------------

    Balance updates

    · Molotov cooldown is now present.
    · Starting Resources changed to 500 for both races.
    · Build time of Soviet Buildings reduced by 50%.


    Automatch Chat

    · Automatch match chat should now be working.


    Theater of War

    · Bridge Defense: Fixed a crash after failing the mission before the secondary objectives started.[/SPOIL]

    Game version: 3.0.0.11384 - 3.0.0.11704
     
    Chỉnh sửa cuối: 2/5/14
  3. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Update cho ngày 10 tháng 12 năm 2013, thêm nhiều Free contents và Paid contents:
    [SPOIL]Updates

    Improved Invite UI – game invites now appear next to players’ faceplates in the Front End in addition to in the usual Steam overlay notifications. These invites allow you to instantly accept and join a game without having to open the Steam overlay.
    Improved unit responsiveness to player commands as squads will no longer wait for a transition animation to finish before carrying out a new command
    Added a “Confirm Email” field to the Email Registration when new users boot up game to help prevent people from accidently entering in an incorrect email address.
    Improved Replay Functionality – ability to display the resources of all players at once, additional stats (damage/units killed/units lost) display in player list
    Chat Improvements
    Players can now send game invites from any channel, not just LFG.
    Added new chat groups:
    Looking for Annihilation
    Theater of War
    Mods and World Builder
    Players can now Favorite official channels
    Various Bug Fixes Including:
    German Opel Blitz Truck “Disable Lockdown” works again.
    German Ambush camouflage ability now applies properly to reinforcements in cover.
    The Russian Victory & Defeat Speech lines can now be heard when the locale is set to Russia.
    Faceplates are now updated if the user purchases them by entering the store from the game. No longer need to restart client to see new faceplates.
    Addressed an issue preventing the cancelling of unbuilt mines – mine construction can now be cancelled.

    Mod and Map Making Updates

    -Dev mode enabled:
    When a user turns on -dev mode (by adding -dev to the launch options), they get access to the in game SCAR console (Alt+Shift+`) and a number of additional Lua functions. They can use these Lua functions to:
    Cheat.
    Debug their custom scenarios.
    Create art (e.g. fullscreen screenshots without the HUD (Taskbar_SetVisibility)).
    When -dev mode is turned on, players cannot automatch or earn progress, but they can play custom games against other players who have also have -dev mode turned on.
    Closed a LUA exploit to increase in-game security against potential cheat hacks and exploits.
    World Builder Updates:
    Updated the orientation of the _mm_low.tga to be consistent with the _mm.tga and _mm_preview.tga (it is no longer flipped vertically). Any user generated maps should be updated to reflect this change.
    Fixed a bug that prevented the export feature of the World Builder from working for users who had non-ascii characters in their user directory.
    Steam Workshop Integration
    Allows the sharing of custom player created maps easily from within the game itself
    Steam Workshop featured in the main menu
    Currently limited to sharing maps

    Free Content

    Multiplayer Maps:
    Hill 331 (6-8 players)
    Don River (2-4 players)
    Official Leaderboards – Select “Leaderboards” from Game Setup to go to new leaderboards site.
    Mud Tech – included in new Theater of War missions and on map Hill 331

    Premium Content

    Southern Fronts Theater of War Pack
    Spring Rasputitia – Challenge
    Occupation - Challenge
    Retreat to the Donets – AI Battle (Soviet)
    Panzer Crossing – AI Battle (Soviet)
    No Retreat, No Surrender – AI Battle (Soviet)
    Breaking Lines – AI Battle (Soviet)
    Storming the Donets – AI Battle (German)
    Heavy Rain – AI Battle (German)
    General Mud – AI Battle (German)
    Kharkov Divide – AI Battle (German)

    AI Improvements

    AI will no longer attack destroyed HQs or invisible targets.
    AI on easy and normal difficulty should clump their units together less.
    AI will no longer try to get a damage vehicle repaired by a squad inside a vehicle.

    Command Point System Overhaul

    Command Points are now earned at twice the rate as before
    Commander abilities have had their Command Point requirement doubled

    The net effect is that the timing of unlocking Commander abilities should be mostly the same, and players should not expect to see much change from before.

    Overall the command point changes are intended to give more variety in when things are available. We previously worked within a 7 point range and have increased that to a 16 point range to allow us more control over this sort of timing. The main driving force behind the change was allowing some units to come out earlier without having them be available immediately at the start of the game, specifically some of the new units. There were some other abilities that also tend to come later than we felt best, but where moving them a whole point sooner would have had to large of an effect on the game’s flow. Examples of this are the weaker tank call ins and economic abilities.

    Additionally, we broke up later game abilities a bit more to add variety in when they come out and distinguish them from each other. In general, unit Call-Ins are available sooner than global abilities and upgrades as these are more often gated by resource cost.


    Balance

    Commander Trees

    Soviet Industry
    No longer decreases the build times of Soviet buildings
    Soviet Repair Station
    Building health reduced from 600HP to 300HP
    Tiger Ace
    CP increased to 16
    Income penalty now only last 10 minutes

    General Gameplay

    Ambient Buildings
    Building Cover bonus reduced from 50% reduce damage + 50% reduce accuracy to 35% reduce damage + 35% reduce accuracy
    Moving Penalty
    Moving vehicles now receive a 2x scatter penalty in addition to the 0.5 accuracy penalty

    Germans

    German Pak 40 AT Gun
    Cost reduced from 360 to 320
    German MG42 HMG
    Suppression value increased by 10%

    Soviets

    Soviet Sandbag
    Build time reduced from 120 seconds to 80 seconds
    Soviet Maxim
    Rotation Speed Reduced from 225 degree/sec to 180 degree/sec
    Soviet Dshk 38 Sokolov
    Damage reduced from 16 to 12
    Soviet Z-iS AT Gun
    Cost reduced from 360MP to 320 MP
    [/SPOIL]

    Game version: 3.0.0.11737
     
    Chỉnh sửa cuối: 2/5/14
  4. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Update cho ba ngày 12, 13 và 17 tháng 12 năm 2013. Kết thúc năm 2013:
    [SPOIL]Bug Fixes

    Addressed an issue preventing players from saving World Builder Maps after the latest patch
    Fixed an issue with The Commisar's veterancy tool tips not displaying properly
    -------------------------------------------------------------------------------------------------------

    The following changes were included in our December 10th release without being communicated out to players. We apologize and are looking to improve our internal processes to ensure that these sorts of 'ninja' changes do not get included in the game without being included in our changelog.

    Bug Fixes

    Fixed an issue conscript assault package providing conscripts with a single player PPSH, they now use the same PPSH as shock troops

    Balance Changes

    Panzer Tactician cost increase from 30 munitions to 40 munitions
    Conscript PPSH upgrade coast adjusted to reflect the performance of the new weapon from 20 to 10

    CP System Adjustments

    Shocktroops CP reduced from 2 to 1
    Guards CP reduced from 2 to 1
    G43 reduced from 4 to 2
    PPSH reduced from 4 to 2
    KV8 increased from 8 to 9
    Opel Bliz truck moved from 2 to 3

    Map Changes

    Semoiskiy fuel points moved from mid north south to north and south of player spawn in order to reflect the more classic layout
    -------------------------------------------------------------------------------------------------------
    Bug Fixes

    Player allied AI will now build tanks in Southern Front Co-Op AI Battles, resulting in less infantry built. The AI now examines team infantry to determine if it needs more infantry for map capture
    Fixed a bug preventing the Radio Intercept commander ability from functioning until receiving 1 Command Point
    Addressed an issue preventing the bookmarking of a public chat channel
    [/SPOIL]

    Game version: 3.0.0.11811 - 3.0.0.12358 - 3.0.0.12505
     
    Chỉnh sửa cuối: 2/5/14
  5. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Mở đầu năm 2014 nào, nhiều thứ quá.
    Update ngày 11 và 18 tháng 2 năm 2014:
    [SPOIL]German Close Air Support Doctrine and Soviet Advanced Warfare Tactics Commanders for the Make War Not Love event.
    --------------------------------------------------------------------------------------------------------------------------

    Updates

    Implementation of the Battle Servers
    Improvements to the Surrender User Interface
    MP Map selection improvements
    Various Bug Fixes
    “-fullwindow” option added to run the game as a fullscreen window, must be run with “-window”

    Maps

    Added community member OnkelSam's “Crossing in the Woods” 2 - 4 player map

    AI Updates

    AI will no longer detects or attacks mines.
    AI will no longer use artillery against targets in the fog of war it has never seen before.
    Skirmish AI will now garrison buildings more often.
    Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.
    Skirmish AI interrupts the ambient tactic behaviours much less.
    AI will cause team weapons to tear down less often.
    Increased retreat and avoidance delays for all AI difficulties.

    Balance

    Command Point Pacing

    We wanted to improve the early game ebb and flow by slowing down unit progression. This reduction in progression better highlights the intricate tactics at each stage of the game.

    German

    Mortar half-track from 1 CP to 2 CP
    Jaeger Infantry Package from 2 CP to 3 CP
    Ambush Camouflage from 2 CP to 1 CP
    Panzer IV Command Tank from 7 CP to 8 CP
    PAK 43 from 7 CP to 8 CP
    LeFH 105mm Howitzer from 7 CP to 8 CP
    Tiger from 9 CP to 10 CP
    Stun Grenade CP cost from 2 to 1

    Soviet

    M-42 AT Gun from 1 CP to 2 CP
    Dshk HMG from 1 CP to 2 CP
    120mm Mortar from 1 CP to 2 CP
    Shock Troops from 1 CP to 2 CP
    Guard Troops from 1 CP to 2 CP
    Conscript Assault Package from 2 CP to 3 CP
    T34-85 from 7 CP to 9 CP
    B4 203mm Howitzer from 7 CP to 8 CP
    ML-20 Howitzer from 7 CP to 8 CP
    IS-2 from 9 CP to 10 CP
    Incendiary Artillery from 6 CP to 7 CP
    KV-1 from 7 CP to 8 CP
    Partisan Tank Hunters from 1 CP to 2 CP

    Units and Abilities

    Better align unit performance with its effectiveness in game. A few notable changes include: reduced lethality on the IL-2, it still has the capacity to wipe out a squad but should be a bit more forgiving now. Combat engineers saw a price decrease to better reflect their in-game value. S-mine fields had a few adjustments to increase their viability as well.

    PAK 43

    No longer requires Battle Phase 2 to be constructed

    Conscript Assault Package

    Cost from 10 MU to 30 MU
    Conscripts now get 3 PPSH sub machine guns

    Precision Strike

    Precision strike now deals the same amount of damage as the main barrage weapon
    Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities

    IL-2 Sturmovik Attack

    Damage from 20 to 8
    Target lead in distance from 16 to 12
    Target lead out distance from 8 to 10
    Cost from 240 MU to 180 MU

    S-Mine Field

    Cost from 80 MU to 60 MU
    Build time from 40s to 10s
    Mine spacing from 13 to 7
    Mine field can now be rotated to better enable placement

    M5 Anti-air Package

    Cost from 90 MU to 120 MU
    Damage from 4.8 to 8

    Panzer Tactician

    Cost from 40 MU to 30 MU

    222 Armored Car

    20mm cannon damage from 25 to 20
    Upgrade cost from 70 MU to 55 MU

    Target Weak Point

    Target weak point now multiplies penetration by 2 rather than setting it to a static value of 1000
    Brummbar target weak point cost from 30 MU to 40 MU

    Combat Engineer

    Cost from 240 MP to 210 MP

    Blitzkrieg Tactics

    Cost from 30 MU to 40 MU

    Commanders

    Tiger Ace and Soviet Industry were not consistent in terms of value relative to other commander abilities within the game. They were adjusted to better bring them in line while maintaining their unique flair and additional tactical and strategic value to the game. The Tiger Ace has had its extreme damage and health values removed to bring it in line with other units. It now contains the veterancy modifiers granted to a vet 3 Tiger I, maintaining its threat on the field. Soviet Industry has been moved to 3 CP. This reduces the impact of the commander to the early game preventing extremely early vehicle rushes. The increased CP pacing on this ability also makes the commander less punishing, as early manpower attrition is significantly less debilitating to the commander.

    Elite Troops

    Tiger Ace cost from 0 MP to 800 MP
    Tiger Ace command point cost from 16 to 14
    Tiger Ace no longer reduces all resources to 0. It now reduces MP by 25% and fuel by 90% until the Tiger Ace is destroyed
    Tiger Ace previous veterancy modifiers replaced with Tiger veterancy modifiers; this removes the double health and damage in exchange for faster rate of fire, improved accuracy, and improved mobility. Tiger Ace retains its increased sight range and lethal coaxial/hull machine guns
    Tiger Ace base acceleration/deceleration from 1.4/3 to 1.8/3.9
    Tiger Ace base max speed from 3 to 3.9
    Tiger Ace has gained the Target Weak Point ability to chew through enemy armor, drastically increasing its weapon penetration and stunning enemy crews
    Model 24 Stun Grenade cost from 15 MU to 20 MU
    Troop training recharge time from 2s to 30s
    Troop training cost from 55 MP and 20 FU to 80 MP and 25 FU

    Soviet Industry

    Soviet Industry CP cost from 0 to 3

    Garrison Cover

    Units in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.

    Small arms damage modifier vs. garrison cover from 0.65 to 0.55
    Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55
    [/SPOIL]


    Game version: 3.0.0.12564 - 3.0.0.12598
     
    Chỉnh sửa cuối: 2/5/14
  6. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Hai update tiếp theo cho hai ngày 21 và 25 tháng 2 năm 2014 fix những lỗi lặt vặt:
    [SPOIL]Bug Fixes

    Crash when loading certain types of saved games from the previous version of CoH2
    Soviet Industry commander passive ability being active before the ability is unlocked through command points
    Advanced Warfare commander set to the wrong year for Theater of War load outs
    MP44 weapon SFX not playing correctly
    -------------------------------------------------------------------------------------------------------

    Bug Fixes

    Addressed an issue with localization
    Fixed a Match Chat being generated every time a user watches a replay
    [/SPOIL]

    Game version: 3.0.0.12754 - 3.0.0.12781
     
    Chỉnh sửa cuối: 2/5/14
  7. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Tháng 3 mở đầu bằng một update cỡ vừa ngày mùng 6, thêm một super big update ngày 25 và kết thúc bằng một update cỡ vừa ngày 28 như đồ thị hình sin:4cool_oh::
    [SPOIL]UI

    Facing cones now appear in minimap.
    Modal facing thresholds are now tuned to be more sensitive than non-modal facing thresholds. (Players don’t have to move the mouse as far to select facing when building bunkers)
    Removed intermediate vertex cache and improved batching for a ~70% speedup in rendering UI visuals (also reduces memory pressure).
    Aliased cursors and deleted duplicates for a small improvement in load times (also reduces memory pressure).
    The Match chat window was not remembering its position/size from session to session. This should now be fixed.
    The Match chat was not correctly joined when viewing a replay or starting a campaign mission. Players should now be put into a Match chat session whenever they host/join a Party or whenever you go into game (whichever comes first). Players will be automatically disconnected from the Match chat whenever they exit game or leave their Party (whichever comes last).

    Networking

    Various networking improvements

    AI Optimizations

    Optimized calculation of AI data so that it only occurs once on game load and not every frame.
    Optimized SpawnEntityAction code so that it only looks up the blueprint by name once.
    Optimized MapEntryPoint code sot that it only looks up the blueprints by name once.

    AI Behaviour

    Skirmish AI now uses player abilities to produce called in units and no longer uses hidden units in the HQ.
    AI no longer thinks that targets a squad can't damage are good targets.
    Soviet skirmish AI now uses merge ability.
    AITasks try harder to prevent interrupting abilities.
    AITaskFallbackState now clears old paths when it is done moving so that units arriving at the HQ no longer oscillate.
    AIForceAttackTactic understands units with limited firing angles should stay farther back.
    AICombatTask no longer forces indirect fire weapons into the target area when the squad does not have a target or assigned position.
    Code that checks if AI squads are in combat now understands that targeted abilities are attacks.
    AIAbilityTactic now suggests assigned or current good targets to the LUA filter functions.
    AICombatUtil has better stationary squad detection for abilities that barrage clumps of stationary squads.
    AICaptureTask now runs tactics while capturing when possible.

    AI Combat Ratings

    Updated AI class and anti-class calculations to not use dynamic ranges that were causing problems.
    Removed heavy/light structure AI class from data and replaced with one structure class.
    AI now generates the AI info from Upgrades by reading the actions in Upgrades and no longer needs hard coded values.
    AI CombatRatings now better detect which weapons cause suppression.
    AI now checks ability based weapons in addition to the primary weapon to determine if a squad uses indirect fire.
    -----------------------------------------------------------------------------------------------------

    Maps​
    Additional maps to the automatch map pool.

    (1-2) Stalingrad
    (6-8) Angermuende
    Special thanks to community map maker Stahlhagel

    ​​
    Hot Keys and Input Changes
    The following Hot Keys have been added:

    Home: Move camera to starting position.
    Semicolon: Select all of your units on screen.
    Control+Alt+Comma/Control+F1: Select all idle builders.
    Control+Alt+Period: Select all idle infantry.
    Control+Alt+Comma: Select all idle vehicles.
    Control+F2: Select all units.

    Other input changes:

    The Shift key can be used to modify all hotkeys that set your selection. For example, Control+1 sets a control group to your selection, Control+Shift+1 adds or removes your selection from a control group.
    When holding the Control key down and clicking a unit in the global unit control, all units of that type will be selected.
    State, duration and proximity heuristics have been added to the code that selects the single squad caster to cast an ability, generally improving distribution. This means that if you rapidly issue three grenade tosses, and have three squads selected that can throw a grenade, you will throw three grenades, and generally the squad closest to each target will do the throwing. This improves several situations where it felt like your abilities were not being cast, but really a single squad was being told to do multiple things.
    Demo charges have been set to single squad caster.

    Updates and Bug Fixes
    Resolution to a number of UI and gameplay related issues.

    Addressed an issue where Loadout changes were not being saved when the game was exited
    Fixed various translation and text issues
    Addressed a bug preventing Team Chat from working properly
    Addressed issues with improper text display
    Fixed an issue with map entry points not functioning correctly
    Fixed an issue preventing some players from inviting friends to a game
    Addressed an issue where the Opel Blitz could block line of sight when wrecked
    German Tanks can no longer Target Weak Point ability with a main gun critical
    Fixed various bugs with UI

    Small Arms Weapon Profiles
    The goal is to improve tactics by better defining unit roles; thereby, increasing the importance of unit positioning relative to cover. A weapon profile defines the distribution of damage over distance. Previously, the profiles were generally flat and did not fully characterize the strengths and weaknesses of a squad. Now, a Pioneer squad with a MP40 submachine gun has a very high damage output at close range but a substantially lower damage output at max range. The distribution of damage is no longer blended between ranges; this combined with the increased weapon lethality should reduce the tendency to rush infantry at one another.

    Keep in mind the weapon profiles represent the damage output of only a handful of units in live. Each profile will see an increase or decrease in damage output depending on the squad’s value. For example, a 100 manpower pioneer squad might do less close range damage than a 300 manpower Grenadier squad despite the pioneer MP40 submachine gun being a close range weapon. Hence, the value of a unit scales the weapon profile accordingly.

    Germans

    KAR 98 now uses the bolt-action rifle weapon profile
    MP40 now uses the submachine gun weapon profile
    MP44 now uses the assault rifle weapon profile
    G43 now uses the carbine rifle weapon profile
    LMG42 now uses the light machine gun weapon profile
    Luger 9mm pistol now uses the pistol weapon profile

    Soviets

    Mosin Nagant now uses the bolt-action rifle weapon profile
    SVT now uses the carbine rifle weapon profile
    PPSH now uses the submachine gun weapon profile
    DP-28 now uses the light machinegun weapon profile

    http://community.companyofheroes.com...-modifications​

    Grenade Explosive Profiles - Grenades
    This change removes the chance of grenades missing targets on the outer radius of their explosions. The average damage done to units in this outer radius under the previous structure was converted into a set value to reduce edge cases that resulted in extremely high or low damage being dealt. Grenades will feel more consistent in their damage output as a result.

    Units and Abilities
    A number of iterations were made on infantry and light vehicles to improve interplay between factions; thereby, encouraging a diversity of strategies and tactics.

    Osttruppen

    Cost from 120 MP to 200 MP
    Population from 3 to 5
    Hit points from 48 to 80
    Can now shoot on the move
    Bonus accuracy in cover from 2 to 1.75

    Grenadier

    Armor from 1.5 to 1
    Updated AOE profile on Rifle Grenade
    LMG42 now requires Battle Phase 1 to unlock
    Panzerfaust weapon range from 20 to 25
    This does not affect the ability range

    Assault Grenadier

    Cost from 320 MP to 280 MP
    Population from 6 to 7
    Armor from 1.5 to 1
    Updated AOE profile on Model 24 Stielgranate Grenade Assault
    Assault Grenadiers now gain sprint

    Panzer Grenadier

    Armor from 1.5 to 1.2
    Cost from 360 MP to 340 MP
    Updated AOE profile on Bundle Grenade
    G43 cost from 60 MU to 40 MU

    Artillery Officer

    Officer armor from 4 to 1

    German Sniper

    Armor from 2 to 1
    Hit points from 40 to 48
    Sight range from 50 to 45
    Aim time slightly increased, reload reduced to compensate

    222 Scout Car

    Cost from 80 MP and 25 FU to 240 MP and 10 FU
    Health from 160 to 200
    20mm autocannon range from 35 to 40
    20mm autocannon accuracy from 0.025/0.0375/0.05 to 0.02/0.04/0.06
    20mm autocannon max distance scatter from 10 to 6
    20mm autocannon distance scatter ratio from 1 to 0.15

    250 Half-track

    Snipers can no longer garrison 250 Half-track
    Health from 320 to 240
    Population from 7 to 5

    251 Half-track

    Flame projector upgrade now requires battle phase 2
    MG gunners damage per second increased by 265%
    Armor from 11 to 9
    Cost from 120 MP to 200 MP

    Mechanized Assault Group

    Cost from 520 MP and 40 FU to 490 MP and 30 FU

    Mechanized Grenadier Group

    Cost from 520 MP and 40 FU to 500 MP and 30 FU

    Combat Engineers

    Cost from 210 MP to 190 MP
    Population from 6 to 5

    Penal Battalion

    Cost from 360 MP to 270 MP
    Population from 9 to 7

    Shock Troopers

    Armor from 2.25 to 1.5
    Cost from 440 to 390 MP
    Population from 9 to 10

    Guard Rifle Infantry

    DP-28 cost from 60 MU to 100 MU
    DP-28 research time from 20s to 40s
    Updated AOE profile of RGD-33 Fragmentation Grenade
    Armor from 1.5 to 1

    Conscript

    Assault Package cost from 30 MU to 40 MU
    AT grenade weapon range from 50 to 20
    This prevents ‘Thor’ like throws

    M3A1 Scout Car

    Cost from 80 MP and 20 FU to 230 MP and 5 FU
    Armor from 8.4 to 5.4
    Health from 160 to 180
    Snipers can no longer garrison M3A1 Scout Car

    M5 Half-track

    Snipers can no longer garrison M5 Half-track
    Cost from 120 MP to 270 MP

    Irregulars

    Cost from 250 MP to 180 MP

    Anti-infantry Partisans

    Cost from 250 MP to 210 MP

    Anti-Armor Partisans

    Cost from 260 MP to 270 MP

    Soviet Sniper

    Hit points from 40 to 48
    Flare cost from 60 MU to 40 MU
    Scout now fires at a similar rate to sniper
    Sight range from 50 to 45
    Aim time slightly increased, reload reduced to compensate

    Radio Intercept

    No longer intercepts mines or bunker construction
    Now intercepts the dispatch of Osttruppen squads

    Small Arms Lethality
    Reinforce the value of cover and unit positioning.

    Small arms lethality increased by 15%

    Retreat Modifiers
    This change helps counteract the increased lethality on small arms; enable players to better preserve their units.

    Received accuracy from 0.5 to 0.4; increasing squad durability against small arms fire on retreat

    Veterancy
    Veterancy that previously provided increased armor has been replaced with received accuracy. The received accuracy variable functions almost identical to the use of armor. However, it also acts to reduce unit accuracy over-capping – i.e. units that currently have more accuracy than they. As units gain veterancy, their additional accuracy values will be countered by the received accuracy reduction on other units.

    Infantry veterancy which provided armor was replaced with received accuracy
    e.g. 1.30x armor now provides 0.77x received accuracy
    Units which received price adjustments have had their required experience per level adjusted accordingly.

    Vehicle Pathing
    This addresses an issue where vehicles would potentially move away from the ordered position as part of their three point turn plan. This could potentially confuse the player causing them to issue another order which would further antagonize the issue by causing the vehicle to move further away from the objective.

    Light Vehicle Turn Plan

    Removed three point turns from light vehicles

    Pacing and Tech Progression
    The goal of this change is to slow down the introduction of medium and heavy vehicles within the game and better integrate light vehicles into early combat scenarios. This results in medium and heavy armor being set back by about 2 minutes across the board.

    Soviet Starting Resources

    Manpower from 490 to 350

    Soviet Base Structures

    Motor Depot fuel cost from 90 FU to 140 FU
    Tank Depot fuel cost from 90 FU to 140 FU

    German Starting Resources

    Manpower from 520 to 360

    German Battle Phases

    Battle phase 1 from 25 FU to 45 FU
    Battle Phase 1 research time from 32.5s to 45s
    Battle Phase 2 from 35 FU to 55 FU
    Battle Phase 2 research time from 37s.5 to 60s
    Battle Phase 3 from 50 FU to 60 FU
    Battle Phase 3 research time from 40s to 60s

    Commander Card Layout
    The order of abilities within the commander card is now consistent with the order of abilities in game.

    Commander abilities in the customizer now display from lowest to highest, top to bottom

    Ability Barrage Radius
    This feature adjusts the size of an abilities barrage radius based on the approximate amount of scatter that will occur. Scatter generally increases based on distance to target, firing from max range will result in reduced accuracy.

    Barrage abilities from mortars or artillery units now display increases in weapon scatter based on distance
    -----------------------------------------------------------------------------------------------------

    Updates

    UI Fix on Faceplat when Automatching
    Repair Engineer issue addressed

    Balance


    Grenade AOE Profile

    Now correctly average out the damage based on old AOE profile

    German Snipers

    Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
    Sight now correctly set to 45

    Soviet Sniper

    Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
    Sight now correctly set to 45

    Penal

    Corrected weapon profile to properly scale with unit cost
    Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output

    Shock Trooper

    Corrected weapon profile to properly scale with unit cost
    Moving accuracy from 0.5 to 0.8
    Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output

    Guard Rifles

    Fixed an issue which caused the DP-28 to burst for long periods of time; damage output remains relatively the same.

    Special Rifle Command

    Manpower cost from 200 to 120
    Build time from 95 to 80

    Support Weapon Kampaneya

    Manpower cost from 240 to 160

    Bunker

    Health from 600 to 480
    [/SPOIL]

    Game version: 3.0.0.13006 - 3.0.0.13106 - 3.0.0.13444
     
    Chỉnh sửa cuối: 2/5/14
  8. Aomari0

    Aomari0 Mega Man Lão Làng GVN

    Tham gia ngày:
    2/10/11
    Bài viết:
    3,378
    Gần hết tháng mới có update, tháng 4 khởi đầu bằng một very big update ngày 24 + một hotfix bé tẹo ngày 25 và kết thúc ngày 30/4/2014 bằng một cái update bé tẹo nữa cho tank Panther:5cool_still_dreamin:
    [SPOIL]Updates

    Added the German Doctrine: Mobile Defense Commander
    Added the Soviet Tactics: Lend and Lease Commander

    Main Menu Redesign

    The main menu has been reformatted to improve flow and readability and to better highlight important new features and community events.
    A new Menu widget has been added globally to the bottom left of the screen that provides quick access to Options, Player Profile, and other features.
    A new Store dialog is now accessible from the Main Menu to allow users easier access to and navigation through all additional content available for Company of Heroes 2

    World Builder Updates

    Custom maps can now include a <scenarioname>.scar file for custom scripts. Simply create this file alongside your <scenarioname>.sgb and it will get included in the archive when you export your map.
    Improved Steam Workshop quota related error messages.

    Bug Fixes

    Fix an issue causing a compatibility message to appear for users playing on Windows 8.1
    Addressed an issue where equipped skins and bulletins wouldn’t load in saved games
    Maps not selectable in Automatch no longer appear in the Automatch map list
    Fixed an issue where the Advance Warfare Tactics Commander’s T-34/85 ability didn’t gain bulletin buffs
    Fixed a bug that would prevent the Panzergrenadiers from gaining the Casualty Interrogation ability when equipped with the Jaeger Infantry Package
    Fixed an issue where the AI would sometimes stop retreating units outside of a base’s reinforce area
    Fixed an issue where the AI would sometimes drive vehicles into engineers when trying to get repaired
    Fixed an issue where the AI would sometimes try to get a vehicle repaired by an engineer that was busy constructing or repairing another vehicle

    Balance Changes

    Command Point Pacing
    All heavy vehicle dispatches have had their command point cost increased by 1 to better align them with the pacing and tech progression changes and goals. Saving for a heavy vehicle should remain a viable strategy, the goal is to increase the risk of such a strategy to better reflect its potential value if pulled off successfully.

    Tiger command point cost from 10 to 11
    Tiger Ace command point cost from 14 to 15
    Elefant command point cost from 11 to 12
    IS-2 command point cost from 10 to 11
    ISU-152 command point cost from 11 to 12
    KV-2 command point cost from 11 to 12
    StuG III E command point cost from 5 to 6

    Units and Abilities
    A number of iterations were made to weapon profiles and abilities to improve early game infantry combat.

    Attachment

    Osttruppen

    The low accuracy on the Osttruppen rifle led to their weapon output feeling very inconsistent. This was addressed by increasing their accuracy while reducing the damage done per shot. Additional modifications were made to improve the viability of the Osttruppen at all stages of the game, such as increasing their capture rate to 1. Osttruppen will remain slightly combat inefficient relative to Grenadiers.
    Cover bonus from 1.75x accuracy to 2x accuracy
    Accuracy from 0.21/0.2/0.19 to 0.45/0.4/.35
    Damage from 16 to 8
    Cooldown from 0.5-1 to 0.75-1.25
    Cooldown near modifier from 0 to 0.125
    Wind down from 1.625 to 1.3
    Moving cooldown from 2 to 1.5
    Capture rate from 0.5 to 1

    Grenadier

    The LMG42 had its weapon profile adjusted so that it performs stronger at long range and weaker at short range. In its previous form, it made assaults by short range units very difficult to execute due to its extreme close range damage output. This further strengthens the long range orientation of the LMG42 and the counterplay between itself and short range weaponry.
    LMG42 accuracy from 0.47/0.44/0.41 to 0.56/0.44/.038
    LMG42 Aim time multiplier from 0.5/0.75/1 to 0.75/0.875/1
    LMG42 Fire aim time from 0.25-0.625 to 0.25-0.5
    LMG42 Post firing aim time from 0.5 to 0.25
    LMG42 Ready aim time from 1.25-2 to 0..625-1
    LMG42 Burst duration multiplier from 3/2/1 to 0.75/1.25/1.5
    LMG42 Burst length from 0.5-0.75 to 0.5-1
    LMG42 range distance mid from 20 to 28
    LMG42 Rate of fire multiplier from 1/0.875/0.9375 to 1/1.125/1.25
    LMG42 Cooldown duration multiplier from 0.5/0.675/0.85 to 0.75/0.875/1
    LMG42 Reload frequency from 4 to 6
    This adjusts the G43 to more closely function as a carbine type weapon profile. It reduces the Grenadier long range damage output while increasing mid to short range DPS. Additionally, this weapon now performs better on the move, making it ideal for tactical flanks.
    G43 accuracy from 0.55/0.5/0.45 to 0.55/0.42/0.37
    G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
    G43 Moving accuracy from 0.6 to 0.8
    G43 Moving cooldown from 2 to 0.5
    G43 Range distance near from 0 to 6
    G43 Range distance mid from 25 to 18
    G43 upgrade cost from 60 MU to 45 MU
    Rifle-grenade cost increased to better align it with similar grenades, such as the RGD-42 which cost 30 munitions. Although the rifle-grenade has a greater range than the RGD-42, its explosive radius is smaller and less lethal.
    Rifle-grenade munition cost from 25 to 30
    These changes slightly reduce the efficiency of the Grenadier squad. The intent is to reduce Grenadier blobbing and encourage the use of combined arms.
    Population from 6 to 7
    Grenadiers can now only upgrade to either the LMG42 or G43, not both.

    Panzer Grenadier

    This adjusts the G43 to more closely function as a carbine type weapon profile. It increases the Panzer Grenadier long range damage output while decreasing its mid to short range DPS. Additionally, this weapon now performs better on the moving, making it ideal for tactical flanks.
    G43 Accuracy from 0.65/0.6/0.55 to 0.65/0.52/0.47
    G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
    G43 Moving accuracy from 0.6 to 0.8
    G43 Moving cooldown from 2 to 0.5
    G43 Range distance near from 0 to 6
    G43 Range distance mid from 25 to 18
    The Panzer Grenadier squad over performed for its cost. These two changes lower its performance to better reflect its cost to value.
    Armor from 1.2 to 1
    MP44 accuracy from 0.58/0.45/0.4 to 0.56/0.45/0.4

    Pioneer

    These changes reduced the combat potency of Pioneers to better reflect their intended role as a utility unit. The Pioneer squad still remains combat viable, but do so at a premium cost.
    Bonus accuracy from 1.2 to 1.15
    Accuracy from 0.45/0.2/0.1 to 0.35/0.2/0.1

    Combat Engineer

    Combat Engineers were under performing for cost; similar to the Pioneer changes above they will perform at a slight cost premium to reflect their role as a utility unit.
    Manpower cost from 190 to 170
    Build time from 19 to 17

    Conscript

    This change helps resolve the long range damage disparity between Grenadiers and Conscript. As a result, Conscripts can now engage Grenadiers on more equal footing.
    Mosin Nagant accuracy from 0.45/0.35/0.25 to 0.45/0.39/0.30
    Moving accuracy from 0.4 to 0.5
    This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter the received damage.
    PPSH moving accuracy from 0.5 to 0.8

    Partisans and Irregulars

    This maintains consistency in the functionality of the Partisan LMG42 and DP-28 relative to the Grenadier LMG42 and Guard Riflemen DP-28 upgrade. It also better defines the units long range role.
    LMG42 weapon profile adjusted to be consistent with changes to Grenadier LMG42
    DP-28 weapon profile adjusted to function similar to the LMG42
    This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter balance received damage.
    PPSH moving accuracy from 0.375 to 0.6
    With the LMG profile adjustments, Irregulars are worth slightly more.
    Irregulars cost from 180 to 190
    Reinforcement time from 2.25 to 2.375

    Guard Riflemen

    Guard Riflemen were underperforming for their cost. The range of the PTRS was also inconsistent with other hand held AT weaponry such as the Panzerschreck – which is currently set to 35. This avoids scenarios were skilled players could leverage this range to damage vehicles without taking reciprocating fire. The Mosin Nagant also saw an increase to its long range damage output to reduce the disparity between the Mosin and the Kar 98.
    Manpower cost from 360 to 330
    Population from 9 to 8
    DP-28 rescaled to use the new LMG42 weapon profile
    DP-28 upgrade cost from 100 MU to 75 MU
    Guard Mosin Nagant accuracy from 0.7/0.55/0.45 to 0.65/0.58/0.46
    Guard Mosin Nagant Moving accuracy from 0.6 to 0.75
    Guard Mosin Nagant Moving cooldown from 1.25 to 0.5
    PTRS range from 45 to 40

    Blitzkrieg

    Blitzkrieg enabled German armor to escape potentially deadly situation at a fairly low cost. This placed German armor in a very advantageous position relative to Soviet armor, as they could take greater risk while sustaining lower casualties on average. Other issues, such as awkward movement behavior or unrealistic accuracy, made the ability feel a bit cheap and magical. This change synergizes well with the recent modifications to acceleration, as vehicles will be far more responsive while the ability is active.
    Now provides 1.6x acceleration
    Received accuracy modifier from 0.5 to 0.75
    Speed and accuracy modifier removed
    Munition cost from 40 to 30

    Overdrive

    The reduction in max speed helps prevent awkward movement behavior on the M3 and M5.
    Now provides 1.6x acceleration
    Received accuracy modifier from 0.5 to 0.75
    Cost from 0 MU to 10 MU

    Ram

    Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.
    No longer causes instant main gun destroyed critical
    Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest.

    Marked Vehicle

    These changes prevent an issue where units could be destroyed in 1 or 2 hits from multiple marked targets on the enemy vehicle applying simultaneously. It also reduces the impact of the ability as we felt it provided too great an advantage to Soviet armor in the previous state.
    No longer stacks multiple times
    Reduced bonus damage modifier from 50% to 35%

    Support Team Modifications
    A number of modifications were made to support weapons designed to increase their utility on the battle field. For example, heavy machine guns were given increased penetration enabling them to act as a soft counter to light vehicles.

    Weapon Teams

    Previously, weapon teams would receive +25% more damage from all sources. This modifier has been replaced with a +25% received accuracy value. Tank fire and grenades will be less effective vs. weapon teams as a result; small arms fire remains relatively unchanged.

    AOE Profiles

    Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.

    105mm Howitzer

    These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
    Reload time from 2.75 to 2.25-2.75
    Shots fired per barrage from 12 to 6
    Crew size from 3 to 4

    152mm Howitzer

    These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
    Shots fired per barrage from 8 to 4
    Reload time from 3 to 2.8-3.2
    Barrage recharge time from 120s to 90s
    Crew size from 3 to 4

    PAK 40

    Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
    Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
    Reload time from 2.9 to 2.7-3.1
    Penetration from 170 to 190

    PAK 43

    Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
    Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
    Reload time from 3.65 to 3.5-3.8
    Penetration from 400 to 340
    Crew size from 3 to 4
    Population from 21 to 18
    Now has hold fire

    ZIS 76mm Field Gun

    Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns. The damage output of the ZIS Field Gun barrage will now feel more consistent as a result of the new AOE profiles.
    Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
    Penetration from 170 to 180

    B4 203mm Howitzer

    Adjusted performance of B4 to be more in line with the ISU-152.
    Direct fire penetration from 1000 to 300
    Direct fire is now on a shared recharge timer with barrage and precision strike
    Recharge timer on barrage from 55 to 60

    MG42

    HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
    Penetration from 1/1/1 to 2.2/1.8/1.4

    53K 45mm AT Gun

    Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
    Accuracy from 0.03/0.0425/0.055 to 0.04/0.05/0.06
    Reload time from 2.625 to 2.5-2.75

    DSHK HMG

    HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game. Refactored the performance of the Dshk HMG and resulting cost to make it easier to field.
    Penetration from 1/1/1 to 2.5/2.0/1.5
    Armor piercing rounds now provides 3x penetration rather than an additional +9 penetration at all ranges
    Properly received the +25% received accuracy like all other team weapons
    Damage from 12 to 10
    Manpower cost from 360 to 300

    Maxim HMG

    HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
    Penetration from 1/1/1 to 1.6/1.4/1.2

    Vehicle Top Gunner
    Increased damage output of vehicle top gunners, previously the upgrade added little value to the unit. The cost has been increased to better account for the value of this upgrade.

    German Mounted MG42

    Munition cost from 30 to 50

    Soviet Mounted Dshk

    Munition cost from 30 to 60

    Vehicle Modifications
    A number of modifications were made to medium and heavy vehicles to better align the units relative to one another. German vehicle penetration tended to be fairly high, resulting in a devaluation of Soviet armor values. These changes also seek to solidify unit roles and remove any ineffective units from the game.

    AOE Profiles

    Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of vehicles to better align them with their intended performance.

    Mobility

    The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.
    Increased max speed by 1.2, tuned rotation to ensure smooth pathing
    Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads
    Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.
    Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.

    Vehicle Penetration

    Vehicle penetration is now based on distance to target. High velocity weapons have a lower drop off than low velocity. High explosive weapons do not drop off over distance.

    Vehicle Criticals

    Engine damage criticals will only occur on the front or rear armor of a vehicle depending on engine position. For example, a Panzer IV no longer receives an engine critical if hit from the front. However, this does not impact weapons like the AT grenade which force criticals. Main gun destroyed criticals function in a similar manner, a SU-85 can no longer gain a main gun destroyed from a rear penetrating shot.
    Rear armor hits now display a kicker to indicate to the player that the enemy tank has been exposed; similar to Company of Heroes.

    222 Scout Car

    The armor reduction increases the vulnerability of the Scout Car to small arms fire, increasing the overall risk associated with its use vs. these targets. The fuel increase furthers the risk to the player’s tech progression and overall use of this unit en masse.
    Armor from 11 to 9
    Manpower cost from 240 to 210
    Fuel cost from 10 to 15

    Panzer IV

    The Panzer IV will continue to dominate the T34 in the anti-armor role but will perform worse versus infantry. That said, compared to the Panther, the Panzer IV does perform better vs. soft targets including infantry and light vehicles.
    Armor from 160 to 180
    Rear armor from 80 to 90
    Reload from 5.75 to 5.3-5.7

    Ostwind

    Relative to the Panzer IV, the Ostwind performs extremely well vs. soft targets but is vulnerable to other medium vehicles. Relative to the T70, the Ostwind provides greater fire power at reduced mobility and increased durability. It also provides anti-air support.
    Armor from 105 to 110
    Rear armor from 52.5 to 55
    Penetration from 35 to 40
    Cooldown from 0.6 to 0.5-0.7
    Distance scatter max from 2.15 to 2.9
    Manpower from 320 to 280
    Fuel from 115 to 100

    StuG III G

    The StuG III G fulfills the role of assault gun. These changes make it more effective vs. infantry and slightly worse versus medium and heavy vehicles. Relative to the T34, the StuG III G provides extremely high damage output but is fairly vulnerable to being flanked.
    Armor from 160 to 140
    Rear armor from 80 to 70
    Penetration from 140 to 120
    Health from 480 to 400
    Reload time from 4 to 3.5-4.5
    Distance scatter max from 6.5 to 4
    Scatter angle from 7.5 to 5
    Manpower from 280 to 230
    Fuel from 95 to 80

    StuG III E

    The short barrel of the StuG III E makes it ideal vs. soft targets. An assault gun dedicated more towards the anti-infantry role relative to the StuG III G; these changes drastically improve its performance relative to cost.
    Armor from 120 to 140
    Rear armor from 35 to 70
    Health from 320 to 400
    Reload from 5.25 to 3.2-3.8
    Manpower 160 to 200
    Fuel from 55 to 75

    Panther

    The Panther provides the perfect combination of mobility and anti-tank capacity, making it the ideal counter to heavy armor. Its cutting edge suspension enables it to easily traverse even the roughest of terrain, enabling it to execute flanking maneuvers on unsuspecting armor.
    Penetration from 170 to 240
    Rear armor from 112.5 to 110
    Reload from 6.45 to 5.8-6.7
    Health from 960 to 800
    Manpower from 520 to 490
    Fuel from 145 to 175
    Vet 2 now provides 10% armor and 160 health

    Bummbar

    Relative to the StuG III G, the Brummbar provides unparalleled infantry support and remains effective vs. medium vehicles.
    Armor from 200 to 210
    Rear armor from 87.5 to 105
    Penetration from 75 to 120
    Reload from 8.25 to 7.5-9
    Distance scatter max from 1 to 4
    Manpower from 560 to 470
    Fuel from 140 to 160
    Build time from 60 to 55

    Panzerwerfer

    The increased recharge timer offsets higher than desired artillery saturation.
    Recharge time from 54 to 90

    Tiger

    Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. Additionally, the new AOE profile on the Tiger has significantly increased its anti-infantry performance.
    Rear armor from 250 to 180
    Penetration from 154 to 200
    Reload from 5 to 4.7-5.3
    Manpower from 720 to 640
    Fuel from 200 to 230

    Elefant

    Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
    Penetration from 170 to 400
    Scatter angle from 7.5 to 5
    Reload from 8.55 to 8-9
    Health from 1280 to 1040
    Now has hold fire

    M3A1 Scout Car

    The intent was to increase the durability of the M3A1 to better balance the risk vs. reward that comes with the use of this unit. The added penetration on the top gunner will increase the performance of this unit vs. other lightly armored units, such as the 222 Scout Car or 251 Half-track. Additionally, we wanted to increase the impact of fielding light vehicles on the player’s tech progression.
    Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
    Health from 180 to 200
    Manpower cost from 230 to 190
    Fuel cost from 5 to 10

    M5 Half-track

    Penetration was added to both the 50 cal and Quad mounted gunner to bring this units performance in line with changes to other heavy weapons (MG42, Maxim, etc).
    Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
    Quad penetration from 1/1/1 to 2.5/2.0/1.5

    T70

    The T70 saw a number of changes to bring it in line with other light vehicles. The new AOE profiles improve the damage output of the T70 vs. infantry. Additionally, its mobility was improved to better enable its recon role and offensive capacities. This unit functions as a very effective hit and run unit or on the flank.
    Armor from 55 to 70
    Manpower from 160 to 200
    Reload from 2.15 to 1.8-2.2
    Fuel from 55 to 70

    T34-76

    The goal was to improve the anti-armor capacity of the T34 to open up the number of viable strategies available to Soviets. We wanted to improve the appeal of the third building by reducing its dependence on additional anti-tank units. Relative to the Panzer IV, the T34 will lose the majority of engagements unless it is able to capitalize on its superior mobility. However, the T34 outperforms the Panzer IV against soft targets. The previously low armor of the T34 provided it very little protection against most German anti-tank sources; the increase to 150 significantly changes this relationship.
    Armor from 115 to 150
    Rear armor from 70 to 75
    Reload from 4.75 to 6.2-6.8
    Damage from 120 to 160
    Manpower from 280 to 310
    Build time from 45 to 50
    Fuel from 85 to 100
    Penetration from 80 to 100

    T34-85

    Similar to the T34 in role, the T34-85 has gained a significant increase in anti-tank performance.
    Armor from 124 to 160
    Rear armor from 70 to 80
    Penetration from 120 to 140
    Reload time from 6 to 6-6.3
    Manpower from 360 to 400
    Fuel from 130 to 140
    Double T34-85 call in manpower from 680 to 740
    Double T34-85 call in fuel from 240 to 260

    SU-76

    The SU-76 fulfills the role of indirect fire support as well as anti-tank support. The AOE profile changes have improved the performance of its barrage, making it better suited at indirect fire vs. stationary targets.
    Armor from 100 to 70
    Rear armor from 50 to 35
    Penetration from 93 to 100
    Damage from 80 to 120
    Reload from 2.375 to 2.9-3.4
    Min range from 5 to 0
    Scatter angle from 5.5 to 5
    Distance scatter max from 10 to 4.7
    Manpower cost from 160 to 210
    Fuel cost from 55 to 75

    SU-85

    The SU-85 has been made more potent vs. medium and heavy armor while seeing a slight reduction in its durability. The mobility of the SU-85 has also been slightly improved to counter act the increase in mobility to other medium tanks.
    Armor from 180 to 140
    Rear armor from 80 to 70
    Penetration from 170 to 190
    Reload time from 4 to 3.8-4.2
    Manpower from 320 to 340
    Fuel from 115 to 120
    Now has hold-fire

    IS-2

    Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. The IS-2’s anti-infantry capabilities have been reduced and compensated with increased anti-armor.
    Armor from 325 to 340
    Rear armor from 225 to 205
    Penetration from 170 to 220
    Damage from 240 to 160
    Reload from 9 to 6.2-6.6
    Distance scatter max from 2.86 to 5.7
    Manpower from 760 to 640
    Fuel from 240 to 230

    ISU-152

    Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
    Armor from 200 to 310
    Rear armor from 100 to 155
    Penetration from 150 to 230
    Reload from 10 to 9-11
    Health from 960 to 1040
    Distance scatter max from 13.2 to 8.7
    Manpower from 760 to 720
    Now has hold fire

    KV-1

    The potency of its main gun has been increased in a similar manner to that of the T34. The KV-1 functions as a heavier variant to the T34 which is better able to engage medium armor. The KV-1 is also more accurate on the move vs. infantry than the T34, making it slightly more effective against soft targets.
    Rear armor from 120 to 145
    Reload from 4.75 to 6.2-6.8
    Damage from 120 to 160
    Health from 960 to 720
    Manpower from 440 to 370
    Moving scatter penalty from 2 to 1.75

    KV-2

    Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
    Rear armor from 87.5 to 180
    Penetration from 140 to 180
    Damage from 320 to 240
    Reload time from 16.75 to 10-12
    Health from 960 to 800
    Distance scatter max from 1 to 7.4
    Manpower from 440 to 630
    Fuel from 250 to 230

    KV-8

    The KV-8 saw a significant decrease in its health to better align its performance to cost.
    Rear armor from 120 to 145
    Health from 960 to 720

    Katyusha

    The increased recharge timer offsets higher than desired artillery saturation. Its recharge is still lower than the Panzerwerfer to better represent its distributed saturation.
    Recharge time from 60 to 70

    Pacing and Tech Progression
    The higher cost on the T70 and SU-76 this update meant that a lower cost on T3 and T4 could be implemented.

    Tankoviy Battalion Command

    Manpower cost from 275 to 240
    Fuel from 140 to 120

    Mechanized Armor Kampaneya

    Manpower cost from 275 to 240
    Fuel from 140 to 120

    Bug Fixes
    A number of minor bugs were fixed to improve gameplay.

    German 105mm Howitzer

    Now properly set to 8 command points

    Panzer Grenadier Jaeger Infantry Package

    Now has speech attached to the upgrade
    Now requires friendly territory for upgrade
    Now provides Interrogation ability

    Acceleration

    Acceleration was not properly being read by the engine, resulting in the value being ignored. This is no longer the case.

    Snipers

    Now automatically fire when in cover

    Tiger Ace

    Target weak point no longer requires the Tiger to face the target
    ------------------------------------------------------------------------------------------------------

    Bug Fixes

    Addressed an issue where XP was not being granted outside of multiplayer
    ------------------------------------------------------------------------------------------------------

    Balance

    Panther - Penetration from 170 to 240
    [/SPOIL]

    Game version: 3.0.0.13482 - 3.0.0.13500 - v3.0.0.13559
     
    Chỉnh sửa cuối: 2/5/14

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