AGameAnx

Back to Basics v4.0 changelog preview

Jan 19th, 2015
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  1. Global Balance Changes:
  2. - Significant changes made to tank, antitank and infantry antitank scatter. Ballistic weapon misses will look more realistic as opposed to firing far off target when the shot misses.
  3. - Significant fixes made to area of effect damage related to area of effect "accuracy". Previously there was a potential to not apply area of effect damage even on minimum radius. Area of effect will now always be applied correctly.
  4. - Area of effect damage and penetration profiles tuned down to make area of effect weapon effectiveness work as intended after the area of effect "accuracy" fix.
  5. - Tank area of effect profiles redone to make them less reliant on direct impacts and more on area of effect damage. This is also a change that works because and is highly related to scatter changes.
  6. - Anti-blob radius decreased from 10 to 6. The radius worked differently than originally expected, creating a bigger aura than intended.
  7. - Anti-blob should no longer affect squads who are inside of buildings, bunkers and halftracks. This does not include trenches.
  8. - Significantly increased light cover effectiveness.
  9. - Slightly increased heavy cover effectiveness.
  10. - Starting resources increased.
  11. - Manpower income from HQs decreased.
  12. - Income from manpower points significantly decreased.
  13. - Removed manpower income from munition and fuel points.
  14. - Victory Point Control possibilities changed from 250/500/1000 to 500/650/800.
  15. - Fuel and Munition strategic point capture time redone:
  16. * High 40s/35s -> 25s/20s
  17. * Medium 30s/25s -> 20s/15s
  18. * Low 20s/15s -> 15s/10s
  19. - Manpower strategic point revert time reduced from 15s to 10s
  20. - Mortar area of effect profile changes increasing their consistency:
  21. * Reduced lethal range AoE damage radius.
  22. * Reduced medium range AoE damage and radius.
  23. * Increased maximum range AoE damage and radius.
  24. - Mortar Shell trajectory slightly improved.
  25. - Mortar effectiveness against bunkers doubled.
  26. - Heavy machine gun base damage increased but significantly reduced effectiveness vs suppressed units. The idea is to make the barrage of MG bullets seem much stronger, but units that take cover still take relatively low damage to prevent the HMGs from being overpowered.
  27. - Heavy machine gun teardown and setup times reduced.
  28. - All single shot rifle had their range decreased from 53 to 42, and range table adjusted to 9/20/30/40.
  29. - Sub machine gun and assault rifle range table adjusted to 5/15/23/32.
  30. - Sub machine gun and assault rifle damage decreased by roughly by 20%.
  31. - Moving accuracy penalty of all small arms weapons decreased and normalized from 0.3-0.75 to 0.8.
  32. - Normalized min/max small arms damage. We felt that damage was too inconsistent, creating for very random performance of most weapons. Weapons should feel much more reliable in their prefered combat situations.
  33. - Decreased sniper rifle range from 63 to 48, and increased the cooldown between each shot from 8.5 to 9 seconds. Sniper Spam was a serious problem when playing pvp - being too cost-effective and too easily capable of hardcountering any infantry squad, Sniper Rifles have seen a decrease in rate of fire and now require to be closer to the action.
  34. - Units that have a camouflage ability will no longer receive a movement buff during camouflage once achieving a certain veterancy rank.
  35. - Fixed the range tables of all 20mm guns, to fall in line with the regular standard; the old range tables made the weapons unintendedly inconsistent on certain ranges. Now there is a consistent damage drop off on larger ranges.
  36. - Maximum population cap for all armies is now set to 125.
  37. - Base population cap for all armies increased by 10.
  38. - Fixed a bug where some grenade types would not be thrown at the combat slots of buildings; making them unreliable against larger building types.
  39. - Demolition charges recharge time increased from 10 to 25 seconds.
  40. - Demolition charges munition cost decreased from 50 to 35. Due to the nature of Demolition Charges being difficult to use, there was no reason the cost was so steep.
  41. - Demolition charges damage multiplier against all building types increased from 1 to 1.5.
  42. - Goliath damage and area of effect tables equalized to demolition charges.
  43. - Normalized the target tables of hand-held infantry anti-tank weapons (Panzerschreck, M9 bazooka, M18 recoilless rifle and PIAT)
  44. - Standardized infantry anti-tank weapon reloading times: Panzerschreck, bazooka and recoilless rifle reload now takes 8 seconds and PIAT reloads 7 seconds.
  45. - Reworked fuel upkeep to the values that were intended:
  46. * King Tiger fuel upkeep increased from 0 to 6 per minute.
  47. * Tiger fuel upkeep increased from 0 to 5 per minute.
  48. * Panther, Jagdpanther, Churchill and M26 Pershing fuel upkeep increased from 0 to 4 per minute.
  49. * Shermans, Panzer IV's, Cromwell, Firefly, Priest, Hummel, Ostwind, Wirblewind, Hetzer, Sturmgeschütz IV and Sturmhaubitze 42 fuel upkeep increased from 0 to 3 per minute.
  50. * M10 Wolverine, M36 Jackson, M18 Hellcat, Marder III, Geschützwagen and Nashorn fuel upkeep increased from 0 to 2 per minute.
  51. * M8 Greyhound, Sd.Kfz. 234 Puma, Hotckiss, Armored Car, Reconnaissance Halftrack, T17, Staghound, Kangaroo, Tetrach and Stuart fuel upkeep increased from 0 to 1 per minute.
  52. - Decreased the general damage weapon crews inside emplacements take by 50%.
  53. - Increased grenade recharge time from 15 to 20 seconds.
  54. - Decreased grenade throwing range from 25 to 20. The reason behind this is that it was too easy to use grenades in all situations, decreasing the effect of cover and defensive positions.
  55. - Most infantry abilities can no longer be used once the squad is pinned, exceptions are for example Fire-Up, Assault and Sprint.
  56. - Medic Station Medics health decreased from 142 to 110.
  57. - Heroic Infantry armor now decreases received suppression by 20% as opposed to 50%.
  58. - Replaced the standard Sandbag model with a higher detail version; this version is visually more appealing and looks good from all sides.
  59. - Completely reworked critical hits to tanks:
  60. *Frontal Armor Hits:
  61. #100-40% hitpoints: 100% none
  62. #40-5% hitpoints: 40% none 42% engine damage 10% detrack 8% gun damage
  63. #5-0% hitpoints: 75% vehicle destroyed 25% out of control
  64. *Rear Armor Hits:
  65. #100-40% hitpoints: 90% none 10% engine damage
  66. #40-5% hitpoints: 20% none 50% engine damage 15% engine destroyed 15% detrack
  67. #5-0% hitpoints: 75% vehicle destroyed 25% out of control
  68. - Tracked down and fixed the remaining situations where the 5% health bug would appear.
  69. - Removed the Population Upkeep threshold for all nations, this value removed the upkeep of x amount of entities.
  70. - Panzerfaust base damage decreased from 275 to 200 and target tables fixed. The General performance versus vehicles should be like this:
  71. *26% of a Sherman/Cromwell
  72. *33% of a M10/M18
  73. *28% of a M36
  74. *18% of a Pershing
  75. *22% of a Churchill
  76. *44% of a Stuart
  77. *61%/41% of a M8/T17/Staghound
  78. *53% of a M3 Halftrack
  79. *86% of a Bren Carrier
  80. - Heavy tank weapons munition effect changed to represent their higher caliber shells.
  81. - The last member of any decrewed team weapon that can reinforce will now be killed. This is done to prevent team weapon duplicating exploit.
  82. - Significantly improved the effectiveness of Anti-Aircraft Weaponry, they are now much more capable of dealing with incoming aircraft. Multiple of these weapons can now have great air coverage, preventing air strikes from being called in near them.
  83. - Removed permanent 0.75 accuracy decrease due to how cover works from all vehicles.
  84. - Improved the way green cover works with vehicles.
  85. - Added light cover to hedgerows. This cover isn't directional, meaning that squads get an overall cover bonus when standing 'in' a hedgerow.
  86.  
  87.  
  88. Commander Trees:
  89.  
  90. - American Airborne Doctrine:
  91. left: Paratroopers (3) > Paradropped Anti-Tank Gun (2) > Veteran Tactics (2)
  92. right: Air Reconnaissance (1) > Strafing Run (2) > Thunderbolt 'Hellfire' Airstrike (3)
  93. bottom: Glider Headquarters (3) > Supply Drops (2)
  94.  
  95. - Commonwealth Royal Canadian Artillery:
  96. right: Forward Observation Officers (2) > Overwatch Artillery (1) > Ammunition Resupply (3)
  97. left: Canadian Recon Element (3) > Creeping Barrage (2) > M7 Priest (3)
  98. bottom: Supercharged Artillery Shells (2) > Counter Battery (2)
  99.  
  100. - Wehrmacht Defensive Doctrine:
  101. left: Sturmpioneers (2) > Fortify the Perimeter (2) > 88mm FlaK 36 AT/AA (4)
  102. right: For the Fatherland! (1) > Defensive Airburst Barrage (3) > 105mm leFH18 Howitzer (3)
  103. bottom: Advanced Warning (1) > 280mm Rocket Artillery (2)
  104.  
  105. - Panzer Elite Scorched Earth Tactics:
  106. right: Scorched Earth (1) > Resource Redistribution (3) > Hummel (3)
  107. left: Jägers (2) > Hetzer (3) > 88mm FlaK 36 Howitzer (2)
  108. bottom: Demolition Experts (1) > Sector Artillery (3)
  109.  
  110. - Panzer Elite Luftwaffe Tactics:
  111. right: Luftwaffe Ground Forces (1) > Wirbelwind Flakpanzer (3) > 88mm FlaK 36 AT/AA (2)
  112. left: Fallschirmjägers (3) > Rocket Run (2) > Henschel 'Panzerknacker' Overwatch (3)
  113. bottom: Tank Awareness (1) > Butteryfly Bombs (3)
  114.  
  115. - Panzer Elite Breakthrough Tactics:
  116. right: Panzerfüsiliers (2) > APCR Shells (2) > Jagdpanther (4)
  117. left: Situational Awareness (2) > Hotchkiss Light Tank (2) > Railway Artillery (2)
  118. bottom: Teller Mines (1) > Infantry Anti-Tank Efforts (3)
  119.  
  120.  
  121. Graphics:
  122. - Redone nearly all weapon tracers.
  123. - Fixed some issues with new ground textures (mostly affects Langres).
  124. - Completely redone most of the in-game weapon craters.
  125.  
  126. User Interface and Language:
  127. - Added custom minimap symbols for Mortars and Medic type units.
  128. - Significantly improved descriptions of many units, upgrades and abilities.
  129. - Grenadier and Volksgrenadier icon and symbol improved to a higher quality (Volksgrenadiers are still the rank of Gefreiter, Grenadiers are the rank of Obergefreiter with multiple years of service).
  130. - Shocktroopers renamed to Panzerfüsiliers.
  131. - Panzerfüsiliers received new unit icon, symbol and portrait (their symbol is now the rank insignia of an Obergefreiter).
  132. - Gebirgsjägers renamed to Jägers, with new unit icon, symbol and portrait (the ones previously used for the Shocktroopers).
  133. - Opel Blitz Ambulance renamed to Ambulance.
  134. - Divert Supplies ability renamed to Radio Interception.
  135. - Airborne renamed to Paratroopers.
  136. - For the Fatherland received a new icon.
  137. - Command Squad symbol size decreased by around 25%.
  138. - Combat Medic symbol size decreased by around 50%.
  139. - Armored Infantry received a completely new unit icon, symbol and portrait (their symbol is now the rank insignia of a Corporal).
  140. - Fallschirmjäger symbol significantly improved.
  141. - Luftwaffe Ground Forces symbol placement fixed, to fit within the squad UI.
  142. - PIAT Commandos renamed to Tank Hunters.
  143. - Mortar Commandos renamed to Mortar Section.
  144. - HMG Commandos renamed to Heavy Machine Gun Team.
  145. - Panther 'Cuckoo' renamed to Panther.
  146. - Captured Panther Tank received a new call-in icon.
  147. - Highlanders received a new call-in icon.
  148. - Satchel Charge hotkey changed from L to S.
  149. - Airborne Assault Squad renamed to Pathfinders.
  150. - Pathfinders hotkey changed from A to P.
  151. - Waffen SS renamed to Obersoldaten.
  152. - Obersoldaten received new unit icon, symbol and portrait.
  153. - Knight's Cross Holders symbol improved.
  154. - Canadian Infantry received new unit icon, symbol and portrait.
  155. - Henschel Rocket Run received a new icon.
  156.  
  157. Americans:
  158. - Sergeant standard Weapon Damage Modifier towards infantry increased from 1.01 to 1.05. The Sergeant is quite an investment and we felt that it didn't fulfil its role properly against axis infantry-heavy tactics.
  159. - Browning .30cal Heavy Machine Sun Squad loadout redone:
  160. * The crew now consists of 4 members.
  161. * Each crew member costs 60 manpower as opposed to 80.
  162. * Reinforce time reduced from 12 seconds to 7.5.
  163. - Browning .30cal Heavy Machine Gun arc of fire decreased from 120 to 100 degrees.
  164. - Significantly reduced combat medic healing effectiveness.
  165. - Machine Gun Emplacement arc of fire decreased from 120 degrees to 80 degrees.
  166. - Triage Center construction time decreased from 55 to 50 seconds.
  167. - Ranger upkeep increased from 2.4 to 2.5 manpower per minute per entity.
  168. - Decreased the amount of received manpower by Manpower Push by 62.5%; only 500 manpower will be granted.
  169. - Command Squad Mortar Barrage salvo decreased from 10 to 8 shells.
  170. - Command Squad cost changed from 340 manpower to 280 manpower 15 fuel
  171. - Sergeant cost reduced from 240 to 200 manpower.
  172. - Medic cost increased from 120 to 150 manpower.
  173. - M8 Greyhound health increased from 240/360 to 260/390.
  174. - T17 Armored Car health increased from 240/360 to 260/390.
  175. - M3 Halftrack health decreased from 400 to 380.
  176. - Airborne Jeep capture distance increased from 2 to 10, to match the Commando Jeep and Kettenkrad.
  177. - M5 76mm Anti-Tank Gun reloading time decreased from 6/7 to 6/6 seconds.
  178. - M5 76mm Anti-Tank Gun manpower upkeep increased from 1.7 to 3.4 manpower/min and fuel upkeep increased from 0 to 3 fuel/min.
  179. - M5 76mm Anti-Tank Gun range increased from 59 to 62.
  180. - Armored Infantry reinforcing time increased from 6 to 7 seconds.
  181. - Armored Infantry squad size increased from 4 to 5.
  182. - Armored Infantry entity health decreased from 100 to 90, increasing the squad health from 400 to 450.
  183. - Armored Infantry M1 Carbine DPS at long and distant range slightly increased.
  184. - Armored Infantry now have "Riflemen Elite" infantry armor.
  185. - Armored Infantry can now Sprint.
  186. - Decreased penetration values on distance for airborne recoilless rifles.
  187. - Thunderbolt 'Hellfire' Overwatch replaced with Thunderbolt 'Hellfire' Airstrike. This airstrike costs 200 munitions and calls in a single aircraft to a manually designated area.
  188. - Self Repair recharge time increased from 45 to 120 seconds.
  189. - Self Repair repair speed decreased from 15 to 6.5 (same as Advanced Repair), duration increased from 20 to 40 seconds to repair a maximum of 260 hitpoints instead of the previous 300.
  190. - War Machine recharge time increased from 90 to 120 seconds.
  191. - Redesigned the M4 'Assault' Sherman main gun to be a much more comfortable unit to use while being less dominant per shot.
  192. - Machine Gun Emplacements can no longer hold infantry.
  193. - M1 57mm Anti-Tank Gun accuracy increased on long and distant ranges for more reliable performance.
  194. - M2Hb .50cal Heavy Machine Gun target tables fixed to no longer penetrate vehicles easily yet will now always 'penetrate' Infantry.
  195. - M3 Halftracks can no longer transport Heavy Machine Gun or Mortar Teams.
  196. - M3 Halftrack build time decreased from 40 to 35 seconds.
  197. - T34 Calliope weapon reworked to be more reliable against all targets. The rockets will never bounce on tank armor any more, but will work like artillery shells in regards to penetration and splash damage.
  198. - M36 Jackson main gun reloading time decreased from 7/7 to 6/6 seconds.
  199. - Significantly improved the effectiveness of the M18 Hellcat, M10 Wolverine, M36 Jackson, M26 Pershing and M4 'Easy Eight' Sherman versus Panthers, Tigers and King Tigers.
  200. - M4 'Assault Sherman' call-in cost changed from 500 manpower to 450 manpower and 70 fuel.
  201. - T34 Calliope call-in cost changed from 600 manpower to 500 manpower and 50 fuel.
  202. - M36 Jackson battlegroup call-in cost changed from 900 manpower to 900 manpower and 140 fuel.
  203. - M36 Jackson battlegroup is no longer limited to once per battle.
  204. - Combat group call-in cost changed from 650 manpower to 650 manpower and 60 fuel.
  205. - Combat group no longer comes with a Ranger squad.
  206. - Added a fix for the M10 and M36 misfire bug.
  207. - M10 Tank Destroyer cost increased from 300 manpower and 55 fuel to 360 manpower and 60 fuel.
  208. - M10 Tank Destroyer base damage decreased from 80/100 to 70/90.
  209. - M18 Hellcat base damage decreased from 80/100 to 70/90.
  210. - Sticky bombs redesigned:
  211. * Detonate time decreased from 4 to 3 seconds
  212. * Range decreased for normal bombs and vet2 by 2 meters making it 17 and 22.
  213. * Criticals applied on detonation now work as follows:
  214. *Frontal Armor Hits:
  215. #100-40% hitpoints: 95% engine damage 5% destroy secondary weapon (gunner killed)
  216. #40-5% hitpoints: 40% engine damage 25% engine destroy 30% detrack 5% destroy secondary weapon (gunner killed)
  217. #5-0% hitpoints: 75% vehicle destroyed 15% engine destroy
  218. *Rear Armor Hits:
  219. #100-40% hitpoints: 65% engine damage 15% engine destroy 20% detrack
  220. #40-5% hitpoints: 25% engine damage 40% engine destroy 35% detrack
  221. #5-0% hitpoints: 85% vehicle destroyed 15% engine destroy
  222. - Smoke Discharges have been fully animated, improving their performance and adding for a nice visual effect.
  223. - M2 60mm Mortar base damage increased from 50/65 to 55/65 to match all other mortars.
  224. - T17 Armored Car acceleration increased from 4.5 to 5.5 and Speed increased from 6.5 to 7.
  225. - M8 Greyhound acceleration increased from 4.5 to 5.5 and Speed increased from 6.5 to 7.
  226. - Pershing weapon area of effect radius increased from 2 to 3.75. Area of effect profiles adjusted.
  227. - Medic station range changed to 65 meters.
  228. - Riflemen health increased from 75 to 80
  229. - Airborne health increased from 78 to 82
  230. - Rangers health increased from 75 to 80
  231. - BAR effectiveness slightly reduced at range.
  232. - BAR suppressive fire effect increased by 150%.
  233. - Browning Automatic Rifle munition cost increased from 50 to 60.
  234. - Slightly increased effectiveness of garand rifles increasing effectiveness of airborne and basic riflemen.
  235. - Slightly increased effectiveness of ranger basic rifles.
  236. - Sherman accuracy slightly reduced, area of effect tables adjusted.
  237. - Riflemen can no longer construct mines with Defensive Operations.
  238. - P47 Thunderbolt M2Hb .50cal Heavy Machine Gun damage versus infantry decreased from 3x to 2x.
  239. - Glider Headquarters target type fixed and health halved, making them much more vulnerable as intended.
  240. - Glider Headquarters no longer heals by default, instead it now has a timed ability for 35 munitions.
  241. - Riflemen reinforce cost increased from 27 to 28.
  242. - Ranger reinforce cost decreased from 45 to 42.
  243. - Medic now has a Field Dressing ability which allows it to quickly heal up injured squads for 10 ammunition.
  244. - M1 Garand base damage increased from 24/26 to 27/29, decreasing the amount of shots it takes to kill infantry.
  245. - M1 Garand statistics generally improved and tuned to match the new damage model.
  246. - M1 Garand clip size fixed to 8 rounds.
  247. - M1 Carbine base damage increased from 15/17 to 23/25, decreasing the amount of shots it takes to kill infantry.
  248. - M1 Carbine statistics generally improved and tuned to match the new damage model.
  249. - M1 Carbine clip size fixed to 15 rounds.
  250. - M1918 Browning Automatic Rifle base damage increased from 10/12 to 27/29, decreasing the amount of shots it takes to kill infantry.
  251. - M1918 Browning Automatic Rifle statistics generally improved and tuned to match the new damage model.
  252. - M1 Thompson base damage increased from 12/14 to 21/23, decreasing the amount of shots it takes to kill infantry.
  253. - M1 Thompson statistics generally improved and tuned to match the new damage model. This weapon is now designed as a high rate of fire and reasonably accurate sub-machine gun with a 30-round magazine.
  254. - M3 Grease Gun base damage increased from 8/9 to 20/22, decreasing the amount of shots it takes to kill infantry.
  255. - M3 Grease Gun statistics generally improved and tuned to match the new damage model. This weapon is now designed as a relatively low rate of fire and poorly accurate sub-machine gun with a 30-round magazine.
  256. - M1911 Colt damage increased from 15/15 to 20/22, decreasing the amount of shots it takes to kill infantry.
  257. - M1911 Colt statistics generally improved and tuned to match the new damage model.
  258. - Browning .30cal Heavy Machine Gun base damage increased from 21/23 to 27/29, decreasing the amount of shots it takes to kill infantry.
  259. - Browning .30cal Heavy Machine Gun statistics generally tuned to match the new damage model. This weapon is now designed as a medium-high rate of fire but accurate heavy machine gun with a 250-round magazine.
  260. - Browning M2hb .50cal Heavy Machine Gun base damage increased from 18/20 to 30/32 decreasing the amount of shots it takes to kill infantry.
  261. - Browning M2hb .50cal Heavy Machine Gun statistics generally tuned to match the new damage model. This weapon is now designed as a low rate of fire but accurate heavy machine gun with a 100-round magazine.
  262. - Quad Mount Browning M2hb .50cal Heavy Machine Gun base damage increased from 18/20 to 30/32 decreasing the amount of shots it takes to kill infantry.
  263. - Quad Mount Browning M2hb .50cal Heavy Machine Gun statistics generally tuned to match the new damage model. This weapon is now designed as a high rate of fire and accurate heavy machine gun with 200-round magazines.
  264.  
  265.  
  266. Commonwealth:
  267. - Added a new ability to the Royal Canadian Artillery: Ammunition Resupply - For the cost of 150 manpower, 200 munitions is granted. Fuel income will be decreased by 50% for two minutes after the ability is triggered.
  268. - Vickers .303cal Heavy Machine Gun section statistics generally improved.
  269. - Vickers .303cal Heavy Machine Gun arc of fire decreased from 120 to 100 degrees.
  270. - Commando Sniper health increased from 77 to 90 to match all other Snipers.
  271. - Fixed the problem where the player could have a total of three instead of two M7 Priests.
  272. - Commando Jeeps can now be deployed even when the Glider is in enemy territory.
  273. - Staghound health increased from 240/360 to 260/390.
  274. - M7 Priest health increased from 480 to 500.
  275. - Cromwell main gun reloading time increased from 5/5 to 6/6 seconds, to match the M4A4 Sherman.
  276. - Sherman Firefly main gun reloading time increased from 6/6 to 7/7 seconds.
  277. - Sherman Firefly fuel cost increased from 100 to 110.
  278. - 17-Pounder Anti-Tank Gun reloading time decreased from 6/7 to 6/6 seconds.
  279. - 17-Pounder Anti-Tank Gun range increased from 59 to 62.
  280. - Bren Carrier Self-Repair recharge time increased from 30 to 45 seconds.
  281. - Highlanders can no longer be upgraded with a Boys Anti-Tank Rifle.
  282. - Highlanders now consist of the same four entities as intended.
  283. - Highlander entity health increased by 10%, from 100 to 110, increasing the squad health from 400 to 440.
  284. - Canadian Infantry hitpoints decreased from 115 to 100, decreasing the squad health from 460 to 440.
  285. - Kangaroo Carrier reinforce radius decreased by 33%, from 20 to 15.
  286. - Captain no longer highlights the sector in which he is present, making it more difficult for the enemy to locate the Captain.
  287. - Captain bonuses now correctly apply in any territory sector.
  288. - Emplacement symbols are highlighted if they are in the same sector as the Captain, making it easier to see if they benefit or not.
  289. - Recon Element Flares removed completely.
  290. - Armor Command Truck manpwoer cost decreased from 205 to 200.
  291. - M7 Priest can no longer use Overwatch Artillery or Counter Battery.
  292. - Kangaroo Carriers can no longer be deployed from the Armor Command Truck.
  293. - Heavy Machine Gun Emplacement hotkey changed from H to E.
  294. - Significantly improved the effectiveness of the Sherman Firefly versus Panthers, Tigers and King Tigers.
  295. - Churchill call-in cost changed from 600 manpower to 500 manpower and 90 fuel.
  296. - Panther 'Cuckoo' call-in cost changed from 700 manpower to 600 manpower and 130 fuel.
  297. - M7 Priest call-in cost changed from 625 manpower to 500 manpower and 50 fuel.
  298. - Sapper, Highlander and Canadian Infantry Lee Enfield DPS increased on medium and long ranges.
  299. - 40mm Bofors AA Gun slightly reworked; it will now fire two bursts of 4 shells with a delay f 3 seconds between each burst, and will undergo a 5 second reloading time after firing two bursts.
  300. - Sherman and Sherman Firely acceleration/deceleration increased from 2/4 to 2.4/4.7 and speed increased from 5.2 to 6.1, to simulate the more powerful engine in the M4A4 models compared to the American M4A3 models.
  301. - Sherman Smoke Dischargers substituted for a High-Explosive Shell. This ability, costing 75 munitions, fires a High-Explosive shell which has a bigger blast radius than the regular shell, also suppressing Infantry on impact.
  302. - Machine Gun Emplacement arc of fire decreased from 120 to 80 degrees.
  303. - Commando .303cal Heavy Machine Gun arc of fire decreased from 120 to 100 degrees.
  304. - Staghound acceleration increased from 4 to 5.5 and Speed increased from 6.5 to 7.
  305. - Staghound fuel cost decreased from 35 to 30.
  306. - Boys Anti-Tank Rifle reliability against infantry targets increased.
  307. - Boys Anti-Tank Rifle clip size fixed to 5.
  308. - Boys Anti-Tank Rifle hotkey changed from R to A to not interfere with reinforcing.
  309. - Boys Anti-Tank Rifle penetration against heavy armor decreased.
  310. - PIAT projectile reworked to work like regular Infantry Anti-Tank weaponry to vastly improve the reliability of the weapon.
  311. - Tank Hunters are now equipped with 'Elite' Lee Enfield Rifles as opposed to Sten Sub-Machine Guns.
  312. - Commando Heavy Machine Gun Teams are now equiped with 'Elite' Lee Enfield Rifles as opposed to Sten Sub-Machine Guns.
  313. - Commando Mortar Sections are now equipped with 'Elite' Lee Enfield Rifles as opposed to Sten Sub-Machine Guns.
  314. - Hawker Typhoon .303cal Heavy Machine Gun damage versus infantry decreased from 3x to 2x.
  315. - Glider, Glider HQ and Tetrach Glider target type fixed and health halved, making them much more vulnerable as intended.
  316. - Air Force Overwatch radius decreased from 40 to 30, to be less dominating on smaller maps.
  317. - Air Force Overwatch munition cost decreased from 225 to 200.
  318. - Added a 30 radius UI circle to indicate where the Air Force Overwatch, making it easier to target it.
  319. - Typhoon Airstrike munition cost decreased from 175 to 160.
  320. - Casualty Clearing Station cost increased from 180 manpower and 15 fuel to 200 manpower and 20 fuel.
  321. - The amount of bodies required to respawn an Infantry Section at the Casualty Clearing Station increased from 6 to 8.
  322. - Canadian Infantry reinforce cost decreased from 45 to 40.
  323. - Redesigned the Churchill AVRE main gun to be a much more comfortable unit to use while being less dominant per shot.
  324. - Lee Enfield base damage increased from 24/26 to 27/29, decreasing the amount of shots it takes to kill axis infantry.
  325. - Lee Enfield statistics generally improved and tuned to match the new damage model.
  326. - "Elite" Lee Enfield base damage increased from 24/26 to 30/32, decreasing the amount of shots it takes to kill infantry.
  327. - Lee Enfield statistics generally improved and tuned to match the new damage model.
  328. - Lee Enfield clip size fixed to 10 rounds.
  329. - Sten Sub Machine Gun base damage increased from 8/9 to 20/22, decreasing the amount of shots it takes to kill infantry.
  330. - Sten Sub Machine Gun statistics generally improved and tuned to match the new damage model. This weapon is now designed as a medium rate of fire but reasonably accurate sub-machine gun with a 32-round magazine.
  331. - Bren Light Machine Gun base damage increased from 10/12 to 27/29, decreasing the amount of shots it takes to kill infantry.
  332. - Bren Light Machine Gun statistics generally tuned to match the new damage model. This weapon is now designed as a relatively low rate of fire but accurate light machine gun with a 30-round magazine.
  333. - Webley Revolver damage increased from 19/19 to 30/32, decreasing the amount of shots it takes to kill infantry.
  334. - Webley Revolver statistics generally improved and tuned to match the new damage model.
  335. - Vickers .303cal Heavy Machine Gun base damage increased from 21/23 to 27/29, decreasing the amount of shots it takes to kill infantry.
  336. - Vickers .303cal Heavy Machine Gun statistics generally tuned to match the new damage model. This weapon is now designed as a medium-high rate of fire but accurate heavy machine gun with a 250-round magazine.
  337.  
  338.  
  339. Wehrmacht:
  340. - New unit for Defensive Doctrine: Sturmpioneers - 4 man squad equiped with Kar98k rifles, bundled grenades, wire cutters, repair packs and the ability to Salvage Wrecks. Can be upgraded with STG44 Assault Rifles. Can also construct basic field defences.
  341. - 50mm Pak38 Anti-Tank Gun substituted for the more powerful 75mm Pak 40 Anti-Tank Gun. The Pak40 performs like the Marder or Geschützwagen in terms of firepower, but compared to the Pak38 it also is more sluggish and fires slower. The design choice for this is that the 50mm Pak 38 never was designed to deal with heavier allied tanks, making it difficult to balance from a historical point of view.
  342. - Defensive Doctrine "Take Cover!" and "Fortify the Perimeter" merged into one. This upgrade now unlocks the 81mm Mortar Emplacement for the Pioneers, Slit Trenches for the Pioneers and Sturmpioneers, as well as the base building MG42's and finally a small reinforce radius for bunkers.
  343. - Fortify the Perimeter no longer increases the hitpoints of bunkers.
  344. - Pioneers can no longer Salvage wrecks for munitions; this ability is now exclusively available for the Sturmpioneers.
  345. - MG 42 maximum range slightly increased.
  346. - MG 42 long range accuracy slightly reduced.
  347. - Slightly increased effectiveness of volksgrenadiers basic rifles
  348. - Sturmgeschütz IV fuel cost increased from 55 to 65.
  349. - Sturmgeschütz IV acceleration decreased from 1.7 to 1.2, deceleration increased from 2 to 3, to match all other Panzer IV based vehicles.
  350. - Ambulance healing aura radius decreased from 25 to 20.
  351. - Ambulance health increased from 180 to 200.
  352. - Sd.Kfz. 234 Puma health increased from 370 to 400.
  353. - Sd.Kfz. 251 Halftrack health increased from 370 to 380.
  354. - Sd.Kfz. 251 Halftrack Flammenwerfer upgrade health bonus decreased from +30 to +20.
  355. - 88mm Flak 36 AT/AA reload time increased from 4/6 to 6/6 seconds.
  356. - 88mm Flak 36 AT/AA manpower upkeep decreased from 10.7 to 3.4 manpower/min.
  357. - Tiger main gun reloading time increased from 6/6 to 7/7 seconds.
  358. - King Tiger main gun reloading time increased from 6/6 to 7/7 seconds.
  359. - Panther fuel cost increased from 110 to 140.
  360. - Geschützwagen health increased from 550 to 600, to match the Marder III.
  361. - Geschützwagen main gun reloading time decreased from 6/7 to 6/6 seconds, to match the Marder III.
  362. - Panzer IV main gun reloading time increased from 5/5 to 6/6 seconds.
  363. - Panzer IV base damage increased from 60/80 to 70/90.
  364. - Tiger Ace health decreased from 1600 to 1300, matching the regular Tiger. The vehicle having 3 very powerful abilities, as well as a vehicle bonus aura makes it already superior to the regular Tiger and having 300 more hitpoints made it slightly overpowered.
  365. - King Tiger health decreased from 1800 to 1600.
  366. - Fixed a bug where some tanks would not benefit completely from 'Veteran Tankers'.
  367. - Reworked Zeal (the bonuses stack, units affected by zeal are Volksgrenadiers, Grenadiers, Knights Cross Holders and Obersoldaten):
  368. *Squad less than 4 members: Weapon Accuracy modifier 1.05; Received Damage modifier 0.95; Received Suppression modifier 0.85; Weapon Cooldown modifier 0.95.
  369. *Squad less than 3 members: Weapon Accuracy modifier 1.05; Received Damage modifier 0.95; Received Suppression modifier 0.85; Weapon Cooldown modifier 0.95.
  370. *Squad less than 2 members: Weapon Accuracy modifier 1.05; Received Damage modifier 0.95; Received Suppression modifier 0.85; Weapon Cooldown modifier 0.95.
  371. - Fixed a bug where Zeal would not properly apply after unlock.
  372. - Ambulance hotkey changed from O to A.
  373. - Knight's Cross Holders can no longer throw regular grenades; they never were intended to have this ability for a long time but still was present and interfered with the Panzerfaust ability.
  374. - Knight's Cross Holders can now use the Panzerfaust by default.
  375. - Assault hotkey changed from L to S.
  376. - 81mm Gr.34 Mortar Emplacement hotkey changed from M to E to no longer interfere with Mines.
  377. - 150mm Nebelwerfer no longer is affected by Veteran Infantry Training.
  378. - Kampfkraft Centre construction time decreased from 60 to 40 seconds, to slightly increase its appeal early on.
  379. - Redesigned the Sturmhaubitze main gun to be a much more comfortable unit to use while being less dominant per shot.
  380. - Bunkers upgraded to Aid or Repair Stations can no longer hold Infantry.
  381. - Repair Station Pioneers health increased from 83 to 110.
  382. - Sd.Kfz. 251 Halftracks can no longer transport Heavy Machine Gun or Mortar Teams.
  383. - Sd.Kfz. 251 Halftrack fuel cost increased from 20 to 25.
  384. - Sd.Kfz. 251 Halftrack build time increased from 30 to 45 seconds.
  385. - Nebelwerfer and Wurfrahmen 40 Stuka Area of Effect .
  386. - Stormtrooper Kar98k effectiveness decreased on medium, long and distant ranges.
  387. - Tiger Ace reload time bonus towards nearby vehicles decreased from 0.85 to 0.9.
  388. - Bundled Grenade damage within the Area of Effect decreased.
  389. - Sturmhaubitze call-in cost changed from 500 manpower to 450 manpower and 70 fuel.
  390. - Tiger Ace call-in cost changed from 700 manpower to 770 manpower and 160 fuel.
  391. - King Tiger call-in cost changed from 600 manpower to 770 manpower and 160 fuel.
  392. - Geschützwagen call-in cost changed from 500 manpower to 400 manpower and 40 fuel.
  393. - Obersoldaten hitpoints decreased from 95 to 93, decreasing the squad health from 475 to 465.
  394. - Obersoldaten call-in cost decreased from 400 to 380.
  395. - Obersoldaten can now construct Sandbags and Barbed Wire, as intended.
  396. - Ostwind 37 mm Flak 43 slightly reworked: it will now fire two bursts of 4 shells with a delay of 4 seconds between each burst, and will undergo a 6 second reloading time after firing two bursts.
  397. - Defensive Mortar Barrage reworked into Defensive Airburst Barrage; a barrage which fires a total of 10 airburst shells. Very effective against light forces.
  398. - Bunker Machine Gun arc of fire decreased from 90 to 70 degrees.
  399. - MG42 Heavy Machine Gun arc of fire decreased from 120 to 90 degrees.
  400. - Tiger and Tiger Ace weapon damage slightly reduced. This slightly lowers randomness vs Shermans and Cromwells, making it a guaranteed 3 shot kill, as opposed to 50% 2 shot kill, 50% 3 shot.
  401. - Tiger and Tiger Ace weapon area of effect profile changed. Radius from 3 to 3.75. Weapon effectiveness is now generally increased against infantry.
  402. - Panzerschreck effectiveness (both accuracy and damage) vs light vehicles reduced.
  403. - Tiger Ace Flank Speed acceleration decreased from 3 to 2 and maximum speed modifier decreased from 1.5 to 1.25.
  404. - Medic Bunker range changed to 75 meters.
  405. - Panzer IV health increased from 700 to 860 hp.
  406. - Sturmgeschütz IV health increased from 500 to 700 hp.
  407. - MG42 Light Machine Gun upgrade munition cost increased from 50 to 60.
  408. - Puma 20mm KwK38 base damage increased from 19/21 to 32/34.
  409. - Ostwind 37mm Flak 43 AoE values slightly improved and damage versus infantry increased from 1x to 1.5x.
  410. - Stuka Zu Fuss firing sound improved; it now sounds exactly like the Nebelwerfer. The reason behind this is that the Stuka is hard to predict, making it difficult to avoid or micro out of the barrage area. This distinctive sound will make it easier to realize a Stuka barrage has been fired.
  411. - Grenadier reinforce cost decreased from 38 to 35 manpower.
  412. - Stormtrooper reinforce cost decreased from 43 to 40.
  413. - Obersoldaten reinforce cost decreased from 43 to 40.
  414. - Kar 98k clip size fixed to 5 rounds.
  415. - Volksgrenadier Kar 98k base damage increased from 24/26 to 26/28, decreasing the amount of shots it takes to kill infantry.
  416. - Volksgrenadier Kar 98k statistics generally improved and tune to match the new damage model.
  417. - Sturmgewehr 44 base damage increased from 15/17 to 21/23, decreasing the amount of shots it takes to kill infantry.
  418. - Sturmgewehr 44 statistics generally improved and tuned to match the new damage model. This weapon is now designed as a medium rate of fire but accurate assault rifle with a 30-round magazine.
  419. - MP 40 base damage increased from 11/13 to 20/22, decreasing the amount of shots it takes to kill infantry.
  420. - MP 40 statistics generally tuned to match the new damage model. This weapon is now designed as a relatively low rate of fire but reasonably accurate sub-machine gun with a 32-round magazine.
  421. - MG 42 Light Machine Gun base damage increased from 10/12 to 26/28, decreasing the amount of shots it takes to kill infantry.
  422. - MG 42 Light Machine Gun statistics generally tuned to match the new damage model. This weapon is now designed as a very high rate of fire, decently accurate light machine gun with a 50-round magazine.
  423. - Luger P08 Pistol damage increased from 13/13 to 20/22, decreasing the amount of shots it takes to kill infantry.
  424. - Luger P08 Pistol statistics generally improved and tuned to match the new damage model.
  425. - MG 42 Heavy Machine Gun base damage increased from 18/20 to 26/28, decreasing the amount of shots it takes to kill infantry.
  426. - MG 42 Heavy Machine Gun statistics generally tuned to match the new damage model. This weapon is now designed as a very high rate of fire, decently accurate heavy machine gun with a 250-round magazine.
  427.  
  428. Panzer Elite:
  429. - Tank Hunter Tactics renamed and reworked into Breakthrough Tactics, to decrease the specialization of the whole Commander Tree, increasing both its versatility and viability.
  430. - Added a new ability to Breakthrough Tactics: Flares - For 45 munition, flares will be dropped on a designated area to reveal any unit present in the area.
  431. - Added a new ability to Scorched Earth Tactics: Resource Redistribution - A toggled ability which boosts munition income at the cost of fuel income.
  432. - Added the missing Squad Leader behavior for Panzer Grenadiers, Jägers, Fallschirmjägers and Luftwaffe Ground Forces.
  433. - Panzer Grenadiers can now build basic field defences (Barbed Wire/Sandbags) by default; using a separate construction menu.
  434. - Panzer Grenadiers are now responsible for the construction of the 88mm Flak 36 Howitzer, once unlocked in Scorched Earth Tactics. The idea behind this is to lessen the focus on Jägers throughout the whole commander tree, while increasing their frontline usefulness.
  435. - Jägers are no longer responsible for the construction of the Mortar Bunker, Pantherturm and 88mm Flak 36 Howitzer.
  436. - Stuka Zu Fuss Incendiary Barrage recharge time increased by 128%; from 70 to 90 seconds.
  437. - Hummel traverse rate decreased from 35 to 30 to match all other Panzer IV based vehicles.
  438. - Hummel barrage salvo increased from 4 to 5 shells; barrage damage potential increased by 25%.
  439. - Funkwagen 'Vampire' Halftrack camouflage detection radius increased from 9 to 10, and mine detection from 0 to 5.
  440. - Funkwagen 'Vampire' Halftrack Radio Interception camouflage detection bonus decreased from 30 to 20.
  441. - Jägers are now armed with four scopeless Gewehr 43 rifles instead of four MP40 SMG's. Scopeless G43's are great for all ranges; but best for close to medium range engagements.
  442. - Jägers call-in manpower cost increased from 260 to 340, and require 2 Command Points to unlock.
  443. - Jägers reinforce cost increased from 30 to 36, and reinforcing time increased from 6 to 7 seconds.
  444. - Jägers can now use Vital Shot.
  445. - Jägers can now use Sprint by default.
  446. - Jägers entity health increased by 10%, from 100 to 110, increasing the squad health from 400 to 440.
  447. - Jägers now have "Riflemen Elite" infantry armor.
  448. - Jägers now camouflage when in light or heavy cover.
  449. - Heavy Fortifications Command Point cost decreased from 3 to 2.
  450. - Panzerfüsilier health decreased by 16%; from 113 to 95 per entity. This lowers the squad health from 565 to 475.
  451. - Panzerfüsilier manpower cost decreased from 420 to 400 manpower.
  452. - Panzerfüsiliers Panzerschreck upgrade now requires the Kampfgruppe Kompanie Upgrade.
  453. - Panzerfüsiliers can now construct Barbed Wire and Sandbags
  454. - Fallschirmjäger 'First Strike' bonuses removed, and tuned their camouflage revealing times.
  455. - Fallschirmjägers no longer camouflage when in light or heavy cover.
  456. - Fallschirmjäger Infiltration manpower cost decreased from 420 to 400.
  457. - Fallschirmjägers can no longer construct trenches.
  458. - Fallschirmjägers can now construct Barbed Wire and Sandbags
  459. - Luftwaffe Ground Forces can now lay mines.
  460. - Scout Car and Armored Car health decreased from 400 to 380.
  461. - Supply Halftrack health increased from 370 to 380.
  462. - Sd.Kfz. 250 Halftrack variants (Vampire, Infantry, Anti-Tank, Recon and Mortar) health decreased from 420 to 380.
  463. - Hotchkiss health increased from 360 to 420.
  464. - Hummel health increased from 480 to 500.
  465. - Fixed and rebalanced the Flakvierling and Wirbelwind weapon tables, making them more effective when dealing with multiple infantry threats. There was a bug where Flakvierlings would not 'penetrate' infantry on medium and longer ranges, making them very inconsistent in battle. Generally, the Flakvierlings should be more reliable and consistent in performance.
  466. - 88mm Flak 36 AT/AA reloading time increased from 4/6 to 6/6 seconds.
  467. - 88mm Flak 36 AT/AA emplacement unintended manpower upkeep removed.
  468. - 88mm Flak 36 AT/AA manpower upkeep decreased from 10.7 to 3.4 manpower/min and fuel upkeep increased from 0 to 3 fuel/min, to be equal to the Wehrmacht version.
  469. - 20mm Flakvierling 38 manpower upkeep increased from 1.3 to 3.4 manpower/min and fuel upkeep increased from 0 to 2 fuel/min, to be equal to the 40mm Bofors AA Gun.
  470. - 20mm Flakvierling 38 emplacement unintended manpower upkeep removed.
  471. - Panzer IV main gun reloading time increased from 5/5 to 6/6 seconds.
  472. - Marder III main gun reloading time increased from 5/6 to 6/6 seconds.
  473. - Marder III APCR main gun reloading time increased from 4/4 to 6/6 seconds to match the standard shell; this was an unintended buff the Marder III received once aquiring APCR shells.
  474. - Anti-Tank Halftrack 37mm PaK 36 reloading time rebalanced from 4/5.5 to 4.5/4.5 seconds.
  475. - Medic Bunker can no longer deploy Goliaths
  476. - Medic Bunker self-repair removed.
  477. - Medic Bunker health decreased from 900 to 800 to match the Wehrmacht Bunker.
  478. - Medic Bunker can no longer hold Infantry.
  479. - Added a new ability for the Reconnaissance Halftrack: "Spotting"; For a short period of time, the camouflage detection radius is doubled. This ability useful to deal with Snipers, as well as that the Armored Car as a clear choice over the Reconnaissance Halftrack due to it being faster and having the overdrive ability. This addition should make it a more interesting choice to go for.
  480. - Panzer IV Rapid Fire no longer gives an accuracy bonus.
  481. - Panzer IV Rapid Fire is now available from default.
  482. - Panzer IV 'Stubby' Rapid Fire reloading time is now decreased by 20% instead of 50%.
  483. - Henschel 'Panzerknacker' Overwatch recharge time increased from 120 to 180 seconds.
  484. - Henschel 'Panzerknacker' Overwatch duration decreased from 90 to 60 seconds.
  485. - Henschel 'Panzerknacker' Overwatch time between each passes changed from 5-10 seconds to 8 seconds flat.
  486. - Significantly improved the reliability of the Henschel 'Panzerknacker' Overwatch.
  487. - Added a 35 radius UI circle to indicate where the Henschel 'Panzerknacker' Overwatch, making it easier to target it.
  488. - Decreased standard grenade recharging time from 240 to 180 seconds.
  489. - Bundled Anti-Tank Grenade recharge time increased from 45 to 180 seconds to match all Panzer Elite grenade recharging times.
  490. - Hummel Howitzer barrages no longer are affected by Munitions resupply, the reason for this is that all artillery units have an equal reloading time across the board, being able to permanently decrease can give big advantages.
  491. - MG42 Heavy Machine Gun Emplacement hotkey changed from H to E.
  492. - Jagdpanther call-in cost changed from 700 manpower to 600 manpower and 110 fuel.
  493. - Hetzer call-in cost changed from 600 manpower to 500 manpower and 60 fuel.
  494. - Wirblewind call-in cost changed from 480 manpower to 420 manpower and 60 fuel.
  495. - Hotchkiss call-in cost changed from 450 manpower to 350 manpower and 35 fuel.
  496. - Hummel call-in cost changed from 600 manpower to 500 manpower and 50 fuel.
  497. - Panther Battlegroup call-in cost changed from 1000 manpower to 900 manpower and 180 fuel.
  498. - Panther fuel cost increased from 110 to 140.
  499. - MG42 Heavy Machine Gun Emplacement arc of fire decreased from 120 to 80 degrees.
  500. - Fallschirmjägers now require veterancy rank 1 for them to use the Panzerfaust ability.
  501. - Panzer IV and Panzer IV Infantry Support Tank health increased from 760 to 860.
  502. - Hetzer health increased from 500 to 700 hp.
  503. - Sd.Kfz. 222 20mm KwK38 base damage increased from 19/21 to 32/34, significantly improving its DPS potential.
  504. - Sd.Kfz. 251/9 KwK38 base damage increased from 19/21 to 32/34, significantly improving its DPS potential.
  505. - Wirblewind 20mm Flakvierling 38 base damage increased from 19/21 to 32/34, with adjusted accuracy and cooldown to retain the same DPS potential.
  506. - 20mm Flakvierling 38 base damage increased from 19/21 to 32/34, with adjusted accuracy and cooldown to retain the same DPS potential.
  507. - Kettenkrad Booby Trap setup time decreased from 15 to 5 seconds.
  508. - Panzer Grenadier Booby Trap setup time decreased from 15 to 7 seconds.
  509. - Panzer Grenadier reinforce cost decreased from 35 to 33 manpower.
  510. - Fallschirmjäger reinforce cost increased from 34 to 36.
  511. - Panzerfüsilier reinforce cost increased from 35 to 40.
  512. - Infantry Halftracks can now capture territory while it is loaded with Infantry.
  513. - Teller Mine base damage increased from 300 to 325 and target tables fixed. The General performance versus vehicles should be like this:
  514. *65% of a Sherman/Cromwell
  515. *74% of a M10/M18
  516. *63% of a M36
  517. *44% of a Pershing
  518. *54% of a Churchill
  519. *83% of a Stuart
  520. *100%/83% of a M8/T17/Staghound
  521. *85% of a M3 Halftrack
  522. *93% of a Bren Carrier
  523. - Veteran Sergeant sight radius bonus decreased from +3 to +2.
  524. - Situational Awareness sight radius bonus increased from +2 to +3.
  525. - Kar 98k clip size fixed to 5 rounds.
  526. - Scoped Gewehr 43 package munition cost increased from 50 to 60.
  527. - Scoped Gewehr 43 base damage increased from 22/24 to 27/29, decreasing the amount of shots it takes to kill infantry.
  528. - Scoped Gewehr 43 statistics generally improved and tuned to match the new damage model.
  529. - Gewehr 43 base damage increased from 22/24 to 27/29, decreasing the amount of shots it takes to kill infantry.
  530. - Gewehr 43 statistics generally improved and tuned to match the new damage model.
  531. - Gewehr 43 clip size fixed to 10 rounds.
  532. - FG 42 base damage increased from 10/12 to 21/23, decreasing the amount of shots it takes to kill infantry.
  533. - FG 42 statistics generally improved and tuned to match the new damage model. This weapon is now designed as a high rate of fire but accurate assault rifle with a 20-round magazine.
  534. - Sturmgewehr 44 base damage increased from 15/17 to 21/23, decreasing the amount of shots it takes to kill infantry.
  535. - Sturmgewehr 44 statistics generally improved and tuned to match the new damage model. This weapon is now designed as a medium rate of fire but accurate assault rifle with a 30-round magazine.
  536. - MG 42 Light Machine Gun base damage increased from 10/12 to 27/29, decreasing the amount of shots it takes to kill infantry.
  537. - MG 42 Light Machine Gun statistics generally improved and tuned to match the new damage model. This weapon is now designed as a very high rate of fire, decently accurate light machine gun with a 50-round magazine.
  538.  
  539. AI:
  540. - Significantly improved and switched around much of the unit purchase logic.
  541. - Overhauled much of Attack and Defend targets logic. Key new features include:
  542. * Additional logic for moving units to corners of the map which weren't usually considered by the AI. This affects maps like Wolfheze most of all
  543. * Improved AI spreading out across the map overall.
  544. * Fixed AI for maps where HQ are closer together than normal (like Etavaux)
  545. * Further improved frontline forming and enemy encirclement by the AI.
  546. * AI is now more likely to defend areas with its attacking units, making it not leave any holes in its frontline and also resulting in fewer unit clumps when attacking.
  547. * AI will now consider targets distance from both friendly HQs instead of just its own.
  548. * AI will now respond to threats near its base and in friendly territory much better.
  549. * Improved defensive building placement.
  550. - Made crucial improvements and fixes to AI capture logic:
  551. * No more capturing under fire.
  552. * Can now capture non-connected territory if it wants to.
  553. * Reduced instances of the endless move-capture orders bug.
  554. - Difficulty settings adjusted and the resource bonuses have been reduced significantly.
  555. - Significant improvements made to aicontrol script:
  556. * Redone much of the script to improve its usability and performance.
  557. * Team weapons will now move back properly if close to the enemy.
  558. * Team weapons will now quickly retreat if the threat of the enemy closeby is high enough.
  559. * Team weapons will now rotate to fire at the enemy if they see a better target than they're facing at more often. This also fixes MGs facing at wrong direction and not trying to rotate.
  560. * Across the board improvements in the different settings for all the team weapons.
  561. * Redone a lot of British HQ setup logic.
  562. * Bypassed a weird scar error which would occur after certain campaign missions.
  563. - Added a brand new vehicle control script:
  564. * Vehicles will now be forced to face the enemy properly.
  565. * Vehicles will now retreat from danger properly and never run in blindly into enemy fire.
  566. * Vehicles will now move back to the HQ or to closest safe point when low on health or when they have critical damage.
  567. - To go along with the new vehicle script, important improvements were made to repair unit purchase logic, increasing the number of pioneers and engineers AI builds proportionally to the number of friendly vehicles on the field.
  568. - Added weights to AI command tree choices - slightly improves randomness but also adds weights which make AI choose the trees more suitable for it slightly more often.
  569. - Altered AI VP importance logic:
  570. * Made AI more frantic about capturing victory points if it's about to lose, regardless of how many points the enemy has.
  571. * AI should start paying attention to its victory points much sooner in the game.
  572. * Significantly increased AI victory point importance increase on low victory point count.
  573. * Victory point importance logic now reflects how many victory points AI needs to not bleed victory points. It should be much more aggressive if it has less points than it needs to stay even, and should play as usual when it's not bleeding points, or is bleeding the enemy.
  574. * Changed the way the victory point importance accumulates due to AI having less victory points than the enemy.
  575. - Significantly improved weapon pick up logic.
  576. - Significantly improved team weapon capture logic.
  577. - Fixed one more possibility where AI could end up turning the 3rd level production on and off endlessly.
  578. - Decreased AI basic infantry building priority when it's close to popcap.
  579. - Further improved retreat filter and demand tactic logic.
  580. - AI unit wait time increased, making AI purchase the exact units it needs instead of quickly spamming out cheaper ones. This was also required to let Axis AI build heavy armor after the cost increase.
  581. - AI will now build its first building near the HQ to reduce the walk time and build it as fast as possible.
  582. - Improved Panzer Elite building purchase logic.
  583. - Improved building enter logic.
  584. - Added a script which increases AI starting resources.
  585. - American AI will now build the motorpool even if there's a tank depot already in play. The demand decrease if there was a tank depot was too large.
  586. - American AI will rush t3 more often.
  587. - American AI will now sometimes choose to upgrade the supply yard instead of buying tech buildings and buy the first upgrade faster.
  588. - Improved advanced tanks upgrade purchase logic for American AI.
  589. - Improved grenade throw logic.
  590. - Revisited AI buildorders to update them to the new income and starting resources.
  591. - Significantly improved Axis AI tech choices.
  592. - Axis AI will now sometimes skip t3.
  593. - Adjusted the priority of buying puma upgun upgrade.
  594. - Further improvements made to how AI uses unit abilities. Biggest changes include:
  595. * Grenades have had additional demand logic added so that they aren't thrown every time AI gets a target.
  596. * Repair changes - pioneers and engineers will find repair targets on larger distances (this helps repair bridges and idle tanks that will be around due to new aicontrol script), PE infantry had its repair radius and priority reduced to prevent mass repairs that tended to happen too often.
  597. - AI will sometimes buy flamethrowers on engineers and pioneers again. The demand function was not working correctly.
  598. - Improved the way PE AI buys upgrades and techs up.
  599.  
  600. Maps:
  601. - Improved AI getting clumped up on northern Vire River Valley bridge.
  602. - Moved around many AI points on Vire River Valley.
  603. - Angoville:
  604. * Replaced all high munitions points with medium munitions points
  605. * Moved axis base base MG to prevent it from covering the fuel point.
  606. * Slightly moved axis base fuel and munitions points.
  607. * Slightly moved around and changed the ground elevation to fix some pathfinding issues near axis base
  608. - Lorraine:
  609. * Moved the hedgerow near the graveyard to let vehicles pass through the opening in the trees.
  610. * Moved some hedgerows near the road near to the graveyard allowing easier acces from western base.
  611. * Created an additional entrance from the graveyard towards the church that only infantry can pass through.
  612. * Moved the center house towards the north making it favor the eastern players less.
  613. * Changed the overall layout of the middle of the map, added sandbags, moved the victory point slightly closer to the western base.
  614. * Replaced a tall wall and added cover close to the center of the map towards the north-east side.
  615. * Replaced a building that used to have only one exit towards eastern players. The building is now slightly damaged but can be entered and exited from both sides of the wall.
  616. * Moved all base bunkers to make them work better with the mod and in general.
  617. * Applied additional building damage to the building that can be entered near the eastern 2nd player's base.
  618. * Completely redone all the AI markers on the map.
  619. * Moved a munition point close to the western base towards the south of the map, redone its territory layout.
  620. * Redone some territory layout on the south portion of the map to reduce the importance of the munition point that's close to the exit of eastern base.
  621. * Improved some visuals near the south part of the map.
  622. * Added an additional passage behind the buildings on the north side of the map.
  623. * Improved impass zones near the eastern base elevated fuel.
  624. * Added a feature that should not be missing from any map: a tractor.
  625.  
  626. Campaign:
  627. - Expert difficulty no longer grants enemy infantry 1.5x health.
  628. - Removed a lot of forced terrible AI behavior.
  629. - American M01 - Omaha beach:
  630. * Fixed an issue with engineers not being able to throw grenades.
  631. - American M02 - Vierville:
  632. * Adjusted sight modifiers on players.
  633. * Starting squads now spawn with 6 members.
  634. * Officer at the bunker on the bottom right now has modifiers applied to it preventing it from dying too soon.
  635. * Officer at the bunker will now react to enemies quicker.
  636. * There will now be infantry by default near the officer at the bunker.
  637. * Point capture time significantly decreased to reduce idle time when playing.
  638. * Barn cinematic is triggered from a larger radius.
  639. * Applied modifiers on aa emplacements to make them less deadly.
  640. * Default Airborne squads have all been replaced by a special single player airborne squads with additional abilities and upgrades.
  641. * Airborne squads that are pinned by flak emplacements now take 0.4 damage until rescued.
  642. * Added heavy cover to protect the more exposed paratrooper squad that is taking fire from a flak emplacement.
  643. - American M03 - Carentan:
  644. * Added a buildable medic to the church HQ.
  645. * Added a medic to the starting squads.
  646. * Replaced a lot of Fallschirmjagers with Luftwaffe.
  647. - American M04 - Carentan counterattack:
  648. * Added a buildable medic to the church HQ.
  649. * Slightly reduced the number of kills required to get the medal.
  650. - American M05 Redball express/Mounteborg:
  651. * Dog company that's pinned in the courtyard will now do less damage to the enemy.
  652. * The Panzer Group will arrive later to let the player actually be able to tech up before their arrival.
  653. * Increased starting fuel.
  654. * Made AI much more smart and responsive to threats, prepare for a real fight.
  655. * Increased popcap.
  656. * Increased unit line of sight.
  657. - American M06 Cherbourg:
  658. * Disabled AIControl script to remove lag.
  659. - American M07 Cherbourg:
  660. * Disabled AIControl script to remove lag.
  661. - American M08 - St. Fromond:
  662. * Increased starting resources.
  663. - Rebalanced the Tiger Ace on American campaign's M14 - Autry. It is now exactly the same as the Blitzkrieg Tiger Ace, except for having a higher pool of hitpoints; 1600 as opposed to 1300.
  664. - Increased the rate at which enemy paratroopers spawn on Market Garden campaign's M01 - Wolfheze Gliders.
  665. - Lowered static resource income on Market Garden campaign's M02 - Wolfheze Attack.
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