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Back to Basics v4.0 final changelog

AGameAnx Dec 15th, 2015 (edited) 1,364 Never
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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. - Fixed an issue with Anti-blob being cast by every entity in the squad, applying more times than expected.
  7. - Anti-blob radius decreased from 10 to 8.5.
  8. - Anti-blob should no longer affect squads who are inside of buildings, bunkers and halftracks. This does not include trenches.
  9. - Anti-blob rebalanced; it gives a received suppression of 1.2, received accuracy of 1.05 and weapon accuracy of 0.9.
  10. - Anti-blob now shows up on all affected squads as a red indicator on the left side of the squad icon.
  11. - Anti-blob is no longer cast by squads that have 2 or less squad members remaining.
  12. - Upkeep now works in a non-linear fascion. Every point of population will increase overall upkeep according to this equation: 0.9 + 0.35 * current_pop / 125
  13. - Significantly increased light cover effectiveness.
  14. - Slightly increased heavy cover effectiveness.
  15. - Starting resources increased.
  16. - Manpower income from HQs decreased.
  17. - Income from manpower points significantly decreased.
  18. - Base HQ fuel income increased from 5 to 7.
  19. - Removed manpower income from munition and fuel points.
  20. - Victory Point Control possibilities changed from 250/500/1000 to 500/650/800.
  21. - Fuel and Munition strategic point capture time redone:
  22.  * High 40s/35s -> 25s/20s
  23.  * Medium 30s/25s -> 20s/15s
  24.  * Low 20s/15s -> 15s/10s
  25. - Manpower strategic point revert time reduced from 15s to 10s.
  26. - Passive healing abilities (Supply Halftrack, Ambulance, Medic) will no longer heal squads which are in combat. Squads require to be at least 5s out of combat for them to start healing.
  27. - Mortar area of effect profile changes increasing their consistency:
  28.  * Reduced lethal range AoE damage radius.
  29.  * Reduced medium range AoE damage and radius.
  30.  * Increased maximum range AoE damage and radius.
  31. - Mortar Shell trajectory slightly improved.
  32. - Mortar effectiveness against bunkers doubled.
  33. - Heavy machine gun effectiveness vs suppressed units reduced.
  34. - Heavy machine gun teardown and setup times reduced.
  35. - Bolt-action and semi-automatic rifle range decreased from 53 to 42, and range table adjusted to 9/20/30/40.
  36. - Sub machine gun and assault rifle range table adjusted to 5/15/23/32.
  37. - Moving accuracy penalty of all small arms weapons decreased and normalized from 0.3-0.75 to 0.8.
  38. - 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.
  39. - Sniper rifle range decreased 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.
  40. - Units that have a camouflage ability will no longer receive a movement buff during camouflage once achieving a certain veterancy rank.
  41. - 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.
  42. - Maximum population cap for all armies is now set to 125.
  43. - Base population cap for all armies increased by 10.
  44. - Demolition charges recharge time increased from 10 to 25 seconds.
  45. - 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.
  46. - Demolition charges damage multiplier against all building types increased from 1 to 1.5.
  47. - Goliath damage and area of effect tables equalized to demolition charges.
  48. - Hand-held infantry anti-tank weapons (Panzerschreck, M9 bazooka, M18 recoilless rifle and PIAT) target tables normalized.
  49. - Hand-held infantry anti-tank weapon reloading times standardized: Panzerschreck, bazooka and recoilless rifle reload now takes 8 seconds and PIAT reloads 7 seconds.
  50. - Reworked fuel upkeep to the values that were intended:
  51.  * King Tiger fuel upkeep increased from 0 to 6 per minute.
  52.  * Tiger fuel upkeep increased from 0 to 5 per minute.
  53.  * Panther, Jagdpanther, Churchill and M26 Pershing fuel upkeep increased from 0 to 4 per minute.
  54.  * 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.
  55.  * M10 Wolverine, M36 Jackson, M18 Hellcat, Marder III, Geschützwagen and Nashorn fuel upkeep increased from 0 to 2 per minute.
  56.  * 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.
  57. - Weapon crews inside emplacements received damage decreased by 50%.
  58. - Grenade recharge time increased from 15 to 20 seconds.
  59. - Grenade throwing range decreased 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.
  60. - Fixed a bug where some grenade types would not be thrown at the combat slots of buildings; making them unreliable against larger building types.
  61. - Most infantry abilities can no longer be used once the squad is pinned, exceptions are for example Fire-Up, Assault and Sprint.
  62. - Medic Station Medics health decreased from 142 to 110.
  63. - Heroic Infantry armor now decreases received suppression by 20% as opposed to 50%.
  64. - Completely reworked critical hits to tanks:
  65.  *Frontal Armor Hits:
  66.   #100-40% hitpoints: 100% none
  67.   #40-5% hitpoints: 40% none 42% engine damage 10% detrack 8% gun damage
  68.   #5-0% hitpoints: 75% vehicle destroyed 25% out of control
  69.  *Rear Armor Hits:
  70.   #100-40% hitpoints: 90% none 10% engine damage
  71.   #40-5% hitpoints: 20% none 50% engine damage 15% engine destroyed 15% detrack
  72.   #5-0% hitpoints: 75% vehicle destroyed 25% out of control
  73. - Reworked AoE weaponry vs, tank critical hits:
  74.  *Frontal Armor Hits:
  75.   #100-40% hitpoints: 100% none
  76.   #40-5% hitpoints: 55% none 22% engine damage 10% destroy secondary weapon 5% detrack 8% gun damage
  77.   #5-0% hitpoints: 75% vehicle destroyed 25% out of control
  78.  *Rear Armor Hits:
  79.   #100-40% hitpoints: 90% none 10% engine damage
  80.   #40-5% hitpoints: 25% none 45% engine damage 15% engine destroyed 10% destroy secondary weapon 5% detrack
  81.   #5-0% hitpoints: 75% vehicle destroyed 25% out of control
  82. - Tracked down and fixed the remaining situations where the 5% health bug would appear.
  83. - Removed the Population Upkeep threshold for all nations, this value removed the upkeep of x amount of entities.
  84. - Panzerfaust base damage decreased from 275 to 200 and target tables fixed. The General performance versus vehicles should be like this:
  85.  *26% of a Sherman/Cromwell
  86.  *33% of a M10/M18/M36
  87.  *18% of a Pershing
  88.  *22% of a Churchill
  89.  *44% of a Stuart
  90.  *61%/41% of a M8/T17/Staghound
  91.  *53% of a M3 Halftrack
  92.  *86% of a Bren Carrier
  93. - The last member of any decrewed team weapon that can reinforce will now be killed. This is done to prevent team weapon duplicating exploit.
  94. - 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.
  95. - Removed permanent 0.75 accuracy decrease due to how cover works from all vehicles.
  96. - Improved the way green cover works with vehicles.
  97. - Decreased the time which infantry units need to go out of combat stance from 7 to 5 seconds.
  98. - Decreased the time which infantry units need to recover from suppression.
  99. - Added the missing 7th combat slot in slit trenches.
  100. - Decreased the impass area around the placement of buildings, making it easier to place all base buildings in smaller base sectors.
  101. - Normalized tank gun damage multipliers versus buildings and HQ trucks.
  102. - Grenades-type abilities can no longer be used while inside Halftracks.
  103. - All bridge hitpoints increased from 300 to 900.
  104. - Officer hitpoints equalized to 120.
  105. - Flame thrower critical can no longer randomly kill the entire squad, the flame thrower can only explode on death of the last squad member.
  106.  
  107. Commander Trees:
  108.  
  109. - American Airborne Doctrine:
  110.         left: Paratroopers (3) > Paradropped Anti-Tank Gun (2) > Veteran Tactics (2)
  111.         right: Air Reconnaissance (1) > Strafing Run (2) > Thunderbolt 'Hellfire' Airstrike (3)
  112.         bottom: Glider Headquarters (3) > Supply Drops (2)
  113.  
  114. - American Armor Company:
  115.         right: Raid (1) > War Machine (2) > Calliope (4)
  116.         left: Armored Infantry (2) > M4 'Assault' Sherman (3) > M36 Jackson Battlegroup (3)
  117.         bottom: Rapid Deployment (1) > Field Repairs (2)
  118.  
  119. - Commonwealth Royal Canadian Artillery:
  120.         right: Supercharged Artillery Shells (2) > Counter Battery (2) > Ammunition Resupply (2)
  121.         left:  Canadian Infantry (2) > Mechanized Recon (2) > M7 Priest (4)
  122.         bottom: Forward Observation Officers (2) > Creeping Barrage (2)
  123.  
  124. - Wehrmacht Defensive Doctrine:
  125.         left: Sturmpioneers (2) > Fortify the Perimeter (2) > 88mm FlaK 36 AT/AA (4)
  126.         right: For the Fatherland! (1) > Defensive Airburst Barrage (3) > 105mm leFH18 Howitzer (3)
  127.         bottom: Advanced Warning (1) > 280mm Rocket Artillery (2)
  128.  
  129. - Panzer Elite Scorched Earth Tactics:
  130.         right: Scorched Earth (1) > Resource Redistribution (3) > Hummel (3)
  131.         left: Jägers (2) > Hetzer (3) > 88mm FlaK 36 Howitzer (2)
  132.         bottom: Demolition Experts (1) > Sector Artillery (3)
  133.  
  134. - Panzer Elite Luftwaffe Tactics:
  135.         right: Luftwaffe Ground Forces (1) > Wirbelwind Flakpanzer (3) > 88mm FlaK 36 AT/AA (3)
  136.         left: Fallschirmjägers (3) > Stuka Bombing Strike (2) > Henschel 'Panzerknacker' Overwatch (3)
  137.         bottom: Tank Awareness (1) > Butteryfly Bombs (2)
  138.  
  139. - Panzer Elite Breakthrough Tactics:
  140.         right: Panzerfüsiliers (2) > APCR Shells (2) > Jagdpanther (4)
  141.         left: Situational Awareness (2) > Hotchkiss Light Tank (2) > Railway Artillery (2)
  142.         bottom: Teller Mines (1) > Infantry Anti-Tank Efforts (3)
  143.  
  144.  
  145. Graphics:
  146. - Redone nearly all weapon tracers.
  147. - Fixed some issues with new ground textures (mostly affects Langres).
  148. - Completely redone most of the in-game weapon craters.
  149. - Replaced the standard sandbag model with a higher detail version; this version is visually more appealing and looks good from all sides.
  150. - New explosion FX for the newly added Railway Artillery Barrage
  151. - New explosion FX for Nebelwerfer and Walking Stuka.
  152. - Tank Gun explosion FX changed to better represent their caliber and explosive payload.
  153. - Animated Sherman Smoke Dischargers for all Sherman models.
  154.  
  155. User Interface and Language:
  156. - Added custom minimap symbols for specialist units.
  157. - Significantly improved descriptions of many units, upgrades and abilities.
  158. - 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).
  159. - Shocktroopers renamed to Panzerfüsiliers.
  160. - Panzerfüsiliers received new unit icon, symbol and portrait (their symbol is now the rank insignia of an Obergefreiter).
  161. - Gebirgsjägers renamed to Jägers, with new unit icon, symbol and portrait (the ones previously used for the Shocktroopers).
  162. - Opel Blitz Ambulance renamed to Ambulance.
  163. - Divert Supplies ability renamed to Radio Interception.
  164. - Airborne renamed to Paratroopers.
  165. - For the Fatherland received a new icon.
  166. - Command Squad symbol size decreased by around 25%.
  167. - Combat Medic symbol size decreased by around 50%.
  168. - Armored Infantry received a completely new unit icon, symbol and portrait (their symbol is now the rank insignia of a Corporal).
  169. - Fallschirmjäger symbol significantly improved.
  170. - Luftwaffe Ground Forces symbol placement fixed, to fit within the squad UI.
  171. - PIAT Commandos renamed to Tank Hunters.
  172. - Mortar Commandos renamed to Mortar Section.
  173. - HMG Commandos renamed to Heavy Machine Gun Team.
  174. - Panther 'Cuckoo' renamed to Panther.
  175. - Captured Panther Tank received a new call-in icon.
  176. - Highlanders received a new call-in icon.
  177. - Satchel Charge hotkey changed from L to S.
  178. - Airborne Assault Squad renamed to Pathfinders.
  179. - Pathfinders hotkey changed from A to P.
  180. - Waffen SS renamed to Obersoldaten.
  181. - Obersoldaten received new unit icon, symbol and portrait.
  182. - Knight's Cross Holders symbol improved.
  183. - Canadian Infantry received new unit icon, symbol and portrait.
  184.  
  185. Americans:
  186. - New Reward Unit: M18 Hellcat - Armed with the same M1A2 main gun, the M18 Hellcat is a more mobile but less armored tank destroyer than the M10 Wolverine. It can however be upgraded with a M2Hb .50cal Heavy Machine gun for increased effectiveness against infantry.
  187. - Sergeant manpower cost reduced from 240 to 200.
  188. - Sergeant (2 available) bonuses towards Infantry changed (bonuses do not stack):
  189.   *Veterancy 0: Weapon Accuracy Modifier 1.1, Weapon Damage Modifier +1
  190.   *Veterancy 1: Heroic Charge
  191.   *Veterancy 2: Weapon Accuracy Modifier 1.15, Weapon Damage Modifier +1, Received Veterancy Modifier 1.1
  192.   *Veterancy 3: Weapon Accuracy Modifier 1.15, Weapon Damage Modifier +1, Received Veterancy Modifier 1.3
  193. - Supply Yard upkeep modifiers for different levels rebalanced (bonuses stack):
  194.   *Base improvement 25% -> 20%
  195.   *Level 1 Production: 20% -> 10%
  196.   *Level 2 Production: 25% -> 10%
  197.   *Level 3 Production: 25% -> 20%
  198. - Browning .30cal Heavy Machine Sun Squad loadout redone:
  199.  * The crew now consists of 4 members.
  200.  * Each crew member costs 60 manpower as opposed to 80.
  201.  * Reinforce time reduced from 12 seconds to 7.5.
  202. - Browning .30cal Heavy Machine Gun arc of fire decreased from 120 to 100 degrees.
  203. - Medic manpower cost increased from 120 to 150.
  204. - Significantly reduced combat medic healing effectiveness.
  205. - Medic now has a Field Dressing ability which allows it to quickly heal up injured squads for 10 ammunition.
  206. - Machine Gun Emplacement arc of fire decreased from 120 degrees to 80 degrees.
  207. - Triage Center construction time decreased from 55 to 50 seconds.
  208. - Triage Center is now affected by Rapid Response.
  209. - Ranger upkeep increased from 2.4 to 2.5 manpower per minute per entity.
  210. - Decreased the amount of received manpower by Manpower Push from 800 to 500.
  211. - M8 Greyhound health increased from 240/360 to 260/390.
  212. - M8 Greyhound acceleration increased from 4.5 to 5.5 and Speed increased from 6.5 to 7.
  213. - T17 Armored Car health increased from 240/360 to 260/390.
  214. - T17 Armored Car acceleration increased from 4.5 to 5.5 and Speed increased from 6.5 to 7.
  215. - M3 Halftrack health decreased from 400 to 380.
  216. - Infantry can now capture territory from inside M3 Halftracks.
  217. - M5 76mm Anti-Tank Gun reloading time decreased from 6/7 to 6/6 seconds.
  218. - 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.
  219. - M5 76mm Anti-Tank Gun range increased from 59 to 62.
  220. - Armored Infantry reinforce time increased from 6 to 7 seconds.
  221. - Armored Infantry squad size increased from 4 to 5.
  222. - Armored Infantry entity health decreased from 100 to 90. Squad hitpoints 400 -> 450.
  223. - Armored Infantry M1 Carbine DPS at long and distant range slightly increased.
  224. - Armored Infantry now have "Riflemen Elite" infantry armor.
  225. - Armored Infantry can now Sprint.
  226. - Decreased penetration values on distance for airborne recoilless rifles.
  227. - Thunderbolt 'Hellfire' Overwatch replaced with Thunderbolt 'Hellfire' Airstrike. This airstrike costs 160 munitions and calls in a single aircraft to a manually designated area.
  228. - P47 Thunderbolt M2Hb .50cal Heavy Machine Gun damage versus infantry decreased from 3x to 2x.
  229. - Strafing Run munition cost decreased from 150 to 125.
  230. - Self Repair recharge time increased from 45 to 120 seconds.
  231. - Self Repair repair speed decreased from 15 to 7.5, duration increased from 20 to 40 seconds.
  232. - Self Repair munition cost decreased from 150 to 100.
  233. - War Machine recharge time increased from 90 to 120 seconds.
  234. - M4 'Assault' Sherman main gun redesigned to be a much more comfortable unit to use while being less dominant per shot.
  235. - M4 'Assault Sherman' call-in cost changed from 500 manpower to 450 manpower and 70 fuel.
  236. - Machine Gun Emplacements can no longer hold infantry.
  237. - M1 57mm Anti-Tank Gun accuracy increased on long and distant ranges for more reliable performance.
  238. - M2Hb .50cal Heavy Machine Gun target tables fixed to no longer penetrate vehicles easily yet will now always 'penetrate' Infantry.
  239. - M3 Halftracks can no longer transport Heavy Machine Gun or Mortar Teams.
  240. - M3 Halftrack build time decreased from 40 to 35 seconds.
  241. - 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.
  242. - T34 Calliope barrage cost increased from 50 to 60 munitions.
  243. - M36 Jackson main gun reloading time decreased from 7/7 to 6/6 seconds.
  244. - 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.
  245. - T34 Calliope call-in cost changed from 600 manpower to 500 manpower and 80 fuel.
  246. - M36 Jackson battlegroup call-in cost changed from 900 manpower to 900 manpower and 140 fuel.
  247. - M36 Jackson battlegroup is no longer limited to once per battle.
  248. - Combat group call-in cost changed from 650 manpower to 650 manpower and 60 fuel.
  249. - Combat group no longer comes with a Ranger squad.
  250. - Added a fix for the M10 and M36 misfire bug.
  251. - M10 Tank Destroyer cost increased from 300 manpower and 55 fuel to 360 manpower and 60 fuel.
  252. - M10 Tank Destroyer base damage decreased from 80/100 to 70/90.
  253. - M18 Hellcat base damage decreased from 80/100 to 70/90.
  254. - M18 Hellcat now has its own unique armor type which is a flat 20% weaker than that of the M10 Tank Destroyer, thus making it more vulnerable against 20-40mm cannon fire.
  255. - Sticky bombs redesigned:
  256.   * Detonate time decreased from 4 to 3 seconds
  257.   * Range decreased for normal bombs and vet2 by 2 meters making it 17 and 22.
  258.   * Criticals applied on detonation now work as follows:
  259.     *Frontal Armor Hits:
  260.       #100-40% hitpoints: 95% engine damage 5% destroy secondary weapon (gunner killed)
  261.       #40-5% hitpoints: 40% engine damage 25% engine destroy 30% detrack 5% destroy secondary weapon (gunner killed)
  262.       #5-0% hitpoints: 75% vehicle destroyed 15% engine destroy
  263.     *Rear Armor Hits:
  264.       #100-40% hitpoints: 65% engine damage 15% engine destroy 20% detrack
  265.       #40-5% hitpoints: 25% engine damage 40% engine destroy 35% detrack
  266.       #5-0% hitpoints: 85% vehicle destroyed 15% engine destroy
  267. - Smoke Discharges have been fully animated, improving their performance and adding for a nice visual effect.
  268. - M2 60mm Mortar base damage increased from 50/65 to 55/65 to match all other mortars.
  269. - M26 Pershing weapon area of effect radius increased from 2 to 3.75. Area of effect profiles adjusted.
  270. - Command Squad Mortar Barrage salvo decreased from 10 to 8 shells.
  271. - Command Squad manpower cost decreased from 340 to 220.
  272. - Command Squad bonuses towards Infantry changed (Captain bonuses do not stack):
  273.   *Veterancy 0 (Captain): Received Accuracy modifier 0.9, received Suppression modifier 0.8.
  274.   *Veterancy 1 (Radio Operator): Increased Sight Range modifier of +5.
  275.   *veterancy 2 (Captain): Received Accuracy modifier 0.85, received Suppression modifier 0.75.
  276.   *Veterancy 2 (Radio Operator): Increased Sight Range modifier +5.
  277.   *Veterancy 3 (Captain): Received Accuracy modifier 0.8, received Suppression modifier 0.7.
  278. - Medic Station search range changed to 65.
  279. - Medic Station requires 7 casualties to deploy a new squad of Riflemen.
  280. - Riflemen hitpoints increased from 75 to 85. Squad hitpoints 450 -> 510.
  281. - Riflemen can no longer construct mines with Defensive Operations.
  282. - Riflemen reinforce cost increased from 27 to 28.
  283. - Riflemen manpower cost increased from 270 to 280.
  284. - Paratrooper hitpoints increased from 78 to 82. Squad hitpoints 468 -> 510.
  285. - Pathfinder hitpoints increased from 100 to 110. Squad hitpoints 400 -> 440.
  286. - Ranger reinforce cost decreased from 45 to 42.
  287. - Ranger health increased from 75 to 85. Squad hitpoints 468 -> 510.
  288. - BAR effectiveness slightly reduced at range.
  289. - BAR suppressive fire effect increased by 150%.
  290. - Browning Automatic Rifle munition cost increased from 50 to 60.
  291. - Slightly increased effectiveness of M1 garand rifles increasing effectiveness of airborne and basic riflemen.
  292. - Slightly increased effectiveness of ranger M1 Garand rifles.
  293. - Sherman accuracy slightly reduced, area of effect tables adjusted.
  294. - Glider Headquarters target type fixed and health halved, making them much more vulnerable as intended.
  295. - Glider Headquarters no longer heals by default, instead it now has a timed ability for 35 munitions.
  296. - M1 Garand base damage increased from 24/26 to 27/29, decreasing the amount of shots it takes to kill infantry.
  297. - M1 Garand statistics generally improved and tuned to match the new damage model.
  298. - M1 Garand clip size fixed to 8 rounds.
  299. - M1 Carbine base damage increased from 15/17 to 23/25, decreasing the amount of shots it takes to kill infantry.
  300. - M1 Carbine statistics generally improved and tuned to match the new damage model.
  301. - M1 Carbine clip size fixed to 15 rounds.
  302. - M1918 Browning Automatic Rifle base damage increased from 10/12 to 26/28, decreasing the amount of shots it takes to kill infantry.
  303. - M1918 Browning Automatic Rifle  statistics generally improved and tuned to match the new damage model.
  304. - M1 Thompson base damage increased from 12/14 to 21/23, decreasing the amount of shots it takes to kill infantry.
  305. - 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.
  306. - M3 Grease Gun base damage increased from 8/9 to 20/22, decreasing the amount of shots it takes to kill infantry.
  307. - 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.
  308. - M1911 Colt damage increased from 15/15 to 20/22, decreasing the amount of shots it takes to kill infantry.
  309. - M1911 Colt statistics generally improved and tuned to match the new damage model.
  310. - M1917 Browning .30cal Heavy Machine Gun base damage increased from 21/23 to 27/29, decreasing the amount of shots it takes to kill infantry.
  311. - M1917 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.
  312. - M1919A4 Browning .30cal Heavy Machine Gun base damage increased from 10/12 to 27/29, decreasing the amount of shots it takes to kill infantry.
  313. - M1919A4 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 100-round magazine.
  314. - 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.
  315. - 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.
  316. - Quad Mounted 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.
  317. - Quad Mounted 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.
  318.  
  319. Commonwealth:
  320. - Added a new ability to the Royal Canadian Artillery: Ammunition Resupply - For the cost of 100 manpower and 30 fuel, 150 munitions is granted. Fuel income will be decreased by 75% for two minutes after the ability is triggered.
  321. - Added a new upgrade for the Bren Carrier: Wasp Carrier - For the cost of 50 munitions, the Bren Carrier will be equiped with a flamethrower instead of the primary bren light machine gun. It also increases hitpoints by 10% but cannot carry troops once upgraded.
  322. - Fixed the problem where the player could have a total of three M7 Priests instead of two.
  323. - Lieutenant manpower cost from 250 to 200.
  324. - Lieutenant (3 available) bonuses towards Infantry changed (bonuses do not stack):
  325.   *Veterancy 0: Weapon Accuracy Modifier 1.1, Weapon Damage Modifier +1
  326.   *Veterancy 1: Heroic Charge
  327.   *Veterancy 2: Weapon Accuracy Modifier 1.15, Weapon Damage Modifier +1
  328.   *Veterancy 3: Weapon Accuracy Modifier 1.15, Weapon Damage Modifier +1, Received Veterancy Modifier 1.1
  329. - Redesigned Highlanders:
  330.   *Can now be upgraded with Boys Anti-Tank Rifles, Sten Sub-Machine Guns or Medical Packages.
  331.   *Entity health increased by 10%, from 100 to 110, increasing the squad health from 400 to 440.
  332.   *Can no longer construct Machine Gun and Mortar Emplacements (Construction options consist of: Slit Trenches, Mines, Sandbags, Tank Traps and Barbed Wire).
  333.   *Can no longer Repair.
  334.   *Call-in cost set to 380 manpower.
  335. - Redesigned Canadian Infantry:
  336.   *Can now be upgraded with Flamethrowers, Bren Light Machine Guns or PIATs.
  337.   *No longer have "Riflemen Elite" infantry armor.
  338.   *Can construct Barbed Wire, Sand Bags and Trenches.
  339.   *Can use Sprint, Button Vehicle or Ambush depending on squad specialization.
  340.   *Call-in cost set to 380 manpower.
  341.   *Can no longer plant Demolition Charges.
  342. - Vickers .303cal Heavy Machine Gun section statistics generally improved.
  343. - Vickers .303cal Heavy Machine Gun arc of fire decreased from 120 to 100 degrees.
  344. - Vehicles now properly share their veterancy with a nearby Command Tank. It turned out that previous veterancy changes disabled this feature, making the use of the Command Tank near vehicles nearly pointless.
  345. - Command Tank mobility and hitpoints equalized to the Cromwell.
  346. - Command Tank Creeping Smoke Barrage ability no longer requires the Royal Canadian Artillery commander tree, but now requires the Command Tank to have veterancy rank 1.
  347. - Command Tank can now capture territory sectors at a slow rate.
  348. - Command Tank bonus radius increased from 30 to 40, allowing for easier support without having to cluster vehicles.
  349. - Command Tank (1 available) bonuses towards vehicles and abilities changed (bonuses do not stack):
  350.   *Veterancy 0: Sight Range Modifier +5, Weapon Reload Modifier 0.9
  351.   *Veterancy 1: Creeping Smoke Barrage
  352.   *Veterancy 2: Sight Range Modifier +5, Weapon Reload Modifier 0.9, Weapon Accuracy Modifier 1.1
  353.   *Veterancy 3: Sight Range Modifier +5, Weapon Reload Modifier 0.86, Weapon Accuracy Modifier 1.2
  354. - Staghound health increased from 240/360 to 260/390.
  355. - Cromwell main gun reloading time increased from 5/5 to 6/6 seconds, to match the M4A4 Sherman.
  356. - Sherman Firefly main gun reloading time increased from 6/6 to 7/7 seconds.
  357. - Sherman Firefly fuel cost increased from 100 to 120.
  358. - Sherman Firefly coaxial machine gun removed.
  359. - 17-Pounder Anti-Tank Gun reloading time decreased from 6/7 to 6/6 seconds.
  360. - 17-Pounder Anti-Tank Gun range increased from 59 to 62.
  361. - Bren Carrier Self-Repair recharge time increased from 30 to 45 seconds.
  362. - Bren Carrier LMG Carrier upgrade fixed. The upgraded used to swap out the main weapon to a weaker variant. The upgrade now effectively doubles the total firepower and unlocks AP rounds.
  363. - Canadian Infantry hitpoints decreased from 115 to 100, decreasing the squad health from 460 to 440.
  364. - Kangaroo Carrier reinforce radius decreased by 33%, from 20 to 15.
  365. - Kangaroo Carriers can no longer be deployed from the Armor Command Truck.
  366. - Kangaroo Carrier hitpoints decreased from 760 to 660.
  367. - Captain no longer highlights the sector in which he is present, making it more difficult for the enemy to locate the Captain.
  368. - Captain bonuses now correctly apply in any territory sector.
  369. - Captain manpower cost from 300 to 220.
  370. - Captain (1 available) bonuses towards Infantry changed (received accuracy/suppression bonuses do not stack):
  371.   *Veterancy 0: Received Accuracy modifier 0.9, received Suppression modifier 0.8.
  372.   *Veterancy 1: Infantry movement boost in the entire sector.
  373.   *Veterancy 2: Received Accuracy modifier 0.85, received Suppression modifier 0.75.
  374.   *Veterancy 3: Received Accuracy modifier 0.8, received Suppression modifier 0.7.
  375. - Captain bonuses towards Emplacements changed (received damage bonuses do not stack):
  376.   *Veterancy 0: Received damage modifier 0.85.
  377.   *Veterancy 1: Increased Sight Range modifier of +5.
  378.   *Veterancy 2: Received damage modifier 0.8.
  379.   *Veterancy 3: Received damage modifier 0.75.
  380. - Recon Element Flares removed completely.
  381. - Armor Command Truck manpower cost decreased from 205 to 200.
  382. - M7 Priest health increased from 480 to 500.
  383. - M7 Priest call-in cost changed from 625 manpower to 500 manpower and 50 fuel.
  384. - M7 Priest can no longer use Counter Battery.
  385. - M7 Priest can now exclusively use Overwatch Artillery when reaching veterancy rank 1.
  386. - 25 Pounder can no longer use Overwatch Artillery.
  387. - Heavy Machine Gun Emplacement hotkey changed from H to E.
  388. - Significantly improved the effectiveness of the Sherman Firefly versus Panthers, Tigers and King Tigers.
  389. - Churchill call-in cost changed from 600 manpower to 500 manpower and 90 fuel.
  390. - Panther Tank call-in cost changed from 700 manpower to 600 manpower and 140 fuel.
  391. - Slightly increased effectiveness of Sapper, Highlander and Canadian Infantry Lee Enfield rifles.
  392. - 40mm Bofors AA Gun slightly reworked; it will now fire two bursts of 4 shells with a delay of 3 seconds between each burst, and will undergo a 5 second reloading time after firing two bursts.
  393. - 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.
  394. - 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.
  395. - Machine Gun Emplacement arc of fire decreased from 120 to 80 degrees.
  396. - Staghound acceleration increased from 4 to 5.5 and Speed increased from 6.5 to 7.
  397. - Staghound fuel cost decreased from 35 to 30.
  398. - Boys Anti-Tank Rifle reliability against infantry targets increased.
  399. - Boys Anti-Tank Rifle clip size fixed to 5.
  400. - Boys Anti-Tank Rifle hotkey changed from R to A to not interfere with reinforcing.
  401. - Boys Anti-Tank Rifle penetration against heavy armor decreased.
  402. - PIAT projectile reworked to work like regular Infantry Anti-Tank weaponry to vastly improve the reliability of the weapon. This does however take away the ability to shoot 'over' hedges and walls.
  403. - Tank Hunters rebalanced:
  404.  * The squad now consists of 4 members.
  405.  * Squad cost from 255 to 340.
  406.  * Reinforce cost from 36 to 34.
  407.  * Are now equipped with 'Elite' Lee Enfield Rifles as opposed to Sten Sub-Machine Guns.
  408.  * PIAT ambush ability added.
  409. - Commando Heavy Machine Gun Teams rebalanced:
  410.  * The crew now consists of 4 members.
  411.  * Each crew member costs 65 manpower as opposed to 85, raising the squad cost from 255 to 260.
  412.  * Are now equipped with 'Elite' Lee Enfield Rifles as opposed to Sten Sub-Machine Guns.
  413. - Commando Mortar Sections rebalanced:
  414.  * The crew now consists of 4 members.
  415.  * Each crew member costs 75 manpower as opposed to 70, raising the squad cost from 280 to 300.
  416.  * Are now equipped with 'Elite' Lee Enfield Rifles as opposed to Sten Sub-Machine Guns.
  417.  * Reinforce time increased from 6 to 10 seconds to match all other Mortar Crews.
  418. - Commando Sniper health increased from 77 to 90 to match all other Snipers.
  419. - Commando Jeeps can now be deployed even when the Glider is in enemy territory.
  420. - Tetrach Smoke ability reworked into Concealing Smoke, a timed ability that will automatically deplow a thick cloud of smoke around the tank, providing excellent temporary cover from direct fire.
  421. - Tetrach Glider fuel cost increased from 0 to 30.
  422. - Glider, Glider HQ and Tetrach Glider target type fixed and health halved, making them much more vulnerable as intended.
  423. - Air Force Overwatch radius decreased from 40 to 30, to be less dominating on smaller maps.
  424. - Air Force Overwatch munition cost decreased from 225 to 200.
  425. - Added a 30 radius UI circle to indicate where the Air Force Overwatch, making it easier to target it.
  426. - Typhoon Airstrike munition cost decreased from 175 to 160.
  427. - Hawker Typhoon .50cal Heavy Machine Gun damage versus infantry decreased from 3x to 2x.
  428. - Casualty Clearing Station cost increased from 180 manpower and 15 fuel to 300 manpower and 20 fuel.
  429. - Casualty Clearing Station hitpoints increased from 500 to 620.
  430. - Casualty Clearing Station requires 9 casualties to deploy a new Infantry Section.
  431. - Casualty Clearing Station medic search radius decreased from 65 to 55.
  432. - Canadian Infantry reinforce cost decreased from 45 to 40.
  433. - Redesigned the Churchill AVRE main gun to be a much more comfortable unit to use while being less dominant per shot.
  434. - Lee Enfield base damage increased from 24/26 to 27/29, decreasing the amount of shots it takes to kill axis infantry.
  435. - Lee Enfield statistics generally improved and tuned to match the new damage model.
  436. - Lee Enfield "Elite" base damage increased from 24/26 to 30/32, decreasing the amount of shots it takes to kill infantry.
  437. - Lee Enfield statistics generally improved and tuned to match the new damage model.
  438. - Lee Enfield clip size fixed to 10 rounds.
  439. - Sten Sub Machine Gun base damage increased from 8/9 to 20/22, decreasing the amount of shots it takes to kill infantry.
  440. - 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.
  441. - Bren Light Machine Gun base damage increased from 10/12 to 27/29, decreasing the amount of shots it takes to kill infantry.
  442. - 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.
  443. - Webley Revolver damage increased from 19/19 to 30/32, decreasing the amount of shots it takes to kill infantry.
  444. - Webley Revolver statistics generally improved and tuned to match the new damage model.
  445. - Vickers .303cal Heavy Machine Gun base damage increased from 21/23 to 27/29, decreasing the amount of shots it takes to kill infantry.
  446. - 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.
  447. - Forward Observation Officer Howitzer Shoot recharge time from 60s to 120s.
  448. - Field Support Truck cost from 185 manpower 30 fuel to 200 manpower 30 fuel.
  449. - Armored Command Truck cost from 205 manpower 65 fuel to 200 manpower 70 fuel.
  450.  
  451. Wehrmacht:
  452. - New unit for Defensive Doctrine: Sturmpioneers - 4 man squad equipped with Kar98k rifles, bundled grenades, wire cutters, the ability camouflage and salvage wrecks. Can be upgraded with STG44 Assault Rifles and construct basic field defenses.
  453. - New reward unit: King Tiger (Porsche Turret) - A King Tiger with the Porsche turret. This variant comes with a turret mounted MG42 Light Machine Gun instead of the Tank Commander, thus fielding much better anti-infantry capabilities but as a trade-off less view range and camouflage detection capabilities.
  454. - 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.
  455. - 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.
  456. - Skirmish phase cost decreased from 200 manpower and 35 fuel -> 140 manpower and 30 fuel.
  457. - Assault Phase cost decreased from 200 manpower and 50 fuel -> 160 manpower and 40 fuel.
  458. - Battle Phase cost changed from 200 manpower and 60 fuel -> 180 manpower and 70 fuel.
  459. - Wehrmacht Quarters manpower cost decreased from 220 -> 200.
  460. - Krieg Barracks fuel cost decreased from 25 -> 20.
  461. - Panzer Kommand fuel cost increased from 50 -> 60.
  462. - Fortify the Perimeter no longer increases the hitpoints of bunkers.
  463. - Bunkers upgraded to Aid or Repair Stations can no longer hold infantry.
  464. - Bunker Machine Gun arc of fire decreased from 90 -> 70 degrees.
  465. - Bunker Machine Gun upgrade munition cost decreased from 50 -> 35.
  466. - Repair Station Pioneers health increased from 83 -> 110.
  467. - Medic Bunker range changed to 65 meters.
  468. - Medic Bunker requires 6 casualties to deploy a new squad of Grenadiers.
  469. - Pioneers can no longer Salvage wrecks for munitions; this ability is now exclusively available to the Sturmpioneers.
  470. - Blitzkrieg 'Raiders' will now properly affect Pioneers, Volksgrenadiers, Grenadiers, Stormtroopers and Knight's Cross Holders.
  471. - Volksgrenadier hitpoints increased from 85 -> 90. Total squad hitpoints 425 -> 450.
  472. - Slightly increased effectiveness of volksgrenadiers Kar 98k rifles
  473. - Grenadier hitpoints increased from 110 -> 115. Total squad hitpoints 440 -> 460.
  474. - MG 42 maximum range slightly increased.
  475. - MG 42 long range accuracy slightly reduced.
  476. - Sturmgeschütz IV fuel cost increased from 55 -> 65.
  477. - Sturmgeschütz IV health increased from 500 -> 700 hp.
  478. - Sturmgeschütz IV acceleration decreased from 1.7 -> 1.2, deceleration increased from 2 -> 3, to match all other Panzer IV based vehicles.
  479. - Ambulance healing aura radius decreased from 25 -> 20.
  480. - Ambulance health increased from 180 to 200.
  481. - Ambulance moved from the Krieg Barracks to the Kampfkraft Centre, allowing for earlier deployment.
  482. - Ambulance hotkey changed from O to A.
  483. - Sd.Kfz. 234 Puma health increased from 370 to 380.
  484. - Sd.Kfz. 234 Puma cost decreased from 280 manpower and 35 fuel to 250 manpower and 25 fuel.
  485. - Sd.Kfz. 234 Puma 20mm KwK38 base damage increased from 19/21 to 32/34.
  486. - Sd.Kfz. 251 Halftrack health increased from 370 to 380.
  487. - Sd.Kfz. 251 Halftrack Flammenwerfer upgrade health bonus decreased from +30 to +20.
  488. - Infantry can now capture territory from inside Sd.Kfz. 251 Halftracks.
  489. - 88mm Flak 36 AT/AA reload time increased from 4/6 to 6/6 seconds.
  490. - 88mm Flak 36 AT/AA manpower upkeep decreased from 10.7 to 3.4 manpower/min.
  491. - 88mm Flak 36 AT/AA emplacement changed to the smaller Bofors emplacement version, allowing for easier placement.
  492. - Tiger main gun reloading time increased from 6/6 to 7/7 seconds.
  493. - King Tiger main gun reloading time increased from 6/6 to 7/7 seconds.
  494. - King Tiger call-in cost changed from 600 manpower to 870 manpower and 180 fuel.
  495. - King Tiger (Henschel) sight range increased from 35 to 40 and camouflage detection radius increased from 0 to 10 to simulate the bonus of the Tank Commander.
  496. - Panther fuel cost increased from 110 to 140.
  497. - Geschützwagen health increased from 550 to 600, to match the Marder III.
  498. - Geschützwagen main gun reloading time decreased from 6/7 to 6/6 seconds, to match the Marder III.
  499. - Panzer IV main gun reloading time increased from 5/5 to 6/6 seconds.
  500. - Panzer IV base damage increased from 60/80 to 70/90.
  501. - Panzer IV health increased from 700 to 860 hp.
  502. - 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.
  503. - Tiger Ace reload time bonus towards nearby vehicles decreased from 0.85 to 0.9.
  504. - Tiger Ace Flank Speed acceleration decreased from 3 to 2 and maximum speed modifier decreased from 1.5 to 1.25.
  505. - Tiger Ace call-in cost changed from 700 manpower to 870 manpower and 180 fuel.
  506. - King Tiger health decreased from 1800 to 1600.
  507. - Fixed a bug where some tanks would not benefit completely from 'Veteran Tankers'.
  508. - Leutnant manpower cost decreased from 260 to 220.
  509. - Leutnant (1 available) bonuses towards Infantry changed (bonuses do not stack):
  510.   *Veterancy 0: Weapon Accuracy Modifier 1.1, Weapon Damage Modifier +1, Supervise.
  511.   *Veterancy 1: Force Retreat
  512.   *Veterancy 2: Weapon Accuracy Modifier 1.2, Weapon Damage Modifier +1, Received Veterancy Modifier 1.1
  513.   *Veterancy 3: Weapon Accuracy Modifier 1.2, Weapon Damage Modifier +1, Received Veterancy Modifier 1.2
  514. - Reworked Zeal (the bonuses stack, units affected by zeal are Volksgrenadiers, Grenadiers, Knights Cross Holders and Obersoldaten). For each additional member missing below 4 squad members the squad gets a stack of following modifiers: Weapon Accuracy modifier 1.05; Received Damage modifier 0.95; Received Suppression modifier 0.85; Weapon Cooldown modifier 0.95.
  515. - Fixed a bug where Zeal would not properly apply after unlock.
  516. - 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.
  517. - Knight's Cross Holders hitpoints increased from 110 to 115, increasing the squad hitpoints from 440 to 460.
  518. - Knight's Cross Holders can now use the Panzerfaust by default.
  519. - Added missing Squad Leader behavior Knights Cross Holders.
  520. - Assault hotkey changed from L to S.
  521. - 81mm Gr.34 Mortar Emplacement hotkey changed from M to E to no longer interfere with Mines.
  522. - 150mm Nebelwerfer no longer is affected by Veteran Infantry Training.
  523. - Kampfkraft Centre construction time decreased from 60 to 30 seconds to increase its appeal early on.
  524. - Sturmhaubitze 42 main gun redesigned to be a much more comfortable unit to use while being less dominant per shot.
  525. - Sturmhaubitze call-in cost changed from 500 manpower to 450 manpower and 70 fuel.
  526. - Sd.Kfz. 251 Halftracks can no longer transport Heavy Machine Gun or Mortar Teams.
  527. - Sd.Kfz. 251 Halftrack fuel cost increased from 20 to 25.
  528. - Sd.Kfz. 251 Halftrack build time increased from 30 to 45 seconds.
  529. - Nebelwerfer and Wurfrahmen 40 Stuka Area of Effect rebalanced to have less potential to wipe squads.
  530. - Stormtrooper Kar98k effectiveness decreased on medium, long and distant ranges.
  531. - Stormtrooper reinforce cost decreased from 43 to 40.
  532. - Stormtroopers can no longer camouflage.
  533. - Stormtroopers can now sprint.
  534. - Grenadier reinforce cost decreased from 38 to 35 manpower.
  535. - Bundled Grenade damage within the Area of Effect decreased.
  536. - Geschützwagen call-in cost changed from 500 manpower to 400 manpower and 40 fuel.
  537. - Obersoldaten call-in cost decreased from 400 to 380.
  538. - Obersoldaten can now construct Sandbags and Barbed Wire, as intended.
  539. - Obersoldaten reinforce cost decreased from 43 to 40.
  540. - 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.
  541. - Defensive Mortar Barrage reworked into Defensive Airburst Barrage; a barrage which fires a total of 10 airburst shells. Very effective against light forces.
  542. - MG42 Heavy Machine Gun arc of fire decreased from 120 to 90 degrees.
  543. - 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.
  544. - Tiger and Tiger Ace weapon area of effect profile changed. Radius from 3 to 3.75. Weapon effectiveness is now generally increased against infantry.
  545. - Panzerschreck effectiveness (both accuracy and damage) vs light vehicles reduced.
  546. - Panzerschreck general scatter values decreased significantly.
  547. - Ostwind 37mm Flak 43 AoE values slightly improved and damage versus infantry increased from 1x to 1.5x.
  548. - 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.
  549. - Kar 98k clip size fixed to 5 rounds.
  550. - Volksgrenadier Kar 98k base damage increased from 24/26 to 26/28, decreasing the amount of shots it takes to kill infantry.
  551. - Volksgrenadier Kar 98k statistics generally improved and tune to match the new damage model.
  552. - Sturmgewehr 44 base damage increased from 15/17 to 21/23, decreasing the amount of shots it takes to kill infantry.
  553. - 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.
  554. - MP 40 base damage increased from 11/13 to 20/22, decreasing the amount of shots it takes to kill infantry.
  555. - 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.
  556. - MG 42 Light Machine Gun base damage increased from 10/12 to 26/28, decreasing the amount of shots it takes to kill infantry.
  557. - 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.
  558. - MG42 Light Machine Gun upgrade munition cost increased from 50 to 60.
  559. - Luger P08 Pistol damage increased from 13/13 to 20/22, decreasing the amount of shots it takes to kill infantry.
  560. - Luger P08 Pistol statistics generally improved and tuned to match the new damage model.
  561. - MG 42 Heavy Machine Gun base damage increased from 18/20 to 26/28, decreasing the amount of shots it takes to kill infantry.
  562. - 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.
  563. - Improved Equipment cost decreased from 100 manpower and 25 fuel to 80 manpower and 20 fuel.
  564. - Goliath munition cost decreased from 75 to 50.
  565. - V1 Rocket now has an indicator like all off-map artillery.
  566. - V1 incoming delay from 15 to 12 seconds.
  567.  
  568. Panzer Elite:
  569. - Tank Hunter Tactics renamed and reworked into Breakthrough Tactics, to decrease the specialization of the whole Commander Tree, increasing both its versatility and viability.
  570. - Added a new ability to Scorched Earth Tactics: Resource Redistribution - A toggled ability which boosts munition income at the cost of fuel income.
  571. - Replaced Henschel Rocket Run with Stuka Bombing Strike - A JU-87D Stuka will dive in and drop a 250kg bomb on the targeted location for a cost of 125 munitions.
  572. - 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.
  573. - Added the missing Squad Leader behavior for Panzer Grenadiers, Jägers, Fallschirmjägers and Luftwaffe Ground Forces.
  574. - Panzer Grenadiers can now build basic field defenses (Barbed Wire/Sandbags) by default; using a separate construction menu.
  575. - 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.
  576. - Panzer Grenadier Booby Trap setup time decreased from 15 to 7 seconds.
  577. - Panzer Grenadier reinforce cost decreased from 35 to 33 manpower.
  578. - Stuka Zu Fuss Incendiary Barrage recharge time increased by 128%; from 70 to 90 seconds.
  579. - Hummel traverse rate decreased from 35 to 30 to match all other Panzer IV based vehicles.
  580. - Hummel barrage salvo increased from 4 to 5 shells; barrage damage potential increased by 25%.
  581. - 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.
  582. - Hummel health increased from 480 to 500.
  583. - Hummel call-in cost changed from 600 manpower to 500 manpower and 50 fuel.
  584. - Funkwagen 'Vampire' Halftrack camouflage detection radius increased from 9 to 10, and mine detection from 0 to 5.
  585. - Funkwagen 'Vampire' Halftrack Radio Interception camouflage detection bonus decreased from 30 to 20.
  586. - Funkwagen 'Vampire' Halftrack Goliath Drop munition cost decreased from 100 to 50.
  587. - 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.
  588. - Jägers call-in manpower cost increased from 260 to 340, and require 2 Command Points to unlock.
  589. - Jägers can now infiltrate the battlefield through neutral buildings, similar to Fallschirmjägers.
  590. - Jägers reinforce cost increased from 30 to 36, and reinforcing time increased from 6 to 7 seconds.
  591. - Jägers can now use Vital Shot.
  592. - Jägers can now use Fire-Up instead of Sprint.
  593. - Jägers entity health increased from 100 to 110, increasing the squad health from 400 to 440.
  594. - Jägers now have "Riflemen Elite" infantry armor.
  595. - Jägers now camouflage when in light or heavy cover.
  596. - Jägers can no longer construct of the Mortar Bunker, Pantherturm and 88mm Flak 36 Howitzer.
  597. - Panzerfüsilier health decreased from 113 to 95 per entity, lowering the squad health from 565 to 475.
  598. - Panzerfüsilier manpower cost decreased from 420 to 380 manpower.
  599. - Panzerfüsiliers Panzerschreck upgrade now requires the Kampfgruppe Kompanie Upgrade.
  600. - Panzerfüsiliers can now construct Barbed Wire and Sandbags.
  601. - Panzerfüsilier reinforce cost increased from 35 to 40.
  602. - Fallschirmjäger 'First Strike' bonuses removed, and tuned their camouflage revealing times.
  603. - Fallschirmjägers no longer camouflage automatically when in light or heavy cover.
  604. - Fallschirmjäger Infiltration manpower cost decreased from 420 to 400.
  605. - Fallschirmjägers can no longer construct trenches.
  606. - Fallschirmjägers can now construct Barbed Wire and Sandbags.
  607. - Fallschirmjäger reinforce cost increased from 34 to 36.
  608. - Luftwaffe Infantry can now lay mines.
  609. - Luftwaffe Infantry can now use Sprint by default.
  610. - Scout Car and Armored Car health decreased from 400 to 380.
  611. - Supply Halftrack health increased from 370 to 380.
  612. - Sd.Kfz. 250 Halftrack variants (Vampire, Infantry, Anti-Tank, Recon and Mortar) health decreased from 420 to 380.
  613. - Mortar Halftrack fuel cost from 40 to 30.
  614. - Infantry Halftrack manpower cost from 240 to 220.
  615. - 88mm Flak 36 AT/AA reloading time increased from 4/6 to 6/6 seconds.
  616. - 88mm Flak 36 AT/AA emplacement unintended manpower upkeep removed.
  617. - 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.
  618. - 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.
  619. - 20mm Flakvierling 38 emplacement unintended manpower upkeep removed.
  620. - Wirblewind 20mm Flakvierling 38 base damage increased from 19/21 to 32/34, with adjusted accuracy and cooldown to retain the same DPS potential.
  621. - 20mm Flakvierling 38 base damage increased from 19/21 to 32/34, with adjusted accuracy and cooldown to retain the same DPS potential.
  622. - 20mm Flakvierling 38 cost decreased from 300 manpower and 30 fuel to 280 manpower and 20 fuel.
  623. - 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.
  624. - Marder III main gun reloading time increased from 5/6 to 6/6 seconds.
  625. - 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 acquiring APCR shells.
  626. - Anti-Tank Halftrack 37mm PaK 36 reloading time rebalanced from 4/5.5 to 4.5/4.5 seconds.
  627. - Medic Bunker can no longer deploy Goliaths
  628. - Medic Bunker self-repair removed.
  629. - Medic Bunker health decreased from 900 to 800 to match the Wehrmacht Bunker.
  630. - Medic Bunker can no longer hold Infantry.
  631. - Medic Bunker range changed to 65 meters.
  632. - Medic Bunker requires 7 casualties to deploy a new squad of Panzer Grenadiers.
  633. - Panzer IV main gun reloading time increased from 5/5 to 6/6 seconds.
  634. - Panzer IV Rapid Fire no longer gives an accuracy bonus.
  635. - Panzer IV Rapid Fire is now available from default.
  636. - Panzer IV Infantry Support Tank Rapid Fire reloading time is now decreased by 20% instead of 50%.
  637. - Panzer IV Infantry Support Tank fuel cost from 60 to 70.
  638. - Henschel 'Panzerknacker' Overwatch recharge time increased from 120 to 180 seconds.
  639. - Henschel 'Panzerknacker' Overwatch duration decreased from 90 to 60 seconds.
  640. - Henschel 'Panzerknacker' Overwatch time between each passes changed from 5-10 seconds to 8 seconds flat.
  641. - Henschel 'Panzerknacker' Overwatch fight paths greatly improved; significantly increasing the change of hitting targeted vehicles.
  642. - Henschel 'Panzerknacker' Overwatch 75mm PaK 40 main gun greatly improved.
  643. - Added a 35 radius UI circle to indicate where the Henschel 'Panzerknacker' Overwatch, making it easier to target it.
  644. - Decreased standard grenade recharging time from 240 to 180 seconds.
  645. - Bundled Anti-Tank Grenade recharge time increased from 45 to 180 seconds to match all Panzer Elite grenade recharging times.
  646. - Bundled Anti-Tank Grenade target tables fixed. The General performance versus vehicles should be like this:
  647.  *65% of a Sherman/Cromwell
  648.  *74% of a M10 Wolverine/M18 Hellcat
  649.  *63% of a M36 Jackson
  650.  *44% of a M26 Pershing
  651.  *54% of a Churchill
  652.  *83% of a M5 Stuart
  653.  *100%/83% of a M8/T17/Staghound
  654.  *85% of a M3 Halftrack
  655.  *93% of a Bren Carrier
  656. - MG42 Heavy Machine Gun Emplacement hotkey changed from H to E.
  657. - Jagdpanther call-in cost changed from 700 manpower to 700 manpower and 160 fuel.
  658. - Jagdpanther sight range increased from 35 to 40 and camouflage detection radius increased from 0 to 10 to simulate the bonus of the Tank Commander.
  659. - Hetzer call-in cost changed from 600 manpower to 340 manpower and 65 fuel.
  660. - Hetzer Spotting Scope upgrade no longer increases its weapon range; this was an unintended feature, munition cost decreased from 25 to 10 to match similar upgrades.
  661. - Hetzer can now use Ambush Lock-down. Ambush lock-down camouflages the vehicle and applies the following modifiers on the first shot: 2x weapon penetration; 2x accuracy and 1.25.
  662. - Hetzer health increased from 500 to 700 hp.
  663. - Wirblewind call-in cost changed from 480 manpower to 420 manpower and 60 fuel.
  664. - Hotchkiss call-in cost changed from 450 manpower to 350 manpower and 35 fuel.
  665. - Hotchkiss is now affected by APCR Shells, also visually upgrading its gun.
  666. - Hotchkiss health increased from 360 to 420.
  667. - Panther Battlegroup call-in cost changed from 1000 manpower to 900 manpower and 180 fuel.
  668. - Panther fuel cost increased from 110 to 140.
  669. - MG42 Heavy Machine Gun Emplacement arc of fire decreased from 120 to 80 degrees.
  670. - Panzer IV and Panzer IV Infantry Support Tank health increased from 760 to 860.
  671. - Sd.Kfz. 222 20mm KwK38 base damage increased from 19/21 to 32/34, significantly improving its DPS potential.
  672. - Sd.Kfz. 251/9 KwK38 base damage increased from 19/21 to 32/34, significantly improving its DPS potential.
  673. - Kettenkrad Booby Trap setup time decreased from 15 to 5 seconds.
  674. - Panzerschreck effectiveness (both accuracy and damage) vs light vehicles reduced.
  675. - Panzerschreck general scatter values decreased significantly.
  676. - Infantry can now capture territory from inside Infantry Halftracks.
  677. - Teller Mine base damage increased from 300 to 325 and target tables fixed. The General performance versus vehicles should be like this:
  678.  *65% of a Sherman/Cromwell
  679.  *74% of a M10 Wolverine/M18 Hellcat
  680.  *63% of a M36 Jackson
  681.  *44% of a M26 Pershing
  682.  *54% of a Churchill
  683.  *83% of a M5 Stuart
  684.  *100%/83% of a M8/T17/Staghound
  685.  *85% of a M3 Halftrack
  686.  *93% of a Bren Carrier
  687. - Veteran Sergeant sight radius bonus decreased from +3 to +2.
  688. - Situational Awareness sight radius bonus increased from +2 to +3.
  689. - Kar 98k clip size fixed to 5 rounds.
  690. - Scoped Gewehr 43 package munition cost increased from 50 to 60.
  691. - Scoped Gewehr 43 base damage increased from 22/24 to 27/29, decreasing the amount of shots it takes to kill infantry.
  692. - Scoped Gewehr 43 statistics generally improved and tuned to match the new damage model.
  693. - Gewehr 43 base damage increased from 22/24 to 27/29, decreasing the amount of shots it takes to kill infantry.
  694. - Gewehr 43 statistics generally improved and tuned to match the new damage model.
  695. - Gewehr 43 clip size fixed to 10 rounds.
  696. - Gewehr 43 Suppressive Volley reworked and rebalanced into a timed ability - similar to the BAR Suppressive Fire. It will now properly suppress infantry for a short period of time, giving the Panzer Elite an option to suppress infantry pushes.
  697. - FG 42 base damage increased from 10/12 to 21/23, decreasing the amount of shots it takes to kill infantry.
  698. - 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.
  699. - Sturmgewehr 44 base damage increased from 15/17 to 21/23, decreasing the amount of shots it takes to kill infantry.
  700. - 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.
  701. - MG 42 Light Machine Gun base damage increased from 10/12 to 27/29, decreasing the amount of shots it takes to kill infantry.
  702. - 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.
  703. - Panzergrenadier/Jäger Booby Traps reworked as a passive 'default' ability. This means that the ability no longer shows up in the Command Panel. It will still show up when inside a building however.
  704.  
  705. AI:
  706. - Significantly improved and switched around much of the unit purchase logic.
  707. - Difficulty settings adjusted and the resource bonuses have been reworked (mostly heavily reduced).
  708. - Overhauled much of Attack and Defend targets logic. Key new features include:
  709.  * 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
  710.  * Improved AI spreading out across the map overall.
  711.  * Significantly improved AIs rushing to the middle of the map at the beginning of the game.
  712.  * Fixed an issue where AI would be too hesitant to advance onto enemy positions. This also massively improves the issue of it getting stuck on bridges.
  713.  * Fixed AI for maps where HQ are closer together than normal (like Etavaux).
  714.  * Further improved frontline forming and enemy encirclement by the AI.
  715.  * 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.
  716.  * AI will now consider targets distance from both friendly HQs instead of just its own.
  717.  * AI will now respond to threats near its base and in friendly territory much better.
  718.  * Improved defensive building placement.
  719.  * Introduced a balanced randomness element to how AI chooses its attack and defend targets which gets reset periodically to a new value, ensuring that AI will try new approaches rather than trying same strategies over and over. This also helps plug any holes in the overall targets logic.
  720.  * Improved performance: added caching of values that are reused throughout the game, capped the total amount of points that get processed per update.
  721. - AI will no longer idle for a number of seconds at the beginning of the game, it is initialized almost instantly.
  722. - Significantly reduced instances where AI would get stuck and not do anything due to map types or topology.
  723. - Fixed an issue which caused AI to get stuck on and around bridges or some map areas.
  724. - Made crucial improvements and fixes to AI capture logic:
  725.  * Significantly reduced instances of capturing under fire.
  726.  * Can now capture non-connected territory if it wants to.
  727.  * Significantly reduced instances of the endless move-capture orders bug.
  728. - AI can now use reward units.
  729. - Significant improvements made to aicontrol script:
  730.  * Significantly improved script performance. The script will automatically slow down based on the number of units present in the game. Overall load that script produces should pretty much stay the same throughout the game. The updates, however, are massively sped up in general, while performance impact is decreased across the board. Reduced stutter, increased variable memory access speed by moving a lot of variables from global to local scope, from tables to singular variables.
  731.  * Added many more types of units to unit control such as AT guns, mobile artillery, snipers.
  732.  * Mobile artillery and mortars will now be forced to keep their distance from the enemy.
  733.  * Team weapons will now move back properly if they think they're in danger.
  734.  * Team weapons will now quickly retreat if the threat of the enemy close by is high enough.
  735.  * 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.
  736.  * Across the board improvements in the different settings for all the team weapons.
  737.  * Redone most of the British HQ setup logic, improving performance and reducing bugs.
  738.  * Retreat is now handled through this file, retreat rules updated significantly, added proper retreat from buildings (previously fixing this wasn't possible due to engine bugs or missing features).
  739.  * AT guns now have a completely different way to set up, only staying in the fight if they're fighting vehicles and retreating from infantry.
  740.  * Added a new behavior for units which makes them attack move towards the enemy at opportune moments rather than just seek cover and set up towards them. This is used for making snipers as deadly as possible.
  741.  * The way units seek retreat and setup direction is redone completely, taking friendly units into account and choosing setup direction more intelligently.
  742.  * Team weapons should no longer needlessly resetup as often right when the enemy enters their vicinity.
  743.  * Significantly improved the way AI chooses artillery clump targets.
  744.  * Bypassed a weird scar error which would occur after certain campaign missions.
  745. - Added a brand new combat unit control script:
  746.  * All infantry is now controlled manually by the script when they enter combat.
  747.  * This script actually increases overall game performance as well. Vanilla AI executes tactics much more often and less efficiently, this script slows down together with the rest of the features making lategame utilize less CPU per unit.
  748.  * Units will take cover more intelligently. The script utilizes facing command and uses a double cover search to find positions behind cover rather than simply in any cover as AI would do before.
  749.  * Improved a lot of ability usage tactics.
  750.  * Added 'help' behavior, making squads seek friendly AI units around them when engaged and making them attack the enemy. This massively increases AI aggressiveness and adds wave-like battles.
  751.  * Added assault behavior. Assault troops will now close the distance, squads such as riflemen will try to get to mid range engagements. Different squads use different optimal close in distances. The AI will also intelligently seek cover at their assault location.
  752.  * Assault behavior can choose to execute flanking maneuvers while closing in. Based on where the closest friendly squad is, assaulting squads may split off into different assault directions
  753.  * Assault behavior may be triggered on all units if AI thinks it has overwhelming numbers in an area and may not be triggered at all if the numbers are overwhelming in enemy favor.
  754. - Added a brand new vehicle control script:
  755.  * Vehicles will now be forced to face the enemy properly.
  756.  * Vehicles will now retreat from danger properly.
  757.  * Vehicles will now move back to the HQ or to closest safe point when low on health or when they have critical damage.
  758.  * There are special rules for certain vehicles, altering their behavior based on the type of behavior you would expect from them (for example, sherman crocodile will start to keep its distance much later than normal unless there's enemy armor in its vicinity).
  759. - Added a brand new barrage ability control script:
  760.  * Fixes issues with AI never using some barrage units.
  761.  * Picks targets using data from aicontrol grid clump calculations rather than relic's clump search functions.
  762.  * Can utilize special rules just like normal abilities, but much more reliably - for instance, mortars will fire smoke barrages in front of enemy MGs.
  763.  * Adheres to normal AI squad ability budget logic - saves up ammo in the lategame, with a small chance of spending the ammo regardless of the fact that AI still thinks it does not have enough. Previously AI squad abilities worked the same way too, except much less reliably (engine bugs).
  764. - Added a brand new engineer control script. The script may force squads to construct certain defensive structures or repair nearby vehicles after retreating.
  765. - 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.
  766. - 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.
  767. - AI will no longer use follow on squads with team weapons.
  768. - Altered AI VP importance logic:
  769.  * Made AI more frantic about capturing victory points if it's about to lose, regardless of how many points the enemy has.
  770.  * AI should start paying attention to its victory points much sooner in the game.
  771.  * Significantly increased AI victory point importance increase on low victory point count.
  772.  * 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.
  773.  * Changed the way the victory point importance accumulates due to AI having less victory points than the enemy.
  774. - Significantly improved weapon pick up logic.
  775. - Significantly improved team weapon capture logic.
  776. - AI will no longer try to capture forward HQs under fire.
  777. - Fixed one more possibility where AI could end up turning the 3rd level production on and off endlessly.
  778. - Decreased AI basic infantry building priority when it's close to popcap.
  779. - 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 Wehrmacht AI build heavy armor after the cost increase.
  780. - AI will now build its first building near the HQ to reduce the walk time and build it as fast as possible.
  781. - Improved building enter logic.
  782. - Added a script which increases AI starting resources.
  783. - AI will sometimes buy flamethrowers on engineers and pioneers again. The demand function was not working correctly.
  784. - Further improvements made to how AI uses unit abilities.
  785. - Improved airborne and all glider drop locations.
  786. - Revisited AI buildorders to update them to the new income and starting resources.
  787. - Significantly reduced the amount of (or hopefully completely fixed) tactics position 'validation failed' errors. This also fixes AI budget problems that were stopping it from purchasing anything.
  788. - 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.
  789. - American AI will rush t3 more often.
  790. - American AI will now sometimes choose to upgrade the supply yard instead of buying tech buildings and buy the first upgrade faster.
  791. - Improved advanced tanks upgrade purchase logic for American AI.
  792. - Improved airborne supply drop logic.
  793. - Strafing runs will almost never be used against vehicles anymore.
  794. - AI will now properly use bombing runs.
  795. - Significantly improved Wehrmacht AI tech choices.
  796. - Wehrmacht AI will now sometimes skip t3.
  797. - Adjusted the priority of buying puma upgun upgrade.
  798. - Improved field medkit use logic.
  799. - Improved Panzer Elite building purchase logic.
  800. - Panzer Elite AI will now have a 50% chance to not repair vehicles (this choice is recalculated every 30 seconds).
  801. - Panzer Elite AI will now start using its Kettengrad from the beginning of the game instead of waiting for its first squad.
  802. - Large improvements to the way Panzer Elite AI buys upgrades and techs up.
  803. - Improved Butterfly Bomb drop logic, reduced frequency.
  804. - AI will no longer use henshel overwatch on infantry.
  805.  
  806. Maps:
  807. - Improved AI getting clumped up on northern Vire River Valley bridge.
  808. - Moved around many AI points on Vire River Valley.
  809. - New Map: Downtown (6) by TheSphinx (despite these following changes, all credits go to him)
  810.  * Added AI markers.
  811.  * Removed certain splats (Parachutes).
  812.  * Moved and deleted many objects to allow for better passability for vehicles.
  813.  * Cleared and levelled base areas area to ease the construction of base structures.
  814.  * Added the missing accessories to the Axis HQ's.
  815.  * Added one base MG to all players.
  816.  * Disabled the Pantherturm. (note: this is a mod-specific object, meaning that you can't use this edited version of the map outside of Back to Basics)
  817. - Angoville:
  818.  * Replaced all high munitions points with medium munitions points
  819.  * Moved axis base base MG to prevent it from covering the fuel point.
  820.  * Slightly moved axis base fuel and munitions points.
  821.  * Slightly moved around and changed the ground elevation to fix some pathfinding issues near axis base
  822. - Lorraine:
  823.  * Moved the hedgerow near the graveyard to let vehicles pass through the opening in the trees.
  824.  * Moved some hedgerows near the road near to the graveyard allowing easier access from western base.
  825.  * Created an additional entrance from the graveyard towards the church that only infantry can pass through.
  826.  * Moved the center house towards the north making it favor the eastern players less.
  827.  * Changed the overall layout of the middle of the map, added sandbags, moved the victory point slightly closer to the western base.
  828.  * Replaced a tall wall and added cover close to the center of the map towards the north-east side.
  829.  * 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.
  830.  * Moved all base bunkers to make them work better with the mod and in general.
  831.  * Applied additional building damage to the building that can be entered near the eastern 2nd player's base.
  832.  * Completely redone all the AI markers on the map.
  833.  * Moved a munition point close to the western base towards the south of the map, redone its territory layout.
  834.  * 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.
  835.  * Improved some visuals near the south part of the map.
  836.  * Added an additional passage behind the buildings on the north side of the map.
  837.  * Improved impass zones near the eastern base elevated fuel.
  838.  * Added a feature that should not be missing from any map: a tractor.
  839. - 2p Duclair:
  840.  * Reworked AI marker positions.
  841.  * Improved AI in general, it seemed to bug out a lot.
  842.  * Moved and aligned a lot of floating objects.
  843.  * Placed caps on non-capped fences.
  844.  * Improved some splat visuals, added splats to empty craters or removed the craters.
  845.  * Improved the ridiculous crater displacement.
  846.  * Walls around the eastern base now have impass and work like proper walls as opposed to a bunch of separate objects.
  847.  * Waves on water now move more slowly to make them look a bit more realistic.
  848. - 4p Duclair:
  849.  * Moved northeast HQ slightly to prevent units from getting stuck behind it.
  850.  * Added new cover, updated crater aesthetics.
  851.  * Improved on some pathfinding issues.
  852.  * Reworked AI marker positions.
  853. - Pointe du Hoc:
  854.  * Reworked AI marker positions
  855.  * Added shot blockers and moved MGs in the north of the map to stop base MGs from covering the points.
  856.  * The middle VP moved slightly so that it can be captured from the highground (it was possible to break AI by wiring off the trench).
  857.  * Moved around some tank traps in the beach area to improve pathfinding and hopefully fix the AI issues.
  858.  
  859. Campaign:
  860. - Modified difficulty health modifiers to not be quite as extreme, but still challenge the player.
  861. - Removed a lot of forced terrible AI behavior.
  862. - Disabled AIControl script in most missions to remove lag on some and fix scripted behaviors in general.
  863. - American campaign - Pershing is now properly locked out on missions prior to M15 Cornered Tiger.
  864. - Fixed an issue with engineers not being able to throw grenades on American M01 - Omaha beach.
  865. - American M02 - Vierville:
  866.  * Adjusted sight modifiers on players.
  867.  * Starting squads now spawn with 6 members.
  868.  * Officer at the bunker on the bottom right now has modifiers applied to it preventing it from dying too soon.
  869.  * Officer at the bunker will now react to enemies quicker.
  870.  * There will now be infantry by default near the officer at the bunker.
  871.  * Point capture time significantly decreased to reduce idle time when playing.
  872.  * Barn cinematic is triggered from a larger radius.
  873.  * Applied modifiers on aa emplacements to make them less deadly.
  874.  * Default Airborne squads have all been replaced by a special single player airborne squads with additional abilities and upgrades.
  875.  * Airborne squads that are pinned by flak emplacements now take 0.4 damage until rescued.
  876.  * Added heavy cover to protect the more exposed paratrooper squad that is taking fire from a flak emplacement.
  877. - American M03 - Carentan:
  878.  * Added a buildable medic to the church HQ.
  879.  * Added a medic to the starting squads.
  880.  * Replaced a lot of Fallschirmjagers with Luftwaffe.
  881. - American M04 - Carentan counterattack:
  882.  * Added a buildable medic to the church HQ.
  883.  * Slightly reduced the number of kills required to get the medal.
  884. - American M05 Redball express/Mounteborg:
  885.  * Dog company that's pinned in the courtyard will now do less damage to the enemy.
  886.  * The Panzer Group will arrive later to let the player actually be able to tech up before their arrival.
  887.  * Increased starting fuel.
  888.  * Made AI much more smart and responsive to threats, prepare for a real fight.
  889.  * Increased popcap.
  890.  * Increased unit line of sight.
  891. - Increased starting resources on American M08 - St. Fromond.
  892. - 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.
  893. - Operation Market Garden fixes:
  894.  * Squad lock outs updated.
  895.  * M01 - Wolfheze Gliders: Increased the rate at which enemy paratroopers spawn.
  896.  * M02 - Wolfheze Attack: Lowered static resource income.
  897.  * Supply halftracks can now spawn goliaths in SP campaign exclusively. This is done to let the player blow up the bridge on M03 where there's no way to do it otherwise.
  898.  * M03 Oosterbeek now has a special script in place that will manually destroy the bridge since the damage from a single goliath is not enough.
  899.  * Best mission no longer throws an error when calliopes start to fire.
  900.  * Return to Valkenswaard mission no longer has mouse over tooltips for repairing wreckages since Bergetiger is no longer available in the mod.
  901.  * Arnhem mission tank reinforcements are now the correct Panzer Elite variants.
  902. - Liberation of Caen fixes:
  903.  * Squad and command tree lock outs updated.
  904.  * M01 Authie: Creeping barrage now unlocked properly.
  905.  * M02 Hill 112: bridge now gets properly destroyed after the explosion.
  906.  * M03 Carpiquet: Tetrarch glider is now properly unlocked.
  907.  * M03 Carpiquet: Enemy units now have slightly reduced sight radius.
  908.  * M07 Caen: The Crucible - The middle bridge will now properly get destroyed after explosives are detonated.
  909.  * M09 Bourguebus - Starting popcap increased slightly.
  910.  * M09 Bourguebus - Allied AI will now set up all its HQs.
  911.  * M09 Bourguebus - Jagdtigers that are in the city modifiers are no longer quite as crazy - 4x accuracy and damage (one shotting everything) to 2x.
  912. - La Fiere:
  913.  * Med kit ability added to all squads
  914.  * Rebalanced weapons: damage, burst, accuracy, reload
  915.  * Reduced squad health
  916.  * Removed base squad vulnerability modifiers to make them more succeptable to all sources of damage
  917.  * M01 HMG pinning baker squad now takes 2x damage (it survived way too long)
  918.  * M01 Baker squad no longer takes damage while being suppressed by the first HMG (it is awkward to come back to save the wounded squad members after the squad retreats towards Craft)
  919.  * Fixed an issue where manual abandon would be possible on the HMG team
  920.  * Reduced the effectiveness of Veteran Tactics squad upgrades
  921.  * Reduced the cost of some command tree upgrades to fix issues with command points capping out before all upgrades can be purchased
  922. - Trun:
  923.  * All missions have had population cap significantly increased.
  924.  * Fixed an issue where 88s cost only 1 manpower. New cost is 300mp/70f.
  925.  * Increased 88 hitpoints from 531 to 750.
  926.  * Updated Trun 88 weapons to match the skirmish versions better.
  927.  * Pak40 is now properly locked out.
  928.  * Toned down received damage multipliers on 88 emplacements applied to player 88s.
  929.  * Reduced the randomness radius for spawning weapons around the map to prevent frustration of having to pick them up from under and behind houses and map objects.
  930.  * Adjusted upkeep to work better with mod's higher upkeep values.
  931.  * Made some resource adjustments to improve balance.
  932.  * Replaced destroyed engine critical with a damaged engine as it prevented the convoy from moving at all.
  933.  * Made a large improvement to how artillery positions are chosen in the last Trun mission.
  934. - Tiger Ace:
  935.  * Fixed command tree issues
  936.  * Rebalanced weaponry and command tree upgrades
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