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Company of Heroes: Back to Basics v5.0 preliminary changelog

Jan 26th, 2018
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  1. -------------------------------------------------------------
  2. Back to Basics v5.0
  3. -------------------------------------------------------------
  4.  
  5. Global Balance Changes:
  6. - All factions received an additional 4 base fuel income (unrelated to the existing 7 income from HQ, making the total base income +11 per minute).
  7. - Decreased income from medium fuel points from 9 to 6.
  8. - Decreased income from low fuel points from 5 to 4.
  9. - Replaced all high fuel points with medium fuel points.
  10. - Adjusted command point requirements for command tree progression (slightly faster early on, slower later).
  11. - Attacker reveal time in fog of war from 8s to 9s.
  12. - Removed the feature to use grenade-type abilities from inside buildings.
  13. - Artillery warning indicator duration increased from 5s to 7s.
  14. - Unified and decreased vehicle movement speed penalties and bonuses for different types of terrain:
  15. * Heavy cover from 0.3 and 0.65 to 0.8.
  16. * Roads and open cover from 1.5 and 2 to 1.3.
  17. * Water from 0.3 to 0.5.
  18. - All infantry received improved experience granted on kill values. Previously, most squads granted 1 experience per soldier killed, now this value is based on overall squad strength, cost, hitpoints per soldier and other factors.
  19. - Unified ready aim time for all tank guns to 1 second.
  20. - "Riflemen_Elite" infantry armor:
  21. * Received accuracy multiplier from 0.75 to 0.85.
  22. - Infantry Anti-Tank Weapons (Panzerschreck, PIAT, Bazooka, Recoilless Rifle):
  23. * Damage multiplier vs all infantry reduced from 1 to 0.65.
  24. * Tuned down the radius units scatter away from the impact location.
  25. * Removed the 5% chance to one-hit-kill infantry from full hitpoints.
  26. - 20 mm KwK 38 (Sd.Kfz. 222, 234 and 250/9):
  27. * Fixed an issue where the gun would cycle through the firing animation more than it would fire shells.
  28. * Reduced clip size from 25 to 20 shells.
  29. * Slightly adjusted effective DPS to compensate for the loss of 5 shells per clip.
  30. - Lockdown (Marder III, Panzer IV Infantry-Support Tank, Panzer IV and Sturmhaubitze 42):
  31. * Normalized rate of fire bonus to a decrease of 0.5 seconds.
  32. - Ambient buildings:
  33. * Buildings that had equal to or less than 3 hold capacity raised to 4.
  34. - Canister Ammunition (Stuart Light Tank and T17 Armored Car):
  35. * DoT scatter radius reduced from 7 to 2.
  36. * DoT quantity reduced from 5-7 to 5.
  37. * DoT damage reduced from 25 to 20.
  38. - Sturmgewehr 44 (Affects Stormtroopers, Sturmpioneers, Knight's Cross Holders, Assault Grenadiers and Panzergrenadiers):
  39. * Close range DPS reduced by 10%.
  40. * Mid range DPS reduced by 4%.
  41. - Snipers (American, Wehrmacht, Commonwealth):
  42. * Camouflage revert time from 2 to 3.
  43. * Camouflage revert time on detection from 2 to 3.
  44. * Detection radius from 3 to 5.
  45. * Health from 90 to 115.
  46. * Received accuracy from small arms weaponry increased by ~30% (from 0.85/0.6/2 to 1.1/0.77/2.58).
  47. - Mortars:
  48. * Increased performance versus trenches.
  49. * Standardized damage vs cover tables.
  50. - Removed a random 5% chance to instantly wound full health infantry from all ballistic weapons.
  51. - Light vehicle criticals reworked (M8, T17, Staghound, Sd.Kfz. 234 Puma, Sd.Kfz. 222 Armored Car, Sd.Kfz. 223 Scout Car):
  52. * Frontal Armor Hits:
  53. # 100-40% hitpoints: 100% none.
  54. # 40-5% hitpoints: 80% none 20% engine damage.
  55. # 5-0% hitpoints: 75% vehicle destroyed 25% out of control.
  56. * Rear Armor Hits:
  57. # 100-40% hitpoints: 90% none 10% engine damage.
  58. # 40-5% hitpoints: 60% none 30% engine damage 10% engine destroyed.
  59. # 5-0% hitpoints: 75% vehicle destroyed 25% out of control.
  60. - Panzerschreck:
  61. * Improved penetration capabilities versus most armor types.
  62. - Some light ballistic weapons will no longer create yellow cover when hitting the ground.
  63. - Sprint duration reduced from 15 to 10 seconds.
  64. - Decreased hull and coaxial machine gun dps for all vehicles by 25-40%.
  65. - Reduced overall tank gun range by 3.
  66. - Armor Skirts (axis):
  67. * No longer offer a protection boost against standard tank guns.
  68. * Infantry Anti-Tank Weaponry receives a -10% penetration chance against tanks upgraded with skirts.
  69.  
  70. Quality of Life changes:
  71. - Fixed the issue where off-map artillery and airstrikes could not be targeted directly on small objects and ambient structures. The only check will be emplacements, preventing abuse versus such structures revealing in the fog of war.
  72. - Advanced Tank Production:
  73. * Hotkey from U to A.
  74. - Leutnant (Wehrmacht):
  75. * Nebelwerfer Battery Fire hotkey from "V" to "B".
  76. * Forced Retreat hotkey from "F" to "C".
  77. - Hedgehogs (American Tank Traps):
  78. * Hotkey from H to R.
  79. - Lockdown (Marder III, Panzer IV Infantry-Support Tank, Panzer IV and Sturmhaubitze 42):
  80. * Unified hotkey to "C".
  81. - Fixed an issue where Howitzers (M2A1, 25-Pounder, leFH18) had the barrage ability as default action, meaning that the howitzer would fire when trying to change its facing direction.
  82.  
  83. Veterancy:
  84. - Infantry veterancy sharing increased from 40% to 50% of its own gaining veterancy points.
  85. - Backbone infantry veterancy (Riflemen, Rangers, Airborne, Pathfinders, Armored Infantry, Infantry Sections, Sappers, Commandos, Canadian Infantry, Highlanders, Volksgrenadiers, Grenadiers, Stormtroopers, Sturmpioneers, Obergrenadiers, Knight's Cross Holders, Panzergrenadiers, Assault Grenadiers, Tank Busters, Fallschirmjägers, Luftwaffe Infantry, Jägers & Panzerfüsiliers):
  86. * Veterancy 1: +15% Weapon accuracy.
  87. * Veterancy 2: +10% Weapon accuracy, -15% received damage.
  88. * Veterancy 3: +10% Weapon accuracy, -10% received suppression.
  89. - Heavy Machine Gun veterancy (M1917 .30cal, Vickers .303, MG42):
  90. * Veterancy 1: +10% Weapon accuracy, +5% Weapon suppression.
  91. * Veterancy 2: -15% Received damage, -25% Weapon cooldown.
  92. * Veterancy 3: -1s Reload time, +5% Weapon suppression.
  93. - Allied medium tank veterancy (M4 Sherman, M4A3 Sherman, Sherman, Cromwell):
  94. * Veterancy 1: +15% speed.
  95. * Veterancy 2: +20% penetration, +10% damage.
  96. * Veterancy 3: +100 hitpoints, +15% damage.
  97. - Axis medium tank veterancy (Panzer IV, Panzer IV Infantry Support Tank):
  98. * Veterancy 1: +15% speed.
  99. * Veterancy 2: +20% penetration, +10% damage.
  100. * Veterancy 3: +5 view range, +15% damage.
  101. - Medium Tank Destroyer veterancy (Sturmgeschütz IV, Hetzer, Marder III, Geschützwagen 39H, M10 Wolverine, M18 Hellcat):
  102. * Veterancy 1: +15% speed, -0.5s reload.
  103. * Veterancy 2: +25% penetration, -0.5s reload time.
  104. * Veterancy 3: +100 hitpoints, +25% damage.
  105. - Heavy Tank Destroyer veterancy (M36 Jackson, Firefly, Nashorn):
  106. * Veterancy 1: +15% speed.
  107. * Veterancy 2: +20% penetration, -0.5s reload time.
  108. * Veterancy 3: +100 hitpoints, +10% penetration.
  109. - Heavy Tank veterancy (Panther, Tiger, Tiger Ace, King Tiger, M26 Pershing):
  110. * Veterancy 1: +10% speed.
  111. * Veterancy 2: +20% penetration.
  112. * Veterancy 3: +10% penetration, -0.5s reload.
  113. - Armored Car veterancy (Sd.Kfz. 222 Armored Car, Sd.Kfz. 223 Scout Car, Sd.Kfz. 234 Armored Car):
  114. * Veterancy 1: +15% weapon accuracy, +20% speed.
  115. * Veterancy 2: +40 hitpoints (not Sd.Kfz. 234), -25% weapon cooldown.
  116. * Veterancy 3: +25% weapon damage, +5 sight range.
  117. - Armored Car & Light Tank veterancy (M8 Armored Car, T17 Armored Car, Stuart Light Tank, Staghound, Light Anti-Tank Halftrack, Sd.Kfz. 234 Puma):
  118. * Veterancy 1: +20% speed.
  119. * Veterancy 2: +50% penetration, -0.5s reload.
  120. * Veterancy 3: +25% damage, +5 sight range.
  121. - Mobile Artillery veterancy (Hummel, M7 Priest, Sherman T34 Calliope):
  122. * Veterancy 1: +15% speed.
  123. * Veterancy 2: -10s Barrage recharge time.
  124. * Veterancy 3: -10s Barrage recharge time.
  125. - Stationary Artillery veterancy (M2A1 105 mm Howitzer, 25-Pounder, 105 mm leFH18):
  126. * Veterancy 1: -5s Barrage recharge time.
  127. * Veterancy 2: -10s Barrage recharge time.
  128. * Veterancy 3: -10s Barrage recharge time.
  129. - Anti-Tank Gun veterancy (75 mm PaK 40, 57 mm M1, 88 mm FlaK 36, 76 mm M5 & 17-Pounder):
  130. * Veterancy 1: +25% Weapon accuracy.
  131. * Veterancy 2: +10% Weapon penetration, +10 sight range.
  132. * Veterancy 3: -1s Reload time, -15% received damage.
  133. - Sniper veterancy (American, Wehrmacht, Commonwealth):
  134. * Veterancy 1: +5 sight radius.
  135. * Veterancy 2: -1 detection radius, -15% received damage.
  136. * Veterancy 3: +5 weapon range.
  137. - Wirbelwind Flakpanzer:
  138. * Veterancy 1: +15% Speed.
  139. * Veterancy 2: -25% Weapon cooldown.
  140. * Veterancy 3: +20% Weapon damage, -1s Reload time.
  141. - Ostwind Flakpanzer:
  142. * Veterancy 1: +15% speed.
  143. * Veterancy 2: -15% weapon cooldown, +20% penetration.
  144. * Veterancy 3: +15% weapon damage, -1s reload time.
  145. - Jagdpanther:
  146. * Veterancy 1: +15% Speed.
  147. * Veterancy 2: +20% Weapon penetration, -0.5s Reload time.
  148. * Veterancy 3: +10% Weapon penetration.
  149. - Sherman T34 Calliope:
  150. * Veterancy 1: +25% Movement speed.
  151. * Veterancy 2: -10s Barrage recharge time.
  152. * Veterancy 3: -10s Barrage recharge time.
  153. - Mk.IV Churchill:
  154. * Veterancy 1: +15% speed.
  155. * Veterancy 2: +20% penetration, +10% damage.
  156. * Veterancy 3: +5 view range, +15% damage.
  157. - Hotchkiss Light Tank:
  158. * Veterancy 1: +20% Speed.
  159. * Veterancy 2: +50% Weapon penetration, -10s Barrage recharge time.
  160. * Veterancy 3: +25% Weapon Damage, +10 Barrage range.
  161.  
  162. Commander Trees:
  163.  
  164. - American Infantry Company:
  165. right: Defensive Operations (1) > M5 76mm Anti-Tank Emplacement (2) > M2 105mm Howitzer Emplacement (4)
  166. left: Rangers (3) > Off-Map Combat Group (3) > Veteran Tactics (2)
  167. bottom: Rapid Response (1) > Howitzer Shoot (2)
  168.  
  169. - American Airborne Company:
  170. right: Air Reconnaissance (1) > Strafing Run (2) > Thunderbolt 'Hellfire' Airstrike (4)
  171. left: Airborne Infantry (3) > Airdropped Anti-Tank Gun (2) > Airdropped Pack Howitzer (2)
  172. bottom: Glider Headquarters (2) > Supply Drops (2)
  173.  
  174. - Wehrmacht Terror Doctrine:
  175. left: Obergrenadiers (3) > Propaganda War (2) > King Tiger (4)
  176. right: Inpsired Assault (1) > Zeal (2) > V1 Rocket (3)
  177. bottom: Supervision (1) > Firestorm (2)
  178.  
  179. - Panzer Elite Scorched Earth Tactics:
  180. right: Jägers (2) > Resource Redistribution (2) > Hummel (3)
  181. left: Scorched Earth (1) > Wirbelwind Flakpanzer (3) > Tiger (3)
  182. bottom: Demolition Experts (1) > Sector Artillery (3)
  183.  
  184. - Panzer Elite Luftwaffe Tactics:
  185. right: Luftwaffe Ground Forces (2) > Hetzer (3) > 88mm FlaK 36 AT/AA (3)
  186. left: Fallschirmjägers (3) > Stuka Bombing Strike (2) > Henschel 'Panzerknacker' Overwatch (3)
  187. bottom: Tank Awareness (1) > Butterfly Bombs (2)
  188.  
  189. Americans:
  190. - New Unit: M1A1 75mm Pack Howitzer. A light and mobile howitzer available for the Airborne Company to provide long range indirect fire support.
  191. - Fixed an issue that Rapid Response did not apply to the Headquarters.
  192. - Assault Engineers now grants the unit three M1 Thompsons instead of just one. Overall DPS of the "engineer" thompson was reduced to not influence overall DPS. This also fixes the "flamethrower/minesweeper" dilemma where either of these upgrades would replace the single M1 Thompson.
  193. - Sergeant:
  194. * Cost reduced from 200mp 15f to 180mp 10f.
  195. - M1917 Browning 30cal HMG:
  196. * Slight adjustments to long and medium range accuracy to make weapon's role more consistent with other HMGs.
  197. * Manpower cost increased from 240 to 260.
  198. - Supply Yard:
  199. * Base improvement 20% -> 15%.
  200. * Level 2 Production: 20% -> 15%.
  201. - M1 57 mm Anti-Tank Gun:
  202. * Crew hitpoints from 83 to 100.
  203. * Veterancy value from 3 to 5.
  204. * Airborne version can no longer reinforce through paradrop.
  205. * Reload timed fixed to 6s, as originally intended.
  206. * HVAP ability duration increased from 20 to 30s.
  207. * It is now possible to activate HVAP ability during AT gun setup.
  208. - M2A1 105 mm Howitzer:
  209. * Air Detonation Barrage veterancy rank requirement from 2 to 1.
  210. * Bunker Buster Shell veterancy range requirement from 3 to 2.
  211. * Manpower cost reduced from 400 to 350.
  212. * Barrage recharge time increased from 100 s to 150 s.
  213. - Armored Infantry:
  214. * M1 Carbine cooldown on all ranges slightly reduced.
  215. * Changed aesthetics to camouflaged uniforms instead of Engineers.
  216. - Riflemen:
  217. * Fixed an issue where the M9 Bazooka upgrade was no longer available when the Supply Yard was destroyed.
  218. - Rangers:
  219. * Come with M1 Thompsons by default.
  220. * Reinforce cost from 42 to 40.
  221. - Sticky Bombs:
  222. * Detonation delay time reduced from 3 to 2s.
  223. * Throwing range increased from 17 to 20.
  224. * Cost changed from 80 mp, 25f to 100 mp, 20 f.
  225. - BAR Suppressive Fire:
  226. * Duration from 15 to 10.
  227. * Munition cost from 40 to 30.
  228. * Second suppression phase from 7.5s to 5s after activation.
  229. * Second suppression phase modifier from 6 to 5.
  230. - Pathfinders:
  231. * Replaced Assault with Smoke Grenades.
  232. - Paratroopers:
  233. * Decreased upkeep by 21%.
  234. * Increased DPS on all ranges.
  235. * Can no longer reinforce everywhere through paradrop.
  236. * Hitpoints decreased from 90 to 85 (squad hitpoints from 540 to 510).
  237. - Strafing Run consistency pass:
  238. * Increased overall suppression.
  239. * Increased burst rate of fire.
  240. * Reduced base damage, damage randomness.
  241. * Reduced accuracy randomness.
  242. * Reduced damage penalties against cover.
  243. - Engineers:
  244. * Now are affected by the anti-blob mechanic.
  245. - Manpower Push:
  246. * Recharge time reduced from 180 to 120 seconds.
  247. - T17 Armored Car:
  248. * Base hitpoints from 260 to 300.
  249. * Skirted hitpoints from 390 to 400.
  250. * Veterancy value from 5 to 8.
  251. * Fuel cost from 30 to 35.
  252. * Reload time increased from 6 s to 7 s.
  253. - M8 Armored Car:
  254. * Base hitpoints from 260 to 300.
  255. * Skirted hitpoints from 390 to 400.
  256. * Veterancy value from 5 to 8.
  257. * Fuel cost from 30 to 35.
  258. * Reload time increased from 6 s to 7 s.
  259. - Combat Group:
  260. * M10 Wolverine now comes with veterancy rank 1.
  261. * Riflemen squad no longer come with BAR upgraded.
  262. * Riflemen squad now comes with veterancy rank 1.
  263. - M26 Pershing:
  264. * Acceleration decreased from 6 to 1.
  265. * Deceleration decreased from 6 to 3.
  266. * Reload time increased from 8 s to 9 s.
  267. - M4 Sherman:
  268. * Reload time increased from 7 s to 8 s.
  269. - M4A3(76)W Sherman:
  270. * Renamed from M4 'Easy Eight' Sherman.
  271. * Received a new model to be more historically correct and visually different from the M4 Sherman.
  272. * Removed coaxial m1919a4 machine gun.
  273. * Reload time increased from 8 s to 9 s.
  274. - M4 'Assault' Sherman:
  275. * Call in fuel cost from 70 to 90.
  276. * Reload time increased from 8 s to 9 s.
  277. - M10 Wolverine:
  278. * Damage multiplier vs Ostwind Flakpanzer from 3 to 3.5.
  279. * Reload time increased from 7 s to 8 s.
  280. - M18 Hellcat:
  281. * Damage multiplier vs Ostwind Flakpanzer from 3 to 3.5.
  282. * Reload time increased from 7 s to 8 s.
  283. - M36 Jackson:
  284. * Reload time increased from 7 s to 8 s.
  285. - M36 Jackson Battlegroup:
  286. * Call-in cost from 900 mp, 140 fuel to 800 manpower, 170 fuel.
  287. - M5 76 mm Anti-Tank Gun:
  288. * Base damage from 80/100 to 90/110.
  289. * Reload timed fixed to 7s, as originally intended.
  290. * Veterancy value from 10 to 5.
  291. * Rotation speed from 25 to 75.
  292. - Howitzer Shoot (Off-map artillery):
  293. * Munition cost from 150 to 125.
  294. - Sherman T34 Calliope:
  295. * Barrage recharge time from 100 s to 180 s.
  296. - Jeep:
  297. * Accuracy vs snipers from 0.85 to 2.
  298. - War Machine:
  299. * Duration from 30 to 25 seconds.
  300. * Recharge time from 120 to 180 seconds.
  301.  
  302. Commonwealth:
  303. - Full faction redesign, changes are summarized in a seperate document, also explaining the design philosophy.
  304. - Lieutentant:
  305. * Cost reduced from 200mp 15f to 180mp 10f.
  306. - .55 Boys Anti-Tank Rifle:
  307. * Fixed an issue where was unable to penetrate bunkers.
  308. - Tetrarch:
  309. * Little John Adapter penetration bonus increased from 1-2% to 2-4%.
  310. * Concealing Smoke now camouflages the vehicle for 5 seconds, but disables the main gun and coaxial machine gun for 3 seconds after activation.
  311. * Fuel cost increased from 25 to 30.
  312. * Reload time increased from 6 s to 7 s.
  313. - 17-Pounder Anti-Tank Gun:
  314. * Reload time fixed to 6s.
  315. * Veterancy value from 10 to 5.
  316. * Rotation speed from 25 to 75.
  317. * Reload time increased from 6 s to 7 s.
  318. - 25-Pounder Howitzer:
  319. * Manpower cost reduced from 400 to 350.
  320. * Barrage recharge time increased from 120 s to 150 s.
  321. - Kangaroo Carrier:
  322. * Can now receive shared veterancy from garrisoned infantry.
  323. - M7 Priest:
  324. * Barrage range from 220 to 200.
  325. * Supercharge barrage range from 250 to 220.
  326. * Creeping barrage range from 240 to 200.
  327. * Barrage recharge time increased from 120 s to 150 s.
  328. - Staghound:
  329. * Base hitpoints from 260 to 300.
  330. * Skirted hitpoints from 390 to 400.
  331. * Veterancy value from 5 to 8.
  332. * Fuel cost from 30 to 35.
  333. * Reload time increased from 6 s to 7 s.
  334. - Stuart Light Tank:
  335. * Veterancy value from 5 to 8.
  336. * Reload time increased from 6 s to 7 s.
  337. - Bren Carrier:
  338. * Hull-mounted Bren Light Machine gun accuracy vs snipers from 0.85 to 2.
  339. - Glider Headquarters:
  340. * Removed passive healing.
  341. - Glider:
  342. * Removed reinforce radius.
  343. - Tetrarch Glider:
  344. * Removed reinforce radius.
  345. * Fuel cost from 25 to 30.
  346. - Command Tank (1 available) bonuses towards vehicles and abilities changed:
  347. *Veterancy 0: Sight Range Modifier +3, Weapon Reload Modifier -0.5s
  348. *Veterancy 1: Creeping Smoke Barrage
  349. *Veterancy 2: Sight Range Modifier +2
  350. *Veterancy 3: Weapon Reload Modifier -0.5s
  351. - Command Tank:
  352. * Has now access to a fully functional QF 75 mm main gun - the same gun featured on the Cromwell.
  353. * Cost increased from 300 mp / 50 fuel to 420 mp / 100 fuel.
  354. * Production time increased from 50 to 55 seconds.
  355. - Sherman Firefly:
  356. * Fuel cost from 120 to 110.
  357. * Reload time increased from 8 s to 9 s.
  358. - Cromwell:
  359. * Reload time increased from 7 s to 8 s.
  360. * Production time increased from 45 to 55 seconds.
  361. - Sherman:
  362. * Reload time increased from 7 s to 8 s.
  363. * Production time increased from 45 to 55 seconds.
  364. - Achilles:
  365. * Reload time set to 8 s.
  366. - Mk.IV Churchill:
  367. * Reload time increased from 7 s to 8 s.
  368.  
  369. Wehrmacht:
  370. - Battle Phase fuel cost from 65 to 55.
  371. - Panzer Kommand fuel cost from 60 to 50.
  372. - Kampfkraft Centre: Added visuals for when each of the three upgrades are purchased.
  373. - Improved Equipment:
  374. * Now unlocks Panzerfaust for Knight's Cross Holders.
  375. - Armor Skirts:
  376. * Cost reduced from 200mp, 35f to 180mp, 30f.
  377. - Zeal:
  378. * Removed the decreased received damage bonus.
  379. - Pioneers:
  380. * Now are affected by the anti-blob mechanic.
  381. - MG42 HMG:
  382. * Increased overall dps by about 7%.
  383. * Slight adjustments to long and medium range accuracy to make weapon's role more consistent with other HMGs.
  384. - Obergrenadiers:
  385. * Replaced Bundled Grenades with regular Grenades.
  386. * Reduced dps on long and distant range by about 8% and 6% respectively.
  387. * Removed the default Panzerschreck.
  388. * Added Panzerschreck upgrade.
  389. * Reduced call-in cost from 440 to 400 manpower.
  390. * Replaced speaker (Assault Grenadiers).
  391. - Sturmpioneers:
  392. * Kar98k effectiveness increased by approximately 5%.
  393. * Changed aesthetics to Panzer Lehr uniforms instead of Pioneers.
  394. * Veterancy kill value from 1 to 1.5.
  395. - Stormtroopers:
  396. * Reduced call-in cost from 380 to 350 manpower.
  397. * Veterancy kill value from 1 to 1.5.
  398. - Grenadiers:
  399. * Veterancy kill value from 1 to 1.5.
  400. - Knight's Cross Holders:
  401. * Veterancy kill value from 1 to 1.5.
  402. * Exchanged Assault for a regular Throw Grenade ability.
  403. * Panzerfaust now requires the Improved Equipment upgrade.
  404. - Volksgrenadiers:
  405. * Kar98k base damage increased from 26/28 to 27/29.
  406. * MP40 dps on close range reduced by 30%.
  407. - MG42 Heavy Machine Gun Team:
  408. * Reinforce cost from 43 to 36 manpower.
  409. - 75 mm PaK 40 Anti-Tank Gun:
  410. * Crew hitpoints from 90 to 100.
  411. * Veterancy value from 3 to 5.
  412. * Moving speed from 3 to 3.5.
  413. * Rotation speed from 55 to 75.
  414. * Camouflage ability removed.
  415. * Manpower cost reduced from 300 to 270.
  416. * Rate of fire fixed from 6.3s to 6s.
  417. - Sd.Kfz. 234 Armored Car:
  418. * Fixed an issue where the puma 50 mm projectile would not spawn at the correct marker, not causing a firing sound.
  419. * Hitpoints increased from 380 to 420.
  420. * Added missing object cover parameters to provide cover for nearby infantry.
  421. * Camouflage detection radius increased from 0 to 9 to match the Armored Car.
  422. * Critical target type changed from tp_vehicle to tp_light_vehicle.
  423. * Reduced manpower upkeep from 7.1 mp/min to 3 mp/min.
  424. * Veterancy value from 3 to 5.
  425. * Increased 20 mm KwK 38 penetration capabilities vs light vehicles.
  426. * Improved performance of the 20 mm KwK 38 versus cover.
  427. * Increased 20 mm KwK 38 DPS on all ranges.
  428. - Tiger:
  429. * Acceleration decreased from 2 to 0.75.
  430. * Decceleration decreased from 4 to 2.5.
  431. * Hitpoints increased from 1300 to 1500.
  432. * Reload time increased from 8 s to 9 s.
  433. - Tiger Ace:
  434. * Replaced speaker to the one from the Tiger Ace singleplayer.
  435. * Can no longer use Tank Shock.
  436. * Acceleration decreased from 2 to 0.75.
  437. * Hitpoints increased from 1300 to 1500.
  438. * Reload time increased from 8 s to 9 s.
  439. - King Tiger:
  440. * Replaced speaker to the one from the Tiger Ace singleplayer.
  441. * Can no longer use Tank Shock.
  442. * Acceleration decreased from 1.2 to 0.75.
  443. * Hitpoints increased from 1600 to 1800.
  444. * Reload time increased from 8 s to 9 s.
  445. - Nebelwerfer 42:
  446. * Barrage range from 175 to 160.
  447. * Significantly decreased general barrage effectiveness (base damage, area of effect multipliers).
  448. * Decreased effectiveness against suppressed units from 1 to 0.75.
  449. * Recharge time increased from 90 s to 120 s.
  450. - Sd.Kfz 251 Halftrack:
  451. * Stuka Zu Fuss barrage range from 125 to 110.
  452. - Stuka Zu Fuss Barrage:
  453. * Significantly decreased general barrage effectiveness (base damage, area of effect multipliers).
  454. * Decreased effectiveness against suppressed units from 1 to 0.75.
  455. * Recharge time increased from 90 s to 120 s.
  456. - Ostwind Flakpanzer:
  457. * Reload time increased from 6 to 7 s.
  458. * Fuel cost increased from 60 to 70.
  459. - Panzer IV:
  460. * Deploy time from 55 to 60 seconds.
  461. * Fuel cost from 80 to 90.
  462. * Reload time increased from 7 s to 8 s.
  463. - Sturmhaubitze 42:
  464. * Increased damage multiplier versus the M18 Hellcat and M10 Wolverine.
  465. * Reload time increased from 7 s to 8 s.
  466. - Sturmgeschütz IV:
  467. * Reload time increased from 7 s to 8 s.
  468. - Panther:
  469. * Fixed projectile spawn marker.
  470. * Acceleration decreased from 2.5 to 1.2.
  471. * Reload time increased from 8 s to 9 s.
  472. - Motorcyle:
  473. * Accuracy vs snipers from 0.85 to 2.
  474. - Schwimmwagen:
  475. * Accuracy vs snipers from 0.85 to 2.
  476. - Geschützwagen:
  477. * Increased weapon accuracy on long and distant range.
  478. * Reload time increased from 7 s to 8 s.
  479. - Mortar Emplacement:
  480. * Manpower cost reduced from 280 to 250.
  481. - 105mm leFH18 Howitzer:
  482. * Manpower cost reduced from 400 to 350.
  483. * Barrage recharge time increased from 120 s to 150 s.
  484. - V1 Rocket:
  485. * Damage multiplier vs emplacements from 100% to 80%.
  486. * 'Short' AoE radius from 12 to 10.
  487. * Damage multiplier vs most vehicles from 2 to 1.5.
  488.  
  489. Panzer Elite:
  490. - Starting fuel from 20 to 15.
  491. - Henschel 'Panzerknacker' Overwatch:
  492. * Cost from 200 to 180 munitions.
  493. - Fallschirmjägers:
  494. * Come with FG42 Assault Rifles by default.
  495. * Active Camouflage removed.
  496. * Increased upkeep by 22%.
  497. - Hummel:
  498. * Removed the decreased received accuracy modifier when locked down.
  499. - Hetzer:
  500. * Spotting Scope now also increases the camouflage detection radius of the vehicle, similar to the tank commander.
  501. * Call-in cost raised from 340 manpower and 65 fuel to 360 manpower and 70 fuel.
  502. - Railway Artillery:
  503. * Barrage incoming delay time from 1 to 3 seconds.
  504. - APCR Shells:
  505. * Penetration bonus increased from 1-2% to 2-4%.
  506. - Hotchkiss Light Tank:
  507. * Stuka Zu Fuss barrage range from 125 to 110.
  508. * Stuka Zu Fuss barrage recharge time increased from 90 s to 120 s.
  509. * Reload time increased from 6 s to 7 s.
  510. - Luftwaffe Ground Forces:
  511. * Added MG42 Machine Gun Emplacement.
  512. * Can now use wire cutters.
  513. - Jägers:
  514. * Exchanged Scopeless Gewehr 43 rifles to scoped Gewehr 43s, fitting the long range combat role that these units are intended for.
  515. * Infantry armor from 'riflemen_elite' to 'infantry'.
  516. * Removed MG42 Machine Gun Emplacement.
  517. * Removed Medic Bunker.
  518. - Panzergrenadiers:
  519. * Removed scope from the Gewehr 43s (aesthetic change only).
  520. * Veterancy kill value from 1 to 1.5.
  521. - Assault Grenadiers:
  522. * Veterancy kill value from 1 to 1.5.
  523. - Tank Busters:
  524. * Veterancy kill value from 1 to 1.5.
  525. - Sd.Kfz. 251 Supply Halftrack:
  526. * Can now receive shared veterancy from infantry (max 3 squads at the time).
  527. * Veterancy 1: +5 Sight range.
  528. * Veterancy 2: +20% Top speed.
  529. * Veterancy 3: +5 Sight range.
  530. * Veterancy value from 3 to 4.
  531. * Repair rate reduced from 10 to 8.
  532. - Panzer IV:
  533. * Fuel cost from 80 to 90.
  534. * Lockdown reload boost from -1s to -0.5s.
  535. * Reload time increased from 7 s to 8 s.
  536. - Anti-Tank Grenade upgrade:
  537. * Cost changed from 150 mp, 15f to 100 mp, 20 f.
  538. - Veteran Sergeant:
  539. * Fuel cost from 40 to 50.
  540. * Increased veterancy gain rate from +25% to +15%.
  541. * Removed decreased received damage bonus entirely.
  542. * Added a decreased received accuracy bonus of -8%.
  543. * Sight range bonus from +2 to +3.
  544. - Sd.Kfz. 222 Armored Car:
  545. * Veterancy value from 3 to 5.
  546. * Increased penetration capabilities vs light vehicles.
  547. * Improved performance of the 20 mm KwK 38 versus cover.
  548. * Increased 20 mm KwK 38 DPS on all ranges.
  549. - Sd.Kfz. 223 Scout Car:
  550. * Veterancy value from 3 to 4.
  551. * Accuracy vs snipers from 0.85 to 2.
  552. - Sd.Kfz. 250 Infantry Halftrack:
  553. * Veterancy value from 3 to 4.
  554. - Sd.Kfz. 250/3 'Vampire' Halftrack:
  555. * Veterancy value from 3 to 4.
  556. - Sd.Kfz. 250/7 Mortar Halftrack
  557. * Incendiary Barrage base damage from 40 to 50.
  558. * Incendiary Barrage base damage multiplier vs infantry from 2 to 1.5.
  559. * Veterancy value from 5 to 8.
  560. - Sd.Kfz. 250/9 Reconnaissance Halftrack:
  561. * Veterancy value from 3 to 5.
  562. * Increased penetration capabilities vs light vehicles.
  563. * Improved performance of the 20 mm KwK 38 versus cover.
  564. * Increased 20 mm KwK 38 DPS on all ranges.
  565. - Sd.Kfz. 250/10 Light Anti-Tank Halftrack:
  566. * Veterancy value from 3 to 5.
  567. * Base damage from 45/55 to 40/50.
  568. * Fuel cost from 20 to 35.
  569. * Manpower cost from 260 to 280.
  570. * Accuracy vs infantry from 0.8 to 0.5.
  571. * Increased troop scatter radius from shell impact from 0 to 2.
  572. * Reload time increased from 5 s to 7 s.
  573. * Weapon range from 59 to 54.
  574. - Focused Firing:
  575. * Duration from 30 to 25.
  576. * Accuracy bonus from 10 to 2.
  577. * Reload penalty from a 1.1 multiplication to -1s.
  578. * Movement penalty from 0.6 to 0.5.
  579. - Building Booby Trap:
  580. * Munition cost from 0 to 15.
  581. - Sector Artillery:
  582. * Duration from 120 to 60 seconds.
  583. * Interval between firing from 12 to 14 seconds.
  584. * Barrage radius from 15 to 20.
  585. * Recharge time from 120 to 180 seconds.
  586. - Hummel:
  587. * Barrage range from 220 to 200.
  588. * Lock-down barrage range from 240 to 220.
  589. * Barrage recharge time increased from 100 s to 150 s.
  590. - Jagdpanther:
  591. * Hitpoints increased from 1000 to 1200.
  592. * Reload time increased from 7 to 8 s.
  593. - Nashorn:
  594. * Reload time increased from 8 to 9 s.
  595. - Panther:
  596. * Fixed projectile spawn marker.
  597. * Reload time increased from 8 s to 9 s.
  598. - Tiger:
  599. * Reload time set to 9 s.
  600. - Marder III:
  601. * Increased weapon accuracy on long and distant range.
  602. * Lockdown sight range from +10 to +5.
  603. * Lockdown reload boost from -1s to -0.5s.
  604. * Reload time increased from 6 s to 7 s.
  605. - Hetzer:
  606. * Reload time increased from 7 to 8 s.
  607.  
  608. GUI:
  609. - Further improvements and corrections to unit descriptions.
  610. - Anti-class rating (present near the unit kill counts):
  611. * Tidied to a scale from 0-6, where 0 is "terrible" and 6 "excellent" for an better basic indication what the base unit is useful for.
  612. - Victor Target warning smoke color changed from green to red.
  613.  
  614. Campaign:
  615. - Carpiquet:
  616. * Fixed the missing Canadian Infantry.
  617. * Added Medical Kits and Field Dressing to the Commandos for more comfortable raiding.
  618. - Carpiquet - The Airfield:
  619. * Starting manpower increased from 1000 to 1500 to ease the frontline construction and reinforcement of starting squads.
  620.  
  621. Maps:
  622. - Rails and Metal (4):
  623. * Made the northern connector manpower point much smaller (it was problematic and unintuitive when playing against sector artillery).
  624. * Added additional cover near the northern small munitions point.
  625. * Moved the middle medium munitions point slightly to the north west, closer to cover and further away from the nearby road.
  626. * Added additional cover by the exit of northern base near the roads to make breaking out of that position less punishing.
  627. * Added additional craters and other cover for more balanced combat scenarios by the middle munitions point.
  628. * Opened up a passage in the fence by the middle munitions point.
  629. * Fixed an error with one of the wall splines.
  630. - Downtown (6) (Made by TheSphinx, edited by Celution):
  631. * Opened up many passage ways for easier pathfinding of vehicles and fixed several locations that were not accessible with vehicles whatsoever.
  632. * Widened small wall openings to allow the passage of lighter vehicles.
  633. * Cleared roads of most movement blocking objects such as sandbags, tank traps, craters and wrecked cars for easier movement of light and medium vehicles.
  634. * Opened up three new passage ways for vehicles for the north base area.
  635. * Slightly increased the north base area.
  636. * Base sectors slightly redrawn.
  637. * Removed and flattened many craters to make the map slightly less "overdone" (less is more).
  638. * Moved several strategic points to no longer block roads/passage ways for vehicles.
  639. * Cleared the central graveyard for easier trespassing.
  640. - Ruhr District (4) (Made by TheSphinx, edited by Celution):
  641. * Newly added map made by TheSphinx.
  642. * Renamed from Bärenschanze to Ruhr District to better fit the map setting.
  643. * Optimized the map significantly by removing many objects.
  644. * Cleared many areas for easier trespassing.
  645. * Opened up many passage ways for easier pathfinding of vehicles and fixed several locations that were not accessible with vehicles whatsoever.
  646. * Added additional exits from the southern base area.
  647. * Increased the overall size of the southern base area.
  648. * Central fuel point is now solely connected to the stragetic points rather than other fuel points.
  649. * Opened up much of the forest for easier pathfinding and reduce the chances to get stuck.
  650. * Flattened/smoothed out many hills for easier movement of vehicles.
  651. * Widened small openings to allow the passage of lighter vehicles.
  652. * Opened up fences and walls across the map to balance out access to certain strategic points.
  653. * Moved Victory Point locations to balance out the walking distances from each base area to the respective victory point. The central victory point is now at equal distance for all players, with the outer victory points slightly favouring one base respectively.
  654. * Removed many Opel Blitz trucks that were obstructing roads or areas around strategic points.
  655. * Removed many of the barbed wire, tank trap and sandbag walls to lessen the overall amount of movement blocking objects.
  656. * Adjusted lighting colour.
  657. - St. Hilaire (4):
  658. * Reworked all map elevation - generall reduced height of high ground, fixed some other issues.
  659. * Removed the two big buildings in the north-eastern part of the map.
  660. * Added additional medium and heavy cover (along with extra visuals) in the north-eastern part of the map.
  661. * Changed some of the strategic point layout and positions.
  662. * Made the munitions points on north-eastern part of the map more accessible.
  663. * Moved cover around the center part of the map.
  664. * Opened up hedges around bases for easier exit from the base.
  665. * Added bushes and general cover around the exits of bases and on northern and eastern parts of the map.
  666. - Pointe Du Hoc (4):
  667. * Added an additional exit from the south-eastern base (player 1) towards the beach.
  668. * Moved central Victory Point outside of the concrete trench for easier access.
  669. * Moved northern Victory Point on top of the ridge to be more accessible for either side.
  670. * Made the ridge near the northern victory point accessible from the northern base (player 4).
  671. * Made the northernmost fuel point accessible from the northeastern base (player 2).
  672. * Added an additional access route from the northwestern base (player 3) onto the adjecent ridgeline.
  673. * Opened up southern Victory Point for easier pathfinding with vehicles.
  674. * Moved around tank traps and barbed wire across the entire beach area for easier access and improved vehicle pathfinding.
  675. * Moved around sandbags around the bunkers for more balanced skirmishes around this area.
  676. * Replaced one building in the central village to give the south- and northeastern spawns (players 1 and 2) a better chance of entering the building from their side.
  677. * Added a barn and features to south-eastern part of the map for better aesthetics of the otherwise open area.
  678. * Removed a shot-blocker from one of the central buildings on the north-side of the road.
  679. * Added one additional base defense structure for each base.
  680. * Moved player 4 off-map entry spawn from the northern corner to the same location as player 3 (road in between the bases).
  681.  
  682. AI:
  683. - Continuous demand & target priority tweaks.
  684. - Optimization pass on all AI scripts.
  685. - Fixed an issue with AI which caused a certain table to always grow in size instead of being reused.
  686. - Fixed an issue where Panzer Elite AI would sometimes get a really high number of 250 halftracks.
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