For this hot fix, our team wanted to focus on A.I. throughout Company of Heroes 3, with an extra focus specifically on Italian Dynamic Campaign changes and fixes. The A.I. should feel much more dynamic and less defensive. In addition to some early game population changes, we aim for this to be a better experience for our players when starting or continuing their campaign playthroughs. 


We’ll soon have additional news on other top areas of player feedback, including when to expect future patches and content. Stay tuned!


General

  • Fixed an additional 12 Crash and/or Stability issues.   

Italian Dynamic Campaign

The A.I. (Artificial Intelligence) will now be performing offensive behaviors more often on difficulties above standard and easy. Expect to see the AI sending companies into player territory, recapturing towns and attacking player companies.

  • Fixed campaign saves having a long loading time the further you progress into the campaign. Any new campaign save made on 1.0.7 will have much lower load times. You do not need to start a new campaign, just ensure you create a new save.
  • We expect a higher rate of defense missions triggered, which will occur when the A.I. attacks player towns where these missions exist. These differ from Skirmish modes, which we hope will add more variety and replayability to the Italian Dynamic Campaign. Expect more combat at towns/cities like Potenza, Foggia, Ortona, and Anzio. 
  • It is expected to see more aggressive behaviors from the A.I. while playing on greater difficulty levels. 
  • AI now uses Recon Runs less often, and on a wider variety of targets. 
  • Campaign Map Population Capacity adjusted so more supporting units can be built in the early campaign. 
    • P47 Population Capacity cost reduced from 3 to 2 
    • B25 Population Capacity cost reduced from 4 to 3 
    • Aircraft Carrier Population Capacity cost reduced from 6 to 4. 

Gameplay Changes

  • A.I. respond accordingly to different ping types 
    • Attack ping, question ping - may send units to appropriate location pinged 
    • Defend ping - may respond with defensive behaviors 
    • Capture behavior when pings issued on capture points 


Multiplayer Changes

  • Disabled battlegroup selection during match start countdown. This change helps prevent players from having non-functioning battlegroups when loading into a match. 
  • Enemy A.I. in Skirmish mode is now less likely to try to capture the same point with several units and more likely to try to capture separate points with individual units.
  • Rank Levels on the official Leaderboards have been updated to reflect the Design team’s intent for the top ranks: 

    • 1 player holding level 20 

    • 4 players holding level 19 

    • 5 players holding level 18 

    • 15 players holding level 17 

    • 25 players holding level 16