CoH 2 Changelog

#1
5 years ago
NounNoun Posts: 285
This thread is where we'll be sharing patch changes and game updates.

Updates as of June 4th, 2013

- adding tracking for rare peer to peer error
- optimization: game won't slow down after numerous explosions have damaged the terrain
- optimization: speed up terrain rebuilding for higher frame rates when the camera moves
- fix dead entities not snapping to ground when dying on bridges
- prevent enemy buildings from appearing as holes in the ground when FoW was active
- improve hang detection to reduce number of times the game crashed itself thinking it was hung
- fix a bug where projectiles would never hit a dropped mg42
- fix post game stat screen showing wrong info on save/load
- add OEM8 for mapping English physical key locations to French
- add new Commander Dispatch feature
- update performance test to feature snow
- most barrage abilities now target positions instead of squads/entities
- fix guard troops reinforcing for free
- catch networking problems when a user has trouble connecting to many users in a short period of time
- reduce pak43 and howitzer requirements
- normal mortar can now be deployed when you get the 120mm
- commander tank and officer limited to one
- 120mm mortar changed from 480 to 360 from free
- fix for quad50 audio in the distance
- fix ISU 152 having two abilities with the T hotkey
- add hotkey for transfer orders
- fix M shortcut for tellermine
- fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online
- fix subtitle overlap in tutorial


Updates for June 6th, 2013

- fixed some crash bugs
- server updates
- adressed an issue with the Replay feature requiring a game restart
«1345

Comments

  • #2
    5 years ago
    NounNoun Posts: 285
    Updates for June 10th, 2013


    Updates

    - Create post-game AI survey for beta

    AI Updates

    - AI vehicle positioing tactic now prefers to find safer positions relative to the current position instead of always relative to the target position
    - AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to out postion an enemy relative to the enemies position
    - AI tactics and fallback now properly check weapon ranges based on OBBs like the weapons do
    - AI force attack tactic will not get stuck running if the target moves within minimum weapon range
    - AI attack commands now properly detect squads in idle combat
    - AI move commands now support a facing only move
    - AI simple move state now copies the path finding weights when it starts to prevent other AI tasks from changing them after the move has started
    - AI cover, vehicle, and force attack tactics now only do path finds with a path length factor of 1.5 and not unlimited since they should be short moves
    - AI Vehicle Tactic now keeps more space between it and threatening entities and re-positions less frequently
    - AI Task Combat State no longer oscillates between retreat and fallback when the squad wants to retreat but does not support retreating
    - AI Ability Tactic properly converts entity and squad targets to position targets before attempting to do the ability if the targets cannot be seen
    - AI squad clump detection system now tracks which clumps contain visible squads instead of just testing the centre of the clump for visibility
    - AI checks for squads and entities being detectable now also checks if the squad or entity has been seen recently if so then they can still be detected
    - AI vehicle tactic crash fix
    - AI VehicleTactic now only does path following moves if the destination is greater than 15 meters so we can do less path finding
    - AISimpleMoveState and AIObjectiveAttackArea repath and replan timers are now scaled by the number of local AI players so we don't continually throw away good paths when we are getting infrequent updates
    - AITaskMoveState no longer gets confused between layover movement doing cold layovers and capture layovers
    - AISimpleMoveState now sends a move command to the final position if it has waited for a path for longer than 8 seconds
    - AITaskMoveState now checks to make sure its path is going to the correct destination before it assumes it has a path it can use
    - AILeader and AIFollower tasks now coordninate better and spend less time stopping and waiting for each other
    - When selecting squads to be leaders and followers, team weapon squads are no longer preferred to be leaders, they are now not preferred
    - AITasks now know which task group they belong to
    - AITactics are now prevented from being recursively updated
    - AICaptureTasks now correctly check for capture progress relative to allies and enemies
    - Skirmish AI no longer double military targets for neutral world owned points
    - Skirmish AI players now calculate preferred map areas relative to other players and get penalties for attacking and capturing outside those areas
    - Skirmish AI players now take into account what teammates have produced and prefer to build different units
    - Skirmish AI will no longer try to build securing structures on points that cannot be secured. (victory points, fuel/munition points, watch towers)
    -Skirmish AI now properly releases a squad from its current task before getting it to do a construction task
    - Skirmish AI no longer fallsback if it is almost done capturing a point or reverting a point
    - Skirmish AI no longer gives up on capturing a point on a cold map if there are no heat sources near the point but it is already capturing the point
    - Skirmish AI no longer counts all units that can be spawned from a building as potential producibles, now it only counts units that it has the prerequisits for
    - Skirmish AI now prefers to keep doing objectives it was doing the previous update
    - Skirmish AI now uses attack objectives to capture undefended points instead of capture tasks without an objective
    - Skirmish AI will now create attack objectives to attack military points that are undefended instead of only attacking military points that can be destroyed
    - Skirmish AI will no longer send team weapon squads or artillery squads out alone to attack or capture unless they are already in combat at the target
    - Skirmish AI now assigns extra squads to help attack objectives based on combat ratio improvement and distance and not just distance
    - Skirmish AI now prefers to attack a military point with squads near it over a clump of enemy squads not quite near the military point to facilitate captuing the point while attacking
    - AI no longer thinks Katyusha and Panzerwerfer are good for circle strafing
    - Hard and Expert AI now use default dynamic economy without any overrides
    - added dshk squad, panzer iv command squad, mortar halftrack, and assault field officer squad to the default AI economy
    - updated panzer iv command squad main cannon AI combat ratings to more closely match the panzer iv squad AI combat ratings
    - AI barrage abilities now target enemy structures in addition to clumps of enemy squads
    - Skirmish AI default economy now includes randomized utility ranges of 10, previously was 0

    Bug Fixes

    - Rare crash caused when a player in a vs AI automatch starts loading before they get the updated session info from the host for the populated AI slots
    - Added a hang detection thread to watch for heartbeats and dbFatal if the app goes off for more than 60 seconds
    - Hooked up game start audio stinger to only play for Custom and Automatches
    - Fixedtitle entering an unlimited unresponsive state when minimising the title on the Performance Test loading screen
    - Fixed scenario could be marked as complete after the check to see if it was complete, resulting in unawarded achievements
    - Fixedsome enemy buildings appearing as holes in the ground when fog of war is active
    -improved timeout values based on feedback/crashes
    -update : terrain compositor has controllable rescaling to enable us to vary compositor resolution
    - fixed sometime projectile may never hit a dropped hmg42
    - Adding logic to track how often we get the PeerConnectFail error, and if we get a certain amount without ever successfully getting into a match, show an error message to the user
    - stats now only care about actual team ID and not slot team id / map team ID
    - collectors edition flag now saved out with saves/replays
    - make sure team ID matches up with slot team ID (when they are different due to random starting locations) so UI does not have to do any sort of mental gymnastics
    - fixed loading an auto save on mission 3 loads the game with only background music playing
    - Added Plat support for OEM8 so that we can correctly map English physical key locations to French
    - Allow multiple demo charges on the same spot vs non-panel buildings. The "don't place demo charges at the same location twice" rule only makes sense for panel buildings
    - Fixed scenario launch code with proper variable initialization and ensure that repeated calls within the same frame do not cause a crash
    - Detect invalid scenarios and notify user of error in c++ code
    - Detect SetupMod() failure and notify user of error
    - force a crash on actual load step failure as otherwise it would just hang (not addressed by this fix)
    - Fixed load game dialog dereferencing null ptr while in game
    - Destroy the match instead of just concluding if the game becomes inactive
    - Moscow Line - Partisan Squads will appear twice in the Construction Tab in the Post Game Stats
    - Fixed: When using dispatch, unit will show up two times in the construction tab on the post-game stats
    - Set the connect timeout separately from the read timeout for the long-poll
    - Fix bridge border become passable after ice heal under it
    - fix animation sliding when building barbed wire
    - fix maxim crew syncing to a standing maxim will play standing animation, rather than going prone and snap to stand
    - add more telemetry logging. including match start and match end event, option changing event, tutorial video event
    - optimization: make blizzard/snow/rain render to a lower resolution texture
    - re-fix : resolution list is populated properly if your primary display is in portrait orientation
    - cache steam cloud files locally
    - match reporting fixes to prevent unwanted disputes in arbitration, which was causing everyone to lose trust if someone in the match quit
    - always call ReportMatchResults even if the game is not active
    - when a player leaves the match, set the kill player reason to KPR_NetworkAbort instead of KPR_Surrendered
    - if the player final state is PS_ABORTED, file an abstain match report
    - fixed game crash when airstrike ability is used just before the victory point count down
    - fixed rally point blip appearing in middle of minimap when placed on an entity
    - don't show demo charge as a killer on post game stats (it has no valid UI info)
    - fix one case where sync error reporting could be interruped by incorrect fatal scar error caused by sync error
    - fix so when sync error, simulation stop updating, so the rest if the simulation code and scar update won't unnecessary get called
    - investigate making the game mark itself for Steam update after crash
    - fixed a crash when grenade kills a charge on bridge
    - PanzerGraveyard achievement unlocked properly
    - audio fix for distant shots
    - this is only half the work as the M5 is needed elsewhere for another fix. matching audio to come soon
    - removing two soldier entities that were left on the map
    - fixed Stug III tread critical causing missing tread (mesh conditions on healthy tread were inappropriate to keep one visible)
    - fixed missing Polish speech
    - background sfx continue through movies
    - stuka engine sfx
    - final mix polish
    - fixed making 2/3/4xxx AMD cards require the special legacy drivers AMD made for us
    - fixed lockup when pistol is in cooldown when close to an enemy and being attacked
  • #3
    5 years ago
    NounNoun Posts: 285
    Updates for June 10th, 2013

    Balance & Gameplay

    - adding vet modifiers and loc to the TOW cold weather units
    - removing the tech/building requirement from the howitzers
    - fixing for ram not disabling the maingun if the vehicle was buttoned. The critical was able to be applied to the disabled main weapon
    - reseting UI and camera in last frame of battles and scenarios, so that View Battlefield is doable
    - updated version of the performance test with snow on the ground, and new cameras avoiding clipping through trees
    - taking off the requirements on the pak43 and howitzers, fixing some help text
    -fixes to the mortar,command tank and officer ... normal mortar can now be deployed when you get the 120mm mortar and now i limited the commander tank and officer to one on the battlefield
    - chainging cost of 120mm mortar team from 480 to 360 from free
    - Transfer Orders now has hotkey
    - M07 fixes from E3 reviews
    - updating help text for non-winter maps
    - increase timing on driver abandon
    - clean up maps that have the old trench wall
    - Tracer added to rear MG
    - sniper tracer fire is not very visible if shooting offscreen
    - trench area detail added
    - replaced trenches
    - updated tutorial order
    - Shock Troops have "Fire Superiority" tool tip for Vetrancy 1, instead of "Trip Wire Flares"
    - fixed the tooltip on the ability, it requires 6 command points (It was saying that it required 2 before)
  • #4
    5 years ago
    NounNoun Posts: 285
    Updates for June 11th, 2013

    - made compatibility mode check more apparent
    - adjusted security settings


    Updates for June 12th, 2013

    - Fixed crash on startup when in compatibility mode


    Updates for June 13th, 2013

    Game Updates

    - Twitch fully unlocked for players
    - Single Player E3 Demo Mission unlocked
    - Tutorial Mission unlocked
    - Stability fixes
    - Compatibility fixes


    Balance Changes

    Anti-Tank grenades and Panzerfaust:
    - Range reduced from 20 to 15.

    Veterancy Change:
    - Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%.

    Upkeep:
    - Rate changed from 4 upkeep per pop to 1.5.
    - Upkeep thresholds removed.
    Riegel 43 Anti-tank Mine

    - Reduced the time to plant the mine from 12 to 6 seconds
    - Changed the ability to allow it to be targeted in the fog of war.
    - Removed the cooldown.

    Brummbar:
    - Cost from 520mp/140fuel to 520mp/170fuel
    - Max distance scatter from 10 to 4.55
    - Reload time from 9.75s to 8.25s
    - AOE from 6m to 5m.
    - Health from 1280 to 800
    - Front armor from 175 to 200
    - Acceleration from 1.5 to 2
    - Target Size decreased from 24 to 22
    - Max speed from 4.5 to 4.8
    - 50% of the shell’s damage is applied on non-penetrating rounds against enemy armor.
    - Added a 1 in 3 chance of 5s crew shocked critical on target deflections

    Elefant:
    - Price from 520mp/220 fuel to 640mp/260 fuel
    - Front Armor from 270 to 400
    - Pop cost from 13 to 16.
    250 Halftrack:
    - Front armor from 25 to 11 and Rear armor from 15 to 5.5
    - Health from 300 to 240
    222 20mm Autocannon:
    - Increased AOE from 0.5 to 1 making this weapon a bit more effective against infantry.

    Opel Blitz Truck:
    - Health decreased from 300 to 160
    - Armor reduced from 25/15 to 7/5
    German 10.5cm Howitzer:
    - AOE Radius reduced from 9 to 7.5

    Ostwind:
    - Price from 400mp/100fuel to 320mp/115 fuel
    - Build time from 40 to 50.
    - Pop cost from 10 to 8.
    - Scatter from 5 to 1.98 increases its accuracy.

    Panzerwerfer:
    - Increased ice damage from 55 to 75
    - Acceleration from 3 to 3.75
    - Max speed from 5.5 to 6

    Panther:
    - Price from 560mp/150fuel to 440mp/165fuel
    - Pop from 14 to 11.
    - Health from 1280 to 960
    - Rear Armor from 135 to 112.5
    - Acceleration from 1.9 to 2.3
    - Max speed from 5.2 to 5.5
    - Range from 60m to 50m
    - Reduced the rotation rate from 30 to 27.

    Panzer IV Command Tank:
    - Price from 560mp/140 fuel to 360mp/125 fuel
    - Pop from 14 to 9.
    - Damage from 60 to 80
    - Penetration from 50 to 55
    - [Bug Fix] Range from 45 to 40
    - Scatter from 5 to 5.6

    Panzer IV:
    - Price from 480mp/120 fuel to 320mp/115 fuel
    - Pop from 12 to 8.
    - Reload time from 4.75s to 5.75s
    - Damage from 80 to 160
    - Scatter from 7m to 6m
    - Acceleration from 2.8 to 2.4
    - Max speed from 5.3 to 5.2

    Stug:
    - Price from 400mp/85 fuel to 280mp/95 fuel
    - Scatter from 10m to 6.5m
    - Health from 640 to 480
    - Target Size from 20 to 14
    - Increased rotation from 20 to 22
    - Area of Effect from .5m to 1.5m
    - Damage all in hold set to TRUE, similar to other AOE heavy weapons. This will allow the weapon’s Area of Effect damage to apply to targets inside a halftrack or scout car.
    - Main gun range from 60m to 50m
    - Reload time from 3s to 4s
    - Main gun penetration from 110 to 140.

    Tiger:
    - Price from 520mp/210 fuel to 600mp/250 fuel
    - Reload from 8.75s to 6.25s
    - Scatter from 10m to 6.8m
    - Area of Effect From 3.75m to 2.5m
    - Armor from 400 front/200 rear to 350 front/250 rear
    - Acceleration reduced from 1.5 to 1.25
    - Max speed increased from 4.5 to 4.7
    - Added a 1 in 5 chance for a 5 second crew shocked critical on target deflections
    - Main gun rotation from 19 to 17

    KV-8:
    - Health increased from 640 to 960
    - Armor decreased from 360 front/225 rear to 240 front/120 rear
    - Cost from 440mp/120 fuel to 360mp/135 fuel

    IS-2:
    - Armor from 400 front/200 rear to 375 front/225 rear
    - Pop from 14 to 16
    - Health from 1280 to 960
    - Price from 560mp/210fuel to 680mp/300fuel
    - Reload time from 8.25s to 9s
    - Scatter from 10m to 7.5m
    - Acceleration increased from 1.5 to 2
    - Rotation rate increased from 25 to 30
    - 1 in 6 chance of 5 second crew shocked critical on target deflections
    - Penetration increased from 110 to 140
    - 25% of the shell’s damage is applied on non-penetrating rounds against enemy armor.

    ISU-152:
    - Price from 520mp/215 fuel to 680mp/290 fuel
    - Pop from 13 to 17.
    - Armor from 120 front/60 rear to 200 front/100 rear
    - Health from 1280 to 960
    - AOE from 5m to 6m
    - Damage from 160 to 240
    - Scatter from 10m to 13.2m
    - Reload from 6.125s to 10s
    - Penetration from 170 to 150
    - Target Size from 24 to 26
    - Acceleration from 1.5 to 2
    - Max Speed from 4 to 3.8
    - 33% of the shell’s damage is applied on non-penetrating rounds against enemy armor.
    - Added a 1 in 3 chance of crew shocked critical on deflections
    - Reduced main gun tracking speed from 25 to 12
    - G-530 Concrete Piercing Round ability penetration increased to 1000

    SU-76:
    - Price from 200mp/45 fuel to 160mp/55 fuel
    - Pop from 5 to 4
    - Reload from 3.875s to 2.375s
    - Penetration from 75 to 93

    SU-85:
    - Price from 440mp/90 fuel to 320mp/115 fuel
    - Pop from 11 to 8
    - Front armor from 160 to 180
    - Increased acceleration and max speed from 2 to 2.4 and from 5 to 5.3
    - Increased Area of Effect from 0.5m to 1m

    T34/76:
    - Price from 280mp/75 fuel to 240mp/95 fuel
    - Pop from 7 to 6
    - Acceleration from 2.5 to 2.8
    - Rotation rate from 30 to 36
    - Max speed from 5.6 to 5.8
    - Rear armor from 57.5 to 70.
    - Main gun scatter from 7m to 5.1m

    T34/85:
    - Price from 360mp/100 fuel to 360mp/130 fuel
    - Health from 640 to 800
    - Armor from 115 front to 124 front
    - Acceleration from 1.9 to 2.3
    - Main gun scatter from 5m to 3.4m

    T70:
    - Price from 200mp/55 fuel to 160mp/55 fuel
    - Main gun scatter from 5m to 1.84m
    - Penetration from 50 to 45
    - Reduced target size from 20 to 14
    Dshk Tank and Bunker starting positions:
    - Increased penetration on DShk from 1 to 2.

    German MG42:
    - Increased nearby suppression multiplier from .4 -> .55. This applies 55% of the weapon’s suppression to nearby squads.
    - Increased nearby suppression radius rom 10 -> 12
    - Decreased reload duration from 6 -> 5
    - Increased reload frequency from 5 -> 7
  • #5
    5 years ago
    NounNoun Posts: 285
    Updates for June 17th, 2013

    - Fixed crash errors
    - Improved collection of diagnostic information
    - Twitch sdk update (pending loalization changes)
    - tooltips
    -Cursor size and trails fix
    - Autodetect settings fix
    -Added button to driver popup for warning delay


    Updates for June 18th, 2013

    Maps

    - New Maps Added to Bring The MP Map List To

    (4-6) Rzhev Winter
    (2-4) Kholodny Ferma Winter Battlefield
    (2-4) Prypiat River
    (2-4) Minsk Pocket
    (4) Moscow Outskirts Winter
    (4-6) Oka River Winter
    (6-8) Steppes
    (6-8) City 17
    (6-8) City 17 Winter Battlefield
    (2-4) Kholodny Ferma
    (2-4) Prypiat River Winter Battlefield
    (4) Moscow Outskirts
    (4-6) Rzhev

    Balance Changes

    Flame Halftrack 251:
    - Burst duration reduced from 4 to 3 seconds.
    - Reload duration increased from 0.5 to 3 seconds.

    Reload Times:
    - German howitzer barrage reduced from 90 to 85 seconds.
    - Panzerwerfer barrage reduced from 60 to 48 seconds.
    - Soviet howitzer barrage increased from 90 to 120 seconds.
    - SU-76 Barrage increased from 60 to 80 seconds.
    - Sector artillery increased from 60 to 136.


    SU-76 Barrage weapon:
    - Damage decreased from 120 to 80.


    Other

    - Fixed some localization text
    - Unlocked progression, Commanders, Intel Bulletins and Skins for all levels
  • #6
    5 years ago
    NounNoun Posts: 285
    Update for June 19th, 2013

    Update

    - Frame buffer optimization


    Updates for June 20th, 2013

    Gameplay

    - Getting a squad weapon while using an accessory weapon will now switch to the squad weapon when finished
    - Dispatch not counting as 'building' a unit for intel bulletins
    - Fixed squad inside a building doesn't obey attack order to attack a specific enemy squad
    - User can now use mini map to dispatch units from the Commander Bar
    - Shock Troops no longer lose any Picked up Weapons when the Squad is upgrade with PPSh-41 Sub Machine Guns
    - The player now has to build the SU76 as well as all other tank types in order to gain the "[filtered]e of life" achievement
    - Fixed german flame saturation ability
    - Concrete Piercing Round Hotkeychanged
    - Removing team weapon crew sight radius when abandoning the team weapon
    - Adding Tool Tip for pop costs to the dispatch units
    - Fixed a selection issue with resource and victory points in the world. They are smaller now and it's easier to move troops around the points
    - Fixing t-70's self repair ability


    Skirmish AI

    - AIObjectives properly check current leash length before updating leash lengths and forcing a replan
    - AIConstruction tasks give up when squads reach 51% health instead of 30% health
    - AI now properly checks if a point is valid for capture and doesn't ignore points it owns that are being reverted
    - Removed task targets from AI tasks because nothing used them
    - When AI is looking for enemy squad clumps to attack, it will now fallback to clumps near squad if there are no clumps in the objective area
    - When targeting clumps of squads, the AI now only targets clumps containing at least one stationary squad, and it targets the squad closest the centre instead of the clump centre
    - Squads wanting to fallback due to cold will no longer count toward objective fallback
    - AI stats system updates military points on the same frame it adds them so we no longer have new military points being invalid for one frame
    - AI properly detects observation posts as valid military points
    - Switch almost all AI code to use average combat ratings instead of instantaneous combat ratings to improve stability
    - When searching for heat sources squads will now also check for heat sources nearby if they cannot find any nearby heat sources within combat range of their targets
    - Cleaned up code for determining if AI squads have good targets so we can check if they currently have a good target or are assigned a good target
    - Skirmish AI properly reserves resources and no longer accidentally buys cheap things.
    - Skirmish AI builds less observation posts
    - Skirmish AI no longer counts team weapon squads when determining if it needs more squads for capturing.
    - Skirmish AI now tries to clump its squads together to attack the same target, and prefers to keep squads attacking targets near each other in general
    - Skirmish AI now tries harder to prevent reassigning squads to different objectives
    - Skirmish AI now scores objective targets based on how close the squads it needs are to the target
    - Skirmish AI will now depending on AI difficulty level evaluate multiple objective targets for the best score before picking one

    AI Updates

    - AI coordinated move phase now uses setup locations as destinations instead of objective target like coordinated attack arrival phase to prevent path finding oscillations when switching between the two phases
    - AI attack objective now properly recognizes squads capturing a point as not being idle and triggers the switch from the move stage to the engaged stage
    - AI leader task no longer overrides the destinations of the follower tasks screwing up the coordinated attack arrival phase of objectives
    - AI leader and follower tasks now have internal timers to reduce oscillation between move and idle states
    - Tweaked AI difficulty settings
    - Expert AI now gets more resource bonus.
    - Easy and Standard AI now captures less of the map

    Balance

    Anti-tank Mine
    - Reduced the time to plant the mine from 12 to 6 seconds
    - Changed the ability to allow it to be targeted in the fog of war
    - Removed the cooldown

    Veterancy Change:
    - Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%
    Anti-Tank grenades and Panzerfaust:
    - Range reduced from 20 to 15

    Twitch.tv

    - Fixed ghosting in Twitch capturing
    - Added default cursor to Twitch
    - Added dynamic cursors to Twitch
    - Truncate twitch stream title if too long
    - Fixed access of deconstructed stack variable
    - Fixed garbled Twitch video capturing on AMD machines
    - Log Twitch chat errors to the chat log
    - Fixed spelling mistake on Rzhed (Spring) description
    - Fixed translation issues in non-English languages

    Other

    - Connectivity fixes
    - Change multicore check to be non-fatal. Force number of created threads to minimum of 2
    - Dedreased sync errors
    - Improved server connectivity
    - Improved error messaging for steam connection issues
    - Crash fixes
    - Fix autodetect for the first time always giving out low settings
    - Fix autodetect giving high settings always if the performance test fails
    - Made cursors in vista larger (48x48 which is the maximum supported by vista)
    - Addressed some audio and video bugs
    - Added cancel button to compatiblity mode dialog, remode time delayed warning for compatibility mode and make it always warn the user
    - Turn off mouse cursor trails and shadows in fullscreen mode to avoid invisible cursors in some systems
    - Gramatically better error message for compatibility mode
    - Updated some localization
  • #7
    5 years ago
    NounNoun Posts: 285
    Updates for June 25th, 2013

    Gameplay

    • Fixed Commanders not being available in ToW missions

    Presentation

    • Order 227 cinematic audio fix
    • [Oka River Winter] - Removed 2 Neutral Combat Engineers near the West Fuel Point

    Balance

    • Balance changes from last week that didn’t make it into Day Zero:

    Reload Times:
    - German howitzer barrage reduced from 90 to 85 seconds.
    - Panzerwerfer barrage reduced from 60 to 48 seconds.
    - Soviet howitzer barrage increased from 90 to 120 seconds.
    - SU-76 Barrage increased from 60 to 80 seconds.
    - Sector artillery increased from 60 to 136.

    Flame Halftrack 251:
    - Burst duration reduced from 4 to 3 seconds
    - Reload duration increased from 0.5 to 3 seconds

    SU-76 Barrage weapon:
    - Damage decreased from 120 to 80
  • #8
    5 years ago
    NounNoun Posts: 285
    Updates for June 26th, 2013

    General
    • Improved campaign stability
    • Fixed bug causing game to exit after playing any mission
    • Addressed issue where people would download more than expected after disk install

    Updates for June 28th, 2013
    • Additional campaign crash fixes
    • AI attack move improvements.
    • Fixed an issue where players would become stuck on Post Game Stats if they lost connection to Relic servers.
    • Fixed a Theater of War Coop crash.
  • #9
    5 years ago
    NounNoun Posts: 285
    Updates for July 10th, 2013

    General

    • Fixed various issues causing game crash.
    • Fixed desktop icon to match new Steam icons.
    • Detect AMD graphics driver versions better.
    • Game avoids crash on older NVIDIA Optimus drivers.
    • Fixed FX ripples on Tiger Tank.
    • Improved water ripples.
    • Adjusted logic behind Lag/Vote Kick option being presented.
    • Added News Ticker to display planned server downtime.
    • Added popup to display “Waiting for Match Results” when waiting for match results when game ends. The appropriate Victory or Defeat screen will then appear.
    • Hide the difficulty in multiplayer save games as it does not apply.
    • Changes to the help text of Commander abilities Relief Infantry and Rapid Conscription.
    • Updated the requirements text of some units and abilities.
    • Added Twitch chat button to lobby.
    • Show Progress bar on unselected buildings.
    • Show a progress bar when planting a trip wire flare.
    • Improved Tactical Map display times.
    • Fix game in Vista running in Compatibility Mode having no cursors.
    • Fix Windows DPI scaling affecting the game in fullscreen and causing UI issues by making the game DPI aware so Windows doesn’t scale it.
    • Halftracks now "Taxi" Squads to the Unload point. Clicking the unload button should eject everyone in the Halftrack. Clicking the Shield Icon of the Squad inside the halftrack then the button should taxi the squad to that location.
    • Audio - Fixed Issue with vehicle surface loops Preventing Non-English players from using High Quality Audio settings.



    Campaign & Theater of War

    • Mission 1: Fixed crash at Stalingrad Railstation relating to destroying the Panzer IV.
    • Mission 1: Fixed crash that had a chance to occur if the player completed the bonus objective after the last defending conscript died.
    • Mission 3: Fixed crash that occurs if a player dies while the new AI goal is being assigned.
    • Mission 3: Various crash fixes.
    • Mission 5: Fixed error when securing bridge territories.
    • Mission 6: Fixed Invulnerable Conscript Bug.
    • Mission 6: Fixed rare bug when failing the defense objective.
    • Mission 6: Fixed HQ blocker.
    • Mission 8: Rare error that could prevent the game from progressing.
    • Mission 10: Fixed error with demolitions pioneers.
    • Various: Fixed howitzer retreat bug.
    • Fixed AI enemies being unable to use the Panzerfaust ability.
    • Fixed error on Officer Assassination relating to Soviet bombing run.
    • Fixed bugs in various ToW missions.



    AI

    • Repair ability now allows AI to properly detect destroyed bridges to repair.
    • AI now only tries to pick up items it is able to.
    • Fixed an issue where the AI would not purchase the Axis G43 rifle upgrade.
    • AI now properly tracks chance of avoiding explosions when multiple events arrive for the same explosion.
    • AI shouldn't give up on capturing to retreat back to base to construct if it is already in the territory to capture.
    • AI no longer retreats due to cold when in combat.
    • AI abilities targeting friendly units can now run when a squad is outside the objective leash and in ability range of the friendly target.
    • AI coordinated move phase now uses setup locations as destinations instead of objective target like coordinated attack arrival phase to prevent path finding oscillations when switching between the two phases.
    • AI attack objective now properly recognizes squads capturing a point as not being idle and triggers the switch from the move stage to the engaged stage.
    • AI leader task no longer overrides the destinations of the follower tasks screwing up the coordinated attack arrival phase of objectives.


    Balance

    Soviet M3A1 Halftrack
    • Damage from 9.9 to 10
    • Far accuracy from 0.37 to 0.2
    • Near cooldown duration modifier from 0.5 to 0.6

    German 222 Scout Car
    • Damage from 7.2 to 5
    • Accuracy far from 0.125 to 0.2
    • Rate of fire from 12 to 18
    • Far cooldown duration modifier from 1.2 to 1

    Adjusted the risk vs. reward aspect of unit garrisons within vehicles.
    • 50% chance for each entity inside halftrack to die when the garrisoned vehicle dies.

    To better compensate for the larger squad sizes of the Soviet weapons teams, the following changes were made:
    Soviet Weapon Teams
    • Soviet PM41 82mm Mortar Barrage shoots slower: 2 to 3.575 seconds.
    • Maxim HMG deals less damage: 12.9 to 9.5.
    • Maxim HMG setups slower: 1.375 to 1.5125 seconds.
    • Soviet HM-120mm Mortar shoots slower: 7 to 8.9 seconds.
    • Soviet HM-120mm Barrage shoots slower: 2.5 to 5.175 seconds.
    German Weapon Teams
    • German Granatewerfer 81mm mortar shoots faster: 4.5 to 2.4 seconds.
    • German HMGs, Mortars and AT Guns have 4 entities instead of 3.
  • #10
    5 years ago
    NounNoun Posts: 285
    Updates July 30th, 2013

    General

    - Fixed 1 frame delay between user input and unit movement
    - Updates to vehicle pathing
    - Langreskaya Spring and Winter maps added (1v1 in automatch and 1v1 and 2v2 in custom game)


    Balance

    Commander Ability Changes

    The following abilities had their command point (CP) cost reduced to increase commander appeal. In contrast to the majority of Soviet Commanders a number of German doctrines did not have abilities available at 1 CP.

    - Panzer Tactician: Command point cost from 2 to 1
    - Mortar-Half-track: Command point cost from 2 to 1
    - Artillery Field Officer: Command point cost from 2 to 1
    - Riegel 43 AT Mine: Command point cost from 2 to 1
    - Fear Propaganda Artillery: Command point cost from 5 to 3

    The following changes were made to improve the usability of Rapid Conscription and Relief Infantry. Overall, it was very difficult to recover your cost on investment to both abilities due to their relatively low duration time. The goal was to increase the rate at which players could recover their cost and provide a possibility to earn back more than the initial resource investment.

    Rapid Conscription
    • Maximum replaced squads from 6 to 2
    • Duration from 30s to 120s
    • Recharge time from 90s to 180s
    • Cost from 200 MU to 160 MU
    • Ability now replaces lost squads with Conscripts rather than Penal Battalions
    • Updated tooltip to better reflect ability functionality

    Relief Infantry
    • Maximum replaced squads from 6 to 3
    • Duration from 60s to 120s
    • Recharge time from 90s to 180s
    • Updated tooltip to better reflect ability functionality

    Previously, Hit the Dirt had the capacity to have its modifier stack with cover. This led to extremely durable units at very little cost to the user. It also impacted many of our combat systems, leading to inconsistent or undesirable behavior such as snipers missing the infantry.

    Hit the Dirt
    • Hit the dirt now provides light cover rather than a 0.5 received accuracy modifier.

    The JU-87D Strafing Run now functions as a suppression ability. The loiter behavior was modified to improve the visuals of the off-map and make it more susceptible to anti-air weapons.

    JU-87D Strafing Run
    • Attacks per aircraft from 5 to 3
    • Delay between attacks from 3s to 18s
    • Duration time from 48s to 75s
    • Target lead in from 50 to 20
    • Target lead out from 60 to 20
    • Target attack distance from 150 to 225
    • Target attack time from 2.125 to 4.25
    • Modified UI barrage radius to match the loiter radius of the JU-87D
    • Damage from 8 to 2.5
    • Rate of fire from 32 to 16
    • Suppression from 0.12 to 0.25
    • Max range from 175 to 225

    Opel Blitz Cargo Truck

    Previously, the cargo truck was multiplying a sectors value by a factor of 2. This resulted in extreme edge cases where fuel and munition incomes were higher than expected. To resolve this, supply trucks will only add a set amount of resources to sectors.

    • A cargo truck setup within a sector now adds 3 fuel and 5 munitions per minute, rather than multiplying the sectors value by 2
    • Cargo truck cost from 200 to 300 manpower

    Adjustments to Scatter Distance

    The following units had their scatter distance refactored to better match their performance and design. Higher scatter values generally implies weapons are less accurate.
    IS-2
    • Scatter distance max from 7.5 to 2.86
    Panzer IV
    • Scatter distance max from 6 to 9.5
    T70
    • Scatter distance max from 1.84 to 1.7
    T34-85
    • Scatter distance max from 3.4 to 2.6
    Tiger
    • Scatter distance max from 6.8 to 4.3
    Ostwind
    • Scatter distance max from 1.98 to 2.15
    Brummbar
    • Scatter distance max from 4.55 to 1

    HMG Suppression Modifiers

    HMG teams no longer function efficiently while pinned. This discourages tactics such as moving a HMG team into a setup HMG team unless on the flank. Pinned HMG squads now have the following modifiers applied to their squad:
    • Weapon accuracy is now reduced by 75%
    • Weapons reload has been increased by 100%
    • Weapon cooldown has been increased by 100%
    • Weapon scatter has been increased by 320%
    • The Maxim HMG now properly has its movement reduced while suppressed
    Correction from Patch on June 13
    • Stug target size set from 20 to 14
    • Riegel AT Mine recharge from 30s to 0s


    Bug Fixes

    • Command tank now properly validates, this prevents the user from using the call in when they are near max pop.
    • Incendiary barrage duration now better matches its deployment time.
  • #11
    5 years ago
    NounNoun Posts: 285
    ​Updates August 20th, 2013

    General


    • Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of applicable maps before beginning the automatch process. A veto counts as a vote against a map and the automatcher will only select among the maps with the fewest number of votes
    • Replays now store build version in header to allow filtering out of old replays that will cause a sync error
    • Changed method of determining local player when loading a saved game
    • Added ability to change Faceplate and added two new faceplates to select from


    Gameplay


    • Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned
    • Canceling building in progress of the 152mm gun-howitzer will now refund the full cost
    • Guard Rifle Infantry that drop both their DP-28s can now repurchase the weapon
    • Mines can now be killed by flamethrowers
    • Conscripts with the repair ability can now repair abandoned vehicles, matching the behavior of the engineer repair ability
    • Increasing the pop cap cost of team weapons so re-manned weapons do have a lower pop cap cost


    Balance

    Vehicles

    Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles.
    T34
    • Main gun damage from 80 to 120
    • Main gun penetration from 75 to 80
    • Cost from 240 MP and 95 FU to 280 MP and 85 FU
    T34 Ram
    • Ram min range from 10 to 17
    • Ram max range from 30 to 35
    • Penetration from 1000 to 160
    • Damage from 100 to 160
    • Deflection damage added, now does 80 damage on deflect
    • Deflection now results in a crew shock critical to the receiving vehicle
    • Ram engine overheat from 4 to 2.5s
    o If the engine overheats, the T34 will be slowed down eventually canceling the RAM
    • Ram engine overheat now a timed action, lasts 30s
    • Added in tooltip for engine overheat critical
    • Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same
    SU-85
    • Focused Sight now reduces movement speed by 50%

    Unit Abilities

    AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles.

    AT Grenade
    • Damage from 80 to 100
    • Added deflection damage, now deals 80 damage on deflect
    • Penetration from 1000 to 100

    Oorah!
    • Cost from 5 to 10 ammunition

    Panzerfaust
    • Damage from 80 to 100
    • Added deflection damage, now deals 80 damage on deflect
    • Penetration from 1000 to 140

    Rifle-Grenade
    • Rifle-grenade now cost 25 munitions
    Sdfkz 222
    • The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon

    Population Cost System

    Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population.

    Soviets
    • M3A1 population from 2 to 4
    • M5 Half-track population from 3 to 5
    • Katyusha population from 9 to 10
    • T70 population from 5 to 6
    • SU-76 population from 4 to 6
    • SU-85 population from 8 to 12
    • T34-76 population from 7 to 10
    • T34-85 population from 9 to 12
    • KV-8 population from 9 to 14
    • IS-2 population from 14 to 24
    • ISU-152 population from 17 to 25
    Germans
    • 222 Scout Car population from 2 to 4
    • 251 Half-track population from 3 to 5
    • Mortar Half-track population from 5 to 6
    • Panzerwerfer population from 9 to 10
    • Stug population from 7 to 10
    • Ostwind population from 8 to 10
    • Panzer IV population from 8 to 12
    • Panzer IV Command Tank population from 9 to 12
    • Panther population from 11 to 16
    • Brummbar population from 13 to 16
    • Tiger population from 13 to 24
    • Elefant population from 16 to 25

    Target Weak Point
    Improved the usability of target weak point to correct a number of functionality issues.. Ready aim time represents the time to fire upon activating the ability.

    Elefant Target Weak Point
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 2.75
    • Damage from 120 to 320
    • Distance scatter max from 5 to 10

    Pak 40 Target Weak Point
    • Ability range from 80 to 60
    • Weapon range from 80 to 60
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 1.5
    • Damage from 80 to 160

    Pak 43 Target Weak Point
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 1
    • Damage from 80 to 320

    Stug Target Weak Point
    • Ability range from 45 to 50
    • Fire aim time from 2 to 1
    • Ready aim time from 2 to 1.5
    • Area effect radius from 0.5 to 1.5
    • Area distance far from 0.25 to 0.75
    • Area distance near from 0.125 to 0.375
    • Area suppression far from 0 to 0.1
    • Area suppression near from 0 to 0.2
    • Damage from 80 to 160
    • Weapon range from 60 to 50
    • Distance scatter max from 5 to 6.5

    Brummbar Target Weak Point
    • Fire aim time from 2 to 1
    • Post firing aim time from 4 to 0
    • Ready aim time from 2 to 2.625
    • Area radius from 0.5 to 5
    • Area distance far from 0.25 to 2.5
    • Area distance near from 0.125 to 1.25
    • Area suppression fear from 0 to 0.1
    • Area suppression near from 0 to 0.2
    • Damage from 80 to 160


    Bug Fixes

    • Various campaign issues addressed
    • Fixed idling animation for wrecked Panzer IV
    • Fixed tracer issue with Elefant hull gun
    • Addressed various audio issues
    • Victory target can no longer be cast at no cost
    • Rifle-grenade will now refund when cancelled
    • Fixed refund not working for the German rifle grenade
    • Artillery Officer Barrage now properly triggers cool down on cancelation
    • Removing the single player ptrs teardown time – the time was causing the grenade ability to fail
    • Fixed Grenadier Damage Intel Bulletin so it applies to the correct squad
    • Fixed satchel charge refund issue when the ability is cancelled while throwing
    • Fixed stacking armour modifiers for the Tank Training Intel Bulletins
    • Fix for scatter weapons targeting the team-weapon. Other weapons respect target priorities, so the rest of the spec rules are implicitly followed
    • Fix for holding 2 weapons after using a substitute weapon with a non-substitutable source
    • Fix for getting stuck shooting at an empty building
    • Fix for point blank range not counting bonus accuracy
    • Fixed issues with Theater of War
    • Various text changes
    • Fixed Twitch crash on receiving chat
    • Removed Rangers reference from Shock Troops in Post Game Stats
    • Fixed some issues on Langreskaya
  • #12
    5 years ago
    NounNoun Posts: 285
    ​Update August 22nd, 2013

    Bug Fix

    Addressed an issue where Skins would be unequipped when restarting the game
  • #13
    5 years ago
    NounNoun Posts: 285
    ​Update August 28th, 2013

    Bug Fixes
    • Fixed an issue with saved games not working after patches
    • Fixed an issue with winter skins being deployed on some Spring/Summer maps
  • #14
    5 years ago
    NounNoun Posts: 285
    ​Update September 10th, 2013

    Units and Abilities

    Focus on improving the usability and appeal of abilities based on their performance and design. Abilities which were underperforming were improved and vice versa.

    SU-85
    • Acceleration from 2.4 to 2.1
    • Rotation from 20 to 18
    • Max speed from 5.3 to 4.8

    T-70
    • The T-70 can no longer crush infantry
    Guard Troop RGD 33 Grenade
    • Cover modifiers set to be consistent with other grenades

    Shock Troops
    • Price from 480 MP to 440 MP
    • Population from 12 to 9

    Penal Battalion Flamethrower
    • Fire aim time max from 1 to 0.5
    • Fire aim time min from 1 to 0.125
    • Post firing aim time from 1.5 to 0.5
    • Ready aim time max from 1.5 to 0.125
    • Ready aim time min from 1.5 to 0.125
    • Suppressed reload multiplier from 1 to 2
    • Horizontal tracking speed from 90 to 45

    IL-2 Sturmovik Attack
    • Loiter area radius from 70 to 60
    • Target lead out from 20 to 8
    • Target lead in from 20 to 16
    • Delay between attack from 4s to 18s
    • Attack sway width from 4.5 to 3
    • Attack sway frequency from 3 to 2
    • Search attack target from false to true
    • Duration time from 40s to 75s
    • Recharge time from 75s to 165s
    • Modified UI Barrage Radius to be more noticeable
    • Rate of fire from 13 to 10
    • Damage from 15 to 20
    • Penetration from 50 to 42.5

    JU-87 Anti-Tank Support
    • Loiter radius area from 50 to 60
    • Delay between attacks from 4s to 18s
    • Target lead in distance from 12 to 10
    • Target lead out distance from 6 to 5
    • Loiter timer from 60s to 80s
    • Duration time from 50s to 100s
    • Recharge time from 90s to 190s
    • Modified UI Barrage Radius to be more noticeable
    • Damage from 100 to 80
    • Cooldown from 0.25 to 0.125

    Demolition Charge
    • Damage from 250 to 312
    • Additional building damage from 550 to 488
    • Area radius from 6 to 8
    • Area distance far from 3 to 5
    • Area distance near from 1.5 to 2.5
    • Recharge time from 30s to 0s

    Small Arms Weapon Profiles

    Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game.


    Grenadier Rifle
    • Damage from 20 to 16
    • Accuracy near from 60% to 65%
    • Accuracy far from 30% to 35%
    • Cooldown from 2.2 to 2
    • Cooldown modifier near from 0.5 to 0.3
    • Cooldown modifier far from 1.5 to 1.4

    Panzer Grenadier SMG
    • Damage from 6.4 to 8
    • Accuracy near from 50% to 40%
    • Accuracy far from 15% to 12%

    Shock Troops PPSH:
    • Damage from 9 to 8
    • Near Accuracy from 50 to 56%
    • Far Accuracy from 15 to 17%

    Penal Troops Rifle:
    • Damage from 14.9 to 16
    • Near Accuracy from 50 to 47%
    • Far Accuracy from 28 to 26%


    Reaction System


    Reduced the degree of reaction squads commit to while in combat to better improve unit control and responsiveness. The reaction radius modifier on all weapons was adjusted to better align with the weapons AOE values. Weapons with very low AOE will no longer cause infantry to take action in response to the attack.

    Reaction Timers
    • Squad reactions while in combat from 15s to 30s; this will reduce how frequently a unit reacts to incoming fire while in combat.
    • Out of combat reaction timer from 5s to 25s; once again reducing how frequently a unit reacts to incoming fire while out of combat.

    Heavy Tanks

    One major issue we sought to resolve was the viability of heavier tanks within the mid-late game. Their cost and performance was refactored to better take into consideration their effectiveness at the later stage of a match. Additionally, heavier tanks should be more viable in smaller matches.

    Tiger
    • Reload from 6.25 to 5
    • Armor from 350 to 300
    • Acceleration from 1.25 to 1.8
    • Max speed from 4.7 to 3.9
    • Deceleration from 4.2 to 3.9
    • Price from 600 MP and 250 FU to 720 MP and 200 FU

    IS-2
    • Armor from 375 to 325
    • Damage from 160 to 240
    • Penetration from 140 to 170
    • Deflection damage removed from the main gun
    • Price from 680 MP and 300 FU to 760 MP and 240 FU

    Brummbar
    • Price from 520 MP and 170 FU to 680 MP and 140 FU
    Panther
    • Price from 440 MP and 165 FU to 600 MP and 130 FU

    Weapon Teams


    Focus on improving early game flow and balance. Weapon teams should be support units rather than front line soldiers. The Maxim and MG42 had their weapon profiles adjusted slightly, resulting in some performance modifications. As a result of this change, the Maxim should suppression slightly faster than before. Their overall DPS remains relatively unchanged. The changes to weapon traverse make flanking a MG easier when using multiple squads.

    HMG and Mortar Teams
    • Now receive 25% more damage

    Soviet Sniper
    • Cooldown duration multiplier far from 1.5 to 2

    Maxim
    • Damage from 9.5 to 5
    • Near accuracy from 0.6 to 0.64
    • Far accuracy from 0.16 to 0.32
    • Near rate of fire from 1.1 to 2.1
    • Weapon horizontal traverse speed from 90 to 35

    MG42
    • Damage from 4.4 to 5
    • Far accuracy from 0.1375 to 0.11
    • Far cooldown from 0.8 to 0.85
    • Suppression from 0.00159 to 0.00085
    • Rate of fire near from 1.2 to 1.1
    • Rate of fire far from 1.1 to 0.9
    • Weapon horizontal traverse speed from 60 to 25
    • Suppression modifier applied to suppressed targets from 0.5 to 1
  • #15
    5 years ago
    NounNoun Posts: 285
    ​Update September 24th, 2013

    Animation

    • Addressed repairing issue clipping treads
    • HMG reload animation added
    • Fixed jittery animation when coming out of the multiplayer setup screen


    Audio

    • Fixed several speech bugs
    • Added smoke defense sounds to the 250 mortar halftrack


    Campaign Changes

    • Addressed issue where some players were unable to access the campaign when starting from a fresh boot
    • Added M08 Tiger portrait
    • Fixed crash bug in M08


    General

    • AI improvements
    • Made unfinished sandbags more vulnerable to attack
    • Set the armour of barbed wire and sandbags to 0 while objects are being constructed
    • Added territory requirement for the single player version of the flame halftrack upgrade
    • Added shared ability timer to accessory weapon abilities so if the entity that throws the ability is killed the cool down is not skipped
    • Addressed issues with the “Button” ability
    • Fixed spelling issues
    • Added new map content – Road to Kharkov (2-4) and Faceoff at Rostov (6-8)
    • Added fixed starting positions
    • Localization updates
    • Bug fixed on map sorting list
    • Edited Scenario Dropdown to be the same size as its style and not extend off the bottom of the screen
    • When viewing the battlefield after a game the fps is locked at 30
    • Minor UI edits
    • Fixed Tool Tips for the “Customizer” and “Saved” Game buttons flowing off the screen in Theater of War
    • Fixed Loadout rename overlapping scrollbar


    Balance


    Units and Abilities

    We wanted to improve the usability and appeal for abilities which we felt were underperforming. Some abilities were toned down, such as the ZIS Barrage ability, which we found to be too cost effective given its average damage inflicted. Other abilities such as the IL-2 were inflicting significantly less damage per use and therefore were improved to bring them in line with most other elements within the game.

    Hull Down
    • Now increases unit rate of fire by 25%
    • Hull down now increases unit range by 25%

    Artillery Field Officer
    • Now increases infantry accuracy by 15%
    • Now increases vehicle rate of fire by 15%

    Weapon Priority System
    • Improved the way weapons choose their targets, this should result in more logical target choices and better unit control

    General Changes

    • Anti-infantry units are going to primarily target infantry and light armor
    • User choice will have a higher weight within the weapon priority system
    Intel Bulletins

    Addressed a number of edge cases where bulletins provided extreme benefits or no benefit to units they modified. Intel bulletins should now provide a 2-4% stat increase to units under their effect.


    Artillery

    • Blow it All Up! (Katyusha) from +7% damage to +4% penetration
    • Wrong Place, Wrong Time (leFH 18 Howitzer) from +5% penetration to +10% experience
    • Outranged (ML-20 Howitzer) from +10% sight to -4% reload
    • Never Know What Hit ‘Em (ML-20 Howitzer) from +5% damage to -5% ability recharge time
    • Long Distance Combat (ML-20 Howitzer) from +3% penetration to -0.5 distance max scatter
    • Death from Above (Panzerwerfer) from +4% damage to -5% ability recharge time
    • Rocket Siege (Panzerwerfer) from +6% armor to +4% penetration


    Assault Gun

    • Sturmpanzer IV Specialist (Brummbar) from +5% experience and +5% damage to +10% experience
    • Infantry Annihilator (Brummbar) from +5% damage and +4% accuracy to -4% reload
    • Nothing Left Standing (ISU-152) from +5% damage to -4% reload
    • Destined for Destruction (StuG III) from +8% penetration to +4% penetration
    • Indirect but Deadly (SU-76) from -15% ability recharge to -5% ability recharge
    • Tank Destroyer (SU-85) from +10% range to +4% penetration
    • Recruit Training: Assault (SU-76/StuG III) from +2% damage to -4% reload
    • Veteran Training: Assault (SU-76/StuG III) from +2% damage and +6% vehicle rotation to -2% reload and -6% vehicle rotation

    AT Gun


    • Knife Through Butter (Pak 40) from -10% reload to -4% reload
    • Unstoppable Force (Pak 43) from -10% build time and +4% penetration to -10% build time
    • Pak 43 Specialist (Pak 43) from +5% experience to +10% experience
    • Penetrating Performances (ZIS-3) from -5% reload and +4% damage to -4% reload
    • Recruit Training: Anti-Tank Gun (Pak 40/ZIS-3) from +2% accuracy to +2% penetration
    • Officer Training: AT Gun (ZIS-3/Pak 40) from +3% penetration to +3% penetration
    • Veteran Training: AT Gun (ZIS-3/Pak 40) from +2% accuracy and +3% armor to +4% penetration
    Heavy Tank
    • Elefant Frenzy (Elefant) from +7% experience to +10% experience
    • Even Heavy Armor Cannot Withstand Fire of this Magnitude (Elefant) from +3% penetration to -4% reload
    • One Tank Army (IS-2) from +5% damage to -4% reload
    • IS-2 Specialist (IS-2) from +5% experience to +10% experience
    • Sibling Rivalry (Soviet) (IS-2) from -10% reload to 4% penetration
    • KV-8 Specialist (KV-8) from +7% damage and +10% experience to +10% experience
    • King Tiger (Tiger) from +4% health to +2% armor
    • Sibling Rivalry (German) (Tiger) from +5% experience to +10% experience
    HMG
    • HMG Hero (Maxim) from +3% health and +2% accuracy to -2% cooldown
    • Brotherly Love (Soviet) (Maxim) from +5% range and +5% rate of fire to +4% rate of fire
    • Shooting Gallery (Maxim) from +5% suppression to +10% experience
    • Brotherly Love (German) (MG42) from +2% damage and +2% accuracy to +4% rate of fire
    • MG42 Specialist (MG42) from +3% health to -2% cooldown
    • Tougher Meat (Maxim/MG42) from +10% penetration to +3% penetration
    • Officer Training: Heavy Machine Gun (Maxim/MG42) from +2% health to +3% accuracy
    • Veteran Training: Heavy Machine Gun (Maxim/MG42) from +3% damage and +2% accuracy to -10% reload
    • Hit the Deck (MG42) from +10% suppression to +10% experience.


    Infantry

    • Never Make an Engineer Mad (Combat Engineers) from +5% damage to -5% cooldown
    • Oorah! (Conscripts) from +5% damage to -5% cooldown
    • Sniper Hero (German Sniper) from +10% armor to +4% armor
    • With Extreme Difficulty (Grenadiers) from +4% damage to -5% cooldown
    • Heavy Weapons (Guards) from +5% penetration to +2% penetration
    • Stealing the Spotlight (Guards) from +5% health to +3% accuracy
    • Commando Style (Panzer Grenadiers) from +5% accuracy to +3% accuracy
    • Panzer Grenadier Specialist (Panzer Grenadier) from +9% experience to +10% experience
    • Torched (Penal Battalion) from 3% health and 2% damage to 3% accuracy
    • Hold the Line (Bunkers) from +3% health and +3% armor to +7% health
    • To the Frontline! (Shock Troops) from -5% received damage to +3% accuracy
    • Recruit Training: Infantry (Conscripts/Grenadiers) from +2% accuracy to +3% accuracy
    • Officer Training: Infantry (Conscripts/Grenadiers) from +3% health to -3% reload
    • Veteran Training: Infantry (Conscripts/Grenadiers) from +2% accuracy and +3% health to -2% cooldown and -2% reload


    Light Vehicles

    • It’s Super Effective! (222 Scout Car) from +5% accuracy to +4% accuracy
    • Sniper Hunter (222 Scout Car) from +10% range to +5% armor
    • Mobile Bombardment (Mortar Half-track) from -20% ability recharge to -10% ability recharge
    • M3A1 Specialist (M3A1) from +5% experience to +10% experience
    • Now That’s What I Call Recon (M3A1) from +8% armor to +5% armor
    • More than Just a Personnel Carrier (M5) from +2% accuracy to +4% accuracy
    • Outrun and Outgun (T-70) from +4% damage to +4% penetration
    • Up Close and personal (T-70) from +6% armor to +5% armor
    • Veteran Training: Half-track (M5/251 Half-track) from +2% health and +6% max speed to +5% vehicle rotation


    Medium Vehicles

    • Not Simply Anti-Air (Ostwind) from +8% accuracy to -5% reload
    • Armored Assassin (Panther) from +10% max speed to +5% max speed
    • Tank Hunter (Panther) from +3% armor and +2% damage to +3% armor
    • Invulnerable (Panther) from +3% armor and +5% experience to +10% experience
    • Panzer IV Specialist (Panzer IV) from -8% build time to -10% build time
    • Evenly Matched (Panzer IV) from +5% experience to +10% experience
    • Light Snack (Panzer IV) from +5% damage to +4% penetration
    • Multi-talented (T34-76) from +5% damage to +4% penetration
    • Recruit Training: Tank (T34-76/Panzer IV) from +2% accuracy to +3% vehicle rotation
    • Officer Training: Tank (T34-76/Panzer IV) from +3% armor to +4% armor
    • Veteran Training: Tank (T34-76/Panzer IV) from +2% accuracy and +3% armor to -4% reload


    Mortar

    • Target Practice (German Mortar) from +3% damage to -10% ability recharge
    • Mortar Hero (German Mortar) from +3% increased health and 5% increased sight to -0.5 scatter
    • Kinslayer (German Mortar) from +3% health and +6% sight to +10% experience
    • Bigger is Better (120mm Mortar) from -5% dispatch cooldown and -5% reload to -10% dispatch cooldown
    • HM-36 120mm Mortar Specialist (120mm Mortar) from +5% damage to +10% experience
    • PM-41 82mm Mortar Specialist (Soviet Mortar) from +5% experience to +10% experience
    • Officer Training: Mortar (Soviet/German Mortar) from +3% penetration to +4% penetration
    • Recruit Training: Mortar (Soviet/German Mortar) from +2% damage to -0.35 distance max scatter on auto-fire
    • Veteran Training: Mortar (Soviet/German Mortar) from +2% damage and +3% penetration to -0.5 distance max scatter
  • #16
    5 years ago
    NounNoun Posts: 285
    Updates September 26th, 2013

    Bug Fixes:

    Ostruppen

    - Ostruppen Weapon damage from 8 to 16
    There was a data error in the ostruppens weapon where it was doing less damage than we had originally calculated. This was making the unit actually worse than other rifle units (for cost) even when utilizing its in cover bonus.

    Assault Grenadiers

    - Dispatch Cost from 280 manpower to 200 manpower and 50 munitions
    - Reinforcement and population cost remain the same as prior
    This change is to give a temporary gate to the deployment of these units as players are finding it very difficult to deal with them at the start. The munition cost will gate the unit by a few minutes as well as make deploying these units limit the players means to get other munitions upgrades such as Panzerschrecks on the Mechanized Assault Group or a flame halftrack.

    Forward HQ

    - Addressed an issue where the forward HQ was not properly costing the player resources
    There was a case where this ability was not charging the players resources when used (no we’re not telling you exactly how).

    Other

    - Addressed two issues causing crashes


    Balance

    Maxim

    - Suppression from 0.02 to 0.0175

    MG42

    - Suppressed suppression multiplier from 1 to 0.9
    - Suppression from 0.0085 to 0.009
  • #17
    5 years ago
    NounNoun Posts: 285
    Updates October 9th, 2013

    General

    • Ladder decay


    Balance


    Small Arms Weapon Profiles

    Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Generally speaking, each weapon will have the same DPS as it did prior to the change. However, the LMG42 did see a reduction to its theoretical DPS output as well as its long range DPS output to compensate for its incremental value over time.

    LMG42

    • Damage from 6.21 to 8
    • Accuracy near from 53% to 47%
    • Accuracy far from 38% to 20%
    • Rate of fire from 16 to 14

    G43

    • Damage from 27 to 16
    • Accuracy near from 60% to 80%
    • Accuracy far from 47% to 65%
    • Maximum cooldown from 1 to 0.25
    • Minimum cooldown from 0.5 to 0.125
    • Near cooldown modifier from 0% to 25%
    • Far cooldown modifier from 200% to 150%
    • Far reload modifier from 150% to 200%


    Pioneer SMG

    • Damage from 2.25 to 2
    • Accuracy near from 50% to 56%
    • Accuracy far form 12.5% to 14%


    MG42

    • Damage from 5 to 4
    • Accuracy near from 55% to 68%
    • Accuracy far from 11% to 14%



    Coaxial MG

    • Damage from 1.5 to 2
    • Accuracy near from 50% to 37%
    • Accuracy far from 37% to 28%


    Hull MG

    • Damage from 1.9 to 2
    • Accuracy near from 50% to 47.5%
    • Accuracy far from 37% to 35%


    German Top Gunner

    • Damage from 1.4 to 2
    • Accuracy near from 50% to 35%
    • Accuracy far from 37% to 26%


    222 Coaxial

    • Damage from 5 to 4
    • Accuracy near from 50% to 60%
    • Accuracy far from 20% to 25%


    251 Half-track MG42

    • Damage from 1.75 to 2
    • Accuracy near from 50% to 43%
    • Accuracy far from 39% to 34%


    Soviet Bunker

    • Damage from 3 to 4
    • Near Accuracy from 50% to 38%
    • Far Accuracy from 12.5 to 10%


    Soviet Top Gunner
    • Damage from 3.2 to 4
    • Near Accuracy from 60% to 48%
    • Far Accuracy from 32 to 26%


    M5 Halftrack

    • Damage from 9.9 to 8
    • Near Accuracy from 50% to 62%
    • Far Accuracy from 37% to 46%


    M5 Halftrack QUAD

    • Damage from 4.8 to 4
    • Near Accuracy from 50% to 60%
    • Far Accuracy from 12.5% to 15%


    Coaxial Vehicle Hull
    • Damage from 4.3 to 4
    • Near Accuracy from 50 to 53%
    • Far Accuracy from 37 to 40%


    Soviet Turret Coaxial

    • Damage from 3 to 4
    • Near Accuracy from 50 to 38%
    • Far accuracy from 37 to 28%


    Soviet Coaxial Hull

    • Damage from 4.3 to 4
    • Accuracy near from 50% to 54%
    • Accuracy far from 37% to 40%


    Guard Troops LMG

    • Damage from 4.8 to 4
    • Near Accuracy from 50 to 60%
    • Far Accuracy from 37 to 44%


    T-70 Coaxial

    • Damage from 1.6 to 2
    • Near Accuracy from 50 to 40%
    • Far Accuracy from 12.5 to 10%

    T34/76 Coaxial Hull

    • Damage from 6.4 to 8
    • Near Accuracy from 50 to 40%
    • Far Accuracy from 37 to 30%


    T34/76 Coaxial Turret

    • Damage from 3 to 4
    • Near Accuracy from 50 to 38%
    • Far Accuracy from 37 to 28%


    Maxim HMG
    • Damage from 5 to 4
    • Near Accuracy from 64% to 80%
    • Far Accuracy from 32% to 40%


    Dshk 38 HMG

    • Damage from 20 to 16
    • Near Accuracy from 0.64 to 0.72
    • Far Accuracy from 0.16 to 0.18
    • Cooldown min from 1.25 to 0.5
    • Cooldown max from 2 to 1
    • Cooldown duration multiplier far from 1 to 1.7


    Units and Abilities

    The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game.


    Mortar Half-track Incendiary Barrage

    • Cost from 30 to 45 ammunition


    KV-8

    • Damage from 40 to 27
    • Ready aim time from 1.5s to 0.75s
    • Reload form 5s to 3s



    ZIS AT Gun

    • Corrected an error in previous patch; shots fired from barrage ability set back to 6.
    222 Armored Scout Car
    • Corrected an error in previous patch; cost set back to 80 MP and 25 FU.


    Assault Grenadiers

    • Assault Grenadier dispatch cost from 200 MP and 50 MU to 320 MP


    Ostruppen

    • Ostruppen now capture territory at half their current rate


    Target Size and Accuracy

    These changes are meant to work with the AT gun adjustments to reduce the overall variance in weapon damage output vs. lower tier vehicles. AT guns should feel far more reliable as a result.


    222 Scout Car

    • Target size from 20 to 18


    StuG III

    • Target size from 14 to 20


    M3A1 Scout Car

    • Target size from 20 to 18


    T-70
    • Target size from 14 to 18


    AT Guns
    • Accuracy far from 0.025 to 0.03
    • Accuracy near from 0.05 to 0.055


    Bug Fixes
    • T34 can no longer activate ram if its engine is overheated
    • ZIS and M-42 AT gun now properly received the 50% discount on reinforcement actions
  • #18
    5 years ago
    NounNoun Posts: 285
    Updates for November 12th, 2013

    Free Content
    • World Builder - allows for the creation of user maps
    • Email registration system - signing up gives 2 free Commanders
    • Play AI Battles in Co-Op mode
    • Multiplayer Maps:
    • Rails & Metal (2-4 players)
    • Lazur Factory (6-8 players)
    • Soviet Commanders:
      • Soviet Community Defense Tactics
      • Soviet Reserve Army Tactics
    • German Commanders:
      • Germany Community Defense Doctrine
      • German Mechanized Doctrine
    Public Chat
    • Chat channels are based on Steam Groups. Players can join up to 5 channels at a time from among any of the 14 official CoH2 channels or any personal Steam Groups that they belong to. They just click on the chat icon in the lower-left of the lobby to see the available channels.
    • Personal channels can be bookmarked so that they will be automatically joined the next time they launch CoH2.
    • Clicking on a Player's name in the chat opens a menu with a variety of options. If a players is in the official Looking for Group channel or any of your personal channels, you can invite other users to your match by selecting the "Invite" option. This should make it much easier to set up custom matches and make new friends with other community members.
    • Players can type "/help" into any channel to display a list of commands available in that channel.
    • When players join a Match or log into your Twitch.tv account (via the Broadcasting tab in the Options menu), you will be automatically put into a special channel for that session.
    • Relic developers are often in the public channels so stop on by and chat with us!

    Paid Content
    • Victory at Stalingrad Theater of War Pack
      • Kalach Pincer - Co-Op Scenario
      • Tatsinskaya Raid - Challenge
      • Bridge Defense - Challenge
      • Winter Storm - AI Battle
      • Stalingrad Resistance - AI Battle
      • Stalingrad Encirclement - Co-Op AI Battle
    • German Commanders:
      • Elite Troops Doctrine
      • Luftwaffe Supply Doctrine
    • Soviet Commanders:
      • Soviet Industry Tactics
      • Partisan Tactics
    • Skins:
      • Soviet Two Ton Don Front
      • Soviet Two Tone Spring Front
      • Soviet Makeshift Sand Southern Front

    Updates
    • Players can now change your active Loadout while searching for a match without canceling their search
    • An experimental "-fast_camera" option has been added to the game which dramatically increases the speed at which your in-game camera moves. To try this feature, players must enter "-fast_camera" into the "Set Launch Options..." dialog for CoH2 in Steam. Depending on the community's feedback to this feature, we will be fully supporting this feature in future patches.
    • Holding down the CTRL key while in-game now displays the name of each squad's owner above the squad. This should make it much more clear who is fighting in larger battles.
    • The in-game player list and the post-game stats screen now make it more clear when a player has dropped and been taken over by the AI
    • Players can now add other players directly to their friends list from the post-game stats screen with the "Add Friend" button
    • The multiplayer setup screen now has a button to take players to our Steam leaderboards page. Players can now keep track of where they stand against their friends friends and against the world!
    AI Improvements
    • Hard AI is now more challenging than Standard AI. (Main change is the units that get built and limits on detecting target in fog of war)
    • AI squad can now run tactics while moving. (Picking up weapons/items, re-crewing vehicles, etc)
    • AI squads being repaired or reinforcing will now stop moving.
    • AI squads can now reinforce from half-tracks and will reinforce in areas outside of their base.
    • AI controlled units that want to reinforce or repair will now move toward locations that provide reinforcement or repair.
    • AI controlled half-tracks will now move towards squads that need to be reinforced.
    • When AI squads fallback, they will fallback to the closest fallback location and not all the way to base.
    • AI player no longer waits for one command point before trying to choose a commander.
    • AI takeover for dropped players in multiplayer games will now use the correct AI personality.
    • Easy and Standard AI difficulties no longer take targets in the fog of war into account when planning which targets to attack.
    • Removed the AI class for medium vehicles and added the AI class for stationary infantry to better represent actual gameplay roles of different units.
    • Soviet AI should build the Barracks less often and the Weapon Support Centre more often due to better code for breaking ties in building utility.
    • AI no longer tries to build units to kill enemy bunkers and base buildings unless it has seen them.(Prevents AI from wanting to build mortars and AT in early game)
    • AI will spend less resources reinforcing squads that aren’t useful.
    • AI squads the have waited too long to reinforce will now become aggressive instead of standing in the base forever.
    • Hard and Expert AI will now build more infantry units at the start of the game before trying to tech up.
    • Soviet AI will now still build Penal Troops after Guard or Shock Troops become available.
    • Easy AI no longer buys squad upgrades, and Standard AI now buys less squad upgrades.
    • AI no longer uses Oorah, sprint, Steady Driving or Mark Target abilities because it wasn’t using them correctly and it was wasting munitions.
    • AI will now try to use the Infantry Medkits ability on friendly units instead of enemy units.
    • AI will now use Panzer Blitz less often and only when it is low on health.
    • Adjusted ratings for Penal Troops, Soviet Team Weapons, Shock Troops, and vehicles with rear mounted weapons.
    Balance
    Building Functionality
    Our goal was to improve the player’s capacity to make decisions when using garrisons within the game. To achieve this, we improved the readability of a garrison’s structural integrity, making damage more consistent and in turn making it easier to calculate the risks associated with the use of said garrison. Buildings will be far less prone to being knocked down to single attacks at full health as a result.
    Building Critical System
    • Removed the random chance for AOE weapons to inflict up to 6x their AOE radius when exploding near a garrison.
    Unit Behavior
    • Infantry flamethrower damage modifier vs. garrisons from 1 to 1.6
    • Mortar damage modifier vs. garrisons from 0.25 to 0.75
    Unit Animation Behavior Modifications
    This change enables squads to fire within a 180 degree arc, better enabling them to engage other squads while executing combat maneuvers. Previously, their firing arc was far more restricted which lead to a loss of DPS when ordering squads to move.
    Squad Combat Behavior
    • Entities can now fire within a 180 degree arc
    Units and Abilities
    Performance and cost adjustments to units and abilities that better align them with their in-game value.
    Trenches
    • Now require friendly territory
    T34-85
    • Penetration from 110 to 120
    • Reload from 8.5 to 6
    • Distance scatter max from 2.6 to 5
    • T34-85 call-in cost from 720 MP and 260 FU to 680 MP and 240 FU
    JU-87 Anti-tank Support
    • Damage from 80 to 120
    • Deflection damage enabled; now deals 80 damage on deflect
    • Attacks per plane from 4 to 3
    Infantry Flamethrower
    • Chance of causing entity to explode in a fiery death from 20% to 10%
    120mm Mortar
    • Cost from 360 MP to 400 MP
    • Range from 120 to 100
    • Scatter ratio from 0.1 to 0.15
    • Distance scatter max from 14 to 15
    Panzer Tactician
    • Cost from 15 to 30
    For Mother Russia
    • Bonus/penalty aura from 100% to 50%
    • Cost from 150 MU to 100 MU
    Forward HQ
    • HQ aura bonus from 100% to 50%
    • Cost from 420 MP and 80 FU to 300 MP and 60 FU
    Assault Grenades
    • Cost from 60 MU to 45 MU
    Mechanized Assault Group
    • Cost from 560 MP and 55 FU to 520 MP and 40 FU
    B4 Howitzer
    • Precision shot cost from 50 to 90
    • B4 recharge time from 110 to 55
    Minesweeper
    • Hazard detection range from 15 to 25
    Railway Artillery
    • Recharge duration from 120s to 60s
    Veterancy Rework
    Our goal is to make veterancy feel more unique and appropriate within the context of Company of Heroes 2. Specifically, we want to remove scenarios where veterancy began to modify a unit’s role and its counters. The new veterancy system focuses on improving a unit within the confines of its core role.
    General
    • Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value.
    Grenadiers
    • Veterancy 2
    • +25% Range on Rifle-grenade
    • +40% Accuracy
    Veterancy 3
    • +30% Armor
    • -20% Cooldown
    • -25% Recharge on Panzerfaust
    Panzer Grenadiers
    Veterancy 2
    • +40% Armor
    • -25% Cooldown
    • Veterancy 3
    • +40% Accuracy
    • +25% Range on bundle grenade
    Assault Grenadiers
    Veterancy 2
    • +40% Armor
    • -25% Cooldown
    • Veterancy 3
    • +40% Accuracy
    • +25% Range on bundle grenade
    Artillery Officer
    Veterancy 2
    • +40% Range on Smoke Barrage
    • +40% Range on Coordinated Barrage
    • +30% Armor
    Veterancy 3
    • +40% Accuracy
    • +10% DPS to coordinated fire
    Osttruppen
    Veterancy 2
    • +40% Accuracy
    • -25% Recharge on Panzerfaust
    Veterancy 3
    • +40% Armor
    • -20% Cooldown
    Pioneer
    Veterancy 2
    • +20% Accuracy
    • +50% Repair Speed
    Veterancy 3
    • Combat Repairs (no penalty for repairing in combat)
    • -15% Cooldown
    • +15% Accuracy
    Sniper
    Veterancy 2
    • -20% Reload
    • +20% Sight
    • -20% Cooldown
    Veterancy 3
    • -30% Reload
    • +10 Range Incendiary Shot
    • -30% Cooldown
    MG42
    Veterancy 2
    • +20% Suppression
    • +30% Horizontal Traverse
    Veterancy 3
    • +20% ROF
    • +30% Accuracy
    • +10% Horizontal Traverse
    81mm Mortar
    Veterancy 2
    • -20% Scatter
    • -40% Ability Recharge
    Veterancy 3
    • +33% Range
    Pak 40
    Veterancy 2
    • +30% Rotation
    • -30% Reload
    Veterancy 3
    • Camouflage Netting (Gains ZIS camouflage ability)
    • +30% Penetration
    • -10% Reload
    Pak 43
    Veterancy 2
    • +100% Rotation
    • -30% Reload
    Veterancy 3
    • +30% Accuracy
    • -20% Reload
    German Howitzer
    Veterancy 2
    • -15% Scatter
    • +30% Rotation
    • -25% Ability Recharge
    Veterancy 3
    • +33% Range
    Armored Car
    Veterancy 2
    • +30% Sight
    • +30% Accuracy
    Veterancy 3
    • +20% Accuracy
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    251 Half-track
    Veterancy 2
    • +20% Reinforcement Radius
    • +20% Acceleration
    • +20% Max Speed
    • +20% Rotation
    Veterancy 3
    • +20% Reinforcement Radius
    • +30% Sight
    • -20% Cooldown
    Brummbar
    Veterancy 2
    • +30% Armor
    • -10% Reload
    Veterancy 3
    • -30% Reload
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    Elefant
    Veterancy 2
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    • -20% Reload
    Veterancy 3
    • -30% Reload
    • +30% Accuracy
    Mortar Half-track
    Veterancy 2
    • -20% Scatter
    • -40% Ability Recharge
    Veterancy 3
    • +33% Range
    Ostwind
    Veterancy 2
    • -20% Cooldown
    • +40% AA Capacity
    Veterancy 3
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    • -40% Reload
    Panther
    Veterancy 2
    • +30% Armor
    • +40% Turret Rotation
    Veterancy 3
    • -30% Reload
    • +20% Rotation
    • +10% Acceleration
    Panzer 4
    Veterancy 2
    • +30% Armor
    • +40% Turret Rotation
    Veterancy 3
    • -30% Reload
    • +20% Rotation
    • +10% Acceleration
    Panzerwerfer
    Veterancy 2
    • -20% Scatter
    • -40% Ability Recharge
    Veterancy 3
    • +33% Range
    StuG III
    Veterancy 2
    • +30% Armor
    • -10% Reload
    Veterancy 3
    • -30% Reload
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    Tiger
    Veterancy 2
    • +10 Range
    • -20% Scatter
    • +20% Accuracy
    Veterancy 3
    • -30% Reload
    • +20% Acceleration
    • +20% Rotation
    • +20% Max Speed
    Conscripts
    Veterancy 2
    • +25% Range on Molotov
    • +40% Accuracy
    Veterancy 3
    • +30% Armor
    • -20% Cooldown
    • -25% Recharge on AT Grenade
    Penal Battalion
    Veterancy 2
    • Gains Oorah
    • -20% Cooldown
    • +30% Accuracy
    Veterancy 3
    • +30% Accuracy
    • +30% Armor
    Guard Squad
    Veterancy 2
    • +20% Armor
    • +10% Penetration
    • +30% Accuracy
    Veterancy 3
    • +25% Button Duration
    • +30% Armor
    • -20% Cooldown
    Shock Troopers
    Veterancy 2
    • -40% Recharge on Smoke Grenades
    • +20% Armor
    • -25% Cooldown
    Veterancy 3
    • +40% Accuracy
    • +25% Range on RG-42 Grenade
    Combat Engineer
    Veterancy 2
    • +20% Accuracy
    • +50% Repair Speed
    Veterancy 3
    • Combat Repairs (no penalty for repairing in combat)
    • -15% Cooldown
    • +15% Accuracy
    Partisans - SMG
    Veterancy 2
    • -40% Recharge on Molotov
    • +20% Armor
    • -25% Cooldown
    Veterancy 3
    • +40% Accuracy
    • +25% Range on Molotov
    Partisans - LMG
    Veterancy 2
    • -40% Recharge on Molotov
    • +40% Accuracy
    Veterancy 3
    • +30% Armor
    • +20% Accuracy
    • +25% Range on Molotov
    Partisans - Rifle
    Veterancy 2
    • -40% Recharge on Molotov
    • +40% Accuracy
    Veterancy 3
    • +30% Armor
    • +20% Accuracy
    • +25% Range on Molotov
    Irregulars
    Veterancy 2
    • -40% Recharge on RG-33 Grenade
    • +40% Accuracy
    Veterancy 3
    • +30% Armor
    • +20% Accuracy
    • +25% Range on RG-33 Grenade
    Partisan AT - Panzershrek
    Veterancy 2
    • +20% Armor
    • +10% Penetration
    • +30% Accuracy
    Veterancy 3
    • +10% Accuracy
    • +30% Armor
    • -20% Reload
    Partisan AT - PTRS
    Veterancy 2
    • +20% Armor
    • +10% Penetration
    • +30% Accuracy
    Veterancy 3
    • +10% Accuracy
    • +30% Armor
    • -25% Cooldown
    Sniper
    Veterancy 2
    • -20% Reload
    • +20% Sight
    • -20% Cooldown
    Veterancy 3
    • +25% Range on Flare
    • -30% Reload
    • -30% Cooldown
    Maxim
    Veterancy 2
    • +20% Suppression
    • +30% Horizontal Traverse
    Veterancy 3
    • +20% ROF
    • +30% Accuracy
    • +10% Horizontal Traverse
    DSHK HMG
    Veterancy 2
    • +20% Suppression
    • +30% Horizontal Traverse
    Veterancy 3
    • +20% ROF
    • +30% Accuracy
    • +10% Horizontal Traverse
    82mm Mortar
    Veterancy 2
    • -20% Scatter
    • -40% Ability Recharge
    Veterancy 3
    • +33% Range
    120mm Mortar
    Veterancy 2
    • -20% Scatter
    • -40% Ability Recharge
    Veterancy 3
    • +33% Range
    ZIS AT Gun
    Veterancy 2
    • +30% Rotation
    • -30% Reload
    Veterancy 3
    • +5 Range on Barrage
    • -20% Reload
    • +30% Penetration
    53K AT Gun
    Veterancy 2
    • +30% Rotation
    • -30% Reload
    Veterancy 3
    • +30% Accuracy
    • +30% Penetration
    ML-20 Howitzer
    Veterancy 2
    • -15% Scatter
    • +30% Rotation
    • -25% Ability Recharge
    Veterancy 3
    • +33% Range
    B4 Howitzer
    Veterancy 2
    • -15% Scatter
    • +50% Rotation
    • -25% Ability Recharge
    Veterancy 3
    • +50% Damage
    M3A1 Scout Car
    Veterancy 2
    • +30% Sight
    • +30% Accuracy
    Veterancy 3
    • +20% Accuracy
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    IS-2
    Veterancy 2
    • +50% Turret Rotation
    • +10 Range
    • +20% Accuracy
    Veterancy 3
    • -30% Reload
    • +20% Rotation
    • +20% Max Speed
    • +20% Acceleration
    ISU-152
    Veterancy 2
    • -30% Reload
    • -30% Scatter
    Veterancy 3
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    • +20% Accuracy
    KV-1
    Veterancy 2
    • +10 Damage
    • +35% Turret Rotation
    • -20% Reload
    Veterancy 3
    • +20% Max Speed
    • +20% Acceleration
    • +20% Rotation
    • -20% Reload
    KV-2
    Veterancy 2
    • +50% Turret Rotation
    • +10 Range
    Veterancy 3
    • -20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    • +20% Turret Rotation
    KV-8
    Veterancy 2
    • -25% Reload
    • +35% Turret Rotation
    • +20% Max Speed
    Veterancy 3
    • +20% Rotation
    • +35% Burst Duration
    • +5 Range (from 25 to 30)
    • +20% Acceleration
    Katyusha Half-track
    Veterancy 2
    • -20% Scatter
    • -40% Ability Recharge
    Veterancy 3
    • +33% Range
    M5 Half-track
    Veterancy 2
    • +20% Reinforcement Radius
    • +20% Acceleration
    • +20% Max Speed
    • +20% Rotation
    Veterancy 3
    • +20% Reinforcement Radius
    • +30% Sight
    • -20% Cooldown
    SU-76
    Veterancy 2
    • -25% Barrage Recharge
    • +20 Damage
    • +30% Accuracy
    Veterancy 3
    • +10 Range on Barrage
    • -25% Reload
    • +25% Rotation
    SU-85
    Veterancy 2
    • -30% Reload
    • +30% Accuracy
    Veterancy 3
    • -20% Reload
    • +20% Max Speed
    • +20% Acceleration
    • +20% Rotation
    T-34-76
    Veterancy 2
    • +10 Damage
    • +35% Turret Rotation
    • -20% Reload
    Veterancy 3
    • +20% Max Speed
    • +20% Acceleration
    • +20% Rotation
    • -20% Reload
    T-34-85
    Veterancy 2
    • +50% Turret Rotation
    • -25% Reload
    Veterancy 3
    • +20% Max Speed
    • +20% Acceleration
    • +20% Rotation
    • -20% Reload
    T-70
    Veterancy 2
    • Recon Mode (+40% Sight)
    • -20% Reload
    • +20% Accuracy
    Veterancy 3
    • +20% Rotation
    • +20% Acceleration
    • +20% Max Speed
    • +30% Sight
  • #19
    5 years ago
    NounNoun Posts: 285
    Updates for November 13th, 2013


    Bug Fixes
    • Fixed an issue with Bridge Defense where "We Surrender" would cause a crash post Wave 10
    • Turned chat notifications off by default
      • if you want to turn back on the chat notification audio and join/leave messages, just run the game with –chat_cue
    • Turned off audio cue for sending a message in chat
      • if you want to turn back on the chat notification audio and join/leave messages, just run the game with –chat_cue
  • #20
    5 years ago
    NounNoun Posts: 285
    Updates for November 14th, 2013


    Balance updates

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


    Automatch Chat

    · Automatch match chat should now be working.


    Theater of War

    · Bridge Defense: Fixed a crash after failing the mission before the secondary objectives started.
  • #21
    4 years ago
    NounNoun Posts: 285
    edited October 2016
    Updates for December 10th, 2013


    Updates
    • Improved Invite UI – game invites now appear next to players’ faceplates in the Front End in addition to in the usual Steam overlay notifications. These invites allow you to instantly accept and join a game without having to open the Steam overlay.
    • Improved unit responsiveness to player commands as squads will no longer wait for a transition animation to finish before carrying out a new command
    • [ =#FFFFFF]Added a “Confirm Email” field to the Email Registration when new users boot up game to help prevent people from accidently entering in an incorrect email address.[/ ]
    • Improved Replay Functionality – ability to display the resources of all players at once, additional stats (damage/units killed/units lost) display in player list
    • Chat Improvements
      • Players can now send game invites from any channel, not just LFG.
      • Added new chat groups:
      • Looking for Annihilation
      • Theater of War
      • Mods and World Builder
      • Players can now Favorite official channels
    • Various Bug Fixes Including:
      • German Opel Blitz Truck “Disable Lockdown” works again.
      • German Ambush camouflage ability now applies properly to reinforcements in cover.
      • The Russian Victory & Defeat Speech lines can now be heard when the locale is set to Russia.
      • Faceplates are now updated if the user purchases them by entering the store from the game. No longer need to restart client to see new faceplates.
      • Addressed an issue preventing the cancelling of unbuilt mines – mine construction can now be cancelled.
    Mod and Map Making Updates
    • -Dev mode enabled:
      • When a user turns on -dev mode (by adding -dev to the launch options), they get access to the in game SCAR console (Alt+Shift+`) and a number of additional Lua functions. They can use these Lua functions to:
        • Cheat.
        • Debug their custom scenarios.
        • Create art (e.g. fullscreen screenshots without the HUD (Taskbar_SetVisibility)).
      • When -dev mode is turned on, players cannot automatch or earn progress, but they can play custom games against other players who have also have -dev mode turned on.
    • Closed a LUA exploit to increase in-game security against potential cheat hacks and exploits.
    • World Builder Updates:
      • Updated the orientation of the _mm_low.tga to be consistent with the _mm.tga and _mm_preview.tga (it is no longer flipped vertically). Any user generated maps should be updated to reflect this change.
      • Fixed a bug that prevented the export feature of the World Builder from working for users who had non-ascii characters in their user directory.
    • Steam Workshop Integration
      • Allows the sharing of custom player created maps easily from within the game itself
      • Steam Workshop featured in the main menu
      • Currently limited to sharing maps
    Free Content
    • Multiplayer Maps:
      • Hill 331 (6-8 players)
      • Don River (2-4 players)
    • Official Leaderboards – Select “Leaderboards” from Game Setup to go to new leaderboards site.
    • Mud Tech – included in new Theater of War missions and on map Hill 331
    Premium Content
    • Southern Fronts Theater of War Pack
      • Spring Rasputitia – Challenge
      • Occupation - Challenge
      • Retreat to the Donets – AI Battle (Soviet)
      • Panzer Crossing – AI Battle (Soviet)
      • No Retreat, No Surrender – AI Battle (Soviet)
      • Breaking Lines – AI Battle (Soviet)
      • Storming the Donets – AI Battle (German)
      • Heavy Rain – AI Battle (German)
      • General Mud – AI Battle (German)
      • Kharkov Divide – AI Battle (German)
    AI Improvements
    • AI will no longer attack destroyed HQs or invisible targets.
    • AI on easy and normal difficulty should clump their units together less.
    • AI will no longer try to get a damage vehicle repaired by a squad inside a vehicle.
    Command Point System Overhaul
    • Command Points are now earned at twice the rate as before
    • Commander abilities have had their Command Point requirement doubled
    The net effect is that the timing of unlocking Commander abilities should be mostly the same, and players should not expect to see much change from before.

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

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


    Balance

    Commander Trees
    • Soviet Industry
      • No longer decreases the build times of Soviet buildings
    • Soviet Repair Station
      • Building health reduced from 600HP to 300HP
    • Tiger Ace
      • CP increased to 16
      • Income penalty now only last 10 minutes
    General Gameplay
    • Ambient Buildings
      • Building Cover bonus reduced from 50% reduce damage + 50% reduce accuracy to 35% reduce damage + 35% reduce accuracy
    • Moving Penalty
      • Moving vehicles now receive a 2x scatter penalty in addition to the 0.5 accuracy penalty
    Germans
    • German Pak 40 AT Gun
      • Cost reduced from 360 to 320
    • German MG42 HMG
      • Suppression value increased by 10%
    Soviets
    • Soviet Sandbag
      • Build time reduced from 120 seconds to 80 seconds
    • Soviet Maxim
      • Rotation Speed Reduced from 225 degree/sec to 180 degree/sec
    • Soviet Dshk 38 Sokolov
      • Damage reduced from 16 to 12
    • Soviet Z-iS AT Gun
      • Cost reduced from 360MP to 320 MP
  • #22
    4 years ago
    NounNoun Posts: 285
    Update December 12th, 2013

    Bug Fixes
    • Addressed an issue preventing players from saving World Builder Maps after the latest patch
    • Fixed an issue with The Commisar's veterancy tool tips not displaying properly
  • #23
    4 years ago
    NounNoun Posts: 285
    Updates December 10th, 2013


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

    Bug Fixes
    • Fixed an issue conscript assault package providing conscripts with a single player PPSH, they now use the same PPSH as shock troops
    Balance Changes
    • Panzer Tactician cost increase from 30 munitions to 40 munitions
    • Conscript PPSH upgrade coast adjusted to reflect the performance of the new weapon from 20 to 10
    CP System Adjustments
    • Shocktroops CP reduced from 2 to 1
    • Guards CP reduced from 2 to 1
    • G43 reduced from 4 to 2
    • PPSH reduced from 4 to 2
    • KV8 increased from 8 to 9
    • Opel Bliz truck moved from 2 to 3
    Map Changes
    • Semoiskiy fuel points moved from mid north south to north and south of player spawn in order to reflect the more classic layout
  • #24
    4 years ago
    NounNoun Posts: 285
    Updates December 17th, 2013

    Bug Fixes
    • Player allied AI will now build tanks in Southern Front Co-Op AI Battles, resulting in less infantry built. The AI now examines team infantry to determine if it needs more infantry for map capture
    • Fixed a bug preventing the Radio Intercept commander ability from functioning until receiving 1 Command Point
    • Addressed an issue preventing the bookmarking of a public chat channel
  • #25
    4 years ago
    NounNoun Posts: 285
    Update for February 11th, 2014
    • German Close Air Support Doctrine and Soviet Advanced Warfare Tactics Commanders for the Make War Not Love event.
  • #26
    4 years ago
    NounNoun Posts: 285
    Updates for February 18th, 2014

    Updates
    • Implementation of the Battle Servers
    • Improvements to the Surrender User Interface
    • MP Map selection improvements
    • Various Bug Fixes
    • “-fullwindow” option added to run the game as a fullscreen window, must be run with “-window”
    Maps
    • Added community member OnkelSam's “Crossing in the Woods” 2 - 4 player map
    AI Updates
    • AI will no longer detects or attacks mines.
    • AI will no longer use artillery against targets in the fog of war it has never seen before.
    • Skirmish AI will now garrison buildings more often.
    • Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.
    • Skirmish AI interrupts the ambient tactic behaviours much less.
    • AI will cause team weapons to tear down less often.
    • Increased retreat and avoidance delays for all AI difficulties.
    Balance

    Command Point Pacing

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

    German
    • Mortar half-track from 1 CP to 2 CP
    • Jaeger Infantry Package from 2 CP to 3 CP
    • Ambush Camouflage from 2 CP to 1 CP
    • Panzer IV Command Tank from 7 CP to 8 CP
    • PAK 43 from 7 CP to 8 CP
    • LeFH 105mm Howitzer from 7 CP to 8 CP
    • Tiger from 9 CP to 10 CP
    • Stun Grenade CP cost from 2 to 1
    Soviet
    • M-42 AT Gun from 1 CP to 2 CP
    • Dshk HMG from 1 CP to 2 CP
    • 120mm Mortar from 1 CP to 2 CP
    • Shock Troops from 1 CP to 2 CP
    • Guard Troops from 1 CP to 2 CP
    • Conscript Assault Package from 2 CP to 3 CP
    • T34-85 from 7 CP to 9 CP
    • B4 203mm Howitzer from 7 CP to 8 CP
    • ML-20 Howitzer from 7 CP to 8 CP
    • IS-2 from 9 CP to 10 CP
    • Incendiary Artillery from 6 CP to 7 CP
    • KV-1 from 7 CP to 8 CP
    • Partisan Tank Hunters from 1 CP to 2 CP
    Units and Abilities

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

    PAK 43
    • No longer requires Battle Phase 2 to be constructed
    Conscript Assault Package
    • Cost from 10 MU to 30 MU
    • Conscripts now get 3 PPSH sub machine guns
    Precision Strike
    • Precision strike now deals the same amount of damage as the main barrage weapon
    • Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities
    IL-2 Sturmovik Attack
    • Damage from 20 to 8
    • Target lead in distance from 16 to 12
    • Target lead out distance from 8 to 10
    • Cost from 240 MU to 180 MU
    S-Mine Field
    • Cost from 80 MU to 60 MU
    • Build time from 40s to 10s
    • Mine spacing from 13 to 7
    • Mine field can now be rotated to better enable placement
    M5 Anti-air Package
    • Cost from 90 MU to 120 MU
    • Damage from 4.8 to 8
    Panzer Tactician
    • Cost from 40 MU to 30 MU
    222 Armored Car
    • 20mm cannon damage from 25 to 20
    • Upgrade cost from 70 MU to 55 MU
    Target Weak Point
    • Target weak point now multiplies penetration by 2 rather than setting it to a static value of 1000
    • Brummbar target weak point cost from 30 MU to 40 MU
    Combat Engineer
    • Cost from 240 MP to 210 MP
    Blitzkrieg Tactics
    • Cost from 30 MU to 40 MU
    Commanders

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

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

    Units in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.
    • Small arms damage modifier vs. garrison cover from 0.65 to 0.55
    • Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55
  • #27
    4 years ago
    NounNoun Posts: 285
    Updates for February 21st, 2014


    Bug Fixes
    • Crash when loading certain types of saved games from the previous version of CoH2
    • Soviet Industry commander passive ability being active before the ability is unlocked through command points
    • Advanced Warfare commander set to the wrong year for Theater of War load outs
    • MP44 weapon SFX not playing correctly
  • #28
    4 years ago
    NounNoun Posts: 285
    Updates for February 25th, 2014

    Bug Fixes
    • Addressed an issue with localization
    • Fixed a Match Chat being generated every time a user watches a replay
  • #29
    4 years ago
    NounNoun Posts: 285
    Updates for March 6th, 2014

    UI
    • Facing cones now appear in minimap.
    • Modal facing thresholds are now tuned to be more sensitive than non-modal facing thresholds. (Players don’t have to move the mouse as far to select facing when building bunkers)
    • Removed intermediate vertex cache and improved batching for a ~70% speedup in rendering UI visuals (also reduces memory pressure).
    • Aliased cursors and deleted duplicates for a small improvement in load times (also reduces memory pressure).
    • The Match chat window was not remembering its position/size from session to session. This should now be fixed.
    • The Match chat was not correctly joined when viewing a replay or starting a campaign mission. Players should now be put into a Match chat session whenever they host/join a Party or whenever you go into game (whichever comes first). Players will be automatically disconnected from the Match chat whenever they exit game or leave their Party (whichever comes last).
    Networking
    • Various networking improvements
    AI Optimizations
    • Optimized calculation of AI data so that it only occurs once on game load and not every frame.
    • Optimized SpawnEntityAction code so that it only looks up the blueprint by name once.
    • Optimized MapEntryPoint code sot that it only looks up the blueprints by name once.
    AI Behaviour
    • Skirmish AI now uses player abilities to produce called in units and no longer uses hidden units in the HQ.
    • AI no longer thinks that targets a squad can't damage are good targets.
    • Soviet skirmish AI now uses merge ability.
    • AITasks try harder to prevent interrupting abilities.
    • AITaskFallbackState now clears old paths when it is done moving so that units arriving at the HQ no longer oscillate.
    • AIForceAttackTactic understands units with limited firing angles should stay farther back.
    • AICombatTask no longer forces indirect fire weapons into the target area when the squad does not have a target or assigned position.
    • Code that checks if AI squads are in combat now understands that targeted abilities are attacks.
    • AIAbilityTactic now suggests assigned or current good targets to the LUA filter functions.
    • AICombatUtil has better stationary squad detection for abilities that barrage clumps of stationary squads.
    • AICaptureTask now runs tactics while capturing when possible.
    AI Combat Ratings
    • Updated AI class and anti-class calculations to not use dynamic ranges that were causing problems.
    • Removed heavy/light structure AI class from data and replaced with one structure class.
    • AI now generates the AI info from Upgrades by reading the actions in Upgrades and no longer needs hard coded values.
    • AI CombatRatings now better detect which weapons cause suppression.
    • AI now checks ability based weapons in addition to the primary weapon to determine if a squad uses indirect fire.
  • #30
    4 years ago
    NounNoun Posts: 285
    Maps
    Additional maps to the automatch map pool.
    • (1-2) Stalingrad
    • (6-8) Angermuende
      • Special thanks to community map maker Stahlhagel
    ​​
    Hot Keys and Input Changes
    The following Hot Keys have been added:
    • Home: Move camera to starting position.
    • Semicolon: Select all of your units on screen.
    • Control+Alt+Comma/Control+F1: Select all idle builders.
    • Control+Alt+Period: Select all idle infantry.
    • Control+Alt+Comma: Select all idle vehicles.
    • Control+F2: Select all units.
    Other input changes:
    • The Shift key can be used to modify all hotkeys that set your selection. For example, Control+1 sets a control group to your selection, Control+Shift+1 adds or removes your selection from a control group.
    • When holding the Control key down and clicking a unit in the global unit control, all units of that type will be selected.
    • State, duration and proximity heuristics have been added to the code that selects the single squad caster to cast an ability, generally improving distribution. This means that if you rapidly issue three grenade tosses, and have three squads selected that can throw a grenade, you will throw three grenades, and generally the squad closest to each target will do the throwing. This improves several situations where it felt like your abilities were not being cast, but really a single squad was being told to do multiple things.
    • Demo charges have been set to single squad caster.
    Updates and Bug Fixes
    Resolution to a number of UI and gameplay related issues.
    • Addressed an issue where Loadout changes were not being saved when the game was exited
    • Fixed various translation and text issues
    • Addressed a bug preventing Team Chat from working properly
    • Addressed issues with improper text display
    • Fixed an issue with map entry points not functioning correctly
    • Fixed an issue preventing some players from inviting friends to a game
    • Addressed an issue where the Opel Blitz could block line of sight when wrecked
    • German Tanks can no longer Target Weak Point ability with a main gun critical
    • Fixed various bugs with UI
    Small Arms Weapon Profiles
    The goal is to improve tactics by better defining unit roles; thereby, increasing the importance of unit positioning relative to cover. A weapon profile defines the distribution of damage over distance. Previously, the profiles were generally flat and did not fully characterize the strengths and weaknesses of a squad. Now, a Pioneer squad with a MP40 submachine gun has a very high damage output at close range but a substantially lower damage output at max range. The distribution of damage is no longer blended between ranges; this combined with the increased weapon lethality should reduce the tendency to rush infantry at one another.

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

    Germans
    • KAR 98 now uses the bolt-action rifle weapon profile
    • MP40 now uses the submachine gun weapon profile
    • MP44 now uses the assault rifle weapon profile
    • G43 now uses the carbine rifle weapon profile
    • LMG42 now uses the light machine gun weapon profile
    • Luger 9mm pistol now uses the pistol weapon profile
    Soviets
    • Mosin Nagant now uses the bolt-action rifle weapon profile
    • SVT now uses the carbine rifle weapon profile
    • PPSH now uses the submachine gun weapon profile
    • DP-28 now uses the light machinegun weapon profile
    http://community.companyofheroes.com...-modifications

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

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

    Osttruppen
    • Cost from 120 MP to 200 MP
    • Population from 3 to 5
    • Hit points from 48 to 80
    • Can now shoot on the move
    • Bonus accuracy in cover from 2 to 1.75
    Grenadier
    • Armor from 1.5 to 1
    • Updated AOE profile on Rifle Grenade
    • LMG42 now requires Battle Phase 1 to unlock
    • Panzerfaust weapon range from 20 to 25
      • This does not affect the ability range
    Assault Grenadier
    • Cost from 320 MP to 280 MP
    • Population from 6 to 7
    • Armor from 1.5 to 1
    • Updated AOE profile on Model 24 Stielgranate Grenade Assault
    • Assault Grenadiers now gain sprint
    Panzer Grenadier
    • Armor from 1.5 to 1.2
    • Cost from 360 MP to 340 MP
    • Updated AOE profile on Bundle Grenade
    • G43 cost from 60 MU to 40 MU
    Artillery Officer
    • Officer armor from 4 to 1
    German Sniper
    • Armor from 2 to 1
    • Hit points from 40 to 48
    • Sight range from 50 to 45
    • Aim time slightly increased, reload reduced to compensate
    222 Scout Car
    • Cost from 80 MP and 25 FU to 240 MP and 10 FU
    • Health from 160 to 200
    • 20mm autocannon range from 35 to 40
    • 20mm autocannon accuracy from 0.025/0.0375/0.05 to 0.02/0.04/0.06
    • 20mm autocannon max distance scatter from 10 to 6
    • 20mm autocannon distance scatter ratio from 1 to 0.15
    250 Half-track
    • Snipers can no longer garrison 250 Half-track
    • Health from 320 to 240
    • Population from 7 to 5
    251 Half-track
    • Flame projector upgrade now requires battle phase 2
    • MG gunners damage per second increased by 265%
    • Armor from 11 to 9
    • Cost from 120 MP to 200 MP
    Mechanized Assault Group
    • Cost from 520 MP and 40 FU to 490 MP and 30 FU
    Mechanized Grenadier Group
    • Cost from 520 MP and 40 FU to 500 MP and 30 FU
    Combat Engineers
    • Cost from 210 MP to 190 MP
    • Population from 6 to 5
    Penal Battalion
    • Cost from 360 MP to 270 MP
    • Population from 9 to 7
    Shock Troopers
    • Armor from 2.25 to 1.5
    • Cost from 440 to 390 MP
    • Population from 9 to 10
    Guard Rifle Infantry
    • DP-28 cost from 60 MU to 100 MU
    • DP-28 research time from 20s to 40s
    • Updated AOE profile of RGD-33 Fragmentation Grenade
    • Armor from 1.5 to 1
    Conscript
    • Assault Package cost from 30 MU to 40 MU
    • AT grenade weapon range from 50 to 20
      • This prevents ‘Thor’ like throws
    M3A1 Scout Car
    • Cost from 80 MP and 20 FU to 230 MP and 5 FU
    • Armor from 8.4 to 5.4
    • Health from 160 to 180
    • Snipers can no longer garrison M3A1 Scout Car
    M5 Half-track
    • Snipers can no longer garrison M5 Half-track
    • Cost from 120 MP to 270 MP
    Irregulars
    • Cost from 250 MP to 180 MP
    Anti-infantry Partisans
    • Cost from 250 MP to 210 MP
    Anti-Armor Partisans
    • Cost from 260 MP to 270 MP
    Soviet Sniper
    • Hit points from 40 to 48
    • Flare cost from 60 MU to 40 MU
    • Scout now fires at a similar rate to sniper
    • Sight range from 50 to 45
    • Aim time slightly increased, reload reduced to compensate
    Radio Intercept
    • No longer intercepts mines or bunker construction
    • Now intercepts the dispatch of Osttruppen squads
    Small Arms Lethality
    Reinforce the value of cover and unit positioning.
    • Small arms lethality increased by 15%
    Retreat Modifiers
    This change helps counteract the increased lethality on small arms; enable players to better preserve their units.
    • Received accuracy from 0.5 to 0.4; increasing squad durability against small arms fire on retreat
    Veterancy
    Veterancy that previously provided increased armor has been replaced with received accuracy. The received accuracy variable functions almost identical to the use of armor. However, it also acts to reduce unit accuracy over-capping – i.e. units that currently have more accuracy than they. As units gain veterancy, their additional accuracy values will be countered by the received accuracy reduction on other units.
    • Infantry veterancy which provided armor was replaced with received accuracy
      • e.g. 1.30x armor now provides 0.77x received accuracy
    • Units which received price adjustments have had their required experience per level adjusted accordingly.
    Vehicle Pathing
    This addresses an issue where vehicles would potentially move away from the ordered position as part of their three point turn plan. This could potentially confuse the player causing them to issue another order which would further antagonize the issue by causing the vehicle to move further away from the objective.

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

    Soviet Starting Resources
    • Manpower from 490 to 350
    Soviet Base Structures
    • Motor Depot fuel cost from 90 FU to 140 FU
    • Tank Depot fuel cost from 90 FU to 140 FU
    German Starting Resources
    • Manpower from 520 to 360
    German Battle Phases
    • Battle phase 1 from 25 FU to 45 FU
    • Battle Phase 1 research time from 32.5s to 45s
    • Battle Phase 2 from 35 FU to 55 FU
    • Battle Phase 2 research time from 37s.5 to 60s
    • Battle Phase 3 from 50 FU to 60 FU
    • Battle Phase 3 research time from 40s to 60s
    Commander Card Layout
    The order of abilities within the commander card is now consistent with the order of abilities in game.
    • Commander abilities in the customizer now display from lowest to highest, top to bottom
    Ability Barrage Radius
    This feature adjusts the size of an abilities barrage radius based on the approximate amount of scatter that will occur. Scatter generally increases based on distance to target, firing from max range will result in reduced accuracy.
    • Barrage abilities from mortars or artillery units now display increases in weapon scatter based on distance
  • #31
    4 years ago
    NounNoun Posts: 285
    Update March 28th, 2014

    Updates
    • UI Fix on Faceplat when Automatching
    • Repair Engineer issue addressed
    Balance


    Grenade AOE Profile
    • Now correctly average out the damage based on old AOE profile
    German Snipers
    • Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
    • Sight now correctly set to 45
    Soviet Sniper
    • Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
    • Sight now correctly set to 45
    Penal
    • Corrected weapon profile to properly scale with unit cost
    • Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
    Shock Trooper
    • Corrected weapon profile to properly scale with unit cost
    • Moving accuracy from 0.5 to 0.8
    • Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
    Guard Rifles
    • Fixed an issue which caused the DP-28 to burst for long periods of time; damage output remains relatively the same.
    Special Rifle Command
    • Manpower cost from 200 to 120
    • Build time from 95 to 80
    Support Weapon Kampaneya
    • Manpower cost from 240 to 160
    Bunker
    • Health from 600 to 480
«1345
This discussion has been closed.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

  • © SEGA. SEGA, the SEGA logo, Relic Entertainment, the Relic Entertainment logo, Company of Heroes and the Company of Heroes logo are either trademarks or registered trademarks of SEGA Holdings Co., Ltd. or its affiliates. All rights reserved. SEGA is registered in the US Patent and Trademark Office. All other trademarks are the property of their respective owners.