Fixed a bug that made Volksgrenadier's Panzerfaust ability disappear when they hit VET 4
Fixed a bug where VET 4 and VET 5 didn’t exist on the LEFH 18
Combined Arms will no longer stack when de-crewing and re-crewing vehicles
OKW's MG34 now using correct icon
Reported bugs with the USF 81mm Mortar are currently being investigated and will be fixed when possible.
Fixed a bug where the USF Mortar could track, fire at, and reveal enemies through the FOW
Fixed a bug which caused the USF Motar to have stronger performance than intended
Replaced the two commanders given to new players for registering by 30,000 Supply Points to spend as they see fit in the in-game store (this change only affects new players going onward)
Multiplayer standalone now compatible with mods; modding hub unlocked in this standalone version of the game as well
A huge thanks goes out to Miragefla, Mr. Smith, and Cruzz for their help identifying and testing bugs for this patch.
5 (one for each faction) new FREE Halloween themed skins added to the game
6 new Community-made maps added to the Community Map Rotation
Log-in between Oct. 25th 2:00 PM PDT - Nov. 8th 10:00 AM PDT to receive 5 Halloween themed vehicle skins for FREE!
Play with any of the Halloween skins during the Halloween Weekend to earn 2x Loot Points!
Fixed a bug where it was possible for a player to discover if a building was garrisoned through the fog of war by issuing a garrison building command.
Fixed a bug where it was possible to determine which direction a garrisoned MG was facing through the fog of war.
Removed the auto-rotate from the Wehrmacht 250 Half-track
The British Universal Carrier Vickers weapon now follows attack commands
The Valkyria Chronicles skins are now available to purchase via Supply
Community commanders (Soviet Defensive Tactics & Wehrmacht Defensive Doctrine) added to the in-game store
Fixed an issue with bundle artwork not being displayed properly in the in-game store
Fixed an issue with Hill 400 not showing up in the map pool
After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game.
A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragefla that put in countless hours to make the following balance changes possible. But of course, they did not do it alone. Community members such as Nacho, Cruzz, Le Saucisson Masqué, Capiqua, Osinyagov, and Planet Smasher were instrumental in identifying and helping fix bugs as well as implementing multiple QoL features, top players in the community were crucial for providing high level balance critique and of course the constant vigilance of the entire community that playtested the mod and provided ongoing feedback over these past few months made the iteration process possible. For all your efforts and dedication, we thank you.
As a refresher, the changes below were designed to target specific dominate meta in order eliminate default build orders and promoting strategic diversity. The scope of this patch was focused around two primary pillars: Light Vehicle Play and Infantry Scaling, as well as, two secondary areas of Dominate Meta: Soviet Guards and Penals, and the USF Mortar. Finally, a number of Quality of Life changes such as Squad Formations and “Ghosting” have been targeted to improve gameplay and feel.
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:
Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
Neither type of unit can re-cloak within 10 seconds of having fired a shot
Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds
Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.
The escalation of mortar power has made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.
The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.
PTRS x2 upgrade
Penal satchel charges can now also behave as vehicle snares:
Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders.
RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, not giving the opposing player sufficient time to react, particularly if units are clumped in cover. The changes below will make it so that the T-70 loses its characteristic pinpoint accuracy on the move while maintaining its ability to flank teams weapons and push back infantry squads.
To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability.
We felt that pioneer damage output was under-performing and proving ineffective in combat.
Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well into the late game. Therefore, to improve their scalability, we have made the following changes:
Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to scale in veterancy vs their opponents.
G43 Package (Also affects Stormtroopers but not Grenadiers)
The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another concern with the 222 was that it was too cheap relative to its performance,
The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.
Target Weak Point (TWP)
The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun even the heaviest of tanks made it over perform for its cost and mobility.
Target Weak Point (TWP)
* TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
* TWP Damage reduced from 120 to 60
* TWP always penetrates
* TWP munitions cost reduced from 40 to 35 to match other TWP variants
The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.
To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.
The USF Mortar barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle counter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we have made the following changes to solidify its role as primarily an anti-light vehicle unit.
Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier.
Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.
OKW’s heavy Panzerfaust cost made them excessively vulnerable to vehicles, especially when compounded with their other anti-tank options.
Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.
We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.
The following changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well as removing several sources of inconsistency). These changes are intended to keep the unit a strong AI vehicle while giving opposing players enough time to react in an engagement. To do this we are making the main gun of the Luchs ignore suppression modifiers of the target unit. We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Veterancy 5 "Suppressive Fire" ability
2cm vs Garrisons
Aimed shot ability
Given the changes to the other factions’ light vehicles, this ability would make it so that the Puma would also be the best vehicle for wiping infantry squads. To mitigate this, we have made the following changes:
We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at all skill levels and in all situations:
We have found that the Sapper squads simply scale too well due to the reduced reinforcement cost bonus they achieve at Vet 3.
We found that the AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Finally, we have made changes to the Treadbreaker ability that will make it considerably more consistent and easier to use.
Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)
We feel there is a disparity in how squads are assigned formations which is impacting squad performance. To address this problem we have implemented the following changes:
Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. If players want to impede enemy movements with barbed wire and/or sandbags, they now have to fully complete constructing them.
The base layout of several armies makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts!
Introduced improvements to the build order of AI-controlled armies (fix provided by Nachocheese)
Prioritize Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritize Vehicles ability active will continue to engage infantry with their MGs.
Wooden docks removed
Extra large vehicles no longer get blocked when crossing the Western bridge
The following community-made maps have been removed from automatch and the map list
Fixed a bug where firing at non-infantry targets would suppress nearby infantry. Now suppression platforms will only deal AoE suppression if the primary target is an infantry model.
Fixed a bug where AI-controlled non-Conscript Soviet squads would, sometimes, get access to anti-tank grenades
Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.
Updated abandoned M1 81mm Portrait
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