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[CoH3][PC] Notes de mise à jour / Changelog


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MaJ v1.0.0.8849 (alias 1.0.3) - 2023/02/28 mardi

Taille : ~608Mo

This patch is focused on Progression Blockers, Crash Fixes, and a major Audio pass. We're targeting another hot fix for next week.

General 

  • Fixed an issue where Steam Cloud settings were overriding Client settings and causing settings menu to default between play sessions. Settings should now persist between sessions. Please take some time to review your settings again after downloading this patch. 

  • Fixed a crash “TacticalPauseVisualUIInfo” while using Tactical Pause. 

  • Fixed an issue where users were getting high frequency de-syncs in multiplayer. 

Campaign 

  • Improved Cinematic resolution, some videos were playing at a lower resolution than intended. 

Salerno 

  • Fixed an issue where a Unit gets stuck stationed on a ship and is unable to deploy. 

  • Fixed an issue that prevented progress when the enemy company attempting to recapture Salerno is attacked. 

  • Fixed a progression blocker where destroying the enemy company that is meant to attack Salerno prevented the completion of the "Defend Salerno" objective. 

  • Fixed a “Action_finish” crash that occurs during the Defend Salerno Mission. 

  • Fixed an issue where a player can't complete an objective by upgrading a strategic point if a territory has been recaptured. 

Anzio Annie 

  • Fixed a crash “Group_GetPosition” when Anzio Annie kills a specific unit during the mission. 

  • Fixed a progression blocker where capturing Anzio without combat does not complete the objective. 

  • Improved the dialog and warning messages from General Buckram around Anzio Annie. 

Audio 

  • Improved High Dynamic Range mix. 

  • Stabilized Audio Playback, improving instances where audio drops out on Medium or Low settings in the late/high pop cap stages of a game. 

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/3763-coh3-hot-fix-1-0-3-february-28-2023

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MaJ v1.0.4.8948 - 2023/03/02 jeudi

Taille : ~206Mo

General 

  • Fixed several instances of infinite loading and disconnecting in a multiplayer lobby. 
  • Fixed an issue that prevented campaign saves from displaying while a player is in a mission, and prevented mission saves from displaying while on the campaign map.  
  • Added a tooltip to inform players on the minimum requirements for texture settings. 
  • Integrated a tool that is used to attribute marketing efforts and insights to our game. 
    • When launching the game, players will be prompted once to make a choice between opting in or out of this feature. Either choice will not limit the player experience. 
    • Players will be able to reset their choice in the settings menu if they later change their mind. 
  • Offline Status changes or disconnecting no longer defaults your faction to US Forces. 

Stability/Performance 

  • Fixed a SCAR crash “Modifier_ApplyToSquad” occurring in the Italy Campaign map. 
  • Fixed a SCAR crash “Action_Finish(313)” occurring in the Salerno Defend mission. 
  • Fixed a Lua crash “luaH_next(189)” when trying to start new North African Campaigns. 
  • Fixed a flickering texture issue when tilting the camera, causing GPU instability. 

Features

Tactical Map 

  • Strategic points now display the right color when captured. 
  • It is now possible to queue multiple capture orders in the Tactical map. 
  • Fixed an issue where moving the camera on the Tactical map would not work if a unit was selected. 

Tutorial 

Added several missing tutorial tooltips & prompts 

  • Initial retreat 
  • Reinforce sappers 
  • Produce a unit (Sapper) 
  • Build a Section Command Post 
  • How to use a grenade 
  • Retreat mechanic 
  • Repairing vehicles 

Italian Dynamic Campaign 

Calabria 

  • Fixed an issue where players are unable to deploy an Armored Company from the battleship during the Calabria mission. 
  • Fixed an issue where it was possible for players to spawn units out of bounds during the Calabria mission. 

Gaeta 

  • Fixed an issue that happened after Gaeta is captured where the requested Armored Company spawned in a stuck state.

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/3825-coh3-hot-fix-1-0-4-march-2-2023?page=1

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MaJ v1.0.4.8948 - 2023/03/03 vendredi

Taille : ~789Ko

Additional change to 1.0.4

Even if you already installed 1.0.4, you will have a small additional download from Steam for this fix.

  • Fixed an issue that caused players to desync in multiplayer.

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/3825-coh3-hot-fix-1-0-4-march-2-2023

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MaJ v1.0.5.9170 - 2023/03/06 lundi

Taille : ~220Mo

The team at Relic is very appreciative of all your feedback and support so far, and we hope you’re enjoying Company of Heroes 3! We’ve made the following balance changes in multiplayer and co-op. Some of these changes are in response to what we’ve been seeing, and some changes were long planned. 

We’re aware that several issues are impacting multiplayer right now. We’ve implemented the following changes to address many of them and will continue to monitor and adjust balance as need be in the future. This patch may not address all balance concerns right now, as we want to make incremental changes and assess their impact. We’re currently testing and experimenting with changes for outstanding issues. 

Our top priorities currently are to address exploits and reduce the power of certain strategies.

General

  • Renamed the difficulty settings to make them more consistent and user-friendly. 
  • Campaign AI should venture into the player's territory to capture points or attack the player's companies more. An upcoming change is planned to improve the AI's aggression in the campaign.

Multiplayer Changes

EDIT: Our team is aware that some of the changes listed below were not implemented, or were not implemented as intended. We apologize for the inconvenience and hope to correct any oversights in the coming days. Enjoy the sneak peek of upcoming changes!

Universal Changes

Light Indirect-Fire - Mortars 

  • Recharge time from 15 to 30 seconds (known issue: smoke barrage unaffected)
  • Mortar damage against emplacements doubled

Medium Indirect-Fire - Pack Howitzer, LeIG, Heavy Mortar 

Medium Indirect-Fire has been reworked to be better against static defenses, more accurate and have higher area of effect against infantry. 

  • Recharge time from 15 to 30 seconds 
  • Crew size from 4 to 5  
  • Medium Indirect-fire damage increased against bunkers and emplacements 
  • Barrage and auto-fire accuracy increased 
  • Barrage and auto-fire fire more rapidly 

Smoke 

  • Smoke duration from 40 to 30 

Heavy Machine Guns 

  • All HMGs have had their suppression and area suppression increased by roughly 10-15%  

Factions

US Forces

We’ve noted that the US Forces are struggling in all modes, particularly in larger team games. These targeted fixes are to address certain units that were underpowered within the roster, reducing tech cost and making the faction more competitive in the mid game where it was faltering. More changes are coming to address some outstanding issues facing the US Forces. 

  • Weapon Support Center manpower decreased cost from 160 to 120 
  • Motor Pool fuel cost decreased from 55 to 45

US Forces Units 

Riflemen 

  • Riflemen health per model increased from 95 to 100 

Bazooka Team 

  • Bazooka Team manpower cost from 300 to 250 
  • Health per model increased from 80 to 90 

M1 81mm Mortar 

  • Veteran airburst and Delayed Fuse barrage ability recharge times from 45 to 30 seconds 
  • Airburst and Delayed Fuse barrage costs from 35 to 20 
  • Delayed Fuse is more accurate and has higher Area of Effect 
  • Airburst area of effect damage has been adjusted 

Sniper 

  • Sniper aim-time decreased from 2 to 1.5 seconds 

M3 75mm Gun Motor Carriage 

  • Long-range accuracy against vehicles increased by 20% 

M8 Greyhound 

  • Reload time between shots increased from 3.325 to 4.2 seconds 

M24 Chaffee 

  • Long-range accuracy against vehicles increased by 20% 

M18 Hellcat 

  • Reload time between shots from 6/6.5 to 4.75/5.25 seconds 

M29 Weasel Reconnaissance Vehicle 

  • Mortar and Machine Gun weapon drop ability cost increased from 50 to 75 
  • Mortar and Machine Gun weapon drops now have a recharge time of 60 seconds 

Sherman Whizbang 

  • Rocket barrage recharge times reduced from 120 seconds to 90 seconds 
  • Rocket area of effect damage distance from 0.75/1.25/5 to 0.75/1.5/7 
  • Rocket angle scatter from 12 to 11 
  • Rocket scatter max from 11 to 9
     

US Forces Battlegroups 

Airborne Battlegroup
 

Paratroopers 

  • Bazooka cost from 90 munitions to 75 munitions 

HMG and M1 57mm Paradrop Abilities 

  • Paradropped HMG cost from 300 to 250 
  • Paradropped Anti-Tank Gun cost 330 from 250 

Carpet Bombing Run 

Cost from 200 munitions to 180 munitions 

Special Operations Battlegroup 

Smokescreen 

  • Cost from 50 munitions to 40 munitions 

Mark Target 

  • Cost from 60 munitions to 50 munitions 

Resupply Operation 

  • Cost from 120 munitions to 180 munitions 


British Forces
While doing better than the US Forces, the British Forces also struggles across modes and has more recently been heavily relying on Boys Antitank Rifles to keep up. We’re toning down the power of these weapons while bringing up to par many units in the roster that were under performing for their costs. Battlegroup units have received some love and will give Infantry Sections more competition. 

  • Team Weapon Training and Light Vehicle Training costs decreased from 200 manpower and 30 fuel to 150 manpower and 20 fuel 

British Forces Units

Infantry Section 

  • Bug: Boys AT Rifles are performing significantly worse than the intended nerf below.
  • Bren Gun long-range accuracy increased by 15% 
  • Boys AT Rifle damage against buildings reduced by 50% 
  • Boys AT Rifle damage against cover objects reduced by 75% 
  • Boys AT Rifle AOE damage removed 
  • Boys AT Rifle no longer gains small-arms accuracy bonus against Team Weapons 

Foot Guards 

  • Manpower cost fixed/increased from 399 to 400 
  • Submachine gun lethality increased by 25% at short range  

Commando LMG Section 

  • Manpower cost increased from 320 to 350 
  • Now significantly more lethal at all ranges 

Commando Section 

  • Lethality increased by 25% at short-range 

Indian Artillery Gurhkas 

  • Bren Gun lethality increased by 15% at long-range 
  • Thompsons lethality increased by 25% at short range  

CMP 15cwt Truck 

  • Cost decreased from 260 manpower and 25 fuel to 240 manpower and 20 fuel 
  • Mobility increased 
  • Polsten AA Gun cost from 90 to 60 munitions. Polsten cost is 75
  • Polsten AA damage reduced 
  • Polsten range from 40 to 45 

Heavy Mortar 

  • Weapon traverse speed from 25 to 40 
  • Barrage range from 120 to 150 

Humber  

  • Manpower cost from 260 to 240 
  • Received weapon overhaul and is significantly more lethal against infantry. 
  • Mark Area ability cost removed.  
  • Mark Area can now be used in the Fog of War 
  • Smoke Launchers range decreased from 65 to 45 

M3 Stuart  

  • Unlock cost decreased from 150/40 to 100/25 100/30
  • Fuel cost decreased from 45 to 35 
  • Reload time between shots from 4.5/5.5 to 3.5/4 seconds. 
  • Cannon penetration from 65/50/40 to 120/100/80 
  • Commander aura bonus from 20% to 10% 
  • Smoke Canister ability cost removed. Smoke recharge time to 120. 

Bishop 

  • Unlock cost decreased from 125 manpower and 25 fuel to 100 manpower and 25 fuel. 
  • Barrage recharge time from 60 to 30 
  • Direct Shot is now able to target all enemy and neutral units 

Matilda  

  • Armor increased from 260/150/100 to 300/200/100 

Grant 

  • Steady Assault speed and rotation rate penalty reduced from 50% to 25%. 

AA Crusader  

  • Fuel cost from 50 to 70 
  • Accuracy increased by roughly 50% across all ranges 
  • Area of Effect increased and damage increased 
  • Weapon Penetration to 40/35/25 

Churchill Black Prince 

  • Armor from 300/220/150 to 340/240/150 
  • Speed from 3.8 to 3 
  • Damage from 160 to 240 
  • Range from 45 to 40 
  • Reload from 4.75/5 to 6 
  • Area of Effect radius from 0.5 to 3.25 
  • Area of Effect damage increased 
  • Penetration from 300/250/220 to 300/275/240 

Wehrmacht

We’re toning down parts of the Wehrmacht’s mid and late game power. We will be making further changes to Emplacements in the next hot fix. 

Wehrmacht Units

Panzer Kompanie 

  • Panzer Kompanie manpower cost from 200 to 300 

Concrete Bunkers   

  • Health decreased from 960 to 720 
  • Armor decreased from 40 to 35 

Kettenkrad 

  • Communication cables upgrade cost increased from 25 munitions to 35 munitions 

Nebelwerfer 

  • Barrage recharge time from 90 to 70 seconds 
  • Fires more rapidly 
  • Incendiary Rocket area of effect far damage from 0.2 to 0.25 
  • Incendiary Rocket area of effect distance from 0/1/3 to 0/1.5/5 
  • Incendiary Rocket scatter max from 12 to 10 
  • More accurate firing into fog of war 

Wirbelwind 

  • Accuracy decreased from 30% at long-range; 15% at short-range 
  • Area of Effect damage reduced by 10% 
  • Long-range cooldown between burst increased by 50% 

Panzer IV 

  • Cost increased from 430 manpower and 90 fuel to 440 manpower and 100 fuel 
  • Population cost from 12 to 14

Wehrmacht Battlegroups 

Luftwaffe Battlegroup
 

2cm FlaK 38 Emplacement 

  • Now requires either Luftwaffe Kompanie, Panzergrenadier Kompanie, or Panzer Kompanie. 
  • Cost increased from 200 manpower and 25 fuel to 250 manpower and 35 fuel 

88cm FlaK 36 Emplacement 

  • Cost from 310 manpower and 40 fuel to 380 manpower and 45 fuel 
  • Time to Construct increased from 30 to 40 seconds 

Luftwaffe Combat Group 

  • Cost increased from 3 to 4 ◆ Command Points 

Luftwaffe Infantry Reserves 

  • Cost increased from 3 to 4 ◆ Command Points

Deutsches Afrikakorps

The Afrikakorps has arrived with great fury and is steamrolling the competition. They’re a bit overtuned across the board, and we’re taking steps to reduce their power in the early and late game.

Fire Support Elements 

  • Cost from 125 manpower and 35 fuel to 150 manpower and 45 fuel 

Support Armor Elements 

  • Manpower cost from 125 to 100 

Afrikakorps Unit Changes

Panzergrenadier 

  • MG 34 Light Machine Gun long-range lethality decreased by 15% 

Assault Grenadiers 

  • Lethality increased by 25% at short range 

Panzerjager Squad 

  • Squad size from 5 to 4 
  • Panzerbuchse 39 AT Rifle decreased rate of fire at long-range 
  • MG 34 Light Machine Gun can no longer fire on the move 

Kradschutzen Motorcycle 

  • Build time from 20 seconds to 35 seconds 

250 Light Carrier 

  • Manpower cost from 260 to 280 
  • Lethality decreased by 25% at short range 
  • Lethality decreased by 50% at long-range 

2.5 Tonne Medical Truck 

  • Manpower cost from 150 to 200 

Flakvierling Half-track  

  • Cost from 260 manpower and 35 fuel to 280 manpower and 40 fuel 

Recovery Half-track 

  • Cost from to 280 manpower and 30 fuel to 250 manpower and 40 fuel 

Walking Stuka Rocket Half-track 

  • Area of Effect damage from 1/0.175/0.075 to 1/0.2/0.1 
  • Scatter max from 20 to 15 

Guastatori 

  • Manpower cost from 400 to 440 
  • Flamethrower cost from 80 to 90 
  • Armor from 1.5 to 1.25 

Afrikakorps Battlegroups

Italian Combined Arms Battlegroup 

Bersaglieri Bolster  

  • Cost decreased from 2 to 1 ◆Command Points 

Breda Model 30 Light Machine Guns  

  • Cost from 2 to 3 ◆Command Points 

Carro Armato M13/40 Light Tank  

  • Cost decreased from 2 to 1 ◆Command Points 

Pact of Steel  

  • Cost decreased from 3 to 1 ◆Command Points 

Bug Fixes

  • British Rifle Grenades now have a minimum range of 15 
  • Medical CMP 15cwt Trucks and Medical Half-tracks can now tow team weapons 
  • 250 Light Carrier can now tow 88mm Flak 36 Anti-Tank Guns 
  • Fixed an issue where the Sherman Whizbang rockets area of effect could miss targets 
  • Fixed an issue where the British Mortar had less range than other mortars

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/4405-coh3-hot-fix-1-0-5-march-6-2023

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MaJ v1.0.6.9358 - 2023/03/09 jeudi

Taille : ~211Mo

In this hot fix, we aim to address our top crashes and stability issues, many of which were only possible to identify thanks to your submitted Bugsplats and player reports. Additionally, our team has improved the crash logs sent by players which will help us identify issues that are causing crashes faster in the future.  

With this additional logging, filling in and submitting Bugsplat reports when you receive them is still the best way to provide direct information to our team about stability and crash issues.

Our team is only able to keep improving Company of Heroes 3 with your support. Please continue to leave reviews, comments, feedback, and reports, as that helps us make the game better and better for all our players.

General

  • Fixed several Crash and/or Stability issues.  
  • The Pachino Stalemate map is now available for 1 vs 1 matches in automatch. 
  • Fixed an issue where strategic points were not appearing on the tactical map. 
  • The setting to clamp the mouse to window will now be on by default in the settings menu. 
  • Added a setting to control Edge Panning Speed. 

Gameplay changes

  • Fixed an issue where Boys AT Rifle was no longer doing correct damage to vehicles. 
  • Infantry Section Bren Gun is now 15% more lethal at long range and performs as expected. This change was incorrectly applied in our last hot fix. 
  • Mortar Smoke Barrages are now correctly set to 30 second cooldown. 

Factions

US Forces
Bazooka Team 

  • Health from 80 to 90  

Airborne Battlegroup 

Paratroopers  

  • Bazooka cost from 90 munitions to 75 munitions  

HMG and M1 57mm Paradrop Abilities  

  • Paradropped HMG cost from 300 to 250  
  • Paradropped Anti-Tank Gun cost 330 from 250  

Carpet Bombing Run  

  • Cost from 200 munitions to 180 munitions  

Special Operations Battlegroup

Smokescreen  

  • Cost from 50 munitions to 40 munitions  

Mark Target  

  • Cost from 60 munitions to 50 munitions  

Resupply Operation  

  • Cost from 120 munitions to 180 munitions  

Wehrmacht

Concrete Bunkers 

  • Cost increased from 200 MP to 250 
  • Time to build from 15 to 35 seconds 

Concrete Bunker Variants  

  • Health from 960 to 720  
  • Armor from 40 to 35 
  • Medical Bunker Armor to 20.

Deutsches Afrikakorps
Panzerjager  

  • MG34 Light Machine Gun is unable to Fire on the Move now.

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/4649-coh3-hot-fix-1-0-6-march-9-2023

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MaJ v1.0.7.9767 - 2023/03/16 jeudi

Taille : ~204Mo

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

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

General

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

Italian Dynamic Campaign

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

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

Gameplay Changes

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

Multiplayer Changes

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

    • 1 player holding level 20 

    • 4 players holding level 19 

    • 5 players holding level 18 

    • 15 players holding level 17 

    • 25 players holding level 16 

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/4988-coh3-hot-fix-1-0-7-march-16-2023

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MaJ v1.0.7.9932 - 2023/03/18 samedi

Taille : ~189Mo

  • Fixed an exploit where players on every faction could gain more resources than intended by cancelling a construction.
  • Fixed a high occurrence crash.

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/5077-coh3-hot-fix-1-0-7-9932-march-18th-2023

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  • 3 weeks later...

MaJ v1.1.0.10461 (Operation Sapphire Jackal) - 2023/03/28 mardi

Taille : ~2,8Go

Overview 

Our team at Relic is excited to share the first major update for Company of Heroes 3, which we’ve codenamed Operation Sapphire Jackal. This update includes a substantial number of bug fixes, quality of life improvements, gameplay balance adjustments, and all-new features and content. With so many changes going into this 1.1.0 update, our team will be standing by to roll out hot fixes should any serious issues come up. 

New Content 

Challenges 

Challenges provide players the opportunity to complete daily and weekly in-game objectives. 

  • Completing Challenges rewards players with Merit. See further below for more details on Merit. 

  • Daily and Weekly Challenges will randomly select objectives for players to complete through normal play in Multiplayer and Co-op vs A.I. auto match modes.  

  • Players will get two new Daily Challenges which will appear at 5:00 pm PT (12:00 am GMT), and three new Weekly Challenges appearing at 5:00 pm PT (12am GMT) on Saturday. 

Cosmetics 

  • With this update, we are launching a range of cosmetic options for every faction, allowing players to customize their armies in both multiplayer and single player. 

  • The cosmetics available in this update are historically inspired. Check out our news post for a preview.  

  • Players can navigate to the Store menu in-game to view all the cosmetics available. 

War Bonds & Merit

With Operation Sapphire Jackal, we are introducing two new currencies – War Bonds and Merit.
One of our goals with the In-Game Store is to ensure there is always a mix of earnable and paid content available so that players can choose how they use the store, and unlockable content available. This will apply to everything in the store when it launches and as we move forward. 

  • Merit - Currency is earned by completing in-game Challenges. Merit can be used to unlock some of the content in the Store. 

  • War Bonds - Currency is earned by purchasing War Bond packs. War Bonds can be used to unlock any content in the in-game store.  

Fixes 

Audio 

  • All new voiceover for Gurkha Infantry unit. 

  • Added audio cue for when a player joins or leaves a party. 

  • Audio adjustments for map pings. 

  • Audio improvements for the War Cry ability: All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated. 

  • Combat music no longer starts immediately after intro to the Pomigliano airfield mission in the Italy Dynamic Campaign. 

  • Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random skirmishes in the Italian Dynamic Campaign. 

  • Fixed a bug that occurs when recovering an enemy vehicle and the vehicle would retain the enemy voice.  

  • Fixed an issue where M2A1 Howitzers were missing voiceover lines.  

  • Fixed an issue where mortars recrewed by the Afrikakorps would have no voice.  

  • Fixed an issue where restoring a wrecked vehicle would not play sound effects.  

  • Fixed an issue where Victory and Defeat screen voiceover sometimes did not play. 

  • Fixed an unnecessary intel message that played when using a CWT truck to recrew a team weapon.  

  • Fixed capture point sound effects when neutralized.  

  • Fixed recon ability sound effects being heard in the fog of war.  

  • Fixed silent voiceover line at the end of the defend Potenza mission. 

  • Fixed the Humber 15mm turret's sound effects for fire rate.  

  • Hover sound effects properly play in the Select Map screen.  

  • Intel voiceover warnings for weapon crews such as Anti-Tank-guns and Mortars didn't play when the unit was lost. Voiceover warnings now play correctly. 

  • Refined the voiceover selection logic to reduce the recurrence of memorable lines. 

  • Sound effect properly plays when hovering over A.I. difficulty settings.  

  • Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.  

  • The Humber Armored Car and CMP 15cwt Truck now have a radio effect applied to their voice lines.  

  • The Paratrooper Squad's M1 Carbine now plays unique firing sound effects. 

  • US Forces halftracks now play different audio after being upgraded. 

  • US Forces infantry will make footsteps sound when retreating.  

  • US Forces Intel referred to Pathfinders as scouts when deployed from the HQ. They are now correctly referred to as Pathfinders. 

  • Victory and Defeat music on the results screen is no longer affected by the muffling effect on remaining battle sounds. 

Art 

  • Added missing destruction to wrecked truck asset.  

  • Buildings under construction no longer appear completed if you move the camera.  

  • Fixed an issue where the main menu background would not appear.  

  • Fixed lighting on the Battleship in the Italian Dynamic Campaign map. 

  • Fixed missing hole in breech of British 6 pounder Anti-Tank gun. 

  • Fixed several visual issues with debris physics from destroyed buildings.  

  • Fixed taillights for Sherman tanks to bring them closer to real life taillights.  

  • Fixed texture issue with Stuka plane wrecks already on maps that appear pure black. 

  • Fixed textures on SSF Commando Squads Johnson LMG so it is not showing just black in game. 

  • The Flammenwerfer 35 of the Wehrmacht and DAK is using player colors instead of the default grey. 

  • Kettenkrad communication cables have an updated texture and color. 

  • Sherman tanks explode with improved smoke effects.  

  • Sherman Whizbang turret now has the correct color and material upon being upgraded. 

  • The Devil's Brigade Sherman now has the correct material on its upgraded 76mm turret. 

  • The flag on the Devil's Brigade victory point now connects with the flagpole. 

  • Gurkhas now equip, attach, and animate correctly when obtaining new weapons. 

  • US Forces M1 Anti-Tank gun team now holds their team weapon properly.  

  • Victory and Defeat videos are now displayed in high resolution.  

  • Wehrmacht Pioneers and Fallschirmpioneers now place schu-mine 42s when instructed instead of S-mines. 

Animation 

  • Engineers will no longer T-pose when canceling construction or having construction aided by another squad.  

  • Engineers will no longer T-pose when reinforcing a squad. 

  • Fixed an animation issue when units attempted to ride the Centaur IV Medium Tank.  

  • Fixed an issue that could cause animation bugs upon reloading a save.  

  • Fixed animation issues that could occur when a medic was carrying a casualty and their assigned medical building was destroyed  

  • Fixed several visual issues with spent magazines remaining in the weapon during reload animations.  

  • Infantry will no longer look like they are falling when near destroyed churches.  

  • Mortar crews no longer get stuck in an infinite animation loop when they retreat after issuing a stop command during an ability.  

  • Mortar crews no longer T-pose when retreating just as they are hit by another mortar.  

  • Smoothed airplane turning for certain bombing run and supply run abilities. 

  • The Afrikakorps 254 Reconnaissance Tractor's commander no longer has binoculars stuck to their face.  

  • Units will no longer get stuck for several seconds if given a queued retreat order after an order to recrew an abandoned Heavy Weapon.  

  • US Forces Heavy Machine Gun crews no longer have their ammo boxes float around after one of their comrades is killed.  

  • Wehrmacht units holding STG 44s will no longer T-pose when rapidly turning around.  

  • When aiming at a bridge with "Destroy Obstacles" ability, US Forces Bazooka squad members no longer T-pose to assert dominance over the bridge.  

  • When riding in a vehicle towing a Heavy Weapon, the weapon's crew will try to keep their hands, feet, and heads inside the vehicle at all times. 

UI/UX 

We performed a full review of all text in our User Interface. 

  • A.I. players listed in the custom browse game screen now display the correct icon.  

  • Added a confirmation when leaving the settings that leaving with unsaved changes will discard them. Also applies to control remapping.  

  • Added a settings option to enable exclusive control groups. Exclusive control groups make squads only occupy one control group at a time, like previous CoH games  

  • The Hellcat Aimed shot ability now has an icon/status decorator above the unit when in idle state. 

  • Adjusted the color, styling, and duration of many event cues that appear on the left edge of the screen during real-time gameplay.  

  • Battlegroup icons now remain visible after switching sides in the lobby.  

  • Chat box no longer stretches when typing very long messages.  

  • Company names in skirmish missions are no longer cut off in Japanese.  

  • Description of Companies in skirmish missions are no longer cut off in Japanese.  

  • Fixed "Recently played with" list.  

  • Fixed a bug where changing UI settings in Main Menu would not impact single player skirmish.  

  • Fixed an issue causing input to be blocked when exiting loading screens in certain cases.  

  • Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.  

  • Fixed an issue that caused some objectives to be started multiple times.  

  • Fixed an issue where campaign save/load would become inaccessible after playing a skirmish game in single player.  

  • Fixed an issue where clearing any grid key hotkey did not clear. 

  • Fixed an issue where left and right mouse buttons (Mouse 1 / Mouse 2) had missing text in the settings under View and Remap Controls.  

  • Fixed several issues related to special characters not displaying correctly in non-English languages.  

  • Fixed several issues with missing hotkeys on the command card.  

  • Fixed tooltip information on invite to party button.  

  • Hotkey remap prompt no longer cuts off text in Japanese.  

  • In "View and Remap Controls" settings, keys that cannot be re-assigned can no longer be cleared.  

  • Party chat box no longer appears when not in a party.  

  • Pause menu will be closed at the end of match before transitioning to Victory/Defeat screen 

  • Added Labels to all missing Player Statistics in the Post-Match Screen. 

  • Realigned tooltip positions on main menu buttons.  

  • Replaced several icons and portraits with the correct Company of Heroes 3 icons  

  • Scorecard and elapsed time are now properly hidden when using CTRL+Shift+? to enable screenshot mode.  

  • Text in the load screen is no longer cut off in Japanese.  

  • Updated Unique Player Color option. Colors are now unique per team: allies will be cool colors, and enemies will be warm.  

Maps 

  • Added missing cover to many objects in the environment.  

  • Fixed an issue where certain buildings would not let units kill the last few enemies holed up inside them.  

  • Fixed an issue where territory lines did not draw correctly on stairs.  

  • Fixed an issue with certain buildings where units retreating from inside the building would get stuck when trying to exit.  

  • Fixed an issue with territory being drawn outside the playable area of the map.  

  • Fixed several issues related to bridges not correctly having cover. 

  • Fixed several issues with indestructible hedges.  

  • Fixed several issues with small objects taking up too much space when blocking unit movement.  

  • Improved width of impasse around some cliff areas to reduce clipping. 

  • Minor adjustments to Strategic and Victory Point locations on (6) Gazala Landing Ground to ensure the Western points favor the Southern team, and Eastern points favor the Northern team. 

  • Removed cover from Greek staircases to prevent unintended gameplay issues.  

  • Territory layout adjusted on (8) Mignano Gap to ensure a fair dispersal of munitions resources near each Team's HQ areas.  

  • Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.   

  • Updated hangar assets to no longer provide cover. Suspended sections were providing cover to units beneath them.  

  • Updated map edge visuals, including railway tunnel and rail lines.  

  • Updated rock geometry to be impassible, preventing undesirable clipping.  

  • Updated terrain behind several rows of buildings to prevent buildings from being indestructible. 

Rendering/Stability 

  • Bloom was removed. Fixed blur or "haze" on the maps. 

  • Fixed a bug that could cause a soft lock if the player started a campaign mission with another in-game window open  

  • Fixed a bug where sometimes skipping a cutscene would cause the game to crash.  

  • Fixed a crash caused by A.I. trying to give movement orders to emplacements that lost line of sight of their target due to smoke.  

  • Fixed a crash related to the Tungsten Round ability used by Partisan marksmen.  

  • Fixed a crash that sometimes happened when loading a save game  

  • Fixed an issue where capped FPS was higher (by as much as 10fps) than the set cap due some time not being accumulated frame-to-frame.  

  • Fixed an issue where sometimes the green dots used to indicate cover would be rendered floating in the air.  

  • Fixed an issue with units not rendering properly after adjusting the game scale in Graphics settings and then zooming the camera out.  

  • Reduced memory increases across missions. 

Tactical Map 

  • Fixed an issue with the tactical map where capture point animations were offset. 

Gameplay 

Though this update does not include what we consider a “full” balance pass, we have made several changes to help shake up multiplayer and co-op. We’ll be keeping an eye on your feedback and matches and will roll out further balance adjustments in a timely fashion. 

General 

  • Artillery now properly collides with Vehicles.  

  • Base buildings align with HQ by default rather than pointing to the map's center.  

  • Destroyed bridges no longer receive damage until they are fully repaired. This was because it was easy to deal damage faster than they could be repaired, resulting in permanently closed paths. Now to prevent bridges being restored after destruction, players will have to focus on disrupting or killing the engineers or recovery vehicles repairing them.  

  • Fixed a bug where heavy weapons could not be recrewed when previous crew died while being towed  

  • Fixed a few instances of AI-controlled Heavy Weapons tearing down instead of firing after setup.  

  • Fixed an issue when A.I. controlled squads are entering from the map edge, where they would attack the players units from outside the playable area.  

  • Fixed an issue where battlegroup abilities could spawn units targeting locations outside the map.  

  • Fixed an issue where certain emplacements were missing veterancy description text  

  • Fixed an issue where infantry inside specific buildings on specific maps could not attack or be attacked.  

  • Fixed an issue where players had access to battlegroups from other factions.  

  • Fixed an issue where sometimes vehicles would not rotate correctly to fire when given Attack or Attack Ground commands.

  • Fixed an issue where the icon was incorrect for auto-reinforce on Medical Stations and Field Infirmaries when de-activated

  • Fixed an issue with certain grenade abilities not going on cooldown properly after use.  

  • Fixed several issues with units being able to leave the playable map area.  

  • Heavy Machine Gunners no longer try to shoot targets that are out of range.  

  • Heavy Weapon squads are now included in unit stats at the end of a match.  

  • Improved vehicle movement and responsiveness.  

  • Many tooltips and descriptions have been updated to better reflect abilities, units, veterancy, and upgrades for greater clarity and information to the player.  

  • Fixed several tooltips and icons missing on abandoned British team weapons. 

  • Fixed a tooltip issue where the advanced Self-Repair version of the 4x4 Truck did not state 'Must be Damaged' and instead, left a blank requirement 

  • Paratrooper tooltip has been updated to reflect that paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.

  • Plane wrecks no longer have unexploded bombs attached to them.  

  • Recovery vehicles will no longer fail to repair vehicles the first time you attempt to repair a vehicle after recovering its wreck.  

  • Removed ability for units to stand behind and shoot through the closed door on second story of stone barn.  

  • Several tank turret abilities that can be fired on the move will now stop correctly if issued a stop command.  

  • Tanks no longer do a dance on bridges on the campaign map.   

  • Tier 1 battlegroup abilities no longer have a warning that they require a previous ability to be unlocked.  

  • Units no longer have the high ground while paradropped reinforcements are dropping in.  

  • Updated Line of Sight generated by capture points to be more consistent with previous CoH games.  

  • Updated rubble piles to improve pathfinding around certain key buildings.  

  • Vehicles commanded to face in a different direction will turn properly instead of driving in circles.  

  • When selecting a wrecked vehicle, the unit info card now mentions info about salvaging.  

  • When taking window positions while garrisoning a building, infantry now prioritize squad members with special or heavy weapons for better firing positions.  

  • Wrecked vehicles no longer scoot backwards before being lifted by a recovery vehicle during the recovery sequence. 

Single player 

  • British Humber "Forward Barrage" ability no longer requires specific base buildings to be alive.  

  • Churchill IV Heavy Tank call-in tooltip has been updated to reflect that it calls in ONE tank, not TWO.  

  • Convoy routes in certain single player campaign missions no longer get stuck on the mini map.  

  • Fixed an issue where the campaign call-in for Medical Half-Tracks and Medical CWTTrucks did not display their population on the ability UI.  

  • Fixed an issue where the Italian Front CMP 15cwt Truck did not have a veterancy 1 ability like its African front variant.  

  • Fixed an issue where the Italian Front CMP 15cwt Truck used the medical variant's portrait.  

  • Fixed an issue where the Stuart in certain campaign missions was using the incorrect portrait.  

  • Fixed upgrade inconsistencies between the CMP15 CWT Truck that comes towing the 17-Pounder and the one built from the Platoon Command Post  

  • US Forces Airborne Company now correctly reduces the cost of bombing runs after unlocking the Cost Reduction upgrade. 

 Italian Dynamic Campaign 

  • Added an impasse to prevent players from entering cliff rock assets placed throughout Hill Highway missions.  

  • Added description text on Supply Drop Crates  

  • Added relevant requirement text to the Heal, Repair, & Encircle abilities when out of range  

  • Adding correct portraits to Supply Drop Crates  

  • Adjusted and clarified objective text throughout the Italian Dynamic Campaign.  

  • Adjusted buildings in Salerno mission to avoid overlapping placement.  

  • Adjusted description for the following UK Artillery company abilities/upgrades to match their functionality in-game more accurately:  

  • Battle Hardened - "Raises minimum Veterancy Level of Gurkha Rifles to 2." 

  • First Class Fighting Men - "Raises minimum Veterancy Level of all infantry squads to 1."

  • Adjusted out of bounds vista to make for a smoother transition in the distance.  

  • Adjusted position of Stuka assets in Pomigliano to prevent them from appearing sunken into the ground.  

  • Adjusted the first few steps of the tutorial to restrict what the player can interact with.  

  • Adjusted timing of Conti's voiceover to not overlap with sitreps. 

  • Anti-Air Emplacements can no longer shoot at Supply Crates.  

  • Anti-Air emplacements no longer attack ships in the Italian Dynamic Campaign.  

  • Assassinate Baumann objective was autocompleting. Now the mission must be played. 

  • Adjusted the narrative objectives/dialogue in the Italian Dynamic Campaign to present less to the player on one turn. This will only be seen on new playthroughs, ongoing playthroughs will not be affected. 

  • Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal & Repair abilities.  

  • During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective,  

  • Enemy companies in the Italian Dynamic Campaign now use recon abilities more consistently.  

  • Fixed a bug in which narrative lines in the "Ice Cream" event could play out of order.  

  • Fixed a bug that caused the bombing run to fail after capturing 3 towns in the Volturno Line.  

  • Fixed a narrative bug in the "Operation Morning Glory" mission where a line's audio was assigned to the wrong character.  

  • Fixed several typos and inconsistencies in the game's text.  

  • Fixed air supremacy ability of P-47 not dealing any damage  

  • Fixed an issue in the Anzio mission where enemy units would spawn during a cutscene.  

  • Fixed an issue on certain missions where US Forces infantry were not properly displaying veterancy options.  

  • Fixed an issue that prevented description text from appearing on the "Swap Company" ability button.  

  • Fixed an issue where an affecter slot that is supposed to be empty would sometimes be occupied by the affecter from the previous skirmish/mission  

  • Fixed an issue where C-47 transport aircraft spawned in airfields and captured by companies with the "Air Support" trait were not displayed in the airfield management page.  

  • Fixed an issue where Repair and Heal cost increased on Save/Load  

  • Fixed an issue where ships moved via the "Transfer Seaports" ability could not move on following turns.  

  • Fixed an issue where some mini maps did not orient North correctly.  

  • Fixed an issue where the "Destroying the Guns" objective in the Gela mission would not complete properly before ending the mission. 

  • Fixed an issue where the Marston Mats upgrade was not correctly reducing the fuel/munitions cost of aircraft abilities on the Dynamic Campaign Map.  

  • Fixed an issue where the partisan capture ability would sometimes not do anything  

  • Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective. 

  • Fixed an issue where the Churchill Command Tank call-in did not reference the proper unit and its abilities.  

  • Fixed an issue with certain bridges not allowing vehicles to cross properly.  

  • Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.  

  • Fixed dialogue bugs in the "The Winter Line" mission in which lines were assigned to the wrong characters.  

  • Fixed objective UI language being incorrect when loading a save that was made in a different language.  

  • Fixed partisan affecter sometimes not being selectable in skirmish/mission.  

  • Fixed several issues where units could move through cliffs or rock faces.  

  • Fixed the following towns (Lesina, Altamura) from running duplicate missions that were already used elsewhere.

  • In the Enigma retrieval mission, added a small lump sum of manpower (adjusted by difficulty) when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando "fixed force" feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.    

  • German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.  

  • German Company affecters correspond with their Company Type.  

  • In the Anzio mission, aircraft can now be used without being shot down if the "Destroy AA Guns" objective was previously completed.  

  •  If a Company is within range of the target and has 0 Movement Points it should still be able to heal or repair it.Navy Salvage and Repair ability have been moved so they are no longer overlapped by other abilities  

  • Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run.  

  • Replaced Forward HQ in Defend Salerno mission with a standard Headquarters building.  

  • Some missions in the Italian Dynamic Campaign now only trigger once.  

  • The enemy territory that exists directly east of the player base in Gela now becomes player owned once the territory point to its north is captured by the player to better reflect territorial gains. Previously, it stayed enemy owned because it is not capturable and has no resources.  

  • The Foggia mission in the Italian Dynamic Campaign now correctly registers when intel has been destroyed.  

  • The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport  

  •  Updated Mignano Gap territory balance and improved southernmost engagement area to be approachable from more angles. When attacking Salerno, the British Indian Artillery company no longer starts with free veterancy on their first infantry units. 

North African Operation 

  • Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Ajdabiya and “Fire with Fire” missions  

  • Adjusted some tutorial text to include special cases when using different control profiles.  

  • Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.  

  • Fixed a narrative bug in the "The Great Ammo Robbery" mission where a line's audio was missing and assigned to the wrong character.  

  • Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.  

  • Fixed an issue where sometimes victory cinematics would play twice.  

  • Fixed an issue with subtitles not appearing at the correct time.  

  • Fixed missing Mission Failed dialog in certain campaign missions.  

  • Fixed several instances of overly zealous infantry running towards the enemy when retreating.  

  • Fixed several issues of missing voiceover dialog in campaign missions.  

  • Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.  

  • Fixed units clipping into each other during the introductory camera pan.  

  • Removed an unintended vehicle ability from the Ajdabiya mission 

Multiplayer 

  • Added missing foundation under some exterior props for German Luftwaffe Kompanie to stop them from floating if built on uneven terrain.  

  • Afrikakorps "Emergency Repair Kits" upgrade no longer works while vehicles are moving.  

  • Afrikakorps Panzerjagers no longer receive the Salvage Kit ability.   

  • British Forward Observer Barrage abilities now consistently require that a barrage not already be active.   

  • British Infantry Section's "Forward Barrage" ability no longer throws a flare but uses flares consistent with the Dingo and Humber.  

  • British Matilda II Heavy Tank will now shoot infantry with its coaxial machine gun.  

  • Afrikakorps Panzer IV and StuG G now properly provide the benefits of armory upgrades.  

  • Fixed a bug where Afrikakorps Panzer III tanks could not use their smoke launchers a second time after the ability was used once.  

  • Fixed a bug where US Forces Armored Battlegroup's "Fast Deploy" ability was not properly reducing production times.   

  • Fixed a UI issue where the Fallschirmpioneer icon would appear locked in the Battlegroup menu when Infantry Reserves was unlocked.  

  • Fixed an issue where Battlegroup Icons on the player list were incorrect.  

  • Fixed an issue where the cost for Carpet Bomb and Rocket Strafe refunded 1 CP when unlocked.  

  • Fixed an issue where the Grenadier Medkit would not heal the squad while moving  

  • Fixed an issue where the LG 40 could not be paradropped if they had 5 or less population space available.  

  • Fixed an issue with the Airborne Rally company ability was not applying bonuses correctly.   

  • Flare and Smoke cooldowns will now persist when upgrading from Scouts to Pathfinders   

  • Improved handling of disconnects while the game is loading  

  • Infantry Section "Forward Barrage" ability no longer requires specific base buildings to be alive.  

  • Killing Wehrmacht infantry now correctly updates the kill count UI.  

  • Smoke Rifle Grenade minimum range now correctly set at 15  

  • Stuart Mark Target can no longer stack.  

  • Taking the Pathfinders upgrade for Scouts in the US Forces Airborne Battlegroup now works correctly on scouts that were in the building's production queue at the time the upgrade was taken. Previously they would spawn without the extra unit in the squad.   

  • The Afrikakorps Italian Infantry Battlegroup's Cannone da 105/28 Howitzer can now shoot at its minimum range.  

  • The British Air and Sea Battlegroup's Supply Surplus ability is no longer available for other factions.  

  • The US Forces Special Operations battlegroup's "Assault Operation" ability no longer disables retreat while active.  

  • US Forces Heavy Machine Gun fighting positions no longer displays a veterancy bar.  

  • US Forces Heavy Weapons stolen by other factions now keep their veterancy abilities.  

  • US Forces Infantry Support Center's "Advanced Logistics" discount has been adjusted to be more consistent across every unit. Previously, the amount varied slightly between units.  

  • US Forces SSF Commando squad's demolition charge description updated to reflect that it is a manual rather than a timed trigger.  

  • Wehrmacht MG 42 Bunker impasse bug has been fixed. Previously it was not blocking units' pathfinding or other building's construction, leading to unintended gameplay issues, like being able to stack four bunkers for a 360° area coverage. 

Multiplayer Balance Changes 

Infantry and Mortar Flares 

  • Mortar and Infantry flare duration decreased from 30 to 15 

Loiters 

Loiters were clearly over tuned across the board, being very oppressive and offering little counterplay. We’ve toned down these abilities so that their impact is more appropriate for their costs. 

  • British Forces Anti-tank Rocket Loiter 

  • Munition cost increased from 120 to 180 

  • Typhoon rocket damage from 200 to 100 

  • Typhoon rocket count from 6 to 5 per pass 

  • Wehrmacht Luftwaffe Stuka Loiter 

  • Stuka Anti-Infantry Loiter damage from 30 to 20 

  • Stuka Anti-Tank Loiter damage against vehicles from 50 to 25 

  • Stuka Anti-Tank Loiter rate of fire from 15 to 12 

  • Afrikakorps Armored Support Anti-Tank Loiter 

  • Munition cost reduced from 225 to 180 

  • US Forces Airborne Reinforcement Loiter 

  • Fixed the ability reinforcing squad to full strength even after the ability was over 

  • Maximum number of reinforce entities from infinite to 12-15 total 

  • Munition cost increased from 80 to 150 

  • Reinforce rate dramatically reduced to 1 model replaced every 4 seconds 

US Forces

Engineer Squad 

  • US Forces Engineer squad's "Light It Up" veterancy ability can now be used without a Flamethrower. Costs 30 munitions without flamethrower upgrade.  

Pathfinders 
We have found that Pathfinders provide too much momentum and utility in the early game, allowing players to rush out the overperforming Sherman 76mm Tanks. We have made adjustments to make this build less oppressive and will be closely monitoring the strategy. 

  • Build time increased from 25 to 33  

  • Flare ability range decreased from 50 to 40 

  • Now have access to the Utility Package  

  • Flares, Rifle Smoke Grenades and Rifle Grenades now all require the Utility Package  

  • Reinforcement cost increase from 25 to 30 manpower 

  • Smoke Rifle Grenade recharge time increased from 120 to 180 

  • Upkeep per population increased from 1 to 1.25 manpower per minute 

 Scouts 

  • Build time increased from 25 to 33  

76mm Sherman 

  • AOE damage drop-off reduced to Sherman 75mm levels 

  • AOE model damage cap decreased from 4 to 3 

 
Afrikakorps

Carro Armato M13/40 Light Tank 

The M13/40 was too efficient for its timing and cost. Combined with a powerful veterancy ability and bugged ability, the M13/40 scaled to a point it could out-compete higher tier tanks. The following changes tone these factors down. 

  • AP Rounds penetration bonus from +90% to +33% 

  • Fuel cost increased from 45 to 50 

  • Italian Vanguard reload bonuses per nearby Italian unit from -10% to -5%. Reload bonus maxes out at -25% or 5 units 

  • Main Weapon rate of fire decreased from 3.2/3.5 to 3.5/4.125 seconds 

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/47-operation-sapphire-jackal-update-1-1-0-patch-notes

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MaJ v1.1.1.10612 - 2023/03/30 jeudi

Taille : ~183Mo

The focus of this hot fix is to fix blockers in Challenges along with high-rate crashes. Our team is still collecting insights from players and discussing how we plan on addressing feedback from Sapphire Jackal’s release. An additional hot fix is planned to be released next week. 

Changes 

  • Challenges can no longer be completed using Mods or Tuning Packs. However, Challenges can still be completed in Custom Games. 
  • Disabled a compatibility mode pop-up that was incorrectly appearing for some players when launching the game. 
  • Integrated additional reporting to diagnose crashes and instability relating to video drivers and compatibility mode. If you encounter crashes, please update your graphics drivers.

Bugfixes

Challenges

  • Fixed the Supply Depots Challenge by removing a requirement for the DAK faction so the challenge can be completed for any faction. 
  • The Tally Ho! Challenge now tracks progress correctly. 
  • Updated incorrect information or tip icons for some challenges.

Stability/Crashes

  • Our team fixed six instances of high-rate crashes 
  • Fixed a crash in speech system when appropriate voice line is unavailable.  
  • Fixed a crash that randomly occurred when the game window was resized. 
  • Fixed a crash when a dialogue option is chosen near the completion of the Gustav Line. 
  • Fixed three additional crashes.

Localization

  • Fixed numerous lines that were missing localization in several languages. 

Store

  • Fixed an issue where the $19.99 USD War Bonds pack was displaying the incorrect price in South Korean Won. 

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-company-of-heroes-3/threads/7722-coh3-hot-fix-1-1-1

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MaJ v1.1.2.10907 - 2023/04/05 mercredi

Taille : ~199Mo

This hot fix is meant to address several gameplay exploits and unintended unit or ability behaviors. Additionally, we have made some small adjustments to Challenges and will continue to fix and improve them based on player feedback. Our next hot fix is on target for next week. 

Gameplay Fixes

Booby Trap 

  • Afrikakorps Booby Trap Increased cost from 30 to 55 munitions 
  • Greatly reduced Boobytrap damage; damage now also tapers off from the blast point centered on the capture point  

British Forces 

  • Fixed an issue where the Black Prince could only be spawned once per game for the owning player

Flak 38 Anti-Air Emplacement 

  • Will no longer be frozen when recrewed 

M29 Weasel 

  • Fixed an issue where the M29 Weasel could spawn team weapons without spending munitions and would not go on cooldown  
  • Our team is aware that this change introduced a new bug making the team weapons dropped by the Weasel uncrewable. We hope to resolve this in our next hot fix.

Pathfinders 

  • Cancelling a Scout squad in the production queue after upgrading to Pathfinders no longer grants additional manpower over the Scout’s initial cost 
  • Scouts built before the Pathfinder upgrade was unlocked no longer spawn fully reinforced 

US Forces 

  • Fixed an issue where Assault Operation Decapture and Capture bonuses were based on the number of entities in the squad. Default value set to 300% for Capture and Decapture that is applied to the entire squad.  

Wehrmacht 

  • Fixed an issue where Breakthrough Capture and Decapture bonuses were based on the number of entities in the squad. Default value set to 200% for Capture and Decapture that is applied to the entire squad.  

Bugfixes 

Challenges 

  • The 'Wooden Shoes' challenge has been fixed and tracks/completes correctly 
  • The 'Fieldworks' challenge has been fixed and tracks/completes correctly 
  • Disabled 'No Support' and 'Battlefield Profits', while we fix these challenges  

Missions/ Campaign Map 

Anzio Annie 

  • Fixed a progression blocker where a unit would get stuck in geometry preventing the completion of the mission. 

Stability/Crashes 

  • Our team fixed two high occurrence crashes. 

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-company-of-heroes-3/threads/8906-coh3-hot-fix-1-1-2

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MaJ v1.1.3.11208 - 2023/04/11 mardi

Taille : ~217Mo

Today’s hot fix focuses on a small number of crashes and resolves the issue introduced last week with the M29 Weasel. We hope to share more news on our next major releases in the weeks ahead.   

Cosmetics 

Based on player feedback, we've added 12 Merit-earnable Rare items to the Cosmetics section of the store. They've been taken out of the Highlight rotation and are now available without a time constraint. This should provide players with more options to work towards with their earned Merit. We will be adjusting plans for future cosmetic offerings with continued player feedback. 

Fixes 

Stability/Crashes 

  • Fixed five crashes. 

Multiplayer 

  • Fixed an issue where players would sometimes start a match with the wrong battlegroups. 

Localization 

  • Improved localization on several abilities and unit descriptions. 

Gameplay Fixes 

M29 Weasel 

  • Team weapons are now generated correctly and allow infantry to pick them up.

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/9453-coh3-hotfix-1-1-3

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  • 2 weeks later...

MaJ v1.1.4.11659 - 2023/04/20 jeudi

Taille : ~228Mo

We are excited to release our first major balance update in 1.1.4. In this update, our team has focused on several key areas to tone down oppressive strategies and increase unit and strategic diversity. We will continue to monitor unit/faction performance for future updates. 

In this Update you can expect: 

  • General adjustment to balance for all factions  

  • Balance pass over Battlegroups  

  • Addressing the power of Forward Reinforcement  

  • Significant changes and boosts to Heavy Machine Guns and Anti-Tank Gun teams 

GENERAL GAMEPLAY CHANGES 

Anti-Tank Rifles 
Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles

Anti-Tank rifles are overperforming in their ability to shutdown vehicle play and engage targets while under suppression. The following changes address these cases and allow vehicles to kite Anti-Tank Rifle Units. 

  • Range decreased from 40 to 35 

  • Weapon cooldown modifier when suppressed increased by +50%

Auto-Reverse Distance 

Auto-reverse distance is being increased to reduce how often a player needs to use the Reverse ability and make it easier to back vehicles up during the heat of battle. 

  • The distance a player can now right-click to issue an automatic auto-reverse command without using the auto-reverse ability has been set from 20 to 60 

Barbed Wire 

  • Armor increased from 1 to 10  

Bunkers
Wehrmacht Bunkers & Afrikakorps Heavy Machine Gun Bunker  

  • Build times standardized to 20 seconds  

Button Abilities 

Wehrmacht Flak 30 AA Gun, US Forces M16 Multiple Gun Motor Carriage & US Forces M1919 Heavy Machine Gun Team 

Button has been overhauled to be less punishing. Buttoned vehicles can now fight back and will no longer be immobilized, allowing them to maneuver or retreat. 

  • Button no longer disables weapons 

  • Button now reduces sight by 50% and speed by 25%; speed penalty is increased to 50% on penetrating hits 

  • Duration set to 15 seconds  

  • Indicator now added when the ability is active 

  • Recharge time standardized to 120 seconds

Forward Reinforcement Times 

We have adjusted forward reinforcement to lessen the power of front-line reinforcement, especially during combat. This should dramatically lower the efficiency of forward reinforcing, making it less oppressive in larger games. 

  • Reinforcement time of in-combat units located +45m away from the HQ increased by +100% for a total of +200%  

  • Reinforcement time of units located +45m away from the HQ increased by +100%  

Mobile Anti-Tank Guns 

Anti-tank guns are seeing improvements across the board, increasing their reliability and performance against vehicles. Additionally, we have implemented key adjustments to minimize the frequency of shells striking the terrain ensuring a more consistent performance at long ranges. 

  • Will hit objects and terrain significantly less 

  • Horizontal traverse speed increased from 16 to 24 

  • Aim-time decreased from 0.5 to 0.125  

  • Build times standardized to 40 seconds 

  • Reinforcement time standardized to 5 seconds 

  • Accuracy at long-range increased by 7%  

Mobile Heavy Machine Guns 

Heavy Machine Guns are seeing improvements across the board to address their unreliability in their anti-infantry / or “anti-blob” role. 

  • Cost standardized to 240 manpower 

  • Crew health increased from 80 to 90  

  • Horizontal traverse speed increased from 35 to 50 

  • Infantry now become pinned around 17% faster 

  • Reinforcement time standardized to 5 seconds 

  • Suppression radius increased from 13 to 15 

  • Suppression recovery now takes 3 seconds longer 

Smoke 

Reducing smoke duration serves two purposes: reducing stall times for units contesting capture points while hiding into smoke and decreasing smoke effectiveness when countering Heavy Machine Guns. 

  • Smoke duration decreased from 30 to 20 seconds 

Snipers 

We are reducing the effectiveness of snipers when operating independently. They will now require spotters to utilize their full range and are more vulnerable to incoming fire. Furthermore, these units will now fire marginally slower. 

  • Aim-times standardized to 1.75 seconds  

  • Target size increased from 1.33 to 1.5  

  • Vision range decreased from 45 to 35 

  • Weapon cooldown increased from 3.5 to 3.75/3.825 seconds 

 FACTION CHANGES 

US Forces 

US Forces continues to struggle in team game modes where many of their advantages are less pronounced. Our focus for this patch has been to improve their mid-game options, reduce the price of certain upgrades, and strengthen their light vehicle play.  

 

4x4 Truck 

  • 30cal machine gun lethality increased by 13%  

  • Self-repair speed increased from 8 to 12 

  • Self-repair duration increased from 10 to 15 

  • Veteran ability Capture and Decapture speed increased from 100% to 125%  

Advanced Logistics 

  • Manpower cost reduced from 250 to 200  

Assault Engineers 

  • Reinforcement cost decreased from 25 to 23  

Bazooka Team 

  • The Destroy Obstacles ability damage penalty against infantry is increased from 25% to 75% 

  • White Phosphorus Rocket ability cost increased from 25 to 35 munitions  

Engineer 

  • Reinforcement cost decreased from 25 to 23  

Grenade Package 

  • Fuel cost decreased from 25 to 15 

  • Research time decreased from 30 to 25 seconds 

High Velocity Armor Piercing Rounds
M4A3E8 Sherman & M18 Hellcat  

  • Can no longer pierce through shot-blocking obstacles 

  • HVAP rounds now use the reload times of the parent vehicle’s main weapon, this is a general reload time decrease of 1 second resulting in increased rate of fire  

M3 75mm Gun Motor Carriage 

We have adjusted the M3 75mm Gun Motor Carriage to be geared to destroying lighter vehicles and providing fire support against units like dug-in infantry and Heavy Machine Guns. 

  • Aim-time decreased from 1 to 0.125  

  • Barrage range decreased from 60 to 50  

  • Barrage recharge decreased from 70 to 45 seconds 

  • Penetration decreased from 300/250/220 to 200/160/140 

  • Reload time decreased from 4/4.5 to 3.75 seconds 

  • Rotation rate increased from 30 to 50  

M3 Half-track 

  • Conversion to M3 75mm Gun Motor Carriage decreased from 75 to 60 munitions  

  • Manpower cost decreased from 270 to 250 

  • Non-converted form now gains Shared Veterancy  

M4 Sherman 105mm Dozer 

  • Manpower cost decreased from 420 to 400  

M8 Greyhound  

These changes are intended to increase the Greyhound’s performance against infantry in open terrain. 

  • .30cal Coaxial Machine Gun lethality increased by 10% at all ranges 

  • .50cal Pintle Machine Gun lethality increased by 20% at all ranges 

  • Speed increased from 6.4 to 6.75 

M8 Scott 

  • Barrage minimum range decreased from 15 to 10  

  • Cost decreased from 320 manpower and 60 fuel to 280 manpower and 50 fuel 

  • High Explosive Barrage reload time decreased from 3/4 to 2/2.75 seconds 

  • Horizontal weapon traverse speed increased from 30 to 45  

  • Reload time decreased from 4.5 to 3.5/4 seconds 

  • Vertical weapon traverse speed increased from 10 to 15 

M16 Multiple Gun Motor Carriage 

  • Armor decreased from 12.5/9.375/6 to 10/7/5 

  • Can now use the Prioritize Vehicles ability 

  • Damage against aircraft decreased by -77.5% 

  • Weapon penetration decreased from 2.5/2/1.5 to 2.5/1.5/1.25 

M24 Chaffee Light Tank 

These changes will make the unit more effective at hunting down other light vehicles, give it better maneuverability to flank heavier vehicles, and disengaging from enemy threats. 

  • Acceleration from 2.5 to 3.5 

  • Deceleration from 3.5 to 5.5  

  • Manpower cost reduced from 320 to 300 

  • Now has medium vehicle pathing and medium crush 

  • Rotation rate from 35 to 40 

  • Reload time decreased from 3.875/4.375 to 3.5/4 seconds 

  • Speed from 5.5 to 6.5 

M1918 Browning Automatic Rifles 

  • Research time decreased from 45 to 30 seconds  

M1919 Heavy Machine Gun Team 

  • Build time decreased from 45 to 30 

Riflemen 

Pour it On’Em has received a heavy adjustment to its suppression. Previously, it allowed Riflemen to win all infantry engagements through suppression while also receiving a damage boost. Browning Automatic Rifles have also had their accuracy slightly increased to improve their effectiveness at range. 

  • Browning Automatic Rifle long-range lethality increased by 15%  

  • Browning Automatic Rifle mid-range lethality increased by 5%  

  • Pour it On’Em Ability 

  • Area suppression removed 

  • Recharge time from 120 seconds to 180 seconds 

  • Weapon suppression adjusted; changes are a general decrease 

  • Browning Automatic Rifle suppression decreased from 0.005 to 0.003  

  • Garand Rifle suppression increased from 0.005 to 0.0075 

  • Thompson SMG suppression decreased from 0.01 to 0.00075 

Survival Training 

  • Fuel cost decreased from 80 to 50  

  • Health increase now applies to team weapon crews  

M4A3E8 Sherman 

To differentiate the Easy Eight from regular 76mm Shermans, the High-Velocity Armor Piercing Rounds ability now comes as default, while also retaining the regular Sherman veterancy abilities, giving the tank excellent flexibility and options. 

  • High-Velocity Armor Piercing Rounds veteran ability is now a default ability 

  • Veterancy abilities changed to the match standard M4A1 Sherman – High Explosive Rounds and White Phosphorous Rounds  

Sherman Whizbang 

  • Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel 

  • Population cost decreased from 14 to 13 

US Forces Battlegroups  

Armored Battlegroup 

  • Rapid Production Command Point cost decreased from 1 to 0 

  • Seek and Destroy Command Point cost increased from 2 to 3 

  • Strength in Steel Command Point cost decreased from 2 to 1 

Field Repairs 

Field Repairs has been reworked to be easier to use and have a greater impact. 

  • Ability duration increased from 30 to 45 seconds 

  • Health restored per second increased from 11 to 20 

  • Munitions cost decreased from 125 to 100 

  • Will now activate if the vehicle is on the move 

M4A3E8 Sherman Combat Group 

The cost of the combat group has been significantly reduced to better reflect the capabilities of the Sherman Easy Eight, its timing, and its position in the Battlegroup.  

  • Cost decreased from 800 manpower and 120 fuel to 640 manpower and 100 fuel 

  • Command Point cost decreased from 8 to 7 

  •  The Sherman Easy Eight will now enter the field carrying a Veteran Level 1 Assault Engineer Squad instead of the standard Rifleman Squad 

Special Operations Battlegroup 

  • Sherman Whizbang Command Point cost decreased from 6 to 5 

  

Wehrmacht 

The Wehrmacht is receiving boosts to its early game with improvements focused on the Panzergrenadier Kompanie to increase build and composition diversity. We are also addressing the dominance of Jägers across all game modes. 


251 Medium Carrier 

  • Conversion to Stummel cost decreased from 90 to 60 munitions 

  • Non-converted form now gains Shared Veterancy 

  • Riegel Mines now properly camouflage and trigger 

  • Riegel Mine damage increased from 300 to 500 

  • Riegel Mine deployment time from 11.5 seconds to 7.5 seconds  

Armored Car 221 

  • Cost decreased from 280 manpower and 30 fuel to 220 manpower and 25 fuel 

  • Panzerbusche mid-range accuracy increased by 18% 

  • Panzerbusche far-range accuracy increased by 43% 

  • Speed increased from 6 to 7.75  

Fallschirmjaeger 

  • FG 42 ready-aim time from 0.125 to 0.5/1  

Fallschirmpioneers 

  • Reinforcement cost increased from 28 to 30 manpower 

Flak 30 20mm Anti-Air Gun 

  • Build time decreased from 50 to 45 seconds 

Grenadiers 

Grenadiers have received several adjustments to slightly improve their performance, so they are in-line with other early game infantry. 

  • Assault Package cost from 45 to 50 munitions 

  • Assault Package Sprint ability munition cost removed 

  • Sprint recharge time increased from 35 to 180 

  • Manpower cost decreased from 270 to 260 

  • Medical kit healing duration increased from 15 to 30 seconds  

  • Medical kit healing rate per second reduced from 8 to 6 

  • Veterancy Level 2 accuracy bonus multiplier increased from 10% to 15%  

  • Veterancy requirements decreased from 900/2700/5400 to 800/2400/4800  

Hulldown Ability 

This ability now has a delayed activation to prevent immediate defensive boosts.  

  • Hulldown bonuses are activated 10 seconds after the ability is triggered.  

  • An indicator was added to represent the countdown before the bonus triggers. 

Jäger Light Infantry 

The Panzerschreck Jägers high flexibility, powerful base stats, and superior anti-tank capabilities have made them dominant in all modes. We are shaving off a significant amount of power from the unupgraded Jäger and Panzerschreck Jägers, emphasizing tradeoffs when opting out of the Reconnaissance Package. 

  • Capture and decapture rate decreased from 150%/125% to 133%/100%  

  • Smoke grenade range decreased from 45 to 35 

  • Sight reduced from 42 to 35 

  • Reconnaissance Package now increases vision by +7 and capture and decapture rate back to 150%/125%  

Panzerschreck  

  • Accuracy against infantry decreased by 50% 

  • Area of effect damage removed 

  • Long-range aim-time multiplier increased from +50% to +100%  

  • Ready-aim time increased from 1/1.25 to 1.25/1.5 seconds 

  • Scatter increased; rockets should no longer reliably scatter into vehicles at longer ranges  

Marder III M Tank Destroyer 

  • Long range accuracy increased by 20%  

MG 42 Heavy Machine Gun Team 

  • Build time decreased from 26 to 25 

Officer Quarters Upgrades
Infanterie Kompanie, Luftwaffe Kompanie, Panzergrenadier Kompanie & Panzer Kompanie

  • Research time decreased from 45 to 30 seconds

Panzer IV Command Tank 

  • Acceleration increased from 1.9 to 2.5 

  • Deceleration increased from 3 to 4 

  • Speed increased from 5 to 5.5  

Panzergrenadier Squad 

  • Manpower cost decreased from 360 to 340 

StuG III G Assault Gun 

We have made major changes to the StuG III to make the vehicle more attractive in larger and later games where it was unreliable at fighting enemy armor. 

  • Acceleration increased from 1.9 to 2.67 

  • Cost adjusted from 360 manpower and 50 fuel to 300 manpower and 60 fuel 

  • Deceleration increased from 3 to 4 

  • Long-range accuracy increased from 0.045 to 0.0475  

  • Rotation rate increased from 30 to 40 

  • Reload time decreased from 4/4.5 to 3.5/4 seconds 

  • Weapon penetration increased from 180/140/110 to 250/180/140  

Stosstruppen 

Stosstruppen have received a number of improvements to make them the premiere anti-infantry squad for their cost and timing. 

  • Armor increased from 1 to 1.25 

  • Overall DPS output increased by 13% 

  • G43 accuracy increased from 62% / 61%/ 57% to 70% / 67% / 64% 

  • G43 now properly reloads after 10 rounds fired, not 9 

  • LMG accuracy from 46%/ 45%/ 40% to 48% / 47% / 44% 

  • LMG will no longer spread damage on the targeted squads but instead focus down individual entities 

  • Reinforcement cost increased from 39 to 40  

StuG III D Assault Gun (Short Barreled) 

  • Acceleration increased from 1.9 to 2.67 

  • Deceleration increased from 3 to 4  

  • Rotation rate increased from 30 to 40  

Stummel Half-track 

The Stummel has been adjusted to make it a more effective fire-support unit against infantry through increased range and area of effect damage. 

  • Auto-fire range increased from 40 to 45 

  • Auto-fire minimum range removed 

  • Area of Effect radius from 5 to 6 

  • Area of Effect damage increased from 33% / 25% / 15% to 35 % / 25% / 20% 

  • Penetration for barrage and auto-fire standardized to 20 

Sturmpanzer IV Brummbar  

  • Build time decreased from 55 to 45 seconds  

  • Cost decreased from 440 manpower and 120 fuel to 440 manpower and 110 fuel 

  • Rotation rate increased from 25 to 28 

  • Reload time decreased from 8.25 to 6/6.25 seconds 

  • Speed increased from 4 to 4.25 

Wespe Self-Propelled Gun 

  • Barrage recharge time reduced from 60 to 45 seconds 

  • Creeping Barrage recharge time reduced from 180 to 70 seconds 

Wehrmacht Battlegroups  

Breakthrough Battlegroup 

Panzer IV Command Tank 

  • Command Point cost reduced from 4 to 2 

Luftwaffe Battlegroup 

Luftwaffe is adjusted to be in-line with the other battlegroups.  

  • Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree 

Fallschirmjager Paradrop 

  • Manpower cost increased from 340 to 380  

Fallschirmpioneer Paradrop 

  • Manpower cost increased from 260 to 280  

  • Recharge time increased from 60 to 75 seconds 

Mechanized Battlegroup 

  • 8 Rad Armored Car Command Point cost reduced from 3 to 2 

  • Stosstruppen Assault Package Command Point cost reduced from 2 to 1 

  • StuG III D Assault Group Command Point cost reduced from 4 to 3 

Mechanized Assault 

  • Munition cost increased from 80 to 120 

  

British Forces 

The British Forces’ dominance with massed infantry backed by powerful upgrades led to oppressive gameplay and reduced build and unit diversity. We have significantly reduced the effectiveness of these strategies, requiring the faction to rely on combined arms to get the most out of their units. 

Bishop Self-propelled Gun 

  • Barrage recharge time increased from 30 to 45 seconds  

B.L. 5.5 Inch Artillery Emplacement 

  • Build time decreased from 70 seconds to 40 seconds  

Centaur 

The Centaur has been improved to push the unit towards a mobile anti-infantry vehicle that deals steady damage to infantry, while being able to disengage from most threats. 

  • Area of Effect radius increased from 4 to 6  

  • Cost decreased from 380 manpower and 80 fuel to 360 manpower and 75 fuel 

  • Horizontal traverse speed increased from 25 to 50 

  • Reload speed decreased 6 to 4.5 seconds 

  • Smoke Shot veteran ability now only fires 1 round 

  • Speed increased from 5.2 to 6  

CMP15 CWT AA Truck 

We have adjusted the CMP15 CWT AA Truck to primarily be geared to shooting down aircraft. We will be revisiting this unit in future updates. 

  • Anti-aircraft range bonus from +600% to +1000%  

  • Horizontal traverse speed increased from 120 to 160  

  • Now deals +50% extra damage against aircraft 

  • Range reduced from 45 to 40  

Commando Light Machine Gun Section 

  • Manpower cost reduced from 350 to 320 

  • Population cost reduced from 9 to 8 

Commandos 

  • Reinforcement cost decreased from 40 to 31 

Crusader II 

Fuel has been increased to better reflect the performance of the Crusader. 

  • Fuel cost increased from 60 to 70  

Dingo 

  • Coordinate Barrage and Decoy Flare range decreased from 60 to 45 

  • Coordinated Barrage cost decreased from 45 to 35 munitions  

  • Distribute Medical Supplies duration increased from 15 to 45 seconds 

  • Distribute Medical Supplies recharge time decreased from 180 to 120  

Infantry Section 

The following change now forces Infantry Sections to be in cover to gain their veterancy 1 ability bonuses, making them less effective when in the open. 

  • Base of Fire passive veteran ability now requires the unit to be in cover to activate 

  • Coordinated Barrage cost decreased from 45 to 35 munitions  

Matilda II Heavy Tank 

  • Population cost reduced from 14 to 13  

Royal Engineer Section 

  • Build time increased from 16 to 20 seconds  

Training Center Upgrades 

The Training Center provided excessive value for its cost, could be confusing for players and enabled Veteran British units to heavily out scale their opponents. We have streamlined the combat bonuses to only apply once and removed the damage bonus. This significant reduction should maintain British units’ early-to-mid game power but result in a noticeable drop in late-game scaling. 

  • Combat bonuses now only apply once to units with at least 1 level of Veterancy 

  • Damage bonuses from all upgrades removed 

  • Upgrades buff no longer stacks per veterancy level. It is now a consistent 10% bonus that is applied only once 

Vicker Heavy Machine Gun Team 

  • Build time decreased from 41 to 30 seconds 

British Forces Battlegroups 

Air and Sea Battlegroup 

  • Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5  

  • Incendiary Bombing Run Command Point cost increased from 1 to 3 

Naval Blockade 

  • Duration reduced from 60 to 30 seconds 

  • Munitions cost reduced from 80 to 50 

British Armoured 

  • Churchill Black Prince Command Point cost increased from 6 to 7 

Indian Artillery 

These changes to the Battlegroup better reflect the power of Volunteer Infantry and its role as a middle to late game option that requires the player to commit to the end of the Battlegroup tree. 

  • War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged 

4.2 Inch Heavy Mortar 

  • Cost increased from 440 manpower to 440 manpower and 20 fuel 

Perimeter Monitor 

  • Perimeter Monitor Cost increased from 150 to 225 munitions 

Afrikakorps 

The Afrikakorps were oppressive in its middle and late game while also being overly vulnerable early on. We are making minor adjustments to even this out by strengthening its early game and reducing the power of their Armory upgrades.  

 

250 Light Carrier 

These changes should allow Afrikakorps players to delay building dedicated healing. 

  • 20mm autocannon conversion cost reduced from 75 to 60 munitions  

  • Build time reduced from 40 to 35 seconds 

  • Distribute Medical Supplies duration increased from 15 to 45 seconds 

  • Distribute Medical Supplies recharge time decreased from 180 to 120  

Advanced Field Repairs 

  • Manpower cost reduced from 250 to 200   

Booby Trap  

  • Armor reduced from 35 to 1  

Emergency Repair Kits 

  • Manpower cost increased from 250 to 325  

Fire Support Elements 

  • Cost reduced from 150 manpower and 45 fuel to 100 manpower and 40 fuel 

Flak 36 88mm Anti-Tank Gun 

  • Build time increased from 30 to 45 seconds  

Flakvierling Half-track 

The Flakvierling Half-track is having its effectiveness increased to better reflect its timing and role as a low durability, but high firepower unit. 

  • Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36% 

  • Angle scatter reduced from 8 to 3  

  • Burst duration increased from 1.75/2.5 to 3.5/4 seconds 

  • Weapon cooldown reduced 2/2.5 to 1.5 seconds 

  • Weapon long-range cooldown multiplier increased by 50% 

Guastatori 

Guastatori have been adjusted to remove their anti-vehicle snare, focusing their role as an anti-infantry and anti-garrison unit. Their cost has been reduced to reflect this. 

  • Anti-tank satchel ability removed  

  • Manpower cost reduced from 440 to 400 

  • Now able to plant regular mines 

  • T.35 Gas Mask ability now requires Veteran Level 1  

Kradschutzen Motorcycle Team 

Build times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers. 

  • Build time reduced from 35 to 30 seconds  

L6/40  

The armor of the L6/40 has been increased, pushing this unit towards a low health vehicle that is immune to Heavy Machine Guns and small arms. 

  • Armor increased from 40/20/15 to 50/40/25 

  • Flamethrower munition cost reduced from 75 to 50  

Le.IG 18 Support Gun 

  • Build time reduced from 61 to 45 seconds  

MG 34 HMG Team 

  • Build time set to 30 seconds  

Pak 38 Anti-Tank Gun Team 

  • Manpower cost reduced from 290 to 260  

Panzerjaeger 

  • Panzerjaeger Tear Gas Shot ability no longer creates a White Phosphorous Cloud explosion effect. The performance is unaffected.  

Panzergrenadier Squad 

Build times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers. 

  • Build time reduced from 25 to 20 seconds  

Rapid Advance 

  • Rapid Advance manpower cost increased from 250 to 325  

StuG III D Assault Gun 

  • Acceleration increased from 2.5 to 2.67  

  • Deceleration increased from 3 to 4  

  • Rotation rate increased from 30 to 40 

  • Support Advance ability range reduced from 60 to 45 

  • Support Advance ability toggle recharge now from 0 to 5  

Tungsten Rounds 

Tungsten Rounds is having its damage bonus removed as they added too much passive power for Afrikakorps vehicles against infantry and vehicles. Penetration bonuses have been slightly increased to compensate. 

  • Damage bonus removed 

  • Penetration bonus increased from 20% to 25%  

Vehicle Survival Package  

We are lowering the durability bonus so most vehicles, when combined with Emergency Repair Kits, can survive one additional hit rather than two. 

  • Health bonus reduced from 80 to 40 

Afrikakorps battlegroups 

Armored Support  

  • Assault Salvage Command Point cost reduced from 3 to 2  

  • Panzer III Flame Tank Command Point cost increased from 3 to 4  

  • Panzer Storm Command Point cost reduced from 3 to 2  

  • Superior Fire Drills Command Point cost reduced from 2 to 1  

  • Stuka Anti-Tank Loiter Command point increased from 3 to 5 

  • Veteran Gunners Command Point cost reduced from 2 to 1  

Italian Combined Arms  

  • Force Recon Command Point cost reduced from 2 to 1 

  • Secure Location Command Point cost reduced from 2 to 1 

Bug Fixes 

  • Dingo is now properly affected by Training Center upgrades  

  • Fixed an issue where all Marders would take additional damage on rear-hits 

  • Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs  

  • Fixed an issue where mines would suppress retreating units 

  • Fixed an issue where Paratrooper carbines did not ignore cover at short-range

  • Fixed an issue where the Commando Grenade had minimum range 

  • Fixed an issue where the Training Center Upgrades would not apply 

  • Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart  

  • Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles 

  • Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns 

  • Riegel Mines now properly camouflage and trigger 

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/9841-coh3-balance-update-1-1-4

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  • 1 month later...

MaJ v1.1.5.13943 (Brass Leopard) - 2023/06/06 mardi

Taille : ~691Mo

This update focuses on several quality-of-life improvements, gameplay changes, bug fixes and more. We feel these changes should provide many iterative improvements to the overall feel and experience of CoH3. You can find all of the changes below, or an overview here, along with a video summary here.

In this update, you will find the following:

Audio improvements
  • Additional intel warnings
  • New sound effects audio mixes
Gameplay feature improvements
  • Camera height
  • Event cues
  • Player names and colors
Gameplay changes
  • Plane and loiter changes
  • Mignano Gap and Gazala Landing Ground map fixes
A new 3 vs 3 map available in:
  • Skirmish
  • Custom games
  • Co-Op vs AI
Several improvements to the single player experience
  • Italian campaign bug fixes
NEW CONTENT
 
Catania Crossing - 3 vs 3 Map

Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes.

  • A return to classic CoH bridge maps, based on the Allied Landings in Sicily.
  • Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.
GAMEPLAY CHANGES
 
Audio
 
British Forces – War Cry ability
  • All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.
 
Camera
  • The camera now allows players to zoom out an additional 5 meters using the scroll wheel increasing the overall zoom level.
 
Event Cues
  • Event Cues are now aligned over top of the minimap.
  • Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.
  • Event Cues now allow players to click and select units behind them.
  • Event Cues are now limited to how many can display on screen at the same time
  • The background transparency of Event Cues has been reduced to improve readability


Event Cues lifetime on screen will adapt based on player interaction. Event Cues that are not interacted with will be unchanged. Event Cues that are clicked will be considered “seen” and their total lifetime will be reduced by 5 seconds. For example:

  • A ‘grenade incoming’ event cue appears on screen. The player clicks on it after 10 seconds, the event cue immediately disappears as its total lifetime has been reduced to 5 seconds when becoming ‘seen’.
  • The same event cue appears on screen again, this time the player clicks on it after 1 second: the event cue will be considered ‘seen' and will remain for 4 more seconds, as its total lifetime has been reduced to 5 seconds.
Maps
 
Gazala Landing Ground
  • Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.
Mignano Gap
  • Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles
  • Removed cover from Greek staircases to prevent unintended balance issues.
  • Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.
Planes

The intent of the changes to airplanes and loiters is to deliver more believable-looking visuals along with better responsiveness and game feel. When a player clicks, it’s essential that the feedback on the ability be more immediate. As always, we are looking into new ways to bring you an immersive experience, so we’ve adjusted the visuals and deformation on airplane crashes, dives, and projectile speeds.

Standardized airplane arrival times:

  • Utility based airplanes (includes smoke & recon runs): 3 seconds
  • Strafing runs: 5 seconds
  • Bombing runs: 7 seconds
  • Airplanes now start their dives earlier to allow for a less aggressive angle.
  • Airplanes speed increase while loitering from 36 m/s to 72 m/s.
  • Airplanes turn angles are increased from 25 degrees to 60 degrees.
  • Adjusted Airplane crashes to create deformation and include a new effect.
  • Adjusted Airplane crashes to damage environmental objects.
  • Adjusted Airplane debris to last longer.
  • Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.
  • Adjusted Airplane abilities flares to match the center of the ability reticule.
  • Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)
  • Airplanes performing paradrop abilities are now invincible.
  • Airplanes performing Mark Target abilities now show a proper indicator on the target.

 

Airplane Weapon & Projectile Changes
  • Adjusted projectile speeds overall to be 2x to 3x times faster.
  • Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.
  • Adjusted deformation to better match the area of effect of some of the explosions.
  • Adjusted strafing runs to have an area of effect of 45m length.
  • Adjusted strafing runs to cover the area within 1s as opposed to 3s.

 

Loiter changes
  • Loiters no longer acquire new targets in base sectors.
  • Loiters now display a ground indicator that reflects the target acquisition area.
  • Loiters now display an indicator on top of the unit they are targeting.
  • Loiters now properly display the time left for the ability to end.
  • Loiters now take longer in between passes.

 

Afrikakorps
  • Stuka Dive Bomb munition cost from 250 to 150.

 

Wehrmacht
  • Fragmentation Bomb now drops 6 bombs instead of 4.
  • Fragmentation Bomb now has two airplanes in formation.

 

Plane bug fixes
  • Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.
  • Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.
  • Various Audio fixes missing voiceovers in different airplane abilities.

 

Player Names
  • A new bindable hotkey has been added to the Controls settings, allowing players to customize the button to temporarily toggle player names. Default has been set to CTRL.
  • A toggle for player names has been added to the game settings both while in a match and in the main menu
  • ON: Player names will be permanently displayed under the unit decorator.
  • OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey.
  • Player names will be displayed on unit information cards.
  • Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.

 

Unique team / player colors
  • Team and Unique colors now apply to player names.
  • Team and Unique colors now apply to units' health bars on the unit cards.
  • Territory point flag and capture UI now uses team colors rather than unique colors.

 

Player List
  • Added a tooltip when hovering with the mouse on Battlegroups in the Player List, containing the Battlegroup name and a brief description.
  • All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.
  • Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.
  • Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.

 

Bugfixes & improvements
  • Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.
  • Fixed an issue with the main menu background not appearing.
  • Improved indication of resolution on the settings screen when borderless Fullscreen window mode is selected.
  • Improved mouse compatibility and clamping while in windowed mode.
  • Textbox now properly displays when chatting with friends.

 

Audio
  • Added a new sound effect to campaign map captures.
  • Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.
  • Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.
  • Capture point now always plays capture sound when neutralized.
  • Fixed audio sound effects when capture points are neutralized.
  • Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.
  • Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.
  • Paratrooper Squad's M1 Carbine now uses unique firing sound effects.
  • Recon ability sound effects will no longer be heard in the fog of war.
  • The Humber 15mm turret's sound effect now correctly matches fire rate and animation.
  • US Forces halftracks now uses different audio after being upgraded.
  • US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.
  • Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.

 

Voice over
  • Fixed silent voice over line at the end of the Defend Potenza mission.
  • Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.
  • M2A1 Howitzers now has working voice over lines.
  • Refined the voiceover selection logic to reduce the repetition of memorable lines.
  • Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.
  • Victory and Defeat screen voiceover will now always play.

 

Art
  • Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!
  • Anzio Annie crew now stands on the gun, where they should be.
  • British Forces M1 Pack Howitzer Team now uses the correct models and portrait.
  • Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.
  • CWT AA Mount seat no longer clips through benches.
  • Fixed smoke trails to match team colors.
  • Flame attacks correctly apply charring to vehicles.
  • Heavy machine guns no longer floats when the M8 Greyhound is destroyed.
  • Kattenkrad Recon Vehicle now produces debris when destroyed.
  • US Forces M1 carbine now uses the correct semi-automatic animation.

 

Gameplay
  • Fixed a scaling issue where unit paths would be the wrong size on the minimap.
  • Fixed an issue where the cover dots indicators would be rendered floating in the air.
  • Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.
  • Fixed an issue where the minimap did not orient north correctly.
  • Fixed an issue where units got stuck when trying to exit certain buildings while retreating.
  • Fixed an issue with some environmental vehicles being targetable as if they were enemies.
  • Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.
  • Fixed several instances of overly zealous infantry running towards the enemy when retreating.
  • Fixed several issues related to bridges not correctly having cover.
  • Loiter planes no longer disappear off map while performing abilities.
  • Updated Line of Sight generated by capture points to be more consistent with past CoH games.

 

Localization
  • Added Japanese text display improvements.
  • Adjusted and simplified tooltip text throughout the game.
  • Fixed several typos and inconsistencies in texts.
  • Fixed an issue with subtitles in Campaign not appearing at the correct time.
  • Improved localization in all languages and integrated missing translations.

 

Maps
  • Added missing cover to several objects in the environment.
  • Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.
  • Fixed an issue where certain buildings would make units garrisoned inside invincible.
  • Fixed an issue where territory lines did not display correctly on stairs.
  • Fixed missing collision on large standing fuel container on L'Aquila map.
  • Fixed several issues with indestructible hedges.
  • Fixed several issues with small objects taking up too much space and blocking unit movement.
  • Updated balustrades to provide cover as expected (identically to stone walls).
  • Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.
  • Updated map edge visuals on Torrente, including railway tunnel and rail lines.
  • Improved width of impasse around some cliff areas across multiple maps to reduce clipping.

 

Modding tools improvements & bug fixes
  • Added first ability archetype “equip_and_fire_weapon”. This archetype is intended primarily for infantry to replicate the functionality of abilities such as grenades or panzerfausts. It will equip a weapon of the chosen name or hardpoint index and fire it X times at the target. The caster entity(ies) must have the weapon assigned to that hardpoint in order to cast.
  • Introduced “custom properties”, which allow modders to adjust the variables that will be read by state tree scripts to allow variations of existing ability archetypes. Custom properties are only used for a specific ability state tree script, however any ability that references that state tree script can re-use the same variable names to create the same effect.
  • Introduced the concept of an “ability archetype” -- These are template abilities that can be cloned to easily create variations using custom properties. For now, this is just the “equip_and_fire_weapon” ability with the potential to release more in the future. Previously, if you modded an ability like the rifleman’s grenade, it could only ever throw that specific grenade. Now a modder could adjust which weapon to swap in and how many shots to fire by copying the equip_and_fire_weapon ability and changing those properties.
  • It will also be possible to use custom properties to adjust values on some of the abilities that do not yet have a formal archetype created, such as any of the flight abilities we reworked this patch and abilities such as Repair, which now exposes several tuning handles to adjust the repair amount.
  • Tuning pack mods can now have their files reference each other without crashing on load
  • Updated the default atmosphere to the latest day lighting version, this should improve the modding experience with default settings.

 

Performance
  • Fixed a crash that would sometimes occur when skipping a cutscene.
  • Fixed an issue where capped fps was higher (by as much as 10fps) than the set cap due to sometime not being accumulated frame-to-frame.
  • Reduced memory increases across missions.

 

Single Player
  • Fixed an issue that caused some objectives to be started multiple times.
  • Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.
  • Fixed a crash that sometimes happened when loading a save game.
  • Fixed mission failed dialog in certain campaign missions.
  • Fixed several issues of missing voiceover dialog in campaign missions.
  • Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.

 

Dynamic Italian Campaign
  • AA Emplacements can no longer shoot at Supply Crates.
  • AA emplacements no longer attack ships in the single player campaign.
  • Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.
  • Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.
  • Adding correct portraits to Supply Drop Crates.
  • Displaying correct description text on Supply drop Crates.
  • Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:
  • Battle Hardened - Raises minimum Veterancy Level of Gurkha Rifles to 2.
  • First Class Fighting Men - Raises minimum Veterancy Level of all infantry squads to 1.
  • Adjusted out of bounds vista in Salerno to make for a smoother transition in the distance.
  • Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.
  • Assassinate Baumann object will no longer auto-complete and the mission can be played.
  • Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.
  • Combat music no longer starts immediately after intro to the Pomigliano airfield mission.
  • Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.
  • Disabled the forward artillery ability in Salerno until the player gets access to a base.
  • During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective.
  • Enemy companies in the single player campaign now use recon abilities more consistently.
  • Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.
  • Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.
  • Fixed a bug in which narrative lines in the Ice Cream event could play out of order.
  • Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.
  • Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.
  • Fixed a narrative bug in the The Great Ammo Robbery mission where a line's audio was missing and assigned to the wrong character.
  • Fixed an issue causing input to be blocked when exiting loading screens in certain cases
  • Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.
  • Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.
  • Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.
  • Fixed an issue where Partisan capture ability would sometimes not do anything
  • Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.
  • Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.
  • Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn
  • Fixed an issue with certain bridges on River Crossing Rescue not allowing vehicles to cross properly.
  • Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.
  • Fixed German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.
  • Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.
  • Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.
  • Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.
  • Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.
  • Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.
  • Fixed an issue with the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.
  • Fixed lighting on battleships.
  • Fixed Partisan support ability sometimes not being selectable in skirmish/mission
  • Fixed post mission death animations for defending company playing on top of the initiating company
  • German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.
  • German Company affecters/icons correspond with their Company Type
  • In the Anzio mission, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.
  • In the Enigma retrieval mission, added a small lump sum of manpower when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando fixed force feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.
  • Italian Campaign Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.
  • Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities
  • Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.
  • Repair and Heal cost no longer increase on Save/Load
  • Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.
  • Smoothed airplane turning for certain bombing run and supply run abilities.
  • Some missions in the Italian campaign now only trigger once.
  • The enemy territory that exists directly East of the player base in Gela now becomes player owned once the territory point to its north is captured by the player.
  • The Foggia mission now correctly registers when intel has been destroyed.
  • The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.
  • The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport
  • Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.

 

North African Operation
  • Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.
  • Finale Mission - Fixed units clipping into each other during the introductory camera pan.
  • Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.
  • Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.
  • Fixed an issue where sometimes victory cinematics at Tobruk would play twice.
  • Updated minor timing issues with camera sequences.

 

Skirmish
  • The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.

 

Tutorial
  • Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.
  • Fixed a minelaying tutorial tooltip staying active indefinitely.
  • Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.
  • Fixed an issue that prevented some hint messages from appearing.
  • Minor additional instruction hint added to the aid post tutorial sequence.

 

Stability
  • Improved desync handling to only remove the desynced player allowing the match to continue.
  • Fixed a crash that occurred when a voice over line was unavailable.
  • Fixed a frequent Italy Campaign crash triggered by a deleted capture point.

 

Store / Cosmetics
  • All soldiers in Captain's Retinue squad will get appropriate cosmetics instead of just the Captain.
  • Fixed a bug where the granted item window does not show the correct rarity color.
  • Winter Tundra Panzer IV’s turret accessories no longer flicker.
  • Winter Tundra Wirbelwind no longer leaves floating objects behind when destroyed.
  • Fixed issue with UK truck bed not getting camo.
  • Fixed issue of DAK Left Behind StuG III D not being available as an offer in the store.
  • Amazon Night Fighter vehicle crews now have their intended camo.

Source : https://steamcommunity.com/games/1677280/announcements/detail/3682301832791578759

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MaJ v1.1.5.13943 - 2023/06/07 mercredi

Taille : ~131Ko

We've deployed a small PC update for a .DLL file fix. This means malware or antivirus detection should no longer throw a false positive for the latest CoH3 update. Players will see a small update via Steam but this will not change anything else. We are currently working on a hot fix to address some of the items below in our Known Issues list. We'll update you on the hot fix timing as soon as it has been tested and approved. @here

  • Certain planes overperforming beyond intended changes.
  • Some mortar teams will not retreat.
  • The -dev command is not functioning as intended in the replay workaround steps.
  • Munition Discount Upgrade on the US Forces ASC does not function as intended.

These items have already been fixed:

  • [FIXED] Catania Crossing was available in PvP Automatch.
  • [FIXED] Investigating why some players' malware software is flagging a file in the patch.
  • [FIXED] Investigating a new crash that occurs around the Gela mission

Source : https://discord.com/channels/722144726421209089/857421129681600552/1116068731186057297

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MaJ v1.1.6.14185 - 2023/06/12 lundi

Taille : ~198Mo

Today's hot fix focuses on the top issues that were introduced after the PC release of Brass Leopard (1.1.5).

Gameplay

  • Fixed an issue where team weapons could get stuck if a retreat command is issued. 
  • Fixed an issue where abilities upgraded with Double Sortie were not affected by Air Supply. 
  • Damage reduction of the Stuka AT strafe in multi-player.  
    • Damage reduced from 33 to 10 
    • Damage against vehicles decreased to 22.5 

Stability

  • Players are able to use the replay workaround from the command line support -dev again.

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/10322-coh3-hot-fix-1-1-6

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  • Mithiriath changed the title to [CoH3][PC] Notes de mise à jour / Changelog
  • 1 month later...

MaJ v1.2.0.15907 - 2023/07/25 mardi

Taille : ~1,1Go

COH3_PatchNotes_FB_1200x630-2.jpg

The Emerald Bear update (1.2.0) is packed full of gameplay improvements and balance adjustments. We are also introducing two new maps and the first version of our player profile. Be sure to review all of the changes and fixes below or check out our Mission Briefing for an overview.  

 

NEW CONTENT, FEATURES AND IMPROVEMENTS


Multiplayer Maps 

  • Added 3v3 Benghazi map to Automatch, Co-op vs A.I., Skirmish and Custom game modes. 

  • Added 4v4 Monte Cavo map to Automatch, Co-Op vs A.I., Skirmish and Custom game modes. 

 

Player Profile 

 

Menu Improvement – Social interaction options 

  • Players can now find all social interactions by clicking the "..." button next to a player’s name.  

 

Challenges 

  • Ace of Spades (Build 5 US Forces Fighting Positions in a match) - reduced completion count from 5 to 2   

  • Buzzsaw (Deploy 5 Wehrmacht MG42 Machinegun teams in a match) - reduced completion count from 5 to 2   

  • Death or Glory (Deploy 5 British Forces M3 Grant or Crusader tanks in a match) - reduced completion count from 5 to 2   

  • Edelweiss (Kill 5 infantry with Jäger squads upgraded with Reconnaissance Packages in a match) - reduced completion count from 5 to 2   

  • Eighty Eight (Kill 8 Allied vehicles with an Afrikakorps FlaK36 Anti-tank gun in a match) - reduced completion count from 8 to 1   

  • Eyes and Ears (Upgrade 3 US Forces Scout squads with a Utility package in a match) - reduced completion count from 3 to 2   

  • Fieldworks (Build 3 Wehrmacht Fighting Nests in a match)- reduced completion count from 3 to 2   

  • Gun Carriage (Kill 5 vehicles with the US Forces M3 75mm GMC in a match) - reduced completion count from 5 to 1   

  • Gustav Line (Build 5 Wehrmacht Concrete bunkers in a match) - reduced completion count from 5 to 2   

  • Hanomag Scrap (Kill 5 Wehrmacht or Afrikakorps trucks or Half-tracks in a match) - reduced completion count from 5 to 1   

  • Hedgehogs (Build 20 tank traps with British Forces Royal Engineers) - reduced completion count from 20 to 10   

  • High Velocity (Kill 10 infantry with Wehrmacht or Afrikakorps FlaK anti-aircraft guns in a match) - reduced completion count from 10 to 5   

  • Infantry Anti-tank (Kill 3 vehicles with infantry squads in a match) - reduced completion count from 3 to 2   

  • Jerry Surprise (Build 5 Modified AT mines with British Forces Royal Engineers in a match) - reduced completion count from 5 to 3   

  • Loudmouth (Kill 3 vehicles with US Forces Bazooka teams in a match) - reduced completion count from 3 to 1   

  • Making Tracks (Deploy 5 US Forces M3 Half-tracks in a match) - reduced completion count from 5 to 1   

  • Mechanized Support (Call-in 3 Afrikakorps Mechanized infantry or team weapon groups in a match) - reduced completion count from 3 to 2   

  • Panzerarmee (Kill 5 vehicles with Afrikakorps panzers in a match) - reduced completion count from 5 to 1   

  • Panzerkorps (Kill 5 vehicles with Wehrmacht panzers in a match) - reduced completion count from 5 to 1   

  • Purple Heart Boxes (Kill 5 US Forces trucks or Half-tracks in a match) - reduced completion count from 5 to 1   

  • SAW Upgrade 5 US Riflemen squads with additional BARs in a match) - reduced completion count from 5 to 4   

  • Stonk (Kill 5 Afrikakorps infantry with any British Forces artillery in a match) - reduced completion count from 5 to 1   

  • Stupafied (Kill 5 team weapons with the Wehrmacht SturmPanzer IV) - reduced completion count from 5 to 1   

  • Supply Depots (Build 3 Resource Caches in a match) - reduced completion count from 3 to 2   

  • Too Much 20mm (Upgrade 3 Afrikakorps Half-track carriers to the 250/9 autocannon variant in a match) - reduced completion count from 3 to 2   

  • Transport Mess (Kill 3 British Forces CMP 15CWT trucks in a match) - reduced completion count from 3 to 1   

  • Wooden Shoes (Build 5 Schu-Mine 42s with Afrikakorps Panzerpioneers in a match) - reduced completion count from 5 to 3 

 

GAMEPLAY CHANGES AND BALANCE 

 

Vehicle Mobility & Pathfinding 

 

End of Movement  

  • Added a new functionality for vehicles to end their movement order at a set distance before a blocker. 

 

Infantry and Vehicle Blocking 

  • Infantry units no longer ignore moving vehicles and try to path around them. 

 

Front-Facing Movement Preference 

  • Vehicles now use their original facing direction for most movement orders. 

 

Formation Movement 

  • Vehicles now adhere to their formation as expected when performing formation movements instead of converging to the same point.  

 

Phasing Through Units 

  • Vehicles are now allowed to phase through each other and through enemy vehicles that are moving, although they will still prefer to move around if possible.  

 

Preference to not go around even if path is blocked 

  •  Vehicles will no longer go off the path while chasing enemies. This change was made to address unpredictable vehicle behavior when the vehicle path is blocked in chases. 

 

Road Preference  

  • To prevent vehicles from responding unpredictably and often veering to roads instead of taking the shortest route to the order location, road preference was turned off. 

 

Turning 

  • Vehicule turning has been improved to prevent them from pivoting on the spot or losing too much momentum while turning. This change is meant to improve responsiveness with vehicles, especially during flanks. 

 

Changes to Vehicle Speed 

All the vehicles in the game had their speed, acceleration and rotation rates adjusted. This change helps improve the responsiveness of a number of vehicles and creates a differentiation between all vehicle classes.  


US Forces 

Vehicle Speed Rotation Rate Acceleration Deceleration
4X4 Truck 9.75 70 8.75 10
M29 Weasel 8 65 5.5 7
M3 Armored Personal Carrier 7.2 50 2.5 5
M16 Quad Half-track 6.9 50 2.5 5
M3 75mm Gun Motor Carriage 6.9 50 2.5 5
M8 Greyhound Armored Car 6.75 50 4.5 6
M24 Chaffee Light Tank 6.5 40 3.5 5.5
M8 Scott SPG 6.75 40 3.5 4.5
M31 Recovery Vehicle 6 45 3 5
M4A1 Sherman Medium Tank 5.5 35 2.3 4
M4A3 Sherman Bulldozer 5.5 34 2.3 4
M4A3 Sherman Easy 8 5.75 36 2.5 4
M18 Hellcat 6.6 38 3.5 4.5

 

Werhmacht

Vehicle Speed Rotation Rate Acceleration Deceleration
Kettenkrad 10.5 85 8.5 10
221 Armored Car 8.4 50 6 7
251 Half-tracks and variants 7.2 50 2.5 4
Marder III M 4.6 28 2.25 4
StugG II G & StugG III D 5 28 2.25 4
Flakpanzer IV Wirbelwind 5.75 35 2.3 3.5
Panzer IV 5.25 32 2 3
Panzer IV Command Tank 5.5 34 2.5 3
Brummbar 4.25 28 1.9 3.25
Wespe SPG 5.4 30 2 3.5
Panther Heavy Tank 5.2 34 1.8 4
Tiger Heavy Tank 3.8 25 1.5 2

 

British Forces

Vehicle Speed Rotation Rate Acceleration Deceleration
Dingo Scout Car 8.5 60 7 8
CMP 15CWT Truck and variants 7.5 55 3 5.5
Humber Armored Car 8.1 50 5 7.1
Stuart Light Tank 6.5 45 3.75 4.5
Crusader AA Tank 6.5 35 3.5 4.4
Bishop SPG 5.2 30 1.8 3.1
Crusader II & III 6.7 38 3.75 4.8
Centaur 6.3 35 3 4
M3 Grand Medium Tank 5 28 2.1 4
Matilda Heavy Tank 3.85 22 1.75 2
Churchill Heavy Tank 3.5 25 1.5 2
Churchill Black Prince Heavy Tank 3 25 1.5 1.5

 

Deutsches Afrikakorps*

Vehicle Speed Rotation Rate Acceleration Deceleration
Kradschutzen Motorcycle Team 11.5 75 10 12
250 Light Carrier & Mortar variant 7.35 75 4.5 7.5
250/9 Halftrack (2cm autocannon) 7.6 75 4.5 7.5
Flakvierling halftrack 6.9 50 3.25 7.5
2.5 Tonne Trust & Medical variant 7.4 55 3.25 6
L6/70 Light Tank 7.5 50 4.25 7
8 Rad Armored Car 6.75 50 4 5.5
Marder III 4.6 28 2.25 4
254 Reconnaissance Tractor 6.8 40 2.6 4
Famo Recovery Halftrack 6.3 50 3.5 7
M13/40 Light Tank 6.6 35 3 5
Semovente 75/18 Assault Gun  6.5 35 3 5
Panzer III & variants 6.25 40 3 4.5

*Refer to Wehrmacht for the unit speed for the StuG IIIs, Tiger, and Panzer IVs 

 

Event Cues 

  • All event cues have received an Art pass and will now look more cohesive with one another.  

  • Event cues have been further adjusted to reduce how often they appear on the player’s screen. 

 

End of Match Results 

  • Damage Dealt and Damage Taken stats no longer include environmental damage or friendly fire.  

  • Kill stats such as Soldiers Killed and Vehicles Killed no longer include friendly fire. 

  • Squads Lost stat at the end of the match now shows the correct number. 

  • Unit Efficiency fixed and changed from percentage to a ratio Efficiency Factor. 

 

Minimap & Tactical Map 

  • The animation for out-of-supply sectors has been updated to be in line with previous Company of Heroes games, flashing between two different tones of blue (or red for enemy territories). 

  • Territory lines will no longer disappear in out-of-supply sectors.  

 

Modding 

  • To ease the work of modders who might want to approach the tuning of flight and off-map systems for the first time, we have created archetype abilities in the Attribute Editor to look at and use as an inspiration source, full of detailed comments on how to correctly set them up.  

 

Off-Map Abilities - Multiplayer 

The intent of the changes to off-map abilities is to deliver a more robust, reliable and responsive system, while also improving the experience by providing more tells from both a visual and audio standpoint.   

 

Off-Map Audio 

  • Added projectile sounds to off-map abilities that vary with the type of ability. 

 

Flares  

Both off-map and flight abilities will now use an expanded set of flares, which will indicate the danger level of an ability. 

  • Added yellow-colored flares for low threat abilities like unit mortar barrages abilities. Added orange-colored flares for medium threat abilities like strafing runs and standard off-map abilities with medium caliber weapons. The existing red-colored flares will now announce heavy threat abilities, like bombing, rocket runs, loiters and high caliber off-map abilities.  
  • The green-colored flares will be kept for paradrop related abilities. 

 

Sector Off-Maps 

  • Added sector highlight on both the minimap and tactical map that will inform players which territories are being covered by a sector ability. Sector abilities used by the player or allies will highlight the affected territories in yellow, those from opponents will turn them orange. 

 

Ability Reticles 

  • Adjusted various reticles for abilities to match the effective radius or the ability type. 

 

Ground Deformation 

  • Off-map ability projectiles now do ground deformation damage. 

 

US Forces 

 

Special Operations Battlegroup 

Raiding Flares 

  • Considerably reduced the ability delay.  

  • The ability will now correctly spawn a flare on the highlighted territories. 

 

Wehrmacht 

 

Breakthrough Battlegroup 

Zeroing Artillery Barrage 

  • Shells will initially drop more scattered and in fewer number, increasing in number and accuracy over time. 

 

British Forces 

 

Indian Artillery Battlegroup 

Off-Map Airburst Barrage 

  • Adjusted ability to be significantly more reliable. 

  • Reduced the ability effectiveness against neutral buildings 

Perimeter Monitor 

  • Perimeter Monitor will feature three separate artillery that will individually target any visible unit with heavy artillery, followed by a delay before new targets are acquired.  

  • Perimeter Monitor now shows area of effect on the covered sectors for both the minimap and tactical map. Sectors affected will be yellow to the player team and orange to the enemies. 

 

British Armored Battlegroup 

Recon Artillery 

  • Now usable anywhere on the map except on HQ areas. 

  • Recon artillery airplane call-in now gives vision for artillery to be dropped on visible enemy units. 

  • Ability will now end if the recon airplane gets destroyed. 

  • Enemy units inside their HQ sectors will not be targeted by artillery, even if inside the ability area of effect. 

  • Munitions cost reduced from 180 to 150. 

  • Plane health increased from 240 to 640. 

 

British Air and Sea Battlegroup 

Assault Flares 

  • Frontline sectors will be highlighted on the minimap and tactical map, and recon flares will be dropped to provide vision of the area. 

  • Rate of fire bonuses decreased from +50% to +25%

Naval Bombardment 

  • Ability reworked to be significantly more lethal and reliable.  

  • Cost increased from 200 to 225 

  • Heavily increased the number of projectiles fired.   

  • Near AOE damage distance decreased from 4 to 2 

  • Reduced damage from 440 to 280 

 

Deutsches Afrikakorps 

 

Italian Infantry Battlegroup 

Propaganda War 

  • Ability will now correctly work only on squads capable of retreating.  

  • Slightly reduced the delay after which units are retreated. 

Obice 305mm Barrage 

  • Ability reworked to be significantly more reliable. 

Registered Artillery 

  • Ability can now be cast on player owned Victory Points independently by the owner of the resource sector on which they are located.  

  • Shells will initially drop more scattered and in fewer number, increasing in number and accuracy over time.  

  • Updated projectiles Area of Effect profile to be more effective. 

 

Italian Combined Arms Battlegroup 

Artillery Cover 

  • Enemy units inside their HQ sectors will not be targeted by artillery, even if inside the ability area of effect.  

  • Radius increased considerably.  

  • The ability will feature three separate artillery that will individually target any visible infantry, team weapon and vehicle, dropping flares before each barrage.  

  • When the ability is used, it will now highlight the covered area and start looking for possible enemy targets. 

 

Team Weapons  

 

Aim while on reload/cooldown cycles 

  • Team weapons can now move the barrel to acquire a new target while the reload or cooldown phases of the team weapon are happening. They will no longer wait for these phases to be completed before acquiring a new target.  

 

Idle state 

  • Team weapons are now able to track and start the setup process much better when the weapon is not set up and an enemy moves into range. Previously it was possible that the team weapon would indefinitely try to follow the center of a squad as it moved.  

 

Prioritization 

  • Team weapons now only start to teardown if ALL entities of the targeted enemy squad are out of the arc of fire. Previously it was possible that entities from the enemy squad were still targetable, but the team weapon chose to teardown  

 

Teardown   

  • Team weapons now teardown much faster. Barrels now snap to the center quicker to allow the team weapon to start the teardown process. This makes team weapons more responsive.  

 

Turn in place range 

  • Team weapons now have a range around them at which giving a re-face order won't make them move to the location. Most of the time, when doing a proximity click near a team weapon with a re-face order, the intent of the player is to pivot and not move, which adds extra delay. 

 

Unit Selection 

  • Increased the selection boxes for infantry. This will help when selecting infantry, both the player’s and the opponent’s. 

  • Retreating units no longer remain selected or selectable.  

  • When re-selecting units, the game will now reset any previously opened menus such as construction.  

 

FACTIONS & ABILITY CHANGES 

 

Auto-Reverse 

 

Anti-tank guns and all vehicles 

  • Auto-reverse range is now reduced to 40 from 60.  

 

Camouflage Ambush Bonuses 

  • All infantry squads now use the same camouflage ambush bonus. +40% accuracy and +25% damage for 5 seconds when firing from camouflage.  

 

Casemate Tank Destroyers 

 Marders, StuG IIIs, Brummbars, Semovente, 75mm Halftrack Gun Motor Carriage 

  • Casemates will now center themselves when a target is outside its arc. 

  • Casemates gun now tracks their target without moving their hull. 

  • Casemates guns now traverse, target and fire within their arc without needing to be perfectly centered. 

 

Cover Combat 

  • The range where small-arms weapons ignore cover is increased from 7 to 10 meters 

 

Hazard Removal Package 

US Forces, British Forces, and Wehrmacht 

  • Hazard Removal Package is now standardized across the board for all factions to increase the repair rate by 2.5 for a total of 10 health per second when repairing. 

 

Heavy Howitzers/Artillery 

BL 5.5 Inch, Cannone da 105 

  • Barrage recharge times from 60 to 45.  

 

Infantry-Based Timed and Passive Healing Abilities 

  • Squad based timed combat abilities such as sprints and passive squad healing abilities are now disabled when the unit is retreating.  

 

Medium Anti-Tank Guns 

M1, 6-Pounder, Pak 40, Pak 38 

  • Increased the pack-up time from 1.3 to 1.75 seconds. However, anti-tank guns are now more responsive. 

 

Medium Artillery
Pack Howitzer, 4.2-Inch Mortar, Le.IG 18 

  • Barrage recharge times from 30 to 20. 

 

Projectiles 

Direct-fire projectiles such as direct-fire tank guns, anti-tank guns, autocannons, and flamethrowers were reviewed. These changes will increase the reliability of vehicles when firing over low obstacles and prevent exploits when firing through objects. 

  • All projectiles will immediately collide with obstacles when they miss their target and roll scatter. 

  • Projectiles will now use 3D paths to their targets. This prevents them from auto-colliding with low obstacles in their way such as mines and walls if the shooter would normally be able to fire over the obstacle.  

 

Recon Loiters 

  • Airborne Recon Loiter plane health increased from 240 to 480. 

  • Recon Artillery plane health increased from 240 to 640. 

 

Repairs  

  • Repair abilities will now have increased speed when they are affected by modifiers. Bonuses will stack to grant faster repair speeds.  

 

Suppression  

  • Units that are suppressed now take a +33% penalty to weapon scatter on missed hits. This change is meant to increase the chance of weapons such as grenade launchers no longer landing directly on their target when the unit wielding it is suppressed.  

 

Uncrewed Machine Guns and Mortars 

  • Target size increased from 1 to 20 to facilitate force-attacks on de-crewed weapons. 

 

Snipers 

  • Build time decreased from 50 to 40 seconds. 

 

US Forces 

US Forces has been powerful in 1v1 and weak in larger team modes. These changes will be toning down the Easy Eight while improving underperforming units like Elite Infantry and support units.  

 

¼-ton 4x4 Truck 

  • Lethality for mid to far range increased by 10%  

Air Support Center 

  • Damaged aircraft no longer increases the recharge time of Air Support Center abilities.  

  • Double Sortie fuel cost decreased from 50 to 40.  

  • P-47 Dive bomb cost decreased from 90 to 70 munitions.  

  • P-47 Dive Bombs now deal +50% bonus damage to vehicles.   

  • P-47 Strafing Run cost decreased from 60 to 50 munitions. 

Bazooka Team 

  • Bazookas reload and wind down adjusted for a rate of fire increase from 4.75/5.5 to 4.25/4.75 seconds. 

  • Health increased from 90 to 95. 

Captain Retinue 

  • Now gains Shared Veterancy. 

  • Off-Map mortar barrage can now be used when suppressed.  

Engineers 

  • Engineer health increased from 80 to 85. This change does not impact health when upgraded to Assault Engineers.  

M1 81mm Mortar 

The Delayed Fuse ability is primarily meant to demolish emplacement bunkers. However, its current power allows it to devastate team weapons when abilities such as Airburst are meant to be the premiere anti-infantry ability of the mortar. 

  • Area of effect damage distances significantly reduced from 1/1.5/5 to 0/0.5/5.  

  • Delayed fuse mid-range damage reduced from 33% to 25%.   

  • Delayed fuse radius increased from 4 to 5 (to better match the effect).  

  • Delayed Fuse Shells cooldown between shots increased from 0.75 to 1.5 seconds.  

  • Delayed Fuse Timer from 1.25 to 3 and now properly displays a timer. 

 M1919 Machine Gun Team 

  • Manpower cost reduced from 240 to 220; does not affect the Airborne variant.  

M29 Weasel 

  • Machine guns can no longer target aircraft.  

M3 75mm Gun Motor Carriage 

  • Direct-fire range increased from 45 to 50  

M4A1 76mm Conversion Upgrade 

  • Fuel cost reduced from 50 to 40 fuel. 

M4A3 Sherman Bulldozer 

  • Bunker-buster deals +100% bonus damage to emplacement.  

  • Frontal Armor increased from 195 to 240.  

  • Population decreased from 14 to 12.  

  • Scatter angle decreased from 9 to 5.  

  • Scatter distance scatter ratio decreased from 1 to 0. 

 Weapon Support Center 

  • Cost decreased from 120 manpower and 15 fuel to 100 manpower and 10 fuel. 

 

Armored Battlegroup 

M4A3 Sherman Easy 8 

The following change puts the Easy 8’s area of effect and accuracy on-par with the standard Sherman 76mm. This is meant to significantly reduce the E8’s power against infantry.  

  • Accuracy increased from 0.075/0.0563/0.045 to 0.1/0.0563/0.047.  

  • Area of effect mid-range decreased from 2 to 0.75. 

  • Area of effect model limit decreased from 4 to 3. 

  • Area of effect radius increased from 4 to 4.5. 

 M8 Scott 

  • Auto-fire and barrage fire-aim time decreased from 1 to 0.5.  

  • Fuel cost decreased from 50 to 45. 

 

Special Operations Battlegroup 

SSF Commandos 

  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds. 

  • Population decreased from 10 to 9. 

  • SSF Commando health increased from 95 to 110. 

Whizbang  

  • Rockets per barrage increased from 10 to 15 

  • Range increased from 70 to 80 

  • Rocket area of effect mid-range distance increased from 1.5 to 2 

  • Rocket area of effect far damage increased from 0.175 to 0.3 

  • Rockets now deal 50% deflection damage 

 

Airborne Battlegroup 

Carpet Bombing Run 

  • Now drops 2 additional bombs per bomber; bombs dropped now fill the entire reticule correctly. 

HMG Paradrop 

  • Manpower cost reduced from 240 to 220. 

  • Recharge time increased from 30 to 75 seconds.  

P-47 Rocket Strafe 

  • Damage to buildings reduced by 75%. 

  • Damaged against infantry reduced by 75%. 

  • Delay before the 2nd plane attacks increased from 1 to 2. 

  • Rocket count from 6 to 5. 

Paratroopers 

  • ‘Cooked’ Frag Grenade fuse time decreased from 1.6 to 1. 

  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds. 

  • Carbine short-range lethality increased by 8%. 

  • M1919A6 Light machine gun mid-far lethality increased by 15%. 

  • Population decreased from 10 to 9. 

 Supply Drop 

  • Cost decreased from 150 to 125 manpower. 

 

Wehrmacht 

The Wehrmacht has been overperforming and these changes are meant to tone down overall performance. To promote a more diverse gameplay, some units that have been underused have been improved. 

 

221 Armored Car 

  • Machine gun mid-far lethality increased by 10%. 

  • Sight increased from 35 to 45. 

2cm Flak 38 AA Gun Team 

  • Manpower cost decreased from 320 to 280. 

Flakpanzer IV Wirbelwind 

  • Bonus damage to aircraft decreased from +50% to -25%. 

  • Cost decreased from 360 manpower and 70 fuel to 320 manpower and 60 fuel. 

Grenadier  

  • MP40 Submachine gun mid-range lethality decreased by ~15%. 

  • MP40 Submachine gun near lethality decreased by 5%. 

Marder M III 

  • Long-range accuracy from 0.045 to 0.04.  

  • Long-range accuracy reduced by 12%. 

MG 42 

  • Suppression against suppressed targets from 0.5 to 0.35.  

  • Suppression applied to other squads increased from 88% to 93%. 

StuG III (All Variants) 

  • Machine Gun burst length reduced by 15% at mid and far. 

  • Machine Gun can no longer target aircraft. 

  • Machine Gun far accuracy reduced from 45% to 33%. 

StuG III G 

  • Point-blank Blast area of effect limit decreased from 4 to 3. 

Luftwaffe Battlegroup 

Luftwaffe Strafing Run

  • Command Point cost decreased from 2 to 1.

  • Cost reduced from 75 to 50 munitions.


British Forces 

The Training Center changes impacted the British Forces more than anticipated. To adjust, some core units are gaining increased performance and the Training Center will now be available from the start. We are planning to continue making further improvements to the British in the future. 

 

17-pounder Anti-tank Gun 

  • Weapon range increased from 70 to 80. 

CWT 15CMP Truck 

  • 20mm AA gun cost reduced from 75 to 60 munitions. 

Dingo Armored Car 

  • Machine gun can no longer target aircraft.  

Foot Guards 

  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds. 

Infantry Section 

  • Bren Weapon lethality increased by 4-6%. 

  • Lethality at all ranges increased by 3%. 

  • Population decreased from 8 to 7.  

Forward Observer Base Howitzer  

  • Fog of War scatter increased from 1.25 to 2.5. 

  • Ready-aim time reduced from 2 to 0.5. 

  • Rotation rate increased from 25 to 45. 

  • Scatter max decreased from 15 to 6. 

M3 Stuart Light Tank 

  • Self-repair ability speed increased from 0.66 to 1.2. 

  • Stuart Utility package cost reduced from 60 to 40 munitions. 

Training Center 

  • Now immediately available at the start of the game and does not need to be purchased. 

  • Training upgrade experience for infantry, team weapons, and light vehicles increased from 500 to 800. 

  • Training upgrade experience for medium and heavy vehicles increased from 500 to 1250. 

Vickers Heavy Machine Gun Team 

  • Mid and far range lethality increased by 5/7.5%. 

 

Air and Sea Battlegroup 

Commandos 

  • ‘Cooked’ Mills Bomb fuse time decreased from 1.6 to 1. 

Commando LMG Section 

  • Now use unique Lee Enfields that have increased accuracy and damage over the standard Infantry Section at all ranges. 

  • +31% increased lethality at short-range, +34% at mid-range, +20% at long-range. 

Incendiary Carpet Bombing Run 

  • Now drops 2 additional bombs per bomber; bombs dropped will now fill the entire reticule correctly. 

  • Munitions cost increased from 110 to 150. 

Naval Blockade 

  • Command Point cost decreased from 2 to 1. 

Supply Surplus 

  • Now provides a 25% discount on built Resource caches to the player by Royal Engineers or those built directly on territory points. 

  • Field Infirmaries cost decreased from 200 manpower to 150. 

 

Deutsches Afrikakorps 

The DAK is receiving adjustments to address key weaknesses in early game options. This is meant to open options for different styles of play.   

 

8 Rad Armored Car 

  • Scatter angle and Scatter max increased from 2 to 3.5.  

250 Light Carrier 

  • Cost decreases from 280 to 260. 

  • Now gains shared veterancy. 

Armored Reserves 

  • Cost decreased from 200 manpower and 150 fuel to 100 manpower and 75 fuel. 

  • Requires only the Panzerarmee Kommand to be purchased.  

  • Tiger fuel cost increased from 180 fuel to 240 fuel. 

Assault Grenadiers 

  • Grenade Assault cost decreased from 45 to 35 munitions. 

Combined Arms Ability 

  • Now triggers on the 250-mortar half-track, 254 Reconnaissance Tractor, and the Walking Stuka Halftrack 

Flak 36 Anti-Tank Gun Team 

  • Fire-aim time increased from 0.125 to 1. 

  • Ready-aim time from 0.125 to 0.25/5. 

  • Reload time increased from 2.125 to 2.5/2.75. 

Flakvierling Halftrack 

  • Bonus damage to aircraft decreased from +50% to -25%. 

  • Weapon range increased from 40 to 45. 

Le.IG 18 Howitzer 

  • Barrage recharge times decreased from 30 to 20.  

Marder III 

  • Long-range accuracy reduced by 12%. 

Panzergrenadiers 

Panzergrenadiers will now be more powerful without Combined Arms while retaining the same overall strength. This was to help address the significant difference in viability of the unit in small vs large games while still incentivizing Combined Arms play. 

  • Base Lethality at mid and long-range increased by 10%. 

  • Combined-Arms accuracy bonus decreased from +30% to +20%. 

  • MG42 LMG accuracy increased by 10%. 

StuG III (All Variants) 

  • Machine gun burst length duration multiplier from 1/0.95/0.7 to 1/0.8/0.6. 

  • Machine gun can no longer target aircraft. 

  • Machine gun far accuracy from 45% to 33%. 

Tiger 

  • S-Mines Launcher now deals significantly less damage to infantry but now will suppress and pin them. 

Walking Stuka Rocket Launcher 

  • Rockets now deal 40% deflection damage. 

 

Italian Infantry Battlegroup 

Booby Traps 

  • Increased health on the booby trap from 20 to 140. 

  • Now uses the demo charge model. 

Guastatori 

  • Reinforcement cost from 40 to 35. 

  • SMG moving burst increased from 35% to 100%. 

 

Italian Combined Arms Battlegroup 

Semovente 75/18 Assault Gun 

  • Barrage recharge time decreased from 90 to 45 seconds. 

  • Barrage reload decreased from 3.5/4 to 3 seconds. 

  • Ready-aim delay on HEAT Shell ability removed. 

Strafing Run 

  • Bonus damage to vehicles decreased from +225% to +200%. 

  • Damage increased from 10 to 15. 

 

Armored Support Battlegroup 

Vehicle Awareness 

  • Command Point cost increased from 1 to 2. 

 

BUGFIXES 

  • Fixed a low chance for the game to crash while hovering over the minimap icon of a squad that is currently in combat.  
  • Fixed a memory leak in the reflection system that resulted in the leaking of speech data. Players should see a more stable experience match over match.  
  • Fixed a synchronization issue in the replay launch argument where if the teams were uneven or there were unused slots in the match, errors could occur - units not spawning from production buildings or friendly teams showing as enemy.  

 

Audio 

  • Added Barb Wire cut sounds effects.  
  • Added Naval Blockade siren sounds effects. 
  • Added Propaganda bomb sound effects. 
  • Added sound effects to Custom Game context menus.  
  • Fixed Navy Bombardment sounds effects to adjust with volume settings.  
  • Updated audio treatment for the War Cry ability; the sound effect can now be heard by all factions when active.

 

Art/Animation 

  • Large explosions are now more likely to rend infantry and small explosions are more likely to create ragdolls.  
  • Churchill Black Prince's right-side treads are now playing the correct animation.   
  • Deutsches Afrikakorps Tank Traps now use the same model and stats as the Wehrmacht version.   
  • Five pounder crew no longer t-poses when aiming at extreme angles.  
  • Fixed an animation issue when infantry entered the Deutsches Afrikakorps 2.5-Tonne Medical Truck.  
  • Fixed an issue where the infantry were incorrectly positioned inside the Deutsches Afrikakorps 250 Light Carrier.  
  • Fixed numerous issues with floating objects when destroyed.  
  • Fixed the Wehrmacht Command Panzer IV coaxial Machine Gun visual effects not being hooked up correctly.   
  • Heavy Mortar Teams animations now sync up to the barrage timing.   
  • Improved Half-track animations and soldier positioning.  
  • Improved idle and driving poses on the Kettenkrad crew. 
  • Improved missing terrain details. 
  • Improved the visibility of visual effects when points are captured.  
  • Increased Tanks/Vehicles particle visual effects when an engine is critically hit.   
  • Reduced camera clipping through the terrain on several maps.  
  • Reduced cloud density to improve visuals on the Foggia map.  
  • Resource cache improvements now properly play construction animation.  
  • Corrected some of the wrong pintle mounted weapons. 
  • The pivot animations of loader and gunner are now matching the tracking fire angle.  
  • US Hellcat tarps will now match their cosmetic themes.  
  • Weapons will no longer float when the unit is hit by explosive type weapons.

 

Dynamic Italian Campaign 

  • Adjusted firing cone range of campaign map howitzer emplacements to better match the ranges of its bombardment ability.  
  • Commander XP is now correctly awarded for off-map abilities.  
  • Consistency work done on all Campaign Company's active ability icons/titles/descriptions in the RTS to better match what was described in the Company unlock page.  
  • Enabled the ability to save during our Gela tutorial so players can take additional time to complete it without being reset.    
  • Fixed a camera issue in the intro mission Gela where the camera could get locked at one of the map borders.  
  • Fixed a rare issue on the campaign map where transport ships could complete the “Assist the damaged destroyer” objective.  
  • Fixed an issue that made it difficult to click on some of the towns in the Italian Dynamic Campaign.  
  • Fixed an issue to prevent emplacements on the campaign map from shooting through mountains.  
  • Fixed an issue where British Armored Company Crusader AA tanks would not benefit from suppression when upgraded with the 'Rapid-Fire' campaign ability.  
  • Fixed an issue where saves sometimes failed to load if the save was made while the American recon aircraft ability was in use.  
  • Fixed an issue where the “Repair damaged equipment” objective would be completed during the enemy turn.  
  • Fixed an issue where the sniper could use their Medkit ability when uninjured.  
  • Fixed an issue where the US Airborne and Spec Ops support ability passives were selectable in the campaign.  
  • Fixed Assassinate Baumann target being killable without completing the mission.  
  • Fixed attack and load commands not working correctly when issued from a company that was already within another city/town. Units automatically unload from the city and go to attack the enemy.  
  • Fixed British Forces owned capture points flying the Wehrmacht flag instead of the British Forces flag in Italy.  
  • Fixed detachments dying the moment they are purchased if they were purchased while inside the enemy's emplacement cone of fire.  
  • Fixed excessive fog in the Italian Dynamic Campaign when the camera zooms out while paused.  
  • Fixed Partisan capture ability not removing capture resistance pip when used on capture point with just 1 pip while having Valenti Local Relations upgrade.  
  • Fixed Partisan Explosives ability not dealing any damage.   
  • Fixed stance change being available while having no action points.  
  • Fixed the US Airborne company in the campaign being able to requisition the M3 Armored Car before unlocking it.  
  • In the Gela tutorial mission, the retreat command for the first objective should no longer fail.  
  • Save & Load is now accessible in the Gela & Calabria prologue to the Italy Campaign.  
  • Standardized tooltip description and help text for the Company support ability passives.  
  • Updating consistency for the Italian campaign map and the Italian campaign map tutorial objective transitions. Voice over and banners now follow a predictable pattern.  
  • Updating consistency for the tutorial mission objective transitions. Voice over and banners now follow a predictable pattern. 

 

North African Operation 

  • Improvements in convoy movement and behavior in the Desert Village Ambush mission. 

 

Gameplay 

  • Adjusted collisions so buildings cannot be built too close to rocks.  
  • Adjusted resource points and Heavy Machine Gun Base Bunkers on skirmish maps so that units capturing the point do not get shot at.  
  • Airborne Company Heavy Machine Gun Paradrop ability can now be used in the Fog of War.  
  • Brummbar sight decreased from 50 to 35 as intended.  
  • Certain variants of the CWT truck no longer fall through bridges as if the bridges weren't there.  
  • Cleared rubble from various building entrances on (6) Mignano Summit to enable better access and reduce pathfinding issues.  
  • CMP 15cwt Anti-Air Trucks can now Prioritize Aircraft.  
  • Evaluated Italian buildings to ensure they hold an appropriate number of squads.  
  • Fixed ability cancellation timing exploit that allowed the first shot of an ability to still go off, even after both the ability cost and recharge have been refunded.  
  • Fixed an issue where Deutsches Afrikakorps reinforcing the 88 used a different crew rather than those found upon the unit spawning.  
  • Fixed an issue where 2.5-tonne Utility Trucks did not have a veterancy ability; they now use the Field Supplies ability found on the medical variant.  
  • Fixed an issue where builder units would run on the spot and not complete construction.   
  • Fixed an issue where cancelling the Destroy Obstacles ability would cause the ability to go on cooldown.  
  • Fixed an issue where certain units could cause their primary weapon to permanently swap to a barrage weapon.  
  • Fixed an issue where Engineers that were affected by the Assault Engineer upgrade would not get extra health. 
  • Fixed an issue where Panzerjager Squads did not have the Prioritize Vehicle ability.   
  • Fixed an issue where paratroops would freeze in midair when reacting to explosions.  
  • Fixed an issue where Pioneers did not get their construction bouses from veterancy.  
  • Fixed an issue where Precision Shot and Precision Barrage were affected by Indian Artillery's Artillery Saturation ability.  
  • Fixed an issue where Sherman Dozer Delayed Fuze did not have a delay before detonating.  
  • Fixed an issue where Smoke Canisters on the Stuka could trigger the cooldown on the unit's barrages.   
  • Fixed an issue where specific non-garrisonable structures stated they could be garrisoned.  
  • Fixed an issue where Stosstruppen Shock Assault bonuses did not stack with other modifiers such as veterancy. 
  • Fixed an issue where team weapons could get destroyed when receiving explosive damage in a structure.  
  • Fixed an issue where the Deutsches Afrikakorps Flak 88 could only be reinforced up to a maximum of 4 models rather than 6 after being recrewed.  
  • Fixed an issue where the 254 Reconnaissance Tractor was not affected by Emergency Repair Kits.  
  • Fixed an issue where the Bazooka team's White Phosphorous rocket would refund its cost.  
  • Fixed an issue where the M1 Anti-Tank Gun and Pak 38 needed to accelerate and decelerate like a vehicle.  
  • Fixed an issue where the Mortar Half-tracks Smoke Barrage and Self-Repair abilities overlapped.  
  • Fixed an issue where the Pathfinder Icon was used on the Recon Group for the M8 Scott's upgrade path, not the Scout Icon.   
  • Fixed an issue where the Received Accuracy bonus from the Training Center would not apply to reinforced infantry entities.  
  • Fixed an issue where the Scout Squad's utility package used a different icon in the build queue.  
  • Fixed an issue where the Semovente HEAT Shell could create an invisible smoke cloud.  
  • Fixed an issue where the StuG D could not rotate when using the Firing Positions ability.  
  • Fixed an issue where the White Phosphorous Rocket could instantly destroy destructible objects like bridges.   
  • Fixed an issue where there was no requirement text for paradrop abilities when attempting to paradrop units over unsuitable terrain.  
  • Fixed an issue where there was no UI reticle when deploying M31 Recovery Vehicles or the Mechanized Assault Group from the German Breakthrough Battlegroup.  
  • Fixed an issue where units cannot vault after picking up a team weapon.  
  • Fixed an issue which allowed mortar barrage abilities to be used while pinned.  
  • Fixed collision on wooden fences to prevent units from clipping through them.  
  • Fixed inconsistent setup time for mortar crews.  
  • Fixed an issue that would cause mortar crews to sometimes get stuck on setup.  
  • Fixed player not losing the capture point when choosing to retreat from the battle.  
  • Grenadier Med Kit regeneration set to restore 8 HP per second for 10 seconds during its duration.  
  • Guastatori can now build resource caches.  
  • Hellcat now uses a direct-fire line rather than an arcing projectile. 
  • Improved pathfinding to allow infantry units to use the stairs behind hospitals.  
  • Increased speed of Stuka bomb, fixed lingering bomb visual effects trail, and increased ground crater.  
  • Improved the A.I.'s early game capture point order when on a team. Bugs were causing the A.I. to excessively prioritize VPs and fuel at the start of the game, these have been fixed. 
  • The A.I.'s preference for capture points that are closer to its base than its teammates' bases has been increased.  
  • Fixed an issue where the A.I. would sometimes send 2 squads to capture a single safe neutral point early in the game. They will now only send 1 squad for safe early game captures.  
  • Issuing multiple repair commands on the same target will no longer restart the repair.  
  • M1 Anti-Tank Gun Focused Sight ability now has a 10 second delay between toggling the ability on and off.  
  • M3 Grant Medium Tank Prioritize Vehicle ability now functions correctly.  
  • Pack Howitzer smoke barrage no longer shares a cooldown with other barrages.  
  • Semovente now properly gains reload bonuses for veterancy. 
  • Smoke clouds deployed by a player no longer trigger mines.  
  • Team weapons no longer tear down when pinned.  
  • Text for the Crusader's Heroic Charge is now standardized between when the ability is triggered and it's passive.  
  • The Deutsches Afrikakorps's Flak 88 Truck and the British 17 Pounder trucks give consistent population that matches their cost, once acquiring and upon death.  
  • The A.I. is no longer capable of ignoring the boundary lines of the skirmish map to move their units outside of the playable space.  
  • Units should no longer get stuck when retreating from Passenger Train Cars.  
  • Units should now be easier to select with and without box selection.  
  • Updated HQ bunkers to prevent enemy access without drawing fire.   
  • Using Smoke canisters while Point-blank ability is active shouldn't result in infinite grenades anymore. 

 

UI/UX 

  • A buff indicator will now appear over the 3-Inch Mortar team when the Zero-In veterancy ability is triggered.  
  • Assault Package for the Grenadiers now uses the correct icon when it is in the upgrade queue.  
  • Controls profile text now properly aligns in all languages.  
  • Fixed a naming issue with the Paratrooper Grenade ability.  
  • Fixed a ping message visual effect for friendly players.  
  • Fixed a tool-tip issue where the text 'NOT' would appear when attempting to build base structures too close to other buildings.  
  • Fixed a UI issue where several British tanks did not have portraits or UI when selected during the Desert Raid Mission.  
  • Fixed a UI issue with the Panzer Armee auto-build ability.  
  • Fixed an issue where the Deutsches Afrikakorps passive Self-Repair used a healing icon rather than a repair icon.  
  • Fixed an issue where ability requirement text is sometimes blank.  
  • Fixed an issue where Airborne Spirit displayed the wrong buff icon.  
  • Fixed an issue where British Heavy Machine Guns and Mortars showed the incorrect mini-map icon.  
  • Fixed an issue where the Flak emplacement did not display the text for veterancy awards.  
  • Fixed an issue where the Guastatori Demo Charge displayed a placeholder image when selected.  
  • Fixed an issue where the M29 Weasel with Towed 57mm Anti-tank call-in tooltip was incorrect and stated the weapon was unmanned.  
  • Fixed an issue where the Recovery Half-track's Salvage and Rapid Advance ability icons overlapped.  
  • Fixed an issue where the Stuart Ace was missing its portrait in the victory splash screen.  
  • Fixed an issue where the Stuart's Mark target displayed double requirements.  
  • Fixed an issue where Wehrmacht team weapons had incorrect portraits and text when de-crewed.  
  • Fixed missing and inconsistent key names in View and Remap Controls tab.  
  • Fixed Refresh button in Browse Custom Games Lobby.  
  • Fixed the missing portrait on the 25-Pounder.  
  • Improved the Command Tanks coordinate ability tooltip.  
  • Improved the majority of in-game tips to correct the disparity between functionality and ability. Tooltips now also provide greater clarity across the board.   
  • Improved unit production prerequisites not being properly displayed/communicated.  
  • Made the Exclusive Control Groups setting enabled by default.  
  • Self-Repair and Smoke barrage on the 250 Mortar Half-track no longer overlap with each other.  
  • The mouse cursor will now show the build icon when placing a new construction or hovering over a partly built construction.  
  • Updated the design for the team-weapon set-up bar. 
  • Updated visual style of action bars that appear on the decorator.  
  • Players can now toggle the tab navigation on and off from the Settings screen's Accessibility's General section.

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/68-pc-emerald-bear-1-2-0-patch-notes

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MaJ v1.2.1.16064 - 2023/07/27 jeudi

Taille : ~?Mo

The 1.2.1 hot fix focuses on fixing high-rate crashes and problematic gameplay issues. Our team is currently investigating a performance issue that has been reported by players and we hope to be able to share some news on this topic soon.  We are closely monitoring several gameplay issues which you can find on our updated PC Known Issues list.

  • Fixed an issue with smoke abilities on vehicles.  

  • Fixed top 3 high-rate crashes. 
  • Player Profile web leaderboard links now link to the populated leaderboards. 

  • Adjusted Player Profile resolution size so it fits in the screen for all game resolutions.  

  • Cosmetics for the Deutsches Afrikakorps Panzerpioneer Squad will now be equipped on all unit models.

  • Moved build number from the main menu to the settings menu.

  • Removed the Pachino Stalemate Test map from custom matches. 

  • Added missing localization for Benghazi and Monte Cavo maps.  

  • Added localization for certain tabs in the end game screen.  
  • Added localization for Player Profile tooltip.  

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/69-pc-hotfix-1-2-1-patch-notes

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MaJ v1.2.2.16315 - 2023/08/03 jeudi

Taille : 216,5Mo

This hotfix focuses on improving performance issues and FPS drops as well as fixing gameplay bugs and balance. You can also find the issues we are tracking and looking to resolve in the Known Issues list.  

  • Fixed an issue resulting in FPS losses for some players caused by a bug in how the game is loading/rendering terrain.  

  • Fixed an issue preventing players from buying certain team weapons (Flak 36, 17 pounders) despite having enough resources. 

  • Fixed an exploit allowing players to indefinitely use some bombardment abilities.  

  • Fixed a lighting issue on Monte Cavo 4v4 map that caused certain vehicle cosmetics to glow.  

  • American Paradropped units now benefit from Infantry Support Center upgrades. 

  • Player's rating will be displayed only after all stats have been loaded. 

  • Added localization for Player profile tooltip.


Balance fixes to Air Support Center 

  • P47 Air Support Center Strafing Run damage per shot reduced from 30 to 20 

  • P-47 Air Support Strafing Run Delay from 0 to 2 

  • P-47 Air Support Strafing Run area of effect can no longer miss in certain circumstances 

  • P-47 Air rate of Fire reduced decreased from 20 to 16 

  • P-47 Strafing Run munition cost increased from 50 to 60 

  • Air Supply munitions cost reduction reduced from -33% to -20 munitions; applies to P-47 Dive Bomb and Strafing Run 

  • Air Supremacy cooldown bonus reduced from -50% to -30 seconds flat; applies to P-47 Strafing Run and Dive Bomb

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/70-pc-hotfix-1-2-2-patch-notes

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  • 3 weeks later...

MaJ v1.2.3.17047 - 2023/08/24 jeudi

Taille : 525,2Mo

BalanceTuning_EB_CoHDevForum_801x386px.jpg

Moving forward, our team will be releasing a smaller and more focused tuning update after every major PC release. Today’s update (1.2.3) will address some outstanding issues from the release of Emerald Bear (1.2.0) and make some tuning adjustments to multiplayer balance. You can find more information on our new update cadence for PC in our 2023 PC Roadmap releasing soon.   

FACTION BALANCE

General

3-Inch Mortar Team

  • Shells per HE barrage increased from 4 to 6 

  • Shells per HE barrage with Artillery Saturation increased from 7 to 8  

Aircraft 

  • Strafe plane health reduced from 280 to 240. 

  • High-Altitude bomber plane health increased from 280 to 480. 

Anti-Air – Wirbelwind, M16 Quad Half-track, Flakvierling 

  • Range bonus increased from x6 to x7.5. 

Autocannons – 8 Rad, 250/9 20mm, Crusader AA 

  • Rate of fire reduced by 0.125 seconds; adjusts back to pre-1.2.0 update status. 

Bishop Self-propelled Gun 

  • Barrage projectiles now ignores collisions up to 75% during its flight due to the Bishop’s low angle of fire. 

  • Now fires low angle shells to match the maximum elevation of its weapon. 

CWT 15CMP Anti-Air truck 

  • Accuracy reduced from 0.8/0.625/0.6 to 0.6/0.5/0.4  

  • Area of effect damage set to 5.675 damage with no drop-off. 

  • Area of effect now capped to 2 models. 

  • Horizontal traverse speed reduced from 160 to 100.   

  • Reload time increased from 1 to 2 seconds. 

  • Scatter ratio and offset reduced from 0.85/0.65 to 0.35/0.25  

  • Scatter reduced from 10 to 6.5 

  • Weapon cooldown reduced from 0.25 to 0.125 seconds. 

Reveal Area 

  • Direct-fire units firing from the fog of war will no longer reveal the terrain they are on. This prevents these units from being targeted by certain off-map abilities.  

Strafing Runs – P47, JU-87s 

  • Suppression will now only be applied to units hit by the area of effect damage and not spread to units outside its radius. 

Vickers Heavy Machine Gun Team 

  • Focused Gunnery accuracy increased from 0.7/0.55/0.45 to 0.9/0.825/0.8  

  • Focused Gunnery Suppression reduced from 0.009 to 0.005 

M3 Stuart 

  • Penetration reduced from 120/100/80 to 80/65/50  

  • Reconnaissance Scan 

  • Changed from a timed ability to a toggle ability. 

  • Remains active when the vehicle is moving. 

  • Movement speed reduced by 50% and disables weapons when active. 

M3 Grant 

  • Coaxial machine gun now properly tracks targets. 

WEHRMACHT 

221 Armored Car 

  • 20mm Panzerbusche now deals very limited area of effect damage; primarily to detonate objects like mines.  

  • The 221 Scout Car's White Phosphorus Round ability no longer overlaps with its Scout Awareness ability 

  • White Phosphorus Round is now available without veterancy for the Panzerbusche variant.  

Breakthrough Incendiary Bombing Run 

  • Munitions cost reduced from 120 to 100. 

  • Now arrives sooner and drops its bombs off sooner; it now takes 8-9 seconds for bombs to impact the target area. 

Flak 36 Anti-tank Emplacement 

  • Health increased from 800 to 1040. 

Kettenkrad Reconnaissance Vehicle 

  • Reconnaissance Scan changed from a timed ability to a toggle ability that remains active when moving.  

  • Speed reduced by 50%. 

Luftwaffe Strafing Run 

  • Recharge time increased from 60 to 90 seconds 

Luftwaffe Fragmentation Bombs 

  • Recharge time increased from 60 to 120 seconds 

Stosstruppen 

  • StG 44 Assault Rifle accuracy increase from 0.59/0.47/0.29 to 0.72/0.55/0.4 

  • StG 44 burst duration increase from 1.25/0.75/0.25 to 1.25/1/0.45 

  • StG 44 cost decreased from 75 to 50 munition. 

Wehrmacht 8Rad  

  • Signal Detection range reduced from 90 to 60. 

Wespe Self-propelled Gun 

  • Barrage ready-aim time from 2 to 0.125  

  • Cost reduced from 400 manpower and 80 fuel to 320 manpower and 60 fuel. 

  • Creeping Barrage range changed from 150 to 180; matches standard barrages. 

  • Creeping Barrage recharge time from 70 to 55. 

  • Fixed several issues where the Creeping Barrage damage was different from the regular barrage. 

US FORCES 

Chaffee 

  • Penetration reduced from 180/125/100 to 180/110/80. 

Engineer Light it Up Veterancy ability 

  • Area increased from 5 to 6. 

  • Flamethrower damage increased from 5 to 8. 

  • No longer has a cooldown between bursts. 

M31 US Recovery Vehicle 

  • Fuel cost reduced from 45 to 30. 

  • Will now self-repair when out of combat. 

Whizbang 

  • Damage to emplacements reduced by 25%. 

  • Range increased from 80 to 85. 

DEUTSCHES AFRIKAKORPS 

250/9 20mm Half-track 

  • 20mm autocannon accuracy increased by 33% (0.224/0.192/0.176 to 0.3/0.25/0.23) 

  • Area of effect damage set to 4 damage with no drop-off. 

  • Area of effect now capped to 2 models. 

  • Coaxial machine gun accuracy reduced by 33% at all ranges (0.64/0.58/0.52 to 0.42/0.38/0.34) 

  • Now deals area of effect damage in a radius of 1.25 

Bersaglieri   

  • Reinforcement cost reduced from 28 to 26. 

Cannone da 105/28 Howitzer  

  • Shells per barrage increased from 4 to 6. 

Famo Recovery Vehicle  

  • Fuel cost reduced from 40 to 30. 

Panzerjeager Squad  

  • Health increased from 85 to 90. 

  • Reinforcement cost decreased from 28 to 26. 

Armored Support Battlegroup   

Vehicle Awareness  

  • Range reduced from 160 to 60. 

BUGFIXES 

  • Fixed a high-rate crash occurring when models would ragdoll. 

Art/Animation 

  • Fixed an issue where the territory and map borders would flicker on the Ruins single player map. 

  • Wall sections should no longer remain visible once destroyed. 

Dynamic Italian Campaign 

  • Fixed an issue where recovered Stuarts for the Americans did not have the correct tint or voice lines.

Gameplay

  • Units with no AA capabilities no longer acquire airplanes as targets.  

  • Engineering units no longer take extra damage when repairing at veterancy 3 as intended.  

  • Fixed an issue where Compromise Armor did not properly apply to targets.  

  • Fixed an issue where some Bombing Runs preview reticle was inaccurate.  

  • Fixed an issue where the MG34 got a speed boost when using Fire Discipline ability. 

  • Fixed a text error that stated certain munitions crates granted 60 munitions when they only granted 40.  

  • Moved base bunkers to remove the ability to shoot resource points on some maps. 

  • Burst fire weapons no longer interrupt the current burst if the target is out of fire-cone angles. 

  • MG34 Fire Discipline and Vickers Plunging Fire abilities can now be used in garrisons. 

  • Team Weapons and Emplacements will now grant shared experience to units that can receive it. 

  • CWT 15CMP Anti-Air truck now properly deals area of effect damage in a radius of 3.   

  • Fixed an issue where the 8 Rad, 250/9 Halftrack, and Crusader AA were firing their autocannons faster than intended. 

  • Improved the hitbox of dropped weapons to make it easier to pick them up.  

  • Adjusted selection box from 1 to 2.5 on the German LG40 Recoilless Gun. 

  • Fixed the LG40 Recoilless Gun to properly camouflage when its Veterancy 1 ability is used. 

  • Removed the wrong decorator from the tactical map for the LG40. 

UI/UX 

  • Fixed an issue causing loss of functionality when pressing ESC during hotkey remapping. 

  • Fixed an issue where LMG Commando Suppressing Fire ability did not display a UI icon when active. 

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/74-pc-emerald-bear-balance-tuning-1-2-3

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MaJ v1.2.3.17126 aka 1.2.3a - 2023/08/25 vendredi

Taille : 187,6Mo

This update is meant to unblock players that are unable to launch the game. Our team is working on another hotfix for next week.

  • Fixed an issue preventing the game from launching properly for players with an older Windows 10 version

Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/75-pc-hot-fix-1-2-3a

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    • Oh merci, franchement je n'étais pas venue pour ça, mais bangeur, ça va m'être utile mrc bcp frérot
    • Bonjour,   Sur COH3 j'ai pu  faire plusieurs parties sans problème mais maintenant au bout de quelques secondes l'écran devient noir, on peut voir les unités et le jeux continue. J'ai une carte intel graphique 630 Que faire?
    • Bonjours,  Depuis quelques temps j'ai constaté que certain des mods installés pour COH sur mon pc bug au chargement des maps ou in game et m'affiche un message qui dit "Impossible de créer le rapport d'erreur vérifiez votre dossier TEMP" j'ai essayé une manip expliquée sur un forum de Jeuxvidéo.com mais ça marche pas ! Avez vous une solution fiable ? Je précise qu'il s'agit du Pack comprenant COH, COH : OF, COH : TOV et COH : Legacy et j'ai constaté le bug sur Battle of the Bulge et sur Far East War
    • MaJ v1.4.3.21751  - 2023/12/15 vendredi Taille : 232,4Mo This hot fix addresses our top crash from this past week that was causing players to crash while loading into a multiplayer match. This was especially problematic in larger game modes. We wanted to thank all our players for filling out their BugSplat crash reports so that we could diagnose the problem in a timely fashion. Thank you for all your patience as we worked to resolve this. ELO & ranks are now reenabled as well. Bug Fixes Addressed a crash while loading into a 4v4 quick match. Artillery Radio Beacon now stops receiving bonuses to rate of fire and range as soon as the ability is cancelled. Fixed alignment of territory lines and icons on the tactical map for rectangular shaped maps. Fixed an issue where players could not change Company Support options when starting a mission in the Italian Dynamic Campaign. Fixed some messages not appearing when a tutorial is calling the player's attention to something. Source : https://store.steampowered.com/news/app/1677280/view/3891737145570951427
    • Bonjour, Je pense que la version de CoH sur le CD/DVD de CoH Anthology est en quelque sort trop vieille et donc plus compatible pour fonctionner sur Windows 10. Si je me suis souviens bien, CoH Anthology regroupe : CoH, CoH : Opposing Fronts et CoH : Tales of Valor. As-tu toujours les clés/codes CD de ces jeux ? Si oui, alors je te conseille d'ajouter ces clés sur Steam pour pouvoir télécharger le jeu dans sa dernière version et y jouer. Procédure dans ce sujet :  
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