OVERVIEW
[p] [/p][p]The Opal Scorpion (2.1.0) update includes 5 new maps, multiplayer balance changes, new cosmetics, and additional gameplay and quality of life improvements. [/p][p] [/p][p]As always, we will be monitoring your feedback and bug reports in the coming days to ensure we are on top of any critical issues. If you’re encountering any technical problems or wish to report a bug, please submit a new request here. [/p][p] [/p][p]You can find our Known Issues list here. [/p][p] [/p][p]We’ll see you on the battlefield! [/p][p] [/p]NEW CONTENT & FEATURES
[p] [/p]New Cosmetics
[p] [/p][p]With this update we are introducing 4 new Legendary cosmetic sets – one for each faction. These sets will be available for either Merit or War Bonds. [/p][p] [/p][p]US Forces - Amphibious Assault [/p]- p]Though synonymous with the Pacific Front, the Island hopping and beach assaults of the Italian mainland felt all too fitting a place to represent the US Marine Corps in all their frog-skin splendor. [/p][/*]
- [p]This worn and weather-beaten scheme represents the Wehrmacht towards their bitter end. We designed the War Torn pack to represent vehicles, soldiers and matériel in a state of desperate disrepair. [/p][/*]
- [p]This lesser known but striking scheme was a must-have addition to our British army in Africa. Tinted to mimic the light of dawn or dusk against the sand, this scheme was intended to protect convoys of vehicles on their way to strike targets from deep in the desert. [/p][/*]
- [p]The Afrikakorps employed exceptional ambush tactics within their desert realm, personified by the Desert Cats pack. Use natural sepia and artificial shadows to obscure your forces as they maneuver to ambush their foe. [/p][/*]
Maps
[p] [/p]New Maps
[p][/p][p]Tuscan Vineyards (1vs1) [/p][p]Community mapmaker Kpen returns with this competitive 1vs1 map, set in a lush Italian landscape. Players will be fighting in and amongst dense hedgerows and exposed river crossings to secure victory in this beautifully realized battlefield. [/p][p]A picturesque battlefield nestled in the heart of the Italian campaign. Amidst the rolling hills and sprawling vineyards of Tuscany, this once tranquil region has become a critical theatre of war. The vineyards, once a source of pride for local winemakers, now serve as hiding spots and cover for soldiers engaged in intense firefights. The rows of grapevines provide tactical opportunities for ambushes and flanking maneuvers, testing the mettle of commanders leading their troops through this challenging terrain. [/p][p][/p][p]El Alamein (2vs2) [/p][p]The turning point of the war in North Africa, this infamous, yet seemingly insignificant railstop was a must-have addition to Company of Heroes 3. Players will be hard-pressed to secure all the territory they desire and will need to work together to carve out resources that suit their playstyle. Wide, open desert flank the central rail compound and what cover is available will not last for long. [/p][p]“Here we will stand and fight; there will be no further withdrawal. I have ordered that all plans and instructions dealing with further withdrawal are to be burnt, and at once. We will stand and fight here. If we can't stay here alive, then let us stay here dead.” [/p][p]Lieutenant-General Bernard Montgomery [/p][p]El Alamein’s flat, barren terrain presented tactical challenges for its defenders; trenches and foxholes were often only inches deep and sightlines were long. Mechanized warfare was king. [/p][p][/p][p]Lorraine (2vs2) [/p][p]Community mapmaker TheSphinx also makes their return with this wonderful rendition of Company of Heroes 1’s Lorraine - a 2vs2 favorite. Their eye for detail has left no stone unturned in this painstaking recreation of a bombed rural town. [/p][p]"I remember this town the day we arrived - streets packed with children playing, markets buzzing with activity in the warm midday sun. Now it's no more than a graveyard of rubble and ash; a burial plot for the innocence of mankind." [/p][p]A heavily destroyed urban landscape, Lorraine favors close-quarters combat amongst the ruins. [/p][p][/p][p]Gabès Gap (3vs3) [/p][p]Players will take command of the battle of Wadi Akarit, a single roadway bisecting the salt flats and outcroppings of the West, and the beaches to the East. While direct conflict is to be expected among the flat, desolate shrub of the map’s center, there is too much value to be had in capturing the fortified beaches and highlands to either side. Neglecting either of these battlefields will open your entire team to dangerous cut-offs and flanking maneuvers. [/p][p]"We broke off from the boys at Medenine - heavy hearts and all. The 8th were to advance into harm’s way while we skirted Southwest, deeper into the mountains, some 140 miles behind enemy lines. With any luck we could cut Jerry off at Gabès. But the best laid plans..." [/p][p]The Battle of Wadi Akarit broke the final Axis bridgehead on the road to Tunis. Salt marshes and exposed coastline offered little protection on either side. [/p][p][/p][p]Red Ball Express (4vs4) [/p][p]We are also very proud to announce the debut of Community mapmaker DutchToast and their rendition of the Company of Heroes classic Red Ball Express. An exceptional amount of work has been poured into this map (4vs4 is no joke) and its name should be familiar to Company of Heroes 1 and 2 fans alike. Players should expect the same grinding advances down forested lanes and daring spearheads through enemy defenses. [/p][p]“You will not find it difficult to prove that battles, campaigns, and even wars have been won or lost primarily because of logistics.” [/p][p]General Dwight D. Eisenhower [/p][p]Military expressways were critical to the movement of matériel inland; thousands of tonnes of critical supplies were the lifeblood of the Allied offensive. [/p][p]Classic Company of Heroes community map, originally created by Yojimbo252. [/p][p][/p]Multiplayer Maps Quality of Life Improvements
[p] [/p][p]We have several bug fixes and improvements across our Multiplayer Maps, thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates. [/p]- [p](2) Pachino Stalemate - Very minor territory adjustment, ensuring the Southern Fuel points fairly connect only with their neighboring Fuel point. [/p][/*]
- [p](2) Twin Beaches - +10 Fuel Points within contestable areas have been adjusted to new +8 Fuel Points, to reduce the harsh swing of total Fuel income when capturing the majority of points. [/p][/*]
- [p](6) Benghazi - Minor adjustments to barbed wire present on this map. Changes to ultra-lights made some areas inaccessible or difficult to access with early capturing vehicles. [/p][/*]
- [p](6) Gothic Line – Fixed an issue that caused spawned units from production buildings to wander over to their neighbor's HQ. [/p][/*]
- [p](6) Mignano Summit - Very minor territory cleanup and some cover rebalancing, especially around the map center. [/p][/*]
- [p](8) Oasis Depot – An issue with the central Fuel points has been fixed. It was previously possible to gain their income even if the central island was cut off from the HQ sector. [/p][/*]
- [p](8) Sousse Stronghold - Impass added under a rock formation, to prevent ultra-light vehicles from driving inside to hide. [/p][/*]
Localization
[p]Added text localization for the following languages: [/p]- [p]Ukrainian [/p][/*]
- [p]Russian [/p][/*]
MULTIPLAYER CHANGES
[p] [/p][p]Breach [/p][p]Breach is difficult to use due to several issues that we have identified. [/p]- [p]Length of time needed to complete breach [/p][/*]
- [p]Breach locking the player’s units out of commands once it begins [/p][/*]
- [p]Breaching units needing to walk in through the door once the enemy has been forced out or exited the structures before/during breach [/p][/*]
- [p]Breach can now be cancelled at any stage prior to the ability causing damage, allowing units to break away from the door if required [/p][/*]
- [p]Breach has been significantly sped up with the ability taking around 3 seconds to cause damage and kick the enemies out of the building once the actual Breach animations begin [/p][/*]
- [p]Units that are Breaching will teleport into the building if the enemy exits, rather than attempting to walk in through the doors/complete the breach animation [/p][/*]
- [p]Units that are breaching move +50% faster as they approach the door [/p][/*]
- [p]Breach is now a standardized cost of 25 munitions for all units [/p][/*]
- [p]Breach causes a Grenade callout for the opponent, and they will receive an event queue that their building is being breached [/p][/*]
- [p]Breaching no longer always kills 2-3 models, now each model has a 25% chance to die [/p][/*]
- [p]Breach should no longer cause team weapons to get occasionally stuck by destroying the weapon itself [/p][/*]
- [p]Breaching deals between 40-60 points of damage to everyone in the hold when it occurs if they were not killed [/p][/*]
- [p]Cancelling Breach while the unit is breaching will put the ability on a 10 second cooldown [/p][/*]
- [p]Vision radius reduced from 6.5 to 0.05 [/p][/*]
- [p]Does not impact how abilities that target territory points function [/p][/*]
- [p]Can now skip any on-going reload sequence to fire immediately. Weapons that have fired will still remember their reload time when they swap back to the original weapon. [/p][/*]
- [p]Example: M24 Chaffee Fires main gun -> Fires Smoke Shot via ability -> Retains reload time of the main gun when the weapon was swapped to Smoke [/p][/*]
- [p]Grenades and explosives like Satchels/Demo Charges [/p][/*]
- [p]On-map Artillery barrages [/p][/*]
- [p]On-map Mortar Barrages [/p][/*]
- [p]Off-map Damaging abilities [/p][/*]
- [p]When units are given a capture command and are not on a capture point: [/p][/*]
- [p]Squad entities no longer stack onto the center or beyond the capture point with direct capture commands. Squads will move to the center of the point, favoring the side they come from. [/p][/*]
- [p]Squads no longer move closer to capture points if they are issued a capture command in the zone of control of the point they are already capturing [/p][/*]
- [p]This allows users to leverage desirable cover in or near a capture point as units can now retain cover positions from queued capture commands. If a queued order was issued, they will hold the position, capture, and move to the next order. [/p][/*]
- [p]Artillery Emplacements now take 50% less damage from on-field medium, heavy and rocket artillery, was previously 25%. Does not impact resistance against off-maps. [/p][/*]
- [p]Corrected some reticules to more correctly match the blast radius [/p][/*]
- [p]Have overall been increased in strength [/p][/*]
- [p]Damage increased from 100 to 120 [/p][/*]
- [p]Medium distance damage increased from 0.25 to 1.0 [/p][/*]
- [p]Far distance damage increased from 0.15 to 0.1699 [/p][/*]
- [p]Minimum cast range reduced from 15 to 12.5 [/p][/*]
- [p]Area of Effect radius decreased from 4m to 3m [/p][/*]
- [p]Max squad member entities that can be hit decreased from no limit to 4. [/p][/*]
- [p]Munition cost increased from 30 to 35 [/p][/*]
- [p]Damage remains at 120 [/p][/*]
- [p]Medium distance damage increased from 0.5 to 1.0 [/p][/*]
- [p]Far distance damage decreased from 0.3 to 0.1699 [/p][/*]
- [p]Minimum cast range reduced from 15 to 12.5 [/p][/*]
- [p]Area of Effect radius decreased from 4m to 3m [/p][/*]
- [p]Medium distance damage increased from 0.4 to 0.7 [/p][/*]
- [p]Far distance damage increased from 0.15 to 0.225 [/p][/*]
- [p]Near distance increased from 0.125 to 0.35 [/p][/*]
- [p]Mid distance increased from 0.75 to 1 [/p][/*]
- [p]Far distance decreased from 3.5 to 1.5 [/p][/*]
- [p]Ability recharge time standardized to 30 seconds; matches other similar grenade types [/p][/*]
- [p]Stats standardized to the MK 2 Frag Grenade before changes are applied below; fuse times remain unique for ‘cooked’ variants [/p][/*]
- [p]Medium distance damage increased from 0.5 to 0.85 [/p][/*]
- [p]Near distance increased from 0.125 to 0.35 [/p][/*]
- [p]Far distance decreased from 4.5 to 3 [/p][/*]
- [p]Paratrooper's grenades upgraded from Packed Explosive now show a larger reticule to represent the 25% increase in radius [/p][/*]
- [p]Always deals 40 damage with no damage drop-off [/p][/*]
- [p]Always deals 30 damage with no damage drop-off [/p][/*]
- [p]Blast radius increased from 2m to 4m [/p][/*]
- [p]Mortar projectiles now always arrive at their destination after 2.5 second [/p][/*]
- [p]Heavy Mortar projectiles that are not flares now always arrive at their destination after 3.25 second [/p][/*]
- [p]Pack Howitzer, Le.IG 18 projectile speed increase of 25 to 50 [/p][/*]
- [p]Delay for elite camouflage reduced from 0.5 to 0 [/p][/*]
- [p]Camouflage detection range for all regular units reduced from 12.5 to 10 [/p][/*]
- [p]Reticule added for the Stealth Camouflage passives and toggle ability to display a rough estimate of when the unit gets detected by non-detectors from the center of the squad [/p][/*]
- [p]When units leave cover, their camouflage UI indicator counts down [/p][/*]
- [p]German AT guns now get first strike the moment they enter camouflage [/p][/*]
- [p]Can all be garrisoned by infantry, even in their upgraded forms [/p][/*]
- [p]Provides Garrison Cover Combat Bonuses for all variants [/p][/*]
- [p]Units that sweep mines without detonating them now gain experience [/p][/*]
- [p]Regular Mines: 150 [/p][/*]
- [p]Anti-tank Mines: 250 [/p][/*]
- [p]Australian Trip-Wire: 100 [/p][/*]
- [p]S-Mines and Butterfly Bombs: 25 [/p][/*]
- [p]DM-16 Trip Flare: 50 [/p][/*]
- [p]Signal Detection now reveals the user of the ability for 5 seconds every 5 seconds [/p][/*]
- [p]Signal Detection is now a toggle ability for these units [/p][/*]
- [p]Recon detection icons have been updated to a new shade and style that better fits with the game [/p][/*]
- [p]Ultralight Vehicles: Now requires light vehicles or higher to be crushed; cannot be crushed by ultralight vehicles [/p][/*]
- [p]Medium Vehicle Wrecks: Now requires heavy vehicles to be crushed; can no longer be crushed by medium vehicles [/p][/*]
- [p]Heavy Vehicle Wrecks: Immune to being crushed by all sources [/p][/*]
- [p]Anti-garrison damage bonus decreased from + 100% to +50% [/p][/*]
- [p]BL 5.5 Artillery Emplacement Command Point cost reduced from 2 to 1 [/p][/*]
- [p]210mm Obice Artillery Emplacement Command Point cost reduced from 5 to 4[/p][/*]
- [p]Towed Cannone 105/28 Command Point cost reduced from 3 to 2 [/p][/*]
- [p]Build time reduced from 40 to 30 seconds [/p][/*]
- [p]Now functions even if the vehicle is moving, similar to those used by the Grenadier Squad [/p][/*]
- [p]No longer remains spotted in the fog of war and on the mini-map once discovered and the enemy loses vision [/p][/*]
- [p]Veterancy 3 rate of fire bonus increased from 30 to 35% [/p][/*]
US Forces
[p]Captain Retinue [/p][p]The Captain is a vital unit for the US Forces due to its powerful abilities. This has often led to the Infantry Support Center being chosen over the other Support Centers, which is also able to use the momentum of an extra unit to push the enemy. [/p][p]To create more build diversity, we are allowing the Captain to be purchased from the Headquarters after upgrading to any support center. This allows US players to always have the option to get the Captain, while letting the Infantry Support Center to retain the free unit it gives. [/p]
- p]Now available in the Headquarters after any Support Center is constructed. Infantry Support Center still immediately spawns a Captain upon completion [/p][/*]
- [p]Fixed an issue where experience gain was multiplicative resulting in the unit giving 150% extra experience at Veterancy 3. Amount now set to be a flat 50% bonus for a total of +75% bonus experience granted at Veterancy 3 from 25%. [/p][/*]
- [p]First Bombing Run is now free [/p][/*]
- [p]First Strafing Run is now free [/p][/*]
- [p]Repair rate increased from 8 to 12 [/p][/*]
- [p]Can now repair structures [/p][/*]
- [p]Now causes the Forward Repair Station to generate a repair aura within range 25. Engineers on the point become visual indicators. Previous effect removed. [/p][/*]
- [p]Global upgrade no longer requires a support center to be researched [/p][/*]
- [p]Munition-based upgrade per squad locked behind any Support Center being purchased [/p][/*]
- [p]New upgrade in the Mechanized Support Center, takes the positions of the previous M4A1 76mm Gun Conversion [/p][/*]
- [p]Increases range by +5 and additional rounds per burst by +25% for all vehicle mounted machine guns including upgraded machine gun mounts – such as the M2HB .50cal found on the Sherman- and the M16 Multiple Gun Motor Carriage [/p][/*]
- [p]Moved to the Tank Depot; no longer requires the Mechanized Support Center [/p][/*]
- [p]Veterancy 3 received accuracy bonus increased from 30% to 60% [/p][/*]
- [p]Veterancy 3 now adds an additional +60 health [/p][/*]
- [p]Veterancy 3 Armor-Piercing Rounds duration bonus replaced with Armor-Piercing Rounds causing Crew Injury criticals on vehicle penetrating hits [/p][/*]
- [p]Veterancy 1 acceleration bonus changed to +15% rotation rate [/p][/*]
- [p]Veterancy 3 range bonus now affects all weapons on the Greyhound rather than being restricted to machine guns [/p][/*]
- [p]Speed increased from 6.5 to 6.9 [/p][/*]
- [p]Bunker Buster now fires a single high damaging shell with a time delay of 3.5 seconds. Damage is equivalent to a satchel charge against buildings but is still lethal to units like team weapons and infantry. [/p][/*]
- [p]Auto-attack range reduced from 45 to 30 [/p][/*]
- [p]Auto-attack reload sped up from 4.5 to 3 seconds [/p][/*]
- [p]Barrage range increased from 50 to 90 for all barrages [/p][/*]
- [p]Barrage recharge time increased from 30 to 60 seconds [/p][/*]
- [p]Now has access to the Handbrake ability [/p][/*]
- [p]Variant towing the Pack Howitzer arrives to the battlefield at Veterancy level 1 [/p][/*]
- [p]Veterancy 1 acceleration changed to +25% rotation rate [/p][/*]
- [p]Veterancy 3 weapon drop cost reduction replaced with Self-repair ability always being active, even if the unit is moving and/or in-combat [/p][/*]
- [p]Auto-fire reload adjusted to be around 10 seconds with auto-fire. Ammunition Storage and Veterancy 3 now reduces the time needed to recharge the next auto-fire shot. [/p][/*]
- [p]Reckless Assault is now part of the unit without requiring veterancy [/p][/*]
- [p]Fortify Positions now available as Veterancy choice 2 [/p][/*]
- [p]Fortify Positions always enters cooldown when the Exchangeable Parts is used to convert a Halftrack into an Assault Carrier [/p][/*]
Wehrmacht
[p]Kettenkrad [/p][p]The Kettenkrad has also had its Communication Cables vision range adjusted for the recent territory points change. It is slightly lower than before but is compensated by no vision being provided by Territory Points to begin with. [/p]- [p]Points captured by a Kettenkrad with Communications Cables now has UI indicator on point to show it is benefiting from the increased vision [/p][/*]
- [p]Communication Cable vision bonus on points increased from 7 to 12 [/p][/*]
- [p]Veterancy 1 acceleration bonus changed to +25% rotation rate [/p][/*]
- [p]Veterancy 3 now allows the Kettenkrad to be camouflaged even when moving [/p][/*]
- [p]Merge recharge time increased from 15 to 60 seconds [/p][/*]
- [p]Upkeep per population increased from 1 to 1.5 [/p][/*]
- [p]Veterancy 3 bonuses changed to +10 vision range and +50% rate of firing when attacking from camouflage [/p][/*]
- [p]Veterancy 1 Received Accuracy increased from 15% to 20% [/p][/*]
- [p]Veterancy 3 Weapon accuracy increased from 33% to 40% [/p][/*]
- [p]Health reduced from 110 to 100 [/p][/*]
- [p]Manpower cost increased from 320 to 340 [/p][/*]
- [p]G43 accuracy far accuracy increased from 0.5 to 0.6 [/p][/*]
- [p]Scoped G43 damage increased from 14 to 16 [/p][/*]
- [p]Concealment Ability changed to - Slowing Fire [/p][/*]
- [p]Slows Jagers by 33% but slows infantry on rifle hits by 33% for 2 seconds. Effects are refreshed on hit. Lasts for 15 seconds. [/p][/*]
- [p]Point-Blank Blast reworked. Is now timed ability that greatly reduces range to 15 but grants anti-infantry HE shells for 20 seconds. Weapon stats have been heavily adjusted to have less scatter but lower direct damage output. [/p][/*]
- [p]Veterancy 1 acceleration bonus replaced with +15% weapon accuracy [/p][/*]
- [p]Angle scatter reduced from 50 to 20 [/p][/*]
- [p]Distance scatter max reduced from 10 to 5 [/p][/*]
- [p]Distance scatter offset adjusted from -0.5 to 0 [/p][/*]
- [p]Can now recrew a targeted abandoned team weapon and emplacements for 50 manpower [/p][/*]
- [p]Can be salvaged for a 75% manpower return, like non-upgraded Fighting Positions [/p][/*]
- [p]Units still cannot fire out of this structure [/p][/*]
- [p]Veterancy 2 accuracy bonus increased from 15% to 20% [/p][/*]
- [p]Veterancy 3 accuracy bonus increased from 20% to 25% [/p][/*]
- [p]Command Point cost reduced from 2 to 1 [/p][/*]
- [p]Health reduced from 240 to 160 [/p][/*]
- [p]New ability added: Stronghold Defenders: Grants the Coastal Squad a light machine gun when fighting from garrisons at Veterancy level 1 [/p][/*]
- [p]Veterancy 2 weapon accuracy bonus increased from 15% to 20% [/p][/*]
British Forces
[p]Team Weapon Training [/p][p]This change will allow all British units to benefit from Training Center upgrades. Previously, emplacements were the only unit type to never receive bonuses, despite taking up population and upkeep. [/p]- [p]Now impacts emplacements; health bonus provided to emplacements is +120 health. Provides the same rate of fire bonus as regular team weapons [/p][/*]
- [p]Withdraw and Refit now has a 120 second ability recharge time when used [/p][/*]
- [p]Veterancy 3 +10 ability range changed to +25% damage [/p][/*]
- [p]Decoy Flares no longer shares a cooldown with Forward Observer Barrage [/p][/*]
- [p]Set-up time reduced from 3.5 to 2.5 [/p][/*]
- [p]Reload speed reduced from 3/3 to 3.75/4.25 [/p][/*]
- [p]Barrage recharge time increased from 45 to 50 [/p][/*]
- [p]Health reduced from 240 to 160 [/p][/*]
- [p]Now has access to the Breach ability [/p][/*]
- [p]Frontal armor increased from 280 to 310 [/p][/*]
- [p]Precision shot changed to - Forward Observer Airburst Support - BL 5.5 Inch Emplacement will fire 2 airburst shells at the target location of Forward Observer Barrage ability from Infantry Sections, Dingos, or Gurkhas is used. Ability is affected by Artillery Saturation. Similar damage output as Off-map Airburst Barrage. [/p][/*]
- [p]New ability – HESH Rounds Toggle ability. Swaps to HESH rounds that fire in a direct-line to targets rather than an arcing shell. Deals 80 damage on penetration, 40 damage on deflection and debuffs enemy vehicles on hit, reducing accuracy and rate of fire by 30% [/p][/*]
- p]Target Weakpoint now immediately ends upon firing a single shot while the ability is active. Is still a timed ability of 10 seconds, allowing a player to use the ability pre-emptively in anticipation for an attack [/p][/*]
- [p]Target Weakpoint never misses enemy vehicles [/p][/*]
- [p]Manpower cost reduced from 380 to 360 [/p][/*]
- [p]Reinforce cost reduced from 36 to 34 [/p][/*]
- [p]2-inch mortar projectiles per barrage increased from 5 to 6 [/p][/*]
- [p]2-inch mortar barrage cost reduced from 30 to 25 [/p][/*]
Deutsches Afrikakorps
[p]Afrikakorps Team Weapons - leIG 18, Pak 38 AT Gun, Flak 36 AT Gun [/p][p]We want to incentivize team weapon play for the Afrikakorps by allowing them to also benefit from the Combined Arms bonus. The Afrikakorps already has weaker team weapons and they have trouble keeping up with the mobile nature of the faction. [/p]- [p]Team weapons gain variant of the Combined Arms bonus that replaces the +10% accuracy bonus with a +10% rate of fire bonus. Only applies if the player is Afrikakorps [/p][/*]
- [p]Veterancy 3 now allows the Binoculars ability to always be active even when moving [/p][/*]
- [p]Binoculars ability now has a UI status indicator to display the amount of time it takes for the ability to become active when the unit is stationary [/p][/*]
- [p]GrB 39 smoke grenade ability removed [/p][/*]
- [p]Veterancy 3 health bonus increased from 20 to 25 [/p][/*]
- [p]Population reduced from 8 to 7 [/p][/*]
- [p]Veterancy 3 ability cooldown recharge increased from 50% to 75% [/p][/*]
- [p]Population from 8 to 7 [/p][/*]
- [p]Manpower reinforce cost reduced from 33 to 29 [/p][/*]
- [p]Manpower cost reduced from 275 to 240 [/p][/*]
- [p]Veterancy speed bonus increased from 25% to 33% [/p][/*]
- [p]Armor-piercing Ammunition now only increased penetration by 50%. Slow debuff on target and reduction on blast radius removed. [/p][/*]
- [p]Armor-piercing Ammunition cost reduced from 45 to 30 munitions [/p][/*]
- [p]Veterancy 1 acceleration bonus replaced with +15% weapon accuracy [/p][/*]
- [p]Italian Vanguard changed to – Against the Odds – When the Carro is near enemy medium and heavy vehicles within range 20, it will fire 20% faster. [/p][/*]
- [p]Hull machine gun is now an upgrade available for 50 munitions [/p][/*]
- [p]Hull machine gun accuracy increased from 0.35/0.325/0.3 to 0.5/0.45/0.4[/p][/*]
- [p]Hull machine gun burst rate of fire increased from 6 to 12 [/p][/*]
- [p]Hull machine gun moving accuracy increased from 0.5 to 0.75 [/p][/*]
- [p]Turret horizontal traverse speed increased from 60 to 90 [/p][/*]
- [p]Long-range penetration increased from 13 to 16 [/p][/*]
- [p]Rotation rate increased from 55 to 75 [/p][/*]
- [p]Health reduced from 160 to 120 [/p][/*]
- [p]Stuka Creeping Barrage now forces a recharge time of 30 seconds, rather than being available on a sperate cooldown [/p][/*]
- [p]Creeping Barrage covers a greater area, but now lands in a zig-zag pattern with gaps between rockets [/p][/*]
- [p]Stuka Barrage reticule adjusted for new larger the zig-zag pattern area of effect [/p][/*]
- [p]Stuka Creeping Barrage wind-down reduced from 0.5 to 0.375 [/p][/*]
- [p]Passive vision range bonus increased from 5 to 10 [/p][/*]
- [p]Aura now grants cover-based camouflage that has a 0 second delay before activating and remains for 4 seconds when leaving cover [/p][/*]
- [p]Funkwagon camouflage aura range increased from 30 to 50 [/p][/*]
- [p]Intel Radio Beacon camouflage aura range increased from 50 to 70 [/p][/*]
- [p]Units no longer automatically hold-fire. Hold-fire ability given to infantry units that lack it upon unlocking the Battlegroup [/p][/*]
- [p]Manpower cost reduced from 75 to 50 [/p][/*]
- [p]Intel Radio Beacon no longer detects enemy in-range, only provides the camouflage aura [/p][/*]
- [p]Resource siphoning reduced from 75% to 50% [/p][/*]
- [p]No longer reduces the territory point’s income [/p][/*]
- [p]No longer places an indicator on the target point stating it is being siphoned. [/p][/*]
- [p]No longer impacts capture or decapture speed of enemy units [/p][/*]
BUG FIXES
[p] [/p]General
- [p]Fixed an issue where explosions that killed models and caused gibs would not give the proper credit or experience points to units. [/p][/*]
- [p]Fixed an issue where fixed gun vehicles would only begin traversing their main gun onto target once the hull was aligned [/p][/*]
- [p]Chaffee will now immediately fire its smoke round after firing the main gun; primary weapon reload timer is maintained to prevent "double-shotting" [/p][/*]
- [p]Fixed loader animation: adjusted so shell loads straight into the loading area [/p][/*]
- [p]General tool-tip fixes and improvements [/p][/*]
- [p]Fixed ultralight vehicles phasing into the Fighting Nest [/p][/*]
- [p]Fixed units sometimes getting stuck in running animation after disembarking [/p][/*]
- [p]Fixed an issue where the camera would not fully zoom out despite settings [/p][/*]
- [p]Infantry units like US Forces Scouts no longer stutter while running [/p][/*]
- [p]Fixed an issue with snipers where they targeted the building instead of occupants [/p][/*]
- [p]Corrected multiple tooltip issues across abilities and units [/p][/*]
- [p]Fixed an issue where selected units became deselected if clicking the ground while shift-selecting [/p][/*]
- [p]Fixed minor performance issues with attacks on water or uneven terrain [/p][/*]
- [p]Fixed a case where directional cover bonuses incorrectly applied when throwing grenades [/p][/*]
- [p]Sandbags now destroyed by grenades [/p][/*]
- [p]Construction previews no longer detect mines [/p][/*]
- [p]Fixed instances where units targeted destroyed HQs [/p][/*]
- [p]Fixed off-map call-ins to properly damage bridges [/p][/*]
- [p]Booby Traps no longer require supply points [/p][/*]
- [p]Resolved various campaign mission logic errors [/p][/*]
- [p]Several crash issues resolved in edge case scenarios [/p][/*]
- [p]M29 Weasel now correctly detaches towed AT guns when upgrading to pintle-mounted MG [/p][/*]
- [p]Fixed Mortar Pit crew moving outside pit after consecutive barrages [/p][/*]
- [p]Street signs no longer block airborne projectiles [/p][/*]
- [p]Fixed towed M5 spawning improperly on Forward Retreat Points [/p][/*]
- [p]Humber’s Mark Area debuff now correctly applies to team weapon crews [/p][/*]
- [p]Fixed team weapons rotating too late to face towing vehicles [/p][/*]
- [p]Fixed towing vehicles getting stuck near obstacles when reversing [/p][/*]
- [p]Fixed multiple towing-related issues that could cause crashes [/p][/*]
- [p]Vehicles now immediately unload and drop towed weapons when withdrawing [/p][/*]
- [p]Buildings no longer execute specific destruction types depending on weapon; destruction now randomizes between impassable and passable cover [/p][/*]
- [p]Medical Halftrack healing correctly reflects veterancy bonus [/p][/*]
- [p]Salvage Fighting Positions now eject crew before self-salvaging [/p][/*]
- [p]Salvage Positions no longer appear on heavy machine gun nests [/p][/*]
- [p]Company Command Post Withdraw now functions in Campaign [/p][/*]
- [p]Nebelwerfer and 20mm Flak no longer slowed in water [/p][/*]
- [p]Fixed various directional cover issues with grenades [/p][/*]
- [p]Foot Guards now correctly attack at max range with bazookas [/p][/*]
- [p]Canadian Shock Demolition Engineering now properly displays population requirements [/p][/*]
- [p]Canadian Shock Battlegroup: 2-inch Mortar HE Barrage text corrected [/p][/*]
- [p]Fixed hand mortar animation glitch for Canadian Shock Troopers [/p][/*]
- [p]Advanced Hazard Removal no longer references wire cutters (default equipment) [/p][/*]
- [p]Walking Stuka Creeping Barrage no longer stalls at max range [/p][/*]
- [p]First Strike bonus now correctly applies when attacking from Funkpanzerwagen camouflage [/p][/*]
Singleplayer & Campaign
- p]Allied companies in 2v2 Italian Campaign skirmishes now receive resource stockpiles to balance pacing [/p][/*]
- [p]When playing as the British in the Campaign, fixed US units called in via Company Abilities missing Veterancy Abilities. This includes Paratroopers, Bazooka Teams, and Riflemen. [/p][/*]
- [p]Enemy company at Campagna reduced from Veterancy 3 to 0 for early game balance [/p][/*]
- [p]Newly produced companies no longer get stuck in ships [/p][/*]
- [p]A.I. turn correctly ends after capturing player towns [/p][/*]
- [p]Forward Repair Depot Engineers no longer follow vehicles out of repair range [/p][/*]
- [p]A.I. units no longer idle when pinned during move commands [/p][/*]
- [p]2v2 Italy skirmish A.I. now benefits from Company veterancy starting bonuses [/p][/*]
- [p]Fixed 6-pounder AT gun availability on A Bridge Too Far mission [/p][/*]
- [p]Corrected continue button behavior after The Battle of El Alamein [/p][/*]
Animation
- [p]Fixed British Forces 6 Pound and 17 Pound recoil animations, VFX properly synced to muzzle [/p][/*]
- [p]Shortened grenade and flamethrower breach animations to 3 seconds [/p][/*]
- [p]Fixed autobuild engineers running at incorrect speed; standardized to match normal engineers [/p][/*]
- [p]Fixed Afrikakorps Flak Halftrack wheels not rotating [/p][/*]
- [p]Fixed animation issues related to multiple weapons and reload states [/p][/*]
User Interface & User Experience
- [p]Improved zoom smoothness [/p][/*]
- [p]Mouse wheel now fully bindable as a hotkey [/p][/*]
- [p]Loading screens for Quick Match, Skirmish, Custom Games and Campaign Skirmishes have been updated to now include maps and units released after the 1.4.0 update, adding to the variety of backgrounds players will see [/p][/*]
- [p]Tactical map now properly scales recon ability ranges [/p][/*]
- [p]Status decorators for multiple abilities corrected [/p][/*]
- [p]Minimap unknown enemy icon updated for better readability [/p][/*]
- [p]Battlegroup Tech Tree visuals now match HUD icons and style[/p][/*]