Overview
[p]The Scarlet Bison (2.2.0) update will be available for Company of Heroes 3 today at 10am PT and includes new maps, quality of life updates, bug fixes, and multiplayer balance changes. Along with today’s release of the Endure & Defy Battlegroup DLC pack, this update shakes up the game in exciting new ways. We hope Scarlet Bison closes out 2025 with a bang as we gear up for a busy 2026! [/p][p]Many of the fixes and changes included in today’s patch are thanks to your feedback, so please continue to report any issues to us at help.relic.com. [/p][p][/p]New Battlegroups
[p][/p][p]Company of Heroes 3: Endure & Defy is a Battlegroup DLC pack consisting of four Battlegroups for Multiplayer and Co-Op / skirmish vs A.I.[/p][p][dynamiclink href="https://store.steampowered.com/app/4095900/Company_of_Heroes_3_Endure__Defy/"][/dynamiclink]US Forces – Italian Partisan Battlegroup[/p][p align="start"]Deploy daring Partisans to wreak havoc behind the lines. Cunning, deception, and sabotage are how your forces will prevail. [/p][p align="start"]Brave Resistance Fighters and Saboteurs will enhance your ground forces, while tunnel networks, resource siphoning, and underground detonations will cause the enemy to collapse from within. [/p][p align="start"][/p][p align="start"]Wehrmacht – Last Stand Battlegroup[/p][p align="start"]Victory requires sacrifice. Bolster your line with powerful improvised defenses and embolden your ground forces with a number of extraordinary measures. [/p][p align="start"]Repel the Allied advance with the imposing Pantherturm and immobilized vehicles, then demoralize their troops with the Propaganda Tower. Panzerfaust rollouts, improvised barrages, and final battle directives enable victory at any cost. [/p][p align="start"][/p][p align="start"]British Forces – Polish Cavalry Battlegroup[/p][p align="start"]Seek revenge with grizzled Polish troops who long for battle, and smash the enemy with devastating heavy weaponry. [/p][p align="start"]Elite Polish Lancer Sections lead the line, while Polish-crewed Sherman Fireflies and Land Mattresses demolish enemy positions and armor with frightening efficiency. All Polish units thrive against veteran enemies. [/p][p align="start"][/p][p align="start"]Deutsches Afrikakorps – Kriegsmarine Battlegroup[/p][p align="start"]Bring the might of the German Navy to bear. Fortify your positions, establish vital supply chains, and then annihilate all in your path with catastrophic fire support. [/p][p align="start"]Kriegsmarine infantry provide combat flexibility and engineering prowess. Establish Hardpoints to secure territory and enable supply drops. Stuka Bombers, Fritz Glide-bombs, and Naval salvos will break the enemy upon your shores.
[/p]
General
- [p]Several stability fixes addressing rare crashes during loading and save-game operations [/p][/*]
- [p]Battlegroup abilities that appear on the right side of the screen are now sorted bottom-up with active abilities coming before passive abilities, resulting in a more predictable allocation of ability hotkeys [/p][/*]
Maps
[p][/p]New Maps added to all modes
[p] [/p][p]Bologna – (1vs1) [/p][p]Community mapmaker Brian makes his debut in this wonderfully realized urban battlefield. Controlling each plaza and securing your flanks are key to survival in Bologna. [/p][p]“We are losing ground everywhere. The earth feels heavier beneath my boots now than it did just days ago. This once-beautiful city is our last stand in this cursed campaign. Orders from the high command are clear: hold the city at all costs. But what "costs" are they prepared to pay?” [/p][p]Sightlines are key in this bombed, urban landscape. Maintain control of plaza and courtyard alike, and prepare for flanking attacks between ruins.[/p][p]Wadi Darnah – (2vs2) [/p][p]Community mapmaker TheSphinx made serious waves with this new North Africa map. Beautifully designed and expertly crafted, this map was well-deserving of the first place prize in GBPirate’s latest map making competition. [/p][p]In the barren regions of North Africa - where only sand, stone and the most stubborn of foliage persist – water has become the most valuable resource. [/p][p]Settlements and armies alike, since the Ancient Romans, have clung to any source they can, often in the form of Wadis, which run through shallow gorges and avoid the baking heat of the sun. [/p][p] [/p][p]Oliveto Citra – (4vs4) [/p][p]Community mapmaker DutchToast makes a return with another vast 4vs4 map. Oliveto Citra features distinct lanes of hedgerows and critical areas for our players to battle over. [/p][p]The Germans have dug in a central defensive line, cutting off access to the main road in an attempt to secure the local logging operations for the war effort – a scar across the countryside. [/p][p]Once secured, the allies can push through to San Angelo and then onto Monte Cassino.
Powderkeg – (4vs4) [/p][p]Surrounded by groves, vineyards, and long outer approaches ideal for wide rotations, Powderkeg combines a compact urban center with expansive outer farmland. With multiple approaches into and around the center, teams have plenty of room to dictate where the fight happens [/p][p]"Freedom is like air: you realize how precious it is once you start running out of it." – Piero Calamandrei [/p][p]The Armistice of Cassibile arguably marked the most dangerous turn of events for Italian Partisans. Fathers, brothers and sons that were destined to return home to their families after Italy's surrender were instead press-ganged into service or servitude under the Wehrmacht. Italy was not free - it was held hostage. Over 70,000 Partisans, ex-soldiers and civilians were killed in combat or reprisals - a harrowing toll for a nation under occupation by its former ally. [/p]
Map Quality Of Life Improvements
[p]We have multiple 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] [/p]- [p]Fuel Point icons on Tactical Maps have been updated to be the same quality. A smaller scale version was being used for some points [/p][/*]
- [p]Unique loading screens have been added, featuring this update’s new units and maps [/p][/*]
- [p]The default skirmish map (the first map players will see when loading their first skirmish on a fresh installation of Company of Heroes 3) has been changed to (2) Blinder Alley [/p][/*]
- [p](2) Crossing in the Woods - minor adjustment to heavy cover in the West and East corner fuel points, better balancing how much cover they provide on the offence and defence [/p][/*]
- [p](2) Tuscan Vineyards - Reduced dense sections of vineyards to better enable ultra-light vehicles to path around the map. Minor adjustments to cover and pathfinding [/p][/*]
- [p](2) Villa Fiore - Minor adjustments to blocking rocks, preventing units from firing through cliffs. Additional adjustments to heavy cover outside the Northern HQ sector that isn't mirrored on the Sothern sector. All cover in these areas are now light cover [/p][/*]
- [p](4) Day 101 – Removed duplicated foliage, which was causing lighting errors and flickering [/p][/*]
- [p](4) El Alamein - Added an atmosphere transition to improve visibility as matches run longer. Minor adjustments to map craters and to the Western Victory Point [/p][/*]
- [p](4) Road to Primosole - Territory has been adjusted to reduce reliance on the outskirts of the manor, pulling resources closer to the map's center and frontline [/p][/*]
- [p](6) Catania Crossing - Minor adjustments to blocking rocks, preventing units from firing through cliffs [/p][/*]
- [p](6) Gothic Line – additional blockers have been added to the concrete bunkers featured in the maps central cliffs. This will help prevent Anti-Tank guns from firing through the terrain [/p][/*]
- [p](8) Black Gold - Added ultra-light impass under a large rock formation near the Northern depression, preventing ultra-light vehicles from clipping into the cliff [/p][/*]
- [p](8) Monte Cavo - Updated the Eastern entrance to the central compound, enabling better access for ultra-light vehicles. Our recent changes to ultra lights made one entrance impassible to them unintentionally. We have also added additional locations for off-map units to enter behind the player HQs. Previously they were forced to enter via the road in the HQ areas [/p][/*]
- [p](8) Sousse Stronghold – Added ultra-light impass to a large rock formation, preventing units from clipping into the terrain [/p][/*]
Resize Investigation
[p]As part of our ongoing balance and quality of life improvements to the map pool, an investigation was started into some of our most heavily downvoted maps. Among them, it was determined that some feel too large for the number of players they were originally made for. After some experimentation it was determined that three maps in particular were suitable for adding additional players. [/p][p] [/p]- [p](4) Semois has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes. [/p][/*]
- [p](4) Djebel Pass has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes. [/p][/*]
- [p](6) Road to Primosole has been added to the 3vs3 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes. [/p][/*]
General Gameplay
[p][/p]Core Mechanics
[p][/p][p]Vehicle Loading & Tank Riding [/p][p]Tank riding and infantry loading have been overhauled to improve responsiveness and coordination between squads and vehicles. [/p]- [p]Infantry that disembarks from a tank now follow that vehicle’s attack-move command, preventing them from being left behind during pushes [/p][/*]
- [p]Vehicles no longer come to a full stop when loading infantry. Instead, they retain momentum, making combined-arms advances more fluid [/p][/*]
- [p]Move commands can now be queued after a load command [/p][/*]
- [p]Infantry can now reinforce while inside buildings, halftracks, and other holds if a reinforce source is nearby, opening more tactical options for mobile or fortified play [/p][/*]
- [p]Losing a constructed garrison (such as bunkers or fighting positions) will no longer kill its occupants, encouraging players to hold positions longer without being punished for committing to defensive structures [/p][/*]
- [p]Engineers in holds will automatically ungarrison to repair when commanded [/p][/*]
- [p]Opposing vehicles are now less likely to phase through each other, allowing intentional body-blocking and positional traps [/p][/*]
- [p]Allied vehicles can still soft-pass through one another to prevent traffic jams, and exceptions remain on bridges or tightly enclosed paths where no alternative route exists [/p][/*]
Campaign
- [p]Fixed softlocks in missions Capture Gela Square and Wreckoning [/p][/*]
- [p]Loyalty no longer decreases when declining popup missions [/p][/*]
- [p]Updated the distress call dialog to clarify mission launch options [/p][/*]
- [p]Fixed Monte Cassino bombing event plane spawns [/p][/*]
- [p]Adjusted artillery barrage hotkey positions for Indian Artillery Company [/p][/*]
- [p]Fixed incorrect icons and notifications for depots and affectors [/p][/*]
- [p]Fixed narrative and tooltip inconsistencies across missions [/p][/*]
- [p]Fixed Partisan Siege spawning in Winter Line towns [/p][/*]
- [p]Fixed Uphill Battle mission icon resolution [/p][/*]
- [p]Fixed Flak 36 reinforcement crew issue [/p][/*]
- [p]Fixed Sherman 76mm upgrade misplacement on command card [/p][/*]
- [p]Fixed campaign loyalty and resource cache build requirements [/p][/*]
A.I.
[p]We did some focused playtesting and iteration vs the A.I. for this update. We noticed a number of critical issues that were making it less satisfying to play with and against. The following changes should improve the experience of playing with the A.I., though don't expect it to take the top spot on the leaderboard just yet. The A.I. will have some new clever behaviors and a more verbose set of tools at it's disposal. [/p]- [p]Added new flanking behavior for infantry and light vehicle units when engaging with team weapons[/p][/*]
- [p]A.I. will reposition less in short range encounters. Previously the A.I. units moved around so frequently it reduced their damage-per-second and caused them to lose most engagements[/p][/*]
- [p]Can now use Indirect Fire Abilities such as Nebelwerfer barrages[/p][/*]
- [p]More frequently use important anti-vehicle abilities such and Panzershreks[/p][/*]
- [p]Performance optimized for games with A.I. players[/p][/*]
- [p]Increased likelihood for placing emplacements to help secure points[/p][/*]
- [p]A.I. will retreat from engagements less often. Preferring to tough it out in fights that aren't 100% optimal to wait for backup or delay enemy advances[/p][/*]
- [p]Added new logic to support more intelligent usage of Battlegroup abilities. This will lead to the A.I. using some abilities that they previously would not, or would rarely use, such as saving up for a heavy tank. [/p][/*]
Multiplayer Balance
[p][/p]General
[p][/p][p]Battlegroup Call-In Units [/p][p]Battlegroups that have 0 CP call-in infantry have too much momentum against standard builds which require a starting building to be established. These Battlegroups can outnumber their opponent or take early map control, allowing them to snowball into the mid-game. [/p][p] [/p][p]Furthermore, we have noted that certain vehicle-based call-ins have short recharge times, allowing multiple vehicles to be deployed in quick succession. [/p][p] [/p][p]The following change will delay the arrival of early call-in infantry units and increase the delay between subsequent vehicle call-ins [/p][p] [/p]- [p]0 Command Point Infantry - now start on a 25-second initial cooldown before they can be deployed. Fallschirmpioneers and Heavy Machinegun Paradrop are unchanged [/p][/*]
- [p]All non-heavy tank and non-ultralight Battlegroup vehicles recharge standardized to 120-seconds [/p][/*]
- [p]Now immediately grant 2 additional Command Points to the player once construction is complete for a total of 3 [/p][/*]
- [p]Discounts the cost of generalist heavy tanks by 20% manpower and 20% fuel once the end-game tech structure has been built [/p][/*]
- [p]Manpower increased by 30% for all listed vehicles [/p][/*]
- [p]Fuel costs increased from 180 to 250 [/p][/*]
- [p]Command Point cost increased by 1 [/p][/*]
- [p]Population standardized to 24 [/p][/*]
- [p]Experience values increased and standardized to 3440/10320/20640 [/p][/*]
- [p]Veterancy 1 [/p][list]
- [p]+15% Main Gun Accuracy (Affects both the Grant’s cannons) [/p][/*]
- [p]+20% Weapon Penetration [/p][/*]
- [p]+30% Rotation Rate [/p][/*]
- [p]+25% Weapon Attack Speed [/p][/*]
- [p]+80 Health [/p][/*]
- [p]Unique Bonus remains the same for each tank; Panzer III’s unique is a higher rate of fire bonus [/p][/*]
- [p]Duration increased from 5 to 7.5 [/p][/*]
- [p]Now lowers affected units rate of fire by 33% while active [/p][/*]
- [p]Crew size increased from 4 to 5 [/p][/*]
- [p]Crew health reduced from 100 to 90 [/p][/*]
- [p]Veterancy 2 traverse speed changed to +15% attack speed/rate of fire [/p][/*]
- [p]Veterancy 3 rate of fire bonus reduced from +35% to +30% [/p][list]
- [p]Note the 2-pounder does not receive these changes to attack speed from veterancy [/p][/*]
- [p]Crew health lowered and standardized to 105 [/p][/*]
- [p]No longer provide light cover [/p][/*]
- [p]Now grants +20 manpower when built on Strategic Points [/p][/*]
- [p]Time duration increased from 30/40 to 140/150 [/p][/*]
- [p]Medic count reduced from 2 to 1 [/p][/*]
- [p]Now provides +50% damage reduction to units affected by the garrison [/p][/*]
- [p]No longer has a chance to kill occupants. Units emerge undamaged [/p][/*]
- [p]Light Artillery auto-fire range increased from 100 to 125 [/p][/*]
- [p]Smoke Bombing Runs bomb count increased from 5 to 7 [/p][/*]
- [p]Smoke Bombing Run coverage increased from 25 to 35 [/p][/*]
- [p]Build time increased from 5 to 6 seconds [/p][/*]
- [p]Should now detonate mines they hit that are within their splash radius [/p][/*]
US Forces
[p]The US Forces are receiving significant improvements to the Barracks and Motor Pool which have been underperforming. The changes to the faction reduce the volatility of Riflemen openings, while Motor Pool has better shock value and longevity when combined with the changes to anti-tank guns. [/p][p] [/p][p]Grenade Package [/p][p]The cost of the Grenade Package is being reduced, giving Barracks play easier access to Frag Grenades, but more importantly, the Sticky Bomb to ward off early vehicles. [/p]- [p]Fuel cost reduced from 15 to 10 [/p][/*]
- [p]Utility Package now requires a Support Center [/p][/*]
- [p]Manpower cost increased from 260 to 270 [/p][/*]
- [p]Damage-per-second increased at mid-range by around 10-15%, long-range by roughly 50% [/p][list]
- [p]Rifle far-accuracy increased from 0.33 to 0.35 [/p][/*]
- [p]Rifle mid and far aim-time multiplier sped up from 1/1.5 to 0.75/1 [/p][/*]
- [p]Rifle mid and far cooldown multiplier sped up from 0.5/0.9 to 0.4/0.6 [/p][/*]
- [p]Squad leader submachinegun accuracy increased from 0.53/0.46/0.29 to 0.56/0.55/0.37 [/p][/*]
- [p]Squad leader submachinegun far aim-time multiplier sped up from 2 to 1 [/p][/*]
- [p]Squad leader submachinegun far cooldown multiplier sped up from 2 to 1.5 [/p][/*]
- [p]Damage per second increased significantly at long-range by 100% [/p][/*]
- [p]Accuracy increased from 0.6/0.4/0.29 to 0.6/0.46/0.42 [/p][/*]
- [p]Far aim-time multiplier reduced from 1.5 to 1 [/p][/*]
- [p]Far cooldown modifier reduced from 2 to 1.1 [/p][/*]
- [p]Mid-range distance reduced from 22.5 to 17 [/p][/*]
- [p]Mark Vehicle no longer increases damage by +25% [/p][/*]
- [p]Manpower cost increased from 200 to 220 [/p][/*]
- [p]Health increased from 180 to 200 [/p][/*]
- [p]Penetration increased from 1.825/1.65/1.45 to 2.25/2.15/2 [/p][/*]
- [p]Self-Repair ability and Advanced Self-Repair immediately ends if the unit enters combat [/p][/*]
- [p]Advanced Self-Repair can no longer be triggered in-combat [/p][/*]
- [p]75mm Anti-tank Conversion upgrade time reduced from 40 to 30 [/p][/*]
- [p]Area of effect damage increased from 0.5/0.3/0.3 to 0.75/0.4/0.4 [/p][/*]
- [p]Experience requirements reduced from 1200/3600/7200 to 1100/3300/6600 [/p][/*]
- [p]New ability - Recon Mode - Disables all weapons and Smoke Shot ability but increases vision range by +25. Toggle ability. Toggle recharge of 15 seconds between modes [/p][list]
- [p]Requires a 50-munition upgrade before it can be used [/p][/*]
- [p]Reload speed sped up from 3.5/4 to 3.25/3.75 [/p][/*]
- [p]Acceleration and deceleration increased from 3.5/5.5 to 5/6 [/p][/*]
- [p]Rotation and pivot rate increased from 55/45 to 60/55 [/p][/*]
- [p]Experience requirements reduced from 1200/3600/7200 to 1100/3300/6600 [/p][/*]
- [p]Cost reduced from 175 manpower and 40 fuel to 150 manpower and 30 fuel [/p][/*]
- [p]76mm no longer improves anti-infantry performance, retains the same power as the standard 75mm gun [/p][list]
- [p]Area of effect damage reduced from 0.83/0.35/0.2 to 0.84/0.25/0.15 [/p][/*]
- [p]Angle scatter increased from 7 to 10 [/p][/*]
Battlegroup Changes
[p] [/p][p]Advanced Infantry Battlegroup [/p][p] [/p][p]Infantry Assault [/p]- [p]Munitions cost increased from 125 to 150 munitions [/p][/*]
- [p]Speed reduced from 5.85 to 5.3 [/p][/*]
- [p]Rotation and pivot rate reduced from 40/38 to 35/32 [/p][/*]
- [p]30% received accuracy changed to 15% damage reduction [/p][/*]
- [p]Health reduced from 720 to 600 [/p][/*]
- [p]Long-range rocket barrage now sets all barrages on a 30 second cooldown after firing [/p][/*]
- [p]Rockets with now always collide with objects like buildings [/p][/*]
- [p]Long-range Rocket Barrage ability will attempt to arc over tall obstacles [/p][/*]
- [p]Cost reduced from 70 to 35 munitions [/p][/*]
- [p]Is now a targeted ability that can be used on a friendly vehicle, healing that vehicle for 20 health per second for 45 seconds. Combat causes this healing to be paused until the unit leaves combat for 10 seconds. Can be used on allies [/p][/*]
- [p]Barrage recharge time reduced from 60 to 45 seconds [/p][/*]
- [p]Cost reduced from 440 manpower and 110 fuel to 375 manpower and 105 fuel [/p][/*]
- [p]Hull and coaxial machine guns now function similarly to those used by the standard M4A1 Sherman Medium Tank, increasing the vehicle’s anti-infantry damage output [/p][/*]
Wehrmacht
[p] [/p][p]Transfer Orders [/p][p]Transfer Orders has been adjusted to transfer experience between squads, making it easier for Wehrmacht to transition out of Grenadiers, while still retaining a high premium to make transferring a major choice early game. [/p]- [p]Now transfers experience of the Grenadier to the newly spawned unit [/p][/*]
- [p]Recharge time increased from 60 to 120 seconds [/p][/*]
- [p]Ability now moved out of the Infanterie Kompanie and now appears on the left-hand command bar [/p][/*]
- [p]Buildable mines no longer appear in the build menu; they appear in the unit ability panel instead, reducing the clicks to access them by 1 [/p][/*]
- [p]Damage-per-second at long range increased by 7.5% [/p][list]
- [p]Far accuracy increased from 0.625 to 0.6475 [/p][/*]
- [p]Far-aim time reduced from 1.25 to 1.1 [/p][/*]
- [p]Now have access to the M24 Stick Grenade at the start of the game [/p][/*]
- [p]Grenade Assault cost reduced from 45 to 35 [/p][/*]
- [p]Build time reduced from 25 to 20 [/p][/*]
- [p]White Phosphorous Round duration increased from 30 to 60 seconds [/p][/*]
- [p]Health increased from 100 to 110 [/p][/*]
Battlegroup Changes
[p] [/p][p]Luftwaffe Battlegroup [/p][p] [/p][p]Luftwaffe Relay [/p]- [p]Manpower cost reduced from 175 to 150 [/p][/*]
- [p]Command Point cost increased to 1 [/p][/*]
- [p]Trigger range increased from 18 to 25 [/p][/*]
- [p]Provides vision over the target area when the planes arrive and reveals camouflaged units [/p][/*]
- [p]Now can be used in the fog of war [/p][/*]
- [p]No longer takes up population and has no upkeep [/p][/*]
- [p]Generates manpower on strategic points like caches [/p][/*]
- [p]Resource generation now similar to caches, increasing based on the resource size [/p][/*]
- [p]Manpower cost reduced from 200 to 150 [/p][/*]
- [p]Generates all resource types on victory points, those are counted as medium points for fuel and munitions [/p][/*]
- [p]Now have a 75% damage penalty against all bunkers [/p][/*]
- [p]Barrage initial delay increased from 2 to 3 [/p][/*]
- [p]Shell height spawn reduced from 400 to 300 [/p][/*]
British Forces
[p] [/p][p]Infantry Section [/p][p]The Boys anti-tank rifle is having its anti-infantry performance increased to make the weapon less detrimental to the squad at later stages of the game. Do note, that the Boys Anti-Tank Rifle is still weaker than the standard rifles used by the Infantry Section. [/p]- [p]Boys Anti-Tank Rifle no longer has a 23% accuracy penalty against infantry [/p][/*]
- [p]Unlock fuel cost reduced from 25 to 15 [/p][/*]
- [p]Unit fuel cost increased from 40 to 50 [/p][/*]
- [p]When damaged/killed by the enemy, these units give enemies 33% less experience than usual [/p][/*]
- [p]Build time from 30 to 45 seconds [/p][/*]
- [p]Manpower cost increased from 240 to 260 [/p][/*]
Battlegroup Changes
[p] [/p][p]Air and Sea Battlegroup [/p][p] [/p][p]Commando Support Section [/p]- [p]Manpower cost reduced from 320 to 280 [/p][/*]
- [p]Hawker Strafing Run delay reduced from 2 to 0 [/p][/*]
- [p]Now a targeted ability that prevents a friendly territory point from being captured for 30-seconds. 45 munitions, 120-second recharge time [/p][/*]
- [p]Rapid-fire ability rate of fire bonus reduced from 75% to 33% [/p][/*]
- [p]Munitions cost reduced from 100 to 50 [/p][/*]
- [p]Duration reduced from 30 to 15 [/p][/*]
- [p]Recharge time increased from 90 to 180 seconds [/p][/*]
- [p]Rifle accuracy increased from 0.704/0.62/0.48 to 0.81/0.713/0.552 (+15%) [/p][/*]
- [p]Thompson damage increased from 5 to 5.25 (+5%) [/p][/*]
- [p]Grenade Assault wind-up decreased from 1.5 to 0.5 [/p][/*]
- [p]Manpower cost reduced from 440 to 400 [/p][/*]
- [p]Veterancy 2 Sharpshooter no longer instantly kills infantry, instead increases the damage of the ability from 60 to 110 [/p][/*]
- [p]Command Point cost increased from 2 to 4 [/p][/*]
- [p]Health bonus reduced from 120 to 100 [/p][/*]
- [p]Time to set-up increased from 5 to 20 seconds [/p][/*]
- [p]Added a status decorator timer that counts down to completion when a unit is being Over Repaired [/p][/*]
- [p]Damage increased from 12 to 14 [/p][/*]
- [p]Far aim-time and cooldown modifier increased from 1.5/1 to 2/1.5[/p][/*]
Deutsches Afrikakorps
[p][/p][p]Major adjustments have been made to core systems of the Afrikakorps to address major issues the faction has including: [/p]- [p]Armory Upgrades provide too much accumulation of power in prolonged games [/p][/*]
- [p]Armory having a default upgrade path for majority of strategies [/p][/*]
- [p]Reliance on infantry being near combat vehicles to be effective [/p][/*]
- [p]Upgrades per Armory Level - (row they are in) - are now exclusive and cannot be purchased together. Leads to only 3 Armory Upgrades allowed total per match [/p][/*]
- [p]All Armory Upgrades take 60 seconds to complete [/p][/*]
- [p]Level 1: 125 manpower [/p][/*]
- [p]Level 2: 125 manpower and 20 fuel [/p][/*]
- [p]Level 3: 175 manpower and 50 fuel [/p][/*]
- [p]Panzergrenadier Bolster [/p][list]
- [p]Increases Panzergrenadier squad size by 1 [/p][/*]
- [p]Combat Halftracks [/p][list]
- [p]Armor bonus increased from 5 to 5.5. Still grants access to Mortar and 250/9 Halftracks [/p][/*]
- [p]Advanced Repair [/p][list]
- [p]Repair speed bonus increased from 2.5 to 4 [/p][/*]
Level 2 Upgrades [/p]
- [p]Smoke Package [/p][list]
- [p]Gives +20% speed, +15% rotation rate. Allows use of smoke launcher ability. Applies to all vehicles [/p][/*]
- [p]Emergency Repair Kits [/p][list]
- [p]+40 health, auto-repairs 6 health per second when out of combat and stationary. Applies to all vehicles [/p][/*]
- [p]Veteran Squad Leaders [/p][list]
- [p]+25% experience rate, +10% damage reduction. Applies to all infantry [/p][/*]
Level 3 Upgrades [/p]
- [p]Survival Package [/p][list]
- [p]+80 health, enables capture/decapture of territory by vehicles. Applies to all vehicles [/p][/*]
- [p]Tungsten Rounds [/p][list]
- [p]+25% weapon penetration, +25% anti-vehicle damage on main guns. Applies to all vehicles [/p][/*]
- [p]Advanced Optics [/p][list]
- [p]+7 vision range, +20% weapon accuracy and weapon scatter accuracy. Applies to all vehicles [/p][/*]
- [p]Infantry [/p][list]
- [p]+15% speed, +33% ability recharge speed [/p][/*]
- [p]Team Weapons [/p][list]
- [p]+15% speed, +10% rate of fire [/p][/*]
- [p]Rifle accuracy increased from 0.673/0.66/0.465 to 0.73/0.726/0.5115 [/p][/*]
- [p]Rifle near aim-time increased from 0.5 to 0.65 [/p][/*]
- [p]MG 34 accuracy increased from 0.396/0.312/0.2544 to 0.4356/0.3432/0.27984 [/p][/*]
- [p]Veterancy 3 accuracy bonus increased from 15% to 20% [/p][/*]
- [p]Rifle accuracy increased from 0.75/0.688/0.625 to 0.825/0.7568/0.6785 [/p][/*]
- [p]Capture speed reduced from 1.15 to 1 [/p][/*]
- [p]Tracer Marking received accuracy debuff reduced from 15% to 10% [/p][/*]
- [p]Self-repair ability immediately ends if the unit enters combat/is damaged [/p][/*]
- [p]Manpower cost reduced from 250 to 230 [/p][/*]
- [p]Frontal armor reduced from 6.5 to 6 [/p][/*]
- [p]Rear armor reduced from 3 to 2 [/p][/*]
- [p]Onboard Medics ability no longer heals units during combat [/p][/*]
- [p]Camouflage now requires Veterancy 1 [/p][/*]
- [p]Anti-tank Tear Gas Round Veterancy requirement removed [/p][/*]
- [p]Tear Gas aim-time reduced from 1 to 0.5 seconds [/p][/*]
- [p]Tear Gas debuff duration increased from 3 to 5 seconds [/p][/*]
- [p]Tear Gas recharge time increased from 30 to 45 when outside of Combined Arms [/p][/*]
- [p]Submachinegun accuracy increased from 0.513/0.37/0.23 to 0.5643/0.407/0.253 [/p][/*]
- [p]Thompson accuracy increased from 0.6/0.3135/0.171 to 0.66/0.34485/0.1881 [/p][/*]
- [p]StG 44 accuracy increased from 0.65/0.45/0.35 to 0.715/0.495/0.385 [/p][/*]
- [p]Veterancy requirements reduced from 900/2700/5400 to 800/2400/4800 [/p][/*]
- [p]Veterancy 3 ability recharge bonus replaced with +25% damage [/p][/*]
- [p]Veterancy 3 accuracy bonus reduced from 30% to 15% [/p][/*]
- [p]Assault Disembark now requires Veterancy 1 [/p][/*]
- [p]Assault Disembark always triggers when disembarking from vehicles, regardless of state [/p][/*]
- [p]Health increased from 600 to 640 [/p][/*]
Battlegroup Changes
[p] [/p][p]Armored Support [/p][p]Flammpanzer III Medium Tank [/p]- [p]Fuel cost increased from 55 to 65 [/p][/*]
- [p]Call-in ability recharge time reduced from 75 to 60 [/p][/*]
- [p]Rate of fire bonuses reduced from 50% to 25%; affects overall attack speed now [/p][/*]
- [p]Now affects allies in the territory zone, not just the owning player’s units [/p][/*]
- [p]Is now a single vehicle call-in[/p][list]
- [p]Costs changed from 425 Manpower and 75 Fuel (for 2 vehicles) to 220 Manpower and 40 Fuel (for one vehicle) [/p][/*]
- [p]Flamethrower upgrade now requires Fire Support Elements or Mechanized Kompanie [/p][/*]
- [p]Changed to allow infantry squads and team weapons in friendly territory to gain the Combined Arms bonus without requiring a vehicle nearby [/p][/*]
- [p]Recharge time reduced from 120 to 60 seconds [/p][/*]
- [p]Can no longer be dropped in the Fog of War [/p][/*]
- [p]Munition cost reduced from 120 to 100 [/p][/*]
- [p]Duration decreased from 25 to 20 seconds [/p][/*]
- [p]Delay before a new target can be acquired increased from 0.4 to 0.9, [/p][/*]
- [p]Reduces the ability’s rate of fire from 14 rounds per 30 seconds to 10 rounds per 30 seconds [/p][/*]
Audio
- [p]Fixed missing or incorrect audio cues for abilities and missions [/p][/*]
- [p]Reduced the chance that audio warnings (for units taking losses or being attacked) would be reduced in volume if they did not occur on screen [/p][/*]
- [p]Fixed missing Height Advantage warnings [/p][/*]
- [p]Fixed warnings for Heavy Tanks introduced in Fire and Steel. Some were not being called out as Heavy Tanks when attacking the player [/p][/*]
- [p]Change to global SFX for rally point drop via the minimap / off camera [/p][/*]
- [p]Fixed continuous tank sound bugs in Rescue Private Norton mission [/p][/*]
- [p]Improved artillery and mortar sound variations [/p][/*]
- [p]Improved Mortar/75mm sounds - M8 Scott, HalfTrack Stummel, and Stug G and D Assault Gun. [/p][/*]
- [p]New weapon firing effect for the M1918 Browning Automatic Rifle [/p][/*]
- [p]New cannon sound effects based on weapon class for certain units: [/p][list]
- [p]Low Variant would be the low velocity version, a slower projectile. – M4A1 Sherman, Chaffee, Semovente [/p][/*]
- [p]Medium Variant is a high velocity 75, an armor piercing projectile – Panzer IV, M4A1 Sherman 76mm, Pak 40 ATG, Sherman Easy 8 [/p][/*]
- [p]High Variant is the most powerful of the three adding some propelling elements to simulate a faster/heavier projectile – Hellcat, Marders, Panther [/p][/*]
Art & VFX
- [p]Fixed missing destruction effects on certain props [/p][/*]
- [p]Corrected animations for emplacements and infantry transitions [/p][/*]
- [p]Adjusted VFX for artillery abilities and flare visibility [/p][/*]
- [p]Fixed water VFX for the Pershing tank [/p][/*]
- [p]Fixed production building orientation and scale [/p][/*]
UI/UX
- [p]Improved hotkey allocation for Battlegroup abilities [/p][/*]
- [p]Fixed tooltip inconsistencies across multiple factions [/p][/*]
- [p]Added numerical values for Campaign Company stats [/p][/*]
- [p]Improved the unlock display number values for Abilities when in-mission in the Campaign[/p][/*]
- [p]Updated sorting rules for cosmetics and loadouts [/p][/*]
- [p]Fixed cooldown warnings when quitting 1v1 quickmatch [/p][/*]
- [p]Improved decorator clarity for garrisoned units [/p][/*]
- [p]Fixed passive abilities taking hotkey slots [/p][/*]
- [p]Fixed Buttoned debuff decorator duplication [/p][/*]
Localization
- [p]Updated translations for cosmetics in several languages [/p][/*]
Stability
- [p]Fixed a crash when loading save games with certain cosmetics equipped [/p][/*]
- [p]Fixed a crash when closing the game during match loading [/p][/*]
Bug Fixes
- [p]Fixed invincibility bug when vehicle upgrades completed during death critical [/p][/*]
- [p]Fixed reinforcement times and costs for certain team weapons [/p][/*]
- [p]Reinforcement penalty now applies only outside HQ sector [/p][/*]
- [p]Pyrotechnics effect no longer stacks [/p][/*]
- [p]Fixed Hulldown vehicles rotating incorrectly [/p][/*]
- [p]Fixed multiple conversion upgrade issues on M3 Halftrack variants [/p][/*]
- [p]Fixed Goliath detection range and flare cover bug [/p][/*]
- [p]Fixed Stuka Dive Bomb to guarantee penetration against vehicles [/p][/*]
- [p]Fixed grenade abilities not applying friendly fire [/p][/*]
- [p]Fixed Whizbang rockets overshooting on long-range barrage [/p][/*]
- [p]Fixed Crusader Heroic Charge recharge logic [/p][/*]
- [p]Fixed multiple towing failure cases for Anti-Tank guns [/p][/*]
- [p]Fixed an issue that would cause Terror Battlegroup's "Interrogate" ability to fail to complete. [/p][/*]
- [p]Fixed some misaligned FX with coax guns [/p][/*]
- [p]Battlefield Espionage's Plunder ability now grants a weapon from Churchill Crocodile wrecks [/p][/*]
- [p]Fixed an issue where the Afrikakorps’ production buildings took additional damage if projectiles/explosions hit the truck portion of the building [/p][/*]
- [p]M3 75mm AT Halftrack no longer continues its barrage ability if it gets interrupted by a conversion to a different halftrack type like the M16 Motor Carriage [/p][/*]
- [p]Fixed an issue where certain units had higher than normal reinforcement times [/p][/*]
- [p]Salvaging a wrecked vehicle now visually pops up the manpower & fuel resources gained [/p][/*]
- [p]Added generic casualty icon for abilities like Interrogate and No Man Left Behind [/p][/*]
- [p]Fixed toggle abilities getting stuck in an active state when spammed [/p][/*]
- [p]Offensive Resupply now only affects grenade and breach abilities [/p][/*]
- [p]Attacking Spirit and Offensive Resupply fixed to require a Canadian Battlegroup player with the respective tech unlock to be near or performing the decapture, so allies can't trigger it on their own. All allied members nearby the triggered effect will still receive the buffs [/p][/*]
- [p]Converting an M3 Armored Personal Carrier to a 75mm anti-tank will no longer retain its 'Fortify Position' cooldown onto Barrage if the cooldown was active when converted [/p][/*]
- [p]Fixed the tool-tip of the 8rad Commander Mode status decorator to be correct and in-line with the ability description [/p][/*]
- [p]Fixed an issue with the Point Assault tool-tip when hovering over the status decorator displayed on the territory point [/p][/*]
- [p]251 conversion should now preserve the Permanent Hulldown upgrade state and remain immobilized [/p][/*]
- [p]251 Medical's Handbrake is now disabled and hidden when it's affected by Permanent Hulldown (either while it's in progress being applied or after application is succeeded) [/p][/*]
- [p]Updated an Afrikakorps Accolade Challenge to reflect the changes to the Armory [/p][/*]
- [p]Goliaths can now be spotted by detector units [/p][/*]
- [p]Fixed L6/40 Spotting Scope upgrade not being applied when unit is moving [/p][/*]
- [p]Fixed an issue where US Paratrooper Grenades were not included in infantry ability-related challenges [/p][/*]
- [p]Fixed some abilities such as the Chaffee's smoke shell sometimes not being cancellable [/p][/*]
- [p]Fixed an issue where Ambush Camouflage would appear in singleplayer campaign for machine guns [/p][/*]
- [p]Fixed an issue where infantry at squad sizes above 6 could not Tank Ride [/p][/*]
- [p]Fixed an issue where certain indirect-fire teams had the incorrect reinforce cost [/p][/*]
- [p]Fixed a case where territory capturing was able to progress while constructing [/p][/*]
- [p]Fixed an issue where the Kettenkrad gained much further detection range than intended at Veterancy 2 [/p][/*]
- [p]Fixed an issue where No Quarter did not show the correct icon on the unit command card [/p][/*]
- [p]Fixed an issue where the Crusader Heroic Charge could recharge in-combat when the unit was not being attacked by the enemy [/p][/*]
- [p]Fixed a case where Leaflet Drop did not properly force moving enemies to retreat [/p][/*]
- [p]Fixed an issue with the Scout Squad's Smoke Drop falling through terrain [/p][/*]
- [p]Fixed an issue where some targeted vehicle abilities would remain active after the target had moved into the fog of war [/p][/*]
- [p]Fixed an issue that prevented Artillery Officers from targeting buildings with Artillery Overwatch [/p][/*]
- [p]Fixed an issue where certain team weapons would have a crew member in front of the weapon team [/p][/*]
- [p]Snare/Crew shock on an M3 right before it upgrades or converts to a different type no longer causes the snare/crew shock to become instantly removed [/p][/*]
- [p]Neutral buildings that have garrisons disabled are no longer selectable and do not show icons for garrisonable structures [/p][/*]
- [p]Fixed scatter penalty while moving not being applied to some weapons such as US Ranger bazookas [/p][/*]
- [p]Prepared Positions in the Afrikakorps Italian Infantry Battlegroup now shows as a passive on team weapons and the Italian Infantry Heavy Machinegun emplacement [/p][/*]
- [p]Removed the Crew Shock kicker from blind effects [/p][/*]
- [p]Buttoned debuff now only visually shows one of the deflected or penetrated versions at a time and fixed a case where the wrong version was actually being applied [/p][/*]
- [p]Added exact numbers to Campaign Company health, veterancy, and movement point tooltips [/p][/*]
- [p]Demolition Charges on Royal Engineer Squads in multiplayer now only appear on the build menu when Demolition Engineering is unlocked [/p][/*]
