Additional Content
Added new trench emplacements:- Ammo Cache – reduces artillery ability costs by 50%.
- Anti-Air Cannon – automatically targets enemy aircraft within range.
- Town and Country
- Secluded Copse
- Fort Overlook
- Added more Fort Map locations to the Campaign map, to represent the pre-war French and German border fortifications system. These will be found at Nancy, Metz, Thionville, Épinal, and Strasbourg
- Added a new Historical Battle presented as a Mod – Battle of Vimy Ridge.
- Added Campaign War Stats Screen.
- Map Editor
- User Interface Editor
Display
- Fixed shadows that rendered too dark when on Low graphics settings.
Tutorial
- Fixed multiple soft locks.
- Updated text to account for added content
- Fixed an issue where the end game score screen was not reflecting player progress.
Settings
Reset your Settings to Default to enable the following changes:- “Play Audio When Not in Focus” is now off by default.
- Fixed an issue where the scroll bar in the Custom Difficulty menu did not work correctly.
- Added option to allow loading of saved games with mismatched mods.
Miscellaneous
- Fixed multiple crashes.
- Tech tree updated to accommodate added content.
- Text throughout the game updated to accurately reflect changes that have been made since launch.
- Optimization of large historical image files.
- Added more photos to the “did you know?” loading screens.
Gameplay
Theatre Commander
Removed the supply chain status effect from the following strategic regions:- Ypres
- Hasselt
- Maaseik
- Buxelles
- Leuven
Field Commander
Improvements to persistence:- Destroyed Tanks will now persist.
- Some dead bodies will now persist (all bodies still subject to Body Accumulation Setting).
- Early, middle, and late maps now show sequentially after the first battle.
- Added information to the supply tooltip to indicate when you are spending supply from the global bank.
- Changed when campaign maps transition from early, to middle to late war. This is now based on the number of battles fought on each specific battlefield.
- Added a confirmation when selecting Begin Battle to prevent accidentally starting a battle.
- Fixed an issue with one of the flower ground textures on map Pastoral Farmland (Summer)
- Fixed an issue with tree textures on map Rural Woodland (Winter).
Infantry
- Fixed an issue where Infantry units would abruptly disappear once retreated.
- Fixed an issue where company banners for troops in trenches would not highlight when selected.
- Fixed an issue where company banners could become separated from the unit.
- Fixed an issue where infantry moving in opposite directions in a Communications Trench could get stuck.
- Fixed another instance where infantry could get stuck in prone.
- Increased damage of anti-tank rifle from sniper effect from 15 to 30.
Tanks & Aircraft
- Fixed an issue where some Tanks could sometimes get stuck on trenches when moving around the map.
- Fixed an issue where Tanks could get stuck on each other when moving around the map.
- Fixed an issue where Tanks would sometimes not auto engage infantry and trench emplacements.
- Fixed an issue where Tank MG would keep firing after the Tank was destroyed.
Structure & Artillery
- Fixed an issue where infantry in command and blockhouse trenches could take damage from artillery.
- Fixed an issue where Heavy Artillery would sometimes not be useable after finishing cooldown.
- Fixed an issue where Barbed Wire and Razor Wire could cross into trenches when placed on a connector.
- Fixed an issue where Historical Battle Rolling Barrage decals could sometimes face the wrong way.
- Fixed an issue where Siege Artillery could hit companies inside the Command trench.
- Fixed an issue where Fort Turrets where invisible in fog of war.
- Fixed an issue where MG crews would be all white when in snow.
- Increased damage caused by undermine explosion to correctly destroy all objects inside radius.
- Airburst shells no longer damage barbed or razor wire.
- Heavy artillery heavy barrage cost reduced from 9 to 8.
- Light artillery Rolling Barrage cost reduced from 15 to 14.
AI
Theatre AI
- Fixed an issue that was causing a mismatch between a region's flag nationality and pawn model nationality.
- Attacks ratio evaluations are continually reduced if no combat has occurred for several turns, to force an attack despite poor ratios.
- Added additional safety catches for minimum corps in a region.
Field AI
- Fixed an issue that would mean AI infantry that lost in trench melee would retreat instead of surrender.
- Fixed an issue where AI infantry could move through undermine craters.
- Tanks now desire to remain closer to infantry despite having a combat target.
- Distant artillery usage re-enabled. Artillery counterbattery fire re-enabled.
- Artillery usage moderately increased.
- Reduced the number of comm trenches constructed by game difficulty, ensuring 0 on hardest.
- Lowered attack sizes and increased rally speed.
- Adjusted assault wave frequency
- Improved frequency of elite company purchases.
- Improved rally frequency.
- Improved reaction to companies in forest when charging nearby trenches.
- Increased stealth desire for scouting companies.
- Improved tank following infantry.
- Adjusted evaluation of available reinforcements vs. currency to induce less cease fire requests.
- Adjusted distances for trench entry evaluations. Attempting to increase trench manoeuvring during offensive assaults.
- Spaced-out spawns when all spawn locations are contested, to reduce congestion.
- Reduced morale check for melee engagements.
- Companies will not withdraw while in the In Combat state.
- Infantries are now less fearful of tanks and may attempt to circumvent the tank position instead of retreating in the opposite direction when they become afraid.
