Genre: Real Time Strategy (RTS), Strategy, Turn-based strategy (TBS), Tactical
Company of Heroes 3
Hot Fix 2.1.1
[p][img src="https://clan.akamai.steamstatic.com/images/40883127/46e6cecfde31fe8d6439769fef2d21227d92e9d0.jpg"][/p][p]Today’s Hot Fix addresses an issue where the Afrikakorps 250 Mortar Halftrack never fires, along with several other multiplayer issues. As a result, this will likely invalidate any saved Replay files made after the launch of the 2.1.0 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request. We are continuing to monitor feedback on multiplayer balance to determine how the new meta shakes out, and to see if we need to adjust any additional variables in a subsequent hot fix.[/p]
General
[p]Towing can now be initiated by the LG40 AT Gun Squad [/p]
[p]Fixed the Africakorps 250 Mortar Halftrack not firing from inclined terrain [/p]
[p]Fixed an issue that prevented moving the US Forces Forward Repair Stations to a new territory point [/p]
Cosmetics
[p]Fixed dual currency pricing for Night Fighters cosmetics not appearing; Infantry/Team Weapons are priced at 2500 Merit; Tanks/Vehicles are priced at 5000 Merit; Buildings/Capture Points are priced at 7500 Merit [/p]
[p]Corrected a rendering issue with the Africakorps Kradschutzen Blocking Forces cosmetic [/p]
[p]Updated HQ images in the Highlight section of the store to remove non-HQ units and avoid confusion [/p]
[p]Updated Ultimate Pack Carousel and Highlight section image for Amphibious Assault with correct units in the Ultimate Pack [/p]
[p]Fixed Error Code 13 appearing when purchasing content in the Carousel [/p]
[p]Fixed an error when equipping Desert Cats cosmetics during the purchase flow [/p]
Localization
[p]Fixed several localization issues, including formatting and translations [/p]
[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]Wehrmacht - War Torn [/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]British Forces - Desert Rose [/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]Deutsches Afrikakorps - Desert Cats [/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]
[p][/p][p]Exclusive Nightfighters Packs [/p][p]Previously, the Nightfighter cosmetic packs were exclusive to players with a Prime Gaming subscription. After the Opal Scorpion update, they will now be coming to the in-game store. These sets will roll out gradually over the coming weeks and months, meaning all players will finally be able to collect them all. These packs will be available for either Merit or War Bonds. [/p][p][/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]
[p] [/p]
Localization
[p]Added text localization for the following languages: [/p]
[p]Ukrainian [/p]
[p]Russian [/p]
[p][/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]These issues caused Breach to punish the player using it, felt unresponsive, and did not punish the opponent for losing the building as they would have plenty of time to either respond, or throw grenades back at the breaching unit. [/p][p]We have made significant changes to improve Breach – particularly in urban maps - that includes improvements to speed and responsiveness. [/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]Towing Improvements[/p][p]Towing has been given several major improvements, increasing responsiveness and reducing delays. It should be faster in most cases, and many common delays and bugs have been fixed. [/p]
[p]Fixed multiple issues causing team weapons to rotate too late [/p]
[p]Fixed multiple issues causing vehicles to change positions when told to tow team weapon already within range [/p]
[p]Improved logic and speed at which team weapons rotate to hitch onto a towing vehicle [/p]
[p]Removed delays caused by waiting for the crew entities to get into the hold after towing was already completed [/p]
[p]Fixed multiple towing-related issues that could cause crashes[/p]
[p]Territory & Victory Point Vision Changes [/p][p]Capture points offered too much vision, allowing players to see the attacker’s units if they passed by a territory point. We want reconnaissance units and abilities to play a greater role in identifying what kind of units the opponent has in an area. To facilitate this, we are reducing the vision range on points. [/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]Non-lethal Smoke and Flare Abilities from Vehicles and Artillery Units [/p][p]We have made improvements to several non-lethal weapons to bypass a weapon’s reload time. These changes are meant to make it easier to deploy smoke screens during combat when units have already fired a shot/in reload cycle. [/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]Friendly Fire [/p][p]Currently, players can call-in artillery or throw grenades on top of their own units and deal significantly reduced damage to themselves, but full damage to the enemy. This caused situations where dropping a grenade or artillery on top of yourself was a way to win an engagement. [/p][p]We have adjusted how friendly-fire interacts with a player’s own units and weapons. Certain abilities and weapons will now deal full friendly fire damage to their owner’s forces, forcing players to be more careful with where they target their abilities. This does not impact friendly fire damage against allies, which is still reduced. [/p][p]This impacts the following weapons: [/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]Capture Behavior [/p][p]We have made some adjustments to capture behavior to make it easier to retain cover positions/current position if they are already capturing and units will be less likely to pile up on the point directly, instead, opting to stop once they are within a certain distance of the capture point. [/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]Emplacements [/p][p]Static artillery emplacements are too vulnerable to mobile artillery units that can move away after delivering a barrage, while also being susceptible to off-maps and enemy assaults. Due to these issues, we are raising the resilience of artillery emplacements against on-field artillery. [/p][p]These changes, combined with the reduced health of mobile artillery, are to allow static artillery units to better absorb and counter on-field artillery barrages, while remaining vulnerable to traditional threats like direct attacks and off-maps. [/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]Grenades [/p][p]Basic grenades are underwhelming. Their damage drop-off was often too high and moving slightly from a grenade’s center would cause the damage to change drastically. [/p][p]We are making a change to improve the general effectiveness of basic grenades by reducing the damage drop-off between the near and mid radius and improving the kill radius slightly, while still retaining the significantly lower damage at the edges of the explosion. This should make direct hits on units more rewarding. [/p][p]Rifle grenades have been changed to function differently, having a considerable kill radius, but deals limited damage past that zone and has the smallest blast radius overall. [/p]
[p]Corrected some reticules to more correctly match the blast radius [/p]
[p]Have overall been increased in strength [/p]
[p]Infantry Section Rifle Grenades [/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]Pathfinder Rifle Grenades [/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]German Stick Grenades [/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]Mk 2 Frag Grenades, Mills Bombs, and ‘Cooked’ variant [/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]Stun Grenade [/p]
[p]Always deals 40 damage with no damage drop-off [/p]
[p]Red/White Phosphorus Grenade [/p]
[p]Always deals 30 damage with no damage drop-off [/p]
[p]Blast radius increased from 2m to 4m [/p]
[p]Light Mortars and Light Infantry Artillery – 81mm, 8cm, Mortar Halftrack, 3-inch Heavy Mortar, Pack Howitzer, leIG 18 [/p][p]Light artillery is a little weak in terms of its power. Stationary units can easily move out of the barrage radius of light artillery because projectiles could take 4-5 seconds to arrive after it had been fired and direct hits are not guaranteed. While players could reduce the travel time it takes for projectiles, light artillery always wants to fire at maximum range to remain safe. [/p][p]To allow these units to be effective at long range where they can accumulate damage against stationary targets, we are speeding up the projectiles of these units. [/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]Camouflage [/p][p]Regular unit detection range is reduced back to range 10. This will improve general stealth gameplay for units that rely on this feature, such as Commandos. Stealth can be difficult for these units to utilize as they could be spotted before they got into their effective range. We are also allowing German anti-tank guns to get their First-strike bonus as these units need to slowly move into position with limited vision. [/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]We have reworked the stealth features of Battlefield Espionage to be less oppressive to play against. Those can be found in Deutsches Afrikakorps changes. [/p][p] [/p][p]Bunkers and Fighting Positions [/p][p]Upgraded bunkers and fighting positions will retain their garrison feature to give units more viable positions to fight from. Players did not keep un-upgraded bunkers or fighting positions around as it was more useful to upgrade them in the long run. [/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]Minesweeping [/p][p]It was difficult for minesweepers to gain veterancy due to their limited combat power after opting out of their weapon upgrade. We have changed minesweeping to now provide experience, allowing sweepers to gain veterancy even if they do not directly participate in combat. [/p]
[p]Units that sweep mines without detonating them now gain experience [/p]
[p]Experience gained per Mine type: [/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 – 221 Scout Car, 254 Artillery Tractor, 4x4 Truck [/p][p]We are creating counterplay against the Signal Detection ability found on several units by causing them to periodically appear in the fog of war, allowing them to be engaged by long-range units or artillery and letting the opponent know Signal Detection is active. The previous version allowed for the gathering of intel without any risk, yet we want to maintain the long-range detection capability as they have limited direct combat capabilities. [/p][p]Players can turn the Signal Detection ability off to prevent their units from revealing themselves. [/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]Wreck Changes [/p][p]Wrecks could be too easily destroyed by vehicles crushing them. This meant killing the lead vehicle of a tank assault did little to slow them down and it also meant wrecks that players wanted to salvage/recover could accidently be destroyed by most mid-late game vehicles. [/p][p]Most wrecks will now require one level higher to be crushed. [/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]GrB 39 Grenader Launcher [/p][p]The GrB’s anti-garrison damage is being reduced. This is primarily focused on reducing splash applied to other models in the building, while keeping its damage high against a single entity inside the garrison. [/p]
[p]Anti-garrison damage bonus decreased from + 100% to +50% [/p]
[p]Towed and Fixed Artillery Emplacements [/p][p]Command point cost of certain fixed or towed artillery is being reduced to allow them to come online sooner and see more play. [/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]Snipers [/p]
[p]Build time reduced from 40 to 30 seconds [/p]
[p]Distribute Medical Supplies – 250 Light Carrier, Dingo [/p][p]This is a quality of life change to allow these units to heal on the move due to the healing being limited for a timed duration with a significant recharge time afterwards. [/p]
[p]Now functions even if the vehicle is moving, similar to those used by the Grenadier Squad [/p]
[p]Artillery, Siphon, Intel Disruption Beacons and Luftwaffe Relay [/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]Mobile Anti-tank Guns [/p][p]This is a small boost to anti-tank guns to make their veterancy 3 feel more powerful. [/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]Air Support Center [/p][p]We have made a change to the Air Support Center by allowing the first bombing and strafing run abilities to be free. This will allow players who have gone Air Support Center to shift early game engagements in their favor without needing to wait for munitions. [/p]
[p]First Bombing Run is now free [/p]
[p]First Strafing Run is now free [/p]
[p]Designate Forward Repair Station [/p][p]Designate Forward Repair Station has had its healing speed increased to allow vehicles to get back into the fight faster. [/p][p]Furthermore, it can repair structures to support defensive gameplay through fighting positions or emplacements found in battlegroups. [/p]
[p]Repair rate increased from 8 to 12 [/p]
[p]Can now repair structures [/p]
[p]Rapid Repairs [/p][p]The Rapid Repair upgrade is being reworked to focus on repairing large groups of vehicles around the Forward Repair Station, which is a central aspect of the Mechanized Support Center. [/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]M1918 Browning Automatic Rifles [/p][p]BARs will now be available from the Barracks without requiring a Support Center. The current iteration of the weapon arrives too late to make a significant impact and the window to capitalize on the advantage is very small. [/p][p]We can allow BARs to arrive earlier in the game to give the US player an early advantage because Axis have several tools to fight off upgraded Riflemen that arrive not too long afterwards and the American player sets themselves back heavily by needing to invest in tech and eventual healing. [/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]Heavy Barrels [/p][p]A new upgrade has been added to the Mechanized Support Center that gives a general combat boost to all American vehicles against infantry threats and allows their machine guns to outrange threats like infantry anti-tank. [/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]M4A1 76mm Gun Conversion [/p][p]We are moving the 76mm gun to the Tank Depot to make the standard Sherman less reliant on Support Centers and instead, the decision to upgrade to the 76mm gun is more focused on the type of strategy the player wants to employ. [/p]
[p]Moved to the Tank Depot; no longer requires the Mechanized Support Center [/p]
[p]¼-ton 4x4 Truck [/p][p]We have refreshed several units’ Veterancy 3 bonuses to make them feel significant. [/p]
[p]Veterancy 3 received accuracy bonus increased from 30% to 60% [/p]
[p]Veterancy 3 now adds an additional +60 health [/p]
[p]M1 57mm Anti-tank Gun [/p]
[p]Veterancy 3 Armor-Piercing Rounds duration bonus replaced with Armor-Piercing Rounds causing Crew Injury criticals on vehicle penetrating hits [/p]
[p]M8 Greyhound Armored Car [/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]M24 Chaffee Light Tank [/p][p]The Chaffee’s speed is being increased to improve its anti-vehicle flanking and pursuit role. [/p]
[p]Speed increased from 6.5 to 6.9 [/p]
[p]M4(105) Sherman Dozer [/p][p]The high damage the Dozer does against structures made the bunker buster barrage redundant. We have revamped this ability to now fire a devastating single shot that detonates which has a much higher damage payload compared to its auto-attack allowing it to quickly clear stationary targets that fail to move away from the blast zone. [/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]M8 Scott SPG [/p][p]We are doing a rework to the Scott to differentiate it from the other vehicles in the US roster. Range of the barrage is being increased but the auto-attack is being lowered to make the Scott a light, but somewhat durable mobile artillery unit with the ability to engage unsupported enemy units at short-range. [/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]M29 Weasel Recon Vehicle [/p][p]The Pack Howitzer variant of the Weasel is gaining veterancy 1 to allow a quick transition into support roles. Previously, when the Weasel with Pack Howitzer was brought onto the field, it struggled to gain veterancy due to the increased lethality on the battlefield. [/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]M2A1 105mm Howitzer Emplacement [/p][p]The following change helps the auto-fire ability scale from the bonuses such as the Ammunition Storage and veterancy. [/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]M3 Assault Carrier [/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]
[p][/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]Grenadiers [/p][p]Grenadiers were a little too efficient when Wehrmacht is meant to rely more on their advanced infantry squads or heavy machine guns to directly combat Allied infantry in the later stages of the game. Grenadiers will now have the same upkeep as other mainlines to reduce their efficiency. Increased recharge times on Merge will also make it harder to replenish advanced squads with Grenadiers alone. [/p]
[p]Merge recharge time increased from 15 to 60 seconds [/p]
[p]Upkeep per population increased from 1 to 1.5 [/p]
[p]Sniper [/p][p]The sniper’s Veterancy 3 for Wehrmacht was weak as it couldn’t spot for itself and the rate of fire bonus was not significant enough from Ambush. We have changed it so the Ambush bonus is significantly higher, and the sniper is able to be a spotter in both combat and out-of-combat scenarios. [/p]
[p]Veterancy 3 bonuses changed to +10 vision range and +50% rate of firing when attacking from camouflage [/p]
[p]Panzergrenadier Squad [/p][p]These changes improve the scaling of the Wehrmacht Panzergrenadier, making options like Officer Quarters a significant power spike and improving their performance in mid-to-late game scenarios. [/p][p]We want Wehrmacht Advanced Infantry to be capable of fighting upgraded Allied infantry and be the Wehrmacht’s primary frontline infantry unit as the game progresses. [/p]
[p]Veterancy 1 Received Accuracy increased from 15% to 20% [/p]
[p]Veterancy 3 Weapon accuracy increased from 33% to 40% [/p]
[p]Jager Squad [/p][p]Jager squads have been adjusted to focus their role as ranged infantry that deal good damage at range but have lower health. Furthermore, the Scoped G43s damage has been increased to make upgraded Jagers a powerful anti-infantry unit at the cost of giving up the Panzerschreck. [/p][p]We have also adjusted their veterancy ability allowing them to control enemy infantry advances and make it harder to close with the Wehrmacht squads or team weapons, but they will no longer have camouflage which gave them significant power through Ambush bonuses. [/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]StuG III G Assault Gun [/p][p]Point-Blank Blast has been reworked to now be a timed ability. The previous iteration was difficult to use as the vehicle had to lock onto enemies and was unable to act without cancelling the order. This new iteration gives the player greater control over which targets they can engage while the ability is active. [/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]Marder III Tank Destroyer [/p]
[p]Veterancy 1 acceleration bonus replaced with +15% weapon accuracy [/p]
[p]RPzB 54 Panzerschreck Anti-tank Weapon – Affects the Afrikakorps variant [/p][p]We are adjusting the scatter of the Panzerschreck to be more in-line with other weapons and prevent situations where the rocket would fly at impossible angles from the launcher. The scatter will still be higher than other anti-tank weapons like the Bazooka, especially at long-range, but attack ground will be more reliable. [/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]Luftwaffe Relay [/p][p]We want the Luftwaffe Relay to be important to players using Fallschirm units, but it fails to synergize with the emplacements or team weapons that can be obtained by the Luftwaffe Battlegroup. To allow for better synergy with these unit types, we are allowing the Relay the ability to re-man abandoned team weapons emplacements. [/p][p]You can now also salvage structure for resources, allowing players to move/establish new Relays once an area is secured. [/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]Fallschirmjager Squad [/p][p]This change is to allow Fallschirmjager to better scale into the late-game by giving them higher offensive power – keeping the unit focused as a vulnerable damage dealer that is best used from ambush and cover. [/p]
[p]Veterancy 2 accuracy bonus increased from 15% to 20% [/p]
[p]Veterancy 3 accuracy bonus increased from 20% to 25% [/p]
[p]Flak 36 Anti-tank Emplacement [/p]
[p]Command Point cost reduced from 2 to 1 [/p]
[p]Wespe Self-propelled Gun [/p][p]We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger. [/p]
[p]Health reduced from 240 to 160 [/p]
[p]Coastal Reserves [/p][p]Coastal Reserves are gaining a new ability to synergize with the changes to bunkers. This makes the unit effective at trading out with enemies from fortified defensive positions/garrisons. We have also slightly increased the power this unit gets when receiving veterancy as it cannot be traded out for Advanced Infantry and is more combat-orientated than the Grenadier. [/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]
[p][/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]Company Command Post [/p][p]The British being able to refit their vehicles is a powerful and unique mechanic that allows the faction to have flexibility with its unit choices. However, it could be used too frequently, allowing for scenarios where players refitted multiple units at once and then produced higher tier units rapidly. The change still gives the British faction flexibility to change out vehicles, but the frequency is now gated behind time. [/p]
[p]Withdraw and Refit now has a 120 second ability recharge time when used [/p]
[p]Dingo Scout Scout Car [/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]CMP 15 CWT AA Truck [/p][p]The CWT AA Truck will now deploy faster, allowing it to better respond to enemy incursions and reset sooner if it is forced to move. [/p]
[p]Set-up time reduced from 3.5 to 2.5 [/p]
[p]Bishop Self-propelled Gun [/p][p]We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery, requiring players to use their mobility to avoid danger. [/p][p]The Bishop has also had its fire rate slowed down to give enemies more time to dodge subsequent projectiles. [/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]Foot Guards Section [/p][p]With the Breach changes, the British needed one unit in the core roster that was capable of breaching. [/p][p]While Royal Engineers could fulfill that role, their flamethrower already allowed them to push enemies out of buildings whereas other breaching units cannot clear buildings as quickly. [/p]
[p]Now has access to the Breach ability [/p]
[p]Matilda Heavy Tank [/p][p]The Matilda is having its frontal armor increased to allow it to better spearhead attacks into enemy positions. With the reduction of its anti-infantry power in previous patches, we can now bring back some of its durability. [/p]
[p]Frontal armor increased from 280 to 310 [/p]
[p]BL 5.5 Inch Artillery Emplacement [/p][p]The BL 5.5’s new veterancy ability is meant to synergize with the Forward Observer Barrage found on the Gurkhas, Recce Section and Dingo. This new ability gives the Forward Observer Barrage additional power in the late game, by giving more alpha-strike power as multiple guns can join in on the barrage. [/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]Centaur IV Medium Tank [/p][p]The Centaur’s late game utility is lacking, being a short-ranged anti-infantry vehicle. While it can deal good damage, it must compete with other mid-game vehicles in that tier while still doing decent anti-infantry damage. [/p][p]To allow the Centaur to support allies in battle, a new ability has been added, enabling the Centaur to deal light anti-vehicle damage that causes a significant debuff on enemy vehicles. [/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]2-pounder Anti-tank Gun [/p][p]The 2-pounder Target Weakpoint ability was too potent as it could get multiple shots off and effectively stun-lock the target throughout the entire ability’s duration. We changed the ability to only allow for one shot to be fired, but it still retains its ease of use where it is active the moment the ability is triggered. [/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]Canadian Shock Section [/p][p]The manpower cost of this unit was too high for their performance and stat-line. While durable, they rely on weapon upgrades or abilities to do high amounts of damage whereas other units of similar cost have higher offensive power. [/p][p]We have also improved the 2-inch Mortar Barrage, giving it more damage against stationary positions, and slightly reducing its munition cost as the player must buy the upgrade to enable the ability. [/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]
[p][/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]Kradschutzen Motorcycle Team [/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]Panzerpioneer Squad [/p][p]Panzerpioneers with the grenade launcher were too easily able to counter units like machine guns as they were able to use smoke to break line of sight to recover from suppression or to volley grenades from behind the smoke screen. We are removing the smoke grenade ability to prevent Panzerpioneers from breaking contact with the enemy unless they have additional support. [/p][p]We have also increased the health of the unit once it hits its final veterancy level to provide a little more staying power as this unit’s veterancy bonuses are more combat focused than other engineers. [/p]
[p]GrB 39 smoke grenade ability removed [/p]
[p]Veterancy 3 health bonus increased from 20 to 25 [/p]
[p]Panzergrenadier Squad [/p][p]Because Afrikakorps Panzergrenadiers rely on fighting near their vehicles to reach their full potential, we are reducing the population of this unit to better reflect its base performance and to be more economical to field in the long run, as the faction does struggle for manpower as the game goes on. [/p]
[p]Population reduced from 8 to 7 [/p]
[p]Assault Grenadier Squad [/p]
[p]Veterancy 3 ability cooldown recharge increased from 50% to 75% [/p]
[p]Panzerjager Squad [/p][p]The price and population of the Panzerjager Squad is being reduced to help the Afrikakorps deal with mobile vehicles and create more opportunities to use other call-ins from the Halftrack Deployment System such as the Assault Grenadier or Anti-tank Gun. By lowering their base price, there is more incentive to build the unit normally. [/p][p]Price changes will not affect the Panzerjager Squad that is deployed with the halftrack. [/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]Pak 38 Anti-tank Gun Team [/p]
[p]Veterancy speed bonus increased from 25% to 33% [/p]
[p]Flakvierling Halftrack [/p][p]The Armor-piercing Rounds ability was too effective against vehicle threats as it could stop enemy vehicles from fleeing or chasing after the Flakvierling, in addition to increasing its damage output. We are adjusting this ability to now only increase weapon penetration without any other bonuses or negatives to make the unit more reliant on being properly supported to stop vehicle dives. [/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]Marder III Tank Destroyer [/p]
[p]Veterancy 1 acceleration bonus replaced with +15% weapon accuracy [/p]
[p]Carro Armato M13/40 Light Tank [/p][p]The Carro’s veterancy ability no longer relies on grouping up large amounts of Italian units and instead, the Carro becomes more powerful in dangerous situations where it is closer to heavier vehicles. This creates more interesting gameplay where the player can choose to gain more power by closing with more dangerous targets. [/p][p]We also changed the unit to now require an upgrade to activate its unique hull-mounted machine gun. This allows us to give the Carro more power against infantry, while still making cover and positioning of both the vehicle and the target important. [/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]8 Rad Armored Car [/p][p]The turret of the 8rad is being sped up to allow it to better track fast-moving targets while we have also increased its long-range penetration, so the unit deals a little bit more chip damage to other light vehicles when fighting from distance. [/p]
[p]Turret horizontal traverse speed increased from 60 to 90 [/p]
[p]Long-range penetration increased from 13 to 16 [/p]
[p]Goliath [/p]
[p]Rotation rate increased from 55 to 75 [/p]
[p]Walking Stuka Rocket Halftrack [/p][p]We are making a change to certain mobile artillery, increasing vulnerability to flank attacks and counter-battery fire from artillery. [/p][p]We have also adjusted the Stuka’s Creeping Barrage to differentiate from the standard barrage. Creeping Barrage will now cover a wider area, but rockets have much less overlap, reducing raw damage to targets. Furthermore, because of the destructive payload of the Stuka, it can no longer double barrage, but firing Creeping Barrage will lead to a much shorter cooldowns as the player has to pay munitions to use the ability. [/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]Panzerjager Kommand [/p][p]Early Warning [/p][p]This change corresponds with the recent change to the vision provided by territory points. [/p]
[p]Passive vision range bonus increased from 5 to 10 [/p]
[p]Battlefield Espionage Battlegroup [/p][p]250/3 Funkpanzerwagen and Intel Radio Beacon Aura changes [/p][p]The stealth auras provided by the Funkpanzerwagen and the Intel Radio Beacons were oppressive to fight against as it allowed units to ambush enemies without needing to consider positioning and rush up to machine gun positions if no detector was available. The small radius of these auras also generally made players group up their units and attack in a blob. [/p][p]Changes have been made so the camouflage from these auras now provides standard camouflage to units that are in cover with a four second grace period when leaving it. Units will now require more thoughtful placement on the battlefield to gain their camouflage. In return, we have significantly increased the range of these auras so players can operate further away from the Funkwagon/beacons. [/p][p]We will be monitoring how this change goes, as we have noted it can be difficult for team weapons to benefit from the aura. [/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]Intel Radio Disruption Beacon [/p][p]The Beacons are now solely a tool meant to provide nearby friendlies camouflage. Reconnaissance will now require units to scout ahead to see where the best ambush can be set in advance. [/p][p]The previous iteration made it too easy to set up ambushes as the player could spot the enemy in the fog of war, while creating issue where a player’s beacons gave themselves away, despite being primarily a tool meant to hide their forces. [/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]Siphon Beacon [/p][p]Siphon Beacons were difficult to use as they gave away their position by telling enemies their point was being siphoned, and observant players would note the change to their income. While it could be powerful in certain situations, it required these beacons to pay off very quickly as they would inevitably be destroyed. [/p][p]We are changing the design to now only provide the owning player additional resources with a slower resource gain as it no longer telegraphs that resources are being stolen from the enemy. [/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]
[p][/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]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]
[p] [/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]
[p]The Opal Scorpion (2.1.0) update will be available for download on Tuesday, June 24th, 2025. This update includes 5 new maps, multiplayer balance changes, new cosmetics, and more! For full details, you can check out the patch notes tomorrow morning. [/p][p]You can get all the details in our Opal Scorpion Deep Dive with the team! [/p][p][/p]
Maps
[p]The 2.1.0 Opal Scorpion update sees the addition of five new maps to all game modes. Maps selected from community creators have been worked on in tandem with our team to get them ready for the automatch map pool. [/p]
Tuscan Vineyards – 1 vs 1
[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]
El Alamein – 2 vs 2
[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]
Lorraine – 2 vs 2
[p]Community mapmaker TheSphinx also makes their return with this wonderful rendition of Company of Heroes 1’s Lorraine - a 2v2 favorite. Their eye for detail has left no stone unturned in this painstaking recreation of a bombed rural town. [/p]
Gabès Gap – 3 vs 3
[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]
Red Ball Express – 4 vs 4
[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 (4v4 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]
New Cosmetics
[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]
US Forces - Amphibious Assault
[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][img src="https://clan.akamai.steamstatic.com/images/40883127/69b7edd126f5a7346410315099bc28510bb7f9e9.png"][/p]
Wehrmacht - War Torn
[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][img src="https://clan.akamai.steamstatic.com/images/40883127/7bc7ce88235c8872fd224355c2f623fc75eb980e.png"][/p]
British Forces - Desert Rose
[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][img src="https://clan.akamai.steamstatic.com/images/40883127/cc5a2a5cfb7dcf683d1987dbafd5e74ffc4873dc.png"][/p]
Deutsches Afrikakorps - Desert Cats
[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][p][img src="https://clan.akamai.steamstatic.com/images/40883127/4c954d7231508fc3d3728abac2021e30684b38f0.png"][TAG-106][/p]
Exclusive Nightfighters Packs
[p]Previously, the Nightfighter cosmetic packs were exclusive to players with a Prime Gaming subscription. After the Opal Scorpion update, they will now be coming to the in-game store. These sets will roll out gradually over the coming weeks and months, meaning all players will finally be able to collect them all. These packs will be available for either Merit or War Bonds. [/p]
Game Improvements
[p]This update also includes several gameplay and quality of life improvements. [/p]
[p]Breach – this system has had a complete overhaul to make it more reliable and consistent. Among other things, Breach can now be cancelled at any stage prior to the ability causing damage. Breach has been significantly sped up, and 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]Towing – Towing will be faster and more responsive. [/p]
[p]Instant-Reload Abilities – We have made several improvements to non-lethal weapons to bypass a weapon’s reload time. These changes are meant to make it easier to deploy smoke screens during combat when units have already fired a shot and are in their reload cycle. [/p]
[p]Auto-Reinforce – will no longer cancel when moving out of reinforce range. [/p]
[p]Improved Capture Behavior – When units are given a direct move to a capture point and not on a capture point, squad entities will move to the center of the point, favoring the side they come from. Squads will no longer move closer to capture points if they are already within a capture point, allowing players to leverage desirable cover within a point, order a capture command on the point and retain the cover position. [/p]
[p]Wrecks Persist More – Wrecks could too easily be destroyed by vehicles crushing them. This meant killing the lead vehicle of a tank assault did little to slow them down. Additionally, wrecks that players wanted to salvage could accidentally be destroyed by most mid-to-late game units. We have made a change to most wreck types where they require a higher unit weight class to be crushed, except for heavy vehicle wrecks which can never be crushed. [/p]
[p]The game is now also localized in Ukrainian and Russian.[/p]
Multiplayer Balance Changes
[p]You can find the full list of balance changes in tomorrow’s patch notes, but here’s a quick overview. [/p]
[p]Grenade Improvements – Basic Grenades will do more damage with direct hits and will feel more impactful [/p]
[p]Improved Stealth – The stealth features of Battlefield Espionage have been reworked to be less oppressive. Changes have been made to the stealth auras provided by the Funkwagon and the Intel Radio Beacons so that they now provide standard camouflage to units that are in cover, with a short grace period when leaving it. Units will now require more thoughtful placement on the battlefield to gain their camouflage. [/p]
[p]Artillery – emplacement artillery has been made more durable to better counter mobile artillery. Additionally, units like the Walking Stuka have been changed to better reflect their impact across game modes. [/p]
[p]Minesweeping – It was difficult for minesweeper units to gain veterancy due to their limited combat potential after being locked out of their weapon upgrades. Minesweeping now provides experience to the sweeping unit to reward them for support tasks. [/p]
[p]Unit Distinction and Veterancy – several units have received new abilities or had their Veterancy bonuses adjusted as part of our ongoing Unit Distinction work [/p]
[p]The Opal Scorpion (2.1.0) update is out on Steam on Tuesday, June 24th, 2025, at 10am PST! Join our official Discord to discuss the update and find others to play with. [/p]
2.1.0 Opal Scorpion Update
Summer is just around the corner, and with it comes the 2.1.0 Opal Scorpion Update!
New Maps
Multiplayer Balance Changes
New Cosmetics
Releasing on June 24, stay tuned for more details!
2.0.5 Tuning Update Patch Notes
General
Today’s 2.0.5 Tuning Update addresses several multiplayer issues, including a rebalance of the new heavy tanks and new Battlegroups, some minor Faction adjustments, and a refreshed Mignano map. These changes, among others, are detailed below. We’ve added additional developer notes for many of the changes in this update to provide more context on our design or balance intent. We hope you find that helpful! This update will likely invalidate mid-mission Campaign save files and Replay files made before the 2.0.5 update. Campaign progression and saves made outside of missions or skirmishes will still work as expected. We will be monitoring the multiplayer meta and any high priority bugs reported via the help portal for potential hot fixes in the coming days. Be sure to jump into our official Discord to share your feedback with us!
UI/UX
The fonts used for Simplified Chinese, Traditional Chinese, Japanese, and Korean have been changed to solve an issue where characters were not shown correctly, or the readability of the text was difficult. We hope this change is a big improvement for players using these languages.
New font used for the above languages
Maps
Mignano Summit (3vs3)
Company of Heroes 3 launched back in 2023 with two versions of Mignano — Gap and Summit. It was clear that the 3vs3 version of the map did not meet expectations — the map was too urban for such a small space, chokepoints were plentiful and once players had a stranglehold of the map's high ground, it was challenging to contest.
Given our recent 2nd Anniversary, we have taken the opportunity to return to Mignano Summit with a fresh approach to how the map should play and feel. Below are our core goals and changes:
The map has been given a bombed out, devastated appearance, doing away with the lush, green fields and hillsides in favor of mud, craters and smoking ruins
Large retaining walls that prevent movement throughout the match have mostly been removed in favor of cliffs of rubble and scree, opening multiple new pathways into and around the map
Many of the map's garrisonable buildings have either been completely removed, turned to ruin, or reduced in health to prevent overwhelming garrison-focused gameplay
The map has also been given two new atmospheres, further leaning towards the grim, war-torn aesthetic
While the playable area of the map itself has remained the same (as the shape and size of the map was always intended), the surrounding map has been reduced in size to improve performance and provide a clearer view of units on the minimap and tactical map
Angoville (1vs1)
A small line of tank traps and barbed wire near the Southern HQ have been pulled back from the gateway in the tall stone wall. This should enable easier movement for light vehicles through this entrance.
Crossing in the Woods (1vs1)
A patch of Naval impasse was preventing mines and other constructibles from being placed near the North side of the central roadway. This was the result of resizing the map early in development and has been removed.
Langres (1vs1)
Heavy adjustments have been made to the flow and cover of the West side of the map. As the +10 fuel here is the only fuel source on the centerlines of the map, it sees heavy combat and needed further refinement and balance to ensure it provides an interesting and fair experience.
Small 1-storey building on the Southern side of the Western VP has been converted into a blocker, removing a garrison from the Southern player
Small 1-storey building on the North side has been converted from a blocker into a garrisonable structure, providing the Northern player a garrison with which to contest the area
The Northern player now has a safer route from their HQ to the Western Fuel and has access to a building en route. Retreating from this Western fuel is also safer, due to the adjustment of this building's position preventing a long and exposed retreat across the map.
The hedgerow South of the main Eastern farm building has also been slightly adjusted, to prevent flamethrowers from attacking the building from relative safety.
Pachino Stalemate (1vs1)
The Northern side of the map was seeing an overwhelming amount of combat, as its cut-offs controlled +20 fuel and +20 Munitions, compared to the South side containing +10 fuel and +20 munitions. To redistribute pressure across the map's four cut-off points, the South side of the map now has +20 fuel and +20 munitions behind its cutoffs, identical to the North.
These changes have increased the overall fuel income of the map, which we feel will synergize better with the strength of the map’s cut-off points and less frequently leave them with little or no fuel income.
Small citrus trees on the North side of the map have also been updated to be ultra-light crush, enabling early vehicles to move through these locations with ease.
Semois (1vs1)
Minor adjustments have been made to the cut-off points, preventing the Southern fuel from being connected to the map center unfairly, mirroring the cut-off on the North side.
Longstop Hill (3vs3)
Additional blockers have been placed inside a rock formation in the North of the map. It was possible for units to see through and shoot through this rock formation, which is intended to enable a flanking route around the North of the map.
Black Gold (4vs4)
This map has been changed to include two additional Victory Points, in an experimental update. This should encourage more aggressive play into the oilfields towards the center of the map, taking more weight away from the +10 Western Fuel which can dominate the attention of multiple players.
Further, we have adjusted the cut-off points in the oil flats, which each connect to the East side of the map. These strategic points are only a short distance to the newly positioned Victory Points and players are expected to be able to contest the cut-offs and the Victory Points in a single ambitious assault.
We will be watching these changes closely. We anticipate that it will cause matches to end more rapidly where the Western Fuel is prioritized instead of the map as a whole and will require an adjustment in tactics.
A buried rock has also been removed, as this was affecting pathfinding in the Western depression.
Sousse Wetlands (4vs4)
Removed a blocker which was visible beyond the Out of Bounds area. This will have no gameplay effect.
Replays
We are making a change to how we save replay files on our servers. Currently replays are saved for 5-months. This storage time will change to 3-months (90 days) starting next week on May 6th. Please be sure to download any replay files older than 90 days if you wish to keep them beyond that time window. Replay files will still become invalid any time we introduce a gameplay change in a subsequent hot fix or patch.
Multiplayer Balance
General
Craters
In general, crater walls were too steep, especially when an area was saturated with overlapping damage. We have standardized the depth of craters caused by weapons and reduced the size of some deformation to better suit the size of the crater generated.
Mines
Deal 50% less damage upon detonating if they are detected
Stummel Halftrack, M3 75mm Gun Motor Carriage, 221 Scout Car
Certain ‘stun’ abilities were too powerful on fast mobile units and would temporarily shut down vehicle attacks at range and remove their target’s ability to escape danger. To address this, we are decreasing the debuff duration and maintaining vehicle speed, allowing affected vehicles to be able to back out of the engagement.
M3 75mm Gun Motor Carriage Target Weakpoint changed to Blinding Shot used by the Stummel and 221 Scout Car
White Phosphorous/Blinding Shot abilities all standardized to be called Blinding Shot for these units
Debuff duration decreased from 7 to 5 seconds
Now only disables the target’s weapons and vision while creating a white phosphorous smoke cloud in front of the target. No longer slows units down.
Light Artillery
With the adjustments to light artillery damage output, these units underperform due to a low rate of fire, inability to retreat, and high cost. We are speeding up their rate of fire to improve their damage output against stationary targets, without increasing their area of effect damage.
Pack Howitzer
Barrage Fire aim-time reduced from 0.75 to 0
Smoke barrage Fire aim-time reduced from 0.125 to 0
Smoke and Standard Barrage wind down decreased from 1.5 to 1.25
Le.IG 18
Barrage Fire aim-time reduced from 0.75 to 0
Smoke barrage Fire aim-time reduced from 0.125 to 0
Smoke and Standard Barrage wind down decreased from 2 to 1.75
Heavy Mortar
Fire-aim time removed from Airburst, Smoke, and regular barrages; reduced from 0.125 to 0
Barrage and Airburst reloads standardized to 1 second
Smoke Reload reduced from 1.5/5 to 0.75
Field Defenses
Build times on field defenses are still too long after recent construction changes related to capturing, resulting in limited use outside of capture points. We are further decreasing build times on certain field defenses to make these options more attractive when units have downtime between combat encounters. We also made changes to the Wehrmacht/Axis Tank Traps, allowing them to provide cover in a radius like those used by the Allies.
Sandbag build time reduced from 6 to 4 seconds
Barbed Wire build time reduced from 3.5 to 2 seconds
Tank Trap build time reduced from 9 to 6 seconds
Road Block build time reduced from 9 to 7 seconds
Sangar Defensive Wall build time reduced from 16 to 12 seconds
Wehrmacht Tank Trap spacing increased from 1.25 to 1.6
Wehrmacht Tank Trap cover width increased from 1.25 to 1.4
US Forces
Air Support Center
We made an error when replacing one of the Air Support upgrades. We are correcting this, as the Air Support Center generally suffered from its abilities being gated by munitions, not recharge times.
Air Supremacy Removed
Air Supply Upgrade re-added; this reduces the munitions cost of Air Support Center Airstrike abilities by 15
Tank Depot
Fuel cost reduced from 145 to 140
¼ ton 4x4 Truck
Scout Commander Signal Detection range increased from 90 to 125
M1919 Heavy Machine/M2HB .50cal Heavy Machine Gun
Veterancy 1 Improved Defensive Set-up damage reduction reduced from +10% to +5% when in cover or garrisons
M1 81mm Mortar
Airburst angle scatter increased from 8 to 12
Airburst distance scatter max increased from 8 to 10
Airburst distance scatter ratio increased from 0.075 to 1
Motor Pool
We are reducing the fuel cost of the Motor Pool to allow players to get easier access to anti-tank guns and allow for a sharper timing with light vehicles.
Fuel cost reduced from 45 to 40
M8 Greyhound Armored Car
The Greyhound was too expensive for its performance and also required a munition investment. We are reducing its fuel price to allow it to hit the field sooner and speeding up the upgrade times for this unit to allow it to sooner reach its full potential.
Fuel cost reduced from 50 to 45
Armored Skirts and M2HB .50cal upgrade times reduced from 30 to 20 seconds
M18 Hellcat Tank Destroyer
We are adjusting the Hellcat’s veterancy, giving it a greater hit chance and weapon penetration as it levels up. We have also made the unit fire slightly faster to improve its direct combat performance against enemy armor in prolonged engagements.
Fire-aim time removed; speeds up reload by 0.25 seconds
Veterancy 1 acceleration bonus replaced with +15% weapon accuracy
Veterancy 3 penetration bonus increased from +30% to +50%
Shoot and Scoot duration increased from 6 to 8 seconds
M4(105) Sherman Bulldozer
We are boosting the Bulldozer’s secondary functionality as a minesweeper by increasing its speed and mine resistance when the dozer blade is down. We have also increased the unit’s potency when it has reached higher veterancy levels.
Dozer Blade resistance against mines increased from 50% to 75%
Speed debuff while Dozer blade is active reduced from 50% to 25%
Veterancy 2 rate of fire bonus increased from 15% to 20%
Veterancy 3 rate of fire bonus increased from 15% to 25%
Advanced Infantry Battlegroup
Artillery Observer Squad
Bonus range during Supervise Beacon ability increased from +15 to +25
Ammunition Storage
The bonuses of the ammunition storage were too powerful for its price when paired with friendly artillery and its large aura meant the death explosion was not a concern in most cases. We are adjusting the bonuses and aura radius of the structure, while adding a quality-of-life feature, allowing players to better gauge the influence radius of this structure.
Reload and Ability recharge bonus decreased from 40% to 30%
Aura range decreased from 35 to 25
Added pre-construction reticule preview of the buff radius
Near and mid area-of-effect damage distance increased from 6 to 8
Designate Assault Position
Reduces munition cost from 80 to 65
Ranger Squad
Weapon Crate Drop no longer has a recharge time
Heavy Weapons Battlegroup
M5 3-inch Anti-Tank Gun
The barrage performance of the M5 is being increased to make it a prominent feature of the weapon that trades out some anti-tank performance for an anti-infantry barrage. Because the weapon is a towed cannon, its damage will now be in between the power of light and medium artillery units. As the player must have a halftrack with this call-in, we have reduced the manpower cost to make this unit easier to access.
Barrage ready-aim time reduced from 1.5 to 1 second
Barrage area of effect radius increased from 6 to 7
Barrage area of effect damage increased from 0.5/0.4/0.15 to 0.8/0.5/0.3
Barrage area of effect distance increased from 0/0.35/6 to 0.5/1.25/6
Barrage wind down decreased from 1.5 to 0.875 seconds
M26 Pershing Heavy Tank
The Pershing previously had thresholds equivalent to a medium tank. The following changes are meant to bring the Pershing’s timing in-line with the Black Prince and Tiger, while reducing how quickly this unit could gain veterancy. Command Point Cost increased from 10 to 11
Veterancy requirements increased from 1800/5400/10800 to 2750/8250/16500
Wehrmacht
Wehrmacht Headquarters Medical Stations
The Medical Station has been inferior to the Bunker heal for quite some time, and this has often led players astray in their decision making. The Medical Station also has the least value for the Wehrmacht, as they have healing via the Grenadiers. As such, we’re changing the HQ Medical Stations to have the lowest overall cost.
Cost changed from 125 manpower and 15 fuel to 150 manpower
Panzergrenadier Squad
The Panzergrenadier Squad, while capable in the early game, has many weaknesses that can be exploited, and they can struggle to fight mid-to-late game Allied infantry despite being a specialist unit. We are increasing their short and mid-range damage to improve their performance at the ranges they are expected to fight.
Accuracy increased from 0.72/0.475/0.26 to 0.792/0.55/0.26
Jager Squad
Due to the flexibility of the Jager Squad, we want units like suppression platforms to be one of the primary counters when they are configured for anti-tank. That means they should require un-upgraded or Reconnaissance Package Jager variants to support them. To do this, we are removing this unit’s ability to use smoke grenades when they are upgraded with the Panzerschreck.
Smoke locked out when upgraded with Panzerschreck
Grenadier Squad
MP40 near accuracy increased from .45 to .495
MP40 mid accuracy increased from .35 to .385
Breakthrough Battlegroup
Panzer IV Command Tank
The Command Tank has had to operate too close to the front despite its limited combat power and high cost, while also competing with powerful Battlegroup options. To make using the Command Tank more appealing, its aura is being increased to allow it to affect additional units at a safer distance.
Aura range increased from 25 to 35
Luftwaffe Battlegroup
Fallschirmpioneer Squad
We want Fallschirmpioneers to be a viable combat unit when upgraded in the later stages of the game, however, players often picked the grenade launcher due to its burst damage and ability to bypass cover. We are improving the performance of the MG 15, allowing this unit a damage-per-second profile similar to the Infantry Section’s Bren Gun, making them a high damage unit at range when screened correctly.
MG 15 accuracy increased from 0.34/0.29/0.28 to 0.4/0.4/0.4
Italian Coastal Battlegroup
Coastal Reserves
Coastal Reserves, despite arriving earlier than Grenadiers, had issues controlling and capturing the map due to their need to fight from cover and remain stationary. We are increasing their capture speed to match other frontline units to help secure the map in the early game, while giving them access to their anti-tank grenades via Infanterie Kompanie Officer Quarters, opening new strategies.
OtO.42 Incendiary AT Grenade also available after Infanterie Kompanie Officer Quarters
Capture speed increased from 1 to 1.25
Terror Battlegroup
Heavy Gunnery
Command Point cost reduced from 1 to 0
Munition cost decreased from 30 to 25
Machine Gun Camouflage
We are reducing the power of Machine Gun Camouflage by making it more difficult to move from cover to cover while remaining camouflaged, while also making it easier to catch a Heavy Machine Gun that has just entered camouflage – it was previously too difficult to catch a machine gun out of position and the unit could even enter camouflage right in front of another unit without consequence and gain the first strike bonus. We still want to maintain the theme that Terror can initiate early ambushes with their machine guns when in good positions in the early game. Some changes are targeted at the camouflage duration when leaving cover and the delay before camouflage is active.
Camouflage duration when leaving cover decreased from 4 to 2 seconds
Increased delay before camouflage activates from 0.5 to 2 seconds
V1 Rocket Strike
A bug was fixed where the sound of the rocket flying would frequently not play. The readability of the launch sound for the V1 rocket was improved with the addition of 3 short alarms. The audio mix was improved to focus the V1 approach sounds and lower other game play sounds.
Kills bridges instantly on direct contact
King Tiger Heavy Tank
The King Tiger was too easy to destroy despite being the only heavy tanks with a fuel penalty and having many other drawbacks associated with it. We are increasing its health, allowing the vehicle to take more punishment. We have also fixed an issue where the King Tiger would reverse slower, that led to the unit having difficulties retreating from combat. The Command Point cost has been increased, however, to slow down how quickly this unit can hit the field.
Command Point cost increased from 9 to 10
Health increased from 1200 to 1300
Reverse speed is now the same as its default movement speed
British Forces
Forward Observer Barrage
The Forward Observer Barrage was too accessible, as its recharge would be finished after the base howitzer had completed its barrage and its low munition price made it too readily available. We are increasing the recharge times and munition cost to limit how often this ability is deployed, while retaining its current power.
Recharge from 60 to 120 seconds
Munitions cost increased from 35 to 45
Centaur IV Medium Tank
Speed increased from 6.3 to 6.85
Crusader II Medium Tank
Near penetration reduced from 100 to 90
Bishop Self-propelled Gun
Veterancy experience requirements increased from 1800/5400/10800 to 2100/6300/12600
Indian Artillery Battlegroup
Gurkha Rifle Section
To give the Gurkha unit some additional power without directly increasing their combat performance, we are allowing this unit to have access to the Forward Observer Barrage ability.
Now has access to the Forward Observer Barrage ability.
Air & Sea Battlegroup
Commando Section
Demolition Charges are now Advanced Demolition Charges; these are invisible unless the enemy has a minesweeper, similar to the ones SSF Commandos can build
Demolition Charge cost increased from 50 to 75
Canadian Shock Battlegroup
Attacking Spirit
Attacking Spirit recovered too much health, allowing most early game units to fully heal from its effects. We are reducing the total health gained to not only make it take longer for a unit to heal, but limit how often they will be restored to full health.
Healing reduced from 90 to 70 health total over 45 seconds
Burnout
Due to Burnout having to compete with Incendiary Munitions we are decreasing Command and munition costs, allowing it to be used as a powerful early game tool to clear territory points and decapture positions.
Munition cost reduced from 80 to 70
Command Point Cost reduced from 2 to 1
Point Assault
Point Assault did not give the player enough time to decapture territory. Unless the player was immediately on higher value resource points, they would be unable to gain the benefits of Point Assault. Furthermore, the short buff duration gave players very limited time to benefit from the bonus which is hindered by units needing to be in the area when the pulse begins.
Duration increased from 45 to 60 seconds
Buff duration increased from 30 to 60 seconds
Crocodile Heavy Tank
The Crocodile’s flamethrower struggled to control large groups of infantry directly in front of the tank despite being an anti-infantry specialist unit – against this unit, the opponent should be required to spread out their infantry, rather than tackling the Crocodile through brute force. We have changed the flamethrower to now deal damage in a circle, greatly increasing the number of targets it can hit in an area. The Crocodile Heavy Tank has received a price increase to better reflect its new offensive potential and be more in-line with end game heavy tanks.
Crocodile adjusted area of effect radius to be a circle rather than a line that does consistent damage within an area effect radius of 4
Updated Crocodile flamethrower to deal bonus damage against structures to match other flame weapons
Manpower cost increased from 500 to 600
Deutsches Afrikakorps
8-rad Armored Car
We are improving the 8-rad’s combat performance when fighting at close-range with infantry. We want this unit to be an aggressive light vehicle that is most dangerous once it has closed the distance to its target, while also being able to run down wounded squads.
Manpower cost reduced from 260 to 240
Autocannon near accuracy increased from 0.518 to 0.75
Autocannon mid accuracy increased from 0.318 to 0.42
Panzer III Medium Tank
The Panzer III was intended to have its near penetration adjusted similarly to the Sherman, making the units more focused on flanking heavier vehicles.
Near penetration reduced from 180 to 140
Italian Combined Arms Battlegroup
Semovente da 75/18 Assault Gun
Barrage near damage increased from 0.35 to 0.45
Bersagileri
We’ve noted that Bersagileri builds are out-scaling other standard infantry builds, which is not the intention considering their early power. We’re reducing the speed at which they scale to compensate.
Experience requirements increased from 900/2700/5400 to 1025/3075/6150
Strafing Run
Now pins and suppresses infantry
Damage increased from 30 to 40
Damage bonus against vehicles reduced from x4.5 to x3.375
Munitions cost reduced from 120 munitions to 110 munitions
Italian Infantry Battlegroup
Guastatori Squad
Guastatori had some of the lowest damaging elite submachine guns in the game for a dedicated anti-infantry unit. Their final veterancy level has been adjusted to improve the performance of their flamethrowers, a key weapon of the unit. Their submachine guns are also gaining improvements.
SMG accuracy increased from 0.55/0.25/0.15 to 0.61/0.3/0.15
Territory Booby Traps
Munition cost reduced from 45 to 35
Sound the Alarm
Duration increased from 30 to 45
Propaganda War
Munition cost reduced from 110 to 90
Command Point cost reduced from 3 to 1
Armored Support Battlegroup
Stuka Anti-tank Loiter
Munitions cost reduced from 200 to 180
Vehicle Awareness
Duration decreased from 60 to 40 seconds
Range increased from 60 to 90
Always detects when units are in its radius, no longer pulses like traditional recon abilities
Command Point cost from 2 to 1
Command Panzer IV F Medium Tank
Aura range increased from 25 to 35
Battlefield Espionage Battlegroup
Firestorm
Munitions cost reduction from 125 to 100
Subterfuge Siphon Beacon
Manpower from 75 to 50
Operation Skorpion
No longer slows
Munitions cost reduced from 150 to 125 munitions
Panzerjager Kommand Battlegroup
Road Blocks
Roadblock health increased from 400 to 540
Roadblock build time from 9 to 7 seconds
S-minefields
S-minefields were causing too much damage to enemy squads, especially if they bunched up during their movement. We are reducing the amount of damage caused by S-mines to bring them more in line with their low munitions cost.
Squad damage limit set to 2 entities; previously could hit any number of squad members
Butterfly Mine Paradrop
Butterfly Mines were too effective against infantry squads. While we want these weapons to still be able to slow infantry assaults, their ability to hit multiple unit models in a wide area made them quite powerful against retreating units. These mines are meant to be geared towards anti-vehicle work with some anti-infantry effectiveness.
Damage modifier against infantry increased from 0.6 to 0.7
Area of effect model damage limit decreased from 2 to 1
Elefant Tank Destroyer
Despite being a specialist vehicle, the Elefant did not kill enemy vehicles faster than other heavy tanks meaning the unit only had a range advantage on a slow platform. We have made changes to make the Elefant the best anti-armor vehicle. It can now 3-shot premium vehicles like the Easy 8 and Grant while also being reliable against the toughest heavy tanks.
Damage increased from 240 to 280
Reload sped up from 5.65/6.125 to 4.75/5.25
Penetration values increased from 500/380/320 to 1000/1000/1000
Bug Fixes
General
Fixed some team weapon squads becoming unable to move or take damage if they are forced into retreat mid ability
Fixed an issue where certain aura pulse abilities would refresh their benefits after the pulse reached its maximum range
Fixed an issue where the 3-inch Anti-tank Gun Barrage did full damage to units in heavy cover even if the shell exploded in front of the cover
Fixed an issue where the M5 3-inch barrage ability would always collide directly with buildings in front of it
Fixed the Elefant’s Veterancy requirements which were those of a medium tank Veterancy requirements increased from 1800/5400/10800 to 2750/8250/16500
Terror Battlegroup Ambush Camouflage now correctly applies to captured US Forces Heavy Machine Gun teams
Campaign
Fixed an issue where enemy Companies would sometimes become invulnerable
Fixed an issue where upgraded SSF Commando call-ins would have a 240 second recharge time rather than 60 seconds
UI/UX
The size of keyboard shortcut labels has been reduced in certain cases
Fixed a Replay issue where squad size numbers were misaligned in Tournament mode
Fixed an issue where the tooltip text was misaligned for the Ping buttons
Eastern Europe Connection Issues
The team at Relic is investigating an issue where certain players in Eastern Europe are experiencing connection issues with Company of Heroes 3.
Currently we believe this is not an internal issue with our game or servers – meaning we are not purposefully blocking players based on their region. We believe we have identified the root cause of the problem; however, we need some additional time to investigate this matter.
Even though we think this is an external issue, we are still looking at potential solutions or work arounds to get affected players playing the game as soon as possible. We have been told that a VPN may alleviate the issue for some players, but we are still looking for a proper fix.
To help us with our investigation, please submit a new request to our Help Portal if you are experiencing these connection issues. Be sure to include the error message you are receiving from the game and please include your warnings.txt file. You can find it here: C:\Users\YOURNAME\Documents\My Games\Company of Heroes 3
Be sure to replace the "YOURNAME" section with your PC username.
Thank you for your patience as we work to resolve this issue. We hope to have an update for everyone as soon as possible.
- The Company of Heroes Team
***************************
Команда Relic расследует проблему, из-за которой некоторые игроки в Восточной Европе сталкиваются с неполадками подключения в игре Company of Heroes 3.
В настоящее время мы считаем, что проблема не связана с внутренними компонентами нашей игры или серверов — это означает, что мы не блокируем игроков по региональному признаку. Мы полагаем, что смогли выявить корень проблемы, однако нам требуется дополнительное время для проведения расследования.
Несмотря на то что, по нашему мнению, проблема внешняя, мы продолжаем искать возможные решения или временные обходные пути, чтобы как можно скорее вернуть пострадавших игроков в игру. Нам сообщили, что использование VPN может помочь некоторым игрокам, однако мы по-прежнему ищем полноценное решение.
Чтобы помочь нам с расследованием, пожалуйста, отправьте новый запрос в наш Центр поддержки, если вы сталкиваетесь с такими проблемами подключения. Обязательно укажите сообщение об ошибке, которое вы получаете в игре, и приложите файл warnings.txt. Вы можете найти его по следующему пути: C:\Users\ВАШЕИМЯПОЛЬЗОВАТЕЛЯ\Documents\My Games\Company of Heroes 3
Не забудьте заменить "ВАШЕИМЯПОЛЬЗОВАТЕЛЯ" на имя вашей учетной записи на ПК.
Благодарим за ваше терпение, пока мы работаем над решением этой проблемы. Мы надеемся предоставить обновление как можно скорее.
— Команда Company of Heroes
Coming soon - 2.0.5 Tuning Update
💥We've just received some new intel!💥The Company of Heroes 3 PC 2.0.5 Tuning Update will be landing April 29 - more details coming soon!
2025 Roadmap Sneak Peek
2025 is shaping up to be an exciting year for Company of Heroes 3!
This roadmap gives you a sneak peak of what we’re cooking up, with the team hard at work on skirmish and multiplayer maps, multiplayer balance adjustments, and new cosmetics. New Battlegroups are in the works for the end of this year and stay tuned for intel about our Fall update – we think it’ll be one for the books. We know there are many of you who are excited to know all the details, and we can’t wait to reveal our secrets. In the coming months, we’ll have more info on what to expect for the rest of 2025 and early 2026 so until next time, be sure to catch up on anything you missed in our 2.0 Anniversary Update and Fire & Steel DLC.
What are your best guesses on the Battlegroups coming later this year? Let us know below!
Stealth & Stronghold DLC
The Stealth & Stronghold bundle includes the exciting Australian Defense (British Forces) and Battlefield Espionage (Deutsches Afrikakorps) Battlegroups! This bundle is available for purchase in the Steam Store for $13.99 USD.
The Australian Defense Battlegroup provides the British Forces with a resolute Battlegroup, capable of repelling the fiercest assaults, while dealing devastating damage in return.
The Battlefield Espionage Battlegroup allows the Deutsches Afrikakorps to use stealth, subterfuge, and underhanded tactics to wreak havoc on the enemy, and rout them from the field.
Company of Heroes 3 players who claimed these Battlegroups in-game before March 25th 2025 automatically own this content as a thank you gift, and cannot purchase it here.
We’re excited for you to play these alongside the Fire & Steel Battlegroup DLC, out now! For any issues with DLC purchases, please reach out to Steam Support. We'll see you on the battlefield!
- The Company of Heroes Team
Reinforcements on the Way - Community Event
From March 25th to April 1st, Reinforce 25 million units as a community to unlock a shiny new player banner, badge, and title!
Earn bonus Merit for this event by also completing these event Challenges:
Black Gold – In Multiplayer or Skirmish, win or lose with 1000 total unspent Fuel
Mine All Mine – Build 50 Mines in Multiplayer or Skirmish
Destructive Criticism – In Missions, Skirmishes, or Multiplayer, destroy 250 Sandbag Walls