Genre: Real Time Strategy (RTS), Strategy, Turn-based strategy (TBS), Tactical
Company of Heroes 3
CoH3 Hot Fix - 1.1.2
This hot fix is meant to address several gameplay exploits and unintended unit or ability behaviors. Additionally, we have made some small adjustments to Challenges and will continue to fix and improve them based on player feedback. Our next hot fix is on target for next week.
Gameplay Fixes
Booby Trap
Afrikakorps Booby Trap Increased cost from 30 to 55 munitions
Greatly reduced Boobytrap damage; damage now also tapers off from the blast point centered on the capture point
British Forces
Fixed an issue where the Black Prince could only be spawned once per game for the owning player
Flak 38 Anti-Air Emplacement
Will no longer be frozen when recrewed
M29 Weasel
Fixed an issue where the M29 Weasel could spawn team weapons without spending munitions and would not go on cooldown
Pathfinders
Cancelling a Scout squad in the production queue after upgrading to Pathfinders no longer grants additional manpower over the Scout’s initial cost
Scouts built before the Pathfinder upgrade was unlocked no longer spawn fully reinforced
US Forces
Fixed an issue where Assault Operation Decapture and Capture bonuses were based on the number of entities in the squad. Default value set to 300% for Capture and Decapture that is applied to the entire squad.
Wehrmacht
Fixed an issue where Breakthrough Capture and Decapture bonuses were based on the number of entities in the squad. Default value set to 200% for Capture and Decapture that is applied to the entire squad.
Bugfixes
Challenges
The 'Wooden Shoes' challenge has been fixed and tracks/completes correctly
The 'Fieldworks' challenge has been fixed and tracks/completes correctly
Disabled 'No Support' and 'Battlefield Profits', while we fix these challenges
Missions/ Campaign Map
Anzio Annie
Fixed a progression blocker where a unit would get stuck in geometry preventing the completion of the mission
Stability/Crashes
Our team fixed two high occurrence crashes
CoH3 Hot Fix - 1.1.1
The focus of this hot fix is to fix blockers in Challenges along with high-rate crashes. Our team is still collecting insights from players and discussing how we plan on addressing feedback from Sapphire Jackal’s release. An additional hot fix is planned to be released next week.
Changes
Challenges can no longer be completed using Mods or Tuning Packs. However, Challenges can still be completed in Custom Games.
Disabled a compatibility mode pop-up that was incorrectly appearing for some players when launching the game.
Integrated additional reporting to diagnose crashes and instability relating to video drivers and compatibility mode. If you encounter crashes, please update your graphics drivers.
Bugfixes
Challenges
Fixed the Supply Depots Challenge by removing a requirement for the DAK faction so the challenge can be completed for any faction.
The Tally Ho! Challenge now tracks progress correctly.
Updated incorrect information or tip icons for some challenges.
Stability/Crashes
Our team fixed six instances of high-rate crashes
Fixed a crash in speech system when appropriate voice line is unavailable.
Fixed a crash that randomly occurred when the game window was resized.
Fixed a crash when a dialogue option is chosen near the completion of the Gustav Line.
Fixed three additional crashes.
Localization
Fixed numerous lines that were missing localization in several languages.
Store
Fixed an issue where the $19.99 USD War Bonds pack was displaying the incorrect price in South Korean Won.
Operation Sapphire Jackal - Patch Notes
NEW CONTENT
With this update, we're introducing Challenges, Cosmetics and 2 new currencies (War Bonds and Merit) for more details, please read our latest News post.
Fixes
Audio
All new voiceover for Gurkha Infantry unit.
Added audio cue for when a player joins or leaves a party.
Audio adjustments for map pings.
Audio improvements for the War Cry ability: All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.
Combat music no longer starts immediately after intro to the Pomigliano airfield mission in the Italy Dynamic Campaign.
Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random skirmishes in the Italian Dynamic Campaign.
Fixed a bug that occurs when recovering an enemy vehicle and the vehicle would retain the enemy voice.
Fixed an issue where M2A1 Howitzers were missing voiceover lines.
Fixed an issue where mortars recrewed by the Afrikakorps would have no voice.
Fixed an issue where restoring a wrecked vehicle would not play sound effects.
Fixed an issue where Victory and Defeat screen voiceover sometimes did not play.
Fixed an unnecessary intel message that played when using a CWT truck to recrew a team weapon.
Fixed capture point sound effects when neutralized.
Fixed recon ability sound effects being heard in the fog of war.
Fixed silent voiceover line at the end of the defend Potenza mission.
Fixed the Humber 15mm turret's sound effects for fire rate.
Hover sound effects properly play in the Select Map screen.
Intel voiceover warnings for weapon crews such as Anti-Tank-guns and Mortars didn't play when the unit was lost. Voiceover warnings now play correctly.
Refined the voiceover selection logic to reduce the recurrence of memorable lines.
Sound effect properly plays when hovering over A.I. difficulty settings.
Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.
The Humber Armored Car and CMP 15cwt Truck now have a radio effect applied to their voice lines.
The Paratrooper Squad's M1 Carbine now plays unique firing sound effects.
US Forces halftracks now play different audio after being upgraded.
US Forces infantry will make footsteps sound when retreating.
US Forces Intel referred to Pathfinders as scouts when deployed from the HQ. They are now correctly referred to as Pathfinders.
Victory and Defeat music on the results screen is no longer affected by the muffling effect on remaining battle sounds.
Art
Added missing destruction to wrecked truck asset.
Buildings under construction no longer appear completed if you move the camera.
Fixed an issue where the main menu background would not appear.
Fixed lighting on the Battleship in the Italian Dynamic Campaign map.
Fixed missing hole in breech of British 6 pounder Anti-Tank gun.
Fixed several visual issues with debris physics from destroyed buildings.
Fixed taillights for Sherman tanks to bring them closer to real life taillights.
Fixed texture issue with Stuka plane wrecks already on maps that appear pure black.
Fixed textures on SSF Commando Squads Johnson LMG so it is not showing just black in game.
Flammerthrower weapon is no longer using player colors. It will display with default texture in the game
Kettenkrad communication cables have an updated texture and color.
Sherman tanks explode with improved smoke effects.
Sherman Whizbang turret now has the correct color and material upon being upgraded.
The Devil's Brigade Sherman now has the correct material on its upgraded 76mm turret.
The flag on the Devil's Brigade victory point now connects with the flagpole.
Gurkhas now equip, attach, and animate correctly when obtaining new weapons.
US Forces M1 Anti-Tank gun team now holds their team weapon properly.
Victory and Defeat videos are now displayed in high resolution.
Wehrmacht Pioneers and Fallschirmpioneers now place schu-mine 42s when instructed instead of S-mines.
Animation
Engineers will no longer T-pose when canceling construction or having construction aided by another squad.
Engineers will no longer T-pose when reinforcing a squad.
Fixed an animation issue when units attempted to ride the Centaur IV Medium Tank.
Fixed an issue that could cause animation bugs upon reloading a save.
Fixed animation issues that could occur when a medic was carrying a casualty and their assigned medical building was destroyed
Fixed several visual issues with spent magazines remaining in the weapon during reload animations.
Infantry will no longer look like they are falling when near destroyed churches.
Mortar crews no longer get stuck in an infinite animation loop when they retreat after issuing a stop command during an ability.
Mortar crews no longer T-pose when retreating just as they are hit by another mortar.
Smoothed airplane turning for certain bombing run and supply run abilities.
The Afrikakorps 254 Reconnaissance Tractor's commander no longer has binoculars stuck to their face.
Units will no longer get stuck for several seconds if given a queued retreat order after an order to recrew an abandoned Heavy Weapon.
US Forces Heavy Machine Gun crews no longer have their ammo boxes float around after one of their comrades is killed.
Wehrmacht units holding STG 44s will no longer T-pose when rapidly turning around.
When aiming at a bridge with "Destroy Obstacles" ability, US Forces Bazooka squad members no longer T-pose to assert dominance over the bridge.
When riding in a vehicle towing a Heavy Weapon, the weapon's crew will try to keep their hands, feet, and heads inside the vehicle at all times.
UI/UX
We performed a full review of all text in our User Interface.
A.I. players listed in the custom browse game screen now display the correct icon.
Added a confirmation when leaving the settings that leaving with unsaved changes will discard them. Also applies to control remapping.
Added a settings option to enable exclusive control groups. Exclusive control groups make squads only occupy one control group at a time, like previous CoH games
Added Labels to all missing Player Statistics in the Post-Match Screen.
Added a icon status when in idle state to the Hellcat Aimed Shot ability.
Adjusted the color, styling, and duration of many event cues that appear on the left edge of the screen during real-time gameplay.
Battlegroup icons now remain visible after switching sides in the lobby.
Chat box no longer stretches when typing very long messages.
Company names in skirmish missions are no longer cut off in Japanese.
Description of Companies in skirmish missions are no longer cut off in Japanese.
Fixed "Recently played with" list.
Fixed a bug where changing UI settings in Main Menu would not impact single player skirmish.
Fixed an issue causing input to be blocked when exiting loading screens in certain cases.
Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.
Fixed an issue that caused some objectives to be started multiple times.
Fixed an issue where campaign save/load would become inaccessible after playing a skirmish game in single player.
Fixed an issue where clearing any grid key hotkey did not clear.
Fixed an issue where left and right mouse buttons (Mouse 1 / Mouse 2) had missing text in the settings under View and Remap Controls.
Fixed several issues related to special characters not displaying correctly in non-English languages.
Fixed several issues with missing hotkeys on the command card.
Fixed tooltip information on invite to party button.
Hotkey remap prompt no longer cuts off text in Japanese.
In "View and Remap Controls" settings, keys that cannot be re-assigned can no longer be cleared.
Party chat box no longer appears when not in a party.
Pause menu will be closed at the end of match before transitioning to Victory/Defeat screen
Realigned tooltip positions on main menu buttons.
Replaced several icons and portraits with the correct Company of Heroes 3 icons
Scorecard and elapsed time are now properly hidden when using CTRL+Shift+? to enable screenshot mode.
Text in the load screen is no longer cut off in Japanese.
Updated Unique Player Color option. Colors are now unique per team: allies will be cool colors, and enemies will be warm.
Maps
Added missing cover to many objects in the environment.
Fixed an issue where certain buildings would not let units kill the last few enemies holed up inside them.
Fixed an issue where territory lines did not draw correctly on stairs.
Fixed an issue with certain buildings where units retreating from inside the building would get stuck when trying to exit.
Fixed an issue with territory being drawn outside the playable area of the map.
Fixed several issues related to bridges not correctly having cover.
Fixed several issues with indestructible hedges.
Fixed several issues with small objects taking up too much space when blocking unit movement.
Improved width of impasse around some cliff areas to reduce clipping.
Minor adjustments to Strategic and Victory Point locations on (6) Gazala Landing Ground to ensure the Western points favor the Southern team, and Eastern points favor the Northern team.
Removed cover from Greek staircases to prevent unintended gameplay issues.
Territory layout adjusted on (8) Mignano Gap to ensure a fair dispersal of munitions resources near each Team's HQ areas.
Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.
Updated hangar assets to no longer provide cover. Suspended sections were providing cover to units beneath them.
Updated map edge visuals, including railway tunnel and rail lines.
Updated rock geometry to be impassible, preventing undesirable clipping.
Updated terrain behind several rows of buildings to prevent a blocker building from being indestructible.
Rendering/Stability
Bloom was removed. Fixed blur or "haze" on the maps.
Fixed a bug that could cause a soft lock if the player started a campaign mission with another in-game window open
Fixed a bug where sometimes skipping a cutscene would cause the game to crash.
Fixed a crash caused by A.I. trying to give movement orders to emplacements that lost line of sight of their target due to smoke.
Fixed a crash related to the Tungsten Round ability used by Partisan marksmen.
Fixed a crash that sometimes happened when loading a save game
Fixed an issue where capped FPS was higher (by as much as 10fps) than the set cap due some time not being accumulated frame-to-frame.
Fixed an issue where sometimes the green dots used to indicate cover would be rendered floating in the air.
Fixed an issue with units not rendering properly after adjusting the game scale in Graphics settings and then zooming the camera out.
Reduced memory increases across missions.
Tactical Map
Fixed an issue with the tactical map where capture point animations were offset.
Gameplay
Though this update does not include what we consider a “full” balance pass, we have made several changes to help shake up multiplayer and co-op. We’ll be keeping an eye on your feedback and matches and will roll out further balance adjustments in a timely fashion.
General
Artillery now properly collides with Vehicles.
Base buildings align with HQ by default rather than pointing to the map's center.
Destroyed bridges no longer receive damage until they are fully repaired. This was because it was easy to deal damage faster than they could be repaired, resulting in permanently closed paths. Now to prevent bridges being restored after destruction, players will have to focus on disrupting or killing the engineers or recovery vehicles repairing them.
Fixed a bug where heavy weapons could not be recrewed when previous crew died while being towed
Fixed a few instances of AI-controlled Heavy Weapons tearing down instead of firing after setup.
Fixed an issue when A.I. controlled squads are entering from the map edge, where they would attack the players units from outside the playable area.
Fixed an issue where battlegroup abilities could spawn units targeting locations outside the map.
Fixed an issue where certain emplacements were missing veterancy description text
Fixed an issue where infantry inside specific buildings on specific maps could not attack or be attacked.
Fixed an issue where players had access to battlegroups from other factions.
Fixed an issue where sometimes vehicles would not rotate correctly to fire when given Attack or Attack Ground commands.
Fixed an issue where the icon was incorrect for auto-reinforce on Medical Stations and Field Infirmaries when de-activated
Fixed an issue with certain grenade abilities not going on cooldown properly after use.
Fixed several issues with units being able to leave the playable map area.
Heavy Machine Gunners no longer try to shoot targets that are out of range.
Heavy Weapon squads are now included in unit stats at the end of a match.
Improved vehicle movement and responsiveness.
Many tooltips and descriptions have been updated to better reflect abilities, units, veterancy, and upgrades for greater clarity and information to the player.
Fixed several tooltips and icons missing on abandoned British team weapons.
Fixed a tooltip issue where the advanced Self-Repair version of the 4x4 Truck did not state 'Must be Damaged' and instead, left a blank requirement
Paratrooper tooltip has been updated to reflect that paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.
Plane wrecks no longer have unexploded bombs attached to them.
Recovery vehicles will no longer fail to repair vehicles the first time you attempt to repair a vehicle after recovering its wreck.
Removed ability for units to stand behind and shoot through the closed door on second story of stone barn.
Several tank turret abilities that can be fired on the move will now stop correctly if issued a stop command.
Tanks no longer do a dance on bridges on the campaign map.
Tier 1 battlegroup abilities no longer have a warning that they require a previous ability to be unlocked.
Units no longer have the high ground while paradropped reinforcements are dropping in.
Updated Line of Sight generated by capture points to be more consistent with previous CoH games.
Updated rubble piles to improve pathfinding around certain key buildings.
Vehicles commanded to face in a different direction will turn properly instead of driving in circles.
When selecting a wrecked vehicle, the unit info card now mentions info about salvaging.
When taking window positions while garrisoning a building, infantry now prioritize squad members with special or heavy weapons for better firing positions.
Wrecked vehicles no longer scoot backwards before being lifted by a recovery vehicle during the recovery sequence.
Single player
British Humber "Forward Barrage" ability no longer requires specific base buildings to be alive.
Churchill IV Heavy Tank call-in tooltip has been updated to reflect that it calls in ONE tank, not TWO.
Convoy routes in certain single player campaign missions no longer get stuck on the mini map.
Fixed an issue where the campaign call-in for Medical Half-Tracks and Medical CWTTrucks did not display their population on the ability UI.
Fixed an issue where the Italian Front CMP 15cwt Truck did not have a veterancy 1 ability like its African front variant.
Fixed an issue where the Italian Front CMP 15cwt Truck used the medical variant's portrait.
Fixed an issue where the Stuart in certain campaign missions was using the incorrect portrait.
Fixed upgrade inconsistencies between the CMP15 CWT Truck that comes towing the 17-Pounder and the one built from the Platoon Command Post
US Forces Airborne Company now correctly reduces the cost of bombing runs after unlocking the Cost Reduction upgrade.
Italian Dynamic Campaign
Added an impasse to prevent players from entering cliff rock assets placed throughout Hill Highway missions.
Added description text on Supply Drop Crates
Added relevant requirement text to the Heal, Repair, & Encircle abilities when out of range
Adding correct portraits to Supply Drop Crates
Adjusted and clarified objective text throughout the Italian Dynamic Campaign.
Adjusted buildings in Salerno mission to avoid overlapping placement.
Adjusted description for the following UK Artillery company abilities/upgrades to match their functionality in-game more accurately:
Battle Hardened - "Raises minimum Veterancy Level of Gurkha Rifles to 2."
First Class Fighting Men - "Raises minimum Veterancy Level of all infantry squads to 1."
Adjusted out of bounds vista to make for a smoother transition in the distance.
Adjusted position of Stuka assets in Pomigliano to prevent them from appearing sunken into the ground.
Adjusted the first few steps of the tutorial to restrict what the player can interact with.
Adjusted timing of Conti's voiceover to not overlap with sitreps.
Anti-Air Emplacements can no longer shoot at Supply Crates.
Anti-Air emplacements no longer attack ships in the Italian Dynamic Campaign.
Assassinate Baumann objective was autocompleting. Now the mission must be played.
Adjusted the narrative objectives/dialogue in the Italian Dynamic Campaign to present less to the player on one turn. This will only be seen on new playthroughs, ongoing playthroughs will not be affected.
Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal & Repair abilities.
During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective,
Enemy companies in the Italian Dynamic Campaign now use recon abilities more consistently.
Fixed a bug in which narrative lines in the "Ice Cream" event could play out of order.
Fixed a bug that caused the bombing run to fail after capturing 3 towns in the Volturno Line.
Fixed a narrative bug in the "Operation Morning Glory" mission where a line's audio was assigned to the wrong character.
Fixed air supremacy ability of P-47 not dealing any damage
Fixed an issue in the Anzio mission where enemy units would spawn during a cutscene.
Fixed an issue on certain missions where US Forces infantry were not properly displaying veterancy options.
Fixed an issue that prevented description text from appearing on the "Swap Company" ability button.
Fixed an issue where an affecter slot that is supposed to be empty would sometimes be occupied by the affecter from the previous skirmish/mission
Fixed an issue where C-47 transport aircraft spawned in airfields and captured by companies with the "Air Support" trait were not displayed in the airfield management page.
Fixed an issue where Repair and Heal cost increased on Save/Load
Fixed an issue where ships moved via the "Transfer Seaports" ability could not move on following turns.
Fixed an issue where some mini maps did not orient North correctly.
Fixed an issue where the "Destroying the Guns" objective in the Gela mission would not complete properly before ending the mission.
Fixed an issue where the Marston Mats upgrade was not correctly reducing the fuel/munitions cost of aircraft abilities on the Dynamic Campaign Map.
Fixed an issue where the partisan capture ability would sometimes not do anything
Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.
Fixed an issue with certain bridges not allowing vehicles to cross properly.
Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.
Fixed dialogue bugs in the "The Winter Line" mission in which lines were assigned to the wrong characters.
Fixed objective UI language being incorrect when loading a save that was made in a different language.
Fixed partisan affecter sometimes not being selectable in skirmish/mission.
Fixed several issues where units could move through cliffs or rock faces.
Fixed several typos and inconsistencies in the game's text.
Fixed the following towns (Lesina, Altamura) from running duplicate missions that were already used elsewhere.
German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.
German Company affecters correspond with their Company Type.
If a Company is within range of the target and has 0 Movement Points it should still be able to heal or repair it.Navy Salvage and Repair ability have been moved so they are no longer overlapped by other abilities
In the Anzio mission, aircraft can now be used without being shot down if the "Destroy AA Guns" objective was previously completed.
Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run.
Replaced Forward HQ in Defend Salerno mission with a standard Headquarters building.
Some missions in the Italian Dynamic Campaign now only trigger once.
The enemy territory that exists directly east of the player base in Gela now becomes player owned once the territory point to its north is captured by the player to better reflect territorial gains. Previously, it stayed enemy owned because it is not capturable and has no resources.
The Foggia mission in the Italian Dynamic Campaign now correctly registers when intel has been destroyed.
The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport
Updated Mignano Gap territory balance and improved southernmost engagement area to be approachable from more angles. When attacking Salerno, the British Indian Artillery company no longer starts with free veterancy on their first infantry units.
North African Operation
Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Ajdabiya and “Fire with Fire” missions
Adjusted some tutorial text to include special cases when using different control profiles.
Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.
Fixed a narrative bug in the "The Great Ammo Robbery" mission where a line's audio was missing and assigned to the wrong character.
Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.
Fixed an issue where sometimes victory cinematics would play twice.
Fixed an issue with subtitles not appearing at the correct time.
Fixed missing Mission Failed dialog in certain campaign missions.
Fixed several instances of overly zealous infantry running towards the enemy when retreating.
Fixed several issues of missing voiceover dialog in campaign missions.
Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.
Fixed units clipping into each other during the introductory camera pan.
In the Enigma retrieval mission, added a small lump sum of manpower (adjusted by difficulty) when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando "fixed force" feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.
Removed an unintended vehicle ability from the Ajdabiya mission
Multiplayer
Added missing foundation under some exterior props for German Luftwaffe Kompanie to stop them from floating if built on uneven terrain.
Afrikakorps "Emergency Repair Kits" upgrade no longer works while vehicles are moving.
Afrikakorps Panzerjagers no longer receive the Salvage Kit ability.
British Forward Observer Barrage abilities now consistently require that a barrage not already be active.
British Infantry Section's "Forward Barrage" ability no longer throws a flare but uses flares consistent with the Dingo and Humber.
British Matilda II Heavy Tank will now shoot infantry with its coaxial machine gun.
DAK Panzer IV and StuG G now properly provide the benefits of armory upgrades.
Fixed a bug where Afrikakorps Panzer III tanks could not use their smoke launchers a second time after the ability was used once.
Fixed a bug where US forces Armored Battlegroup's "Fast Deploy" ability was not properly reducing production times.
Fixed a UI issue where the Fallschirmpioneer icon would appear locked in the Battlegroup menu when Infantry Reserves was unlocked.
Fixed an issue where Battlegroup Icons on the player list were incorrect.
Fixed an issue where the Churchill Command Tank call-in did not reference the proper unit and its abilities.
Fixed an issue where the cost for Carpet Bomb and Rocket Strafe refunded 1 CP when unlocked.
Fixed an issue where the Grenadier Medkit would not heal the squad while moving
Fixed an issue where the LG 40 could not be paradropped if they had 5 or less population space available.
Fixed an issue where the LG 40 could not be paradropped if they had 5 or less population space available.
Fixed an issue with the Airborne Rally company ability was not applying bonuses correctly.
Flare and Smoke cooldowns will now persist when upgrading from Scouts to Pathfinders
Improved handling of disconnects while the game is loading
Infantry Section "Forward Barrage" ability no longer requires specific base buildings to be alive.
Killing Wehrmacht infantry now correctly updates the kill count UI.
Smoke Rifle Grenade minimum range now correctly set at 15
Stuart Mark Target can no longer stack.
Taking the Pathfinders upgrade for Scouts in the US Forces Airborne Battlegroup now works correctly on scouts that were in the building's production queue at the time the upgrade was taken. Previously they would spawn without the extra unit in the squad.
The Afrikakorps Italian Infantry Battlegroup's Cannone da 105/28 Howitzer can now shoot at its minimum range.
The British Air and Sea Battlegroup's Supply Surplus ability is no longer available for other factions.
The US forces Special Operations battlegroup's "Assault Operation" ability no longer disables retreat while active.
US Forces Heavy Machine Gun fighting positions no longer displays a veterancy bar.
US Forces Heavy Weapons stolen by other factions now keep their veterancy abilities.
US Forces Infantry Support Center's "Advanced Logistics" discount has been adjusted to be more consistent across every unit. Previously, the amount varied slightly between units.
US Forces SSF Commando squad's demolition charge description updated to reflect that it is a manual rather than a timed trigger.
Wehrmacht MG 42 Bunker impasse bug has been fixed. Previously it was not blocking units' pathfinding or other building's construction, leading to unintended gameplay issues, like being able to stack four bunkers for a 360° area coverage.
Multiplayer - Balance changes
Infantry and Mortar Flares
Mortar and Infantry flare duration decreased from 30 to 15
Loiters Loiters were clearly over tuned across the board, being very oppressive and offering little counterplay. We’ve toned down these abilities so that their impact is more appropriate for their costs.
British Forces Anti-tank Rocket Loiter
Munition cost increased from 120 to 180
Typhoon rocket damage from 200 to 100
Typhoon rocket count from 6 to 5 per pass
Wehrmacht Luftwaffe Stuka Loiter
Stuka Anti-Infantry Loiter damage from 30 to 20
Stuka Anti-Tank Loiter damage against vehicles from 50 to 25
Stuka Anti-Tank Loiter rate of fire from 15 to 12
Afrikakorps Armored Support Anti-Tank Loiter
Munition cost reduced from 225 to 180
US Forces Airborne Reinforcement Loiter
Fixed the ability reinforcing squad to full strength even after the ability was over
Maximum number of reinforce entities from infinite to 12-15 total
Munition cost increased from 80 to 150
Reinforce rate dramatically reduced to 1 model replaced every 4 seconds
US FORCES
Engineer Squad
US Forces Engineer squad's "Light It Up" veterancy ability can now be used without a Flamethrower. Costs 30 munitions without flamethrower upgrade.
Pathfinders We have found that Pathfinders provide too much momentum and utility in the early game, allowing players to rush out the overperforming Sherman 76mm Tanks. We have made adjustments to make this build less oppressive and will be closely monitoring the strategy.
Build time increased from 25 to 33
Flare ability range decreased from 50 to 40
Now have access to the Utility Package; Flares, Rifle Smoke Grenades and Rifle Grenades now all require the Utility Package
Reinforcement cost increase from 25 to 30 manpower
Smoke Rifle Grenade recharge time increased from 120 to 180
Upkeep per population increased from 1 to 1.25 manpower per minute
Scouts
Build time increased from 25 to 33
76mm Sherman
AOE damage drop-off reduced to Sherman 75mm levels
AOE model damage cap decreased from 4 to 3
AFRIKAKORPS
Carro Armato M13/40 Light Tank The M13/40 was too efficient for its timing and cost. Combined with a powerful veterancy ability and bugged ability, the M13/40 scaled to a point it could out-compete higher tier tanks. The following changes tone these factors down.
AP Rounds penetration bonus from +90% to +33%
Fuel cost increased from 45 to 50
Italian Vanguard reload bonuses per nearby Italian unit from -10% to -5%. Reload bonus maxes out at -25% or 5 units
Main Weapon rate of fire decreased from 3.2/3.5 to 3.5/4.125 seconds
Operation Sapphire Jackal - Mission Briefing
Overview
Our team at Relic is very excited to share the first major update for Company of Heroes 3, which we’ve codenamed Operation Sapphire Jackal. This update includes a significant number of bug fixes, quality of life improvements, gameplay balance adjustments, and all-new features and content. While part of our team was working on our post-launch hot fixes to address top issues, a lot of us were working in parallel on the content for Operation Sapphire Jackal. In addition to all our efforts on this update, you can also check out our recap of the game’s launch to see how we’re working through our players’ feedback and reports.
With so many changes going into this update, our team will be standing by to roll out hot fixes should any major issues come up. Be sure to review some of the exciting changes in Operation Sapphire Jackal below and leave us your feedback after you have a chance to see them in-game. We will be releasing the full patch notes along with the update on March 28th.
Check out this quick summary, then read below for more details.
New Content & Systems
Challenges
As part of this update, we're introducing Challenges. With Challenges, you will have the opportunity to complete daily and weekly in-game objectives in Multiplayer and Co-op vs A.I. automatch to earn Merit, which can be used to unlock cosmetics for your favorite units.
For Daily and Weekly Challenges, you can expect new, randomly selected Challenges ranging from 'Kill 50 vehicles with anti-tank guns' to 'Gain 50 veteran ranks with Wehrmacht infantry'.
Daily Challenges will appear at 5pm PT every day and three new Weekly Challenges will be available each Saturday at 5pm PT.
Cosmetics
With this update, we are launching a range of cosmetic options in the store, allowing players to customize their armies in both multiplayer and singleplayer. Some content featured in the store can be purchased with either War Bonds or Merit (earnable with Challenges), or solely with War Bonds – more on these further below.
One of our goals with the In-Game Store is to ensure there is always a balanced mix of earnable and paid content available so that players can choose how they use the store, and that there is unlockable content available to everyone. This will apply to everything in the store when it launches, and as we move forward.
The cosmetics available in this update are historically inspired. Check out this sneak peek below for a taste of some of the cool stuff on offer.
War Bonds are a form of in-game currency that can only be earned by purchasing War Bond packs. War Bonds can be used to purchase any content in the in-game store.
Changes & Fixes
This update for Company of Heroes 3 includes hundreds of bugfixes, changes and improvements. You will be able to review the full 1.1.0 patch notes when the update goes live tomorrow.
Some highlights include:
A small update to the Unique Player Color option. Allies will now be cool colors and enemies will be warm colors
Fixed several icons and portraits with the correct Company of Heroes 3 assets
All new voiceover for Gurkha Infantry
Audio adjustments for map pings
Added an option to enable Exclusive Control Groups. With this option, squads only occupy one control group at a time, like in previous CoH games
Fixed the Recently Played With list
Adjusted territory layout on (8) Mignano Gap and made minor adjustments to Strategic and Victory Point locations on (6) Gazala Landing Ground
Fixed several issues where bridges did not correctly have cover
Bloom was removed and we fixed blur or “haze” on the maps
And plenty of more additional changes and fixes for Audio, Art, Animation, UI/UX, and Maps
Gameplay Changes
Though this update does not include what we consider a “full” balance pass, we have made several changes to help shake up multiplayer and co-op. We’ll be keeping an eye on your feedback and matches and will roll out further balance adjustments in a timely fashion.
Here is a quick summary of some of the changes, but for everything else, be sure to review the patch notes when this update rolls out.
We’ve implemented a small set of targeted changes to address US Forces Pathfinders, the Afrikakorps Carro Armato M13/40 tank and Airplane Loiters
Pathfinders have had their utility and early power toned down
The M13/40 has also seen some reductions in power
Loiters have been toned down to be less oppressive
Vehicles commanded to face in a different direction will turn properly instead of driving in circles
Many tooltips and descriptions have been updated to better reflect the abilities, units, veterancy, and upgrades for greater clarity and information to the player.
Summary
With new gameplay challenges, unit customization and a host of fixes and changes, the team is looking forward to hearing more from all of you! Operation Sapphire Jackal is the first major update we have planned for CoH3, with many more to come in the months and years ahead.
CoH3 Hot Fix 1.0.7.9932 - March 18th, 2023
Fixed an exploit where players on every faction could gain more resources than intended by canceling a construction.
Fixed a high-occurrence crash.
Community Insights: PC Launch
Overview
Company of Heroes 3 has been out for a little over three weeks, and for everyone at Relic, it is incredibly rewarding to see so many fans playing and discussing the game. Our team is now shifting gears to focus on long-term support for the game’s future. Our intent has always been to continue improving CoH3 in the coming years with new content, fixes and more, so we want to go over how we plan to do that. We also want to recap everything that’s happened in the launch window, what top feedback we’re seeing from players, and what comes next! The response so far has been terrific, with plenty of praise, criticism, requests, bug reports, and feedback – which is exactly what we need, so keep those reviews coming!
Read more below or check out our summary here!
Hot Fixes
Your feedback and reports allowed our team to fix some notable issues very quickly on launch day. This included several crashes and other issues that prevented people from playing and enjoying the game. We ensured our team was ready to provide fixes based on real player data and activity after release, and that is why we’ve been dropping hot fixes at a steady pace.
With these hot fixes, our goal was to focus on the top priority items that prevented or blocked players from accessing or making progress in the game. Our team has rolled out 6 hot fixes in two weeks (that’s one every two or three days!), meaning major issues leading to crashes and undesired performance have been reduced significantly. So, what have we changed or fixed? Here are a few examples!
Fixed a ton of GPU related crashes
Fixed crashes when ending a turn in the Italian Dynamic Campaign
Fixed progression blockers in and around the Benevento, Salerno, Calabria, and Gaeta locations and missions
Fixed settings not saving correctly between sessions
Addressed power imbalance of the Afrikakorps
Changed Emplacements so they are less exploitable
Improved the High Dynamic Range mix for audio and stabilized audio playback
Fixed cases of infinite loading and disconnecting in multiplayer
Improved Tactical Map functionality
Made AI on the Italian Campaign Map more aggressive
Increased effectiveness of select Allied units
Broke the British Boys Anti-Tank Rifles
Fixed the British Boys Anti-Tank Rifles
Along with addressing crashes, progress blockers and pesky bugs impacting everyone’s experience, we were glad we could sneak in some long-planned balance changes and quality-of-life improvements. There have been 52 total improvements since launch (not including balance changes), with more to come. Our cadence of hot fixes will slow down for now, but we’ll continue addressing any major issues as they come up.
We are also happy to say that our first major 1.1.0 update is only a few weeks away, which will include a huge number of fixes and improvements for the game. We will have more news about that soon!
Player Feedback
Our team has been very appreciative of all the feedback players have been providing so far. We are in the process of prioritizing and triaging all of it so we can address critical issues, quality of life concerns, balance and more in a timely fashion. It is important for our team to weigh the impact of fixes and changes for all players, so rest assured that even if we don’t call something out as a “top” point of feedback, that does not mean we haven’t heard it and are not already discussing or working on it. Another caveat is that though certain items are considered a priority, they may take longer to fix or address based on how complicated they are to solve, test, and implement. We also need to ensure we can allocate the resources and team members to cover all those priorities. So, what top concerns are we seeing from players and what are we discussing internally? In no particular order:
Addressing remaining crashes or issues with the game failing to open or start
Fixing campaign progression blockers or bugs
Further polishing and fixing of gameplay bugs and visual bugs
Tuning AI difficulty in skirmishes and co-op
Investigating camera zoom level requests for the RTS layer – what is possible from a technical standpoint, what would its overall impact be on performance and gameplay, etc.
Further faction balancing
UI/UX improvements – social flow, save game flow, HUD, settings menu and options, in-game pings, icons, unit portraits, post-match stats, etc.
Investigating Unique Player Color options
Continuing improvements for audio and visuals
Modding Tools
Another area of focus for the team is CoH3’s modding tools. We were happy to get mod tools released in tandem with CoH3’s launch so that players could start exploring the tools and playing with mods from the Steam workshop right away. Just like we plan to continue supporting CoH3, we also plan to dedicate more time to support and improve the mod tools over the long term. Though the current iteration of the mod tools and worldbuilder may not meet all player expectations, providing them at launch gives us a chance to get them up and running. We want players to continue testing the tools and providing feedback and feature requests so that we can prioritize those improvements for the future. What features or capabilities do you feel are missing or what do you want to see improved? Let us know by starting a thread or leaving a comment over on our forums. Please know that the tools likely won’t receive any major overhaul in the short term as we need to prioritize the core game first. We hope to sneak in a couple small fixes in patch 1.1.0. In the meantime, you can get familiar with our documentation on the Modding Knowledge Center. Let us know what other information we could add to the Knowledge Center to help you while creating your mods. You can also check out some of these example mods from the Relic team to help unblock you or to give you some inspiration!
Coming Next
The team is very excited to share a look at our current Development Priorities. “Is this a roadmap?” we hear you asking, and the answer is “sort of!” Putting dates on features or content is often unfair to players and the development team, especially if those things need to move. Instead, we feel it is clearer to share our current focus, along with what’s coming next in development.
As you can see, we have a lot of work planned for the days and months ahead! Our team is looking forward to supporting Company of Heroes 3 for years to come with a ton of content, meta shakeups, new features, quality of life improvements and so much more. We can’t thank you enough for joining us at the start of this journey together. We have so many awesome things planned for CoH3, and this is just the start.
- The Relic Team
CoH3 Hot Fix 1.0.7 - March 16, 2023
For this hot fix, our team wanted to focus on A.I. throughout Company of Heroes 3, with an extra focus specifically on Italian Dynamic Campaign changes and fixes. The A.I. should feel much more dynamic and less defensive. In addition to some early game population changes, we aim for this to be a better experience for our players when starting or continuing their campaign playthroughs.
We’ll soon have additional news on other top areas of player feedback, including when to expect future patches and content. Stay tuned!
General
Fixed an additional 12 Crash and/or Stability issues.
Italian Dynamic Campaign
The A.I. (Artificial Intelligence) will now be performing offensive behaviors more often on difficulties above standard and easy. Expect to see the AI sending companies into player territory, recapturing towns and attacking player companies.
Fixed campaign saves having a long loading time the further you progress into the campaign. Any newly made campaign saved on 1.0.7 will have much lower load times.
We expect a higher rate of defense missions triggered, which will occur when the A.I. attacks player towns where these missions exist. These differ from Skirmish modes, which we hope will add more variety and replayability to the Italian Dynamic Campaign. Expect more combat at towns/cities like Potenza, Foggia, Ortona, and Anzio.
It is expected to see more aggressive behaviors from the A.I. while playing on greater difficulty levels.
AI now uses Recon Runs less often, and on a wider variety of targets.
Campaign Map Population Capacity adjusted so more supporting units can be built in the early campaign.
P47 Population Capacity cost reduced from 3 to 2
B25 Population Capacity cost reduced from 4 to 3
Aircraft Carrier Population Capacity cost reduced from 6 to 4.
Gameplay Changes
A.I. respond accordingly to different ping types
Attack ping, question ping - may send units to appropriate location pinged
Defend ping - may respond with defensive behaviors
Capture behavior when pings issued on capture points
Multiplayer Changes
Disabled battlegroup selection during match start countdown. This change helps prevent players from having non-functioning battlegroups when loading into a match.
Enemy A.I. in Skirmish mode is now less likely to try to capture the same point with several units and more likely to try to capture separate points with individual units.
Rank Levels on the official Leaderboards have been updated to reflect the Design team’s intent for the top ranks: 1 player holding level 20 4 players holding level 19 5 players holding level 18 15 players holding level 17 25 players holding level 16
CoH3 Hot Fix 1.0.6 - March 9, 2023
In this hot fix, we aim to address our top crashes and stability issues, many of which were only possible to identify thanks to your submitted Bugsplats and player reports. Additionally, our team has improved the crash logs sent by players which will help us identify issues that are causing crashes faster in the future.
With this additional logging, filling in and submitting Bugsplat reports when you receive them is still the best way to provide direct information to our team about stability and crash issues.
Our team is only able to keep improving Company of Heroes 3 with your support. Please continue to leave reviews, comments, feedback, and reports, as that helps us make the game better and better for all our players.
General
Fixed several Crash and/or Stability issues.
The Pachino Stalemate map is now available for 1 vs 1 matches in automatch.
Fixed an issue where strategic points were not appearing on the tactical map.
The setting to clamp the mouse to window will now be on by default in the settings menu.
Added a setting to control Edge Panning Speed.
Multiplayer gameplay changes
Fixed an issue where Boys AT Rifle was no longer doing correct damage to vehicles.
Infantry Section Bren Gun is now 15% more lethal at long range and performs as expected. This change was incorrectly applied in our last hot fix.
Mortar Smoke Barrages are now correctly set to 30 second cooldown.
Factions
US Forces
Bazooka Team
Health from 80 to 90
Airborne Battlegroup Paratroopers
Bazooka cost from 90 munitions to 75 munitions
HMG and M1 57mm Paradrop Abilities
Paradropped HMG cost from 300 to 250
Paradropped Anti-Tank Gun cost 330 from 250
Carpet Bombing Run
Cost from 200 munitions to 180 munitions
Special Operations Battlegroup Smokescreen
Cost from 50 munitions to 40 munitions
Mark Target
Cost from 60 munitions to 50 munitions
Resupply Operation
Cost from 120 munitions to 180 munitions
WEHRMACHT
Concrete Bunkers
Cost increased from 200 MP to 250
Time to build from 15 to 35 seconds
Concrete Bunker Variants
Health from 960 to 720
Armor from 40 to 35
Medical Bunker Armor to 20.
DEUTSCHES AFRIKAKORPS
Panzerjager
MG34 Light Machine Gun is unable to Fire on the Move now.
CoH3 Hot Fix 1.0.5 - March 6, 2023
The team at Relic is very appreciative of all your feedback and support so far, and we hope you’re enjoying Company of Heroes 3! We’ve made the following balance changes in multiplayer and co-op. Some of these changes are in response to what we’ve been seeing, and some changes were long planned.
We’re aware that several issues are impacting multiplayer right now. We’ve implemented the following changes to address many of them and will continue to monitor and adjust balance as need be in the future. This patch may not address all balance concerns right now, as we want to make incremental changes and assess their impact. We’re currently testing and experimenting with changes for outstanding issues.
Our top priorities currently are to address exploits and reduce the power of certain strategies.
General
Renamed the difficulty settings to make them more consistent and user-friendly.
Campaign AI should venture into the player's territory to capture points or attack the player's companies more. An upcoming change is planned to improve the AI's aggression in the campaign.
Multiplayer Changes
Universal Changes
Light Indirect-Fire - Mortars
Recharge time from 15 to 30 seconds
Mortar damage against emplacements doubled
Medium Indirect-Fire - Pack Howitzer, LeIG, Heavy Mortar Medium Indirect-Fire has been reworked to be better against static defenses, more accurate and have higher area of effect against infantry.
Recharge time from 15 to 30 seconds
Crew size from 4 to 5
Medium Indirect-fire damage increased against bunkers and emplacements
Barrage and auto-fire accuracy increased
Barrage and auto-fire fire more rapidly
Smoke
Smoke duration from 40 to 30
Heavy Machine Guns
All HMGs have had their suppression and area suppression increased by roughly 10-15%
Factions
US Forces
We’ve noted that the US Forces are struggling in all modes, particularly in larger team games. These targeted fixes are to address certain units that were underpowered within the roster, reducing tech cost and making the faction more competitive in the mid game where it was faltering. More changes are coming to address some outstanding issues facing the US Forces.
Weapon Support Center manpower decreased cost from 160 to 120
Motor Pool fuel cost decreased from 55 to 45
US Forces Units
Riflemen
Riflemen health per model increased from 95 to 100
Bazooka Team
Bazooka Team manpower cost from 300 to 250
Health per model increased from 80 to 90
M1 81mm Mortar
Veteran airburst and Delayed Fuse barrage ability recharge times from 45 to 30 seconds
Airburst and Delayed Fuse barrage costs from 35 to 20
Delayed Fuse is more accurate and has higher Area of Effect
Airburst area of effect damage has been adjusted
Sniper
Sniper aim-time decreased from 2 to 1.5 seconds
M3 75mm Gun Motor Carriage
Long-range accuracy against vehicles increased by 20%
M8 Greyhound
Reload time between shots increased from 3.325 to 4.2 seconds
M24 Chaffee
Long-range accuracy against vehicles increased by 20%
M18 Hellcat
Reload time between shots from 6/6.5 to 4.75/5.25 seconds
M29 Weasel Reconnaissance Vehicle
Mortar and Machine Gun weapon drop ability cost increased from 50 to 75
Mortar and Machine Gun weapon drops now have a recharge time of 60 seconds
Sherman Whizbang
Rocket barrage recharge times reduced from 120 seconds to 90 seconds
Rocket area of effect damage distance from 0.75/1.25/5 to 0.75/1.5/7
Rocket angle scatter from 12 to 11
Rocket scatter max from 11 to 9
US Forces Battlegroups
Airborne Battlegroup
Paratroopers
Bazooka cost from 90 munitions to 75 munitions
HMG and M1 57mm Paradrop Abilities
Paradropped HMG cost from 300 to 250
Paradropped Anti-Tank Gun cost 330 from 250
Carpet Bombing Run
Cost from 200 munitions to 180 munitions
Special Operations Battlegroup
Smokescreen
Cost from 50 munitions to 40 munitions
Mark Target
Cost from 60 munitions to 50 munitions
Resupply Operation
Cost from 120 munitions to 180 munitions
British Forces
While doing better than the US Forces, the British Forces also struggles across modes and has more recently been heavily relying on Boys Antitank Rifles to keep up. We’re toning down the power of these weapons while bringing up to par many units in the roster that were under performing for their costs. Battlegroup units have received some love and will give Infantry Sections more competition.
Team Weapon Training and Light Vehicle Training costs decreased from 200 manpower and 30 fuel to 150 manpower and 20 fuel
British Forces Units
Infantry Section
Bren Gun long-range accuracy increased by 15%
Boys AT Rifle damage against buildings reduced by 50%
Boys AT Rifle damage against cover objects reduced by 75%
Boys AT Rifle AOE damage removed
Boys AT Rifle no longer gains small-arms accuracy bonus against Team Weapons
Foot Guards
Manpower cost fixed/increased from 399 to 400
Submachine gun lethality increased by 25% at short range
Commando LMG Section
Manpower cost increased from 320 to 350
Now significantly more lethal at all ranges
Commando Section
Lethality increased by 25% at short-range
Indian Artillery Gurhkas
Bren Gun lethality increased by 15% at long-range
Thompsons lethality increased by 25% at short range
CMP 15cwt Truck
Cost decreased from 260 manpower and 25 fuel to 240 manpower and 20 fuel
Mobility increased
Polsten AA Gun cost from 90 to 60 munitions.
Polsten AA damage reduced
Polsten range from 40 to 45
Heavy Mortar
Weapon traverse speed from 25 to 40
Barrage range from 120 to 150
Humber
Manpower cost from 260 to 240
Received weapon overhaul and is significantly more lethal against infantry.
Mark Area ability cost removed.
Mark Area can now be used in the Fog of War
Smoke Launchers range decreased from 65 to 45
M3 Stuart
Unlock cost decreased from 150/40 to 100/25
Fuel cost decreased from 45 to 35
Reload time between shots from 4.5/5.5 to 3.5/4 seconds.
Cannon penetration from 65/50/40 to 120/100/80
Commander aura bonus from 20% to 10%
Smoke Canister ability cost removed. Smoke recharge time to 120.
Bishop
Unlock cost decreased from 125 manpower and 25 fuel to 100 manpower and 25 fuel.
Barrage recharge time from 60 to 30
Direct Shot is now able to target all enemy and neutral units
Matilda
Armor increased from 260/150/100 to 300/200/100
Grant
Steady Assault speed and rotation rate penalty reduced from 50% to 25%.
AA Crusader
Fuel cost from 50 to 70
Accuracy increased by roughly 50% across all ranges
Area of Effect increased and damage increased
Weapon Penetration to 40/35/25
Churchill Black Prince
Armor from 300/220/150 to 340/240/150
Speed from 3.8 to 3
Damage from 160 to 240
Range from 45 to 40
Reload from 4.75/5 to 6
Area of Effect radius from 0.5 to 3.25
Area of Effect damage increased
Penetration from 300/250/220 to 300/275/240
Wehrmacht
We’re toning down parts of the Wehrmacht’s mid and late game power. We will be making further changes to Emplacements in the next hot fix.
Wehrmacht Units
Panzer Kompanie
Panzer Kompanie manpower cost from 200 to 300
Concrete Bunkers
Health decreased from 960 to 720
Armor decreased from 40 to 35
Kettenkrad
Communication cables upgrade cost increased from 25 munitions to 35 munitions
Nebelwerfer
Barrage recharge time from 90 to 70 seconds
Fires more rapidly
Incendiary Rocket area of effect far damage from 0.2 to 0.25
Incendiary Rocket area of effect distance from 0/1/3 to 0/1.5/5
Incendiary Rocket scatter max from 12 to 10
More accurate firing into fog of war
Wirbelwind
Accuracy decreased from 30% at long-range; 15% at short-range
Area of Effect damage reduced by 10%
Long-range cooldown between burst increased by 50%
Panzer IV
Cost increased from 430 manpower and 90 fuel to 440 manpower and 100 fuel
Population cost from 12 to 14
Wehrmacht Battlegroups
Luftwaffe Battlegroup
2cm FlaK 38 Emplacement
Now requires either Luftwaffe Kompanie, Panzergrenadier Kompanie, or Panzer Kompanie.
Cost increased from 200 manpower and 25 fuel to 250 manpower and 35 fuel
88cm FlaK 36 Emplacement
Cost from 310 manpower and 40 fuel to 380 manpower and 45 fuel
Time to Construct increased from 30 to 40 seconds
Luftwaffe Combat Group
Cost increased from 3 to 4 ◆ Command Points
Luftwaffe Infantry Reserves
Cost increased from 3 to 4 ◆ Command Points
Deutsches Afrikakorps
The Afrikakorps has arrived with great fury and is steamrolling the competition. They’re a bit overtuned across the board, and we’re taking steps to reduce their power in the early and late game.
Fire Support Elements
Cost from 125 manpower and 35 fuel to 150 manpower and 45 fuel
Support Armor Elements
Manpower cost from 125 to 100
Afrikakorps Unit Changes
Panzergrenadier
MG 34 Light Machine Gun long-range lethality decreased by 15%
Assault Grenadiers
Lethality increased by 25% at short range
Panzerjager Squad
Squad size from 5 to 4
Panzerbuchse 39 AT Rifle decreased rate of fire at long-range
MG 34 Light Machine Gun can no longer fire on the move
Kradschutzen Motorcycle
Build time from 20 seconds to 35 seconds
250 Light Carrier
Manpower cost from 260 to 280
Lethality decreased by 25% at short range
Lethality decreased by 50% at long-range
2.5 Tonne Medical Truck
Manpower cost from 150 to 200
Flakvierling Half-track
Cost from 260 manpower and 35 fuel to 280 manpower and 40 fuel
Recovery Half-track
Cost from to 280 manpower and 30 fuel to 250 manpower and 40 fuel
Walking Stuka Rocket Half-track
Area of Effect damage from 1/0.175/0.075 to 1/0.2/0.1
Scatter max from 20 to 15
Guastatori
Manpower cost from 400 to 440
Flamethrower cost from 80 to 90
Armor from 1.5 to 1.25
Afrikakorps Battlegroups
Italian Combined Arms Battlegroup
Bersaglieri Bolster
Cost decreased from 2 to 1 ◆Command Points
Breda Model 30 Light Machine Guns
Cost from 2 to 3 ◆Command Points
Carro Armato M13/40 Light Tank
Cost decreased from 2 to 1 ◆Command Points
Pact of Steel
Cost decreased from 3 to 1 ◆Command Points
Bug Fixes
British Rifle Grenades now have a minimum range of 15
Medical CMP 15cwt Trucks and Medical Half-tracks can now tow team weapons
250 Light Carrier can now tow 88mm Flak 36 Anti-Tank Guns
Fixed an issue where the Sherman Whizbang rockets area of effect could miss targets
Fixed an issue where the British Mortar had less range than other mortars
CoH3 Hot Fix 1.0.4 - March 2, 2023
General
Fixed several instances of infinite loading and disconnecting in a multiplayer lobby.
Fixed an issue that prevented campaign saves from displaying while a player is in a mission, and prevented mission saves from displaying while on the campaign map.
Added a tooltip to inform players on the minimum requirements for texture settings.
Integrated a tool that is used to attribute marketing efforts and insights to our game - When launching the game, players will be prompted once to make a choice between opting in or out of this feature. Either choice will not limit the player experience. Players will be able to reset their choice in the settings menu if they later change their mind.
Offline Status changes or disconnecting no longer defaults your faction to US Forces.
Stability/Performance
Fixed a SCAR crash “Modifier_ApplyToSquad” occurring in the Italy Campaign map.
Fixed a SCAR crash “Action_Finish(313)” occurring in the Salerno Defend mission.
Fixed a Lua crash “luaH_next(189)” when trying to start new North African Campaigns.
Fixed a flickering texture issue when tilting the camera, causing GPU instability.
Features
Tactical Map
Strategic points now display the right color when captured.
It is now possible to queue multiple capture orders in the Tactical map.
Fixed an issue where moving the camera on the Tactical map would not work if a unit was selected.
Tutorial
Added several missing tutorial tooltips & prompts
Initial retreat
Reinforce sappers
Produce a unit (Sapper)
Build a Section Command Post
How to use a grenade
Retreat mechanic
Repairing vehicles
Italian Dynamic Campaign
Calabria
Fixed an issue where players are unable to deploy an Armored Company from the battleship during the Calabria mission.
Fixed an issue where it was possible for players to spawn units out of bounds during the Calabria mission.
Gaeta
Fixed an issue that happened after Gaeta is captured where the requested Armored Company spawned in a stuck state.