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All the changes sorted and organised

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# 1SeeN Jul 27 2008, 21:35 PM
So, I had some spare time to combine all the changes so far into one organised log. Wherever I could, I listed changes compared to 2.301 retail, and not included reverts and changes during the beta.

I guess there will be some errors, but if you spot one just let me know, and I'll edit this post.

Up till 2.510

Global changes

Online

- Resolved an issue that would cause simulation to pause and sync errors in-game.
- Fixed a number of issues with the Network Library. Connectivity should be improved.
- A number of network fixes have been implemented. Connectivity should be further improved.
- Fixed multiple network related crash bugs and connection issues.
- More network fixes! Keep those logs coming!
- Resolved some network issues with joining games.
- A number of network related fixes.
- A large number of network fixes. Reduced latency, improved connectivity, memory leaks
- Further optimizations & fixes to the new network code.
- Further optimizations & fixes to the new network code.
- Further optimizations & fixes to the new network code.
- Further optimizations & fixes to the new network code.
- Further optimizations & fixes to the new network code.
- Fixed network issue related to pings.

- Host Proxy added.
- -port (port #) command line extension. With this command you can specify the port CoH uses to connect. This is especially helpful for players on the same LAN.
- Relic Downloader is now active. (It can be located in your system tray, and is only active while the game is running)
- Further updating to the RelicDownloader.
- Fixed a number of issues resulting in the Relic Downloader crashing.
- A number of additional bug fixes to the downloader.

- Updated BugSplat. Anti-virus programs should dislike it less now.

- An in-game option has been added to control peer-to-peer transferring.

- Fixed the ping display in the game list to update correctly.
- Fixed permissions for some of the Lobby UI.

- Accounts with a banned key can now log in to Relic Online. The banned product however will be inaccessible.

Audio
- Vehicle voice volume has been fixed.
- "echo" fixed - Try the reverb again, it's been tweaked. (Dual Core+ Only)
- Tiger engine turned down.
- Volksgrenadiers and MG42 have had their speech fixed.
- Sherman 75mm and 76mm fire sounds replaced to be awesome.
- Many sound improvements have been made to the Tiger, Jagdpanther and King Tiger.
- Menu now randomizes between two original CoH pieces and the OF theme.
- Radio effect modified - no more piercing resonance!
- Tweaked and changed some of the large cannons back to previous firing sounds based on community feedback.
- Fixed the firing volume of Greyhound.
- P47 - Fixed bug where plane engine sounds continued after the plane was shot down.
- Firing sound for Off-Map Artillery has been added.
- Artillery explosions now heard at distance.
- Added "wet road" surface sound for vehicles driving in the rain (and squishy footsteps).
- Fixed the Quad 50/Flakvierling firing sound.
- The "Vampire" AC now shuts off its engine while stealing resources.
- Fixed incoming projectile sounds.
- Collisions between physics objects now produce material-specific sounds. *this system is not perfect, and is meant to supplement the regular destruction audio (ie: a sound will not play for every collision, only those with a large enough velocity/mass). It's fun to push around debris with vehicles though.
- Check out the Nebelwerfers… can you say Katyusha?
- Reduced volume on BAR to sit better in the mix, as well as many other smaller mix refinements.


Fixes


- Added a number of anti-cheat measures.
- Fixed an issue with mods loading. CoH will now default to the Company of Heroes module.
- Fixed a number of quite obscure in-game crashes.
- Fixed a crash that occurred when a chat message was received while transitioning from game setup screen to game loading screen.
- Various crash fixes.
- Game credits now play.
- Fixed team automatch.

- Units trapped by buildable defenses (sandbags, barbwire, etc.) will no longer become non-functional when ordered to man an emplacement.
- Building sight radius fix for Windmills should enable garrisoned units to behave properly inside.
- Windmills can have demolition charges placed on them properly.
- Some small footbridge target and critical types tuned to enable them to be properly destroyed.

- Grass will no longer render if the option to disable it is checked in options.
- Streamlined the voice configuration options to 32, 64 and 128 voices.

- AI will no longer dodge artillery impeccably.
- AI no longer uses abilities such as such as sector artillery, gliders, etc in illegal situations.
- Fixed a bug where hills would prevent artillery from firing.
- Fixed an exploit where some artillery could have its cost refunded after use.
- Fixed a bug where registered artillery could be cast on structures that were not finished being built.
- Squad Veterancy actions now stack.
- All mine and Goliath Drop abilities can now be used on bridges.
- All mine and Goliath Drop abilities now use a ghost preview opposed to circular UI element prior to ability placement.
- Allied and Axis squads receiving entity modifiers that were not applying said modifiers to squad members reinforced will now properly apply those modifiers to reinforced squad members
- Tanks no longer receive a global speed reduction when one tank crushes a tank trap, the modifier will apply only to the individual tank that crushed the Tank Trap.
- Fixed some issues with Repair Station Engineers.
- Fixed planes spawning from center of map.
- Fixed a bug where planes would not exit the world map.
- Kettenkrads no longer run away from jeeps. [Should fix Jeeps being used to hold up Kettens]
- Fixed a bug where resources would not be generated in counter-attack missions.
- Barb wire cutters can be used multiple times.
- Some abilities which had finicky range issues will now be less finicky (repair, booby traps, etc.).


- There was a small inconsistency among ~10% of null points where they had a different capture speed than the majority. These have been brought up to the standard 15 second capture time.
- A team will no longer turn all one colour after a skirmish/multiplayer match is over if the team colour is selected.
- When receiving VP Ticker warnings and the opponent team has multiple Armies in it the player will no longer receive multiple Ticker warnings simultaneously.
- In game notification icons no longer overlap.

Map related changes

- Added Industrial Riverbed (2) - Deionarra
- Added Ruins of Rouen (2) - Sizzlorr
- Added Bad Zwischenahn (4) - Rhody
- Added Fire & Ice (4) - Henry666
- Added Road to Montherme (4) - Mannerheim
- Added Trainz (6) - nobody
- Added Villers Bocage (6)
- Added Duclair (4) - OnkelSam
- Added Red Ball Express (6) - Yojimbo252
- Added Dust & Stones (8) - Henry666
- Villers Bocage - Fixed the territory painting to what it should have been.
- Road to Montherme - Replaced the wreck near bridge with one that cannot be salvaged.
- Road to Montherme - Changed the centre buildings so they are more balanced.
- Road to Montherme - Improved Vehicle pathing.
- Fixed some building locations on Angoville Farms
- Fixed a control point issue on Beaux Lowlands.
- Etavaux has a couple of world objects that have incorrect player ownership association and revealed some small areas of Fow of War.
- Fixed a bug where the AI was not able to build structures in (4) Lyon
- Loading screen set for Verrieres Ridge No Bunkers map.
- Fixed the Bad Splats on Villers Bocage map.
- Road to Montherme - Fixed the garrison problem with the upper wooden bunker near left VP
- Road to Montherme - Replaced the lower building near right VP to balance building capacity and fix garrison/shooting problems

Gameplay

- A team-resource modifier has been added to Allied teams. Teams of 2 share 99% resources, teams of 3 share 98%, teams of 4 share 97%.

- On map artillery weapons (British 25pounder, US M2 105mm, Hummel) and Artillery Call ins (Rocket Barrage, Firestorm, FOO artillery) have their rear-armour modifiers removed from several armoured vehicles.

- All Tank Main Guns will now have an equal chance to target the crew of a Towed AT Gun as they do of targeting the AT Gun directly. Prior to this they would consistently choose the AT Gun itself as the main target, dramatically reducing the life expectancy of the AT Gun in a head-to-head confrontation with a Tank. Tank Guns that prefer infantry in general (Ostwind Flakpanzer, 20mm cannons, etc.) will still prefer to fire at the Infantry rather than the AT Gun itself.
- AT guns (Wehrmacht Pak 38, US 57mm etc.) are less accurate vs other AT guns.
- AT guns do slightly less damage (1.35 vs 1.5) to Wehrmacht and Panzer Elite Tanks with Armoured Skirts.
- Anti-Tank Class weapons (specifically the 37mm Pak 35, 50mm pak 38, 75mm pak 40, 17 pounder, m1 57mm atg) are now in general 5% less accurate against infantry in all scenarios, and 15% less accurate against "Sniper", "Elite" or "Soldier" (Commonwealth Infantry, Panzer Grenadiers) type infantry that are moving.
- Tank Guns, Artillery, and Rockets do slightly less damage (.9 vs 1.0) to Wehrmacht and Panzer Elite Tanks with Armoured Skirts.
- Infantry Anti-Tank Class weapons (specifically Bazookas, Panzerschrecks, Recoilless Rifles) previously had a flat 50% damage reduction vs. Axis targets upgraded with Armored Skirts, this has been changed over to a 25% damage reduction and 25% penetration reduction. This amount is relative to what the weapon was doing prior to the target having skirts.

- Werhmacht and US smoke mortar barrages fire a couple of extra smoke rounds.

- Mine and Butterfly Bomb short and medium range accuracy and area of effect accuracy modifiers increased from 1/1 to 1.75/1.4. Mines will be deadlier to retreating units.
- Vehicle dropped mines (i.e. M8 Greyhound) short and medium range accuracy increased from 1/1 to 1.5/1.25.

- Tank Traps while under construction now have less health.
- Distance reduced in which Tank Trap "Ghost" is replaced with construction entity.
- Weapons will now auto-target defenses (Barbed Wire, Tank Traps, Sand Bags) while defenses are under construction.

- Unconstructed buildings no longer have sight death bonus.
- Units with 'extended sight' such as the Vampire will now detect camouflaged units on the minimap.
- American and Werhmacht AI improvements.

Commonwealth

Fixes

- Troops will no longer retreat to a the British HQ while mobile.

- Fixed a bug to remove some unintended resource modifiers on British command trucks.
- Commonwealth Resource Modifiers will now only apply fuel modifiers to fuel points or munitions modifiers to munitions points, never both to one or the other.

- Commonwealth Emplacements captured by other armies will no longer obtain veterancy.
- Vickers Nests will no longer leave behind a 'no fire' zone when destroyed while a unit is in it's line of fire.

- British Lieutenant has his shortcut key fixed for Heroic Charge
- Units will no longer avoid the fatigue modifiers after a Heroic Charge has been active on them.

- Fixed corrupted Fuel and Munitions resource rates when a British Captain with max veterancy moves from one territory to another.

- British Recon squad now only detects mines when stationary.
- British Sandbags can be crushed normally by light crush vehicles.

- Over Repair ability will now display spinning wrench on the target while it is injured and being repaired.

- Overwatch and some British buildings that caused the shells to impact the buildings before arriving at the target destination
- Overwatch Cancel on Mortar emplacements shows the correct Icon.
- Overwatch projectile shouldn't explode below ground any more.
- Commonwealth Priest Overwatch Barrage now uses the same mini-map and tactical-map icon as the standard Howitzer version of the Overwatch Barrage ability.
- 25 pounders set to Counter-Battery will now fire on infantry units that use grenades.
(the now in the middle of the sentence is either a typo and it should read as not, or they meant mortar shells by grenades. if someone knows it for sure let me know

- Commonwealth FOO Artillery will now continue to fall even if the officer is killed. Officer can now move after the initial 2 second delay.

- Cromwell Flank Speed and PE Overdrive abilities now require the engine not be damaged or destroyed.
- Commonwealth Command Tank Creeping Smoke Barrage will now indicate ability range on the mini-map.
- British Command Tank's Creeping Smoke Barrage, once triggered, will no longer refund resources if canceled.
- The Churchill Crocodile's attack ground function now uses its tank gun instead of its flamethrower.

Gameplay

Global

- British Resource upgrades no longer share with teammates. Secured Resourcing, Captain's veterancy resource bonus, and Improved Command Truck resource bonuses only apply to the player performing those upgrades.

Abilities

- Commonwealth AT Armor Piercing Round ability will now only show up for Commonwealth Players

- Over-repair ability decays faster from 300 max health bonus to 100 min health bonus.
- British Over Repair will now over repair differing health amounts for "light" and "medium" targets.
- Over Repair has been affected in the following ways:
- The health bonus maximum has been reduced
- The rate at which the bonus health decreases (decay) has been increased
- The threshold at which decay no longer applies has been lowered.

- American Jeeps and British Brens are considered "light" Over Repair targets.
- American Greyhounds and British Stuarts are considered "medium" Over Repair targets.

- Additional Wehrmacht and Panzer Elite upgrades, buildings, and unit are revealed by the Ultra Decryption Ability on the British Royal Commando Commander Tree.
- Increased fuel drain (approx 1.5 to approx. 3 per minute) of Commonwealth Flank Speed.
- Buttoning speed modifiers on British Infantry squads are dependent on squad size. Small squads apply fewer speed penalties, large squads apply full speed penalties to enemy targets.
- Commonwealth Button Down Enemy Vehicle behavior reverted. (Anyone knows if this is the previous line reverted?)

- Changed some modifiers on the Royal Artillery Command Tree from multipliers to addition. The more command tree items that are researched, the faster the barrage abilities recharge on 25pounders.
- British Overwatch barrage retarget time changed from 22s to 40s on 25pounders and Priest.
- Timer update on Overwatch cancel.
- British 25pounder emplacements and Priests have their supercharge and Overwatch ranges set to 225 (from 250 in most cases).
- British Creeping Barrage reduced in range to 225m.
- British Creeping Barrage ability increased to 75s from 60s.
- Fixed cooldown modifiers on British Creeping Barrage commander tree bonuses.
- Commonwealth Captain Victor Target ability must now be targeted within 45m of the Captain
- Victor Target will now allow Howitzers and Priests to fire outside of their usual maximum range.
- Fixed a bug that prevented Counter Battery from being toggled on Mortar and Howitzer Emplacements.

Buildings & Emplacements

- Rifle fire penetration vs British Mortar Pits and Howitzers increased from .5 to 1.0
- Machine gun penetration vs British Mortar Pits and Howitzers increased from .25 to .5
- British Captain at Vet 1 health maximum modifier to emplacements in his sector reduced from 1.5 to 1.25
- British Captain at Vet 2 health maximum modifier to emplacements in his sector reduced from 1.5 to 1.15.
- British Royal Engineer Improved Emplacements health maximum modifier reduced from 1.5 to 1.25
- British Royal Engineer Improved Emplacements received damage modifier of .75 removed and replaced with a received penetration modifier of .9
- British 3" Mortar supercharge range reduced from 120m to 100m. Overwatch set to the same max range.
- British 25pounder Barrage ability base cooldown increased to 105 seconds from 90s. Royal Artillery will drop recharge cooldown to about 65 seconds when fully researched.
- Slowed British 25pounder Overwatch projectile.
- British 25pounder Howitzer Overwatch Barrage now has a 1 second increased delay between firing rounds.
- AA weapons have improved damage and accuracy vs landing British Gliders.
- British Commando HQ Glider cost reduced from 340 to 200
- British gliders can no longer crush infantry

Units

- Updates to British Lieutenant area bonuses - some damage modifiers replace some accuracy modifiers. Vet1 Lieutenant provides 1.15 accuracy and 1.15 damage modifiers, Vet 2 Lieutenant provides 1.32 Accuracy and 1.18 damage modifiers.
- Fixed a bug with Captain modifiers that allowed them to stack over time when moving through friendly territories.

- British Command Concealing Smoke ability performs an initial recharge upon squad spawn, meaning the ability is not available until it has undergone one recharge cycle.

- British Commando PIAT squad cost increased from 255 to 325.

- British Bren Carrier Vickers Upgrade weapon has its moving when firing accuracy_multiplier set from .75 to .5
- British Bren Carrier Vickers Upgrade weapon close range accuracy reduced from 0.6 to 0.35.

- Commonwealth Tetrarch Main Gun area-of-effect radius slightly reduced, slightly reducing effectiveness vs. infantry targets.
- Commonwealth Tetrarch Littlejohn Adapter will now increase penetration rates vs. all Armor by an additional 20%.

- Removed a set suppression modifier that was applying to retreating squads on Churchill Tank Shock.
- Churchills will face their targets to perform their Tank Shock ability and get increased weapon suppression to compensate for removed set suppression action.
- British Churchill tank shock has an additional area modifier that applies a received suppression modifier to nearby enemy infantry.
- British Churchill Tank Shock recharge timer increased from 60s to 75s
- Area of Effect on Churchill 6 pounder gun reduced from 1.5m to .5m
- British Churchill damage modifier reduced vs Marder IIIs from 1.71 to 1.5

- Commonwealth Sherman Firefly Tank Commander upgrade cost increased from 10 Munitions to 30 munitions.

Weapons

- British Sten SMGs are less effective (damage from .75 to .6, accuracy from .85 to .8) vs Infantry_heroic target type (Knights Cross Holders)
- Commando demo charge target type changed to tp_mine so it can be targetted and killed with small arms fire.
- Tank gun targeting priority increased vs Marder IIIs
- Captured Panzerschreck damage vs Panzer IVs reduced.

- British PIAT launcher scatter radius reduced from 15deg/10m to 12deg/4m.
- British PIAT reload modifiers reduced from 1.75 at max range to 1.6.
- Commonwealth PIAT Infantry Anti-Tank weapons will have a 25% damage reduction vs. Axis Armored Skirts.

Panzer Elite

Fixes

- Fixed Panther Battlegroup button still being visible when Panzer Elite HQ is destroyed.

- Panzer Elite cannot delete their base defences.
- Panzer Elite Group Zeal will no longer effect enemy and allied infantry.

- Allied Infantry will properly repair points that have been Scorched by Panzer Elite units.

- Panzer Elite Sector artillery cannot be targeted on Friendly HQ territory (it would fail to attack an HQ territory and the ability would be wasted)

- Multiple Squads can no longer booby trap the same building.
- Fallschrimjager and Luftwaffe squads now have leader_exts on their leaders.
- Fixed flickering health bar for panzer elite units with group zeal.

- Goliaths were gaining veterancy when destroying themselves and nearby units. Removed shared veterancy from Panzer Elite Goliaths.
- Goliaths no longer have an unintended accuracy modifier vs airborne squads.
- The Vampire Halftrack ability now toggles properly when ownership of a territory changes while active.
- Panzer Elite Marder III now has its Site Main Gun shortcut key re-enabled.
- Bergetiger would revive a Werhmacht Panther and the recovered version would look like a Panzer Elite Panther.
- Panzer Elite Panthers use correct model when rebuilt by Bergetiger.

Gameplay


Abilities

- Panzer Elite Scorched Earth takes 10s longer to repair for most units (50s instead 40s).
- Engineers, Sappers, Pioneers, and Panzer Grenadiers take 10s less to repair Scorched Earth (30s instead of 40s).
- Scorched Earth and Scorched Earth Repair abilities range and close-in range both longer, reducing path finding problems to the target.

- Speed posture modifiers for Allied troops modified during retreat so that Panzer Elite G43 Warning shot won't reduce their retreat speeds or slow retreating units.
- Panzer Elite Suppressive Volley Fire will slow retreating squads to normal speed temporarily.

- Fixed a bug where Panzer Elite Henschel attacks were auto-firing both weapons instead of auto-firing one and auto-targeting the other.

- Panzer Elite Vehicles shared veterancy radius reduced from 35m to 25m.
- Panzer Elite vehicles veterancy multiplier reduced from 1 to .9.
- All Panzer Elite Vehicle veterancy curves now escalate (previously many obtained veterancy 2 much slower than they would obtain veterancy 3)

- Panzer Elite Infantry veterancy sharing reduced from .5 to .45.
- All Panzer Elite Soldiers obtain Veterancy 3 at a slightly slower rate (they'll now have to kill 2 more Engineers)


Units

- Panzer Elite Kettenkrad has its sniper detection radius increased from 20m to 30m.
- Panzer Elite Kettenkrad Camouflage ability now reduces both Sight Radius and Camouflage Detection radius by 30%.

- Panzer Elite Fallschirmjager will reveal themselves after 3 shots instead of 4 shots and revert_time_multiplier is increased from 1.25 to 1.5.

- Panzer Elite Scout Car will now detect snipers at half the radius a Jeep or Motorcycle would

- Panzer Elite 250 Funkwagen Vampire acceleration increased from 4.5 to 6

- Panzer Elite Infantry Halftrack MG42 is less effective vs units in light cover. Damage is reduced from 1.0 to .75
- Disabled damage on overflow slot on Panzer Elite 250 Halftrack. Should prevent despawned units from taking area of effect damage.

- Panzer Elite Armoured Car 20mm cannon modified vs Allied Riflemen. Accuracy set from 1.0 to .75. Building cover accuracy set from .5 to .4. Incremental target radius set from 10 to 8.
- Increased fuel drain (approx 1.5 to approx. 3 per minute) of Panzer Elite 222 Overdrive.

- Panzer Elite Marder III Site Main Gun sight bonus reduced from 20m to 5m.
- Panzer Elite Marder III 25% damage bonus vs. specifically the American M10 and M4 Sherman removed

- Panzer Elite Wirblewind does increased suppression (from 0.02/0.02/0.2/1 to 0.02/0.05/0.75/1). Suppression vs suppressed targets reduced from 1.25 to 1.1
- Panzer Elite Wirbelwind suppression vs units in light and heavy cover reduced from .75/.5 to .25/.10. (I think this line of change is compared to a previous beta state and not the retail. Have to check retail values in Corsix)
- Panzer Elite Wirblewind does more increased penetration vs US Halftracks and M8 Greyhounds.
- Panzer Elite Wirblewind does more deflection damage against armoured targets (0.1 instead of 0.05).

- Updates to Wirbelwind UI unit ratings.

- Panzer Elite Hummel cost reduced from 650 to 600.
- Panzer Elite Hummer artillery barrage ability increased from 60 seconds to 90 seconds.
- Panzer Elite Hummer artillery barrage ability decreases by 10s for every level of veterancy.
- Fixed failed modifier apply on Hummel Barrage cooldown modifier at Vet3

- Bergetiger recovery MP cost increased from 5mp per minute to 10mp per minute.
- Wehrmacht and Panzer Elite vehicles recovered by the Bergetiger return with less health.
- Wehrmacht and Panzer Elite heavy vehicles (tanks etc.) recovered by the Bergetiger are more likely to return with either an engine or main gun critical.

- Panzer Elite Jagdpanther health reduced from 1800 to 1600.

Weapons

- Panzer Elite G43 Rifle Long Range cooldown penalty reduced to 25% from 50%, overall cooldown increased by 25%
- Tank Guns, Artillery, and Rockets do slightly less damage (.9 vs 1.0) to Wehrmacht and Panzer Elite Tanks with Armoured Skirts.
- Panzerschreck accuracy vs AT guns reduced.

US

Fixes

- Fixed a bug that reimbursed munitions spent on APRs for MGs if they pack the MG before the ability runs out.
- Allied Airborne "Strafing Run" will no longer deceptively fire to one side.
- Planes will no longer path along the ground killing infantry/units.
- Fixed a bug that refunded the cost/reset cool down of a bombing run if the bomber was shot down before releasing their payload.

- Clicking repeatedly on the Supply Yard will no longer select American M10s.

- Riflemen will now be affected by Rapid Response
- M10 will now correctly prioritize its targets (vehicles over infantry).

- US vet 2 Sticky Bomb ability that grants extra range to sticky bomb throws is replaced with a modifier that increases the range of the regular sticky bomb throw. This will enable multiple squads of different veterancy levels to use their ability when selected at the same time.

- Text bug on US Howitzer Crew
- Fixed an issue where the 105mm Howitzer Team firing range is shown incorrectly on the minimap.

- Allied War Machine will now function on the American T17 Armored Car.

Gameplay


Abilities

- US Fireup ability time increased from 60s to 90s, but is reduced by 15s at each level of veterancy.

- US P-47 Thunderbolt strafing run uses one less machine gun.

- US Field Repairs from Armour Command Tree reduced in cost from 200 to 150.
- US Allied War Machine Ability from Armour Command Tree decreased in cost from 250 to 200

- American AT and MG gun Armor Piercing Round abilities now will only show up for an American Player


Buildings & Emplacements

- US Machine Gun nest cost reduced from 240mp/20fuel to 240mp/15fuel.
- US Machine Gun nest weapon does marginally increased suppression
- US Machine Gun nest weapon cooldown is marginally shorter.

Units

- US Riflemen will gain veterancy faster as the game progresses, modified by performing upgrades (Sticky Bombs, BARs, Supply Yard Level 1 Production, Supply Yard Level 2 Production)

- US .30 Cal HMG squad veterancy requirements changed from 8/16/32 to 8/14/26

- US mortar teams can use US halftracks as transports.
- US 60mm Mortar damage modifier increased from 1 to 1.75 vs tp_infantry_soldier.
- US 60mm and Wehrmacht 8cm mortars have their health increased from 100 to 300.

- Ranger Veterancy requirements dropped slightly from 14/28/50 to 12/24/44
- US Airborne can upgrade their Recoilless Rifles out of territory.
- US Paratroopers and Rangers have their upkeep increased from .005 to .0060
- American Rangers and Airborne "Fire-Up" ability now causes a 10 second exhaustion after use. Exhausted units move slower for the duration and have a slower rate of fire.

- US 57mm AT gun penetration modifier vs Jagdpanthers increased from appox .08 to .18.

- US M10 3in main gun penetration increased 20% (from approx .35 to .42) vs Panzer Elite Jagdpanther
- M10 main gun range increased from 40 to 45

- US M3 Halftrack health increases by 60 to 375 when upgrading with Quad .50.
- Allied Sherman and M3 Halftracks will now benefit from Vehicle Cover.
- US Sherman 76mm upgraded gun penetration increased 20% (from approx .32 to .38) vs Panzer Elite Jagdpanther
- US 76mm Sherman main gun area damage fall off changed from 1/.35/.2/.2 to 1/.4/.3/.3

- US Calliope barrage increased by 10 seconds to 90 seconds
- US Calliope barrage ability recharge decreases by 5s for every level of veterancy, for a total of 75second recharge at the third level of veterancy.

- US M26 Pershing gets increased penetration (approx 35%) on its main gun when US researches 76mm Gun upgrade at Tank Depot (note, help text currently not localized).
- US 90mm Pershing main gun area of effect increased from 4m to 5m
- US 90mm Pershing HVAP main gun area of effect increased from 2m to 3m

Weapons

- Allied HMG damage modifier vs. the Soldier target type (Panzer Elite, Commonwealth) increased from 0.50 to 0.75
- US Bazooka damage modifier reduced vs Wehrmacht Halftracks, 234 Armoured cars, M8 Greyhounds, US M3 Halftracks from 1.2/1.25 to 1.
- US Bazooka movement accuracy modifier is reduced from .8 to .75 vs light armoured vehicles.
- Captured Panzerschreck damage vs Panzer IVs reduced.
- Tank gun targeting priority increased vs Marder IIIs

Wehrmacht

Fixes

- Wehrmacht medical kit ability moved to slot 8 in the taskbar UI to prevent conflict with rally point in Garrisoned building.

- Fixed an ownership issue with the Firestorm ability.
- Modified some variables in the Axis Firestorm attack.

- All Axis Captured Weapon teams will obtain veterancy when researched from the Kamptkraft center for their respective veterancy types.

- Reduced min range of V1 rockets.

- Repair Station functionality has been improved.
- Axis Repair Bunker Repair Pioneers will now repair AT Guns and Flak 88 cannons

- Fixed a bug when Axis Grenadiers would sometimes lose the ability to upgrade to Panzerschrecks.
- Knights Cross Holders will now retain veterancy bonuses after reinforcing.
- Goliaths no longer have an unintended accuracy modifier vs airborne squads.

Gameplay

Abilities

- Axis Firestorm rockets arrive more quickly after smoke markers land. Reduced min/max timers for shell arrival times.
- Firestorm sight radius reveal timer reduced.
- Wehrmacht Firestorm ability cost reduced from 200 to 160
- Wehrmacht Firestorm does less damage to US buildings

Units

- Wehrmacht units will retain their veterancy on recrewed Wehrmacht weapons (Nebelwerfers, MG42 HMGS, Mortars, Flak88s)
- Some veterancy modifiers on Wehrmacht weapon capture squads fixed.

- US 60mm and Wehrmacht 8cm mortars have their health increased from 100 to 300.

- At Vet 2, Volksgrenadiers get a +10 sight range addition.

- Axis Stormtrooper Suppression Recovery now matches that of a Grenadier squad, previously they had recovered from suppression roughly 4-5x slower.

- Axis Knights Cross Holder squad reinforce time down from 30 seconds per entity to 15 seconds per entity
- Wehrmacht Knights Cross Holder Entities now capable of camouflaging

- 150mm Nebelwerfer now has vehicle type, which should enable repair.
- Min DOT damage time on Nebelwerfer changed from 5s to 10s.
- Wehrmacht Nebelwerfer will properly get veterancy modifiers to Ability recharge time when recaptured.
- Axis Nebelwerfer Burning Ground damage will now do no damage to heavy armor and reduced damage to light armor.
- Axis Nebelwerfer Burning Ground damage will no longer be able to kill heavy armor or light armor.

- Axis Vehicles (specifically the Motorcycle, Halftrack, and Sdkfz 234 Armored Car) get increasingly more difficult for enemy weapons to hit while they are moving at each level of veterancy. These bonuses are on-top of their existing veterancy bonuses. At third level veterancy these bonuses will stack to a -42.2% chance to hit these vehicles while they are moving.
- Wehrmacht Vehicle Veterancy received accuracy while moving modifiers now scales to the size of the vehicle.
- Wehrmacht Halftrack received accuracy while moving modifiers from veterancy reduced.

- Axis Sdkfz 234 Armored Car first level veterancy bonus changed from a -15% received enemy accuracy bonus to a -15% received damage bonus.
- Wehrmacht Puma received accuracy while moving modifiers from veterancy now drastically reduced.
- Wehrmacht Sdkfz 234 Armoured Car Weapon Range bonus at Veterancy 2 replaced with a Sight Range bonus
- Wehrmacht 234 Armoured car max speed set from 6.4 to 7.0

- Wehrmacht Flammenwerfer upgrade cost reduced from 100 to 75 munitions.

- Wehrmacht Stuka halftrack rocket ability increased from 60 seconds to 90 seconds.
- Wehrmacht Stuka Halftrack rocket ability decreases by 10s for every level of veterancy.
- Werhmacht Stuka rockets damage modifier reduced against tp_infantry_soldier target type from .4 to .3.

- The Stug IV has its front armour improved by approx 20% vs 76mm Shermans, 75mm Shermans, 37mm Greyhounds, 75mm Cromwells, 6pounder Churchills.
- Wehrmacht Stug/Stuh with Armoured Skirts benefit from the same front armour improvements as regular Stugs.
- Wehrmacht Stug main gun tracking speed increased from 15 to 30 degrees per second.


Weapons

- Adjusted MP40 medium range accuracy to .45

- Panzerfaust does increased damage vs Bren Carriers. Will destroy standard Bren carriers with two shots.
- Wehrmacht Panzerfaust no longer deal double bonus damage to American and Commonwealth Heavy Armoured Vehicles

- Panzerschreck accuracy vs AT guns reduced.
- Captured Panzerschreck damage vs Panzer IVs reduced.
- Wehrmacht Panzerschreck Drop rate decreased from .6 to .3

- Tank Guns, Artillery, and Rockets do slightly less damage (.9 vs 1.0) to Wehrmacht and Panzer Elite Tanks with Armoured Skirts.

This post has been edited by SeeN: Mar 24 2009, 08:11 AM

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# 2ShiftyShadow Jul 27 2008, 21:46 PM
good job!

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# 3fatlazyhomer Jul 27 2008, 21:52 PM
Awesome!

http://www.youtube.com/watch?v=u9vOwc-6t-8 tongue.gif

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# 4BoH Jul 27 2008, 23:40 PM
thanks man. Awesome work. Much appreciated.

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# 5Yojimbo252 Jul 28 2008, 07:56 AM
very nice work.

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# 6Cinders Jul 28 2008, 08:08 AM
- Panzer Elite Kettenkrad has its sniper detection radius increased from 20m to 30m.
- Panzer Elite Kettenkrad Camouflage ability now reduces both Sight Radius and Camouflage Detection radius by 30%.

Are these together? As I read it, the ketten can (roughly) still detect snipers while cloaked at the same distance, despite the changes.

30% of 30m = 10m.

(20m increased to 30m) - 10m = 20m.

Original view: 20m.
Modified view: 20m.

Ummm...

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# 7Grizzzzzzzzzzzzzzzzzzzz Jul 28 2008, 08:12 AM
Sticky imo, + clean up the few mistakes.

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# 8SeeN Jul 28 2008, 08:26 AM
QUOTE(Cinders @ Jul 28 2008, 10:08 AM) *

- Panzer Elite Kettenkrad has its sniper detection radius increased from 20m to 30m.
- Panzer Elite Kettenkrad Camouflage ability now reduces both Sight Radius and Camouflage Detection radius by 30%.

Are these together? As I read it, the ketten can (roughly) still detect snipers while cloaked at the same distance, despite the changes.

30% of 30m = 10m.

(20m increased to 30m) - 10m = 20m.

Original view: 20m.
Modified view: 20m.

Ummm...


You would be right if the second line didn't include Camouflage wink.gif

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# 9warhawks Jul 28 2008, 11:44 AM
Thanks man, gj thumb.gif

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# 10audios89 Jul 28 2008, 19:38 PM
God I hope they decrease the LMG drop rate from .6 to .3 like they did to the panzershrek, they still drop like hotcakes

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# 11SeeN Aug 13 2008, 16:06 PM
Updated with 2.502.

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# 12Malfunktion Aug 13 2008, 19:05 PM
great post man, thanks.

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# 13SeeN Aug 20 2008, 17:09 PM
Updated with 2.503. This was an easy one smile.gif

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# 14hillhome Aug 20 2008, 18:51 PM
Nice work SeeN, thanks for keeping this going. Makes it easier to look back and compare without reading through volumes of patch notes that are fairly unorganized biggrin.gif

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# 15Donalbain Aug 21 2008, 07:40 AM
QUOTE(SeeN @ Jul 27 2008, 17:35 PM) *

- Allied War Machine will now function on the American T17 Armored Car.


You meant M8 right? I mean, they didn't add this in the beta did they??

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# 16Grizzzzzzzzzzzzzzzzzzzz Aug 21 2008, 07:57 AM
yes they did.

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# 17Donalbain Aug 21 2008, 08:10 AM
Wow. ok, after reading this:

"Some more DLC content has been revealed, these are the Schwimmwagen, T17 Armored Car, Staghound Armoured Car, and the Tiger Tank "205". These units will be unlocked after you have played through the Tiger Ace campaign. However these units will not be free, THQ have identified it as revenue stream. As stated by Uber-Jumper on RelicNews, who is famous for his knowledge; "This will not be free, but it will not be expensive. But it will be awesome."

I realized you weren't kidding, but when the hell did this get to beta? I thought the tiger ace campaign was being added later? And also, man is this lame.

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# 18Grizzzzzzzzzzzzzzzzzzzz Aug 21 2008, 08:27 AM
It was in the beta at... 2.501?

they showed it off, tested it and then locked it again just for a taster.


and how is it lame?

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# 19Donalbain Aug 21 2008, 19:31 PM
I just find it lame that people will be able to have access to more and possibly better units by just paying more. It almost feels like buying gold in an mmo.

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# 20Grizzzzzzzzzzzzzzzzzzzz Aug 21 2008, 19:39 PM
I think the units will mostly be reskins.

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