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Releases: cohstats/coh3-data

v2.2.3-1

16 Dec 08:28
bf3ec79

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What's Changed

  • Update game data to version 41028 by @github-actions[bot] in #83

Full Changelog: v2.2.2-1...v2.2.3-1

v2.2.2-1

09 Dec 21:39
ef467b4

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What's Changed

  • Update game data to version 40931 by @github-actions[bot] in #82

Full Changelog: v2.2.1-1...v2.2.2-1

General
Fixed a bug where clothing-style decals/patches were on a Kriegsmarine helmet

Improved/Reduced the chance for Loiter abilities to not always disappear after they have completed. This is a partial fix, we are still investigating additional issues of them persisting for future updates

In-Game Store
Fixed an issue with "Error Code 13" that was preventing the purchase of War Bonds and several cosmetic sets, such as Fallen Leaf and Blocking Force

A.I.
45-second cooldown applied to newly spawned supply crates, preventing the A.I. from acquiring them in team games too quickly. Health crates are not affected by this cooldown but the A.I. will no longer pick them up when at full health

Added a limit to the number of the same constructed items for emplacements and for mines. Additionally, they are now more strict about positions where they can place them. For example: further apart from each other, and away from friendly bases

Gameplay
Fixed an issue where non-King Tiger heavy tank call-ins showed the incorrect population requirement

US Forces
Italian Partisans

Partisan Tunnel Hideouts can no longer be permanently hidden if constructed within a Greek Ruin floor piece

Fixed a tool-tip issue with the Resistance Fighter's Beretta submachinegun stating it only gave two

Fixed an issue where Tunnel Hideouts could be constructed in the enemy base sector

Wehrmacht
Transfer Orders

Fixed an issue where the Officer Quarters bonus would apply after the unit had been transferred resulting in more experience earned

Fixed an issue where units that transferred at Veterancy level 3 would allow for Advanced Infantry to arrive at Veterancy 3

Fixed an issue where the Utility Truck from the Breakthrough Battlegroup still took up population and could not bring in trucks at maximum population

Sturmpioneer Squad

Reinforce cost increased from 30 to 35

Infrared Detection Kit munitions cost increased from 50 to 75

Urban Assault Kit munition cost increased from 50 to 60

Veterancy requirements increased from 700/2100/4200 to 850/2550/5100

Fixed the cost of recovery being refunded when Sturmpioneers are used to recover vehicles

Fixed an issue where Sturmpioneers entities took up 1.5 population, not 1

Fixed an issue where the upkeep for Sturmpioneer entities was 1, not 1.5

Propaganda Tower

Decapture and Capture penalty reduced from 50% to 33%

Fixed an issue where the Wehrmacht Tiger call-in tool-tip incorrectly stated 30% for the discount, not 20%

British Forces
Australian Defense

Fixed Royal Engineers with Australian Defense Battlegroup "Vehicle Over Repair" ability getting stuck in their repair behavior after maxing out the over-repair amount. This also fixes being able to shift+queue the ability

M4A4 Firefly Tank Destroyer

Speed increased from 3.9 to 4.25

Acceleration increased from 1.5 to 2.25

Deceleration increased from 2 to 3

Deutsches Afrikakorps
Fixed an issue where Combined Arms and Panzerjager Defensive Positions would stack

Fixed an issue where the L6/40 could lose its flamethrower when Tungsten Rounds were upgraded

v2.2.1-1

02 Dec 16:17
f8a84b4

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What's Changed

  • Update game data to version 40715 by @github-actions[bot] in #81

Full Changelog: v2.2.0-1...v2.2.1-1

Gameplay
Fixed infantry sometimes losing their equipped weapons such as engineer losing their flamethrower after repairing something

Fixed an issue where the A.I. would get stuck trying to pick up a weapon

Transfer Orders

Fixed Transfer Orders to Grenadiers to require the unit to be in the HQ Sector

Sturmpioneer Transfer now requires a fully reinforced Pioneer Squad

Sturmpioneer Transfer ability recharge set to 120 from 0

Fixed an issue where Sturmpioneer Transfer could be applied to Sturmpioneers

Fixed an issue where Transfer Orders could spam duplicate units

Fixed an issue where Resistance Fighters could be called in at maximum population

Fixed an issue where Crew Shock sped up rate of fire rather than reducing it

Fixed an issue where Crew Shock criticals could stack

Fixed an issue where the Propaganda Tower was increasing the attack speed of enemies, not reducing it

UI/UX
Fixed a bug where A.I. slots in the game lobby which have Battlegroups equipped (that the local player does not own) would show a grey icon instead of the correct battlegroup icon

Removed a debug message that would appear when viewing a friendly casualty on the tactical map that can be revived by the Polish Cavalry's No Man Left Behind ability

Some debug text that would appear when Sturmpioneer Squads construct Sandbag Shoring has been removed

Art/VFX/Audio
Fixed an issue where sometimes the Borgward Wanze explosion VFX would not play

Borgward Wanze was spawning with a demo charge - this was a visual issue. They should appear without their charge and obtain it after unlocking

The BAR SFX could loop continuously even when the weapon was not firing if the player zoomed in during its firing sequence

Campaign
Fixed A.I. sometimes not ending their turn and soft locking the Italy campaign

Please note that this hot fix will invalidate replay files and potentially any mid-mission saves created before 2.2.1.

v2.2.0-1

27 Nov 19:33
83844d3

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What's Changed

  • Update game data to version 40455 by @github-actions[bot] in #80

Full Changelog: v2.1.5-1...v2.2.0-1

US Forces – Italian Partisan Battlegroup

Deploy daring Partisans to wreak havoc behind the lines. Cunning, deception, and sabotage are how your forces will prevail.

Brave Resistance Fighters and Saboteurs will enhance your ground forces, while tunnel networks, resource siphoning, and underground detonations will cause the enemy to collapse from within.

Wehrmacht – Last Stand Battlegroup

Victory requires sacrifice. Bolster your line with powerful improvised defenses and embolden your ground forces with a number of extraordinary measures.

Repel the Allied advance with the imposing Pantherturm and immobilized vehicles, then demoralize their troops with the Propaganda Tower. Panzerfaust rollouts, improvised barrages, and final battle directives enable victory at any cost.

British Forces – Polish Cavalry Battlegroup

Seek revenge with grizzled Polish troops who long for battle, and smash the enemy with devastating heavy weaponry.

Elite Polish Lancer Sections lead the line, while Polish-crewed Sherman Fireflies and Land Mattresses demolish enemy positions and armor with frightening efficiency. All Polish units thrive against veteran enemies.

Deutsches Afrikakorps – Kriegsmarine Battlegroup

Bring the might of the German Navy to bear. Fortify your positions, establish vital supply chains, and then annihilate all in your path with catastrophic fire support.

Kriegsmarine infantry provide combat flexibility and engineering prowess. Establish Hardpoints to secure territory and enable supply drops. Stuka Bombers, Fritz Glide-bombs, and Naval salvos will break the enemy upon your shores.

General
Several stability fixes addressing rare crashes during loading and save-game operations

Battlegroup abilities that appear on the right side of the screen are now sorted bottom-up with active abilities coming before passive abilities, resulting in a more predictable allocation of ability hotkeys

Maps

New Maps added to all modes

Bologna – (1vs1)

Community mapmaker Brian makes his debut in this wonderfully realized urban battlefield. Controlling each plaza and securing your flanks are key to survival in Bologna.

“We are losing ground everywhere. The earth feels heavier beneath my boots now than it did just days ago. This once-beautiful city is our last stand in this cursed campaign. Orders from the high command are clear: hold the city at all costs. But what "costs" are they prepared to pay?”

Sightlines are key in this bombed, urban landscape. Maintain control of plaza and courtyard alike, and prepare for flanking attacks between ruins.

Wadi Darnah – (2vs2)

Community mapmaker TheSphinx made serious waves with this new North Africa map. Beautifully designed and expertly crafted, this map was well-deserving of the first place prize in GBPirate’s latest map making competition.

In the barren regions of North Africa - where only sand, stone and the most stubborn of foliage persist – water has become the most valuable resource.

Settlements and armies alike, since the Ancient Romans, have clung to any source they can, often in the form of Wadis, which run through shallow gorges and avoid the baking heat of the sun.

Oliveto Citra – (4vs4)

Community mapmaker DutchToast makes a return with another vast 4vs4 map. Oliveto Citra features distinct lanes of hedgerows and critical areas for our players to battle over.

The Germans have dug in a central defensive line, cutting off access to the main road in an attempt to secure the local logging operations for the war effort – a scar across the countryside.

Once secured, the allies can push through to San Angelo and then onto Monte Cassino.

Powderkeg – (4vs4)

Surrounded by groves, vineyards, and long outer approaches ideal for wide rotations, Powderkeg combines a compact urban center with expansive outer farmland. With multiple approaches into and around the center, teams have plenty of room to dictate where the fight happens

"Freedom is like air: you realize how precious it is once you start running out of it." – Piero Calamandrei

The Armistice of Cassibile arguably marked the most dangerous turn of events for Italian Partisans. Fathers, brothers and sons that were destined to return home to their families after Italy's surrender were instead press-ganged into service or servitude under the Wehrmacht. Italy was not free - it was held hostage. Over 70,000 Partisans, ex-soldiers and civilians were killed in combat or reprisals - a harrowing toll for a nation under occupation by its former ally.

Map Quality Of Life Improvements
We have multiple bug fixes and improvements across our Multiplayer Maps, Thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates.

Fuel Point icons on Tactical Maps have been updated to be the same quality. A smaller scale version was being used for some points

Unique loading screens have been added, featuring this update’s new units and maps

The default skirmish map (the first map players will see when loading their first skirmish on a fresh installation of Company of Heroes 3) has been changed to (2) Blinder Alley

(2) Crossing in the Woods - minor adjustment to heavy cover in the West and East corner fuel points, better balancing how much cover they provide on the offence and defence

(2) Tuscan Vineyards - Reduced dense sections of vineyards to better enable ultra-light vehicles to path around the map. Minor adjustments to cover and pathfinding

(2) Villa Fiore - Minor adjustments to blocking rocks, preventing units from firing through cliffs. Additional adjustments to heavy cover outside the Northern HQ sector that isn't mirrored on the Sothern sector. All cover in these areas are now light cover

(4) Day 101 – Removed duplicated foliage, which was causing lighting errors and flickering

(4) El Alamein - Added an atmosphere transition to improve visibility as matches run longer. Minor adjustments to map craters and to the Western Victory Point

(4) Road to Primosole - Territory has been adjusted to reduce reliance on the outskirts of the manor, pulling resources closer to the map's center and frontline

(6) Catania Crossing - Minor adjustments to blocking rocks, preventing units from firing through cliffs

(6) Gothic Line – additional blockers have been added to the concrete bunkers featured in the maps central cliffs. This will help prevent Anti-Tank guns from firing through the terrain

(8) Black Gold - Added ultra-light impass under a large rock formation near the Northern depression, preventing ultra-light vehicles from clipping into the cliff

(8) Monte Cavo - Updated the Eastern entrance to the central compound, enabling better access for ultra-light vehicles. Our recent changes to ultra lights made one entrance impassible to them unintentionally. We have also added additional locations for off-map units to enter behind the player HQs. Previously they were forced to enter via the road in the HQ areas

(8) Sousse Stronghold – Added ultra-light impass to a large rock formation, preventing units from clipping into the terrain

Resize Investigation
As part of our ongoing balance and quality of life improvements to the map pool, an investigation was started into some of our most heavily downvoted maps. Among them, it was determined that some feel too large for the number of players they were originally made for. After some experimentation it was determined that three maps in particular were suitable for adding additional players.

(4) Semois has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.

(4) Djebel Pass has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.

(6) Road to Primosole has been added to the 3vs3 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.

The above maps feature larger HQ areas and some minor adjustments to their territory layouts to accommodate the increased player counts.

The original maps, (2) Semois, (2) Djebel Pass and (4) Road to Primosole will all remain available in their respective game modes for now.

General Gameplay

Core Mechanics

Vehicle Loading & Tank Riding

Tank riding and infantry loading have been overhauled to improve responsiveness and coordination between squads and vehicles.

Infantry that disembarks from a tank now follow that vehicle’s attack-move command, preventing them from being left behind during pushes

Vehicles no longer come to a full stop when loading infantry. Instead, they retain momentum, making combined-arms advances more fluid

Move commands can now be queued after a load command

Reinforcement & Garrison Improvements

Units inside holds are now easier and safer to use.

Infantry can now reinforce while inside buildings, halftracks, and other holds if a reinforce source is nearby, opening more tactical options for mobile or fortified play

Losing a constructed garrison (such as bunkers or fighting positions) will no longer kill its occupants, encouraging players to hold positions longer without being punished for committing to defensive structures

Engineers in holds will automatically ungarrison to repair when commanded

Vehicle Pathfinding & Collision

Vehicle movement has been adjusted to create cleaner, more predictable interactions on the battlefield.

Opposing vehicles are now less likely to phase through each other, allowing intentional body-blocking and positional tra...

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v2.1.5-1

11 Sep 17:40
1d9b558

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What's Changed

  • Update game data to version 38066 by @github-actions[bot] in #79

Full Changelog: v2.1.4-1...v2.1.5-1

This update focuses on adjustments to the multiplayer metagame following up on the release of Opal Scorpion (2.1.0) in June. It targets dominant builds for all factions to make room for more variety in play. All factions are receiving reductions in power to their most powerful and dominant units to promote alternative build orders.

This update also includes several gameplay bug fixes and map improvements for Langres, Angoville, and Gabès Gap.

Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.2.0 coming later this year.

General
Automatch cooldown has been removed from the 1v1 game mode. Quitting the match without using Vote-to-Surrender will no longer incur a cooldown penalty. You are free to quit a 1v1 match at any point.

Multiplayer Balance

General
Constructable Defenses

Some buildable objects are having their construction time increased to slow down how quickly areas could be locked down or fortified. This makes builder units easier to catch out of position when establishing defenses in frontline sectors.

Tank Traps

Build time increased from 7 to 9 seconds

Sandbags

Build time increased from 4 to 5 seconds

Barbed Wire

Build time increased from 2 to 3 seconds

Reinforced Barbed Wire

Build time increased from 3 to 4 seconds

Signal Detection

The general detection range is being reduced, forcing players to move these units closer to the front.

Detection range reduced from 125 to 100

US Forces
The US Forces Weapons Support Center has been the go-to tech choice and has been dominant in high level 1v1s. We have reduced the power on some key enablers such as the Bazooka Team, Scouts and the M3 Halftracks.

We are acutely aware that the Barracks tech choice has been languishing despite the changes given to BARs from update 2.1.0. We have attacked this problem by going after some of the Axis counters, but we intend to make deeper changes in the future in update 2.2.0

 Scout Squad

Scouts were too efficient in combat due to their veterancy which allowed them to reach Veterancy rank 1 in the early game before the first encounter. We are increasing the time it takes for them to gain veterancy by one additional capture and reducing their first combat bonus.

Veterancy requirements increased from 500/1500/3000 to 600/1800/3600

Veterancy 1 received accuracy bonus reduced from 15% to 10%

Cost increased from 150 to 160

Artillery Observer Squad

Artillery Observers are too efficient, similar to pre-nerf Pathfinders. We are standardizing their cost to match the price increases Pathfinders have received.

Furthermore, we are reducing the veterancy bonuses of both Pathfinders and Artillery Observers to make them less effective in overall combat against other infantry as they are still primarily combat support units, not standard infantry or advanced infantry replacements.

Manpower upkeep increased from 1 to 1.5 per population

Population cost increased from 5 to 6

Reinforce cost increased to match Pathfinders at 32

Pathfinder and Artillery Observer Veterancy

Veterancy 1 received accuracy bonus reduced from 15% to 10%

Veterancy 2 accuracy bonus reduced from 30% to 25%

Riflemen Squad

Riflemen currently suffer from facing a wide array of cost-efficient counters which overshadows their general efficiency in combat. Some of these are receiving changes to indirectly boost the viability of Riflemen. We are also reducing their veterancy requirements to improve their Veterancy 2 timing and their scaling.

 Veterancy requirements reduced from 950/2850/5700 to 900/2700/5400

¼ ton 4x4 Truck

Veterancy requirements for this unit have been fixed. Previously they were much higher than intended and did not follow the formula of x2/x3 for levels 2 and 3.

Veterancy requirements corrected from 600/2400/4800 to 600/1800/3600

Bazooka Team

Bazooka teams have been overperforming, being both highly effective against light vehicles early game and having strong scaling with powerful veterancy bonuses. This allowed the US Forces to reliably sit on basic tech and still effectively counter higher tier units.

We are increasing their veterancy requirements, slowing down their scaling, and significantly increasing Steady Fire’s delay before it activates. Bazooka Teams will now need to position themselves more carefully to get the same effective power as before.

Veterancy requirements increased from 800/2400/4800 to 1000/3000/6000

Steady-fire set-up time increased from 3.5 to 7 seconds

M3 Armored Personnel Carrier and Medical Variant

The stock M3 could be difficult to contend with in the early game thanks to its fast timing and durability against early game infantry small arms, allowing players to move it point-blank into standard infantry squads.

To make the stock M3 less effective in the shock role, we are reducing its health and armor.

Health reduced from 320 to 300

Frontal armor reduced from 10 to 7.5

M3 Assault Carrier

Frontal armor reduced from 10 to 7.5

M3 75mm Gun Motor Carriage

The 75mm is receiving adjustments to make the unit less effective against heavier vehicles at long-range. Currently the unit allows a player – when combined with Bazooka Teams - to remain on Weapons Support Center for most of their anti-tank options thanks to the unit’s price and lack of additional tech requirements. We have also increased the upgrade cost to make it less efficient to convert multiple halftracks.

Penetration reduced from 200/160/140 to 200/150/120

75mm Anti-tank Conversion upgrade time increased from 30 to 40 seconds

75mm Anti-tank Conversion upgrade cost increased from 60 to 75 munitions

Mortar Pit

Armor reduced from 5 to 3

Paratrooper Squad

We want to improve the Paratrooper unit’s performance as it scales throughout the game. To do this, the experience requirements are lowered and we are improving their bonus veterancy, to increase their offensive potential.

Veterancy requirements reduced from 1200/3600/7200 to 1000/3000/6000

Veterancy 2 rate of fire bonus increased from 15% to 20%

Veterancy 2 rate of fire bonus now properly affects all attack speed stats

Supply Drop

The supply paradrops for US Forces are having their scatter increased to reduce how often crates stack on each other.

Increased scatter from 0 to 8 meters

War Machine

Command Point cost increased from 3 to 4

 Resupply Operation 

Cost reduced from 180 to 150 munitions

Increased scatter from 0 to 8 meters

M4A1 Sherman Whizbang 

We are adjusting the projectile arc of the Whizbang to be lower, allowing it to get its rockets onto target faster.

Now always fires in a low arc

Rocket speed set to 60

Wehrmacht
The Wehrmacht is having some key dominant units and abilities reduced in power, while seeing underperforming units gain some improvements.

Headquarters

The low cost of Medical Stations made the mid-game transition for Wehrmacht far too sharp. This along with other changes intends to give Allies more breathing room.

Medical Stations upgrade cost increased from 150 to 200 manpower

Kettenkrad Reconnaissance Vehicle

The Kettenkrad is having its build time sped up, allowing players to gain more map control faster. This should create a more dynamic early game where the Kettenkrad is chosen to quickly capture the map over multiple Pioneers.

Build time reduced from 30 to 20

Grenadier Squad

Grenadiers continue to struggle to earn their veterancy due to their low lethality. Their veterancy requirements are being slightly reduced to make their scaling easier.

Experience requirements reduced from 800/2400/4800 to 750/2250/4500

221 Armored Car

The recent changes to the Panzerbuchse for the 221 made it too effective against units like the Humber, destroying it in 2 shots with high accuracy. The change increases the number of shots to kill certain vehicles by 1 while still retaining the unit’s high accuracy and mobility. The Radio Antenna is also having its cost increased to better reflect its increased accessibility.

Radio Antenna cost increased from 35 to 50 munitions

Panzerbuchse damage decreased from 120 to 110

Blinding Shot damage reduced from 120 to 80 damage

Marder III M Tank Destroyer

Experience requirements reduced from 1500/4500/9000 to 1300/3900/7800

Flakpanzer IV Wirbelwind

The following change is to make the Wirbelwind more vulnerable to light cannon fire from Allied Light Vehicles.

Frontal armor decreased from 100 to 90

Stosstruppen Squad

Stosstruppen were too durable when under the effects of Shock Assault, an ability that already denies suppression and increases offensive potential.

Shock Assault received accuracy bonus reduced from 20% to 5%

Panzer IV Medium Tank

The Panzer IV has difficulties dealing with armored targets, despite being the only anti-armor option in the Panzer Kompanie and when combined with other factors such as its average speed, mobility, and accuracy, it could be unreliable at engaging medium armored vehicles, particularly at distance.

To increase reliability against enemy vehicles, the unit’s medium-to-long range penetration is being increased.

Penetration increased from 220/140/125 to 220/170/140

Fallschirmpioneer

Veterancy 2 rate of fire bonus now properly af...

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v2.1.4-1

31 Jul 18:37
2a0a29b

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What's Changed

  • Update game data to version 37189 by @github-actions[bot] in #78

Full Changelog: v2.1.2-1...v2.1.4-1

Today’s Hot Fix fixes several issues related to Localization, Cosmetics, Gameplay, and more.

These changes will likely invalidate any saved Replay files made after the launch of the 2.1.3 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.

General
Fixed an issue where Medics for the US Forces medical tents station and the Wehrmacht medical bunkers were not collecting casualties

Fixed an issue where the "Brewed Up" US Accolade challenge would not trigger correctly

Addressed several bugs and issues with Towing

Campaign
Fixed a soft lock on the campaign map related to the Aircraft Carrier not moving, and preventing any further actions

Localization
Fixed issues where credits were appearing in languages other than English

Improved contextual/missing translations for the Ukrainian and Russian languages after internal and community feedback

Cosmetics
Added Fallen Leaf Infantry and Team Weapon Bundle, Vehicle and Tank Bundle, and Ultimate Bundle to the store

Added the Blocking Force Infantry Bundle and the Ultimate Bundle to the store

Updated sorting order for several cosmetics and profile badges in the store and inventory

v2.1.2-1

16 Jul 18:46
9def29e

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What's Changed

  • Update game data to version 36916 by @github-actions[bot] in #77

Full Changelog: v2.1.1-1...v2.1.2-1

Today’s Hot Fix makes several changes to multiplayer balance and includes bug fixes to improve the overall gameplay experience. These gameplay changes will likely invalidate any saved Replay files made after the launch of the 2.1.1 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.

General
Light Mortars – M1 81mm, 3-inch, GrW 34 8cm, Mortar Halftrack

We are slightly toning back the speed of offensive mortar shells to give mobile infantry more time to maneuver while allowing these weapons to remain effective team weapon counters.

These weapons have also proven to be too effective against vehicles which they are not intended to counter, so we are implementing a significant damage reduction against these targets.

Mortars will now also always penetrate barbed wire objects, allowing them to eventually clear these obstacles when given time.

Time to hit target increased from 2.5 to 3 for all lethal munition types; flares and smoke unaffected

Fixed an issue where mortar incendiary rounds from the 250 Mortar Halftrack did not receive the speed change

Now have a 50% damage penalty against vehicles except for Delayed Fuze Rounds

Now have a +150% penetration bonus against Barbed Wire

Heavy Machine Gun Paradrop and Fallschirmpioneer Squad Paradrop

Paradrops were meant to provide variety to early game strategies, however, on certain maps they could be oppressive as there was no way to stop or intercept the unit being paradropped.

We are adjusting the two early game paradrop abilities so the opposing player will have more time to intercept or prepare for paradrop.

Now starts on a 30-second timer at the start of the game; applies even before the ability is unlocked

After 30-seconds of game time, the cooldown will no longer apply, even if the ability has not been unlocked

Recharge times lowered from 75 to 60 seconds

Fallschirmpioneer Paradrop reduced from 280 to 260 manpower

Armored and Breakthrough Battlegroup FastDeploy/Rapid Production

We are reducing the production bonus of these abilities as they could be a little overwhelming when used correctly for rush times, or getting a new vehicle to the front where it can influence an ongoing battle.

Production rate speed bonus reduced from 75% to 50%

Field Defenses

We are making light changes to several field defenses to make them easier to remove when targeted directly. They are currently too resistant to certain weapon types and/or can be established too quickly.

Wire Cutters

This is a significant improvement to enable units with wire-cutters to quickly cut holes through barbed wire.

Wire Cutters now only need 1.25 seconds to cut wire after the model has pulled out the wire cutters and began their animation

Grenades

All non-white phosphorous explosive Grenades now deal +250% increased damage to Barbed Wire

Tank Traps

Build time increased from 6 to 7

Target size increased from 20 to 25

Sandbags and Sangar Walls

Target size increased to 25

Barbed Wire

Target size increased from 1 to 25

Armor reduced from 35 to 20

Reinforced Wire

Target Size increased from 1 to 25

Armor reduced from 35 to 20

Health reduced from 250 to 240

US Forces
M1919 Machine Gun Team

We are changing the M1919’s damage reduction passive to received accuracy/harder to hit. The original intention was to make the American HMG the most resilient to incoming damage, however, this made the unit too resistant to certain weapons like mortars. We are now changing it so the American heavy machine gun is only more resilient to small-arms fire rather than to all damage types.

Defensive Set-up 20% damage reduction changed to 20% received accuracy/Harder to hit

Improved Defensive Set-up bonus also changed to received accuracy

M3 Assault Carrier

The slight health reduction to the assault carrier is to increase its vulnerability to getting snared by weapons like the panzerfaust and anti-tank grenades. Previously, if no additional damage got through, the second panzerfaust/anti-tank grenade would fail to cause an engine critical on this unit thanks to its Reckless Assault passive.

Health decreased from 400 to 380

Wehrmacht
Jager Squad

The changes to Jagers stripped a little too much power from the unit. While the fear was that increasing its power too much would lead to the unit being much more efficient to spam, it has caused the Luftwaffe Kompanie to have a somewhat weak advanced infantry unit in the anti-infantry role.

We still want to focus on the scoped variants being the primary way the unit should fight infantry leading to their damage being further increased. Jagers will now also scale better into the mid-late game as the unit gains veterancy, similar to Panzergrenadiers.

Scoped Rifle damage increased from 16 to 18

Veterancy 1 Received Accuracy bonus increased from 15% to 20%

Veterancy 2 Accuracy bonus increased from 15% to 20%

Infanterie Kompanie Officer Quarters

The changes to how veterancy functions has removed significant power from the Infanterie Kompanie as it only provides units with a single stat boost, whereas prior they could have two to three additional combat bonuses.

As early veterancy bonuses are less potent, the cost of the upgrade no longer needs to be as high as it used to be and make it easier for the player to rush or backtech this upgrade to allow for strategies that rely more on prolonged fighting in Tier 1.

Fuel cost reduced from 35 to 25

221 Armored Car

The 221 Armored Car with the Panzerbuchse struggled to deal with enemy light vehicles due to a combination of factors like accuracy and rotation rate. Furthermore, this unit did not scale into the mid-to-late game being a purely anti-vehicle unit.

To remedy this, we are improving the unit’s accuracy, rotation rate, and removing the wind-up delay to allow the unit to be effective against fast moving light vehicles. Tracking has been adjusted so it’s based on a firing cone which should allow the unit to get onto target faster.

Players will now also be able to upgrade the Panzerbuchse variant to have the Radio Antenna, allowing the unit to fulfill the scouting/reconnaissance role once it has become too dangerous to hunt enemy vehicles.

Pivot and Rotation increased from 50/60 to 55/66

Panzerbuchse wind-up time reduced from 0.125 to 0

Panzerbuchse tracking to left and right remove

Panzerbuchse firing cone increased from 5 to 12.5

Panzerbuchse accuracy increased from 0.1/0.055/0.045 to 0.12/0.66/0.54

White Phosphorous Shot ready-aim time reduced from 1 to 0.125

White Phosphorous Shot now properly tracks targets that leave the gun's arc; previously the unit would get stuck when they exited the unit’s tracking cone

Panzerbuchse and Radio Antenna upgrades can now both be purchased together; no longer mutually exclusive options

Deutches Afrikakorps
Panzerjager Kommand Anti-tank Overwatch

The addition of a slight delay to this ability will give vehicles, like the Bishop, more time to move once the ability has been triggered. Previously, the projectile arrived immediately after the target area was set.

Cooldown has been adjusted so the Anti-tank Overwatch will still fire the same amount of shells for its full duration if enemies remain within vision.

Now has an initial delay of 1.75 seconds

Cooldown to reacquire a target sped up from 0.5 to 0.4 seconds

Elefant Tank Destroyer

The Elefant arrived too late and was too costly for its role as a specialist anti-tank vehicle that could not maneuver effectively on the map to contest enemy incursions or quickly respond to flanking attack. To make the Elefant a more reliable choice as a specialist, we have made significant command point changes along with a cost decrease.

Command Point cost reduced from 9 to 6

Cost reduced from 700 manpower and 180 fuel to 600 manpower and 160 fuel

Maps
Headquarters territories have been slightly adjusted, reducing the risk of call-in Heavy Tanks (such as the King Tiger and Tiger) becoming trapped behind the HQ

Reduced the automatch map weight back to normal on the following maps:

(2) Tuscan Vineyards

(4) Lorraine

(4) El Alamein

(6) Gabés Gap

(8) Red Ball Express

All multiplayer maps should now have the same chance to appear in your Quick Match playlist

Wehrmacht HQ has been given a reduced footprint, better enabling tanks and team weapons to move around and between the HQ and other production buildings

Cosmetics
Updated cosmetic names that had inconsistent unit names compared to their in-game equivalent

Updated several Load Out/Inventory and Store images with in-game images

Known Issues: Additional Fallen Leaf cosmetics will be released in a later release. Apologies for the delay

Bug Fixes
Heavy Barrels from Mechanized Support Center now properly applies to existing units on the field

Fixed an issue where the Kradschutzen Motorcycle Team Binoculars failed to function at Veterancy 3

Fixed a case where towing can be aborted before the crew is loaded into the tractor, causing the anti-tank gun to be permanently stuck in towed mode

Fixed an issue where the King Tiger had an incorrect veterancy tool-tip stating it gained +100% accuracy at Veterancy 3

Fixed an issue where Forward Observer Barrage from the Dingo did not trigger the BL 5.5's Forward Observer Supporting Barrage ability

Fixed US Forces...

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v2.1.1-1

27 Jun 12:00
ca3bd25

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What's Changed

  • Update game data to version 36585 by @github-actions in #76

Full Changelog: v2.1.0-1...v2.1.1-1

Today’s Hot Fix addresses an issue where the Afrikakorps 250 Mortar Halftrack never fires, along with several other multiplayer issues. As a result, this will likely invalidate any saved Replay files made after the launch of the 2.1.0 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request. We are continuing to monitor feedback on multiplayer balance to determine how the new meta shakes out, and to see if we need to adjust any additional variables in a subsequent hot fix.

General
Towing can now be initiated by the LG40 AT Gun Squad

Fixed the Africakorps 250 Mortar Halftrack not firing from inclined terrain

Fixed an issue that prevented moving the US Forces Forward Repair Stations to a new territory point

Cosmetics
Fixed dual currency pricing for Night Fighters cosmetics not appearing; Infantry/Team Weapons are priced at 2500 Merit; Tanks/Vehicles are priced at 5000 Merit; Buildings/Capture Points are priced at 7500 Merit

Corrected a rendering issue with the Africakorps Kradschutzen Blocking Forces cosmetic

Updated HQ images in the Highlight section of the store to remove non-HQ units and avoid confusion

Updated Ultimate Pack Carousel and Highlight section image for Amphibious Assault with correct units in the Ultimate Pack

Fixed Error Code 13 appearing when purchasing content in the Carousel

Fixed an error when equipping Desert Cats cosmetics during the purchase flow

Localization
Fixed several localization issues, including formatting and translations

v2.1.0-1

25 Jun 19:04
f97b408

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What's Changed

  • Update game data to version 36531 by @github-actions in #75

Full Changelog: v2.0.5-2...v2.1.0-1

OVERVIEW

The Opal Scorpion (2.1.0) update includes 5 new maps, multiplayer balance changes, new cosmetics, and additional gameplay and quality of life improvements.

As always, we will be monitoring your feedback and bug reports in the coming days to ensure we are on top of any critical issues. If you’re encountering any technical problems or wish to report a bug, please submit a new request here.

You can find our Known Issues list here.

We’ll see you on the battlefield!

NEW CONTENT & FEATURES

New Cosmetics

With this update we are introducing 4 new Legendary cosmetic sets – one for each faction. These sets will be available for either Merit or War Bonds.

US Forces - Amphibious Assault

Though synonymous with the Pacific Front, the Island hopping and beach assaults of the Italian mainland felt all too fitting a place to represent the US Marine Corps in all their frog-skin splendor.

Wehrmacht - War Torn

This worn and weather-beaten scheme represents the Wehrmacht towards their bitter end. We designed the War Torn pack to represent vehicles, soldiers and matériel in a state of desperate disrepair.

British Forces - Desert Rose

This lesser known but striking scheme was a must-have addition to our British army in Africa. Tinted to mimic the light of dawn or dusk against the sand, this scheme was intended to protect convoys of vehicles on their way to strike targets from deep in the desert.

Deutsches Afrikakorps - Desert Cats

The Afrikakorps employed exceptional ambush tactics within their desert realm, personified by the Desert Cats pack. Use natural sepia and artificial shadows to obscure your forces as they maneuver to ambush their foe.

Exclusive Nightfighters Packs

Previously, the Nightfighter cosmetic packs were exclusive to players with a Prime Gaming subscription. After the Opal Scorpion update, they will now be coming to the in-game store. These sets will roll out gradually over the coming weeks and months, meaning all players will finally be able to collect them all. These packs will be available for either Merit or War Bonds.

Maps

New Maps

Tuscan Vineyards (1vs1)

Community mapmaker Kpen returns with this competitive 1vs1 map, set in a lush Italian landscape. Players will be fighting in and amongst dense hedgerows and exposed river crossings to secure victory in this beautifully realized battlefield.

A picturesque battlefield nestled in the heart of the Italian campaign. Amidst the rolling hills and sprawling vineyards of Tuscany, this once tranquil region has become a critical theatre of war. The vineyards, once a source of pride for local winemakers, now serve as hiding spots and cover for soldiers engaged in intense firefights. The rows of grapevines provide tactical opportunities for ambushes and flanking maneuvers, testing the mettle of commanders leading their troops through this challenging terrain.

El Alamein (2vs2)

The turning point of the war in North Africa, this infamous, yet seemingly insignificant railstop was a must-have addition to Company of Heroes 3. Players will be hard-pressed to secure all the territory they desire and will need to work together to carve out resources that suit their playstyle. Wide, open desert flank the central rail compound and what cover is available will not last for long.

“Here we will stand and fight; there will be no further withdrawal. I have ordered that all plans and instructions dealing with further withdrawal are to be burnt, and at once. We will stand and fight here. If we can't stay here alive, then let us stay here dead.”

Lieutenant-General Bernard Montgomery

El Alamein’s flat, barren terrain presented tactical challenges for its defenders; trenches and foxholes were often only inches deep and sightlines were long. Mechanized warfare was king.

Lorraine (2vs2)

Community mapmaker TheSphinx also makes their return with this wonderful rendition of Company of Heroes 1’s Lorraine - a 2vs2 favorite. Their eye for detail has left no stone unturned in this painstaking recreation of a bombed rural town.

"I remember this town the day we arrived - streets packed with children playing, markets buzzing with activity in the warm midday sun. Now it's no more than a graveyard of rubble and ash; a burial plot for the innocence of mankind."

A heavily destroyed urban landscape, Lorraine favors close-quarters combat amongst the ruins.

Gabès Gap (3vs3)

Players will take command of the battle of Wadi Akarit, a single roadway bisecting the salt flats and outcroppings of the West, and the beaches to the East. While direct conflict is to be expected among the flat, desolate shrub of the map’s center, there is too much value to be had in capturing the fortified beaches and highlands to either side. Neglecting either of these battlefields will open your entire team to dangerous cut-offs and flanking maneuvers.

"We broke off from the boys at Medenine - heavy hearts and all. The 8th were to advance into harm’s way while we skirted Southwest, deeper into the mountains, some 140 miles behind enemy lines. With any luck we could cut Jerry off at Gabès. But the best laid plans..."

The Battle of Wadi Akarit broke the final Axis bridgehead on the road to Tunis. Salt marshes and exposed coastline offered little protection on either side.

Red Ball Express (4vs4)

We are also very proud to announce the debut of Community mapmaker DutchToast and their rendition of the Company of Heroes classic Red Ball Express. An exceptional amount of work has been poured into this map (4vs4 is no joke) and its name should be familiar to Company of Heroes 1 and 2 fans alike. Players should expect the same grinding advances down forested lanes and daring spearheads through enemy defenses.

“You will not find it difficult to prove that battles, campaigns, and even wars have been won or lost primarily because of logistics.”

General Dwight D. Eisenhower

Military expressways were critical to the movement of matériel inland; thousands of tonnes of critical supplies were the lifeblood of the Allied offensive.

Classic Company of Heroes community map, originally created by Yojimbo252.

Multiplayer Maps Quality of Life Improvements

We have several bug fixes and improvements across our Multiplayer Maps, thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates.

(2) Pachino Stalemate - Very minor territory adjustment, ensuring the Southern Fuel points fairly connect only with their neighboring Fuel point.

(2) Twin Beaches - +10 Fuel Points within contestable areas have been adjusted to new +8 Fuel Points, to reduce the harsh swing of total Fuel income when capturing the majority of points.

(6) Benghazi - Minor adjustments to barbed wire present on this map. Changes to ultra-lights made some areas inaccessible or difficult to access with early capturing vehicles.

(6) Gothic Line – Fixed an issue that caused spawned units from production buildings to wander over to their neighbor's HQ.

(6) Mignano Summit - Very minor territory cleanup and some cover rebalancing, especially around the map center.

(8) Oasis Depot – An issue with the central Fuel points has been fixed. It was previously possible to gain their income even if the central island was cut off from the HQ sector.

(8) Sousse Stronghold - Impass added under a rock formation, to prevent ultra-light vehicles from driving inside to hide.

Localization
Added text localization for the following languages:

Ukrainian

Russian

MULTIPLAYER CHANGES

Breach

Breach is difficult to use due to several issues that we have identified.

Length of time needed to complete breach

Breach locking the player’s units out of commands once it begins

Breaching units needing to walk in through the door once the enemy has been forced out or exited the structures before/during breach

These issues caused Breach to punish the player using it, felt unresponsive, and did not punish the opponent for losing the building as they would have plenty of time to either respond, or throw grenades back at the breaching unit.

We have made significant changes to improve Breach – particularly in urban maps - that includes improvements to speed and responsiveness.

Breach can now be cancelled at any stage prior to the ability causing damage, allowing units to break away from the door if required

Breach has been significantly sped up with the ability taking around 3 seconds to cause damage and kick the enemies out of the building once the actual Breach animations begin

Units that are Breaching will teleport into the building if the enemy exits, rather than attempting to walk in through the doors/complete the breach animation

Units that are breaching move +50% faster as they approach the door

Breach is now a standardized cost of 25 munitions for all units

Breach causes a Grenade callout for the opponent, and they will receive an event queue that their building is being breached

Breaching no longer always kills 2-3 models, now each model has a 25% chance to die

Breach should no longer cause team weapons to get occasionally stuck by destroying the weapon itself

Breaching deals between 40-60 points of...

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v2.0.5-2

10 May 08:40

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Update RU locstring

Full Changelog: v2.0.5-1...v2.0.5-2