This update brings the Console Edition of Company of Heroes 3 in line with the 1.1.6 PC update with the exception of the in-game store, Challenges and Merit, which will not be coming to console. We are hoping to bring cosmetics to console in a different fashion at some point in the future. We have also made several console specific changes in this update outlined below. Additionally, we are introducing a new map, gameplay and balance changes, and plenty of bug fixes.
NEW CONTENT
Catania Crossing – 3 vs 3 Map
Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes.
A return to classic CoH bridge maps, based on the Allied Landings in Sicily.
Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.
CONSOLE CHANGES
Dynamic Resolution
Dynamic resolution will now allow the PS5 and Xbox Series X to track closer to their target settings. Performance will target 60 FPS and scale resolution to achieve it. Resolution will attempt to retain 4k at 30 FPS. There is no change to the Xbox Series S implementation.
Tutorial
We adjusted the controller tutorial for changes in steps and updates from PC.
Added the ability to load Keyboard + Mouse tutorial on console. This will depend on the input method when loading into the tutorial mode. Saves will retain the input used and display a warning message if they detect the incorrect input type when loaded.
Online Requirement Change:
Removed consistent online check. Checks now occur on startup and when entering multiplayer. An online connection is still required for startup. This is to resolve issues of losing connection during gameplay.
The game will now display an error message when attempting to access multiplayer while offline
Saves can now be completed when a connection drops.
GENERAL CHANGES
A.I.
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
Audio
New voiceover for Gurkha Infantry unit.
Audio improvements for the British Forces War Cry ability. All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.
Camera
The camera now allows players to zoom out an additional 5 meters using the RS, increasing the overall zoom level.
Event Cues
Event Cues are now aligned over top of the minimap.
Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.
Event Cues are now limited to how many can display on screen at the same time
The background transparency of Event Cues has been reduced to improve readability
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.
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.
Maps
Gazala Landing Ground
Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.
Mignano Gap
Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles
Removed cover from Greek staircases to prevent unintended balance issues.
Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.
Multiplayer
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.
Player Names
A toggle for player names has been added to the game settings both while in a match and in the main menu
ON: Player names will be permanently displayed under the unit decorator.
OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey. (Hotkey is only available with Keyboard + Mouse input)
Player names will be displayed on unit information cards.
Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.
Player List
Added a tooltip when on Battlegroups in the Player List, containing the Battlegroup name and a brief description.
All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.
Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.
Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.
Unique team / Player Colors
Team and Unique colors now apply to player names.
Team and Unique colors now apply to units' health bars on the unit cards.
Territory point flag and capture UI now uses team colors rather than unique colors.
FACTIONS & ABILITY CHANGES
General
Anti-Tank Rifles
Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles
Range decreased from 40 to 35
Weapon cooldown modifier when suppressed increased by +50%
Auto-Reverse Distance
The distance a player can now issue an automatic auto-reverse command without using the auto-reverse ability has been set from 20 to 60
Barbed Wire
Armor increased from 1 to 10
Bunkers
Wehrmacht Bunkers & Afrikakorps Heavy Machine Gun Bunker
Build times standardized to 20 seconds
Button Abilities
Wehrmacht Flak 30 AA Gun, US Forces M16 Multiple Gun Motor Carriage & US Forces M1919 Heavy Machine Gun Team
Button no longer disables weapons
Button now reduces sight by 50% and speed by 25%; speed penalty is increased to 50% on penetrating hits
Duration set to 15 seconds
Indicator now added when the ability is active
Recharge time standardized to 120 seconds
Forward Reinforcement Times
Reinforcement time of in-combat units located +45m away from the HQ increased by +100% for a total of +200%
Reinforcement time of units located +45m away from the HQ increased by +100%
Infantry and Mortar Flares
Mortar and Infantry flare duration decreased from 30 to 15
Mobile Anti-Tank Guns
Will hit objects and terrain significantly less
Horizontal traverse speed increased from 16 to 24
Aim-time decreased from 0.5 to 0.125
Build times standardized to 40 seconds
Reinforcement time standardized to 5 seconds
Accuracy at long-range increased by 7%
Mobile Heavy Machine Guns
Cost standardized to 240 manpower
Crew health increased from 80 to 90
Horizontal traverse speed increased from 35 to 50
Infantry now become pinned around 17% faster
Reinforcement time standardized to 5 seconds
Suppression radius increased from 13 to 15
Suppression recovery now takes 3 seconds longer
Smoke
Smoke duration decreased from 30 to 20 seconds
Snipers
Aim-times standardized to 1.75 seconds
Target size increased from 1.33 to 1.5
Vision range decreased from 45 to 35
Weapon cooldown increased from 3.5 to 3.75/3.825 seconds
Planes
Standardized airplane arrival times:
Utility based airplanes (includes smoke & recon runs): 3 seconds
Strafing runs: 5 seconds
Bombing runs: 7 seconds
Airplanes now start their dives earlier to allow for a less aggressive angle.
Airplanes speed increase while loitering from 36 m/s to 72 m/s.
Airplanes turn angles are increased from 25 degrees to 60 degrees.
Adjusted Airplane crashes to create deformation and include a new effect.
Adjusted Airplane crashes to damage environmental objects.
Adjusted Airplane debris to last longer.
Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.
Adjusted Airplane abilities flares to match the center of the ability reticule.
Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)
Airplanes performing paradrop abilities are now invincible.
Airplanes performing Mark Target abilities now show a proper indicator on the target.
Airplane Weapon & Projectile Changes
Adjusted projectile speeds overall to be 2x to 3x times faster.
Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.
Adjusted deformation to better match the area of effect of some of the explosions.
Adjusted strafing runs to have an area of effect of 45m length.
Adjusted strafing runs to cover the area within 1s as opposed to 3s.
Loiters
Loiters no longer acquire new targets in base sectors.
Loiters now display a ground indicator that reflects the target acquisition area.
Loiters now display an indicator on top of the unit they are targeting.
Loiters now properly display the time left for the ability to end.
Loiters now take longer in between passes.
Factions
British Forces
Bishop Self-propelled Gun
Barrage recharge time increased from 30 to 45 seconds
B.L. 5.5 Inch Artillery Emplacement
Build time decreased from 70 seconds to 40 seconds
Centaur
Area of Effect radius increased from 4 to 6
Cost decreased from 380 manpower and 80 fuel to 360 manpower and 75 fuel
Horizontal traverse speed increased from 25 to 50
Reload speed decreased 6 to 4.5 seconds
Smoke Shot veteran ability now only fires 1 round
Speed increased from 5.2 to 6
CMP15 CWT AA Truck
Anti-aircraft range bonus from +600% to +1000%
Horizontal traverse speed increased from 120 to 160
Now deals +50% extra damage against aircraft
Range reduced from 45 to 40
Commando Light Machine Gun Section
Manpower cost reduced from 350 to 320
Population cost reduced from 9 to 8
Commandos
Reinforcement cost decreased from 40 to 31
Crusader II
Fuel cost increased from 60 to 70
Dingo
Coordinate Barrage and Decoy Flare range decreased from 60 to 45
Coordinated Barrage cost decreased from 45 to 35 munitions
Distribute Medical Supplies duration increased from 15 to 45 seconds
Distribute Medical Supplies recharge time decreased from 180 to 120
Infantry Section
Base of Fire passive veteran ability now requires the unit to be in cover to activate
Coordinated Barrage cost decreased from 45 to 35 munitions
Matilda II Heavy Tank
Population cost reduced from 14 to 13
Royal Engineer Section
Build time increased from 16 to 20 seconds
Training Center Upgrades
Combat bonuses now only apply once to units with at least 1 level of Veterancy
Damage bonuses from all upgrades removed
Upgrades buff no longer stacks per veterancy level. It is now a consistent 10% bonus that is applied only once
Vicker Heavy Machine Gun Team
Build time decreased from 41 to 30 seconds
Air and Sea Battlegroup
Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5
Incendiary Bombing Run Command Point cost increased from 1 to 3
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
Naval Blockade
Duration reduced from 60 to 30 seconds
Munitions cost reduced from 80 to 50
British Armoured Battlegroup
Churchill Black Prince Command Point cost increased from 6 to 7
Indian Artillery Battlegroup
War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged
4.2 Inch Heavy Mortar
Cost increased from 440 manpower to 440 manpower and 20 fuel
Perimeter Monitor
Perimeter Monitor Cost increased from 150 to 225 munitions
Deutsches Afrikakorps
250 Light Carrier
20mm autocannon conversion cost reduced from 75 to 60 munitions
Build time reduced from 40 to 35 seconds
Distribute Medical Supplies duration increased from 15 to 45 seconds
Distribute Medical Supplies recharge time decreased from 180 to 120
Advanced Field Repairs
Manpower cost reduced from 250 to 200
Booby Trap
Increased cost from 30 to 55 munitions
Armor reduced from 35 to 1
Greatly reduced Boobytrap damage; damage now also tapers off from the blast point centered on the capture point
Emergency Repair Kits
Manpower cost increased from 250 to 325
Fire Support Elements
Cost reduced from 150 manpower and 45 fuel to 100 manpower and 40 fuel
Flak 36 88mm Anti-Tank Gun
Build time increased from 30 to 45 seconds
Flakvierling Half-track
Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%
Angle scatter reduced from 8 to 3
Burst duration increased from 1.75/2.5 to 3.5/4 seconds
Weapon cooldown reduced 2/2.5 to 1.5 seconds
Weapon long-range cooldown multiplier increased by 50%
Kradschutzen Motorcycle Team
Build time reduced from 35 to 30 seconds
L6/40
Armor increased from 40/20/15 to 50/40/25
Flamethrower munition cost reduced from 75 to 50
Le.IG 18 Support Gun
Build time reduced from 61 to 45 seconds
MG 34 Heavy Machine Gun Team
Build time set to 30 seconds
Pak 38 Anti-Tank Gun Team
Manpower cost reduced from 290 to 260
Panzerjaeger
Panzerjaeger Tear Gas Shot ability no longer creates a White Phosphorous Cloud explosion effect. The performance is unaffected.
Panzergrenadier Squad
Build time reduced from 25 to 20 seconds
Rapid Advance
Rapid Advance manpower cost increased from 250 to 325
StuG III D Assault Gun
Acceleration increased from 2.5 to 2.67
Deceleration increased from 3 to 4
Rotation rate increased from 30 to 40
Support Advance ability range reduced from 60 to 45
Support Advance ability toggle recharge now from 0 to 5
Tungsten Rounds
Damage bonus removed
Penetration bonus increased from 20% to 25%
Vehicle Survival Package
Health bonus reduced from 80 to 40
Armored Support Battlegroup
Assault Salvage Command Point cost reduced from 3 to 2
Panzer III Flame Tank Command Point cost increased from 3 to 4
Panzer Storm Command Point cost reduced from 3 to 2
Superior Fire Drills Command Point cost reduced from 2 to 1
Stuka Anti-Tank Loiter Command point increased from 3 to 5
Veteran Gunners Command Point cost reduced from 2 to 1
Stuka Anti-Tank Loiter
Munition cost reduced from 225 to 180
Damage reduced from 33 to 10
Damage against vehicles decreased to 22.5
Stuka Dive Bomb
Munition cost from 250 to 150.
Italian Combined Arms Battlegroup
Force Recon Command Point cost reduced from 2 to 1
Secure Location Command Point cost reduced from 2 to 1
Carro Armato M13/40 Light Tank
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
Italian Infantry Battlegroup
Guastatori
Anti-tank satchel ability removed
Manpower cost reduced from 440 to 400
Now able to plant regular mines
T.35 Gas Mask ability now requires Veteran Level 1
US Forces
4x4 Truck
30cal machine gun lethality increased by 13%
Self-repair speed increased from 8 to 12
Self-repair duration increased from 10 to 15
Veteran ability Capture and Decapture speed increased from 100% to 125%
Advanced Logistics
Manpower cost reduced from 250 to 200
Assault Engineers
Reinforcement cost decreased from 25 to 23
Bazooka Team
The Destroy Obstacles ability damage penalty against infantry is increased from 25% to 75%
White Phosphorus Rocket ability cost increased from 25 to 35 munitions
Engineer
Reinforcement cost decreased from 25 to 23
US Forces Engineer squad's "Light It Up" veterancy ability can now be used without a Flamethrower. Costs 30 munitions without flamethrower upgrade.
Grenade Package
Fuel cost decreased from 25 to 15
Research time decreased from 30 to 25 seconds
High Velocity Armor Piercing Rounds
M4A3E8 Sherman & M18 Hellcat
Can no longer pierce through shot-blocking obstacles
HVAP rounds now use the reload times of the parent vehicle’s main weapon, this is a general reload time decrease of 1 second resulting in increased rate of fire
M3 75mm Gun Motor Carriage
Aim-time decreased from 1 to 0.125
Barrage range decreased from 60 to 50
Barrage recharge decreased from 70 to 45 seconds
Penetration decreased from 300/250/220 to 200/160/140
Reload time decreased from 4/4.5 to 3.75 seconds
Rotation rate increased from 30 to 50
M3 Half-track
Conversion to M3 75mm Gun Motor Carriage decreased from 75 to 60 munitions
Manpower cost decreased from 270 to 250
Non-converted form now gains Shared Veterancy
M4 Sherman 105mm Dozer
Manpower cost decreased from 420 to 400
M8 Greyhound
.30cal Coaxial Machine Gun lethality increased by 10% at all ranges
.50cal Pintle Machine Gun lethality increased by 20% at all ranges
Speed increased from 6.4 to 6.75
M8 Scott
Barrage minimum range decreased from 15 to 10
Cost decreased from 320 manpower and 60 fuel to 280 manpower and 50 fuel
High Explosive Barrage reload time decreased from 3/4 to 2/2.75 seconds
Horizontal weapon traverse speed increased from 30 to 45
Reload time decreased from 4.5 to 3.5/4 seconds
Vertical weapon traverse speed increased from 10 to 15
M16 Multiple Gun Motor Carriage
Armor decreased from 12.5/9.375/6 to 10/7/5
Can now use the Prioritize Vehicles ability
Damage against aircraft decreased by -77.5%
Weapon penetration decreased from 2.5/2/1.5 to 2.5/1.5/1.25
M24 Chaffee Light Tank
Acceleration from 2.5 to 3.5
Deceleration from 3.5 to 5.5
Manpower cost reduced from 320 to 300
Now has medium vehicle pathing and medium crush
Rotation rate from 35 to 40
Reload time decreased from 3.875/4.375 to 3.5/4 seconds
Speed from 5.5 to 6.5
M1918 Browning Automatic Rifles
Research time decreased from 45 to 30 seconds
M1919 Heavy Machine Gun Team
Build time decreased from 45 to 30
Riflemen
Browning Automatic Rifle long-range lethality increased by 15%
Browning Automatic Rifle mid-range lethality increased by 5%
Pour it On’Em Ability area suppression removed
Recharge time from 120 seconds to 180 seconds
Weapon suppression adjusted; changes are a general decrease
Browning Automatic Rifle suppression decreased from 0.005 to 0.003
Garand Rifle suppression increased from 0.005 to 0.0075
Thompson SMG suppression decreased from 0.01 to 0.00075
Scouts
Build time increased from 25 to 33
Survival Training
Fuel cost decreased from 80 to 50
Health increase now applies to team weapon crews
M4A3E8 Sherman
High-Velocity Armor Piercing Rounds veteran ability is now a default ability
Veterancy abilities changed to the match standard M4A1 Sherman – High Explosive Rounds and White Phosphorous Rounds
76mm Sherman
AOE damage drop-off reduced to Sherman 75mm levels
AOE model damage cap decreased from 4 to 3
Airborne Battlegroup
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
Pathfinders
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
Armored Battlegroup
Rapid Production Command Point cost decreased from 1 to 0
Seek and Destroy Command Point cost increased from 2 to 3
Strength in Steel Command Point cost decreased from 2 to 1
Field Repairs
Ability duration increased from 30 to 45 seconds
Health restored per second increased from 11 to 20
Munitions cost decreased from 125 to 100
Will now activate if the vehicle is on the move
M4A3E8 Sherman Combat Group
Cost decreased from 800 manpower and 120 fuel to 640 manpower and 100 fuel
Command Point cost decreased from 8 to 7
The Sherman Easy Eight will now enter the field carrying a Veteran Level 1 Assault Engineer Squad instead of the standard Rifleman Squad
Special Operations Battlegroup
Sherman Whizbang Command Point cost decreased from 6 to 5
Sherman Whizbang
Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel
Population cost decreased from 14 to 13
Wehrmacht
251 Medium Carrier
Conversion to Stummel cost decreased from 90 to 60 munitions
Non-converted form now gains Shared Veterancy
Riegel Mines now properly camouflage and trigger
Riegel Mine damage increased from 300 to 500
Riegel Mine deployment time from 11.5 seconds to 7.5 seconds
Armored Car 221
Cost decreased from 280 manpower and 30 fuel to 220 manpower and 25 fuel
Panzerbusche mid-range accuracy increased by 18%
Panzerbusche far-range accuracy increased by 43%
Speed increased from 6 to 7.75
Flak 30 20mm Anti-Air Gun
Build time decreased from 50 to 45 seconds
Grenadiers
Assault Package cost from 45 to 50 munitions
Assault Package Sprint ability munition cost removed
Sprint recharge time increased from 35 to 180
Manpower cost decreased from 270 to 260
Medical kit healing duration increased from 15 to 30 seconds
Medical kit healing rate per second reduced from 8 to 6
Veterancy Level 2 accuracy bonus multiplier increased from 10% to 15%
Veterancy requirements decreased from 900/2700/5400 to 800/2400/4800
Hulldown Ability
Hulldown bonuses are activated 10 seconds after the ability is triggered.
An indicator was added to represent the countdown before the bonus triggers.
Jäger Light Infantry
Capture and decapture rate decreased from 150%/125% to 133%/100%
Smoke grenade range decreased from 45 to 35
Sight reduced from 42 to 35
Reconnaissance Package now increases vision by +7 and capture and decapture rate back to 150%/125%
Panzerschreck
Accuracy against infantry decreased by 50%
Area of effect damage removed
Long-range aim-time multiplier increased from +50% to +100%
Ready-aim time increased from 1/1.25 to 1.25/1.5 seconds
Scatter increased; rockets should no longer reliably scatter into vehicles at longer ranges
Marder III M Tank Destroyer
Long range accuracy increased by 20%
MG 42 Heavy Machine Gun Team
Build time decreased from 26 to 25
Officer Quarters Upgrades
Infanterie Kompanie, Luftwaffe Kompanie, Panzergrenadier Kompanie & Panzer Kompanie
Research time decreased from 45 to 30 seconds
Panzer IV Command Tank
Acceleration increased from 1.9 to 2.5
Deceleration increased from 3 to 4
Speed increased from 5 to 5.5
Panzergrenadier Squad
Manpower cost decreased from 360 to 340
StuG III G Assault Gun
Acceleration increased from 1.9 to 2.67
Cost adjusted from 360 manpower and 50 fuel to 300 manpower and 60 fuel
Deceleration increased from 3 to 4
Long-range accuracy increased from 0.045 to 0.0475
Rotation rate increased from 30 to 40
Reload time decreased from 4/4.5 to 3.5/4 seconds
Weapon penetration increased from 180/140/110 to 250/180/140
Stosstruppen
Armor increased from 1 to 1.25
Overall DPS output increased by 13%
G43 accuracy increased from 62% / 61%/ 57% to 70% / 67% / 64%
G43 now properly reloads after 10 rounds fired, not 9
LMG accuracy from 46%/ 45%/ 40% to 48% / 47% / 44%
LMG will no longer spread damage on the targeted squads but instead focus down individual entities
Reinforcement cost increased from 39 to 40
StuG III D Assault Gun (Short Barreled)
Acceleration increased from 1.9 to 2.67
Deceleration increased from 3 to 4
Rotation rate increased from 30 to 40
Stummel Half-track
Auto-fire range increased from 40 to 45
Auto-fire minimum range removed
Area of Effect radius from 5 to 6
Area of Effect damage increased from 33% / 25% / 15% to 35 % / 25% / 20%
Penetration for barrage and auto-fire standardized to 20
Sturmpanzer IV Brummbar
Build time decreased from 55 to 45 seconds
Cost decreased from 440 manpower and 120 fuel to 440 manpower and 110 fuel
Rotation rate increased from 25 to 28
Reload time decreased from 8.25 to 6/6.25 seconds
Speed increased from 4 to 4.25
Wespe Self-Propelled Gun
Barrage recharge time reduced from 60 to 45 seconds
Creeping Barrage recharge time reduced from 180 to 70 seconds
Breakthrough Battlegroup
Panzer IV Command Tank
Command Point cost reduced from 4 to 2
Luftwaffe Battlegroup
Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree
Fallschirmjaeger
Manpower cost increased from 340 to 380
FG 42 ready-aim time from 0.125 to 0.5/1
Fallschirmpioneers
- Manpower cost increased from 260 to 280
- Recharge time increased from 60 to 75 seconds
Reinforcement cost increased from 28 to 30 manpower
Fragmentation Bomb
Fragmentation Bomb now drops 6 bombs instead of 4.
Fragmentation Bomb now has two airplanes in formation.
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
Mechanized Battlegroup
8 Rad Armored Car Command Point cost reduced from 3 to 2
Stosstruppen Assault Package Command Point cost reduced from 2 to 1
StuG III D Assault Group Command Point cost reduced from 4 to 3
Mechanized Assault
Munition cost increased from 80 to 120
BUGFIXES & IMPROVEMENTS
General
Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.
Fixed an issue with the main menu background not appearing.
Audio
Added a new sound effect to campaign map captures.
Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.
Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.
Capture point now always plays capture sound when neutralized.
Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.
Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.
Paratrooper Squad's M1 Carbine now uses unique firing sound effects.
Recon ability sound effects will no longer be heard in the fog of war.
The Humber 15mm turret's sound effect now correctly matches fire rate and animation.
US Forces halftracks now uses different audio after being upgraded.
US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.
Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.
Added audio cue for when a player joins or leaves a party.
Audio adjustments for map pings.
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 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 silent voiceover line at the end of the defend Potenza mission.
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.
US Forces infantry will make footsteps sound when retreating.
Various Audio fixes missing voiceovers in different airplane abilities.
Voice Over
Fixed silent voice over line at the end of the Defend Potenza mission.
Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.
Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.
Victory and Defeat screen voiceover will now always play.
Art
Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!
Anzio Annie crew now stands on the gun, where they should be.
British Forces M1 Pack Howitzer Team now uses the correct models and portrait.
Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.
CWT AA Mount seat no longer clips through benches.
Fixed smoke trails to match team colors.
Flame attacks correctly apply charring to vehicles.
Heavy machine guns no longer floats when the M8 Greyhound is destroyed.
Kattenkrad Recon Vehicle now produces debris when destroyed.
US Forces M1 carbine now uses the correct semi-automatic animation.
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.
The Flammenwerfer 35 of the Wehrmacht and DAK is using player colors instead of the default grey.
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.
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.
Gameplay
Fixed a scaling issue where unit paths would be the wrong size on the minimap.
Fixed an issue where the cover dots indicators would be rendered floating in the air.
Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.
Fixed an issue where the minimap did not orient north correctly.
Fixed an issue where units got stuck when trying to exit certain buildings while retreating.
Fixed an issue with some environmental vehicles being targetable as if they were enemies.
Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.
Fixed several instances of overly zealous infantry running towards the enemy when retreating.
Fixed several issues related to bridges not correctly having cover.
Loiter planes no longer disappear off map while performing abilities.
Updated Line of Sight generated by capture points to be more consistent with past CoH games.
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.
Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.
Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.
Dingo is now properly affected by Training Center upgrades
Fixed an issue where all Marders would take additional damage on rear-hits
Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs
Fixed an issue where mines would suppress retreating units
Fixed an issue where Paratrooper carbines did not ignore cover at short-range
Fixed an issue where the Commando Grenade had minimum range
Fixed an issue where the Training Center Upgrades would not apply
Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart
Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles
Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns
Riegel Mines now properly camouflage and trigger
Fixed an issue where team weapons could get stuck if a retreat command is issued.
Fixed an issue where abilities upgraded with Double Sortie were not affected by Air Supply.
Localization
Added Japanese text display improvements.
Adjusted and simplified tooltip text throughout the game.
Fixed several typos and inconsistencies in texts.
Fixed an issue with subtitles in Campaign not appearing at the correct time.
Improved localization in all languages and integrated missing translations.
Improved localization on several abilities and unit descriptions.
Maps
Added missing cover to several objects in the environment.
Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.
Fixed an issue where certain buildings would make units garrisoned inside invincible.
Fixed an issue where territory lines did not display correctly on stairs.
Fixed missing collision on large standing fuel container on L'Aquila map.
Fixed several issues with indestructible hedges.
Fixed several issues with small objects taking up too much space and blocking unit movement.
Updated balustrades to provide cover as expected (identically to stone walls).
Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.
Updated map edge visuals on Torrente, including railway tunnel and rail lines.
Improved width of impasse around some cliff areas across multiple maps to reduce clipping.
Fixed an issue where certain buildings would not let units kill the last few enemies holed up inside them.
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 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 buildings from being indestructible.
Single Player
Fixed an issue that caused some objectives to be started multiple times.
Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.
Fixed a crash that sometimes happened when loading a save game.
Fixed mission failed dialog in certain campaign missions.
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.
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 CWT Trucks 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.
Dynamic Italian Campaign
AA Emplacements can no longer shoot at Supply Crates.
AA emplacements no longer attack ships in the single player campaign.
Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.
Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.
Adding correct portraits to Supply Drop Crates.
Displaying correct description text on Supply drop Crates.
Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:
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 in Salerno to make for a smoother transition in the distance.
Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.
Assassinate Baumann object will no longer auto-complete and the mission can be played.
Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.
Combat music no longer starts immediately after intro to the Pomigliano airfield mission.
Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.
Disabled the forward artillery ability in Salerno until the player gets access to a base.
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 single player campaign now use recon abilities more consistently.
Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.
Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.
Fixed a bug in which narrative lines in the Ice Cream event could play out of order.
Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.
Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.
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 causing input to be blocked when exiting loading screens in certain cases
Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.
Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.
Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.
Fixed an issue where Partisan capture ability would sometimes not do anything
Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.
Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.
Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn
Fixed an issue with certain bridges on River Crossing Rescue 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 German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.
Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.
Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.
Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.
Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.
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 the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.
Fixed lighting on battleships.
Fixed Partisan support ability sometimes not being selectable in skirmish/mission
Fixed post mission death animations for defending company playing on top of the initiating company
German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.
German Company affecters/icons correspond with their Company Type
In the Anzio mission in the Italy campaign, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.
In the Enigma retrieval mission, added a small lump sum of manpower 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.
Italy Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.
Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities
Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.
Repair and Heal cost no longer increase on Save/Load
Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.
Smoothed airplane turning for certain bombing run and supply run abilities.
Some missions in the Italian 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.
The Foggia mission now correctly registers when intel has been destroyed.
The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.
The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport
Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.
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 several typos and inconsistencies in the game's text.
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 where the Churchill Command Tank call-in did not reference the proper unit and its abilities.
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 the following towns (Lesina, Altamura) from running duplicate missions that were already used elsewhere.
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.
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.
In the Anzio mission, aircraft can now be used without being shot down if the "Destroy AA Guns" objective was previously completed.
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
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
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.
Finale Mission - Fixed units clipping into each other during the introductory camera pan.
Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.
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 at Tobruk would play twice.
Updated minor timing issues with camera sequences.
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.
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 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.
Removed an unintended vehicle ability from the Ajdabiya mission
Skirmish
The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.
Tutorial
Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.
Fixed a minelaying tutorial tooltip staying active indefinitely.
Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.
Fixed an issue that prevented some hint messages from appearing.
Minor additional instruction hint added to the aid post tutorial sequence.
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.
Afrikakorps 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 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 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.
Performance
Fixed a crash that would sometimes occur when skipping a cutscene.
Reduced memory increases across missions.
Stability
Improved desync handling to only remove the desynced player allowing the match to continue.
Fixed a crash that occurred when a voice over line was unavailable.
Fixed a frequent Italy Campaign crash triggered by a deleted capture point.
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 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.
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.
The Hellcat Aimed shot ability now has an icon/status decorator above the unit when in idle state.
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.
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 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 several issues related to special characters not displaying correctly in non-English languages.
Pause menu will be closed at the end of match before transitioning to Victory/Defeat screen
Added Labels to all missing Player Statistics in the Post-Match Screen.
Realigned tooltip positions on main menu buttons.
Replaced several icons and portraits with the correct Company of Heroes 3 icons
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.