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v1.7.2-1

01 Aug 12:59
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Full Changelog: v1.7.0-1...v1.7.2-1

v1.7.0-1

16 Jul 18:30
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Full Changelog: v1.6.10-1...v1.7.0-1

Relic changelog:
Onyx Shark (1.7.0) Patch Notes

Find our Known Issues list here.

Get a summary of what's coming in this update in our Mission Briefing.

NEW CONTENT & FEATURES

Maps

Black Gold (4vs4)

Added 4vs4 Black Gold map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

An oil refinery and its oil fields sit isolated among the salt flats and creeping desert. Commanders will be required to bring every tool in their repertoire, including towing, tank riding and combined arms to take control of this vast space.

We have increased the automatch weighting of Black Gold temporarily to coincide with its release. This will be reverted in the coming weeks.

Blinder Alley (1vs1)

Added 1vs1 Blinder Alley to Skirmish and Custom game modes.

Drawing on the tight, urban combat of Torrente, this revised map is intended as a haven for our first-time players. Commanders should expect a long, narrow field of play to reduce the amount of frontline they must control, with plentiful garrisons and cover between them and the enemy.

Player Profile - Match History

Added Match History as a new section to the Player Profile. This feature allows players to find, watch and save replays from other players right in the game. For each player, the last ten games played in Multiplayer (Quick Match, Co-op vs AI, Custom Games) will automatically be saved and stored in the cloud. A button located on the top right of the HUD allows players to toggle their Match History between Public (default) and Private. When accessing the Match History, the following actions are available:

Save Replay allows a local copy of the selected game to be saved, either keeping the default name or renaming it. These games will then be accessible inside the Replay List to be watched at any time.

Watch allows directly watching the selected game without a download

If the downloaded match requires a specific mod to run, and the mod is still available, it will also be downloaded with the replay. Past matches available in the player profile are subject to the same limitations as local replays, meaning they will be invalidated when a new patch affecting gameplay data is released.

New Battlegroup & Commander Points Panel

Battlegroups are a premium component of Company of Heroes 3 and are considerably more complex than our previous games’ iterations of similar systems. However, we felt we did not fully do justice to how they were visually represented in the game. For this reason, we decided to rework the Battlegroup Panel to provide a new, more refined and polished version that we are releasing in Onyx Shark, coming with a new Design, improved Art and Quality of Life improvements. This is the first step of our Battlegroup Panel rework, specifically targeting the look & feel of the panel during RTS matches.

As with Battlegroups, we felt that our Commander Points system could benefit from a visual rework — after all, we are talking about a unique resource type that is crucial to unlock some of the most powerful abilities and units in the game! We went back to the drawing board and, inspired by both historical assets and previous games’ iterations, we designed a new Commander Points button. Our goal is to create something polished and new, yet familiar to our players.

Added visual improvements to all elements of the Battlegroup Panel.

Added a newly redesigned Commander Points button located in the bottom right of the screen.

Updated XP kickers to more intuitively match the Commander Points

The default way to select Battlegroup abilities has been changed: instead of a "one-click purchase" behavior, each ability will be initially pre-purchased when clicked, temporarily unlocking it in the panel. You will also see your total Commander Points adjust based on your decision. These choices will then need to be confirmed or cancelled. Confirming will unlock the selected abilities. When cancelling a pre-purchase, Command Points are given back to the player and any pre-purchased ability is reverted to its previous state. We designed this system to help new and less experienced players pick the right ability. Pre-purchasing new abilities and closing the panel without confirming will result in the purchase being reverted.

We are adding a new Gameplay Setting called "Deliberate Battlegroup Unlocking" that you can toggle off to continue using our legacy single click purchase behavior, in case the new system is not to your taste. Our goal with this work is to create a more friendly system without adding new friction points to players who are used to the legacy Battlegroup system.

Random Faction Selection

Random Faction Selection makes its debut in Company of Heroes 3. Players will be able to use it in Quick Match to search with all the factions simultaneously, with the goal of getting into a match as quickly as possible. Matches and ELO gains/losses will count towards the faction & map type combination played. This feature will not be available in Skirmish.

To use a random faction, simply open the faction's selection panel from the Quick Match lobby and click on the Random button. The last equipped Battlegroup loadout will automatically be plugged in when queuing as Random. To change Battlegroups, select a different faction, adjust the Battlegroup selection and then select Random.

Random Faction selection is also available when queuing as a party. The Party Leader will be the only player allowed to select Random, while other party members will be given a faction that is consistent with the side the party leader is eventually assigned (Axis / Allies). This is the first iteration of Random faction selection, and we will explore additional improvements in the future as we monitor our matchmaking health.

FEATURE IMPROVEMENTS

Audio

Audio improvements in Onyx Shark have targeted small arms weapon firing, vehicles, and specific voice over moments. Rifles, sub-machine guns, light machine guns, and heavy machine guns were all streamlined to optimize their overall playback. In addition to sounding cleaner and more distinct, it also means there will be much less audio dropping where sounds were supposed to play but didn’t.

Additionally, the team has done an attenuation pass to these weapons. Our goal was to clean up the CoH3 soundscape and create a more focused game experience. This means you’ll hear audio for things happening on screen, and as you scroll further and further away the sound will be fainter and fainter. As the audio is more localized, it means you’ll be less overwhelmed with attacks happening all over the map and it will provide a more understandable picture of the battle. You should have an easier time hearing what is happening and determining where sounds are coming from on the map. A similar pass was done for vehicles with a focus on optimizing sound playback and attenuation tuning. This should put a stronger focus on vehicles during gameplay, with new optimizations allowing important sounds to come through reliably.

On the speech side, we've addressed missing squad voice over on weapon pickups, death exertions, and we have polished medium armored vehicle responses from mine damage. Additionally, we did some minor tuning on the Intel voice over to reduce repetition when announcing victory points.

The audio work in Onyx Shark focused on updating the foundation of the audio experience, which was necessary for any further audio improvements in the future.

Fixed an issue where the MP40 sometimes was looping sounds when it wasn’t being fired

Attenuation of the GRB 39 Grenade Launcher explosion cut in half

Added attenuation for the Garand Ping

Vehicle engines now play when loading a saved game

Reoptimized and added attenuation for SMG, LMG, HMG, flamethrower, small cannon, and 20mm AA gun.

Re-tuned volume and attenuation on vehicle audio for all factions

Added voice lines for British Forces sappers when they build a field infirmary

Added death exertions for Gurkhas and Pioneers

Added unique voice over lines for when units are ordered to pick up weapons and after they are picked up

Italian Campaign

We wanted to make the campaign more difficult, but in a way that adds more nuanced strategy and interesting obstacles to navigate. Several gameplay adjustments have been made with the intention of encouraging a more cautious but rewarding approach on the Campaign Map. Instead of relying on the brute force, your success will depend on clever use of employing aircraft, abilities, and detachments to deal with issues. Skirmish missions will offer a much greater variety of obstacles to keep you on your toes. Difficulty curve should be more even over time instead of becoming much too easy as time goes by.

Emplacements now deal increased damage to Companies, based on the player’s difficulty selection. On expert units will take double damage, so be careful, commander!

Some towns have had the number of “shields” increased, increasing the length of time it takes to capture some settlements

Companies can now only use their Heal ability while in allied territory

With the increased difficulty noted above, using planes is now more critical. Therefore, we have removed their population cost so a larger force can be deployed...

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v1.6.10-1

29 May 17:26
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Full Changelog: v1.6.9-1...v1.6.10-1

[PC] Hot Fix 1.6.10
This hot fix will be going live shortly after 10am PDT today or 26 minutes ago.
Fixed an issue where some matches would not be recorded correctly or would display incorrect ELO changes as a result of a surrender vote.
Fixed an issue where the Italian Campaign would sometimes soft lock when a Partisan Objective failed.
Fixed an issue where the Italian Campaign would soft lock when multiple ships finished production on the same turn.
Fixed an Italian Campaign soft lock that would occur after capturing two ports with the Capture Target Partisan ability.
Improved logging to track GPU crashes.
Improved soft lock identification and logging in the Italian Campaign. This new system will identify when you encounter a soft lock and will send us your save file so we can quickly identify and fix these issues.

v1.6.9-1

29 May 16:06
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New Contributors

Full Changelog: v1.6.6-1...v1.6.9-1

v1.6.6-1

03 May 19:13
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Full Changelog: v1.6.5-1...v1.6.6-1

v1.6.5-1

01 May 17:50
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Full Changelog: v1.6.1-2...v1.6.5-1

v1.6.1-2

20 Apr 17:41
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  • Regenerate the data & run the function in parallel by @petrvecera in #51

Full Changelog: v1.6.1-1...v1.6.1-2

v1.6.1-1

12 Apr 14:56
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Full Changelog: v1.6.0-1...v1.6.1-1

PC] 1.6.1 Coral Viper Hot Fix

Today’s hot fix includes some minor multiplayer balance adjustments along with several crash fixes and bug fixes. This is our first set of multiplayer changes following the 1.6.0 Coral Viper update, with additional changes planned for subsequent hot fixes and patches.

General

We have implemented a server-side change to alleviate the issue of Automatch Cooldown false positives on PC. We will continue monitoring this system, but please let us know if you encounter further false positives in the days ahead.
Fixed several issues that were leading to crashes.

Multiplayer Balance

US Forces

Improved M9 Bazooka Rockets – As this tech is intended to have lower impact than the Browning Automatic Rifle upgrade, we wanted a cost that is closer to the intended power level of this technology.

Fuel cost reduced from 40 to 30

Wehrmacht

Grenadier Squad – In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely.

Assault Package munition cost increased from 45 to 50
Assault Package research time increased from 20 to 30 seconds
Sprint now prevents the unit from firing on the move.

Infanterie Kompanie Officer Quarters – The Infanterie Kompanie Officer Quarters is having its price and research time increased to slow down the momentum of Wehrmacht players going this research, and to give Allied players more time to get tools to counter veteran Axis infantry.

Fuel cost increased from 25 to 35
Research time increased from 30 seconds to 45 seconds

Breakthrough – This battlegroup has been performing a bit too well and we have identified this ability as one of the most egregious ones.

Duration reduced from 90 to 60

British Forces

Australian Light Infantry – The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants.

Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far).
Increased Sharpshooter penetration from 1 to 2.

Archer Tank Destroyer – For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.

Reduced command point cost from 7 to 6

Bofors Emplacement – As it is pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.

Health increased from 600 to 720
Reload time sped up from 4 to 3 seconds
Area of effect increased from 1 to 2.5
Area of effect far damage increased from 0.25 to 0.4
Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2
Area of effect penetration increased from 1 to 5
Angle scatter increased from 2 to 5
Angle scatter max increased from 2 to 4

Deutsche Afrikakorps

250/3 Funkpanzerwagen - The Funkwagen being able to hide tanks, medical trucks, and Tigers was too powerful. We are removing the ability to camouflage vehicles to make the Funkwagen more infantry and team weapon focused and create less overlap with Operation Skorpion.

Can no longer camouflage vehicles within its aura.

Afrikakorps Tiger Deployment Call-In – We love that this unit is seeing more play! However, it is hitting the battlefield too quickly and does not allow enough time for the proper counterplay. We are increasing the cost to make this unit a bit less cost effective. This will also make teching straight for it riskier.

Fuel cost increased from 180 to 220

Panzerjeager Squad – We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.

Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers.
Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.

Bug Fixes

Changed the visual effects of the Australian Light Infantry Sharpshooter ability to distinguish it from their standard attack.
Fixed an issue where certain Team Weapons could not be targeted by infantry or vehicles.
Fixed an issue where other players could benefit from the Afrikakorps’ Vehicle Awareness ability, allowing them to detect in the Fog of War.
Fixed an issue where Anti-Tank Grenades and Panzerfaust abilities would trigger/finish their animation and then fire once the target has exited the unit's weapon range.
Fixed several localization text errors.
Fixed an issue where the incorrect menu options would appear during a match.
Fixed an issue where duplicate surrender prompts could appear during a surrender vote.
Fixed an issue where the Continue button would not appear in the post-match stats screen of the tutorial.

v1.6.0-1

02 Apr 17:54
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Full Changelog: v1.5.3-1...v1.6.0-1

Patch notes
Community Maps

Operation Eindhoven (2v2)

By Spanky

Added 2v2 Operation Eindhoven map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

"Operation Eindhoven has been a challenging first project because of the new worldbuilder tool that we got but also a fun learning experience overall. I wanted Op Eindhoven to be as true to the original as It could be and with all the new assets to play around with, it has been a pleasure to re-create this iconic 2v2 map from CoH2. Relic took note of this effort and contacted me which led me to working with Will aka "MonolithicBacon" to bring Op Eindhoven to CoH3 automatch and I have to say, we as a community are very fortunate to have him as our lead map designer. What a Legend!" - Spanky

The Gothic Line 3v3

By Tobeh

Added 3v3 Gothic Line map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

“Gothic Line started as a chokepoint map featuring a wall of fortifications on a hill, with the focus being on destroying the walls to open avenues of attack. Feedback led to me making more paths up the hill and through the walls, and then Will gave me some great advice, including how to improve the cover and help people approach the center line.” - Tobeh

Oasis Depot (4v4)

By Springrare

Added 4v4 Oasis Depot map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

"Having had the opportunity to work with Will and Relic has been an amazing experience. Will is an incredible designer, and I have learned so much from our discussions. This type of collaboration with the community is truly commendable, and I hope more people will have the opportunity to participate in it." - Springare

Accolades

Accolades are a brand-new feature that add dedicated Faction progression and offer new rewards at completion.

Accolades add more progression to the game. They are like Challenges except they are completed in a series and never expire.
Each Faction has their own thematic series of Accolades that progress from 1 to 10.
Rewards are earned for each Accolade and consist of Titles, Badges, Banners, and Merit.

Mission Select

Missions from both Italy and North Africa can now be played directly from the main menu.

All missions are unlocked right away regardless of campaign progress.
For the Italy Campaign missions, players can choose either the US Forces or British Forces and an upgraded company will be pre-selected for them.
Missions will begin tracking the hardest difficulty and fastest completion time on that difficulty.

Co-op vs A.I. Difficulty Selection

We have added A.I. difficulty selection in the Co-op vs A.I. game mode. This provides players with greater control over their co-op experience. We have also added new filters in the Player Profile to track Co-op vs A.I. games per A.I. difficulty.

Vote to Surrender

Surrender is a multiplayer feature that allows players to concede a match to their opponents without incurring an Automatch Cooldown or other penalties (more info below in the Automatch Cooldown section).

Starting from the 5th minute mark, each player from either team can start a surrender vote by opening the Pause Menu and clicking the Surrender button.
When a vote is called, a Surrender pop-up appears at the top left of the screen, showing the number of required votes to end a match. Whenever voting criteria are met, the Surrender pop-up disappears.
Players have 30 seconds to vote. Not voting is considered a negative vote.
For a Surrender vote to succeed, a majority of connected players on a team must vote to concede the match.
If a vote is not successful, the player who called the vote will have a 90-second cooldown before being able to start a new vote.
If a Surrender vote is successful, the game immediately ends. A loss is assigned to the team that surrendered, Challenge progression is still calculated, and no penalty is assigned.
Writing /l in chat will start a Surrender vote.

Automatch Cooldown

Automatch Cooldown is a brand-new feature for the Company of Heroes franchise and a part of our effort to improve the experience in Automatch games. By dissuading players from simply disconnecting, without using the Surrender option, we hope to improve disconnection rates and the overall Automatch experience.

Automatch Cooldown will be available in all Automatch game modes (Quick Match & Coop vs AI) and the cooldown will be shared across the two modes.
When players are under an Automatch Cooldown, they are unable to search for an Automatch game until the cooldown duration is over. The Start Match button and a pop up will inform you and display the remaining waiting time before being able to match again.
The system will track disconnections during a match and does not discriminate if a player leaves at the start or near the end of a match. The optimal way to quit matches is by using Surrender.
A built-in grace buffer accounts for occasional crashes or disconnects.
Cooldowns are built on incremental, and exponential, thresholds – the more times a player drops out of matches without surrendering, the longer their cooldown will be.
Any party that has a member with an active cooldown will also share that cooldown unless the player with the cooldown is removed from the party.
When under an Automatch Cooldown, if you try to search and have a cooldown, you’ll see a pop-up telling you that you need to wait for a period which will be displayed. The Start Match button will also display the remaining waiting time.
We built this system to be flexible so we can adjust it when needed. We will be monitoring our data and player feedback to inform future changes.

End Game Flow

As our team worked on Vote to Surrender, we also reviewed what happens when a match ends. In this update, we are improving the End Game flow with a series of changes allowing you to stay on the map and spectate after the match has ended.

After the win or loss videos are played, players are brought back to the match.
At this point, the match is over, and the game is paused on a fully revealed map. In this state, you can still move the camera around the map, click on units, use the tactical map and type in chat.
When you are ready to continue to the Match Stats screen, click the "Stop Spectating Map" button at the top center of the screen. These improvements are also part of the Replay feature.

CHANGES & IMPROVEMENTS

AI

For this patch we wanted to tackle some of the outstanding issues with AI. We identified that when engaging in combat with vehicles, the AI was attempting to move to more "advantageous" locations by ignoring the most optimal armor positioning.

Furthermore, the AI will now be more careful when choosing targets to avoid running past enemy units, as well as positioning team weapons slightly better.

Vehicles are better at deciding when to use reverse, which fixes some of the instances of the AI reversing vehicles into the opponent.
Vehicles will avoid unnecessary movements during combat
Vehicles will aim to position themselves behind the front line
Vehicles now prioritize long range combat
Squads will try to finish their abilities in combat more often (increases chances of repair completing)
Anti-tank guns will position themselves in safer positions and avoid moving into positions that would lend themselves to enemy fire.
AI will recrew team weapons

Co-op vs AI

Added AI Difficulty selection.

Challenges

Several adjustments have been made to the Challenges system. For players that complete all daily and weekly Challenges, there is now more Merit overall every week.

An extra 30 Merit daily challenge has been introduced to provide more opportunities for players to engage in daily tasks.
One of the weekly challenges will now be a Single Player expert challenge.
The remaining weekly challenges have had their Merit increased from 250 to 400 for those players that may choose to not engage with singleplayer missions.

Color Decal Setting

This new option has been added to the Game Settings under Gameplay -> General. The option has two choices:

All = all color decals are visible. This is the default setting players are already experiencing on Company of Heroes 3.
Only Structures = color decals are removed from vehicles and team weapons, while remaining on base buildings. This option allows you to still be able to identify what structures your teammates are building, while increasing the overall immersion of the game.

Pathfinding

Read in detail about the most recent pathfinding changes directly from our Designer here.

Queued Capture Orders

Altered the behavior of Queue'd Capture Orders so that a squad no longer automatically leaves a capture point when it is contested by an enemy squad. This means that queueing up multiple capture orders will force the unit to wait until they finish capturing the point before moving to the next target, instead of leaving when enemies walk into the area.

This behavior impacts all units, which means even a unit like the Kettenkrad, with no combat capabilities, will stick around to capture a point, probably leading to the loss of that squad if left unsupervised.

UI/UX

Gameplay UI Improvements

Added a new animation to Veterancy stars when units gain a Veterancy Level.
All Status Decorators on units have received a visual pass. The background has been changed from white to a dark tone of grey, borders and icons are now both colored and have received a visual pass. A drop shadow ...

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v1.5.3-1

21 Mar 21:24
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NOTHING CHANGED IN THE GAME FILES