Releases: cohstats/coh3-data
v1.2.3-1
What's Changed
- Version 1.2.3 by @petrvecera in #35
Full Changelog: v1.2.2-1...v1.2.3-1
GENERAL
Unit Selection
Improved selection priority of infantry, vehicles, weapons, supply crates and sectors to ensure controlling and selecting things in-game feels better.
FACTION BALANCE
General
3-Inch Mortar Team
Shells per HE barrage increased from 4 to 6
Shells per HE barrage with Artillery Saturation increased from 7 to 8
Aircraft
Strafe plane health reduced from 280 to 240.
High-Altitude bomber plane health increased from 280 to 480.
Anti-Air – Wirbelwind, M16 Quad Half-track, Flakvierling
Range bonus increased from x6 to x7.5.
Autocannons – 8 Rad, 250/9 20mm, Crusader AA
Rate of fire reduced by 0.125 seconds; adjusts back to pre-1.2.0 update status.
Bishop Self-propelled Gun
Barrage projectiles now ignores collisions up to 75% during its flight due to the Bishop’s low angle of fire.
Now fires low angle shells to match the maximum elevation of its weapon.
CWT 15CMP Anti-Air truck
Accuracy reduced from 0.8/0.625/0.6 to 0.6/0.5/0.4
Area of effect damage set to 5.675 damage with no drop-off.
Area of effect now capped to 2 models.
Horizontal traverse speed reduced from 160 to 100.
Reload time increased from 1 to 2 seconds.
Scatter ratio and offset reduced from 0.85/0.65 to 0.35/0.25
Scatter reduced from 10 to 6.5
Weapon cooldown reduced from 0.25 to 0.125 seconds.
Reveal Area
Direct-fire units firing from the fog of war will no longer reveal the terrain they are on. This prevents these units from being targeted by certain off-map abilities.
Strafing Runs – P47, JU-87s
Suppression will now only be applied to units hit by the area of effect damage and not spread to units outside its radius.
Vickers Heavy Machine Gun Team
Focused Gunnery accuracy increased from 0.7/0.55/0.45 to 0.9/0.825/0.8
Focused Gunnery Suppression reduced from 0.009 to 0.005
M3 Stuart
Penetration reduced from 120/100/80 to 80/65/50
Reconnaissance Scan
Changed from a timed ability to a toggle ability.
Remains active when the vehicle is moving.
Movement speed reduced by 50% and disables weapons when active.
M3 Grant
Coaxial machine gun now properly tracks targets.
WEHRMACHT
221 Armored Car
20mm Panzerbusche now deals very limited area of effect damage; primarily to detonate objects like mines.
The 221 Scout Car's White Phosphorus Round ability no longer overlaps with its Scout Awareness ability
White Phosphorus Round is now available without veterancy for the Panzerbusche variant.
Breakthrough Incendiary Bombing Run
Munitions cost reduced from 120 to 100.
Now arrives sooner and drops its bombs off sooner; it now takes 8-9 seconds for bombs to impact the target area.
Flak 36 Anti-tank Emplacement
Health increased from 800 to 1040.
Kettenkrad Reconnaissance Vehicle
Reconnaissance Scan changed from a timed ability to a toggle ability that remains active when moving.
Speed reduced by 50%.
Luftwaffe Strafing Run
Recharge time increased from 60 to 90 seconds
Luftwaffe Fragmentation Bombs
Recharge time increased from 60 to 120 seconds
Stosstruppen
StG 44 Assault Rifle accuracy increase from 0.59/0.47/0.29 to 0.72/0.55/0.4
StG 44 burst duration increase from 1.25/0.75/0.25 to 1.25/1/0.45
StG 44 cost decreased from 75 to 50 munition.
Wehrmacht 8Rad
Signal Detection range reduced from 90 to 60.
Wespe Self-propelled Gun
Barrage ready-aim time from 2 to 0.125
Cost reduced from 400 manpower and 80 fuel to 320 manpower and 60 fuel.
Creeping Barrage range changed from 150 to 180; matches standard barrages.
Creeping Barrage recharge time from 70 to 55.
Fixed several issues where the Creeping Barrage damage was different from the regular barrage.
US FORCES
Chaffee
Penetration reduced from 180/125/100 to 180/110/80.
Engineer Light it Up Veterancy ability
Area increased from 5 to 6.
Flamethrower damage increased from 5 to 8.
No longer has a cooldown between bursts.
M31 US Recovery Vehicle
Fuel cost reduced from 45 to 30.
Will now self-repair when out of combat.
Whizbang
Damage to emplacements reduced by 25%.
Range increased from 80 to 85.
DEUTSCHES AFRIKAKORPS
250/9 20mm Half-track
20mm autocannon accuracy increased by 33% (0.224/0.192/0.176 to 0.3/0.25/0.23)
Area of effect damage set to 4 damage with no drop-off.
Area of effect now capped to 2 models.
Coaxial machine gun accuracy reduced by 33% at all ranges (0.64/0.58/0.52 to 0.42/0.38/0.34)
Now deals area of effect damage in a radius of 1.25
Bersaglieri
Reinforcement cost reduced from 28 to 26.
Cannone da 105/28 Howitzer
Shells per barrage increased from 4 to 6.
Famo Recovery Vehicle
Fuel cost reduced from 40 to 30.
Panzerjeager Squad
Health increased from 85 to 90.
Reinforcement cost decreased from 28 to 26.
Armored Support Battlegroup
Vehicle Awareness
Range reduced from 160 to 60.
BUGFIXES
Fixed a high-rate crash occurring when models would ragdoll.
Art/Animation
Fixed an issue where the territory and map borders would flicker on the Ruins single player map.
Wall sections should no longer remain visible once destroyed.
Dynamic Italian Campaign
Fixed an issue where recovered Stuarts for the Americans did not have the correct tint or voice lines.
Gameplay
Units with no AA capabilities no longer acquire airplanes as targets.
Engineering units no longer take extra damage when repairing at veterancy 3 as intended.
Fixed an issue where Compromise Armor did not properly apply to targets.
Fixed an issue where some Bombing Runs preview reticle was inaccurate.
Fixed an issue where the MG34 got a speed boost when using Fire Discipline ability.
Fixed a text error that stated certain munitions crates granted 60 munitions when they only granted 40.
Moved base bunkers to remove the ability to shoot resource points on some maps.
Burst fire weapons no longer interrupt the current burst if the target is out of fire-cone angles.
MG34 Fire Discipline and Vickers Plunging Fire abilities can now be used in garrisons.
Team Weapons and Emplacements will now grant shared experience to units that can receive it.
CWT 15CMP Anti-Air truck now properly deals area of effect damage in a radius of 3.
Fixed an issue where the 8 Rad, 250/9 Halftrack, and Crusader AA were firing their autocannons faster than intended.
Improved the hitbox of dropped weapons to make it easier to pick them up.
Adjusted selection box from 1 to 2.5 on the German LG40 Recoilless Gun.
Fixed the LG40 Recoilless Gun to properly camouflage when its Veterancy 1 ability is used.
Removed the wrong decorator from the tactical map for the LG40.
UI/UX
Fixed an issue causing loss of functionality when pressing ESC during hotkey remapping.
Fixed an issue where LMG Commando Suppressing Fire ability did not display a UI icon when active.
v1.2.2-1
What's Changed
- Add new data from hotfix 1.2.2 by @KingDarBoja in #34
Full Changelog: v1.2.1-1...v1.2.2-1
PC Hot Fix 1.2.2
This hotfix focuses on improving performance issues and FPS drops as well as fixing gameplay bugs and balance. You can also find the issues we are tracking and looking to resolve in the Known Issues list.
🔹 *Fixed an issue resulting in FPS losses for some players caused by a bug in how the game is loading/rendering terrain. *
🔹 Fixed an issue preventing players from buying certain team weapons (Flak 36, 17 pounders) despite having enough resources.
🔹 Fixed an exploit allowing players to indefinitely use some bombardment abilities.
🔹 Fixed a lighting issue on Monte Cavo 4v4 map that caused certain vehicle cosmetics to glow.
🔹 American Paradropped units now benefit from Infantry Support Center upgrades.
🔹 Player's rating will be displayed only after all stats have been loaded.
🔹 Fixed Player profile / Steam profile menu.
Balance fixes to Air Support Center
🔹 P47 Air Support Center Strafing Run damage per shot reduced from 30 to 20
🔹 P-47 Air Support Strafing Run Delay from 0 to 2
🔹 P-47 Air Support Strafing Run area of effect can no longer miss in certain circumstances
🔹 P-47 Air rate of Fire reduced decreased from 20 to 16
🔹 P-47 Strafing Run munition cost increased from 50 to 60
🔹 Air Supply munitions cost reduction reduced from -33% to -20 munitions; applies to P-47 Dive Bomb and Strafing Run
🔹 Air Supremacy cooldown bonus reduced from -50% to -30 seconds flat; applies to P-47 Strafing Run and Dive Bomb
v1.2.1-1
What's Changed
- Add new data from hotfix 1.2.1 by @KingDarBoja in #32
- Sort locstring by integer keys in ascending order by @KingDarBoja in #33
Full Changelog: v1.2.0-1...v1.2.1-1
v1.2.0-1
What's Changed
- Add new data from update 1.2.0 emerald bear by @KingDarBoja in #31
Full Changelog: v1.1.6-1...v1.2.0-1
The Emerald Bear update (1.2.0) is packed full of gameplay improvements and balance adjustments. We are also introducing two new maps and the first version of our player profile. Be sure to review all of the changes and fixes below or check out our Mission Briefing for an overview.
NEW CONTENT, FEATURES AND IMPROVEMENTS
Multiplayer Maps
Added 3v3 Benghazi map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.
Added 4v4 Monte Cavo map to Automatch, Co-Op vs A.I., Skirmish and Custom game modes.
Player Profile
Added a new Player Profile feature. The Player Profile displays information about ranked match rating, player rank and additional statistics about matches. You can find a Q&A and our full write-up on this new feature here.
Menu Improvement – Social interaction options
Players can now find all social interactions by clicking the "..." button next to a player’s name.
Challenges
Ace of Spades (Build 5 US Forces Fighting Positions in a match) - reduced completion count from 3 to 2
Buzzsaw (Deploy 5 Wehrmacht MG42 Machinegun teams in a match) - reduced completion count from 5 to 2
Death or Glory (Deploy 5 British Forces M3 Grant or Crusader tanks in a match) - reduced completion count from 5 to 2
Edelweiss (Kill 5 infantry with Jäger squads upgraded with Reconnaissance Packages in a match) - reduced completion count from 5 to 2
Eighty Eight (Kill 8 Allied vehicles with an Afrikakorps FlaK36 Anti-tank gun in a match) - reduced completion count from 8 to 1
Eyes and Ears (Upgrade 3 US Forces Scout squads with a Utility package in a match) - reduced completion count from 3 to 2
Fieldworks (Build 3 Wehrmacht Fighting Nests in a match)- reduced completion count from 3 to 2
Gun Carriage (Kill 5 vehicles with the US Forces M3 75mm GMC in a match) - reduced completion count from 5 to 1
Gustav Line (Build 5 Wehrmacht Concrete bunkers in a match) - reduced completion count from 5 to 2
Hanomag Scrap (Kill 5 Wehrmacht or Afrikakorps trucks or Half-tracks in a match) - reduced completion count from 5 to 1
Hedgehogs (Build 20 tank traps with British Forces Royal Engineers) - reduced completion count from 20 to 10
High Velocity (Kill 10 infantry with Wehrmacht or Afrikakorps FlaK anti-aircraft guns in a match) - reduced completion count from 10 to 5
Infantry Anti-tank (Kill 3 vehicles with infantry squads in a match) - reduced completion count from 3 to 2
Jerry Surprise (Build 5 Modified AT mines with British Forces Royal Engineers in a match) - reduced completion count from 5 to 3
Loudmouth (Kill 3 vehicles with US Forces Bazooka teams in a match) - reduced completion count from 3 to 1
Making Tracks (Deploy 5 US Forces M3 Half-tracks in a match) - reduced completion count from 5 to 1
Mechanized Support (Call-in 3 Afrikakorps Mechanized infantry or team weapon groups in a match) - reduced completion count from 3 to 2
Panzerarmee (Kill 5 vehicles with Afrikakorps panzers in a match) - reduced completion count from 5 to 1
Panzerkorps (Kill 5 vehicles with Wehrmacht panzers in a match) - reduced completion count from 5 to 1
Purple Heart Boxes (Kill 5 US Forces trucks or Half-tracks in a match) - reduced completion count from 5 to 1
SAW Upgrade 5 US Riflemen squads with additional BARs in a match) - reduced completion count from 5 to 4
Stonk (Kill 5 Afrikakorps infantry with any British Forces artillery in a match) - reduced completion count from 5 to 1
Stupafied (Kill 5 team weapons with the Wehrmacht SturmPanzer IV) - reduced completion count from 5 to 1
Supply Depots (Build 3 Resource Caches in a match) - reduced completion count from 3 to 2
Too Much 20mm (Upgrade 3 Afrikakorps Half-track carriers to the 250/9 autocannon variant in a match) - reduced completion count from 3 to 2
Transport Mess (Kill 3 British Forces CMP 15CWT trucks in a match) - reduced completion count from 3 to 1
Wooden Shoes (Build 5 Schu-Mine 42s with Afrikakorps Panzerpioneers in a match) - reduced completion count from 5 to 3
GAMEPLAY CHANGES AND BALANCE
Vehicle Mobility & Pathfinding
End of Movement
Added a new functionality for vehicles to end their movement order at a set distance before a blocker.
Infantry and Vehicle Blocking
Infantry units no longer ignore moving vehicles and try to path around them.
Front-Facing Movement Preference
Vehicles now use their original facing direction for most movement orders.
Formation Movement
Vehicles now adhere to their formation as expected when performing formation movements instead of converging to the same point.
Phasing Through Units
Vehicles are now allowed to phase through each other and through enemy vehicles that are moving, although they will still prefer to move around if possible.
Preference to not go around even if path is blocked
Vehicles will no longer go off the path while chasing enemies. This change was made to address unpredictable vehicle behavior when the vehicle path is blocked in chases.
Road Preference
To prevent vehicles from responding unpredictably and often veering to roads instead of taking the shortest route to the order location, road preference was turned off.
Turning
Vehicule turning has been improved to prevent them from pivoting on the spot or losing too much momentum while turning. This change is meant to improve responsiveness with vehicles, especially during flanks.
Changes to Vehicle Speed
All the vehicles in the game had their speed, acceleration and rotation rates adjusted. This change helps improve the responsiveness of a number of vehicles and creates a differentiation between all vehicle classes.
US Forces
Vehicle Speed Rotation Rate Acceleration Deceleration
4X4 Truck 9.75 70 8.75 10
M29 Weasel 8 65 5.5 7
M3 Armored Personal Carrier 7.2 50 2.5 5
M16 Quad Half-track 6.9 50 2.5 5
M3 75mm Gun Motor Carriage 6.9 50 2.5 5
M8 Greyhound Armored Car 6.75 50 4.5 6
M24 Chaffee Light Tank 6.5 40 3.5 5.5
M8 Scott SPG 6.75 40 3.5 4.5
M31 Recovery Vehicle 6 45 3 5
M4A1 Sherman Medium Tank 5.5 35 2.3 4
M4A3 Sherman Bulldozer 5.5 34 2.3 4
M4A3 Sherman Easy 8 5.75 36 2.5 4
M18 Hellcat 6.6 38 3.5 4.5
Werhmacht
Vehicle Speed Rotation Rate Acceleration Deceleration
Kettenkrad 10.5 85 8.5 10
221 Armored Car 8.4 50 6 7
251 Half-tracks and variants 7.2 50 2.5 4
Marder III M 4.6 28 2.25 4
StugG II G & StugG III D 5 28 2.25 4
Flakpanzer IV Wirbelwind 5.75 35 2.3 3.5
Panzer IV 5.25 32 2 3
Panzer IV Command Tank 5.5 34 2.5 3
Brummbar 4.25 28 1.9 3.25
Wespe SPG 5.4 30 2 3.5
Panther Heavy Tank 5.2 34 1.8 4
Tiger Heavy Tank 3.8 25 1.5 2
British Forces
Vehicle Speed Rotation Rate Acceleration Deceleration
Dingo Scout Car 8.5 60 7 8
CMP 15CWT Truck and variants 7.5 55 3 5.5
Humber Armored Car 8.1 50 5 7.1
Stuart Light Tank 6.5 45 3.75 4.5
Crusader AA Tank 6.5 35 3.5 4.4
Bishop SPG 5.2 30 1.8 3.1
Crusader II & III 6.7 38 3.75 4.8
Centaur 6.3 35 3 4
M3 Grand Medium Tank 5 28 2.1 4
Matilda Heavy Tank 3.85 22 1.75 2
Churchill Heavy Tank 3.5 25 1.5 2
Churchill Black Prince Heavy Tank 3 25 1.5 1.5
Deutsches Afrikakorps*
Vehicle Speed Rotation Rate Acceleration Deceleration
Kradschutzen Motorcycle Team 11.5 75 10 12
250 Light Carrier & Mortar variant 7.35 75 4.5 7.5
250/9 Halftrack (2cm autocannon) 7.6 75 4.5 7.5
Flakvierling halftrack 6.9 50 3.25 7.5
2.5 Tonne Trust & Medical variant 7.4 55 3.25 6
L6/70 Light Tank 7.5 50 4.25 7
8 Rad Armored Car 6.75 50 4 5.5
Marder III 4.6 28 2.25 4
254 Reconnaissance Tractor 6.8 40 2.6 4
Famo Recovery Halftrack 6.3 50 3.5 7
M13/40 Light Tank 6.6 35 3 5
Semovente 75/18 Assault Gun 6.5 35 3 5
Panzer III & variants 6.25 40 3 4.5
*Refer to Wehrmacht for the unit speed for the StuG IIIs, Tiger, and Panzer IVs
Event Cues
All event cues have received an Art pass and will now look more cohesive with one another.
Event cues have been further adjusted to reduce how often they appear on the player’s screen.
End of Match Results
Damage Dealt and Damage Taken stats no longer include environmental damage or friendly fire.
Kill stats such as Soldiers Killed and Vehicles Killed no longer include friendly fire.
Squads Lost stat at the end of the match now shows the correct number.
Unit Efficiency fixed and changed from percentage to a ratio Efficiency Factor.
Minimap & Tactical Map
The animation for out-of-supply sectors has been updated to be in line with previous Company of Heroes games, flashing between two different tones of blue (or red for enemy territories).
Territory lines will no longer disappear in out-of-supply sectors.
Modding
To ease the work of modders who might want to approach the tuning of flight and off-map systems for the first time, we have created archetype abilities in the Attribute Editor to look at and use as an inspiration source, full of detailed comments on how to correctly set them up.
Off-Map Abilities - Multiplayer
The intent of the changes to off-map abilities is to deliver a more robust, reliable and responsive system, while also improving the experience by providing more tells from both a visual and audio standpoint.
Off-Map Audio
Added projectile sounds to off-map abilities that vary with the type of ability.
Flares
Both off-map and flight abilities will now use an expand...
v1.1.6-1
What's Changed
- Update to patch 1.1.6 by @petrvecera in #30
Full Changelog: v1.1.5-1...v1.1.6-1
Today's hot fix focuses on the top issues that were introduced after the release of Brass Leopard (1.1.5).
Gameplay
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.
Damage reduction of the Stuka AT strafe in multi-player - Damage reduced from 33 to 10. Damage against vehicles decreased to 22.5
Stability
Players are able to use the replay workaround from the command line support -dev again.
v1.1.5-1
What's Changed
- Add new data from update 1.1.5 brass leopard by @petrvecera in #29
Full Changelog: v1.1.4-4...v1.1.5-1
This update focuses on several quality-of-life improvements, gameplay changes, bug fixes and more. We feel these changes should provide many iterative improvements to the overall feel and experience of CoH3. You can find all of the changes below, or an overview here, along with a video summary here.
In this update, you will find the following
Audio improvements
Additional intel warnings
New sound effects audio mixes
Gameplay feature improvements
Camera height
Event cues
Player names and colors
Gameplay changes
Plane and loiter changes
Mignano Gap and Gazala Landing Ground map fixes
A new 3 vs 3 map available in:
Skirmish
Custom games
Co-Op vs AI
Several improvements to the single player experience
Italian campaign 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.
GAMEPLAY CHANGES
Audio
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 scroll wheel 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 now allow players to click and select units behind them.
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
Event Cues lifetime on screen will adapt based on player interaction. Event Cues that are not interacted with will be unchanged. Event Cues that are clicked will be considered “seen” and their total lifetime will be reduced by 5 seconds. For example:
A ‘grenade incoming’ event cue appears on screen. The player clicks on it after 10 seconds, the event cue immediately disappears as its total lifetime has been reduced to 5 seconds when becoming ‘seen’.
The same event cue appears on screen again, this time the player clicks on it after 1 second: the event cue will be considered ‘seen' and will remain for 4 more seconds, as its total lifetime has been reduced to 5 seconds.
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.
Planes
The intent of the changes to airplanes and loiters is to deliver more believable-looking visuals along with better responsiveness and game feel. When a player clicks, it’s essential that the feedback on the ability be more immediate. As always, we are looking into new ways to bring you an immersive experience, so we’ve adjusted the visuals and deformation on airplane crashes, dives, and projectile speeds.
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.
Loiter Changes
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.
Afrikakorps
Stuka Dive Bomb munition cost from 250 to 150.
Wehrmacht
Fragmentation Bomb now drops 6 bombs instead of 4.
Fragmentation Bomb now has two airplanes in formation.
Plane Bug Fixes
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.
Various Audio fixes missing voiceovers in different airplane abilities.
Player Names
A new bindable hotkey has been added to the Controls settings, allowing players to customize the button to temporarily toggle player names. Default has been set to CTRL.
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.
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.
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.
Player List
Added a tooltip when hovering with the mouse 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.
Bug Fixes & Improvements
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.
Improved indication of resolution on the settings screen when borderless Fullscreen window mode is selected.
Improved mouse compatibility and clamping while in windowed mode.
Textbox now properly displays when chatting with friends.
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 audio sound effects when capture points are 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.
Voice Over
Fixed silent voice over line at the end of the...
v1.1.4-4
v1.1.4-3
v1.1.4-2
v1.1.4-1
What's Changed
- Update with changes of patch 1.1.4 by @KingDarBoja in #24
Full Changelog: v1.1.3-1...v1.1.4-1