Company of Heroes: Eastern Front - Celution
We're pleased to announce that Update 3.5 is heading your way.

This update brings fixes to desync and major changes to AI difficulty scaling, Commonwealth faction overhaul, balance tweaks, quality of life improvements, bug fixes, and more!

Desync & Saved games
Update 3.4 brought major fixes to desync and saved games. Nevertheless, some reports since Update 3.4 revealed that players were still were experiencing regular desync issues during multiplayer games with a mix of human and AI players, and that some saved games were not working.

Thanks to your continued feedback we were able to identify the issues and as such were able to fix the issues at hand.
  • Unified all AI display names across all languages (CPU - Easy, CPU - Normal, CPU - Hard, CPU - Expert).
  • Fixed a desync issue that would occur in team games with a mix of human and AI players if players were using different localization settings.
  • Fixed an issue tied to custom AI scripts not updating properly after loading a saved game.
  • Fixed AI difficulty settings not being applied properly for languages with non-ansi characters. (e.g. Russian, Chinese).
AI
Update 3.4 introduced many fixes and improvements to the AI. These changes had a significant impact on the overall competence and difficulty of the AI.

Consequently, we have noted concerns about the AI difficulty, most notably the Easy AI. Previously, the AI difficulty scaling was exponentially. With Normal AI being the baseline (no bonuses), it meant that the Easy AI, while penalized compared to the player, was only marginally easier than the Normal AI. Additionally, the step up from Normal to Hard, and Hard to Expert were generally speaking much steeper.

Starting from Update 3.5, the AI difficulty scaling will now be linear. In practice this means that Easy AI should now be significantly easier compared to the Normal AI, Hard AI will be slightly more difficult than before, while both the Normal and Expert AI remain more or less the same. We hope that this change in difficulty scaling will enhance the player experience when playing against the various AI difficulties.

AI bonuses reworked:
  • Reworked difficulty scaling from exponential to linear.
  • Normal AI is still the baseline (no income bonuses whatsoever)
  • Population cap override removed. Was: 79/81/97/125 (Easy/Normal/Hard/Expert)
  • Base population addition bonus added (Easy/Normal/Hard/Expert): 0/+10/+20/+30
General changes

Repair Stations
Dev note: Unlike Infantry units that can withdraw to the base sector to reinforce and heal up, vehicles and tanks are completely reliant on other units in order to restore hitpoints. While this is an iconic dynamic in CoH gameplay and gives opportunities to keep vehicles rolling on the frontline, we also recognize that it often can lead to a snowballing effect in situations where engineer units are busy elsewhere, or eliminated. In such situations players are not only losing a unit, they also lack the means to get other existing units back into the action. We are therefore introducing ways for all factions to repair vehicles and tanks without the immediate need to field additional engineer units.
  • Added Repair Station upgrade to the following base structures:
    • US Motor Pool and Tank Depot
    • Soviet War Factory (Note: Tank Hall already has this feature)
    • Ostheer Panzer Recon Company and Mechanized Command
    • Panzer Elite Logistics Kompanie and Kampfgruppe Kompanie
Commonwealth Emplacements
  • Rebalanced target type from the ground up:
    • Generally speaking, indirect fire weapons should deal vastly more damage to emplacements.
    • Fixed a plethora of weapons dealing very high damage against emplacements.
    • Fixed a plethora of weapons dealing abysmal damage (notable examples: Mortars, Nebelwerfer, Incendiary DoT weapons).
    • Small arms should now deal more notable and consistent chip damage.
Trench cover
  • Rebalanced cover effectiveness:
  • Small arms:
    • Accuracy multiplier: 0.4 → 0.5
    • Damage multiplier: 0.25 → 0.5
  • Machine Guns:
    • Accuracy multiplier: 0.2 → 0.5
    • Damage multiplier: 0.25 → 0.5
  • Mortars:
    • Accuracy multiplier: 0.15 → 1
    • Damage multiplier: 0.1 → 0.5
    • Penetration multiplier: 0.25 → 1
  • Artillery:
    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5
  • Tank Guns:
    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5
    • Penetration multiplier: 0.5 → 1
  • Autocannons:
    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5
  • Infantry AT Launchers:
    • Accuracy multiplier: 0.15 → 0.5
    • Damage multiplier: 0.1 → 0.5
PTRS/PTRD/Boys AT Rifles
  • Penetration multipliers:
    • Hotchkiss: 1 → 0.8
    • Stuart: 1 → 0.8
    • M8: 2 → 1
    • Staghound: 2 → 1
    • SdKfz 250: 2.7 → 1
    • SdKfz 221: 3.7 → 1
PIAT
  • Reworked projectile ballistics:
    • Can no longer phase through hedgerows and other tall objects
    • Projectiles will now use the homing ballistics for better overall reliability (note: this does not guarantee hits).
    • Acceleration: 30 → 15
    • Speed: 15 → 30
  • Scatter angle: 10 → 8
  • Max scatter distance: 4 → 12
  • Scatter distance offset: 0 → 0.3
  • Scatter distance ratio: 0.6 → 0.5
  • Long range base accuracy: 0.3 → 0.35
  • Reworked target tables from the ground up
Handheld launchers (Panzerschreck, Bazooka, Recoilless Rifle, Panceltoro, PIAT)
  • Tweaked accuracy multiplier and moving accuracy multipliers vs light vehicles and infantry. Generally, handheld launchers should be less accurate against such units.
  • Panzerschreck damage multiplier vs infantry: 1 → 0.33
  • Bazooka/Panceltoro damage multiplier vs infantry: 1 → 0.5
  • Recoilless Rifle damage multiplier vs infantry: 1 → 0.6
  • Recoilless Rifle damage multiplier vs PE light vehicles: 1 → 0.9
  • Removed range-based reload multipliers
Soldier Infantry Type
  • Normalized received damage multipliers:
    • Volksgrenadier kar98k: 0.65 → 0.75
    • Luftwaffe kar98k: 0.6 → 0.75
    • Panzerfusilier kar98k: 0.65 → 0.75
    • Landsers g43: 0.6 → 0.75
    • Partisans Mosin/kar98k: 0.5 → 0.75
    • Riflemen Garand: 0.6 → 0.75
    • Rangers Garand: 0.65 → 0.75
    • Airborne Carbine: 0.65 → 0.75
  • Normalized received accuracy multipliers:
    • Strelky Mosin: 0.85 → 1
    • Guards SVT: 0.85 → 1
    • Conscripts Mosin: 0.9 → 1
    • Honved Mannlicher: 0.85 → 1
    • Panzerfusilier kar98k: 0.75 → 1
    • 30cal HMG: 0.75 → 1
    • Riflemen BAR: 0.75 → 1
NEW: Weapon Crew critical type
  • Implemented new critical type intended for weapon crews. This critical type is based on the default infantry critical type.
  • Weapon Crew criticals are also applied to crews of captured team weapons.
  • Dev note: The difference between this and the default infantry critical type is that heavy AoE weapons (Heavy Artillery, Rockets, etc) do not inflict criticals in both the green and yellow hp brackets (100-5% hitpoints). This is to reduce the effect of such weapons regularly instagibbing weapon teams with single shell/projectile impacts. Note that most heavy AoE weapons usually have enough raw damage to kill multiple, if not the entire crew with a single shell anyway. Criticals simply tend to emphasize this effect tenfold. Note also that this otherwise does not affect weapons like Mortars, Grenades, Tank Guns, or Small Arms.
Vehicle Machine Gunners
  • All mounted machine gunners can now be killed with grenades, AT weapons and concentrated small arms fire (with a relatively low chance).

Commonwealth
Our goal was to increase the versatility and depth of the faction while preserving some of the unique faction features. The aim here was to retain the defining faction style intact, while addressing the limited gameplay options and forced oppressive playstyles that the faction was experiencing.


General
  • Command Trucks no longer secure sectors by default. This now requires Secured Resourcing upgraded individually on each truck.
  • Slow troop movement mechanic removed.
  • Starting unit: Infantry Section → Scouts
  • Starting manpower: 460 → 380
  • Starting fuel: 15 → 5
  • Starting munitions: 25 → 0
  • All emplacement crews now share veterancy points with the Lieutenant and Captain (and no longer with the Command Tank).
  • All units and emplacements may now gain individual veterancy.
  • Officers/Command Tank will no longer share their veterancy gain with other units.
  • Units will now share 50% (previously 100%) of their veterancy gain with Officers/Command Tank.
  • Base population cap: 40 → 30
  • Population upkeep threshold: 12 → 8
  • Upkeep costs (mp/min):
    • HQ Trucks: 1.3 → 0
    • Universal Carrier: 2 → 5.38
    • Lieutenant: 1.5 → 3.5
    • Captain: 1.5 → 3.5
    • 6-Pounder: 3.4 → 5.4
    • 17-Pounder: 3.4 → 7
    • Bofors: 3.4 → 7
    • Mortar Pit: 0 → 4
    • Commando Jeep: 5 → 2.7
    • Cromwell: 7 → 11
    • Command Tank: 7 → 11
    • Firefly: 9 → 11
    • Comet: 9 → 11
    • Priest: 10 → 14
    • Churchill: 10 → 11
    • Churchill Crocodile: 12 → 11
    • Churchill AVRE: 10 → 14
    • Kangaroo Carrier: 2 → 7
  • Added Victory music that will play at the end of a game and during the post-game screen.
Secured Resourcing
  • No longer restricted to one globally, now available once per truck
  • No longer adds an additional increased income bonus to the sector (on top of the securing bonus).
  • Now enables the truck to secure the sector while set-up.
  • Manpower cost: 250 → 200
  • Fuel cost: 25 → 20
  • Research time: 35s → 60s
Maintain Command Range
  • Follow distance: -10m → -3m (will now follow closer to the squad. This helps when moving back the Infantry squad away from enemy fire)
  • Officers will now benefit from -20% received accuracy and -80% target priority while following.
Infantry Section
  • Manpower cost: 450 → 340
  • Reinforce cost: 35 → 34
  • Reinforce time multiplier: 1.25 → 1
  • Deployment time: 38s → 45s
  • Infantry Armor Type: Soldier → Infantry
  • Hitpoints: 65 → 70
  • Veterancy XP value: 2 → 1
  • Added squad leader
  • Removed Recon Element upgrade.
    • Added Boys Anti-Tank Rifle Package:
    • Cost: 75 munitions
    • Adds 2x Boys Anti-Tank Rifles
  • Lee Enfield Rifles:
    • Base accuracy (s/m/l): 0.7/0.55/0.4 → 0.75/0.65/0.4
    • Base cooldown: 1.2-1.7s → 1s
    • Cooldown multipliers (s/m/l): 0.75/1/1.25 → 0.75/1/1.5
    • Squad DPS (s/m/l): +17%/+22%/+14%
  • Bren Light Machine Gun:
    • Range brackets (s/m/l): 10/20/35 → 8/17/35
    • Long range accuracy: 0.175 → 0.15
    • Long range dps change: -15%
  • Rifle Grenades
    • Rebalanced Rifle Grenades from the ground up. Now similar in performance to the Ostheer Granatbuchse 39, especially against various cover types (most notably, much better performance against garrison cover).
    • Munition cost: 75 → 50
  • Can now construct Repair Stations
NEW: Scouts (3)
  • Manpower cost: 210
  • Reinforce cost: 28 (Total: 56)
  • Capture rate multiplier: 2
  • Hitpoints: 75 (Total: 225)
  • Armor type: Spotter
  • Critical type: Scouts (will not get OHK by Snipers)
  • Enabled unique voice line set.
  • Good at long range combat
  • Abilities: Marksman Shot (requires Recon Element), Wire Cutters
  • Upgrades: Recon Element, Minesweeper
  • Recon Element:
    • Cost: 35 munitions
    • Unlocks Marksman Shot
    • Increases sight range by 15 meters
  • Minesweeper:
    • Cost: 35 munitions
    • Equips Minesweeper, ability to detect and clear mines.
Staghound Armoured Car
  • Hitpoints: 300 → 250
  • Sandbags upgrade:
    • Removed 2x health multiplier
    • Added +50 health addition
Kangaroo Carrier
  • Garrison squad slots: 4 → 3
  • Reinforce radius: 0 → 20
  • Manpower cost: 300 → 280
  • Hull traverse rate: 50 → 40
  • Units may no longer use abilities from inside the Kangaroo
  • Units will now suffer from -25% weapon accuracy while firing from inside the Kangaroo
Cromwell
  • Improved overall armor strength
  • Fuel cost: 70 → 80
  • QF 75 mm Tank Gun:
    • Moving accuracy multiplier: 0.5 → 0.75
    • Reload time: 5s → 6s
Command Tank
  • Enabled Main Gun (same gun as the Cromwell)
  • Manpower cost: 300 → 440
  • Fuel cost: 50 → 90
  • Hull traverse speed: 40 → 35
  • Acceleration: 1.5 → 2.2
  • Deceleration: 5 → 4.4
  • Manpower upkeep cost (mp/min): 3 → 7
  • Removed special -20% reload multiplier towards the Firefly (now only the default -10% reload bonus applies)
  • Removed special -20% reload multiplier towards the Firefly on vet 2 (now only the default -19% reload bonus applies)
  • Added Supreme Combat Bonus at veterancy 3: -27% reload bonus)
  • Removed Maintain Command Range ability
  • Bonuses are now applied across the entire map (akin the Soviet Commander units) as opposed to radius based.
    • Note: Units sharing veterancy progression with the Command Tank obviously do not share these across the map.
  • Veterancy Rank 1 now unlocks Creeping Smoke Barrage (no longer requires Forward Observation Officers in Royal Artillery doc)
  • Creeping Smoke Barrage munition cost: 50 → 15
  • Added Victor Target ability
Lieutenant
  • Hitpoints: 65 → 100
  • Population cost: 1 → 2
  • Limit: 3 → 1
  • Capture rate multiplier: 1 → 2
  • No longer is required to have units move at a normal pace.
  • Fuel cost: 15 → 30
  • Veterancy 3 no longer expands population cap.
  • Veterancy 3 now unlocks a third level of Combat Bonuses towards Infantry.
  • Heroic charge munition cost: 0 → 45
  • Shared bonuses are now applied across the entire map (akin the Soviet Commander units) as opposed to radius based.
    • Note: Units sharing veterancy progression with the Lieutenant obviously do not share these across the map.
  • Basic Command Bonus (Vet 0):
    • Weapon accuracy multiplier: +15% → +10%
    • Weapon damage multiplier: +15% → removed
  • Enhanced Command Bonus (Vet 2):
    • Weapon accuracy multiplier: +32% → +16% (cumulative effect)
    • Weapon damage multiplier: +22% → removed
    • Cooldown multiplier: -24% → removed
  • NEW: Supreme Command Bonus (Vet 3):
    • Weapon accuracy multiplier: +21% (cumulative effect)
  • Command Bonuses now also apply to Commandos.
Captain
  • Hitpoints: 65 → 100
  • Population cost: 1 → 2
  • Capture rate multiplier: 1 → 2
  • Manpower cost: 300 → 250
  • Fuel cost: 35 → 50
  • Added Mark Target (requires Veterancy 1)
  • Bonuses are now applied across the entire map (akin the Soviet Commander units) as opposed to sector based.
    • Note: Units sharing veterancy progression with the Lieutenant obviously do not share these across the map.
  • No longer highlights the sector since this is no longer relevant.
  • Basic Command Bonus (Vet 0):
    • Received damage multiplier: -20% → removed
    • Received accuracy multiplier: -10%
    • Received suppression multiplier: -50% → -15%
    • Passive healing addition: +2 mp/min → removed
  • Enhanced Command Bonus (Vet 2):
    • Received accuracy multiplier: -10%
    • Received suppression multiplier: -75% → -40% (cumulative effect)
    • Maximum health multiplier: +15% → +10%
Sappers
  • New unit symbol (wrench → spade)
  • Weapons: Lee Enfield → Sten SMG
  • Manpower cost: 320 → 280
  • Reinforce cost: 24 → 35
  • Infantry Armor Type: Soldier → Infantry
  • Added squad leader
  • Added Throw Grenade ability (requires Mills Bombs)
  • Over Repair:
    • Repair rate: 10 → 7.5
    • Maximum health boost: 300 → 200
    • Fixed decay stopping at +100 bonus health as opposed to the default health of the vehicle.
  • Can now construct Casualty Clearing Stations and Repair Stations
Universal Carrier
  • Renamed from Bren Carrier
  • Bren Light Machine Gun (hull-mounted and pintle mounted):
    • Base accuracy (s/m/l): 0.45/0.45/0.175 → 0.55/0.45/0.175
    • Burst duration: 1-2s → 2-3s
    • DPS change (s/m/l): +40%/+20%/+25%
  • Bren Carrier upgrade:
    • No longer equips the vehicle with a Vickers MMG.
    • Now equips the vehicle with a second Bren LMG, doubling firepower.
    • Button Vehicle ability removed.
    • AP Rounds ability removed.
    • Munition cost: 50 → 35
  • NEW: Wasp upgrade:
    • Replaces the forward Bren LMG with a Flamethrower
    • Disables troop transporation
    • +30 Hitpoints
    • Cost: 50 munitions
    • Requires: Lieutenant
  • NEW: Mortar Carrier upgrade:
    • Adds a 2" Mortar as primary weapon (range: 70 m)
    • Unlocks 2" Mortar Barrage, Smoke Barrage
    • Forward Bren LMG remains operational as secondary weapon
    • Reduces overall mobility
    • Disables troop transporation
    • Cost: 50 munitions
    • Requires: Lieutenant
  • Fuel cost: 10 → 15
  • Veterancy requirements: 6/12/24
Headquarters Command Truck
  • NEW: Scouts
  • NEW: Medical Corps upgrade
    • Infantry squads will passively regenerate hitpoints over time while in friendly territory.
    • Cost: 200 mp, 30 fuel
  • Removed Speed Governors upgrade
Field Support Truck
  • Manpower cost: 185 → 240
  • Fuel cost: 30 → 40
  • Deployment time: 70s → 90s
  • Added 6-Pounder Anti-Tank Gun
  • Removed Speed Governors upgrade
  • Added Expert Engineer upgrade (global tech):
    • Speeds up Infantry Section and Sapper construction rates by 25%, and enable Sappers to conduct Over-Repairs.
    • Cost: 200 mp, 30 fuel
  • Added Mills Bombs upgrade (global tech):
    • Unlocks Throw Grenade ability for Sappers and Commandos
    • Cost: 100 mp, 30 fuel
NEW: 6-Pounder Anti-Tank Gun (3)
  • Manpower cost: 280
  • Abilities: APDS Shells (cost: 35 munitions)
  • Veterancy requirements: 6/12/24
Armour Command Truck
  • Manpower cost: 205 → 300
  • Fuel cost: 65 → 100
  • Deployment time: 70s → 120s
  • Added Churchill (420 mp, 90 fuel)
  • Speed Governors:
    • Moved from unit upgrade panel to command panel.
    • Now a global upgrade applying to all HQ trucks at once instead of individual trucks.
    • Available in Armour Command Truck.
    • Manpower cost: 150 → 200
    • Fuel cost: 10 → 30
Slit Trench
  • Manpower cost: 0 → 20
Royal Commandos
  • Left: Radio Triangulation (1) → Commandos (2) → Decoy Artillery (2)
  • Right: Glider HQ (1) → Tetrarch Glider (2) → Typhoon Airstrike (3)
  • Removed Ultra Decryption
  • Added Typhoon Airstrike
NEW: Typhoon Airstrike
  • Call-in a Hawker Typhoon ground-attack aircraft to strafe the targeted area with 3" RP-3 Rockets.
  • Munition cost: 150
Glider HQ
  • Manpower cost: 260 → 220
  • Added SAS Jeep
  • Removed PIAT Commandos
NEW: SAS Jeep
  • Manpower cost: 220
  • Weapons: Bren LMG
  • Captures Territory. good vs. Snipers, Weapon Teams
  • Abilities: Mine Drop (cost: 35 munitions)
Commandos
  • Call-in manpower cost: 560 → 420
  • Manpower cost: 510 → 420
  • Hitpoints: 65 → 75 (Total: 390 → 450)
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Sten SMG (Silenced):
    • Range 35 → 30
    • Rate of fire: 10 → 8
    • Cooldown: 3-4s → 1.5-2s
    • Mid range accuracy: 0.2 → 0.4
  • Concealing smoke munition cost: 0 → 15
Tank Hunters
  • Renamed from PIAT Commandos
  • Squad size: 3 → 4
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Hitpoints: 65 → 75 (Total: 195 → 300)
  • Manpower cost: 325 → 320
Mortar Section
  • Renamed from Mortar Commandos
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Manpower cost: 255 → 250
Heavy Machine Gun Section
  • Renamed from HMG Commandos
  • Armor typer: Soldier → Airborne
  • Now benefit from Lieutenant Command Bonuses.
  • Manpower cost: 255 → 240
  • Added AP rounds ability
Tetrarch Light Tank
  • Call-in manpower cost: 450 → 400
  • Manpower cost: 300 → 280
  • Fuel cost: 25 → 30
  • Spawn delay after glider landing: 4s → 1.7s
  • Turret rotation speed: 50 → 100 deg/s
  • Fire Smoke Canister removed
  • Added Concealing Smoke:
    • Envelope the vehicle in a thick smoke cloud to camouflage it for 5 seconds. The smoke cloud can also be used by other units for excellent temporary cover.
    • Cost: 15 munitions
Royal Engineers
  • Left: Improved Emplacements (1) → Counter Battery (2) → Churchill AVRE (4)
  • Right: Improved Command Vehicles (2) → Hull-Down (2) → Churchill Crocodile (3)
  • Improved Command Vehicles:
    • HQ speed bonus: +50% → +20%
    • HQ population cap addition per truck: +6 → +3
Churchill Mk.IV
  • Added Tank Commander upgrade
  • Vastly improved overall armor strength
  • Hitpoints: 700 → 736
  • QF 6-Pounder Tank Gun:
    • Moving accuracy multiplier: 0.5 → 0.75
    • Reload time: 4.25-5s → 5s
    • AoE radius: 1.5 → 0.5
    • Deflection damage multiplier: 0.15 → 0.2
    • Vastly improved armor penetration capabilities
  • Updated help description: Good vs. Infantry, Light Vehicles → Good vs. Tanks
Churchill AVRE
  • Added Tank Commander upgrade
  • Vastly improved overall armor strength
  • Enabled main gun auto-target search and attack ground
  • Rebalanced base damage and AoE
  • Main gun range: 35 → 40
  • Removed Fire Petard ability
  • Hitpoints: 700 → 736
  • Call-in cost: 600 → 700
  • Now restricted to 2
  • Added Tank Shock ability
Churchill Crocodile
  • Added Tank Commander upgrade
  • Vastly improved overall armor strength
  • Swapped to Mk.VII model (square turret)
  • Main gun: QF 6-Pounder → QF 75 mm
  • Fixed Flamethrower animations
  • Vastly improved Flamethrower effectiveness vs Infantry and Buildings
  • Hitpoints: 900 → 736
  • Call-in cost: 600 → 700
Hull-Down
  • Defensive bonuses no longer apply instantaneously, but instead after a 7s delay (Approximately once the dig in animation is done).
Improved Emplacements
  • CP cost: 2 → 1
  • Removed -10% received penetration bonus
  • Health bonus: +25% → +200
Counter Battery
  • Reworked ability functionality from toggled to timed:
    • Duration: 60s
    • Salvo: 2 shells
    • Rebalanced barrage weapon to have reduced scatter, making it more effective at hitting intended targets.
    • Cost: 35 munitions
    • Cooldown time: 60s
Royal Canadian Artillery
  • Left: Forward Observation Officers (2) → Overwatch Artillery (2) → Priest (3)
  • Right: Supercharge (1) → Humber Armoured Car (2) → Creeping Barrage (2)
NEW: Humber Armoured Car
  • Call-in cost: 400 mp
  • Weapons: Besa 15mm Autocannon, Besa Coaxial MG
  • Armor type: Humber (similar to Sd.Kfz. 222 Armored Car)
  • Hitpoints: 350
  • Upgrades: Tank Commander
  • The Humber marries high speed and all terrain mobility with a rapid firing 15 mm autocannon capable of engaging infantry and other soft targets.
17-Pounder AT Gun
  • Hitpoints: 450 → 700
  • Weapon range: 70 → 90
  • Base damage: 150 → 180
  • Horizontal traverse: -50/+50 → -25/+25
  • Deflection damage multiplier: 0.35 → 0.5
  • Ready aim time: 1s → 1.5s
  • Reload time: 5s → 6-6.5s
  • Scatter angle: 5 → 7
  • Scatter offset: 0.75 → 0.5
  • Penetration multipliers:
    • King Tiger: 1.1 → 0.66
    • Panther: 1.113 → 0.82
    • Panzer IV: 3.334 → 1.6
    • Stug IV: 2.463 → 1.4
    • Tiger: 1.376 → 0.85
    • Elefant: 1.1 → 0.61
    • Jagdpanzer IV: 1.113 → 0.82
    • Hetzer: 0.92 → 1
    • Jagdpanther: 0.88 → 0.81
  • Manpower cost: 280 → 300
  • Fuel cost: 25 → 35
  • Now requires Captain
  • Population cost: 3 → 7
40 mm Bofors AA Gun
  • Hitpoints: 550 → 600
  • Added projectile ballistics
  • Base damage: 25/35 → 40
  • Range: 40 → 45 (inner brackets: 10/29/40 → 10/20/45)
  • Deflection damage multiplier: 0.05 → 0.15
  • Base accuracy: 1/1.5/5 → 0.9/0.75/0.5
  • Accuracy multiplier vs infantry: 0.75 → 0.6
  • Base cooldown: 4s → 5s
  • Burst duration 4 → 3
  • Burst rate of fire: 2 → 2.1 (fixing firing animation misalignment)
  • Reload frequency: 6 → 3
  • Added Area of Effect damage functionality
  • Scatter angle: 7.5 → 6
  • Max scatter distance: 15 → 12
  • Vastly improved overall performance against infantry and light vehicles.
  • Manpower cost: 280 → 300
  • Fuel cost: 15 → 40
  • Population cost: 3 → 5
Casualty Clearing Station
  • Medical Supplies munition cost: 40 → 25
NEW: Repair Station
  • Cost: 150 mp, 15 fuel
  • Constructed by: Infantry Sections, Sappers
  • Deploys specially trained mechanics that will automatically repair vehicles and tanks within the vicinity of the Repair Station.
  • Restricted to 3
Mortar Pit
  • Hitpoints: 395 → 500
  • Weapon range: 75 → 90
  • Supercharge range: 90 → 110
  • NEW: Creeping Mortar Barrage:
    • Cost: 35 munitions
    • Fire a salvo of fifteen high-explosive mortar shells in rapid succession along a predetermined path.
    • Requires: Creeping Barrage
  • Sector Overwatch
    • Renamed from Overwatch Barrage
    • Reworked from a toggled ability overwatching a small radius to a timed, sector-based overwatch ability.
    • Requires: Overwatch Artillery
Machine Gun Emplacement
  • Manpower cost: 280 → 200
  • Fuel cost: 0 → 10
  • Added Armor-Piercing Burst
  • Vickers HMG:
    • Base accuracy: 0.6/0.3/0.15 → 0.75/0.4/0.2
    • Reload frequency: 20 → 5-6
    • Base cooldown: 2.5-3s → 1.5-2.5s
    • Short range cooldown multiplier: 1 → 0.4
    • Scatter angle: 10 → 8
    • Ready aim time: 0.3s → 0.1s
    • DPS change (s/m/l): +51%/+39%/+43%
Priest
  • Call-in manpower cost: 625 → 650
  • 105 mm Howitzer Barrage range: 175 → 160
  • Supercharged Howitzer Barrage range: 225 → 200
25-Pounder Howitzer
  • Hitpoints: 450 → 550
  • 25-Pounder Barrage range: 145 → 180
  • Supercharged Howitzer Barrage range: 225 → 250
  • Reduced overall scatter when firing into the FoW (now more in line with other stationary Howitzers)
  • Base damage: 125 → 150
  • Area of effect damage (s/m/l): 188/94/38 → 225/120/60
  • Area of effect radii (s/m/l): 1/4/7 → 1/3/7
  • Now requires Captain
Royal Canadian Artillery
  • Swapped the unlock position of Creeping Barrage and Overwatch Artillery.
Creeping Barrage
  • Removed all "off-map" shells that caused multiple shells to hit simultaneously, especially during the first section.
  • Removed orange warning smoke
  • Transferred all fired shells to the Priest/25-Pounder itself.
  • Total barrage salvo: 10 shells
  • Enabled shell projectile and tracer visibility and sound.
  • Adjusted shell scatter to land more consistently inside their respective barrage section.
  • Reload time between shells: 1.6 s → 2.5 s (this fixes the interrupted crew shell loading animations).
  • Total barrage area length: 70 → 50
  • Adjusted barrage preview UI scaling to fit the actual barrage constraints.
  • Fixed quirky hull traverse animation for the M7 Priest.
  • Fixed missing barrage range UI.
  • Updated command tree upgrade and ability descriptions.
  • Barrage range: 225 → 200/250 (Priest/25-Pounder)
  • Recharge time: 75s → 105s
  • Munition cost: 150 → 50
Overwatch Artillery
  • Reworked from a toggled, radius based overwatch to a timed, sector-based overwatch:
    • Any Friendly or Neutral sector can be targeted (regardless of Mortar/Howitzer range).
    • Mortars/Howitzers will fire Airburst Shells at any visible target.
    • Orange smoke will appear on targeted squads.
    • Targeted sectors are highlighted in green.
    • Duration: 60 seconds
    • Recharge time: 60 seconds
    • While Overwatch Battery is active, the howitzer will not respond to Victor Target calls and can fire neither regular Barrages nor Creeping Barrages.
    • Overwatch is now on the same shared cooldown timer as the default barrage and Creeping Barrages.
  • Updated ability description.
  • Cost: 35 munitions
  • Fixed shell scatter values that would often result in overshooting/missing intended targets.
Sherman Firefly
  • Turret traverse speed: 48 → 38
  • Hitpoints: 550 → 636
  • 17-Pounder Tank Gun:
    • Base damage: 125 → 112.5
    • Base reload time: 8.5s → 7s (with vet0 Command Tank: 7.8s → 6.4s)
    • Range: 50 m → 47.5 m
    • Moving accuracy multiplier: 0.75 → 0.65
    • Penetration multipliers:
      • King Tiger: 1.1 → 0.56
      • Panther: 1.113 → 0.82
      • Panzer IV: 3.334 → 1.1
      • Stug IV: 2.463 → 1.0
      • Tiger: 1.376 → 0.75
      • Elefant: 1.1 → 0.51
      • Jagdpanzer IV: 1.113 → 0.72
      • Hetzer: 0.92 → 0.87
      • Jagdpanther: 0.88 → 0.72
    • Damage multipliers:
      • King Tiger: 1 → 1.1
      • Panther: 1 → 1.1
      • Elefant: 1 → 1.1
      • Tiger: 1 → 1.1
      • Jagdpanther: 1 → 1.1
  • Added APDS ability:
    • Cost: 35 munitions
    • Duration: 20 s
    • Effect: Temporarily guaranteed penetration chances, increased accuracy, and +20% damage.
Comet
  • Manpower cost: 450 → 510
  • Improved overall armor strength
  • 17-Pounder Tank Gun:
    • Base damage: 125 → 112.5
    • Range: 50 m → 40 m
    • Moving accuracy multiplier: 0.7 → 0.75
    • Penetration multipliers:
      • King Tiger: 1.1 → 0.56
      • Panther: 1.113 → 0.82
      • Panzer IV: 3.334 → 1.1
      • Stug IV: 2.463 → 1.0
      • Tiger: 1.376 → 0.75
      • Elefant: 1.1 → 0.51
      • Jagdpanzer IV: 1.113 → 0.72
      • Hetzer: 0.92 → 0.87
      • Jagdpanther: 0.88 → 0.72
    • Damage multipliers:
      • King Tiger: 1 → 1.1
      • Panther: 1 → 1.1
      • Elefant: 1 → 1.1
      • Tiger: 1 → 1.1
      • Jagdpanther: 1 → 1.1
Button Vehicle
  • Mobility reduction is now applied in a staggering effect at a 2s, 6s, and 9s delay respectively.
  • Mobility reduction: -90% → -40%/-70%/-85%
  • Sight range penalties are now applied in a staggering effect at a 2s, 6s, and 9s delay respectively.
  • Sight range reduction: -85% → -50%/-75/-85%

Part 2
Soviets, Ostheer
https://store.steampowered.com/news/app/317600/view/3982938673437071316

Part 3
Panzer Elite, Wehrmacht, Americans, Maps, Sound Design, Quality of Life & Bug fixes
https://store.steampowered.com/news/app/317600/view/4061752300806439090
Company of Heroes: Eastern Front - Celution
Part 1
Desync, AI, General changes, Commonwealth
https://store.steampowered.com/news/app/317600/view/3982938673437067888


Soviets
  • Starting unit: Ingenery → Observer Team
    • Dev note: Soviets have quite a complex starting unit roster with many options available. Some of these are very bad in terms of momentum building and ultimately result in the faction falling behind from the start. This is quite different from all other factions that generally have fewer choices available. This in turn means that players are much less likely to make a major mistake in their initial army composition. Observers are a mandatory unit to ensure good capping power and early game map presence, but it is difficult to gauge when exactly to field them alongside Ingenery and Conscripts. At the same time, the T1 options of the HMG team and Sniper aren't as vital to be fielded immediately as they usually need one or two support squads to be useful. Observers coming as a starting unit should help smooth out the initial unit choices, while also ensuring early game capping power.
  • Full update for all Infantry models and textures (courtesy of Halftrack & S42 mod), this includes:
    • More distinct (unique) visuals for Observers
    • Less performance demanding unit models
    • More varying and unique visuals for Naval Infantry, Partisans, Weapon Crews
Ingenery
  • Deployment time: 28 s → 16 s
Conscripts
  • Veterancy rank 1 now also provides -10% received accuracy
SG-43 Heavy Machine Gun Team
  • Teardown time: 2.6s → 2.1s
Command Squad
  • Manpower cost: 300 → 240
  • Reinforce cost: 38 → 30
  • Reinforce time multiplier: 1.5 → 1
  • Now receives shared veterancy from Infantry and Weapon Crews (similar to CW officers):
    • Units share 50% of their own veterancy gain with the Command Squad in a 40 m radius
  • Veterancy requirements: 8/16/32 → 12/24/48
  • Upkeep reduction bonus:
    • Vet 0: -5% → -15%
    • Vet 1: -5% → -10% (cumulative effect: -10% → -23.5%)
    • Vet 2: -5% (cumulative effect: -14% → -27%)
    • Vet 3: -5% (cumulative effect: -19% → -31%)
  • Now come with DP-28 LMG by default
  • DP-28 LMG can no longer be dropped
  • For The Motherland now affects every own Infantry unit on the map.
Tank Hall
  • Added T-34/76:
    • Cost: 360 mp, 70 fuel
  • T-34/85 moved to reward unit status as alternative for the T-34/76.
T-34/76 and T-34/85
  • Fixed inversed vertical hull mg animations
  • ATo-42 Flamethrower:
    • Fixed broken horizontal and vertical animations. (This caused the flamethrower to be practically unusable as it could only target units directly in front of the weapon.)
    • Rebalanced flamethrower damage output from the ground up. (Now similar to Churchill Crocodile flamethrower.)
SU-100
  • Focused Firing ability also increases weapon range to 55m
  • Removed +14% damage multiplier against medium tanks/assault guns (Stug, hetzer, zrinyji, ostwind, panzer iii, panzer iv)
IS-2 Heavy Tank
  • Hitpoints 764 → 840
  • Fuel cost: 140 → 130
  • Hull traverse speed: 26 → 24
  • Top speed: 3.8 → 4.0
  • Acceleration: 2.2 → 1.8
  • 122 mm D-25T:
    • Base accuracy (s/m/l): 1/0.85/0.7 → 1/1/0.8
    • Area of Effect radii: (s/m/l): 0.5/2/4.3 → 0.75/1.25/3.5/4.7
    • Area of effect damage multipliers (s/m/l): 1/0.25/0.1/0.1 → 1/0.25/0.15/0.1
    • Moving accuracy multiplier: 0.5 → 0.55
    • Damage multiplier vs Soldier infantry type: 0.9 → 0.6
    • Penetration multiplier vs Panther: 1.36 → 1.06
    • Penetration multiplier vs Elefant: 0.8 → 0.68
BT-7 Cavalry Tank
  • Manpower cost: 270 → 260
  • Fuel cost: 35 → 30
  • 45 mm 20K tank gun:
    • Base accuracy (s/m/l): 1/0.9/0.7 → 1/1/0.7
    • Base penetration (s/m/l): 1/0.9/0.8 → 1/0.95/0.9
    • Damage multiplier against medium tanks: 1 → 1.25
    • Turret traverse speed 50 → 100
    • Penetration multipliers:
      • StuG IV: 0.24 → 0.31
      • Panzer III: 0.38 → 0.48
      • Panzer IV: 0.32 → 0.42
    • Added AP rounds ability that increases gun penetration by 60% and damage by 25% for 25 seconds
  • BT-7A KT-28 Howitzer upgrade reworked:
    • Now requires Tank Hall
    • ammunition cost 75 → 125
    • Rebalanced damage profile and enabled artillery shell ballistics
    • Upgrade now enables 76 mm HE Barrage ability:
      • Salvo: 5
      • Recharge time: 90s
      • Range: 130 m
    • KT-28 76mm Howitzer:
      • reload 5.5-6s → 7.5-8.5s
      • Area of Effect radii (s/m/l): 0.5/1.5/3 → 0.5/2.5/5.2
      • Area of Effect damage multipliers (s/m/l): 1/0.8/0.4 → 1/0.4/0.2
      • Weapon range: 40 m → 35 m
      • Changed shell impact FX.
      • Turret traverse speed 38 → 50
SU-76
  • Manpower cost: 280 → 270
  • Fuel cost: 40 → 35
  • Artillery Ammunition removed.
  • 76 mm ZiS-3 reload time: 5-5.5 s → 4.5-5 s
  • Fixed various abysmal penetration chances vs tanks
  • NEW: Rapid fire:
    • Cost: 35 munitions
    • Duration: 20s
    • Reduces reload time by 40%
  • Now affected by Improved Ammunition again
  • Slightly improved overall mobility
Improved Ammunition
  • Base benetration bonuses:
    • T-34/76: +15% → +50%
    • T-34/85: +15% → +20%
    • SU-76: +15% → +30%
  • Dev note: Due to how base penetration and target specific multipliers interact, the net effect of Improved Ammunition was often hardly noticeable against a lot of targets. The net effect is now roughly 10-15% as opposed to only 5-7%, with some outliers being better/worse.
Soviet Propaganda Strategy
  • Right Branch: Partisans (1) → Machine of War (2) → Sturmovik Airstrike (3)
  • Removed KV-85 Heavy Tank
  • Added Machine of War:
    • Soviet Industry produces at maximum capacity!
    • Population cap is increased by 10%
    • Unit upkeep costs are reduced by 25%
    • infantry weapon upgrades are 25% cheaper and equip 50% faster
    • Vehicles/Tanks are produced 50% faster
    • Ingenery repair 33% faster
Partisans
  • Added Scorched Earth (cost: 35 munitions)
  • Dev note: Besides laying mines, Partisans were lacking tools to harass and hamper enemy operations. The ability to spawn behind enemy lines paired with the option to disable strategic points should aid in emphasizing the unique traits of Partisans over default Infantry units.
  • Weapon packages now equip 4 SMGs at once.
  • Weapon package upgrade icons will now properly indicate PPD40 in friendly territory, and MP40 in Neutral/Enemy territory.
  • Hitpoints: 70 → 75
  • Upkeep cost (mp/min): 7.7 → 8
  • Mauser/Mosin rifles:
    • Base accuracy (s/m/l): 0.85/0.6/0.3 → 0.75/0.55/0.35
    • Close range cooldown multiplier: 0.6 → 0.75
    • DPS change (s/m/l): -16%/-8%/+12%
  • PPD40/MP40 SMGs:
    • Fixed and rebalanced a plethora of weapon statistics for overall improved consistency.
    • DPS change (s/m/l): -/+25%/+5%
Sturmovik Airstrike
  • Plane count: 1 → 2
  • Delay between planes: 1.5s
  • PTAB base damage: 60 → 75
  • Removed Air Raid alarm sound
Naval Infantry
  • No longer passively heal while in combat
  • Resilience received accuracy: -15% → -10%
Observer Team
  • Updated unit icon, symbol and portrait.
  • Change speaker from Sniper to Recon (similar to Conscripts, but with recon speaker enabled).
  • Implemented proper Tokarev TT-33 pistol model and firing sound (Unleash the hand cannon!).
  • Added Off-map Smoke Barrage ability
  • TT-33 Pistol range: 35 → 20
  • TT-33 Pistol range brackets: 8/17/35 → 5/15/20
82mm Mortar Team
  • Veterancy requirements: 8/16/32 → 7/14/28
  • Base cooldown: 6-8 s → 7-9 s
  • Cooldown multipliers (s/m/l): 1/1/1.2 → 1/1./1.25
  • Critical type: Infantry → Weapon Crew
Heavy Mortar Team
  • Crew size: 3 → 4
  • Hitpoints: 55 → 60
  • Call-in manpower cost: 350 → 320
  • Population cost: 6 → 5
  • Critical type: Infantry → Weapon Crew
  • Weapon setup time: 4s → 3s
  • Weapon teardown time: 4.5s → 3.4s
  • 107 mm Mortar Barrage:
    • Base cooldown: 2.5-3s → 1s
    • Salvo: 3 → 5
    • Cooldown: 60s → 15s
  • NEW: Creeping Barrage:
    • Cost: 35 munitions
    • Fire a salvo of fifteen 107 mm mortar shells in rapid succession along a predetermined path.
  • NEW: Creeping Smoke Barrage:
    • Cost: n/a
    • Fire a salvo of fifteen 107 mm smoke mortar shells in rapid succession along a predetermined path.
Breakthrough Strategies
  • Guards CP cost: 3 → 2
  • Breakthrough Assault CP cost: 1 → 2
  • Infantry Storm CP cost: 2 → 1
  • Heavy Mortar CP cost: 2 → 3
  • Breakthrough Artillery CP cost: 3 → 2
Guards
  • Hitpoints: 75 → 90
  • Removed passive health regeneration
  • Reinforce time: 10s → 8s
  • Suppressed activation threshold: 0.35 → 0.3
  • Pin down activation threshold: 0.85 → 0.75
  • Pin down recovery threshold: 0.65 → 0.6
  • Suppression recovery rate: 0.015 → 0.012
  • Veterancy requirements: 12/24/48 → 10/20/40
  • Added -50% suppression multiplier
  • Infantry critical type: Infantry → Assault
Shock Infantry
  • Renamed from Shock Strelky
  • Upgrade now also affects Guards:
    • Increases hitpoints by 10
    • Enables passive health regeneration (10.56 hp/min)
Breakthrough Artillery
  • Reworked into an Overwatch Barrage:
    • Can be used anywhere (not tied to territory)
    • Radius: 35 m
    • Total duration: 40s
  • Two off-map heavy artillery overwatches will be activated:
    • 203 mm B-4 Howitzers:
      • Targets Vehicles, Tanks and Structures.
      • Orange smoke will appear where shells are targeted.
      • Salvo: 1
      • Interval: 11s (will fire up to 5 salvos)
    • 152 mm ML-20 Howitzers:
      • Targets Infantry and Structures.
      • Orange smoke will appear where shells are targeted.
      • Salvo: 2
      • Interval: 10s (will fire up to 5 salvos)
  • Cost: 175 munitions
  • Cooldown: 90s after usage
  • Updated ability icon an description
KV-2
  • Added proper heavy artillery firing sound and visuals.
RPG-43 Anti-Tank Grenade
  • Detonation delay: 2.7s → 1.5s
  • Base damage: 120-150 → 200
  • Throwing range: 24 → 18

Ostheer

Sturmpioneers
  • Veterancy requirements: 6/12/24/48 → 7/14/28/49
  • Granatbuchse 39:
    • Damage multiplier vs heavy cover: 1.1 → 1
    • Reload time: 5-6s → 7-8s
    • Long range accuracy: 0.75 → 0.6
    • Max scatter distance: 6 → 7
  • NEW: MP40 SMGs upgrade
    • Cost: 60 munitions
    • Equip the squad with three MP40 SMGs for better short range firepower
Landsers
  • Gewehr43/MKb.42:
    • Base cooldown: 1.5-2s → 2-2.5s
    • Cooldown multipliers (s/m/l): 0.8/1/1.8 → 0.65/1/1.4
    • Squad DPS change (s/m/l): -/-15%/-
    • Dev note: Landsers were firing too fast on medium range (~50% faster fire rate than Riflemen; this change reduces that to ~20%), enabling them to drop models at a much quicker rate than intended.
  • MG34 Light Machine Gun:
    • Base damage 6 → 5
    • Base accuracy (s/m/l): 0.7/0.375/0.175 → 0.7/0.35/0.175
    • Fire aim time multipliers (s/m/l): 0.3/1/1 → 0.1/1/2
    • DPS change (s/m/l): -10%/-22%/-20%
Mortar Team
  • Critical type: Infantry → Weapon Crew
  • Veterancy requirements: 6/12/24/48 → 7/14/28/49
  • Airburst Barrage:
    • Suppression modifier vs light cover: 0.75 → 0.6
    • Suppression modifier vs heavy cover: 0.5 → 0.4
    • Area of Effect radius: 13.5 → 12
    • Area of Effect radii (s/m/l/d): 2/4.5/8/13.5 → 2/3.5/7/12
    • Reworked criticals vs Infantry:
      • Green hp bracket casualty chance: 5% → 0%
      • Yellow hp bracket casualty chance: 25% → 10%
      • Yellow hp bracket soldier killed chance: 25% → 5%
      • Dev note: The Airburst now is similar to the Incendiary Mortar, having no chance to kill models through critical hits in the green hp bracket. It also will have a significantly lower chance of killing models in the yellow hp bracket, going from 50% chance to 15%. This is primarily to reduce the oppressiveness of Airburst shells against weapon teams, but also to ensure the Airburst Barrage should be used in its intended role; zone controlling through suppression and moderare aoe damage, as opposed to having a very high killing potential per shell.
Honved
  • Implemented completely new unit visuals (courtesy of Halftrack & S42 mod).
  • Panceltoro 44M munition cost: 100 → 80
Panzerfusiliers
  • Infantry type: Infantry → Elite
  • Reduced the overall Kar98k/G43 DPS to offset the vastly increased durability:
    • Normalized the DPS between the Kar98k and G43 squad leader weapons
    • DPS change (s/m/l): -5%/-8%/-13%
  • Scoped MP44 package:
    • Now grants 5 weapons at once instead of 2x2
    • Now limited to 1 per squad
    • Requires 5 free slot items
    • Upgrade completion time: 20s → 30s
    • Munition cost: 75 → 100 (previously it was 2x75 = 150 for a total of 4 weapons)
    • Tweaked weapon DPS profile
MG34 Heavy Machine Gun Team
  • Setup time: 2.4s → 3s
75 mm Pak 97/38 Anti-Tank Gun
  • HEAT shells base penetration (all ranges): 1 → 2
  • Damage multiplier vs BA64: 1.5 → 1
  • Damage multiplier vs M3 Halftrack: 1.35 → 1 (will no longer 2 shot them consistently)
  • Accuracy multiplier vs M4 Sherman: 1.1 → 1.00
  • Penetration multipliers:
    • M26 Pershing: 0.45 → 0.35
    • IS-2: 0.54 → 0.33
Skirmish Commander
  • Priority Defense:
    • Now affects every own unit in all friendly territory
    • Merged in most of the effects of Counterattack (previously available in Joint Operations)
    • Recharge time: 120 s → 240 s
Luchs
  • Hitpoints: 315 → 380
  • Fixed bugged main gun animation (this impacted combat performance a lot)
  • Fixed bugged coaxial machine gun animations
  • Significantly increased coaxial machine gun damage output (now similar to Armored Car)
Jagdpanzer IV
  • Ready aim time: 1-1.2s → 0.5s
  • Horizontal gun traverse speed: 25 → 35
  • Moving accuracy multiplier: 0.5 → 0.65
  • Improved Coaxial MG42 performance against infantry
  • Hitpoints: 700 → 742
  • Manpower cost: 480 → 460
  • Fuel cost: 100 → 90
  • Removed Coated Optics
Division Assault Troops
  • Fuel cost: 45 → 60
Panzer Recon Company
  • Construction time: 45 s -> 50 s
  • Manpower cost: 240 → 260
  • Fuel cost: 65 → 60
  • NEW global Upgrade: Spotting Scopes
    • Cost: 200 mp, 60 fuel
    • Increases vehicle/tank sight range (+3 m) and main gun range (+5 m)
    • Affects: Panzer III, Panzer IV, Flakpanzer IV Kugelblitz, Tiger I, Elefant, Jagdpanzer IV
Mechanized Command
  • Fuel cost 90 → 70
  • Removed Panzer 38(t)
  • Added Flakpanzer IV Kugelblitz
  • Dev note: The Panzer 38(t) is intended to fulfil the gameplay role as anti-infantry specialist with the capability to fight other light vehicles. It also is meant to serve as a late game counter against infantry-heavy tactics, especially (elite) assault infantry. However, its intended role can rarely be utilized to reliable extend, especially during later stages in the game. This due to a combination of long time-to-kill against (multiple) infantry squads, high vulnerability to anti-tank weapons and other (light) vehicles/tanks, and late first appearance. This meant that the Panzer 38(t) had a highly limited window of opportunity in which it was a viable choice. Unlike the PE Hotchkiss, which in terms of combat performance is very similar, the Panzer 38(t) also lacks a secondary role it can fulfil (Hotchkiss Stuka; indirect fire support) when its primary role diminishes in use, or an upgun upgrade.

    All-in-all, it generally positioned the Panzer 38(t) as dysfunctional within its intended role, often left in favour for the Panzer III or Panzer IV, or doctrinal options like the Flammpanzer III.

    For this reason, the Panzer 38(t) is moved into T3 as alternative unit to the Luchs, and the Kugelblitz takes its place in T4. Like other Flakpanzers, the Kugelblitz is a much more potent platform to engage and quickly silence (multiple) infantry squads due to its fast-firing 30 mm autocannon and decent overall durability. This not only enables for more diverse late game army composition choices, but also means the faction now has a functional and desirable unit within this unit slot. This in turn means that the faction is less forced to solely rely on the Panzer IV, and thus gives T4 a much-needed fuel-cheap alternative to battle infantry-heavy tactics.
NEW: Flakpanzer IV Kugelblitz
  • Cost: 320 mp, 55 fuel
  • Hitpoints: 500
  • Armor type: Panzer IV
  • Abilities: Armor-Piercing Shells (35 munitions)
Wespe
  • Population cost: 8 → 10
88 mm PaK 43 AT Gun
  • Population cost: 5 → 7
Concrete Emplacement
  • Manpower cost: 75 → 20
  • Flak Emplacement manpower cost: 100 → 150
  • Field Hospital manpower cost: 100 → 150
Blendkörper Grenade
  • Now directly targets vehicles
  • Adjusted projectile speed to be more reliable
Pervitin
  • Exhaustion duration: 10s → 25s
  • Recharge time 90s → 180s
Panzer III
  • Manpower cost: 340 → 360
  • Deployment time: 45s → 55s
  • Removed Coated Optics
  • HEAT shells:
    • Base damage: 90 → 87.5
    • Removed +25% damage multiplier on close range AoE
    • Added +25% damage multiplier against most tanks (112.5 → 110 dmg)
    • Fixed inconsistent damage multipliers vs light vehicles to offset the above changes
    • Improved accuracy vs M10/M18
Panzerwerfer
  • Fuel cost: 20 → 25
  • Incendiary Rockets munition cost: 100 → 125
Elefant
  • Now can be upgraded with Coated Optics
  • Reduced accuracy against infantry by 5% to offset the range increase with Coated Optics
  • Improved main gun recoil animation
  • Increased chassis recoil kickback animation when firing the main gun
  • Changed main gun firing sound to match other 88 mm KwK/Pak43 guns
  • Fixed suspension animation running too fast
  • Removed bouncing effect while idling
  • Removed Coated Optics
Joint Operations
  • Removed Counterattack:
    • Dev note: Counterattack is now merged into the Priority Defense ability available to the Skirmish Commander.
  • Added Airdrop Medical Supplies (1cp)
Ju-88 Bombardment
  • Munition cost: 150 → 160
  • Reworked ability from the ground up:
    • Two visible planes will now appear in succession of each other (1.5s delay between planes), dropping 250kg bombs on the targeted location
    • Bombs are now visible while falling
    • Reworked scatter area for better spread/consistency
    • Rebalanced bombs damage and area of effect
    • Reworked Ju-88 plane engine sound from the ground up
    • Improved Ju-88 plane propeller animations
    • Added 1s delay before plane spawns
Luftbrücke Supplies
  • Munition amount per crate: 50 → 40 (total munition count: 250 → 200)
Spearhead Operations
  • Swapped Luftwaffe Intelligence with Panzerfusiliers
  • Emergency Repairs CP cost: 3 → 2
Incendiary Airburst Artillery
  • Munition cost: 125 → 150

Part 3
Panzer Elite, Wehrmacht, Americans, Maps, Sound Design, Quality of Life & Bug fixes
https://store.steampowered.com/news/app/317600/view/4061752300806439090
Company of Heroes: Eastern Front - Celution
Part 1
Desync, AI, General changes, Commonwealth
https://store.steampowered.com/news/app/317600/view/3982938673437067888

Part 2
Soviets, Ostheer
https://store.steampowered.com/news/app/317600/view/3982938673437071316


Panzer Elite

Panzergrenadiers
  • Gewehr 43:
    • Damage multiplier vs heavy cover: 1.25 → 1
    • Accuracy multiplier vs heavy cover: 1 → 0.5
    • Damage multiplier vs light cover: 1.25 → 1
20 mm Flakvierling
  • Population cost: 3 → 5
Vehicle Veterancy
  • Offensive:
    • Removed -5% reload time bonus
    • Added +10% mobility bonus
  • Defensive:
    • Removed +10% speed bonus
    • Added +2.5 m sight range bonus
Jagdpanther
  • Slightly increased overall mobility and traverse rate.
  • Horizontal gun traverse speed: 25 → 35
  • Moving accuracy multiplier: 0.5 → 0.65
  • Main gun range: 45 → 47.5
  • Inner range brackets: 10/20/45 → 10/35/47.5
Hummel
  • Lockdown (rapid fire):
    • Removed -25% received accuracy bonus
    • Lockdown/Mobilize cooldown: 5/15 s → 20 s
Hotchkiss Light Tank
  • Traverse speed: 40 → 45
  • Max speed: 4.2 m/s → 5.2 m/s
Luftwaffe Infantry
  • Hitpoints: 55 → 60
Fallschirmjägers
  • Hitpoints: 60 → 65
Luftwaffe Tactics
  • Removed Henschel Panzerknacker Overwatch
  • Added Henschel Overwatch
Henschel Overwatch
  • For a period of time Henschel Hs. 129 ground-attack aircraft will fly air coverage over the designated area, targeting all visible enemy units with 75 mm APHE ammunition.
  • Cost: 175 munitions
  • Bordkanone 7,5:
    • Vastly increased area of effect damage
    • Base damage: 225 → 200
    • Swapped shell explosion FX to match the AoE
    • Added a small suppression effect
    • Fixed a potential issue that caused planes to miss a lot
Scout Car
  • Rebalanced armor effectiveness from the ground up; generally the vehicle should be sturdier against (automatic) small arms fire. A plethora of inconsistencies were also fixed where certain weapons were excessively strong against this armor type.
  • Added Suppressing Fire ability (cost: 20 munitions)
  • Acceleration: 4 → 3
  • Hitpoints: 225 → 275
  • Manpower cost: 280 → 230
  • Fuel cost: 0 → 10
  • Radio upgrade now increases sight range by 15 m
Light Anti-Tank Halftrack
  • Hitpoints: 250 → 295
  • Manpower cost: 270 → 260
  • Moving accuracy multiplier: 0.5 → 0.75
  • Accuracy multiplier vs infantry: 0.25 → 0.6
  • Area of Effect radius: 0.5 → 1
88 mm Flak 36 AA/AT
  • Damage multiplier vs US Halftrack: 1.35 → 1
  • Damage multiplier vs BA64: 1.35 → 1
Marder III
  • Damage multiplier vs US Halftrack: 1.5 → 0.75 (will no longer 2 shot them consistently)
Infantry Halftrack
  • Hitpoints: 250 → 295
  • Manpower cost: 220 → 230
  • Fuel cost: 20 → 15
  • Added Funkwagen upgrade:
    • Cost: 30 munitions
    • Enables capture of territory
    • Adds a camouflage detection radius
    • Disables troop transporation
  • Rebalanced armor effectiveness from the ground up; generally the vehicle should a bit less sturdy against all small arms fire. However, a plethora of inconsistencies were also fixed where certain weapons were excessively strong against this armor type.
Logistics Kompanie
  • Manpower cost: 160 → 140
  • Fuel cost: 15 → 10
  • Removed Scout Car
  • Added Infantry Halftrack
Kampfgruppe Kompanie
  • Removed Infantry Halftrack
  • Added Scout Car
  • Advanced Kampfgruppe Kompanie
    • Manpower cost: 120 → 100
    • Fuel cost: 30 → 20
Panzerwurfmine (Anti-Tank Grenade)
  • Projectiles will now stick to vehicles
  • Projectile speed: 9 → 12
  • Detonation delay: 0s → 1s
  • Munition cost: 20 → 30
  • Range: 24 → 18
Panzerjäger Kommand
  • Advanced Panzerjäger Kommand research time: 70 s → 50 s
Sdkfz 222 Armoured Car
  • Deployment time: 50 s → 40 s
Panzer IV Infantry Support Tank
  • Fuel cost: 60 → 70
Hetzer
  • Rebalanced main gun to now be identical to the StuG IV. Generally, the vehicle will deal more damage per shot against tanks, and have significantly better overall penetration chances.
Infantry AT Efforts
  • Removed Tank Busters free second Panzerschreck
  • Reinstated Tank Buster Panzerschreck upgrade
Wehrmacht

Reich Headquarters
  • Skirmish Phase:
    • Research time: 45s → 35s
  • Assault Phase:
    • Research time: 60s → 45s
    • Fuel cost: 50 → 45
  • Battle Phase:
    • Research time: 60s → 45s
    • Fuel cost: 50 → 45
Wehrmacht Quarters
  • Manpower cost: 220 → 180
  • Construction time: 30s → 25s
Sturm Armory
  • Construction time: 60s → 40s
Panzer Command
  • Manpower cost: 260 → 240
  • Fuel cost: 50 → 40
  • Construction time: 82s → 60s
Medical Kits
  • Munition cost: 20 → 15
82 mm Gr.34 Mortar Team
  • Critical type: Infantry → Weapon Crew
Volksgrenadiers
  • Capture speed multiplier: 1 → 1.25
  • Skirmish Phase capture speed bonus: +25% → +20%
Stormtroopers
  • Reinforce cost: 42 → 40
  • Infantry Armor Type: Infantry → Elite
  • Veterancy 2:
    • No longer grants Elite armor
    • NEW: Received suppression: -25%
    • NEW: Received damage: -5%
Assault
  • Munition cost: 50 → 35
StuH 42
  • Unified damage multiplier vs vehicles: 0.75-1 → 0.6 (112.5-150 → 90)
StuG IV
  • 75 mm StuK 40 main gun damage multipliers:
    • Pershing: 1 → 1.5
    • Churchill: 1 → 1.5
    • Priest: 1 → 1.5
    • IS-2: 1 → 1.5
    • ISU-152: 1 → 1.5
50 mm Pak 38 Anti-Tank Gun
  • Damage multiplier vs BA64: 1.5 → 1
  • Damage multiplier vs US Halftrack: 1.35 → 1 (This means paks will no longer 2 shot a Halftrack, not even with first strike bonus)
  • Penetration chances vs T-34 (s/m/l): 88%/63%/60% → 100%/77%/72%
  • Penetration chances vs SU-100 (s/m/l): 73%/53%/50% → 90%/65%/61%
88 mm Flak 36 AA/AT
  • Damage multiplier vs US Halftrack: 1.35 → 1
  • Damage multiplier vs BA64: 1.35 → 1
150 mm Nebelwerfer
  • Critical type: Infantry → Weapon Crew
  • Gun traverse speed: 26 → 75
  • Movement speed: 2.75 → 3.5
  • Veterancy 1 bonus: +35% speed → -15% received damage
  • Fixed clunky crew animations (always going through a short re-setup before barraging)
  • Improved shell projectile ballistics for better visual appeal and more consistent scatter.
  • Vastly improved barrage reliability, fixing issues where the launcher would get stuck during the initiation of a barrage.
Sd.Kfz. 234 Puma
  • 50 mm KwK 39 penetration chances vs T-34 armor (s/m/l): 44%/40%/35% → 64%/58%/51%
  • 50 mm KwK 39 penetration chances vs SU-100 armor (s/m/l): 32%/28%/25% → 42%/37%/33%
Geschutzwagen
  • Damage multiplier vs US Halftrack: 1.5 → 0.75 (will no longer 2 shot them consistently)
Ostwind Flakpanzer
  • Damage multiplier vs US Halftrack: 1 → 0.5
Tiger Ace
  • Manpower cost: 500 → 800
  • Removed -100 mp/min drain for 5 minutes
King Tiger
  • Manpower cost: 500 → 800
  • Removed -100 mp/min drain for 5 minutes
Leutnant
  • No longer requires Assault Phase (available by default)
  • Manpower cost: 260 → 200
  • Capture rate multiplier: 1.5 → 2
  • Hitpoints: 140 → 100
  • Infantry type: Infantry → Heroic (can no longer be OHK by Snipers)
  • Removed +10.56 hp/min passive health regen
  • Veterancy 1 health regen bonus: +10.56 → +21.12 hp/min
  • Veterancy 2:
    • No longer grants Elite armor
    • NEW: Received suppression: -25%
    • NEW: Received damage: -5%
  • Luger P08:
    • Rebalanced accuracy, cooldown and reload parameters
    • Rebalanced criticals vs Infantry
    • DPS change (s/m/l): +160%/+290%/+530%
  • Supervision now requires Skirmish Phase
  • Rout Enemy now requires Assault Phase
  • NEW: Maintain Command Range
Luftwaffe Officer
  • No longer requires Assault Phase (available by default)
  • Manpower cost: 260 → 200
  • Capture rate multiplier: 1.5 → 2
  • Hitpoints: 140 → 100
  • Infantry type: Infantry → Heroic (can no longer be OHK by Snipers)
  • Removed +10.56 hp/min passive health regen
  • Veterancy 1 health regen bonus: +10.56 → +21.12 hp/min
  • Veterancy 2:
    • No longer grants Elite armor
    • NEW: Received suppression: -25%
    • NEW: Received damage: -5%
  • Changed weapon from Luger P08 to Mauser C96:
    • Rebalanced accuracy, cooldown and reload parameters
    • Rebalanced criticals vs Infantry
    • DPS change (s/m/l): +160%/+290%/+530%
  • Supervision now requires Skirmish Phase
  • Demoralize Enemy:
    • Now requires Assault Phase
    • Rebalanced ability from the ground up; now featuring a targeted radius as opposed to affecting a single squad.
  • Air Raid:
    • Reworked airstrike, now similar to Ostheer Stuka Airstrike ability.
    • Munition cost: 150 → 120
  • NEW: Maintain Command Range
Americans

Heavy Machine Gun Team
  • Hitpoints: 55 → 65
  • M1917 weapon range: 40 → 45
  • M1917 Inner range brackets: 10/20/40 → 11/22/45
  • M1917 Reload frequency: 10 → 5-6
Mortar Team
  • Critical type: Infantry → Weapon Crew
Airborne Company
  • Airdrop Supplies CP cost: 1 → 2
  • Bombing Run CP cost: 4 → 3
Supply Drops
  • Changed supply drops from 3x ammunition (50 each) and 1x fuel (40 each) to 2x ammunition (75 each) and 2x fuel (20 each)
  • Ammunition drops spawn mortar and M18 Recoilless Rifle, fuel drops a .30cal heavy machine gun and a M1918 BAR.
Bombing Run
  • Damage multiplier vs Bunkers: 0.5 → 1.5
  • Significantly increased projectile speed (no longer slow-mo bombs)
  • AoE damage (s/m/l/d): 200/160/150/150 → 200/150/60/30
  • Fixed a plethora of target table inconsistencies
Strafing Run
  • Enabled tracers
  • Changed shell impact FX to be more pronounced
  • Slightly increased overall damage output
  • Slightly increased overall effectiveness against light vehicles
Armor Company
  • Swapped Raid and Fast Deployment:
    • Left: Raid (1) → Field Repairs (2) → M26 Pershing (5)
    • Right: Fast Deployment (2) → War Machine (2) → Calliope Rocket Launcher (3)
  • Raid CP cost: 2 → 1
  • Fast Deployment CP cost: 1 → 2
  • Dev note: Raid needs to be available earlier to have an impact on early Jeep usage. On the flipside, Fast Deployment being available this early generally does not give much useful benefits since it only applies to T3 and T4. Additionally, the right branch generally favors playing for T4, thus benefitting from the faster deployment of tanks. While the left branch has the M26 Pershing as focus, it needs an early bonus to become a more appealing choice.
M3 Halftrack
  • M2Hb .50cal Machine Gun is now mounted by default (no longer tied to loaded squads)
  • M2Hb .50cal Machine Gun:
    • Base damage: 7 → 10
    • Damage multiplier vs Infantry: 1.5 → 1
    • Base cooldown: 2-4s → 2-3s
    • Close range cooldown multiplier: 0.4 → 0.5
    • DPS change (s/m/l): +40%/+55%/+55%
    • Gun traverse: -90/+90 → -180/+180 (fully traversable)
    • Tweaked performance against various light vehicles (Sd.kfz. 222, 250, 251, and 234 puma)
    • Hold cover type: Garrison → Halftrack
    • Significantly reduced the chance autocannons killing the MG gunner.
    • Dev note: These changes are intended to make the base M3 Halftrack a self-sustaining combat unit, no longer being reliant on a loaded squad. The weapon damage output changes are aimed to improve capabilities against light vehicles and elite infantry, while retaining its overall decent performance against normal Infantry.
M2Hb .50cal Machine Gun (Turret Mount)
  • Base damage: 7 → 10
  • Damage multiplier vs Infantry: 1.5 → 1
  • Base cooldown: 2-4s → 2-3s
  • Close range cooldown multiplier: 0.4 → 0.5
  • DPS change (s/m/l): +40%/+55%/+55%
  • Tweaked performance against various light vehicles (Sd.kfz. 222, 250, 251, and 234 puma)
  • Dev note: These changes are aimed to improve capabilities against light vehicles and elite infantry, while retaining an overall decent performance against normal Infantry.
M1 57 mm Anti-Tank Gun
  • Damage multiplier vs PE light vehicles: 0.9 → 0.8 (will no longer 2 shot them consistently)
  • Damage multiplier vs US Halftrack: 1.5 → 0.9
M10 Wolverine
  • Removed +25% damage multiplier vs Panzer III
  • Penetration multiplier vs Jagdpanzer IV: 0.52 → 0.47
M18 Hellcat
  • Penetration multiplier vs Jagdpanzer IV: 0.52 → 0.47
  • Updated texture to now match in color scheme to other US tanks (more greyish tone)
  • Removed skirts/mudflaps for better visual appeal (makes the already vastly oversized model look a lot less bulky)
M4 Sherman
  • Penetration multiplier vs Jagdpanzer IV: 0.52 → 0.47
Sticky Bombs
  • Detonation delay: 4s → 2s
M2A1 Howitzer
  • 105 mm Howitzer Barrage range: 250 → 200
  • Veterancy Rank 1: Adds +20 m barrage range
  • Veterancy Rank 2: Adds +20 m barrage range
  • Veterancy Rank 3: Adds +10 m barrage range
Sherman Calliope
  • Manpower upkeep cost (mp/min): 15 → 21
  • Population cost: 10 → 12
  • M8 Rocket base damage: 30-50 → 30-40
  • Enabled turret traverse (When initiating a barrage, the turret will now rotate instead of the vehicle traversing the entire hull).
Quality of Life
  • Fixed close range target prioritization for all SMGs/Assault Rifles. Units should now properly switch to closer targets even when already busy engaging another target slightly farther away.
  • Significantly improved Vehicle/Tank Pathing:
    • All vehicles may now pivot turn when long-distance move orders are given.
    • Improved overall priorities between smooth curve turns, reversing and pivot turns.
    • Curve turns will be considered for distances <48 m
    • Reversing will be considered for distacnes <32 m
    • Pivot turns will generally be considered for move orders >48 m
  • Updated icons for BT-7, T-60, SU-76, T-34/76, T-34/85, SU-85, SU-100, IS-2
  • Updated symbols for T-60, T-34/76, T-34/85, SU-85, SU-100
  • M26 Pershing HVAP Shells are now visualized in the vehicle ratings UI as +4 vs tanks.
Maps
  • Updated [EF] Elbing (2):
    • Fixed a plethora of terrain elevation issues
    • Removed a hedgerow that caused a major map imbalance
    • Moved the outer fuel points away from the map center
    • Tweaked walls around graveyard
    • Added OOB horizon
    • Added weather options: Dusk, Overcast Daytime
  • Updated [EF] Lemberg (4):
    • Fixed minor pathing issues
    • Significantly widened land bridges around the northern medium fuel point
    • Moved sandbag fortications farther away from the northern medium fuel point
    • Added potential cut-off to the corner medium munition points
  • Remastered [EF] Feodosia (2)
  • Remastered [EF] Grodno (4)
  • Remastered [EF] Dom Pavlova (4)
  • Removed [TGPW] Budapest (4)
  • Removed [TGPW] Futa Pass (4)
Bug fixes
  • Fixed incorrectly implemented Mortar Halftrack critical tables, causing high probability of no damage inflicted when below 5% hp
  • Fixed CW Machine Gun Emplacement construction preview arc of fire being misaligned with the actual arc of fire upon construction.
  • Fixed Axis AT gun shooting infantry out of camouflage
  • Fixed Panzer Elite Panzer Jäger Kommand and Panzer Support Kommand not permanently unlocking once a Kampfgruppe Kompanie or Logistics Kompanie had been built.
  • Fixed Hotchkiss Stuka Upgrade not requiring to be in friendly territory.
  • Fixed the BA-64 DT light machine gun having unintentionally high penetrating capabilities against the Sd.Kfz 222.
  • Fixed PE Anti-Tank Grenade unintentionally low damage multipliers vs various tank types.
  • Fixed the HP bar off-set on all Commonwealth Emplacements (now properly situated above the emplacement as opposed to being "inside" the emplacement from the default camera perspective).
  • Fixed Casualty Clearing Station obscenely large hitbox that caused it to catch shells hitting between the roof structure and flag pole. Hitbox now similar to the US Triage Center.
  • Fixed DP-28 firing sound being too loud.
  • Fixed Soviet 82 mm weapon range inconsistencies (75-95 → 85).
  • Fixed a faulty Breakthrough Assault suppression bonus values for t60 and ba64 so they no longer instantly pin infantry units.
  • Fixed a bug that caused Strelky to not receive Red Flag bonuses when equipped with PPSh in certain scenarios.
  • Fixed a bug that caused recovered Panzer III to spawn with 5cm KwK-39.
  • Fixed 221 Scout Car armour against some SMG type weapons.
  • Fixed Command Tank Creeping Smoke Barrage not working.
  • Fixed Zrinyi Barrage name and description.
  • Fixed Zrinyi Barrage animations not synchronizing with the main gun.
  • Fixed Zrinyi HEAT shell projectile ballistics and visibility.
  • Fixed Partisan MP40 bugged tracers.
  • Fixed (removed) Ostheer Dive Bomb ability hotkey.
  • Fixed an issue where Snipers would unintentionally automatically engage certain vehicles and tanks.
  • Fixed PE Flak 88 and Flakvierling not having stationary weapon cover.
  • Fixed Incendiary Barrage not sharing the same cooldown as the normal/smoke barrages.
  • Fixed Casualty Clearing Station lacking visible faction flags on the flagpole and structure.
  • Fixed an issue where most Commonwealth units could be deployed despite HQ trucks not being in connected territory.
  • Fixed DP-28 firing sound volume.
  • Fixed Zrinyi II main gun vertical animations.
  • Fixed BT-7 coaxial machine gun using the wrong sound file.
  • Fixed BT-7 bugged suspension animation.
  • Fixed BT-7A missing main gun recoil animation.
  • Fixed BT-7A 76mm excessive projectile craters.
  • Fixed BT-7 collision model size
  • Fixed T17/Staghound missing main gun recoil animation.
  • Fixed some issues with Spotter armourtype/criticals.
  • Fixed Panzerfusiliers being suppressable during Sprint.
  • Fixed a missing weapon critical on T-60 main cannon
  • Fixed SG-43 excessive suppression vs units in heavy cover.
  • Fixed potential issues with non-damage weapons dealing criticals
  • Fixed various target table inconsistencies for the M10 Wolverine main gun.
  • Fixed Wehrmacht Base Structures MG42 missing tracers (Fortify the Perimeter)
  • Fixed Kampfkraft Center requirement tooltip
  • Fixed Hummel and Hotchkiss not receiving barrage cooldown reduction with veterancy
Company of Heroes: Eastern Front - Æ | Darc Reaver
The new rank system is now available on the discord server! Feel free to join and start playing games to save yourself a spot on the leaderboards!

https://steamcommunity.com/games/317600/announcements/detail/5859804391132227136
Company of Heroes: Eastern Front - Æ | Darc Reaver
We're proud to present you a discord-exclusive ranking and matchmaking system for Company of Heroes: Eastern Front mod.

Thanks to the ranking/ELO bot system NEATQUEUE from NeatZ we can finally provide a proper matchmaking system through discord.

If you want to play a match, you simply join our discord, go to one of our matchmaking channels and queue in as axis or allies. Our discord bot will match you up with people who also search for games.

When enough players are available, a custom lobby is created in which you can see the players and the map to be played (yes, we have a random map generator). After that you can join voice channels and play the game in our Eastern Front client.

the last thing required is to report the game result, after that your rating (called MMR) changes accordingly.

Depending on your rating you will be assigned a special Discord rank:
  • MMR 2200 and higher: Grand Marshal (only one player per Ladder)
  • MMR 2199-2000: General
  • MMR 1999-1700: Major
  • MMR 1699-1400: Captain
  • MMR 1399-1200: Lieutnant
  • MMR 1199-1000: Junior Lieutnant
  • MMR 999 or less: Officer Cadet

Planned game modes:

  • Supremacy


    The classic way Company of Heroes is played in multiplayer. Victory Points and a set of balanced maps on the Eastern Front.

    Team Size: 1 vs. 1 and 3 vs. 3
    Rules: Victory Points 500, fixed starting positions, standard ressources

    Map Pool 1v1
    • (2) Mstow
    • (2) Kotelnikovo
    • (2) Cologne
    • (2) Demyansk
    • (2) Karski
    • (2) Wrecked Train

    Map Pool 3v3
    • (6) Kiev
    • (6) Konvoi
    • (6) Seelow Heights
    • (6) Prokhorovka


  • King of the Hill


    Opposed to classic Victory Point game mode, King of the Hill only features a single Victory Point in the center of the map. Points will trickle down much slower and allow for more drawn out games. High starting ressources allow players to push and attack more fiercely in the beginning of the match.

    Team Size: 2 vs. 2
    Rules: King of the Hill, fixed starting positions, high ressources

    Map Pool
    • (4) Kotelnikovo
    • (4) Zmievka
    • (4) Kursk
    • (4) Sevastopol
    • (4) Constanta Port
    • (4) Nikolaevka
    • (4) Rails and Metal
Release Date

The ladder system will be available shortly.

We'll start off with the ladders described above, with working custom ladder ranks in our Discord Server, Leaderboards and playercards with stats. The system is planned to be improved and expanded in the future.

Community Discord Server:
Click here to join our Community Discord
Company of Heroes: Eastern Front - Celution
Update 3.4 is now available!

Check out our dedicated articles to see what this update brings to Company of Heroes: Eastern Front.

Part [1/2]
Desync & Saved games, Game stability, AI, General changes, Soviet & Ostheer
https://store.steampowered.com/news/app/317600/view/5466859616674036407
Part [2/2]
Panzer Elite, Wehrmacht, Americans, Commonwealth, Maps, Sound Design, Quality of Life & Bug fixes
https://store.steampowered.com/news/app/317600/view/3686814404781284876
Company of Heroes: Eastern Front - Celution
We're pleased to announce that Update 3.4 is heading your way, and will be released in the near future!

This update brings fixes to desync and saved games, game stability improvements, major AI fixes and enhancements, balance tweaks, quality of life improvements, bug fixes, and more!

Desync & Saved games
One of the major issues that has been reported since the release of Update 3.3 was that players were experiencing desynchronization (desync) during multiplayer games, and that saved games were not working.

Desync refers to a situation where the game state becomes inconsistent or out of sync between different players or the server. This means that what one player sees or experiences in the game may differ from what others are experiencing. Desync issues can result in gameplay problems, such as units behaving incorrectly, actions not registering correctly, or players perceiving events differently. This eventually results in very odd game behavior, lag, and in some cases game crashes. Ultimately Desync ruins the match outcome and player experience.

Thanks to your continued feedback we were able to isolate the issues and as such were able to fix the issues at hand.
  • Fixed a desync issue that was especially prevalent when teams had a mix of human and AI players.
  • Fixed an issue tied to custom AI scripts not updating properly after loading a saved game.
Note that a poor internet connections with high ping and severe packet loss, low end systems, and poor in-game performance can also lead to desync and lag.

Game stability issues
The Eastern Front mod suffered from game stability issues since quite some time. While some of these were related to the newly introduced AI scripts that were introduced with Update 3.3, there were other issues that would cause frequent crash-to-desktop errors and game freezes.

In a very time consuming process we managed to identify and fix two critical sources of the crashes. As a direct result, the game should now run much more stable than it used to.

Unfortunately one of these sources related to our custom implementation of Steam Achievements. We therefore decided to disable the achievements completely until we can figure out a way to implement them without causing game instability issues. The achievements will remain visible on the Steam page, but for the time being it will no longer be possible to complete them.

We hope you understand this decision and that our priority is first and foremost to make Eastern Front an enjoyable gaming experience.
  • Fixed a major issue that would cause the game to crash to desktop without errors.
  • Temporartily disabled Steam Achievements functionality due to causing critical game stability
  • Fixed various Fatal AI and Scar errors related to custom scripts.
  • Fixed various bugs, black screens, and crashes that would occur duing the Tutorial, Performance Test, and various campaign missions.
Lastly, it should be noted that Company of Heroes has game instability issues unrelated to the Eastern Front mod. The game is notoriously unstable when using Ultra Shaders (which enables DirectX 10), even on modern high-end systems. We strongly recommend setting Shaders to either Low or High, and only low amounts of Anti-Aliasing should be used.
AI
With Update 3.3 a plethora of new AI functionalities were introduced with the aim to make the AI more dynamic and a be a more interesting and challenging opponent to play against on all difficulties.

However, we quickly started to note reports of the AI controlled players being passive and unwilling to engage in combat. This includes the AI constantly retreating units or it simply avoiding combat altogether. Additionally it became evident that the AI failed to purchase units and tech upgrades. All-in-all it has led to the player experience against the AI being fairly mediocre to outright underwhelming depending on the set difficulty.

Many of the reported issues were related to several major script bugs where important elements of newly implemented code and functionalities were inactive or not working as intended. These issues took a long time to figure out and address properly.

With the presented fixes and improvements we hope that the AI in Update 3.4 once again will be a fun yet challenging experience for all players. This goes for both novice players as well as battle-hardened veterans!
Fixes
  • Fixed a critical issue that was prone to causing desync in multiplayer games, even in games without AI controlled players.
  • Fixed multiple major issues with custom AI control scripts that led to these not running properly, leading to passive AI behavior.
  • Fixed a major issue where an outdated custom AI unit control script was active.
  • Fixed Commonwealth AI not deploying HQ trucks properly, trucks should now dynamically move and setup in territory sectors, with high income sectors being preferred so long as they are not in too close proximity to danger. AI will also properly retreat trucks that are too exposed to nearby danger.
  • Fixed several major AI behavior related issues due to important elements of scripts being disabled.
  • Fixed a major issue that would cause AI to spam off-map call-in abilities.
  • Fixed an issue where AI would not consider using certain off-map call-in abilities.
  • Fixed a fatal AI error related to Soviet AI command tree purchases.
  • Fixed major script issues that would cause unintended CW HQ truck behavior. This includes refusing to set-up trucks, driving trucks to high-danger areas, and not properly prioritizing correct sectors.
  • Fixed a fatal scar error related to Guards PPS upgrade (incorrect reference to luaconsts)
  • Fixed various HQ truck abilities/upgrades.
  • Fixed AI bonuses not applying properly.
  • Fixed a bug where the American AI would fail to unlock all Armor Company upgrades.
  • Fixed an issue where the Cromwell Command Tank would remain stationary in the HQ sector.
  • Fixed missing CW Lt/CW officer behavior.
  • Fixed an issue that caused many medium/heavy vehicles with relatively low hitpoint pools being too passive and afraid of potential danger.
Improvements
  • Implemented AI avoidance functionality from Company of Heroes: Back to Basics mod; AI is now capable of dodging throwables like grenades, and both on- and off-map artillery barrages.
  • Implemented AI budget system from Company of Heroes: Back to Basics mod.
  • Implemented AI tactics from Company of Heroes: Back to Basics mod.
  • Significantly improved tech purchasing rules, based off Company of Heroes: Back to Basics mod. AI should now purchase tech upgrades with better logic than before, minimizing situations where it would purchase any tech upgrade whenever it had resources available.
  • Improved the overall aggressiveness and threat handling of the AI. Generally speaking it should result in the AI being more willing to take disadvantageous engagements, while still remaining conservative with its overall army.
  • Vastly improved heavy machine gun usage.
  • Vastly improved mortar and mobile artillery unit usage.
  • Implemented personality builds to all factions. This enables the AI to prioritize certain teching routes through increase demand on necessary tech upgrades and units while reducing the demand for side-techs and global upgrades.
  • Implemented better initial starting build orders for all factions.
  • 'Assault troops' functionality:
    • Reduced the default close in distance from 17 to 10. This should help AI position units that prefer close-mid range combat in their desired combat range.
    • Fixed Riflemen, Landsers, Engineers, Pioneers, Fallschirmjägers* and Assault Grenadiers* not properly using the assault troops functionality. (*these units will only use this functionality when upgraded with assault rifles).
  • Vastly improved barrage control functionality, AI should now also properly consider recrewed mortars and the like as artillery units.
  • Reworked unit purchase rules from the ground up. AI should now purchase units with much greater logic than before.
  • Improved AI unit ability usage.
  • Improved Ostheer/Soviet healing truck usage.
  • Cleared up a plethora of leftover stuff from previous AI implementations.
  • Improved Pervitin usage, AI should now utilize this ability while under attack as opposed to spamming it randomly.
  • Improved Soviet and PE AI upgrade purchasing logic; AI should no longer be purchasing all Armoury upgrades early on as this would significantly delay its tech progression.
  • Improved various Command tree progression paths.
  • PE AI should now use Railway Artillery and MG42 Team call-ins
  • PE AI may now deploy and set up a Pioneer Halftrack within its base sector to help repairing vehicles.
  • Improved PE teching rules
  • Barrage control:
    • Increased max barrage duration from 20 to 30s
    • Improved Hummel barrage usage
    • Implemented Ostheer mortar team barrage usage
  • Slightly reduced Panzergrenadier and Sturmpioneer demand
  • Reduced Mortar Halftrack class rating
  • Added Assault Grenadier anti-tank class ratings when upgraded with Panzerschrecks.
  • Implemented aiclass ratings for brit hq trucks, this should help AI fielding units that counter the units that the respective HQ trucks deploy.
  • AI is now more likely to build the Supply Yard, Kampfkraft Center, and Armoury near its HQ rather than at the edge of the base sector.
  • Implemented basic tech rules for Wehrmacht veterancy purchasing.
  • Improved AI sniper usage, and tweaked sniper demand (AI should now be getting Snipers on a regular basis again)
  • Slightly increased AT gun base safety factor (should help them stay put a while longer before pulling away from danger).
  • Significantly reduced Wehrmacht AI Medical Kit usage.

General changes

Demolition Charges
Dev note: We want to make Demolition Charges a more appealing tool to use during games. Unifying their placement functionality and overall damage potential should offer a broader range of use .
  • Can now be placed anywhere on the map as opposed to solely on Bridges, or Structures.
  • Recharge time: 0-60s → 30s
  • Will now revert back to camouflaged state after being out of any detection ranges.
  • Fixed major damage and area of effect inconsistencies between Demolition Charges of different factions.
Panzerfaust
  • Damage multiplier vs Jeeps: 2 → 1.5 (effective damage is now ~80% hp instead of >100%)
Panzerschreck
Dev note: The T-34/85 is an agile machine that also benefits from having decent armor protection againt a variety of weapons. As it currently stands the combination of mobility and armor means it's difficult to reliably score penetrating hits with Panzerschrecks. This is especially noticeable when the T-34/85 is upgraded with Cage Armour. We are therefore increasing the penetration chances of the Panzerschreck versus the T-34/85, while also reducing the overall impact of the Cage Armour upgrade.
  • Penetration multipliers vs T-34/85:
    • Default: 0.84 → 0.9
    • Cage armor: 0.74 → 0.8
PTRS/PTRD Anti-Tank Rifles
Dev note: When it comes to handheld anti-tank weapons, the initial shots are often of great importance when trying to scare away vehicles. Lacking the large alpha strike of rocket launchers, Anti-Tank Rifles were often perceived too ineffective when engaging at max range, taking too long to start engaging their targets. An increase in range should help getting squads to fire their initial shots earlier, thus helping with the overall responsiveness of the weapon.
  • Range: 35 → 40
  • Penetration multipliers:
    • Sd.Kfz. 22x series: 1.7 → 1.2
    • Panzer III: 0.3 → 0.4
    • Panzer III with skirts: 0.25 → 0.3
Mortar Smoke Barrages
Dev note: We're significantly improving smoke barrages with the aim to increase their overall appeal and utility. The following changes should make it much more responsive and efficient to quickly deploy a dense smoke screen wherever it is needed.
  • Scatter angle: 25 → 14
  • Max scatter distance: 25 → 6
  • Scatter distance offset: 0 → 2
  • Max tilt distance: 10 → 6
  • Cooldown: 0.3s → 0s
  • Wind down: 1s → 0s
Resource sharing
Dev note: We noticed that the reduced ammunition and fuel income was a bit too much in large team games. We therefore decided to tweak the shared income multipliers accordingly.
  • Shared resource multiplier: 0.76 → 0.87
  • Shared resources from a low point: 3 → 4
  • Shared resources from a medium point: 7 → 9
  • Shared resources from a high point: 12 → 14
Forward HQs
While Forward HQs see some use on certain maps, the upgrade often is not worth the effort. In addition, we want to address that the Ostheer lacks an option to reinforce in the field independant from using Halftracks.
  • Forward HQ manpower cost 260 → 220
  • Ostheer now can convert ambient structures to a Forward Headquarters. (Can deploy Sturmpioneers, Landsers, MG34 HMG teams, Mortar Teams, and PaK 97/38 Anti-Tanks Guns.
Soviets
We've noticed a trend where the Soviets tend to overperform significantly when applying certain strategies. Many of the issues lie with the faction being able to build too much momentum too quickly. As such the Soviets were often a squad ahead during the early stages of the game compared to other factions.

Additionally, the faction was able to reach late game tech such as the T-34/85 too quickly without needing to forego other tech and units. This meant that the Soviets could quickly supplement their early game advantage with powerful mid-game spikes while also being able to swiftly transition into late game tanks. All-in-all it resulted in lopsided tendencies in army compositions that are hard to play against.

The following set of changes are together aimed to address the issues at hand and should put the faction back in line with the other factions and make the Soviets less oppressive in various match-ups.
  • Starting fuel: 15 → 10
  • Starting manpower: 440 → 420
Mustering Tent
  • Manpower cost: 100 → 140
  • Fuel cost: 15 → 10
Support Barracks
  • Manpower cost: 140 → 200
  • Fuel cost: 15 → 25
Tank Hall
  • Manpower cost: 350 → 280
Ingenery
Dev note: This change is primarily aimed at addressing the so-called "clown car" tactics where players would use flamethrower Ingenery together with T-34/85s to wreck havoc while also having repairs available when cruising around the map. At the same time, this change is also makes it easier to conduct repairs on tanks with tank-riding capabilities without the need for hotkeys.
  • Can no longer ride tanks.
  • Upkeep cost: 3.8 → 7.1 mp/min
  • Added Demolition Charges (Requires Minesweeper & Demolition Package).
Observer Team
  • Hitpoints: 65 → 70
Conscripts
  • Manpower cost: 260 → 280
  • Reinforce time: 5s → 6s (with Infantry Storm: 4s → 5s)
  • Reinforce cost: 18 → 22 (with Infantry Storm: 16 → 20)
  • VPGS-41 Anti-Tank Rifle Grenade:
    • Damage multiplier vs Kubelwagen/Schwimmwagen/Kettenkrad/Motorcycle: 1.8 → 1.6 (effective damage is now between 70-80% hp of these vehicles instead of >90%)
    • Improved overall visuals and projectile ballistics, making it easier to spot when fired. This helps reducing the effect of "instant damage" that was perceived.
Strelky
  • Upkeep cost: 7.2 → 8.6 mp/min
  • PPSh-43 SMG:
    • Base damage: 4 → 5
    • Base accuracy (s/m/l): 0.55/0.3/0.05 → 0.55/0.3/0.1
    • Damage multipliers vs most infantry types: 1 → 0.75
    • Burst rate of fire: 12 → 10
    • Burst duration: 1.25-1.75s → 1-1.5s
    • Base cooldown: 1-1.5s → 2-2.5s
    • Cooldown multipliers (s/m/l): 0.7/1/1.7 → 0.3/1/1.5
    • Rounds Per Minute (s/m/l): 280/250/175 → 260/190/125
    • Range brackets (s/m/l): 8/17/30 → 5/15/30
Guards
Dev note: These changes result in practially no DPS change. However, it significantly reduces the rate of fire on mid and long ranges, reducing the overall "endless bullet storm" effect that these weapons had, often leading to overperformance at these ranges.
  • Call-in cost: 440 mp → 400 mp
  • PPS Sub-Machine Guns no longer require War Factor or Tank Hall (available by default).
  • Health regeneration per tick: 0.033 → 0.022
  • SVT-40 Rifles:
    • Base damage: 10 → 15
    • Base accuracy: 0.8/0.6/0.45 → 0.75/0.65/0.35
    • Base cooldown: 1.2-1.7s → 2.5-3s
    • Cooldown multipliers (s/m/l): 0.75/1/1.25 → 0.5/1/1.5
    • Rounds Per Minute (s/m/l): 45/33/20 → 37/20/13
    • DPS change (s/m/l): +5%/-11%/-33%
  • PPS SMG:
    • Base damage: 4 → 5
    • Base accuracy (s/m/l): 0.8/0.35/0.1 → 0.75/0.35/0.1
    • Damage multipliers vs most infantry types: 1 → 0.75
    • Burst duration: 1-1.3s → 1-1.5s
    • Burst rate of fire: 10 → 8
    • Base cooldown: 1-1.3s → 1.5-2s
    • Cooldown multipliers (s/m/l): 0.7/1/1.7 → 0.3/1/1.5
    • Rounds Per Minute (s/m/l): 275/200/160 → 235/165/135
    • Range brackets (s/m/l): 6/13/35 → 5/15/30
    • Reload frequency: 3-4 → 3
Naval Infantry
  • Veterancy requirements 8/16/32 → 9/18/36
  • Removed Sprint ability
  • Manpower upkeep: 9 → 9.6 mp/min
  • Mosin Nagant DPS (s/m/l) -/-/-5%
  • PTRD-41:
    • Now slightly better against infantry in garrisons, bunkers and heavy cover
    • Ammunition cost 60 → 80
  • Resilience now provides flat passive bonuses:
    • Rec. damage multiplier: 0.9
    • Rec. accuracy multiplier: 0.85
    • Rec. suppression multiplier: 0.5
    • Health regeneration: 10.56 hp/min
ZiS-44 Medic Truck
  • Now requires either the Mustering Tent or Armoury to be built once.
BA-64
  • Can no longer transport infantry.
  • Upkeep cost: 2.6 → 7.0
SU-76
  • 76.2mm ZiS-3 accuracy (s/m/l): 1.0/0.9/0.6 → 1.0/0.9/0.8
  • DP-28 Coaxial MG arc of firing 70° → 24°
  • Artillery Ammunition gun no longer disables the main gun. Instead, when upgraded with Artillery Ammunition the vehicle will now fire HE ammunition instead of AP (akin a StuH42). HE ammunition is inefficient against heavily armored targets, but remains decent against Infantry and light vehicles.
BT-7 Cavalry Tank
Dev note: BT-7 was too efficient when spammed.
  • Health 385 → 285
  • manpower cost 320 → 270
  • fuel cost 40 → 35
  • 76mm upgun health bonus 10% → 25%
  • 45 mm Mod.34 L/46 main gun:
    • base penetration (s/m/l): 1.0/0.86/0.67 → 1.0/0.9/0.8
    • Reduced penetration multipliers against most heavy tanks by ~15%
  • 76 mm Kt-28 main gun:
    • Base penetration (s/m/l): 1.0/0.905/0.767 → 1.0/0.77/0.52
T-60
Dev note: T-60, while powerful, lacked the ability to stay in fights for longer periods of time. We decided to make it more durable in exchange for higher initial cost.
  • Health 320 → 385
  • manpower cost 280 → 320
  • fuel cost 30 → 40
SU-100
  • Fixed some damage multiplier inconsistencies vs light armor
  • Now has access to Focus Firing ability that increases accuracy and penetration at the cost of lower rate fire
  • DP-28 coaxial MG firing arc: 70° → 24°
T-34/85
Dev note: While we are happy with the overall combat performance of the T-34/85 as highly versatile and hard hitting medium tank, it has become evident that the vehicle is too cost efficient compared to other medium tanks of similiar class. We are therefore increasing the overall cost of the T-34/85, not only to put it in line with other vehicles, but also to slightly delay its initial appearance on the battlefield.
  • Manpower cost: 360 → 380
  • Fuel cost: 75 → 80
  • Can no longer upgrade Ato42 flamethrower alongside mine roller
  • Main Gun now affected by improved ammunition (+15% base penetration)
IS-2
  • Main gun base penetration: 1/0.85/0.71 → 1/0.87/0.74
ISU-152
  • Area of Effect inner radii (s/m/l/d): 1/2.5/5/8 → 1/2/4/8
  • Area of Effect Damage multipliers (s/m/l/d): 1/0.3/0.1 → 1/0.3/0.15/0.1
  • Adjusted projectile speed
Vehicle/Tank Veterancy
  • Light Vehicles (BT-7, T-60, BA-64D)
    • Veterancy 1: -20% received damage
    • Veterancy 2: +30% weapon accuracy
    • Veterancy 3: -20% weapon reload
  • Tanks (ISU-152, SU-100, T-34-85, IS-2, KV-85)
    • Veterancy 1: -10% received penetration
    • Veterancy 2: +30% weapon accuracy
    • Veterancy 3: +30% weapon penetration
  • Artillery & Cannons (KV-2, SU-76, 76mm ZiS-3 Anti-Tank Gun, 52K 85mm AA/AT, Katyusha)
    • Veterancy 1: -10% weapon reload, - 5s barrage cooldown
    • Veterancy 2: +30% weapon accuracy, - 5s barrage cooldown
    • Veterancy 3: +30% weapon penetration, -10s barrage cooldown
  • NEW: Hero of the Soviet Union
    • When a tracked vehicle (ISU-152, IS-2, KV-85, T-34/85, T-60, BT-7, SU-100, SU-76, KV-2) reaches veterancy rank 3, it can be promoted to become a Hero of the Soviet Union. The Hero of the Soviet Union can select a boost to weapon damage and mobility OR increased durability. It also inspires all player owned vehicles which will gain veterancy significantly faster, indicated by a Red Star above the vehicle. There can only be one Hero of the Soviet Union active at the same time.
Cage Armour
  • Fuel cost: 50 → 60
Improved Logistics
  • Manpower cost: 150 → 200
  • Fuel cost: 50 → 70
  • Fixed manpower upkeep reduction: -35% → -25% (as intended)
Improved Ammunition
  • No longer affects SU-76 tanks.
  • Now affects T-34/85 tanks.
  • Now requires either a Support Barracks OR War Factory to be built once. (This is to make the Armoury upgrades appear less overwhelming for new players; this upgrade isn't useful before having Anti-Tank Guns or Tanks on the field.)
Petrol Bombs
  • Manpower cost: 80 → 100
Men Against Tanks
  • Manpower cost: 150 → 80
  • Fuel cost: 25 → 20
Breakthrough Strategy
  • ISU-152 reinforcement CP cost 5 → 4
  • Heavy Mortar reinforcement CP cost 1 → 2
  • Breakthrough Assault munition cost: 125 → 100
  • Breakthrough Artillery visually use 107mm mortar shells instead of 81mm mortar shells
Urban Combat Strategy
  • Naval Infantry reinforcement CP cost: 2 → 1
  • 52K 85mm Anti-Air Gun CP cost: 2 → 3
  • Street Fighting CP cost: 1 → 2
  • KV-2 reinforcement CP cost: 4 → 3
  • IL-2 Incendiary Bombing Run
    • ammunition cost 200 → 160
Propaganda Strategy
Dev note: Propaganda trees were readjusted to increase the synergy between the available abilities.
  • Position of 'The Red Flag' and 'Partisan Infiltration' switched
  • Red Flag CP cost 1 → 2
  • Street Fighting CP cost 1 → 2
  • Katyusha reinforcement CP cost 5 → 4
  • IL-2 PTAB Airstrike :
    • Adjusted PTAB Air Strike area of effect slightly
    • Ammo cost 175 → 150
Ostheer
Dev note: Due to the high fielding cost of Landsers, the Ostheer starts training their first Landser squad at a later timing compared to other factions. A slight increase in starting resources should enable the Ostheer to keep up during the early stages of the game.
  • Starting manpower: 400 → 420
Ordnance Depot
  • Manpower cost 230 → 220
Division Assault Troops
  • Research time: 75s → 60s
Mechanized Command
  • Manpower cost: 350 → 280
  • Fuel cost: 95 → 90
Sturmpioneers
Dev note: The Granatbüchse proved an unreliable weapon due to a variety of bugs and unintended behavior. This often made upgraded Sturmpioneers feel underwhelming in certain combat situations.
  • Manpower cost: 180 → 160
  • Granatbüchse 39 Grenade Launcher:
    • Upgrade now grants two Grenade Launchers.
    • Reworked projectile ballistics and scatter; projectiles will now fly in a higher arc trajectory.
    • Rebalanced area of effect and critical damage.
    • Damage multiplier against garrison cover: 3 → 7
  • Added Demolition Charges (Requires Minesweeper & Demolition Package).
Landsers
Dev note: We've noticed that Landsers tend to underperform slightly for their overall cost and intended role. The following changes are aimed to address a major DPS inconsistency between the Gewehr 43 rifle and the squad leader weapon, as well as instances where the Mkb.42 would fire much faster on longer ranges than the Gewehr 43 of other squad members.

It has also proven too difficult to reach veterancy rank 1, which is intended as an essential scaling factor during later stages of a game. On the contrary, once veterancy 1/2 were reached it was too easy to progress to veterancy rank 3 and 4.

  • Veterancy requirements (1/2/3/4): 10/20/35/55 → 9/18/36/63
  • Gewehr 43 Rifles:
    • Mid range accuracy: 0.55 → 0.65
    • Scatter angle: 10 → 5
    • Base cooldown: 1.4s → 1.5-2s
    • Cooldown multipliers (s/m/l): 1/1/2.1 → 0.8/1/1.7
  • MKb.42W Rifle:
    • Fixed missing point blank mechanic
    • Fixed several behavior inconsistencies
    • Base damage: 7 → 10
    • Mid range accuracy: 0.55 → 0.65
    • Base cooldown: 1.4s → 1.5-2s
    • Cooldown multipliers (s/m/l): 1/1/2.1 → 0.8/1/1.7
    • Reload frequency: 9-14 → 9
    • Reload time: 2.5-3s → 2-2.5s
  • Squad DPS change (s/m/l): +5%/+5%/+5%
Kubelwagen
  • MG34 Light Machine Gun munition cost: 25 → 15
Skirmish Commander
Dev note: We're adding an additional scaling potential to the Skirmish Commander akin the Offensive/Defensive bonuses provided by the Soviet Command Squad. At the same time it will also require more experience too reach the later veterancy ranks to prevent players from quickly ranking up their Skirmish Commander.
  • Veterancy requirements (1/2/3/4): 10/20/35/55 → 10/20/40/70
  • Added a stacking shared bonus towards all infantry, starting at veterancy rank 2:
    • Received damage multiplier: 0.95
    • Received accuracy multiplier: 0.95
    • Added visualization (PE def vet icon) for each level.
    • Total effect for vet 2/3/4 Skirmish Commander:
      • Received damage: -5%/-10%/-15%
      • Received accuracy: -5%/-10%/-15%
Concrete Emplacement
  • Hitpoints: 500/600 → 700
  • MG151 Emplacement now requires Company Support Troops
MG34 Light Machine Gun
  • Research time: 45s → 60s

Company Support Troops
Dev note: This should help Ostheer get to T2 at a similar pacing as Wehrmacht. In comparison to the Wehrmacht, the Ostheer early units are generally more expensive and the faction has other side techs to consider while also having to progress to later tech.
  • Manpower cost: 200 → 160
Mechanized Command
  • Manpower cost: 350 → 280
Grenade Supplies
Dev note: Grenade Supplies often foregone for the MG34 Light Machine Gun upgrade. A cost reduction is aimed to increase the overall appeal of this upgrade during earlier stages of the game.
  • Fuel cost: 35 → 30
  • Research time: 60s → 45s
Supercharged Mortar Shells
  • No longer requires Company Support Troops
  • Now also unlocks Airburst Barrage ability
  • Fuel cost: 20 → 10
Mortar Team
  • Added Airburst Barrage ability:
    • Munition cost: 35
    • Salvo: 4
    • Intended usage: Great for suppressing infantry in cover and stopping advances.
    • Requires: Supercharged Mortar Shells
75 mm PaK 97/38 Anti-Tank Gun
  • AP shell projectile speed: 70 → 75
  • HEAT shell projectile speed: 40 → 60
  • HEAT shell projectile acceleration: 30 → 40
Wespe
Dev note: The Wespe performs below expecations, often missing its intended barrage area due to excessive shell scatter. We're therefore making its barrage spread more consistent while also retaining some of its inaccuracy when barraging into the fog of war.
  • Hitpoints: 220 → 270
  • Upkeep cost: 20 mp/min → 15 mp/min
  • Scatter angle: 10 → 6.5
  • Max scatter distance: 17 → 18.5
  • Distance scatter offset: 0.35 → 0.3
  • Distance scatter ratio: 0.35 → 0.15
  • FoW angle multiplier: 1.5 → 2
Elefant
Dev note: The Elefant has a powerful main cannon but can rarely utilize it in the majority of games and is too vulnerable against a plethora of weapons ranging from artillery to regular tank guns. We decided to revise its armourtype to become more resilient against said weapons.
  • Frontal armour is +35% more resilient to most tank guns and AT guns
  • Has a -10% received damage modifier against everything but infantry AT weapons
  • Lockdown now provides 15% bonus accuracy in addition to a -10% reload modifier
Zrinyi II Assault Gun
  • Hitpoints: 520 → 620
  • Now fires HEAT shells by default as opposed to HE.
  • Added High-Explosive Barrage ability:
    • Salvo: 3
    • Damage: 100
    • Range: 90 m
    • Cooldown time: 105s
Schurzen (Armor Skirts)
  • Fuel cost: 50 → 70
Spearhead Operations
Dev note: The left branch of Spearhead Operations is often favored because of the early access to self-repairs on tanks followed by the Tiger call-in that can be unlocked for a total of 8 CPs. We're therefore bringing the Tiger unlocking cost in line with the Wehrmacht Tiger (9 CP) to reduce its oppressiveness when appearing too early.
  • Emergency Repairs CP cost: 2 → 3
  • Panzerkrieg now grants heavy crush to Panzer IV tanks.
Siege Operations
Dev note: We're improving the appeal of Frontline Observers to be more impactful.
  • Frontline Observers
    • Now applies +7 m sight range while stationary.
    • No longer equips Landers with ZF-4 rifle scopes to avoid potential confusion of intended combat role.
  • Incendiary Airburst Artillery
    • Ammunition cost 150 → 125
  • Riegel Mines
    • Now can also be placed by Landsers and Sturmpioneers.

Joint Operations
Dev note: We decided to rework the Zrynji II to make it a more appealing and useful assault gun.
  • Zrinyi II Assault Gun:
  • no longer uses HE shells by default, instead it fires HEAT:
    • Damage: 100
    • Reload: 7-8sec
    • Weapon range: 40m
  • Can fire a 3-shot HE barrage onto a designated area:
    • Reload: 105 s
    • Weapon range: 90m
  • Call in CP cost: 3 → 4
  • Luftbrücke Supplies:
    • Call in CP cost: 3 → 2
    • Duration time: 75sec → 65sec

Part 2
Panzer Elite, Wehrmacht, Americans, Commonwealth, Maps, Sound Design, Quality of Life & Bug fixes
https://store.steampowered.com/news/app/317600/view/3686814404781284876
Company of Heroes: Eastern Front - Celution
Part 1
Desync & Saved games, Game stability, AI, General changes, Soviet & Ostheer
https://store.steampowered.com/news/app/317600/view/5466859616674036407


Panzer Elite
Dev note: We've noticed that the Panzer Elite has a difficult time maintaining a healthy manpower income during the later stages of the game. Since the faction has no means of reducing its unit upkeep costs, it means the faction had a tendency to lack the manpower to sustain a reasonable army growth over time. This in turn led to limited momentum building capabilities, making it difficult to reach critical power spikes throughout the course of a game.

We aim to address the issue by increasing the base population threshold as well as tweaking some unit upkeep costs. What this means in practise is that it should enable players to field their two initial Panzergrenadier squads without a steep income reduction, and the faction should have an easier time building momentum while also having to maintain losses.

  • Base upkeep threshold: 5 → 7
  • Unit upkeep costs (mp/min):
    • Panzergrenadiers: 8.2 → 7.2
    • Assault Grenadiers: 9.6 → 8.0
    • Tank Busters: 11 → 8.6
    • Fallschirmjägers: 11 → 8.0
    • Infantry Halftrack: 6.7 → 5.4
    • Light AT Halftrack: 6.7 → 5.4
    • Armored Car: 6.7 → 5.4
    • Pioneer Halftrack: 6.7 → 0
    • Hotchkiss Light Tank: 6.7 → 5.4
Panther Battlegroup
Dev note: With Update 3.0 that brought the initial rework of the Panzer Elite faction the Panther Battlegroup call-in was removed. This because its power spiking potential was deemed too efficient and toxic in conjunction with common strategies performed by the faction. The game plan of the Panzer Elite often revolved around reaching the Panther Battlegroup as quickly as possible, after which it became a repetitive gameplay loop of solely relying on this call-in ability.

The overall oppressiveness and momentum building potential of the faction was reduced significantly compared to the original faction, and we've noted concerns from the community that certain strategies have a difficult time transitioning into late game options that can reliably deal with the power spikes of other factions.

We are therefore reinstating this iconic ability to the faction, albeit with some tweaks. While we want to avoid players solely relying on this call-in ability once available, we recognize its importance as an initial power spike when performing certain strategies (most notably, a strong mid game focus on T3).

  • Reinstated Panther Battlegroup call-in:
    • Requires Advanced Kampfgruppe Kompanie, Advanced Panzerjäger Kommand, Advanced Panzer Support Kommand AND Panther Support
    • Can only be used once per battle.
    • Cost: 1000 manpower
Schwimmwagen Type 128
Dev note: We're also reintroducing a familiar unit to the faction as an optional replacement for the Kettenkrad.
  • Reinstated Schwimmwagen Type 128 reward unit (replacing Kettenkrad).
  • Abilities:
    • Incendiary Trap (Scorched Earth Tactics)
    • Mark Target (Luftwaffe Tactics)
    • Mine Drop (Tank Destroyer Tactics)
    • Booby Traps (Scorched Earth Tactics)
Incendiary Trap
  • Added suppression effect on detonation.
  • Rebalanced overall damage output of the incendiary damage over time effect.
  • Munition cost: 15 → 35
Panzerjäger Kommand
  • Fuel cost: 50 → 40
Tank Busters
  • Reinforce cost: 36 → 32 (total: 144 → 128)
  • Kar98k mid range accuracy: 0.65 → 0.55
  • Removed unintended -40% reduced received suppression multiplier.
Luftwaffe Infantry
  • Can now construct Observation Posts.
Fallschirmjägers
  • Manpower cost: 400 → 420
  • Removed First Strike attack bonus when firing out of camouflage.
  • Kar98k Rifles moving accuracy multiplier: 0.75 → 0.5
  • FG42 Assault Rifle:
    • Base damage: 10 → 7
    • Burst duration: 0.75-1s → 1-1.25s
    • Damage multiplier vs most Infantry armor types: 1 → 0.75
    • Reduced suppression parameters to avoid single Fallschirmjäger squads suppressing targets during a firefight.
Mortar Halftrack
Dev note: The Mortar Halftrack is a powerful unit that stands central in many Panzer Elite strategies. However, it also has a tendency to be too difficult to counter due to its good mobility characteristics and lack of set-up and teardown times compared to conventional mortars.

We've decided to reduce its overall mobility, make the weapon slightly less accurate, and increase its manpower cost to make it less appealing to field multiple vehicles during the earlier stages of the game.

  • Manpower cost: 270 → 310
  • Top speed: 7 → 6
  • Acceleration: 3.3 → 2
  • Deceleration: 3.3 → 3
  • Rotation rate: 50 → 35
  • Cooldown: 6-8s → 7-9s
  • Ready aim time: 0-0.5s → 1-1.5s
  • Scatter angle: 10 → 11
  • Max scatter distance: 10 → 12
Sd.Kfz. 222 Amored Car
  • Increased overall mobility
  • Deployment time: 50s → 40s
Panther
Dev note: The Panther is one of the most versatile and formidable tanks in the game. In Update 3.0 its overall power was reduced with the aim to be less oppressive. While we're happy with the overall power level of the Panther, we've noticed that it performs slightly below expectations against the American mobile tank destroyers. This change enables the Panther to 3-shot the M10 again instead of requiring 4 shots.
  • Damage multiplier vs M10/M18: 1 → 1.2 (damage: 115 → 138)
  • Damage multiplier vs ISU-152: 1.00 → 1.15
Teller Mines
  • Can now also be placed by Assault Grenadiers and Tank Busters.
Wehrmacht
(Field) Medical Kit
  • Ability can no longer be activated when a squad is full hp, and will cancel automatically once full hp is reached.
  • Enabled healing visuals to better indicate which squad members are healing.
  • Munition cost: 30 → 20

Stormtroopers
  • Bundled Grenade munition cost: 40 → 35
Sdkfz 234 Puma
Dev note: The Puma struggled against Soviet light vehicles which is adjusted by making its guns slightly better against Bt-7.
  • 20mm-KwK30 against BT-7:
    • moving accuracy multiplier: 0.8 → 1.0
    • damage multiplier: 0.3 → 1.0
    • accuracy multiplier: 0.75 → 1.0
  • 50mm-KwK39 against Bt-7:
    • moving accuracy multiplier: 0.8 → 1.0
    • accuracy multiplier: 0.9 → 1.0
Geschutzwagen
Dev note: The Geschutzwagen has ever since its introduction been a gimmicky vehicle featuring very high damage per shot but lacking in overall versatility. After it eventually lost some of its sting, it is often regarded as being in the shadow of the StuG IV. We want to bring this vehicle back into the light by tweaking its overall design to offer alternative strategies when playing as the Wehrmacht, without it being frustrating to use or play against.

The following changes are intended to put the Geschutzwagen more in line with the Panzer Elite Marder III, exchanging its excessive alpha damage and range for more overall flexibility. A change in veterancy class from Tanks to Vehicles also means it is more comfortable to combine the Geschutzwagen with the Sd.Kfz. 234 Puma.

  • 75 mm Pak 40:
    • Base damage: 185 → 150
    • Weapon range: 60m → 50m
    • Reload time: 7.5s → 6-6.5s
    • Penetration multipliers:
      • Sherman: 0.9 → 0.75
      • T-34/85 cage: 0.52 → 0.81
    • Damage multiplier vs SU-76: 1.5 → 1
    • Deflection damage multiplier: 0.5 → 0.35
    • Gun traverse limits: -22/+22 → -15/+15 (bug fix, now aligned with the animation limits)
  • Fuel cost 55 → 45
  • Top speed: 6 → 4.2
  • Traverse rate: 24 → 40
  • Death exp modifier: 10 → 8
  • Now uses Vehicle Veterancy instead of Tank Veterancy:
    • Switched vet 3 bonus: -25% reload → +25% damage
  • Rapid Fire shells:
    • Added UI visualization above the health bar while active.
    • Duration: 30s → 25s
    • Reload reduction: -50% → -30%
    • Munition cost: 50 → 35
    • Added weapon hardpoint check (can no longer be activated with a destroyed main gun)
Panther
Dev note: The Panther is one of the most versatile and formidable tanks in the game. In Update 3.0 its overall power was reduced with the aim to be less oppressive. While we're happy with the overall power level of the Panther, we've noticed that it performs slightly below expectations against the American mobile tank destroyers. This change enables the Panther to 3-shot the M10 again instead of requiring 4 shots.
  • Damage multiplier vs M10/M18: 1 → 1.2 (damage: 115 → 138)
Americans

Demolition Charges
  • Fuel cost: 30 → 10
Mk2 Grenades
Dev note: Similar to the Ostheer Grenade Supplies upgrade, Mk2 Grenades are often foregone for BAR upgrade. A cost reduction is aimed to increase the overall appeal of this upgrade during earlier stages of the game.
  • Fuel cost: 40 → 30
M10 Wolverine
Dev note: In vCoH the M10 has a misfire issue partly due to a 0.8s wind up time before firing. This was fixed in EF and the wind up time was removed. This effectively means the M10 fired 0.8s faster than intended compared to the vCoH values, resulting in an overall overperformance of the vehicle.
  • Reload time: 4.2s → 5s
Sherman Crocodile
  • Burst duration: 4-6s → 3-5s
Defensive Smoke Screen
  • Manpower cost: 150 → 100
  • Fuel cost: 25 → 10
  • Research time: 45s → 30s
Sherman Calliope
  • Manpower upkeep 13.8 → 15.1 mp/min
Machine Gun Emplacement
  • Fixed faulty weapon coordinates that led to the weapon being less effective than intended.
  • Slightly improved effectiveness against suppressed targets.
Airborne Company
Dev note: Airborne Company has a significant manpower and munition demand due to various expensive units, abilities, upgrades and multiple airstrikes. The Paradropped AT gun is often deemed too expensive to field and maintain compared to the conventional AT gun, and players often favor Airborne Squads with Recoilless Rifles to handle vehicle threats. The Airstrikes in turn see limited use due to the high munition demand to upgrade Airborne squads with Recoilless Rifles. Our aim is to make the Paradropped AT gun and Supply Drops more appealing choices, which in turn should boost ability usage. Additionally, we want to address that Airborne squads are often perceived as an expensive yet somewhat underwhelming unit, and make airstrikes more accessible throughout a match.

  • Airborne (Paratroopers):
    • Satchel Charges munition cost: 50 → 35
    • Item slots: 4 → 6 (can now pick up an additional heavy weapon when upgraded with RR)
    • M1 Carbine:
      • DPS change (s/m/l): +55%/+37%/+10%
    Dev note: Compared to Riflemen (especially with BAR), Airborne squads had really underwhelming anti-infantry capabilities, especially when upgraded with the Recoilless Rifle package. While the DPS increase may seem extreme on paper, the improved firepower makes them a more capable package out of the box, while also retaining some of their capabilities once upgraded. The high deployment and maintenance cost remain the same and act as a balancing factor to offset their power and versatility.

  • Paradropped Anti-Tank Gun:
    • Manpower cost: 350 → 320
    • Reinforce cost: 84 mp → 35 mp
  • Supply Drops
    • CP cost: 2 → 1
    • Manpower cost: 100 → 250
    • Recharge time: 240s → 300s
    • Munition crate munition amount: 100 → 50
    • Added two additional Munition crate drops (total munitions: 100 → 150):
      • One munition crate drops an M1919A4 Medium Machine Gun.
      • One munition crate drops an M1918 Browning Automatic Rifle (BAR).
      • One munition crate drops an M18 Recoilless Rifle.
    Dev note: Supply Drops are rebalanced to offer additional munitions and heavy weapons to allow players to more swiftly utilize this ability in conjunction with infantry orientated strategies.
  • Strafing Run:
    • Added red warning smoke
    • Munition cost: 150 → 125
    • Slightly lowered initial delay time.
  • Bombing Run
    • CP cost: 3 → 4
    • Munition cost: 175 → 150
Infantry Company

  • Off-Map Combat Group:
    • Manpower cost: 800 → 700
    • First "wave" will now always grant one M10 Wolverine or M18 Hellcat (no longer randomizes with an M1 57 mm Anti-Tank Gun)
    • Second "wave" now consists of either an M10 Wolverine/M18 Hellcat OR M8 Greyhound/T17 Armored Car OR Rangers (M1 57 mm Anti-Tank Gun removed).
    • Removed third "wave" of reinforcements (HMG team, AT gun, Mortar, or Riflemen)

Commonwealth

Mortar Emplacement
  • Added Smoke Barrages and Supercharged Smoke Barrages.
  • Fixed Mortar Overwatch and Counter Battery barrages overlapping the same UI slot.
  • Removed Victor Targeting functionality.
  • Can now use Hold Fire
  • Overwatch Barrage:
    • Changed projectile explosion FX from default mortar to small airburst.
    • Area of effect radius: 6 → 12
    • Suppression: 0.025 → 0.07
    • Nearby suppression radius: 7 → 14
    • Nearby suppression multiplier: 1 → 2
    • Overwatch barrage duration: 20 → 12
    • Overwatch barrage interval: 10 → 8
    • Salvo: 5 → 3
    • Dev note: the intention of these changes is to make the Overwatch ability a proper area denial and suppression tool instead of being inferior to the default mortar barrages.
Commando Mortar Section
  • Added Smoke Barrages.
Maps
  • New map: [EF] Vilnia (2):
    • Core map based off Wolfheze (4) but overhauled from the ground up and adapted for 1v1 games, including base sector locations and overall territory design.
  • New map: [EF] Lublin Region (8):
    • Improved version of Montargis Region, featuring a reworked territory and Victory Point layout, and improved passability and movement options in key areas.
  • Improved [EF] Anapa (6):
    • Reworked many areas for better overall passability and gameplay options.
    • Improved Territory and Victory Point layout
    • Tweaked atmosphere settings
  • Improved [EF] Zmievka (4)
    • Improved some areas for better passability and gameplay options.
Sound design
  • Tweaked DP-28 LMG sound
  • Implemented a new weapon sound for the MG34 LMG/HMG.
Quality of Life
  • Smoke cover now has a visual shield and preview dots akin light/heavy cover.
  • Stationary Howitzer barrages are no longer the default action. This makes it possible to set the facing of howitzers using a right-click action without also ordering a barrage.
  • Booby traps are now the default action, meaning that squads can quickly plant booby traps using a right-click action on a strategic point.
  • Updated ZiS-44 vehicle symbol.
  • Panzerwerfers upgraded with Incendiary Rockets now have a flame on their unit symbol (akin flamethrowers) for easier identification.
  • Pioneer Battlefield repairs (vet 3 repairs) now uses the Advanced Repair icon.
  • Implemented a potential fix for disappearing artillery warning smoke.
  • Improved VPGS-41 projectile physics and visuals.
  • All base structures and defensive structures (bunkers, emplacements) now appear on the tactical map.
  • Increased the construction print size of all base structures, including HQ's (0-1 → 1.5-3). This should help avoiding units getting stuck when structures are placed close to the map border or other structures. This is especially crucial for the AI.
  • PaK 97/38 can now activate HEAT shells while on the move (similar to other AT guns).
Bug fixes
  • Fixed Panzerfusilier missing reliable Kar98k rifles (still using G33-40t).
  • Fixed Panzerfusilier DPS inconsistencies between the reliable Kar98k and leader Gewehr 43.
  • Fixed Guards requiring 10 population space instead of the intended 5.
  • Fixed Heavy Mortar Team using 3 population space instead of the intended 6.
  • Fixed Shock Strelky description.
  • Fixed Improved Ammunition description.
  • Fixed Luftwaffe Intelligence revealing all infantry on the minimap (now only reveals all vehicles as intended).
  • Fixed Panzergrenadier Minesweepers blocking Incendiary Grenade usage.
  • Fixed Infantry Halftrack suppression ability taskbar UI slot (11 → 9)
  • Fixed Panzer III Infantry Support Tank visuals (now using the "late" hull as intended).
  • Fixed unintended abysmal damage output and weapon range on Ostheer weapon team crew members.
  • Fixed Triage Center healing UI visuals not matching the actual healing range (15 → 20).
  • Fixed swapped Ostheer (Heavy) Mortar recew icons.
  • Fixed a bug where Panzer 38(t) and Jagdpanzer IV would have full health when recovered by Bergetiger or FAMO
  • Fixed potential minor bugs with statue cover objects.
  • Fixed an issue where Overwatch and Counter Battery barrages (Mortar Emplacement, 25-Pounder Howitzers, Priest SPG) could not be activated.
  • Fixed an issue where the Kettenkrad/Schwimmwagen mine detector would require Tank Destroyer Tactics.
  • Fixed M7 Priest track animations not working.
  • Fixed an issue of overlapping hotkeys between the Concrete AA Battery upgrade and Mortar Barrage when a Mortar Team is garrisoned.
  • Fixed faulty UI indicator for Zeal on KCH
  • Fixed Zrynji II constantly re-arranging to hit moving targets without shooting
  • Fixed Priority Defense not applying its combat bonuses correctly
  • Fixed Counterassault not applying its combat bonuses correctly
  • Fixed Jagdpanzer IV weapon range brackets not matching Panther KwK42 weapon
  • Fixed an unintentional rate of fire reduction on Panzer38t
  • Fixed reinforcement cost for Panzer Elite MG42 teams to match their actual squad cost
  • Fixed Concrete Emplacements not providing proper cover to units inside
  • Fixed US M1 Howitzer not receiving reduced barrage recharge, now applies -5s/-5s/-10s when reaching veterancy level 1/2/3
  • Fixed Partisans not equipping Mp40/PPD-40 submachine guns as intended
  • Fixed a bug that allowed Soviet 82mm Mortars to shoot further than intended
  • Fixed penetration bonuses not applying HVAP Pershing gun
  • Fixed a bug that applied a larger line of sight bonus for spotters while camouflaged than intended
  • Fixed Soviet Outposts not providing the intended cover modifiers for infantry.
  • Fixed a bug that allowed Ingenery upgraded with flamethrowers to pick-up heavy weapons.
  • Fixed King Tiger call-in ability using the incorrect icon.
  • Fixed King Tiger call-in reinforcement requirement (20 → 16, now matching the tank pop cost)
  • Fixed Tiger Ace population cost (14 → 16, now matching the call-in requirement)
  • Fixed Flammpanzer III using the incorrect requirement string (Only three available → Only two available)
  • Fixed DP-28 LMG slot size (1 → 2)
  • Fixed Stormtrooper STG44 Assault Rifle using the FG42 firing sound.
  • Fixed inconsistencies between Goliath units of different factions.
  • Fixed some minor inconsistencies with various throwables.
  • Fixed M1918 Browning Automatic Rifle not having the point blank mechanic enabled.
  • Fixed missing improved ammunition slot item (now shows +1 against heavy armour)
  • Fixed various inconsistencies with certain vehicle mounted light machine guns (mostly range tables)
  • Fixed T34-85 with flamethrower upgrade being able to carry infantry units.
Company of Heroes: Eastern Front - Celution
We recently had the opportunity to have a chat with Capt.Sedaris and talk about Company of Heroes, the origins (and future!) of the Eastern Front mod, the people behind it, hurdles during development, modding Company of Heroes, and more!

So are you curious to learn more about the development and history of Company of Heroes: Eastern Front, or to get to know the developers? Check out the full interview on their YouTube channel:



p.s. playback speed can be increased!
Company of Heroes: Eastern Front - Æ | Darc Reaver
Comrades,

This update brings balance tweaks, AI enhancements, major overhauls to two of our featured maps, bug fixes, and more!

General changes

Ambient objects
  • Fixed various map objects lacking object cover and impass completely (certain statues, hay bails and large rubble piles).
  • Tractors now provide heavy cover instead of light cover.
  • Standardized metal fuel barrels to all provide heavy cover instead of a mixture between light and heavy.
Ostheer
Kubelwagen
  • MG34 upgrade ammo cost: 25 → 15
Landsers
  • Damage output (short/mid/long): -7%/+9%/-4%
Panzer III
Dev note: Panzer III upkeep was lowered in an earlier version, and due to the last set of buffs it is reasonable to revert the upkeep back to the original values.
  • All Panzer III variants upkeep: 8.08 → 10.75
Spearhead Operations
  • Panzerfusiliers
    • Now use reliable Kar98k rifles (visual change only)
    • Scoped MP44 package ammo cost: 50 → 75
Siege Operations
  • Riegel mines
    • CP cost: 2 → 1
  • Flammpanzer III
    • Flamethrower will now launch multiple, shorter bursts with a small pause inbetween
  • Elefant
    • CP cost: 4 → 5
    • Accuracy against antitank guns: 50% → 20%
Joint Operations
Dev note: In some situations the abilities of the right side of the doctrine tree proved to be too spammable.
  • Honved Combatgroup
    • Call in cost: 260 mp → 270 mp
  • Hungarian Strategic Reserves
    • Recharge time: 180s → 300s
Soviets
Conscripts
Dev note: dp 28 will now be slightly more effective against large groups of infantry.
  • Veterancy requirements rank 1/2/3: 6/14/28 → 6/12/28
  • DP-28 light machine gun acc incr. 1.03 → 1.05
Strelky
  • Veterancy requirements rank 1/2/3: 10/20/40 → 9/18/36
Observer Team
  • Now use their own armourtype tp_infantry_scout. This fixes an issue with Observers not dying except when they're on extremely low health in some situations.
  • Enemy sniper shots will no longer one-shot-kill Observers with full health
  • Squad will be slightly harder to hit while they are on the move
  • Hitpoints 65 → 70
SU-76
  • 76mm Artillery Barrage
    • Increased the overall damage area by 12%
SU-100
  • Manpower cost: 450 → 400
  • Fuel cost: 100 → 90
  • Improved ammunition tech affects SU-100 (+10% penetration)
Urban Combat Strategy
  • Naval Infantry
    • Hitpoints: 80 → 85 (squad health 320 → 340)
    • Resilience mechanic now also reduces weapon reload by 10%
  • 52K 85mm cannon
    • Base penetration (short/mid/long): 1.0/0.92/0.88 → 1.25/0.83/0.66
    • Base damage: 200 → 180
      Dev note: This might look like a major nerf, but it isn't. The gun had some unintentionally high penetration values which are put in line with other flak and long range AT weapons

Breakthrough Strategy
  • M1937 107mm Heavy Mortar
    • CP cost: 2 → 1
    • Call-in recharge time: 90 s → 180 s
  • Breakthrough Artillery
    • CP cost: 2 → 3
Panzer Elite
Upkeep Threshold
Dev note: this value determines how many population points are free of upkeep.
  • Required population points: 8 → 5
Panzer Grenadiers
Dev note: The weapon is mostly meant as an anti-garrison weapon that can be used in addition to incendiary grenades. Playtests showed it was slightly too powerful in open combat.
  • Gewehr 43 weapon
    • Base damage: 15 → 12
    • Damage output (short/mid/long): -25%/-27%/-21%
    • Damage against cover and garrisons +33%
Marder III
  • Damage taken factor from PTRS/PTRD Anti-Tank Rifles 2.0 → 1.5
Panther
  • Penetration multiplier vs SU-100: 0.88 → 0.82
88 mm Flak 36 AT/AA
  • Reverted crew size to 3
Wehrmacht
Panther
  • Penetration multiplier vs SU-100: 0.88 → 0.82
88 mm Flak 36 AT/AA
  • Reverted crew size to 3
Maps
Remastered [EF] Kotelnikovo (4)
  • Significantly improved map flow and passability in key areas:
    • Opened many fences and blocked passageways to ease flanking around critical areas.
    • Reduced the size of several hedgerows for better overall passability across the map.
    • Added additional shot blockers and cover options in a plethora of areas for better gameplay options and map flow, reducing the "shooting range/wasteland" effect that used to happen in many areas.
    • Tweaked many fences and walls to offer better approaches toward critical areas and to reduce the funneling effect in these areas.
  • Added additional terrain cover and other cover objects where deemed necessary:
    • Generally speaking, players may find more terrain cover around cliffs, alongside roads that impose negative (red) cover, and very large open fields.
  • Rebalanced area around the western Victory Point:
    • Vastly improved terrain aesthetics for improved visual appeal and added character.
    • Added additional shot blockers and cover options for better gameplay options and map flow.
  • Rebalanced area around the eastern Victory Point:
    • Vastly improved terrain aesthetics for improved visual appeal and added character.
    • Reworked cover balance around the large barn building.
    • Improved overall object placement for better visual appeal and better pathing.
    • Moved central Victory Point off the road.
  • Western medium fuel point (barn area):
    • Widened the ramp towards the medium fuel point.
    • Added additional cover options to fight the barn building from both sides.
  • Eastern medium fuel point (barn area):
    • Added additional shot blockers and cover options for better gameplay options and map flow.
    • Added additional cover options to fight the barn building.
  • Territory layout:
    • Replaced corner low munition points with low fuel points.
    • Replaced central low fuel point on the road with a Strategic point, and moved it off the road.
    • Western medium fuel sector now also incorporates the large barn.
    • Western medium fuel sector no longer provides a cut-off towards the western strategic point and corner fuel point.
    • Eastern medium fuel sector no longer provides a cut-off towards the eastern strategic point and corner fuel point.
    • Western Strategic points are now linked.
    • Eastern Strategic points are now linked.
  • Improved base area aesthetics and design.
  • Moved off-map entry points for player 2 and player 3 to be adjacent to their base sector instead of the main road.
  • Fixed a plethora of terrain elevation related issues.
  • Updated minimap and preview maps.
  • Added weather options: Overcast, Sunny.


Remastered [EF] Cologne (2)
  • Reworked map visuals from the ground up:
    • Expect a much higher color fidelity and much more diverse character between various areas of the map.
    • Fixed purple reflections/fog appearing on buildings and objects.
    • Improved dynamic weather coloring and overall atmosphere.
    • Vastly improved terrain detailing and overall visual appeal.
  • Reworked building and cover balance for better game flow:
    • Added a plethora of new fighting positions and new buildings that may be used in key locations.
    • Reworked many areas for greater gameplay options around common fighting zones.
  • Repositioned the Victory Points and and tweaked the sector layout:
    • Added an additional medium fuel sector in the middle of the map.
    • Added two additional strategic points as possible cut-offs towards the far southern high munitions point.
    • Fixed various territory sector drawing bugs.


User Interface
  • Enabled VP announcers on Ostheer and Soviets
  • Updated doctrine announcements for Ostheer
  • updated UI values for Panceltoro
AI
Dev note: We've implemented a plethora of new AI functionalities that should help improve its overall behavior and competence on all difficulty levels. However, it will take time for us to finetune all of it and flesh any bugs that may arise. Be sure to leave us feedback on the AI and stay tuned for future updates in which we will be tweaking it further.

Behavior changes
  • Fixed Commonwealth AI not deploying HQ trucks properly. HQ trucks should now dynamically move and setup in territory sectors, with high income sectors being preferred so long as they are not in too close proximity to danger. AI will also properly relocate trucks that are too exposed to nearby danger.
  • Fixed multiple major issues with custom AI control scripts that led to them not running properly.
  • Fixed a major issue where an old custom ai unit control script was active.
  • Significantly reduced the overall AI defensiveness, fixing an issue where it would often prefer construction Observation Posts over producing combat units.
  • Increase priority to make Stuarts/Staghounds and sappers for British AI.
  • Greatly increase priority of Bren carrier MG upgrade.
  • Increased priority of sapper PIAT upgrade, will upgrade them over Expert Engineers.
  • Increased priority to build howitzers for British AI.
  • Added additional starting builds for British AI .
  • Implemented functionality for AI to use Anti-Tank units more effectively vs tanks and vehicles.
  • Implemented functionality for AI to better manage repairing vehicles.
  • Implemented functionality for AI to better manage and utilize mobile artillery units.
  • Implemented functionality for AI to use grenades and other infantry abilities more effectively.
  • Implemented functionality for AI to control and coordinate units better:
    • AI will try to keep long range units at range and away from threats.
    • AI will use units which excel at close and medium ranged combat much more effectively, trying to close the distance more than always staying at max range.
    • Implemented functionality for AI to now better and control team weapons such as mortars, AT guns, and heavy machine guns.
  • Implemented functionality for AI to set up the Krankenwagen and ZiS-44 Medical Truck.

AI bonuses
We have tweaked the traditional AI bonuses (increased manpower, munition and fuel income) for each difficulty level. Additionally, we have introduced several new bonuses the AI receives with increased difficulty. Remember, CPU - Normal has no bonuses whatsoever, and CPU - Easy is penalized compared to the player.
  • Easy
    • Manpower income multiplier: 0.9 → 0.92
    • Munition income multiplier: 1 → 0.95
    • Fuel income multiplier: 0.9 → 0.95
    • Fuel income addition (after multiplier): 0 → -0.5
    • Starting resources multiplier: 1 → 0.946
    • Production rate multiplier: 1 → 0.95
    • Repair rate multiplier: 1 → 0.97
    • Experience received multiplier: 1 → 0.97
    • Command Point gain rate multiplier: 1 → 0.97
    • Population cap override: 75
  • Normal
    • Manpower income multiplier: 1
    • Munition income multiplier: 1
    • Fuel income multiplier: 1
    • Fuel income addition (after multiplier): 0
    • Starting resources multiplier: 1
    • Production rate multiplier: 1
    • Experience received multiplier: 1
    • Command Point gain rate multiplier: 1
    • Population cap override: 81
  • Hard
    • Manpower income multiplier: 1.15 → 1.24
    • Munition income multiplier: 1 → 1.15
    • Fuel income multiplier: 0.9 → 1.15
    • Fuel income addition (after multiplier): 0 → 1.5
    • Starting resources multiplier: 1 → 1.162
    • Production rate multiplier: 1 → 1.15
    • Production rate multiplier: 1 → 1.09
    • Experience received multiplier: 1 → 1.1.15
    • Command Point gain rate multiplier: 1 → 1.09
    • Population cap override: 97
  • Expert
    • Manpower income multiplier: 1.6 → 1.64
    • Munition income multiplier: 1.6 → 1.4
    • Fuel income multiplier: 1.3 → 1.4
    • Fuel income addition (after multiplier): 0 → 4.0
    • Starting resources multiplier: 1 → 1.433
    • Production rate multiplier: 1 → 1.4
    • Production rate multiplier: 1 → 1.24
    • Experience received multiplier: 1 → 1.24
    • Command Point gain rate multiplier: 1 → 1.24
    • Population cap override: 125

Bug fixes
  • Fixed JU-87D wreck collision box.
  • Fixed a range issue on Sherman Crocodile and Flammpanzer III.
  • Fixed snipers moving at normal speed with veterancy.
  • Fixed Panceltoro 44M becoming a Wehrmacht Panzerschreck when picked up by troops.
  • Fixed some armour inconsistencies on Soviet and Ostheer weapon teams.
  • Fixed a bug that didn't allow the Luchs to drive at maximum speed.
  • Fixed a bug with soviet and Ostheer artillery not always gaining reduced barrage recharge.
  • Fixed a bug where Partisan weapon upgrade were unavailable after the Armoury has been destroyed.
  • Fixed a bug with Elefant StuK43 cannon that allowed the tank to shoot farther than intended when not locked down.
  • Fixed a bug where Panzer38t and Jagdpanzer IV would have full health when recovered by Bergetiger or FAMO
  • Fixed Incendiary Ammo ability appearing on recovered Sdkfz 221 Scout Cars.
  • Fixed an issue where the M26 Pershing sometimes would appear with pink model textures.
...

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