Company of Heroes: Eastern Front - Mitth'raw'nuruodo
Greetings soldiers!
Today we want to present you the second batch of information for the upcoming Company of Heroes Eastern Front Patch.
Based on your feedback we were able to work on a new multiplayer focused update, which will include a total rework of the Ostheer doctrines. And with it the return of quite a few iconic eastern front units that were not present in earlier versions of the mod. We hope that this will make the Ostheer more variable and fun to play, especially in teamgames.
We have prepared some concept art for you to show you the upcoming faction changes and to give you some information about the new faction design.
Today we will show you some concept art for the upcoming Ostheer: T > Technology C > buildable
Release notification: At the moment we are working on the translations and are fixing bugs. The concept presented is not 100% final yet and some details may still change until the patch has been released.
We, as a team, want to thank everybody who participated in the balancing process. It may have been rough at times when different opinions clashed onto each other, but it was well worth all the time and effort. The feedback was crucial and helped a lot in the design and balancing process.
We also want to thank you, the community, for all the support and enthusiasm. EF was released in 2010. It has been a long way, and a lot has happend in 11 years of EF development. 11 years are a long time for a mod project, and the reason why this project is still alive is its trusting and caring community.
We wish you a lot of fun with the upcoming EF patch.
Company of Heroes: Eastern Front - Mitth'raw'nuruodo
Greetings soldiers!
Today we want to present you the first batch of information for the upcoming Company of Heroes Eastern Front Patch.
Basing on your feedback we were able to work on a new Multiplayer focused update. With the upcoming version EF will do the next step in balancing and gameplay adjustments.
We have prepared some concept art for you to show you the upcoming faction changes and to give you some information about the new faction design.
Today we will beginn with the reworked Red Army: + > Is needed T > Technology C > buildable
Have fun and stay tuned for the upcoming Ostheer changes.
Keep in mind: Patchnotes will be released with the patch.
- Increased burst duration of SG 43 by 0.15sec - Increased Tank Hall Hitpoints to 850 from 700 - Increased Sapper health to 50 from 45 - Increased Sturmovie Health to 70 from 60 - Increased Command Squad Guard health to 70 from 65 - Increased VPGS grenade Ability range to 30 from 25m, lowered cost to 30 ammo from 35 - Increased SU 85 and ISU 152 turning speed slightly - Increased IS 2 turret turning speed slightly - Lowered SU 85/100 cost to 400mp/80f (from 90f) , exchanged rec. damage modifier bonus with received accuracy bonus - Increased sniper rate of fire by 1 sec - Lowered Katyusha health and applied tp_vehicle armour - Increased Katyusha weapon AoE to 6.5 (from 5.4) - Lowered support barrack cost to 30f (from 35f) - Increased ATO 42 flame thrower damage to 12/18 (from 8/12)
Urban combat Sturmovie Ingenery can now throw AT grenades Street Fighting ability (RHS 1) now unlocks camouflage for snipers
Panzer Elite
- Increased Support Kommand teching cost to 250mp/65f (from 200mp/40f) - Increased Panzer IV buildtime by 10sec - Lowered Kettenkrad cap speed to 1.25 from 1.75 - Increased Kettenkrad cost to 150mp (from 120mp) - Increased buiildime to 25s (from 15s)
Ostheer
- Changed Panzer II critical type to vehicle - Ostheer officer now uses assault pool bonus automatically - Lowered basic Landser capping speed to 1.35 from 1.5) - Fixed Modernization II research time being too low (lower than Modernization I) - Panzerfusiliers now start with Mkb 42 sub machine guns and can upgrade Panzerschrecks/Granatwerfer. Removed ability to throw regular grenades
NOTE: Currently the patch version is not shown publicly. There is a possibility that a hotfix is needed - will be published either later today or tomorrow along with the new version number.
EDIT 21:04: In case you have issues with applying the patch - try to restart steam. There seems to be an issue with the newly created beta branch. I'm working on a fix. EDIT 21:59: should be fixed and update properly now. Sorry for the inconvenience. EDIT 18.05.: There are some ninja changes that backrolled from an old internal version for some reason (like the command squad pool choice). Will be fixed in the next days.
Bugfixes:
* fixed casualty requirement on Ostheer medic tent (now correctly needs 6 casualties to create Landser squad) * fixed some inconsistencies with flame throwing weapons * fixed weapon bug on Ranger team (now can correctly apply 2x3 Thompsons and up to 2xBazookas for 40 ammo like intended) * fixed T17 Staghound not having an MG upgrade * set hotkey for Priority Defense Ability to 'V' * tried to fix the spotter healing once more * fixed Bt7a not profiting from mass scale assault * Fixed PE starting with both schwimmwagen and kettenkrad on some maps * Fixed bad crit table causing a crash when brit emplacements are destroyed by certain weapons * Testing AI fix which will prevent AI going stagnant after 20 minutes into a game (for Annihilate right now * Fixed brit HQ on some maps * applied a new version of Achievements, please test if the achievements now unlock correctly.
General:
* Added provisions for AI to use assault engineer reward doctrine * Testing new AI conditions for some abilities * Added more missing stuff to luaconsts.scar * lowered the "destroy turret" turning speed reduction from 90% to 65% * Increased aggressiveness of Allied AI * Adjusted AI targets for some abilities
Ostheer:
* lowered assault pool capture speed bonus to 10% from 15% * lowered recharge time of healing supply airdrop by 30s * increased panzerwerfer call in cost to 500mp (from 400mp) * increased StuG III cost to 360mp/60f (from 325mp/50f) * lowered Panzerwerfer weapon supression by 25% * Panzer III main cannon damage now 67.5 (same as upgun, upgun increaes penetaration and long range accuracy by 5%) * increased Spring mine damage radius to 2/3.5/7m (from 1/3.5/7,), increased damage to 90 (from 75)
Panzer Elite:
* PE Scout car cost increased to 20f (from 15f) * lowered PE Kettenkrad capture speed to 1.75 (from 2.00) * lowered Panzer Grenadier Kar 98 damage to 12 (from 13) * lowered Panzer Grenadier G43 long range accuracy to 42% (from 45%) * increased Panzer Grenadier upkeep to 2.78mp/min (from 2.59mp/min) - 11.1mp/min for 4men squad and 13.9mp/min for 5men squads * increased Panzer Grenadier reinforce to 42mp (from 41)
Soviets:
* lowered Conscript deployment time by 5 seconds (35s -> 30s) * SU 85 penetration on medium range increased to 0.94 (from 0.90) * increased SU 85/100 deflection damage to 25% (from 15/20%) * tweaked Bt-7a cannon to behave more similar to a Howitzer
* fixed reinforcement bug on Spotter * fixed some double layered upgrades * swapped Hohlladungsgranate-Ability from Sdkfz 250/10 (AT HT) to Sdkfz 250/9 (Stummel Halftrack) * fixed projectile bug on PTRD * Rangers get their +25% weapon penetration bonus with vet 1
Balancing:
Panzer Elite:
Gameplay:
* removed Schwimmwagen (for now, will be put back in in the Brit faction update) * applied mine drop ability to Kettenkrad * shuffled abilities:
removed Field Experience upgrade (capture speed)
moved Flame grenade upgrade to Kampfgruppe Kompanie (t2)
moved Veteran Sergeant upgrade to Kampfgruppe Kompanie, now also applies 25% capture rate from Field Experience
moved Sdkfz 250 armour upgrade to Logistik Kompanie
moved improved repairs to Panzerjäger Kommand
Stats:
* lowered Kettenkrad repair rate by 25% * lowered Kettenkrad capture speed from 2.00 to 1.5 * increased Sdkfz 221 (Scout Car) cost to 180mp/20f (from 10f) * increased Sdkfz 250 armor upgrade cost to 160mp/35f (From 120mp/25f) * lowered Pz Grenadier Kar98 damage to 12 (from 13) * lowered Nashorn Call in cost to 500mp (from 700mp)
Soviets:
* lowered Mg crew cost to 240mp (from 250mp) * increased Bt7a damage to 87.5 (from 76)
* Fixed Spotter retreat speed * fixed Spotter shooting in observe mode * fixed camouflage movement for vetted snipers in cover * fixed spotter max range issues * fixed IL-2 Sturmovik Air Raid unlock together with Katyusha * fixed blue boxes on IL-2 Sturmovik Air Raid * fixed requirements for a couple of abilities (smoke rounds, grenades etc.) * improved performance and loading times slightly * couple minor other bugfixes on abilities
Gameplay:
Ostheer:
* to avoid further confusion about the Assault / Support Troops selection the upgrade was moved from the HQ to the Kampfkommandant. The Kommandant is required for the modifiers to apply anyways. The upgrade is permanent until the Kommandant dies. Afterwards you can train a new one and select again. Bonuses Assault Troops: +15% capping speed and -10% received supression.(no change) Bonus Support Troops: +10m sight range and 0.022 health regen in friendly territory.(no change) * added correct requirement for Vehicle Smoke (Army Fortress "Ambush Tactics", 2nd ability on left side) * lowered Landser vet 2 health bonus from 20% to 10% * lowered Mg26(t) performance on medium and close range * tweaked Mkb42 performance on short range * lowered Luchs resistance to PTRD/PTRS. Will penetrate more reliably on all ranges * lowered Luchs hitpoints to 310 (from 360)
Soviets:
* increased spotter buildtime to 35s (from 29s) * lowered camouflage shot bonus to 5 (from 10) * Bt7a 76mm cannon upgrade is a fuel tech (150mp/30f) in the armory now. Vehicles in the field can be upgraded for 75 ammo * swapped Strelky vet 1 and vet 2 bonus. Vet 1 + 15% weapon accuracy, vet 2 - 15% weapon reload * lowered Strelky reinforcement cost from 58% to 54% * applied Strelky veterancy bonuses to Sturmovie ingenery * lowered T34-85 xp reward from 10 to 9 * lowered T34-76 xp reward from 9 to 8 * increased T34-85 hitpoints to 480 (from 450) * increased Su 100 hitpoints to 650 (from 600) * fixed target tables on some infantry weapons
* fixed requirements on Strelky PTRD (1 per squad) * fixed requirements on PPSh guns * fixed Panzer Elite HQ missing on some maps * put Men Against Tanks upgrade in Armoury
Gameplay:
* applied DP-28 pintle MG upgrade on SU 76 (50 ammo) * lowered 52k AT/AA cannon penetration on medium/long range * applied 25% lower rate of fire for 52k AT/AA gun on long range * fixed upkeep on Sturmovie Ingenery
edit: known bugs:
* missing bomb models (blue boxes) on IL-2 bombing run * Spotter retreats at lower speed when he was in cover during retreat order
(Update will be shown ingame as 2.4.2.0 for some reason -.-) Bugfixes:
* fixed rate of fire bug on soviet at guns (no longer able to fire shells faster than intended) * fixed Guard upgrades and aura effect * fixed dual Dp28 upgrade on Command Squad * fixed bugs on Men against Tanks upgrade * fixed crash bug on 85mm AT/AA gun, buildable again with Urban Combat * fixed camouflage bugs on snipers and spotters, can now move camouflaged in cover like intended * fixed gun behavior on Bt-7 (no more shells taking turns etc.) * fixed production speed bonus for Large Scale Assault (now applies 25% faster build speed for tanks and AT guns) * fixed a couple of other minor bugs and descriptions
Balance:
Soviets:
* increased VPGS 41 at grenade damage against light vehicles by 10%, fixed criticals on weapon * reworked KRAK AT grenade : Cost 50 ammo. Can only target vehicles. Deals damage after 3 seconds and has a chance to damage Turrets/engines * removed KRAK AT grenade from Guards * lowered Guards hitpoints to 70 (from 90) * tweaked performance of SU 85, SU 100 and IS2 * tweaked performance of ISU 152 shell (slightly lower damage in outer area of shell impact to lower chance of 1-shotting infantry squads). Increased damage to 250 (from 225 - note that the total damage is the same because of area damage modifiers > 100% which were lowered) * removed non doctrinal Partisans * moved Command Squad back to HQ * re-added Molotov upgrade to Mustering Tent (150mp 25f) * moved Men Against Tanks to Mustering Tent * re-added Observe Mode to Artillery Spotter (+25m sight range, detects stealthed units in 25m around itself. Cannot move while ability is active) * moved improved ammunition to Support Barracks * removed 25% damage bonus from improved ammunition upgrade, no longer affects SU76 * Katyusha scatter reduced by 10% * removed Phosphor Grenades from Conscripts
Propaganda Doctrine rework: * rearranged Trees: - LHS "Political Warfare" - Not a Step Back (1cp) - Partisans (1cp) - IL 2 Sturmovik Run (4cp) - RHS "Industrial Warfare" - Guard reinforcements (2cp) - Large Scale Assault (2cp) - Katyusha reinforcements (3cp)
* "Not a Step Back!" ability now passive, applies +0.033 health regen, -5% received damage and -25% received supression for infantry in friendly territory * Partisans receive KRAK AT grenades and TM35-AT mines (require men against tanks) * lowered Guards hitpoints to 70 (from 90). PTRS upgrade adds 2 PTRS weapon with better accuracy/penetration compared to Strelky PTRS/PTRD. No longer affected by men against tanks
Breakthrough: * swapped Breakthrough Artillery and KV-1
Ostheer:
* removed damage modifier from Panzer IV (redundant since the base damage was raised to 100) * lowered FAMO wreck recovery rate by 15%
* fixed missing weapons on Airborne troops * fixed a couple of minor bugs regarding soviet healing * fixed bug on US air bomb strike * fixed some other minor bugs
Balancing:
* Full rifle upgrade for Conscripts no longer requires armory * lowered Panzer III long range accuracy to 75% (from 80%) * slightly lowered Panzer III area damage against infantry * lowered Stuka bomb damage to 400 (from 500), lowered area to 9m (from 12m) * increased Ju88 bomb strike recharge to 120s (from 90s), increased cost to 200 ammo (from 150) * Soviet spotter flare detection increased to 20m (from 15m), lowered throwing range to 35m (from 40m) * increased Strelky hitpoints to 70 (from 65)
in case you have problems with starting CoH/EF: validate game files prior to starting the game. First CoH then EF. After that it should work fine.
-Fixed Paratroopers not deploying with any weapons -Fixed the Brit MG nest causing a crash when decrewed. Extensive testing was unable to determine the exact cause of the crash other than that it was caused by the MG nest becoming decrewed. So in order to fix this, we went ahead and changed the MG nest so it is unable to be decrewed. In order to offset its increased survivability, we have added a small fuel cost to it for now.
Note about Brit AI: The rework of the British faction is expected to come to a close soon (in a month or 2 at most), and fixes for the AI will come along with it. We will be focusing on improving the AI of the Brits after the rework instead of having to spend double the effort to fix both the old and new Brit faction AI