In celebration of the release of Call to Arms - Gates of Hell: Scorched Earth, the Call to Arms franchise is on sale. Enjoy this exciting new expansion pack and save big on the entire franchise! ːcta_emo10ː
Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members and strategy lovers, we are proud to announce the release of Scorched Earth! That’s not all, because at the same time, all current owners will get content update 4 today. The Scorched Earth DLC expands the Eastern front scope with another bundle of battles and big equipment. Likewise, content update 4 adds to the “Ostfront” experience. Keep reading to get up to speed on both! A big shout out to our Closed Beta testers today, they have done a tremendous job! The past weeks have been really busy for the testers - a great effort.
Scorched Earth
It is with great pleasure that we announce the release of the next title in the Gates of Hell saga. Scorched Earth deepens the eastern front experience like nothing else will; enjoy the new recon plane mechanics and the brand new units, missions and everything else. Scorched Earth also introduces weaponry that has been requested by countless users; surely you already spotted at least one of them in the images we’ve shared. If not, get Scorched Earth today, and you’ll find out very soon! What does it contain? You can find it on the store page:
To make sure the Scorched Earth DLC works as intended, your game must be on the latest version (1.026.0) before you add Scorched Earth to your library. This is essential to avoid issues. So if you have switched to a legacy version, you should change that to 1.026.0 first.
Content Update 4 adds a number of new things, which is “a bit of everything”. We will detail every change in the usual changelog; but aside from a long list of fixes and QoL additions, here’s a few headlines (this is not all):
Added OT-34-85 M1944 (Flame) (Berlin with Sandbags)
Added U-2 Recon Plane (aka PO-2)
Added human skins and headgear for Cossacks
Added "Support" Doctrine to Germans and Soviets for Early, Mid and Late War (6 Total)
Added German Campaign Mission - The Siege of Sevastopol 06/42
Added German Campaign Mission - Clash at Narva 03/44
Added German Campaign Mission - Carpathian Turmoil 09/44
Added German Campaign Mission - The Final Offensive 03/45
Added Soviet Campaign Mission - Pavlov's House 09/42
Added Soviet Campaign Mission - The Citadel 07/43
Added Soviet Campaign Mission - Street to Street 11/43
Added Soviet Campaign Mission - The Königsberg Cauldron 04/45
(FREE) Update 29: V 1.026.0 "Content Update 4"
Change Log
New Units and Buildings
Added 7.5cm Pak 97/38 (Germans)
Added KV-1 M1942 (Soviets)
Added M3 Stuart (Late)
Added M4A2 Sherman (Late)
Added M4A276W Sherman (Early)
Added OT-34-85 M1944
Added Sdkfz 234/1
Added Sdkfz 250/1
Added T-50 (Soviets)
Added captured soviet version of the train engine drg class75
Added pavlovs house
Added zobolotny house
Added brest gate
Added brest wall-building
Conquest
Added new units from Content Update 4 and Scorched earth to Conquest
Added panzernest_krab, 150mm_sw34 searchlight, and pz38h_w40 to german conquest unit roster
Added DLC ownership check for units in conquest
Improved Conquest Research Tree Window with following features: - Changed the window to resize and fill most of users screen - Added horizontal (left and right) scrolling - Added click and drag with mouse cursor for easier navagation - Added "remember last position" when closing and opening research window - Added new format to research game files for easier read-ability for unit requirments and grid position
Fixed camera boundaries and spawns to not have units spawn outside the play area on DCG map Vyazma
Fixed grass and snow inside few buildings on DCG map Narofominsk
Fixed crash on loading some conquest saves due to map points
Fixed Conquest menu text "Battle Location:" not being localized
Multiplayer
Added MP Map 1v1 Oryol
Added MP Map 1v1 Workshop
Added MP Map 2v2 Countryside
Added MP Map 2v2 Kavichy Factory
Added MP Map 3v3 King Of The Hill
Added MP Map 3v3 Lakeside Airfield
Added rocks around cliffs on DCG & MP maps Natramala & Natramala winter to help with vehicle pathing
Added sdkfz234/1 to German late war allround doctrine tier 1
Added new units to Soviet Late War Lend Lease Doctrine
Added human selection talks to preload in MP (helps reduce lag when buying first squad of an MP game)
Added unit icons in buy menue to preload in MP (helps reduce lag when buying first squad of an MP game)
Added 120 second cool down to Finland Midwar Marksmen squad
Increased cost of all Doctrines Heavy Indirect Fire Artillery and Rocket Artillery by 5DP
Increased cost of Finnish heavy Engineers from 15 to 20DP
Increased Finnish T-50 price from 10 to 15DP
Increased Doctrine Points price of Finnish 21cm Nebelwerfer 42 from 45 to 50
Reduced cost of SdKfz 251/2 from 20DP to 15DP
Reduced DP of Luchs from 15 to 10DP
Reduced DP of Panzer1f from 20 to 15DP
Fixed mp to not crash on eIASpawnCommand when the spawning entity can not be found
Fixed player doctrine selection not updating when host changes time period in MP lobby in alliance selection mode
Fixed wrong CP for tankmen in early war
Fixed wrong CP for pilots in late war
Fixed for car/trucks counting in MP towards score in MP when destroyed by extra large blast
Fixed spawn positions and camera boundaries to not have units spawn outside the fov on MP map 4v4_grassland
Fixed grass from inside he houses and aligned them properly with the ground on MP map 1v1_crossing
Fixed units going prone under water on MP Map 1v1_crossing
Fixed traincars neutral so they do not appear in the killfeed on MP Map Kavichy factory
Fixed music script in MP matches
Fixed fence from inside the barn on MP Map 2v2_kainuo
Fixed many enumerator .mtl files to not give errors in multiplayer
Replaced T-27 with T-20 for Soviet MID and Late War time periods
Removed obelisk that allowed soldiers to get inside and become invincible on MP map 2v2_suburbs
Single Player
Updated progression of all Campaigns so players can choose what order they'd like to play them without having to complete previous missions. Missions are still listed in chronological order
General fixes, balance adjustments, historical adjustments, improved purchasable unit selection, etc for the Soviet Skirmish missions
Fixed terrains and no pass settings around cliffs on Soviet Skirmish "No Land Beyond the Volga!"
Fixed broken stamp and ground texture transition on German Skirmish "Downfall"
Fixed wrong terrain type on 1942_01_vyazma
Fixed helper spawn command sync (caused crashes in SP missions while playing CooP)
Everything Else
Added new minimap Icon for ammo crates
Added RGD-1 Supply drop smoke grenade
Added paradrop ammo crates
Added heat damage when aircraft body catches on fire while flying (ejecting pilots/crew can catch fire)
Added new parachute behavior that attaches to humans when ejecting from planes (SP modes Only) - Parachute uses Physics instead of premade animation - Parachute will fall all the way to the ground, no matter the altitude crew eject - Crew stay attached to parachute when dying until reaching the ground - Parachutes can catch fire from crew being on fire
Added ability for humans to climb over urban_fence_2_destroyed and metal_railing entity series
Added ability for humans to climb over concrete_low_01 and concrete_low_02
Added short stun to humans when hit with half or more of the blastwave energy from most grenades
Added passenger seats to panzer 38t Ausf G and panzer731r
Added new slope multipliers based on individual calibers and penetration ranges
Updated 75mm Pak 97/38 to have HEAT shells instead of AP shells
Updated Destruction of Bridge 207
Updated detect prop of mountain guns so they get spotten when attacking like other AT guns (direct fire)
Updated fragments on explosion FX
Updated various metal hit FX
Updated standard human AI advance ratio to make them more aggressive when on free-move mode
Updated Chinese translations
Updated chatwheel with new visual style
Fixed several localization issues and unit descriptions
Fixed 57mm_zis2 from showing twice in library
Fixed vehicle type description for SU series
Fixed some of the garrison positions on the generic_ruin_07 to be more aligned with openings/windows
Fixed some concrete walls that could be destroyed by fire
Fixed some stone fences from not being destroyed by blast damage when they should have
Fixed volumes and obstacles on wood_bridge_205
Fixed medium and heavy cannons getting stuck on small objects while in direct control that they should crush
Fixed obstacle ID for chimney_ruin entity (caused pathing issues)
Fixed soviet rural house 1 obstacle ID to match other buildings its size
Fixed vehicles getting stuck on post_algere1 after it being knocked down
Fixed cannons from getting stuck on logs_02 entity
Fixed artic_post series of poles to be crushable by tanks/vehicles
Fixed missing thickness to spare tracks on rear of StuG 3G
Fixed BA-6 missing turret hatch animation
Fixed Panzer 3 Ausf.H winter textures
Fixed enumerators on Sdkfz 7 and Marder 3 Ausf M
Fixed missing AA mgs for Panzer 4 J (German and Finland)
Fixed spare tracks placement on panzer4j to not clip through the hull/turret
Fixed KV1S external fuel containers pivots
Fixed Tiger 1 E Hull gunner hatch from staying open after repairing hull
Fixed passenger positions on Marder 2
Fixed visual bug with panzer3m when turret shields broke
Fixed Panthers displaying as heavy tanks on mini map
Fixed missing obstacles for 20mm_flak30 when in firing position
Fixed Panzer4 F1's barrel not moving in the fire animation
Fixed armor layout for the superstructure of Stu IG 33
Fixed smoke mortar rounds in valentine and churchill to HC smoke instead of WP smoke
Fixed fauna (horses, cows, etc) not causing HE shells to detonate when hit by them
Fixed target selector for L62, zis5_dshk, so they can target aircraft better
Fixed vision for vehicles with open style hulls so they can see objects above them better like aircraft
Fixed issue where health damage done to humans through larger blast hits was unintentionally being reduced by ~30%
Increased time vehicles are spotted when attacking
Increased rotation speed and elevation limit for dshk aa and zis5 dshk
Increased ammo for sdkfz 250/2 mortar halftrack
Increased accuracy of 3.7cm Flak 43
Increased penetration of 3.7cm flak 37/43
Increased damage Anti Personnel grenades due to humans at extreme close ranges so most grenades can kill a tier 3 health soldier if close enough to blast
Increased off road speed of all vehicles to be at least 50% of the vehicles max speed (should help AI pathing to not prefer roads less)
Increased pathing cost for construction objects for wheeled vehicles so they'll avoid them more
Increased vehicle pathing/speed modifier in forest terrains from 0 to 0.1 so AI can navigate it
Reduced distance goliath tracks and engine sounds are heard
Reduced distance goliath is spotted
Reduced blast threshold to throw humans on blast hit so that when hit with the max energy from most grenades, they are thrown to the ground if they survive the blast (aka tier 4 infantry)
Reduced distance that some anti-personnel grenades can be thrown by 1-2 meters
Reduced halo strength on large muzzle FX
Removed old para ammo and parachute inventory service entities that were not in use
Removed custom action "plant" (no proper sync implemented)
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! As we have in the past, with the Scorched Earth expansion on the way, we’d like to detail some of the future content. As usual, we mix in some studio news as well.
SP campaign
The Scorched Earth SP missions (4 for USSR, 4 for Germany) can be added to the Ostfront campaign. As you may know, we want our SP missions to be like re- enactments; we use the historical locations for each of the battles, and satellite data for the height maps. A blogpost on our website reveals just how we work to get these missions as historically accurate as we possibly can. In this blog, we re- visit a sort of tradition of ours, which is to dive into the history of one of the missions. Today, we will show you a new Soviet SP campaign mission.
Königsberg
East of the Gdansk bay, at the estuary of the Prgolja river, lies modern day Kaliningrad. If you were to take a walk in the center of town, there is little that reminds you of what happened here in 1945; there is no trace of the utter destruction that followed one of the bloodiest sieges ever, and yet it took place here, in early 1945. Kaliningrad was called Königsberg then, and it was the capital of East Prussia. It had already been heavily damaged in allied bombing raids in 1944; and in spite of everything that had happened in the weeks and months before the red army arrived, the local “Gauleiter” had not organized any civilian evacuation. When the red army arrived in january 1945, the city was crammed with at least 100 to 120K refugees. Once the city was encircled, there was no way out at first. But when a German counteroffensive from the direction of Pillau punched a corridor in the Soviet- held territory, many refugees were able to get away to Pillau by road. Pillau was still in German hands and evacuation by ship was the only way to escape the hell of Königsberg.
Refugees boarding a ship in Pillau, 1945
The Königsberg garrison was left behind, and ordered to fight to the last bullet and the last man, as usual in those days. They built barricades, using rubble from destroyed houses, and manned the forts. The forts were not entirely modern, but usable for the defense. There were several concentric rings of interconnected forts and fortifications, all built in 1888, a total of 15 forts defending the inner city. The Soviets brought plenty of artillery to the siege; in some places they had 250 guns in a single kilometer of frontline. For no less than 4 days they pounded the city. Then, on April 6th, the bombardment stopped. What was to follow was hell on earth, fought in ruined streets and against fanatical opposition.
ZIS-3 in action in Königsberg
The battle in Gates of Hell
This mission will - as always - come with a briefing to set the scene for what’s to come.
The lagoon south- west of Königsberg is called “Frisches Haff”
On to the mission itself then. It’s April, and the stranglehold on Königsberg is getting tighter every day. The massive attacks on the outer defense lines have been short but fierce. Now, the city proper lies ahead; your sector is on the edge of the built- up area around the central railway station. Your commanding officer tells you that your orders are clear; fight your way to the central station, clear the entire area of enemies, then link up with 31st guards rifle division who are advancing on your right flank.
You will have to deal with those barricades and built- up defenses first! You have a choice of equipment at the start; if you pick the right doctrine you get equipped with our latest tanks and assault guns. Your assault sappers are armed to the teeth and several of them carry flamethrowers. This should be sufficient to get you to the station, but don’t take anything for granted! Those fascists seem to grow more fanatical every day, and they will take every opportunity to slow you down.
Once you have established contact with 31st guards and cleared out the station area, you will probably need artillery support to take on the fortified redoubt Haberberg, which dominates the other side of the station. As soon as you have neutralized the entire area, Stavka will allocate a heavy artillery unit to you. Smash them to pieces!
Once the Haberberg position is neutralized, you cautiously advance into the city center to achieve your main objective for today, which is to take control of the greater Thorner Strasse and central station area, to clear the way for the assault wave, which will attack across the river. Write your farewell letters and get going….
We’ve got our heads down to test the Scorched Earth package in our CBT, and as you can see in this blog, this is ongoing right now. It follows the work & CBT we did on Content Update 4, which has already been tested. In parallel, we’re working on the next faction. As always, we continue to work on quality at the same time; your input is appreciated & we use it to constantly improve the game! On another note, we have translated our manual. It is now available in Russian as well. You can find it on the Ostfront store page, check the image below:
That’s it for the moment. If you want to be among the first to play the missions, be sure to wishlist the Scorched Earth expansion; for now, thanks for stopping by, and see you on the battlefield!
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members! Earlier this month, we released an important update focusing on balancing, improvements, fixes and optimization. We think players like the quality of life improvements. In the meantime, we have another announcement to make.
Content update 4
In our previous blog we announced the Scorched Earth DLC, but there is more in the pipeline! Content update 4 will be a FREE UPDATE and we plan to release it around the same time as the Scorched Earth DLC. This update will add new content to the original Ostfront release and will add another layer of value for all players.
Because this will be a free update, this will be available to all players!
Upcoming sound overhaul
We are also working on a major sound overhaul, which won’t arrive in time for Content update 4, but will still be released for free in the future.
Throughout the project, we have improved in all areas of the game, and the audio is no exception. Although Call to Arms - Gates of Hell has been critically acclaimed for its audio, we keep looking for ways to make it even better. The planned implementation introduces new technology; it was made in collaboration with Hang ‘Em High, who designed some of the most popular mods currently available. The sound overhaul will completely redefine the way our game sounds and feels. Our goal is to create the most immersive and realistic soundscape of any WWII RTS game, and make it a future-proof audio experience. We’ll keep you posted on progress via the #developer-telegraph channel on our official Discord server.
We are quite sure you will be pleased with this free update! We will announce the exact content of Content update 4 and Scorched Earth DLC as soon as we can. Have you wishlisted Scorched Earth yet?
Call to Arms - Gates of Hell: Ostfront - Herr Flick
Community members, we have some news to share and an announcement to make! We have exciting plans for the near future, and this blog reveals what will happen in the next couple of days and weeks.
Update
Before we talk about adding content, let’s take a look at what comes first. In the coming days we will be pushing another game update; it contains some new units, a number of fixes and improvements, balancing changes, and optimization. You’ll always find us working on fixes in parallel with the development of new content, as the two are rather unrelated. As always we will list all the changes in a detailed changelog, which will be posted when the update drops. Stay tuned!
Scorched Earth
We are proud to announce the next DLC for Call to Arms - Gates of Hell. It’s called “Scorched Earth” and it will be available soon! During the development of Ostfront we were quite aware that it was impossible to tell the whole story of the Eastern Front in the initial release, due to the sheer amount of battles and the length of the conflict. However, our work in building the eastern front did not finish on release, we kept working to recreate more of the battlegrounds that defined the brutal eastern front. We released a lot of new units, maps and missions for free in three separate content updates, but some of the longer and more costly work has been kept in storage for this good occasion.
Scorched Earth consists of a mass of singleplayer and multiplayer content. There are new assets, vehicles, units, maps and missions, you name it. The singleplayer missions will expand the original German and USSR campaigns. The new multiplayer content will make its way through new doctrines available for Germany and the USSR. All in all, it adds a ton of new content to complete the bigger picture of the eastern front, the most vast and brutal theater of operations of WWII.
Click on the link below to view the description, and hit that wishlist button:
The integration of Scorched Earth will be like the Talvisota integration. That means DLC owners get access to its contents - units, missions and doctrines. Players who don’t own the DLC can always play alongside or against the new units in PvP/PvE. In the future, we will maintain these principles. As you may know, we’re developing the next faction in parallel - which is going to be a huge package as well - and we intend to integrate that along the same lines, when the time comes.
Scorched Earth testing has started. That means the finish line is already in sight, but there’s quite a bit to be done still. We’ll keep you posted on progress; we don’t have a date for release yet but we’ll tell you more in one of our next updates. As a matter of fact, we are currently recruiting new testers. If you want to see the DLC early, be sure to sign up as a tester on our Discord server! You can find the form in the #developer-telegraph channel.
Did you know?
To apply as a tester, or to get support, join our Discord server.
Likewise, you can find a wealth of information on our FanWiki.
Thanks for stopping by, stay tuned and see you on the battlefield!
All of our franchises are on sale.. this is excellent news for any strategy games fan! Enjoy fantastic discounts on the Men of War and Call to Arms franchise ːcta_emo10ː
Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!
Added Some more soviet captured vehicles for finland
Added "lose battle on exit" option to conquest creation screen, which now is a user-setting
Added new conquest map for Talvisota owners: Mannerheim
Added new conquest map for Talvisota owners: Tormasenvaara
Added New Map 1v1 Farmstead
Added New Map 2v2 Invanovka
Added New Map 2v2 Olshanka
Added New Map 2v2 Shaforovo
Added New Map 2v2 Suishka
Added New Map 3v3 Elanskaya
Added New Map 3v3 Posenov
Added New Map 4v4 Grassland
Added New Map 4v4 Sikovitsy
Added size 2-4 for bursting smoke shells (non-WP) with FX and logic
Added size4 WP smoke FX and logic
Added optional versions of concrete_block fortifications to not block vision.
Added randomize ger/fin airplane if fin used by bots.
Added B-32 API rounds to DShK AA tripod, higher damage, less penetration
Added cursor for API rounds
Added cursor for WP rounds, changed sm cursor to WP for russian mortar smoke shells
Added cursor for HVAP rounds
Added new ground hit fx for bullet size3 API rounds
Added new metal hit fx for bullet size3 non-API rounds
Added tier3 cooldown for finnish marskmen
Added finland mission briefings in RU subtitles
Added WP shell targeting against infantry if already loaded
Added new playlist mechanic on multiplayer maps: Plays music exclusive to the theatre of operations, and doesnt repeat tracks.
Added starting cooldown to tier 1 finnish squads of 120s
Added cooldown to finnish tier 2 infantry
Added a limit of 1 to 210mm nebelwerfer 42
Added quadratic bullet drop past max range for HE, HEAT, SM, WP shells to avoid farshooting
Added preview loading screens for Finnish PvP maps
Added dx11 shader cache files
Added fragment pattern effect to several explosion FX
Updated localizations
Updated finnish skirmishes for talvisota DLC: Pathing, reinforcements, and other fixes.
Updated finnish bots
Updated marksmen squads for finland be composed of only marksmen to avoid incongruency with the standard NCO
Updated targeting tag for HE shells to "all_he" to allow several HE shells to be created with equal priority and to avoid multiple targeting tags for HE shells
Updated finnish bot scripts with new units
Updated auto-reloading on idle to happen when the magazine is below 75% capacity
Updated RU_translation: fixed alignment rus ger campaign, also skirmish mode
Updated small text corrections on skirmish /story texts
Updated wooden fence blast armor so that most AP grenades can destroy them
Updated fading on rain fx
Updated tank and cannon main gun vision to match the weapon range changes from previous update
Updated 37mm-40mm auto cannon HE shell blast strength to use same formula as other non-auto HE shells of the same size. Net result: increased blast strength, reduced blast radius
Updated bazooka ground hit explosion FX
Updated smoke shell FX
Updated name and logic and visuals for FX WP bursting smoke shells
Updated 3v3_lakhta E flag balance
Updated WP medium and big FX
Updated hmgun_rus localization to state B-30 rounds (AP)
Updated some german camo textures
Updated moved all c3 localization into main localization files for standard english language
Updated ä with ae in skirmish/mission reinforcements localization
Updated several german and soviet vehicle localizations to be more historically accurate and nation accurate
Fixed max range on T3485 HE
Fixed finnish Talvisota DLC PvP winter maps not loading the right winter camo/uniforms on troops.
Fixed enemy random spawn armor chance to get stuck on Berlin skirmish
Fixed and improved russian translation in skirmish
Fixed WP grenades not being deleted after detonating
Fixed WP grenades doubling up with smoke grenades and generating double vision cylinders
Fixed cursor for APDS had one wrong image
Fixed some textures
Fixed some jaeger to jäger localization for finland
Fixed auto-rifle damage to be in-line with other rifles
Fixed texture of sdkfz250 variants' wheels (alpha channel problems)
Fixed ammo boxes from exploding when run over
Fixed bazooka blastwaves sometimes occurring twice or not at all
Fixed CP of T3485 and Churchill III
Fixed (conquest) Shaforovo - arming the mines
Fixed that non-finland owners being able to play as finland on specific-nation games.
Fixed Fixed price of T26 Mod.31 on early war which was too high (should be 120MP like on mid war)
Fixed 1941_08-fin_polar_fox_alakurtti - fixed fuel/aa truck arrival waypoint rotation target too long causing them to loop around to reach the waypoint they never reached
Fixed 1943_02-ger_kharkov - fixed lefh18 hero buy
Increased semi-auto rifle accuracy and max zeroing (semi-autos were worse than bolt actions at all ranges except point blank) and adjusted semi-auto sniper accuracy to equal 0 change after base accuracy increase
Increased price of finnish marksmen
Increased price of kfz13 from 110 to 130 MP
Increased price of late war finnish heavy engineer (tier 1) from 5dp to 10dp
Increased price of late war finnish kv1e (tier 2) from 10dp to 20dp
Increased price of finnish tier 1 riflemen from 6MP to 7MP
Increased price of finnish tier 2 riflemen from 8MP to 9MP
Increased cp of finnish Hotchkiss w40 (tier 3) from 11cp to 25cp
Increased slightly the walking speed of Russian shields
Increased tier (1->2) of large volkssturm squad on doctrine late war and gave it a pak40, increased cost to 20DP
Increased CP of finnish tier 2 riflemen from 2 to 3 CP (to the same level as other tier 2 soldiers)
Increased CP of finnish tier 3 and 4 soldiers from 3 to 4 CP
Increased capture power of finnish tier 3 and 4 soldiers from 2 to 2.5
Increased capture power of finnish tier 1 soldiers from 0.1 to 1
Increased capture power of finnish tier 2 soldiers from 1 to 1.5
Increased range of 170mm minenwerfer
Increased accuracy of 170mm minenwerfer
Increased accuracy of 200mm ladungswerfer
Increased range of 200mm ladungswerfer
Increased reload time of 210mm nebelwerfer from 90 to 120s
Increased slightly the blast energy of 20mm-25mm Auto cannon HE shells
Decreased price of T-34/85 from 765MP to 700MP
Decreased price of DsHK truck from 170 to 150 MP
Decreased price of Maxim x4 truck from 150 to 130 MP
Decreased price of FAI-M from 155 to 135 MP
Decreased tier (2->1) of 37mm flak37 on doctrine late war
Decreased price of late war finnish engineer squad (tier 1) from 10dp to 5dp
Decreased price of late war finnish t50 (tier 1) from 15dp to 10dp
Decreased price of late war finnish l62 (tier 1) from 20dp to 15dp
Decreased price of late war finnish k18 late (tier 2) from 25dp to 20dp
Decreased price of late war soviet churchill iii (tier 2) from 25dp to 20dp
Decreased price of late war finnish jsu152 (tier 3) from 45dp to 40dp
Decreased price of late war soviet isu152 (tier 3) from 45dp to 40dp
Decreased price of late war soviet bm-31 (tier 3) from 70dp to 65dp
Decreased price of late war german sturmpanzer 4 (tier 3) from 45dp to 35dp
Decreased price of flamethrowers from 90 to 60MP
Decreased price of T70 from 20DP to 15DP
Decreased price of 170mm minenwerfer from 35dp to 30dp
Decreased price of brummbar from 35dp to 30dp
Decreased price of Sturmtiger from 60DP to 50DP
Decreased ammo boxes durability slightly so AT grenades can destroy them easier
Decreased starting timer of tier 4 finnish cooldowns from 240 to 120s
Decreased interval of tier 4 finnish cooldowns from 200 to 120s
Decreased accuracy of 210mm nebelwerfer by 10%
Decreased blast energy of German 2.8cm HE shell by using the same formula as other HE shells of the same size
Decreased accuracy of Finnish cannon 84mm K18
Removed nebelwerfer 42 from all-round tier 2 finland doctrine units, replaced with 105mm H33
Removed 2x nebelwerfer 41 from all-round tier 3 finland doctrine units, replaced with nebelwerfer 42
Removed flak88 on berlin skirmish due to script spawning guns there.