Call to Arms - Gates of Hell: Ostfront - Herr Flick
Hello everyone, we’re getting near the end of the year, and so it’s time to get you up to speed on the next update we have planned for you. This will be the 12th update of 2022, making for a nice average of one update every 4 weeks. It comes with new content & some QoL changes, and it will be out soon.
Update
We have worked on a lot of different areas, and the result is a vast improvement. We have added different kinds of content like new maps; at the same time, this update will also improve loading times while also reducing the total installation size. How did we do that? Keep reading!
The total installation size has been reduced. Your game will load slightly quicker as a result. This is in spite of the fact that we have upgraded the Ostfront ground texture quality by 4 times to match the Talvisota visual standard, so you should be able to see a visual improvement in the original “Ostfront” maps, especially in third person mode! The original set of maps will be expanded as well; we add 4 new maps to multiplayer! All in all, the installation size will go down by about 1 GB and the optimization will take another step.
Generally speaking, there’s always room for more Quality of Life. One of the QoL changes is the addition of many vehicle schematic icons, replacing the old and sometimes placeholder schematics. Another one is the camera shake. The camera shake is one of those things people seem to either love or hate; from now on, it doesn’t matter anymore - the camera shake will become optional! Another improvement has to do with vehicle damage. On most wheeled vehicles except half-tracks, damage was irreparable if the wheel was blown off; we have now introduced the ability to replace these wheels, which takes a long time for the crew to do, but prevents these vehicles from being permanently unusable, which used to be inconvenient in conquest in particular.
As you have already come to expect from us, we are fixing glitches and issues all the time and this update brings a good number of them. Our previous changelog had 52 lines that started with the word “fixed”. For this update, we have prepared a detailed changelog once more, which will be published as soon as possible, see below.
Did you know?
All of our changelogs are posted in the Steam forums
We’re also working on a humanskins overhaul and a sound overhaul, both to be announced.
Any questions you might have can be asked on our Discord server
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Added option to game options tab to enable/disable screen shake from explosions
Added Added Surrender and Restart Buttons to the In-game Escape Button menu in Conquest
Added 4 New MP maps
Conquest
Removed "lose battle on exit" option on conquest creation screen
Changed conquest so that crashing or ALT+F4 exiting cannot result in a loss, and allows players to replay battle.
Added Surrender and Restart Buttons to the In-game Escape Button menu. Players can now decide in each battle, instead of at the campaign creation level, if they want to loose and progress or replay the same battle on early exit.
Added Soviet KhT-130 and T28 M1938 to conquest
Fixed soviet conquest research tree where some units were locked at start that should not have been.
Fixed bug with missing enemy airstrikes when player is Finland
Fixed spawns dcg_lakhta_winter map
Fixed dcg_Vainikalan_winter map preview
Fixed CP size of the Finnish KhT-130 in conquest
Fixed CP size of BT42 and 75mm itk37 in conquest to be 20 each
Fixed incorrect crew count for 122mm A19 in conquest
Fixed cost of Sdkfz 234 Series of vehicles in conquest
Increased cost of 60cm Karl Thor in conquest by 100
Increased cost and CP size of Grille Ausf.K in conquest to be inline with other SPG of its size/caliber
Increased ammo points gain slightly in conquest for both winning and losing across all difficulties.
Added T28 M1938 to soviet Early War Irregular doctrine
Added T28 M1938 to soviet Mid War standard buy menu
Added KhT 130 to soviet Mid War Irregular doctrine (replaces 2x KhT-26 with 2x KhT-130)
Reduced DP cost of KV-2 in Early war doctrine from 60 to 50
Reduced DP cost of KV-2 in Mid War doctrine from 50 to 45
Fixed crew leaving planes on MP Map: 4v4_vitebsk
Fixed Soviet Doctrine Cossack squad missing description, CP and score
Fixed 4v4_swamp var3 environment to not be night
Fixed Finnish Mid and Late war where the 21cm Nebelwerfer and the Landsverk 182 shared the same unit limit group
Fixed many smaller issues with several MP maps
Single Player
Fixed problem with loading some save files and units could not move
Fixed SVT ammo in singleplayer breeds so it will resupply properly
Fixed Voice lines for Finnish Campaign missions not playing
Fixed enemy AI accuracy on hard difficulty as it was worse than on normal
Increased bleedout time for revivable soldiers on hard and heroic difficulties to be the same and normal difficulty (120 - 180s)
Fixes for German Mission: The Big Prize - Fixed player/soldier/officer narrator talks appearing as enemy. - Fixed intro
Fixes for Soviet Mission: The Cold Supper - Intro fixes - All scenarios stop using event/trigger ON NEXT(bad). - Fixed intro issues with sled vehicle never reaching intended start location. This resulted in issues with starting stealth. - Intro scenario proper overlap.
Fixes for Soviet Mission: Operation Bustard Hunt - Intro cleanup and fixes. - Scenario fixes. - Fixed player reinforcement crew/passengers set to proper states for assignment. - Re-aligned some grass entities - intro scenario - SINGLEPLAYER: skippable after intro/2_camera in single player / COOP: Auto skipped after intro/2_camera. - fixes related to evacuation trucks task, their fixing, crewing and driving via ai related to evacuation task(always use selector tag/mid if called on waypoint for impregnability and not waypoint selector itself). - drivers board trucks for evacuation remove inhabited requirement as it would prevent their command. - intro fixes. - fixed "Take back control of the position and protect the trucks with the wounded" showing as completed at start.
Fixes for German Mission: Siege of Sevastopol - Tasks 3/4/5 add more pointers as areas are big. - Globally set all possible user humans as user tag and proper move modes - Fixed trench hole under the map. - Fixed task 3 completion. - Fixed iron beams causing vehicle pathing issues - Changed damaged 305mm_mb_2_12 to be player 3 (allied to rus) - Removed autosave that was done right at start of the mission - Cleaned up task 2(clearing mines).
Fixes for German Mission: Among the heavens - Fixed intro
Fixes for Soviet Mission: Pavlovs House - Fixed some map entities what were floating - Pavlov carries rdg1_smoke_supplies. - Enemy tanks near Pavlov house improved behavior. - Various broken polygons on map fixed. - Intro and sniper name fixed.
Fixes for Soviet Mission: Unbroken - Fade from black intro. - Fixed spotters to have ability to fight once attack given but not until player is in the village and before officer tries to escape(added weapons for spotters once it happens). - Intro coop compatibility for fx explosions on german convoy. - Remove autosave at intro end. - Spotters have small stealth mask bonus upon attack command and once action really heats up(if they still alive).
Fixes for Soviet Mission: Winter Storm - Fixed intro - Fixed scenario issues with being stuck possibility. - Fixed many starting units including at gun being not assigned and under proper control. - Scenario usage fixes. - Fixed pl_squad engineers bailing from the truck at start not always assigned properly. - Fixed crash when pz3j drove onto prescripted mine area, it was trying to spawn fx entity that no longer exists(ex_arm_size1_snow) - Enemy part1 vehicle spawn and movement fixes. - 88mm_flak18_towed does not need to be inactive as its parent linked controls the state. - T34_town harmless and off via tag on same waypoint with delay to avoid situation where it would remain in that state by never reaching next waypoint. - intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario. - Fixes to assignment.
Fixes for German Mission: Legend of Krasny Bor - Fixed intro - Send_veh/inf logic added for soldiers left abandoned from attacking vehicles far on the map so that they dont act dumb standing around - Add emit ables added(enemy) based on conditions. - Skip preparation stage button show on top of reinfs. - Fixes to flareguy - Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario. - Use flare service instead of flare soldier for flare effect of incoming tank groups. - Flare script cleanup. - Switch from night to morning to day begins later and not instant attack starts. - Reduced light brightness night environment - Removed sandbags blocking Pak 40 from shooting left and right
Fixes for Soviet Mission: The Citadel - Fixed add_emitinf logic for tanks - Fixed at gun positions
Fixes for German Mission: Ace of Swords - Fixed players artillery guns moving into rear position and looping back and forth between move/set states(part1/ally/mortar/to_pos1) - Fixed issue where to_pos0/1/2_fire could call allied arty to fire even though order to move forward was called thus breaking scripted movement. - Fixed intro if skipped before t0 tank hits mines the ai crew were never killed. - Fixed tiger filled starting rounds. - Fixed minor intro issue (sp) when tank hits mines if scenario not skipped. - Fixed intro bug (intr/cam8) - Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario. - Fixed various enemy *_c zones which were calling for clone reinforcements instantly due to wrong conditions. - Fixed russian pilot in a plane which was inactive and tagged for cloning reinforcements(possible crash source).
Fixes for Soviet Mission: Street to Street - Fixed "ghost evil clones of starting player tanks" coop issue *properly*. (caused by scenario bad settings for coop) - Improved intro. - Start tanks assign of operations clean up - Fixed bug with doubled start tanks "ghosts" - Start user zone tad bigger to make sure all reinf vehicles are in it. - intro scenarios dont jump view when skipped - intro german running squad that dies in artillery, fix lowering health to ensure they die in coop, as sometimes they just come back to life due to diff not adjusting health down. - intro - COOP: Auto skipped after start/01. / SP: improved intro scenes joined better. - map pathing fixes. - intro from black.
Fixes for German Mission: In Spite of Everything - Fixed intro - Ontroductory scene skippable properly(single player) at any subpart of the scenes(skips instantly to assignment not to next movie). - Fixed assignment of the 2 engineer trucks driving during intro. - Fixed certain inf not assigned in coop(sniper and 2 medics). - Fixed unit not assigned.
Fixes for German Mission: Clash at Narva - Fixed fallback timer from being hidden when player completes task4 as there is still total of 300 sec before attack continues, so without the timer showing this it was confusing. - Fixed deletion of vehicles in rare instance. (tag deletion not removal). - 4 fails only if player is dead to make it feasible for aggressive player who dominated first part not fail because he did not retreat fully. - Implemented add_emitinf_ables logic for enemy tanks. - Difficulty deletions fix. - Major clean up of task 3/4 scripts. - Fixed pathing for ammo boxes in specific location. - Enemy wave attacks improved (timings and intial traffic paths) + small balancing. - Fixed add_emitinf logic for tanks - Complete defense task(3) upon all timers completion and player still alive in task3 zone, this way he gets reinforcements available even if enemy forces are within task 3. This is much more rewarding for holding on the area even with few men at last moment. - Initial reinf shows up as task 5 is shown, global/lose only loses before attack begins if player dies, later it varies based if player has reinforcements available or lost defense forward. - Increased cost of Grille Ausf. K reinforcement in Narva mission now that it can fire indirectly
Fixes for Soviet Mission: Closing the Pocket - Added voice lines for officer and mission tasks - intro fixes
Fixes for Soviet Mission: Koenigsberg Cauldron - Fixed towed cannons/mortars for doctrine vehicles to receive its own assign even if they are still attached, as this is the proper way(fixed autoassign issues).
Fixed Karl Thor from being able to be crushed by vehicles and tanks
Fixed Turret ring armor thickness for pz38h_735 and pz38h_w40
Fixed Mantlet armor for SU100
Fixed incorrect shell texture inside the Grille Ausf.K
Fixed grille_k, bison and sig33 to not eject shell casings after shooting
Fixed small weak point on the front of the T34 Shielded
Fixed inside of FT-17 gun/mantlet area from being see through
Fixed 57mm_zis2 from showing in library twice
Fixed is2 versions enumerator and turret mgun problems
Fixed coax MG on Sdkfz. 234/2 to align with mantlet
Fixed rotation limits of Finnish Panzer 4 J's AA MG
Fixed MG ammo for Sdkfz 221 to match the MG (Double Drum Mags)
Fixed English vehicle description for Pz.Kpfw B2 740(f)
Fixed localization for German early war doctrines
Fixed missing localization for Soviet Single-player Summer 1943 breeds
Fixed localization for rus_cossack_hat
Fixed syntax of Sd.Kfz to be consistent in localization/description files
Fixed vehicle view for Sdkfz250's (broken tracks were reversed)
Fixed typos of finnish engineer squad icons
Fixed texture inside of German M42 Winter Cover helmet
Fixed mass of shovels
Fixed being able to walk through barbed_wire_finland while in direct control
Fixed barbed_wire_finland and barbedwire to be cutable with wirecutters
Fixed buildable barbedwire to able to overlap itself and other entities
Fixed volumes on barbedwire destroyed models
Fixed issue with some windows on sov_2st_build1 not being destructible
Fixed issue with generic ruin 7 sometimes not allowing units to enter inside
Fixed industrial awning metal parts from exploding when crushed by vehicle
Fixed pathing around red_beam_medium for carried cannons like Maxim MG
Fixed colliders for fence_stone_destr2
Fixed wall volumes in Pavlovs house so units cannot be shot through the house
Fixed brandenburger sometimes spawning without a helmet
Fixed infantry not wanting to go near crashed aircraft
Fixed 20mm lahti L39 to spawn gun fully loaded
Fixed 122mm APHE didn't have filler stats
Updated textures to take up less harddrive space
Updated all land textures from Ostfront to 4x the resolution to match the quality of Talvisota and future theatres/locations
Updated vehicle schematic overlay to give more strength to the damage colour layer to improve readibility.
Updated portraits for some Soviet and Finnish breeds
Updated Grille Ausf.K to be able to fire indirectly (longer range with arc)
Updated Grille Ausf.K 1st person view to be like other indirect artillery views
Updated player given move orders to update without giving an order to stop/start the unit
Updated .50 cal MG on Sherman tanks to be not removable, so that is the same as Dshk's on Soviet vehicles. Also stops exploit in MP.
Updated Ampulomet M1941 3rd/1st Person camera to be the same as other arc firing field guns
Updated the Sdkfz 222, Sdkfz 250/9, and the Sdkfz 234/1 (2cm guns) to spawn with hatches open, have increased vertical rotation limits and allow them to target aircraft.
Increased blast resistance of barbed wire so personnel grenades cannot break it
Increased turret armor of KV1 M1942 from 100mm to 105mm
Increased speed of KV1 M1942 from 28 to 35kph
Reduced 20mm lahti L39 accuracy to be more inline with other 20mm cannons and reduced rate of fire slightly
Removed Ampulomet M1941 unlimited fire range while in 1st/3rd person
Removed code that throws humans when hit with a specific amount of grenade energy. Had side effect of humans living at 0 health.
Removed smoke launchers in Finnish Panzer 4 J. Sources say they were not delivered and holes plugged.
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Excellent news for any strategy games fan, enjoy fantastic discounts on the Men of War and Call to Arms franchise. Furthmore, check out the latest expansion pack for Gates of Hell! 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!
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)