Version 3.2.3 (a) hotfix now live on steam.

Home Forums Development Changelog Version 3.2.3 (a) hotfix now live on steam.

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    • #7386
      Olhausen
      Keymaster

      American forces

      • Fixed Jumbo veterancy texts
      • Fixed Jumbo ballistic swich AP/HE/HVAP
      • M7B1 Priest

      a. Added Smoke barrage for Priest

      b. Added Flare ability

      • Fixed Fire Direction Center Coordination barrage. Now when the player coordinate pak howitzer off map, the Long Tom and Black Dragon is blocked and vice versa. This way the player can not cast two of them at the same time.
      • Added C-47 model and animation for Airborne troops. Credits to Starbuck.

      • Fixed Pioneers x6 Grace Gun upgrade on reinforce. Now the squad get back again his grace guns after reinforcement. Thanks a lot to Incognito who help us to find and solve the bug.
      • Fixed recrew bug for Rag Tag Circus Opel blitz. Now the player will not get a free squad after decrew/recrew.

      British Commonwealth:

      • Increased the effect and duration time for HQ25pdr gun smoke barrage.
      • Do smoke projectile invisible in game “idem” other artillery projectiles in game for more realism.
      • Fixed Fuel Dump max capacity storage. Now is working the way should be, increasing +250 fuel.
      • Removed rapid maneuver from Land Mattress

      Wehrmacht:

      • Concrete Bunker HMGs upgrade: added a correct gunner animation with functional weapon
      • Added HVAP-T rounds to Sdkfz 251-17.
      • Added prioritize vehicles to Sdkfz 251-17
      • Removed rapid maneuver from pak 40
      • Tank Hunter Tiger APCR ability now needs APCR upgrade to allow access to the rounds.. Upgrade cost 50 ammo.

      Soviet forces

      • Removed rapid maneuver from zis 3 AT gun
      • Katyusha:

      a. Increase the spread area for Barrage HE

      a. Added directional creeping barrage ability with less spread area

      b. Added Barrage Rocket Smoke

      SS German Elite Forces

      • Reduced the speed bonus for King tiger Kurt Knispel
      • Added HE rounds upgrade by default to:

      a. Beutepanzer KV1 dispatch

      b. Beutepanzer T-34/85 dispatch

      c. Beutepanzer Sherman Firefly dispatch

      d. Beutepanzer Sherman M4A3 76mm dispatch

      • Added Panzer Commander upgrade by default to:

      a. Beutepanzer KV2 dispatch

      b. Beutepanzer T-34/85 dispatch

      • Sdkfz 223: Added flare ability off map.
      • Pz.Beob.IV:

      a. Added flare ability off map.

      b. Added Smoke barrage off map.

      • Set the range for “off map” flares to 150, idem “in game” artillery.
      • Added HVAP-T rounds to Sdkfz 251-17, Pz II Luch and Sdkfz 222
      • Added prioritize vehicles to Sdkfz 251-17 and Pz II Luch
      • Removed rapid maneuver from pak 40
      • Created a new camo ability for Raketenwerfer. This one give +10 weapon range when the ability is enable. Raketenwerfer have less range on movement but gain extra range during set up.
      • Fixed Luftwaffe Pioneers x5 MP40 upgrade on reinforce. Now the squad get back again his MP40s after reinforcement. Thanks a lot to Incognito who help us to find and solve the bug.
      • Wunderwaffe Tiger APCR ability now needs APCR upgrade to allow access to the rounds. Upgrade cost 50 ammo.

      General

      • Improves the weapon swich system AP/HE/HVAP. Now when the player swich the round the other blocks in the correct way. This apply for vehicles modded with 3 kind of rounds (AP/HE/APCR). Vehicles improves: Tiger/T34-85/Valentine/Cromwell/AEC/Churchill MKVII/Firefly/M4A3 76/M4A3E8 76/M4A3E2 76/M26
      • Continue polishing the ability grid of vehicles:

      a. Row 3: Postion 31/32/33 Tank special rounds Position 34 Special ability

      b. Row 2: Position 22 camo Position 23 Prioretize vehicle Position 24 auto repair ability or vehicle decrew Position 21 Extra special ability with no other room (in a future if we add more abilities will be the place for sub menu and we could move these abilities inside this menu)

      • Tungsten rounds for German forces: To be historical accurate, at the end of the war Germans dont have tungsten and his APCR rounds were very limited. To show this on mod we will limit them in the follow way.

      a. Germans APCR rounds will be upgrades and the allies will maintain them by default (without upgrade required)

      b. A lot of doctrines will have them for free like it is right now for GAD and LID

      c. The rounds for germans will be always less in number, as an example allies will get 3 or more shots when activate his rounds. In the other side germans will have limited to one or two shots (this is not for auto cannons)

      • Improves many texts around tank ballistics upgrades like APCR, HVAP and HE.
      •  Hold fire UI adjustments:
        a. UI 21 for vehicles, support weapons and AT guns
        b. UI 34 for infantry, HMGs and Iron Will vehicles with overcrowed menus
      •  Building self destruct UI adjustments:
        a. UI 34 for most of the structures
        b. UI 31 for those buildings who have retreat point in UI 34.
      • Emplacement & support weapons AA mode UI adjustments: moved to UI 34
      • HMGs fixation:

      a. During red suppression HMGs will not shot anymore. The player will need to retreat them if they want to survive.

      b. I am pretty sure I fix the bug related to captures hmgs when the weapon refuse to move after the capture. I made a lot of test and aparently is working fine. It will required a deep test by community to confirm my fixation.

      • Tweak some off map call in recharge time. I scalate the call in recharge time in a similar way I did it in the last patch.

      a. Vehicles call in: I multiply the build times x4 to obtain the ability recharge time.

      b. Super elite infantry (level 5) call in takes 900 seconds

      c. Mix call in with infantry and vehicles, I use the same formula of “a”

      d. Mechanized infantry and other infantry call ins I use an eye aproach to obtain a fair number. Call ins with better stats or more soldiers will have more recharge time than other with less infantry or less effective.

      e. Snipers 360 sec each sniper. Dual cost 720 sec.

      Infantry and Mechanized infantry off map
      AEF
      Unit Time (seconds)
      Airborne Pathfinders 60
      Airborne Engineers 450
      Airborne PIR 600
      Easy Eight Company 900
      Armored Infantry 360
      291 Combat Engineers 450
      Rangers assault team 900
      British Commonwealth
      Tommy Prince sniper 360
      Granadiers Guard 900
      KOSB 900
      1 Airlanding Brigade 900
      Wehrmacht
      Stobtruppen 900
      Soviets
      Mechanized Fusiliers 360
      SS Elite Forces
      Narwa Group 480
      Jagdverbande infiltration 450
      Scharfshutze (x2 snipers) 720
      Sniper Ace 360
      Gebirsjager Snipers Dispatch 720
      Dispatch SS Jager 900
      Airborne Falls 900
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
      • This topic was modified 5 years, 5 months ago by Olhausen.
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