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changelog.txt
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changelog.txt
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=================================================================
## v0.55
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- Flame dot damage reduced 2.5 -> 2
British:
- All Bren LMG accuracy normalized at 0.1/0.3/0.7 (tommy damage profile: far (39)=3.10, mid (29)=7.91, near (0)=9.46)
- Vickers LMG accuracy decreased 0.18/0.3/0.7 -> 0.13/0.27/0.6 (damage profile: far (39)=4.03, mid (29)=7.12, near (0)=8.11)
=================================================================
## v0.54
=================================================================
A few notes on the ostheer tier structure rework:
* Panther, ostwind, brummbar, stug and panzerwerfer all become more attractive options and require a smaller tech cost in general
* Getting both T3 and T4 is now more viable due to decreased structure cost
* Skipping T2 should be slightly more viable for a stug midgame with strong ostwind presence as the opportunity cost is reduced
* Ostwind fuel cost pre-change: 40+45+75+90=250f, post-change:40+55+50+95=240f
* Stug fuel cost pre-change: 40+45+75+90=250f, post-change: 40+55+50+90=235f
* Panzer IV fuel cost pre-change: 40+45+75+125=285f, post-change: 40+55+30+55+110=290f
* T34 fuel cost for comparisson: 30+80+90+80=280f
* Cromwell fuel cost for comparisson: 35+10+115+110=270f (likely requires midgame fuel expenditure)
* Sherman fuel cost for comparisson: 45+120+110=275f (likely requires midgame fuel expenditure)
-----------------------------------------------------------------
## Attributes:
General:
- Full balance pass on flame throwers:
* Finalizing diffing between live and previous mod versions
* All flame thrower aoe accuracy removed (set to 15) to match live game implementation
* Some flame thrower accuracy decreased from 11 to 1
* Generally increased damage but removed DOT effect from any non-vehicle flame throwers
* Removed additional damage action against structures (which is now handled through target tables, and therefore had double effect in the mod)
* All weapons that have the DOT effect damage has been normalized to 6
* Most DOT effects normalized to do the same, slightly decreased damage (~4 -> 2.5)
* All DOT effect distance tables normalized
* All DOT effect frequency normalized to be each 0.5s (normally from each 1s)
* All DOT effect duration normalized to be 15s long (to match the animation more closely and prevent readability issues)
* All DOT effect area of effect normalized to be 4 radius
* Added an aoe profile 1/1/1 -> 0.25/0.5/1 based on distance from the center
* Reduced friendly damage removed, friendlies now take the same amount of damage from DOT effect as enemies
- Demo charge rework:
* Added about 200 damage to each demo charge
* Max area of effect radius increased 8.5 -> 10
* Far aoe range increased to 10
* Made the UI descriptions more consistent between all different demo charges
* Demo charge now counts as building kill type
- Updates to satchel charge and demo charge building damage profiles
- Added a new building damage profile to most low aoe weapons to make them damage buildings more consistently
Soviet:
- KV-1 near penetration increased 120 -> 140
- KV-1 hitpoints increased 800 -> 940
- KV-1 armor decreased 270 -> 230
- Fixed an issue where engineer sandbag hotkey was the same as barbed wire hotkey
- Molotov DOT rework:
* Damage decreased 6 -> 2 to match live game values
* Frequency increased 1.5 -> 0.5 to match live game values
* Amount increased 1 -> 3 to match live game values
- Molotov scatter values copied from live implementation (removing a large amount of randomness)
- Molotov wind up-wind down randomness removed
- ROKS-3 flamethrower scatter added to match live game values
- ROKS-3 flamethrower damage increased 13 -> 15
- ROKS-3 flamethrower min burst duration increased 0.5s -> 1s, burst randomness now removed
- KV-8 flamethrower scatter added to match live game values
- KV-8 flamethrower now has 50% decreased accuracy on the move
- KV-8 now has DOT flamethrower damage
- KV-8 flamethrower damage reduced 16 -> 10
- ROKS-2 flamethrower scatter added to match live game values
- ROKS-2 flamethrower damage increased 13 -> 15
- ROKS-2 flamethrower min burst duration increased 0.5s -> 1s, burst randomness now removed
- Improved Satchel Charge building damage profile
- Satchel charge max aoe range increased 7 -> 7.5
- Satchel charge far aoe range increased 5 -> 7.5
- Fixed an issue with satchel charge not dealing any damage to buildings
USF:
- Pack howitzer suppression per shot reduced 0.8 -> 0.25
- Fixed an issue with pack howitzer which prevented it from being able to use its main barrage ability
- Assault engineer flame thrower damage increased 13 -> 15
- Fixed USF demo charge being non-targettable
British:
- Royal Engineer sten smg accuracy decreased 0.07/0.2/0.52 -> 0.05/0.15/0.45
- Commando sten smg accuracy decreased 0.09/0.25/0.55 -> 0.09/0.22/0.52
- Tommy enfield rifle near accuracy increased 0.8 -> 0.825
- Fixed the scoped tommy enfield rifle accuracy and aim time multipliers to match the non-scoped rifle
- Mortar emplacement cost reduced 400mp -> 320mp
- Forward HQ cost decreased 250mp -> 220mp
- Churchill Crocodile DOT damage reduced 4 -> 2
- Churchill Crocodile flamethrower DOT damage cover table normalized to match other DOT damage values
- WASP DOT damage reduced 4 -> 2
- WASP base damage increased 4 -> 10
- Updated gammon bomb building damage profile
- Commando demo charge armor, size and detection, cover type and aoe values changed to match other demolition charges
- Churchill AVRE petard far aoe range increased 9.1 -> 10
- Churchill AVRE petard mid aoe damage decreased 0.5 (320) -> 0.35 (224)
- Firefly aoe profile reworked 0.1/0.2/0.3 -> 0.1/0.5/1
- Comet max aoe radius reduced 3.1 -> 2.25 (this does not affect the dps very much as far aoe range is 2)
- Cromwell max aoe radius reduced 3.1 -> 2.25 (this does not affect the dps very much as far aoe range is 2)
- Fixed an issue with 17pdr not being able to fire
Ostheer:
- Major changes to Ostheer tier structure:
* Panzer IV is now constructed from T4 structure
* Panzerwerfer is now constructed from T3 structure
* T2 research cost decreased 150mp/40f -> 100mp/40f to match live game values
* T3 research cost increased 100mp/45f -> 100mp/55f
* T4 research cost reduced 100mp/45f -> 100mp/30f
* T3 structure cost reduced 260mp/75f -> 180mp/50f
* T4 structure cost reduced 260mp/75f -> 220mp/55f
- Panzer IV cost decreased 350mp/125f -> 340mp/110f
- Panzer IV mid aoe distance increased 1 -> 1.15
- Ostwind cost increased 320mp/90f/45s -> 320mp/95f/55s
- Ostwind damage increased 40 -> 55
- Ostwind munition name changed from flak to flak_defense to improve visuals
- Ostwind penetration against vehicles increased by 50% but damage reduced by 50%
- Ostwind min range removed
- Ostwind aoe profile rework:
* Near range reduced 0.7 -> 0.4
* Mid range reduced 1.1 -> 1.0
* Far range increased 1.9 -> 2.4
- Brummbar rotation rate increased 24 -> 27
- 222 20mm weapon penetration increased 45/65/75 -> 55/75/85
- 222 20mm weapon damage increased 20 -> 22
- 222 pintle MG accuracy increased 0.09/0.22/0.6 -> 0.12/0.25/0.6
- Pioneer moving accuracy decreased 0.6 -> 0.45
- Halftrack flammenwerfer dot damage added
- Pioneer flamethrower min burst duration increased 0.5s -> 1s, burst randomness now removed
- Pioneer flamethrower damage increased 13 -> 15
OKW:
- Sturmpioneer mp44 range table near range reduced 5 -> 0
- leIG ISG suppression per shot reduced 0.8 -> 0.25
- leIG ISG area of effect mid distance reduced 2 -> 1.75
- Panzer IV cost decreased 350mp/110f -> 340mp/110f
- Panzer IV mid aoe distance increased 1 -> 1.15
-----------------------------------------------------------------
## Win condition:
General:
- Command point gain rate is no longer slowed down (0.85 modifier removed)
=================================================================
## v0.53
=================================================================
-----------------------------------------------------------------
## Attributes:
Soviet:
- Removed 0.92 received accuracy modifier from shock troops
- For mother russia rework:
* Cost reduced 100mu -> 80mu
* Posture speed modifier removed
* Infantry accuracy modifier reduced 1.5 -> 1.15 (team weapon modifier unaffected at 1.25)
* Command point requirement reduced 6 -> 4
- Shock troop damage decreased 9 -> 8 (9 shots to kill to 10)
Ostheer:
- Grenadier population cost increased 7 -> 8
=================================================================
## v0.52
=================================================================
Ported some of the new balance patch preview from Relic changes to the mod. Mostly weapon and non-british changes to reduce the amount of work required for when the patch actually goes live.
-----------------------------------------------------------------
## Attributes:
Soviet:
- M3 Scout car detection radius increased 10 -> 25
- Penal battalion troop hitpoints increased 80 -> 82
USF:
- M20 detection radius increased 15 -> 25
- WC51 detection radius increased 10 -> 25
British:
- Churchill armor reduced 280 -> 230
- Fixed an issue where Churchill AVRE spigot mortar round wouldn't fire at all or would take a really long time to aim
- Removed prioritize vehicles ability from Churchill AVRE
- Forward HQ build time reduced 150s -> 120s
- Forward HQ hitpoints increased 600 -> 1500 to remove instances of it dying from a single offmap strike
- HQ glider cost increased 540mp -> 600mp. Logic: squad - around 350mp (really, it's not as good as a shocks squad or an actual commando squad), retreat and reinforce point - at least 300mp, can be dropped in without using up an engineer for construction, but can't be repaired, produces units and provides a reinforce point. The only reason cost is smaller than 650mp is because it requires a planned time investment to acquire such a large manpower pool before calling it in. Otherwise, the glider seems to be about as good of a retreat point as the actual non-modded forward HQ - actual HQ has really low health before this version's changes, takes a ton of time to construct, costs 450mp in total to make an actual retreat point.
- Commander vehicle rework:
* Area of influence radius increased 30 -> 40
* Increased accuracy multiplier decreased 2 -> 1.25
* Received accuracy multiplier decreased 0.5 -> 0.85
* Reload length multiplier decreased 0.5 -> 0.8
* Cooldown multiplier decreased 0.5 -> 0.75
* Vehicle speed penalty multiplier reduced 0.5 -> 0.75
* Vehicle reload speed penalty multiplier reduced 2.5 -> 1.75
* Vehicle cooldown penalty multiplier reduced 4 -> 2.5
* Vehicle weapon accuracy penalty modifier reduced 0.25 -> 0.65
* Vehicle received accuracy modifier removed
- Gammon Bomb damage reduced 240 -> 200
- Universal carrier detection radius increased 10 -> 25
- Comet health reduced 800 -> 720
- Comet max distance scatter increased 3.2 -> 4.2 to bring this unit in line with its other counterparts
- AEC cost reduced 340mp/60f -> 300mp/50f
- Stand Fast emplacement heal rate increased 1 -> 1.3
- Updates done to vehicle weapon tracer speed to attempt to improve visuals
Ostheer:
- 222 detection radius increased 10 -> 25
- Elefant focused sight ability removed
- 251 Flame Halftrack range increased from 25 to 30
OKW:
- leIG mid range aoe damage reduced 0.35 -> 0.3
=================================================================
## v0.51
=================================================================
-----------------------------------------------------------------
## Attributes:
British:
- 6 pounder penetration reduced to match Pak40 210/200/190 -> 210/180/110
- Churchill hitpoints reduced 1400 -> 1280 (this should make it take 1 more shot than a Tiger on average, and about as many as Tiger Ace)
- Churchill may now use prioritize vehicles
- Cromwell may now use prioritize vehicles
=================================================================
## v0.50
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- Removed left over flat damage of explosive and flame weapons vs British emplacements
British:
- Slit trench cost reduced 50mp -> 30mp
- Slit trench hitpoints increased 600 -> 700
- Squad size upgrade cost and production time reduced 100mp/25f/30s -> 100mp/15f/22s
- Mills bomb upgrade cost decreased 150mp/15f -> 60mp/10f
- Engineer vet1 cover combat bonus reduced 0.5 reload/0.3 cooldown -> 0.5 reload/0.7 cooldown
- Tommy lee enflied aim time mulitpliers reduced 2.5/1.75/0.125 -> 1.5/0.75/0.125
- Tommy lee enflied cooldown and cooldown randomness reduced 2-1.25s -> 1.75-1.25s
- Tommy lee enfield accuracy increased 0.27/0.35/0.74 -> 0.28/0.36/0.8
- Vickers HMG damage increased 8 -> 9
- Sniper cost increased 360mp -> 380mp
- Platoon command post cost reduced 280mp/35f -> 240mp/35f
- Churchill hitpoints decreased 1600 -> 1400
- Cromwell hitpoints reduced 640 -> 600
- Piat damage increased 120 -> 140 (to match panzerschrek mod changes)
- Fixed an issue where British soldiers could die with a burn up critical from 'small explosive' weapon type
Ostheer:
- Rifle grenade mid aoe damage reduced 0.625 -> 0.55
=================================================================
## v0.49
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- New methods of diffing files (2 new macros), full diff path again after British expansion release and patch:
* Wrapping up all previous fixes with much higher precision than before
* Implementing all the new features and balance updates
* Cleaning up UCS values
- Fuel point capture time reduced 30s/20s -> 25s/15s (change missing from before)
- Fuel point income increased to match live version
- Begun the work on transferring squad received accuracy multipliers into ebps target size property
Soviet:
- B4 barrage recharge time reduced 90s -> 70s
- Katyusha creeping barrage 30mu cost added
USF:
- Easy8 can now use prioritize vehicles ability
British:
- Sniper now has increased received accuracy (1.375) like all snipers
- Sniper will now has decreased accuracy against retreating squads (0.6) like all snipers
- Fixed sniper range (50 -> 55) to match other snipers
OKW:
- Adjusted veterancy requirements of most infantry squads to more closely resemble Relic values
=================================================================
## v0.48
=================================================================
-----------------------------------------------------------------
## Attributes:
British:
- Reduced previous mid and far range small arms weapon buff from 25% to 12.5%
- Tommy lee enfield rifle damage reduced 37 -> 32
- Vickers HMG accuracy decreased 0.1/0.3/0.61 -> 0.09/0.28/0.6
- Vickers HMG damage decreased 9 -> 8
- Weapon crew lee enfield rifle damage reduced 19 -> 16
- Commando silenced sten smg accuracy reworked 0.05/0.16/0.82 -> 0.09/0.25/0.55
- Commando silenced sten smg damage decreased 9 -> 8
- Engineer sten smg accuracy reworked 0.05/0.14/0.56 -> 0.07/0.2/0.52
- Engineer sten smg damage increased 4 -> 5
- 17pdr damage decreased 320 -> 300
- 6pdr damage decreased 160 -> 155
- Added increased aim time over distance for all ballistic weapons to match other faction behavior
=================================================================
## v0.47
=================================================================
-----------------------------------------------------------------
## Attributes:
USF:
- Sherman can now cast its targetted abilities on the move
British:
- All tommy squads gain a received accuracy multiplier of 0.9
- All small arms received 28% accuracy increase on mid and far range
- Sniper hitpoints increased 82 -> 90
- Mortar emplacement hitpoints increased 700 -> 900
- Bofors emplacement hitpoints increased 1000 -> 1200
- 17pdr emplacement hitpoints increased 900 -> 1300
- Mortar emplacement 10lb shell mid range aoe damage reduced 0.6 -> 0.3
- Mortar emplacement light shell mid range aoe damage reduced 0.5 -> 0.3
- Universal carrier hitpoints increased 200 -> 260
- Universal carrier armor increased 10 -> 14
- Concentrated barrage salvo count increased 3 -> 5
- British artillery will now suppress like all other artillery
- All British FOW scatter removed like all other artillery
- Added custom British squad utility values for AI
- Fixed a bug where AOC armored car would receive a 20% slower reload modifier at vet3 instead of making it faster
OKW:
- Reverted the fuel income from 75% of other factions' income to 66%. Due to faction tech changes this buff is no longer needed
=================================================================
## v0.46
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- Full diff pass for relic changes for new attributes that come with British expansion
- Implemented the new teching structure, meaning a lot of tech costs and balancing are reverted to how live game's teching works
- Most callins can still be used without limit
- Adjusted building panel strength
- Combat casualties reenabled
- Reverted the change of target priority for field artillery making tanks target them again
- Updated vehicle fuel upkeep algorithm: fuelCost / 200 * sqrt(max(10, pop))
- All factions will now have 120 population even when game mode is not selected
Soviet:
- KV-1 call-in required command points decreased 10 -> 9
- IS-2 call-in required command points decreased 14 -> 13
- Advanced T34/85 call-in required command points decreased 12 -> 10
USF:
- Captain dispatch time reduced 90s -> 70s
- Major artillery barrage salvo number reduced 6 -> 4
- Major artillery barrage radius increased 12 -> 13
- Major artillery barrage delay increased 4 -> 5
- M20 Utility Car cost reduced 280mp/30f -> 280mp/20f
- M15A1 AA Halftrack cost reduced 350mp/60f -> 350mp/50f
British:
- Full mod implementation
- Vickers HMG cone of fire reduced 120deg -> 100deg
- Vickers HMG damage increased 7 -> 9
- Vickers HMG near accuracy reduced 0.95 -> 0.61
- Tommy Lee Enflied rifle accuracy increased 0.19/0.28/0.73 -> 0.24/0.31/0.74
- Tommy Lee Enflied rifle damage increased 30 -> 37
- Tommy Lee Enflied rifle cooldown reduced 2-1.25s -> 1.75-1.25s
Ostheer:
- Elefant focused sight line of sight increase 15 -> 25
- Vehicle optics sight multiplier decreased 2 -> 1.5
- Ostwind cost increased 280mp/85f -> 320mp/90f
- Panzer IV cost increased 350mp/110f -> 350mp/125f
OKW:
- Due to assault pioneer reinforcement changes that have been implemented with the patch their cost is reverted back from 300mp to 320mp
-----------------------------------------------------------------
## Win condition:
AI:
- Large AIControl improvements
- Mod change implementation for British faction
=================================================================
## v0.45
=================================================================
-----------------------------------------------------------------
## Attributes:
Soviet:
- SU76 penetration increased 120/140/180 -> 180/190/200
- SU85 penetration increased 180/190/200 -> 210/220/230
- SU85 veterancy reworked:
* vet2 reload multiplier decreased 0.7 -> 0.9
* vet2 accuracy multiplier decreased 1.3 -> 1.2
* vet3 reload multiplier decreased 0.8 -> 0.85
* vet3 max speed multiplier decreased 1.2 -> 1.1
- Guards mosin nagant rifle accuracy reduced 0.15/0.29/0.74 -> 0.15/0.28/0.69
- Penal troops SVT rifle accuracy increased 0.12/0.2/0.55 -> 0.14/0.2/0.56
- M3A1 halftrack armor increased 6.5 -> 8
- T34/75 cost reduced 310mp/100f -> 300mp/90f
- IS-2 vet1 secure mode removed, replaced with reduced scatter multiplier (0.9)
- KV2 vet1 secure mode removed, replaced with reduced scatter multiplier (0.9)
- KV1 vet1 secure mode removed, replaced with increased penetration multiplier (1.15)
USF:
- Take aim no longer costs munitions to activate
=================================================================
## v0.44
=================================================================
-----------------------------------------------------------------
## Attributes:
Soviet:
- Katyusha mid range aoe damage reduced 0.3 -> 0.2
- Katyusha creeping barrage cost removed
- Katyusha creeping barrage rockets now reworked to work the same as normal rockets
- Katyusha rocket suppression increased 0.25 -> 0.3
- Updated Katyusha multipliers vs suppressed units to be consistent for all rocket types: 0.75 damage 0.85 accuracy
- Updated Katyusha multipliers vs pinned units to be consistent for all rocket types: 0.5 damage 0.25 accuracy
- Dshk 38 Sokolov accuracy increased 0.09/0.24/0.54 -> 0.12/0.27/0.56
- M3A1 halftrack armor increased 5.4 -> 6.5
- M3A1 halftrack cost decreased 190mp/15f -> 155mp/15f
Ostheer:
- All Panzer IV variants can now prioritize vehicles
- MG42 incendiary rounds penetration reduced +8 -> +6
OKW:
- Kubelwagen damage increased 8 -> 10
- Kubelwagen setup MG suppression multiplier decreased 2.25 -> 2
- Kubelwagen nearby suppression radius 20 -> 14
- Kubelwagen cost reduced 200mp/10f -> 160mp/10f
- Panzerfusilier G43 reload time increased and randomness reduced 2-3.5s -> 3-3.5s
- Panzerfusilier Kar98k rifle damage reduced 20 -> 19
- Panzerfusilier G43 accuracy reduced 0.16/0.23/0.47 -> 0.14/0.22/0.48
=================================================================
## v0.43
=================================================================
-----------------------------------------------------------------
## Attributes:
Soviet:
- Il-2 autocannon effectiveness further reduced to prevent squad wipes
- ZiS 76mm AT gun far range accuracy reduced 0.047 -> 0.033
- ZiS 76mm AT gun mid range accuracy reduced 0.053 -> 0.05
USF:
- Pack howitzer barrage recharge time increased 60s -> 70s
- Pack howitzer barrage now has initial reload, increasing the time taken before it fires and fixing the issue of rapidly firing follow up shots
- Pack howitzer white phosphorus barrage scatter reduced to match normal barrage more closely
- M3 Halftrack (all variants, including AAHT) target size reduced 20/22 -> 18
- M1 AT gun long range accuracy reduced 0.038 -> 0.03
Ostheer:
- Pak40 AT gun long range accuracy reduced 0.04 -> 0.033
- Pak40 AT gun mid range accuracy reduced 0.053 -> 0.05
- Panzergrenadier hitpoints increased 80 -> 84
- Panzerwerfer number of rockets per barrage decreased 16 -> 10 (actual number of rocket tubes, vanilla number, tested for squad wipes)
- Rifle grenade warning delay reduced 1.25s -> 1s
- LeFH 105mm artillery barrage salvo number increased 6 -> 8
- LeFH 105mm artillery aoe damage reworked:
* Far aoe damage multiplier increased 0.01 -> 0.1
* Aoe accuracy reduced 5/5/5 -> 0.3/1.25/5
* Max aoe range increased 9.4 -> 10
* Far aoe range increased 9.4 -> 10
- MG42 damage increased 14 -> 17 (6 shot kill -> 5 shot kill)
- MG42 incendiary rounds reload multiplier reduced 0.5 -> 0.7
- MG42 incendiary rounds penetration reduced +9 -> +8
OKW:
- Kubelwagen armor increased 4 -> 5.5, rear armor disabled
- Kubelwagen target size decreased 10 -> 8
- 251 flak halftrack armor increased 9/4.5 -> 10/8
- Raketenwerfer long range accuracy reduced 0.047 -> 0.033
- Raketenwerfer mid range accuracy reduced 0.053 -> 0.05
-----------------------------------------------------------------
## Win condition:
General:
- Base upkeep decreased 1.225 -> 1.1875
- Base manpower income bonus decreased +60 -> +50
=================================================================
## v0.42
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- Full file diff pass to include the patch changes in the mod
- All custom vehicle criticals removed in favor of new relic's criticals
- All heavy field artillery hitpoints increased 580 -> 700
- All MGs incremental accuracy radii to match the patch values, but accuracy multiplier is not changed unless specified below
- All single fire small arms cover tables reworked. The desired effect of these changes is to make single fire weapon engagements against cover slightly more random but lower the prevalence of cover (especially garrisson cover) against spread out groups of enemies that are microed correctly. Clearing cover positions will be slightly easier when dealt with properly, whereas at the same time 1 on 1 fights might result in taking less hitpoint damage (especially in conjunction with green and light cover changes), allowing the squad to remain in cover longer, and not require as much healing after the fight. It is also worth noting that light cover will no longer alter shots required to kill a squad entity, while green and garrisson cover still will, albeit not on all types of weapons.
* Heavy cover effectiveness reduced (DPS 0.25 -> 0.315): accuracy 0.5 -> 0.35, damage 0.5 -> 0.9
* Garrisson cover effectiveness reduced (DPS 0.275 -> 0.36): accuracy 0.55 -> 0.4, damage 0.5 -> 0.9
* Light cover effectiveness increased (DPS 0.425 -> 0.4): accuracy 0.5 -> 0.4, damage 0.85 -> 1
Soviet:
- IS-2 command point requirement reduced 14 -> 13
- ML-20 artillery weapon reworked:
* Aoe damage increased 0.01/0.15/1 -> 0.075/0.15/1
* Aoe accuracy reduced 5/5/5 -> 0.2/1.35/5
* Damage values increased and normalized for barrages, victor target, precision strikes (220)
* Precision strike removed
- IL-2 autocannon rework (it had really strong potential to wipe squads on each pass):
* damage reduced 35 -> 19
* accuracy reduced 0.75 -> 0.6
* area of effect range reduced 4 -> 2
* area of effect range profile 4/2/0.5 -> 2/1/0.5
* damage vs yellow cover reduced 1 -> 0.75
* scatter increased 2.5 -> 3
- Conscript sandbag wall hitpoints increased 320 -> 400
- SU-76 penetration increased 80/120/160 -> 120/140/180
- Dshk-38 Sokolov HMG is the only HMG that received the full incremental accuracy change from the patch
- Maxim HMG incremental accuracy multiplier increased 1 -> 1.04
- Engineers can now construct sandbags
USF:
- M2HB 50 cal HMG mid range accuracy increased 0.26 -> 0.3
Ostheer:
- Stuka 500lb bomb damage increased 550 -> 660
OKW:
- Base fuel income multiplier toned down 0.66 -> 0.75 (the impact of this is mitigated by the fact that OKW vehicles still have full vehicle fuel upkeep)
-----------------------------------------------------------------
## Win condition:
General:
- Ballistics script is now completely disabled due to causing sync errors
- Base upkeep increased 1.2 -> 1.225
=================================================================
## v0.41
=================================================================
June mod tools patch
-----------------------------------------------------------------
## Attributes:
General:
- All tuning changes are reverted since tuning is now locked out from modding
- Fuel and Ammunition point capture and revert times reduced 30s/20s -> 20s/15s
- Fuel point income rate decreased +7 -> +6
- Decreased ballistic and coaxial mg weapon effectiveness versus heavy team weapon directional cover (0.5->0.25 accuracy 0.5->0.25 damage)
- Across the board decrease of coaxial and mounted mg effectiveness vs heavy cover (0.5->0.25 accuracy 0.5->0.25 damage)
- Across the board decrease of coaxial and mounted mg effectiveness vs light cover (0.5->0.25 accuracy 0.85->0.65 damage)
- Across the board 20% decrease in coaxial mg accuracy
Soviet:
- B4 barrage damage increased 450 -> 600
- B4 artillery construction time reduced 240s -> 180s
- B4 artillery cost reduced 450mp/105f -> 400mp/90f
- ML-20 artillery construction time reduced 240s -> 180s
USF:
- Major artillery cost reduced 120mu -> 70mu
- P47 rocket attack cost reduced 240mu -> 180mu
- 240mm artillery cost increased 180mu -> 200mu
- 155mm artillery cost decreased 180mu -> 120mu
- Time on target artillery delay decreased by 1s
- Priest creeping barrage cost reduced 50mu -> 25mu
- M36 Jackson damage decreased 220/240 -> 200/220
- M1 57mm AT gun damage decreased 160 -> 150
- M1 57mm AT gun far penetration decreased 115 -> 100
Ostheer:
- Panzer IV hitpoints reduced 640 -> 600
- Ostwind hitpoints reduced 640 -> 600
- Panzer IV armor increased 180 -> 190
- Pak40 damage increased 160 -> 180
- Pak40 far accuracy decreased 0.047 -> 0.04
- Pak40 far penetration reduced 120 -> 110
- leFH18 artillery construction time reduced 240s -> 180s
- Elefant hitpoints increased 1040 -> 1190
- Elefant main gun reworked:
* Area of effect max radius 0.6 -> 1.75
* Area of effect penetration reduced 180/200/220 -> 50/120/220
* Area of effect distances increased 0.3/0.2/0.1 -> 1.65/0.75/0.1
- Tiger CP cost reduced 14 -> 13
- Railway gun artillery cost reduced 200mu -> 160mu
- Pioneers can now construct sandbag walls
OKW:
- Panzer IV hitpoints reduced 640 -> 600
- Panzer IV armor increased 160 -> 190
- Panzer IV rear armor increased to match wehrmacht counterpart 80 -> 90
- Infrared halftrack cost reduced 200mp/25f -> 150mp/20f
-----------------------------------------------------------------
## Win condition:
General:
- Overall manpower income increased +30 -> +60
- Command point gain rate increased 0.75 -> 0.85
- Base fuel income rate increased by 1.75 per minute
- Base upkeep increased 1.15 -> 1.2
- A large logic update to ballistics script:
* Global events are no longer being listened to, the system is based on squad and player events. This is an attempt to fix sync issues
* The system no longer requires ballistic weapons affected by the script to have no penetration, the weapon damage is correctly disabled if it is being applied by the script making sure it never gets applied twice
* The system no longer applies damage to neutral targets manually and relies on the engine again fixing a number of issues which stemmed from the previous implementation
- Victory Point win condition now has custom selectable point objectives: 400 points, 500 points (default) and 800 points
AI:
- Adjusted most of the available default AI preset values to more closely represent human behavior and improve its combat performance
- Almost all units in the game have seen utility, purchase history and per unit utility decrease updates, making AI construct believable and diverse compositions
- Massively lowered AI squad point capture priority, made an attempt to remove instances where AI blindly captures points under fire
- Adjusted min non-support units number 4 -> 2
- Reduced clump search refresh time
- Hardest AI will no longer have a chance to ignore abilities targeted at it
- Hardest AI will now have a chance of having a small delay before avoiding abilities targeted near their squads
- Hard AI ability ignoring chance 25% -> 10%
- Tactic retry timers now match between Hardest and Hard AI
- Tactic retry timers for Standard AI are now equal to vanilla Hard AI retry timers
- Adjusted resource multipliers for Hardest AI:
* Manpower multiplier 1.6 -> 1.7
* Munitions multiplier 1.3 -> 1.45
* Fuel multiplier kept at 1.6
- Adjusted resource multipliers for Hard AI:
* Manpower multiplier 1.25 -> 1.45
* Munitions multiplier 1 -> 1.2
* Fuel multiplier kept at 1.25
- Hard AI now has a 1.2 catchup manpower bonus
- Hardest AI catchup manpower bonus increased 1.2 -> 1.35
- Hard AI may now have up to 4 max attack objectives (as opposed to previous max of 2)
- Retreat delays lowered drastically for all AI difficulties
- Squads no longer retreat on suppression. This is handled in a custom retreat function
- Retreat health ratio 0.1 -> 0.2
- Fallback health and capacity ratio set to 0. This should make AI stay in the fight rather than turning its back towards the enemy just before needing to retreat
- Retreat combat rating ratio 0 -> 0.2. This should make AI retreat its units if it's losing decisively
- Fallback combat ratio 0.5 -> 0.65. This should make AI reposition its units if it is losing a fight
- Easy AI will now reinforce
- AI will now evaluate artillery and grenade abilities when squads are still moving out of combat
- Major can now use his recon run
- AI will no longer capture team weapons while its under fire
- Hold tactic range reduced. This should prevent AI from randomly moving its squads while in combat
- Hold tactic priority slightly reduced
- Cover tactic max range reduced significantly. This should make AI take cover more logically and not move too much while in combat
AIControl:
- Completed a large performance pass nearly removing the impact of this system on the game, whereas it was stalling the game quite badly before
- Implemented a plethora of updated to unit control portion of the script, adding additional parameters and settings allowing for very detailed custom behaviors for snipers, AT guns and mobile artillery
- Implemented a new manual barrage control system:
* Uses custom clump scan data
* Clump scan data relies heavily on history if the units are not visible, making sure that AI doesn't barrage blindly
* Can use special position filters, allowing for implementation of advanced AI abilities such as smoke barrages in front of enemy MGs and mortar barrages on enemy clumps
- Implemented a new combat unit control system:
* Allows the script to manually control any infantry that's currently in combat
* This system, however, is disabled for the time being because of issues with squad tactics being executed even on squads that are supposed to be locked from normal AI
* Includes custom behavior for assault troops, making them close in to effective distance rather than stay away simply using attack move in engagements
* Abilities may use custom behaviors queueing commands on certain game events, chaining abilities together
- Large improvements to infantry retreat logic
=================================================================
## v0.40
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- Point blank range (weapons start ignoring cover) reduced 10 -> 2
- Distance at which squads get out of the way of vehicles reduced 4 -> 3
- Pathfinding vehicle turn weighting increased 1.5 -> 1.75, vehicles will try to move along their current rotation more than previously
- There is no longer an upkeep limit of 200mp/minute
- All infantry suppression effects reduced:
* Cooldown multiplier 4 -> 1.5
* Reload multiplier 4 -> 1.25
* Accuracy multiplier 0.25 -> 0.7
Ostheer:
- Elefant Focused sight addition modifier increased +10 -> +15 (the total sight radius also gets increased by a win condition LOS percentage modifier)
- IS-2 can now penetrate enemy vehicles (bug fix)
- OKW Puma no longer deals double damage (bug fix)
-----------------------------------------------------------------
## Win condition:
General:
- Victory point drain is no longer sped up
AI:
- Large improvements to vehicle retreat logic
- Large improvements to vehicle movement logic
- Large improvements to team weapon setup, facing, fallback and retreat
- Upkeep multiplier 0.95 -> 0.85
- AI players now have 160 population cap
=================================================================
## v0.39
=================================================================
Weapon consistency balancing and fixes
-----------------------------------------------------------------
## Attributes:
Soviet:
- Penal troop SVT rifle rework - squad's DPS was exceptionally underwhelming, it is now very slightly higher than riflemen:
* Damage increased 15 -> 25
* Far range cooldown duration multiplier 1.5 -> 1.35
* Mid range cooldown multiplier 0.75 -> 1
* Near range cooldown multiplier 0.25 -> 0.75
* Far range accuracy decreased 0.13 -> 0.12
* Mid range accuracy decreased 0.22 -> 0.2
* Near range accuracy decreased 0.59 -> 0.55
- Penal Battalion population cost per entity increased 1 -> 1.5 (6 -> 9 in total)
USF:
- Paratrooper and Captain thompson close range accuracy decreased 0.57 -> 0.54
- Paratrooper and Captain thompson mid range accuracy increased 0.15 -> 0.16
- Captain thompson damage decreased to match Paratrooper thompson 9 damage more closely 12 -> 10
- Captain thompson reload time decreased to match Paratrooper thompson 2.9-3.7 -> 2.1-3.2
- Captain thompson reload frequency decreased to match Paratrooper thompson 5-5 -> 5-6
- Combat Engineer m3 grease gun near accuracy decreased 0.62 -> 0.59
- Combat Engineer m3 grease gun mid accuracy increased 0.14 -> 0.16
- Vehicle Crew m3 grease gun near accuracy increased 0.45 -> 0.5
- Vehicle Crew m3 grease gun damage increased 4 -> 7 to match Combat Engineer weapon 8 damage more closely
Ostheer:
- Panzergrenadier near range distance reduced 5 -> 0
- Panzergrenadier mid range distance increased 19 -> 22
OKW:
- Jaeger light infantry long range accuracy decreased 1 -> 0.5
- Panzerfusilier G43 damage reduced 27 -> 23. This upgrade previously made the most well rounded squad in the game. It'll be a slightly less obvious choice now
- Panzerfusilier G43 close range cooldown multiplier decreased 0.25 -> 0.5
- Panzerfusilier G43 long range accuracy increased 0.15 -> 0.16
- Panzerfusilier kar98k rifle long range accuracy reduced 0.22 -> 0.18. This is done for consistency between kar98k and G43 dps
- Obersoldatten LMG42 damage decreased 14 -> 12. Their base weapons are stronger than vanilla, making it, and Field Officer, potent without an exceptionally strong LMG
- Obersoldatten LMG42 close range accuracy decreased 0.58 -> 0.5
- Rebalanced Field Officer Luger pistol
- Field officer accuracy multiplier increased 10% -> 17.5%
=================================================================
## v0.38
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- Updated building panel health and min damages to make them slightly more sturdy
- Mortars will now have an easier time destroying buildings and building panels (building damage profile updated)
Soviet:
- Combat Engineers now have a received accuracy penalty of 5%
- Combat Engineer ROKS-3 flame thrower now has increased cooldown duration based on range 1/1/1 -> 1.5/1.25/1, reducing damage output and critical chance with range
- Combat Engineer mosin nagant mid range distance increased 21 -> 23
- Combat Engineer damage reduced 30 -> 25
- Combat Engineer population cost increased 1 -> 1.5
- Conscript mid range aim time multiplier reduced, increasing fire rate 2.25 -> 1.75
Ostheer:
- Minefield construction time increased from 10s per minefield to 15s (total 60s -> 90s)
- Assault Grenadier mp40 accuracy rework:
* Far increased 0.03 -> 0.04
* Mid decreased 0.15 -> 0.14
* Near decreased 0.55 -> 0.5
- Ostruppen weapon rework:
Overall DPS decreased, long range effectiveness decreased, comes somewhere to 75% effectiveness of a grenadier squad with penalties on the move and out of cover
* Far accuracy 0.17 -> 0.12
* Mid accuracy 0.26 -> 0.23
* Near accuracy 0.62 -> 0.59
* Damage 15 -> 25
* All ranges reduced by 15%
* Aim, ready and cooldown times closer to grenadier rifle
- Ostruppen reserves and normal ostruppen squads no longer differ in the fact that normal ostruppen received 35% increased received accuracy
- Ostruppen squad now receives 25% received accuracy penalty
- Ostruppen squad weapon modifier changed from 0.575 to 0.8
- Ostruppen cover bonus rework:
* Base accuracy increase reduced 2.35 -> 1.4. This makes base squad performance almost on par with other ostheer squads (overall 12% weapon accuracy bonus compared to 15% of normal squads)
* Now grants 15% increased sight range
* Reduces received accuracy by 25% (removes initial penalty)
* Increases weapon range by 15%
* Now requires 0.5s time to activate
- Ostruppen reserves rework:
* No longer can come in with an LMG42
* No longer have a chance to come in with veterancy level 3
* Additional veterancy rewards added which grant 50% of vet1, 25% and 50% of vet2
* The chance of not getting veterancy is decreased significantly
- Ostwind penetration reduced 35/40/45 -> 30/35/40
OKW:
- Panzerfusilier population cost increased 1.5 -> 1.75
- King Tiger frontal armor reduced 425 -> 375
- Minefield construction time increased from 10s per minefield to 15s (total 60s -> 90s)
=================================================================
## v0.37
=================================================================
-----------------------------------------------------------------
## Attributes:
Soviet:
- Conscript ppsh rework:
* Damage increased 8 -> 9
* Long range accuracy increased 0.03 -> 0.06
* Mid range accuracy increased 0.15 -> 0.21
- Shock troop ppsh mid range accuracy increased 0.22 -> 0.24
USF:
- Paratrooper LMG short range accuracy reduced 0.6 -> 0.45
- Paratrooper LMG mid range accuracy reduced 0.21 -> 0.22
- Paratrooper thompson long range accuracy increased 0.03 -> 0.06
- Paratrooper thompson mid range accuracy increased 0.08 -> 0.15
- Combat Engineer grease gun mid range accuracy increased 0.08 -> 0.14
- Captain thompson mid range accuracy increased 0.1 -> 0.15
- Captain thompson far range accuracy increased 0.03 -> 0.06
Ostheer:
- Pioneer short range accuracy decreased 0.4 -> 0.38
- Assault Grenadier mid range accuracy increased 0.1 -> 0.15
- Panzer Grenadier mid range accuracy increased 0.23 -> 0.25
- Weapon Crew accuracies normalized
OKW:
- Sturmpioneer mid range accuracy increased 0.14 -> 0.17
- Volksgrenadier mid range accuracy increased 0.28 -> 0.3
-----------------------------------------------------------------
## Win condition:
General:
- Upkeep increased slightly (now 1.15 + 0.1875 at max population)
- Added an annihilate win condition
=================================================================
## v0.36
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- Antiblob now increaases received suppression by 5%
Soviet:
- All infantry suppression activation threshold slightly increased 0.2 -> 0.21
- PTRS rework:
* Penetration target priority decreased 140 -> 80 (stops it from prioritizing team weapons)
* Rotation priority added
* Far accuracy increased 0.05 -> 0.07
* Near accuracy increased 0.4 -> 0.55
- IL-2 Sturmovik autocannon rework:
* Damage decreased 30 -> 20
* Accuracy increased 0.55 -> 0.75
* Penetration decreased 42.5 -> 35
USF:
- All infantry suppression activation threshold slightly increased 0.2 -> 0.21
- Riflemen accuracy rework:
* Mid range decreased 0.31 -> 0.29
* Far range increased 0.19 -> 0.2
- Paratrooper carbine long range accuracy increased 0.12 -> 0.14
- Pathfinder snipe required health percentage requirements reduced 0.4-0 -> 0.5-0
- Rear Echelon far accuracy increased 0.09 -> 0.11
Ostheer:
- Grenadiers LMG42 mid range distance reduced 29 -> 23
- Ostruppen accuracy bonus reduced from 3x to 2.35x. This accuracy multiplier was impacting outcomes too much due to the new damage and accuracy for their weapons
- Rifle grenade damage modifier vs green cover increased 0.5 -> 0.75
- Rifle grenade damage increased 80 -> 85
- MG42 rework - should suppress less randomly, and shouldn't suppress squads that walk into its arc of fire at max range on first burst, damage output increased:
* Burst duration length and randomness reduced 1.4s-1.75s -> 1.375s-1.5s
* Cooldown duration length and randomness reduced 2.5s-3.0s -> 2.5s-2.75s
* Damage increased 12 -> 14
* Reload duration reduced 6s -> 5s
-----------------------------------------------------------------
## Win condition:
General:
- Upkeep reduced slightly, lategame upkeep reduced slightly
- Penetration system updates:
* An attempt to fix the sync issues
* Cleaned up and optimized the code
* Reduced search radius for scatter shots
* Fixed an issue with scatter shots that would sometimes cause the system find targets incorrectly (behind projectile)
* Scatter shots will now choose the closest correct target rather than a random one within the radius
=================================================================
## v0.35
=================================================================
-----------------------------------------------------------------
## Attributes:
General:
- All small arms weapons reworked:
* Damage increased by 22.5%
* Far accuracy decreased by 34%
* Min accuracy decreased by 40%
* Near accuracy decreased by 10%
- All HMG suppression radii decreased 20-18 -> 15-13
Soviet:
- Mounted Dshk 38 HMG penetration reduced 2/3/4 -> 1/2/3
- Katyusha damage increased 80 -> 85
- IL-2 Sturmovik autocannon rework:
* Damage increased 8 -> 30
* Now has a chance to miss making cover important
* AOE damage added
* AOE profile improved
- 152mm M-30 field artillery base scatter reduced 5 -> 3.5
- B-4 base scatter reduced 7.75 -> 6.5
USF:
- All 50cal machine gun near penetration reduced 1.5/2/3 -> 1/1.5/2
- M2hb 50cal HMG damage reduced 35 -> 30
Ostheer:
- MG42 penetration reduced 1.4/1.8/2.2 -> 1/1.4/1.8
- Grenadier LMG42 damage increased 7 -> 9
OKW:
- MG34 penetration reduced 1.3/1.7/2.1 -> 0.9/1.3/1.7
-----------------------------------------------------------------
## Win condition:
General:
- Penetration system base weapon penetration increase on perfect angle reduced from 15% to 10%
- Upkeep now slowly increases with player's total population
- Base upkeep reduced 1.3 -> 1.2
- Upkeep may grow to up to 1.35 upon reaching popcap
=================================================================
## v0.34
=================================================================
-----------------------------------------------------------------
## Attributes:
Soviet:
- KV-2 area of effect reduced slightly to prevent instant squad wipes:
* Far range distance 4.7 -> 6.3
* Indirect max range distance 6.3 -> 7
* Indirect far range distance 6.3 -> 7
* Mid range damage 0.25 -> 0.2
* Near range distance 0.5 -> 0.35
* Indirect fire aoe is now more similar to normal fire
OKW:
- Raketenwerfer no longer received 100000 penetration when shooting out of camouflage, this value is changed to 50
-----------------------------------------------------------------