PhoenixMod 0.32
Full changelog (compared to official/ranked)
General Changes
- Removed "Hit Mine!" critical (a 15% chance for detonating mines that doesn't cause any engine damage)
- Zoom
- Standard zoom level from 35 to 40 (this is the starting zoom level, and when you press backspace 2x)
- Max zoom level from 40 to 60
- You can also customize this. See here.
- AT Guns don't fire on infantry unless ordered explicitly
- Hedgeows and haystacks are now flammable
- Mortars don't suicide when reduced to one squad member anymore and can still operate
- Snipers (both US and WM)
- Now have 999 target priority for other snipers and almost all vehicle weapons with a few exceptions (a few tank main guns)
- Camouflage reveal radius from 1 to 3
- Negative zeal (radius 20, received accuracy 1.5x)
American
-
Riflemen
- Reinforce cost from 27 to 23
-
Sniper
- Upkeep cost from 9.6 to 12
- Moving accuracy modifier against enemy snipers from 0.5 to 1
-
Supply Yard Upgrade 2 research time form 90 to 60
-
Grenades Upgrade fuel cost from 40 to 35
-
Demo Charges
- research time from 60 to 45
- fuel cost from 30 to 25
-
Triage Center now has a map icon
-
M1 57mm AT Gun
- speed_horizontal from 18 to 22 (PAK 38 is 25 for reference)
- tracking speed_vertical from 18 to 22 (PAK 38 is 25 for reference)
- Armor Piercing ability adds a 20% bonus accuracy modifier
- build time from 67 to 43 (like Pak38)
-
M3 Halftrack
- Weapon Quad 50 cal target table values vs. P47 (= Henschel)
- penetration_multiplier from 0 to 10
- priority from 25 to 200
- Weapon Quad 50 cal target table values vs. P47 (= Henschel)
-
M10 Wolverine
- Misfire fixed
-
M18 Hellcat
- detection_radius from 3 to 16
- reveal_duration from 8 to 16
- revert_max from 16 to 30
- revert_multiplier from 1.5 to 8
- revert_time_on_detection from 3 to 8
-
Airborne Doctrine
- Airborne Rangers
- CP cost from 2 to 1
- Reinforce cost from 45 to 35
- Armor type from airborne_infantry to to elite_riflemen (same as Infantry Doctrine Rangers and WM's Vet2 Grenadiers)
- Bombing Run bombs from 4 to 6
- Fixed Strafing Run so it no longer counts HQ decorations as enemy squad members
- Recon Run recharge time from 20 to 60
- Airborne Rangers
-
Armor Doctrine
- Raid CP cost from 2 to 1
- Calliope
- can now cancel the barrage ability
Wehrmacht
- Tank traps spacing from 2.25 to 2 (not passable due to random orientation anymore)
- Sniper
- Upkeep cost increased from 5.376 to 11.04
- Accuracy_multiplier against other snipers from 0.75 to 1
- PAK 38
- reload from 2.4 to 1.4 (part of pak abuse fix)
- wind_down from 1 to 2 (part of pak abuse fix)
- Puma
-No longer dodges shells by phasing through - Defensive Doctrine
- For The Fatherland
- cost from 45 to 50
- duration from 30 to 25
- recharge time from 30 to 60
- For The Fatherland
Panzer Elite
- Schwimmwagen
- simbox (hitbox) dimensions now match Kettenkrad values. It should have the same durability as the Ketten now. The HP and armor type were already exactly the same.
- AT HT
- Treadbreaker muni cost from 50 to 60
- Hetzer
- Upkeep from 1.0752 to 10.752
- Goliath
- Is now a copy of Wehrmacht Goliath, so cloaking works properly i.e. it's detectable
- Panzer 4
- Range from 30 to 35
- Scorched Earth Doctrine
- Road blocks can now be targeted by American demolition charges
- Scorch point
- Cast time from 1 to 5
- Cooldown from 0 to 300 (5 minutes) per individual squad
British
- Captain
- the "Retreat to Captain" ability no longer gives a speed modifier/buff
- Staghound
- .50 Cal upgrade replaced with M8 Greyhound's .50 Cal
- Trenches
- No longer deletable through UI ("scuttle")
- Entering animation duration from 0 to 1-3 (WM bunker is 1-5 for comparison)
- Health from 450 to 300
- Tommies, Sappers and Commandos have a new ability: Remove Trench
- Has a 3 second duration, with a progress bar (cancelable)
- Squads take 100% bonus received damage during the animation (same as constructing)
- Royal Engineers Doctrine
- Churchill
- max HP from 700 to 560
- added a received damage modifier of 0.8
- these two changes combined don't change durability at all, but make the tank repair 20% faster
- Churchill AVRE
- weapon range from 35 to 45
- Churchill
- Royal Commando Doctrine
- Commandos
- now receive veterancy bonuses from Lieutenant
- Tetrach Glider
- the Tetrach that first spawns out of the glider already has the Little John Adapter
- the Tetrachs that are produced from the glider are unchanged, still have to buy the upgrade normally
- Commando HQ
- CP cost from 2 to 1
- Commando Mortar Squad
- damage from 20 to 40 (US mortar has 20, WM mortar has 36 for comparison)
- Commando Piat Squad
- max squad members from 3 to 4
- Commando HMG Squad
- range from 40 to 45
- cooldown from 3-4 to 2.5-3
- reload frequency from 12 to 20
- this weapon is now exactly the same as the one in the Vickers MG emplacement
- Commandos