General Updates:
Community Map Spotlight Rotation:
Adding Surzdorf
Adding Ecliptic Fields
Adding Achelous River
Adding Montherme
Adding Red Ball Express
Removing Bystraya Voda
Removing Wolfs Lair
Removing Eindhoven Country
Removing Pavlov’s House
Cold tech: (Blizzards & Freezing)
Cold Tech is disabled in Automatches
Cold Tech can be enabled/disabled in Custom Matches ( This option does not affect Deep Snow)
Observer Mode:
Observer mode UI layout adjustment
Gameplay Updates:
General
Added support to queue reverse move order via “shift-clicking”
All infantry units that can camouflage no longer camouflage when retreating through cover
Ambient Buildings
To account for the increase in flame damage.
Ambient building flame threshold increased from 240 to 480 Explosive Weapons
Reduced the amount of random squad wipes from grenades/mortars.
Added back the 50% reduce damage modifier to green cover for explosive weapons
Flame Weapon
Updating how flame weapons work to be more impactful in the game.
All Flame Weapon damage over time duration increased from 3 to 20 seconds
Infantry Held Flame Weapons do not leave Flame damage over time
Reduce flame bonus damage to buildings from 1.5 to 1.25
Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25
Handheld Flame Weapons:
Compensating for no longer leaving damage over time effect.
Previously the suppression that was added on these units were fairly inconsistent in their result. The data has been adjusted to provide more consistent suppression within its area of effect.
Balance Updates:
With the introduction of a new allied army “British Forces,” one of the main goals for this balance update is to bring all the factions in line with each other. The following update will feature many of the changes that we have been playtesting through our “Balance Preview Mod.” We would like to thank the many community members who have helped us test and provided feedback during this iterative process.
British Forces
Platoon Command Post
We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
Requisition AEC MK III 75mm Armor Car
We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations.
Specialization: Hammer
We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.
Specialization: Anvil
We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.
Logistic Glider HQ
We felt the Glider HQ already provided tremendous bonuses to the player and giving extra resources as well was over the top. We have also reintroduce builder medics to allow players a manpower healing option.
Artillery Cover
Command Tank Buffs
The initial bonuses were dialed up at extreme levels we are bringing the bonuses in line with other auras.
With the adjustment to the bonuses we are also reducing the penalties so they are not so severe.
Slight adjustment to emplacements to prevent HMG weapon teams from garrisoning to prevent odd behavior. Brace has been given a cooldown to allow opportunity of attack for opposing players. 75 seconds actually means 45 seconds due to the 30 second duration time.
Churchill Crocodile
Reducing the durability slightly to help players deal with this slow moving tank. With the changes to how flame weapons work we are adjusting the Crocodile’s stats accordingly.
Health reduced from 1600 to 1400
Churchill AVRE
Reducing durability slightly to help players deal with this slow moving tank. Reducing its damage to compensate for its high durability.
AEC MK III 75mm Armor Car
Gammon Bomb
Universal Carrier
Adjusting its Wasp Flame Weapon to bring the unit in line with the rest of the flame weapon changes. Initial damage was reduce significantly to prevent instant model killing however the damage over time damage remains potent as ever. In addition we have added multiple things to help the UC deal with snipers.
These guns were very lethally at close range with provided almost no time to react.
Bofors
Unit was over performing.
Crew Repair Operations
The repair rate was so high it allowed players to disengage, repair and reengage before the enemy had time to prepare or recover.
Sniper
This should improve usability.
Weapon Behavior Change from wants prone firing moved to none
Comet
Slightly increasing its scatter to bring the unit in line with its generalist counter parts. Also increasing its pop cap as it was previously under costed.