Releases: cohstats/coh3-data
v1.6.1-1
What's Changed
- Add version 1.6.1 by @petrvecera in #50
Full Changelog: v1.6.0-1...v1.6.1-1
PC] 1.6.1 Coral Viper Hot Fix
Today’s hot fix includes some minor multiplayer balance adjustments along with several crash fixes and bug fixes. This is our first set of multiplayer changes following the 1.6.0 Coral Viper update, with additional changes planned for subsequent hot fixes and patches.
General
We have implemented a server-side change to alleviate the issue of Automatch Cooldown false positives on PC. We will continue monitoring this system, but please let us know if you encounter further false positives in the days ahead.
Fixed several issues that were leading to crashes.
Multiplayer Balance
US Forces
Improved M9 Bazooka Rockets – As this tech is intended to have lower impact than the Browning Automatic Rifle upgrade, we wanted a cost that is closer to the intended power level of this technology.
Fuel cost reduced from 40 to 30
Wehrmacht
Grenadier Squad – In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely.
Assault Package munition cost increased from 45 to 50
Assault Package research time increased from 20 to 30 seconds
Sprint now prevents the unit from firing on the move.
Infanterie Kompanie Officer Quarters – The Infanterie Kompanie Officer Quarters is having its price and research time increased to slow down the momentum of Wehrmacht players going this research, and to give Allied players more time to get tools to counter veteran Axis infantry.
Fuel cost increased from 25 to 35
Research time increased from 30 seconds to 45 seconds
Breakthrough – This battlegroup has been performing a bit too well and we have identified this ability as one of the most egregious ones.
Duration reduced from 90 to 60
British Forces
Australian Light Infantry – The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants.
Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far).
Increased Sharpshooter penetration from 1 to 2.
Archer Tank Destroyer – For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.
Reduced command point cost from 7 to 6
Bofors Emplacement – As it is pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.
Health increased from 600 to 720
Reload time sped up from 4 to 3 seconds
Area of effect increased from 1 to 2.5
Area of effect far damage increased from 0.25 to 0.4
Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2
Area of effect penetration increased from 1 to 5
Angle scatter increased from 2 to 5
Angle scatter max increased from 2 to 4
Deutsche Afrikakorps
250/3 Funkpanzerwagen - The Funkwagen being able to hide tanks, medical trucks, and Tigers was too powerful. We are removing the ability to camouflage vehicles to make the Funkwagen more infantry and team weapon focused and create less overlap with Operation Skorpion.
Can no longer camouflage vehicles within its aura.
Afrikakorps Tiger Deployment Call-In – We love that this unit is seeing more play! However, it is hitting the battlefield too quickly and does not allow enough time for the proper counterplay. We are increasing the cost to make this unit a bit less cost effective. This will also make teching straight for it riskier.
Fuel cost increased from 180 to 220
Panzerjeager Squad – We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.
Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers.
Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.
Bug Fixes
Changed the visual effects of the Australian Light Infantry Sharpshooter ability to distinguish it from their standard attack.
Fixed an issue where certain Team Weapons could not be targeted by infantry or vehicles.
Fixed an issue where other players could benefit from the Afrikakorps’ Vehicle Awareness ability, allowing them to detect in the Fog of War.
Fixed an issue where Anti-Tank Grenades and Panzerfaust abilities would trigger/finish their animation and then fire once the target has exited the unit's weapon range.
Fixed several localization text errors.
Fixed an issue where the incorrect menu options would appear during a match.
Fixed an issue where duplicate surrender prompts could appear during a surrender vote.
Fixed an issue where the Continue button would not appear in the post-match stats screen of the tutorial.
v1.6.0-1
What's Changed
- Update with 1.6.0 Coral Viper data by @KingDarBoja in #49
Full Changelog: v1.5.3-1...v1.6.0-1
Patch notes
Community Maps
Operation Eindhoven (2v2)
By Spanky
Added 2v2 Operation Eindhoven map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.
"Operation Eindhoven has been a challenging first project because of the new worldbuilder tool that we got but also a fun learning experience overall. I wanted Op Eindhoven to be as true to the original as It could be and with all the new assets to play around with, it has been a pleasure to re-create this iconic 2v2 map from CoH2. Relic took note of this effort and contacted me which led me to working with Will aka "MonolithicBacon" to bring Op Eindhoven to CoH3 automatch and I have to say, we as a community are very fortunate to have him as our lead map designer. What a Legend!" - Spanky
The Gothic Line 3v3
By Tobeh
Added 3v3 Gothic Line map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.
“Gothic Line started as a chokepoint map featuring a wall of fortifications on a hill, with the focus being on destroying the walls to open avenues of attack. Feedback led to me making more paths up the hill and through the walls, and then Will gave me some great advice, including how to improve the cover and help people approach the center line.” - Tobeh
Oasis Depot (4v4)
By Springrare
Added 4v4 Oasis Depot map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.
"Having had the opportunity to work with Will and Relic has been an amazing experience. Will is an incredible designer, and I have learned so much from our discussions. This type of collaboration with the community is truly commendable, and I hope more people will have the opportunity to participate in it." - Springare
Accolades
Accolades are a brand-new feature that add dedicated Faction progression and offer new rewards at completion.
Accolades add more progression to the game. They are like Challenges except they are completed in a series and never expire.
Each Faction has their own thematic series of Accolades that progress from 1 to 10.
Rewards are earned for each Accolade and consist of Titles, Badges, Banners, and Merit.
Mission Select
Missions from both Italy and North Africa can now be played directly from the main menu.
All missions are unlocked right away regardless of campaign progress.
For the Italy Campaign missions, players can choose either the US Forces or British Forces and an upgraded company will be pre-selected for them.
Missions will begin tracking the hardest difficulty and fastest completion time on that difficulty.
Co-op vs A.I. Difficulty Selection
We have added A.I. difficulty selection in the Co-op vs A.I. game mode. This provides players with greater control over their co-op experience. We have also added new filters in the Player Profile to track Co-op vs A.I. games per A.I. difficulty.
Vote to Surrender
Surrender is a multiplayer feature that allows players to concede a match to their opponents without incurring an Automatch Cooldown or other penalties (more info below in the Automatch Cooldown section).
Starting from the 5th minute mark, each player from either team can start a surrender vote by opening the Pause Menu and clicking the Surrender button.
When a vote is called, a Surrender pop-up appears at the top left of the screen, showing the number of required votes to end a match. Whenever voting criteria are met, the Surrender pop-up disappears.
Players have 30 seconds to vote. Not voting is considered a negative vote.
For a Surrender vote to succeed, a majority of connected players on a team must vote to concede the match.
If a vote is not successful, the player who called the vote will have a 90-second cooldown before being able to start a new vote.
If a Surrender vote is successful, the game immediately ends. A loss is assigned to the team that surrendered, Challenge progression is still calculated, and no penalty is assigned.
Writing /l in chat will start a Surrender vote.
Automatch Cooldown
Automatch Cooldown is a brand-new feature for the Company of Heroes franchise and a part of our effort to improve the experience in Automatch games. By dissuading players from simply disconnecting, without using the Surrender option, we hope to improve disconnection rates and the overall Automatch experience.
Automatch Cooldown will be available in all Automatch game modes (Quick Match & Coop vs AI) and the cooldown will be shared across the two modes.
When players are under an Automatch Cooldown, they are unable to search for an Automatch game until the cooldown duration is over. The Start Match button and a pop up will inform you and display the remaining waiting time before being able to match again.
The system will track disconnections during a match and does not discriminate if a player leaves at the start or near the end of a match. The optimal way to quit matches is by using Surrender.
A built-in grace buffer accounts for occasional crashes or disconnects.
Cooldowns are built on incremental, and exponential, thresholds – the more times a player drops out of matches without surrendering, the longer their cooldown will be.
Any party that has a member with an active cooldown will also share that cooldown unless the player with the cooldown is removed from the party.
When under an Automatch Cooldown, if you try to search and have a cooldown, you’ll see a pop-up telling you that you need to wait for a period which will be displayed. The Start Match button will also display the remaining waiting time.
We built this system to be flexible so we can adjust it when needed. We will be monitoring our data and player feedback to inform future changes.
End Game Flow
As our team worked on Vote to Surrender, we also reviewed what happens when a match ends. In this update, we are improving the End Game flow with a series of changes allowing you to stay on the map and spectate after the match has ended.
After the win or loss videos are played, players are brought back to the match.
At this point, the match is over, and the game is paused on a fully revealed map. In this state, you can still move the camera around the map, click on units, use the tactical map and type in chat.
When you are ready to continue to the Match Stats screen, click the "Stop Spectating Map" button at the top center of the screen. These improvements are also part of the Replay feature.
CHANGES & IMPROVEMENTS
AI
For this patch we wanted to tackle some of the outstanding issues with AI. We identified that when engaging in combat with vehicles, the AI was attempting to move to more "advantageous" locations by ignoring the most optimal armor positioning.
Furthermore, the AI will now be more careful when choosing targets to avoid running past enemy units, as well as positioning team weapons slightly better.
Vehicles are better at deciding when to use reverse, which fixes some of the instances of the AI reversing vehicles into the opponent.
Vehicles will avoid unnecessary movements during combat
Vehicles will aim to position themselves behind the front line
Vehicles now prioritize long range combat
Squads will try to finish their abilities in combat more often (increases chances of repair completing)
Anti-tank guns will position themselves in safer positions and avoid moving into positions that would lend themselves to enemy fire.
AI will recrew team weapons
Co-op vs AI
Added AI Difficulty selection.
Challenges
Several adjustments have been made to the Challenges system. For players that complete all daily and weekly Challenges, there is now more Merit overall every week.
An extra 30 Merit daily challenge has been introduced to provide more opportunities for players to engage in daily tasks.
One of the weekly challenges will now be a Single Player expert challenge.
The remaining weekly challenges have had their Merit increased from 250 to 400 for those players that may choose to not engage with singleplayer missions.
Color Decal Setting
This new option has been added to the Game Settings under Gameplay -> General. The option has two choices:
All = all color decals are visible. This is the default setting players are already experiencing on Company of Heroes 3.
Only Structures = color decals are removed from vehicles and team weapons, while remaining on base buildings. This option allows you to still be able to identify what structures your teammates are building, while increasing the overall immersion of the game.
Pathfinding
Read in detail about the most recent pathfinding changes directly from our Designer here.
Queued Capture Orders
Altered the behavior of Queue'd Capture Orders so that a squad no longer automatically leaves a capture point when it is contested by an enemy squad. This means that queueing up multiple capture orders will force the unit to wait until they finish capturing the point before moving to the next target, instead of leaving when enemies walk into the area.
This behavior impacts all units, which means even a unit like the Kettenkrad, with no combat capabilities, will stick around to capture a point, probably leading to the loss of that squad if left unsupervised.
UI/UX
Gameplay UI Improvements
Added a new animation to Veterancy stars when units gain a Veterancy Level.
All Status Decorators on units have received a visual pass. The background has been changed from white to a dark tone of grey, borders and icons are now both colored and have received a visual pass. A drop shadow ...
v1.5.3-1
v1.5.2-1
What's Changed
- Update data with patch 1.5.2 by @petrvecera in #46
Full Changelog: v1.5.0-1...v1.5.2-1
GENERAL
Fixed an issue where the M4A3 Sherman Easy 8 did not benefit from the Fast Deploy ability.
Fixed an issue that allowed players to get the same weapon upgrade twice on a squad.
MULTIPLAYER BALANCE
US Forces
M8 Greyhound Armored Car
Skirts have pushed the Greyhound to be too difficult to deal with for a variety of softer counters, leading to US Forces players gaining a significant advantage when these are on the field. We are gently rolling this back to make it more vulnerable to soft counters like Anti-Tank Rifles and snares.
Armored skirts health bonus decreased from 120 to 80
British Forces
Royal Engineers
We are partially removing some of the changes to the Royal Engineer squad to make them more vulnerable to non-rifle weapons. We want to maintain the increase in capture speed, but also limit how fast Royal Engineers can arrive on the field to gain both map control and field presence.
Build time increased from 20 to 30 seconds
Reinforce cost increased from 24 to 26
Health change reverted from 95 to 85
Training Center Upgrades
The Training Center upgrades are being locked behind the Platoon Command Post to require the British Forces to tech up to gain the powerful upgrades available to the faction. With the recent changes to both the British and Axis factions, the Training Center upgrades no longer need to be available from the start.
Now requires the Platoon Command Post to be constructed
Centaur Medium Tank
With a stronger early game available to the British Forces, some mid game call-ins have become far too powerful and can often catch Axis players at a point where they cannot field a reasonable counter. The costs on the Centaur and AA are meant to slow down the acquisition of these units and force a deeper investment into them if the player wants a powerful midgame.
Fuel cost increased from 75 to 90
Crusader AA
Fuel cost increased from 70 to 80
Deutsche Afrikakorps
Panzerjager Squad
This change was meant to be part of the rest of the Panzerbuchse changes as we wanted to improve the effectiveness of the Panzerjager against vehicles through its rate of fire, but not its infantry efficacy. By increasing both, the unit is far too efficient against all targets, which we are now toning down.
Panzerbuchse 39 AT Rifle now has a -25% accuracy penalty against infantry.
STABILITY
Fixed a crash when transitioning out of a match.
Fixed a crash when completing a daily or weekly objective.
Fixed 3 instability crashes.
We are still investigating reported lag and audio issues.
General
Partial fix to audio processing to alleviate frame issues.
As an exception, this update allows Replays from 1.5.1 to be played with the 1.5.2 version of the game
v1.5.0-1
What's Changed
- Update with 1.5.0 data by @KingDarBoja in #45
Full Changelog: v1.4.2-1...v1.5.0-1
NEW CONTENT & FEATURES
Maps
Semois – 1v1
Added 1v1 Semois map to Quick Match, Skirmish and Custom game modes.
An official remake of a favored CoH1 map. This idyllic river village has seen some of the most aggressive, competitive games in the franchise’s history. Fight carefully around the central village and overextend at your own peril.
Elst Outskirts – 2v2
Added 2v2 Elst Outskirts map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.
Lovingly converted from CoH2, this heavily forested location has become overgrown and decayed since it was first released in 2016. While there are vital resources to the bombed South and industrial North, commanders cannot neglect the vital roads that connect the map and risk leaving them stranded.
Montherme – 3v3
Added 3v3 Montherme map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.
Return to where it all began in this faithful recreation of a CoH1 classic. Four Commanders will face off across this hilltop town, fighting street by street for control, while two Commanders fight their own desperate gambit across the river. Do you pull resources to ensure their victory, but risk losing the town?
Sangro River Crossing – 3v3
Added 3v3 Sangro River Crossing map to Co-op vs A.I., Skirmish and Custom game modes.
Introducing a new variant of Day 101. This six-player, casual version features player-friendly territory and chokepoints, with pre-destroyed bridges and a flooded river to buy you more time and freedom to lock the map.
Sousse Stronghold – 4v4
Added 4v4 Sousse Stronghold map to Co-op vs A.I., Skirmish and Custom game modes.
A variant of the existing Sousse Wetlands map, split into two major lanes by rising floodwater. Fight over the ancient walled city or the desert village to the South with player-friendly territory layouts and chokepoints galore.
Community Maps
We are pleased to introduce the first round of Community maps as part of Company of Heroes 3's first anniversary. The following maps have been hand-selected and invited into a program of feedback and iteration, before receiving a final polish from our design and art teams. Official Community Maps are recognizable by a green badge, author credit, and a hand symbol in Custom Match and Skirmish lobbies, Map Selection and the Loading Screen.
Faymonville – 1v1
Added 1v1 Faymonville Community map to Quick Match, Skirmish and Custom game modes.
Return to a CoH2 classic, faithfully restored by community members Kpen and AE. This competitive slice of countryside has seen countless battles across its open fields – we expect many more.
Steppes – 4v4
Added 4v4 Steppes Community map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.
Beautifully reimagined by community mapmaker TheSphinx, this CoH2 map trades the plains of the Eastern Front for the North African desert. Vast and open, with only key chokepoints to fall back to, this map is a mechanized commander’s dream come true.
Profile Customization
The Year-1 Anniversary Update adds the ability to customize the Player Profile. Under the Loadout panel, players are presented with a new “Profile” tab.
Through this panel, you will be able to customize three profile elements:
Badge
Title
Banner
These elements will be visible on a player’s Profile, as well as in any other section of the game where a player name is displayed. For the first batch of items, we have decided to explore a few different themes.
For badges, we have been looking at some of the most beloved unit symbols, applying to each medal a unique treatment. You may notice different colors, fingerprints, or weathering effects.
For banners, our artists drew inspiration from our official trailer, taking scenes and applying unique backgrounds and weathering elements.
For titles, we decided to follow three main themes: unit names, military ranks, and humorous references.
We will continue to expand on the current themes and explore new ones in the future. However, as part of our Anniversary celebration, we are going to gift all current and future players the following profile content:
Four Badges
Bersaglieri
Grenadier
Half Screw
Rifleman
Six Titles
Rifleman
Bersaglieri
British Rifleman
Grenadier
Private First Class
General Errands
Two Banners
Air Cav
MG 42
We have reworked the standard banner that every player has unlocked by purchasing Company of Heroes 3. Premium Edition Exclusive badges, banners and titles will still be available in the Profile menu for those who unlocked them. .
As a final note, this is our first iteration for Profile Customization, and we are looking at further improvements and additions for this feature in the future.
Challenges
Three new challenges are available for our Anniversary week in addition to the regular daily and weekly challenges. These Challenges can only be completed between February 27th and March 5th, 2024.
Anniversary Competitor: Complete 5 Multiplayer or Custom matches on any of the seven new maps
Anniversary Campaigner: Complete 5 Italian Campaign missions
Anniversary Demolitionist: Destroy 50 vehicles in Single Player or Multiplayer
Each of these challenges is worth 800 Merit (2,400 total).
GAMEPLAY & FEATURE IMPROVEMENTS
Maps
Adjusted audio in multiple maps, increasing reverb near tall buildings or in walled compounds.
Adjusted heavy cover near the Western entrance to Monte Cavo's compound, enabling easier light vehicle access to the region. This will in turn create larger holes for infantry to enter this area in the early game.
Bridges will no longer appear as icons on the minimap and tactical map, as they are visible on the new style of minimaps.
Updated cover on the concrete trenches found on Winter Line and other maps, making them one-sided (only benefitting units inside the trench).
Updated Pachino Stalemate with audio tracks and combat music.
Updated Villa Fiore atmosphere to have more contrast.
Various updates to Taranto Coastline, including updating cut-off territory to be considerably less aggressive; height gameplay around center line of the map has also been reduced significantly, improving gameplay and pathfinding in this area.
Pathfinding
We continue to work on pathfinding improvements and will be releasing changes as they are ready. For this update, we wanted to address vehicle reversing. When issuing forward movements, we want vehicles to follow a path with small direction deviations (smooth curve), so they do not lose speed.
This means that our path searching algorithm doesn't follow the shortest path. However, for reverse movement, precision and direct movement it is often more important to get out of harm’s way quicker. As such, for reverse movements our path searching algorithm will try to stick to the shortest path when possible.
Vehicles now follow tighter paths when force-reversing
We will have additional pathfinding improvements in our next PC update (1.6.0).
Replays
We are happy to see that players have responded positively to CoH3’s implementation of the Replay feature, and we have been reviewing your feedback as we work to continually improve it.
We are happy to announce two new features coming to Replays, along with various bug fixes that should make the experience more consistent and enjoyable.
Playback Panel can now be faded out when in “Collapse and Hide Player Elements” mode through a dedicated option in the game settings. This feature works similarly to the Cinematic Mode button. Find this option in the Settings menu.
A new “Reveal Map: All Players” option has been introduced in the Playback Panel. This is a very popular feature in other Strategy titles, as it reveals the vision of all players, while retaining fog of war on areas where none of the players can see. This will provide better information on what players can and cannot see, while also helping to create tension and excitement while watching replays.
Replay Bug Fixes
During Replays the tactical map can now be opened when the free camera is off, meaning you are following a player's camera.
Fixed the icons for the Italian Combined Arms Battlegroup and the Italian Infantry Battlegroup.
Vehicle Acceleration
Our recent acceleration changes to vehicles were meant to improve the responsiveness of the game. While we think controlling vehicles ended up feeling snappier, it was slightly over-tuned making it difficult to land snares on them. We're now halving the values as a middle ground, which should alleviate these issues, but still ensure vehicles feel snappy with realistic acceleration.
Slope of "Speed increase" from 0.8 to 0.4
Start Speed from 0.3 to 0.15 - These are percentages of the vehicles maximum speed
Time before vehicle acceleration kicks in from 0.625s to 0.250s
MULTIPLAYER BALANCE
Anti-Infantry Strafing Runs
Recent fixes to strafing runs and how they apply damage has resulted in these abilities doing less damage than intended for the anti-infantry strafes. The following change brings them back up to their previous power level.
Damage increased from 20 to 35
Call-ins
We’re trying out a new experimental change in the beloved world of Call-ins. For the Wehrmacht Mechanized Panther and the US Armored Easy 8, we have added alternative picks in their ba...
v1.4.2-1
v1.4.1-1
What's Changed
- Add game data changes from patch 1.4.1
- Export daily and weekly challenges data by @KingDarBoja in #42
Full Changelog: v1.4.0-1...v1.4.1-1
v1.4.0-1
What's Changed
- update data with 1.4.0 steel shepherd by @KingDarBoja in #41
Full Changelog: v1.3.1-2...v1.4.0-1
v1.3.1-2
v1.3.1-1
Update 1.3.1 - Umber Wasp
General
Pachino Stalemate (1vs1) and Sousse Wetlands (4vs4) have had their Automatch selection weight reset so they no longer have a higher chance of appearing. Our team will continue experimenting with this weighting in the future to try to find the best balance as we showcase new maps.
Heavy Machine Guns
Crew health decreased from 90 to 80.
HMG 42 Team suppression dealt to suppressed targets reduced from 0.35 to 0.3.
Vickers, M1919 Browning, and MG 34 suppression dealt to suppressed targets reduced from 0.5 to 0.4.
HMG Incremental Accuracy standardized to 1.12.
Infantry pin threshold increased from 0.5 to 0.65.
Wide arc machine gun arcs reduced from 125 to 110.
US Forces
Riflemen
M1 Garand cooldown modifier when in close quarters is reduced from 0.2 to 0.15.
M24 Chaffee Light Tank
Changes from 1.3.0 update reverted.
Reload time decreased from 4/4.25 to 3.5/4
M8 Greyhound
Area of Effect model cap increased from 2 to 3.
The tracking speed of the turret increased by 33%.
Wehrmacht
Flak 30 20mm AA Gun
Area of Effect model cap reduced from 3 to 2.
Incremental accuracy bonus removed.
Kettenkrad
Communication Cables sight range now properly affects all resource points.
Decapture rate from Communication Cables removed.
No longer gains bonus sight range from veterancy. (Tooltip will be adjusted in a future update).
Deutches Afrikakorps
Axis 8 Rad Armored Car
Main gun Area of Effect model cap reduced from 3 to 2.
Receives +50% damage bonus to its coaxial machine gun rather than +100% from Armored Support Battlegroup’s Superior Fire Drills
Panzergrenadiers
Kar98k cooldown multiplier at close range has been increased from 0.35 to 0.45.
Panzerjaegers
Manpower cost increased from 250 to 275.
Tear Gas Shot now requires Veterancy 1.
Tear Gas Shot duration reduced from 10 to 3 seconds.
Veteran Leaders
Manpower cost increased from 200 to 250.
No longer automatically reinforces Panzergrenadier Squads upon completion.
Flak 36 Anti-Tank Gun Team
Armor when decrewed reduced from 100 to 70; standardized with other team weapons
Reload speed increased from 2.5/2.75 to 2.875/3.15; reload time increased by 15%
Bug Fixes
250 Halftrack - Heal ability is no longer hidden under the Smoke Dischargers ability.
Axis Loiters now have their health at their correct value of 1800 instead of 280.
Axis Tigers Veterancy requirements now require 25% more XP to level
(from 2200/6600/13200 -> 2750/8250/16500).
Fixed an issue where "Framerate Limit" was locked to 30 FPS on machines where lower CPU specifications or hardware were detected
Dingo can now fire on the move.
Fixed British Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.
Fixed an issue where the StuG D's veterancy requirement was not set properly to 1000/3000/6000.
Fixed M29 Weasel's Signal Layer ability not giving bonus resources.
Using Focused Gunnery with the Vickers HMG no longer prevents group / band-box selection.