- Update v1.062.0:
- Highlights
- Added new feature 'auto vaulting'. Infantry when given a move orders can now path and jump over vaultable objects (fences, sandbags, low walls, etc)
- Added new feature 'manual vaulting'. While direct controlling a human, either in classic direct control or 3rd person, you can now hit a keybind when close to and facing a vaultable object and jump over said object.
- Added new vaulting animations
- Updated multiplayer Doctrines unit prices or added a 5DP unit to so that players will not have un-spendable remaining DP
- Removed 'unlimited' operation size option from Conquest creation screen. All other operation sizes are 'infinite' already as of Update 59.
- Conquest
- Updated airstrikes to use 'nation specific' bombs
- Fixed m4a1_75_mid_armor price in Conquest from 540 to 440
- Fixed electric poles with actual wires on dcg_sainte_marie_du_mont
- Fixed small issues on dcg_malschbach
- Fixed missing road on minimap for dcg_malschbach
- Fixed pathing on castle walls on dcg_heistern
- Removed 'unlimited' operation size option from Conquest creation screen. All other operation sizes are 'infinite' already as of Update 59.
- Single Player
- Fixed fences on many Liberation SP maps that appeared to be vault-able that were not
- Fixed small issues on several Airborne DLC maps
- Fixed pathing around partisans huts on SP Obsich/Unbroken
- Bloodshed at the Seelow Heights(1945_04-rus_seelow_heights)
- - Fixed map broken polygon and bugged water.
- The Waal Bridge (1944_09_01_nijmegen)
- - Fixed floating objects, rocks.
- Sword Beach(1944_06_swordbeach)
- - Fixed winning theme music not canceling combat mission music at end.
- The Black Friday(1944_10_woensdrecht)
- - Fixed "ger_reinf" case where it would not be assigned in coop.
- Unbroken(1942_10_obsich)
- - Spotters are assigned to player upon elimination of Officer(task) and infantry still alive. (changed this from update r1432).
- - map fixes.
- Winterstorm(1942_12_winterstorm)
- - Fixed bridge both ends roads not fully matched height resulting in vehicles/cannons getting stuck trying to pass across the bridge.
- Bootcamp 2 Vehicle Control(02_vehicle-control)
- - Force completion of videos that end in black screen and only tiny continue text to force fadeout and ease confusion.
- - Fixed fade on still executing after "heat" video thus leaving black screen stuck (fade black).
- The Hills of Saint-Lô(1944_06_saint_lo_hills)
- - Added failsafe for reinf_v1 and reinf_v2 assignment in case scenario does not call the event/coop possible issue.
- All Russian skirmishes(Talvisota dlc)
- - Reset inventories/updated breeds/reset names and few fixes.
- Cutting the Highway(1944_09_koevering)
- - Fixes so that task "Keep the radio vehicle operational" does not instantly fail if player exits radio vehicle and radio vehicle is still operational or fixable and not destroyed. Task is only failed if vehicle is destroyed beyond repair.
- The Raate Road(1940_01_Raate_Road)
- - Fixed enemy vehicles staying stuck if players 2nd group in N/E engages and dies, while main force fights, now they go on recon once they fail to discover any more threats for certain amount of time.
- Stalin's Big Guns(1941_08_ino_station)
- - Improve player units transition upoon first task completion and into clip 2.
- - Map fixes to prevent player being shot by enemies in fog in clip 2 edge.
- Highlanders and Ghosts(1940_06_st_valery_en_caux)
- - Fixed airstrike not using bomb.
- - Fixed airstrike so plane have its gear up.
- - Fixed so that plane does not do dive and up before bombing and instead dives a tad right as it drops the bomb.
- - Fixed phase 1 of the mission not working and mission jumping to phase 2 instantly.
- - Improved phase 1 alert, if enemies see player visually within distance or see a dead body in Le Tot area.
- The Liberation of the Old (1945_03_24_varsity)
- - Fixed situations where m22_locust would not get assigned in coop. This was caused by various inventory items miss-tagged as humans/vehicles(pl_part01_armor_crew & pl_part01_armor).
- Trial by Fire(2-combat)
- - barrels filled with fuel are the type that can be picked up now
- Fall Gelb(1940_05_arras)
- - video scenarios have a failsafe in case for some net reason they fail to execute event on next, it can still be called.
- - bugged inventory item fix.
- Battle of Villers-Bocage(1944_07_13_villers-bocage_skirmish)
- - fixed houses that have flag_hanging entities deleted through script when walls are crushed on given building as often house is crushed without direct impact and thus the flags are not crushed through interaction and left hanging mid air.
- The Ace of Swords(1943_07_petrovka)
- - fixed bug where player could be stuck in fade on black screen forever due to scenario code change and how script was setup.
- Multiplayer
- Added Bot clearing hedgehogs logic, if attacker have any Heroic bots present. Only if heavy # of hedgehogs present in Last Stand game mode
- Added shotgun team to USA mid and late for manpower
- Updated UI icons for user performance in lobby/online play
- Updated airstrikes to use 'nation specific' bombs
- Updated 2v2_suburbs building in center of map to not be garrison-able
- Updated general ai bot logic scripts in all mp modes: If player transfers any of his units to a bot team, those units will now properly use all ai logics if they see enemy
- Fixed broken polygons heightmap on 4v4_vitebsk
- Fixed some buildings floating off ground which allowed ai to fire under them at humans inside on 4v4_Rikila
- Fixed floating entities on MP 1v1_Balzerweg
- Fixed electric poles with actual wires on 2v2_sainte_marie_du_mont
- Fixed small issues on 2v2_blitzkrieg
- Fixed broken trenches on 4v4_hills, 4v4_olkhovatka
- Fixed floating houses, trees and objects on 1v1_balzerweg
- Fixed inaccessible houses, houses floating partially, broken polygons heightmap and some terrain pathing fixes on 4v4_vitebsk
- Updated multiplayer Doctrines unit prices or added a 5DP unit to so that players will not have un-spendable remaining DP:
- - Added doctrine_squad_m18 to irregular usa late for 5 doctrine points with a limit of 5
- - Added doctrine_squad_assault_mid to fin irregular for 5 doctrine points with a limit of 10
- - Increased doctrine point cost of doctrine_kv1e_fin from 45 to 50
- - Increased doctrine point cost of doctrine_75mm_m1a1_mid from 25 to 30
- - Increased doctrine point cost of doctrine_155mm_h17 from 75 to 80
- - Increased doctrine point cost of doctrine_155mm_schneider_us_mid from 75 to 80
- - Increased doctrine point cost of doctrine_bishop from 75 to 80
- - Increased doctrine point cost of doctrine_sexton_mk2 from 75 to 80
- - Increased doctrine point cost of doctrine_m7_hmc_mid from 75 to 80
- - Increased doctrine point cost of m7b1_hmc from 75 to 80
- - Increased doctrine point cost of doctrine_152mm_bl_6 from 75 to 80
- - Increased doctrine point cost of doctrine_cruiser_mk2a_cs_mid from 25 to 30
- - Increased doctrine point cost of doctrine_m15a1_cgmc_mid from 15 to 20
- - Increased doctrine point cost of doctrine_matilda2_mk4_cs_early from 75 to 80
- - Increased limit of doctrine_m16_mgmc_late from 4 to 5
- - Increased limit of doctrine_squad_command from 2 to 3
- - Increased limit of doctrine_squad_vetsniper from 4 to 5
- - Reduced doctrine point cost of doctrine_50mm_krh38_early from 15 to 10
- - Reduced doctrine point cost of doctrine_170mm_minewerfer_early from 25 to 20
- - Reduced doctrine point cost of doctrine_80mm_sgrw34_rapid_early from 25 to 20
- - Reduced doctrine point cost of doctrine_200mm_ldgw40 from 35 to 30
- - Reduced doctrine point cost of doctrine_panzerb2_early from 45 to 40
- - Reduced doctrine point cost of doctrine_sdkfz231 from 15 to 10
- - Reduced doctrine point cost of doctrine_squad_r_eng_early_def from 10 to 5
- - Reduced doctrine point cost of doctrine_40mm_qf40_early from 25 to 20
- - Reduced doctrine point cost of doctrine_94mm_qf_3_7_aa_early from 35 to 30
- - Reduced doctrine point cost of doctrine_114mm_qf_how_wooden from 65 to 60
- - Reduced doctrine point cost of doctrine_155mm_m1a1_longtom_eng from 105 to 100
- - Reduced doctrine point cost of doctrine_155mm_m1a1_longtom from 105 to 100
- - Reduced doctrine point cost of doctrine_50mm_pstk38_late from 25 to 20
- - Reduced doctrine point cost of doctrine_100mm_nbw35_fin_late from 25 to 20
- - Reduced doctrine point cost of doctrine_tiger1hunt from 85 to 80
- - Reduced doctrine point cost of doctrine_300mm_nebelwerfer42 from 105 to 100
- - Reduced doctrine point cost of doctrine_panzer5g from 85 to 80
- - Reduced doctrine point cost of doctrine_75mm_pak40_fin from 50 to 40
- - Reduced doctrine point cost of doctrine_stug3f from 50 to 40
- - Reduced doctrine point cost of doctrine_50mm_flak41_mid from 30 to 25
- - Reduced doctrine point cost of doctrine_marder2 from 45 to 40
- - Reduced doctrine point cost of doctrine_76mm_m1938_mid from 45 to 40
- - Reduced doctrine point cost of doctrine_zis30 from 40 to 35
- - Reduced doctrine point cost of doctrine_yag10_29k_mid from 40 to 25
- - Reduced doctrine point cost of doctrine_zis2_scoutcar_mg_mid from 45 to 40
- - Reduced doctrine point cost of doctrine_57mm_qf6_mk4_early from 40 to 35
- - Reduced doctrine point cost of doctrine_76mm_m5_m1_mid from 50 to 40
- - Reduced doctrine point cost of doctrine_squad_1st_special from 25 to 20
- - Reduced doctrine point cost of doctrine_114mm_bl_4_5 from 75 to 70
- - Reduced doctrine point cost of doctrine_114mm_m1 from 75 to 70
- - Reduced doctrine point cost of doctrine_m10_gmc_mid from 45 to 40
- - Reduced doctrine point cost of doctrine_churchill3_valentine9 from 45 to 40
- - Reduced doctrine point cost of doctrine_2m4a2_76_rus from 45 to 40
- - Reduced doctrine point cost of doctrine_sdkfz10_flak38 from 15 to 10
- - Reduced doctrine point cost of doctrine_sdkfz221 from 15 to 10
- - Reduced doctrine point cost of doctrine_20mm_flak38_early from 15 to 10
- - Reduced limit of doctrine_p204_f_early from 5 to 4
- - Removed limit from doctrine_ford_3ton_breda_early
- - Removed dshk from doctrine_stans
- - Reduced doctrine point cost of doctrine_stans from 15 to 5
- - Increased limit of doctrine_stans from 4 to 5
- - Reduced number of miners and builders in doctrine_squad_sapper_motorised
- - Reduced doctrine point cost of doctrine_squad_sapper_motorised from 15 to 5
- - Increased limit of doctrine_squad_sapper_motorised_early
- - Reduced doctrine point cost of doctrine_kht26_early from 10 to 5
- - Added limit of 5 to doctrine_kht26_early
- - Reduced doctrine point cost of doctrine_ot130_early from 10 to 50
- - Added limit of 5 to doctrine_ot130_early
- - Removed extra carrier from doctrine_mortar_carrier_mk1
- - Reduced doctrine point cost of doctrine_mortar_carrier_mk1 from 15 to 5
- - Added limit of 5 to doctrine_mortar_carrier_mk1
- - Reduced doctrine point cost of doctrine_squad_carrier_early_irr from 15 to 10
- - Added limit of 4 to doctrine_squad_carrier_early_irr
- - Reduced number of builders and miners in doctrine_squad_r_eng_mid_def
- - Increased limit of doctrine_squad_r_eng_mid_def from 4 to 5
- - Reduced doctrine point cost of doctrine_squad_r_eng_mid_def from 10 to 5
- - Removed doctrine_volvo_127d_itk40_mid from fin irregular
- - Added volvo_127d_itk40_mid for manpower
- - Reduced doctrine point cost of doctrine_bt2_da2 from 10 to 5
- - Increased cooldown of doctrine_bt2_da2 from 150 to 180
- - Added limit of 5 to doctrine_bt2_da2
- - Removed doctrine_50cal_quad_m45_mid from usa allround mid
- - Added 50cal_quad_m45 to usa allround mid for manpower
- - Removed squad_cav_mid_all from usa allround mid
- - Added doctrine_squad_cav_mid_all to usa allround mid for 5 doctrine points with a limit of 5
- - Removed one sniper from doctrine_squad_1st_airland_support_late_all
- - Reduced doctrine point cost of doctrine_squad_1st_airland_support_late_all from 20 to 10
- - Increased limit of doctrine_squad_1st_airland_support_late_all from 2 to 4
- - Reduced cooldown of doctrine_squad_1st_airland_support_late_all from 300 to 150
- - Reduced number of builders and miners in doctrine_squad_r_eng_late_def
- - Reduced doctrine point cost of doctrine_squad_r_eng_late_def from 10 to 5
- - Increased limit of doctrine_squad_r_eng_late_def from 4 to 5
- - Reduced doctrine point cost of doctrine_squad_carrier_late_irr from 15 to 10
- - Increased cooldown of doctrine_squad_carrier_late_irr from 240 to 300
- - Reduced doctrine point cost of doctrine_panzer1f from 15 to 10
- - Increased cooldown of doctrine_panzer1f from 180 to 240
- - Reduced doctrine point cost of doctrine_sdkfz251d_16 from 10 to 5
- - Removed lehr pio crew from doctrine_sdkfz251d_16
- - Removed doctrine_75mm_m3a3_late from allround usa late
- - Added doctrine_m5a1_stuart_late to allround usa late for 20 doctrine points
- - Removed doctrine_cckw_engineer from usa defensive mid and late
- - Added doctrine_squad_engineer to usa defensive mid and late for 5 doctrine points with a limit of 5
- - Changed doctrine_cckw_redball_late tier from 1 to 3
- - Reduced doctrine point cost of doctrine_cckw_redball_late from 40 to 30
- - Reduced cooldown of doctrine_cckw_redball_late from 300 to 120
- - Reduced doctrine point cost of doctrine_aec_mk1 from 15 to 10
- - Added limit of 3 to doctrine_aec_mk1
- - Reduced doctrine point cost of doctrine_m4_mortar_carrier from 15 to 10
- - Added limit of 4 to doctrine_m4_mortar_carrier
- - Reduced doctrine point cost of doctrine_sdkfz251c_2_mid from 15 to 10
- - Added limit of 4 to doctrine_sdkfz251c_2_mid
- Everything Else
- Added new feature 'auto vaulting'. Infantry when given a move orders can now path and jump over vaultable objects (fences, sandbags, low walls, etc)
- Added new feature 'manual vaulting'. While direct controlling a human, either in classic direct control or 3rd person, you can now hit a keybind when close to and facing a vaultable object and jump over said object.
- Added new vaulting animations
- Added to interaction scripts for stuff and cover_type conditions now support several values, checked in OR conjunction
- Added ability to configure obstacle Ids at obstacle level. This will take precedence over obstacle ids that get default-set by the entity obstacle id. Allows for objects to be vaultable in specific places and not others.
- Added euro stone fence 01 short variant for vaulting update fixes to maps
- Added heightmap to stamp ground pattern big
- Added texmod variants to stamp muddy gravel
- Added texmod variants (use opacity) to blood spot
- Added win texmod for thatch roof
- Added 2nd voice actor for French talks
- Updated many environment objects to have new obstacleIDs that allow them to be vaultable
- Updated sp and bp x textures for bf109s
- Updated texture for silopit, Metal tube, Conveyer belt large
- Updated texture for concrete piles and added winter texmod
- Increased accuracy of tank gun QF 77mm HV (Comet)
- Reduced time from when flamethrower projectiles spawn to when they can contact objects so they cannot shoot through walls
- Fixed firing arcs for Sdkfz 251/16 Flame projectors so it cannot set itself on fire (due to change in partical spawn contact time)
- Fixed material for ks_24_flame_thrower item
- Fixed vehicle view for track damage on the vickers_mk6 light tank
- Fixed m4a3_75_early and m4a3_75_late missing armor values for turret ring. Fixed also xx missing armor for turret4_vol.
- Fixed missing ram volume to panzer4b
- Fixed sherman2_late missing winter texture
- Fixed names for Jagdpather and Ferdinand main guns
- Fixed Comet reload sound
- Fixed main gun sounds for various British vehicles
- Fixed missing x models for yak1
- Fixed ID issues preventing some meshes (like turret) from swapping textures to x model on the sherman2_dd
- Fixed conquest icon to t3476_43_flame
- Fixed humber_mk4 wheels not turning (steer)
- Fixed issue with euro water tank 01
- Fixed dutch stone walls that are 1/2 height to be obstacleID construction instead of small_building. Meaning more vehicles can path through them instead of going around
- Fixed volumes and obstacles on _urban_euro/barricades and euro_stonewall1
- Fixed obstacles and visibility for e_farm002
- Fixed broken polygons/bad texture merges on several maps
- Fixed dutch house 07 volume
- Fixed issue with wasserman radar building
- Fixed thickness and armor settings for hay stacks so bullets can go through them properly
- Fixed collision issues for Flanders house 1 and 2 walls
- Fixed being able to direct control infantry through fence_wire_01 and _02
- Fixed several soldiers with wrong weapon skill
- Fixed Ushanka Star Badge
- Fixed squatting idles
- Fixed human idles in cover if holding one handed items
- Fixed helmets sometimes missing for several soldiers
- Fixed UK Sniper voices to use standard ENG voices
- Fixed British snipers and suppressed weapons mission from vision/detection settings
- Fixed spacing for "Mission Complete" ally and enemy losses text in several languages
- Disabled bazooka class weapons from dealing damage to flying aircraft. Grounded aircraft unaffected.
- Update v1.061.0:
- Highlights
- Added 'idle' animations for humans while in cover ('idle' is a state that occurs when no enemies are detected after a certain amount of time)
- Added Ram Kangaroo Mk.I and Mk.II to Finest Hour DLC
- Added Last Stand Game mode to more maps (see full list below)
- Added max range to display below primary gun description for vehicles and humans
- Updated the Multiplayer unit info panel for vehicles and squads to work better and give more information automatically on the soldiers/crews and their weapons
- Conquest
- Added Ram Kangaroo Mk1 and Mk2 to British tech tree
- Replaced M5 Halftrack in Canadian Mechanized Rifle Squad with Ram Kangaroo Mk2
- Increased maximum possible bot research stage from 13 to 15 (some late war units would not be spawned by bots in conquest due to low limit)
- Fixed floating house ruin on DCG and SP Villers Bocage
- Fixed floating plane on dcg_maupertus_airfield
- dcg_hamburg_aut
- - fixed floating roof
- - fixed conquest West center spawn location to prevent large army spawning inside buildings
- dcg_karvola
- - fixed dcg setup, as 3 of the spawns were in lakes(used winter ice setup on summer version of the map).
- - fixed pathing on map as required by new spawn setup.
- - fixed random deep water spots.
- Single Player
- Replaced soviet headgear with budinovkas in the Winter War missions of Talvisota.
- Winter Storm(1942_12_winterstorm)
- - fixes to coop case where at gun and extra inf with it were not assigned.
- Battle of Villers-Bocage(1944_07_13_villers-bocage_skirmish)
- - fixed broken heightmap polygons
- Clash at Narva(1944_03_narva)
- - fixed starting talks playing twice in coop.
- - fixed "Defend from the soviet assault" task issues if player is doing godlike well and never really falls back much(usually easy difficulty).
- - added extra supply truck at 2nd line.
- - fixed some broken texture set merges.
- The Final Offensive(1945_03_spring-awakening)
- - fixed one of the starting talks playing twice in coop. (same trigger executed twice at same time, do not use trigger_on_next with scenarios if coop!)
- The Siege of Sevastopol(1942_06_sevastopol)
- - fixed various trenches clipping under the map.
- - fixed pathing.
- The Königsberg Cauldron(1945_04_konigsberg)
- - fixed floating roofs on many factory barracks.
- Operation Bustard Hunt(1942_05_kerch)
- - added proper transition of any player towed vehicle between part1->part2 transfer/teleport(improved on changes from r5012)
- The Pathfinders(1944_06_01_pathfinders)
- - fixed so that any of the 3 paratrooper groups you link up, if any of the solders are fallen and bleeding during assignment, if you revive them later they will still be assigned in coop.
- Contesting Hell's Highway(1944_09_02_veghel)
- - fixed universal_carrier_mk2 not having bren equipped and bad crew count due to its changes from fh release.
- - fix for task01 retreat ai.
- - fixed stray infantry.
- Kollaa Kestää (1939_12_kollaa):
- - fixed player's BA-10 crew under AI control
- Dynamo (1940_06_03_dunkirk):
- - fixed assault gun shoots twice in the outro cutscene
- - fixed floating fire fx
- - RU localization fix
- Pegasus Bridge (1944_06_05_pegasus):
- - added AT gun shells in the boxes close to the KwK gun
- - fixed column stuck if any inventory item is present on the bridge
- - fixed game speed not reset before phase 4 begins
- - reduced range for enabling AI for the german soldier with a flare gun
- - removed mines before the outro cutscene if any present
- - voice line about the cafe is played when player's camera looks on it
- Arnhem Hell (1944_09_17_arnhem):
- - adjusted trigger zone for the voice line about the tank in the phase 1
- - fixed missing gameover when HQ zone is lost
- - removed helmet at the character during cutscene
- - fixed music loop in phase 3
- To the End (1944_09_20_oosterbeek):
- - adjusted condition for completing the destroying the mortar objective
- - RU localization fix
- Against the Tide(1944_06_tilly_sur_seulles)
- - fixed Wespe reinforcement crew count.
- Last stand at the Ruhr(1945_04_ruhr_pocket)
- - fixed sequence of actions by players that could lead to progression blocker at "recruit volksstrum" task.
- - volksstrum are invincible until task 1 completion.
- - fixed final fight scenario in coop so that helmets are not floating in air and dead bodies are gone.
- Multiplayer
- Added Ram Kangaroo Mk.I to Commonwealth Late war, All round Doctrine as a Manpower vehicle buy
- Added Ram Kangaroo Mk.II to Commonwealth Late war, Irregular Doctrine as a Manpower vehicle buy
- Added game time duration options of 35, 70 and 80 minutes
- Updated the Multiplayer unit info panel for vehicles and squads to work better and give more information automatically on the soldiers/crews and their weapons
- Added Last Stand Game mode to the following maps:
- - 4v4_kirjavala
- - 4v4_hanhijarvi
- - 4v4_kylmapuro
- - 4v4_Rikila
- - 4v4_vitebsk
- - 4v4_hills
- - 4v4_fields
- Updated battlezones objectives on:
- - 1v1_fall_gelb_sum
- - 1v1_oosterbeek_sum
- - 1v1_solingen_factory_aut
- - 1v1_weteringsteeg
- - 2v2_heelsum_sum
- - 2v2_wesel_aut
- - 3v3_canals_sum
- - 3v3_mont_cassel
- Updated domination gamemode objectives on:
- - 1v1_oosterbeek_sum
- - 2v2_heelsum_sum
- - 2v2_wesel_aut
- - 3v3_mont_cassel
- - 4v4_remagen_aut
- - 4v4_vlissingen_breach
- Reduced base manpower cost of all semi auto rifles from 13 to 12
- Reduced base manpower cost of avt from 15 to 14
- Changed AT launcher infantry manpower cost to no longer include backup weapon
- Increased base manpower cost of piat from 40 to 60
- Changed inf_tier2_lite define command points to be same as inf_tier2 for all factions.
- Removed extra capture weight from all eng infantry.
- Removed extra capture weight from t1 and t2 fin infantry as they no longer have t2 command point disadvantage.
- Changed frontline timer modifiers to fit current unit timers
- Fixed inconsistent command point costs of churchill_mk8, churchill_mk5, panzer4f1, panzer4f2, stug3f
- Fixed eng and sov single_riflegrenade cooldown to be consistent with number of rifle grenadiers in the buy
- Fixed eng late and mid single_bazooker cost that included a rifle they didnt have
- Fixed cost modifier of eng single_engineer from 1.6 to 2
- Fixed Commonwealth, Mid-war, Irregular doctrine, having the 18-pdr as a DP buy instead of the intended 18/25pdr Mk.1
- Fixed missing crewman for crusader_aa_mk1
- Fixed broken railroad setups and broken texture set merges on 2v2_hutor
- Fixed/overhaul of pathing especially the river paths next to bridges on 4v4_vitebsk
- Fixed broken polygons holes on 4v4_dubovka
- Fixed some broken texture sets, polygon merges and floating bushes on 3v3_general_winter, 3v3_wotan, 4v4_dubovka, 4v4_fields
- Fixed texture set merges, and floating objects 4v4_martinville_ridge, 4v4_siegfried, 1940_06_st_valery_en_caux
- Fixed holes in the water, missing ocean mask in middle of ponds and some pathing on 4v4_hills
- Fixed one environment where should be no rain but rain was still set as weather fx. on 4v4_hills
- Fixed base fortifications towers and ammo boxes clipping thus not being able to be carried 4v4_eindhoven last stand mode
- Fixed pathing related to deep water SE beach area and fixed/improved enemy and player spawns on 4v4_vlissingen_breach last stand mode
- Fixed floating rocks and fixed/improved enemy spawns on 4v4_remagen_aut last stand mode
- Fixed last stand spawn fixes, both player and enemy on 3v3_general_winter
- Fixed last stand spawn fixes and player base fixes on 4v4_houdremont
- Fixed last stand spawn fixes and player base fixes on 4v4_martinville_ridge
- Fixed last stand spawn fixes and player base fixes on 4v4_niemen
- Fixed last stand spawn fixes and player base fixes on 4v4_olkhovatka
- Fixed last stand spawn fixes and player base fixes on 4v4_arras_countryside_sum
- Fixed last stand spawn fixes and player base fixes on 4v4_purple_heart_lane
- Fixed last stand spawn fixes and player base fixes on 4v4_shiryayevo
- Earlywar (manpower price changes are of the vehicle and not the total cost with crew):
- - Fixed eng doctrine specific light tank timers and cooldowns
- - Increased doctrine point cost of doctrine_cruiser_mk2a_cs_early from 25 to 30
- - Increased doctrine point cost of doctrine_matilda2_mk4_cs_early from 65 to 75
- - Reduced doctrine point cost of doctrine_84mm_qf18_2pa_early from 50 to 40
- - Reduced doctrine point cost of doctrine_84mm_k18_early from 50 to 40
- - Increased manpower cost of cruiser_mk1_cs from 360 to 400
- - Increased manpower cost of cruiser_mk2a_cs from 380 to 420
- - Increased manpower cost of morris_cs9 from 80 to 90
- - Increased manpower cost of 28mm_pzb41 from 155 to 175
- - Increased manpower cost of panzer2c from 220 to 225
- - Reduced manpower cost of kfz13 from 110 to 100
- - Reduced manpower cost of l182 from 170 to 150
- - Reduced manpower cost of t37a_fin, t26_33_fin, bt5_fin sequence buys from 170 to 160 each
- - Reduced manpower cost of blitz3_6_flak30 from 225 to 200
- - Reduced manpower cost of sdkfz231 from 250 to 240
- - Reduced manpower cost of panzer1b from 115 to 105
- Midwar (manpower price changes are of the vehicle and not the total cost with crew):
- - Fixed command point cost of 57mm_qf6_mk2_late from 16 to 12
- - Increased cooldown of doctrine_cruiser_mk2a_cs_mid from 240 to 300
- - Increased initial timer of 57mm_qf6_mk2_late from 420 to 540
- - Increased initial timer of aec_mk2 from 480 to 540
- - Increased initial timer of valentine_mk2 from 300 to 420
- - Increased initial timer of valentine_mk3 from 300 to 480
- - Increased initial timer of valentine_mk9 from 540 to 660
- - Increased initial timer of matilda2_mk3 from 360 to 540
- - Increased initial timer of crusader_mk1 from 240 to 300
- - Increased initial timer of crusader_mk2 from 300 to 360
- - Increased initial timer of crusader_mk3 from 480 to 600
- - Reduced initial timer of 76mm_f22 from 540 to 480
- - Increased doctrine point cost of doctrine_cruiser_mk2a_cs_mid from 20 to 25
- - Increased doctrine point cost of doctrine_bishop from 70 to 75
- - Increased doctrine point cost of doctrine_57mm_qf6_mk4_early from 35 to 40
- - Increased doctrine point cost of doctrine_matilda2_mk4_cs_mid from 30 to 40
- - Reduced doctrine point cost of doctrine_84mm_k18_mid from 45 to 40
- - Increased manpower cost of m4_75_early from 420 to 430
- - Increased manpower cost of m4a1_75_early from 420 to 440
- - Increased manpower cost of m4a1_75_mid from 420 to 450
- - Increased manpower cost of 75mm_m1897 from 370 to 390
- - Increased manpower cost of 37mm_m3 from 205 to 210
- - Increased manpower cost of t3476_41 from 430 to 440
- - Increased manpower cost of t3476_42 from 460 to 480
- - Increased manpower cost of 76mm_zis3 from 390 to 400
- - Increased manpower cost of 76mm_f22 from 350 to 370
- - Increased manpower cost of panzer2c from 220 to 225
- - Increased manpower cost of 75mm_pstk9738 from 330 to 400
- - Increased manpower cost of daimler_mk1 from 200 to 210
- - Increased manpower cost of aec_mk2 from 410 to 460
- - Increased manpower cost of aec_mk1 from 210 to 230
- - Increased manpower cost of stuart5 from 295 to 310
- - Increased manpower cost of stuart1 from 280 to 290
- - Increased manpower cost of stuart3 from 290 to 295
- - Increased manpower cost of churchill_mk3 from 570 to 590
- - Increased manpower cost of churchill_mk4 from 570 to 595
- - Increased manpower cost of churchill_mk3_l50 from 580 to 610
- - Increased manpower cost of churchill_mk4_l50 from 590 to 615
- - Increased manpower cost of 57mm_qf6_mk2_late from 390 to 440
- - Increased manpower cost of crusader_mk3 from 420 to 485
- - Increased manpower cost of valentine_mk3 from 340 to 350
- - Increased manpower cost of valentine_mk9 from 470 to 485
- - Increased manpower cost of cruiser_mk2a_cs from 380 to 420
- - Increased manpower cost of crusader_mk1_cs from 390 to 425
- - Increased manpower cost of crusader_mk2_cs from 380 to 430
- - Increased manpower cost of morris_cs9 from 80 to 90
- - Increased manpower cost of humber_recon_mk2 from 85 to 90
- - Increased manpower cost of m3a1_scout from 145 to 150
- - Increased manpower cost of m2_halftrack from 145 to 150
- - Increased manpower cost of m20 from 165 to 170
- - Reduced manpower cost of aec_mk2 from 460 to 440
- - Reduced manpower cost of vickers_aa_mk1 from 150 to 140
- - Reduced manpower cost of cruiser_mk4a from 285 to 235
- - Reduced manpower cost of valentine_mk1 from 340 to 325
- - Reduced manpower cost of valentine_mk2 from 340 to 325
- - Reduced manpower cost of matilda2_mk3 from 420 to 380
- - Reduced manpower cost of crusader_mk1 from 300 to 285
- - Reduced manpower cost of crusader_mk2 from 320 to 310
- - Reduced manpower cost of grant from 395 to 385
- - Reduced manpower cost of 47mm_pstk39 from 210 to 200
- - Reduced manpower cost of 76mm_k02_mid from 270 to 250
- - Reduced manpower cost of 76mm_itk31 from 550 to 525
- - Reduced manpower cost of l182 from 170 to 150
- - Reduced manpower cost of ba10_fin_mid from 220 to 210
- - Reduced manpower cost of t26_33_fin_mid, bt5_fin_mid, t3476_41_fin from 210 to 200 each
- - Reduced manpower cost of 50mm_pak38 from 280 to 250
- - Reduced manpower cost of 47mm_pakt from 250 to 210
- - Reduced manpower cost of 75mm_pak9738 from 350 to 400
- - Reduced manpower cost of sdkfz250a_11 from 220 to 180
- - Reduced manpower cost of blitz3_6_flak30 from 225 to 220
- - Reduced manpower cost of sdkfz222a from 240 to 225
- - Reduced manpower cost of sdkfz231 from 250 to 225
- - Reduced manpower cost of sdkfz250a_9 from 250 to 225
- - Reduced manpower cost of panzer1b from 115 to 105
- - Reduced manpower cost of panzer2f from 265 to 250
- - Reduced manpower cost of pz38t_f from 285 to 250
- - Reduced manpower cost of sdkfz302 from 100 to 0
- - Reduced manpower cost of panzer3j from 350 to 325
- - Reduced manpower cost of panzer3j1 from 390 to 380
- - Reduced manpower cost of panzer4f1 from 440 to 430
- - Reduced manpower cost of panzer4f2 from 540 to 520
- - Reduced manpower cost of panzerjager1 from 280 to 230
- - Reduced manpower cost of gaz_aaa_72k from 230 to 220
- - Reduced manpower cost of bt7 from 260 to 235
- - Reduced manpower cost of bt5 from 260 to 230
- - Reduced manpower cost of t28 from 340 to 260
- - Reduced manpower cost of t28_38 from 360 to 300
- - Reduced manpower cost of t28e from 400 to 350
- - Reduced manpower cost of t35 from 360 to 280
- - Reduced manpower cost of t35_late from 420 to 380
- - Reduced manpower cost of 57mm_m1_early from 390 to 370
- - Reduced manpower cost of m3_lee from 395 to 380
- Latewar (manpower price changes are of the vehicle and not the total cost with crew):
- - Fixed command point cost of 57mm_qf6_mk4_late from 16 to 12
- - Fixed cooldown of doctrine_archer_double to be same as other t3
- - Fixed cooldown of doctrine_squad_soe_late_irr to be same as other t2
- - Updated eng squad_assault_pio_late_off and squad_pio_late_off to have cooldown of 90 and separate cooldown group from other t2 squads
- - Replaced doctrine_churchill_mk8 with doctrine_churchill_mk5 for 60 dp
- - Replaced manpower churchill_mk5 with churchill_mk8 and unlock timer of 1200 seconds
- - Increased doctrine point cost of doctrine_staghound_mk2 from 25 to 30
- - Increased doctrine point cost of doctrine_crusader_aa_mk1 from 25 to 30
- - Reduced doctrine point cost of doctrine_wirbelwind, doctrine_ostwind from 30 to 25 each
- - Reduced doctrine point cost of doctrine_sdkfz234_3 from 35 to 30
- - Reduced doctrine point cost of doctrine_sdkfz234_4 from 45 to 40
- - Increased manpower cost of 76mm_k02_30_40_late from 270 to 300
- - Increased manpower cost of 76mm_k36_late from 300 to 340
- - Increased manpower cost of 75mm_pstk9738 from 330 to 360
- - Increased manpower cost of churchill_mk3_qf75 from 500 to 525
- - Increased manpower cost of churchill_mk3_l50_late from 570 to 625
- - Increased manpower cost of churchill_mk4_l50_late from 570 to 625
- - Increased manpower cost of churchill_mk4_avre from 500 to 600
- - Increased manpower cost of churchill_mk8 from 800 to 900
- - Increased manpower cost of cromwell6 from 510 to 575
- - Increased manpower cost of cromwell8 from 550 to 625
- - Increased manpower cost of churchill_mk5 from 650 to 725
- - Increased manpower cost of tetrarch_mk7 from 200 to 210
- - Increased manpower cost of staghound_mk1 from 240 to 250
- - Increased manpower cost of m5a1_halftrack from 145 to 150
- - Increased manpower cost of daimler_mk2 from 200 to 210
- - Increased manpower cost of humber_mk4 from 220 to 230
- - Increased manpower cost of cromwell6 from 575 to 625
- - Increased manpower cost of cromwell8 from 625 to 650
- - Increased manpower cost of churchill_mk5 from 725 to 975
- - Increased manpower cost of churchill_mk8 from 900 to 1125
- - Increased manpower cost of 40mm_qf2_late from 170 to 180
- - Increased manpower cost of m3a1_halftrack from 145 to 150
- - Reduced manpower cost of 57mm_qf6_mk4_late from 440 to 400
- - Reduced manpower cost of aec_mk2 from 410 to 350
- - Reduced manpower cost of aec_mk3 from 340 to 300
- - Reduced manpower cost of staghound_mk3 from 350 to 310
- - Reduced manpower cost of m22_locust from 270 to 250
- - Reduced manpower cost of stuart6 from 295 to 270
- - Reduced manpower cost of sherman2_late from 400 to 380
- - Reduced manpower cost of sherman5_crab from 450 to 400
- - Reduced manpower cost of sherman5_mid_armor from 420 to 400
- - Reduced manpower cost of sherman2a from 600 to 560
- - Reduced manpower cost of valentine_mk11 from 370 to 350
- - Reduced manpower cost of cromwell5 from 400 to 370
- - Reduced manpower cost of 37mm_pstk36 from 170 to 160
- - Reduced manpower cost of 45mm_pstk32_mid from 180 to 170
- - Reduced manpower cost of 47mm_pstk39 from 210 to 190
- - Reduced manpower cost of 76mm_itk31 from 550 to 525
- - Reduced manpower cost of 50mm_pstk38_late from 300 to 230
- - Reduced manpower cost of l182 from 170 to 150
- - Reduced manpower cost of ba10m_fin from 220 to 200
- - Reduced manpower cost of t26c from 250 to 230
- - Reduced manpower cost of t26_33_fin_mid, t3476_41_fin_late, t3485_44_fin from 300 to 280 each
- - Reduced manpower cost of t28e_fin_late from 420 to 300
- - Reduced manpower cost of panzer4j_fin from 570 to 500
- - Reduced manpower cost of stug3g_fin from 570 to 550
- - Reduced manpower cost of 50mm_pak38_late from 300 to 230
- - Reduced manpower cost of blitz3_6_flak30 from 225 to 220
- - Reduced manpower cost of sdkfz222a from 240 to 225
- - Reduced manpower cost of sdkfz231 from 250 to 225
- - Reduced manpower cost of sdkfz251d_17 from 240 to 225
- - Reduced manpower cost of sdkfz234_1 from 280 to 240
- - Reduced manpower cost of sdkfz234_2 from 330 to 270
- - Reduced manpower cost of sdkfz303b from 100 to 0 (so score isn't lost when detonating vehicle)
- - Reduced manpower cost of panzer1f from 300 to 250
- - Reduced manpower cost of panzer2l from 300 to 250
- - Reduced manpower cost of panzer3m from 390 to 300
- - Reduced manpower cost of panzer3n from 450 to 400
- - Reduced manpower cost of panzer4g from 560 to 500
- - Reduced manpower cost of panzer4h from 580 to 525
- - Reduced manpower cost of panzer4j from 570 to 500
- - Reduced manpower cost of hetzer from 550 to 530
- - Reduced manpower cost of stug3g_late from 570 to 550
- - Reduced manpower cost of stuh42 from 630 to 600
- - Reduced manpower cost of 45mm_m42 from 190 to 180
- - Reduced manpower cost of 76mm_zis3 from 390 to 340
- - Reduced manpower cost of 57mm_zis2_late from 450 to 340
- - Reduced manpower cost of ba10 from 220 to 200
- - Reduced manpower cost of gaz_aaa_72k from 230 to 220
- - Reduced manpower cost of t70 from 270 to 240
- - Reduced manpower cost of t60 from 290 to 240
- - Reduced manpower cost of t70m from 290 to 250
- - Reduced manpower cost of t3476_43 from 460 to 400
- - Reduced manpower cost of kv1s from 570 to 460
- - Reduced manpower cost of kv1_42 from 605 to 525
- - Reduced manpower cost of is1_43 from 740 to 720
- - Reduced manpower cost of su76 from 390 to 340
- - Reduced manpower cost of 37mm_m3a1 from 215 to 180
- - Reduced manpower cost of 57mm_m1 from 410 to 350
- - Reduced manpower cost of m3a1_scout from 145 to 150
- - Reduced manpower cost of m2_halftrack from 145 to 150
- - Reduced manpower cost of m20 from 165 to 170
- - Reduced manpower cost of m8_greyhound from 230 to 220
- - Reduced manpower cost of m5a1_stuart from 295 to 270
- - Reduced manpower cost of m24_chaffee from 370 to 360
- - Reduced manpower cost of m4a1_75_late from 430 to 400
- - Reduced manpower cost of t1e3_m4a1_75 from 470 to 400
- - Reduced manpower cost of m4a3_75_late from 450 to 420
- - Reduced manpower cost of m4a3_75w_early from 480 to 450
- - Reduced manpower cost of m4a1_76w_mid from 630 to 575
- - Reduced manpower cost of m4a3_76w from 670 to 600
- - Reduced manpower cost of m4a3_76w_hvss from 670 to 625
- - Reduced manpower cost of m4a3e2_75 from 850 to 800
- Everything Else
- Added 'idle' animations for humans while in cover ('idle' is a state that occurs when no enemies are detected after a certain amount of time)
- Added altitude fog to all Finest Hour maps
- Added vehicle views for 60+ vehicles
- Added max range to display below primary gun description for vehicles and humans
- Optimized many vehicle textures from DXT5 to DXT1 that did not need alpha channel
- Optimized dutch_bridge02 cover generation (caused performance issues on 2v2_graves multiplayer maps)
- Fixed inventory desync by dropping the minesweeper when avoing grenade
- Fixed fsm stuck in the holdback state when the weapon disappears (i.e. the grenade detonates in hand)
- Fixed coop losing ability to examine related to inventory transfer before video scenario
- Fixed several Localization issues for multiple languages
- Fixed missing events (board, door sounds, etc.) for latil_m2tl6
- Fixed/removed transmission2 volume from many vehicles
- Fixed hierarchy and ID issues for 76mm_qf17
- Fixed mesh that can be cut on the 76mm_qf17 not having their pivot centered (making them spin weird after being cut) - affects only qf17 xx model.
- Fixed 88mm_qf25_mk1_4p and 84mm_qf18_4p (same models) texture swaps, ID issues, and some break animations playing when they shouldn't. Adjusted XX as well.
- Fixed shooting FX for 107mm_m1910_30
- Fixed kv1e_40 xx model appearing when the kv1_40 got destroyed (exploded).
- Fixed camo prefix for sdkf251d
- Fixed alpha on various MTLs by disabling them
- Fixed bm30 winter texture not applying on winter maps.
- Fixed kv1_40 enumerator bone as it has none
- Fixed is1_43 body break and repair animations to play when engine gets destroyed (or repaired).
- Fixed sdkfz7_2 not having a seat for charger and commander.
- Fixed sdkfz7_2 passenger door opening when the commander would dismount.
- Fixed willys_mb_mg_eng fire_mgun animation and reload_mgun animation
- Fixed crusader_AA_mk1 and crusader_AA_mk2 now use the late war texture by default. Early texture is now an optional preset called #early.
- Fixed crusader_aa_mk2 localization to be the Mk.III and added vickers go MG to Coax position
- Fixed c47_d propeller2_work animation, as the hierarchy was changed to be proper (before was attached to engine1 now its attached how it should be to engine2), but animation was affected due to it.
- Fixed many vehicles 'RAM volume' in bone structure hierarchy
- Fixed left side of churchill_mk2 only having LODs for wheels, now both sides have them.
- Fixed typhoon_mk1b glass issue.
- Updated sdkfz7/1 "grey" texture
- Fixed for kv2_40 wrong open_dirver animation keyframes, breaking the animation and preventing any type of sound from playing when hatch was opening
- Fixed 3rd person camera elevation limit being too low for the USA AA halftracks: m13_mgmc, m16_mgmc, m15a1_cgmc
- Fixed m22 missing hatch sounds
- Updated Finnish 84mm_k18 3D model with new one
- Fixed engine1 faces, for the typhoon
- Fixed ger early rifle grenade inhand item priority
- Fixed volkssturm_4 having belt instead of drum ammo type in inventory
- Fixed helmet stuff file ger_stalhelm_m39_g_var3 referencing wrong 3d model
- Fixed rus/late/spetsnaz_4 sometimes spawning without a helmet
- Fixed missing obstacle for euro_hay_pile