Call to Arms - Gates of Hell: Ostfront
by Barbedwire Studios · 11 Jun, 2021
222 downloads
About the Game
Call to Arms - Gates of Hell: Ostfront features the Eastern Front and its “Great Patriotic War” fought between the USSR and Germany. This RTS will take you from June 1941 until the end of the war in May 1945.
Call to Arms - Gates of Hell: Ostfront offers a choice of game modes including Singleplayer, dynamic campaign, PvE, PvP and co-op.
With its instantly switchable views, there’s something for every type of player. First person gunner views for all vehicles, third person views for vehicles and infantry, classic top-down direct control of a single unit or classic RTS top-down; they are all available and instantly switchable.
Conquest (dynamic campaign) mode offers singleplayer and co-op modes to play with your friends. Both modes allow you to compose your own army group, research new units and strategically advance in different paths to dominate the battlefield. The dynamic campaign can range from short to unlimited campaign lengths.
PvP/PvE offers a wide variety of maps from 1v1 to 4v4, and the use of “Doctrines”. These allow you to choose your own special units that fit your individual playstyle. The stage of the war (Early/Mid/Late) can be selected, to experience the evolution of equipment and vehicles as the conflict progressed.
Single player campaigns take place at historical locations, painstakingly recreated and immersive as hell.
Call to Arms - Gates of Hell: Ostfront offers:
12 historical singleplayer missions that can also be played in co-op with friends.
30 PvE and PvP maps
PvE Dynamic campaigns in which you develop your own army and fight an ever- changing war across a big collection of maps
PvP multiplayer offers doctrines to specialize your armies
Instantly switchable 3rd person/ direct control view mode for infantry
Instantly switchable 1st person/ 3rd person / direct control view mode for vehicles
Over 250 vehicles and 100 heavy weapons at your disposal
Air support mechanics and off-map artillery support
Realistically armored vehicles with accurate armor layouts, historical ammo loadouts and fully modeled internal components
The most realistic armor penetration and ammunition mechanics of any RTS out there
Land mines, magnetic mines, obstacle-laying, foxhole-building, bayonets, smokescreens, medics and countless other game mechanics
Authentic sound design and visuals
A full in- game editor plus modding/ workshop support
Screenshots
26 imagesVersion Information
Steam Patch Notes
Official update history
Change Log
- Fixed crash in online play from Update 1.064.0
- Fixed for ever growing memory consumption by mp statistics
- Optimized (small) network traffic bandwidth (message batching)
Change Log
Conquest
- Added new feature to Conquest: "Skip Preparation Time"
- Preparation time has been completely recoded to run through the conquest game .set file instead of being semi-faked through a delay in Bot's behavior scripts.
- This change allows for several new features when the player is defending:
- Defense missions now start with an official Preparation Phase.
- Preparation Time is now displayed in the UI for users to see how long they have before the enemy attack will naturally start.
- A "Skip Preparation Time" button is now available at the top of the list of stages on the right side of the screen.
- Once clicked, the timer will reach 0, and the enemy will begin their attack
- Preparation Time is set to a default of 20 minutes (previously it was randomized between 6-8min) - Added new feature to Conquest: "Move Deployment Point"
- When Player is the Defender, you can now choose where your Stages will spawn and move the deployment point to any location on the map during the Preparation Phase. Use carefully!
- To do so, click on the "Move Deployment Point" button at the top of the Stages list on the right side of the screen, then click on the ground to change position from the default position at the edge of the map.
- Clicking on a Stage Button or in CooP, the stage "spawn and transfer" button, will spawn all units in that stage at the deployment location.
- Players can move the Deployment Point as many times as they wish until the Preparation time ends.
- After the Preparation Phase ends, repositioning of the Deployment point will be disabled and will be returned to the default position near the edge of the map.
- This feature can greatly reduce the time needed to prepare by allowing you to spawn Stages closer to the objectives. - Added 'ammo point' cost when buying new supply vehicles
- Added modifiers per resource type to Conquest economy settings: PaybackFactor, SellFactor, and ScavengedVehicleSellFactor
- Added {pauseDuringPreparation} to conquest game mode: campaign_capture_the_flag.set
- Controls if the simulation is paused during the preparation time/phase
- Defaults to "true" if not defined - Added new Conquest-specific LUA script API's:
- BotApi.Events.PrepTimeOver for when preptime ends either naturally or the user ends early
- BotApi.Conquest.PlayerSpawnPoint for LUA to know which spawn point the player is in Conquest
- BotApi.Conquest.Attacking for the bot to explicitly know if it is the attacker or defender in Conquest - Updated (in Conquest only) ammo trucks/crates to not regenerate supply during battle
- Updated Bot Commander to choose the next unit it will purchase at the moment of purchase instead of immediately after the previous unit. Buying decisions are better when based on the current situation.
- Updated bot purchases to spawn sequential instead of at random spawn points (1-2-3-4-1-2-3-4-...)
- Updated Conquest bot logics:
- bot units interrupted and engaged on their way to flags, if their enemy target survives the exchange: they are now noted for the possibility of further pursuit by more units. Noted units in conquest must be only the user type(simplified)
- Defender bot mgs no longer build self sandbags as persistent maps when sides or go from attack to defense, there is a chance another nation that has lower mgs will be blocked by those.
- Clean up of "ignore" bot collection near flags and other related scripts.
- Enemy airstrike possibility is also based on preparation time end, especially if skipped, when the player is defending.
- update stock conquest script for skipping prep as defender(player) so that enemy air attack is based on timing with that, enemy indicators are deleted, and player spawn is moved back on prep over.
- default spawns marking for script purposes improved.
- all logic scripts fixed to ignore airplanes properly.
- general bot handling/tagging executes much faster.
- fixed bots tank logic where it could result in tank driving without shooting for short time.
- fixed music script randomization math. - Updated all Conquest map .mi files:
- replaced map_point with map_point_conquest
- added new "include" for "functions". needed for the new and future features. {functions (include "../dcg_functions.inc")} - Increased score gained by player by owning most flags when they are defending in Conquest
- Removed Victory point scoring during preparation time
- Removed killing enemy units in Conquest giving Victory points towards winning the battle
- Removed from source code for Conquest, Bot spawning override behavior that made 1 bot player spawn units randomly from multiple spawn points. Which spawn point a purchased unit will spawn from can now be controlled via LUA scripts. This also means default behavior will be all bot purchases come from 1 map point unless told otherwise.
- Renamed several existing Conquest-specific LUA script API:
- BotApi.Instance.CampaignFirstEnemyId -> BotApi.Conquest.FirstEnemyId
- BotApi.Instance.CampaignDefenderBotId -> BotApi.Conquest.DefenderBotId
- BotApi.Instance.CampaignFirstPlayerId -> BotApi.Conquest.FirstPlayerId - Fixed in Conquest the buy_and_transfer button to use the same as the underlying button based on cost
- Fixed in Conquest players' pop-up user name not hiding when spawning stage
- Fixed crash when attempting to play Conquest when player has a corrupted save in their user profile. If a save has become corrupted, it cannot appear (due to missing data) in the "load saves" list.
- Fixed enemy bot score gain from owning flags while its the defender not reading the .set file values correctly
- Fixed dcg_f_bridges_of_lysovo altitude haze
- Fixed water-filled trench on dcg_nord_battery
- Fixed floating grass on dcg_bergen_radar
- Fixed floating rocks on dcg_vyazma
- Fixed terrain broken poly on dcg_niemen
- Fixed grass inside building and floating storefront on dcg_bretteville_sur_odon
- Fixed grass inside some buildings on dcg_zeeland
- Fixed floating barricade on dcg_vlissigen_breach
Single Player
- The Legend of Krasny Bor(1943_02_krasny_bor)
- The entire evacuation trucks segment is fixed and improved, and trucks take the safest route to escape.
- Evacuation trucks and medics cannot be blown up or hurt until they are well underway during the evacuation task.
- Evacuation completion improved.
- pathing fixes.
- map fixes and removed some entities so that some cannons, such as Pak 40, cannot be blocked from firing by annoying netting poles. - The Eagles and the Devils(1944_06_05_carentan)
- fixed possible coop assignment issue for one squad of soldiers (us_reinf_2) related to player ID. - The Hills of Saint-Lô(1944_06_saint_lo_hills)
- Clean up of initial assignment to not leave anything to chance, as there have been reports in coop. - Tears and Sweat (1940_05_13_dyle)
- extended infantry covers in the first phase
- removed the dialogue during the preparation phase - The Northern Gambit (1944_06_tali-ilhantala)
- fixed broken heightmap polygons.
- fixed the global map used that did not exist. - Carpathian Turmoil(1944_09_yugoslavia)
- all humans inventory reset as some soldiers had wrong weapons and it caused issues with resupply
- added entity manager on possible late in the mission for optimization - Escaping the Pocket(1944_08_19_falaise_escape)
- Fixed missing inventory weapons - All Skirmishes - fixed bots tank/cars logic where it could result in tank driving without shooting for short time.
Multiplayer
- Updated Bot Commander to choose the next unit it will purchase at the moment of purchase instead of immediately after the previous unit. Buying decisions are better when based on the current situation.
- Updated Multiplayer bot logics:
- update units interrupted and engaged on their way to flags, if their enemy target survives the exchange: they are now noted for the possibility of further pursuit by more units.
- Improved bots bailing from cannons and similar weapons when the enemy is nearby, point-blank. Fixed case where bailed bots would often obey the lua move even though the cannon they bailed from was engaged(more soldiers still on it). Now each existing bot will be instantly set to disregard any Lua or other script commands, deal with any nearby threat, and even look for it. The main reason for this change is that players noticed bots bailing cannons and took advantage of some loopholes in the previous AI script.
- fixed "lua ignore" collection designed to keep some bot units(both human and vehicles) near flags.
- bot logics script fix - more fixes bots meant for ignoring lua move orders to prevent bots far away from flags being put into this state.
- updated bots to squad up ~5 soldiers to chase/pursue previously discovered enemy(noted) can now execute 25% more often. (chance_ai_pursue)
- fixed bots tank logic where it could result in tank driving without shooting for short time. - Changed client performance bars to reflect more recent performance by updating ever 10s instead of once at the end of a completed match. Bars are an average of multiple performance reports.
- Fixed desync issue in netcode for territory type (caused humans to swim under land sometimes after crossing deep water)
- Fixed several crashes related to netcode:
- crash in eChassisFoot when a client has not yet received the path details from the server
- crash on client if there is no valid target actor in game stats event
- crash in vehicle chassis on not yet initialized locomotion controller - Fixed a missing breed price entry in multiplayer for ger/late/fallsch_sl_asst_stg
- Fixed domination ammo crate placement on 4v4_vlissingen_breach
- Fixed 3v3_wotan floating objects
- Fixed 4v4_vitebsk floating objects and a few buildings too low into the height map, making doors not accessible
- Fixed floating rocks on 2v2_fall
- Fixed terrain broken poly on 4v4_niemen, 4v4_hills, 4v4_vlissingen_breach
- Fixed unintentionally shared cooldown timer groups
- Fixed some indestructible barn doors on 4v4_rikila
- Fixed floating barricade on 4v4_vlissigen_breach
Multiplayer Balance
- Changed cooldown timer groups to be shared between similar units in wheeled vehicle and automatic emplacement categories
- Changed unlock timer for single_shotgun and single_riflegrenade from 0 to 60 seconds
- Increased command point cost of m7b1_hmc, m7_hmc, sexton_mk2, bishop, wespe, grille_k from 34 to 40
- Increased doctrine point cost of doctrine_m7b1_hmc_late, doctrine_sexton_mk2, doctrine_bishop from 80 to 90
- Increased doctrine point cost of doctrine_m7_hmc_mid from 80 to 100
- Increased doctrine point cost of doctrine_t19_hmc_late from 65 to 75
- Increased doctrine point cost of doctrine_t19_hmc_mid from 65 to 90
- Increased doctrine point cost of doctrine_105mm_m3_late from 60 to 70
- Increased doctrine point cost of doctrine_105mm_m3_mid from 60 to 80
- Increased doctrine point cost of doctrine_107mm_m1910_30_late from 70 to 90
- Increased doctrine point cost of doctrine_wespe_late from 70 to 85
- Increased doctrine point cost of doctrine_grille from 85 to 90
- Increased doctrine point cost of doctrine_122mm_m1910_fin_late from 60 to 70
- Increased doctrine point cost of doctrine_122mm_m1910_fin_mid from 60 to 80
- Increased doctrine point cost of doctrine_122mm_m1910_fin_early from 70 to 90
- Increased doctrine point cost of doctrine_105mm_h33 from 65 to 75
- Increased doctrine point cost of doctrine_105mm_h33_mid from 65 to 90
- Increased doctrine point cost of doctrine_88mm_qf25_mk1_5p_mid from 60 to 80
- Increased doctrine point cost of doctrine_88mm_qf25_mk1_5p from 70 to 90
- Increased doctrine point cost of doctrine_84mm_qf18_5p_early from 70 to 90
- Increased doctrine point cost of doctrine_84mm_qf18_4p from 70 to 90
- Increased doctrine point cost of doctrine_114mm_qf_how_mid from 60 to 80
- Increased doctrine point cost of doctrine_122mm_m1910_mid from 60 to 80
- Increased doctrine point cost of doctrine_122mm_m1910_early from 70 to 90
- Increased doctrine point cost of doctrine_staghound_mk2 from 30 to 40
- Increased doctrine point cost of doctrine_m8_hmc from 30 to 40
- Increased doctrine point cost of doctrine_m4a3_76w_field3_late from 60 to 65
- Increased doctrine point cost of doctrine_yag10_29k_mid from 25 to 30
- Increased doctrine point cost of doctrine_kv1s from 50 to 60
- Increased doctrine point cost of doctrine_churchill3 from 50 to 60
- Increased doctrine point cost of doctrine_churchill_mk3 from 50 to 60
- Increased doctrine point cost of doctrine_churchill_mk1 from 40 to 50
- Increased doctrine point cost of doctrine_churchill_mk4_l50 from 50 to 60
- Increased doctrine point cost of doctrine_matilda2_mk4_cs_mid from 40 to 50
- Increased manpower cost of m5_hst from 100 to 120
- Increased manpower cost of m20 from 170 to 195
- Increased manpower cost of willys_mb_50cal from 105 to 115
- Increased manpower cost of m3a1_scout, m2_halftrack, m3a1_halftrack, m5a1_halftrack, from 150 to 160
- Increased manpower cost of lvt4, lvt4_eng from 170 to 180
- Increased manpower cost of m13_mgmc from 210 to 215
- Increased manpower cost of daimler_mk2 from 210 to 220
- Increased manpower cost of tetrarch_mk7 from 210 to 220
- Increased manpower cost of m8_greyhound_early 230 to 235
- Increased manpower cost of m8_greyhound from 220 to 235
- Increased manpower cost of m12 shotgun from 8 to 14
- Increased manpower cost of vickers_aa_mk1 from 140 to 150
- Increased manpower cost of vickers_mk6 from 170 to 190
- Increased manpower cost of m5_hst from 120 to 145
- Reduced doctrine point cost of doctrine_84mm_k18_late from 40 to 30
- Reduced doctrine point cost of doctrine_84mm_k18_mid from 40 to 30
- Reduced doctrine point cost of doctrine_75mm_pak40_fin_late from 35 to 30
- Reduced doctrine point cost of doctrine_85mm_52k_late from 35 to 30
- Reduced doctrine point cost of doctrine_90mm_m2_late from 45 to 40
- Reduced doctrine point cost of doctrine_94mm_qf_3_7_aa_late from 50 to 40
- Reduced doctrine point cost of doctrine_88mm_flak36_late from 50 to 40
- Reduced doctrine point cost of doctrine_75mm_k44 from 50 to 40
- Reduced doctrine point cost of doctrine_m18_hellcat_late from 35 to 30
- Reduced doctrine point cost of doctrine_sdkfz234 from 30 to 25
- Reduced doctrine point cost of doctrine_sdkfz251d_22 from 35 to 25
- Reduced doctrine point cost of doctrine_sdkfz234_4 from 40 to 35
- Reduced doctrine point cost of doctrine_jagdpanzer4_l48_early from 40 to 35
- Reduced doctrine point cost of doctrine_jagdpanzer4_l48_late from 60 to 55
- Reduced doctrine point cost of doctrine_sturmartillerie_unit from 45 to 35
- Reduced doctrine point cost of doctrine_panzer4j from 40 to 30
- Reduced doctrine point cost of doctrine_pz4j_fin from 40 to 30
- Reduced doctrine point cost of doctrine_kv1_42_fin_late from 50 to 45
- Reduced doctrine point cost of doctrine_kv1e_fin from 50 to 40
- Reduced doctrine point cost of doctrine_t60_late from 15 to 10
- Reduced doctrine point cost of doctrine_t70m from 20 to 15
- Reduced doctrine point cost of doctrine_kv85 from 45 to 40
- Reduced doctrine point cost of doctrine_ot34_late from 30 to 20
- Reduced doctrine point cost of doctrine_t3457_43 from 30 to 20
- Reduced doctrine point cost of doctrine_m4a2_75_late_rus from 30 to 20
- Reduced doctrine point cost of doctrine_su85m from 50 to 45
- Reduced doctrine point cost of doctrine_m4a3_75w_e4_5_late from 30 to 20
- Reduced doctrine point cost of doctrine_sherman5_croc from 30 to 20
- Reduced doctrine point cost of doctrine_squad_soe_late_irr from 50 to 40
- Reduced doctrine point cost of doctrine_panzer3flamm_late from 20 to 10
- Reduced doctrine point cost of doctrine_150mm_sig33_late from 60 to 50
- Reduced doctrine point cost of doctrine_jagdpanther from 95 to 85
- Reduced doctrine point cost of doctrine_ferdinand_late from 105 to 100
- Reduced doctrine point cost of doctrine_tiger1hunt from 80 to 60
- Reduced doctrine point cost of doctrine_panzer5g from 80 to 60
- Reduced doctrine point cost of doctrine_88mm_pak43_late from 75 to 60
- Reduced doctrine point cost of doctrine_nashorn_late from 80 to 60
- Reduced doctrine point cost of doctrine_isu152 from 70 to 60
- Reduced doctrine point cost of doctrine_isu152_fin from 70 to 60
- Reduced doctrine point cost of doctrine_is2 from 95 to 90
- Reduced doctrine point cost of doctrine_su100 from 90 to 75
- Reduced doctrine point cost of doctrine_isu122s from 90 to 75
- Reduced doctrine point cost of doctrine_2m4a2_76_rus from 40 to 30
- Reduced doctrine point cost of doctrine_100mm_bs3_scoutcar from 70 to 60
- Reduced doctrine point cost of doctrine_m26_pershing_late from 80 to 60
- Reduced doctrine point cost of doctrine_m36b1_gmc_t33_late from 45 to 30
- Reduced doctrine point cost of doctrine_sherman1c_tulip_hybrid from 50 to 40
- Reduced doctrine point cost of doctrine_archer_double from 60 to 50
- Reduced doctrine point cost of doctrine_sherman1c_double from 80 to 70
- Reduced doctrine point cost of doctrine_sdkfz251d_1_stuka from 110 to 100
- Reduced doctrine point cost of doctrine_150mm_nebelwerfer41_late from 70 to 60
- Reduced doctrine point cost of doctrine_150mm_nebelwerfer41_fin_late from 70 to 60
- Reduced doctrine point cost of doctrine_panzerwerfer42_late from 90 to 80
- Reduced doctrine point cost of doctrine_210mm_nebelwerfer42_fin_late from 90 to 80
- Reduced doctrine point cost of doctrine_pz38h_w40_late from 105 to 90
- Reduced doctrine point cost of doctrine_pz38h_w40 from 105 to 90
- Reduced doctrine point cost of doctrine_zis6_bm13_16_late from 100 to 90
- Reduced doctrine point cost of doctrine_katyusha_late 100 to 90
- Reduced doctrine point cost of doctrine_bm31 from 120 to 100
- Reduced doctrine point cost of doctrine_280mm_br5_late from 115 to 110
- Reduced doctrine point cost of doctrine_m4a3_calliope_late from 115 to 100
- Reduced doctrine point cost of doctrine_squad_usa_signaller_240_late from 60 to 40
- Reduced doctrine point cost of doctrine_squad_usa_signaller_203_vt_late from 60 to 40
- Reduced doctrine point cost of doctrine_squad_usa_signaller_203_mid from 60 to 40
- Reduced doctrine point cost of doctrine_squad_eng_signaller_203_early from 60 to 40
- Reduced doctrine point cost of doctrine_squad_eng_signaller_183 from 60 to 30
- Reduced doctrine point cost of doctrine_105mm_sk18_late from 90 to 80
- Reduced doctrine point cost of doctrine_150mm_sfh18 from 75 to 65
- Reduced doctrine point cost of doctrine_150mm_sfh18_fin_late from 75 to 65
- Reduced doctrine point cost of doctrine_170mm_k18 from 105 to 90
- Reduced doctrine point cost of doctrine_hummel_late from 90 to 80
- Reduced doctrine point cost of doctrine_120mm_k78_31_late from 65 to 60
- Reduced doctrine point cost of doctrine_155mm_h17_late from 80 to 70
- Reduced doctrine point cost of doctrine_155mm_k17_late from 80 to 70
- Reduced doctrine point cost of doctrine_210mm_h17_late from 80 to 70
- Reduced doctrine point cost of doctrine_152mm_ml20_late from 85 to 75
- Reduced doctrine point cost of doctrine_203mm_b4_late from 85 to 75
- Reduced doctrine point cost of doctrine_152mm_br2 from 105 to 100
- Reduced doctrine point cost of doctrine_m12_gmc_late from 100 to 90
- Reduced doctrine point cost of doctrine_203mm_m1_late from 85 to 75
- Reduced doctrine point cost of doctrine_155mm_m1a1_longtom_late from 100 to 90
- Reduced doctrine point cost of doctrine_155mm_m1_late from 80 to 70
- Reduced doctrine point cost of doctrine_155mm_m1a1_longtom_eng_late from 100 to 90
- Reduced doctrine point cost of doctrine_140mm_bl_5_5_late from 75 to 65
- Reduced doctrine point cost of doctrine_183mm_bl_7_2_late from 80 to 70
- Reduced doctrine point cost of doctrine_183mm_bl_7_2_mk6_late from 80 to 70
- Reduced doctrine point cost of doctrine_88mm_flak18_mid from 65 to 60
- Reduced doctrine point cost of doctrine_sdkfz8_flak18_mid from 65 to 60
- Reduced doctrine point cost of doctrine_panzer3flamm from 35 to 30
- Reduced doctrine point cost of doctrine_panzer3l from 35 to 30
- Reduced manpower cost of 20mm_l39 from 90 to 80
- Reduced manpower cost of 76mm_qf17_late from 700 to 670
- Reduced manpower cost of archer from 700 to 670
- Increased unlock time of automatic emplacement category units that had it set at 0/90 seconds, to 60/150 seconds
- Increased cooldown time of automatic emplacement category units that had it set at 30/60 seconds, to 180 seconds
- Increased unlock time of wheeled vehicle category units that had it set at 90 seconds, to 150 seconds
- Increased cooldown time of wheeled vehicle category units that had it set at 60 seconds, to 180 seconds
- Increased unlock time of light tank category units that had it set at 60/90 seconds, to 150/150 seconds
- Changed cooldown time of single riflegrenade units from 0/60/120 to 60/150/150 seconds
- Changed cost modifier of single riflegrenade units from 1.2
- 1.38 to 2
- Changed unlock time of mechanised t2 squads to 180 seconds
- Changed cooldown of mechanised t2 squads to 180 seconds
- Changed cooldown of 50. cal recon jeep squads from 60 to 120 seconds
- Increased cooldown of doctrine_t60_late from 240 to 300
- Increased cooldown of doctrine_sdkfz234_1 from 180 to 240
- Increased initian timer of 20mm_l39 from 0 to 30 seconds
- Increased cooldown of 20mm_l39 from 10 to 60 seconds
- Increased cooldown of 25mm_pstk37 and 28mm_pzb41 from 30 to 60 seconds
- Increased cooldown of panzer2c, panzer2f, t40, bt2_da2, vickers_aa_mk1, vickers_mk6 from 60 to 180
- Reduced cooldown of doctrine_squad_volksgrenadieredetach from 120 to 60
- Reduced unlock time of panzer3n from 480 to 420 seconds
- Reduced unlock time of panzer4_70_v from 1140 to 1080
- Reduced unlock time of panzer5a from 1380 to 1260
- Reduced unlock time of tiger1e from 1380 to 1260
- Reduced unlock time of is2_43 from 1380 to 1260
- Reduced unlock time of su152_late from 1140 to 1080
- Reduced unlock time of m36_gmc_late from 1140 to 1080
- Reduced unlock time of m4a3e2_76 from 1200 to 1140
- Reduced unlock time of 76mm_qf17_late from 1140 to 1020
- Reduced unlock time of archer from 1140 to 1020
- Reduced unlock time of achilles_mk2 from 1140 to 1020
- Reduced unlock time of sherman1c from 1200 to 1080
- Reduced unlock time of sherman5c from 1200 to 1080
- Reduced unlock timer of 105mm_lefh18_40 from 1200 to 1080
- Added limit of 2 to doctrine_su26
- Added limit of 1 to doctrine_76mm_land_mattress
- Added limit of 3 to doctrine_sdkfz251d_17
- Added limit of 4 to doctrine_squad_scoutcar_marines
- Added limit of 2 to doctrine_staghound_mk2
- Added limit of 2 to doctrine_m8_hmc
- Added limit of 2 to doctrine_cruiser_mk2a_cs
- Reduced limit of doctrine_sdkfz251d_16 from 5 to 3
- Reduced limit of doctrine_panzer3flamm_late from 4 to 3
- Increased spare flares of late_fo_radio_155, late_fo_radio_155_vt and fo_radio_155 from 7 to 9
- Reduced spare flares of late_fo_radio_240 from 6 to 5 to be same as late_fo_radio_203
Everything Else
- Added destructibility to snow_embankment3 series (snow mounds used on most non-Ostfront Maps)
- Added interface/action/teleport.set for Conquest off-map support (airstrikes/artillery strikes)
- Added fern type grass to the western front biome
- Updated QueryScene function in LUA scripts to ignore empty vehicles
- Updated props in all vehicle .def files that are used for LUA scene query and added scene_query_readme.md to LUA scripts folder to explain schema rules
- Updated unit icons for sherman5_mid
- Updated unit icons for kv1_41
- Updated damage schematic for stug3b
- Updated flammpanzer_b2 damage schematic
- Updated USA conquest icons for 82nd Engineer squads
- Updated icons for British cannons that received new wheels
- Updated shotgun damage fall-off over distance:
- Reduced range shotgun does 200 damage (1 chest shot to kill Tier 2 infantry) from 25.7 to 20m
- Reduced range shotgun does 100 damage (2 chest shots to kill Tier 2 infantry) from 46.7 to 35m - Reduced PIAT trajectory/arc by applying the same velocity and gravity settings that other "bazooka" class weapons use. It still has the most "in-class" arc but not nearly has much as before.
- Disabled blast energy causing "Cannon" class units to impulse up/flip. AI cannot reset cannon when flipped and it adds extra micro for players to reset them. Overall, it does more harm than add immersion.
- Fixed crash caused by save file somehow having more than one entity saved to the same cell of an inventory
- Fixed metal wheels of 152mm_bl_6_mk19 to rubber wheels
- Fixed metal wheels of 203mm_bl_8 to rubber wheels
- Fixed sdkfz251c variants track IDs on x models, preventing them from swapping to the x model
- Fixed some volume issues with bedford trucks
- Fixed the wrong gun file for crusader_aa_mk1 and the amount of ammo pre-loaded into the gun
- Fixed humber_mk4 steering
- Fixed missing 'wheeled' prop for Daimler Dingo, mk1 and mk2 vehicles
- Fixed m5_hst track break animation not playing properly
- Fixed panzernest_krab and 50cal_quad_m45 not having contact physics while being towed
- Fixed coax MG for the Panzer 3 Ausf.E
- Fixed 155mm_gpf_ger & 155mm_gpf_us close animation
- Fixed k18 torsion bars
- Fixed normal map green channel for some British vehicles
- Fixed bm13_studebreaker UV error
- Fixed rotation speeds and angle for .50cal MG on cckw_redball supply truck
- Fixed various valetine tank mesh issues
- Fixed props for the soviet universal carriers
- Fixed sight bone for morris_c9_aa sometimes obstructing vision if fully crewed
- Fixed sdkfz251c tracks
- Fixed cruiser_mk2 fx not playing for the coaxial MG
- Fixed no2_flame_thrower foresight position to ensure flame particles clear the soldier's left hand
- Fixed some English 1st airland breeds to have consistent veterancy levels
- Fixed soviet arms texture
- Fixed British Rifle Grenade and Piat missing overhead icon
- Fixed land patch mesh for dirt_lump_straight
- Fixed trench modular landpatch
- Fixed euro_cargo_spool to be crushable
- Fixed colliderID for planks_sawmill3
- Fixed landpatch terrian type for warehouse_01
- Fixed volumes with euro cable reels, cargo pool, container industrial
- Fixed cut to brick texmod
- Fixed missing distant firing sound for Panzerb2's 2nd gun
- Fixed Enfield having incorrect "Far" shot sound
- Fixed music track "scorched_earth" to be 16-bit standard
- Fixed some localization issues
- Removed old/unused ground textures. Any maps affected had their materials updated.
- Removed several factory and building assets from construction/_stalingrad/ that were either unused or rarely used and updated affected maps:
- 2v2_industry
- 2v2_suburbs
- 2v2_tikhvin
- 3v3_factory
- 3v3_posenov
- 3v3_radusha_airfield
- 3v3_wotan
- 4v4_rikila
- 4v4_grassland
- 4v4_vitebsk
- dcg_fbykovo
- dcg_f_factory
- dcg_f_lazurnyi
- 01-rus/1941_12_tikhvin
- 02_ger/1943_11_wotan
- Support units' costs (airstrikes, off-map artillery, etc) have been changed in the unit roster .set files. See Base game files for differences.
- Conquest map .mi files were all changed to have new includes and map point replacement
- The open beta change of "maximum_ammo_payback from 150 to 0 for domination gamemode" did not receive enough feedback for us to move forward with the change and has been reverted. Meaning capturing points continue to give 150MP payback.
r7513-8163
Change Log
Highlights
- Added separate pathing profile for prone/crawling humans so they do not vault over objects. Kneeling and standing humans will continue to use vault-able objects automatically.
- Added per shell penetration and max range data to the weapon sections in the unit info window of Multiplayer modes and to the Library/Conquest viewer
- Added ability for host to spawn and transfer of entire unit 'stage' to fellow players in Co-op Conquest with one action
- Optimized supply zones (supply trucks and crates) so they do not cause a reduction in performance when units are inside the supply zones
- Fixed vehicles with damaged wheels being able to drive too quickly in reverse. It should now be properly limited.
Conquest
- Added ability for host to spawn and transfer of entire unit 'stage' to fellow players in Co-op Conquest with one action
- Fixed name of next map in Conquest not being updated after completing an Operation
- Fixed incorrect grass data being loaded onto maps in Conquest after completing an Operation
- Fixed CP cost for USA support trucks in Conquest
- Fixed Finest Hour conquest maps missing includes
- Fixed some map issues on dcg_radekhiv
- Fixed some map issues on dcg_Hilltop
- Fixed terrian polygons on dcg_kymhi_airfield
- Fixed air/flag waypoints on dcg_olkhovatka
Single Player
- Among the Heavens(1942_09_elbrus)
- Fixed if players skipped intro in coop very fast leaving fade on black screen, removed old coop skip script now that coop skipping works as it should.
- Fixes some floating rocks - In Spite of Everything(1943_11_wotan)
- Updated coop scenario setup to prevent overlap issues. - Lair of the Beast(1945_03_cologne)
- Replaced Panther G with Panther A Armor version, per historical data.
- Fixed various soldiers not being in proper building windows for defense due to building entity changes(bcorn_part01). - Back to Square One(1942_01_vyazma)
- All players resupply boxes and trucks are inactive until all intro cutscenes are over. This way in single player at very high fps there is no noticeable small regular fps dips.
- Fixed some cannon inventories, replaced some ammo resupply boxes with trucks and this seems to help with minor performance jumps from automatic resupply checks. - The Siege of Sevastopol(1942_06_sevastopol)
- Added fuel truck at start and 2 arriving fuel trucks during phase2(not destructible at initial move in) so help player manage fuel issues in this mission.
Multiplayer
- Frontlines
- 2v2_bastogne improved spawns for both teams at f21_1.
- 2v2_blitzkrieg fixed a22, pos3 spawn as it was inside large building. - Fix attempt for cars/trucks crew stun desync when shot by piercing ammo types
- Fixed houses on 4v4_fields
- Fixed flag placement on 1v1 balzerweg for AI bot move orders
Everything Else
- Optimized supply zones (supply trucks and crates) so they do not cause a reduction in performance when units are inside said zones
- Fixed mission properties/modifiers/accuracy to work again (editor/mission scripting feature)
- Fixed crash related to amphibious vehicles using reverse only move button and changing chassis from water to land
- Fixed wrong texture prefix for bf109_f4_xx#winter
- Fixed props for heavy_mg_vickers_mg
- Fixed x model for heavy_mg_m1917_30cal
- Fixed certain planes made from "wood" material from being able to be shot down by "bazooka" class weapons
- Fixed accuracy of 47mm pak(t) and 47mm pstk 39 guns (their accuracies were somewhat out of scale with other weapons)
- Fixed Finnish ISU-152 icons to reflect current 3d model
- Fixed target class/selector for 105mm_k13 and 107mm_k10
- Fixed staghound_mkaa having incorrect target selector. Should target aircraft properly now
- Fixed some missing window defines to English boats
- Fixed material for ks_25_flame_thrower entity
- Fixed being able to toggle engine off through hot bar for motorized cannons while cannon is moving
- Fixed missing hull MG for the panzerb2
- Increased rate of fire, muzzle velocity, and reload speed of MG31(f)
- Increased inventory "weight" for select vehicles so that a ammo type is not split into separate stacks in the inventory
- Fixed flame particle emit positions on British and American flamethrower so they should not burn themselves anymore with recent changes flame particle contact times to fix exploitation
- Fixed USA tier 3 breeds that had less skill or veterancy than they should
- Fixed weapon skill for 82nd_late_demo_off
- Fixed obstacles for building euro_ruin_03 that causing infantry to get stuck inside
- Fixed industrial awning to be "crushable" by cars and trucks (previously only armored cars and tanks)
- Fixed garrison position for regel_bau_621
- Fixed some winter trees from changing to autumn texture when burning due to texmod name
- Fixed some localization issues
Note to Modders This update alters the pather.set, obstacle.reg for vaulting to be disabled while crawling. Be sure to compare and update these files if you have them in your mods.
r7227-7513
Change Log
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.
**Note to Modders** This update alters the pather.set, obstacle.reg, and many map objects .def files for humans to be able to vault. Be sure to compare and update these files if you have them in your mods.
r6768-7226
Change Log
Conquest
- Reverted economy changes for attacking AI in Conquest that were introduced in recent patch
- Updated SAS sections to official TO&E
- Updated Soviet defender to possible have higher tier (mid war soldiers) earlier in the campaign
- Fixed German defender possibly having mkb42(h) to early in the campaign
- Fixed prices for valentine mk10 and mk11 in conquest
- Fixed 107mm_ml4_2_mortar_barrage costing 8 Research points in conquest (1 Point now)
- Fixed Commonwealth AI airstrike setup/usage in conquest
- Fixed some fences on DCG bergen radar
- Fixed water inside of bunkers on DCG valkenburg airfield
- Fixed pipes that caused pathing issues on DCG ruhr factory
- Fixed flying haybales on DCG Hazebrouck
- Fixed units stuck in buildings at spawn on DCG Hamburg
- Fixed rails on bridge being destructible on DCG Elden landings
- Fixed missing train cars under the bridge on DCG Bretteville sur odon
- Fixed pathing issue around the railway platforms on DCG Ruhr factory
- Fixed invalid "texmod" settings for maps
- Fixed floating entities on dcg_flanders_fields_sum
Single Player
- Battle of Villers-Bocage(1944_07_13_villers-bocage_skirmish)
- fixed Offensive doctrine hero unit not being limited to 3 buys.
- fixed some carriers not have mg equipped.
- Fixed roster of "Guards AD Squad" to match the icon used as this purchase also includes explosive and piat. - Battle of Arras(1940_05_20_arras_skirmish)
- Defensive doctrine infantry purchase of Veteran squad changed as it did not exist in early war, price increased and changed to Black Watch Rifle Section. - Dynamo (1940_06_03_dunkirk)
- fixed player medic at line 4 autoassign - Pegasus Bridge (1944_06_05_pegasus)
- fixed progression blocker when starting optional objective - Arnhem Hell (1944_09_17_arnhem)
- fixed text goes beyond the objectives window component - The Dash of XXX Corps(1944_09_20_marketgarden_skirmish)
- fixed some carriers not have mg equipped.
- Fixed Offensive doctrine hero unit not being limited to 3 buys.
- Highlanders and Ghosts (1940_06_st_valery_en_caux)
- Updated hms_boadicea to not sink but become completely disabled - Sword Beach(1944_06_swordbeach)
- added missing event to fix secret task not working.
- Fixed missing autosaves
- deleted unnecessary placeholder line in localization
- Fixed secret objective sherman dd not completing
- Fixed narrator sounds 06 and 07 lines, they were swapped - Against the Tide(1944_06_tilly_sur_seulles)
- fixed grille_k buy not hiding when back in menu.
- fixed hattrick achievement.
- fixed max 8 players same as other skirmishes. - Cutting The Highway (1944_09_koevering)
- Fixed achievements not appearing and autosaves - The Black Friday (1944_10_woensdrecht)
- Fixed secret objective 2 not starting and halftrack crew disappearing - NUTS!(1944_12_03_bastogne)
- task 01/02 and "german capturing supplies" tasks and events clean up and logic fixes. This eliminates some of the progression issues.
- task 06/07 completion logic fixes.
- supplies recovered detection improved vs situation where if player left a helmet in them etc.
- fixed overlapping talk lines.
- Unbroken(1942_10_obsich)
- Fixed bug which would prevent coop progress. - Winter Storm(1942_12_winterstorm)
- Fixed bug causing being stuck in coop.
- Fixed CooP issue with players getting stuck in cinematics in campaign missions
- Fixed all skirmishes any 0 sec, 1 keyframe, scenarios to set camera after intro set to 0.3 sec to prevent coop bug
- Fixed AT infantry purchase icons to reflect correct AT weapons in Finest Hour late war skirmishes
Multiplayer
- Added limit of 4 to doctrine_squad_carrier_late_irr
- Increased cooldown of doctrine_squad_carrier_late_irr from 180 to 240
- Increased cost of doctrine_churchill_mk8 from 45 to 50 dp
- Increased cost of doctrine_76mm_land_mattress from 85 to 90 dp
- Increased cooldown of doctrine_cruiser_mk2a_cs_early from 240 to 300
- Increased cost of late and mid sas squad from 20 to 25 (due to extra sniper)
- Updated SAS sections to official TO&E
- Fixed friendly fire exploit in MP game modes (incorrect syntax for scripts)
- Fixed Typhoon Recon plane to be on hold fire like other recon planes
- Fixed missing unlock and cooldown timers for cruiser_mk1_cs in early war
- Fixed doctrine_cruiser_mk3 cost (used previously present cruiser cs price)
- Fixed doctrine_squad_carrier_late_irr cost (15 dp)
- Fixed scf modifier for squad_1st_para_recce_late_all to be same as other squads on armed transports (15% cheaper)
- Fixed flaregun ammo counts for eng signallers to be consistent with other factions (3 more for 88mm, one less for 203mm)
- Fixed wrong cost value of humber_scout (75 to 130)
- Fixed early war 221 cost to be same as in other periods (160 to 130)
- Fixed 114mm_bl_4_5_mk1 missing from early war MP Doctrine roster
- Fixed Commonwealth, Mid-War, All-Around doctrine, Tier 3 Forward observer missing CP cost
- Last Stand gamemode on 4v4_eindhoven
- fixed bot spawns as some would result in bots spawning 800 meters in map.
- fixed defender bot waypoints. - Fixed spawns for Last Stand mode on 4v4_krasny_bor
- Fixed some pathing issues around the railway station on 4v4_Remagen
- Fixed ocean mask/water so that many areas don't end up with water when you dig trenches on 4v4_arras_countryside_sum and 4v4_vlissingen_breach
- Fixed rubble in front of a door on 4v4_arras_countryside_sum
- Fixed invalid "texmod" settings for maps
Everything Else
- Increased Comet/Challenger off-road speed but decreased max/road speed from 52 to 47kph
- Increased Cromwell Mk7/8 max/road and off-road speed to match earlier Cromwell MKs
- Updated interaction_entity/flora.inc to catch if bushes have a tex mode that isn't burned or bare and enable visible (vision blocking) for them automatically
- Updated german 75mm APCBC slope modifier (mostly at +65 degree angles)
- Disabled 'contact' for various volumes of the crashed horsa gliders in maps to help reduce/eliminate vehicles getting stuck on them following normal pathing of move orders
- Fixed small memory leak in backconevisualizer
- Fixed a crash that would happen with bf109_e4b if it was added to Multiplayer by modders, due to a define limiting non-existing bone.
- Fixed planes propellers having a double mesh if the engine was destroyed while the plane was on the ground.
- Fixed hurricane_mk2c carrying American bombs on plane model instead of eng 250lb_gp_bomb
- Fixed Archer direct control aiming becoming inverted when any component is broken then repaired
- Fixed wrong lamp position of qld truck engineer version and removed unnecessary textures.
- Fixed missing volume for bush: evergreen_shrub
- Fixed several building issues
- Fixed cromwell8 enumerator1.ply having wrong .mtl attached to it
- Fixed cromwell6 detail12 by replacing it with a shield extender instead.
- Fixed some Dingo variations missing sound
- Fixed unic304f track 'len' direction
- Fixed name of Geschutzwagen and unic304f #camo1 textures to #camo instead
- Fixed the Geschutzwagen Dunkelgelb (yellow camo) to be default and made the grey a pattern (#grey, as an optional camo)
- Fixed geschutzwagen_39h volume hierarchy so destroyed textures and break animations play properly
- Fixed missing valentine mk9 "late" x textures
- Fixed cromwell6 random turret track shields
- Fixed crusader_aa_mk2 playing reload animation after each shot
- Fixed crusader_mk1_cs missing engine sound
- Fixed armor values for m10_gmc (including all sub-variants), m36_gmc (including all sub-variants), achilles_mk2 and wolverine_mk1.
- Fixed base bone position for all valentine tanks
- Fixed valentine_mk10 and valentine_mk11 enumerator hierarchy.
- Fixed incorrect audio layer assignment for 95mm
- Fixed several map entities that were set to impregnability full instead of harmless allowing bullets to go through them
- Fix to bridge001 Texture
- Fix to french house 04 floating flags
- Fixed all weather/environments in game that had weather FX type selected and density of 0. Caused problems like wrong explosion FX to play and other weather related scripts to trigger when they were not suppose to
- Fixed button_4_eng with wrong number in name
- Fixed missing 7th ad recon icon
- Fixed localization issues
- Fixed lewis gun recoil animation speed so that it looks better when firing fully automatic
r6300-6446
Change Log
Conquest
- Updated research cost of some units in commonwealth tech tree
- Reduced CP cost for Crusader tanks in conquest
- Reduced CP cost for Ostwind and Wirbelwind in conquest (-5)
- Fixed missing in-game icons and localization for Commonwealth support strikes for conquest
Single Player
- Fixed map issue on 'Ghosts and Highlanders' (1940_06_st_valery_en_caux)
- Fixed achievement on normal difficulty for 'Cutting the Highway' (1944_09_koevering)
- Fixed an issue with a landing craft hitting a sherman dd on 'Sword beach' (1944_06_13_swordbeach)
- Tears and Sweat (1940_05_13_dyle):
- fixed AI medic stays idle if waypoint was interrupted by another medic
- fixed reinforcements sniper may stuck if enemies are close to spawn point
- fixed doctrine howitzer can be detached from the carrier before given to player
- fixed reinforcement button for ally assault still visible after mission completion if not clicked before
- fixed ally assault button hint still looped after mission completion if the button was not clicked before
- fixed player infantry on Matilda has free move
- fixed too quick scenario change at the start of phase 3
- adjustments dialogues queue - Dynamo (1940_06_03_dunkirk):
- fixed some enemy units still visible after outro
- fixed player reinforcements could arrive after outro
- fixed ammo pointers visible in outro cutscene
- minor AI fixes
- player's reinforcements arrive now 2 minutes later
- fixed a building with blocked entrance - Pegasus Bridge (1944_06_05_pegasus):
- fixed crate with mg ammo in the pillbox
- fixed gamespeed not reset to normal when phase 2 begins
- fixed bagpipes stop playing during outro cutscene
- fixed task fail condition when player lost all units during phase 2 - Goodwood (1944_07_18_caen_goodwood):
- fixed reinforcements panel not hidden after outro if tanks category active
- fixed wrong narrator assigned to voice lines for doctrine objective completions
- changed positions of explosive objects during phase 1 - To the End (1944_09_20_oosterbeek):
- fixed fence collision issue - The Liberation of the Old (1945_03_24_varsity):
- fixed soldier spawn during cutscene between phase 2 and 3
- changed german soldier skin during cutscene between phase 2 and 3
- replaced breed of narrator duplicate after outro
- Battle of Arras (1940_05_20_arras_skirmish)
- fixed case where player purchase could be close enough to the inactive matilda thats used for convoy recovery before actual task is spawned, and thus preventing from convoy soldiers being assigned later.
- relaxed requirements for both secret achievements(increased time).
Multiplayer
- Increased cost of doctrine_crusader_aa_mk2 from 15 to 20 DP
- Updated an extra 88mm flare to be 127mm flare for soe_radio_op
- Fixed 2v2 dunkirk dunes base flag order
- Fixed road terrain causing pathing issue on ostfront map 2v2_countryside
- Fixed all rivers to shallow water on 2v2_grave to improve units pathing
- Fixed missing doctrine_84mm_qf18_2pa_early icons
- Fixed binoculars to be inhand on spawn for soe_xo and soe_com
- Fixed the minimap in the 2v2_Heelsum loading screen
- Removed duplicate define for unit buys in multiplayer settings
Everything Else
- Added dx11 shader cache files
- Added xx models for the British Destroyer
- Fixed ENG Nationality and Scotish Voice added to Scotish soldiers mid war
- Fixed missing spanish localization entries for british vehicles
- Fixed Scotish Voice Assigned to Highlanders and Black Watch
- Fixed Scotish Voice file errors fix
- Fixed Comet 1p shot fix
- Fixed Ml 4.2inch Mortar Distant sounds link
- Fixed missing weapon sounds for hipower_1935 and pistol_no2_mk1
- Fixed M22 Locust scale (not Long John version yet)
- Fixed extra gun defines (gun5 and gun6) to fix the British Destroyer AA guns being not breakable.
- Fixed 'sight' view of the 94mm_qf_3_7_aa to not aim at the crew
- Fixed turn radius of Typhoon recon plane in Multiplayer
- Fixed willys_mb_mg_eng from loosing access to the weapon when any component breaks
- Fixed reload time for 20mm_polsten to be same as other box magazine fed 20mm AA guns
- Fixed 20mm_oerlikon and 20mm_polsten not able to shoot after reloading due to magazine volume blocking barrel
- Fixed uk helmet mk3 chinstrap on 2 models
- Fixed German Early War SMG NCO not having correct pouches or rank.
- Fixed euro water tank 01 Destruction
- Fixed industrial containers pathing
- Fixed euro barbedwire01 obstacles
- Fixed arnhem factory building obstacles
- Fixed dutch manor01 pivots
- Fixed euro hay bale volume thickness
- Fixed dutch fence 03 obstacles
- Fixed dutch bridge 08 railing volumes
- Fixed missing unit icon for mortar_carrier_mk2
- Fixed missing unit icon for the wasp_mk2c
- Fixed various localization issues
r6243-6299
Update 63: V 1.058.0, third hotfix after the release of Finest Hour
Change Log
Conquest
- Added M22 locust littlejohn to Conquest tech tree
- Fixed duplicate squad entry in conquest for GER bot
- Fixed missing icon for Typhoon support airstrike in conquest
Single Player
- Fall Gel b(1940_05_arras) fixed halftrack spawn without tags
- The Bridge Too Far(1944_10_tornio)
- fixed 2 vehicles from "ger_reinf" events not resetting from invincible at entry to normal after assignment.
- fixed some [Invalid amount for non-stack item in stuff holder (0, must be 1)] inventory entries. - Battle of Arras(1940_05_20_arras_skirmish)
- fixed heavy rifle inf purchase image not showing up.
- fixed secret 1 achievement not counting properly.
Multiplayer
- Fixed missing finest hour post-battle result icons
- Fixed eng early and late sniper hp to be same as other snipers
- Fixed doctrine_84mm_qf18_2pa_early buy
- Fixed latewar eng defensive t2+ timers
- Fixed commonwealth T2 infantry having 1 less CP then they should.
- Updated several eng t1 dp cooldowns to be more consistent
- Increased cost of doctrine_staghound_mk2 from 20 to 25 dp
- Increased cost of staghound_mkaa from 250 to 260 mp
- Increased cost of staghound_mk2 from 360 to 380 mp
- Reverted airstrike price increase. Underlying bug should be fixed now.
Everything Else
- Fixed missing late british texture for "little john" adaptor
- Fixed sound signal conflict
- Fixed missing sound layer Welrod pistol
- Fixed blue reflected light off one variant of the soviet SSH40 helmet
- Fixed Stuart6 issues with suspension
- Fixed cruiser_mk1_cs aux_gun_rot rotation issues
- Fixed valentine_mk9 enumerator bones not following the turret
- Fixed for most planes, disappearing on explosion and propellers vanishing upon destruction.
- Fixed hurribomber_mk2c to have correct bombs in its weapon/inventory
- Fixed tetrarch and vickers mk6 texture problem
- Fixed pathing for Rotterdam01 building
- Fixed RU language briefings
- Disabled Morric Cs9 to shoot weapons on its own while in direct control of player. (Fights player for control of where the turret aims if it does)
- Removed not needed texture variant for UK humanskins
- Updated UK human models:
- Fixed reversed Navy Officer rank epaulettes.
- Fixed Navy Commandos using two badges, one being duplicative and redundant.
- Changed Polish breeds to use some sidecaps for variation.
- Changed RN crew humanskin.
- Changed Veteran Late War UK Gloster regiment to a different texture for more visibility.
- Changed Veteran Late War UK Gloster regiment sergeant's headwear to a blank service cap due to not having the badge for their specific regiment.
- Fixed other texture related issues.
r6166-6242
The airstrike units will be enabled back in PvP in the hotfix 3 later today, alongside assorted fixes throughout the game.
Hotfix 1
More hotfixes to follow during the day.
Update 60: V 1.055.0
Change Log
Highlights
- Added contextual reverse mode when vehicle is: selected, can move, and user places mouse cursor behind the vehicle
- Added toggle button 'Reverse mode' to the right control panel, along with keybind in option/controls for vehicles
- Added new feature to Conquest, allowing users to select textures (texmods) for their units in the preview area, and they save for use in the battle
- Added initial code support and animations for human idles in squatting and prone stances (not in cover, yet)
Optimizations
- Optimized Multiplayer game modes (Battle Zones, Domination, Last Stand, Frontlines)
- Skip loading units in doctrines that are not selected by players
- Results in several gigabytes of reduction in memory usage and shorter loading times
- This is similar to the optimizations done for Conquest in the last update (V1.054.0) - Optimized Steam friends Icons to be removed from memory when loading into a match
- Optimized how vehicle views (vehicle schematics in the bottom left corner of UI) are loaded to and offloaded from memory.
- Reduces memory consumption by ~600mb+
- Reduces FPS drop when switching into direct control
Conquest
- Added a new feature to allow users to select textures (texmods) for their units in the preview area, and they save for use in the battle
- Updated friendly fire to not force destroy in Conquest for both solo and coop modes
- Updated Conquest mission scripts to check the nation before building sandbags around MGs and to use shallow sandbags
- Updated t26_33_fin to not require t26e but instead require the vickers_6t_altb in research tree for Finnish Conquest
- Updated Soviet AT rifle man to not appear on stage 1 and instead on stage 2 and 3
- Fixed pathing issue on dcg_natramala map
- Fixed floating grass on dcg_utah beach
- Fixed pathing issue with railway tracks on dcg_puhoksen and dcg_puhoksen winter
- Fixed the wrong vehicle wreck player number on DCG Puhoksen and Puhoksen winter
- Fixed Conquest map .info files to Not have {texMode 'none'} and instead comment it out ;{texMode}. 'none' is not a actual texmod
Single Player
- Updated friendly fire to not force destroy in Campaign missions for both solo and coop modes
- Fixed broken land polygons on Battle of Bloody Gulch(1944_06_06_bloody_gulch)
- Fixed wall alignment on SP Nijmegen
- Fixed 114 H/18 reinforcement missing image in buys list on Ilomantsi(1944_07-fin_ilomantsi)
- Fixed weapons used by a number of player soldiers so they match breed for auto resupply purposes for Closing the Pocket(1944_10_courland)
- Fixed invisible walls on cliffs on SP Kollaa
- The Hills of Saint-Lô(1944_06_saint_lo_hills):
- Fixed and cleaned up part2/assign_3 reinforcements arrival possibility of not being assigned properly if extreme damage occurs right as reinforcements are spawned(such as a plane crashing upon them).
- Assign 3 reinforcement (1 ht + 1armor based on doctrine) now is teleported in and cannot be damaged or affected via AI until assigned. - The Ace of Swords(1943_07_petrovka)
- Fixed final retreat task completion. (linked humans but not inactive who are crew of inactive vehicle, are considered active until task completion). Added a failsafe as well.
- Fixed timer that tells when retreat task is shown, as the randomized delays there was small chance it would never happen(missing default switch case).
- Fixed crash in coop if anyone was in direct control upon completion of the last task before the game is complete(must ables -select before player # switch). - Christmas Trouble(1944_12_hotton)
- Removed stray weapons at 0,0,0.
- Fixed one building mid-air
Multiplayer
- Increased cost of t26c from 235 to 250 mp
- Reduced cost of t26 variants to 180 mp
- Removed limit from doctrine_squad_scoutcar_marines
- Increased cost of doctrine_kv1_42_fin_late from 40 to 50 dp
- Increased cost of doctrine_kv1e_fin from 40 to 45 dp
- Reduced cost of doctrine_p204_f from 10 to 5 dp
- Reduced limit of doctrine_p204_f from 5 to 4
- Reduced cost of doctrine_pz35t from 15 to 10 dp
- Reduced cost of doctrine_sdkfz10_pak38 from 30 to 25 dp
- Reduced cost of doctrine_panzer742r from 20 to 15 dp
- Reduced cost of doctrine_panzer2f_mid from 20 to 15 dp
- Reduced cost of doctrine_pz38t_g from 20 to 15 dp
- Reduced cost of doctrine_sdkfz250a_9_mid from 15 to 10 dp
- Reduced cost of doctrine_sdkfz251c_2_mid from 20 to 15 dp
- Reduced cost of doctrine_sdkfz7_2_mid from 25 to 20 dp
- Reduced cost of doctrine_75mm_pak9738_mid from 35 to 30 dp
- Reduced cost of doctrine_squad_stosstrupp from 25 to 20 dp
- Removed limit from doctrine_sdkfz10_flak38_fin
- Reduced cost of doctrine_bt5_mid from 20 to 15 dp
- Reduced cost of doctrine_towed_m42 from 20 to 15 dp
- Reduced cost of doctrine_50cal_quad_m45_mid from 15 to 10 dp
- Reduced cost of doctrine_m4_mortar_carrier_mid from 20 to 15 dp
- Reduced cost of doctrine_t30_hmc_mid from 30 to 25 dp
- Reduced cost of doctrine_75mm_m1a1_mid from 30 to 25 dp
- Reduced cost of doctrine_m6_gmc_mid from 25 to 20 dp
- Reduced cost of doctrine_m3_gmc_mid from 30 to 20 dp
- Reduced cost of doctrine_m4a1_mortar_carrier_late from 20 to 15 dp
- Reduced cost of doctrine_75mm_m3a3_late from 30 to 25 dp
- Reduced cost of doctrine_75mm_m1a1_late from 30 to 25 dp
- Reduced cost of doctrine_75mm_legebig18_late from 30 to 25 dp
- Reduced cost of doctrine_76mm_m43 from 30 to 25 dp
- Reduced cost of light bombers from 1000 to 300 mp for scoring purposes: from 50 to 15 score
- Reduced cost of heavy bombers from 1000 to 500 mp for scoring purposes: from 50 to 25 score
- Changed unlock (initial) timers for many manpower vehicles so that better vehicles and emplacements will unlock later
- Increased aircraft speeds in multiplayer by 10%
- Increased opening cooldown of Finnish t3 and t4 infantry to 180 and 300 seconds - similar to other factions
- Reduced both cooldowns of USA midwar allround and offensive t4 ranger squads to t3 timer: from 300 to 180 seconds, due to those doctrines not having any t3 squads
- Fixed pathing fix on 1v1_tormasenvaara
- Fixed a pathing issue on 1v1_oryol
- Fixed broken land polygons on 4v4_dubovka
- Fixed one house not accessible, pathing, and heightmap near it on 4v4_dubovka
- Fixed MP map .info files to Not point to {texMode 'none'} and instead comment out ;{texMode}. 'none' is not a actual texmod
Everything Else
- Animation Updates
- Added initial code support and animations for human idles in squatting and prone stances (not in cover, yet)
- Added new idle animations
- Added MOCAP idles back into idle_gun blunt rotation
- Updated and replaced squat_take_gun
- Updated Bolt_Open animations to return to base pose when finished. Should fix any 'no ammo' issues when bolting guns open
- Updated Idle animation sorting & speed/timing
- Updated run_fast_ to only use 1hand sprints
- Updated stand_take_gun animations
- Updated cover_snipe_empty animation with a new one
- Removed idle_gun_2hand_high from random idle rotation
- Fixed squat take animation and updated it
- Fixed squat end pose to no longer look awkward
- Fixed stand gun take animations frame-pausing, added gun manipulation.
- Fixed additive animations by forcing the last frame of the animation to be equal to the first one. Should address the accumulating offset from additive animations, causing strange poses for humans when hit. - Small Arms Updates
- Updated SMGs time-outs between bursts to be based on ROF and not clip capacity (Bergmann m20, ppsh41 stick, Thompson 20 and 30 rounders)
- Increased SMGs with shorter shots per burst to be the same as other SMGs with longer shots per burst (MP40s, Later Thompsons, PPS43, M3 Grease)
- Increased accuracy of STG and M1 Carbine at 60m and slightly at 95m
- Reduced SMG bullet damage over distance curve
- Reduced accuracy of semi-rifles slightly at both 60m and 95m
- Reduced forced delay for rifles when switching targets from 0.5s to 0.25s
- Fixed bolt-action rifles not having zeroing (increased accuracy with multiple shots at the same target) - Added contextual reverse mode when a vehicle is selected and the user moves the cursor behind vehicle
- Added toggle button 'Reverse mode' to the right control panel, along with keybind in option/controls for vehicles
- Updated damage modifier to human limbs to be unified at 0.8
- Updated order of grenades in USA soldiers' inventories for smoke grenades to be thrown first before white phosphorus if the soldier has both
- Updated tank gun skill to be 15% improvement per level after level 4 (5-8)
- Updated skybox textures by lowering clouds to be more visible
- Updated Stand Gun idles to be more optimized
- Increased Interaction ID limit from 256 to 65,535 IDs
- Increased smoke grenade count for USA infantry
- Increased ammo count for Volvo 127d Itk40 to be inline with other AA trucks
- Fixed crew positions for 150mm_sig33
- Fixed 76mm_itk31 getting stuck in towing vehicle when changing stance from tow to fire by adding animation to shift it away from the vehicle
- Fixed 600mm_thor gun break animation
- Fixed crew for 76mm_k00 to sit in seats when towed
- Fixed m36b1_gmc missing parts
- Fixed "removable" shield components on T28E variants
- Fixed enumerator on Vickers 6t altb
- Fixed the recoil animation for 76mm M1927 variants
- Fixed wheelr on both 300mm_krh42 x and xx mismatching with the normal version (unbroken/undamaged)
- Fixed flying dshk on the zis5_dshk_xx model
- Fixed SU85 series gun rotation limit to +-10°
- Fixed the wrong tiger E bump map
- Fixed scale 25mm_pstk37 AT gun
- Fixed wrong inventory item preview for 50mm_ger_l87_apcbche
- Fixed flak36 seat bones and animations when being towed by a vehicle
- Fixed stretched body mesh on sdkfz251d_1_xx
- Fixed missing faces on the barrel's end for panzer4f2_x and panzer4g_x
- Fixed for the 300mm krh42
- Obstacles not rotating with the vehicle
- Attack ground not working for more than one shot
- Rotation /aiming speeds to help reduce the chance of a rogue shot flying outside of the aiming point
- Pivots are possibly resolving its aiming issues - Fixed for ba_20, ba20_command, and fai_m
- Hatches during break and repair animations
- Replaced with open animations
- Fixed missing hatch sounds for doors - Fixed various armor bugs for Sherman tanks:
- Sherman III mantlet now counts as a turret component (just like Liberation Shermans have.)
- Fixed wrong rear armor for: m4a3_105_hvss, m4a3_76w_field1, m4a3_76w_field2, m4a3_76w_field3, m4a3_76w_hvss. Previously had 10mm, now they correctly have 38.1mm
- Fixed roof armor for 76mm Shermans: m4a1_76w, m4a1_76w_mid, m4a3_76w, m4a3_76w_field1, m4a3_76w_field2, m4a3_76w_field3, and m4a3_76w_hvss
- Fixed roof armor for 76mm Shermans: m4a2_76w_early_rus, and m4a2_76w_late_rus
- Fixed wrong gun shield armor for m4_75_early and m4_75_early_armor. Before it was 89mm (which is for M34A1), but now it correctly has 76.2mm (which is for M34).
- Fixed inconsistent armor values between normal and xx model for m4_75_early_armor_xx, before turret4_vol was 89mm, now it's correctly 76mm.
- Fixed missing component tag for mantlets on: sherman3_late, m4a2_75_late_rus, and m4a2_76w_early_rus - Fixed textures for T26C and sdkfz234
- Fixed wrong SP maps for mine_tmi_43 and panzer5a
- Fixed normal maps (textures) for many vehicles (special thanks to Colditz)
- Fixed repair kits stacking in groups of 5 instead of 1 in the soldier's inventory
- Fixed Finnish heavy engineers not being able to build mortar pits
- Fixed Finnish jacket to all cases where it's used in #winter variations
- Fixed several missing small icons
- Replaced interaction scripts that check for 'destroyed' tag (airborne and marine.inc). That tag is now automatically applied via source code.
r3453-4023
Change-Log
- Fixed progression blocker in 'Ace of Swords' mission
This is a silent update and does advance the game version. It will not create any multiplayer desyncronisation between versions or any conflicts with mods or saves.
Current Release
Build 23116999
Uploaded May 20, 2026
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System Requirements
How to Install
binaries\x64\call_to_arms.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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